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Bloodwood
An Iron Heroes Setting Guide

Table of Contents Credits


Bloodwood Legacy Map 2 Design: Adam Windsor
Welcome to Lakeshore 3 Editing: Scott Holden
Religion 4 Production: Jason Kempton
Law and Government 5 Cover: Claudio Pozas
Places of Note 6 Interior Illustration: Claudio Pozas
The Seven Scholars 10 Cartography: Ed Bourelle
Lakeshore Heroes 11
Mastering The Lakeshore 14
Lakeshore Campaign Hooks 16

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This product is protected under the copyright laws of Canada and the United States of America. All
textual contents of this book, regardless of designation, are 2008 Adam Windsor. All rights
reserved. Reproduction or use without the written permission of Adam Windsor is expressly
forbidden, except for the purpose of review or use of OGC consistent with the OGL. All artwork is
copyright Fiery Dragon Productions, Inc. The Fiery Dragon logo is a trademark of Fiery Dragon
Productions, Inc. Iron Heroes 2007 Adam Windsor. Used under license. All rights reserved.
Printed in Canada.
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Bloodwood Welcome to Lakeshore


From the first day they saw Ocean Lake, the refugees
dubbed their new homeland Lakeshore. The vast body
An Iron Heroes Setting Guide of water is integral to life in the region, not just
because it provides both food and a livelihood for
Generations ago, a group of refugees fled a disaster. Exactly many of its human inhabitants, but for a host of other
what that disaster was is no longer known, the details lost reasons as well. The comparatively warm waters of the
or deliberately forgotten by its survivors. The refugees lake make the local climate less severe (though rather
traveled many difficult miles, across barren and broken more prone to rain) than it would otherwise be. The
terrain, until they found their way to fertile and lake also provides reliable, but not too ready, access to
uninhabited land on the shores of a vast lake. Having found outside cultures and goods Close enough for
good land, with further passage barred by the impenetrable trade, but too far for trouble, as the local saying goes.
tangle of an ancient forest, the refugees settled in the The lake also figures strongly in local craftwork,
shadow of the trees. poetry, and philosophy.
They named both their new town and the nearby forest
Thornwood for the many brambles and thickets within the
densely packed trees. For some time, all seemed well, though Overview
some of the more nervous refugees claimed to have seen
movement in the shadows under the trees. The Lakeshore is an alluvial plain some 50 miles
across from north to south and roughly 70 miles from
Such early misgivings were forgotten as seasons and then east to west. Most of the plain consists of fertile black
years went by. The small band of refugees put down roots, earth, well irrigated by the streams and tributaries of
and their numbers grew. As time passed, the need for two fast-flowing rivers of clear, cold water. The region
materials also grew and, as other sources dwindled, the folk is bounded to the north and east by broken, rocky
eventually decided to clear some land from the Thornwood. terrain, to the west by the tangled expanse of the
The nights of terror and death that followed earned the Bloodwood, and to the south by the vastness of Ocean
forest its current name: Bloodwood. There were indeed Lake.
things in the shadows under the trees terrible, misshapen Agriculture, particularly dairy or pig farming and fruit
things that considered the forest their domain and would and grain crops, is common throughout most of the
brook no invasion of its boundary. Dozens of people died, Lakeshore region. The land is less fertile in the
some torn literally limb from limb, as the creatures exacted extreme north: hunting and foraging play a much
their revenge. greater role in the diet in these regions. Coastal and
A second wave of refugees left the village, fanning out riverside communities make extensive use of
across the region to establish new settlements. Some became freshwater fish in their diet, of course, as well as
farmers; some, fisherfolk; some even turned to piracy. shellfish and certain edible sea plants. The fertility of
Nearly one hundred years later, the events of this time are the land, coupled with intensive agricultural practices
almost as much a thing of legend as the cataclysm that and the bountiful supply of fish in the rivers and lake,
brought their forebears to this land. Yet even today, few sustains a population of some 40,000 people.
people venture near the Bloodwood and of the few who do,
none return.
The People
Although it has been settled for several generations,
About this Guide most of Lakeshore still has something of a frontier
This guide is intended for players and GMs of the Iron attitude, with the peculiar blend of independence and
Heroes roleplaying game. It details a specific region for interdependence that entails. A common local adage is
use as a setting in Iron Heroes campaigns and provides The only crop you can sow on your neighbors field is
advice on creating characters from the region; also trouble; folk dont like interference from outsiders,
included are a map of the area, descriptions of the and expect to be left alone to live their lives how they
major communities and landmarks, and a brief outline want. On the other hand, if a family runs into
of notable organizations and individuals who can be difficulties, there is a strong sense of community as
found there. well: Gifts of food, assistance with work, and any
other aid possible will flood in for the afflicted folk.
A series of adventures to be based in this setting the
Bloodwood Legacy are planned for publication, but Outsiders are generally treated hospitably, though
this guide can be used as a standalone product. armed travelers will usually be asked to set aside their
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weapons, especially if they are looking for a meal or The Harvest Mother
shelter. In areas prone to pirate attack, the welcome is
Usually depicted as a matronly figure with hands full
generally much more cautious, and armed travelers
of bundled corn, the Harvest Mother of today is
will be required to hand over their weapons if they do
actually an amalgamation of several fertility and
not intend to move on immediately.
agricultural deities once worshipped by some of the
Attitudes in certain of the larger settlements, where original refugees. Her faith is common in farming
the communities are not so close-knit, may vary. Any communities across the region (except around Chosen
specific variances for these locations are covered in the Bay). The faith is closely associated in many peoples
Places of Note section below. minds with the wild festivals held in her honor on the
solstices and equinoxes of each year.
Most of the religious ordinances of this faith relate
Religion specifically to offerings, ceremonies, and practices
The original refugees who entered Lakeshore did not required to curry the Harvest Mothers favor. These
have a single, strongly held faith, and there are many rituals are numerous, even though the Mother is
different religious beliefs in the area. Dedication to generally seen as a beneficent figure. Injunctions on
most such faiths is casual rather than fanatical; outside moral or ethical behavior are minimal, though most of
of attending certain annual festivals and making an the clergy encourage honesty, integrity, and industry
offering or two for a good harvest or success for their in their followers, believing quite practically that a
business, most folk prefer not to bother the gods and busy and contented community is vital to a good
hope the favor is returned. harvest.

