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Aenya rpg1

The document provides an overview of the Aenya RPG system including details about battles, actions, armor, and dice rolling mechanics. It describes the roles of player characters and GMs in role playing games and how numbers and dice are used to resolve chance-based actions and combat. The RPG is based on the author's fantasy works and aims to provide an immersive storytelling experience for groups.

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AdamThePony
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0% found this document useful (0 votes)
652 views61 pages

Aenya rpg1

The document provides an overview of the Aenya RPG system including details about battles, actions, armor, and dice rolling mechanics. It describes the roles of player characters and GMs in role playing games and how numbers and dice are used to resolve chance-based actions and combat. The RPG is based on the author's fantasy works and aims to provide an immersive storytelling experience for groups.

Uploaded by

AdamThePony
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Aenya RPG Nick Alimonos

06/12/2016

Long ago, the world was torn from the heavens, and drifted through the great
void. The oceans boiled away in the West, and not a sapling endured the cold of
the East. One Sea remained, and the Potamis flowing to it, where the naked
clashed with the civilized. And yet she remains, the spirit in every leaf and
beating breast, Aenya herself. Welcome to Aenya.

Its all about the story . . .

The AENYA RPG is based on the works of Nick Alimonos, which include Ages of Aenya and
The Princess of Aenya. To learn more, you can visit: www.writersdisease.net or www.aenya.net
If you are already familiar with Role Playing Games, you can skip to the Battle section. If not,
read on:

For me, a tabletop RPG is the most fun you can have with a group of people. You may have
played something similar on a computer or with a game console, except in a traditional RPG, all
the characters, monsters and places exist in your head. While this may sound less appealing at
first, tabletop RPGs offer so much more in terms of possibilities. Since the game exists entirely
in your imagination, there is no limit to who you can be and what you can do.

In its most basic form, an RPG or role playing game is a kind of communal story telling. Its
about creating a shared experience that is both fun and memorable for everyone involved. The
best way to describe it is playing pretend for older people or playing pretend with dice and
numbers.

There are two types of players in every RPG: the player-character and the GM or Game
Master. The player is like an actor without a script. He or she decides how the character will

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react to any given situation. When confronted with a threat, do you run away in terror or face the
danger with sword in hand? Do you make alliances with the other players characters or stab
them in the back and take off with their gold? The goal of the GM, on the other hand, is to ensure
everybody is fully immersed in the games imaginary world. The GM is the storyteller, the
director and the referee. The goal of the GM is not to beat the players. There is no winning
in a real role-playing game. Just like any novel, the game ends when the GM concludes the story.

So what are all these numbers for?

Tabletop RPGs utilize a lot of numbers and dice, which can be daunting, at first. And yet, I have
played entire adventures without having to look at a single number. Much of the game depends
on the style people prefer and the kinds of story telling the GM likes to tell. Dice rolling comes
into play when someone makes an action that the GM leaves to chance. A story telling session
might go something like this:

GM: You are running as fast as you can, feeling the broken terrain beneath your
bare feet, but the bogrens are getting closer. You come to the edge of the forest
where, dropping ten feet below, a river cuts through the valley. A rope bridge
crosses to the other side, but it looks rather worn. What do you do?

Jasmine (playing Thelana): Can I jump to any of the rocks below?

GM: You can try, but there is a chance of falling. Hurry, you can hear the bogrens
getting closer.

Jasmine (playing Thelana): OK, Ill take my chance with the bridge.

GM: You run across it as it starts to collapse. Roll (the dice) to see if you grab onto
something.

The above situation called for an action roll. Dice rolling falls into two categories: action rolls
and battle rolls.

Battle (melee): Battle occurs when a character meets a monster or when two characters
cross paths and wish to fight.
In melee, an initiative roll is made using a d6 (a six sided dice) to determine which
character reacts faster; the player with the higher number makes the first attack.
Attacks are made with the d20 (20 sided dice). If the roll equals or exceeds the targets
ARMOR, the hit succeeds, and HEALTH points are taken equal to the attackers damage.
A roll of 20 always hits, regardless of ARMOR.
For characters, the type of weapon being used determines damage. A short sword, for
instance, deals 2 dmg.; this is written as: short sword 2. For monsters who do not use
weapons, damage may be listed simply: dmg 3.
The GM rolls dice for enemies.

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When an enemy is killed, the player is rewarded with XP equal to the HEALTH of that
enemy; for * multiply by 2, for ** by 3 and for *** by 4. For instance, if you kill a
bogren with 3 health, you are rewarded 3 XP. If the monster is listed as having HEALTH
3*, you are rewarded 3 x 2 = 6 XP.

Battle (ranged): Certain weapons allow for ranged attacks. A ranged attack can be made: if
the target is within range, a clear shot (nothing in the way), and a straight shot (no shooting
around corners). Ranged attacks can be made while moving or standing still. When a character
moves into the range of another, the one standing wins initiative, even if not their turn. Ranged
attacks cannot be made in melee (on the same point).

Battle (fleeing): If a battle is going badly, a player may attempt to run away. Upon fleeing,
the character incurs one free attack. The GM decides whether an enemy chooses to pursue. If a
creatures Move rate exceeds the character, the character is unable to escape, unless an
alternative to running is found: hiding in a room, a high perch, etc. The base move rate for
humans is 3 (3 squares on a board), although this may be increased through skills or magic items.

ROLLING TO HIT

Rolling to hit is the most needlessly complex mechanic in gamingbut in THE


AENYA RPG, by simply knowing your targets ARMOR, you know what to roll.
While limiting the number of hitsthis easily satisfies the need to simulate
hitting and missing while treating combat more realistically. Surviving a blow from
a medieval weapon is rare, and being continuously grazed by swords and axes
in an RPG makes little visual sense. Even if the notion is that Health equals some
abstraction, such as heroism, what is all this talk of hitting and missing for?
Great warriors knew how to execute a kill and this is where damage comes into
play. In short, there is no need for a modifier worksheet in THE AENYA RPG
all you should be thinking about is your skills and how best to use them.

ARMOR BREAKDOWN (WHAT THE NUMBERS MEAN)


1. WOODEN CHOPPING BLOCK
2. SLEEPING MAIDEN
3. DRUNKEN THUG
4. UNSUSPECTING PEASANT ATTACKED FROM BEHIND
5. SOLDIER KNOCKED PRONE
6. MERQUID
7. A RUNNING CHILD
8. ILMARIN
9. BANDIT WITH LEATHER ARMOR
10. AGILE ROGUE
11. MAN-AT-ARMS WITH SHIELD AND HELMET

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12. SEPTHERAN
13. CENTURION IN LEATHER, PLUMED HELM AND HOPLON
14. SEPTHERAN, TRUE
15. GOLEM
16. SNAIL, GIANT
17. GOLEM, ANCIENT
18. ZO ARCHITECT
19. + CONCRETE WALL

ACTIONS

An action is anything the player can imagine doing, from running along a wall to somersaulting
through a ring of fire---the more creative the action the better. It is up to the GM to assign a
difficulty for each action from 1 to 20:

RATING DIFFICULTY
1-3 A CHILD COULD DO IT
4-6 VERY EASY
7-9 EASY
10-12 CHALLENGING
13-15 HARD
16-18 SKILLED
19-21 DAMN NEAR IMPOSSIBLE

EXAMPLES OF ACTIONS AND THEIR DIFFICULTY

breaking down a door jumping a chasm

door type: difficulty chasm length: difficulty


aged wood 10 5 feet 10
strong wood 13 10 feet 15
strong wood --- 15 feet 20
with iron rivets 18 20 feet 25
iron door 22 25 feet 30
concrete wall 30

Advice for GMs: When calculating Difficulty, consider it as pertaining to the average human
so while jumping across a 15 foot chasm may seem Damn Near Impossible for Joe the Peasant, it
might actually be easy for a monk with an impressive Agility Bonus.

Actions are divided into four types: agility, wisdom, strength and endurance

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EXAMPLES OF STANDARD ACTION TYPES


jump agility
climb agility
rope swing agility
swim agility
dive agility
tight rope walking agility
move undetected agility
dodge trap/spell agility
pick pockets/locks wisdom
detect (oncoming enemies) wisdom
haggle/persuade wisdom
detect trap/secret door wisdom
read ancient text wisdom
track/wilderness survival wisdom
break barrier (doors/walls, etc.) strength
lift/move/pull/tip object strength
endure (cold/heat/torture) endurance
resist mental control/fear/poison endurance

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Guidelines for Making Your Own Hero (or Villain):

As in any good story, a good role-playing game needs an engaging protagonist. The protagonist
is your character; the role is played by you. Before the adventure can begin, youll need to decide
who you want to be:

o STEP 1: Who do you want to be? A centurion from Hedonia? A man-at-arms of


Northendell? A wild Ilmarin? A winged avian? Choose from any established class/race in
the Aenya universe or make your own.
o STEP 2: Get creative! Give your character a name, a back story and a quotesomething
that makes him or her memorable.
o STEP 3: Get some skills! Using XP (eXperience Points), purchase Skills (see Character
Classes for more).
o STEP 4: Are you tough enough? Add your Starting Health (see Character Classes) to
your basic training bonus (see Skills) to determine your MAX HEALTH.
o STEP 5: How high can you jump? Add your Base Action Bonus (see Character Classes)
to your purchased skills bonuses to determine your four basic Action Bonuses: Strength,
Agility, Wisdom and Endurance.
o STEP 6: Grab your gear! Buy weapons and items (see Hedonia). This will determine
your ARMOR score. Your funds depend on the GM. Some races are born into wealth and
others into poverty.

SKILLS THAT KILLS

THE AENYA RPG begins the character building process with skills. After
all, people do not learn Martial Combat because they are agile already
they learn Martial Combat to become agile. The same logic is applied in
THE AENYA RPG. If you want to be a great warrior, practice your sword
techniques first, then go out into the world and bash some heads.

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WHAT DO ALL THESE NUMBERS MEAN?


--- CHARACTER CHEAT SHEET ---

MAX HEALTH: (Number of points of damage you can lose before dying). Unless otherwise
noted, most human characters begin the game with a base 3 HEALTH.

ARMOR: (Other players/monsters must roll this number or above on a d20 to hit you). Armor is
calculated using a base score of 8 (you start with 8). Bonuses are added from items you buy
(such as a helmet) or skills. For example, a knight with chainmail +1, a helmet +1 and a kite
shield +2 (8 +1 +1 +2) has an Armor of 12. If a better item is purchased, subtract the old bonus
before adding the new one. Bonuses do not stack for same type items. Your Endurance score
determines the amount of armor you can wear. With max Endurance +10, Armor tops at 18.
Armor also affects Agility (see below).

WEAPON/DMG: (Number of health points you subtract with each successful hit). Buy weapons
using ruples or r. Your Endurance determines the heaviest weapon you can wield (see below).

STRENGTH: For any race/class you make, base Strength score is +0. This is the average
Strength for a human character. Add this number to your d20 roll when grappling with an enemy.
See Advanced Battle options. This attribute may also come in handy depending on the monster
you are fighting. The maximum amount of Strength a character can have is +10.

WISDOM: For any race/class you make, base Wisdom score is +0. This is the average Wisdom
for a human character. Wisdom helps you make good choices and avoid obstacles. It also
increases your chances of stealing, assassinating, haggling, persuading others, and anything
requiring mental acumen. This attribute may also come in handy depending on the monster you
are fighting. The maximum amount of Wisdom a character can have is +10.

ENDURANCE: For any race/class you make, base Endurance score is +0. This is the average
Endurance for a human character. Endurance determines the heaviest armor you can wear and
the heaviest weapons you can wield. Armor weight is equal to its bonus and weapon weight to its
damage. With Endurance +5, for instance, you can use a weapon that deals a maximum DMG: 5;
you can also upgrade your armor up to 5 points for a maximum ARMOR: 13. The maximum
Endurance a character can have is +10.

AGILITY: For any race/class you make, base Agility score is +0. This is the average Agility for
a human character. Add this bonus to jumping, climbing, tight rope walking and anything
requiring physical dexterity. ROLL: Make a d20 + Agility vs. attack roll to avoid damage from
monsters with BASH, since BASH attacks disregard Armor. For each point of non-magic armor,
subtract 1 point from Agility. Minimum Agility -10 / Maximum +10.

