West of the Savage Baronies are tribal lands belonging to the turtlelike humanoids (tortles) and to various goblin, orc, and gnoll tribes. Past those are the "kingdoms" of Robrenn and Eusdria. The Yazi The Yazi are goblinoids of the coastal regions. Most prominent of them, at least to observers in the Savage baronies, are the gnolls of El Grande Carrascal and goblins of the Badlands. Gnoll lands have borders with Almarr—n, Sarag—n, Gargo–a, Cimmaron, and Guadalante; these nations suffer the gnolls' presence in the region to keep their neighboring baronies from gaining territory in El Grande Carrascal. Gnolls are actually relatively civilized; they both negotiate and engage in honest trade, and they do not immediately attack humans or demihumans. 963 Yazi gnolls attack Sarag—n and Aranjuez. 1007 Yazi gnolls attack the baronies, which have been severely weakened by previous conflicts. The Master of Hule sets a curse on his enemies, inflicting floods and other natural disasters on the Savage Baronies. Las Navas lies on a route between the capital and the ruins of the proud castle, Castillo de Pardalupe. Like so many forts, towers, and castles in the baronies, this one was sacked during the recent wars. It fell to the same formidable band of Yazi gnolls that laid waste to Castillo de Tordegena in Almarr—n. Though Don Maximiliano hopes to capture Don Esteban and bring him to trial, most of his troops are tied up guarding urban areas, trails, the silver mines, and the Castle of Tordegena that wards the nation's western border against Yazi gnoll raids. Castillo de Tordegena, on Almarr—n's western border, was once a proud castle vital to Almarr—n's defense. Almost destroyed by Yazi gnolls during the recent wars, Tordegena has still not been restored for habitation. In 962, Yazi gnolls attacked Montejo and Aranjuez, and the two baronies worked together to defeat the invasion. The humans met the gnolls in the forest west of their baronies, their battle ranging through hundreds of square miles of woodland. Eventually the humans defeated the gnolls, but so many lives were lost that the river draining through the forest ran with blood. In 1007, several Yazi gnoll tribes gathered together to attack the baronies. They moved along the western borders of Almarr—n and Gargo–a, destroying Castillo de Tordegena in Almarr—n and Castillo de Pardalupe in Gargo–a. Sarag—n was unable to muster forces in time to help the defenders of those castles, but managed to lure the gnolls into Sarag—n. Because they wanted to defeat the gnolls, not simply chase them away or drive them back into Almarr—n and Gargo–a, the Sarag—ners forsook the protection of the careta de la barrera. Under the leadership of Don Claudio de Tol—n (baronet of Montejo) and Don Luis de Manzanas (baronet of Aranjuez), Sarag—ner troops soundly defeated the gnolls at the Battle of Morri—n. They were aided by Sir John of Cimmaron, who led unexpected cavalry reinforcements into the battle at a critical time. Sarag—n hires Torre—ner mercenary lancers to patrol the borders and take care of small groups of intruders, especially Yazi gnolls who sometimes raid the fertile R’o Copos region. The battle sites of Sarag—n are also worth note. The largest is certainly Bosque de las Sombras, the Forest of Phantoms, said to be haunted by those who died in 963 when humans from Sarag—n and Aranjuez united to defeat raiding Yazi gnolls. Another marks the Battle of Morri—n, where Sarag—n avenged Almarr—n and Gargo–a by slaying the Yazi gnolls who had destroyed Almarr—n's Castillo de Tordegena and Gargo–a's Castillo de Pardalupe. Except for periodic troubles with Yazak goblinoids to the north and Yazi gnolls to the southeast, Guadalante has had few conflicts. Sir John remains fit and active. He is still prompt to lead a posse after a bandit leader or to mount campaigns against Yazi gnolls from El Grande Carrascal in the north and Yazi goblins from the Badlands in the west. El Grande Carrascal This area lies between Cimmaron, Almarr—n, Sarag—n, and Guadalante. Though the title refers primarily to the cactus scrub in the region, common usage of the name includes badlands, hills, desert, and moreÑall the land outside the borders of the baronies, east of the Sierra Desperada hills, and north of the New Hope River. Home to gnolls and humanoid bandits, El Grande Carrascal is a dangerous place. Several camps of gnolls inhabit this region; the major tribes are Long Legs, Chiriquis, and Dead Yuccas. While the Long Legs are a savage tribe, the others trade with humans of the region and are willing to negotiate. The Long Legs were able to unite all the El Grande Carrascal gnoll tribes, major and minor, about three years ago, leading a violent attack against many of the baronies. These gnolls destroyed two castles, one in Almarr—n and one in Gargo–a, before they were defeated by Sarag—ner forces (aided by Cimmaron cavalry) at the Battle of Morri—n. In late 1008, their alliance fell apart after they were defeated by Cimmaron troops under Sir John, at the Red Creek Battle. Having lost too many of their people, the gnoll tribes went back to a reasonably peaceful existenceÑexcept for the few remaining Long Legs, who still raid now and again. An interesting site in El Grande Carrascal is Buenos VienteÑan ancient, ruined town, possibly Traladaran in originÑand named by later Ispans who found