The most widespread or widely known religions of Organization: Highly localized. Most villages and
the Lakeshore include the following: towns in the Lakeshore area have their own unique
interpretation of this faith, with minor dogmatic
variations. Lay followers rarely concern themselves
Church of the Chosen with such details. Clergy from different areas consider
themselves part of the same faith, but enjoy spirited
One of the few evangelical faiths in the Lakeshore discussions on dogma. No formal hierarchy exists
region, the Church of the Chosen was founded in the within the clergy, with only the position of Pastor
terrible nights leading to the exodus from Thornwood. being recognized, but particularly wise or well-known
The Chosen believe that the original refugees were pastors are generally accorded informal seniority by
guided to Lakeshore for some divine purpose, but that their compatriots. Members of both genders may
this task was forgotten or ignored when the settlement become clergy, though significantly more are female
at Thornwood was founded. They see what happened than male.
at Thornwood as a divine punishment for this failure.
The original adherents of this belief founded a new
settlement at Chosen Bay, which remains to this day a The Lake God
highly religious (and some would say superstitious) References to the God in the Lake appear in records
settlement. They regularly send out the brightest and almost as soon as the refugees arrived in Lakeshore.
bravest to spread the message of their faith to the rest Whether this was an existing faith that was
of humanity. Those who remain in Chosen Bay transplanted to the area or a wholly new phenomenon
dedicate themselves to study and prayer in hopes of is not known, but there are many testaments to eerie
rediscovering the forgotten purpose for which the lights beneath the waves, waters that abruptly boil
refugees were originally brought to the Lakeshore. with steam before cooling once more, and strange
Organization: Centralized and hierarchical. Adherents music heard by fisherfolk as they ply their trade.
(layfolk) make up the majority of the followers, with The Lake God remains popular with anyone who
priests and archpriests above them and a council of earns a living from the waters of Ocean Lake,
four cardinals as the final authority. All ecumenical including fisherfolk and pirates alike. A wild and
decisions are made by the cardinals, who must agree capricious force, the Lake God must be appeased with
unanimously for a ruling to be final. Members of both regular offerings in exchange for the bounty he
genders may become clergy, though the ratio of men provides from the lake and rivers. All offerings must
to women is currently about three to one. come from the land (precious metals are favored), for
to make an offering that originated in the water would
be merely to return what was already the Gods to
begin with a terrible insult to the God of the Lake.
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Organization: Localized, informal, and somewhat


