Advanced Races 5 - Ravenfolk
Advanced Races 5 - Ravenfolk
BY WADE ROCKETT
TM
Table of Contents
Ravenfolk 3 Ravenfolk Feats 11
Ravenfolk Racial Traits 4 Ravenfolk Archetypes 11
Ravenfolk of Midgard 4 Ravenfolk Spells 13
Ravonfolk
Credits
AMIDGARD
Design and Development: Wade Rockett Interior Art: Guido Kuip, Pat Loboyko, Aaron
Additional Design and Development: Wolfgang Miller, Marc Radle, Maciej Zagorski
Baur, James Jacobs, Ben McFarland, and Art Direction and Layout: Marc Radle
R. William Thompson
Accounting: Shelly Baur
Editing: Eytan Bernstein
Publisher: Wolfgang Baur
Cover Art: Guido Kuip
TM
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Ravenfolk
Sharp is the blade that’s drawn in the morning,
Dark is the form of the watcher above.
Bright is the blood on the swift-striking talon,
Keen is the hearing, all-seeing the eye.
F ew races in Midgard live amid so much rumor,
suspicion and outright falsehood as the ravenfolk.
Known as heruti in the South and huginn everywhere
else, they make their rookeries in every major city.
Depending on whom you ask, the ravenfolk might be
- Song of the Ravenfolk (traditional, Ironcrags) condemned as solitary wanderers bearing misfortune, or
33
praised as messengers from the gods. They are both loyal magically created the ravenfolk from feathers plucked from
comrades and treacherous thieves, brave warriors and his ravens Huginn (Thought) and Muninn (Memory.)
contemptible cowards. They are despised for their strange He placed this new race into the world alongside elves,
and secretive culture, and criticized for having no true dwarves, humans and others to be his spies.
culture of their own. To this day the ravenfolk are Wotan’s agents among the
These truths, half-truths and lies conceal a greater races of Midgard, and embody his thought and memory.
mystery that very few outsiders know… They are thieves of objects, yes, but primarily they are
thieves of secrets.
Ravonfolk
Ravenfolk
to hatch plots. They are widely viewed as spies, informers,
AMIDGARD
of Midgard
West and the Seven Cities most of the time, and are most
honored in Nuria Natal, where they serve the temples
of Horus as sworn guardians, assassins and seekers of
forgotten arcana.
“The ravens sit on his shoulders and say into his ear all the In the Northlands the huginn are living bridges between
tidings which they see or hear. They are called thus: Huginn and this world and the realm of the gods. They share the
Muninn. He sends them at day-break to fly about all the world, Northern gods’ knowledge of Yggdrasil’s paths and are secret
and they come back at undern-meal; thus he is acquainted with allies of the dwarven Illuminated Brotherhood (Dwarves
many tidings. Therefore men call him Raven-God…” of the Ironcrags, 17.) To those who dwell in the harsh,
- The Prose Edda of Snorri Sturlson, unforgiving lands of the North, the huginn starkly symbolize
translated by Arthur Gilchrist Brodeur both the will of the gods and the reality of death in battle.
Far to the South the heruti hold their heads high, as
The ravenfolk of Midgard are an odd, avian race of
they bravely serve gods who wear their faces. The falcon-
scoundrels, schemers and sneaks—and they are much
god Horus’ most fanatical believers are heru. They are
more than that. Long ago when Wotan brokered the
wandering desert mystics, sword masters and dispensers
truce that brought peace among the gods, the wily deity
of the god’s fury and justice. The Talons of Heru are holy
44
slayers of the falcon god’s foes, and the Wingless One is leave the roost and other adult ravenfolk teach it the skills
their grandmaster. of blade-fighting.
Some Southern heruti become tomb-delving Huginn mature to adulthood within 10 years and can
wizards and rogues. Their patron is Thoth-Hermes, the live to be up to 110 years old. A huginn’s life revolves
crane-headed god of knowledge and the arcane, and around several milestones: its birth, first cut, first fall, and
his ravenfolk followers preserve his ancient hermetic the annual celebration of its “rebirth” from its first fall. The
traditions. They claim that both Horus and Thoth- first fall is a fall that breaks a limb; somewhat similar to
Hermes are masks of Wotan. one’s birth, it is a celebration of death and rebirth. Annual
rebirth ceremonies of important huginn or a flock elder
RAVENFOLK PHYSIOLOGY can mean great jubilation, festivities, amazing contests of
The common ravenfolk is a bipedal humanoid with avian skill and combat, and performances.
features, including a large beak, taloned hands and feet, First cut is the first time huginn manage a cut against
and a thick covering of feathers. A huginn’s face resembles their parents or mentors once given their first blade. They
that of a great raven or crow, but it lacks wings and has a often keep this small edged item throughout their lives as
much more solid frame. Most are pitch-black although a memento of the day they earned their freedom from the
a smattering have been seen with white and red flecks. roost. Some huginn discard their first blade out of either
Rumors of rare albinos appear to be just that—rumors. spite or apathy, but all huginn keep a blade of some form
Ravenfolk stand roughly 5 ft. tall and, because of their on their person.
hollow bones, weigh just 95 – 105 lb. Though they have Huginn which have murdered another huginn; those
no wings and normally cannot fly, their physiology is who abandon their roosting mates, those who have slain with
strikingly similar to that of true avians. their first cut or never made a cut; could all find themselves
Ravenfolk will eat almost anything, but they prefer exiled or stuck on the very outskirts of huginn society. Exile
raw meat and field grains, such as corn, soy, and alfalfa. from a huginn flock is shameful, and these outcasts often
They even scavenge days-old carrion, though this practice become vengeful bandits among their own kind.
repulses most other humanoids.
