Elizabeth Ul Hu
Elizabeth Ul Hu
printed in Pennsylvania by
Cameron Banks on thi% daie
2 August in the Year of our Lorde
2001.
INTRODUCTION: AN ELIZABETHAN
DARK FANTASY
Elizabethulhu is a D20 Setting for adventures set in
an alternate history of the Elizabethan and
Jacobean era. Most of the common features of D20
fantasy games are present, though many take very
different forms. The only other rulebooks needed
to run adventures in the Elizabethulhu campaign
setting are the core D20 System rulebooks.
The action takes place primarily in Europe,
specifically England. Adventures range from
courtly intrigue and grand plots of state, to seedy
underworld brawls and chases through the muddy
streets of London. The thematic elements of the
setting are hinted at in the title Elizabethulhu
borrows strongly from the world of Lovecraft, but
is also influenced by the works of Shakespeare,
Marlowe, and modern writers such as Martha
Wells, Patricia Finney, Melissa Scott and Lisa A
Barnett. It takes enormous license with history,
though at its heart it explores the very fantasies
and occult intrigues that contemporary writers
suspected of taking place.
CLASSES
Elizabethulhu assumes that most if not all of
the standard character classes in the Players
Handbook are being used in the campaign. Due to
the unique nature of the setting, however, some
minor differences exist between how the standard
classes are represented in a typical fantasy world,
and the 16th and 17th century alternate historical
Europe of Elizabethulhu. The material that follows
outlines these differences, and gives examples of
characters that possess these classes.
BARBARIANS
Barbarians come from the wilder, untamed
areas of Europe, or represent individuals who still
live in primitive or unenlightened regions.
Specifically, members of the barbarian class are
warriors with a closer tie to the more bestial side of
humanity, individuals with great passion and
fierce in battle.
Use the barbarian class for player characters
who hail from the Highlands of Scotland, or the
plains of Africa, or the frigid regions of northern
Europe. They offer a distinctly different outlook on
the late Tudor and early Stuart society, which can
make for very interesting roleplaying.
BARDS
Bards are members of a society known as the
Bardic College. NPC Bards may have abandoned
the College or never really paid it much attention,
but it provides player character Bards with a
ready-made resource for arcane knowledge,
contacts, support, and training. Shakespeare is a
bard, if a somewhat errant member of the College.
Bards are usually discovered at a young age and
their talents honed by another bard, though
joining the Bardic College late in life is certainly
not unheard of.
Bards employ a great deal of magical
knowledge that draws on the tradition of natural
philosophy the underlying arcane properties of
music, lyric, and voice. Much of it is simple
psychology. As an offshoot of the Druidic
Tradition, and sharing similar rites and beliefs, the
Bardic College in Britain embodies both Christian
and pagan thought and practice and shies away
from evil. A bard who uses his talents for
wickedness is a terrible creature indeed, both
baseless and a traitor to his community.
MONKS
The monk is a very rare individual in the world
of Elizabethulhu, suited mainly for wandering
explorers from the Orient or for those few
Europeans who have returned from jouneys to the
Far East and have returned with hidden secrets of
the mind and body. One excellent example of a
monk player character comes from the original
Elizabethulhu playtest campaign. He was a young
Welsh noble who shipped out with a merchants
vessel en route to Asia, was shipwrecked and
found by Taoist monks. A student of Neoplatonic
philosophy, he married the Taoist teachings with
his own Classical training and arrived at the
secrets of ascending the Ladder of Being towards
godhood.
Dungeon Masters should feel free to restrict
players from taking the monk as a character class,
but be open to original and unique character
concepts such as the one mentioned above.
PALADINS
The paladin is a suitable class for pious
followers of religion or a crusading order, though
such orders are rare by this time. The Grail Temple
Knights, an order that has survived since the time
of Arthur, is an excellent background for paladin
characters. Elves, humans, and even extraordinary
members of other races could be Grail Knights.