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CHACACTER CLASSES

In Aenya RPG, race and class are treated interchangeably. This allows for a greater variety of
characters and helps to avoid stereotypes. The world of Aenya is home to countless races and
infinite possibilities. You can choose to make your own race or use one of the four below. To
make your own, start with an XP of 2000, a base HEALTH of 3 and a Base Action Bonus +0.
Want to start your hero off with more health or superior attributes? Simply subtract 100 XP for
each point of Health/Bonus beyond the base. For classes/races listed below, Starter Skills are
already figured into the Base Action Bonus.

Ilmar

Starting HEALTH: 4+
Base Action Bonus: +1 Strength
+1 Endurance +1 Agility
Build Xp: 1600
Ruples: 0
Starter Skills: Armor of Flesh
Home: Ilmarinen
Description:

You are a primitive outcast. Since the beginnings of human
history, your kind has survived in the wilds of Aenya, hiding in the
mountains, river valleys and forests. You excel at simple tool
making, favoring obsidian daggers, spears and atlatls. Most of
your time is spent gathering, farming or hunting. War,
government and currency are alien concepts to you. Beyond the
borders of your home, you are seen as primitive and barbaric,
especially in largely populated areas. While you do not normally
wear clothing, you will try to blend in by adopting local customs.

Religion: You believe in the Goddess, Alashiya, the spirit of nature who dwells in all things and is
part of all things.

What matters most: Family

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Centurion

Starting HEALTH: 3+
Base Action Bonus: +1 Strength +1
Endurance
Build Xp: 1300
Ruples: 48
Starter Skills: Weapon Mastery: Spear,
Defensive Position
Home: Hedonia

Description:
You are a proud soldier of the Empire. At age
eight, you were taken from your parents to
live in a barracks with other boys your age.
There, you were taught to make war, to obey
and not question orders. Your home city is the
wealthiest and most powerful on the planet
and your people command the greatest port
and the largest fleet. On Aenya, there is but
the One Sea, and it belongs to you. Wherever
you go, people both fear and admire you. But
this reputation did not come easily. Rivers of
blood were shed for the glory of Hedonia.
Countless lives were paid to ensure freedom
for both you and your loved ones. As
centurion, it is your duty to make certain
your ancestors did not die in vain.

Religion: Your people believe in Sargonus, God of the Sea, but you have been taught to rely more on
your wits than in gods.

What matters most: Honor

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Delian
Starting HEALTH: 5+
Base Action Bonus: +1 Strength +2 Endurance
Build Xp: 1450
Ruples: 32
Starter Skills: Epic Blow
Home: Northendell

Description:
You come from a long line of strong, rugged people. Every moment is one spent proving yourself. In all
things you must excel. When drinking, outdrink everyone at the table. When brawling, brawl until you
can no longer stand. When speaking, do so with the most conviction, and you will be thought the wiser.
Moderation is for the weak. Live every moment to the utmost, for death can come at any moment.
When you are not brawling or drinking, you love a good story told well, especially if it involves courage
against overwhelming odds. Your ancestors represent the ideal; and they will always remain stronger
and braver than you can ever be.

Religion: You believe in Strom, god of
thunder and battle.

What matters most: Courage


Avian
Starting HEALTH: 2+
Base Action Bonus: +2 Agility
+1 Wisdom
Build Xp: 1600
Ruples: 0
Starter Skills: Fly 8
Home: Nimbos
Special: Avians cannot wear
human armor.

Description:
As a being who can fly, you look down upon most of humanity, assured of your moral and intellectual
superiority. To you, humans are excessively warlike and simple, unworthy of the lofty kingdoms you
inhabit. But while most of your kin keep to their own, some like yourself are curious, often dropping
from the clouds to inspect a village or give counsel to a king, whether it is asked for or not. A few
avians have also been known, out of boredom, to take jobs as messengers.

Religion: There is no specific god to which you pray, but you believe in the Ascendency, a fabled
hierarchy of beings, beginning with the king of the bird people and ascending upwards to the
highest reaches of the sky, where only the purest of beings are said to dwell for eternity.

What matters most: Life

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SKILLS
To advance new or premade characters throughout gaming, players need only to keep track of
their XP. XP is gained by:

Killing a monster = 1 XP per HEALTH, x2 for * or x3 for **


As partitioned by GMs during an RPG session for acts of heroism or creativity.

For every thousand points of XP, your character levels up, at which point you can purchase skills
or make new skills. XP can only be lost by spending it on character advancement. Unused XP
can be saved up for later levels. Certain skills require lesser abilities or levels to be reached
before purchasing its upgrade, or can only be used if certain items (like a shield) are equipped.
Advanced skills cannot be purchased at the same time as its lesser component; under
Requirement, these are listed as +1 level. For example, a player could not obtain both Slide
Maneuver and Aerial Maneuver at level 2.

Advancement XP Cost Action Bonus Requirement

Basic Training: Learn how 100 +1/3 Endurance Max ten 1st level
stay alive longer; gain (round down) Max six/level+
+1 Health per purchase.

Weapon Mastery: You are 300 Nil


master of your weapon
Gain +1 damage with
preferred weapon.

Superior Weapon Mastery: 500 Nil Weapon Mastery


+2 damage with preferred +1 Level
weapon

Athleticism: +1 initiative, 300 +1 Agility


(if lightly armored), Move 4

Olympian: +2 initiative max 300 +1 Agility Athleticism


(lightly armored), Move 5 +1 Level

Ambidextrous: 200 +1 Agility


Make two attacks/round
with a dagger in each hand:
dmg 1/1

Superior Ambidextrous: 500 +1 Agility Ambidextrous


Make two attacks/round +1 Level
with a light weapon in each
hand: dmg 2/2

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Advancement XP Cost Action Bonus Requirement

Slide Maneuver 200 +1 Agility Athleticism


Ambidextrous +1 Level
Slide to an adjacent square
while attacking. If hitting,
reroll initiative

Aerial Maneuver 500 +2 Agility Slide Maneuver


Stab medium humanoid +1 Level
enemies with your
dagger while leaping over them:
hit or miss, reroll initiative.
Cannot use with multiple
combatants (allies or foes)
in melee.

Thievery: 300 +1 Wisdom Athleticism

By passing another character and making a successful Wisdom vs., pick pocket a single small item (gem,
boots of Speed, etc.). If theft fails, do not pass, and other player makes one free attack and engages battle.

3-in-1 Blow: Make up to 250 +1 Strength


3 attack rolls in melee after
each killing blow

Whirlwind of Carnage: 500 +2 Strength 3-in-1 Blow


Make continuous attack rolls +1 Level
after each killing blow to all
enemies in melee.

Epic Blow: On an attack 250 +1 Strength


roll of 20, deal double damage
with preferred weapon

Superior Epic Blow: 500 +2 Strength Epic Blow


On an attack roll of 1920, +1 Level
deal double damage with
your preferred weapon.

Ride: Learn to ride a horse 200 +1 Agility


non-flying mount

Joust: Pass an enemy 300 +1 Agility Ride, Mount


in mounted combat to joust, +3 Agility
bypassing initiative. Deal +1 Level
double damage if hitting.

Aerial Ride: Learn to ride 500 +1 Agility Joust


a flying mount +1 Level

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Advancement XP Cost Action Bonus Requirement

Aerial Joust: Pass an 1000 +2 Agility Aerial Ride +


enemy on an aerial mount, Aerial Mount
bypass initiative, +6 Agility
deal triple damage +1 Level

Focus MoveMove without 200 +1 Wisdom


being seen (one person per
Wisdom)

Martial Combat: Make 500 +2 Agility Focus Move +


attack rolls after each +1 Wisdom Olympian +1 Level
successful hit dealing
1 damage

Superior Martial Combat 500 +1 Agility Martial Combat


As Martial Combat, but you +1 Level
deal 2 points per hit

Missile Catch: Roll a d20 300 +1 Agility Superior Martial


higher than your attacker to Combat
catch incoming missiles. +1 Level

Qui StrikeOn a roll of 20, 300 +1 Wisdom Superior Martial


incapacitate any creature with Combat
10 or less health. If the creature +1 Level
has more than 10 health, the
attack deals 1 damage.

Superior Qui Strike: 300 +1 Wisdom Qui Strike


Effective against enemies +1 Level
with 15 Health or less

Way of the Lotus: Using 300 +1 Wisdom Superior Martial


Martial Combat, alternate Combat
between damaging armor or +1 Level
Health (MIN ARMOR 8)

Path of Peace: 500 +1 Wisdom Superior Martial


Using Martial Combat, if a Combat
medium enemy misses you on +2 Level
a roll of 5 or less,
the enemy is disarmed.

Loaded Dice: 150 Nil


+2 to gambling rolls

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Advancement XP Cost Action Bonus Requirement

Metalsmithing: Make 300 +1 Wisdom 100 r for equipment


simple metal tools, x1/2 per item price
weapons and armor:
1 point per Wisdom

Armor of Flesh: You endure 300 +1 Strength Armor negates


suffering better than most. +1 Endurance
Gain +1 Armor per Wisdom

Wilderness Survival: 200 +1 Wisdom Armor of Flesh


Negate penalties of forest travel.
Make fire. Find water.

Woodcraft: Make simple 200 +1 Wisdom Wilderness Survival


wooden tools, traps, rope,
bows, arrows, daggers
and spears: max dmg: 2

Superior Woodcraft: Make 300 +1 Wisdom Woodcraft


shelter out of trees/plants, +1 Level
obsidian arrowheads dmg: 3

Heal: Heal self completely 400 +2 Endurance Armor of Flesh


after 1 day in nature Wilderness Survival
without fighting or traveling.

Cure Poisons: Find cure to 150 Nil Wilderness Survival


venoms and poisons.

Natures Balm: In wooded 300 +1 Endurance Cure Poisons


areas, stop bleeding wounds, +1 Level
instantly heal 1 HEALTH
per wisdom/day

Battle Medic: Heal ally 500 +1 Wisdom Natures Balm


after 1 day in nature (outside +1 Level
of dungeons) without fighting
or traveling.

Camouflage: Remain 300 Nil Wilderness Survival


invisible to enemies +1 Level
until you attack them (Diff. Check)

Battle Cry: Once per day, 300 +1 Wisdom Armor of Flesh


stir strength in others; +1 Level
those that fight beside
you gain +1 damage for the
remainder of battle.

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Advancement XP Cost Action Bonus Requirement

Berserk: If reduced to 5 500 +2 Strength Battle Cry


or less health, go berserk +1 Level
dealing +2 damage for
the remainder of battle

Superior Berserk: If 750 +2 Strength Berserk


reduced to 8 or less health, +1 Level
go berserk for +4 damage for
the remainder of battle

Dying Breath: If reduced 500 +2 Endurance Superior Berserk


to 0 Health, you make a final +1 Level
attack before death

Stave Off Death: 1000 +3 Endurance Dying Breath


Continue fighting even if +1 Level
reduced to -10 Health.
Die at the end of battle

Hunter: Detect 200 +1 Wisdom


hidden monsters from 3 spaces
or another room (Diff. Check) /
Find food.

Shadow Hide: Avoid enemies 300 Nil +4 Agility


until you attack them. (Diff Check)

Shadow Teleport: Use smoke 300 Nil Shadow Hide


bomb to escape battle (move +1 Level
5 squares

Assassinate: 750 Nil Shadow Teleport


Kill any medium +1 Level
humanoid by making a
successful Wisdom vs.
If assassinate fails, enemy gains
a free attack and engages battle.
+2 ARMOR

Shadow of Death: 1000 Nil Assassinate


Assassinate without penalty +1 Level

Defensive Position: 400 +1 Strength Hoplon


Subtract from damage and +1 Endurance
and move it to armor

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Advancement XP Cost Action Bonus Requirement

Hoplon Repel: If an enemy 750 +1 Strength Defensive Position


(medium) rolls 3 or less +2 Endurance Hoplon
to hit you, attack is repelled and +1 Level
the attacker suffers its own
damage.

Bulls-Eye: On an attack roll 300 +1 Agility Bow & Arrow


of 20, kill medium humanoid
enemies with your arrow

Lucky-Shot: Roll twice for 300 +1 Agility Bulls-Eye


ranged attacks. Use the +1 Level
better result.

Ax Drawback: Surrender 300 +1 Endurance Ax


initiative and your first ax
attack deals +2 damage

Battle Execution: On a roll 500 +2 Strength Ax + Ax Drawback


of 20, decapitate medium +1 Level
humanoid enemies.

Skull Walker: Hop from 300 +1 Agility Aerial Maneuver


enemy to enemy (medium); +1 Level
make 1 attack as you land on
each head (must be no more than 5 apart).
Fall prone if you miss by 5 or less.

