Professional Documents
Culture Documents
TODD DOWNING
GAVIN DOWNING
Additional Material By
ANDREW KENRICK
JEFF COOK
Edited By
MARK BRUNO
Illustrated By
STEVE HARTLEY
TODD DOWNING
DAVID INTERDONATO
HANS PIWENITZKY
RYAN POTTER
JD GREEN
Additional Images by Jason Waskey, Skortched Urf Studios & Sade
Many Thanks
Samantha Downing, Gavin Downing, Edmund Downing, Michelle Downing, Ron Dugdale, Randy Hensel, Steve
Hartley, JD Green, Brian Meredith, David Beach, Bron Roeder, Doug Grismore, David Interdonato, Ryan Potter, Hans
Piwenitzky, Jamie Fredricks, Mike Stephan, Allan McComas, Jason Petorak, Garth Doverspike, Shura Metz, Jordan
LeGros, Colin Fisk, Rich Spainhour, Dave Crokaert, Achim Leidig, The Gamut, the cast & crew of Kings (1988).
SECOND EDITION
Arrowight is published by Deep7 Press, a subsidiary of Despot Media, LLC.
ArrowightTM and the Arrowight logo are trademarks of Deep7 Press and Despot Media, LLC.
PO Box 46373 Seattle WA 98146 | www.deep7.com
o Copyright 2010 Deep7 Press - All rights reserved worldwide
Specic pages have been marked approved for non-commercial duplication. Unauthorized reproduction and/or
distrivution of this intellectual property is a violation of US and international law and will be prosecuted to its fullest
extent.
DISCLAIMER
Arrowight contains themes of violence, ctional deities and magic common to most fantasy literature. It is intended for mature
players 13 and older. As with all entertainment, parental guidance is recommended.
AUTHORS ACKNOWLEDGEMENTS
I feel I should let Arrowight players know that wed been planning a Revised & Expanded Edition since 2004, just two years
after the First Edition release. Unfortunately, the co-founder of Deep7 and co-architect of much of Arrowights history, Samantha
Downing, lost a three-year battle with a rare cancer in April 2005. Her passing was a grievous wound to our company and product
lines, and devastating to our family. It took me a few years to recover from the loss of my wife, business partner and mother of
my children, but was happy to return to the RPG world to see so many Arrowight fans clamoring for more, even after almost a
decade.
On the technical side, this book would not be possible without the work of my dear brother and co-author Gavin Downing, editor
Mark Bruno and illustrator Steve Hartley, whose collective work continues to bring a detailed fantasy world to life. On the notso-technical side, I could not have nished this project without the support of my son Tyler, my daughter Kayleigh, and my wife
Raechelle, who encouraged me to resurrect the Arrowight RPG and release the game as Id always envisioned it. I thank you for
your patience, encouragement and support.
- Todd Downing
Seattle, 2010
INFLUENCES
La Mort de Arthur
The Mabinogion
The Tain
World history & culture
Various contemporary sagas
Contents
Introduction
Vehicles
52
Character Creation
55
Human
Arcane Theories
57
Elf
Lab Magicks
74
Dwarf
10
Montaka
11
Chaos
83
Orc
12
Priestly Virtues
84
Shaltaka
13
Faerie
14
89
Earthfolk
15
98
Lifeline
18
World Overview
107
Skills
20
Geography
108
Personality
24
Bestiary
114
Quick-Start Templates
29
Equipment
162
34
GM Section
175
System
40
178
Insanity Table
42
Appendix
Combat
44
Damage Overview
45
Wound Status
46
Vehicle Combat
50
Vehicle Damage
51
INDEX
181-188
189-196
* Photocopy permission granted for these specic pages for personal, non-commercial use.
~ Introduction ~
What is Arrowight?
Roleplaying Primer
Glossary of Terms
Basic Mechanics
Geographical Overview
Gods
Magic
~ Character Creation ~
CHARACTER
CREATION
IO
at a GLANCE
1. Pick a race
2. 30 points
ts in stats
3. Lifeline
4. 30 points
ints in skills
5. INITIATIVE =
total PER and AGL
6. SHRUG
G=
average STR and WIL
av
7. SAVE
E=
total STR and WIL
8. Destiny = 1
9. Determinee ap
appearance
10. 2D6 x100 geld
War
~ Human ~
~ Elf ~
~ Dwarf ~
10
~ Montaka ~
(mon-TAH-kah)
he origins of the
montaka are steeped
in mystery: not even
the montaka themselves
seem to know how they
came to be or why they were
created. Their name, which
translates to men of the
mountain in Ancient, refers
to their native homes in the
jungle covered mountains
of the Dark Lands and the
Southern Wilds, where they
live in small tribes. Though
their current society is made
up of small tribal groups, they are often encountered in ancient
jungle ruins that appear to have been built by their ancient
ancestors. Archaic glyphs show pictures of the montaka as
rulers of a mighty empire.
In truth, the montaka may have been Deains first
children after the giants, predating even the dwarves. They
ruled a powerful empire that once stretched across much of
the southern continents. However, a terrible event occurred
which drove the species to near-extinction and toppled their
mighty cities across all of Nia. Was it a terrible war? A magical
curse? The wrath of the gods? Or something else entirely?
Unfortunately, the specifics of what caused this tragic fall still
remain unknown. Whatever the cause, the montaka are now
shadows of their former glory, picking through pieces of their
once-great empire for scraps.
Though they often are suspicious of outsiders, they also
have been known to forge strong bonds with non-simians when
the situation demands. They often ally with local elf, human,
or faerie tribes in their native lands, and typically find conflict
with troll, goblin, and ogre tribes. Once they warm up to an
individual, montaka can be very friendly; and their loyalty is
fierce. They also have a strong distrust of foreign interlopers,
particularly humans, as Kilmoorian slave vessels often target
montaka tribes for capture. As slaves of the Kilmoorians and
Kharhounai, they often serve as gladiatorial arena-fodder, heavy
laborers, or merely as oarsmen for Kilmoorian war galleys.
Kilmoors war with Corvel and Bachra has lead to freed
montaka recently taking up residence in Corvel, Bachra, and
Seris. Though the three nations have been welcoming, many
citizens are still growing used to their appearance even in the
most cosmopolitan areas. More rural communities have even
attacked free montaka, believing them to be monsters. Because
of this, many freed montaka have taken to wearing bulky,
hooded robes to pass as orcs.
11
~ Orc ~
12
~ Shaltaka ~
(shal-TAH-kah)
but are clearly not human any longer. They were once priests proving their
dedication to the Dragon Lords, but their devotion obviously lacked. Over
the ages, depending on the prevailing social mores and the attitude of the
Kilmoorian king, shaltaka have been treated as equals, as second-class
citizens, and as superior beings. Non-Kilm
Non-Kilmoorian shaltaka are clearly
lesser beings, however, and are seen only aas fodder for slavery. Most
Kilm
Kilmoorian shaltaka gather in small
clan
clans in the mountains of Kilmoor,
con
content to prove themselves as
wo
worthy Niarites by serving a
Dr
Dragon Lord or church leader.
Ind
Individually, they may exhibit more
rel
religious apathy (and some may
ac
actually scorn the religion), but
sel
seldom do any dissidents collect
in any great numbers. Some
ro
rogues follow the spice roads of
th
the deserts, growing wealthy as
m
merchants, couriers, or hired
m
muscle. Many develop a spice
ha
habit, which ultimately confines
th
their range and career options.
Quick and lithe in warm
cl
climates, shaltaka are often
ut
utilized as scouts or trackers in
tre
treacherous areas. Mages and
pr
priests are also common, and they
ca
can be quite skilled in both areas
of study. Within the Dark Lands,
th
they generally live in tribal groups,
wh
where they typically avoid outsiders
of all kinds. Some few tribes may
ally with their neighbors in trade or
eve
even friendship, and their societies
can run the gamut from chaotic to
hi
highly ordered.
Though they appear to
be of human origin, many
scholars now classify the
shaltaka as a species of lesser dragon.
Indeed, female shaltaka lay clutches of up to six
eeggs after a successful mating. As a result of their
Racial Stat Caps:
rreproductive process, shaltaka cannot interbreed
AGL 6
w
with other races. Average life expectancy is 250
DEX 4
yyears, and adult height ranges from 5 to 7 feet.
STR 7
SSee the entries for Elf and Dwarf for notes on
WIL 6
ttemporal perception past 150 years.
PER 6
INT 5
SPIRIT 7
MANA 7
Special Abilities:
Skin AV4
Claws WR1
13
~ Faerie ~
14
~ Earthfolk ~
he step between long-lived elves and the brightlybut-quickly-burning candle that is faerie kind lies
among the earthfolk: the missing link between
the transient magicks of nature and the scholarship
and craft of long life. A sub-class of the faerie, the term
earthfolk is a broad classification given to any of
the non-flying species of diminutive elf-relations, and
includes further subspecies such as firefolk, waterfolk,
and icefolk. The most common are gnomes, nymphs
and sprigs, and the ubiquitous brownies. As diverse as
their physical appearance may be, they are nonetheless
similar enough genetically and culturally to warrant a
common listing. Earthfolk are always social, gathering
in communities of several dozen families to a few
hundred. The communities can be remote, rural or urban,
but will always be partly subterranean or built into the natural
surroundings in some way.
Fine craftsmanship is an
honored tradition among most
kinds of earthfolk, from the most
primitive pottery to the most ornate
te
wheelock pistol. They are practiced
scholars and artisans, creating somee
of the most beautiful and lasting
works of art and enchantments in
the world. Although not specificallyy
of a martial orientation, many
earthfolk craftspeople have become
renowned weaponsmiths, producing
ng
ornately gilt blades and firearms.
With the exception of nymphs,
earthfolk have a collective
attraction to technology of
any kind, and although they
are not innovators, they pride
themselves on making existing
Racial Stat Caps:
things more beautiful, functional,
AGL 6
and efficient.
DEX 7
Nymphs are a particularly
STR 4
reclusive breed of earthfolk.
WIL 6
Painfully shy, these frail creatures
PER 6
resemble small feral elves but are
INT 6
stationary, limiting their range to
SPIRIT 6
a small grove or thicket and often
MANA 7
remaining there for generations
Special Ability:
upon generations. Nymphs prefer
Any 2 DEX skills at 1.
their solitude; although cordial
in the presence of non-aggressive
NOTE: Waterfolk and
individuals, they generally shun
firefolk are not generally
humanity and even the company of
available as player
other earthfolk.
characters, and are therefore
Gnomes boast the most
listed in the Bestiary (page
cultivated society of all the
122).
earthfolk, and are the only breed
that lacks the long, tapered ears of
their elf brethren (which has led
to theories of dwarf genetic influence, given their similar looks and
affinity for functional craftsmanship). Their clan holds tend to be
15
Primary Stats
Destiny
o begin with, you will notice that the character has some
basic stats (the words in large bold letters on the character
sheet). Players allocate 30 points among them, and record
the result in the space allotted. Put at least 1 point in every stat. No
stat may exceed the racial Attribute Maximum.
Derived Stats
Once youve used up your points for the Primary Stats, youll need
to determine your characters Derived Stats, which are listed at the
bottom of the Skill section. These Stats are INITIATIVE, SHRUG,
and SAVE.
INITIATIVE is the sum of the characters PERCEPTION and
AGILITY. INITIATIVE is a value that determines how quickly
your character responds to stimulus, or how fast he springs into
action. This concept is explained more fully in the System section
beginning on page 40.
SHRUG is the average of the characters STRENGTH and
WILLPOWER. It indicates the characters ability to ablate
incoming damage. SHRUG is detailed further in the System section
beginning on page 40.
SAVE is the sum of the characters STRENGTH and
WILLPOWER. It dictates how tough and resilient the character
is when faced with bodily harm. SAVE is detailed in the System
section beginning on page 40.
17
~ Lifeline ~
oll on the following tables for your characters social status, the environment in which the character was raised, the
general location of that environment, and the career to which the character was apprenticed. This does not restrict
profession, but it does give your character a few background skills. Skills are stackable, so if the character receives
Natural Sciences twice, hed have Natural Sciences 2.
Pick only one Social Status table and one Apprenticeship table. The Environment, Location, and Inheritance tables are for
all characters.
D36% means selecting one die as a D3, which is treated as the tens column (either 10, 20, or 30), and the other die as the ones
column (1-6).
Social Status
Skills
Money
2-3
Noble
3x starting
4-7
Professional
2x starting
8-10
Freeman
1x starting
11-12
Indentured/Slave
Domestic Arts 2
starting
- OR -
Skills
2-3
Chief/Clan Leader
3x starting
4-6
Noble/Favored
2x starting
7-9
Free
1x starting
10-12
Indentured/Slave
Domestic Arts 2
starting
Choose or roll
1D3
Environment
Skills
Urban
Rural
Wilderness
Choose or roll
18
2D6
Location
Skills
Subterranean
Jungle
Wetlands
Plains
Highlands
Forest
Lowlands
Coastal
10
Mountains
11
Desert
12
Taiga
Money
Choose or roll
D36%
Apprenticeship
Skills
11
Crime (4 years)
12
Trade (4 years)
13
Domestic (4 years)
14
Agriculture (4 years)
15
Arts (4 years)
16
Craft (4 years)
21
Athletic (4 years)
22
Scholastic (6 years)
23
Seminary (6 years)
24
Magic (6 years)
25
26
Forestry (4 years)
31
Professional & Noble Command 1, Pilot: Sail 1, Cultural Sciences 1, Military Sciences 1
Freeman & Indentured Combat Skill: Swashbuckler 1, Pilot: Sail 1, Cultural Sciences 1, Black
Powder 1
32
Sailor (4 years)
33
Mercenary (4 years)
34
Bureaucracy (4 years)
35
Medical (4 years)
36
Finance (4 years)
- OR -
Choose or roll
2D6
Apprenticeship (Tribal)
Skills
Domestic
Arts
Craft
5-6
Hunting
7-8
Warfare
Scout
10
Athletic
11
Shamanistic
12
Agriculture
1D6
Inheritance
1D6
Property
An old keep
A mill
1D6 x 20 geld
An inn or alehouse
1D6 x 50 geld
A family home
~ Skills ~
Improving Skills
Skill Specialization
Specialization Example:
Sophie wants her Soldier, Lara, to be adept at
the sling. She chooses the specialization Sling,
writing it in next to Missile Weapon, which
is currently at 4. With AGL 4 and Missile
Weapon 4, her base Target Number would be
8. If she were to possess the Missile Weapon
skill alone, Lara would be able to use the sling,
combat net, bolas, sling spear, thrown spears
and knives equally well at a Target Number
of 8. However, since Sophie has chosen to
specialize in Sling, Lara has forgotten a lot of
her other training. Every time she fires her sling
at an enemy, her Target Number is 9, but while
trying to use any other missile weapon, the base
Target Number decreases one point to 7.
Skill Listings
Shalekkhar (3)
The Way of the Dragon, a devastating style
using strikes, kicks, and bites.
Barbarian (3)
The style of intimidation and
offense.
Tothahar (3)
The Way of Death, a mystical style favored
by assassins and spies.
Bharata (2)
An elite form of archery training.
Cavalier (3)
(Requires Riding 2+)
Gladiator (2)
Showmanship in combat.
Melee Weapon (0)
Skill in the use of everyday
objects at hand for fighting
purposes. Possible specializations
can include Broom, Tankard,
Pitchfork, Cooking Pot, etc.
Rogue (1)
Common peasant style that incorporates staves and trick moves.
Sharpshooter (2)
(under DEX)
Elite firearm training.
Soldier (1)
The requisite sword and shield style of all fighting characters (must
be learned in order to use heavier armor types).
Swashbuckler (1)
A flamboyant style of generally single-handed weapon combat.
Stealth: The ability to sneak, prowl, hide, and move without being
noticed.
22
Orrindan (Zeah)
Solander (Southern Wilds, Dark Lands, Luria, Raihar Empire)
Western (Corvel, Seris, Bachra, Akrindor, Tolak, Kainal Islands)
Law: Knowledge of existing law, the legal system and proper
procedures. Requires Education 3+ for Law to be pursued in a
professional environment. Optional specializations include Trade,
Criminal, Arts, Arcane, Civil, etc.
Literary Arts: The ability to write correspondence, compose
text or verse in an accomplished style. Also includes an aesthetic
appreciation of literature and various authors throughout history.
Requires Literacy. Optional specializations include Poetry, Fiction,
Biography, History, Essay, etc.
23
SPIRIT Skills
MANA Skills
Arcane Theory: The art and science of using the Web of Life to
bend the natural order to the casters will. Requires Natural and
Theoretical Sciences 1 or greater. A magic-using character will have
at least one Arcane Theory skill, selecting from the various magic
disciplines. Choose from the following:
Alchemy
The distillation of magic into a physical form.
Requires other magical theory for effects.
Combat
The theory of offensive and defensive effects.
Divination
The acquisition and use of extra-sensory knowledge.
Elemental
The ability to manipulate elemental forces.
Enchantment
Instilling objects or people with magical properties. Requires other
arcane theory for effects.
Glamours
Faeries and earthfolk only; does not require Natural or
Theoretical Sciences.
Healing
The theory of tissue reconstruction and purification.
Illusion
The theory of artificial manifestation.
Necromancy
Reanimation of dead tissue and communing with the dead.
Primal
The theory of manipulating and communing with the natural
world.
Runecraft
Magical Permanence.
Requires Craft 3 or greater.
Summoning
The theory of summoning and binding the natural and
supernatural to service.
Folk Magic: This is a non-academic school of common, lowpowered magic passed on from generation to generation. No Folk
Magic spell has a DIFF greater than 1, and although new spells may
not be created by the user, it does not have the prerequisites of other
arcane theories.
24
~ Personality ~
Assets
Acute Sense (1-3): The character has an extremely heightened
sense. Choose one of the five senses: Hearing (2), Smell (2), Sight
(3), Touch (2), or Taste (1). The character receives a +2 bonus to the
Target Number of any Awareness checks when applied to the chosen
sense. You may purchase more than one Acute Sense separately.
Ambidexterity (3): The character can use either hand with equal
proficiency. This effectively negates any off-hand skill penalty.
Animal Kinship (1): This character has a way with animals; they
tend to like him. This is not a supernatural ability, and trained
attack animals will still attack, but the character gains +2 PER on all
rolls dealing with animals.
Blessing (1-4): The character has been blessed by a deity or
possesses some unusual magical ability. The more powerful the
blessing, the greater the cost. The GM has final authority on
whether a blessing is appropriate or not. Examples include the
ability to sense the direction of water (1), the ability to require no
food save Rais light (2), the ability to breathe underwater (3), or the
gift of wings and flight (4).
Charisma (2): The character oozes self-confidence and sexual
magnetism. Add +2 to all Bargain, Con, Performance, Seduction,
and Social Target Numbers when performing a skill check.
Courage (3): The character knows no fear. He passes any normal
Resist check for fear, terror, or encountering horrific creatures,
unless double sixes are rolled, in which case hell immediately gain
an insanity (see Insanity Table, page 42) and run away from the
source of the fear.
Direction (1): The character always has a bearing on his current
direction. Also adds +1 to Area Knowledge skill checks.
Double-Jointed (1-3): The character can pop joints out of place
and contort for the purposes of escape or amusement. Choose the
level of ability: Fingers and Hands (1), Arms and Legs (2), or Spine
(3). The rating of this Asset may be added
to any checks involving escaping bonds or
tight spaces, where applicable.
Immunity (3): The character is immune
to a specific disease, or to the effects
of a specific toxin or drug. No Resist
checks need be made when encountering
toxins of the specific type. It may be Red
Plague, giving the player an edge
during epidemics; it may be alcohol,
meaning the character can hold his
ale well; or it may be a hazardous
chemical, such as nightshade or
bloodmold. It can even be spoiled
food, allowing the character to survive
on sustenance that would make others
of his race ill.
Insight (1): The character has a mind for
solving problems of all sorts. The character
should be privy to inside information
regarding intricate problem-solving at the
GMs discretion.
Large (1-3): The character is large for his species; not just taller, but
broader and thicker as well. He gains +1 per point cost of the Asset
to SHRUG, making him more durable than others of his species.
Linguist (2): The character is naturally fluent in picking up new
languages. He suffers half the normal penalty for picking out a
dialect from the base language, rounding down. Learning new
languages costs half the normal cost, rounding up.
Luck (1-2): During the course of an adventure, the character may
roll 1D6 and add it to the characters skill or attribute for a single
roll. This can be used either once a session (1) or twice (2).
Marksmanship (1-3): The character has a knack for hitting a target
at range. Gains +1 per point cost of the Asset to AGL or DEX when
using any sort of thrown or ranged weapon.
Material Wealth (1-3): The character has property, money, or fine
goods stored away for a rainy day. There is no hard and fast scale of
riches; everything should be proportionate within the group and the
adventure. Consult with the GM for the wealth appropriate to the
games scope.
Mount (1-4): Your character has either raised and trained a mount,
or inherited or purchased one. The mount may be one of many
species, such as a donkey, ox or mule (1), a horse (2), a montuhar
or oodong (3), or a pegasus, warhawk, windlord, or gryphon (4).
All these beasts are quite valuable, however, and may be targeted by
thieves or enemy combatants. Social status may also affect what sort
of animal is available as a mount. The GM has final authority on
whether a mount is appropriate.
Network (2): The character has access to cash, matriel and/or
personnel via an interconnected web of associates. The network can
be family, guild, or simply connections made through bribery or
intimidation. When the GM determines the availability of certain
items, this Asset should weigh heavily into the equation.
Perfect Memory (2): The character has an exceptionally good
memory, able to recall details with absolute
clarity. He gains +2 to all INT rolls involving
recall of knowledge, and you may ask the GM
for details of past events which you as a player
may have forgotten.
Property (1-4): The character owns land that
is his own, and not held by his family or his
noble. The sort of land varies based on the
characters social status. It may be a personal
dwelling (1), a place of business (2), a large
estate or farm (3), or even a keep (4). The GM
has final authority on whether the property is
appropriate.
Quick (1-3): The character is exceptionally fast,
with lightning reflexes. Each point spent on
Quick (up to 3) provides +1 to the characters
Target Number for Initiative checks. This will
help him act faster and perhaps even more
often during combat situations.
25
Liabilities
Addiction (+1 to +3): The character can have a dependency ranging
from the mild (caffeine, chocolate) to the severe (Kilmoorian spice,
alcohol). The degree of addiction purchased becomes the penalty to
the Target Number of any Skill Checks attempted while without the
chosen substance. Withdrawal occurs at different times for different
addictions, so common sense and GM discretion is essential here.
Allergy (+1 to +3): The character is poorly affected by a certain
substance. He may be a lightweight drinker, or he may be unable to
tolerate certain flowers in bloom. If it is a substance that normally
has an effect (such as alcohol), the character suffers a penalty of -2 to
all Endurance or Resist checks associated with the allergen. If it is a
substance that does not normally cause others issues (such as pollen
or animal fur), the character will suffer a -1 penalty to all skills while
exposed to the substance. The commonality of the substance affects
the point benefit; it may be rare, such as a Kilmoorian spice (+1);
moderately common, such as alcohol (+2); or extremely common,
such as animal fur (+3).
Age (special): The character is past his prime, and the young bucks
can smell it. For every 10 years of actual chronological age beyond
30, the character must reduce any one Stat by 1 point. For every
point taken from a Stat, the character gains 3 points to assign to
skills or toward purchasing Assets.
Bad Luck (+2): If it werent for his bad luck, the character wouldnt
have any luck at all. Characters with this unfortunate Liability can
have something go wrong during the course of the game, subject
to the whim of the GM. Of course, it is considered bad form for
the GM to abuse this in a way that would result in PC death or
permanent injury.
Bad Sense (+1 to +3): The character is hampered by a deficient
sense. It can range from a ravaged palette (+1), to a missing eye or
deafness (+2), to total blindness (+3). Choose one of the five senses:
Hearing (+2), Smell (+2), Sight (+3), Touch (+2), or Taste (+1). Use
common sensea character with keen eyesight isnt going to have a
sight deficiency as well.
Impulsiveness (+2): The character prefers action over talk and will
frequently act first and think later. This can be especially dangerous
during combat or when trying to avoid detection.
Intolerance (+1 to +3): The character will not put up with
something or some type of person, from sediment in his wine (+1)
to Kilmoorian culture (+2), to elves, humans, orcs, or another race
(+3).
Madness (+1 to +3): The character is not entirely right in the head.
The severity of the madness affects the point benefit. This may range
from a compulsion to talk to oneself (+1), occasional hallucinations
(+2), or even multiple personalities (+3).
Missing Limb (+1 to +4): The character is missing a chunk of his
body that makes certain things difficult to do. It can be as small
as a finger (+1), a hand (+2), mid-sized as an arm (+3) or as large
as a leg (+4). Loss of a finger or hand reduces all DEX based Skill
Checks by 1 or 2, respectively (for skills requiring the use of two
hands). Characters missing arms or legs take
a 2 penalty to all AGL based skill checks.
Please note that prosthetic or clockwork
replacements are not necessarily common
and are often inferior to their biological
counterparts.
Moral Restriction (+1 to +3): The
character has a prohibition on certain
behavior. It can be as mild as not drinking
(+1), to a more moderate not causing
harm to others (+2), to the extreme will
not under any circumstances go into
battle without my lucky tunic (+3). If
the character ever engages in the restricted
behavior, he becomes flooded with selfdoubt and uses the level of the restriction
as a Target Number penalty for any skill
checks until the situation is resolved and the
restriction is back in place.
Obesity (+1 to +3): The character is
overweight. Size ranges from slightly pudgy
(+1) to obese (+3). The points benefit also
is subtracted from the characters movement
in meters, as well as any Endurance checks.
Obsession/Compulsion (+1 to +3): The character must engage
in a certain behavior to function normally. The points benefit is
directly proportionate to how invasive the behavior is. It can be a
mild compulsion to brush after every meal (+1), an obsession with
Djunn culture (+2), or compulsive lying (+3).
Phobia (+1 to +3): Almost everyone has a mild phobia, from fear
of heights (acrophobia), to fear of others (xenophobia), to fear of
enclosed spaces (claustrophobia), to fear of spiders (arachnophobia).
Choose one for each selection of this Liability and assign it a point
benefit based on how invasive and severe the fear is.
Rude (+2): This character has failed to learn many, if any, social
niceties. He may make inappropriate comments, blather on about
nothing in particular, and generally make a nuisance of himself. He
suffers a -2 penalty to all Social checks.
27
Behavior Tags
All Behavior Tags have a point bonus of
+1 and should be roleplayed as much as
is appropriate at the gaming table.
Argumentative: A character with
this behavior tag constantly gets into
arguments with other people. The
argument has become a game to the
character, a strategic test of wills, and
the character always seeks to win such
contests.
Center of Attention: The character
always has to be the center of attention
and will quickly grow despondent and
feel rejected if this is not the case.
Competitive: The character always
feels in competition with friends,
family, and strangers. Its almost impossible for the character to back
down from a challenge, and he makes for a very poor loser.
Cynicism: No matter how good the circumstances, the cynical
character will always be able to find the black cloud to the silver
lining (Thatll never work. Were doomed. Were as dead as Dwarf
pudding.).
Driven: The character has a task that they have set for themselves,
and nothing will stop them from pursuing it for very long. This
goal could be reachable (I will free myself from my servitude) or it
might be impossible to achieve (I will rid the world of evil).
Fallback: Someone with this behavior tag is a planner. He must
always devise a backup plan for every situation he finds himself in.
This applies to everything from combat to romance.
Fidgeting: The character is constantly moving some part of his body
in a harmless, yet potentially distracting manner. From cracking
knuckles to hand wringing, to leg vibrating, nose-picking, bouncing
on tiptoes, chin-rubbing, or tapping a fingernail on a pewter mug.
28
~ Comb at Mage ~
~ A rche r ~
rom the moment you picked up your first ash short bow
and shot an apple from a branch at 50 paces, youve
known the bow, in all its forms, was your calling. Well
trained with an assortment of bows, you are also competent
fletching your own arrows or bolts. You may be an archer or
crossbowman in the army, or perhaps a freelance shooter. You
may make your living in professional competition, or you
may have a wilderness background and hunt elusive game.
Whatever your specific occupation, you find the comforting
grip of a notched arrow and the tense creaking of the
bowstring to be a bliss like no otherexcept for perhaps the
moment your arrow split Wilhelms former bullseye.
