Medium Zamorian Scholar 1st level Acolyte 6th level Sorcerer 10th level Master Hit Dice: 1d6 (6 hp) 6d6 (21 hp) 10d6+10 (45 hp)
Initiative: +2 (+2 Dex) +4 (+2 Dex, +2 Ref) +6 (+3 Dex, +3 Ref)
Speed: 30 ft. 30 ft. 30 ft.
DV Dodge: 12 (+2 Dex) 14 (+2 Dex, +2 level) 16 (+3 Dex, +3 level)
DV Parry: 8 (–2 Str) 10 (–2 Str, +2 level) 12 (–1 Str, +3 level)
BAB/Grapple: +0/–2 +4/+2 +7/+7
Attack: Dagger +2 melee finesse Dagger +6 melee finesse Dagger +10 melee finesse
Full Attack: Dagger +2 melee finesse Dagger +6 melee finesse Dagger +10/+5 melee finesse
Damage: 1d4–2/ 19-20 x2 / AP 0 1d4–2/ 19-20 x2 / AP 0 1d4–1/ 19-20 x2 / AP 1
Space/Reach: 5 ft. (1)/5 ft. (1) 5 ft. (1)/5 ft. (1) 5 ft. (1)/5 ft. (1)
Special Attacks: Sorcery Sorcery Sorcery
Special Qualities: Zamorian Traits, Base Power Points, Scholar, Background (pact), Knowledge is Power
Zamorian Traits, Base Power Points, Scholar, Background (pact), Knowledge is Power, +2 Power Points, Increased Maximum Power Points (triple)
Zamorian Traits, Base Power Points, Scholar, Background (pact), Knowledge is Power, +3 Power Points, Increased Maximum Power Points (triple)
Saves: Fort +0, Ref +2, Will +3 Fort +2, Ref +4, Will +7 Fort +4, Ref +6, Will +10
Abilities: Str 6, Dex 14, Con 10, Int 15, Wis 13, Cha 14
Str 7, Dex 15, Con 11, Int 17, Wis 14, Cha 15
Str 8, Dex 16, Con 12, Int 18, Wis 16, Cha 16
Skills:
(In urban environments
also has +1 circumstance bonus to Climb, Hide, Listen, Move Silently and Spot)
Bluff +4, Craft (alchemy) +6, Craft (herbalism) +6, Decipher Script +6, Diplomacy +8, Disable Device +6, Gather Information +6, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +6, Open Locks +6, Perform (ritual) +6, Sense Motive +7, Sleight of Hand +6
Bluff +4, Craft (alchemy) +12, Craft (herbalism) +12, Decipher Script +12, Diplomacy +13, Disable Device +6, Gather Information +11, Intimidate +5, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Open Locks +6, Perform (ritual) +11, Sense Motive +13, Sleight of Hand +6
Bluff +5, Craft (alchemy) +17, Craft (herbalism) +17, Decipher Script +17, Diplomacy +18, Disable Device +7, Gather Information +16, Intimidate +11, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (local) +17, Open Locks +7, Perform (ritual) +16, Sense Motive +18, Sleight of Hand +7
Feats: Negotiator Negotiator, Ritual Sacrifice,
Summoner
Negotiator, Ritual Sacrifice, Summoner, Tortured Sacrifice
Magical Attack: +2 (+2 Cha) +5 (+3 level, +2 Cha) +8 (+5 level, +3 Cha)
Base Power Points: 5 (10 maximum) 8 (24 maximum) 10 (30 maximum)
Sorcery Styles Known: Summonings Counterspells,
HypnotismSummonings
Counterspells, Curses, Hypnotism, Summonings,
Spells Known: Demonic pact Demonic pact, domination, enslave, entrance, hypnotic suggestion, ranged hypnotism, summon demon, warding
Demonic pact, domination, enslave, entrance, greater ill- fortune, hypnotic suggestion, ill- fortune, lesser ill-fortune, ranged hypnotism, savage beast, summon demon, torment, warding
Corruption: 0 2 6
Insanities: Games Master’s discretion Games Master’s discretion Games Master’s discretion
Code of Honour: None None None
Reputation: 3 (villain) 8 (villain) 13 (villain)
Leadership: — — —
Allegiances: Games Master’s discretion Games Master’s discretion Games Master’s discretion find parents or guardians willing to sell their children.