Wall Run: Run straight 300 +1 Agility Skull Walker


up walls (1 x Agility) to +1 Level
escape enemies or reach
high places.

Buddy Blow: In close 400 +1 Strength Defensive Position


combat (10 circle), +1 Agility +1 Level
when an enemy misses
you, make a Strength v. check
to direct his damage to an ally.

Falling Thrust: From 300 +1 Strength Wall Run


a high location 10+, +1 Level
drop on an enemy for triple
damage Take double damage if
you miss by 5 or less

Wrestle: Pin an enemy 400 +2 Strength +1 Strength


so an ally can attack him
freely. Strength v. check/round

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Advancement XP Cost Action Bonus Requirement

Fencing: Deflect medium 500 +1 Agility Olympian + Superior


melee attacks Weapon (one-handed
with your weapon sword) +1 Level
use weapons damage
as an ARMOR bonus. Do
not stack with other skill
ARMOR bonuses.

Mounted Archery: On 300 +1 Agility Joust + Lucky Shot


open ground, shoot your + Mount
bow while mounted, +1 Level
evading melee attack
from most creatures.

Haste: Attack twice per 1000 Nil Fencing


round with mastered weapon. +1 Level
Does not stack with hasted +10 Agility
weapons.

Titanic Blow: Deal damage 1000 Nil Superior Epic Blow


equal to your Strength bonus +1 Level
with any two-handed weapon +10 Strength

Monk Agility: Add your 500 Nil Skull Walker


Agility Bonus to ARMOR;
Do not stack with other
armor bonuses.

Indomitable Will: Learn 1000 Nil +10 Endurance


Basic Training techniques
at half the cost (50 XP)

Worldly Wisdom: Double 1000 Nil +10 Wisdom


XP gains from each victory.

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Thelana

CLASS/RACE: Ilmar
LEVEL: 1
MAX HEALTH: 9
ARMOR: 11 (nude)
Bow Sword: 3
Longbow: 3 / 6 range

AGILITY +2 STRENGTH +1
WISDOM +3 ENDURANCE +4

Skills:
Athleticism: +1 initiative (if lightly
armored), Move 4
Armor of Flesh*: You endure suffering
better than most. *As a racial bonus, add
Wisdom bonus to Armor. Clothing or armor
negates this ability.
Heal: Heal self completely after 1 day
in nature (outside of dungeons) without
fighting or traveling.
Wilderness Survival: Negate penalties
of forest travel. Make fire. Find water. Avoid
characters and monsters while moving through
wooded areas.
HunterReveal hidden monster from
3 spaces or another room. Find food.

ITEMS:
v Bow Sword: 3 dmg (melee); 3 dmg / 6 (range)
v Jade cloak
v 50 rope and grappling hook

XP: 0

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Xandr

CLASS/RACE: Ilmar
LEVEL: 1
MAX HEALTH: 11
ARMOR: 9 (nude)
Zweihander "Emmaxis": 5*

AGILITY +1 STRENGTH +2
WISDOM +1 ENDURANCE +5

Skills:
Armor of Flesh*You endure suffering
better than most. *As a racial bonus, add Wisdom
bonus to Armor. Clothing or armor negates this
ability.
3-in-1 Blow: Make up to 3 attack rolls in
melee after each killing blow
Heal: Heal self completely after 1 day in
nature without fighting
or traveling.
Wilderness Survival: Negate penalties of
forest travel. Make fire. Find water.

ITEMS:
v Baldric for two-handed sword
v *Emmaxis: This magical two-handed sword possesses a number of special qualities:
Damage equals the wielders Endurance or Strength score (whichever is greater)
It can only be wielded by someone of Zo descent.
It is impervious to damage.
It deals double damage (dd) to large creatures
v Water gourd

XP: 50

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ADVANCED STRATEGIES: THE BATTLEGROUND



When it comes to battle, few truer words were spoken than these: WAR IS CHAOS. Rarely will
two combatants square off face-to-face, samurai-showdown style. In life or death situations, your
hero may be backing away from a swarm of angry merquid, fighting from atop a crumbling
statue. In the chaos of war, anything can and does happen. Your hero might . . .

SCENARIO EFFECT:
. . . be surprised Incur one free attack and reroll initiative
. . . ambush attack Make one free attack and reroll initiative
. . . have higher ground Gain +2 ARMOR
. . . have lower ground Lose 2 ARMOR
. . . stab from behind Deal +2 damage
. . . get stabbed from behind Take +2 damage
. . . be taking cover (from ranged attacks) Gain +2 ARMOR
. . . be surrounded by four+ enemies Enemies attack with a d30 (or equivalent dice)

ADVANCED STRATEGIES: ACTIONS IN COMBAT


The AENYA RPG motto is if you can think it, you can roll it. This mechanic allows for literally
infinite possibilities during battle. With this motto in mind, players are encouraged to work with
the GM to create action packed scenarios.

The GMs Role: As with standard actions, the GM sets the Difficulty of an action in combat but
must also determine the effects of the action and possibly the consequences of failing the action.

There are three types of Combat Actions: Directed Attack Rolls, Combat Action Rolls, and
Defensive Actions: Evading, Parrying, Rolling and Absorbing.

DIRECTED ATTACK ROLLS

An example of an Attack Roll is rolling the d20 to hitbut players may opt for more interesting
attacks by chancing to roll higher numbers; this is called a Directed Attack Roll. Examples of
Directed Attack Rolls include:

stun (s); enemy loses 1 round


double damage (dd)
knock prone (p); enemy loses 1 round and -5 ARMOR for that round
blind (b) enemy loses 5 ARMOR permanently
(k) enemy is killed
(LL) Enemy loses one or more limbs + max health

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For instance, against a bogren you could:

ACTION TO-HIT PENALTY EFFECT

Just hit him! +/- 0 Basic damage


Aim for his elbow -1 Stun
Aim for his kneecap -2 Knocked prone
Aim for his head -3 double damage + stun
Stab out his eye -4 dd + s + b
Decapitate him! -5 Kill (instant)

Special: Roll the exact same attack (LL)


number twice in a row on the same
opponent, hitting both times

Once the player calls the action, if the hit misses with the penalty, even if it would have hit
normally, the attack misses completely. In most cases, attacks to the body deal normal damage
including the desired effect. If the damage causes an unexpected killsuch as when rolling the
knights epic blowthe GM may describe a more dramatic scenario; for instance, rather than
wounding the kneecap and knocking the bogren prone, the GM could say, You swing for the leg
and drop the bogren to the ground. Blood gushes from the stump where its knee used to be.

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ADVANCED STRATEGIES: COMBAT ACTION ROLLS

With Combat Action Rolls, the player makes a Difficulty check before the attack roll. Some
actions require only that you roll equal to or higher than the Difficulty, while other actions
require a competing rolls. For example, if you wish to wrestle a horg, you must roll higher in
Strength than the horg rolls; such actions are marked with a v. (verses) after the Difficulty. To
determine a monsters Strength bonus, divide its HEALTH by 2: an horgs Health is 10 so its
Strength bonus is 5.

In certain cases, failing an action roll can make situation worse. Under the Success category
listed below, bonuses are for players, whereas, under Failure, bonuses are for enemies while
penalties are for the player.

When creating actions, players should try to think like the character they are playing and not tell
the GM what bonuses or penalties the action should do. For example, you could say, I want to .
..

ACTION TYPE DIFFICULTY SUCCESS FAILURE

. . . jump off the wall Agility 12 +2 dmg. -1 round


and backstab that +reroll initiative
bogren

. . . disarm the guard Agility 14 Guard loses Nil


his sword

. . . dive between Agility 16 You escape +2 dmg.


that horgs legs to -3 ARMOR
escape

. . . limbo slide Agility 18 +2 dmg. +s +2 dmg.


under the horgs legs -3 ARMOR
for a crotch attack

. . . knock him prone Strength Strength vs. Knock prone Nil


with my shield

. . . knock into trap, Strength Strength vs. variable Nil


off cliff, etc., with
my shield

. . . leap onto the Agility 16 +2 dmg. Nil


caws head and
stab repeatedly

. . . stay on caws Agility 15 +2 dmg./round Youre


head and continue +1 round tossed 20
stabbing and fall prone

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ADVANCED STRATEGIES: DEFENSIVE ACTIONS

Normally, when its the enemys turn to attack, you rely on your armor or agility to avoid
harmeither your shield takes the brunt of the blow or you manage to dive out of the way. This
is called an Evasive Action, but in some cases the player may choose more advanced defensive
techniques, such as Parrying, Rolling or Absorbing.

PARRYING: AGILITY vs. STRENGTH or AGILITY


To perform a parry, use Agility vs. Strength or Agility vs. Agility. Your weapon must be the
same size (or larger) than the thing (weapon/arm/maw etc.) attacking you. A horgs club or a
caws mouth cannot be parried, but an horgs mace, while slightly larger than a longsword, can
be parried. You are allowed one parry per round for every 3 points of Agility. If you fail the first
parry against multiple attackers, you cannot make a second attempt.

To perform a parry, you must state your intent to do so before the enemys roll. Since you are
not avoiding attack, ARMOR is not used in a parry, so the enemy needs only to roll higher than
your d20+ Agility roll to do damage. If the attacker tries a special action, apply penalties to their
roll.

Steel vs. Flesh: If you parry a limb with a bladed weapon, like a monks fist, the monk suffers his
own damage. If the damage is significant enough to drop the attacker to 0 Health, the limb is
severed.

Steel vs. Stone: If an attack roll of 20 is parried (possible with Agility Bonus), whichever
weapon is weaker, regardless of whether it is attacking or parrying, breaks. For instance, if a
steel sword hits with a 20 and a stone club parries it, the club shatters; likewise, if the stone club
is parried by the sword, the club still shatters. If both weapons are of equal strength, neither
breaks. Weapon strength is based on damage, so a weapon dealing 4 is stronger than one dealing
3, and so forth.

ROLLING: AGILITY vs. d20


Often, when a monster is too big to parry, the player can opt for a defensive roll. This technique
uses the monsters size to your advantage as you roll under its claw/club/legs, etc; it also
becomes crucial against huge monsters with BASHsuch as from a horgs foot or an elder
caws tail. For the most part, shields and helmets are useless against BASH, so players must
move out of the way or take damage. To do so, roll d20+ Agility vs. the monsters attack roll.

ABSORBING
In unusual circumstances, players may choose to throw themselves into an attack, using the brunt
of their armor to absorb the damage. This action may be called at any time (attack rolls are not
made) and can be used only by characters with body armor. Damage is absorbed equal to the
ARMOR bonus of the item, so a +3 cuirass absorbs 3 points of damage. The downside to this
tactic is that for every point of damage the armor takes exceeding its bonus, it permanently loses
1 point of defense. For instance, a cuirass absorbing a hammer for 4 damage loses 1 ARMOR
(target takes 1 damage), becoming +2; if hit again, it becomes +1. Once the armors bonus

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reaches 0, it falls apart, becoming useless. If the cuirass is used to absorb a smaller weapon like a
dagger (which deals 1), it will take 3 separate hits before becoming damaged. Damaged armor
may be repaired for half its original price.

MAKING NEW SKILLS

A good way to make new skills is to discover them by the Action Rolls you use in game. If, for
example, you grow fond of dive between enemys you can make it a skill by purchasing it with
XP. New skills can be made and purchased once every level.

When an Action Roll becomes a learned skill, you can attempt it without worrying about the
effects of Failure. In addition, invented skills add to your Action Bonus. To determine a new
skills Action Bonus, divide its Difficulty by 10 (rounding down) and add to the corresponding
Type. For example, with a difficulty of 12, jump off the wall and backstab enemylets call it
Wall Jumpwould add +1 (12 / 10 = 1.2) to Agility.

To calculate the XP Cost of a new skill, multiply its Action Bonus by 20. To learn Wall Jump,
for instance, you would need 12 x 20 = 240 XP. Keep in mind that this is merely a guideline. For
the purposes of maintaining balance, it is ultimately up to the GM to determine the limits and
cost of new skills.

HEALTH & HEALING

If reduced to TWO Health, your character is exhausted. You can no longer fight, run or explore.
However, you can always fight to save your life.

At ONE or less Health, you are critically wounded. If wounded by a sharp edged weapon, you
may be bleeding profusely; if youve been crushed by a horgs mace, you may have a broken
bone. At one Health, you must seek medical attention promptly by either returning to camp, a
town or village, or by receiving aid from a character with the battle medic skill. You can survive
at one Health for a number of hours equal to your Endurance score.