AGL Skills
Athletics
Melee Weapon
Missile Weapon (or Bharata)
DEX Skills
Craft (Fletching)
Repair
INT Skills
Cultural Sciences
Diagnostics
PER Skills
Awareness
STR Skills
Endurance
29
~ Ch ap l a in ~
~ C u t pu rs e ~
AGL Skills
Combat Skill: Soldier
INT Skills
Cultural Sciences
Education
Language: Ancient
Military Sciences
Theoretical Sciences
PER Skills
Awareness
Command
SPIRIT Skills
Common Prayer
Devotion
AGL Skills
Combat Skill:
Rogue
Stealth
DEX Skills
Thievery
INT Skills
Cultural Sciences
Diagnostics
PER Skills
Awareness
Con
Streetwise
~ S ol d ier ~
30
AGL Skills
Combat Skill: Soldier
Athletics
Brawling
Missile Weapon
DEX Skills
Repair
INT Skills
Cultural Sciences
Diagnostics
PER Skills
Awareness
Command
STR Skills
Climbing
Endurance
~ S co u t ~
AGL Skills
Athletics
Combat Skill of choice
Missile Weapon
Stealth
DEX Skills
Repair
INT Skills
Natural Sciences
Lore
PER Skills
Awareness
Survival
STR Skills
Climbing
Endurance
~ P i rate ~
~ Mu sketeer ~
31
~ Fin an cier ~
32
~ Mo n k ~
~ Tri ba l W arri o r ~
AGL Skills
Combat Skill: Dalahar
INT Skills
Domestic Arts
Education
Language
Lore
Medicine
Natural Sciences
Theoretical Sciences
PER Skills
Diagnostics
Survival
STR Skills
Endurance
SPIRIT Skills
Common Prayer
Devotion
~ Ca va lier ~
AGL Skills
Combat Skill: Soldier
Combat Skill: Cavalier
Riding
INT Skills
Military Sciences
PER Skills
Awareness
Command
STR Skills
Endurance
WIL Skills
Intimidation
~ P i s t oli e r ~
In the age of politics,
warfare and intrigue,
someone well trained in the
most modern weaponry can
find himself indispensable
to a community or crown,
and handsomely paid for
his service. Pistoliers can
often be found among the
elite guard of a monarch,
or as constables policing
the Kings highways. They
are usually pulled from the
ranks of the military and
may sometimes take to the
battlefield on horseback,
making up small but
effective skirmisher units.
Fearless and skilled fighters,
pistoliers cut an elegant
and commanding figure no
matter where their travels
take them.
AGL Skills
Combat Skill: Soldier
Combat Skill: Cavalier
Riding
DEX Skills
Black Powder
Combat Skill: Sharpshooter
INT Skills
Military Sciences
PER Skills
Awareness
Command
WIL Skills
Intimidation
33
Fighter Folk
The Code
2.
3.
4.
5.
6.
7.
8.
9.
Combat Skills
Style Bonus
None
Style Bonus
None
Style Bonus
None
Style Bonus
None
Style Bonus
None
Senvata (2): A primal and violent form of orc brawling, this style
Skill
Style Bonus
None
36
Style Bonus
Style Bonus
Style Bonus
Weapon Training
Style Bonus
Style Bonus
37
Style Bonus
Style Bonus
Weapon Training
38
Style Bonus
Weapon Training
Style Bonus
Weapon Training
Style Bonus
Weapon Training
Formation/Drill
Style Bonus
Weapon Training
39
~ System ~
Spirit of Play
Difculty
Character Abilities
character is an amalgam of
numeric values, consisting
primarily of stats and skills.
On the character sheet, stats are the
prime entries in all caps: AGILITY
(AGL), DEXTERITY (DEX),
STRENGTH (STR), PERCEPTION
(PER), INTELLIGENCE (INT),
WILLPOWER (WIL), SPIRIT and MANA.
Descriptions of the individual stats are listed
on page 17. The stat rating represents the
characters raw talent in that attribute.
Skills fall under the stat most
appropriate to their use. A skills rating
represents the characters competence
in that discipline. The higher the skill
rating (and thus the Target Number),
the greater chance one has for success.
Difficulty Guidelines
Extremely Easy/
Point Blank Range: +2
Easy/Very Close Range: +1
Average/Close Range: 0
Difficult/Medium Range: -1
Very Difficult/Long Range: -2
Extremely Difficult/
Extreme Range: -3
Skill Checks
Preparation
Cooperation
Opposed Checks
Unskilled Checks
Critical Success
41
1D6*
Fear
FEAR FACTOR
The character runs off in a random direction, potentially into an object, structure or the source of the terror itself. The character can only run, and may not perform
any other actions until safely away from the scene.
Example:
Lara is exploring an ancient oublitte when she is surprised by the
local vampyre lord. The GM gives the vampyre a fear modifier
of -1, and Lara rolls her fear check. Her WIL is 3 and her Resist
is 4, giving her a modified Target Number of 6. The modifier
tips the odds against her, and Lara fails by 1. Consulting the
Fear Factor table, she notes that a failure margin of 1 indicates
freezing in place for a round, unable to flee or make any offensive
actions. The vampyre draws closer, baring his teeth...
~ Insanity Table ~
D6%
INSANITY
11
Melancholy
12
Craving
The character craves a food or activity of the players choice. 1D6 days
13
Shellshock
The character is catatonic, nervous and cannot take aggressive action, opting to cower in the safest
location possible. 1D6 days
14
Whining
The character cannot help but whine whenever he speaks more than a few words. 1D6 days
15
Folk Tunes
GM writes the player a note consisting of a word or phrase. Whenever spoken by the other players,
the character breaks into a jaunty folk tune. 1D6 days
16
Rash
The character breaks out in an irritating rash, causing severe itching and -1 to all AGL and DEX
skill checks. 1D6 days
21
Creative Burst
The character is inspired to create, painting, sculpting, writing prose, etc. 1D6 days
22
Giggles
GM writes the player a note consisting of a word or phrase. Whenever spoken by the other players,
the character breaks into giggles. 1D6 days
23
Hiccups
The character has persisiten hiccups, making it impossible to concentrate or engage in any sort of
stealthy activity. -1 to Stealth, Social, Intimidation & Seduction checks. 1D6 days
Continued...
42
...Continued
D6%
INSANITY
24
Bad Stomach
The character has terrible indigestion/heartburn. -1 to all AGL and DEX skill checks. 1D6 days
25
Bewilderment
The character is slow to react and seems to be in a semi-euphoric daze. -1 to PER, INT, WIL skill
checks and Initiative. 2D6 x 2 hours
26
Loss of Bearings
Complete loss of directional sense. -1 to all PER, INT, AGL skill checks and Initiative. 2D6 x 2
hours
31
Signature Clothing
The character must wear a specific item or display a specific object on his person, or suffer -1 to all
skill checks. 1D3 days
32
Fancy Dress
The character develops an affinity for dressing in costume. Will become violent if not allowed to do
so. 1D3 days
33
Full Dress
The character must wear the finest clothing available to signify his station. Will become violent if
not allowed to do so. 1D3 days
34
Anger
The character becomes irritable and downright hostile. May physically attack anyone who invades
his personal space. 1D3 days
35
Hoarding
The character believes others are stealing rations or treasure, and must therefore hoard his own. 1D6
days
36
41
The character gets the Nervous Tic Behavior Tag. 2D6 days
42
Mania
The character is full of energy, excitable, thrilled to be alive and keen to share it. 2D6 days
43
Gain Phobia
44
Bladder Control
The character soils himself at the most inappropriate times. GM discretion. 1D6 days
45
Obsession: Cleanliness
46
Compulsion: Lying
The character cannot tell the truth. Adds +1 to Con skill checks. 2D6 days
51
Fashion Police
The character takes it upon himself to regulate and criticize dress amongst the party. 2D6 days
52
Submission
The character becomes introverted and submissive. Will not take direct action and will agvoid
hostile circumstances. 2D6 days
53
Personality Shift
The character becomes the polar opposite of his normal personality. 2D6 days
54
Voices
The character hears voices in his head, and will often talk back to them. 2D6 days
55
Phantom Pain
The character feels debilitating pain in some location (GM choice). -1 to all skill checks. 2D6 x 2
hours
56
Hallucinations
61
Random Violence
GM writes the player a note consisting of a word or phrase. Whenever spoken by the other players,
the character breaks into a violent act against the nearest character. 1D3 days
62
Addiction: Spice
The character develops an addiction to smoking or eating a euphoric exotic spice. Receives additional character points for Liability: Addiction. Permanent (unless purchased away)
63
Addiction: Alcohol
The character develops an addiction to fermented beverages. Receives additional character points
for Liability: Addiction. Permanent (unless purchased away)
64
Obsession: GM choice
The character picks up an Obsession of GMs choice. Receives additional character points for Obsession/Compulsion. Permanent (unless purchased away)
65
Impulse Writing
In an effort to write down important messages from magical or divine entities, the character scrawls
symbols and random words on the nearest handy surface (including his own body). 1D6 days
66
Severe Depression
The character slumps into a dolorous depression, avoiding activity or contact with others. 1D6 days
43
~ Combat ~
Combat Basics
Holding Actions
player may choose to hold his action until later in the play
order so as to react to events as they happen. In such a
case, the player must state the act is being taken during the
current turn. Normally, a character whose action has been held
performs his action after the other actions in the turn; however, the
character also can rush his action to get the drop on the opponents.
Rushing Actions
x
x
x
x
x
Surprise
Attacking
1.
2.
3.
What Counts as
an Action?
~ Attacking or attempting an active skill check,
including magic and prayer
~ Dodging
~ Dropping to a kneeling or prone position
~ Rising to a kneeling or standing position
~ Drawing or reading a weapon
44
Dodging
Damage Overview
If the attacker is successful, subtract
the defenders margin from the
attackers and multiply the result
by the weapon rating (WR) of the
weapon being used. There is no need
to roll randomly; the damage is a
direct result of the precision of the
hit and the weapon being used. If the
weapon has a damage bonus (DB)
listed, add that to the damage result.
If the weapon is a melee (non-ranged)
weapon, add the attackers STR to any
damage. If the defender is wearing any
clothing with an armor value (AV),
subtract the AV from the damage.
Finally, apply the remaining damage to
the characters SHRUG.
Example:
Lara strikes at Gerald with her
longsword. She rolls a success margin
of 5. Gerald tries to deflect her
blade with a parry. His margin is 2.
Lara has netted 3 successes, making
contact with Geralds body. A margin
of 3 x her longswords WR3 yields a
base of 9 damage.
Example:
Laras longsword has DB0, so she
doesnt add anything.
STR Bonus
arrying works just like any other skill, only in context one
is using a shield or weapon to deflect the blow. Make an
opposed check against the attacker and subtract any margin
of success from the attackers margin of success. If the parrying
character gets a greater success margin than the attacker, the blow is
completely deflected.
Damage
Example:
Lara adds the Soldier complexity 1 to her 12 damage, making it
13.
Hit Location
45
Save
Armor
Example:
Laras hit defaults to Geralds torso, which is
covered by a simple padded cloth gambezon
(AV2). She subtracts 2 from the damage on
behalf of the AV, making the total 11.
~ Wound Status ~
1.
2.
3.
4.
Armor Reduction
5.
6.
7.
Wounds
46
Knockdown, Death,
and Dismemberment
Stabilization
Healing
Non-Lethal Damage
Entanglement
Grappling
Ranged Attacks
Shields
Weapon Saves
Scale
Example:
Lara is facing off with a dragon, a large target that is +3 to hit.
She rolls vs a Target Number of 11 (AGL 4, plus Combat Skill 3,
plus ratamun WA+1, and +3 for the size difference). She rolls a
margin of 5. The dragon has a Target Number of 10 (AGL 6, plus
Animal Combat 4), and gets a margin of 4 dodging. Lara nets a
margin of 2, multiplied by the ratamuns WR3, plus her STR 3,
plus Soldier bonus 1 for a total of 10 damage. However dragon
skin has an AV10 and doesnt stage down unless penetrated by a
magical weapon. So Lara gets a good hit, but doesnt cause enough
damage to cause a wound to the giant beast.
48
49
Non-Combat Damage
Extreme Cold/Heat
Frostbite
Drowning/Suffocation
character can hold his breath for SAVE x 10 seconds. After that
an Endurance check every round (at a cumulative -1 penalty
after the first) must be made, or the character will take 1 Wound
Level in damage (and make appropriate SAVE checks to avoid
passing out). Although technically stun damage, if the character is
rendered unconscious without access to a breathable atmosphere
and attains the DEAD wound status, thats pretty much the end.
Normal death/resurrection/reanimation rules apply.
~ Vehicle Combat ~
Falling
Evasive Action
Weapons
~ Vehicle Damage ~
1.
2.
LIGHTLY DAMAGED:
Cosmetic hull damage, rigging/
struts weakened. 1 Damage
Penalty.
3.
MODERATELY DAMAGED:
Hull breach, possible leaks and/or
small fires. 2 Damage Penalty.
4.
5.
6.
7.
f two vehicles collide with each other, both vehicles take damage. Use
the vehicles HUL as the WR. For the multiplier, use each vessels
current speed in grids for the amount of damage done to the other
vessel.
Vehicle Damage
51
~ Vehicles ~
Sea Vessels
Galleass
Brigantine
SPD 7
MAN 3
HUL 20
AV 8
Weapons: Up to 10 cannon, mounted five each side on the main
deck. Up to 16 additional cannon, mounted eight each side below
deck.
Caravel
Galleon
SPD 6
MAN 2
HUL 13
AV 8
Weapons: Up to eight cannon, mounted four on each side on the
main deck
SPD 7
MAN 1
HUL 20
AV 8
Weapons: Up to 10 cannon, mounted on each side of the main
deck. Up to 12 additional cannons mounted six each side below
deck.
Carrack
SPD 6
MAN 1
HUL 12
AV 8
Weapons: Up to five squads of musketeers on raised decks. Up to
10 cannon, mounted five each side on the main deck. Up to eight
additional cannon, mounted four each side below decks.
Cog
SPD 4
MAN 2
HUL 12
AV 8
Weapons: Up to four cannon, mounted two each side on the main
deck. Up to two squads of archers or musketeers, one each on the
forecastle and sterncastle respectively.
Dhow
SPD 7
MAN 2
HUL 12
AV 8
Weapons: Up to six cannon, mounted three each side on the main
deck
52
Light Galley
SPD 4 by sail, +4 with oars
MAN 2
HUL 16
AV 10 with copper plating (eight without)
Weapons: Up to two squads of archers or musketeers on main
decks. Up to eight cannon, mounted four per side on the main
deck. Up to two ballistas, mounted fore and aft. Ramming gear
halves damage taken when ramming.
Heavy Galley
SPD 4 by sail, +6 with oars
MAN 1
HUL 22
AV 10 with copper plating (eight
without)
Weapons: Up to two squads of archers or musketeers on main
decks. Up to eight cannon, four ballista, or two catapults mounted
half per side (four cannon, two ballista, or one catapult) on the
main deck. Ramming gear halves damage taken when ramming.
Junk
SPD 6
MAN 3
HUL 14
AV 8
Weapons: Up to two squads of archers or musketeers on aft decks.
Up to eight cannon, mounted 4 each side on the main deck.
Merchantman
SPD 7
MAN 1
HUL 20
AV 8
Weapons: Up to 10 cannon, mounted fivw per side on the main
deck. Up to 12 additional cannon, mounted six to each side below
decks.
Sloop
SPD 9
MAN 4
HUL 12
AV 8
Weapons: Up to 12 cannons, six each side on the main deck
Air Vessels
Balloon
This small one-man craft is often used for
reconnaissance or for short trips across
Bachra. They are not built for great distance.
SPD 4
MAN 1
HUL 6
AV 5
Weapons: Only what the passengers carry
Maximum Load: 800 lbs
Sky Merchant
This vessel is built for long expeditions,
being used to ship goods all over Bachra
and allied nations.
SPD 8
MAN 3
HUL 20
AV 8
Weapons: Generally carry up to a squad of archers or musketeers,
and four swivel-guns, mounted two to a side.
Maximum Load: 100 tons
Sky Galleon
This airship is meant for aerial assault
or support of ground troops.
SPD 8
MAN 3
HUL 20
AV 8
Weapons: Generally carry up to three
squads of soldiers or marines, four
cannon, eight swivel-guns, mounted
four to a side.
Maximum Load: 100 tons
Air Sloop
This small but speedy and highly
maneuverable craft is ideal for longer voyages
carrying a few passengers and small payloads.
SPD 9
MAN 4
HUL 14
AV 8
Weapons: Personal armament only.
Maximum Load: 10 tons
Autogyro
Usually powered by gnome-built drive
systems, the autogyro is best suited for
short range scouting and courier service.
SPD 10
MAN 5
HUL 6
AV 5
Weapons: Personal armament only.
Maximum Load: one adult human-sized passengers plus 100lbs
personal gear.
Glider
This air conveyance is silent and ideal for
short-range scouting and reconnaissance,
but requires wind and/or altitude
to launch. If the user has a ready or
controlled wind source (such as may be
delivered by magic or prayer), takeoff from a stationary ground
position may be possible.
SPD 9
MAN 2
HUL 6
AV 5
Weapons: Personal armament only.
Maximum Load: One adult human-sized passenger plus 100lbs
personal gear.
53
Land Vehicles
Wagon
Coach
Chariot (Light)
Pulled by a single animal, the light chariot
is ideal for messengers, couriers and anyone
wishing to travel relatively short distances
very quickly.
SPD 8
MAN 1
HUL 6
AV 4
Weapons: Personal armament only.
Maximum Load: One adult human-sized passenger plus 100lbs
personal gear.
Chariot (War)
Pulled by a team and often armored, the
war chariot is well suited for both speed
and durability on the battlefield.
SPD 6
MAN 1
HUL 8
AV 9
Weapons: Wheel blades WR4, plus personal armament.
Maximum Load: Two adult human-sized passenger plus 100lbs
personal gear.
Omnibus
Usually drawn by large oxen or
montuhar (or powered by steam
engines), these giant passenger wagons
can be found in municipal service
throughout the world.
SPD 3
MAN -1
HUL 16
AV 8
Weapons: Personal armament only.
Maximum Load: 20 adult human-sized passengers, plus 2 tons
cargo.
54
Steam Cart
This type of vehicle may actually use
steam or gnome-built clockwork drive
systems, and can be an efficient way to
get around, as long as it sticks to the
main roads and isnt taken overland (as
excessive jarring can cause mechanical
failure).
SPD 6
MAN 1
HUL 10
AV 5
Weapons: Personal armament only.
Maximum Load: three adult human-sized passengers plus 200lbs
personal gear.
Steam Tank
Usually of dwarven manufacture,
the armored steam tank is
beginning to appear in the service
of nations with the resources to
purchase and maintain them.
SPD 3
MAN 0
HUL 22
AV 10
Weapons: One mounted siege weapon, plus personal armament.
Maximum Load: One driver, one gunner, one commander, one
mechanic, plus room for four soldiers.
Spellcasting
x
x
Spell Failure
f a mage fails the skill check while casting a spell, he must make
a MANA check. Roll 1D6 equal to or less than the characters
MANA stat. If successful, there are no adverse effects; the spell
simply did not go off. If the MANA check is unsuccessful, the mage
takes 2x the DIFF of the spell in damage as the Web of Life zaps the
mage with psychic feedback. As this is direct magical damage, armor
has no protective effect. Make Wound Saves as appropriate.
Thwarting Spells
epending upon the type of spell cast, there are three ways
to avoid its effects.
The third and final way for one to avoid a spells effect is by a
negation or dispel check. This can get tricky, and only works within
certain parameters:
55
Spell Signature
56
f your mage is in a hurry, feel free to select from the pregenerated spells included with each theory. Each spell was
created using the effect lists, and shows how easy it is to actually
design ones own custom spells. If a spell notes a focus item, the
mage must note the specific focus item when the spell is selected.
To design a custom spell, simply peruse the list of effects for
the arcane theory in question.
Typically the base cost
will begin with the first
effect listed (Line of sight,
single target, 20yds range,
basic visual/audio, instant
duration), and the mage
can build upon that.
Once all effects have been
selected, the mage can
then buy down the DIFF
by adding requirements
(see page 72). One can
also personalize a pregenerated spell with this
table.
A finished spell
cannot have a DIFF less
than 1. Moreover, only
effects listed in a given
theory may be used to
construct a spell in that
theory. You may not cross
effects from two or more
different theories in a
single spell.
Purchasing a spell
costs its DIFF x 2 in
character points, whether it is
an original design or simply plucked from the pre-generated sample
spells. Mages are not limited in the number or difficulty of spells
they select.
~ Arcane Theories ~
What follows is a listing of all known arcane theories, their doctrines
and spell creation effects lists.
Combat
The theory of magic specifically geared toward combat was born of
eons of conflict among nations. It has grown into a popular theory
among adventuring mages and mercenaries, and focuses primarily
on causing damage or protecting oneself and others from it. Various
forms of energy projection, shields, and protective circles are all
common to the style.
Combat Dispel
DIFF: 2
This margin of success in casting this spell is added to the difficulty
of all Combat spells currently in use within 20 yards of the caster,
even spells which have already been successfully cast and have
durations lasting longer than instant. If the added difficulty
would have prevented the spell from going off, the spells duration
is ended and any non-instant effects are negated. Multiple castings
of this spell have cumulative effect. It may also be used to counter
a Combat spell that was cast within the same round, provided it
occurs on the same initiative as the countered spell (the caster may
hold his action until the initiative of the individual he wishes to
counter). This requires a focus and a short incantation.
Death Touch
DIFF
EFFECT
DIFF: 4
This spell uses a mystically charged touch to cause physical damage.
It requires a short invocation, and does WR3 damage. The caster
must physically touch the target for the effect to go off.
Distracting Visions
Per AV
DIFF: 2
This spell causes a brief vision to appear in the corner of a targets
eye, distracting him at a critical moment, reducing his initiative
target by 1 for a round. This spell requires a single word, a hand
gesture, and a focus. The range is 10 yards.
Per 5 mph
Freeze
DIFF: 2
This spell causes a target within 20 yards to freeze in place for a
moment. A single action is prevented with a successful rollthe
target may be prevented from defending himself from an attack, or
he may be prevented from making an attack that round.
Sample spells:
Armor
DIFF: 3
This spell creates an energy bubble with a 10-foot radius around the
caster, protecting himself and those in his immediate vicinity. This
bubble has AV3, and it lasts for a minute. This spell requires a short
incantation and a two-handed motion.
Energy Wave
DIFF: 4
This spell creates a mystically-charged wave of disruptive energy,
sweeping in a straight line from the caster for 20 yards, striking all
in the range (all targets in range may attempt to dodge, and each
must beat the casters margin of success). The spell is WR2, and
requires a single word, a single-hand motion, and a spell focus.
Levitate
DIFF: 2
This spell causes a target of up to 300 pounds to rise up to 20
feet into the air. This spell requires a two-handed gesture, a short
incantation, and a spell focus. It lasts for 1 minute, and the target
(which may be the caster) is in control of how high they float.
Mystic Blast
DIFF: 3
This spell creates a sphere of mystic energy that is then thrown at a
target, dealing WR3 damage. It has a maximum range of 20 yards.
This spell requires a short incantation and a two-handed motion.
57
Refuge
DIFF: 2
This creates an immobile sphere of protection that works like
armor. This requires a simple circle drawn, complete with a short
incantation, a two-handed motion, and a ritual that takes 5 rounds
to cast. The spell lasts for 5 minutes, and has AV6.
Shift
DIFF: 2
This spell teleports 10 pounds of matter a maximum of 10 yards,
provided both locations are visible to the caster. This spell requires a
single word, a single-hand motion, and a focus item.
Spectral Sword
DIFF: 3
This spell hardens mystic energy into the shape of a one-handed
sword, crackling with eldritch energies. This weapon does WR2
damage, and unlike most spells, this weapon gains a bonus from the
users Strength, but not the casters Mana. The sword lasts for one
minute, and requires a short incantation, a two-handed motion, and
a focus.
Divination
Most often assumed to be a passive, mystical art dealing with the
discovery of hidden information, this theory has a major strength
associated with it: the power to not only perceive and penetrate fate,
but to alter it. Diviners not only read the past, present, and future,
they can often slow an enemy, quicken an ally, even speed up or
reverse temporal flow in a very small area. Distance is of no general
concernwhat is important is the connection with the mage and
the willingness of fate to answer the questions asked (or alter its
mandate). Note that seeing into the future is not perfectthe
choices of the living or the gods can alter the ways events progress.
Visions of the future are merely hints as to what is most likely, not
what is certain.
DIFF
EFFECT
Wall of Protection
DIFF: 2
This spell creates a 10 x 10-foot barrier at the casters location.
Living and undead matter cannot penetrate this barrier, but
inanimate can if it can penetrate AV1. This spell lasts 1 minute,
and requires a short incantation, a two-handed motion, and a focus
item.
Response is audio
-1
-1
58
Sample spells:
Fog Divination
DIFF: 2
This margin of success in casting this spell is added to the difficulty
of all Divination spells currently in use within 20 yards of the caster,
even spells that have already been successfully cast. If the added
difficulty would have prevented the spell from going off, the spell is
negated. Multiple castings of this spell have a cumulative effect. It
may also be used to counter a Divination spell that was cast within
the same round, provided it occurs on the same initiative as the
countered spell (the caster may hold their action until the initiative
of the individual they wish the counter). This requires a focus and a
short incantation.
Locate
DIFF: 1
This spell enables the caster to sense where a target is located. They
must be within 10 miles, and the mage must know specifically what
the target is that they are looking forif they are looking for an
individual, they must know his name. Alternatively, it can be used
to locate where one left their moneybag. This spell requires a short
incantation and a two-handed motion.
Post-Cognition
DIFF: 1
This spell allows the caster to see up to one month into the past,
gaining information from an item, place, or person. This may be
cast on a person, an item, or a location, allowing the caster to see a
single event of importance from within the past month. This spell
requires a focus item and takes two rounds to cast. The vision is
delivered to the caster in a single round.
Scrying
DIFF: 2
This spell enables the caster to see an area that is up to 20 miles
from his current location, and whatever is occurring in that location
at that moment. This requires a generic focus item and a single
spoken word. It lasts as long as the caster maintains concentration,
but he is unaware of his own surroundings as long as he casts the
spell. This spell requires a focus item and a single spoken word.
Veil
DIFF: 2
This spell makes it difficult to see the target, which must be touched
by the caster at the time of casting. An Awareness roll must be made
to see the target of this spell, vs the margin of success of the casting
of the spell. The target may be an object or a living being, and the
effect lasts for a minute. The spell requires a two-handed motion, a
short incantation, and a focus item.
Elemental
One of the most ancient magical disciplines, this theory is
concerned with mastery of the primary elemental forces of nature:
earth, air, fire, and water. Some mages choose a single signature
element to work with, while others prefer a broad range of
incantations incorporating all four elements. As arcane theories go,
it is one of the most versatile and powerful, favored by mages with
strong imaginations and free spirits.
DIFF
EFFECT
Precognition
DIFF: 2
This spell allows the caster to see up to one week into the future.
This spell requires a generic focus item, a two-handed motion, a
short incantation, and two rounds to cast. The vision is of a single
event up to a week in the future, not of all events within that time,
but the vision is delivered to the caster in a single round.
Per AV
Per 5 mph
-1
Read Soul
DIFF: 1
This spell enables the caster to learn about the target. For each
margin of success, the caster may learn the answer to one general
yes/no question about the target, his personality, his goals, and/or
his beliefs. The answers will be vague and general, but multiple
castings can allow more specific information to be gleaned. The
target must be within 20 yards, and the spell requires a single-hand
motion and a single word.
59
Sample spells:
Chill Wind
DIFF: 2
This spell creates a powerful gust of chilling wind filled with shards
of icicles that does WR2 damage and hits a target within 20 yards.
This spell requires a short incantation and a single-hand motion.
Counter Elements
DIFF: 2
The margin of success in casting this spell is added to the difficulty
of all Elemental spells currently in use within 20 yards of the caster,
even spells which have already been successfully cast. If the added
difficulty would have prevented the spell from going off, the spell
is negated. Multiple castings of this spell have cumulative effect. It
may also be used to counter an Elemental spell that was cast within
the same round, provided it occurs on the same initiative as the
countered spell (the caster may hold their action until the initiative
of the individual they wish the counter). This requires a focus and a
short incantation.
Fly
DIFF: 2
The target of this spelleither the caster or an individual touched
by the casteris capable of flying. They can fly up to 15 mph, up
to 50 feet into the air, and lasts for one hour. This requires a minute
ritual, and requires a spell focus, a two-handed gesture, and a short
incantation.
Freeze
DIFF 2
This spell enables the user to freeze all water within a 10-foot radius
to become solid ice. The ice will melt as normal. This spell requires a
two-handed motion and a short incantation.
Ice Wall
DIFF: 3
This spell creates a wall of ice 10 feet x 10 feet. This wall has AV5
for the purposes of trying to break through, and the spell lasts for
one minute. It may be summoned anywhere within 20 yards, and it
requires a single word, a hand gesture, and a spell focus.
Fireball
DIFF: 4
This spell creates a WR4 fireball that is thrown at the target. It has
a range of 20 yards. The spell requires a short incantation, a twohanded action, and a focus item.
60
Fire Wall
DIFF: 4
This spell creates a wall of flame 10 feet x 10 feet. Living and
undead matter cannot penetrate this wall, and it has AV3 for the
purposes of attacks trying to break through. Touching the wall
deals WR2. This spell lasts for one minute. It may be summoned
anywhere within 20 yards, and it requires a focus, a short
incantation, and a two-handed action.
