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- Omen Reading (Mental 1, Wisdom/Understanding) There are hundreds of myths
and superstitions about the art of divination or predicting the
future through the reading of signs or indications. A character
with this skill is proficient in a single form of divination and
knows the proper ceremonies and observances to use in order to
obtain a valid reading. He is also familiar with the various messages
or indications that characterize a form of divination. Omen readers
use dozens of different methods for their auguries, including
astrology, numerology, reading palms, examining animal entrails,
casting bones, dice or runes and burning incense to observe the
smoke, just to name a few. The exact nature of the characters
expertise is up to the player.
- To use this skill, the omen reader phrases a general question
about a course of action, such as, Is this a good day to start
our journey? Should we try to track the orcs to their lair,
or wait for their next raid? or When will the dragon return?
The DM then makes a skill check in secret; if the character fails,
the DM can tell him that the signs were inconclusive or make up
a false answer for a spectacular failure (a roll of 96-00). If
the omen reader succeeds, the DM can give the character a vague
answer based on his assessment of the situation.
- An omen is usually good, bad or inconclusive, although an answer
of a day or two, or proceed, but with caution, is acceptable
as well. Omens arent guaranteed; if a party ignores a bad omen,
they might succeed in their task anyway. An omen is nothing more
than the DMs best guess about a course of action.
- Performing the ceremony of reading an omen requires an hour or
more. Special tools or supplies, such as runesticks, may be necessary
depending on the characters favored form of Omen Reading. Some
superstitious or primitive cultures may place a great deal of
weight on Omen Reading, and a skilled diviner may be held in high
regard by these people.
- Clearly this skill requires preparation and advance knowledge
on the part of the DM. Because of this, it is permissible for
the DM to avoid the question, although this shouldnt be done
all the time. Players who want to make their DMs life easier
(always a good idea) should consider using this skill at the end
of a gaming session, giving the DM until the next session to come
up with an answer. (In most cases use of this skill to predict
the future requires much study on the part of the character and
a result wont be seen by him until the next gaming session.)
The DM can use this skill as a catalyst and guide for his adventures
something that will prompt the player characters to go to certain
places or to try new things.
- Five of the more common forms of Omen Reading are listed below:
- Astrology: This skill gives the character some understanding of the supposed
influences of the stars. Knowing the birth date and time of any
person, the astrologer can study the stars and celestial events
and then prepare a forecast of the future for that person. The
astrologers insight into the future is limited to the next 20
days, and his knowledge is vague at best. If a successful skill
check is made, the astrologer can foresee some general event
a great battle, a friend lost, a new friendship made, etc.
- Astrology is only available to characters who live on or near
the surface of Fälgorna. Characters who originate in the Everdark
and others who do not have easy access to the surface may not
begin play with the Astrology skill. In order to use Astrology,
you have to see the stars.
- Characters with the Astrology skill gain a +5% bonus to all Navigation skill checks, provided the stars can be seen. A character with
this skill defaults to Sage Knowledge: Astronomy at half his Astrology skill.
- Dream Interpretation: A successful check in this skill allows a character to understand
that a dream either a personal dream or one which another character
relates is prophetic. The character can then attempt to interpret
the dream by making a second skill check. The DM should only give
hints to the meaning of the dream revealing the important elements.
The player must try to make sense of the details, much as a riddle
that must be solved.
- Most dreams are of no real significance, but on occasion a dream
might hold important clues about the present or future, perhaps
suggesting a way to deal with a present dilemma or warning of
a future hardship.
- For example, a royal advisor might come to Mariella seeking an
interpretation of the following dream: A tame bear dances to the
tune of a pallid foreigners pipes, while jugglers hurl documents
into the air and tumblers spin somersaults. The crowd is blinded,
with silver scarves across their eyes, and joyfully toss their
money to the bear.
- Mariella (making a successful skill check) determines that the
important images are the dancing bear, the piper and the blinded
crowd. She also understands (and is thus informed by the DM) that
the bear symbolizes a member of the royal court obeying the commands
of an outsider or foreigner and that the crowd represents the
people, appreciating the courtiers actions and therefore supporting
him or her. The details of the dream may not immediately be clear,
but in time the advisor or shaman may come to better understand
them.