isolationist. Variations in specific beliefs exist from Arms & Armor
village to village, and sometimes even from fishing
boat to fishing boat. Specific local superstitions are In most parts of Lakeshore, it is considered
common and jealously maintained. No formal priests perfectly acceptable to carry common weapons or
are appointed; all rituals required to appease the Lake to wear light armor in public. On the other hand,
God are conducted while afloat, by either the captain it is considered the height of bad manners to
or the first mate of the vessel. enter another persons home or business while
armed. (Because armor is more difficult to divest,
it is sometimes acceptable to wear, depending on
The Theomatists the circumstances of the visit.) Most buildings
have an antechamber near the entrance where
Originating in Stone Cabal, and only slowly becoming weapons can be stored. Most people in Lakeshore
known in other communities, the Theomatic School will refuse entry to anyone who insists on
believes in a divine force that created and sustains all carrying a weapon into their home or place of
reality, but rejects any anthropomorphism of that work.
force. They scoff at the idea of human-seeming gods,
and believe instead that humans are tiny parts of the Since a dagger may be a useful tool for eating and
divine force that have become separated from the other non-violent pursuits, a person carrying only
whole, and thus diminished. They seek to rediscover one such blade is not generally considered to be
their connection with the force, believing that if they armed for the purposes of these customs.
do, they will shake off their physical forms and return Carrying more than one dagger would invariably
to their true place in the universe. be considered to be going armed.
It is not uncommon for Theomatic scholars to study Naturally, if a weapon is concealed and other
the magic of spiritualism as part of their search. characters are not aware of it, it may be carried
anywhere. However, most settlements consider
Organization: Highly individualistic and egalitarian. any attempt to conceal a weapon to be a sign of ill
Most Theomatic scholars would reject the idea that intent, and this may bring unwanted attention
they were part of an organized religion at all. Research from any local law enforcement if the weapon is
is conducted independently, though many scholars noticed.
correspond via messenger, or gather in small
discussion groups if they are geographically close.
Personal rivalries between individual scholars are not
disturbances to the peace or assisting in the event of a
uncommon, and may become quite heated,
threat to lives and property (including such things as
particularly as there is no formal means of resolution.
fires and flood). Volunteers are generally expected to
train once a week. Depending on their communitys
resources, they may or may not receive some
Law and Government recompense or tax benefit for their activities.
There is no overarching authority for Lakeshore. Law Some of the largest communities use a variety of
and government are handled individually within each governmental forms. These are detailed in each
community. The smallest settlements those of a individual entry for those communities in Places of
hundred people or less usually settle any important Note.
matters that arise with a public meeting of all adults.
They generally have no organized law enforcement or
defenses; each family simply protects itself and looks
out for its neighbors as a matter of course. A few such
communities are organized enough to have every able-
bodied adult participate in weapons training once a
month or so, but there is rarely anything more formal
than this.
Larger communities generally elect two or more public
officials: at minimum, a Sheriff (who may hire
assistants) to enforce the laws and preserve order and
a Justice to hear and adjudicate upon public or civic
disputes. Such communities often maintain a
volunteer militia, responsible for dealing with
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Places of Note sticky end: Ardent Weir is full of self-reliant folk who
know how to swing a pick or a hammer, if not a sword
This section details some of the most notable or an axe, and who arent afraid to stick up for
settlements and landmarks within the Lakeshore themselves.
region. All of these locations can be found on the map
included in this setting guide.
Black River
Running through Ardent Weir and providing power to
Ardent Weir
several water-powered ore grinders, the Black River
Dominated by miners, smiths, and other artisans gets its name from the soot and dust it carries down
concerned with the working of base metals, Ardent from the mining town, which turn the waters black-
Weir is at the center of a belt of copper, tin, and iron brown in color. This is the only river or stream in the
deposits. Many of the weapons and tools used across Lakeshore without good supplies of fish: the stocks
the Lakeshore are crafted here, or at the very least have been killed by the contaminants in the water.
made with ore from Ardent Weirs many mines.
Ardent Weir is a rough and rambunctious place, with
Bloodwood
constant soot and dust in the air, and frequent fights in
the taverns. A dense and tangled mass of thorny bushes and close-
packed trees, the Bloodwood is an immense forest. Its
Population: Approx. 700
full size is not known, but it stretches at least 70 miles
Government: Ardent Weir has both a Sheriff and a along the coast of Ocean Lake, which is as far as any
Justice. Elections are public, and occur for both boats have bothered to explore. Strange things are
positions every two years. All adults have a vote, known to lurk in the Bloodwood, and people avoid
though many choose not to attend the election straying too close to it, even at the cost of many extra
meeting. The over-worked Sheriff and his four hours of travel.
assistants usually intervene in civil disturbances only
The only settlement within three miles of the forests
if weapons are drawn.
edge is the grim little town of Thornwood.
Despite the lax law enforcement, those who try to
throw their weight around here usually come to a
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Chosen Bay In the decades since, Emdens Watch has become one
of the largest towns in Lakeshore. The town sustains
Founded by refugees from Bloodwood at the time the only permanent military force in the region: some
when the forest was first given that name, this is a 200 trained troops, dispersed in four units known as
large settlement comprised largely of adherents to the echelons. The nominal function of these troops is to
Church of the Chosen. The majority of non-believers in protect the region against the Bloodwood, despite the
town dwell within a small community of shipwrights, fact that there are dozens of small settlements now
who make use of the bays deep water in the located closer to the forest than this one. In practice,
performance of their craft. The Chosen tolerate this their real role is to keep order in the town and to
community, though they make regular attempts to sustain the power of the handful of upper-class
evangelize the shipwrights. families in the area.
By Lakeshore standards, Chosen Bay is a highly Population: Approx. 1,200
regulated community, though enforcement relies more
on the strong local sense of community and Government: Originally run as a military camp out of
convention than on any direct pressure from the necessity, Emden Watch now has a de facto nobility:
authorities. The town is divided into four quarters, each of which
is administered directly by the hereditary officer of
Population: Approx. 1,000 one of the four military echelons.
Government: The church provides all authority in the Law enforcement tends to be harsh and arbitrary,
town, and all adults are expected to perform one days conducted by soldiers who are more interested in
community service every week, working at the finding someone to punish than in ensuring they have
direction of the cardinals. Such service may include the right person. More than one local has muttered
labor on public works or service in the town guard, for that Alia Emden would be ashamed of what her home
instance. has become but they mutter it quietly, so as not to be
At any given time, roughly 100 able-bodied adults in overheard.
the community possess and have received basic
training with one or more weapons as part of their
community responsibilities, making Chosen Bay Fenshore
largely secure from pirate activities. A low-lying region of marshy ground between Black
River and the Golden River delta, the Fenshore is
dotted with small settlements, most of them populated
Eastfork by fisherfolk who make their livelihood on the Lake.
One of two communities founded in an attempt to There are also communities of swamp fisherfolk, who
undermine Golden Weirs domination of the precious use poles to punt their flat-bottomed boats through the
metals trade, Eastfork is the marginally more shallow delta, where they catch various stream-
successful of the two. The inhabitants pan enough dwelling fish, gather birds eggs, and trap the various
gold and silver out of the river to make their small mammals that live in the region. Such folk are
businesses viable, though they produce nothing like usually extremely poor, with few if any possessions.
the volumes of their down-stream competitor. Pirates from the Fingerbones sometimes raid these
Population: Approx. 600 communities. Unlike those settlements along the rest
of the coastline, the Fenshore folk usually abandon
Government: Eastfork elects a Sheriff and a Justice their homes when they see the pirates coming, being
every three years, though the elections are mostly a able to pack up their few belongings and take their
formality. Both positions are unpaid, and there is boats into parts of the delta the deeper-drafted pirate
rarely more than one candidate. vessels cannot go.