Stone Wall
DIFF: 4
This spell creates a wall of stone 10 feet x 10 feet. This wall has AV8
for the purposes of trying to break through, and the spell lasts for
one minute. It may be summoned anywhere within 20 yards, and it
requires a short incantation, a two-handed gesture, and a rare spell
focus.
Water Breathe
DIFF: 2
The target of this spelleither the caster or an individual touched
by the elementalistis capable of breathing water for one hour.
This requires a one-minute ritual, a single-hand motion, and a single
word.
Glamours
Glamours are atypical of most magical theories. While most species
must study the Web of Life and learn the science of manipulating
it, the different faeriekind have an instinctive understanding of
the theory of Glamour. Non-faeriekind are incapable of learning
this magical skill. Because it is instinctive, the usual prerequisites
of Natural and Theoretical Sciences are not required; the only
requirement is that the character is faeriekind. Glamours combine
the effects of the Illusory theory, as well as some aspects of Primal,
and even some Divination and Necromancy. It is believed by some
scholars that all modern magic theories were derived from the basic
foundation of Glamour. Glamours are best known for illusory
effects and emotional manipulation, both of which can lend a subtle
but devastating benefit on the battlefield, but the theory is far more
diverse than even that.
DIFF
EFFECT
Per 5 mph
61
Curse
Sample spells:
Animal Speak
DIFF: 1
The faerie can speak to and understand an animal for one
minute. This spell requires a single-hand motion and the word,
Speak!
DIFF: 4
This spell reduces one of a targets attributes by 1 for one hour. This
requires touch, along with a one-minute ritual.
Darken Heart
DIFF: 2
This spell instills hate, sorrow, jealously, or any other negative
emotion on a target for a specific object or person. This lasts for one
minute. It has a 20 yard range, and requires a two-handed gesture.
DIFF: 2
This spell enables a faerie to animate an inanimate object. A toy
can jump to its feet and dance, a chair can scamper across the
room, or a tree branch can sway. The larger the object, the slower
it moves, and it cannot gain enough speed and mass to do actual
injury. The item must be within 20 yards, and it will animate as
the faerie demands for one minute.
Enchanted Sleep
Babble
Enchanting Dance
DIFF: 2
This spell will cause a target within 20 yards to fall into a deep sleep
for one hour. The target will not awaken during this time unless
they are attacked. The spell requires a spell focus, a two-handed
motion, and a short lullaby.
DIFF: 2
The target speaks only gibberish for a minute, and is unable to
speak understandable languages. This lasts for two minutes, and
can target anyone within 20 yards. This requires a single-hand
motion and the word, Babble!
DIFF: 2
The target of this spell is forced to start dancing and may only attack
or defend himself if it can be worked into the dance. This spell lasts
for one minute, and affects any target within 20 yards. This requires
a single-hand motion.
Beckon
Faerie Madness
DIFF: 3
This spell causes a target to be compelled to travel to a nearby
location. The target and the location must each be within 60
yards of the faerie. The target will feel this compulsion for five
minutes or until they arrive at the location. This spell requires a
short incantation and a single-hand motion.
Befuddle
DIFF: 2
The target will be confused and unable to comprehend what
is occurring around them. They can still defend themselves if
attacked, but may not be able to discern friend from foe if they
wish to make an attack. This spell lasts for one minute, and has a
range of 20 yards. It requires a single-hand motion.
Charm
DIFF: 2
This spell will instill love, lust, joy, or any strongly positive
emotion on a target for a specific object or person. This lasts for
one minute. It has a 20 yard range, and requires a two-handed
gesture.
Control Animal
DIFF: 2
This spell allows the mage to control an animal within 20 yards
for a single action. This requires a single word. If the command
is suicidal, the animal may re-roll a failed Resist roll.
62
DIFF: 2
This spell creates an 20-yard-radius area where strange forms
appear and vanish at random, plants grow out of unusual locations,
senses blend strangely, and generally makes those within the area
feel as if their senses have gone mad. Faeries often use this to fuel
their celebrations and social gatherings. This spell lasts for one
hour, requires a minute ritual, a two-handed motion, and a short
incantation.
Fish Swim
DIFF: 2
The target of this spelleither the caster or an individual touched
by the faerieis capable of breathing water for one hour. This
requires a one-minute ritual, a single-hand motion, and the word,
Fish!
Flight
DIFF: 2
The target of this spelleither the caster or an individual touched
by the faerieis capable of flight for one hour, flying as fast as
they can normally walk or run. This requires a one-minute ritual, a
single-hand motion, and the word, Fly!
Growth
DIFF: 2
The faerie can appear human- or elf-sized for two hours. Their
attributes do not change, but they now possess the leverage needed
to wield human-size weapons. This requires a two-handed motion
and the word, Grow!
Hidden Eyes
DIFF: 2
This spell makes it difficult to see the target, which must be touched
by the caster at the time of casting. An Awareness roll must be
made to see the target of this spell, vs the margin of success of the
casting of the spell. The target may be an object or a living being,
and the effect lasts for four minutes. The spell requires a two-handed
motion, a short incantation, and a focus item.
Illusory Beast
DIFF: 2
This spell will create a horribly frightening creature that abruptly
appears within 20 yards of the faerie, roars horribly, lasts for a
round, and then vanishes. This spell requires a two-handed motion
and the word, Surprise!
Healing
The counterpart to Combat theory is of course Healing, the
discipline of magically reversing damage to the body. Over many
centuries of refinement, practitioners of this theory have become
so well versed in the workings of the body that some are able to
use their power to harm as well. Though dedicated to the art of
mending wounds and easing pain, most healing mages will still keep
a wounding spell in their grimoiresstrictly for self-defense, of
course. Healing and Alchemy seem to go together well, and many
Healers are skilled in making healing tinctures, as well as deadly
toxins.
DIFF
EFFECT
Unweave Glamour
DIFF: 2
This margin of success in casting this spell is added to the difficulty
of all Glamour spells currently in use within 20 yards of the caster,
even spells which have already been successfully cast. If the added
difficulty would have
prevented the spell
from going off, the spell
is negated. Multiple
castings of this spell have
cumulative effect. It may
also be used to counter
a Glamour spell that
was cast within the same
round, provided it occurs
on the same initiative as
the countered spell (the
caster may hold their
action until the initiative
of the individual they
wish the counter). This
requires a focus and a
short incantation.
-1
Target is unconscious
Protection
DIFF: 4
This spell grants a target a single point of Destiny. This lasts for
three hours, and requires a three-minute ritual. The target must be
within touch range when the ritual is cast.
Shape Clanhold
DIFF: 2
This spell enables the faerie to shape wood, dirt, stone, dead flesh,
coral, stone, or other inanimate material. For one minute, the
faerie can shape this material as if it was clay, or burrow through it
without difficulty. If the material is living, such as coral or wood, it
will live in the new form without difficulty, and it is often used to
create clanholds. The spell affects the faerie, not the material. If the
spell is cancelled, it will not return the reshaped material to its old
form.
Sample spells:
Amplify Strength
DIFF: 2
This spell temporarily raises the targets STR by +1 for one minute.
The range is touch, and dont forget to apply the altered STR to
SAVE and SHRUG, as appropriate. This spell requires a short
incantation, a single-hand motion, and a spell focus.
Cooling Touch
DIFF: 1
This dissipates stun damage from a single target, healing WR2 stun
damage. This requires touch and a single word.
63
Counter Healing
DIFF: 2
This margin of success in casting this spell is added to the difficulty
of all healing spells currently in use within 20 yards of the caster,
even spells which have already been successfully cast. If the added
difficulty would have prevented the spell from going off, the spell
is negated. Multiple castings of this spell have cumulative effect.
It may also be used to counter a Healing spell that was cast within
the same round, provided it occurs on the same initiative as the
countered spell (the caster may hold their action until the initiative
of the individual they wish the counter). This requires a focus and a
short incantation.
Illusory
A combination of trickery and conjuration, this theory is the art of
making that which is not real to be perceived as real. In some cases,
a simple visual or aural manifestation is all that is necessary, while
in other cases, a fully tangible illusion is the right course of action.
This theory does both in equal measure. While the conjuration
of matter would appear to be a distinct art in and of itself, it was
actually a secondary discoveryas it is only transitory matter, it is a
byproduct of the Illusory theory.
DIFF
EFFECT
Healing
DIFF: 1
This dissipates wound damage from a single target, healing WR1
damage. This requires a single word and a touch to the target.
Mend
DIFF: 2
This spell reattaches severed tissue. The spell must be cast within one
hour of the limb being severed. It requires a single word, a singlehand motion, and a spell focus, as well as the severed limb. The
range is limited to touch.
Purify Toxins
Per AV
Regeneration
DIFF: 3
This spell allows a target to regenerate lost limbs over the course of
three days. This ritual must begin within three hours of the limb
being lost. This ritual takes 15 minutes to cast, and requires a drawn
circle, an incantation, a two-handed focus, and a rare spell focus.
Per 5 mph
DIFF: 2
This spell purifies poisons and impurities from a beverage or food,
or even from a weapon blade. It affects all within a 10-foot radius
circle, which the caster must draw. This requires the circle, as well as
a one-hour ritual, a simple incantation, a two-handed motion, and
a spell focus.
Rend
DIFF: 2
This spell causes a body to tear itself open, dealing WR3 damage. It
requires a two-handed gesture and a short invocation, and is limited
to touch range.
Sample spells:
Rest
Banshee Scream
DIFF: 1
This spell causes a single target to fall into a normal sleep. If the
target is already in need of sleep, the target may remain sleeping if
they are not disturbed after the one-minute duration is up. They
also will awaken if something occurs that would normally awaken
them. The target must be within 20 yards. This requires a single
word and a single-hand motion.
DIFF: 4
This spell creates an auditory illusion of a horrible wailing; the
source of the sound can move at the casters command. The wailing
can even be directed toward a specific target, who will take WR2
stun damage, vs their Resist roll. This lasts for one minute. It
requires a short incantation, a two-handed motion, a focus item,
and a round of ritual.
64
Disguise
Phantasmal Face
DIFF: 2
This spell enables the caster to alter his appearance or the appearance
of someone they are touching. This is entirely a visual change, and
if a dwarf is made to look like an orc, someone grasping the orcs
shoulder will quickly discover the truth. This spell lasts for one hour,
and requires a three-minute ritual.
DIFF: 2
This spell creates an illusionary face on a wall, mirror, or other flat
surface, which can speak any words the caster desires during the
duration, provided it has the casters full attention. It can appear
within 20 yards, and it will last for one minute. This requires a short
incantation, a two-handed motion, and a spell focus.
Dispel Illusions
Poisonous Taste
DIFF: 2
This margin of success in casting this spell is added to the difficulty
of all Illusory spells currently in use within 20 yards of the caster,
even spells which have already been successfully cast. If the added
difficulty would have prevented the spell from going off, the spell
is negated. Multiple castings of this spell have cumulative effect.
It may also be used to counter a Illusory spell that was cast within
the same round, provided it occurs on the same initiative as the
countered spell (the caster may hold their action until the initiative
of the individual they wish the counter). This requires a focus and a
short incantation.
DIFF: 1
This spell allows the caster to alter the sense of taste that a target has.
They may taste something sweet as bitter, or vice versa. This lasts for
one minute, and requires a single-hand motion.
False Fire
DIFF: 3
This spell creates a crackling ball of fire in the casters hands. It can
either provide light, or it can be hurled at a target within 20 yards,
dealing WR2 stun damage. The fire lasts for one minute. It requires
a short incantation, a two-handed motion, a focus item, and a
round of ritual.
Invisibility
DIFF: 4
This spell allows the caster (or another target being touched) to turn
invisible for a minute. It requires a short incantation, a two-handed
motion, and a spell focus. Attempting to strike the invisible
individual is at a -4 penalty.
65
Control Ghoul
Necromancy
A secretive and oft misunderstood art, Necromancy is not limited to
raising corpses and creating undead servants. Simply put, it is the art
of animating that which is not alive. From a golem made of stone
to a wooden stool, to a suit of armor or an ancient skeleton, the
necromancer breathes life into lifelessness, often by the transference
of living mana. There is, of course, a small but pivotal aspect to the
art that is concerned with communion with the dead. In its way,
Necromancy is a limited form of Divination or Summoning.
While not illegal in most nations, necromancers are nonetheless
carefully monitored by arcane authorities.
DIFF
EFFECT
Per AV
-1
Sample spells:
Communion with the Dead
DIFF: 2
This spell allows the caster to commune with a dead spirit and ask
questions of them. A face must be carved within a gourd, and a
body part of the target dead individual must be placed within it.
The deads voice will come from the gourd, and the caster will be
able to speak with them for an hour before the spell expires. In
addition to the creation of the container, a short incantation and
two rounds of ritual must be completed.
66
DIFF: 3
This spell allows a caster to control the mind of a ghoul. Any
potentially suicidal command or one which would cause him to
hurt someone close to him will give him an additional Resist roll.
This spell lasts for a minute, and must target a ghoul within 20
yards. The spell requires a single word, a single-hand motion, and
a spell focus. (NOTE: each different species of Undead requires a
separate spell)
Create Zombie
DIFF: 2
This spell transforms a recently deceased corpse into a zombie. The
zombie will follow the creators commands as long as he continues
to feed it what it requires. A botched roll can create an uncontrolled
ghoul. This spell requires a one-minute ritual, a short incantation,
a focus item, and an investment of one MANA into the zombie,
which is returned at its normal rate. Creating other variety of
undead require separate spells, and not all undead can be created
in this fashion. Creating Blood Children adds +4 to the difficulty;
creating Wights or Mummies adds +8 to the difficulty.
Dispel Dead
DIFF: 2
This margin of success in casting this spell is added to the difficulty
of all Necromancy spells currently in use within 20 yards of the
caster, even spells which have already been successfully cast. If the
added difficulty would have prevented the spell from going off,
the spell is negated. Multiple castings of this spell have cumulative
effect. It also may be used to counter a Necromancy spell that was
cast within the same round, provided it occurs on the same initiative
as the countered spell (the caster may hold their action until the
initiative of the individual they wish the counter). This requires a
focus and a short incantation.
Drain Mana
DIFF: 3
This spell transfers one point of Mana from the target to the caster,
and allows the caster to use it for himself. This spell lasts for one
hour, and requires a short incantation, a single-hand motion, and
a focus item. Its range is touch. If the targets MANA is reduced to
0 by this spell, and they die while in this state, the drained MANA
will stay with the caster for a day before dissipating, and the dead
victim will likely rise as a ghoul or other undead.
Ghost Shield
DIFF: 2
This spell creates an aura around a target that strikes out at those
who attack him. This spell uses the casters successes from his
original casting to determine damage. It is a WR1 attack, and it
requires a focus item, a two-handed motion, a short incantation,
and an extra round of casting time. It lasts for one minute. The
target must be within 10 feet when the spell is cast.
Peace
DIFF: 4
This spell permanently puts a corpse or spirit to rest, discontinuing
any necromantic spell currently in effect on the target, and
preventing future animation. The duration is instant. This spell
requires a short incantation and the heart of a dove. This cannot
work on an undead creature unless it is currently in a state of death.
Reanimation
DIFF: 3
This spell will cause a corpse or skeleton to rise and obey the orders
of the caster. They have WILL 1 and INT 1, while their physical
stats are based on the state of the body. The body will stay active for
two hours, after which point it will collapse. This requires a focus, a
seven-minute ritual, a two-handed motion, a short incantation, and
a circle drawn around the creature that is being raised.
Spy
DIFF: 4
This allows the caster to create, animate, and control a small golem
from mud and wood. This small winged creature can fly and will
obey the mental commands of its creator. The caster can see through
the golems eyes, though while he is doing so, he is unaware of his
own surroundings. It has AGL 2, and effectively STR 0 and DEX
0. The golem lasts for one day, and its creation requires a Craft roll,
a three-hour ritual, a drawn circle into which the golem is placed, a
few drops of the casters blood, and a short incantation.
Transfer Mana
DIFF: 2
This spell transfers one point of MANA from the caster to the
target, and allows the target to use it for himself. This spell lasts for
one hour, and requires a short incantation, a single-hand motion,
and a focus item. Its range is touch. If the casters MANA is reduced
to 0 and he dies while in this state, that MANA remains with the
target for a day before dissipating, and the caster will likely rise as a
ghoul or other undead.
67
Primal
The Primal theory plays on the most basic foundation of the Web of
Life. Most Academ-Arcanae do not teach much Primal, relegating it
to a side discipline. However, due to its unique approach to the Web
of Life, it is seen as a usefulif somewhat obscureobject lesson.
Primal is concerned with the manipulation of nature and natural
energies, often taking on transformational properties. It is useful for
summoning and/or communing with animals and the like. Primal
spells categorize animals into five groups: birds, mammals, reptiles/
amphibians, fish, and invertebrates. A spell to control birds will not
control mammals, but an otherwise identical spell can be selected.
Note that these spells do not affect sentient beings, no matter how
animal-like.
DIFF
EFFECT
Response is audio
Animate Plants
-1
DIFF: 1
The caster can cause a plant to animate, taking a single action. The
planet cannot uproot itself, but it can lash its branches or exposed
roots, tangle itself around a target, etc. The plant must be within 20
yards. It cannot deal damage.
-3
68
Sample spells:
Control Bird
DIFF: 1
This spell allows the mage to control a bird within 20 yards for
a single action. This requires a single word. If the command is
suicidal, they gain +2 to their Resist target.
Counter Primal
DIFF: 2
This margin of success in casting this spell is added to the difficulty
of all Primal spells currently in use within 20 yards of the caster,
even spells which have already been successfully cast. If the added
difficulty would have prevented the spell from going off, the spell is
negated. Multiple castings of this spell have cumulative effect. It also
may be used to counter a Primal spell that was cast within the same
round, provided it occurs on the same initiative as the countered
spell (the caster may hold their action until the initiative of the
individual they wish the counter). This requires a focus and a short
incantation.
Lizard Possession
DIFF: 2
The caster can possess a lizard or amphibian, taking command of
its mind and placing his own consciousness within the animal. His
own body is left behind, catatonic for the duration. If the animal is
killed, the caster takes the animals SHRUG in damage. The spell
lasts for up to one hour, and it requires the animal be within 20
yards and within line of sight of the mage. The spell requires a oneminute ritual.
Plant Growth
DIFF: 2
The target plant ages and grows, gaining +10 to its DP, up to a
maximum of its full adult size. Each DP takes one action to grow.
The effect is considered instant. The plant must be within 20 yards
and within line of sight. The spell requires a short incantation, a
two-handed motion, and a focus item.
Summon Mammal
DIFF: 1
The mage can summon any one type of mammal to his side. The
animal will come quickly to the site of the summoner, at which
point, it will go to the site of the summons as quickly as it is able,
at which point it is released from the control of the spell and will
behave normally. The animal must be somewhere within 60 yards.
Wall of Thorns
DIFF: 2
This spell creates a 10 feet x 10 feet wall of thorny vegetation that
obscures line of sight and prevents passage. The wall has AV4, and
WR1. This spell lasts for one minute, and requires a two-handed
gesture, a spell focus, a short incantation, and a one-round ritual.
Plant Shape
DIFF: 1
This spell enables the mage to shape any living plant material.
For one minute, the mage can shape the plant as if it were clay, or
burrow through it without difficulty. The plant will live in the new
form without difficulty, and it is often used to create shelters. The
spell affects the mage, not the plant; canceling the spell will not
undo the reshaped plant.
Shapeshift to Bear
DIFF: 2
This spell allows the mage or someone he is touching to shapeshift
into a bear, and their physical attributes alter to match those of
the creature. This lasts for three hours, and requires a three-minute
ritual, a short incantation, and a two-handed gesture.
Shapeshift to Mouse
DIFF: 1
The mage or someone they are touching shapeshift into a mouse,
though they retain all their same attributes. This lasts for 5 minutes,
and requires a one round ritual, a short incantation, and a twohanded gesture.
69
Summoning
The arcane theory known as Summoning is viewed with a great deal
of suspicion in many nations, and not without reason. This theory
specifically concerns the summoning and control of supernatural
creatures, including spirits, the undead, angels, and demons. Mages
who engage in the practice are often given a wide berth, and subject
to excessive scrutiny. It is a difficult and risky theory to undertake,
and those who cannot control the forces they summon are seen
to get exactly what they deserve. Summoning spells must specify
the specific type of being determined when the spell is purchased.
For instance, a summon cherub spell is wholly different from a
summon goblin spell. Some varieties of demonics and angelics
cannot be summoned, nor can any god, ancestor spirit, totem,
or saint. Summoning spells require that the caster know the
summoned creature by sightif they have been given a description
of a montaka but have never seen one, they cannot learn the spell.
Summoning spells and controlling spells are always two separate
spells, and they cannot be combined into a single spell. Once a
target has been summoned, the mage must quickly cast a controlling
spell to use what it has just summoned. The listed summon and
control spells can be altered to summon a specific species of
demonic, angelic, animal, undead, or mortal species.
DIFF
EFFECT
Audio manifestation
Ethereal manifestation
-1
Target is stranger
Target is hostile
-3
Sample spells:
Banish Demon
DIFF: 3
This spell returns a demonic entity to the Caverns of Chaos. This
requires a single-hand motion, a single word, and a spell focus. Note
that banishing Angelics to the City of Truth is a separate spell.
Control Human
DIFF: 3
This spell allows a caster to control the mind of a human. Any
potentially suicidal command or one that would cause him to hurt
someone close to him will give him an additional Resist roll. This
spell lasts for one minute, and must target a human within 20 yards.
The spell requires a single word, a single-hand motion, and a spell
focus.
70
Counter Summoning
DIFF: 2
This margin of success in casting this spell is added to the difficulty
of all Summoning spells currently in use within 20 yards of the
caster, even spells which have already been successfully cast. If the
added difficulty would have prevented the spell from going off,
the spell is negated. Multiple castings of this spell have cumulative
effect. It may also be used to counter a Summoning spell that was
cast within the same round, provided it occurs on the same initiative
as the countered spell (the caster may hold their action until the
initiative of the individual they wish the counter). This requires a
focus and a short incantation.
Folk Magic
Folk magic is a low-powered system of enchantments and other
effects, usually with a practical or entertainment purpose. They are
passed down through oral tradition, usually, and are typically not
written down. Creation of new Folk Magic spells are long processes
involving a slow trickling down from an established theory over
many generations, so there are no rules for the creation of new folk
magic spells. Folk Magic doesnt have the normal prerequisites that
other magic theories have, making them easier for the uninitiated to
learn. Folk Magic spells can be learned by any other magic theory as
well, but these spells are the only spells available to the untutored.
All Folk Magic spells are DIFF 1.
Animal Speak
Matter Shift
DIFF: 2
This spell transports 10 pounds of matter from one location to
another. Both locations must be within 10 yards of the caster, and
must be within eyesight. This spell requires a single word, a singlehand motion, and a spell focus.
DIFF: 1
This spell allows simple telepathic communication with any animal
in line of sight. The responses are simple words, and it lasts for five
minutes. a single-hand motion and the word speak, followed by a
simple incantation, including a piece of fur as a focus, are required.
Dousing
Summon Human
DIFF: 2
The caster can summon a human to his location. If the caster knows
the specific name of a target (their whole true name), then he can
target that individual. If he does not, then the closest human can
be summoned instead. The spell target is teleported to the mage,
within a circle the caster must draw. The spell requires a circle, a
short incantation, and a two-handed motion.
Teleport
DIFF: 2
The caster can teleport himself any any objects worn on his person
to any spot in the world he is very familiar with. This spell requires a
two-handed gesture and a short incantation.
DIFF: 1
This spell will make the caster sensitive to any potable water. For
10 minutes after casting, the caster may make Awareness checks
to feel any potable water within range, using a common branch
for sensing. This spell requires the use of the word water and a
divining rod.
Float
DIFF: 1
This spell can lift a single object up to 10 lbs. up to 10 vertically,
lasts for 10 minutes. This spell requires a single-hand motion and
the word feather-light, followed by a simple incantation.
Light
DIFF: 1
This spell creates a candle-sized globe of light for five minutes. It
requires a hand-motion and the word light.
Spark
DIFF: 1
This spell creates a candle-size flame, which is created over the
course of one round. This can be used to ignite flammable material.
The word ignite is needed, along with the wave of a hand over the
targeted area.
Tune
DIFF: 1
This spell perfectly tunes a single instrument. It has an instant
duration, and it will go out of tune again over time of its own
accord. Requires a single-hand motion and a short play of the
instrument.
71
Requirements
EFFECT
-1
-1
Single word
-1
-1
-2
-2
-2
Short incantation
-2
-2
-3
-1
Sacrice
ocial and legal views on the taking of life (both sentient and
animal) will vary from nation to nation, however the effects of
sacrifice on magic and divinity are concrete.
A mage who is present at the moment of death may capture
the victims MANA as it dissipates into the Web of Life, so long as
the mage has a method for doing so. MANA may be stored in any
object that has been prepared by an enchanter to receive it. The
full amount of the victims MANA is stored in the object and can
be invoked at any time by any mage in possession of the so-called
mana stone. Each point of stored MANA released in spellcasting
adds +1 to the Target Number of whichever spell the mage is
casting. All or part of the stored MANA may be used. There is no
limit to the amount of MANA that can be used in this way.
If there is no handy storage device, a mage may use the
escaping MANA for spellcasting, as long as he is in the immediate
vicinity of the victim. All or part of the escaping MANA may be
used. MANA dissipates from a freshly dead body at a rate of 1 point
every round if it is not used immediately.
In some cultures, blood sacrifice is seen as a way to bolster or
repair the Web of Life, especially if it has been depleted through
the use of Chaos magic. The elf nation of Zeah has so fostered this
practice that the Web of Life has become literally choked with
power in their domain.
72
Familiarship
The character can understand any of the animals species, and the
familiar can understand (though not speak) the casters native tongue.
(+1)
The character can put all his senses into the animal. He does not
gain any power over the familiar; he merely rides along as a passenger.
During this time, the mage is completely oblivious to what is going
on around his own body, is incapable of any movement, and is for all
purposes defenseless. This may be done at any time for any duration.
(+1)
The character can sense the emotional and mental state of the
familiar and vice versa. (+1)
The caster will always know the exact location of the familiar (within
the range of the mages MANA in miles), and vice versa. (+1)
The mage gains a skill of the familiar, up to the familiars level (+3
per point)
The familiar gains a rudimentary INT 1 (though it cannot be
raised); Cunning becomes the Perception attribute. (+2)
The caster can communicate with the animal in non-verbal yet
complex terms. (+2)
Non-Corporeal (N) skills or prayers that affect the caster (either
positive or negative) will affect the familiar to the same degree, and vice
versa. Corporeal (C) spells and prayers are not affected by this ability
(+2)
The mage can put all his senses into the animal and control it
completely. During this time, he is completely oblivious to what is going
on around his own body, is incapable of any movement, and is for all
purposes defenseless. This may be done at any time for any duration.
(+3)
The caster may take wounds for the familiar and vice versa. Damage
must be from a single source, but may be distributed as the mage desires.
He should be aware of the consequences of the death of the familiar.
(+3)
The following penalties may be taken to reduce the cost of the
familiar, but the cost of the familiar can never be reduced less than 2.
The death of the familiar will cause the mage to go into shock and
take 15 stun damage. The death of the mage will do the same to the
familiar. (-1)
All damage the familiar takes will also be taken by the mage, and
vice versa. (-2)
73
~ Lab Magicks ~
Alchemy
74
DIFF
EFFECT
-1
Target is common
-2
Target is uncommon
-3
Target is rare
-4
Healing Potion
Requires Healing
DIFF: 1 alchemy, 1 healing
This alters a fluid so that it will heal 1 Wound level of damage of
any who drinks it.
Deadspeak Potion
Requires Necromancy
DIFF: 1 alchemy, 2 necromancy
This alters a fluid so that, when poured down the throat of a corpse,
will allow that corpse to become a conduit to its departed soul. Its
spirit may choose to communicate through its corpse, though it is
under no obligation to do so.
Faerie Food
Requires Glamour
DIFF: 1 alchemy, 2 glamour
This alters food so that any who eat it will become incredibly
confused and unable to discern what is going on around them.
They can defend themselves if attacked, but if they attack back, they
cannot discern friend from foe.
Enchantment
DIFF
DURATION
Single use
-2
-4
-3
-2
DIFF
TRIGGER
-1
Permanently active
-2
-3
-1
RANGE
Touch
75
DIFF
EFFECTS
Per AV granted
Healing Effects
Audio manifestation
Ethereal manifestation
Illusory Effects
1
-1
-1
-4
-8
DIFF
CREATION
Necromancy Effects
1
DIFF
MATERIALS
-1
Divination Effects
-1
-2
-4
Response is audio
76
Healing Salve
This salve heals 2 Wound Levels of damage to the person it is
applied to. User only (0), touch (0), single use (0), destroyed after
use (-2), instant duration (0), enchantment remains indefinitely (0),
basic trigger action (0), restores 2 Wound Levels of damage (4).