it. Buenos Viente stands in the middle of the cactus scrub, a well-preserved set of buildings that appears to have once held more than 3,000 inhabitants. Most of the buildings are made of fired clay, and so have stood up to the ravages of time. Those who have explored the town report eerie voices, like echoes of half-heard conversations. The place seems to be haunted, a true "ghost town." The easternmost Yazi are the gnolls of El Grande Carrascal. These are generally mounted nomadic warriors who ride the plains (on horses) and raid any outlying settlements. Surprisingly, the gnolls are relatively civilized compared to the other Yazi. They will negotiate, they engage in honest trade and commerce as well as raids, and they do not always attack on sight. ----- Beast Rider The Beast Rider is an elite warrior in his culture, one who has bonded with a particular type of mount. Beast Riders are common enough on the Savage Coast but are still intimidating and a little exotic to most people. A Beast Rider often serves as a guardian of the homeland but can go adventuring to learn more about the world. The characters often have trouble finding lodging for their mounts, though settlements in Bellayne and Renardy and some towns and cities in other nations have stables for the exotic animals they ride. Character Class: Any warrior can be a Beast Rider. Races and Nationalities: If goblinoids are allowed as PC races, Yazi and Yazak goblinoids can be Beast Riders. Requirements: Beast Riders are seldom from the lowest classes. They tend toward neutral alignments, but they are not actually restricted according to social class, alignment, or gender. A Beast Rider must have a Charisma of 13 or higher. Role: While elite warriors in their own society, Beast Riders are often viewed as intimidating in other cultures or as potential enemies in the land of other types of Beast Rider. A Beast Rider should be played as an outsider when away from home. Beast Riders usually like all types of animals and are especially protective of those related to their mount. The characters do not understand how someone can mistreat a mount, tending to be unfriendly toward those who do. If the rest of the party accepts a Beast Rider and minimizes harm to normal animals, especially mounts, the character considers them family. Class Modifications: A ranger's species enemy is never the same as his mount. If a neighboring Beast Rider culture is an enemy, rangers might choose that culture's mount if it is different from their own. Most Beast Rider rangers choose plains or steppes as a primary terrain. A Beast Rider paladin does not call a war horse. Instead, the paladin's mount has an added 2 Hit Dice and a Ñ2 bonus to its Armor Class. Beast Rider paladins usually owe allegiance to their specific clan or village. Weapon Proficiencies: Beast Riders have no weapon restrictions, though if goblinoids are allowed, they should be restricted to the weapons of their culture. They prefer weapons associated with mounted combat: short bow or short composite bow, horseman's flail, horseman's mace, horseman's pick, lance, spear, and saber. Nonweapon Proficiencies: Bonus proficiencies include animal training and riding (each for the species of the Beast Rider's mount). Recommended proficiencies are animal handling, direction sense, fire-building, veterinary healing, animal lore, hunting, set snares, survival, tracking, and weaponsmithing (crude). Equipment: A Beast Rider can wear only leather, studded leather, padded, or hide armor (plus helmet and shield if preferred). Hide or leather armor made from the hide of a mount who served faithfully and continues to do so is preferred by many, but a mount is never slain to make armor. Special Benefits: The Beast Rider has an amazing rapport with the type of animal used as a mount, receiving a Ñ5 bonus to reaction rolls whenever dealing with these animals. If a roll is 9 or less, Beast Riders can persuade attacking animals of that type to leave them and their allies alone. Goblinoids use the following mounts: the Yazi gnolls use horses. A Beast Rider character is bonded with an animal of the appropriate type in a special ceremony and begins the game with that creature as a mount and personal friend. The animal is devoted to the Beast Rider and will risk or even sacrifice its life for the character. If the animal's alignment is different from that of the rider, it slowly changes to match (about one alignment step per level gained by the rider). Beast Riders have a telepathic rapport with their mount and when in physical or visual contact, can tell what the animal is feeling and thinking, communicating without appearing to do so. Even when Beast Rider and mount are not in sight of each other, each knows the other's emotional state, physical condition, direction, and approximate distance. Special Hindrances: As an outsider, the Beast Rider suffers a +3 reaction roll penalty from people of other cultures, including Beast Rider cultures who use other mounts. Beast Riders are expected to act the same way toward their mounts as the mounts do toward them; they for instance, they must be willing to risk or sacrifice their lives for their animals. Beast Riders who do not act appropriately are considered to have abandoned the kit. A Beast Rider can have only one mount at a time. If the mount dies, the Beast Rider