Summer Solstice is the longest day of the year and occurs around June 22nd. This day marks when the tilt of the Earth’s axis is most orientated toward the sun.
Midsummer’s Day is usually June 24th, about three days after the solstice itself.
Similarly December 25th is the day the sun begins to return to the northern hemisphere. The Winter Solstice sun is positioned directly over the Earth’s equator on the shortest day of the year.
The Fall equinox is September 23rd., when the sun is positioned directly over the Earth’s equator, and the Spring equinox is March 20th, when night and day are nearly the same length of time.
Table 1–58: monastic Orders Abbey of Elemental Truth 1
Abbey of the Empty Hand 2
Ascetic Order of the Tiger 3
Bright Order of the Stone Guard 4
Contemplation of Dwarven Fighting Arts 5
Devoted Brothers of the Sai 6
Eagle’s Glamor Meditation Hall 7
Elven Order of Ki 8
Great Zhu-Shin’s Dojo 9
Humble Guardians of the Ruby Portal 10
Lawful Order of the Just Hand 11
Meditative Order of the Dragon 12
Monastic Order of Rigid Meditation 13
Monastery of Water and Earth 14
Monks of the White Raven 15
Order of Colored Dreamers 16
Order of the Respectful Warrior 17
Students of Serenity 18
Ten Bear Abbey 19
Water Hall of Meditation 20
Table 1–60: monk maneuvers 1 Adamantine Fist
1
Berserker’s Punch 2
Blinding Strike 3
Boatman’s Oar 4
Chase the Tail 5
Claw of the Crab 6
Climb through Water 7
Cobra Fang 8
Copper Basin Stance 9
Cross-Arm Python Strike 10
Double Hammer Punch 11
Droping Shadows 12
Elephant Slam 13
Elevated Fist of the Ancients 14
Falcon’s Precision 15
Falling Crane Strike 16
Farmer’s Rake 17
Fire Dragon Cradle 18
Fist from Heaven 19
Fist of a Thousand Screams 20
Table 1–60: monk maneuvers 2 Focus of the Master
1
Fox’s Tail 2
Flying Dragon Punch 3
Flying Tiger 4
Goblin Bite 5
Gorgon Hold 6
Hand of the Giant 7
Hawk’s Clutch 8
In Plain Sight 9
Iron Knee 10
Iron Palm 11
Lightning Fist 12
Lion’s Leap 13
Monkey Flip 14
Northstar Stance 15
Oak Fist 16
Ogre Lock 17
Pounce of the Lion 18
Preying Mantis Clutch 19
Punch of the Drunken Sailor 20
Table 1–61: monk maneuvers 3 Rage of the Patient Warrior 1
Raptor’s Claw 2
Rhino Charge 3
Rolling Leg Sweep 4
Running Hammer 5
Scorpion Sting 6
Snake Strike 7
Snapping Steel 8
Speed of the Viper 9
Spinning Fist of the Northern Winds 10
Steel KIck 11
Strike of the Hunter 12
Swiftness of the Snake 13
Through the Grass 14
Tiger Intimidating Charge 15
Titan’s Palm 16
Triple Thunder Kick 17
Triton’s Choke 18
Vaulting Leap of the Heavens 19
Wind at My Back 20
Table 1–62: Ranger Orders 1 Black Forest Strikers
1
Black Widow’s Vengeance 2
Blood Harbor Brigade 3
Boar’s Blood Hunters 4
Brotherhood of the Paired Bastard Swords 5
Claw Fighters 6
Crossbow Strikers 7
Deep Eye Woodsmen 8
Deerskin Defenders 9
Desert Wanderers 10
Devon’s Crossing Protectors 11
Dragon Claws and Demon Horns 12
Fey Bane Striders 13
Fire Dagger Wardens 14
Free Women of the Jungle 15
Giant Slayers 16
Goblin Stalkers 17
Green Dragon Stalkers 18
Hunters of Humanity 19
Justicars of Tree Shadow 20
Table 1–63: Ranger Orders 2 Longbow Woodsmen
1
Mountain Pass Society 2
Orc Hunters 3
Order of Black Eyed Rangers 4
Order of Flame and Axe 5
Order of Treejumpers 6
Order of the Oakheart 7
Pick and Hammer 8
Ranger Order of Tyranny 9
Silent Arrow Strikers 10
Six-Fingered Bow Sect 11
Spider Climb Patrollers 12
Stone Arrow Archers 13
Sword and Axe Walkers 14
Thornbow Rangers 15
Twilight Guardsmen 16
Twin Dagger Troupe 17
Underground Liberators 18
Werewolf Hunters 19
Windrider Bowmen 20
Table 1–64: Ranger Titles Archer
Table 1–65: Ranger Tasks
Build a watchtower in remote locale 1
Dissuade or eliminate poachers and trappers 2
Enforce laws against over-hunting/foresting 3
Explore foreign or unexplored wilds 4
Guard a protected glade or grove 5
Guide an army through harsh terrain 6
Hunt down an unnatural beast or predator 7
Infiltrate enemy lines 8
Lead an expedition force to mountains 9
Lead enemy forces into an ambush 10
Make contact with a frontier keep 11
Map out a section of dangerous land 12
Pathfind a new forest road for merchants 13
Patrol a remote border 14
Protect a druid ceremony 15
Rebuild alliances with forestkin, in king’s name 16
Scout out a known enemy watchtower 17
Stop a dangerous blight druid 18
Track an enemy agent 19
Train guerilla fighters 20
Table 1–66: Criminal Path Apprenticed to a locksmith 1
Apprenticed to a master rogue 2
Born into a gang or guild of criminals 3
Discovered knack for sleight of hand, etc.