Total DIFF = 2
Time to create = 2 days
Cost to make = 200 geld
Cloak of Invisibility
The wearer of this cloak turns invisible at will for up to one-hour
duration. User only (0), touch (0), 10 uses (2), one-hour duration
(4), enchantment remains indefinitely (0), basic trigger action (0),
complex visual effect (2).
Total DIFF = 8
Time to create = 8 days
Cost to make = 800 geld
Intelligence
This enchantment is often applied to mechanical creations to give
them self-awareness. They are not particularly bright, however, and
have no self-direction, so they will obey simple commands of their
creator (or current owner). Single target (1), touch (0), permanently
active (2), +1 Int (3), instant duration (0), enchantment remains
indefinitely (0)
Total DIFF = 6
Time to create = 6 days
Cost to make = 600 geld
Amulet of Regeneration
This amulet will allow a person who wears it to regenerate lost
limbs. The wounded person does not heal any faster than normal,
but when a wound is healed, any lost limbs will be restored. The
affected body must have some life force, therefore the amulet is
worthless on a corpse. Being decapitated will still kill most beings
wearing such an amulet. Single target (1), touch (0), permanently
active (2), regenerates lost tissue (4), instant duration (0),
enchantment remains indefinitely (0)
Total DIFF = 7
Time to create = 7 days
Cost to make = 700 geld
Dragon Staff
This item shoots a concentrated ball of heat/flame at a target up to
20 yards away. Single target (1), 20 yd range (2), 10 uses (2), WIL
check required to use (-3), WR3 (6)
Total DIFF = 8
Time to create = 8 days
Cost to make = 800 geld
Runecraft
77
Ethnic Differences
The Runeset
The following runes include the runic magic set. The runes shown
are the dwarven alphabet; though the elven and trollish alphabets
have a different appearance, they are in all other ways identical.
The dwarves of Raihar use runes as a pictographic alphabet, and as
such, there are numerous runes with limited magical effects (such as
a rune for home). The runes listed here are those which are used
for direct runic effects; others exist which are not used for general
magical use, except as a focus for an enchantment rune.
RUNE
O
&
.
R
0
2
6+
=
H
$
Y
7
8
:
[
<
?
F
G
I
J
K
N
P
D
Q
,
S
Z
+
MEANING
POSSIBLE EFFECTS
DIFF
Open
no specific effects
Close
no specific effects
From/
To
Deity
Heal
Ice/Fire/
Lightning/
Quake/
Air/Earth/
Water
Increase
Join
Merges attributes of two targets (the second target must be noted as a separate rune)
Kill/Death/
Life
Magic
+1 or -1 MANA
Protect
AV1
Pull
Summons target
Release
Disenchants target
Search
+1 or -1 PER
Sleep
Speed
+1 or -1 AGL, DEX, or WA
Strength
+1 or -1 STR
Prayer
Thunder
Banish
Undead, ghost or demon is sent to the Underworld or target unable to enter area.
Battle
+1 or -1 combat skill
Carry
+3 or -3 Strength Feat
Contain
Target is immobile
Decrease
Target shrinks by 50%; loses half STR and Shrug (round up)
Domesticate
Fly
Teleport
Weapon
+1 or -1 WR
Mind
Wound
79
Mechanical
Sample Rune Combinations:
Soul-Drinker
DIFF 5
O0 D &
Soul-Stealer
DIFF 5
O0 D &
Flame Blade
DIFF 4
Lightning Rod
DIFF 4
Disenchant
DIFF 1
TARGET
No target
User only
-1
DIFF
80
RANGE
Touch
DIFF
DIFF
TRIGGER
EXAMPLE
-1
-2
Complex trigger
actions
-3
Trigger requires
DEX check vs target
number of 7
Permanently active
Mechanical armor
DURATION
Single use
-2
-1
-2
-3
+1 per
effect
Device is permanent
DIFF
EFFECTS
EXAMPLE
Offensive Effects
1
Clockwork rifle
Net gun
Defensive Effects
1
Per AV granted
Reinforced shield
Reinforced body
Physical Effects
1
Smoke generator
Per 5 mph
81
MATERIALS
-1
-1
-4
-8
DIFF
CREATION
-1
Messenger Bird
A mechanical bird designed to carry a message to a distant target,
and return to the creator with a response. Single target (1), target
out of sight (1), two uses (-1), device requires repair every 2 uses (2), complex trigger action (-2), complex appearance (2), 20 altitude
(2), 20 mph (4)
Total DIFF = 7 (6 to create)
Time to create = 7 days
Cost to make = 700 geld
Additional requirements: Enchantment to grant autonomy.
Clockwork Engine
A clockwork engine that powers a fan, creating wind for a boat
(or airship)s sails. No target (0), touch (0), two uses (-1), device
requires repair every 2 uses (-2), 1 day duration (4), complex trigger
action (-2), 30 mph (6)
Total DIFF = 5
Time to create = 5 days
Cost to make = 500 geld
82
~ Chaos ~
Calling on Chaos
Any mage can call on the primal force of Chaos, though it leaves
strong evidence on the Web of Life. To call on chaos is a precise
process of cutting the strands of the Web of Life while casting a spell
to more easily achieve the effect of the magic. The more strands that
are cut, the easier the spell is to cast, but the more damage is done
to the Web in the process.
A mage calling on chaos agrees to take a set amount of damage. This
damage cannot be reduced, redirected, or negated, though it can
be healed once it has been taken. For each Wound Level that the
mage takes, he gains his SHRUG in additional points to his MANA
for the casting of that spell. However, the consequences of this
cutting do not end at the damage he takes. The area surrounding
the mage will have a much weaker Web of Life, thus making further
spellcasting more difficult. The penalty for subsequent spellcasting
will be -1 to the casters MANA in a 5-yard radius times the initial
bonus taken. Insects, mice, sparrows, flowers, grasses, and other
small life forms will likely die within this radius. The Web heals
itself at one MANA point per week, narrowing down to the center
of the original casting area by 5 yards per week. The life within the
area can only heal naturally, thus the area will not replenish itself
unless other natural healing processes take place. Any mage can
sense when the Web of Life has been damaged in an area, and he
will be able to tell which mage cut the strands if he is close enough
to sense the magic signature, which will remain in place until the
Web has healed.
Scale becomes increasingly important when invoking Chaos, and
the aftermath can be horribly destructive, both to the environment
and to the caster. Local rule of law and other natural consequences
also are set in motion when a character uses Chaos, a fact both
players and GM should keep in mind.
Example:
Nazim Kharris is going to cast a spell while calling on Chaos.
He agrees to take 1 Wound Level of damage, which gives him his
SHRUG 4 as a casting bonus (+4 to his MANA for the casting of
this spell). Within this 20-yard radius, all subsequent spells will
suffer a -4 MANA drain. Within a week, the drain is 3; within
two weeks it is 2; within three weeks, it is -1; within four weeks,
the area should be healed and back to normal.
If Nazim had chosen, he could have taken 2 Wound Levels
(Light Wound) and has twice his SHRUG (+8 to his MANA for
casting the spell) and the area within 40 yards would be at -8
MANA and take eight weeks to fully heal.
83
~ Priestly Virtues ~
he world of Nia is a world of both science and faith, coexisting side by side. A flat
plane suspended in space, Nia is watched over by a pantheon of gods and spirits as
real as any mortal.
Though the gods have a very tangible presence on Nia, they are, to most mortals,
unfathomable. Through religion, led by the priests, shamans, and other holy men and
women, the mortal world can understand and honor the gods. As a mage manipulates
natural forces and alters the Web of Life, a priest channels divine power through the conduit of
his soul. Although the prayer chanting and creation rules are basically the same as arcane magic,
the basic premises differ.
The priest performs
devoted rituals and chants
prayers as opposed to casting
spells. Many priests keep their
prayers written in their personal
prayer book, and each priest
can alter the prayer to fit his
own character concept. Because
priests are leaders in their
community, they are required
to select at least three prayers
from the Common Prayers list.
These Common Prayers cannot
be altered, and they must be
purchased with the initial skill
points.
Priests use the Devotion
skill (based on the SPIRIT
attribute). This serves several
functions: the more devoted
the priest is to his deity or
pantheon, the more likely a
prayer will be answered with
the desired effect; in addition,
if a priest fails the chanting
of a prayer, all of that divine
power he called upon will short-circuit in his body, causing him damage. Also, as the whims of
the gods change with the wind, a priest who is in high favor today may find himself deserted
tomorrow. Priests can be found on the battlefield, not only in a ministerial capacity, but often
as chaplains wearing blessed armor and wielding holy weapons as they call lightning down
from the sky.
Chanting Prayers
hen chanting a prayer, simply make a skill check versus the Target Number of
SPIRIT plus Devotion. Be sure to factor the DIFF of the prayer as a penalty to the
Target Number. If the result is equal to or less than the Target Number, the prayer
was effective, and any margin of success will multiply any variable prayer effects.
84
Blasphemy
Daily Devotional
Priests Prerogative
Example:
Brother Reynald of the Order of Oriaal chants his morning
Devotional and gets a success margin of 3. Thats an additional three
points he can use to increase the Target Number of any prayer that
day. Either +1 for three Prayers, +1 for one and +2 for another, or
+3 for one prayer. Point use is at the priests discretion, but once used
they are gone for good (and if unused, do not carry over to the next
day; every new Devotional yields divine favor for that day and only
that day).
Sample Prayers
85
Bharas Wolf
Communion
This is the virtue of communication with the priests deity. All gods
are capable of answering Communion prayers.
DIFF
EFFECT
DIFF: 5
Upon successfully completing this spell, the priest gains a wolf
companion as a gift from Bhara. (This spell will not work if
the supplicant also is a mage and possesses a familiar; it will
automatically fail. If they gain a familiar later, this prayer will be
cancelled.) The wolf is counted both as a follower of the faith, as
well as a rare focus item for the purposes of prayers. The guide will
follow and obey the priest, but should it be killed, the priest will
suffer a -2 penalty to Devotion rolls for a week due to his deitys
anger. This spell requires a one-hour ritual. (NOTE: other gods
may use different types of animals. Tiny animals, such as ferrets or
squirrels, may have a difficulty of only 2; small animals, such as a
wildcat, will have a difficulty of 3; a dog or badger-sized animal will
have a difficulty of 4; a bear or horse may have a difficulty of 6; an
elephant or warhawk may have a difficulty of 7; and monstrouslylarge animals, such as cavernmouths, may have a difficulty of 8.)
Receive an omen
Dalahs Command
DIFF: 2
This prayer forces an animal to obey a short command. This
command must not threaten the life of the target or those close
to them, and it must take no more time than a single action. This
prayer requires a holy symbol, a short supplication, and a twohanded motion.
Lasts for one minute, and affects any target within 20 yards. This
requires a single-hand motion.
Deyeus Breath
Sample prayers:
Aghalis Control
DIFF: 2
This prayer forces a sentient target to obey a short command. This
command must not threaten the life of the target or those close
to them, and it must take no more time than a single action. This
prayer requires a holy symbol, a short supplication, and a twohanded motion. Lasts for one minute, and affects any target within
20 yards. This requires a single-hand motion.
DIFF: 2
The target of this invocationeither the caster or an individual
touched by the priestis capable of breathing water for one hour.
This requires a one-minute ritual, a single-hand motion, and a short
prayer.
Divine Communion
DIFF: 3
This prayer allows a priest a short audience with their deity, if it
chooses to answer. For up to one minute, the priest may speak
directly with his deity, though he is not guaranteed any particular
response. This prayer requires a short supplication, a holy symbol, a
two-handed motion, and an extra round spent in prayer.
Margs Horror
DIFF: 1
The supplicant takes on the very image of Marg, horrifying
those who see him. This prayer requires a holy symbol, a short
supplication, and a single-hand motion.
Akaars Wings
DIFF: 3
The supplicant is able to rise into the air to commune with Akaars
element. He can fly up to 40 yards, or up to one minute. This
prayer requires a holy symbol, a short incantation, a two-handed
motion, and a two-round ritual.
86
Healing
This is the invocation of divine healing and restoration. Even
resurrection is not beyond the power of the gods, though such
miracles are rare.
DIFF
1
EFFECT
Line of sight, single target, 20 yds, basic visual, basic
audio, instant
Stowaddys Refreshment
DIFF: 1
This prayer dissipates stun damage from a target. This heals WR3
stun damage, range of touch, and requires a short supplication and
a holy symbol.
Rellians Rebirth
DIFF: 2
This prayer allows a target to regenerate lost limbs over the course
of three days. This ritual must begin within three hours of the limb
being lost. This ritual takes 15 minutes to cast, and requires a drawn
circle, an incantation, a two-handed focus, and a rare prayer focus.
The range is touch.
Per 3 radius
Bharas Sleep
DIFF: 1
This causes a target to fall into a dreamless sleep. WR1 healing will
occur at the end of the deep sleep period, which lasts for one hour.
This requires a short supplication, a holy symbol, a two-handed
motion, and an additional two rounds of ritual. The range is touch.
Sample prayers:
Touch of Dalah
DIFF: 2
This prayer dissipates wound or stun damage from a target. A short
supplication is needed, and the range is touch. WR2 damage is
healed.
Rais Forging
DIFF: 2
This prayer reattaches severed tissues within an hour of detachment.
A single word, a single-hand motion, and a holy symbol is required,
as is the missing limb for reattachment. The range is touch.
Purification of Aeledon
DIFF: 1
This purges poisons and impurities from a single target. The target
must be within 20 yards, and the prayer requires supplication, a
single-hand motion, and a holy symbol. The target will take no
further damage from poisons, unless he is poisoned again.
87
Wrath
This is the invocation of divine anger. The most feared of priestly
abilities, this allows the priest to call down lightning, or even create
plagues.
Protection
This is the invocation of protection for the gods followers.
DIFF
EFFECT
DIFF
EFFECT
Per AV
Per area of the body (head, upper chest, lower leg, etc.)
+1 or -1 to target skill
+1 or -1 to target stat
Immune to toxins
Levitation
Sample prayers:
Skin of Shalekk
DIFF: 4
This prayer provides the supplicant or someone being touched
by the supplicant with a thick draconic skin. This skin lasts for
a minute, and has AV6. It requires a short supplication, a holy
symbol, and a two-handed gesture.
Jinaldas Circle
DIFF: 3
This prayer, which requires a 10-foot radius circle to be drawn,
creates an armored sphere of protection around that circle with
AV3. The prayer lasts for one minute, and requires a holy symbol
and a short supplication.
Sample prayers:
Blight of Hausha
DIFF: 2
The priest summons a swarm of locusts that fill a 10-foot radius
within 20 yards. They remain there for one round, at which point
they behave as normal animals and will likely flee the area. This
prayer requires a holy symbol.
Deains Smiting
DIFF: 2
The strength of Deain guides the supplicants blow with devastating
effect (or it can be granted to another being touched by the
supplicant). The target of the prayer gains +2 to their Strength for
the purposes of combat, and requires a short supplication and a holy
symbol.
Rain of Fire
DIFF: 2
Fire and ash rain down on an area up to 20 yards away, with a 10foot diameter. This deals WR2 to all individuals within that area.
This requires a holy symbol, a short supplication, and a two-handed
gesture.
88
Common Prayers
Like Folk Magic, Common Prayers are typically an oral tradition
available to the uninitiated. One can take the following prayers
with Devotion, or with the Common Prayer skill, which lacks
the prerequisites of Devotion. Like Folk Magic, these prayers take
generations to move from the more traditional format of Devotion,
so there are no rules for creation of new prayers.
Blessing
DIFF 1
A blessing has a couple basic effects. The specific purpose should be
declared before invocation of the Blessing. Effects are:
Heal Wound Blessing can heal 1 Wound Level for every 3 points
of the prayers margin of success (round up). The process requires
a short invocation and touch. Effects take one hour per targets
SHRUG for every level of Stun healed. The more minor the
damage, the faster it is to heal.
Consecration Blessing can consecrate the bed or comparable
immediate space surrounding the blessed. The blessed becomes
spiritually invisible to malevolent spirits, demons, and undead.
Duration lasts one hour per margin of success, and requires a short
invocation and touch.
Direction
DIFF: 1
The invoker is pulled or pointed in the direction sought (find me
the way out of this forest). This requires a single-hand motion, a
dance, and a feather.
Forecast
DIFF: 1
This prayer allows a simple agricultural or weather question to be
answered with a one-word answer within half a day of the asking
(which usually comes in the form of a dream). This requires hand
motions and a complex dance with prayer, followed by sleep or
meditation.
Luck
DIFF: 1
The devotee may add +1 to the target of any single roll at some
point during the day. This requires a number of hand motions with
a prayer and a piece of leather. It may only be cast once per day.
Purify Water
DIFF: 1
This prayer purifies a gallon of water. This requires a prayer recited
with several hand motions after drawing a circle in the dirt around
the water container.
here are numerous gods on Nia, and this has led to several
different faiths and religions, many of which have distinct
orders within the church that are sometimes at odds with
each other. From the ancient Elementalist Church and shamanism,
to the relatively recent faiths of Shalekkniar and Rellianism, the
faiths of the world are diverse and varied.
Shamanism
Take Care
DIFF: 1
This prayer gives the devotee AV1 for the day. This requires a
number of hand motions with prayer and a piece of leather.
89
Elementalist Church
Dalahists
alahists are those who worship Dalah, the earth mother, above
the others. Dalahists tend to be passive and nonviolent; it
was a priest of Dalah who invented Dalahar, a passive unarmed
combat style designed exclusively around defense. Most Dalahists
are vegetarian, as Dalah created the animals of the world as her
children, and to consume her children would akin to eating a
sibling. (Fish, generally believed to be created by Deyeus, and
some species of birds, from Haushas domain, are allowed as a meat
source, however.)
Dalahist priests generally shave their heads. More than a
method of announcing their faith, they shave their head as a sign of
penance and grief. Dalahs dwarf children were stolen from her side,
and they grieve for her loss; in addition, Dalahs revenge against
Deain for her rape caused further ills on the world, for which the
Dalahists help her show penance.
Dalahists tend to be soft spoken and kind-hearted, and they
believe that to pass up a being truly in need without rendering aid is
one of the worst sins a mortal can commit. They are generous with
their aid and are often renowned for their healing abilities.
Cult of RaiMun
90
Cult of Deyeus
Cult of Hausha
Brother Storms
Brother Storms, the male members of the cult, are responsible for
keeping the home fires burning. Passion is more important than
travel to a Brother Storm, and their temples are typically more
organized and regimented than those of their sisters. Followers of
Zoen, combat is also important, and most Brother Storms have
at least basic training in combat. Brother Storms are typically the
members that run the churches, provide food to the poor, and
provide other local services.
Stormriders
Stormriders are a group within the Brother Storms, acting as
the guardians and warriors of the order. They are sentries and
soldiers, protecting the temples of Hausha and Zoen. Those
Brother Storms found worthy are given a sword from Zoen
himself; these weapons are powerful magical artifacts, meant to
help these warriors in their defense of the faith. Those granted
Zoens swords are called Stormriders, and they are among the
fiercest warriors in the world.
Sister Winds
Sister Winds are generally the Haushans who bring the faith to
new regions. Less likely to stand still than their brothers, they are
driven to act as missionaries, bringing their faith to new lands
and territories. They also help keep the cult organized, even over
expansive regions, bringing news from one temple to the others.
Finding a Sister Wind traveling with a caravan is a common sight,
and they will often take positions as guardians and defenders.
Windriders
Those Sister Winds found most worthy by Hausha herself are
granted feathered wings by the goddess. Those so blessed are
known among the Sister Winds as Windriders, and they are
charged with a divine task of guardianship, more so than the
rest of their sisters. The Windriders are expected to guard the
faithful, particularly on long journeys. While the Stormriders
protect the home and hearth, the Windriders guard the roads
and rivers. Their feathered wings aid them in their duty, as they
are magically enhanced and enable the Windrider to fly.
Dalah Nyeh
Cult of Bhara
Aeledonites
91
Heralds of Ellipol
Jinaldans
so that all may be trained in defending the Web of Life. Scholars are
sometimes found among those who worship Jinalda, though they
are more often found as followers of Aeledon.
Cult of Rhana
hana is the only goddess within this pantheon that was not a
direct child of Dalah, but was instead an elven woman who
lived many thousands of years ago. Rhana is the Mother of Man,
who birthed the human race by being seduced by Aghali in the
form of her husband. This cult tends to have little patience for the
Cult of Aghali, but it is otherwise tolerant and forgiving of
many foibles and oversights. They preach love, tolerance, and
faithfulness, believing in the sanctity of marriage and that the
preservation of society starts in the home. The Cult of
Rhana has the largest human following within
the Dalah Nyeh, particularly since their
followers tend to adopt kinless humans into
their care.
They are a female-dominated cult; male
priests are rare. Male followers are expected to
be the guardians of the home, keeping constant
vigil lest a hidden trouble strike unexpectedly.
Followers of Rhana are often found as midwives,
doctors, or foster parents. Following a mostly
pacifist doctrine, they believe that children
are sacred and must be defended, and
threatening a child is one of the few things
that can drive a Rhanan to violence.
Within a village or town, they focus
their work on healing, distributing food
to the needy, and keeping the home fires
burning. They also help protect widows,
seeing them as symbols of Rhanas later years.
Cult of Tothas
Nyeh oDeain
Cult of Deain
Cult of Daro
Cult of Erdyo
93
Cult of Ordannis
Cult of Roliel
Church of Marg
Cult of Stowaddy
Cult of Torahn
Winds of Chaos
Reapers
Reapers are the most feared
sect within the Margist faith.
Their primary goal is to
destroy society from within
through the torture and
sacrifice of innocent victims.
They have been known to
wipe out entire communities
with their rituals and blood
quests.
The most respected
Reapers are the Reaper
Knights. These warriors
wear ceremonial armor
constructed of dragon bone,
ornately carved with troll
runes, and skirts made of
human flesh. They carry trollforged weapons engraved
with powerful runes, said
to be capable of draining a
persons very soul. The Reaper
Knights act as the guardians for the
sect, as well as for the Church of Marg as a whole, and they follow
a basic doctrine which states that no life is sacred, not even their
own. All must be destroyed in Margs fire before New Birth can
occur. Marg will often resurrect Reaper Knights who serve him
well as undead Wraiths (see page 150).
Cult of Aghali
95
The Exhortiad
Elderseekers
Saintors
Order of Rai
Order of Azoth
Shalekkniar
(shal-eck-NIGH-arr)
Nimelekk (nih-MEL-eck)
Nifurak (nih-FUR-ack)
his order worships Furak, the dragon of the sea. Furak was
charged to learn, and the members of Nifurak obey this
edict. Though not all followers of Furak are scholars,
they keep their minds open to learn new things in every
task they undertake. Priests of Furak are often teachers
and advisors, aiding others in ways of learning. The
order of Nifurak is visible in day-to-day life among the
Kilmoorians and Kharhounai, however their rituals are
a secret to all but the initiated. A mysterious sect, they
possess much ancient knowledge, which they keep for
their own enigmatic purposes.
Niakaar (nih-ACK-ah-arr)
Nishalekk (nih-SHAL-eck)
97
~ Deities, Saints ~
~ & Holy Places ~
98
Ancestor Spirits
Appearance: Varies widely.
Embodiment: Important characteristics within a culture.
Persona: Ancestor spirits vary widely in appearance, temperament,
and even in the types of prayers they answer. Ancestor spirits are
always the spirit of an elder member of the tribe who in some
manner achieved divine strength, and can thus answer prayers.
Patron of: Tribal groups.
Symbol: Varies, if any.
Invocations: Varies; any two (plus Communion).
Lessons: Varies depending on the spirit.
Caverns of Chaos
Dawn
City of Truth
An enormous walled city in the center of the Underworld where
the just and true go to dine and await their return to the world
as newborn children. It is also where many of the gods are said to
reside.
Creator
The powerful intelligence that created the entire universe; most
every religion recognizes Creator at the head. Few, however, pray
directly to Creator, as the deity tends to be impersonal and distant.
99
Dragon Gods
Appearance: All the Dragon Gods are greater dragons, but their
appearance can otherwise vary greatly.
Embodiment: Varies.
Persona: Varies. These are the Greater Dragons who have been
worshiped after their death, and several were patron dragons of
various Kilmoorian or Kharhounai territories in life.
Patron of: Niarites.
Symbol: Varies, if any.
Invocations: Varies, but generally Protection and Wrath.
Lessons: Varies.
Dusk
A brashly handsome young man glowing in fierce shades of red and
orange, Dusk is the son of Rai and Mun and the twin brother of
Dawn. He is a warrior, and he brings messages to the faithful. A few
adherents to Rai and Mun pray to him in addition to their worship
of his parents; he provides Wrath prayers.
100
The Gatekeeper
The guardian of the Underworld, the Gatekeeper resembles a
well-preserved corpse that comes to life to demand payment
before allowing anyone to enter. The dead are generally asked for a
pittance, but the living who try to make it past him must generally
pay a hefty toll indeed.
101
102
103
104
Totems
Appearance: Vary widely.
Embodiment: Varies widely, but always some aspect of nature.
Persona: Varies depending on the totem; a mountain totem might
be stoic and aloof, while a bird totem might be cheerful and
talkative. Totems may be the embodiment of an animal or plant
spirit, such as a raven, oak, or bear, or they may be the embodiment
of a particular geographical feature, such a specific mountain
or forest, or it can be virtually any other aspect of nature made
spiritual.
Patron of: Nature worshipers.
Symbol: Varies, if any.
Invocations: Varies; any two (plus Communion).
Lessons: Varies depending on the type of totem.
106
~ World Overview ~
Ancient History
t was millennia ago that Creator first spat out the sea, blew out
the wind, and caused the land to rise out of the ocean. There are
several holy books that tell the stories of the early days, from the
Tarnia of the Rellianites to the Shaltar of the Niarites. These tales
tell of the origins of many species, from the beasts of the world, to
the first Chaos races and dragons, to the elves, dwarves, and faeriekind.
Dalah and Shalekk never were friendly, and their children
carried the feud on to this day. In the early millennia of the world,
there were many wars between elf and dragon. It was during one
of these wars that Aghali the demon-serpent took the form of an
elf-warrior returning home from war. When that warriors wife gave
birth nine months later, it was to a human child. Some believe that
this tale is merely an illustration of what happened several times
during the warthat multiple first human children were born.
Others believe that there is but a single human from which all
others have descended.
Regardless of how many first humans there were, it was in an
early generation of humanity that some within the species began to
explore the art of Chaos magic, forbidden by their elf parent-race.
Such experiments brought about new Chaos races and all manner
of monsters. An army of these new beings razed the dwarf city of
Shash, where the dwarves had been collecting their treasures for
thousands of years. The treasure was hidden away, guarded by a
great dragon named Lukish, according to legend. To this day, many
have gone is search of the Wealth of Ages, as the treasure is now
called, but none have managed to locate it.
Marg entered the world in these times and told the dwarf king
that the Wealth of Ages had been stolen by the elves. So it was that
the dwarves, manipulated by Chaos and allied with orc, goblin, and
troll, went to war with the elves. The war lasted 2,000 years. In the
end of the war, the Chaos races turned on the dwarves, demanding
to know the secrets of rune magic. When they refused and were
slaughtered by the thousands, the dwarves realized how they had
been manipulated. They fled to the south, ashamed of what they
had done and sought peace for themselves and the elves. There, they
formed the Raihar Empire.
It was only a short time later that a human named Barlo sailed
to the dwarf Empire to gain the secrets to defeat the Chaos Races.
When he returned to his home, he possessed the secrets of Rune
magic, and he unified his people into the kingdom of Corvel.
Even now, over a thousand years later, Corvel stands as a center of
human/elf civilization, and one of the most powerful nations in the
northern lands.
It was in Corvel that a prophet named Rellian was executed,
accused of thievery, but truly guilty of simply being a politically
outspoken elf. His words of compassion and tolerance have spread,
however, and now the worship of Rellian has reached every corner
of the plane. Many nations base their calendar by the year of his
execution. To those nations, the plane of Nia is now in the year 950
Post.
Much has changed in the world since the death of Rellian.
Orcs, civilized in Corvel, now live among many ordered races
throughout the world. The discovery of black powder is quickly
changing the shape of warfare. The worship of dragons, led by the
nation of Kilmoor, is spreading, and it seems to be in direct conflict
with the teachings of Rellian. Man wars with man now, with allies
among all the races of the world. And in this world of conflict and
reason, there is much yet to be explored and discovered, and many
threats yet left to face.
107
~ Geography ~
Nordia
Corvel
Raalthuuk Nation
108
Akrindor
Harkilon
Bachra
Motif: Byzantine, Eastern Orthodox fashion and architecture meets classical China and
Tibet in the far north.
Kharhoun
Loria
The Djunn Empire
Tolak
martial empire
consisting of three
kingdoms: Djunn, Lor,
and Dankor. The empire
is elf dominant and very
strict, keeping to a mostly
neutral, isolationist posture
(although recently there
have been many more
expeditionary/diplomatic
excursions from the Eastern
island nation). Ruled by
the aging elf Emperor
Djunn Lu, the country
is lush and fertile, from
lowland farms to thickly timbered jungles and forests. A human
lower class is ruled and protected by an elf warrior elite. The empire
boasts impressive sea power, matchlock weapons, and a cavalry of
horse and mastodon. Only one variety of dragon can be found in
the regionthe Djunn dragon, a highly intelligent and mostly
benign creature.