Their abilities are grounded in their faith, their
adherence to their codes and disciplines, and their
continued commitment to their order. Dungeon
Masters whose player character paladins are
ignoring these facets of play should consider
removing the special divine abilities of paladins
until atonement is made.
Paladins have a similar effect on sorcery and
fey glamour as clerics. They are able to rebuke the
fey and use turning attempts as counterspells
against sorcery.
RANGERS
SORCERERS
WIZARDS
In Elizabethulhu, wizards are proto-scientists,
strict ritualists with knowledge of many magical
systems, arcane lore, principles of astrology and
mathematics, and the hermetic arts. All wizards in
the setting are specialist wizards no general
wizards exist. Common choices are Abjurers
(exorcists), Diviners (seers or astrologers), and
Transmuters (alchemists). Conjurers are also
common among wizards, but these individuals
tread a very fine line between so-called Natural
Law (White Magic, or the kind of mystical science
tolerated by the Church of England) and diabolism
or Black Magic. Necromancers, of course, walk no
line at all and are firmly in the camp of the darker
arts.
Wizardry is different from sorcery in that it is
the application of (albeit fantastic) scientific or
hidden laws upon the universe in a way that does
not generally transgress the way the universe
works. Even the summoning of outsiders, demons
and minions of the Outer Gods is permitted by the
Cosmos, though typically the after-effects of such
summonings are exactly the opposite. Wizardry,
therefore, is not affected by the special divine
channels of clerics, at least in the way that sorcery
is, and wizards are not themselves magical or
mystical. They are merely mortals who have
learned the greater secrets of the universe, for
good or ill.
Player character wizards must strictly follow
the rules for spell components and ritual tools.
Wizards cannot usually pull magic out of the air;
they have to work from their spellbooks, tomes,
and writings. They are always studying and
experimenting, casting starcharts and preparing
tinctures and solutions. Playing a wizard can be a
challenge, but can also be rewarding. Many
Familiar
Chaos spirit
Law spirit
Elemental spirit
Special
Master gains +2 deflection
bonus to AC vs lawful
attacks and opponents
Master gains +2 deflection
bonus to AC vs chaotic
attacks and opponents
Master gains +2 resistance
bonus to saving throws vs
attacks of the specific
element.
Matchlock Caliver large, damage 1d8, critical 1920/x2, range increment 40 ft, type P.
Matchlock Musket large, damage1d12, critical 1820/x2, range increment 60 ft, type P.
W h e e l l o c k s : These were more advanced
weapons than matchlocks, and much more
expensive to make. They have a spinning firing
mchanism on a wound spring that replaces the
match. They are more reliable than matchlocks but
their cost is prohibitive. Belt pistols are small
enough to tuck into a belt or under a coat; horse
pistols are up to 18 inches long and worn
hoslstered on a horses saddle by cavalry officers.
Only fighters, paladins and rangers are proficient
with both pistols, although rogues are proficient in
the belt pistol. Wheellocks require 2 standard
actions to reload.
All material in this document including the name Elizabethulhu and the tagline Darkness and Deviltrie in an
Age of Reason is copyright 2001 Cameron Banks. All original game mechanics and rules taken
independently of setting background are considered Open Game Content material. You may contact Cam
Banks at [email protected] for questions, queries and information regarding Elizabethulhu D20 Fantasy
Setting.
Extra Special Thanks goes out to the following individuals who helped this project take shape through
playtesting or advice: Jessica Banks (who also edited this mess), Jim Butcher, Shannon Butcher, J.J. Butcher,
Clark Valentine, Amanda Valentine, Jon David, Todd Knealing, Genevieve Cogman, Fred Hicks, and of course
Robert Donoghue who is easily the best sounding board for this sort of thing in my experience. Thanks also
go out to Ken Hood, Doug Anderson, Ken Hite, Gareth-Michael Skarka, and everyone else in the D20 brain
trust who inspired, assisted, praised or critiqued my ideas, or simply said Elizabethulhu? Cool name!