- The Dream Interpretation skill is a vehicle through which DMs
can provide players with clues, as well as launch exciting investigative
adventures.
- Following are some examples of images that might appear in the
dreams of characters:
- Acrobat: The defiance of natural forces; a precarious situation.
- Animals: Each has its own meaning, which is tied to what is considered
their defining traits; a lion represents courage and nobility;
the cat cunning; the owl wisdom; the mouse timidness; the serpent
treachery; the bear strength; the beaver industriousness, and
so on.
- Ashes: A passing away, never to return; the destruction of material
things and mortal life.
- Bathing: Washing away or cleansing; ritual purification.
- Balance/scales: An important judgment; the need for an accurate
assessment of a situation; a balance of opposites.
- Craftwork: The act of creation; turning raw materials into fine
artifacts; building a state, business, etc.
- Fruit: Fertility, plenty; the result of previous actions.
- Grave: Death, disaster or bereavement. An open grave might symbolize
the danger of death (perhaps a deliberate plot), a closed grave
one that has already happened.
- Crossroads: Key decisions must be made; a parting of the ways,
where old friends separate; the crossing of two peoples destinies.
- Knots: Binding and losing; holding captive, constraining or controlling.
- Lantern: A light in the darkness, leading the way; the last hope
of success.
- Mountain: A great obstacle or enormous struggle; firmness and
constancy; a massive force resisting change.
- Road: The course of ones life; a journey; passing beyond death;
progression.
- Scythe: A cutting down or gathering in.
- Seeds: Potential and promise; a small beginning from which something
great will come.
- Thread: The line of time or fate; a tenuous or fragile link.
- Wheel: Progress, a forward movement or powerful force; fate. A
turning wheel might indicate the passing of time or the revolutions
of the seasons.
- Numerology: Like Numeracy, Numerology deals with numbers but from their mystic and magical
side. Each number has its own presence and power, and an individuals
birth hour or favorite number is as revealing as other methods
of divination with regard to his or her future. The Numerology
skill is often used to determine the best time for certain actions,
ceremonies or pronouncements. A character who specializes in Numerology
(skill score of 90%+) may with a successful skill check made at
a -40% penalty use the skill to calculate the locations of doorways
to other planes.
- If the character also possesses the Arithmology skill, Arithmology may be used with Numerology to divine the
future more effectively. A character who knows both skills gains
a +10% bonus when using Numerology.
- Omen Interpretation: A character with this skill is able to infer information about
the present or future from natural phenomena. Therefore, the character
can neither choose when to use the skill, nor what questions to
seek answers to.
- Omens are signs hidden within the mundane or natural world thought
to have been sent by the spirits or deities that give warnings
or encouragement to mortals. The flight of a rare bird, patterns
in the sunset, the color of smoke rising from a campfire, all
of these things may be omens which contain hints toward the likely
outcome of a battle, the wisdom of starting a journey, or any
similar matter. This skill allows a character to recognize and
identify an omen.
- It is possible for a character to seek an omen. For example, an
interpreter might spend a day standing on a hilltop looking for
unusual birds or he might take a walk through the woods studying
the wildlife and plants. After 1d10 hours have passed, a successful
skill check (rolled either by the player or secretly by the DM)
means the character identifies an omen, and the DM should then
give vague hints regarding the matter he seeks information on.
The character has no control over when or if an omen appears and
the DM has the option of presenting the character with a false
omen if the skill check is failed.
- The following are examples of omens the DM might weave into his
adventures. They are grouped according to subject; the information
in quotation marks is an interpretation of the omen.
Battle
- The night before a battle the flames of the campfire flicker with
a reddish hue one of those around the fire will die if he or
she joins the battle tomorrow.
- As the forces gather on the field, vultures wheel lazily overhead
the vultures are lethargic because they know that there will
be few deaths here today.
- A few drops of rain fall from a clear sky as the forces gather
the gods/spirits are saddened that this battle is to be fought.