Capital: Ard
Motif: The massive temples of Angkor Wat meet medieval Japan.
Motif: Norse/Teutonic timber & iron architecture, Viking style of dress and weaponry.
109
Seris
Seris
Mooria
Motif: Renaissance France & Burgundy with a bit of Swiss League feel.
Kilmoor
110
Broken Lands
Arcania
Zeah
111
Volcania
t is said that Dara Tova was created from part of the Underworld,
and for that reason the place is a conduit to the land of the dead.
Various beliefs are held regarding the burial and/or disposal of the
dead, and their return or communion with the living. In actuality,
it was the montakas challenge of Creators power that caused them
to raise this massive skull-shaped island from the Underworld
off Verdias eastern coast, an act that cursed their previously epic
civilization to ruin. Nevertheless, Dara Tova remains a powerful and
sacred place, and the seat of montaka religious practice.
Capital: Tova Kor
Motif: Bleak, dark jungles, arid savanna, murky swamps. Florida Everglades meets
Haitian Voodoo.
Luria
The Southern Wilds
Verdia
The Dark Lands
112
Luria
Motif: Deciduous wonderland. Primeval New England meets Ridley Scotts Legend. A
merging of Celtic and Australian Aborigine dream culture.
Sudia
The Raihar Empire
he southernmost continent
is entirely claimed by the
predominantly dwarf Raihar Empire
(or Empire of Fire). It is a cultural
touchstone, an ethnic Mecca to
dwarves everywhere. Vast mines and
subterranean networks cut through
the arid landscape. Canyons,
mesas, active volcanoes and jagged
mountains crisscross the enormous
continent. Much of the civilization
is carved underground, including an
incredibly complex water exchange
system. The population is more
than 80% dwarf, with earthfolk
and humans making up most of
the minority. It is an ancient land,
the seat of cultural identity for
dwarfkind, the home of rune magic,
and the resting place of dwarf heroes
from throughout history.
Capital: Raihar Citadel
Motif: Arid American southwest dotted with
occasional patches of subtropical scrub and
jungle. The fantasy volcano kingdom in Fire &
Ice meets ancient Palestine.
Throughout
the World
Island Chains & Undersea
Kingdoms
113
al
soon developed a special
type of mystic they
called the Blood
Father or Blood
The world of Arrowflight is filled with more beasts and creatures than
Mother. These
just elves, human, orcs, montaka, dwarves, and faerie-kind. There are
goblin mages were
all kinds of creatures and monsters, intelligent and otherwise, outside of
civilized society; some are friendly or indifferent to other races; others are necromancers
that enjoyed
downright hostile.
transforming the
children of their
Non-Player Races
enemies into grotesque,,
ome races are not commonly found as a part of the social
yle was
undead horrors. The style
order in most nations. This might be because they are
eventually refined into the art
creatures of a Chaos philosophy or orientation, or perhaps
of the Blood Children, which
they just shun civilized society. For whatever reason, they are not
nly to
is still a secret known only
meant as PC races, but they exist in the wilds and fringes of the
d this
the goblins. They guard
world just the same.
secret fiercely, unwillingg even to
However, most of these races are balanced for character play.
share it with their closee allies
If it is appropriate for the campaign, the GM can authorize one
the ice goblins. Blood Parents
of these races for character generation. Note that Giants are not
d, but
are feared and respected,
balanced with other races, and we strongly recommend against
it their
most tribes tend to limit
allowing a giant PC in your game.
contact with the disturbing
While goblins, ogres, trolls, and other Chaos races may appear
necromancers.
to be unpredictable and violent, they are not indiscriminate killers.
Goblins are among the most social of the Chaos races. While
Most of these races have been cast out of their traditional homes,
Blood Parents are typically solitary, the goblin tribes are fiercely loyal
and they often feel as though they have had their lands usurped
to their respective chieftains. Some tribes have accepted goblinfrom them.
wolves as secondary members of the tribe, but others tend to avoid
Chaos, by its very nature, cannot sustain the organization
the unpredictable creatures. The goblins in the Kainal Islands have
necessary for civilization on any great scale, thus most Chaos races
acclimated themselves to society, and even live in the cities or serve
live in small tribal units. Most tribes exist in the deep, thick forests
within the government.
or mountain ranges throughout the world. They
Goblins range in height from 3 feet
must tread carefully, lest they attract the attention
to
5-1/2
feet, and have a very sinewy and
~ Goblin W arrior ~
of the established populace. While a tribe can easily
lithe build. At birth, a goblins skin is a very
AGL 7
kill a single citizen, and perhaps wipe out an entire
pale gray, which darkens with age. A jetCombat Skill (Soldier) 5
village, it certainly cannot stand against the wrath of
black goblin is very old, and likely not to be
Athletics 3
an entire nation. Still, clan-based societies maintain
trifled with. Unlike ogres and trolls, goblins
Brawling 5
their own tribal territory, and trespassers had best
are patriarchal, and the strongest or most
Stealth 5
beware. Tribes of Chaos races tend to be nomadic
cunning males are typically the individuals
DEX 6
within their established region, as the mystics and
in power. Goblins have a lifespan of roughly
Craft 2
shamans of the tribe often demolish the Web of
200 years. They have sharp teeth (WR1) and
Sleight of Hand 2
Life within a given area. In order for the mage to
many warriors carry a traditional scythe-like
Thievery 2
continue casting spells, the tribe must move to a
weapon called a headcatcher, which is feared
STR 4
new location where the Web is at full strength. Over
throughout the world.
Climbing 2
time, the ravaged area will grow back, and the tribe
Endurance 4
Racial Stat Caps:
can return to the same lands.
WIL 4
AGL 7
Intimidation 1
DEX 8
Resist 2
STR 5
PER 5
uring the humans early research into Chaos
WIL 5
Awareness 4
magicks, a group of elves was subjected to
PER 5
Wilderness Skills 5
an unusual arcane experiment. The invoked Chaos
INT 5
INT 2
forces warped the elves, sapping their skin of color
SPIRIT 6
Lore 3
and making them somewhat smaller and wirier.
MANA 7
Natural Sciences 1
These new creatures, called goblins, killed their
Special Abilities: Stealth 1
SPIRIT 1
creators and attempted to return to a life in the
Goblin Headcatcher
MANA 1
wilderness.
INITIATIVE 12
Goblins soon began to utilize Chaos magic
WA WR DB
Len.
Hand
SHRUG 4
openly, and became powerful wielders of the Dark
0
4
0
4 ft
2
SAVE 8
Arts. Specializing primarily in necromancy, goblins
~ Bestiary ~
Goblin
114
Giant
Cyclops
~ Cy clops S mithy ~
AGL 2
DEX 6
Craft Blacksmith 4
Repair 3
STR 6
Endurance 2
WIL 4
Resist 1
PER 5
Awareness 3
Bargain 2
Diagnostics 3
INT 3
Domestic Arts 2
Education 1
SPIRIT 1
MANA 2
INITIATIVE 7
SHRUG 4
SAVE 8
Ogre
do
~ O gr e W arri or ~
AGL 5
Combat Skill (Soldier) 5
Athletics 4
Brawling 5
Stealth 5
DEX 3
STR 9
Climbing 5
Endurance 4
Swimming 1
WIL 3
PER 4
Awareness 5
Wilderness Skills 5
INT 3
Lore 4
Medicine 2
SPIRIT 2
MANA 1
INITIATIVE 9
SHRUG 6
SAVE 12
Troll
~ Troll W arri o r ~
AGL 5
Combat Skill (Soldier) 4
Brawling 4
Stealth 3
DEX 3
Black Powder 2
Craft (Weaponsmithing) 1
STR 8
Climbing 1
Endurance 3
Swimming 1
WIL 3
Intimidation 1
PER 5
Awareness 4
Wilderness Skills 4
INT 3
Medicine 1
Military Sciences 2
SPIRIT 1
MANA 1
INITIATIVE 10
SHRUG 6
SAVE 11
~ Hob gobli n ~
~ Bear R i de r ~
Hobgoblin
AGL 6
Combat Skill (Cavalier) 5
Combat Skill (Soldier) 4
Athletics 3
Brawling 3
Drive 1
Ride 5
Stealth 1
DEX 5
STR 5
Climbing 1
Endurance 3
WIL 4
PER 5
Awareness 3
Command 2
Wilderness Skills 2
INT 3
Domestic Arts 1
Lore 2
Military Sciences 2
Natural Sciences 2
SPIRIT 1
MANA 1
INITIATIVE 11
SHRUG 5
SAVE 9
Gorgon
to avoid their cave-dwelling kin. With their long claws and plated
skin, they no longer have the innate talent or the need for making
weaponry, though some gorgons occasionally specialize in creating
armaments. More often, the hunters arm themselves with the
weapons of their fallen foes. They originated in Nordia, but some
tribes have ventured far abroad, even as far as the Enchanted Land,
by traveling through the extensive cave networks that honeycomb
the land of Nia, even under the ocean itself.
The leader of the gorgon pack, often female, will, upon taking
the mantle of leadership,
p, rituallyy hunt a basilisk,, even
if she has to step outsidee their marked territory to
find one. If she managess to kill one, she will put out
her own eye, and, usingg the ritual magicks taught
by Mortisse so long ago,, replace it with that of
the basilisk. If multiple gorgons are vying for
leadership, the first one back is the new
leader; the others, returning
ning late, are
slain. Gorgons who do not manage to
complete the ritual kill themselves
or are killed by the clan..
Gorgons have maintained
ntained
some of the primitive rune
une
ars,
magicks of their forebears,
hat is
though the only rune that
more
commonly taught anymore
is the rune that counterss
ns
petrification. All gorgons
are inscribed with
this X rune, carved
into their steely
flesh at birth, that
protects them from
petrifaction. Some
leaders will punish
he tribe
wayward members of the
m their body, ensuring that the defiant
by tearing the rune from
gorgon will never meet their leaders gaze again.
Though descended from trolls, they are ambivalent toward
their cousins. They will kill a troll invader as quickly as any
other kind. However, some trolls and gorgons have come to an
understanding of territory, and have been known to border each
others lands. Trolls, however, are much more common than their
magically mutated brethren. Adult gorgons can reach 7 to 9 feet in
height.
Gorgon skin is AV9. Their claws are WR2. The pack leader is able
to petrify living flesh to stone with the implanted basilisk eye (see
Basilisk description, page 135, for details).
Racial Stat Caps:
AGL 7
DEX 5
STR 7
WIL 6
PER 6
INT 4
SPIRIT 6
MANA 6
Special Abilities: AV9 skin
~ Gorgon H u nte r ~
AGL 4
Combat Skill (Soldier) 5
Athletics 4
Brawling 5
Stealth 4
DEX 2
PER 5
Awareness 5
Wilderness Skills 4
INT 4
Domestic Arts 1
Lore 5
Medicine 2
Natural Sciences 1
STR 7
Climbing 4
Endurance 4
WIL 4
Interrogation 1
Intimidation 1
Resist 1
SPIRIT 2
MANA 2
INITIATIVE 9
SHRUG 6
SAVE 11
AV 9
Minotaur
~ Minota u r Be rs e rke r ~
AGL 6
Combat Skill (Soldier) 5
Athletics 5
Brawling 5
Melee Weapon 3
Stealth 1
DEX 2
STR 8
Climbing 5
Endurance 5
Swimming 2
WIL 5
Intimidation 5
Resist 2
PER 2
Awareness 1
Wilderness Skills 5
INT 2
Domestic Arts 1
Lore 2
SPIRIT 4
MANA 1
INITIATIVE 8
SHRUG 7
SAVE 13
Centaur
~ Centaur Archer ~
AGL 7
Combat Skill (Soldier) 4
Athletics 2
Brawling 2
Missile Weapon 6
Stealth 3
DEX 2
STR 6
Climbing 4
Endurance 6
WIL 3
Interrogation 2
Intimidation 3
Resist 2
PER 5
Awareness 3
Wilderness Skills 5
INT 3
Domestic Arts 1
Lore 4
Medicine 1
SPIRIT 2
MANA 2
INITIATIVE 12
SHRUG 5
SAVE 9
Ogron
O
121
Waterfolk
~ Kelpie Trapper ~
AGL 3
Brawling 2
Stealth 6
DEX 7
Craft (Traps) 6
Repair (Traps) 3
STR 2
Climbing 1
Endurance 2
WIL 3
Interrogation 1
Intimidation 1
PER 3
Awareness 1
Wilderness Skills 3
INT 3
Domestic Arts 1
Lore 3
Natural Sciences 1
SPIRIT 2
MANA 7
Theory (Glamour) 6
10 points of Glamour spells
INITIATIVE 6
SHRUG 3
SAVE 5
Firefolk
F
~ Firefolk Hu nter ~
AGL 4
Combat Skill (Rogue) 2
Athletics 1
Brawling 2
Breath Weapon: 5
Stealth 4
DEX 3
STR 4
Climbing 1
Endurance 3
WIL 5
PER 4
Awareness 5
Wilderness Skills 5
INT 2
Domestic Arts 1
Lore 2
SPIRIT 2
MANA 6
Theory (Glamours) 5
9 points of Glamour spells
INITIATIVE 8
SHRUG 5
SAVE 9
Will-o-the-Wisp
Animals
~ Will-o -the-Wisp ~
~ Hu nter ~
AGL 8
Combat Skill (Rogue) 3
Athletics 5
Stealth 5
DEX 5
Thievery 1
STR 1
Endurance 3
Swimming 1
WIL 3
PER 4
Awareness 3
Wilderness Skills 5
INT 2
Domestic Arts 1
Lore 3
Natural Sciences 1
SPIRIT 1
MANA 6
Theory (Glamour) 5
10 pts glamours
INITIATIVE 11
SHRUG 2
SAVE 4
Animals are not sentient beings, and do not have the same
sort of intelligence as a human, orc, elf, or faerie. As such, they
have Cunning (CUN), which shows the animals level of instinct
and problem-solving abilities. Cunning replaces the stats of both
Intelligence and Perception, and Cunning skills include not only
applicable Perception skills, but also any tricks that the animal
might have learned (for example, a trained dog might have a play
dead Cunning skill). Some highly intelligent animals, such as
parrots, dolphins, unicorns, and higher primates, may develop the
ability to understand true language, though they will never be fluent
in any tongue. Borderline sentient animals may have Cunning and a
very low Intelligence, but it is still considered to be an animal.
If a creature has Intelligence and Perception instead of
Cunning, it is considered to be sentient, however borderline that
sentience might be. Any creature with sentience is not considered
an animal for the purposes of magic or other supernatural effects;
however, they are listed here due to the uniformity found among
their species.
123
NOTE: Unless otherwise noted, all animals have the Animal Combat
skill, a basic, instinctive form of Brawling. This is simply a more
immersive label for what is essentially Brawling in terms of game
mechanics. Only animals may have Animal Combat. Similarly, they
have Liveliness, an alternative for Athletics that covers running,
evasion, etcetera. They also do not always have a SHRUG, SAVE, and
INITIATIVE that might be indicated by their basic stats, due to factors
such as their size, physical structure, metabolism, instincts, etc.
Goblin-Wolf
~ S a mple Goblin-Wolf ~
AGL 4
Animal Combat 5
Liveliness 3
DEX 4
STR 6
Endurance 5
Swimming 2
WIL 6
Intimidation 5
Resist 5
CUN 5
Awareness 4
Wilderness Skills 3
INT 1
SPIRIT 2
MANA 1
INITIATIVE 9
SHRUG 6
SAVE12
124
Chimera
~ Sa mple C hime ra ~
AGL 6
Animal Combat 5
Liveliness 4
DEX 2
STR 8
Endurance 7
Swimming 1
WIL 7
Intimidation 6
Resist 5
CUN 4
Awareness 4
Wilderness Skills 3
SPIRIT 2
MANA 3
INITIATIVE 10
SHRUG 8
SAVE 15
Natural AV 5
Unicorn
Manticore
M
nicorns are
considered one of
the most sacred animals
in Corvel. They were
one of the last creatures
Dalah created in the
First Days. She has
claimed them as her
most favored creatures.
In addition, one tale
credits them with saving
Rellians life during his
time as a prophet; the
Rellianites also see the
unicorns as sacred.
They are a very
rare creature; they
hate creatures of chaos
and typically attack
them on sight. They
have a high animal-level intelligence, and they seem to understand
that orcs are, for the most part, not creatures of Chaos any longer.
They are fiercely aggressive towards creatures of Chaos; they are
shy towards others. However, they often act as protectors of elves,
humans, faerie kind, and other races in need. Unicorns stand
approximately 5 feet at the shoulder.
The horn of the unicorn is WR3. It can kick with its hooves with a
WR2.
~ S ample U nic or n ~
AGL 5
Animal Combat 6
Liveliness 4
DEX 1
STR 7
Endurance 8
Swimming 2
WIL 5
Resist 5
CUN 8
Awareness 3
Charm: 3
Wilderness Skills 4
INT 1
SPIRIT 6
MANA 3
INITIATIVE 13
SHRUG 6
SAVE 12
125
Winding Sheet
Pegasus
126
r
require
more activity, and,
like spiders, shamblers need
li
tto conserve every ounce of
eenergy.
AGL 5
They have shown a
Animal Combat 5
predilection
p
for deer, bears,
Liveliness 2
and
a
humanoids,
and are
Stealth 7
considered
c
one
of
the more
DEX 2
deadly
d
threats
to
wilderness
STR 5
ttravelers. Fortunately, they
Endurance 5
aare solitary, and range in
WIL 2
large territories. Shamblers
la
Resist 1
ssport a definitive red,
CUN 7
bblack, and yellow color
Awareness 5
sscheme from above to warn
Wilderness Skills 4
p
potential predators. Their
SPIRIT 2
aabdomen is patterned with
MANA 1
ggrays, blacks, and browns
INITIATIVE 12
aas a form of camouflage. A
SHRUG 4
rrelated species, dwelling in
SAVE 7
ccaves, is gray and black with
a shell that appears covered
in small stalagtites. Their reproductive habits are unknown, but the
reason behind their small numbers is assumed to be a cannibalistic
tendency, as well as low offspring survival. A grown shambler is
approximately 5 feet long.
Shamblers have no need of a climbing skill, as it is as normal as
walking for them.
Arboreal Shambler
Natural AV 5
Stinger WR3 stun
Bite WR3
127
Dragon-Bat
~ S a m p l e D ragon-Bat ~
AGL 6 (2 on the ground)
Animal Combat 3
Liveliness 5
Stealth 4
DEX 1
STR 6
Endurance 4
WIL 3
Resist 1
CUN 7
Awareness 8
Wilderness Skills 4
SPIRIT 3
MANA 3
INITIATIVE13 (9 on the ground)
SHRUG 5
SAVE 9
King-Owl
~ Sa mple Ca ve Sp i de r ~
128
AGL 7
Animal Combat 5
Liveliness 7
Stealth 3
DEX 4
Craft (webbing) 2
STR 7
Endurance 6
WIL 2
Intimidation 8
Resist 2
CUN 1
Awareness 8
Wilderness Skills 7
SPIRIT 2
MANA 2
INITIATIVE 8
SHRUG5
SAVE 9
Warhawk
Gryphon
~ Sa mple Gryphon ~
AGL 7
Animal Combat 6
Liveliness 8
Stealth 3
DEX 2
STR 7
Endurance 7
WIL 5
Resist 3
CUN 6
Awareness 8
Wilderness Skills 5
SPIRIT 3
MANA 2
INITIATIVE 13
SHRUG 6
SAVE 12
129
Montuhar
~ S ample M on tu har ~
aken from the Akrindor
dialect of Ancient,
AGL 2
montuhar (MON-too-har)
Animal Combat 2
means literally, It is like
Liveliness 3
a mountain. And at first
DEX 1
glance it is easy to see why.
STR 9
These great beasts, standing
Endurance 7
between 10 to 12 feet at the
Strength Feat 5
shoulder, have been used as
WIL 4
pack animals by the nomadic
Resist 3
elf tribes for millennia
CUN 3
and have a reputation for
Awareness 2
endurance and a gentle
Wilderness Skills 5
nature. Montuhar are
SPIRIT 2
integral to the nomad tribes
MANA 2
of the Akrindor steppes;
INITIATIVE 5
valued not only for their
SHRUG 8
load-bearing abilities but for
SAVE 13
their rich meat, tough hides,
and dense bones. Even their
dung can be used as a clean-burning fuel.
A trained adult montuhar can bear loads of 1000 pounds up to
30 miles per day, over even terrain and with grazing breaks every 10
miles. A fully grown montuhar can easily eat 100 pounds of grass
and sundry vegetation per day, and its fat stores make long treks
through hostile climates possible. Some animals have been recorded
as going for up to fifteen days without food or water.
Although famed for their easy-going temperament, montuhar
can be quite stubborn when faced with hazardous circumstances.
For this reason, they are not used as war mounts. Although
domestic beasts are not easily spooked, wild varieties have been
known to stampede (a fearsome event, to be sure). These huge beasts
sell for 9000g for a pack-trained animal, plus an owner can expect
to spend up to 2,000g per year in upkeep.
Bite WR2, kick WR3.
Trawler
AGL 5
hese massive bonyAnimal Combat 4
scaled fish, which can
DEX 1
reach up to 10 feet long,
STR 9
typically live deep in the
Endurance 6
sea depths, where it is said
WIL 4
they use their glowing
Resist 2
antennae as a lure for their
CUN 4
prey. From time to time,
Awareness 4
however, they have been
Wilderness Skills 5
known to approach the
SPIRIT 2
surface and attack boats or
MANA 2
swimmers. They most often
INITIATIVE 9
surface during dark or foggy
SHRUG 8
nights, or perhaps that is
SAVE 13
merely when they are most
noticeable. Sailors have sailed
towards the trawlers phantom light, hoping to get their bearing,
only to find a huge fish waiting for dinner.
Natural AV8.
Bite WR5.
130
~ Sa mple Traw l e r ~
Sting-Netter
Cavernmouth
131
Carnivorous Plants
Mundane Plants
Darter
Drop-Trap Tree
Snapjaw
to completely digest its food and reopen. If the jaw shuts without
trapping food, it will spring open on the following round. The
digestive juices of the snapjaw is considered a corrosive acid of
WR4.
AGL 4
Animal Combat 4
STR 4
Bite WR2
Each trap typically has 25 DP.
Shroud Leaf
Swamp-Trap
Sweet Tree
Trap-Root
133
Dragon-Kind
134
Lesser Dragons
Lesser dragons are the non-magical, animalistic cousins of greater
dragons. They do not have the impenetrable skin of the greater dragons,
nor do many have the intelligence, flight-capable wings or fiery breath of
the greater dragons. Nonetheless, lesser dragons are not to be trifled with
by any means. Some of the animal-intelligence lesser dragons are social
creatures, but this phenomenon is fairly rare. Even lesser dragons seem to
be primarily solitary creatures.
Basilisk
Fire Drake
F
135
Oodong
Razor
azor
Drake
~ R azor Drake ~
136
Shipwrecker
Thunder Lizard
~ Thund er Lizard ~
AGL 5
Animal Combat 4
Liveliness 5
DEX 1
STR 9
Endurance 8
WIL 3
Resist 5
CUN 6
Awareness 4
Survival 5
SPIRIT 2
MANA 2
INITIATIVE 11
SHRUG 8
SAVE 12
Natural AV 6
~ Shipwrecker ~
AGL 3
Animal Combat 3
Liveliness 2
DEX 0
STR 12
Endurance 10
Swimming 5
WIL 4
Resist 1
CUN 4
Awareness 3
Survival 4
SPIRIT 3
MANA 3
INITIATIVE 7
SHRUG 8
SAVE 16
137
Wyrm
Windlord
138
Greater Dragons
Forest Dragon
Mountain Dragon
Wyvern
~ Wy v ern ~
AGL 7
Animal Combat 5
Liveliness 4
Stealth 4
DEX 4
Firebreath 2
STR 8
Endurance 4
WIL 7
Intimidation 3
Resist 5
PER 6
Awareness 5
Bargain 4
Command 2
Survival 5
INT 3
Education 2
Language 3
Lore 5
Natural Sciences 5
SPIRIT 5
MANA 4
INITIATIVE 13
SHRUG 8
SAVE 15
Natural AV8
Arctic Dragon
ative to the highest peaks and frozen plains of the far north,
these terrifying pale creatures are rarely sighted. Someone
living to tell the tale is even more rare. Growing to a length of 100
feet (including tail), the arctic dragon receives excellent traction
from ice-gripping talons on four wide feet. An arctic dragons breath
can flash-freeze most things (including flesh), and its teeth are sixinch long razor-sharp daggers. Gifted with special heat-sensitive
vision, its eyes burn red when hunting. According to a very rare
eyewitness report, the dragons eyes will shift from red to ice blue
just before it breathes its deadly ice storm. The witness postulates
that the dragon is unable to see with its heat-sensitive vision for that
one brief moment, which allows for a possible escape (if the subject
is not paralyzed with fear, which is far more common). The arctic
dragon can perform winged flights of great distances.
Plains Dragon
Desert Dragon
~ Hatchling ~
( 0- 1 yea r)
Swamp Dragon
Sea Dragon
Lake Dragon
140
40
AGL 4
Liveliness 2
Animal Combat 2
DEX 2
STR 4
Endurance 3
Firebreath 2
WIL 3
Resist 4
PER 4
Awareness 2
Survival 2
INT 1
SPIRIT 5
MANA 5
INITIATIVE 8
SHRUG 4
SAVE 7
Natural AV 7
Bite, claws WR2.
Fire attack once every 10 rounds;
6-foot range, WR2.
3 to 4 feet in length
~ Yearling ~
( 1 yea r)
AGL 5
Liveliness 3
Animal Combat 5
Stealth 3
DEX 3
STR 7
Endurance 4
Firebreath 4
WIL 6
Intimidation 2
Resist 5
PER 6
Awareness 4
Command 2
Survival 4
INT 2
SPIRIT 6
MANA 6
Arcane Theory 2
INITIATIVE 11
SHRUG 7
SAVE 13
Natural AV 9
Bite, claws WR3.
Fire attack once every 3 rounds;
100-foot range, WR4 (armor ).
5 to 6 feet in length
~ Adolescent ~
( 10 yea rs)
AGL 6
Liveliness 5
Brawling 6
Stealth 4
DEX 3
Firebreath 5
STR 9
Climbing 3
Endurance 5
Swimming 3
WIL 6
Intimidation 4
Resist 7
PER 6
Awareness 5
Bargain 2
Command 3
Survival 6
INT 3
Education 2
Language:: Ancient (or local
language) 2
Lore 2
Natural Sciences 2
SPIRIT 6
MANA 7
Arcane Theory 5
WOUNDS: 10
Initiative 12
Shrug 8
Save 15
Natural AV 9
Bite, claws WR5.
Fire attack once every 3 rounds;
100-foot range, WR6 (armor ).
25 to 30 feet in length
~ Old ~
( 400+ yea rs)
~ Ad u l t ~
( 5 0 + ye a r s)
AGL 6
Liveliness 5
Animal Combat 6
Stealth 5
DEX 4
STR 14
Climbing 5
Endurance 7
Firebreath 5
Swimming 5
WIL 6
Intimidation 5
Resist 7
PER 7
Awareness 5
Bargain 3
Command 5
Survival 6
INT 3
Education 3
Language:: Ancient (or local
language) 4
Lore 4
Natural Sciences 3
SPIRIT 6
MANA 8
Arcane Theory 6
INITIATIVE 13
SHRUG 10
SAVE 20
Natural AV 10
Bite, claws WR5.
Fire attack once every 3
rounds; 100-foot range,
WR6 (armor ).
50 to 75 feet in length (full
size)
~ M id d le-Aged ~
(100+ ye a rs)
AGL 6
Liveliness 5
Animal Combat 6
Stealth 5
DEX 4
STR 14
Climbing 5
Endurance 7
Firebreath 6
Swimming 5
WIL 6
Intimidation 7
Resist 7
PER 7
Awareness 5
Bargain 3
Command 6
Survival 6
INT 4
Education 4
Language:: Ancient (or local
language) 5
Lore 5
Natural Sciences 5
SPIRIT 6
MANA 8
Arcane Theory 7
INITIATIVE 13
SHRUG 14
SAVE 20
Natural AV 10
Bite, claws WR5.
Fire attack once every 3
rounds; 100-foot range,
WR6 (armor ).
50 to 75 feet in length (full
size)
AGL 6
Liveliness 5
Animal Combat 6
Stealth 3
DEX 5
STR 14
Climbing 5
Endurance 8
Firebreath 6
Swimming 5
WIL 6
Intimidation 9
Resist 8
PER 7
Awareness 5
Bargain 3
Command 6
Survival 6
INT 4
Education 4
Language:: Ancient (or
local language) 5
Lore 5
Natural Sciences 5
SPIRIT 6
MANA 8
Arcane Theory 10
INITIATIVE 13
SHRUG 11
SAVE 20
Natural AV 10
Bite, claws WR5.