Healing requires rest and medical attention. Resting means no fighting or exploring. The amount
of time it takes to regain Max Health is dependent on your Endurance score. If you have not been
critically wounded, you are fully healed after a rate of 1 point/hour minus Endurance. For
instance, at HEALTH 10 / Endurance 3, you attain Max Health in seven hours, even if you
started with 9. If critically wounded, Max Health is regained at 1 point/day minus Endurance,
unless you have the Heal skill, visit a medic, or use a magic potion.

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HEROES NEVER DIE

Unlike many RPGs, in AENYA RPG the hero (thats you) can never
actually die unless an agreement has been reached between the player
and the GM to allow the hero to retire from adventuring with glory. After
all, the focus of any good RPG is the storyand who wants the story to
end with the hero dying from a goblins stray dagger or from the hero
accidentally falling down a pit trap? Its no fun getting killed when your
friends keep on playing. And the magic solutionthe wandering prophet
with resurrection powerstakes all the drama out of death.

In AENYA RPG, NPCs (Non-Player Characters) may die, but when a hero
drops to 0 HEALTH or less, he is merely defeated. The hero may fall into
a deep coma or collapse with exhaustionor may even be conscious but
unable to continue the fight. In this instance, the player loses all XP (but
not skills) and ruples (but not items) gained up to that point, and may
also lose certain items, such as the magic talisman needed to complete the
adventure. It is up to the GM to decide what happens afterthe hero may
be enslaved by bogrens and forced to fight monsters in an arena, or may
wander the land with amnesia, or may simply be revived after their
wounds are tended to by another.

In short, the game should never end simply because a players character
dies. The story may take a dramatic turn for the worse, and things may
become very difficult for the player (death should never be easy) but the
story goes on.

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AENYA BESTIARY

TERMS:

Move: On a dungeon grid, Move is the number of 5 squares a monster can move per round.
Move can also be indicated by type, such Fly or Swim.

Passive/Aggressive: Passive creatures will not attack you unless provoked by an attack. Do
not roll initiative when instigating battle with a passive creature. Aggressive creatures attack on
sight.

BASH: This refers to attacks of overwhelming force where ARMOR is of little or no


consequence, such as from a horgs mace. Against BASH, heroes can only hope to move out of
the way by making an evasive ROLL or Agility check (d20 +Agility vs. the monsters attack
roll).

d30: Makes all attack rolls with a d30 (or equivalent dice)

Monster Mounts: A monster must first be tamed before attempting Learn to Ride.
Aggressive monsters attack when failing a Tame or Learn to Ride action. Succeeding Learn to
Ride indicates that the monster will come to your service for battle or transport.

Combat Action: These strategies may prove useful, but these are only suggestions. There
are, in actuality, infinite ways to fight a monster. Failing a combat action incurs an attack of
opportunity.

XP gained for killing or defeating a monster is equal to its HEALTH, double


HEALTH for * or triple for **.

----

Arctic Crawler: HEALTH 25*, ARMOR 13, BITE 7, TRAMPLE 2/2/2/2, Move 3, Aggressive
On a roll of 1920, the arctic crawler devours medium enemies whole
On a 3 or 6, arctic crawler tramples medium enemies as BASH for 2/2/2/2
Takes double damage from fire.
Combat Action: Ride CrawlerAgility/Difficulty 12
What is it? Enormous insectoid made of ice and crystal

Aquatic Horror: HEALTH 30**, ARMOR 14, d30, Pincer 4/4, Move 2 (6 in water),
Aggressive
If both pincers hit, enemy is grappled and slammed for 6 damage/round. Break free
Strength check/Difficulty 20
What is it? Titanic crustacean from the deep. A merquid siege engine.

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Bogren, Digger: HEALTH 3, ARMOR 6, Pickax 2, Move 2, Passive

Bogren, Foreman: HEALTH 6, ARMOR 8, Cat-O-Nine Tails 2, Move 2, Aggressive

Bogren, Warrior: HEALTH 6, ARMOR 8, Battleaxe 3, Move 3, Aggressive

Bogren, Chieftain: HEALTH 10, ARMOR 10, Battleaxe 4, Move 3, Aggressive

Caw: HEALTH 35**, ARMOR 11, TALON 4, Fly 24, Aggressive


SnatchOn a roll of 1820, the caw snatches a single enemy, flies him into the air
and drops him. Make a successful attack roll or Strength vs./Difficulty 20, or die by
falling.
Combat Action: Climb OnAgility/Difficulty 16 (free attack)
What is it? A predatory vulture like bird, large enough to pick up mammoths.

Devastation Worm: HEALTH 48*, ARMOR 8, BITE 10, CRUSH 10, Move 2, Aggressive
Resists 2 damage, immune to poison, charm
On a 3, worm crushes enemies under its girth as BASH for 10 damage
On a 6, worm moves through the ground causing an earthquake, dealing 4 damage
to all in a 20 radius and restarting initiative. Negate effect with Agility Roll/Difficulty 10
Swallow whole on a hit roll of 1820
Devastation worms can burrow between spaces and under walls and solid objects
Combat Action: Ride WormAgility/Difficulty 15

Golem, Ancient HORDE: HEALTH 30*, ARMOR 15, d30, BASH/TRAMPLE 8*, Move 1
*On a hit roll of 1820, Horde knocks opponents prone and then tramples over them as
a second attack for 8 damage
Resist damage 3
On a roll of 3, Horde fires a beam of searing energy for 10 health damage and 2 damage
to all non-magical weapons and armorRoll Agility vs. to avoid
On a roll of 6, Horde can create the illusion of monsters. These illusions can kill as
though real. Monsters continue fight until killed or dispelled. To dispel, make Wisdom
check/Difficulty 18

Halfman: HEALTH 12, ARMOR 10, Claws 3/3, Bite 3, Move 6, Aggressive
*If both claws hit, roll for bite attack

Hippocampus: HEALTH 8, ARMOR 10, Dmg: Nil, Move 12 (over land and water), Passive
Action: TameCharm or Wisdom/Difficulty 8
Action: Learn to RideAgility/Difficulty 8
What is it? Aquatic horse with a dolphin like hide used by Hedonian cavalry.

Horg, Female: HEALTH 15*, ARMOR 9, BASH 6 (pykrete mace), Move 4, Aggressive
Combat Action: Grapple from BehindAgility/Difficulty 12 (free attack)
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Horg, Bull: HEALTH 20*, ARMOR 10, d30, BASH 8 (pykrete mace), Move 4, Aggressive
Combat Action: Grapple from BehindAgility/Difficulty 12 (free attack)
Combat Action: Through the KneesAgility/Difficulty 18 (+2 damage, reroll
initiative)

Ib: HEALTH 10, ARMOR 10, Claw 1/1, Fly 24, Passive
Action: TameCharm or Wisdom/Difficulty 18
Action: Learn to RideAgility/Difficulty 18
What is it? A giant bird, used by the avian people as winged mounts.

The Tyrant, Saurian: HEALTH 40**, ARMOR 10, Bite 12*, Stomp 8, Move 12, Aggressive
*On an 19-20, swallow medium to large enemies whole
On a roll of 3 or 6, the Tyrant stomps (as BASH) for 8 damage.
Combat Action: Ride TyrantAgility/Difficulty 20
Combat Action: Under the LegsAgility/Difficulty 15; reroll initiative
What is it? A two-legged, meat eating dinosaur

Septhera, Abomination: HEALTH 8, ARMOR 8, By weapon type + poison, Move 3, Passive


Pass for human. Make a Wisdom check/Difficulty 15 to detect.
Assassinate: If alone and sleeping, make Wisdom vs. d20/check or be killed.

Septhera, Slaver: HEALTH 10, ARMOR 11, Whip 2, Move 3, Aggressive

Septhera, Warrior: HEALTH 12, ARMOR 12, Khopesh 3, Arrows 3* / range 2, Move 5,
Aggressive
*Ambush attacks: Player must have a ranged weapon or be surprised (incurring two free
attacks).
+2 initiative

Septhera, True Purple Death Adder: HEALTH 18, ARMOR 14, d30, Moon Blades 3/3 +Tail
Whip 1, Serpent Bow 4 (ranged), Move 6
On a roll of 3 or 6, Purple Death Adder bites for 4 damage +poison. If bitten, roll
Endurance/Difficulty 20: if rolling under, die from venom; roll even,
no effect; roll over, become immune.
Combat Action: Cut Off Tail -1 to hit, Effect: No more tail whip attacks

Snail, Giant: HEALTH 6, ARMOR 16, Bite 5, Move 1, Aggressive


Combat Action: Ride on ShellRoll Agility/Difficulty 8, Effect: Free attack

Spawn of Gulgola: HEALTH 10*, ARMOR 10, Tentacle 1/1/1/1*, Move 2, Passive
*If two or more tentacles latch onto victim, the victim takes 4 damage each round
until breaking free with Strength check/Difficulty 13
What is it? Squid like creature that moves on land and water.

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Mammoth: HEALTH 18*, ARMOR 8, Gore 2/2, Trample 6, Move 3, Passive


On a 3 or 6, Trample as BASH for 6 damage
Combat Action: Flank to avoid goreRoll Agility/Difficulty 8 / per round

Merquid, Common: HEALTH: 3, ARMOR 6, Claw 1/1*, Bite 2, Move 2 (8 in water), Passive
*If both claws hit, roll for bite

Merquid, Chieftain: HEALTH: 10, ARMOR 10, Trident 4, Move 2 (8 near water), Passive
On a roll of 6, summon Aquatic Horror

Tiger, Green: HEALTH 16, ARMOR 10, Claw 4/4*, Bite 4, Move 8, Aggressive
If both claws hit, roll for bite
+2 initiative

Terastios Scorpios: HEALTH 12*, ARMOR 15, Pincer 2/2*, Move 4, Aggressive
If first pincer hits, roll second attack. If both pincers hit, roll Endurance/Difficulty 20: if
rolling under, die from tail stinger venom; roll even, no effect; roll over, become
immune.
What is it? Giant scorpion.

Tetra Claw Beast: HEALTH 11**, ARMOR 11, Claw 2/2/2* +acid**, Bite 6 +acid**, Move 8
(through narrow corridors) or 2 (open spaces), Aggressive
*If two claws hit, roll for bite damage
**Acid dissolves 1 point from non-magical weapons and armor
Combat Action: Sever limbARMOR 14, Effect: Monster loses 1 claw attack
What is it? Round, five-armed creature with concentric, crystalline teeth.

Trike (triceratops): HEALTH 44, ARMOR 10, BASH/TRAMPLE 9, Move 2, Passive


Combat Action: Flank to avoidAgility check/Difficulty 9 / per round

Unicorn: HEALTH 10, ARMOR 10, Horn 3, Move 16, Passive


Unicorns can warp to nearest safe haven or room
Action: TameCharm or Wisdom/Difficulty 22
Action: Learn to RideAgility/Difficulty 15

Venus Doom Man Trap: HEALTH 15, ARMOR 8, Bite 3*, Move 0, Aggressive
*On a roll of 20, swallows victim whole. Each round in belly, victim suffers
damage until breaking loose with a Strength check/Difficulty 15.
Immune to poison, charms
Takes double damage from fire

Ziff: HEALTH 13, ARMOR 8, Horns 2, Move 8, Passive


Combat Action: Flank to avoidRoll Agility/Difficulty 8 / per round
What is it? Herd animal between a giraffe and a zebra.

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BOGREN

After the Great Cataclysm, over ten


millennia ago, Aenya was forever
altered. Without rotation, the planet
was left with one side always facing
the sun, an eternal desert, and another
shrouded forever in darkness. Only a
thin strip of land between the two
hemispheres was suitable for human
habitation. War quickly broke out
throughout Aenya. The strongest,
wealthiest, or smartest found a place in
this new planetary median, as the weak
and poor lost their lands to become
vagabonds.

In time, these vagabonds found


themselves as exiles to the dark side,
joining with those from fallen
civilizations who managed to eke out
an existence under a sunless sky. Forever in search of food, those living in the dark hemisphere
bore witness to the worst of humanity, routinely denied admittance to settlements whose
resources were stretched too thin, picked off by beasts who hunted in the darkness, and slain by
members of their own number as desperation took its toll. After decades, nomadic groups settled
in the underground caverns created by the ancient Zo that, some say, reaches to the core of the
planet. Adapting to their new surroundings, these humans salvaged mining tools with which to
carve an ever expanding network of tunnels to house their increasing numbers. Never forgetting
the cruelty inflicted upon them by their more physically imposing brethren, they evolved into an
altogether new species, the bogren, and as the centuries passed, their hatred of humanity only
intensified.