RAVENFOLK PERSONALITY
HATCHING, MATING, AND NESTING Because personalities vary as much as in any other race,
Ravenfolk hatch from eggs. Their inaccessible nests huginn can have any alignment. They adapt to any local
are built by the father, preferably atop a high building, urban or natural region they occupy, although their
abandoned structure, or tall tree. Most ravenfolk are good presence in cities is not always welcome. They frequently
climbers by the time they are old enough to mate. take on local customs, traditions, and beliefs to fit in with
Mating happens in the spring and lasts for a season; if no their surrounding community.
offspring result, the pair usually separates. After conceiving, Heroic huginn favor defensive fighting styles, while evil
the female huginn immediately knows of her pregnancy huginn often employ more vicious and deadly tactics.
and informs her mate. The male then builds her a new The huginn are masters of words, and have access to
nest in a location of her choosing within the 7 – 9 weeks ancient and supernatural languages unknown to most.
between conception and egg laying. During this time, the They can easily decipher strange texts and translate foreign
female rarely lets the male huginn rest until the nest is to languages. Their ability to quickly pick up new languages
her liking. This can take three or four attempts if the male is unrivalled among the humanoid races, and they often
is inexperienced in nest-building, but male huginn are serve as translators. Huginn take great delight in learning
persistent when it comes to pleasing their mates. strange and archaic languages not in common use.
Once the nest is made and the female has laid her
1 – 5 eggs, they hatch 3 – 4 weeks later. Immediately after LANGUAGES
hatching, the infant huginn can speak simple words, move The ravenfolk’s spoken language is called Huginn’s Speech
clumsily, and climb somewhat more smoothly due to their in the North and Ghuraab in the South. Given how far-
well-developed talons. The huginn parents are especially flung the ravenfolk are, it is remarkably consistent across
aggressive and unwelcoming to strangers while nesting. regions. Its complex subtlety makes it attractive to rogues
They tend to drive visitors away with pelted stones or loud as a thieves’ cant.
cries until the young are fledged. The ravenfolk have another language which they may
use instead of, or in conjunction with, their spoken tongue:
LEAVING THE NEST the language of feathers, also known as feather speech or
Before a juvenile huginn can climb away from its nest at “pinion.” Huginn and heruti can communicate volumes
around 12 or 13 years of age, it is given a shard of glass or without speaking a word through the dyeing, arrangement,
metal or a piece of mirror, and its father provokes it into a preening and rustling of their plumage. This language
rage, inciting the youth into attacking (female huginn can is inherent to ravenfolk, and doesn’t require spending a
certainly incite this rage as well, but the duty traditionally language slot to use.
falls to the males in most huginn rookeries). When a cut Some non-ravenfolk in the Northlands, Nuria Natal
has been made—the “first cut”—the juvenile huginn may and the Rothenian Plains understand at least a few phrases
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in feather speech; a handful of people in Zobeck do **Ravenfolk never have to ask another huginn if they’re
as well. Shamans and high-level initiates in the secret joking. When storytellers relate a humorous tale or
societies of the dwarven cantons are fluent in it, and have anecdote, they ruffle their feathers in a certain way. There
developed a sign language that is recognizable to ravenfolk are subtleties within this gesture: for example, a storyteller
as feather speech. This lets them communicate with might indicate through feather speech that the events
huginn on roughly the same level. being related could be taken as funny, but the tragedy of
Some examples of concepts conveyed through feather the situation makes it inappropriate to laugh.
speech:
Ravonfolk
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HUGINN OF VIDIM HUGINN OF ZOBECK
The tsar of Vidim, a small but influential Rothenian state, Most huginn of Zobeck dwell in the Free City Rookery,
depends on two groups to maintain his rule: the boyars known as “Robber’s Roost” to those who don’t care much
and the huginn. The boyars are his nobles and vassals, the for the ravenfolk. There is some truth to the name: many
knights and judges of the realm who possess land and serfs of the huginn’s most accomplished spies, scoundrels and
given to them by the tsar. The huginn of Vidim are his smugglers are drawn to Zobeck. Opportunities are plentiful
soldiers and spies. They inhabit the Perch of the Huginn, for someone with a quick wit, light fingers and a swift
a rookery near the tsar’s Scarlet Palace and the Temple of blade—qualities that describe the ravenfolk perfectly. But
Wotan. Their chieftain is Ukwak, a gray-feathered warrior. in truth, most huginn in the rookery are decent folk who
Their most notorious spy, Viryeshka Krasny, has taken honor the flock’s traditions and keep their word, using their
a human name and she sometimes disguises herself as a talents for legitimate ventures. The huginn who use their
human, so good is her mimicry. talents for crime tend to live outside the rookery in Ashmill
Most boyars and huginn do not trust each other, and or the Docks.
the Perch of the Huginn is sometimes the site of duels, Rumor has it that the huginn chieftain T’chak
murders, and outright assassinations. The tsar seems Silverspur recently made overtures to the Mouse King, lord
unable to control both sides strongly enough to bring an of all rodents and a powerful figure in Zobeck’s criminal
end to the heated rivalry. underworld. T’chack supposedly suggested that their
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Ravenfolk
two peoples could come to an arrangement. With the
Mouse King’s people gathering secrets at ground level and
below, and the ravenfolk spying from their high perches,
they could join forces to create an unrivaled intelligence
network. Whether the Mouse King will accept this
proposal is unknown, but his difficulties with the rival
Spyglass Guild surely make it an offer worth considering.