Fire attack once every 3
rounds; 100-foot range,
WR6 (armor ).
50 to 75 feet in length (full
size)
~ Anc i e nt ~
( 600+ yea r s )
AGL 4
Liveliness 5
Animal Combat 6
Stealth 3
DEX 4
STR 10
Climbing 3
Endurance 3
Firebreath 4
Swimming 4
WIL 5
Intimidation 5
Resist 7
PER 7
Awareness 6
Bargain 3
Command 6
Survival 6
INT 2
Education 2
Language:: Ancient (or
local language) 5
Lore 3
Natural Sciences 3
SPIRIT 6
MANA 9
Arcane Theory 15
INITIATIVE 10
SHRUG 8
SAVE 15
Natural AV 10
Bite, claws WR5.
Fire attack once every 4
rounds; 100-foot range,
WR6 (armor ).
50 to 75 feet in length (full
size)
141
Supernatural Beings
Ghosts
~ S am p le Ghost ~
L ad y L orinda Grey
Werebeasts
ome time ago, when the very first ogres and trolls were born,
their birthing blood seeped into the earth and was absorbed
into a watering hole. Those animals that drank there became very
ill, and became the first carriers of an affliction called lycanthropy.
Lycanthropy is half disease, half curse. While it travels like
a blood-borne virus, it can only be cured by powerful anti-curse
magic. Any animal can carry the curse, though some are more
common than others, simply due to the nature of how the disease
travels. An animal with the curse behaves similar to a rabid beast,
seeing virtually all as both a threat and a potential meal. Any
animals that are bitten but not killed become, likewise, carriers
of the disease. Typically, only fairly hardy creatures survive such
an attack, while smaller, weaker animals rarely become carriers.
However, when a humanoid is attacked and survives, he becomes
more than a carrier; he becomes infected with the full-blown
disease.
Two things can happen when one is infected by lycanthropy.
If one fights it, one can maintain ones own mentality most of the
time. However, during times of even minor mystical significance,
such as a full moon, an infected humanoid will lose complete
control, transform into the form of the animal that attacked him,
and behave as the attacker didas a rabid animal. A bite when in
animal form will continue to spread the disease.
However, the victim can choose to surrender to the infection.
If he does so, his sentient mind retains control, but it changes.
Suddenly, life becomes a matter of predator and prey, and the
infected becomes a predator. The werebeast gains a taste for
humanoid flesh, and will often begin to ally with forces of Chaos.
It is not unheard of for a lycanthrope to begin actively serving
Marg or the other dark gods. The lycanthrope also maintains
control over his shift into animal form, and may change back and
Endurance 1 (5 in wolf
form)
Strength Feat 1
Swimming 3 (wolf form
only)
avid has always felt
WIL 4
that Chaos is a sign of
Interrogation 2
strength, and he worshipped
Intimidation 3 (4 in wolf
Marg as his patron. Though
his MANA and SPIRIT were form)
Resist 2
never strong enough to be a
benefit to the Margist church, PER 4 (5 in wolf form)
Awareness 2 (5 in wolf form)
when he learned of a wolf
Gambling 2
carrying lycanthropy in the
Streetwise 2
region, he sought it out and
Wilderness Skills 5 (wolf
willingly allowed himself to
be infected. Now he serves the form only)
Winds of Chaos as an enforcer INT 3
Lore 2
for their will.
SPIRIT 3
AGL 4
Athletics 2 (3 in wolf form) MANA 3
Brawling 4 (5 in wolf form) INITIATIVE 8 (9 in wolf
form)
Combat Skill (Rogue) 3
SHRUG 5 (6 in wolf form)
Stealth 3 (wolf form only)
SAVE 9 (11 in wolf form)
DEX 4 (1 in wolf form)
STR 5 (7 in wolf form)
Climbing 1
~ Sa mple
Werewolf ~
Da vid La ssina r
forth at any time; it takes only 1 action. Luckily, a bite from one of
these beasts loses its infectious nature.
Lycanthropes are rapid healers; they heal 1 Wound Level
of damage every day (unless damaged with their appropriate
alchemical form). Those who fight the disease only heal at such a
rapid rate when their animal side has taken control. After all, it is
the animal side that grants the immunity.
Fortunately, the beasts have a vulnerability that is easily
exploited. Theory states that animals are mystically tied to a
certain alchemical body. Each of those alchemical bodies has a
corresponding mineral. Weapons fashioned from such materials
will deal damage that the lycanthrope cannot heal easily. Magical
damage will also arrest the regeneration of a lycanthrope. The
most common lycanthropes in Corvel are listed below with their
elemental strengths and alchemical weaknesses:
Wolves, King-Owls: moon; silver
Hawks: sun; gold
Bears, Dragon-Bats: underworld; lead
Boars: earth; wood
Cats, Rats: dark moon; onyx
For example, suppose one was a cat lycanthrope. Cats are
considered creatures of the dark moon. As such, weapons made
of onyx would be more harmful to the lycanthrope.
143
Undead
144
Damage
Banshee
Blood Children
146
The Damned
by burial in cons
consecrated ground with proper rites (dependent
upon the specific religion of the person performing said
rites).
Ghouls do n
not look innately different than they
appeared in life; however, as they tend to feed on the dead,
th
they often look more like a partially rotted
corpse than a well-preserved body. If
eating fresh food, they too will look better
preserved. They must eat two pounds of
living flesh or five pounds of dead flesh
per week to stave off their hunger. They
ca
can speak (if they could in life), but their
lim
limited intelligence usually causes them to
grunt and groan.
Ghoul
Ghoul Stats
AGL, DEX, and INT drop by at least 1; drop by half
if they have bbeen consistently eating only dead bodies.
PER and WI
WILL both drop by ; they drop by if
they have on
only been eating the dead.
Lich
147
Mummy Stats
Mummies gain +2
STR, and +1 INT (or
CUN). Each week
they go without food,
the mummy will lose
1 INT (or CUN),
though the attribute
will never drop below1.
They can regain this
loss by consuming
extra amountseach
extra suitable organ
they consume
in a week will
restore one
lost point.
Revnant
R
Mummy
148
~ Sa mple M u mmy ~
AGL 3
Athletics 2
Melee Weapon 2
Stealth 2
DEX 3
STR 4
WIL 5
Resist 4
PER 4
Awareness 3
INT 6
Education 5
Language 3
Lore 4
Theoretical Sciences 3
Natural Sciences 4
SPIRIT 0
MANA 5
Arcane Theory (Necromancy) 5
INITIATIVE 7
SHRUG 5
SAVE 9
~ S a m p l e R ev nant ~
AGL 5
Athletics 1
Combat Skill: Rogue: 2
Melee Weapon 3
Stealth 2
DEX 4
Sleight of Hand 3
Thievery 4
STR 3
Climbing 1
Endurance 1
WIL 4
Intimidation 1
Resist 2
PER 5
Awareness 2
Con 1
Gambling: 1
Streetwise: 2
INT 3
Lore 2
SPIRIT 0
MANA 3
INITIATIVE 10
SHRUG 4
SAVE 7
Vampyre
~ Sa mple Vampyr e ~
AGL 6
Athletics 2
Combat Skill (Soldier) 2
Melee Weapon 3
Stealth 2
DEX 3
STR 6
Climbing 1
WIL 4
Resist 2
PER 5
Awareness 1
INT 5
Education 4
Language 2
Lore 2
Theoretical Sciences 2
Natural Sciences 2
SPIRIT 0
MANA 7
Arcane Theory 3
INITIATIVE 11
SHRUG 5
SAVE 10
149
Wight
Wight Attributes:
Att
Wights gain
ga +2 to their DEX and AGL.
Wraith
~ S am ple Wight ~
AGL 7
Athletics 2
Combat Skill (Soldier) 4
Missile Weapon 2
Melee Weapon 3
Ride 2
Stealth 1
DEX 6
STR 4
Climbing 1
Endurance 2
WIL 4
Intimidation 1
Resist 2
PER 4
Awareness 4
INT 3
SPIRIT 0
MANA 3
INITIATIVE 11
SHRUG 4
SAVE 8
150
~ S a mple Wraith ~
AGL 5
Athletics 3
Combat Skill (Soldier) 4
DEX 3
Repair 2
STR 4
Endurance 2
WIL 4
Intimidation 2
Resist 2
PER 5
Awareness 1
Command 2
INT 4
Education 1
Lore 2
Military Sciences 2
SPIRIT 0
MANA 2
Initiative 10
Shrug 4
Save 8
Dragonbone armor AV 10
~ Sa mple Zomb ie ~
AGL 4
Drive 2
DEX 4
Craft 3
Repair 2
STR 4
Endurance 3
WIL 1
Resist 2
PER 2
Awareness 2
Play Instument 4
INT 2
Domestic Arts 7
SPIRIT 0
MANA 2
INITIATIVE 6
SHRUG 3
SAVE 5
Zombie
151
Demonic
D
f one travels far enough below the ground, one may find himself in the
Underworld. Scattered across the surface of Nia, from the highest mountains to
s demons are, on the
the deepest canyons below the sea, are cavern networks that eventually lead to
whole, a perversion
th
this place. Regardless of how they traveled there, all visitors to the Underworld must
of dragonkind (many
pas
pass the Gatekeeper. The Gatekeeper requires a toll before he lets the living pass through
were created from Margs
his portaleither in or out. This toll might be a few coins, or it might be something
blood), they cannot be
mo
more personal. The price depends on the individual and the respect they give to the
hurt by normal weapons.
Un
Underworlds guard. Sneaking past him is not an option, nor is attacking himhe is
Only spells, prayers, rune
alre
already dead.
weapons, or weapons
The central mountain range in the Underworld is capped by the City of Truth,
made from dragon bone
the legendary meeting place for all worthy souls; however, Margists particularly revere
can cause damage to
the Caverns of Chaos, where their master is said to reside. The Caverns of Chaos also
one of these creatures.
pos
possess demons for while Marg lacks the capacity to create life, he has a talent for
If a demon is killed
alte
altering those things that already exist. Some followers of the Dark One, loyal in life,
with such a weapon, it
are rewarded in the afterlife with immortality in demonic form.
is dead permanently.
The Caverns of Chaos are long and twisting stone passageways, lined with
The body decays rapidly,
dam
damned and tormented souls writhing in pain. Fire and frost often lick through these
breaking down into a
pas
passageways, and demons and harpies wander freely, tormenting souls as they pass.
fetid, writhing mass of
Ma
Margists believe that these damned souls are non-believers whose spirits were captured
vermin and ash within
by Marg, or of unworthy disciples of the Dark One. The worthy Margists, one and all,
minutes. Demons cannot
are gifted with demonic bodies upon their deathor so they believe.
be resurrected or made
Deep in the Caverns of Chaos dwell numerous frightening beasts. Some were once
undead.
liv
living creatures; other are terrors combined and twisted from other existing lifeforms
an
and Margs own blood. They all serve him
wil
willingly. Usually held within the Caverns
of Chaos, they have been known (albeit
rar
rarely) to visit the mortal world on
Ma
Margs business. Some priests of Marg
or practitioners of the Summoning
the
theory can also call upon these
bea
beasts. If the summoner is lucky,
he may even be able to control
wh
what he has summoned.
Demons are not as
ind
individually varied as other races.
They are created for a specific
fu
function and they will always remain
de
devoted to their purpose. There is a
ru
rudimentary demonic hierarchy, and
it is possible to move up in the ranks
of the Chaos-spawnthe highe
highest ranking are few in number and
answer only to Marg. The GM may modify the attributes and skills
of a demon slightly, to show mild variation in the ranks, but
uniformity is very common.
All demons speak Ancient as their native tongue, but
they have the innate ability to converse with any being with
a soul. It should also be noted that, although many demonic
and angelic creatures are immune to non-magical damage, all
such beasts qualify as magical beings and thus are vulnerable to
each other.
152
Barghest
Dark Lord
~ Sa mp l e D ark Lo rd ~
AGL 5
Athletics 4
Brawling 6
Combat Skill (Soldier) 6
DEX 3
STR 8
Endurance 6
WIL 7
Intimidation 6
Interrogation 5
Resist 4
PER 5
Awareness 3
Command 4
INT 5
Education 3
Lore 6
SPIRIT 6
MANA 6
Magic Theory 4
Initiative 10
Shrug 8
Save 15
Claws and teeth do WR2
153
Djinn
~ Sam p l e D ev i l ~
AGL 4
Athletics 4
Brawling 4
Combat Skill (Soldier) 4
DEX 4
STR 5
Endurance 4
WIL 3
Intimidation 2
Resist 2
PER 5
Awareness 4
INT 3
Education 2
SPIRIT 3
MANA 3
INITIATIVE 9
SHRUG 4
SAVE 8
Devil
D
~ S am p l e Dj i n n ~
AGL 5
Athletics 4
Brawling 4
Combat Skill (Gallant) 4
DEX 3
STR 7
Endurance 4
WIL 5
Intimidation 4
Resist 3
154
PER 5
Awareness 5
Command 4
INT 5
Education 4
Lore 5
SPIRIT 4
MANA 6
Arcane Theory 8
INITIATIVE 10
SHRUG 6
SAVE 12
Efrit
~ S a m p l e E f rit ~
Imp
155
Kralass
n aquatic variant of
demon, the kralass has a
mass of tentacles surrounding
a serpentine body, and a
humanistic face with a
squid-like beak protruding
from its mouth. The head
is surrounded by a mane of
tentacles. The kralass seems to
take great joy in hunting and
killing its targets, tearing its
victims limb from limb. The
suction cups on its tentacles
are lined with retractable
barbs that help the kralass in
its ruthless duty. Up to three
victims may be held in its
tentacles at a time. While it
can survive and move slowly
on land, it was designed for
rapid travel through the water.
A kralass can speak, but it
usually chooses not to. If one
hears a sound from a kralass,
it is usually the sound of
laughter as it shreds its target
to bloody ribbons.
~ S a m p l e K ral a s s ~
AGL 6 in the water, 1 on
land
Athletics 5
Brawling 4
DEX 4
STR 5
Strength Feat 8
WIL 4
Resist 3
PER 5
Awareness 4
Stealth 4
INT 3
Lore 4
SPIRIT 2
MANA 2
INITIATIVE 10 in the
water; 6 on land
SHRUG 5
SAVE 9
Tentacles WR2
Claws WR1
Beak WR3
Orrisk
O
A
Another
type of aquatic demon, orrisk are covered in a thick
ccarapace, rather like a crab or a beetle. Their red eyes glow
oominously from deep within their shells, and their long clawed
aarms can tear any prey to pieces. Simple brutes with no speech
ccapacity, they seem to take no joy in the carnage they wreak, despite
ttheir great affinity for destruction. Orrisk can survive on land for a
llimited time, but they must be completely submerged at least two
hours every day. Without that time, they will begin to dry out and
h
ttake 1 health level daily, which cannot be healed until they are again
ssubmerged.
~ Sa mp l e Orri s k ~
AGL 4
Athletics 2
Brawling 2
DEX 1
STR 8
Strength Feat 5
WIL 4
Resist 2
PER 5
Awareness 3
INT 2
Lore 2
SPIRIT 2
MANA 2
Initiative 9
Shrug 6
Save 12
Claws WR4
Natural AV 9
156
Poltarch
Shade
~ Sa mp l e S h a d e ~
AGL 4
Athletics 1
Stealth 5
DEX 4
STR 3
WIL 3
Intimidation 3
Resist 1
PER 3
Awareness 3
Command 2
Social 2
INT 5
Education 1
Lore 5
SPIRIT 6
MANA 5
INITIATIVE 7
SHRUG 3
SAVE 6
~ S am p l e Pol t arch ~
AGL 1 as an energy being
Athletics 3
Brawling 4
DEX 1 as an energy being
STR 1 as an energy being
Endurance 3
WIL 5
Intimidation 3
Resist 4
PER 5
Awareness 3
Command 2
INT 3
Lore 3
SPIRIT 6
MANA 4
INITIATIVE 6 as an energy
being
157
Spectre
~ Sa mp l e Sp ec tr e ~
AGL 3
Athletics 1
Stealth 8
DEX 3
STR 1
WIL 4
Intimidation 3
Resist 1
PER 4
Awareness 4
Command 3
Social 1
INT 6
Education 2
Lore 5
SPIRIT 5
MANA 4
Spirit Drain 4
INITIATIVE 7
SHRUG 3
SAVE 5
Succubus/Incubus
158
~ Sa mp l e Succ u b u s /
I nc ubus ~
AGL 5
Athletics 4
Combat Skill (Tothahar) 4
Combat Skill (Assassin) 5
DEX 5
STR 5
Endurance 4
WIL 4
Intimidation 3
Resist 3
PER 6
Awareness 3
Command 2
Con 4
Seduction 4
Social 4
Streetwise 3
INT 4
Education 2
Lore 3
SPIRIT 3
MANA 3
INITIATIVE 11
SHRUG 5
SAVE 9
Tempter
~ S a m p l e Temp ter ~
AGL 2
Athletics 1
Brawling 1
DEX 4
PER 8
Awareness 8
Bargain 10
Charm 5
Command 3
Con 3
Gambling 2
Seduction 2
Social 5
Streetwise 4
STR 3
WIL 5
Resist 3
INT 6
Education 2
Literary Skills 3
Lore 5
SPIRIT 6
MANA 7
Arcane Theory (generally
summoning) 5
INITIATIVE 10
SHRUG 4
SAVE 8
Angelic
A
Gargoyle
G
~ Sa mp l e G argo y l e ~
Cherub
160
~ S a m p l e C herub ~
AGL 4
Athletics 4
Stealth 2
DEX 5
Repair 4
STR 1
WIL 2
Resist 2
PER 4
Awareness 3
Social 3
INT 4
Domestic Arts 5
Lore 3
SPIRIT 5
MANA 2
INITIATIVE 8
SHRUG 2
SAVE 3
Seraph
~ Sa mp l e S e raph ~
Harpy
~ S a m p l e Harpy ~
AGL 5
Athletics 3
Brawling 5
Stealth 4
DEX 1
STR 5
Endurance 7
WIL 6
Intimidation 4
Resist 5
PER 7
Awareness 7
INT 3
Lore 4
SPIRIT 6
MANA 2
INITIATIVE 12
SHRUG 6
SAVE 11
Claws WR2
AGL 8
xtremely difficult, if not
Athletics 4
impossible, to summon,
Combat Skill (Dalahar) 5
seraphim appear when the
Combat Skill (Soldier) 6
gods have severe punishment
DEX 3
to mete out. They have
STR 8
also been known to act as
Endurance 6
messengers and guides,
WIL 8
but this is uncommon; if a
Intimidation 7
seraph is bringing someone
Resist 5
a message, the message is
PER 7
potentially world-shaking.
Awareness 5
Despite their dangerous
INT 5
reputation and fierce duty,
Lore 5
seraphim usually appear rather
SPIRIT 8
impassive. It is rare that one
MANA 3
actually appears angry, but
Devotion: 9
when it does, the wise retreat
INITIATIVE 15
quicklyan angry seraph can
SHRUG 8
level a small town in less than
SAVE 16
one minute.
Seraphim appear as
beautiful androgynous
humanoids with fierce fiery eyes and huge feathered wings. They
often wield swords. When they speak, it sounds soothing and calm,
though a quiet rage seems to hover just under this serenity.
Most seraphim possess approximately 15 points of prayers,
often Wrath.
161
~ Equipment ~
Economy
any nations have very different currency types, and there is no universal base. In
Kilmoor and Kharhoun, the denomination is the shakuul. The nations of Corvel,
Seris, Bachra, Tolak and the Kainal Islands all use the silver standard. In most of
th
the silver-standard nations, the denomination is the geld, and each geld can be broken into 10 pence or
multiplied by 10 into one crown. For the sake of simplicity, the following includes a wide range of typical
items using geld currency. Realize that the currency may be different in the characters own homeland.
What follows is a fundamental list of goods available from the various merchants in the world of Arrowflight,
w
with an average price in geld. Contrary to popular fantasy, there are no adventurers super-marts to be found
hhere. Each merchant trades in a select few goods, though there are a few frontier trading posts and boutiques
here and there (most deal in used or found items).
As each village marketplace varies in its makeup, so will prices and quality. The prices listed here
correspond to a town of average size. In different areas, certain items will cost more or less, depending on how
far they need to be transported. There will seldom be a master armor/weaponsmith in a fishing or farming
village, but staples like milk, meat and fresh vegetables will be cheaper than in a larger city. In addition, some
items native to some areas will be unavailable or highly expensive in other areas. Use common sense. In the list,
p refers to pence. If there is no p, then it is in number of geld.
For those who wish to dispense with the roleplaying side of outfitting the character, simply use the prices
listed here. Custom items may be purchased from specialists or craftsmen at an inflated rate (GMs discretion).
Superior quality items may usually be purchased for three to four times normal cost.
BAKERY
Milled Flour (per 5lbs)
Sugar (per lb)
Bread
Hard tack (per doz)
Mufns (per doz)
Pastries (per doz)
Cake
Pie
Biscuits (per doz)
Sweet biscuits (per doz)
5p
1
5p
5p
1
1g, 5p
2
1g, 5p
5p
1
BLACKSMITH
(All items made of metal)
Bucket (5 gal)
Small box (5 lb)
Large box (15 lb)
Small trunk (25 lb)
Large trunk (50 lb)
Pot
Plate
Bowl
Fork
Spoon
Tankard
Flask, pt
Spit
Kettle
Light chain (5 lb)
Heavy chain (5 lb)
162
5
2
5
20
35
5
2
3
1
1
4
4
4
5
25
35
Hand manacles
40
Leg manacles
35
Lockpicking tools
20*
Keyed lock
50
Tumbler lock
55
Beaver trap
10
Wolf trap
15
Bear trap
20
Small animal trap (no teeth)
10
Large animal trap (no teeth)
15
Fishhook (per doz)
5p
Pick
30
Scissors
5
Shovel
25
Hatchet
15
Stakes (6)
3
Nails (per doz)
2
Hammer
10
Horseshoe
5
* Lockpicking tools not available through
ordinary commercial channels. Must be
obtained through black market/criminal
means.
(Weapons also available through Blacksmith)
BOWMAKER/FLETCHER
Long bow
Short bow
Crossbow
Double Crossbow
300
175
275
350
Arrows (10)
Bolts (10)
Feathers (per lb)
Darts (6)
Wrist Crossbow (fires darts)
Bowstring
Beeswax (per lb)
5
4
1
3
100
3
2
BUTCHER
Beef (per lb)
Beef Jerky (per lb)
Chicken (whole)
Duck (whole)
Goose (whole)
Intestine prophylactic
Mutton (per lb)
Pheasant (whole)
Pickled Pigs Feet (each)
Pork (per lb)
Quail (whole)
Rabbit (whole)
Smoked Beef (per lb)
Smoked or Spiced Sausage (per lb)
Smoked Pork (per lb)
Pigs Ears (each)
Squirrel (whole)
Turkey (whole)
Venison (per lb)
3
5
5
7
10
5p
5
15
5p
2
6
5
4
2
4
5p
7
10
6
CARPENTER
(All items made of wood)
Bowl
Bucket (5 gal)
Cup
Large box (15 lb)
Large cask (10 gal)
Large trunk (50 lb)
Mallet
Medium box (5 lb)
Mixing spoon
Planking (per yd)
Plate
Small box (1 lb)
Small cask (4 gal)
Small trunk (25 lb)
Stakes (6)
CLOTHIER/TAYLOR
1g, 5p
5
1g, 5p
10
12
45
1
5
1
2
1
3
5
25
2
CHANDLER
Earthenware candle holder
(uncovered) 2
Fast burning candle, lasts 1 hr.
Flint/steel
Glass candle lantern
Oil (1 qt)
Oil lamp
Oil lantern
Scented beeswax candle
Slow burning candle, lasts 3 hours
Tinder box
Treated torch
Untreated torch
5p
5p
4
2
3
4
3
2
1
3
1
CHEMIST
(All applicable items sold by the oz)
Candy
5p
Carbonate
5p
Cloves
3
Elderberry Seeds
1g, 5p
Glue
1
Nutmeg
2g, 5p
Oak Bark
5p
Perfume
80
Quicksilver
50
Salt (per lb)
5p
Smoking papers (per 50)
3
Smoking pipe
10
Snuff
5
Snuff box
5
Soap
1
Seasoning Spices
3
Sulphur
5
Tobacco
2
Apron
Belt
Blouse
Bodice
Cap
Doublet
Dress
Fancy dress
Fabric (raw cotton, by yard)
Fabric (dyed cotton, by yard)
Fabric (silk, by yard)
Fur Jacket
Heavy jacket
Heavy robe
Hooded robe
Hose
Knit gloves
Large brim hat
Large brim leather hat
Leather jacket
Light jacket
Light robe
Long cape
Long cloak (with hood)
Long leather gloves
Needle (per dozen)
Night gown
Night robe
Padded coif
Padded gambeson
Padded trousers
Scarf
Short brim hat
Short cape
Short leather gloves
Silk lingerie
Silk shirt
Skirt
Socks
Surcoat (emblazoned)
Surcoat (plain)
Thread (per spool)
Trousers
Vest
Wool muffler
Wool shirt
Work trousers
COSTERMONGER
4
4
10
7
5
15
12
20
5
10
30
50
25
18
20
8
9
8
15
40
15
12
20
30
18
5p
10
12
5
18
10
2
6
10
14
25
20
7
2
25+
10
1p
9
8
8
10
7
COBBLER
Boots
Cloth boots
Hip high boots
Knee high boots
Reinforced work boots
Sandals
Shoes
Slippers
Soft leather boots
1
2
5p
1
2
3
1
5p
2
2
DAIRY
Butter (per lb)
Cheese (per lb)
Cream (per pint)
Curd (per pint)
Eggs (per doz)
Milk (per qt)
1
2
1
1
2
5p
FISHMONGER
(All applicable items sold by the pound)
Crab
4
Dried fish
2
Fresh fish
5p - 2
Lobster
5
Octopus/Squid
5
Sea serpent
10
Smoked fish
4
INN/TAVERN
(Room price includes morning meal)
Basic Room, single, per night
10
Basic Room, double, per night
15
Luxury Room, single, per night*
30
Luxury Room, double, per night* 50
Bowl of Stew
2
Hot Meal
5
Prepared Meal to go
5
Ale (per pint)
5p
Wine (per glass)
1
Hot Cider (per pint)
5p
Hard Liquor (per shot)
2
Kilmoorian Rum** (per quart)
25
Banquet Room Facilities*
40
Hot Bath
2
Laundry Service (per garment)*
1
(* indicates where available)
(** indicates restricted substance, uncommon)
25
12
60
40
40
8
10
8
20
163
JEWELER
(All gems are per one carat weight and cut.
Metals are by the oz)
Gem cutting tools
20
Jewelry making equipment
15
Agate
3
Amber
5
Amethyst
40
Aquamarine
25
Copper
1p
Diamond
325
Dragonbone
50
Emerald
100
Fire opal
30
Garnet
15
Gold
10
Hematite
10
Ivory
5
Jade
5
Lapis Lazuli
25
Malachite
25
Moonstone
5
Mother of Pearl
4
Obsidian
3p
Onyx
3p
Opal
25
Pearl
25
Platinum
5
Quartz
3p
Rose quartz
5p
Ruby
110
Sapphire
80
Silver
1
Topaz
50
Turquoise
25
164
15
50
10
350
200
POTTER/GLASSBLOWER
Earthenware bowl
Earthenware goblet
Earthenware mug
Extra large glass jar (1 gal)
Glass bottle (1 pint)
Glass bowl
Glass goblet
Glass vial (2 oz)
Large earthenware jug (5 gal)
Large glass box (2 lbs)
Large glass jar (4 pints)
Medium earthenware jug (1 gal)
Medium glass jar (2 pints)
Plate
Pot
Small earthenware jug (5p gal)
Small glass box (5p lb)
Small glass jar (1 pint)
2
6
4
8
4
4
7
1
10
10
6
8
4
3
8
5
5
2
SHIPWRIGHT
Fishing line (per yd)
5p
Fishing net
45
Heavy rope (per yd)
2
Light rope (per yd)
1
Oars
20
Rowboat
75
Sailboat, small (open deck)
220
Shipbuilding
100 per ft. length +
(includes rigging)
50 per ft. beam
STATIONER
LIVERY
Bit
Bridle
Caravan wagon (enclosed)
Carriage (double team)
Carriage (single team)
Chariot
Donkey
Fodder (per day)
Goat
Goat cart
Harness set
Horse blanket
Horse, draft
Horse, pack
Horse, riding
Horse, war
Mule
Ox
Ox cart
Reins
Saddle
Saddle bag
Wagon (covered)
Wagon (open)
2
25
500
650
400
150
500
5
100
75
100
5
2,000
2,300
4,000
6,000
800
600
175
5p
20
5p
10
1
1
1
5p
3
2
2
2
5
1
1
4
5
TANNER
Animal skins
Apron
Arrow quiver (10 arrows)
Arrow quiver (20 arrows)
Back pack
Bandolier (20 spaces)
Belt purse
Bolt band, arm (6 bolts)
Bolt band, leg (12 bolts)
Bolt quiver (12 bolts)
Dart case (6 darts)
Knap sack
Knife sheath
Large sack
Large shoulder purse
Leather handle bag
Quiver strap (for shoulder)
Small pocket purse
Small sack
Small shoulder purse
Sword belt
Sword sheath
Tobacco pouch
Water skin (1 gal)
Water skin ( gal)
Water skin (2 pt)
4-100
20
20
35
25
14
6
7
10
10
5
15
8
4
12
7
8
3
2
8
15
20
4
15
10
5
WEAVER
Plain cloth (per yd)
Fancy cloth, (per yd)
Small sack
Large sack
Knap sack
Back pack
Cloth handle bag
Cloth purse
Velvet purse
Snare cord
Rope ladder (per 10 ft)
Bedroll
Light blanket
Heavy blanket
Quilt
One man A-frame tent
Two man A-frame tent
Four man A-frame tent
One man pavilion
Two man pavilion
Four man pavilion
Eight man pavilion
Tent canvas (per yd)
Sail canvas (per yd)
Hammock
Mosquito netting (per yd)
Animal net
Man sized net
2
5
1
3
8
15
3
1
2
1
20
25
5
10
15
30
40
50
70
140
180
260
2
3
20
2
15
25
Weapons
Weapon Rating (WR): This number is good for many things. First,
it is the minimum STR a character needs to wield it effectively. This
also is the damage number. Multiply the margin of success by the WR
of the weapon to get your base strike damage for that weapon. See
Damage on page 45 for more detailed information.