PHYSICAL ATTRIBUTES
Ironically, the small, thin stature allowing the bogrens human forefathers to be forced from their
homes also made them better suited to life in the caverns below Aenya. Smaller statures required
fewer calories and also helped in hiding from predators. Natural selection favored this attribute,
so that adult bogren are scarcely taller than a human toddler. With the only light coming from
fire, volcanic vents, or Aenyas twin moons, the bogren developed large eyes. Ear size also
increased, for hearing predators and prey, and for navigating pitch black tunnels through a weak
form of sonar. Perhaps the most extreme change came about due to sun deprivation and a drop in
average temperatures, which drastically altered the bogrens physiology to synthesize Vitamin-D
without sunshine, and to handle the cold, resulting in a dull gray in hue, fish-like skin.

Each bogren is distinct in appearance, sometimes more so than humans. One bogren may have
almost human features, while another may have more exaggerated ears, ridges above the eyes, or
bat like facial features. In rare cases, bodies vary widely from the norm, with large muscular
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upper torsos or bulbous stomachs, a far cry from the usual lithe frames possessed by most
bogren. These may represent a number of subspecies, each subspecies having evolved
independently in different parts of the dark hemisphere.

The Bogren and the Dark Side Beasts


To supplement what they lack in physical power, the bogren have domesticated a number of
beasts. Familiar with animal taming from before the Great Cataclysm, the bogren and their more
human predecessors found new beasts to master, and as their skill and their numbers grew, they
began to set their sights on bigger and more fearsome companions, like the horg. The bogrens
domination of these great beasts highlights not only their cunning, but also the depths of their
cruelty. Bogren seek out the young and relatively weaker of the species, which is baited with
icksak fruit, rendering the horg numb and unconscious. Using a gruesome form of needlework
surgery, the bogren then install a network or strings to the horgs brain. The end result is a horg
which may be crudely manipulated like a marionette. This is indescribably invasive to the horg
itself, permanently traumatizing the creature, which serves to make it even more ferocious in
battle, giving the usually meek bogren advantage enough to make their armies increasingly
formidable.

Bogren, Digger: HEALTH 3, ARMOR 6, Pickax 2, Move 2, Passive

Bogren, Foreman: HEALTH 6, ARMOR 8, Cat-O-Nine Tails 2, Move 2, Aggressive

Bogren, Warrior: HEALTH 6, ARMOR 8, Battleaxe 3, Move 3, Aggressive

Bogren, Chieftain: HEALTH 10, ARMOR 10, Battleaxe 4, Move 3, Aggressive

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HALFMAN

It is believed the name halfman


originated with the Zo, who considered
the species to be, in evolutionary terms,
between beast and man.
The nomenclature is not scientific,
however, as the halfman shares 98%
essence (DNA) with humans. Being a
fearsome predator and omnivorous, the
halfman is well suited to survival.
Barring any cataclysm that might alter
its habitat, the halfman is unlikely to
evolve into a more human like state.

HISTORY: Halfman did not evolve


from humans, like the bogren and the
horg, but do share a common ancestor.
They subsist primarily in tropical rain
forests. After the Great Cataclysm, mass
deforestation and loss of prey reduced
their numbers to near extinction levels, as with 99% of all other species. No more than a
thousand are thought to remain in the wildwood near Kratos, but since the wildwood is too vast
and dangerous to be charted, precise numbers are impossible to ascertain.

ATTRIBUTES: Halfman are truly terrifying to encounter. Adult males have been weighed at
between 350 to 400 lbs. Their spines are curved so that they appear to be stooping, and they walk
partly on their knuckles, supporting their weight on massive arms the length and breadth of
which equal their thighs. In its natural position, the halfman stands between 6' and 6 1/2' tall, but
a fully stretched corpse has been measured at more than 7' from head to toe. A halfman skull is
characterized by deep set eye sockets, a wide nostril ridge, and extremely long, jagged teeth of
about 3" to 4". Like human fingernails, halfman teeth grow continuously, often pushing out older
teeth. Its claws possess similar qualities. The halfman's most striking feature is its shaggy fur,
which reddens with age from yellow (at birth) to orange (children) to red (young adult) to
crimson (aged).

BEHAVIOR: Halfman are solitary hunters rarely seen with others of its kind. Adult males have
been known to kill each other over a kill, which might explain their preference for seclusion.
They prefer ambush tactics to direct chases, hiding high in the treetops under cover of foliage.
Halfman kill in a variety of ways, including breaking the spines of smaller prey, bashing skulls in
with rocks, even using pointed weapons against larger prey. Its claws, though lethal, are used
primarily for wounding. Should the halfman's quarry escape the initial ambush, the halfman is
not averse to giving chase. With remarkable speed and agility, a combination of bipedal
movement and swinging from branches, they can outrun most creatures of the forest.

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SOCIETY: Being that its resemblance to humans is minimal, the name half man may refer,
instead, to the species' human like intelligence. Halfman use language (but cannot write), bury
their dead, and can make fire and simple tools. These tools consist of clubs, crude obsidian
tipped spears, daggers with obsidian shafts, and hammers made with stones and sticks fastened
by twine. They will adorn themselves in the blood of their kill, to darken their fur and grow their
social standing, and may also wear trophies of bone and sinew. Despite their intellect, they are
utterly lacking in curiosity, prone to superstition, and easily fearful. They have even been known
to hide from a thunderstorm. When it comes to foreign species, halfman are shy and reclusive,
just as likely to hide from a human as to attack one. But they are quite social among their own
kind. Villages consist of a central fire pit, used for cooking and heating, and crudely thatched
huts made of mud, straw and sticks. Except for hunting or to look for water, halfman rarely
wander far from their tribe, and even then, it is only the adult males who do so. Females and
children have never been seen in the wild. For this reason, it is believed that they are extremely
protective of their families. Halfman rarely migrate, but if forced to abandon their homes, they
make certain to hide any evidence of habitation.

The eldest and most revered of the species is the shaman. Though never proven to exist, Kratan
rangers describe the shaman as a blood-red creature with loose fur, bone piercings, and wearing
bone trinkets. Shamans are said to carry small carved objects called totems. Through use of the
totem, the shaman is thought to curry favor from the gods.

Halfman: HEALTH 12, ARMOR 10, Claws 3/3, Bite 3, Move 6, Aggressive
*If both claws hit, roll for bite attack

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HORG (singular or plural)



The very mention of the horg sends
shivers down the spines of both
children and seasoned adventurers
alike, and with good reason.

EVOLUTION
The horg may be classified as a
human subspecies, having originated
from human ancestors after the Great
Cataclysm (c. 40 AGM). It is
believed that the post-cataclysm
humans of the eastern steppes were
forced to seek drastic measures to
survive, and after generations of
bitter cold under the greater moon
and with a scarcity of vegetation, two
distinct subspecies developed: the
diminutive bogrens, and the horg.

PHYSICAL ATTRIBUTES
In the horg, evolution favored many
inhuman attributes. The endless night
of the dark hemisphere resulted in a
dearth of plant life, forcing the horg
to becoming exclusively carnivorous.
Standing between ten and thirteen feet tall and weighing nearly 500 kg at maturity, the horg
towers over humans and half-men alike. A drastic increase in size helped the horg to efficiently
hunt and kill large prey, and a frightening set of tusks fend off other aggressors. Due to the
horgs fearsome nature, most of Aenyas predators do not consider the horg prey, regardless of
numbers. Its large size and a coat of fur also protect against the unceasing winter of the dark
hemisphere. Large green eyes illuminate for low light vision, a common trait among dark
hemisphere dwellers, and brighten with phosphorous whenever the beast is enraged,
discouraging even intelligent hunters. Fortunately, most of the horgs human-like intelligence
has been lost to the ages. They retain the ability to use crude weapons, like clubs and throwing
rocks, but the ability to make fire or anything more sophisticated is beyond them. There have
been a number of scattered reports of horg possessing horns, wrapped around the sides of their
head like a crown. However, the lack of any such specimen having been captured or killed makes
these claims dubious, relegating them to the realm of myth, like the tale of how the Dark God
Skullgrin transformed the worst and most savage of humans into horg so that they might revel in
the slaughter of their kin; in retrospect, this may not be so far from the truth, considering the role
evolution can play in transforming one species into another.

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BEHAVIOR
Horg are solitary creatures by nature. This makes mating between them a rare occurrence. The
species can go between 30 and 50 years between mating, and in their brief adolescence, the
beasts have been known to be targeted by more intelligent enemies. Despite the rarity of
offspring reaching maturity, their numbers are maintained due to long life spans of up to 250
years and an accelerated healing and immune system. In an ironic twist of fate, the horgs
smaller, much less physically imposing cousins, the bogren, have managed to use this enhanced
healing to their benefit. Using a crude form of surgery, bogrens manipulate horg like marionettes
from strings attached to the horgs exposed brain, allowing bogrens to use horg as weapons of
war.

HISTORY
In recent history, horg have been used as siege engines on the tundra under the Pewter
Mountains during the annual invasion of Northendell. Many men-at-arms have perished at the
hands of the horg. In the Plains of Narth, an entire Krat battalion, led by the brilliant tactician
Captain Dantes, was decimated by bogren armies, due, in part, to the bogrens use of the horg.

Horg, Female: HEALTH 15*, ARMOR 9, BASH 6 (pykrete mace), Move 4, Aggressive
Combat Action: Grapple from BehindAgility/Difficulty 12 (free attack)

Horg, Bull: HEALTH 20*, ARMOR 10, BASH 8 (pykrete mace), Move 4, Aggressive
Combat Action: Grapple from BehindAgility/Difficulty 12 (free attack)
Combat Action: Through the KneesAgility/Difficulty 18 (+2 damage, reroll
initiative)

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MERQUID (singular or plural)

Otherwise known as gill, or waterlings to the avian people, merquid are relatively benign,
reclusive creatures. It is thought that they are the oldest intelligent species on the planet. Tales of
sailors encountering merquid can be found among the most ancient of Hedonian and
Shemseliniharan texts, featuring prominently in the Ages of Aenya, and among the myths and
lore of coastal cities and villages. Before the Great Cataclysm, merquid dominated the planet,
living in ocean-vast cities that have since become desert. What remains of their species is now
concentrated along the coasts and depths of the One Sea.

PHYSICAL ATTRIBUTES: Merquid are amphibious anthropoids, but despite their humanoid
like appearance, differ biologically in significant ways, and having evolved independently, are of
no relation to humans or other humanoid species. Their hide consists of a waxy membrane not
dissimilar to a jellyfish, reinforced by chitinous, fish like scales. The torso narrows much more
than a human, so that a fully grown adult, at 5' in height, measures from shoulder to shoulder like
a ten year old boy, tapering to a waist half that width. This shape allows the merquid to glide
effortlessly through the water, but on land serves as a disadvantage; being top heavy and
unaccustomed to bipedal movement, merquid move slowly and awkwardly on land. While
merquid possess both gills and mammalian-type lungs, allowing them to breathe in and out of
water, their tender membranes dry quickly. A merquid can die of bodily "thirst" after a single
day without moisture. While benign in appearance, merquid can become terrifying when
threatened or hunting prey. With a set of retractable teeth, much like an angler fish in
appearance, and barbed claws and wide glossy eyes the size of teacups, a distressed merquid can
give any sailor pause. Depending on the region of the Sea from which they spawn, merquid may
differ in size, color and with regards to the shape and location of their fins, as might types of
shark. While these other groups, or schools, are thought to be of another species, this is a
misconception, owing to the fact that a majority of merquid are encountered by fishermen in and
around the coast of Sarnath, and little to nothing is known of their kind from lesser explored
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parts of the Sea.

HISTORY: While next to nothing is known of their history, merquid once congregated along the
coasts of the One Sea, building strange monuments of coral. But with the rise of human
settlements, violence against the species became common. At Sarnath, upon which the city of
Hedonia was founded, merquid were hunted down and burned, and as the species is relatively
peaceful and soft bodied, they had no recourse but to return to the depths. For this reason, it is
believed, merquid avoid confrontations with humans to this day.

