By Angus Watson
LEGENDS AREN'T BORN. THEY'RE MADE.
Dug Sealskinner is a down-on-his-luck mercenary touring south to affix up with King Zadar's military. yet he retains rescuing the inaccurate people.
First Spring, a toddler he reveals scavenging at the battlefield, after which Lowa, one in all Zadar's so much fearsome warriors, who has vowed revenge at the king for her sister's execution.
Now Dug's at the incorrect aspect of the thousands-strong military he was hoping to affix -- and worse, Zadar has bloodthirsty druid magic on his part. All Dug has is his warfare hammer, one small baby, and one unpredictable, highly-trained warrior with a lust for revenge that would get all of them killed . . .
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Extra resources for Age of Iron (Iron Age, Book 1)
Ex-Royal Astrologer A royal astrologer who loses his position at court, who becomes a nongood alignment, or whose Piety drops below +5, cannot gain new levels as a royal astrologer, but doesn’t lose special abilities he’s already gained. - 40 - Chapter 3: New Feats In addition to the feats available in the Player’s Handbook, there are many character feats unique to the world of Testament. Those feats marked “Battleﬁeld” are intended for use with the mass combat rules in Chapter 5. National feats are only available to characters raised in the indicated nations and cultures: (B) Babylon, (C) Canaan, (E) Egypt, (I) Israel.
Furthermore, while performing a dance, she cannot be ﬂanked or caught ﬂat-footed except by a rogue at least four levels higher. Carve Asherah Pole The Asherah pole was the phallus-shaped wooden symbol of the goddess Asherah, raised to venerate her temples. At 7th level, a qedeshot may construct an Asherah pole (5 hp/qedeshot level, hardness 5), taking seven days, 500 gp worth of material, and 100 XP. An Asherah pole cannot be moved from the site where it is ﬁrst erected without losing all its special abilities.
Desert Hermit These holy mystics generally live in the wilderness, outside the conﬁnes of civilized society. Part mystic, part nomad, part wizard, and often exiles, these denizens of the deep desert are the stuﬀ of legend. A desert hermit is in touch with his deity, be it the god of Israel, Amun-Ra, or Baal, but is also an acolyte of sand, heat, and ﬁre. He is renowned for courtesy and hospitality, but is ﬁercely protective of his tribe, and an implacable foe of servants of evil. This class is particularly appropriate for the tribes that lived in the deep deserts of Arabia, the forefathers of the culture that later told a thousand and one legends of djinn, hippogriﬀs, rocs, ﬂying carpets and many other wonders.