Adventurers
A disproportionate number of ravenfolk become
Ravonfolk
HUGINN OF NURIA NATAL adventurers when compared to other races. As they enter
Like most citizens of Nuria Natal, the heruti of the River adulthood, a drive to leave the nest sends many young
dvanced Races TALES
Kingdom fervently pursue the arts of warfare, magic and ravenfolk on an adventure, a quest to come into their
worship. The cleric Ukwa Ushteq, Beloved of Horus, and own. Others take up travel to better appreciate their flock’s
the deadly warrior known only as the Wingless One, niche, or to seek out a place to where all ravenfolk might
Grandmaster of the Talons of Heru, lead the ravenfolk flock. Still others become adventurers out of necessity;
population—an astounding 130,000 heru. The heruti are exiled or ostracized ravenfolk often have little other
viewed by the god-king Thutmoses as vitally important to choice.
the life and defense of this ancient realm. Alchemist: The shifting forms and quixotic bombs of the
AMIDGARD
Nuria Natal’s rookery, known as the City in the Sky, sits alchemist appeal to huginn who embrace Wotan’s trickster
near the temples of Horus and Thoth-Hermes. Over the years aspect, or heru who follow Thoth-Hermes. Those who
devotees of these gods have offered objects of gold, silver, dedicate themselves to mastery of the blade may regard
polished wood, glass, fine fabrics and semi-precious stones ravenfolk alchemists as defying traditional methods of
to the ravenfolk for use in building their nests. As a result the training in exchange for quick mutagens and extracts.
City in the Sky glitters in the sun during the day, and gleams Barbarian: Ravenfolk barbarians are rare, and typically
with the reflected lights of torches and lanterns at night.
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found in the most remote reaches of the Northlands or Ranger: For flocks that roost near a hostile enemy, rangers
the deep deserts of the South. Highly spiritual ravenfolk are the first line of defense against encroachment.
barbarians claim to become one with their god, or the Respected tacticians, ravenfolk rangers often set out on
powers of nature, while enraged. their own to deal with issues the community cannot.
Bard: Ravenfolk appreciate vocal diversity in a way only Rogue: A natural fit for ravenfolk, the path of the rogue
an avian race can. From common morning songs to allows huginn to live amongst other races in their
epic poems littered with mimicry, a ravenfolk bard can cities, moving information and goods while remaining
deliver dazzling performances. This skill is especially unnoticed in shadowy nooks and alleyways. There is
prized in the North where a huginn skald (Northlands perhaps no more respected citizen than the law- and
40) of good reputation will always find welcome in the tradition-abiding ravenfolk rogue.
halls of the mighty. Sorcerer: Every so often, the huginn’s link with the realm
Cavalier: The high-minded orders and chivalric notions of of the gods manifests itself in the form of a sorcerer.
the cavalier are often pleasing to ravenfolk with a strong Treated no different than his rookery mates, the ravenfolk
devotion to the flock, but as a race accustomed to living sorcerer is nevertheless watched closely by the elders of
on the edges of larger civilizations, drawing that much his flock to see what destiny has in store.
attention to oneself is sometimes problematic. Summoner: Ravenfolk summoners delight in their
Cleric: Their connection to the World Tree often leads eidolons and constantly seek to perfect them through
ravenfolk along a spiritual path, forming a close bond hundreds of minute changes over time. Eidolons that
with a like-minded deity such as Wotan, Horus or Thoth- take on a devilish or demonic appearance are considered
Hermes. More philosophically-minded ravenfolk might abominations amongst the ravenfolk.
worship an ideal rather than a personified deity, but they Witch: The mystic connection with the gods’ realm
are no less respected. sometimes leads a huginn down the path of the witch,
Druid: Like clerics, druids are respected in ravenfolk questing after the natural world’s arcane secrets. Most
society for their devotion to an idealized cause. However, ravenfolk regard witches in the same light as over-zealous
druids who come to see civilization as a blight to nature’s druids, whose devotion to the flock has wavered to the
advance quickly find themselves ostracized in ravenfolk point of exile.
culture. Wotan placed the huginn in Midgard to be his Wizard: Many ravenfolk wizards claim to tap into the
eyes and ears among the other races. Cities, where news World Tree itself to power their spells. Whether or not
of other lands is eagerly traded, serve this purpose well. this is frowned upon by ravenfolk elders depends more on
Fighter: One of the most common choices for adventurous the wizard’s actions than by any reverence or distaste for
ravenfolk, the fighter epitomizes the huginn love for arcane mysteries.
blades and desire to wield them with consummate skill.
Ravenfolk fighters invariably train in swords of all types.
When going to war, they are fearsome sights, equipped
with their beak and feather razors and fighting spurs. Alternate
Inquisitor: When the traditions of the flock are threatened
by encroaching outsiders or influential, change-minded
insiders, ravenfolk inquisitors emerge to defend them.
Racial Traits
Over generations, some ravenfolk flocks that live among
They seek out threats to their culture’s way of life, both at
home and abroad. other races adopt traits similar to those races. Others revere
mysticism and harbor a deep connection with their race’s
Monk: Combining sword training with the whirling
supernatural origins. Such ravenfolk often possess different
strikes of martial arts, ravenfolk monks are respected and
racial traits than more traditional huginn and heru.
revered by the huginn. They may be found meditating
At the discretion of your GM, you can use the following
and practicing their forms atop icy, windblown Northern
ravenfolk racial traits instead of existing racial traits.
crags or sand-worn pillars in the Southern deserts.
Brother/Sister to Gulls: The call of the sea drew you to a
Oracle: Because Midgard’s ravenfolk represent the
life of adventure as a privateer, raider or explorer. You dart
connection between the world of mortals and the realm
through the rigging like a bird in flight, swim like a seal,
of the gods, oracles are common among the huginn and
and have a keen eye for the value of treasure. You gain a
heruti. When a doom-croaking huginn arrives at one’s
+1 to Appraise, Swim and Climb checks. This racial trait
door, it’s likely to herald momentous things.
replaces the sneaky racial trait.