Emden Watch Fingerbones


There was considerable fear, many years ago, among Some of those who fled Thornwood years ago could
those who fled the slaughter from the Thornwood, not feel safe until they had left the very shore itself,
that the strange things from the forest would follow taking up habitation of the bleak and stony islands
them. A small group, led by a young woman named known as the Fingerbones. Unfortunately, as the
Alia Emden, volunteered to establish a watchpost to population grew, it quickly became apparent that
guard against any such incursion. Eager for protection, while there was enough fish for everyone to eat, there
several dozen refugees stayed with them. were no resources for them to make new buildings,
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produce large amounts of clothes, or simply to have Golden Weir
any variety in their diet.
Founded to take advantage of the alluvial gold in the
By the second generation, the population of the Golden River, this community is, per capita, the richest
Fingerbones had begun to fight amongst themselves town in Lakeshore. Most of the inhabitants are either
for precious resources. Perhaps they would all have miners or artisans. There is a sharp social and
been killed in these internecine squabbles if one of economic divide between those who own the mines
their number had not pointed out that there were and the craft shops and those they employ, but by the
other sources of the needed goods. Thus began the standards of many communities, even the working
history of the Fingerbone Pirates. class in Golden Weir are comfortably well off.
Each island sustains a clan, and each clan maintains a Population: Approx. 800
pirate vessel, which sets out two or three times a year
to plunder goods and supplies. Such raids are almost Government: Although Golden Weir has a Sheriff and
always conducted by only a single clan (and thus a a Justice, these positions are appointed rather than
single ship), though fleets of two or three vessels elected. Appointments are made by an oligarchic
have been seen from time to time. They conduct raids council of the six wealthiest families, who retain their
all along the Ocean Lake shoreline, and may even power by ensuring that all the most lucrative work
travel up the Golden River as far as Halsham Ferry. must pass through them. These families effectively run
the town, and each maintains small cadres of hired
Population: In total, there are approximately 800 guards to protect them and their property; notably,
people in the Fingerbones, spread across a dozen theft and burglary are subject to unusually harsh
different clans. penalties in Golden Weir.
Government: Each clan is independent of the others. Goldenwood
Generally, authority within each clan rests with the
toughest or cleverest warrior, who also captains the Goldenwood is the largest forest in Lakeshore (other
ship on its raids. than the Bloodwood) and the regions principal source
of lumber. A number of people also live within the
forests confines, hunting and trapping to support their
Golden River own subsistence.

The largest river in all of Lakeshore, the Golden River


sustains several of the largest settlements in the region Halsham Ferry
and is also the principal source of precious metals,
being rich in alluvial gold and other valuable For some years, the Golden River was a barrier to
substances. overland trade between the eastern and western halves
of the greater Lakeshore area. Merchants could bring
their goods as far as the river, but getting them across
on the small boats available was a time-consuming
and expensive process. Halsham Ferry was established
as a solution to this problem: The enterprising Dawel
Halsham built a large, flat-bottomed ferry capable of
The Halsham Family carrying an entire loaded wagon without running
The Halshams have money, which allows them to aground, and charged only a small fee for transit
support many children. Most of them indulge this across the water. As merchants flooded to use the new
opportunity, and broods of seven or more service, a town sprang up to meet their other needs:
offspring in the extended family line are not taverns, hiring halls for guards, entertainments of a
uncommon. Many of these children marry into many and varied nature, and so on.
good families (either in Halshams Ferry or in
Population: Approx. 1,000
other communities).
Government: Halsham has an elected Justice and
The Halshams are not a vindictive bunch, despite
Sheriff. More often than not, one or both positions are
what some would say though they have the
filled by a member of the Halsham family (and
odd bad seed, like most families but theyre
troublingly, that one person often holds both offices);
very bad people to cross: they have friends and
moreover, the family exercises a strong influence on
family almost everywhere.
most other candidates.
Elections occur in a public meeting every four years.
Anyone who pays the voting toll (1 gp) may cast a
9
vote. Purchasing votes (paying 2-3 gp to get someone with food and goods, but a few of the larger ones fight
to vote for your preferred candidate) is a common back sometimes successfully, more often not.
practice.

Stone Cabal
Hidden River
Founded only 30 years ago, Stone Cabal was
So named because its mouth is almost lost in the established as a place of learning by a group of seven
foliage of the Bloodwood, Hidden River is one of only scholars. The renown of their academy grew quickly,
two waterways known to emerge from within the and Stone Cabal has become a center of learning and
forest. It has been explored only a mile or so upriver, study. It houses Lakeshores largest library well over
for no explorer has yet been willing to penetrate more a hundred books! and anyone who wishes to study
deeply into the forests interior. the works can do so, for a small contribution.
Population: Approx. 300
Ironreef Government: Although anyone who wishes to study
This strange collection of jagged metal outcroppings is permitted access to Stone Cabal, the island is the
juts out of Ocean Lake to the south of the Bloodwood. private estate of the seven original scholars. They levy
How these outcroppings came to be there, and why residence taxes (as well as library fees) in order to
they do not rust, is unknown. finance a small militia force for defense against pirates.
There is no permanent Sheriff or Justice; if one is
needed, the scholars simply appoint one of their own
to the task.
Lumberton
This settlement of lumberjacks, carpenters, and other
artisans is the largest town in the Lakeshore. As its
name suggests, Lumberton provides the region with
the majority of its bulk timber and lumber needs. This
wood all comes from the Goldenwood, Lakeshores
largest source of lumber if one does not count the
Bloodwood (and no one does).
Population: Approx. 2,000
Government: The Lumberton council, consisting of
three elected representatives, determines and enforces
the laws of the town. The most important of these is a
vigorous tree-planting and tending initiative: For
every tree felled, another must be planted. The
lumberjacks and carpenters are well aware that the
Goldenwood is the only possible source of their
livelihood, and act accordingly.