CULTURE: Owing to their alien minds, comprehension of merquid culture may be nigh
impossible, which might explain the many misunderstandings and resentments between human
and merquid over the ages. Among their many oddities, there is no concept of action or use of
any verbs in the merquid language. Everything in their society can be described as simply a state
of "being." Their perception of time may also differ. Vocal sounds are made through a number of
water-filled cavities in their skulls, making their language impossible for others to learn or speak,
but varies enough so that merquid can mimic any sound to communicate with any species.
Females lay spherical eggs the size of melons, which are often mistaken for giant pearls due to
their color and texture. Every year, tens of thousands of eggs are produced. Males move them
into protective coral houses, known as pods, while fending off predators. After only thirty days,
eggs from the same pod hatch simultaneously. Newborns swarm among the females without any
affinity for the biological parent. Merquid exist solely for the community, without any concept of
marriage or family. In defense of their offspring, however, they are aggressive and violent, and
will not think twice before giving their lives to preserve the species as a whole. Though rare,
merquid may go rogue, separating themselves from their schools to travel the Sea. Encounters
with humans have resulted in limited trade and emulation of human habits. While land fabrics
typically disintegrate in salt water after time, merquid have developed aquatic alternatives, using
shell, pearl and seaweeds with which to adorn themselves.

TECHNOLOGY: Merquid use primitive tools made of shell, coral and barbs from urchins and
mollusks. Much of their technology is based on a type of symbiosis with other aquatic species.
While their relationship with other living organisms remains a mystery, merquid have been
known to manipulate massive crustacean and cephalopods to their purposes.

RELIGION: Even less is known of merquid religion, if one exists as humans perceive it.
According to the High Priests of Hedonia, merquid worship an enormous squid known
as Gulgola, which may or may not refer to Tsunamis, a monster described by Omeos, a
Hedonian poet.

I looked out across the waters


and there came Tsunamis
mightiest of the depths demons
that with flailing arms,
shook the seas,
and split beams of ships,
and made cities fall
Omeos, Hedonian poet

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Merquid, Common: HEALTH: 3, ARMOR 6, Claw 1/1*, Bite 2, Move 2 (8 in water), Passive
*If both claws hit, roll for bite

Merquid, Chieftain: HEALTH: 10, ARMOR 10, Trident 4, Move 2 (8 near water), Passive
On a roll of 6, summon Aquatic Horror

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SEPTHERA (plural)

Otherwise known as snake men, reptile-kin or lizardfolk, Septhera are said to be a long extinct
race that ruled over Aenya approximately twenty thousand years ago, or 10,000---9000 BGM
(Before the Greater Moon). They are infamous for having enslaved the early race of man or
protohuman. Traces of their civilization have been mostly lost beneath the sands of the Dead
Zones. However, Shess, a prominent city now in ruins, can be found far to the west of the Great
White Flat. Descendants of the Septhera are rumored to exist. Remarkably adaptable, these
"snake spawn" alter their skin, much like a chameleon, to take on a more human appearance.
Despised by the native races of Aenya, these progeny of the Septhera live in hiding as nomadic
merchant traders, though some are hired as assassins due to their stealth and face changing
ability.

HISTORY: With little material evidence, what is known of Septheran history is conjecture,
pieced together by pictographs found on ruin walls and fragments from the Ages of Aenya, the
lost tome of Zo historian, Eldin. Despite the lack of knowledge, Septheran history is of crucial
importance, as their past is inseparable from that of early man. The history of the Septhera is, in
essence, the history of Aenya.

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Aeons ago, before history was recorded, when humans and halfmen shared many characteristics,
there existed a civilization beyond this world, that shone among the stars like a pale dot against
the sun. This world was wet, warm and tropical. Massive reptilian creatures, called saurians,
dominated its landscape, and of these, two became self-aware. The first were the Xexaz, but so
little is known of them that they are referred by Eldin as the Forgotten. Xexaz were large, slow
moving, and deeply curious about the nature of existence. But as they focused their acumen on
their ever expanding understanding of the universe, their bodies deteriorated, and the lesser race,
which valued strength, came to wage war against the elder. Stealing technologies they could not
replicate or comprehend, the Septhera soon dominated the planet, and in doing so, doomed
themselves to extinction. What they did not know was that their sun was expanding, and had
been expanding for untold aeons. Only the Xexaz knew to keep the sun from scorching their
world, but as the Septhera had slaughtered them to the last, intent on driving the elder race to
extinction, their only recourse was escape. In a massive ship, called the Ark, the Septhera
gathered those of royal blood and their servants, along with the giant saurians they most valued
for meat and labor, and set to the stars in search of a new home.

When the Ark landed upon Aenya c. twenty millenniums ago, the Septhera found a primitive
world, far different than what is known today. Only the merquid, who dwelt in vast coral cities
spanning planet-wide bodies of water called oceans, could contest them, but being elusive
creatures, the merquid paid the newcomers little mind. The protohumans on the land, however,
were simple hunters and gatherers. They did not wear clothes or build shelters, but knew to make
fire and bury their dead, and use farming tools like the spade and the hoe, and weapons like the
spear and the atlatl. Primitive and scattered, the protohumans were no match for the Septhera,
who were physically stronger and faster, and armed with steel. For centuries, men and women
were herded like livestock, forced to do labor, fight for entertainment, and at times, used as food.
It was not until a man known as Batal, who was made to battle a Septheran prince, did the
protohuman revolt en masse. Martyring himself to defeat the greatest of their race, Batal proved
humans capable of overthrowing their masters. Once organized, the Septhera were overwhelmed
by superior numbers, and when the last of their kind, their Pharaoh, was slain, the newly united
race declared that they were, "free from slavery and death," calling the new age, The Age of Life,
and themselves the Zo, a word meaning "Life."

PHYSICAL ATTRIBUTES: The Septhera vary in appearance greatly, but all have scales,
elongated and flexible necks that can turn in a complete circle and move independently from the
torso, and tails between half and double the length of the body. Females stand between 5' and 6',
while males can grow up to 8' with neck extended. In hue, Septhera can be utterly black, green,
red, purple or multicolored. Fangs can grow from 3" to 9". Stripes, ovals and diamond patterns
along the arms, legs and tail are common among females, the more colorful, the more attractive
to a male. Though smaller, females are just as agile and deadly. Septheran royals can be
identified by their hoods, a membrane that expands from the head and neck, and are the only of
their kin to produce natural venom. Death by venom, which is known as the "purple death," is
quick and painful. Bony ridges and hard scaly protrusions define the lesser castes. While clothing
is unknown to the species, Septhera adorn themselves in elaborate ornaments of gold, whether
bangles, necklaces, or tattoo like plating implanted directly onto their scales. Their weapons are
finely wrought and deadly works of steel, curved like their teeth, which include daggers, scythes,

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sickles, khopeshes, and the moon blade, named for the waning crescent of the moon. Physically,
Septhera are stronger and faster than humans; they are also ambidextrous and can jump from a
standing position up to 15'. Despite these advantages, their lack of imagination and inability to
organize served their downfall.

CULTURE: Females abandon their eggs in sand. A Septheran comes into the world alone and
fights for survival from birth. For this reason, they are physiologically incapable of compassion
or mercy, or of even understanding the suffering of others. Mating between Septhera is a brief
and often violent affair, and it is not uncommon for males to be killed in the process. Their only
respect is for power and so their society revolves around a power hierarchy. The lowest caste are
workers and slavers, followed by warriors, with royals at the top. Status is attained by killing
someone of equal or higher status, which is why those of the royal caste must continually prove
themselves worthy in battle. This is why, it is thought, when a lowly human (Batal) managed to
slay a royal and prince in battle, the social hierarchy was thrown into chaos.

TRANSLATION OF GLYPHS FROM A SEPTHERAN STELE

First came the Xexaz


And the Quid bowed to them
And the Ilman bowed to them
And the Seps bowed to them
But with Time the Seps envied
And stole the fire of the stars
And stole the words from the minds
And the Life from the Xexaz
Now the Quid hid in the waters
And the Ilman of the mountains in the clouds
And the Ilman of the woods in the woods
But the Ilman of the land hid in himself
and became Man
Then was the Seps
And Man bowed to them.

Septhera, Abomination: HEALTH 8, ARMOR 8, By weapon type + poison, Move 3, Passive


Pass for human. Make a Wisdom check/Difficulty 15 to detect.
Assassinate: If alone and sleeping, make Wisdom vs. d20/check or be killed.

Septhera, Slaver: HEALTH 10, ARMOR 11, Whip 2, Move 3, Aggressive

Septhera, Warrior: HEALTH 12, ARMOR 12, Khopesh 3, Arrows 3* / range 2, Move 5,
Aggressive
*Ambush attacks: Player must have a ranged weapon or be surprised (incurring two free
attacks).
+2 initiative

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Septhera, True Purple Death Adder: HEALTH 18, ARMOR 14, Moon Blades 3/3 +Tail
Whip 1, Serpent Bow 4 (ranged), Move 6
On a roll of 3 or 6, Purple Death Adder bites for 4 damage +poison. If bitten, roll
Endurance/Difficulty 20: if rolling under, die from venom; roll even,
no effect; roll over, become immune.
Combat Action: Cut Off Tail -1 to hit, Effect: No more tail whip attacks

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ILMAR (HUMANS)

The Ilmar (plural) or Ilmarin (singular, descriptive) go


by many names: savages, barbarians, or wild humans.
Though few true Ilmar exist, they are viewed by most
civilized people as more animal than human. This
prejudiced view is perpetuated by the little that is
known of their culture. Due to fear or misconceptions
about their humanity, Ilmar are often forced into wars
or labor camps, or, ostracized by society, become
beggars and prostitutes. Women frequently fall victim
to rape or are taken as sex slaves. Few become wives,
adopting local customs while keeping their heritage
secret.

PHYSICAL ATTRIBUTES:
Biologically, the Ilmar are as human as any other race
calling itself by that name. Once subsumed by other
cultures, they are difficult to distinguish aside from
their darker skin tone and extremely light,
almost translucent color eyes. Despite evolving in an
ideal climate, their skin is thicker than most other
humans' and therefore more resistant to extreme
temperature. By never knowing shoes, the soles of
their feet can be as hard as tanned leather. A rugged landscape of hills, mountains and river
valleys, along with a limited diet, has helped the Ilmar maintain a lean, muscular physique.

HISTORY:
The Ilmar are believed the last vestige of proto-human, the earliest humans to have evolved on
the planet. According to an inscription found within a Septheran ruin, the first word for human
was 'ilma', which the Ilmar use to denote their species, as they do not recognize themselves as a
separate social group. The proto-human lived peacefully for one hundred thousand to one million
years until the arrival of the Septhera c. 10,000 BGM. Finding the dominant species of Aenya
defenseless, the Septhera conquered the planet with ease, enslaving all humanity except for a
small population hidden in a region in the mountains of Ukko. There, the proto-human continued
to thrive, oblivious to the changes occurring beyond his borders. It was not until 5 BGM that the
people in the river valleys of Ukko were discovered by a Zo researcher. Known as Kjus, the
researcher became so enamored by their simple way of life, he abandoned his own society to
become one of them, naming the people 'Ilmar' and the land 'Ilmarinen,' meaning 'land of ilms'
after the unique flower of orange and violet that grew in abundance there, or possibly, 'land of
humans'. Kjus taught them of Zo science, history, philosophy and medicine, but made certain not
to pollute their way of life with the excesses of civilization. To protect this knowledge, Kjus built
a monastery high the mountains, and before his death, founded the Order of Alashiya, also
known as the Keepers.

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CULTURE AND SOCIETY:


Knowing nothing of war, crime, or government, the Ilmar live a simple agrarian life. Since
everything in their community is shared, they have no concept of currency or wealth or poverty.
As one saying goes, "No man is poor who wants for nothing." Much of their day is spent farming
and gathering, though Ilmar are known to hunt during food shortages. In their leisure time, they
enjoy singing, dancing, and conversing. Through song and dance, they relate their myths and
their history. The holiest time is the Solstice Night, the longest night of the year, when families
throughout the land join to celebrate life, love and creation. It is during this time that boys and
girls of a certain age, showing hair about the loins, pair off to jump the sacred bonfire, after
which the pair is forever joined. It is believed that during this ceremony, the souls of lovers from
past lives find one another again. Contrary to what many believe, the Ilmar do not engage in
orgies or fornicate recklessly, but only with those with whom they are joined. When Solstice
Night ends, it is expected that the female move into the male household, and by the following
year, that she bear him a child. Having many children is regarded the highest honor for women.
Despite their duty as mothers, however, females are given greater status than males, since it is
the female that has power to create life.