Paladin: Just as with the cleric, ravenfolk who devote
Edgeborn: While all huginn↜are comfortable with
themselves to an ideal find respect amongst their kind.
swords,↜you have a natural talent for bladework. Pick↜one
Ravenfolk paladins seek adventure to test the conviction
particular type of sword (longsword, shortsword, etc.)
of their devotion against temptation and corruption. Many
You deal an extra 1 hp of damage when successfully
heru paladins pledge their swords to the service of Horus.
attacking with that weapon. This damage is not multiplied
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by critical hits or other mechanics. It is only added to↜the take ranks in Fly without having a natural fly speed,
total damage after all other modifiers. This racial trait and can use Fly to negate falling damage (see Fly skill)
replaces the sneaky racial trait. without having a fly speed. This racial trait replaces low-
Gifted Vocalist: Your nimble tongue and clever voice skills light vision and sneaky.
serve↜you well. You gain a +1 to Bluff and Disguise checks Southern Mystic: You possess a link with Thoth-Hermes,
made to deceive someone while you are↜in costume or god of knowledge and the arcane. Heru with this racial
while you are unseen, as well as when making Perform: trait gain a +2 racial bonus on Knowledge (arcana).
Ravonfolk
Oratory checks. Disguise is always a class skill for you. Huginn with a Charisma score of 10 or higher can cast
This racial trait replaces the gifted linguist racial trait. read magic once per day as a spell-like ability. Huginn
dvanced Races TALES
Horus-blessed: The eye of Horus shone on you as a with a Charisma score of 13 or higher can cast arcane
fledgling, marking you as one destined to challenge sight once per week as a spell-like ability. The caster
creatures that lurk in the dark. Heru with this trait gain a level for these effects is equal to the heru’s level (DC
+1 racial bonus to skill checks made in conditions of low 10 + spell’s level + Charisma modifier). This racial trait
light. This racial trait replaces the sneaky racial trait. replaces the gifted linguist racial trait.
Ironclaw: While most ravenfolk train from an early age Strong Climber: Most ravenfolk climb well; a few are
with blades of varying lengths, you did not have access especially strong climbers. Heru with this racial trait may
AMIDGARD
to such weaponry. Nevertheless, the instinct to master use Strength instead of Dexterity while climbing and
a martial form is deep within the ravenfolk spirit. always gain Climb as a class skill. This ability racial trait
Ravenfolk with this racial trait gain a single claw attack replaces the gifted linguist racial trait.
that inflicts 1d8 points of slashing damage on a hit. This Subtle: As your rookery grew, your humanoid neighbors
racial trait replaces the swordtrained racial trait. developed a mistrust of the ravenfolk. Rather than
Northern Mystic: You possess a special link with the remain invisible to the community at large, and in order
sacred ravens of Wotan, the Hanged God of wisdom and to better appease their curiously distrustful neighbors,
secrets. Huginn with this racial trait gain a +2 racial bonus your people go to great efforts to mask their numbers
on Knowledge (planes). Huginn with a Charisma score of within the community, purposely passing as humans,
10 or higher can cast guidance once per day as a spell-like dwarves, elves, or whatever race they live near. Ravenfolk
ability. Huginn with a Charisma score of 13 or higher can with this trait gain a +2 racial bonus on Bluff and
cast speak with dead once per week as a spell-like ability. Disguise. This racial trait replaces the sneaky racial trait.
The caster level for these effects is equal to the huginn’s Trustworthy: Other humanoid races are often intolerant
level (DC 10 + spell’s level + Charisma modifier). This and territorial. By managing to live peacefully alongside
racial trait replaces the gifted linguist racial trait. such races, you’ve become a natural diplomat and
Skybound: Your avian appearance is a clear sign that your negotiator. Huginn with this racial trait gain a +2 racial
race was meant to soar the skies. Known for spending bonus to Diplomacy and Sense Motive. This racial trait
hours or days atop trees, buildings, mountains, or any replaces the sneaky racial trait.
other structure of any height, eyes to the sun, feeling the Well-Traveled: Your home rookery included a huginn
wind play across your feathers, you long to float among fluent in a secret language. You may learn
the clouds. Ravenfolk with this racial trait this language at character creation or after
gain Fly as a class skill, can an appropriate return and visit there
(as well as spending the requisite skill
points). You gain a +1 circumstance bonus
to Diplomacy and Sense Motive checks made
with speakers of this language. This racial trait
expands on the existing Gifted Linguist trait but
requires spending 1 skill point on Linguistics.
Wotan-blessed: You have an instinctive sense for the
flow of the fates. Once per day, you may choose to↜add +1
to a roll after you know the outcome of the d20 die roll.
One of your eyes is a disconcerting milky white, giving
you a -1 penalty to Diplomacy checks made to alter others’
attitudes. This racial trait replaces natural weapon.
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10
Ravenfolk Feats
The ravenfolk of Midgard have access to the following feats:
of dragons, learning their ways and collecting their secrets.
Prerequisite: Ravenfolk.
Benefit: You gain a +2 insight bonus to Knowledge skill
checks related to dragons and reptilian creatures such
BORN OF HUGINN as drakes or lizardfolk. You also gain a +2 circumstance
You trace your lineage back to Huginn, Wotan’s raven who bonus to Bluff and Diplomacy skill checks when dealing
embodies thought. You are not easily lulled or controlled with draconic creatures and creatures with the dragon or
by magic that affects the mind. reptilian subtype.
Prerequisite: Ravenfolk.
Ravenfolk
Benefit: Once per day you may re-roll a failed saving
throw against an enchantment spell.