Damage Bonus (DB): These weapons are of superior quality, balance,
and blade-edge. Add the points listed to the total amount of damage.
Length: Simply the end-to-end length of the weapon.
Hand: Denotes whether the weapon is one- or two-handed. Most
one-handed weapons may be used with two hands, adding 1
times the characters STR for damage. Two-handed weapons may be
wielded one-handed with a 3 attack/defense penalty.
Type (optional): Weapons are rated according to their primary
destructive attribute: C (Crushing)/P (Piercing)/S (Slashing). On
a successful strike, slashing weapons gain an extra +1 margin (for
damage purposes) against armors rated AV1 to AV3. Piercing
weapons gain +1 margin vs. AV4 to AV6, and crushing weapons gain
+1 margin vs. AV7 to AV9.
Cost: How much the weapon costs, in geld.
Axes
Battle Axe
WA
WR
DB
Len.
Hand
Type
Cost
3 ft
300
Bearded Axe
WA
WR
DB
Len.
Hand
Type
Cost
-1
+1
4 ft
375
Bipennis Axe
WA
WR
DB
Len.
Hand
Type
Cost
3ft
275
WA
WR
DB
Len.
Hand
Type
Cost
1 ft
Hatchet
Grago
This brutal orc weapon features
a handle made from the bronzed
thighbone of a large animal,
two vicious steel blades and an
assortment of spikes.
WA
WR
DB
Len.
Hand
Type
Cost
-1
+2
3 ft
400
Ratamun
This elf weapon, known as the War Moon, consists of two balanced
crescent blades, one at either end of a steel or hardwood pole. It is
favored by tribal and nomadic elves (who make their own), and by
connoisseurs of exotic weapons. See the female elf illustration on page 9
for visual reference.
WA
WR
DB
Len.
Hand
Type
Cost
+1
4ft
450
165
Club
WA
WR
DB
Len.
Hand
Type
Cost
WA
WR
DB
Len.
Hand
Type
Cost
-1
varies
4-8 ft
120
Bullwhip
Mace
WA
WR
DB
Len.
Hand
Type
Cost
WA
WR
DB
Len.
Hand
Type
Cost
2 ft
250
+2
-3
8 ft
N/A
45
WA
WR
DB
Len.
Hand
Type
Cost
-2
+2
3 ft
22
WA
WR
DB
Len.
Hand
Type
Cost
+1
+1
5 ft
400
Maul
Flail
Morning Star
WA
WR
DB
Len.
Hand
Type
Cost
+1
3 ft
250
DB
Len.
Hand
Type
Cost
5 ft
N/A
10
Quarterstaff
WA
WR
+1
2
0
Declare stun or wound
Studded Club
WA
WR
DB
Len.
Hand
Type
Cost
-1
+1
3 ft
250
Warhammer
WA
WR
DB
Len.
Hand
Type
Cost
3 ft
350
166
WA
WR
DB
Len.
Hand
Type
Cost
3 ft
300
Knives
Bracelet Dagger
WA
WR
DB
Len.
Hand
Type
Cost
-1
3 in.
10
Crescent Dagger
WA
WR
DB
Len.
Hand
Type
Cost
+1
ft
40
Dagger/Throwing Knife
WA
WR
DB
Len.
Hand
Type
Cost
ft
25
Dirk
Javelin
WA
WR
DB
Len.
Hand
Type
Cost
+1
ft
50
WA
WR
DB
+1
2
0
WA applies only when thrown
Len.
Hand
Type
Cost
6 ft
35
Dranenmun
Lance
WR
DB
Len.
Hand
Typee
Cost
+1
+1
1 ft
200
Meat Cleaver
WA
WR
DB
Len.
Hand
Typee
Cost
-1
1 ft
A
N/A
Shalekkar Claw
WA
WR
DB
Len.
Hand
Typee
Cost
1 ft
180
WA
WR
DB
Len.
Hand
Typee
Cost
+1
ft
35
Stiletto
Pole Arms
Awl Pike
WA
WR
DB
Len.
Hand
Type
Cost
-1
12 ft
50
Military Fork
WA
WR
DB
Len.
Hand
Type
Cost
-1
6 ft
200
WA
WR
DB
Len.
Hand
Type
Cost
-3
+2
16 ft
50
WA
WR
DB
Len.
Hand
Type
Cost
+2
4 ft
75
WA
WR
DB
Len.
Hand
Type
Cost
-2
+1
6 ft
250
Pike
Pitchfork
Pole Axe
Scythe
WA
WR
DB
Len.
Hand
Typee
Cost
WA
WR
DB
Len.
Hand
Type
Cost
-1
9 ft
275
-2
+2
7 ft
85
Beaked Axe
Spade
WA
WR
DB
Len.
Hand
Typee
Cost
WA
WR
DB
Len.
Hand
Type
Cost
-1
+1
6 ft
300
+1
3 ft
50
WA
WR
DB
Len.
Hand
Type
Cost
+1
5 ft
200
WA
WR
DB
Len.
Hand
Type
Cost
-1
+2
6 ft
300
Halberd
Spear
WA
WR
DB
Len.
Hand
Typee
Cost
-1
6 ft
400
WA
WR
DB
Len.
Hand
Typee
Cost
-1
6 ft
250
Half Moon
Trident
Harpoon
WA
WR
DB
Len.
Hand
Typee
Cost
-1
+1
6 ft
75
167
Swords
Ranged Weapons
Bastard Sword
Note: the range listed for the following weapons is the maximum
EFFECTIVE range in feet, not necessarily as far as a missile will fly
before it hits the ground.
WA
WR
DB
Len.
Hand
Type
Cost
0/-1
3/4
3 ft
1/ 2
S/C
300
Distance
Modifier
Broadsword
WA
WR
DB
Len.
Hand
Type
Cost
+1
3 ft
350
Cutlass
WA
WR
DB
Len.
Hand
Type
Cost
+1
2 ft
250
Falchion
WA
WR
DB
Len.
Hand
Type
Cost
+1
2 ft
225
Foil
WA
WR
DB
Len.
Hand
Type
Cost
+3
-1
3 ft
175
Medium
Range
0
Long
Range
-1
WR
DB
Len.
Hand
Range
Type
Cost
Drug
1-2 ft
5xSTR
N/A
25
WR
DB
Len.
Hand
Range
Type
Cost
+1
Drug
3-4 ft
10x
STR
N/A
50
Crossbow
WA
WR
DB
Len.
Hand
Range
Type
Cost
+1
2 ft
150
275
WA
WR
DB
Len.
Hand
Range
Type
Cost
+1
+1
6 in
5xSTR
N/A
Dart
Great S
G
Sword
d
WA
WR
DB
Len.
L
Hand
Type
Cost
-1
+1
4-5
4 ft
325
Long Sword
WA
WR
DB
Len.
L
Hand
Type
Cost
+1
3 ft
325
Dart Sling
WA
WR
DB
Len.
Hand
Range
Type
Cost
+1
1 ft
10x
STR
N/A
Rapier
WA
WR
DB
Len.
L
Hand
Type
Cost
3 ft
300
Short Sword
WA
WR
DB
Len.
L
Hand
Type
Cost
2 ft
275
War Sabre
WA
WR
DB
Len.
L
Hand
H d
Type
T
Cost
C
+1
3 ft
300
168
Double Crossbow
WA
WR
DB
Len.
Hand
Range
Type
Cost
2 ft
150
350
Long Bow
WA
WR
DB
Len.
Hand
Range
Type
Cost
6-7 ft
300
300
Short Bow
WA
WR
DB
Len.
Hand
Range
Type
Cost
3-4 ft
100
175
WA
WR
DB
Len.
Hand
Range
Type
Cost
Sling
1-2
1
10xSTR N/A
15
ft
Intended for round bullets only (round river stones or crafted bullets).
The more uneven the bullet, the larger the penalty. Subtract up to 2
points from the WA (-2 instead of 0) and from the Range (8xSTR).
Crafted bullets cost the same as lead shot.
Spear Sling
WA
WR
DB
Len.
Hand
Range
Type
Cost
+1
2 ft
20xSTR
25
Arquebus
WA
WR
DB
Len.
Hand
Range
Type
Cost
-1
+1
1 -2ft
250
175
Blunderbuss
WA
WR
DB
Len.
Hand
Range
Type
Cost
+2
2 ft
150
200
Flintlock Musket
Throwing Axe
WA
WR
DB
Len.
Hand
Range
Type
Cost
+1
1
0
1 ft
1
3xSTR
N/A
50
Add STR to damage when thrown by hand, WA applies only when
thrown
Throwing Knife
WA
WR DB
Len.
Hand
Range
Type
Cost
+1
1
0
ft
1
3xSTR
N/A
7
Add STR to damage when thrown by hand, WA applies only when
thrown
Wrist Crossbow
WA
WR
DB
Len.
Hand
Range
Type
Cost
+1
+1
1 ft
50
100
WA
WR
DB
Len.
Hand
Range
Type
Cost
+1
5
- 6ft
400
575
Flintlock Pistol
WA
WR
DB
Len.
Hand
Range
Type
Cost
1 ft
150
300
Cannon (small)
WA
WR
DB
Len.
Hand
Range
Type
Cost
-1
23 ft
N/A
600
800
Cannon (Medium)
WA
WR
DB
Len.
Hand
Range
Type
Cost
-1
4 - 5 ft
N/A
800
1,100
Cannon (Large)
WA
WR
DB
Len.
Hand
Range
Type
Cost
-1
5-6 ft
N/A
1000
1,500
169
nstead of the standard shot, one can instead chose to use either grapeshot
or chain shot. The cannons will retain their normal range and WR,
but the primary damage should be applied against the crew and rigging,
respectively.
Grapeshot
Grapeshot does minimal damage to the vessel it is fired at, but it can be
devastating on the living crew of a vessel. Instead of subtracting from the
hull of the ship, grapeshot subtracts from the crewmembers able to man the
vessel. (Note that this does not mean all such crewmembers will be dead;
they may merely be injured at the GMs discretion, but they will not be in a
condition to fight or man their station until they have been healed.)
Chain Shot
Chain shot does
negligible damage to
the hull of a vessel,
but instead tears sails
and rigging. Instead
of damaging the hull
of the ship, chain shot
subtracts from the SPD
of the vessel, if the SPD
is produced by sail power.
Determine damage as
normal, but instead
of applying it to the
Vegicle Damage status
table, subtract 1 SPD
per damage level done.
170
Shields
Armor
Lt. Wood/Leather/Fabric
Size
Small Medium Large
Hits
2
3
4
Cost
5
10
15
Wood
Size
Hits
Cost
Small
4
15
Medium Large
5
6
20
30
Metal
Size
Hits
Cost
Small
8
50
Medium Large
9
10
75
100
COST
Light Armor
ARMOR TYPE
Light Armor
PENALTY
Light Armor
AV
Light Armor
Heavy Cloth
42
Soft Leather
70
Studded Leather
84
Medium Armor
Medium Armor
Medium Armor
Medium Armor
Medium Armor
10
140
20
Ringmail
280
30
Chainmail*
420
Heavy Armor
Heavy Armor
Heavy Armor
Heavy Armor
Heavy Armor
50
Scale-Mail*
700
60
Bar-Mail/Splint*
840
80
Plate Mail*
1120
Special
Special
**
Dragon Skin
Special
Special
0
Special
10
**
*Must have Soldier skill at 1 minimum or suffer double penalty to Stealth and Movement
**Although it is possible to purchase Dragon Skin armor, it is very hard to come by. Depending on the market, single pieces of Dragon Skin armor
can range anywhere from 250 to 2500 geld. A full suit can fetch amazing prices. Dragon Skin cannot be pierced by regular tools, so creating
anything out of it takes a lot of time and special equipment.
171
Magic Items
ITEMS
Ring of Protection
EFFECTS
CHARGE
AV2 in addition to any armor worn on the
N/A
body.
Mana Charge
Talisman stores 3 MANA which can be used
3 max
one at a time or all at once. Once MANA charge
is depleted, talisman cannot be recharged or reenchanted for any purpose.
Mana Amulet
+1 MANA.
N/A
Vambrace of Strength Worn as lower arm armor with AV9, it stores 4
4 max
STR which can be used one at a time or all at
once. Once STR charge is depleted, item cannot
be recharged or re-enchanted for any purpose.
Helm of Greatness
+1 Command, +1 Intimidation, AV9
N/A
Dragon Staff
Shoots small fireball 20yds, WR3, ignites
12
combustible material.
Warning Lantern
Glows bright in proximity to danger.
N/A
Holy Symbol
+1 Devotion
N/A
172
REQUIREMENTS
Ring is active while worn.
COST
550
750
2000
900
4500
2500
450
500
Potions
HEALING
DR
Munsbane
Holly Mushrooms
EFFECTS
DUR
ANTIDOTE
COST
2hrs
None.
1g/
dose
1*
1 day
None.
2g/
dozen
Distilled Wildberry
4hrs
None.
Snakebite (Distilled
Riversnake Venom)
1 day
None.
2g/
dose
20g/
dose
Blood Mold
Essence of
Nightshade
Deadly Swamp Root
Dracotoxin
DRUGS
DR
EFFECTS
DUR
ANTIDOTE
2 Cramps, weakness, blurred vision.
6hrs Boiled wine with cloves and
Endurance check each hour for duration or take DR in
sunspice halves remaining
wound damage.
duration.
3 Severe headache, dry mouth, stiff joints.
8hrs Boiled water with salt and oak
Endurance check each hour for duration or take DR in
bark halves remaining duration.
wound damage.
4 Sallow skin, fever, bloody coughs.
6hrs Warm milk with wild mint
Endurance check each hour for duration or take DR in
halves remaining duration.
wound damage.
5* * DR2 vs. Faeries. Slurred speech, blindness,
6hrs Mild ale with nutmeg and
elderberry seeds halves
uncontrollable shaking. Endurance check each hour for
remaining duration.
duration or take DR in wound damage.
8
N/A None.
COST
4g/
dose
10g/
dose
6g/
dose
20g/
dose
200g/
dose
DR
EFFECTS
DUR
ANTIDOTE
COST
Woodsong
6hrs
None.
4g/
dose
Toadstool Wine
5*
8hrs
5g/
dose
Sunspice*
6hrs
10g/
dose
Kilmoorian Spice*
6hrs
Pressed Duchess
Root
4hrs
50g/
dose
50g/
dose
* Addiction: Character must successfully Resist after each dose or become addicted. When addicted, effects are reversed when not on the drug (i.e.
Sunspice, which doubles Threshold for 6 hours would halve Threshold at all other times). When addicted, the character must successfully Resist each
day without the drug at 1 for the first day, 2 for the second, and 3 for the third. For each failed Resist, the character takes the DR in wound
damage, which will heal at the normal rate, except 1. The drug has damaged the characters body such that 1 wound box (starting with the first) is
permanently blacked out. This is treated as a permanent injury and can only be healed by direct divine intervention. Such is the glamorous path
of drug abuse
173
Quick Gear
Transportation Set-ups
Ox Cart (open, single ox) - 900g
Ox Cart (open, double ox) 1,500g
Goat Cart (single goat only) - 300g
Pack Donkey - 527g
Pack Mule - 827g
Full tack for any animal - 107g
Fodder is 5g per day
The Hunter
Bedroll, Boots, Belt, Bowl, Flint/Steel, Oil Lantern w/1 qt Oil, Backpack,
Longbow, 10 Arrows w/shoulder quiver, 2 Extra Bowstrings, Dagger w/sheath,
Large Brim Leather Hat, Soft Leather Armor
534g
174
~ GM Section ~
A Foundation of Trust
Character Development
175
Designing Adventures
Maintaining the Illusion
Adventures &
Campaigns
176
alented writers with a flair for plot and story should find it
easy to create epic tales of adventure for their players. If this
is you, congratulations and more power to you. However,
these GMs are the exception rather than the rule. Most players and
GMs have jobs and/or families and mundane responsibilities, and
therefore dont have a lot of time to craft intricate, epic sagas. It is
therefore no shame to use all the resources at hand.
One option is to use pre-written adventures. In addition to a
few Arrowflight-specific scenarios, many products of this type exist
for other fantasy settings and can easily be converted for use.
Another option is to use the Arrowflight Scenario Generator
(page 178), which gives enterprising game masters a place to start.
Options
rating as the TN for each die. Instead of a success margin, you will
have a number of individual successes. Successes are treated just like
the success margin in 2nd Edition. If over half the dice are ones,
the result is a critical success; over half sixes mean a botch.
Players will notice that greater feats are possible at lower levels
when using this method. The tradeoff is that play can often bog
down in the sorting and counting of dice.
Another option is the D12, for players who desire a more linear
randomizer. It is used in place of the 2D6 randomixer in XPG,
with criticals on results of 1 and 12, respectively.
It all comes down to the groups style and GM preference, and
no method is any more or less legitimate than any other.
Final Thoughts
ouve got the game, youve got the food, and youve got
the table. Youve got a handful of friends who are ready to
become mages and soldiers and priests for an evening. Youve
got some great ideas for a campaign and years of archived support
materials from the games creators. You can use the XPG rules as
presented, stick with the 1st Edition DEEP mechanics, or convert
to your system of choice. Whatever you do, and wherever you go in
the world of Arrowflight, HAVE FUN.
177
178
[A]
[B]
[C]
[D]
[E]
Young
Noble
Castle
Weapon(s)
Thunderstorm
Undead
Priest(ess)
Tavern
Potion(s)
Brawl
Cursed
Dignitary
Ship
Ring(s)
Assassination
Possessed
Official
Library
Map(s)
Angry Mob
Powerful
Merchant
Manor House
Artifact(s)
Law Enforcement
Humiliated
Soldier
Village
Coin(s)
Brigand(s)
Renowned
Mage
Laboratory
Arrow(s)
Monster(s)
10
Poor
Child
Docks
Coach/Wagon(s)
A Magic Spell
11
Wealthy
Hero
Cave
Flower(s)
Trap(s)
12
Tribal
Woman
Forest Grove
Ale
Wild Animal(s)
13
Drunken
Man
Hideout
Spice
Ghost(s)
14
Trapped
Craftsperson
Cove
Gem(s)
Rune(s)
15
Beautiful
Adventurer
Crypt
Shield(s)
A Natural Disaster
16
Sickly
Royal
Church/Temple
Holy Symbol(s)
Divine Wrath
17
Insane
Prisoner
City (specific)
Armor (piece)
War
18
Infected
Animal
Keep/Fort
Book/Scroll(s)
Plague
~ Basic Plots ~
2D6:
2.
The party is contacted by a [A][B] for the purpose of finding a rare [D] and returning it to the patrons [C], but the
adventure is interrupted by [E].
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
179
180
APPENDIX
Domestic Animals
rices listed are for where the beast is common. For lands where the creature is uncommon or rare, the price can be as much higher, if it
can even be found for sale at all.
Camel
Cat (Hunting)
Cow
Dog (Hunting)
AGL 3
Animal Combat 3
Liveliness 2
DEX 0
STR 7
Endurance 9
WIL 5
Resist 3
CUN 3
Awareness 4
Wilderness Skills 5
SPIRIT 2
MANA 1
Kick WR2
Bite WR1
INITIATIVE 6
SHRUG 5
SAVE 12
Cost: 500
AGL 2
DEX 0
STR 8
Endurance 3
WIL 1
Resist 1
CUN 2
SPIRIT 1
MANA 1
Kick WR1
INITIATIVE 4
SHRUG 6
SAVE 9
Cost: 300
Cat (Domestic)
AGL 6
Animal Combat 5
Liveliness 5
Stealth 5
DEX 1
STR 2
Climbing 5
Endurance 5
Swimming 1
WIL 5
Resist 3
CUN 6
Awareness 4
Wilderness Skills 4
SPIRIT 2
MANA 5
Bite, claws WR1
INITIATIVE 12
SHRUG 2
SAVE 7
Cost: 50
Chicken
AGL 3
DEX 1
STR 2
WIL 1
CUN 2
SPIRIT 1
MANA 1
Beak WR1
INITIATIVE 3
SHRUG 2
SAVE 2
Cost: 10
Dog (Domestic)
AGL 5
Animal Combat 5
Liveliness 4
Stealth 2
DEX 1
STR 5
Endurance 5
Swimming 2
WIL 3
Intimidation 3
Resist 2
CUN 5
Awareness 5
Survival 4
SPIRIT 2
MANA 1
Bite WR2
Claws WR1
INITIATIVE 10
SHRUG 3
SAVE 7
Cost: 100
Donkey
AGL 4
Animal Combat 3
Liveliness 4
DEX 0
STR 6
Endurance 5
Swimming 1
WIL 5
Resist 3
CUN 3
Awareness 4
Survival 4
SPIRIT 2
MANA 3
Kick WR2
INITIATIVE 6
SHRUG 6
SAVE 10
Cost: 500
Elephant
Hawk
Horse (Riding)
Monkey
AGL 6
Animal Combat 3
Liveliness 5
Stealth 4
DEX 5
STR 3
Climbing 6
Endurance 3
Swimming 3
WIL 5
Resist 3
CUN 7
Awareness 2
Survival 5
INT 1
SPIRIT 3
MANA 3
Bite WR1
INITIATIVE 8
SHRUG 3
SAVE 8
Cost: 300
Horse (Draft)
Horse (War)
Goat
AGL 4
Animal Combat 2
Liveliness 2
DEX 0
STR 5
Endurance 6
Swimming 1
WIL 6
Resist 1
CUN 3
Awareness 4
Survival 2
SPIRIT 2
MANA 2
Kick, ram WR1
INITIATIVE 6
SHRUG 4
SAVE 11
Cost: 100
Mule
AGL 4
Animal Combat 4
Liveliness 4
DEX 0
STR 7
Endurance 5
Swimming 1
WIL 5
Resist 3
CUN 3
Awareness 5
Survival 3
SPIRIT 2
MANA 2
Kick WR2
INITIATIVE 7
SHRUG 4
SAVE 10
Cost: 800
APPENDIX
Ox
Pig
AGL 3
Animal Combat 1
DEX 0
STR 9
Endurance 9
Swimming 1
WIL 2
Resist 1
CUN 2
Awareness 3
Survival 3
SPIRIT 1
MANA 1
Kick, ram WR2
INITIATIVE 5
SHRUG 7
SAVE 10
Cost: 600
AGL 3
DEX 1
STR 5
Endurance 5
Swimming 2
WIL 2
Resist 1
CUN 5
Awareness 3
Survival 3
SPIRIT 1
MANA 1
Bite WR1
INITIATIVE 6
SHRUG 5
SAVE 7
Cost: 100
Turkey (Domestic)
Parrot
AGL 5 in the air (1 on the
ground)
Animal Combat 3
Liveliness 2
Stealth 1
DEX 3
STR 3
Climbing 2
Endurance 2
WIL 4
Resist 1
CUN 6
Awareness 4
Survival 4
INT 1
Language mimicry 1
SPIRIT 2
MANA 2
Claws WR1
Bite WR2
INITIATIVE 10 (7 on the
ground)
SHRUG 3
SAVE 6
Cost: 200
AGL 3
DEX 1
STR 3
WIL 1
CUN 1
SPIRIT 1
MANA 1
Beak, claws WR1
INITIATIVE 3
SHRUG 2
SAVE 4
Cost: 25
Game Animals
Crane
Boar
AGL 6
Animal Combat 6
Liveliness 3
Stealth 1
DEX 1
STR 7
Endurance 7
Swimming 3
WIL 4
Intimidation 5
Resist 3
CUN 5
Awareness 5
Survival 5
SPIRIT 2
MANA 3
Tusks WR3
INITIATIVE 11
SHRUG 6
SAVE 11
Crab/Lobster
AGL 2
Animal Combat 4
DEX 1
STR 1
Endurance 3
WIL 2
Resist 1
CUN 2
Awareness 1
Survival 2
SPIRIT 1
MANA 1
Claws WR2
Natural AV3
INITIATIVE 4
SHRUG 2
SAVE 3
Deer
AGL 6
Animal Combat 4
Liveliness 5
Stealth 3
DEX 0
STR 6
Endurance 6
Swimming 2
WIL 4
Resist 1
CUN 4
Awareness 9
Survival 6
SPIRIT 2
MANA 4
Kick WR1
Ram WR2
INITIATIVE 10
SHRUG 5
SAVE 10
Duck
AGL 5 in the air or water, 2 on
land
Liveliness 3
Stealth 2
DEX 0
STR 1
Endurance 2
Swimming 5
WIL 2
Resist 2
CUN 3
Awareness 4
Survival 5
SPIRIT 2
MANA 1
INITIATIVE 8 in the air or
water; 5 on land
SHRUG 2
SAVE 3
Elk
AGL 5
Animal Combat 5
Liveliness 4
Stealth 2
DEX 0
STR 8
Endurance 6
Swimming 2
WIL 4
Resist 1
CUN 5
Awareness 7
Survival 6
SPIRIT 2
MANA 4
Kick, ram WR2
NITIATIVE 10
SHRUG 6
SAVE 12
Frog/Salamander
Vole/Squirrel
AGL 5
Stealth 4
DEX 0
STR 1
Climbing 7
Endurance 1
Swimming 3
WIL 2
Resist 2
CUN 3
Awareness 7
Survival 4
SPIRIT 2
MANA 2
Claws, bite WR1
INITIATIVE 8
SHRUG 1
SAVE 3
Goose/Swan
AGL 5 in the air or water, 2 on
land
Animal Combat 3
Liveliness 4
DEX 0
STR 3
Endurance 4
Swimming 5
WIL 4
Resist 2
CUN 3
Awareness 4
Survival 5
SPIRIT 2
MANA 2
Beak WR1
INITIATIVE 8 in the air or
water; 5 on land
SHRUG 3
SAVE 6
Hare/Rabbit
AGL 7
Animal Combat 2
Liveliness 6
Stealth 5
DEX 0
STR 1
Endurance 6
Swimming 1
WIL 2
Resist 2
CUN 4
Awareness 10
Survival 6
SPIRIT 2
MANA 2
Bite, claws WR1
INITIATIVE 11
SHRUG 2
SAVE 3
Mountain Goat
AGL 5
Animal Combat 4
Stealth 3
DEX 0
STR 6
Climbing 5
Endurance 5
Swimming 2
WIL 3
CUN 4
Awareness 4
Survival 5
SPIRIT 2
MANA 2
Kick WR1
Ram WR2 stun
INITIATIVE 9
SHRUG 4
SAVE 9
Quail/Squab
AGL 5
Liveliness 5
Stealth 5
DEX 0
STR 1
Endurance 2
WIL 2
Resist 1
CUN 3
Awareness 6
Survival 5
SPIRIT 2
MANA 1
INITIATIVE 8
SHRUG 2
SAVE 3
Songbird
AGL 5 in the air, 3 on the
ground
Liveliness 3
Stealth 2
DEX 1
STR 1
Endurance 5
WIL 2
Resist 1
CUN 3
Awareness 8
Survival 5
SPIRIT 2
MANA 2
Beak WR1
INITIATIVE 8; 6 on the
ground
SHRUG 1
SAVE 3
APPENDIX
Trout/Salmon
AGL 5
Stealth 3
DEX 0
STR 1
Endurance 5
WIL 2
CUN 2
Awareness 4
Survival 5
SPIRIT 1
MANA 1
INITIATIVE 7
SHRUG 2
SAVE 3
Turkey (Wild)
AGL 3
Animal Combat 1
Stealth 2
DEX 0
STR 3
Endurance 2
WIL 3
CUN 3
Awareness 4
Survival 3
SPIRIT 2
MANA 2
Beak, claws WR1
INITIATIVE 6
SHRUG 3
SAVE 6
Turtle (River)
AGL 1
DEX 0
STR 2
Endurance 8
Swimming 3
WIL 3
Resist 1
CUN 3
Awareness 2
Survival 3
SPIRIT 2
MANA 2
Shell AV4
Bite WR1 (some species only)
INITIATIVE 4
SHRUG 3
SAVE 5
Bear
Badger
Occasionally trained as mounts by
earthfolk.