4
Enjoys causing others harm (sociopathy) 5
Enticed by the thrill 6
Forced to steal to survive 7
Framed and jailed for a time 8
Greedy — lives beyond his means 9
Grew up on the streets 10
Idolizes a master rogue 11
Joined a gang at an early age 12
Massive gap between rich and poor 13
Problems with authority 14
Raised by a family of thieves 15
Raised in a city flooded with crime 16
Selfish and self-important 17
Steals to feed a habit 18
Too smart to do anything else 19
Wants to become a hero of the poor 20
Table 1–67: Common Crimes Adultery
Breaking and Entering 4
Destruction of property 8
Drunken conduct 9
Embezzlement 10
Grave robbing 11
Harboring a criminal 12
Illegal magic use 13
Resisting arrest 18
Selling shoddy goods 19
Trespassing 20
Table 1–68: Rogue guilds Acrobats of Grace and Guile 1
Archers of the Silent Arrow 2
Black Dragon Monarchs 3
Eye and Lens Guild 4
The Gold Circle 5
Guild of the Dying Song 6
Hidden Dagger Guild 7
The Jade Hand 8
Kingsbane 9
Knights of the Underworld 10
The Lamplighters 11
Old City Raiders 12
Order of Midnight 13
The Quiet Night Guild 14
The Rapier’s Point 15
Rogues of the Green Blade 16
Silver Shadow Swordsmen 17
Twin Daggers 18
The White Skull 19
Undercity Guardians 20
ROgUES
There’s much more for rogue characters in the city chapter where we delve into pick pocketing, hidden or improvised weapons, crime, punishment, bribes, and more. Now you don’t have to guess what’s in those picked pockets. See tables 3–95 through 3–121 to help flesh out your rogue character with some minor details about his craft.
There are also contacts and guilds in the same chapter, helping to flesh out a well-rounded urban thief character or NPC.
It’s always a good idea to know who a rogue can trust and who he can lean on for favors.
Table 1–69: warrior Path
Allied to numerous mercenary groups 1
Always been good at killing 2
Apprenticed as a blacksmith 3
Apprenticed to a knight or lord 4
Born into gladiatorial stock 5
Born with natural strength and speed 6
Conscripted/Drafted into army 7
Followed in a parent’s warrior tradition 8
Forced to defend homeland against invasion 9
Grew up as a street thug 10
Lack of other options growing up 11
Jailer’s apprentice 12
Joined a mercenary company 13
Joined local militia 14
Rose through the ranks of the city watch 15
Served as a bodyguard 16
Started off lazy, but developed knack for war 17
Taught self in private between chores 18
Too stupid for anything else 19
Trained by a wandering barbarian 20
Table 1–70: warrior Quests
Collect bounty of a threatening monster 1
Command or launch a strike force 2
Defend a caravan from attack 3
Discover secrets to ancient technique 4
Discover the secrets on an ancient forge 5
Exercise with trainer 6
Fight off or clear an area of creatures 7
Hunt down wanted criminal 8
Hunt for a unique metal for weaponry 9
Join the guard or watch 10
Learn battle tactics from a master 11
Learn the art of an exotic weapon 12
Perfect defensive fighting styles 13
Practice offensive fighting techniques 14
Protect royalty during special occasion 15
Research monster weaknesses 16
Retrieve a great weapon 17
Slay a dragon to win another’s gratitude 18
Study gladiator styles 19
Volunteer for an army or navy 20
Table 1–71: Secret weapons Belt pouch sap
1
Belt spike 2
Belt whip 3
Boot knife 4
Boot spike 5
Cloakblade 6
Club cane 7
Collapsible baton 8
Dagger boot 9
Hairpin dagger 10
Hat chakram 11
Hidden needle 12
Poisoned glove 13
Quill dart 14
Ring of venom 15
Sleeve arrow 16
Spiked fan 17
Stones 18
Sword cane 19
Throwing stars 20
Table 1–72: Sorcerer Path
Ancestor communed with nature spirits 1
Ancestor made a fiendish pact 2
Birth attended by celestials 3
Birth attended by fiendish ambassadors 4
Blood of a powerful magic-wielding monster 5
Born with magical runes/tattoo on body 6
Born during an obscure astrological event 7
Branded by a witch or shaman 8
Could always communicate with the dead 9
Destined for magic 10
Exposed to powerful magic, too early in life 11