Special: You may not take this feat if you have taken Born
of Muninn or Scion of Horus.
BORN OF MUNINN
You trace your lineage back to Muninn, Wotan’s raven who
Archetypes
The ravenfolk have a few particular kinds of oracles,
embodies memory. Your sense of self is unshakeable, even
fighters, wizards, rogues, and shaman among their ranks.
when assailed by powerful magic.
Full details of the shaman class can be found in New Paths
Prerequisite: Ravenfolk. #2: the Expanded Shaman.
Benefit: Once per day you may re-roll a failed saving
throw against a Transmutation spell. DOOM CROAKER (ORACLE)
Special: You may not take this feat if you have taken Born These oracles of Wotan wander the Northlands and
of Huginn or Scion of Horus. Rothenian Plain. Their visions come from the World Tree,
and they sing the doom of gods and mortals. A doom
CARRION CROW croaker has the following class features:
At one time you embraced the aspect of ravens as heralds Class Skills: A doom croaker adds Knowledge (arcana),
of death and went to dwell among Midgard’s undead. You Knowledge (religion), Knowledge (planes), and
returned with terrible knowledge. Intimidate to her list of class skills. These replace the
Prerequisite: Ravenfolk. additional skills from her mystery.
Benefit: You gain a +2 competence bonus to Knowledge Alignment: Any neutral.
skill checks related to undead, the Principality of Morgau Recommended Mysteries: ancestor, battle, bones, fire,
and Doresh, and the Ghoul Imperium. You also gain a +2 lore, metal, moon, nature, stone, time, wood.
racial bonus to saving throws against necromantic spells.
Bonus Spells: The following bonus spells replace the
DWARF-FRIEND oracle’s mystery bonus spells at these levels: comprehend
You have spent much time among the dwarven secret languages (2nd), crushing despair (4th), phantom steed
societies, and learned some of their mysteries. (6th), fear (8th), legend lore (12th), resonating word
(14th), prediction of failure (16th).
Prerequisite: Ravenfolk.
Raven’s Eye (Sp): Starting at 7th level a doom croaker can
Benefit: You gain a +2 bonus to Craft skill checks, and a +2
use clairvoyance/clairaudience as a spell-like ability using
circumstance bonus to Diplomacy checks when dealing
the doom croaker’s oracle level as the caster level. The
with dwarves.
doom croaker can use this ability for a number of rounds
SCION OF HORUS per day equal to the doom croaker’s oracle level. These
rounds do not need to be consecutive. The doom croaker
You claim kinship with the hawk-headed god Horus,
must take this revelation at 7th level.
princely foe of ancient abominations and their cults.
Prerequisite: Ravenfolk. Wotan’s Eye (Sp): Starting at 11th level a doom croaker can
use contact other planes once per day as a spell-like ability
Benefit: You gain a +2 sacred bonus to Knowledge skill using the doom croaker’s oracle level as the caster level.
checks related to aberrant creatures, and a +2 sacred The doom croaker must take this revelation at 11th level.
bonus to attacks against aberrant creatures.
Final Revelation: Upon reaching 20th level, a doom
Special: You may not take this feat if you have taken Born
croaker becomes mystically united with Yggdrasil, the
of Huginn or Born of Muninn.
World Tree. The doom croaker may cast legend lore
at will as a spell-like ability, without paying a material
SPY AMONG THE SCALY FOLK
component cost; can automatically stabilize if below 0 hit
As an agent of the warm-blooded you infiltrated the lands
points; and is immune to fear effects.
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11
Should the doom croaker die, her spirit hangs on Bonus Spells: In addition to the spells learned as they gain
the World Tree for 3 days. When the 3 days are ended levels, a black feather shaman learns additional bonus
a huginn egg appears at the site of the doom croaker’s spells. These bonus spells are added as soon as the black
death and hatches, and the doom croaker is reborn in a feather is capable of casting them and cannot be exchanged
new fledgling body, which matures over the course of 7 for different spells at higher levels. The spells are as follows:
days (treat as the reincarnate spell). This replaces the final ill omen (2nd), steal voice (4th), screech (6th), contact other
revelation of the doom croaker’s mystery. plane (10th), summon flight of eagles (12th)
Ravonfolk
These shamans of the wild Rothenian plains mystically Animal Whisperer (Ex): At 2nd level, a black feather
commune with the creatures who soar upon its fierce shaman receives a +4 bonus to Handle Animals
winds. Their spirit guides are typically avian creatures, (increases to +6 when the animal is a bird) checks and
most often corvids. Croaking and muttering their sacred gains Animal Affinity as a bonus feat. This ability replaces
chants, black feather shamans see through the merely woodland step.
physical things of the world into realms beyond. A black Summon Flock (Su): At 3rd level, a black feather shaman
feather shaman has the following class features. can cast summon swarm once per day to summon a flock
AMIDGARD
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Seasoned Sea Raven (Ex): At 3rd level, a sea raven gains Acolyte of Thoth-Hermes: At 2nd level, a thief of secrets
a +2 bonus on Appraise and Knowledge (geography) adds Knowledge (religion) and Knowledge (arcana) to his
checks, and a +3 bonus on initiative, Perception, Stealth, list of class skills. A thief of secrets can also use read magic
and Survival skill checks when on or under a body as an at-will spell-like ability. These abilities replace the
of water such as a sea, river, lake or pond. This ability rogue talent gained at that level.
replaces armor training 1. Illuminating Whispers of Thoth-Hermes (Sp): At 4th
Strike Your Colors (Ex): At 5th level, when a sea raven level, a thief of secrets can use detect magic as an at-will
hits an opponent, he can forgo his damage die (doing spell-like ability. This ability replaces the rogue talent
only strength and other damage bonuses) to make a free gained at that level.