AGL 4
Animal Combat 5
Liveliness 4
Stealth 2
DEX 1
STR 5
Endurance 5
WIL 5
Resist 1
CUN 5
Awareness 6
Survival 5
SPIRIT 2
MANA 2
Bite, claws WR2
INITIATIVE 9
SHRUG 4
SAVE 10
Bat
AGL 6 (1 on the ground)
Animal Combat 2
Liveliness 4
Stealth 6
DEX 1
STR 1
Climbing 3
Endurance 3
WIL 3
Resist 2
CUN 5
Awareness 5
Survival 4
SPIRIT 3
MANA 4
Bite WR1
INITIATIVE 11 (5 on the
ground)
SHRUG 2
SAVE 4
AGL 3
Animal Combat 5
DEX 0
STR 8 for Forest; 9 for
Mountain; 10 for Arctic
Endurance 8
Swimming 3
WIL 6
Resist 3
CUN 4
Awareness 4
Survival 5
SPIRIT 5
MANA 3
Bite, claws WR3
INITIATIVE 7
SHRUG 7 Forest; 8 Mountain
and Arctic
SAVE 14 Forest, 15 Mountain;
16 Arctic
Crocodile/Alligator
AGL 4 in the water, 2 on land
Animal combat 5
Stealth 3
DEX 0
STR 7
Endurance 5
WIL 3
Intimidation 1
Resist 2
CUN 4
Awareness 4
Survival 4
SPIRIT 2
MANA 2
Bite WR4
INITIATIVE 8 in the water, 6
on land
SHRUG 5
SAVE 10
Dragonfly
These large insects, often a foot or
more in length, are often used as
mounts by the faeries.
AGL 9
Liveliness 3
DEX 1
STR 1
WIL 1
CUN 1
Awareness 5
Survival 4
SPIRIT 1
MANA 1
Bite WR1
INITIATIVE 11
SHRUG 1
SAVE 2
Dolphin
AGL 6
Animal Combat 5
Liveliness 4
Stealth 4
DEX 1
STR 7
Endurance 4
WIL 5
Resist 4
CUN 6
Awareness 5
Survival 5
INT 2
SPIRIT 4
MANA 3
Ram WR3
Bite WR2
INITIATIVE 12
SHRUG 5
SAVE 10
Insects/Arachnids
Ferret/Weasel
AGL 7
Animal Combat 3
Liveliness 3
Stealth 4
DEX 2
STR 1 ferret/2 weasel
Climbing 6
Endurance 4
WIL 4
Resist 2
CUN 5
Awareness 6
Survival 5
SPIRIT 2
MANA 3
Bite WR1
INITIATIVE 12
SHRUG 3
SAVE 5 ferret/6 weasel
Fox
AGL 5
Animal Combat 6
Liveliness 5
Stealth 4
DEX 1
STR 4
Climbing 2
Endurance 6
Swimming 3
WIL 5
Intimidation 2
Resist 3
CUN 6
Awareness 4
Survival 5
SPIRIT 3
MANA 3
Bite WR2
Claws WR1
INITIATIVE 10
SHRUG 4
SAVE 8
AGL 5
Animal Combat 2
Liveliness 2
Stealth 5
DEX 1
STR 0
Climbing 9
WIL 1
CUN 1
Awareness 2
Survival 5
SPIRIT 1
MANA 1
Bite/Sting DR0 to DR6. Most
poisonous vermin will have no
higher than DR4.
INITIATIVE 6
SHRUG 0. Most small vermin
have only a single wound level;
just one point of damage will
destroy it.
SAVE 1
Jellyfish
AGL 1
DEX 0
STR 0
WIL 0
CUN 0
SPIRIT 1
MANA 1
Stingers DR0-6 damage,
depending on species.
INITIATIVE 0
SHRUG 1
SAVE 0
Lion
AGL 6
Animal Combat 5
Liveliness 3
Stealth 3
DEX 0
STR 8
Endurance 4
WIL 3
Resist 2
CUN 6
Awareness 5
Survival 4
SPIRIT 2
MANA 3
Bite, claws WR3
INITIATIVE 12
SHRUG 5
SAVE 11
Octopus
AGL 5 in the water, 3 on land
Animal Combat 4
Stealth 7
DEX 4
STR 4
Endurance 3
WIL 4
Resist 2
CUN 4
Awareness 4
Survival 5
SPIRIT 3
MANA 2
Tentacles WR2
Bite WR1
Ink cloud -2 to Awareness.
INITIATIVE 9 in water; 5 on
land
SHRUG 3
SAVE 6
Octopus (Giant)
These massive cephalopods can
reach the approximate mass of an
orc.
AGL 5 in the water, 3 on land
Animal Combat 5
Stealth 7
DEX 5
STR 8
Endurance 5
WIL 4
CUN 6
Awareness 5
Stealth 2
Survival 4
SPIRIT 3
MANA 2
Tentacles WR3
Bite WR2
Ink cloud -2 to Awareness.
INITIATIVE 9 in water; 5 on
land
SHRUG 6
SAVE 12
Otter
AGL 7 in the water, 2 on land
Animal Combat 3
Liveliness 5
Stealth 1
DEX 3
STR 2
Endurance 3
Swimming 6
WIL 4
Resist 2
CUN 5
Awareness 5
Survival 5
SPIRIT 3
MANA 2
Claws WR1
INITIATIVE 12 in the water; 7
on land
SHRUG 3
SAVE 6
Owl
AGL 6 in the air, 1 on land
Animal Combat 4
Liveliness 3
Stealth 5
DEX 1
STR 4
Endurance 3
WIL 3
Resist 3
CUN 5
Awareness 4
Survival 4
SPIRIT 2
MANA 3
Claws, beak WR2
INITIATIVE 11 in the air; 6 on
the ground
SHRUG 3
SAVE 6
APPENDIX
Panther (Forest)
Panther (Arctic)
AGL 6
Animal Combat 6
Liveliness 4
Stealth 7
DEX 0
STR 8
Climbing 3
Endurance 4
Swimming 4
WIL 4
Resist 3
CUN 6
Awareness 5
Survival 5
SPIRIT 3
MANA 3
Bite, claws WR3
INITIATIVE 12
SHRUG 6
SAVE 12
Panther (Desert)
AGL 7
Animal Combat 5
Liveliness 5
Stealth 7
DEX 0
STR 8
Climbing 4
Endurance 8
WIL 5
Resist 3
CUN 6
Awareness 5
Survival 5
SPIRIT 2
MANA 3
Bite, claws WR3
INITIATIVE 13
SHRUG 6
SAVE 12
AGL 7
Animal Combat 5
Liveliness 4
Stealth 3
DEX 0
STR 7
Climbing 4
Endurance 3
Swimming 3
WIL 3
Resist 2
CUN 6
Awareness 5
Survival 4
SPIRIT 2
MANA 3
Bite, claws WR3
INITIATIVE 13
SHRUG 5
SAVE 10
Panther (Mountain)
AGL 7
Animal Combat 5
Liveliness 4
Stealth 5
DEX 0
STR 7
Climbing 4
Endurance 4
Swimming 2
WIL 3
Resist 2
CUN 6
Awareness 5
Survival 4
SPIRIT 2
MANA 3
Bite and claws do WR3
INITIATIVE 13
SHRUG 5
SAVE 10
Rat
Wild rats can reach the size of
a small dog, and can be quite
dangerous.
AGL 4
Animal Combat 5
Liveliness 3
Stealth 5
DEX 1
STR 3
Climbing 5
Endurance 6
Swimming 3
WIL 5
Resist 4
CUN 4
Awareness 7
Survival 5
SPIRIT 2
MANA 2
Bite, claws WR2
INITIATIVE 8
SHRUG 2
SAVE 6
Raven/Crow
AGL 5 in the air, 1 on land
Animal Combat 3
Liveliness 3
Stealth 2
DEX 3
STR 3
Climbing 2
Endurance 2
WIL 3
Resist 1
CUN 7
Awareness 4
Survival 5
INT 1
Language: mimicry 1
SPIRIT 2
MANA 2
Claws WR1
Beak WR2
INITIATIVE 10; 6 on land
SHRUG 3
SAVE 6
Shark (Greater)
AGL 4
Animal Combat 5
Stealth 4
DEX 0
STR 9
Endurance 7
WIL 3
CUN 3
Awareness 5
Survival 5
SPIRIT 2
MANA 2
Bite WR4
INITIATIVE 8
SHRUG 8
SAVE 15
Snake
AGL 4
Animal Combat 4
DEX 0
STR 1-7, depending on species
Endurance 3
Strength Feat 3 (constricting
species only)
Swimming 4 (only some species)
WIL 3
Resist 2
CUN 4
Awareness 3
Survival 5
SPIRIT 3
MANA 3
Bite WR1, plus DR1-6 poison,
depending on species
Constricting snakes grapple with
a target. As long as the target is
grappled, the snake deals WR13 stun per round, depending on
species. (Very small constricting
snakes deal only WR0, DB +1
stun per round.)
INITIATIVE 8
SHRUG 2-5, depending on
species
SAVE 4-10, depending on
species
Vulture
Squid
These squid reach up to 2 long.
Their aggressiveness does lead
them to attack even human-sized
targets. Smaller and larger breeds
do exist.
AGL 7
Animal Combat 4
DEX 2
STR 2
Endurance 2
WIL 2
Resist 1
CUN 3
Awareness 2
Stealth 4
Survival 4
SPIRIT 2
MANA 2
Bite WR1
Ink cloud -2 to Awareness
INITIATIVE 10
SHRUG 2
SAVE 3
Tiger
AGL 6
Animal Combat 5
Liveliness 3
Stealth 5
DEX 0
STR 9
Climbing 5
Endurance 4
Swimming 5
WIL 3
Resist 3
CUN 6
Awareness 5
Survival 4
SPIRIT 2
MANA 3
Bite, claws WR3
INITIATIVE 12
SHRUG 6
SAVE 12
Wolf
AGL 4
Animal Combat 5
Liveliness 3
Stealth 3
DEX 1
STR 7
Endurance 5
Swimming 3
WIL 4
Intimidation 4
CUN 5
Awareness 5
Survival 5
SPIRIT 2
MANA 3
Bite WR3
Claws WR1
INITIATIVE 9
SHRUG 6
SAVE 11
Index
Armor 46, 57, 171
Bhara 99
Armor Reduction 46
Bharas Sleep 87
Arquebus 169
Bharas Wolf 86
Bharata 21, 37
Black Powder 22
Assassin 21, 37
Assets 24, 25
Athletics 21
Blasphemy 85
Attacking 44
Blessing 25, 89
Autogyro 53
Blight of Hausha 88
Awareness 22
Bloodlust 27
Blunderbuss 169
Axes 165
Brawling 21, 35
Alchemy 24, 74
Azoth 98
Allergy 26
A
Acute Sense 25
Addiction 26
Adventures & Campaigns 176
Aeledon 98
Aeledonites 91
A Foundation of Trust 175
Age 26
Aghali 98
Aghalis Control 86
AGILITY 17
Agility (AGL) skills 21
Air Sloop 53
Air Vessels 53
Akaar 98
Akaars Wings 86
Akrindor 23, 109
Ambidexterity 25
Amplify Strength 63
Amulet of Regeneration 77
Ancestor Spirits 98
Ancient 23
Ancient History 107
Angelic 159
Animal Kinship 25
Animals 123
Animal Speak 62, 71
Animate Plants 68
Animate the Nonliving 62
Arboreal Shambler 127
Arcane Theories 57
Arcane Theory 24
Arcania 111
Arcanian 23
Archer 29
Area Knowledge 22
Argumentative 28
Armed Combat Skills 21, 37
Brigantine 52
Broadsword 168
Babble 62
Bachra 109
Brother Storms 90
Bad Luck 26
Brownies 15
Bad Sense 26
Bullwhip 166
Banish Demon 70
Calling on Chaos 83
Banshee 145
Campaign 6
Banshee Scream 64
Barbarian 21, 37
Bargain 22
Barghest 153
Caravel 52
Basic Mechanics 6
Carrack 52
Basilisk 135
Cavernmouth 131
Beckon 62
Caverns of Chaos 99
Befuddle 62
Centaur 120
Center of Attention 28
Bestiary 114
Chanting Prayers 84
Con 22
Chaos 83
Control Animal 62
Cynicism 28
Chaplain 30
Control Bird 68
Character 5
Control Ghoul 66
Character Abilities 40
Control Human 70
D3 5
Character Creation 7
Cool 23
D6 5
Cooling Touch 63
Cooperation 41
Character Improvement 20
Corvel 108
Chariot (Light) 54
Counter Elements 60
Daily Devotional 85
Chariot (War) 54
Counter Healing 64
Dalah 99
Charisma 25
Counter Primal 69
Dalahar 21, 35
Charm 62
Counter Summoning 71
Dalahists 90
Cherub 160
Courage 25
Chill Wind 60
Cowardice 27
Dalah Nyeh 91
Chimera 124
Craft 22
Dalahs Command 86
Church of Marg 94
Create Zombie 66
Creator 99
City of Truth 99
Damage Overview 45
Climbing 22
Critical Success 41
Cloak of Invisibility 77
Crossbow 168
Clockwork Engine 82
crown 162
Dance 21
Cult of Aghali 95
Club 166
Cult of Bhara 91
Darken Heart 62
Coach 54
Cult of Daro 93
Code, The 34
Cult of Deain 93
Cog 52
Cult of Deyeus 90
Cold Roads 16
Cult of Erdyo 93
Daro 99
Cult of Hausha 90
Dart 168
Cult of Ordannis 94
Darter 132
Combat Basics 44
Cult of RaiMun 90
Combat Dispel 57
Cult of Rhana 92
Combat Mage 29
Cult of Roliel 94
Dawn 99
Combat Skill 21
Cult of Stowaddy 94
Deadspeak Potion 74
Cult of Torahn 94
Deain 99
Combat Skills 35
Cult of Tothas 92
Deains Smiting 88
Command 22
Cultural Sciences 22
Death 6
Common Prayer 24
Death Touch 57
Common Prayers 89
Curse 62
Cursed 27
Delusion 27
Communion 86
Cutlass 168
Demonic 152
Cutpurse 30
Derived Stats 17
Competitive 28
Cyclops 115
Exhortiad, The 96
Destiny 17
Extreme Cold/Heat 50
Devil 154
Devotion 24
DEXTERITY 17
Dragon Staff 77
Faerie 14, 23
Faerie Food 74
Deyeus 100
Faerie Madness 62
Deyeus Breath 86
Drain Mana 67
Falchion 168
Deyeushar 21
Dranenmun 167
Fallback 28
Dhow 52
Driven 28
Falling 50
Diagnostics 22
False Fire 65
Difficulty 40
Familiarship 72
Difficulty Guidelines 40
Drowning/Suffocation 50
Fanaticism 27
Direction 25, 89
Dusk 100
Fear 42
Dirk 167
Dwarf 10
Disenchant 80
Dwarven 23
Fidgeting 28
Disguise 65
Dispel Dead 67
Fighter Folk 34
Final Note on Skill Selection 24
Dispel Illusions 65
Earthfolk 15
Distracting Visions 57
Eastern 23
Financier 32
Divination 24, 58
Economy 162
Fireball 60
Divine Communion 86
Education 23
Djinn 154
Efrit 155
Firefolk 122
Djunn 23
Elderseekers 96
Elemental 24, 59
Fire Wall 60
Dodging 45
Elementalist Church 90
Fish Swim 62
Domestic Arts 23
Elf 9
Flail 166
Ellinyeh 14
Flame Blade 80
Double-Jointed 25
Ellipol 100
Flight 62
Dousing 71
Elven 23
Draconic 23
Empire 23
Enchanted Sleep 62
Float 71
Enchanting Dance 62
Fly 60
Enchantment 24, 75
Fog Divination 59
Endurance 22
Foil 168
Dragon-Bat 128
Enemy 27
Energy Wave 57
Forecast 89
Entanglement 47
Frail 27
Freeze 57, 60
Equipment 162
Frostbite 50
Dragon-Kind 134
Erdyo 100
Furak 100
Ethnic Differences 78
Evasive Action 50
Gallant 21, 38
Halberd 167
Galleass 52
Galleon 52
Handspeak 23
Gambling 22
Harkilon 109
Gargoyle 160
Harpoon 167
Harpy 161
geld 162
Hatchet 165
Geographical Overview 6
Hausha 100
Geography 108
Haushahar 21, 35
Ghosts 142
Ghost Shield 67
Healing Potion 74
Ghoul 147
Healing Salve 77
Heavy Galley 52
Kelpies 122
Heralds of Ellipol 92
Giant-kin 23
Hidden Eyes 63
Kharhoun 109
Hit Location 45
Gladiator 21, 38
Kilmoor 110
Hobgoblin 118
Glamours 24, 61
Kilmoorian 23
King-Owl 128
Glider 53
Holding Actions 44
Glossary of Terms 5
human 16
Glowstone 74
Human 8
Knives 166
Knockdown, Death, and
GM 5
GM Section 175
Invisibility 65
Island Chains & Undersea Kingdoms 113
Islander 23
Island Nations 16
J
Javelin 167
Jinalda 101
Jinaldans 92
Jinaldas Circle 88
Junk 52
Dismemberment 46
Kralass 156
Gnomes 15
Icefolk 15
goblin 16
Ice Wall 60
Illusion 24
Lab Magicks 74
Illusory 64
Illusory Beast 63
Lance 167
Goblin-Wolf 124
Immunity 25
Land Vehicles 54
Gods 7
Imp 155
Language 23
Gorgon 118
Improving Skills 20
Large 25
Impulsiveness 27
Law 23
Grago 165
INITIATIVE 17
Grapeshot 170
Insanity Table 42
Levitate 57
Grappling 47
Insight 25
Liabilities 24, 26
Intelligence 77
Lich 147
INTELLIGENCE 17
Lifeline 18
Growth 62
Light 71
Gryphon 129
Intimidation 23
Light Galley 52
Gullibility 27
Intolerance 27
Lightning Rod 80
Introduction 5
Linguist 25
Literary Arts 23
Mer 16
Lizard Possession 69
Merchantman 53
Locate 59
Messenger Bird 82
Military Sciences 23
Lore 23
Min-max 6
Loria 109
Minotaur 119
Low Self-Esteem 28
Luck 25, 89
Missile Weapon 21
Luria 112
Missing Limb 27
Monk 32
Montaka 11
O
Obesity 27
Obsession/Compulsion 27
Ogre 116
Ogre Warrior 117
Ogron 121
Ogron Tracker 121
Omnibus 54
Oodong 136
Opposed Checks 41
Optimism 28
Options 177
Mace 166
Montuhar 130
Mooria 110
Madness 27
Moral Restriction 27
Magic 7, 55
Mount 25
Mummy 148
Mun 101
Munchkin 6
MANA 17
Musketeer 31
Mystic Blast 57
Parrying 45
MANA Skills 24
Manticore 125
Marg 101
Natural Sciences 23
Margs Horror 86
Necromancy 24, 66
Marksmanship 25
Nereads 122
Marrish 16
Mass Combat &
Nervous Tic 28
Arrow-Fodder 49
Network 25
Niakaar 97
Material Wealth 25
Nifurak 97
Matter Shift 71
Nimelekk 97
Maul 166
Nishalekk 97
Non-Combat Damage 50
Mechanical 80
Non-Lethal Damage 47
Medicine 23
Mehnuk 16
Nordia 108
Melee 6
Nyads 122
Melee Round 6
Nyeh oDeain 93
Nymphs 15
Orc 12
Ordannis 101
Order of Azoth 97
Order of Rai 96
Order of the Holy Vagabond 96
Oriaal 102
Orrindan 23
Orrisk 156
Other Playable Races 16
Party 6
Peace 67
Pedagogue 28
Pegasus 126
pence 162
PERCEPTION 17
Perception (PER) skills 22
Perfect Memory 25
Performance 22
Personality 24
Pet Peeve 28
Petty 28
Phantasmal Face 65
Phobia 27
Pike 167
Pilot 21
Melekk 101
Pirate 31
Mend 64
Pistolier 33
Pitchfork 167
Rank 26
Scrying 59
Pixies 14
Rapier 168
Scythe 167
Plant Growth 69
Sea Vessels 52
Plant Shape 69
Seduction 22
Self-Conversation 28
Play Instrument 22
Senvata 21, 36
Poisonous Taste 65
Ratamun 165
Seraph 161
Rational 26
Seris 110
Session 6
Read Soul 59
Shade 157
Poltarch 157
Reanimation 67
shakuul 162
Post-Cognition 59
Reapers 95
Shalekk 105
Potions 173
Refuge 58
Precognition 59
Regeneration 64
Shalekkhar 21, 36
Preparation 40
Shalekkniar 97
Priestly Virtues 84
Rellian 102
Shaltaka 13
Priests Prerogative 85
Rellians Rebirth 87
Shamanism 89
Primal 24, 68
Shape Clanhold 63
Primary Stats 17
Rend 64
Shapeshift to Bear 69
Procrastination 28
Repair 22
Shapeshift to Mouse 69
Property 25
Sharpshooter 21, 38
Protection 63, 88
Reputation 26
Purification of Aeledon 87
Requirements 72
Shift 58
Purify Toxins 64
Resist 23
Shipwrecker 137
Purify Water 89
Rest 64
Revnant 148
Riding 21
Quarterstaff 166
Ritual 28
SHRUG 17
Quick 25
Rogue 21, 38
Siege Weapon 22
Roliel 102
Sirens 122
Rude 27
Sister Winds 91
Runecraft 24, 77
Skill 5
Runeset, The 78
Skill Checks 40
Rushing Actions 44
Skill Listings 20
skill rating 20
Rai 102
Sacrifice 72
Skill Specialization 20
Rain of Fire 88
Saintors 96
Skin of Shalekk 88
Rais Forging 87
Save 46
Sky Galleon 53
Ranged Attacks 47
SAVE 17
Sky Merchant 53
Savings 26
Sleight of Hand 22
Scale 48
Sling 169
Scout 31
Sloop 53
Skills 20
Small 28
Thievery 22
Snapjaw 132
Stoicism 26
Social 22
Solander 23
Stone Wall 60
Thwarting Spells 55
Stormriders 90
Tinker 26
Soul-Drinker 80
Stowaddy 105
Tokra 105
Soul-Stealer 80
Stowaddys Refreshment 87
Torahn 105
STR Bonus 45
Totems 106
Spade 167
Streetwise 22
Tothahar 21, 36
Spark 71
STRENGTH 17
Tothas 106
Spear 167
Strength Feat 22
Touch of Dalah 87
Transfer Mana 67
Specialization 20
Trap-Root 133
Specialization Example 20
Trawler 130
Special Weapon 26
Tribal Warrior 32
Trident 167
Spectral Sword 58
Troll 117
Spectre 158
Speech Impediment 28
Tune 71
Spellcasting 55
Spell Failure 55
Succubus/Incubus 158
Spell Signature 56
Sudia 113
Ugly 28
Sphynxes 16
Summon Human 71
SPIRIT 17
Summoning 24, 70
Undead 144
Spirit of Play 40
Summon Mammal 69
Unicorn 125
SPIRIT Skills 24
Unshakable Code 26
Sprigs 15
Superstition 28
Unskilled Checks 41
Sprites 14
Surprise 44
Unusual Talent 26
Spy 67
Survival 22
Unweave Glamour 63
Stabilization 47
Swamp-Trap 133
Stat 5
Swashbuckler 21, 39
Stealth 22
Swimming 22
Vampyre 149
Steam Cart 54
Swords 168
Steam Tank 54
System 40
Vehicle 26
Stiletto 167
Vehicle Combat 50
Vehicle Damage 51
Take Care 89
Vehicles 52
Targeting Modifiers 45
Veil 59
Teleport 71
Verdia 112
Tempter 159
Volcania 112
Theoretical Sciences 23
Sting-Netter 131
Wagon 54
XPG 40
Wall of Protection 58
Wall of Thorns 69
War 7
Zoen 106
Warhammer 166
Zombie 151
Warhawk 129
War Machine Juggernaut Body 82
War Sabre 168
Water Breathe 60
Waterfolk 122
Weapon Accuracy (WA) 165
Weapon Rating (WR) 165
Weapons 51, 165
Weapon Saves 48
Werebeasts 143
Western 23
What Counts as
an Action? 44
What is Arrowflight? 5
Whips & Chains 166
Whispers on the Wind 65
Wight 150
Will-o-the-Wisp 123
Will-o-the-Wisp Hunter 123
Will-o-the-wisps 14
WILLPOWER 17
Willpower (WIL) skills 23
Winding Sheet 126
Windlord 138
Wind-nymphs 14
Windriders 91
Winds of Chaos 95
Women and the Code 34
World Overview 107
Wounds 46
Wound Status 46
Wraith 150
Wrath 88
Wrist Crossbow 169
Wyrm 138
Wyvern 139
AGILITY (AGL)
Combat Skill
Combat Skill
Combat Skill
Athletics
Dance
Missile Weapon
Riding
Pilot:
Pilot:
Pilot:
Siege Weapon
Stealth
Name
Occupation
Race
Age
Height
Eyes
Weight
Hair
Distinguishing Marks
Currency
DEXTERITY (DEX)
Black Powder
Craft:
Play Instrument:
Repair
Sleight of Hand
Thievery
Character Pts.
Lifeline
Supplies
STRENGTH (STR)
Climbing
Endurance
Strength Feat
Swimming
WEAPON
Type
WA WR DB
SHIELD
Armor/Hit
Location
Hits
AV
(upper)
AV
(lower)
WOUND STATUS
MANA
Arcane Theory:
Arcane Theory:
SPIRIT
Devotion
Common Prayer
Spell / Prayer / Special Combat Moves
PERCEPTION (PER)
Awareness
Bargain
Command
Con
Diagnostics
Gambling
Performance
Seduction
Social
Streetwise
Survival
INTELLIGENCE (INT)
Area Knowledge
Cultural Sciences
Domestic Arts
Education
Language:
Language:
Law
Literary Arts
Lore
Medicine
Military Sciences
Natural Sciences
Theoretical Sciences
WILLPOWER (WIL)
Cool
Intimidation
Resist
Notes
DIFF
1. Scathed
2: Head
2. Light
3: R. Arm
3. Moderate
4: L. Arm
4. Serious
5-8: Torso
5. Grievous
9-10: R. Leg
6. Mortal
11-12: L. Leg
7. Dead
SHRUG
INITIATIVE
SAVE
DESTINY
Copyright 2010 Deep7 Press / Despot Media LLC. Photocopy rights granted for personal use only.
VEHICLE
VEHICLE
Name
Name
Type
Type
Crew
Crew
VEHICLE DAMAGE
VEHICLE DAMAGE
1. Shaken
SPD
MAN
1. Shaken
SPD
MAN
HUL
5. Disabled (-4)
AV
6. Drifting/Hulk (-5)
HUL
5. Disabled (-4)
AV
6. Drifting/Hulk (-5)
7. Destroyed
WEAPON
Type
WA WR DB
7. Destroyed
WEAPON
Supplies
Supplies
Notes / Cargo
Notes / Cargo
Type
WA WR DB
Copyright 2010 Deep7 Press / Despot Media LLC. Photocopy rights granted for personal use only.
MOUNT
MOUNT
Name
Name
Type
Type
Markings
Markings
WEAPON
Armor/Hit
Location*
Type
AV
(upper)
AV
(lower)
WA
WR
DB
WOUND STATUS
1. Scathed
WEAPON
Armor/Hit
Location*
Type
AV
(upper)
AV
(lower)
WA
WR
WOUND STATUS
1. Scathed
2: Head
2. Light
2: Head
2. Light
3: R. Arm
3. Moderate
3: R. Arm
3. Moderate
4: L. Arm
4. Serious
4: L. Arm
4. Serious
5-8: Torso
5. Grievous
5-8: Torso
5. Grievous
9-10: R. Leg
6. Mortal
9-10: R. Leg
6. Mortal
11-12: L. Leg
7. Dead
11-12: L. Leg
7. Dead
SHRUG
INITIATIVE
SHRUG
INITIATIVE
SAVE
DESTINY
SAVE
DESTINY
Notes
DB
Notes
Copyright 2010 Deep7 Press / Despot Media LLC. Photocopy rights granted for personal use only.
SPELL / PRAYER
SPELL / PRAYER
Name
Name
Theory / Invocation
Theory / Invocation
DIFF
DUR
CAST. TIME
DIFF
Notes
DUR
CAST. TIME
Notes
EFFECT
DIFF
EFFECT
DIFF
REQUIREMENT
DIFF
REQUIREMENT
DIFF
Notes
Notes
Copyright 2010 Deep7 Press / Despot Media LLC. Photocopy rights granted for personal use only.