The Ilmar lack many technologies, but are skilled woodsmiths and clay workers. Their artifacts
include elaborately carved farming tools, throwing spears, atlatls, and pottery. They also excel in
the shaping of trees to produce "living homes." Giant camphor and oak are hollowed out to make
bedrooms and kitchens, though eating, bathing and grooming is typically an outdoor activity. As
they are without any concept of crime, the Ilmar typically do not have doors or locks, though
partitions may include curtains of bead or bone.

LANGUAGE AND CUSTOM:


For the Ilmar, concepts of body shame and nudity do not exist. Genitals are regarded no
differently than any other part of the body. For this reason, they do not wear clothing of any
kind, nor produce any material that might be used as clothing. During their menstrual cycles,
women camp by the river, where their blood is offered to the gods. Likewise, they have no word
in their language for nude or naked, nor secret, lie (deception), or honesty. The Ilmar are not,
however, without a sense of style or individuality and will decorate their bodies with flowers,
bones, semi-precious stones like jade or lapis lazuli, and with elaborate mud patterns called
henna. Neither sex cuts its hair. Women wear a single braid which can reach down to their
ankles, while the men can grow their locks to the middle of the back, either loose or done up in
multiple braids.

To foreign ears, the Ilmarin language sounds hard and clipped as they often use conjoined
consonances. Common names include Xandr, Baldr, Heimdl, and Borz. Female names typically
avoid the conjoined consonant, and end in 'a'. Examples are Thelana, Aliaa and Anja.

RELIGION:
To the Ilmar, all life is sacred, from the smallest insect to the greatest camphor tree. They make
no distinction between human or sentient life and animal or non-sentient (plant) life. All are part
of a singular essence known as the Mother Goddess, or Alashiya. The goddess is thought to exist
everywhere and in all things, even in non-living matter, such as in the wind, in sunlight and in
the earth. Alashiya is never seen or heard, but can be "sensed" through the skin. According to

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myth, the Goddess was born of two elder gods, Anu and Eru. At the beginning of time, these
primordial deities danced through the astral void, singing to one another and making love
continually, birthing new worlds in the process. After Aenya and Alashiya were created, the
elder gods moved on.

The Ilmar do not consider dreams separate from reality. Each and every dream is a literal
experience. By grinding the ilm flower into a fine powder and drinking it, ritual leaders embark
upon purposeful dream journeys, which, they believe, can take them across time and space, into
other dimensions, and to worlds beyond death.

In death, the Ilmar believe they become one with Alashiya, as they were before birth. The body
is marked by a cairn close to home, typically under a tree, which is then absorbed into the soil to
become new life. Due to limited medicine and nutrition, the average lifespan for the Ilmar is
sixty years.

Starting HEALTH: 4+
Base Action Bonuses: +1 Strength +1 Endurance +1 Agility
Build Xp: 1600
Ruples: 0
Starter Skills: Armor of Flesh

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AVIAN

The avian or bird man is a human subspecies, and can best be described as a cross between a
human and a bird.

HISTORY: The origin of the avian race is unique to Aenya in that their development from proto-
human into a winged/feathered species is due largely, in part, to culture, in an example
of controlled evolution. Beginning at about 10,000 to 9,000 BGM (Before the Greater Moon),
early hominids from the Nimbos valley fled from the invading Septhera, ascending into the
mountains. Those slow to follow were enslaved or eaten by predators, the most terrifying of
which was the caw, a bird with a 60 wingspan. The dreaded caw became a focus of proto-avian
myth and history. It was once worshipped as a deity, and animal sacrifices were commonly
proffered to abate its hunger. All the while, the proto-avian subsisted on a diet of fowl, as the
chain of Nimbos Mountains housed a multitude of feathered species. As time passed, dozens
of breeds were domesticated, including falcons, carrier pigeons and owls. Most notable was the
giant ib, a timid, dove-like creature with a 12 wingspan. The ib was used for travel, hunting, and
evading predators. Not soon after, tales of hunters braving the caws nest spread to every tribe.
While the proto-avian never managed to tame the greatest of aerial predators, its eggs, feathers
and skeleton became prized possessions, and to be adorned in its plumage became a mark of
status. The skulls of unborn and newly hatched caw were worn by kings and priests as masks.
After less than a century, between 9,000 and 8000 BGM, the proto-avian joined wax and feathers
to produce simple winged gliders, which could be used to descend the mountain quickly.

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Consequently, the proto-avian came to see themselves as children of godlike, winged beings,
that aeons ago were cast down to grovel in the earth. It was, therefore, avian destiny to return
home to the clouds, and achieving flight became a cultural obsession. Each generation came
closer to this realization, as traits conducive to flight were actively fostered. These traits included
longer arms, shorter legs, stronger torsos, and a shallow, tapering bone structure. As bio-
technologies advanced, the proto-avian grew more sophisticated in this endeavor, manipulating
their species at the level of the chromosome, until their infants were born with feathers and wing-
like membranes along the arms. By 2000 BGM, the once human species was successfully
transformed into a new species: the avian.

PHYSICAL APPEARANCE: Avians are as diverse in appearance as the birds of Aenya. Their
plumage may be as black as a crows wing or a rainbow of hues. Differences in coloration
depend largely on diet, which is determined by territory.

Avians tend to be thinner and shorter than humans, a typical male weighing between 85115
lbs, and standing at about 5. A thin, wing-like membrane extends from the wrist to the heel,
which can be folded in on itself to allow use of the hands. Completely unfurled, wingspans
average from 9 to 10. At a 2:1 ratio, they are less aerodynamic than their aerial mounts, which
is why they spend most of their time soaring from great heights. To increase altitude, the avian
oscillates its wings in a manner similar to a hummingbird or a bat.

An avians feet are hard and scaly, with long, talon-like nails, which can be used for snatching
prey and clinging to mountainsides. Their eyes glitter like crystal in the sun, and are much larger
than a humans, approximately the size of a lemon, with the iris extending to the edge of the
skull.

Avians have little use for clothing, but are highly fond of ornamentation. Intricately wrought
bangles of gold, jewels and semi-precious stones are commonly worn. Of their earliest
traditions is that of the beaked mask, which mimics a myriad of bird species, albeit in abstract
and impressionistic fashion.

CULTURE: Avians are reclusive and fearful, tending to avoid contact with other humanoid
races. They are also proud, believing themselves morally and intellectually superior. This comes
as no surprise, as their culture revolves around the concept of ascendency. Those of higher
status live at greater altitudes, with their governing body, The Ascendency, dwelling at the very
peak of Mount Nimbos. At 80,000 feet above Sea level, it is the highest point on Aenya. Their
divine ancestors are imagined to live above them in the clouds.

Appearance is of utmost importance to an avian. Those born with more colorful plumage and
bird-like features are thought to be more beautiful, and are more frequently selected for mating.
Color also dictates social standing, marking regional and tribal divisions. Darker and more muted
hues are considered less desirable, whereas blues and purples are indicative of royalty.

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Despite their namesake, avians are mammals, and as such, do not hatch from eggs. They are born
unable to fly, but slowly learn to glide as they mature. When an avian comes of age, at thirteen
years, they are expected to partake in the Trial of Ascension. Tribal members gather upon
the sacred plateau, known as The Crag of Destiny, whereby the uninitiated youth must prove
their manhood by flying upwards onto a higher elevation, across a distance of one hundred and
twelve feet. While a measure of air currents provide lift, many have been known to have died
during the ceremony. Over the centuries, as the avian species evolved into its present state, the
frequency of such deaths significantly decreased.

Most avians abhor violence, aside from the occasional hunt, but a small number of warriors are
trained in use of the wingfoil, a lightweight sword consisting of many bladed feathers
hammered together in the semblance of a silver wing.

Avians are skilled craftsmen, working with remarkably lightweight materials, including a lighter
than air mesh called whisper. Whisper is used for everything, from clothing and receptacles to
building material. The dome-shaped Tower of Heaven, where the Ascendency resides, is made
from pure whisperstone.

RELIGION: The avian faith is a kind of ancestor worship. Those of higher social standing are
more closely related to the first of their race, who is called Az, The Most High One. Az is
thought to live above the world, in a city made of cloud, with his progeny. Each successive
descendant falls lower in rank. These include Azs son, Aza, his grandon, Azael, and his great-
grandson, Azrael. King Azrael IX is said to be of this lineage.

Starting HEALTH: 2+
Base Action Bonus: +2 Agility +1 Wisdom
Build Xp: 1600
Ruples: 0
Starter Skills: Fly 8
Special: Avians cannot wear human armor.

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Eldins Timeline of Aenyan History

Key:
BGM = Before the Greater Moon
AGM = After the Greater Moon

> 8,000,000,000 BGM ----- Solos forms in the Milky Way Galaxy, 3 billion years before
Sol (the sun of Earth) a white star with thirteen planets. Among these are proto-Reptos,
proto-Aenya, and the gas giant Infinity. As the rocky planets cool, the first micro-
organisms emerge, giving rise to Life. On Aenya, she will come to be known as the
Goddess.

>100,000 BGM ----------- Early Aenya is covered with oceans and hot tropical forests. In
this environment, a hairless child is born to an ape like creature. This "naked" child can
shed heat more efficiently and run longer than any other animal. With weapons made of
wood and obsidian, she becomes the greatest hunter on the planet. Her name is Ilma,
and she is the first proto-human. Migrating quickly about the planet, the early proto-
humans are hunters, gatherers, and farmers. They build fire, make simple domiciles
of mud-brick, and use atlatls and throwing spears. Due to an idyllic climate, clothing is
never developed. At around the same time, the more advanced, amphibious
merquid species starts to build elaborate cities of coral beneath the oceans.

>10,100 BGM ------------ On Reptos, the planet closest to Solos, a species known as the
"Forgotten," or Xexaz, reaches a pinnacle of scientific and philosophical development.
But as the centuries pass, the Xexaz become apathetic and slothful, and are conquered
by the less advanced reptilian race, the Septhera.

10,000 9000 BGM ----- Solos begins to expand into a red giant, subsuming Reptos.
Using borrowed technology, the Septhera escape their doomed world, settling on the
neighboring sister planet of Aenya. Merquid escape Septheran rule by hiding in their
underwater cities. But the primitive ilman, or proto-human, is quickly enslaved, though
large numbers manage to escape into the Mountains of Nimbos, evolving into the avian
race, while in the river valleys of Ukko, the ilman remain undiscovered for millennia,
keeping to their simple traditions. Thus begins the Dark Age of Man.

9900 BGM ---------------- Batal martyrs himself fighting the Septhera, inspiring mankind to
rebellion. Eldin dies millennia before his birth.

9800 BGM ---------------- After a century of warfare, the Septhera are exterminated.
Humanity joins together under the banner of the Zo (named after the Goddess of Life) to
form a more advanced society.

9000 2000 BGM ------ Civil war ravages the planet, as the Nova Knights, the military
arm of the Zo, fight to dominate those who would remain without rule. In short time,
every human race is made to acknowledge the Zo governing body, known as the
Ascendency. With peace restored, splendid cities spread globally, and the capital city of

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Tyrnael is founded at the pole, in the center of the Crown of Aenya Mountains.

c. 1999 200 BGM ---- Zo scientists re-engineer Xexaz technology for their own use,
boasting mastery over physics. In the decades following, weapons of dead-sun matter
are forged, and portals bridging space-time, Fantastigates, are opened.

c. 120 BGM --------------- Mathematician and historian Eldin becomes fascinated with
filling gaps in the historical record. After his discovery of strange angles in space-time
he disappears.

40 BGM ------------------- The Zo philosopher Kjus is born. He warns


the Ascendancy against excesses of technology, which he believes harmful to human
identity, arguing that, Knowledge not tempered by wisdom sows destruction. To
achieve immortality, the Zo begin transferring their consciousnesses into golems.

5 BGM --------------------- Solos' expansion begins to heat up the planet. To save Aenya
from falling into the sun's corona, Zo engineers create a mass piston at the core, using
dead sun matter to swing Aenya into a more hospitable orbit, but the Zo lose faith in the
project and choose, instead, to escape to a new world in an invincible golem known as
Horde. After a heated debate with Kzell, a scientist and engineer, Kjus rejects the Zo
Ascendancy and their plan, choosing to remain in exile, to age and in time, die as a
mortal man.