Intimidate check to demoralize the foe. This replaces the Hermetic Mists of Thoth-Hermes (Sp): At 6th level, a
bonus feat gained at that level. thief of secrets can use obscuring mist once per day as
Weather Eye (Ex): At 6th level, a sea raven knows the stars a spell-like ability. This ability replaces the rogue talent
and weather patterns like the back of her hand, gaining a gained at that level.
+3 bonus to Survival checks when outdoors. Kindly Instruction of Thoth-Hermes (Ex): At 8th level,
Swift Talon (Ex): At 10th level, a sea raven gains the rapid a thief of secrets adds an extra die of damage and +2
attack ability of the mobile fighter archetype (APG 105). to attack rolls when using a staff in melee combat. This
This replaces the bonus feat and +3 bravery gained at that ability replaces the rogue talent gained at that level.
level. The sea raven gains bravery +3 at 14th level, and Sacred Key of Thoth-Hermes (Sp): At 10th level, a thief
bravery +4 at 18th level. of secrets can use passwall once per day as a spell-like
ability. This ability replaces the rogue talent gained at
TOMB RAVEN (WIZARD) that level.
Far to the South, myriad cults and secret societies dedicate
Ravenfolk Spells
themselves to the mysteries of the dead. A tomb raven is
a heru cult initiate who explores Midgard’s crypts, tombs
and burial grounds in search of the dark knowledge of
Anu-Akma and Charun.
Bonus spells: In addition to the spells learned as they Ravenfolk magic focuses on trickery and oracular
gain levels, a tomb raven learns additional bonus spells. elements, and is often cast with sly invocation of Wotan or
These bonus spells are added as soon as the tomb raven Horus, even by wizards. The ravenfolk know who first gave
is capable of casting them and cannot be exchanged for them magical runes memory, and are grateful for the gift.
different spells at higher levels. The spells are as follows:
hide from undead (7th), speak with dead (9th), death ward CORVID’S CUNNING
(12th). School transmutation [raven]; Level bard 3, sorcerer/
Thou Art Dust (Ex): At 5th level, all variable, numeric wizard 3
effects of a spell used to target undead are doubled, Casting Time 1 standard action
including bonuses to those dice rolls. Saving throws and Components V, S, M/DF (feathers or droppings from a
opposed rolls are not affected, nor are spells without crow, raven or jackdaw)
random variables. This ability replaces the bonus feat Range touch
gained at that level. Target creature touched
Duration 1 min./level
The Grave Shall Not Have You (Ex): At 10th level, a tomb Saving Throw Will negates (harmless); Spell Resistance yes
raven can make an extra attack on his or her next turn Foxes? Imbeciles, when compared to the crafty huginn!
after an ally is reduced to 0 hit points or fewer. This ability This spell functions like fox’s cunning. In addition, once
replaces the bonus feat gained at that level. while the spell is in effect, the target can roll twice on a
single Intelligence-based skill or ability check and use the
THIEF OF SECRETS (ROGUE) more favorable result.
One of the smaller sects of ravenfolk in Nuria Natal follows
Thoth-Hermes, a Southern god and rune-master among CORVID’S CUNNING, MASS
the magocracy. Thoth-Hermes grants these devout rogues School transmutation [raven]; Level bard 7, sorcerer/
magical abilities to help them gather spells, items, and wizard 7
lorebooks for his priests, who consider the ravenfolk a Range close (25 ft. + 5 ft./2 levels)
blessed race. Given the reputation they have elsewhere, it’s Target one creature/level, no two of which can be more
no surprise that the ravenfolk find this attitude refreshing. than 30 ft. apart
By tradition, thieves of secrets prefer staves as weapons to Mass corvid’s cunning works like corvid’s cunning, except
symbolize their connection to the arcane arts. that it affects multiple creatures.
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DRINK DEEP FROM Range close (25 ft. + 5 ft./2 levels)
MIMIR’S WELL Duration 1 min./level
Saving Throw Fortitude (negates); Spell Resistance yes
Schooldivination; Level cleric/oracle0, druid/shaman 0,
The casters of the ravenfolk wield a baleful power over
magus 0, sorcerer/wizard 0
those who would soar in their domain of the air—a
Casting Time 1standard action
freedom that they can revoke with a muttered phrase and
Components V, S, DF
a small, broken feather. This spell forces a target to remain
Range personal
in contact with the ground, so that it cannot fly, wind
Ravonfolk
Durationinstantaneous
walk, levitate, gaseous form, or use other effects that allow
Saving Throw Will(negates); Spell Resistance yes
for floating and flying-like effects. This spell cannot be
dvanced Races TALES
You call on the wisdom of the runes and sky to provide you
used against a target already flying, levitating or floating—
with guidance. Sometimes, a white feather of insight falls
the target must be in contact with the ground when it is
into your hands; more often, the world remains mysterious.
cast in order for it to be effective.
Roll 1d20 and add your Wisdom bonus to the roll
(ravenfolk gain a +1 racial bonus to this roll). On a result
SHRIEKING FLOCK
of 20 or better, the GM provides you with some obscure
School illusion [raven]; Level bard 6, druid 6, shaman 6,
but useful piece of advice that will apply to your character
ranger 4 sorcerer/wizard 7
in the next 24 hrs. On a roll of less than 20, the GM
AMIDGARD
Ravenfolk Gear
That which you desire is yours and yours alone! This spell
renders an object of 15 lbs. or less insubstantial to all
creatures but the caster. The caster must be able to see the
and Weapons
object in order to cast this spell on it. If used offensively
(for example, to affect a potion on someone’s belt, a
sword in their hand, or their pants), the bearer of the
object can negate the spell’s effect with a successful Will
save. If an object carried or worn by a creature becomes Ravenfolk equipment and weapons are generally light
insubstantial, it falls off the bearer’s body or out of its and of good quality. They also produce a few items that
hand. members of other races consider simply odd. A few of
If mine! is cast on a major artifact the spell these items are also found among the distant tengu.
automatically fails, and the caster must make a Will save
or be rendered insubstantial for 1 min./level.