Father was a warlock 12
Found artifact buried in ruined 13
Made pact with an abyssal or fiend 14
No memory of past 15
Racial background is (extremely) mixed 16
Raised by a mystical beast 17
A sacrifice went horribly wrong, and then…
18
Stolen as infant and raised by fey 19
Survived a magical plague 20
Table 1–73: magical Awakening/Trigger Coaxed by a dead sorcerer’s familiar 1
Drowned and survived 2
Extreme emotions (love, etc.) turned inward 3
Fed elixir by an evil hag 4
Feelings of helpless turned into rage 5
Heard thoughts that were not your own 6
Intense physical pain wracked body 7
Left for dead, and then…
8
Located someone lost by concentrating 9
Nearly beaten to death 10
Prophecy was fulfilled 11
Raised from the dead by a powerful cleric 12
Saw someone die by magic 13
Spoke with the dead 14
Spurned by family or loved one 15
Struck by lightning 16
Survived attack from magical beast 17
Survived encounter with malicious fey 18
Unexplained visions of other worlds 19
Witnessed unspeakable atrocity 20
Table 1–74: wizard Path
Attended school through other’s kindness 1
“Awakened” after touching an artifact 2
Came across a spell book during a quest 3
Chosen to attend a royal school of wizardry 4
Chosen as a wizard’s apprentice as a contest 5
Destined for magic 6
Father had influence over local wizard 7
Followed a life-like dream to this place 8
Forced into alchemical servitude 9
Found wizard’s staff and studied the runes 10
Idolized a famous wizard 11
Idolized the local hedge wizard 12
Inherited or discovered an ancient tome 13
Life-debt had to be repaid 14
Mother was a witch or infernal 15
Need for control 16
Ordered by local government or monarch 17
Orphaned and "bought" by a magic school 18
Parents encouraged arcane learning 19
Trained in secret and kept from “normals”
20
Table 1–75: wizard’s Test/Final Exam Add to a sacred tablet of unique wisdom 1
Cast a spell for maximum effect 2
Cast a spell under odd conditions 3
Craft own staff to particular spell or totem 4
Decipher a magical script from elder days 5
Decode another wizard’s spellbook 6
Defend against a magic assault 7
Discover and name a new star 8
Make an accurate prediction 9
Memorize an ancient treatise on spell craft 10
Perfect an abjuration for a specific evocation 11
Recite an entire spellbook, backwards 12
Recite alchemical truths to council 13
Remain hidden from magical detection 14
Reverse-engineer a magical ring 15
Summon and bind a planar creature 16
Teach a new student a minor spell 17
Train and bond with familiar 18
Transform one thing into another 19
Weave own robes with special fabric 20
Animals
Table 1–76: Animal Companions, Common Badger
Dog, hunting 7
Snake, constrictor 16
Snake, poisonous 17
Table 1–77: Animal Companions, Exotic Bear
Eagle, giant 5
Owl, giant 14
Pegasus 15
Tarantula, giant 16
Tiger 17
Wolf, dire 18
Wolf, winter 19
Table 1–78: mount Names Blackjack
Evening Mist 7
Gypsy Rose 8
Lady Cinnabar 9
Legacy 10
Masterpiece 11
Midnight Dancer 12
Moonbeam 13
Morning Glory 14
Table 1–79: Familiar Names 1 Aegis
Table 1–80: Familiar Names 2
Table 1–81: Familiar Names 3 Quickling
Table 1–82: Familiar Feature Extra front and/or back toes 1
Exceptional fur pelt 2
Exotic-colored eyes 3
Hairless 4
Has burned skin patches 5
Has crossed eyes 6
Has fleas/mites 7
Missing half of tail 8
Mixed colored eyes 9
Notched ears 10
One eyed 11
Overly long feathers, whiskers, etc.
12
Oversized ears 13
Oversized tail 14
Overweight 15
Rippled fur 16
Tailless 17
Tufted ear tips 18
Two tails 19
Unnatural aura 20
Table 1–83: Familiar Personality Always hungry
1
Always underfoot 2
Collects shiny objects 3
Demanding or pushy 4
Excessively brave or fearful 5
Extremely territorial 6
Flighty and forgetful 7
Friendly with strangers 8
Likes/hates to hunt 12
Likes/hates to swim 13
Never where it should be 14
Overly needy or independent 15
Playful 16
Prone to violence 17
Sleeps more than normal 18
Suffers from a phobia 19
Unfocused 20