Forgery is useful to fake credentials or buying histories. Player Characters could be hired to investigate a rash
of child disappearances or to find a particular missing child of a high- born noble. Characters could hire
Int
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30
a child broker to help find a particular child or purchase one. Child brokers have their own merchant guild in Shadizar despite the illegality of their business.
Sorcery
The black arts are practised illegally in the temples and dark places of Shadizar. Many nobles dabble in the occult and numerous priests are simply adept at using foul sorceries. Although rarely advertised openly, many of Shadizar’s sorcerers will take on the mantle of ‘Master’ by accepting apprentices. Some sorcerers may even cast spells for profit but, with the possible exception of minor divinations, will usually use intermediaries to set up the arrangements. Like renowned assassins, those who hire the best sorcerers never know who the sorcerer actually is. Sorcerers do not make magic items for sale as such items could be used by other magic users as a mystical link. As an adventure hook, Player Characters could be hired to locate a sorcerer for a patron.
Lords of the Lotus: The Lords of the Lotus are a network of lotus dealers spread throughout the Hyborian Age kingdoms. Black lotus are from Khitai, purple lotus from the Kushite countries and all other varieties changes hands through this black web of villainy and corruption. Some of them mix the black and the purple to make a new variety known as the grey lotus that is more potent than either of them alone. For a time, Yatha the Argossean was the Shadizar Lord of the Lotus – until Conan killed him not long after the events of Black Colossus. A new Lord of the Lotus has certainly taken his place by now. A Lord of the Lotus must be skilled in detecting inferior product, so skills like Appraise and Sense Motive are usually maximised. Profession (merchant) and other Charisma-based skills are likewise important.
Taxes
Even in Shadizar people must pay their taxes. Taxes can be paid in coin, livestock, goods or even devsirme, by which human beings are accepted as payment. Temples, cults and religions in Shadizar are not exempt from taxation. None of the individual religions have enough power or pull to attain such favour as to gain a royal tax exemption. Characters who make their home in Shadizar can expect to provide about 20% of their income to the king in various taxes. Listed below are examples of some common taxes levied against the people of Shadizar. The list is by
no means exhaustive.
Chevage: A yearly fee assessed to Shadizar natives who routinely leave the city for extended periods of time. It usually amounts to ten silver pieces per year.
Gersum: People who take possession of someone’s holding must pay this tax. It is similar to an inheritance tax but the death of the previous tenant is not required. The tax is proportional to the size of the holding, usually amounting to one silver piece for a small house up to 15 silver pieces for a full manor holding.
Heriot: If a citizen of Shadizar dies, then his heirs must pay this tax on chattel. The best animal or slave must go to the king. The extremely poor are usually exempt from this tax as collecting it would cost more than the tax revenue itself.
Legerwite: All brothels must pay one to three silver pieces per girl as a fine for out-of-wedlock sex. It is collected whenever the king wants.
Merchet: This marriage tax ranges from one silver piece for the poor to 240 silver pieces for a noble getting married.
Tallage: This yearly tax amounts to about two silver pieces per person. Land-owners pay one silver piece per acre.
Rents: Every free person with housing or those leasing their land in Shadizar must pay rent to the king. Rent usually ranges from three to 12 silver pieces per season.
Silver: This tax is collected at the king’s whim. Essentially if he wants someone to give him something or perform some duty, he calls this tax due by that individual.
Tariffs: These are fines on goods brought into the city. It usually amounts to 10% of the assessed value of the goods.
Tolls: These are fines for allowing the public to use the king’s property. These are mostly raised during festivals or fairs.