GEAR
Objects affected by mine! are insubstantial to any
creature but the caster who tries to to grasp, hold, move or
FALSE FLESH
attack the object. The objects are not insubstantial in other
Price 25 gp Weight 1 lb.
respects: for example, they do not sink through floors or
Only one huginn family knows the secret formula for this
tables, or pass through walls. A fragile item worn on a belt
rubbery, malleable, yet resilient putty that lets ravenfolk
will still shatter if it hits the ground.
disguise their faces and hands to resemble the featherless
RAVENFOLK’S REVOCATION flesh of other humanoid races. Normally pale gray in color,
a parcel of false flesh includes dyes and powders used to
School transmutation [raven]; Level druid 3, shaman 3,
produce the desired skin hue. A parcel of false flesh may
sorcerer/wizard 3, magus 3
be used once to add a +3 to Disguise checks. If used twice,
Casting Time 1 standard action
that bonus drops to +2, then +1. After that it is unusable.
Components V, S, DF
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FEATHER DYES AND BLEACHES heirloom or item of national or clan significance might
Price 4 gp Weight ½ lb. be tied to a cord, and the feather will come from a rare or
As a part of feather speech, ravenfolk dye or bleach certain dangerous creature. A message sent using a very common
feathers to indicate an intention, or signal others about or poor-quality feather, when the sender could clearly do
their status or condition. A single ½ lb. bottle can be used better, is a sign of contempt and often leads to a duel.
10 times. A skilled artisan can make a very good living crafting
message feathers for the ravenfolk.
Feather color Meaning
WODENSCLOAK
Scarlet I’m looking for a fight.
Price 50 gp Weight 2 lbs.
Golden yellow I’m looking for a mate. This heavy cloak provides better-than-normal protection
Deep blue I have a mate, so please don’t against cold, rain, snow and sleet, giving the wearer a +3
approach me. to Survival checks in such conditions. It’s also cleverly
Pale blue I have a mate, but you may flirt designed with stout cords and flexible yet strong wooden
harmlessly with me if you wish.
Purple I’m in mourning.
Pearl gray I’m available for work.
Deep gray I’m available for dangerous work.
Light green I’m new to this place, so please
assume that I don’t know directions
or local customs yet.
GOLDENTONGUE LOZENGES
Price 15 gp Weight ½ lb.
Ravenfolk are skilled at disguise, but it takes an effort
to change their raspy, cawing voices. When placed on
or under the tongue these pale golden lozenges affect
the vocal chords, making it easier to alter one’s voice.
One lozenge gives disguised creatures +1 to Disguise
checks involving the voice for 1 hour. A ½ lb. pouch of
goldentongue lozenges contains 50 lozenges.
MESSAGE FEATHER
Price 50-500 gp Weight ½ lb.
Ravenfolk like to issue formal declarations of war, peace,
love or enmity on large, decorated feathers. These feathers
might be from a huginn’s own plumage, or taken from
some other feathered avian creature. A message feather has
elaborate carvings on the quill, and calligraphy, artwork,
and sometimes gold leaf on the barbs (depending on the
occasion and the finances of the sender.) Knotted leather
cords with bright beads and bits of glass hang from the quill.
For truly momentous proclamations, a small family
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Ravenfolk
rods carried within its inner pockets, allowing the cloak to
be set up as a small tent. Two medium size creatures can
take snug-but-comfortable shelter in the tent. The Survival
bonus extends to all creatures inside the tent.
WEAPONS
Magic Items
BEAK RAZOR Ravenfolk magic items are sometimes stolen, forged by
Ravonfolk
own head are an easy called shot rather than the normal Once per day when the bearer of this small stone raven
tricky called shot. (hardness 8) whispers a message of 25 words or fewer to it
Note: See Ultimate Combat for rules regarding called for a designated recipient, it animates and flies to wherever
shots. If you are not using Called Shot rules in your game, that recipient is within 10-60 minutes, traveling by way of
the beak razor grants a +1 to hit against a target without the World Tree. (Determine elapsed time with a 1d6 roll.)
a helmet or other type of armor (natural or otherwise) When it arrives it whispers the message to the recipient in
protecting its head. the sender’s voice and immediately flies back, returning to
the sender in another 10-60 minutes.
FIGHTING SPUR Wotan’s whisperer cannot be grabbed or shot down. No
This vicious weapon is a leather anklet with a curved spike one but the recipient can hear the message. If the recipient
made of hard wood, bone, or metal. Ravenfolk may wield dies before the item takes flight, the item will do nothing.
fighting spurs at any time, but they’re most often used If the recipient dies while the item is in transit, it will
when engaging in ritual combat, illicit fighting contests, or return to the sender immediately.
when heading into battles where the odds are poor and the Precise directions are not necessary: this item’s
cost of failure is great. connection with Wotan’s ravens enables it to find its
destination unerringly. The sender does not have to have
Special When a wielder with the Bleeding Critical feat
visited or seen the recipient’s location before, but does need
confirms a critical hit against a target using a fighting
to precisely identify the recipient: “The current ruler of
spur, she adds +1 damage per level to the bleed damage.
the centaur tribes” could be interpreted in different ways
However, when the wielder makes a melee attack with a
if the succession is in doubt, and it is beyond the item’s
fighting spur, until the start of her next turn she may not
power to determine who the sender means. “The man in
take an attack of opportunity against a foe who attempts to
the green cloak who I met at the tavern yesterday,” would be
trip her.
sufficient.