immediately takes 2d6 points of damage from grief. In addition, the character must make a successful saving throw vs. spell or suffer as if affected by a feeblemind spell for 2d6 hours (or until cured with a heal or wish spell). Upon recovering, the character must find another mount or abandon the kit. This is a quest worthy of an entire adventure. Likewise, a mount whose rider dies will often find a new one. A Beast Rider paladin who loses a mount cannot find another of the same exceptional quality as the original. Although the mount will be of lesser quality, it can be the best possible for a normal specimen. Wealth Options: The character has normal starting funds. Honorbound The Honorbound is a warrior who follows a strict code of honor, known as the Warrior's Honor. Honorbound warriors generally belong to special Companies that have ancient traditions (an Honorbound without a Company is considered a "Company of One"). Some groups of Honorbound owe allegiance to a particular government, while others work as elite mercenaries; some are professional duelists, and others are wanderers who fight for what they believe is right or simply for the sake of fighting. Each Honorbound wears a special emblem, chooses a particular weapon, and has a declared enemy of some sort. The tradition of Honorbound warriors began centuries ago among the elven and rakastan cultures of the Savage Coast. The elves who became the ee'aar developed one branch of the tradition, while the rakastas and elves who settled in Bellayne carried on a second branch. The Warrior's Honor, while ancient, has changed little over the decades, so that when ee'aar recently returned to the Savage Coast, the ee'aar and Bellaynese traditions were still almost identical. The ee'aar had spread the traditions to the enduks, while shazaks, tortles, and a few goblinoids had acquired it from the rakastas. The elves took the tradition to Eusdria, and gurrash later acquired it from the shazaks. Honorbound warriors are easily recognized and highly respected by the cultures of the Savage Coast. Character Class: Fighters, rangers, and paladins can take the Honorbound kit. A Company of Honorbound often consists of only one type of warrior (all rangers, all paladins, or all fighters). However, some allow dual-class or multi-class characters, though only with combinations of warrior and wizard or priest, never any that include rogue classes. Even priests are sometimes avoided to keep a Company free of religious overtones. Races and Nationalities: If goblinoids are allowed as PCs, the gnolls of El Grande Carrascal near the Savage Baronies should also have a Company of Honorbound, much like the Companies found in Eusdria and Ator. The nations of Eusdria and Ator each have a single informal Company, a sort of national Company. All members have the same emblem and consider themselves members of the same Company, but no Company hierarchy exists. Enemies and weapons are chosen by the individual. Requirements: An Honorbound can be born into any social class, renouncing such things when joining one of the Companies or otherwise starting a career as an Honorbound. Honorbound can be of either gender and can have any alignment except chaotic. To become an Honorbound, a character must have minimum ability scores of at least 13 in Strength and Wisdom and at least 12 in Constitution and Intelligence. Role: Honorbound are compelled by decades of tradition to follow particular rules of behavior. Because of this, they are correctly considered trustworthy, and they work hard to maintain their integrity. The Honorbound honestly enjoy combat as a way to find self-enlightenment, prove oneself, and test honor and devotion. Within the parameters of the Warrior's Honor, they can have any personality from dour to humorous, sedate to bloodthirsty. Honorbound warriors are often sought by armies because they are reliable as leaders and soldiers. An Honorbound can stay with an army as long as that organization does not require the Honorbound to break any portion of the Warrior's Honor. Honorbound are sometimes granted land to govern, and they make effective managers. The characters are also sometimes sought by adventuring groups because they make fine allies. Honorbound join such groups to see more of the world, embark on a specific quest, or spread teachings of the Warrior's Honor. In any group, an Honorbound is tolerant of others. The character does not expect others to adhere to the Warrior's Honor and is seldom surprised (though occasionally disappointed) when they do not. An Honorbound realizes that others must come to the Warrior's Honor themselves and does not force it on anyone. As long as companions do not try to make the Honorbound forget the Warrior's Honor, the character can stay with the group. The Warrior's Honor is split into two sets of governing regulations: Precepts and Protocols. Precepts are simple rules, generally phrased as things to do (or avoid) or as beliefs. Protocols are procedures to be followed in certain situations. Note that all Honorbound, of any alignment, follow the Precepts and Protocols of the Warrior's Honor. The basic Precepts are as follows: ­Honor is more important than life. ­Fear is acceptable; cowardice is not. ­Live to fight, and fight to live. ­Respect your enemy. ­Do not attack the defenseless, the weak, or the innocent. ­Do not threaten