- A sacred bird wheels above the battlefield the spirits know
that this battle is of great importance, and have sent a messenger
to watch for its outcome.
Birth
- Two usually solitary animals (like eagles) are seen together
the birth will produce twins.
- A snake is found in the house where the woman is in labor the
child will be evil and should be abandoned or sent far away.
- A dead mouse is found in the house around the time of the birth
the child will not live to adulthood.
- An owl lands on the roof of the house where a woman is in labor
the child will be exceedingly wise (in other words, would
make an ideal apprentice for a shaman).
Journey
- A vulture is perched watching the travelers as they walk towards
it along the road there will be death on this journey.
- As the travelers assemble a cuckoo lands close by one in the
group is not all that he or she claims, and should not be trusted.
- As the group begin their journey a fox is spotted in the bushes
just up the path an ambush has been set further on.
King/Ruler
- A lion in the forest is being chased down by a pack of wild dogs
the fate of the noble is in the hands of the base.
- One night a storm blows up, and though not particularly ferocious
it fells the great old tree that stands in the center of the wood
though the danger may not seem great, it may lead to the downfall
of the ruler or his/her dynasty.
Trade
- Immediately upon leaving home in the morning, a merchant finds
a gold piece in the gutter today will bring many opportunities
for easy profit.
- The towns mayor is given a fine, rare, smoked fish by an ambassador
or trade envoy, but when he has it served up that evening he nearly
chokes on a bone trade with that place (the ambassadors/envoys
city) will bring ruin for this town.
War
- The call of war goes out, but when one of the commanding officers
goes to fetch his weapons from his vault he finds his sword flecked
in rust the armies of the nation are ill-prepared for this
coming conflict.
- As the party enters the gates of a city, a single stone falls
from the top of its impressive walls if the city is besieged,
it will fall, despite its mighty defenses.
- On the morning that the army marches out, they pass a funeral
cortege the army is doomed.
- The day that hostilities break out the sunrise bathes the land
in a deep golden light the war shall bring the nation vast
wealth.
- Vision Quest: A character with this skill may undertake a spiritual journey
to seek an answer to any question. This vision quest may be performed
no more than once per week and involves elaborate rituals and
special materials, both of which are a reflection of the religious
beliefs of the seeker.
- The exact components of these rituals should be discussed with
the DM at the time that this skill is chosen. Usually it involves
hours of prayer and chanting, sometimes accompanied by a musical
instrument. Often a character using this skill uses herbal compounds
or other substances to bring him to a state of altered consciousness
and sometimes a small sacrifice is required. The time allotted
to this activity is usually 12 hours or less. Seldom do vision
quests exceed 24 hours, however.
- At the end of the rituals, a secret skill check should be made
by the DM. A natural 96-00 means that whatever god or spirit the
character was trying to contact is angered at his presumption
and sends him a false vision. Otherwise, a failed roll indicates
that nothing happens. Success means that the character receives
some sort of vision, usually cryptic, which, upon reflection,
should provide enlightenment about the subject of the question.
- For example, Korag, the barbarian warrior, is concerned that he
and his friends are contemplating the exploration of an ancient
temple. Though the temple is long destroyed and was dedicated
to another god, he is worried he might anger the spirits that
might still live there. So, he goes on a vision quest that night.
He wanders away from his friends and spends the night by his solitary
fire, chanting and beating a small drum, slowly falling into a
trance with the aid of an herbal concoction blended from wild
mushrooms and flower seeds.
- When the sun rises, he throws some food into his fire as a sacrifice
and contemplates the vision he experienced during the night. The
DM makes a secret roll, which is successful, and Korag is able
to remember his vision in which he sees the temple as it once
was, the happy people worshiping, and the dark horde that raided
and defiled it. He sees the worshipers screaming in agony and
reaching their arms toward him. When he returns, he discusses
his vision with his friends, and they decide that the souls of
the dead worshipers might need their help to be put to rest. This
interpretation might seem obvious, but often the most obvious
interpretation is not the correct one.
- Fasting before a Vision Quest is a helpful way to prepare and grants
a +5% bonus to the skill check for every three days spent fasting.