Ocean Lake
The single largest geographical feature of the region,
with the possible exception of the Bloodwood, Ocean
Lake is a source of trade, food, and livelihood,
whether directly or indirectly, for most of the
inhabitants of the Lakeshore region. From the eastern
edge of the Fenshore to within a few miles of the
Bloodwood, the shoreline is dotted with dozens of
small fishing thorps and hamlets.
These settlements are frequently victimized by the
pirates of the Fingerbones, though there are enough
communities that each one might be attacked only
once every few years. Most try to pay off the pirates
10

The Seven Scholars


The founders of the Stone Cabal settlement are amongst the best known citizens in all of Lakeshore. The
information below is common knowledge throughout the region.
Aludin Dale: Still powerfully built at age 60, and still prone to wearing his cherished chainmail armor, Dale
looks more like a soldier than a scholar, but he is nonetheless Lakeshores foremost expert on animals and
unnatural beasts alike, as well as a respected historian.
Challimer Gent: The oldest of the scholars at 73 years, wispy-haired Gent is almost completely deaf, and
has a tendency to shout because of it. He is a renowned expert in all forms of herbalism, agriculture, and
plant lore.
Erena Mallaw: A founding force in the Theomatic School, Erena is, at 50 years of age, the youngest of the
seven scholars. Her knowledge of religions and of practices of worship is unparalleled.
Hoban Farmer: Despite his surname, the 58-year-old Farmer has no interest in tilling the earth. The
somewhat effete man is, however, a veritable fount of knowledge regarding geography and linguistics,
having traveled extensively in his youth.
Pinyi Sardoki: Raven-haired even at 61, Sardoki hails from somewhere far off on the other side of Ocean
Lake, as her coppery skin suggests. She is a devoted student of the arcane forces of magic, and arguably the
most skilled Arcanist in Lakeshore.
Teydis Kolp: At 55 years, Kolp is the only one of the original Seven Scholars never to marry. He has a strict
and military bearing and is a master artisan, skilled in many forms of craft; he has an unmatched
knowledge of all forms of precious objects.
Welter Marrison: The 68-year-old Marrison is a renowned Spiritualist, and possesses expansive knowledge
of all forms of demons, djinni, and spirits. His deceased wife was a Halsham, and Marrison remains in
contact with the family.

Thornwood Thornwood River


The first settlement founded in the Lakeshore, Though it emerges from the Bloodwood, there appears
Thornwood once held nearly a thousand inhabitants. to be nothing unusual or unnatural about this river. It
It was all but abandoned during that horrific time provides fresh water to Emden Watch and Lumberton,
when the Bloodwood earned its new name. Folk and feeds into the Golden River north of Halsham
simply do not travel there now, though persistent Ferry.
rumors circulate to suggest that a handful of
inhabitants still remain, either unwilling or unable to
leave.
Population: Unknown
Government: Unknown
11