Wotan’s whisperer cannot carry messages back, travel
WING RAZOR
to worlds or planes other than Midgard, or carry out any
These thin, keen blades may be hidden among the feathers
other commands.
on a huginn’s arm (or any feathered avian creature’s wing),
Whenever Wotan’s whisperer travels the branches of the
turning a punch or buffet into a surprise slashing attack.
World Tree it has a 5% chance of attracting the attention
Opponents must succeed in a DC 15 Perception check or
of a planar creature of the GM’s choice, which follows the
opposed Sleight of Hand to spot the weapon.
item to its destination out of curiosity.
Special The wielder may apply his full Strength bonus to CONSTRUCTION REQUIREMENTS
off-hand attacks made with a wing razor. Craft Wondrous Item, animal messenger; Cost 1,900 gp
Weapon Cost Dmg (S) Dmg (M) Critical Weight Type Special
Beak Razor 5 gp 1d3 1d4 19-20 x2 1 lb. Exotic, Piercing See text
Fighting Spur 5 gp 1d3 1d4 x3 1 lb. Exotic, Piercing See text
Wing Razor 20 gp 1d3 1d4 19-20 x2 1/2 lb. Exotic, Slashing See text
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THIEF OF MANY THINGS (MINOR ARTIFACT) vessel and concentrates for a full round, it will give the
Aura strong enchantment and transmutation; CL 20th huginn a sense of whether the vessel carries no treasure,
Slot none; Weight 1 lb. little treasure (a hoard one level lower than the PCs’
Once per day the bearer of this small, carved wooden average level), some treasure (matches the PCs’ average
raven (hardness 5) can whisper a command word to level), or much treasure (one to three levels higher.)
animate it. The Thief of Many Things will immediately fly Activating the sword is a standard action.
out of sight and return within 10-60 minutes carrying a CONSTRUCTION REQUIREMENTS
small to medium-sized random object it found within a Craft Magic Arms and Armor, locate object; Cost 32,000 gp
one-mile radius of its bearer. The Thief of Many Things
cannot be instructed to seek out a specific item, or search
within a specific place. It is not attracted to any particular SPEAR OF THE SUN HAWK
type of object—it might bring back something beautiful Aura strong evocation; CL 10th
or ugly, shiny or dull. Slot none; Price 60,000 gp; Weight 9 lbs.
Determine the found object’s nature by a d20 roll on Cousin to the sun blade, in normal combat this
the accompanying table: enchanted weapon is equal to a +2 longspear. Against
evil creatures, its enhancement bonus is +4. Against
D20 Result undead creatures, the spear deals double damage.
1 Item that endangers the PCs to a high Once per day, the wielder can whirl the spear above his
degree (example: the ancestral sword of the head while speaking a command word. The spear of
supreme commander of an empire’s armies, a the sun hawk then sheds a bright yellow radiance that
rampaging clockwork construct, an outlawed acts like bright light and affects creatures susceptible to
item that would the owner a prison term or light as if it were natural sunlight. The radiance begins
death sentence) shining in a 10-foot radius around the spear wielder
and extends outward at 5 feet per round for 10 rounds
2-3 Item that endangers the PCs to a moderate
thereafter, to create a globe of light with a 60-foot
degree (example: a local official’s ceremonial
radius.
badge of office, an unstable alchemical
When the wielder stops whirling the spear, the radiance
compound, an outlawed item that would the
fades to a dim glow that persists for another minute
owner a large fine or jail time)
before disappearing entirely. All spears of the sun hawk
4-5 Item that endangers the PCs to a small degree are of good alignment, and any evil creature attempting
(example: a local tough’s favorite knife, a to wield one gains one negative level. The negative level
hornet’s nest, an outlawed item that would remains as long as the spear is in hand and disappears
earn the owner a small fine) when the spear is no longer wielded. This negative
6-10 Item not at all applicable to the PC’s current level cannot be overcome in any way (including by
situation restoration spells) while the spear is wielded.
11-16 Item moderately useful to the PCs in their Limitless reach of Horus (usable by good-aligned
current situation ravenfolk only): The wielder can transform the spear
17-20 Item highly useful to the PCs in their current of the sun hawk into a shaft of light and throw it at any
situation visible target regardless of range without penalty to the
attack roll. On a hit or miss the spear instantly returns
to the wielder’s hand and resumes its normal form.
SWORD OF THE SEA RAVEN When used in this manner the spear of the sun hawk
Aura moderate divination; CL 9th temporarily expends all of its magic power and becomes
Slot none; Price 64,000 gp; Weight 3 lbs. a non-magical masterwork longspear for three days,
This +2 longsword bears the seal of a legendary sea after which its powers return. If the wielder attempts
raven pirate on its pommel. It is a deadly instrument to use this ability again before the three days have
in anyone’s hands, but when wielded by one of the passed, it will work—but the spear will be permanently
ravenfolk, it tells its bearer whether a ship within destroyed, leaving nothing behind.
visible range carries a significant amount of treasure. CONSTRUCTION REQUIREMENTS
If a huginn points the sword in the Craft Magic Arms and Armor, daylight, creator
direction of a single visible seagoing must be good; Cost 30,000 gp
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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright Game Content does not constitute a challenge to the ownership of that Product
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“Your” means the licensee in terms of this agreement. Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC;
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terms of this License. You must affix such a notice to any Open Game Content that Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing,
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such Trademark or Registered Trademark. The use of any Product Identity in Open Advanced Races: Ravenfolk. © 2013 Open Design LLC; Author: Wade Rockett
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