- This skill is common among the druids, Elberethi and Variquesti
elves, Fälgornian humans, Wild Halflings and Lizard Men. However,
it is virtually unknown to other character types and characters
of races or classes other than those listed may not select this
skill at first level.
- Racial modifiers: Fälgornian humans receive a +15% bonus when utilizing this skill
and Wild Halflings receive a +20% bonus. A dwarf attempting to
use this skill is seldom successful and is penalized by -25% to
his skill score.
- Oratory (Mental 1, Charisma/Leadership -1) This is the power to move
other people with words and emotion. By captivating an audience,
the character can convince them of the rightness of his words
through force of will and dramatic speaking.
- The DM can decide how any group of listeners is likely to be affected
by the characters exhortations. If theyre inclined to be hostile
or are preparing to attack the character, theres very little
he can say to change their minds.
- To use the skill, most members of the crowd must be able to see
and hear the character. For each turn spent exhorting the crowd,
the character makes a skill check. A successful check allows the
character to modify an encounter reaction check by one category
hostile to indifferent, or indifferent to friendly, for example.
A roll of 01-05 allows the character to change the mood of the
crowd by two categories, i.e., hostile to friendly.
- A check that fails by less than 25% has no positive or negative
effect on the crowd. However, a check that fails by more than
25 changes the mood of the crowd in the opposite direction of
that desired, i.e., friendly becomes hostile. A roll of 96-00
moves the mood of the crowd in the opposite direction by two places.
- Optionally, a character using Oratory may be able to encourage
the crowd to take a specific action that theyre inclined to perform
anyway. If an angry crowd wants to see an important prisoner freed
because its rumored he was convicted wrongly, a character with
Oratory may be able to push them into storming the jail or convince
them to give up and go home. If the player presents an especially
moving argument or speech, the skill check is made with a +5%
to +20% bonus. Especially poor speeches are penalized by -5% to
-15%.
- Priests: Priests with this skill can attempt to proselytize (seek converts)
among small audiences by proclaiming the glories of their faith
and the dangers of nonbelief, but the character must pass his
check by a margin of 20% or more to win any long-lasting converts
to the faith. A convert will listen to the priests suggestions
or ideas, but wont necessarily become a follower or hireling
of the character.
- Additional information: See: Playing the Crowd: Oratory and Mob Rule in Your AD&D Campaign,
Dragon #172, pg. 78-81, for more information on how this skill can be used.
- Organic Preservation (Mental 1, Intelligence/Knowledge -1) Organic materials come
from plants and animals, and have a habit of decomposing once
the life process has been interrupted. A character with this skill
is experienced in using materials and processes that can prolong
the usefulness of these organic substances. Whether it is properly
wrapping and sealing food so that it wont spoil, using a certain
tree sap to preserve a spell component or pickling a baby cockatrice
in a specimen jar, this character knows how to keep things from
rotting. The amount of time for which these things may be preserved
varies and should be determined by the DM.
- The shelf-life of wrapped or sealed materials may be extended
up to three times as long as normal, whereas something preserved
in chemicals may be kept indefinitely.
- Orienteering (Mental 1, Intelligence/Knowledge -2) This is the ability to
keep ones bearings on roadless, trackless land. Skilled characters
will not get lost as long as they can either see the sky or have
the use of a compass or lodestone. This means that they can maintain
track of a given direction, keeping themselves and their companions
traveling in a straight line.
- Characters who possess a map and can track their direction of
travel can arrive at specific points towns, ferry crossings,
bridges, monuments, wells, springs, etc. without making a skill
check.
- If the map used is slightly erroneous or lacking in crucial details,
the character will have to make a successful skill check to accurately
arrive at a specific point. This check can be modified for increased
difficulty based on poor weather or major problems with the map.
- Though this skill differs from the Direction Sense and Navigation skills, these skills share common characteristics with Orienteering.
A character with the Direction Sense or Navigation skills (50%
or greater) may add +10% to his Orienteering Skill score. A character
with both skills adds +20% to his skill score.
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