Westfork Contact with Other Regions


Founded at the same time and for the same reason as Although it has proven exempt from any large-scale
Eastfork, this community is the less successful of the incursion, Lakeshore is far from being completely
two. Small amounts of precious metals are panned isolated. Only from the west, where the Bloodwood
from the river each year, but most of the community blocks all passage, do no travelers come. Individuals
have to farm and hunt in order to make ends meet. and small parties of travelers often enter the region
from the north or east, while merchants brave the
Population: Approx. 400
weather and the pirates of Ocean Lake to trade
Government: Westfork elects a Sheriff and a Justice throughout the summer months. Such foreign folk
every three years, though the elections are mostly a are particularly common in communities on the edge
formality. Both positions are unpaid, and there is of Ocean Lake itself and in Ardent Weir.
rarely more than one candidate.
The World beyond Lakeshore
The world beyond Lakeshore has been deliberately left
Other Locations vague to give GMs the freedom to place this region
anywhere they like within their campaign world.
The empty spaces on the map between the
major settlements are in fact anything but empty. If, as a player, you wish to play an outsider who has
Most of Lakeshore is dotted with thorps and traveled to the Lakeshore region, you should discuss
hamlets, usually separated by no more than a few your background ideas with your GM. Depending on
hours ride. your GMs decisions, the region may or may not be a
part of the Swordlands, the campaign setting briefly
A typical thorp consists of one to three families,
described in the Iron Heroes core book.
each with two to eight members. Usually, the
different families in the thorp cooperate to farm
crops (or to fish if they have access to a river or
the lake). The families are often interrelated by
blood or by marriage. New thorps constantly
Lakeshore Heroes
form, or old ones dissolve, as the children of This section provides information about creating Iron
earlier generations strike out on their own, Heroes characters native to Lakeshore. Choosing to
forming new families. The Lakeshore region is play a local is not a setting requirement: with your
dotted with empty or partially empty thorps, GMs permission, you may play an outsider. A few
which will one day house new residents. travelers do come to Lakeshore each year, usually
from the east or north, but occasionally from across
Honest travelers can usually expect a friendly the mighty width of Ocean Lake.
welcome in most thorps, including a warm meal
and a bed in the barn, but such communities
usually have little more to offer: they are too
small to support stores or produce any goods Thornwood and the Bloodwood
other than those needed for their own survival.
Some players may wish to create a character from
When several thorps are in close proximity, or the town of Thornwood, or from somewhere else
when a group of families are particularly fecund, along the edge of the Bloodwood. Your GM will
a hamlet may form. Such communities have indicate whether or not this is permitted: the
sufficient population, usually 2080 people, to remainder of this guide assumes that it is not.
attain a level of permanence. Many have endured
for three or four generations, or even since the
days of the terrible flight from Thornwood. Some
hamlets may also be large enough to support a Traits
store, or even an inn, where travelers can get
Natives of Lakeshore can possess any of the mental or
services and goods they need.
physical traits from the Iron Heroes core rulebook or
the Iron Heroes Players Companion. A small number of
background traits are inappropriate for natives of the
Lakeshore. (Refer to the sidebar on the next page for a
list of these traits.) You may still select these traits if
you are playing a foreigner who has traveled to the
Lakeshore region.
12
The remaining background traits are all appropriate diverse (in both economic and social terms) that
for natives of the Lakeshore. The following section characters from these towns may develop the City Rat
provides suggestions on how characters with various trait.
backgrounds might fit into the Lakeshore region. Note
Forest Born: Characters with this trait are most likely
that these suggestions are intended only as an aid; you
to hail from Lumberton or one of the other much
are of course free to develop other concepts if you
smaller settlements on the outskirts of the Golden
wish.
Wood. It is possible that they may come from other
areas of Lakeshore, as there are small woods dotted
around the region. Not even the Forest Born, however,
Inappropriate Background Traits have ventured into the Bloodwood.
The following background traits are not High Born: The most likely places of origin for
appropriate for natives of the Lakeshore region, characters of this background are either Golden Weir,
but may be possessed by people from other where the oligarchic families of goldsmiths and
regions who have traveled to the area. jewelers enjoy considerable wealth and privilege; or
Emden Watch, where military rank once defined social
Desert Born: There are no deserts in the
standing, but where that relationship has now become
Lakeshore region.
ossified to the point that the it is social standing that
Jungle Born: There are no jungles in the determines military rank.
Lakeshore region.
Hunter-Gatherer: The lands of Lakeshore are well
Reaver: Golden horde and herd raider adapted to agriculture, but the earth becomes
cultures are not found in or near Lakeshore. significantly less fertile and stonier as one travels
Natives of the region with this trait must select north of the settlements of Eastfork and Westfork.
the sea wolf cultural option. There are a number of small communities in these
regions that survive by hunting and foraging for
Slave: Slavery is not practiced in the Lakeshore
whatever they can find.
region.
Marsh Born: Most lands in Lakeshore are well
irrigated, but the Fenshore, though sparsely
populated, offers a natural origin point for characters
Arctic Born: Although Lakeshore does not possess any
with this trait.
arctic regions, it often experiences heavy snowfalls
during winter. While most people huddle close to their Mountain Folk: Although not strictly mountainous,
fires in such conditions, a small number of men and the broken and hilly terrain east and north of
women show an unusual affinity for the icy Lakeshore features enough precipices, ravines, and
conditions. These folk may come from any part of sheer climbs that folk raised in or near this region are
Lakeshore, and are commonly referred to as winter welcome to develop this trait.
born by the locals.
Nomad: Small communities of nomadic and semi-
Artisan: Craftspeople are found throughout nomadic folk travel throughout Lakeshore. A character
Lakeshore, but are particularly common in the towns with this trait could come from anywhere in the
of Golden Weir (where there are several goldsmiths region.
and jewelers), Ardent Weir (where weaponsmiths and
Patrician: For much the same reasons as with the High
blacksmiths tend to congregate), and Lumberton
Born trait, the characters most likely to develop this
(home to many carpenters).
trait are those from Golden Weir and Emden Watch.
Child of Faith: The only strongly religious community
Reaver: The pirate clans of the Fingerbones are a
within the Lakeshore region is that of Chosen Bay, and
natural breeding ground for Reavers with the sea
children of faith are common there. Characters from
wolf cultural background. (See Inappropriate
other settlements may also develop this trait, but are
Background Traits sidebar.)
likely to be viewed by their peers as being somewhat
odd for their passionately held beliefs. Road Rat: As with the Nomad trait, a character with
this trait could hail from any part of the Lakeshore
Child of Omen: A child of omen may be born
environs or all parts. Its even possible (though rare)
anywhere within the Lakeshore region.
for such a character to be a foundling (an unwanted
City Rat: Although there are no true cities in child given up by its biological parents to the traveling
Lakeshore, the settlements of Lumberton, Emden folk).
Watch, and Ardent Weir are all sufficiently large and
13

Sea Child: Characters with this trait could hail from


any of the many riverside or lakeside settlements in Attitudes toward Magic
Lakeshore, or from the pirates of the Fingerbones.
In general, the people of Lakeshore are distrustful
Shadow Born: Most folk in the Lakeshore hold no and a little fearful of magic, which they see as a
truck with strange beings and powers, but the dangerous and unpredictable force. Yet there is
communities of Stone Cabal and Chosen Bay are a no active persecution of spellcasters. The general
notable exception. Characters with this trait are most attitude is rather like seeing someone juggling
likely to hail from one of these settlements, though the knives: theres a measure of respect for what the
shadow born might crop up from time to time in other person can do, but a natural inclination to take a
locations often to the dismay of the family into few steps away in case something goes flying in
which they are born. the wrong direction.
The fact that Spiritualists are the most common
practitioners of magic also colors the local
Classes attitudes: the strange creatures they keep as
Members of all the non-spellcasting classes in Iron companions, and the even stranger things that
Heroes can be found throughout Lakeshore. Some are happen to the spiritualists bodies, have a strong
more common than others, but unless your GM effect on attitudes toward magic.
specifies otherwise, all such classes from the core Its considered very impolite (by spellcasters and
rulebook and the Iron Heroes Players Companion are non-spellcasters alike) to use magic in someone
available and can hail from any part of the Lakeshore elses home without first asking their permission.
region. An Archer, for example, might be a soldier Its somewhat akin to drawing a sword in a
from Emden Watch, a huntsman (or huntswoman) strangers living room understandable if youre
from the Golden Wood, a sniper for a pirate crew, or being attacked, perhaps, or if the homeowner
any of a dozen other backgrounds within the region. asks to see the blade for some odd reason, but
inappropriate in almost every other situation.