the defenseless, the weak, or the innocent to exert control over an enemy (do not take hostages). ­Do not involve yourself in the dishonorable actions of others. ­Missile weapons are suitable for hunting, but not for war (the Honorbound can attack unintelligent beasts, undead, or otherwise unnatural beings with missile weapons but cannot use missile weapons against intelligent enemies). ­Mind control (including charms and possession) is not tobe used or tolerated. ­Obey the leaders of your Company and those to whom you or the Company owe allegiance. ­Avenge dishonor to Company, mentors, allies, and self¥in that order. ­Seek glory for the Honorbound, never for yourself. ­If you are responsible for the death of a friend, companion, or follower, assume the obligations of that individual. ­Honor those you care for by remembering them, even after their deaths. ­Be tolerant of the beliefs and actions of others. ­Spread the code by example, not by force. ­Keep all promises. ­Fulfill all duties. ­Repay all debts. The most important Protocols are summarized in the following text. The Protocol of Adulthood states that a warrior reaches adulthood when he kills an enemy under honorable circumstances. Upon reaching adulthood, a warrior can choose to become an Honorbound by espousing the Warrior's Honor by oath and actions. The Protocol of Host and Guest demands that hosts protect their guests from mortal harm and that a guest respect the rules put forth by a host. Neither host nor guest can make unreasonable requests of the other. Note that a host usually invites a guest for a specific period of time, after which the guest is no longer welcome and must leave unless the invitation is renewed. Only the actions of a guest can prematurely end the period of invitation. The Protocol of Challenge and Fair Combat tells an Honorbound to inform enemies of an impending attack. For individual combat, the Honorbound issues a challenge, and the Honorbound's enemy must have time to respond. Thus, an Honorbound cannot attack an unprepared enemy, nor attack from behind. However, an enemy who is engaged in an attack on a friend or ally is considered prepared. For large-scale combat, a declaration of war is necessary; once this has been done, the armies of the enemy are considered prepared, and surprise attacks are allowable. An Honorbound can never participate in an ambush except against enemies in a declared war. The Protocol of Dueling demands that an Honorbound learn and remember the informal dueling rules of the many lands of the Savage Coast. The two main types of duels considered are those with pistols and those with swords. Each Honorbound knows dueling rules, as explained in the dueling proficiency in the "Proficiencies" chapter. Honorbound of Renardy and the Savage Baronies are especially concerned with dueling. The Protocol of Respect for an Honored Enemy states that an honored enemy, usually a leader of an opposing force, is accorded certain privileges. It is considered honorable to touch an honored enemy, without harming him, during melee. An honored enemy should be felled only in single combat. If captured, an honored enemy is treated as a guest. If called for, a captured honored enemy can be executed, but only in a formal ceremony. Honored enemies can be returned to their people in return for material or other concessions. The Protocol of Negotiation declares that negotiations are sacred. They are a cause for a truce, and a truce should not be broken. To insure this, opposing forces exchange hostages during negotiations. These hostages are warriors who understand that their lives are held as proof of their force's honor. If the truce is broken by one side, the lives of the hostages from that side are forfeit. The Protocol of Betrayers refers to those who break the oaths of the Honorbound. An Honorbound who abandons the Precepts or the Protocols is declared a Betrayer and is subject to a hunt and eventual death. This can be administered by any Honorbound. Betrayers besmirch the honor of all Honorbound, and cleansing is possible only if an Honorbound kills the Betrayer. However, to retain honor, individual Honorbound must ascertain the proof of betrayal for themselves. Even if orders have come down from the leader of an Honorbound's Company, individual Honorbound must determine the truth when the suspected Betrayer is caught. If the capturer cannot determine the truth, the suspected Betrayer must be brought before a group of at least six Honorbound, where the truth of the matter is decided, and a sentence carried out. Individual Companies of Honorbound sometimes have additional regulations, but these are not considered on the same level with Precepts and Protocols. Company regulations are sometimes specifications of the Precepts and Protocols; they also include special weapons, duties, allegiances, and symbols. Each Company has at least a special weapon and a symbol. Every Honorbound (whether a member of a Company or not) wears a white sash around the waist; this symbolizes the purity of honor for which the character strives. In addition, the Honorbound must wear a red circle emblem, symbolizing the blood shed by warriors. The emblem cannot be made of cloth (to avoid confusion with Crimson Inheritors). An Honorbound's race usually determines the form and placement of the red circle. Shazaks and gurrash usually