0 AGM -------------------- Aenya is moved by the mass piston, but passes too closely to
the gas giant, Infinity, falling under its gravitational influence to become tidally locked.
Volcanoes, earthquakes, ash, and acid rain devastate the worlds ecology. The Ocean
evaporates, becoming the Dead Zones. The Dark Hemisphere forms. Human civilization
turns to ruin. At the same time, the Zo Ascendancy escape in the body of Horde. This is
known as the Great Cataclysm and so begins the second Dark Age of Aenya. From
everywhere on the planet, the gas giant can be seen in the sky. Historians mark this
time as After the Greater Moon.

5 AGM ------------------- Kjus search for simplicity leads him to the valley of Ilmarinen,
where he finds the Ilmar, a race untouched by time. He builds the Monastery of Alashiya
in the Mountains of Ukko, to preserve the wisdom of the Zo, while safeguarding its
technology from those who lack the wisdom to use it.

c. 40 AGM ---------------- Vegetation freezes in the Dark Hemisphere and burns in the
Dead Zones. Within forty years, ninety percent of all surface species perish. Mass
migrations result, gathering about hospitable lands near the Potamis River and the one
remaining Sea. Others remain in the Dark Hemisphere, living under the planets crust,
from thermal vents and chemo-synthetic vegetation. Underground cities reach as deep
as the core, in tunnels left by the Zo engineers. In the North, the descendants of the
once great capital of Tyrnael, known as Mythradanaiil to the outside world, continue to
thrive amidst the ruins.

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c. 40 AGM 4999 AGM ----- Continuous wars break out over resources. Humans from
the Dark Hemisphere evolve into two distinct species, the bogren and the horg.

5000 AGM --------------- Having fallen to ruin, the island of Aea sends a convoy with a
copy of Eldins history to find a new home on the coast of Sarnath. The immigrants
mingle with the merquid species, but as their population explodes, the merquid are
pushed from the land. Hedonia is founded.

7000 AGM ---------------- Barbarians ransack Hedonia. This creates a hatred and mistrust
of uncivilized peoples. Hedonia begins an expansion policy based on securing its
borders, subsuming other coastal states to form the Hedonian Empire.

8600 AGM ---------------- Northern frontiersmen fashion Hoarfrost, an immense mead hall
in the Crown of Aenya Mountains. Terraced settlements grow overnight. Walls are
added to defend against subhuman species, forming Northendell.

10,011 AGM -------------- Xandr is born.

10,035 AGM -------------- Radia Noora of Tyrnael assumes the throne of Aenya.

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MAP OF AENYA


Places of note:

Ilmarinen: With a perfect year-round climate, rich soil, and a flower (the ilm) with
remarkable medicinal properties, the Ilmar know nothing of war, greed, or shame. The
impassable Ukko Mountains to the north, and the dense Wildwood jungle to the south,
has kept Ilmarinen hidden from invaders for ten thousand years, that is until recently,
when a shift in climate and an invading host of bogrens forces its people to abandon
their ancestral home. Ilmarinen is home to Xandr and Thelana, the heroes of Ages of
Aenya.

Hedonia: In a world with only one Sea, coastal land is precious, and he who controls it
rules the world. Ages past, Hedonia used its navies to subdue neighboring city-states,
becoming an empire.

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Northendell: Access to fresh water is crucial to life, so the Potamis River is "the
lifeblood of Aenya." It flows down from the Crown of Aenya Mountain Range (also
called the Pewter Mountains) to all the lands of Aenya. At its mouth stands the
stronghold city of Northendell. Being so near to the dark hemisphere, Northendell has
remained in a perpetual state of war for centuries, as subhuman races from the sunless
East mount annual sieges against it. The Delian people chronicle their history and their
myths in song, the most renown of which is The Song of Strom.

Aea: This tiny island was once home to a powerful, matriarchal civilization. Though
largely forgotten, its people continue to thrive. In towering temples from another age,
they venerate the three goddesses, Zoe (Life), Maki (War) and Irene (Love and Sex). Aea
was featured in my short story, The Gorgon's Lover or The Ballad of Titian and
Midiana.

Alogas: This village, north of the Endless Plains (it's not really endless!), is home to an
equestrian culture. It was featured in my short story, The Nude Equestrian.

Nimbos: This cloudy peak is home to the Avian race, who are also called "bird people."
Once human, Avians attained the power of flight after centuries of "controlled"
evolution.

Tyrnael and Yefira: These two locations are featured in my latest novel, The Princess
of Aenya. Before the Great Cataclysm, circa ten millennia ago, Tyrnael was home to the
Zo, and the global capital of Aenya. Though its advanced knowledge has been lost, the
genetically modified ancestors of the Zo can live for hundreds of years, without sickness
or the ailments of aging. But without a sense of purpose, life has stagnated, and even
sexual intercourse has become forbidden. That was until the coming of Zaibos, step-
brother to the reigning heir, Princess Radia. Zaibos desires to return to the city's heyday,
and he aims to achieve it through terror and conquest. After a bloody coup, Radia flees
from Tyrnael with the aid of her protector, Demacharon, an ex-soldier from Hedonia.
Sailing down river, they end up in the peaceful trading town of Yefira, known for its
rolling hills, windmills, and airships.

The boundary of the dark hemisphere is not constant, since it is not a geographically
determined region. Just as the length of an afternoon changes here on Earth, depending
on the seasons, so does the night side change on Aenya. Further to the north, the dark
hemisphere creeps deeper and remains longer, during what is called "High Moon." This
is similar to what happens in Scandinavia, where night can last for 20+ hours. On
Aenya, Infinity is most visible in the sky during High Moon, and temperatures are at
their lowest. This is also when the bogren and horg march from their lands to invade
Northendell.

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Measuring Time on Aenya

On Aenya, time and astronomy are inseparable. This is similar to how ancient peoples
conceived of the day/night cycle, with the sun dominating the day, and the moon being
associated with night. The role of astronomical bodies on Aenya, however, extends to all
aspects of time. Two moons dominate the sky (or one gas giant and one moon), which
move about in regular, predictable patterns. The Greater Moon (the gas giant Aenya
orbits) is referred to as Infinity (endless time) whereas the smaller moon is called Eon (a
billion years).

Passings:
Instead of hours, people on Aenya measure their day in passings. A passing is roughly
80 minutes, the amount of time it takes for Eon to cross the face of Infinity. Since the
larger moon is also moving, Eon can cross from left to right and back again from right to
left. You can imagine this as a giant clock in the sky. But the value of a passing is not
always accurate, as the orbital speed of these bodies changes depending on location,
viewing angle, and time of year. Sometimes, people on Aenya will refer to ahalf
passing or a quarter passing.

The Day-Night/Eclipse Cycle:


Because Aenya is tidally locked to Infinity, one hemisphere perpetually faces away from
the sun. There is a misconception that the eastern half of the planet is shrouded in
blackness, but the Greater Moon dominates one fourth of its sky, reflecting a
considerable amount of light from Solos (the sun), which makes for an eternal, albeit
"bright" night, like what we might see on Earth during a full moon.

Though the planet does not rotate, as Earth does, its orbit about Infinity results in
similar periods of darkness in and around the central (or twilight) regions. Nightfall

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occurs when the gas giant moves between Solos and Aenya, which is why night is
sometimes referred to as the time of eclipse. At dawn, the sun rises from the western
horizon, and at dusk, eclipses behind the moon in the East.

Depending on where you are, and the time of


year, the length of day can stretch from nil (no
sunlight) to perpetuity (eternal sunlight). The
closer one moves into the West, toward the Dead
Zones, the lower Infinity sits on the horizon
(looking east), and the longer the day. In the
desert oasis city of Shemselinihar, for instance,
the sun can last for 30 passings. Moving
eastward, toward the dark hemisphere, Infinity
looms largest on the horizon (looking east), so
that, if you're living in Yefira, the sun eclipses
after only 8 passings.

Cycles:
A cycle is ten days, and is similar to a lunar cycle on Earth. It is roughly the time it takes
for Infinity to cross the sky from north to south.

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High Moon / Low Moon:


These represent the two seasons, which split the year in half. On our world, seasons are
determined by the Earth's tilt and rotation, but on Aenya, high and low moon coincide
with the apogee (furthest point) and perigee (closest point) of Infinity. During high
moon (perigee), Infinity is closest and appears largest in the sky. Because more of the
sunlight is being blocked, high moon brings lower temperatures, but this effect is much
more pronounced in the North and East. Closer to the equator, where Ilmarinen is
located, the change in climate is negligible.

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HEDONIA

The most powerful city on Aenya, the Jewel of the Sea, Hedonia was built on the Coast of
Sarnath c. 5000 AGM by human settlers from the island of Aea. Finding the land occupied by
amphibious merquid, the colonists formed an uneasy truce lasting less than a century. As the
human population exploded and resources became scarce, the merquid were forced from their
coral homes. All traces of merquid habitation was destroyed but for a solitary idol of the merquid
god, Gulgola. The idol remained at the center of the city to commemorate the ousting of the
merquid and the conquest of the coast. In the centuries that followed, Hedonian colonies spread
quickly along the One Sea. Traffic and trading increased its wealth, until, by 7000 AGM,
barbarians from the north ransacked the Temple of Sargonus for its gold. To defend its borders,
Hedonia established a naval army like none the world had seen. This unchecked show of force,
and the ensuing disputes over control of the Sea, resulted in clashes with other powerful city-
states. In time, Thetis and Thalassar would surrender to Hedonian rule and become subsumed by
the Hedonian Empire.

Hedonia is said to be a theocracy, with the god of the Sea, Sargonus, sitting at the head of the
political hierarchy. The High Priest, whose lifelong position is conferred upon childhood, is said
to interpret the wishes of Sargonus through an ancient book of prophecy known as the Ages of
Aenya, written by the Prophet Eldin, which is believed to have been brought from across the Sea
by the first settlers from the lost island of Aea. In matters of dogma, the High Priest consults the
red mystics, a monastic order who seek higher states of consciousness through mind-altering
agents. The true power in Hedonia, however, may rest in the hands of the regent commanders,
the great military arm of the Empire, who govern directly over the conquered provinces.

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HEDONIAN BAZAAR

ARMORY
Leather breast +1 8r
Chain skirt +1 8r
Pauldrons +1 8r
Armlets +1 8r
Plumed Helmet: +1 8r
Bronze Plate: +2 16r Not stackable
Buckler +1 8r Special: One handed weapons only
Hoplon (shield) +3 32r Special: One handed weapons only
WEAPONS
Dirk: dmg 1 4r
Gladius (sword): dmg 2 8r
Spear: dmg 2/range 2xStrength 8r
Morningstar: dmg 3 16r Special: One handed, -2 initiative
Battleax: dmg 4 16r Special: Two handed, -2 initiative
Spathi (sword): dmg 3 32r Special: Two handed
Longbow: range 2/ range 3xAgility 10r
Crossbow: range 6 15r
Arrows: dmg 3 1r (each)

NORTHENDELL SMITHERY
ARMORY
Ringmail +1 8r
Pauldrons +1 8r
Helm: +1 8r
Armlets +1 8r
Cuirass: +3 32r Not stackable
Kite Shield +2 16r Special: One handed weapons only

WEAPONS
Dirk: dmg 1 4r
Spear: dmg 2/range 1xStrength 8r
Morningstar: dmg 3 16r Special: One handed, -2 initiative
Battleax: dmg 4 16r Special: Two handed, -2 initiative
Bastard Sword: dmg 4 32r Special: Two handed
Claymore: dmg 5 32r Special: Two handed
Zweihander: dmg 6 64r Special: Two handed
Longbow: range 2/ range 3xAgility 10r
Crossbow: range 6 15r
Arrows: dmg 3 1r (each)

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Buying items in Aenya:


Choose from these three options: Barter/Haggle/Threaten.

v To Barter: Offer an item of equal or greater worth. If youve killed a monster, you may
offer its bones/teeth/hide/weapons in value equal to its HEALTH.

v To Haggle: Dont like the sellers prices? Make a Haggle Check: d20 + Your Wisdom vs.
d20 +discount amount you want. You can attempt to haggle a total of three times per
item.

v Rob/Threaten: Why exchange money for things when you can pay the iron price? You
may attempt to take an item by force, but be forewarned, not all sellers are pushovers, as
determined by the dice roll:

Seller Stats: HEALTH: 2d12, ARMOR: 3d6, DMG: By weapon type

v To determine whether the seller is intimidated, make an Intimidation Check: d20 + Your
Wisdom vs. d20 +Sellers Health. If the seller is not intimidated, he will engage you in
battle.

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