Spellcasting Classes
Both Arcanists and Spiritualists are known in
Lakeshore and, unless your GM rules otherwise, are
available for play. However, they are much less
common than the other classes, and much more likely
to originate from certain locations in the region: most
often Stone Cabal, and to a lesser extent Chosen Bay.
Arcanists in particular are most likely to come from
Stone Cabal, which is the only community within
Lakeshore where the study of magic is conducted in
an organized and thorough manner. A handful of
independent magical scholars can be found in other
locations across the valley, but they are few and far
between.
Spiritualists are slightly less common in Stone Cabal
than are Arcanists, but they are much more common
in Chosen Bay, and somewhat more common in
general across the Lakeshore region.
14

Mastering the Lakeshore Lakeshore Atmosphere


This section of the setting guide is intended for GMs only. If Lakeshores culture is very much that of a frontier
youre going to be a player in a Lakeshore-based campaign, territory. This is reflected, amongst other things, by the
we recommend your not reading this section: Doing so may lack of a centralized municipal authority. Theres a
spoil the surprises for you if your GM decides to use some of stubborn streak of independence through most of the
the ideas presented below. local folk, one thats missing only in some of the larger
settlements, where money or military power holds
The Mastering the Lakeshore section provides sway. Members of the average Lakeshore family want
information for running a campaign set in the nothing more than to be left alone to get on with their
Lakeshore region. This information is split into four lives, and theyre willing to fight to hold onto that
parts: right, both for themselves and for their neighbors.
Lakeshore Atmosphere: A brief outline of the The geographic dispersion of Lakeshores residents
basic feel of the campaign setting, including also contributes to the regions frontier feel. Even the
some notes on how to bring that atmosphere into largest settlements comprise at most 2,000 people, and
your games. the majority of the land is dotted with individual
Locating the Lakeshore Region: Notes on homesteads or tiny villages with less than a dozen
inserting Lakeshore into a wider campaign setting, families. These peoples lifestyles also reflect a frontier
including the Swordlands from the Iron Heroes way of life. Most grow their own food and make their
rulebook and the New Coast setting from the own tools, trading only for those items they cannot
Fiery Dragon Iron Heroes adventures Dark Harbor provide for themselves. Barter is a common form of
and Blood Storm. trade between ordinary folk, though most will accept
coins if they can be convinced of the purity of the
Dangers of Lakeshore: A region-by-region metals used.
outline of the types of monsters and
environmental dangers that might be found in A third factor that reflects the frontier is the lack of an
Lakeshore and its environs. organized transport system. There are perhaps a half-
dozen formally recognized roads throughout
Lakeshore Campaign Hooks: Three Lakeshore, and these are mostly the simple result of
rudimentary campaign ideas. many people following the same routes. Maintenance
of proper dirt roads occurs only near the larger towns,
with most of the route being marked only by the
wagon ruts of prior travelers. Between smaller
settlements, there are only tracks and a scattering of
small villages. Travelers without a compass or good
wilderness skills will frequently need to stop and ask
for assistance.
Perhaps the most important factor of any frontier,
though, is the sense of danger. Lakeshore can be a
dangerous place. There is always the threat of pirates
to contend with, as well as dangerous creatures
roaming the wilderness. And, of course, lurking in the
back of everyones mind are the unexplored dangers of
the Bloodwood.
History and fiction based on the colonization of the
Caribbean and North America are a good source of
inspiration for establishing the Lakeshore atmosphere,
as are tales of the American west. Some possible
sources of inspiration might include the tale of the
Roanoke colony, the escapades of various pirate
captains, or accounts of the various gold rushes.

Locating the Lakeshore Region


Lakeshore has been designed with the intent that it
can be easily inserted into a larger campaign world:
either one of your own devising or a published setting.
You should be able to adapt the information in this
15

book quite easily to any part of such campaign worlds


where there is an isolated region bordering a large General Lakeshore Dangers
body of water.
In addition to the suggested threats for specific
The Swordlands: There is little difficulty in placing areas, there are certain dangers to be encountered
Lakeshore in the setting briefly outlined in the Iron across the large expanses of Lakeshore. These
Heroes rulebook. The Swordlands have no defined include goblins, who lurk in dank tunnels
geography, so Lakeshore can be placed wherever you throughout the region, and giantkin such as
like it, and the surrounding lands detailed at your own ogres, who may wander out of the broken terrain
discretion. If you do choose to place Lakeshore in the to the north and east. Magical beasts are also an
Swordlands, then the terrible disaster the original occasional danger; such creatures often have large
refugees were fleeing when they first came to hunting ranges that may carry them to various
Thornwood is almost certainly the Masters War. parts of the Lakeshore.
The New Coast: If you have the adventures Dark
Harbor or Blood Storm, you can easily place Lakeshore
to the southwest of Borat. The Broken Lands to Fenshore
Lakeshores north and east can be considered a
This swampy area is a prime location for reptilian
continuation of the Cloven Lands that border the
creatures, whether mundane lizards and crocodiles or
kingdom of Borat; these lands are sufficiently broad
more fabulous creatures such as kobolds or even
and dangerous to make travel between the two areas
dragons. It is also an excellent breeding ground for
difficult, but not impossible.
monstrous vermin such as centipedes, water
Dangers of Lakeshore scorpions, and bog spiders.