wear the red circle as body paint; some paint a circle on a hand or on the face, while others might create a series of red circles all along one arm or wear the symbol on armor. Goblinoids use similar methods to the lizard kin. Whatever the method, the red circle must always be shown and worn, never simply carried. Each Company also has an emblem, which is usually worn in the center of the red circle. An individual not allied with a Company might have a personal emblem. Like the sigils of the Inheritors, the emblems of the Honorbound are considered private property, and their unauthorized use by others is a great offense. Each Company of Honorbound also has a declared enemy. Class Modifications: Paladins and rangers who take the kit are required to specialize in a single weapon. In addition, the ranger's species enemy might be pre-chosen (see "Special Benefits"). Weapon Proficiencies: Honorbound must specialize in the use of one melee weapon at 1st level; this costs the normal number of slots. No Honorbound can ever specialize in more than one weapon. Honorbound who belong to a Company must use the weapon of that Company. Nonweapon Proficiencies: Honorbound receive bonus proficiencies in dueling, etiquette, and heraldry (focusing mainly on the Heraldry of the Honorbound). Recommended proficiencies include ancient history (specifically military), military tactics, gunsmithing (for duelists), animal handling, animal training, dancing, reading/writing, blind-fighting, endurance, direction sense, and fire-building. Equipment: A beginning Honorbound must purchase his weapon of specialization. Characters can wear any armor available to their race but seldom wear anything heavier than chain mail, preferring to retain mobility. They have no other equipment restrictions other than those mandated by an individual's culture. Most acquire any equipment they need to survive as wanderers but do not carry enough to slow themselves down. Special Benefits: The Honorbound warrior has a few special benefits from the ancient traditions of the Warrior's Honor. First, the Warrior's Honor demands that Honorbound treat each other a certain way. In addition, the Warrior's Honor (and the special symbols of the Honorbound) insures that the character is recognized by others as an honorable warrior. Unless recognized immediately as an enemy, Honorbound receive a Ñ3 bonus to reaction rolls. Even those recognized as an enemy receive a Ñ1 bonus to reaction rolls, because of the respect that others feel for the Honorbound. Honorbound characters also benefit from the Company to which they belong. The Company provides a support network and instant allies if an Honorbound gets into trouble. An Honorbound who is a Company of One enjoys independence instead. An Honorbound of a national Company, like those in Eusdria and Ator, gains the network of allies but does not have to follow Company orders (though they must still defend their country in times of trouble). In addition, Honorbound gain a +4 bonus on attack rolls against a declared type of enemy. Honorbound who belong to a Company have this enemy type chosen for them; the Company of One or a member of a national Company is free to choose. The enemy can be a species (like the ranger's chosen foe), the people of a certain enemy nation, the members of an enemy Company, or a particular type of creature (like undead or giants). The declared enemy can never be changed by the Honorbound unless an entire Company decides to change. A Company of One can never change his declared enemy. If the Honorbound is a ranger, this chosen enemy replaces the ranger's species enemy; the bonuses are not cumulative, and the ranger still incurs the reaction penalty for the species enemy and prefers to fight the chosen foe before all others. Other Honorbound can make a conscious choice about whether or not to fight the chosen foe, and can determine what their own reactions are. Special Hindrances: Just as the Companies and the Warrior's Honor can help the Honorbound, so can they hinder the character. An Honorbound who belongs to a Company must follow the regulations of that Company and the orders of the Company's leaders. An Honorbound who belongs to a national Company must defend that nation and obey edicts of its leaders (defending the nation takes precedence). The Honorbound must also follow the Precepts and Protocols of the Warrior's Honor or be declared a Betrayer, subject to capture and execution by other Honorbound. In addition, almost everyone on the Savage Coast recognizes an Honorbound as a warrior, which can cause a few problems. Honorbound of other Companies and warriors of other kits might want to test their combat prowess against a recognized professional warrior. If asked, the Honorbound is also bound to mediate duels between other characters. Some unsavory individuals try to catch Honorbound on points of honor. For instance, a person might be able to extract a promise of protection, or an invitation from an Honorbound host, thereby gaining protection from enemies bent on murder. The Honorbound must keep the promise and uphold the Protocol of Host and Guest, even when he agrees with the guest's enemies. Wealth Options: The Honorbound receives standard starting funds. Inheritor (rare); Beast Rider, Defender, Honorbound, Savage; Wokan; Shaman, War Priest; Bandit, Filcher, Scout; Trader.