The list of regions below is not identical to that in the Fingerbones


players section. Several of the settlements are not The most prevalent threat of these rocky islands are
specifically listed, for instance, and there are two the ruthless pirates who make their lairs here, but
additional entries. there are also rumors of lake shades: the water-
Black River bloated remains of the pirates victims, which are said
to claw their way out of the surf in search of
Although generally believed to be devoid of life, the retribution or just food.
Black River could serve as a spawning ground for
mutated beasts, strange ooze-like monsters, and other Golden River
noxious, unnatural aberrations. As might be expected, any monster with the aquatic
Bloodwood subtype is a suitable candidate for use along the rivers
shores. The sometimes slow-moving and reed-ridden
The secret danger that lurks in the Bloodwood can be river is also a good spawning ground for monstrous
quite literally anything you might desire. Whatever vermin.
you choose, you should make sure the forests grim
reputation is entirely deserved. Goldenwood

The upcoming Bloodwood Legacy adventure series Although nowhere near as terrifying as the
will further develop this dark place, but theres no Bloodwood, the Goldenwood is home to two
reason you cant use your own ideas instead. significant dangers: the first and best-known of these
is the unusually large and aggressive animals (dire
Broken Lands animals) that make their home there. Less well-known
The rugged terrain to the north and east of Lakeshore but potentially more dangerous are the fey and
is home to many kinds of brutal humanoid creatures, elemental spirits that lurk deep within its depths.
including cliff ogres, and there have been reports of Ocean Lake
strange, rock-like creatures from time to time
whether these are trondar or some other menace is up This vast lake has sufficient volume to support almost
to you. any aquatic creature. Rumors persist that the strange
lights sometimes seen below the waves rise up from
Emden Watch the cities of an underwater civilization, though this has
Gangs of street thugs, covertly supported by corrupt never been confirmed.
elements of the military, make life a misery for the
inhabitants of Emden Watch. One of the most
notorious gang leaders is Big Marl, a massive man
rumored to be tainted with ogre blood.
16
Thornwood River The sudden rise of the Lakes waters may arise from
several possible sources. Perhaps it is indeed the work
In addition to the dangers listed for the Golden River,
of the Lake God, or at least of a powerful creature
there are occasional rumors of misshapen, scaly
which believes itself a god a mighty elemental or
humanoids lurking in muddy burrows along the
demon, for instance. Such a creature might be able to
banks of this watercourse.
wrack the land as well as the waves, causing
Lakeshore Campaign Hooks earthquakes and other natural disasters, and unleash
corrupted beasts on the Lakeshores inhabitants.
The most obvious hook for a Lakeshore campaign is
the Bloodwood: the upcoming Bloodwood Legacy Alternatively, the strange phenomenon might merely
adventure series will explore that possibility; even be a symptom of some other danger. Perhaps one of
without those products, few GMs would need much the scholars in Stone Cabal has toyed with terrible
help to generate ideas for possible dangers within the forces that were never meant to be found, and the
forests dark canopy. strange actions of the waters merely reflects the
abhorrence of the natural world for whatever
Presented below are three alternative concepts around abomination has awakened. Perhaps humans and
which a Lakeshore campaign could be built. These animals will soon become as disturbed as the Lake,
concepts can be used individually, or woven together. their dreams tormented by strange visions, leading
From the Depths them to turn on each other.

Despite the many dangers of their world, Lakeshore A New Order


residents take comfort from the fact that they are Independence and self-reliance may be an integral
isolated from other nations. Difficult terrain blocks part of the Lakeshore psyche, but that does not mean
land access, while the width of Ocean Lake makes any there are not those who dream of establishing a
waterborne invasion a logistical nightmare. But such kingdom of their own. Perhaps the military rulers of
comforting thoughts ignore the very real possibility of Emden Watchs echelons begin to demand tribute
an aquatic civilization, such as that of the sahuagin or from nearby villages. Perhaps the far-flung Halsham
tritons, or a subterranean one such as the malevolent family is scheming its way into a position of
hundoon. Any such species might become aware of unassailable power. Perhaps both have their own
the humans living nearby or be driven by a harsh agendas and are on a collision course. Or perhaps
master (or just by common greed, rapacity, or cruelty) someone knows of an imminent threat to the region
to begin an infiltration of Lakeshore society, seeking and is desperate to forge a Lakeshore-wide alliance in
first to weaken it, then to either destroy or enslave the order to oppose the threat.
human inhabitants.
Whatever the motivation, someone is making a
The motives of such an infiltration could vary concerted effort to unify Lakeshore under a single
depending on the tone of campaign you wish to run. authority. Promises of security are posed against an
Perhaps the hostility is due to some (perceived) wrong instinctive desire for independence. Threats of danger
committed by the humans, such as pollutants and are posed against the call of tradition.
poisons being pumped into Ocean Lake from the Black
River, or the passage of humans over their territory Do the heroes join the movement toward a new order,
without proper tithes (an insult the prickly hundoon, or do they stand against this tide of change?
at least, would be unlikely to forgive). Perhaps they
find human flesh succulent and tasty, so they intend to
create a vast farm of frightened slaves; or maybe they
suffer from intense xenophobia that compels them to
destroy all other intelligent life.
The Doom Tide
Ocean Lake, long the source of food and livelihood for
many inhabitants of Lakeshore, suddenly becomes a
dangerous threat. The waters of the great lake begin to
swell, battering at the coastline in a terrible deluge that
swamps many of the coastal villages. Even the regions
rivers burst their banks and flood the great settlements
of Lumberton and Halshams Ferry.
Has the Lake God been angered, as his adherents
claim, or is there some other reason for the deluge?
Bloodwood Cover:Bloodwood Cover 5/13/2008 10:44 AM Page 1
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