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Written & Designed By

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

Graphics & Layout By


TODD DOWNING
Second Edition Playtesters
Gavin Downing, Kaylin Anderson, Mike Decuir, Geoff Forsland, Andrew M. McDonald,
Chris Schetzle, Jane Schetzle, Mike Wittaver, Peter Alix, Jim Adams, Stu Janssen & Joel Schonbrunn.

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

Magic & Divinity

55

Human

Arcane Theories

57

Elf

Lab Magicks

74

Dwarf

10

Montaka

11

Chaos

83

Orc

12

Priestly Virtues

84

Shaltaka

13

Faerie

14

Religions of the World

89

Earthfolk

15

Deities, Saints & Holy Places

98

Lifeline

18

World Overview

107

Skills

20

Geography

108

Personality

24

Bestiary

114

Quick-Start Templates

29

Equipment

162

The Art of Combat (Combat Skills)

34

GM Section

175

System

40

Arrowflight Scenario Generator

178

Insanity Table

42

Appendix

Combat

44

Damage Overview

45

Wound Status

46

Vehicle Combat

50

Vehicle Damage

51

Domestic & Wild Animals

INDEX

181-188

189-196

Arrowflight Character Sheet*


Arrowflight Vehicle Sheet*
Arrowflight Mount Sheet*
Arrowflight Spell/Prayer Worksheet*
Arrowflight World Map*

* Photocopy permission granted for these specic pages for personal, non-commercial use.

~ Introduction ~

omewhere in the mists of dreams there exists a world of


fantasy and mythic adventurea world where nations plot
and intrigue against one another, where mighty armies
clash, powerful wizards bend nature to their will, and the favored
priests of venerable gods smite infidels with divine wrath. Ships
of sea and air explore vast and exotic lands as varied as the
creatures that inhabit them. Ancient feuds erupt in war, while
dashing heroes seek honor, fame and legend
The denizens of this world call it Nia, or The World, for it
is all that they know. It is a difficult place in which to survive,
let alone thrive, but it has bred dynamic and distinct cultures,
and survived a long and often savage history. It is home to races
that, though familiar to many readers, nonetheless occupy an
important position in the balance of all life upon it. Its oceans
are deep and vast, its mountains broad and dark, its forests and
jungles lush and greenall of it dangerous to those who venture
forth unwarily.
Yet its treasures are manifold for those with the courage,
fortitude and skill enough to claim them. Intrepid adventurers
all, welcome to Arrowflight.

What is Arrowight?

rrowflight is a fantasy roleplaying game that allows players


to manage the actions of characters in an interactive
story. Players create a character, or alter-ego, using
points and dice. These characters can be mighty warriors,
devout priests, secretive mages, intrepid scouts, selfless healers,
benevolent nobles, daring explorers, cunning thieves, savage
pirates, common craftspeople, and so forth. In fact, the character
possibilities are endless, and the gameplay is immersive and fun.
Exploring the world of Arrowflight in your minds eye can be
exhilarating, full of adventure, romance and danger. You need
only a pencil, scratch paper, a handful of standard 6-sided dice,
some friends and your imagination. Deep7 Press and its parent
company, Despot Media, LLC, grant permission to photocopy
the character sheet in the back of the book for personal use.
Arrowflight is intended for players 13 and older, as it includes
frank discussions of combat, adult relations, fictional deities and
the occult; themes common to most heroic fantasy literature.

Roleplaying Primer

any volumes have been written on the roleplaying


hobby and its counterparts in counseling and
psychotherapy. In the simplest of terms, roleplaying is
an amalgam of acting, storytelling and charades in a parlor game
setting. It is an extension of traditional board and card games, yet
with some striking differences. In a roleplaying game, instead of
moving pieces around on a board, players keep tallies and records
on their character sheets, noting changes in a characters status
throughout the course of the game (although small metal or
plastic miniatures will often be used for a tactical representation
of combat). Where a board game is most often competitive, a
roleplaying game is generally cooperative. There is usually no
clear winner, nor a designated finish line. A single game session

may last only a couple of hours, but be part of a much larger


campaign or storyline.
In most board games, there is no referee. In a roleplaying
game, one player is designated the Game Master, or GM. This
person is the cornerstone of the entire experience, relating the
games story and environment in immersive detail, arbitrating
combat, keeping track of the non-player characters (or
NPCs), and moderating the overall result of a given situation.
Roleplaying fosters communication, problem solving and
interpersonal skills, improves mathematics ability and exercises
the imagination. It is a fun excuse to get together with friends
and improvise a fantasy saga. It is not a replacement for family,
spouse, school, job, church or any other real-world obligation.

Glossary of Terms

f you have played roleplaying games before, you will already


be accustomed to some of the terminology used. If this
is your first such game, or you feel you are in need of a
refresher, read on.
D6 Refers to a standard 6-sided die (commonly found with
most board games). One 6-sided die is referred to as 1D6, two
6-sided dice are referred to as 2D6, etc. This is to differentiate
between the various types of polyhedral dice used in many
roleplaying and tactical strategy games (including D4, D8,
D10, D12, D20 and D100). Arrowflight uses only a D6.
D3 Refers to the result of 1D6 halved (round up). A result of
1 or 2 is one, 3 or 4 is two and 5 or 6 is three.
Stat The designation on the character sheet for raw talent in
a given area of personal development. Stats consist of Agility,
Dexterity, Strength, Perception, Intelligence, Willpower, Mana and
Spirit.
Skill Any of a number of sub-headings listed under an
individual attribute, each indicating learned ability, natural
aptitude, or a combination of the two.
Character The playing piece of the roleplayer in the game.
Sometimes referred to as a Player Character or PC. The
character may be Ulrich the Ugly orc trollslayer, or Seera
of Marigor illusionist and combat mage, depending on the
players preference and the GMs direction.
GM Game Master. The referee, storyteller and moderator of
the game.

Melee or Melee Round A period of time within which precise


gameplay like combat takes place.
Min-max Often associated with powergaming, this is the
practice of assigning character points to the prime requisites of
a character while neglecting his other attributes and skills, thus
creating a one-dimensional, lopsided character. Players will find it
difficult to min-max Arrowflight characters without consequence.
Munchkin A player who seeks out every possible loophole in
the rules to exploit for his own gain. This includes min-maxing,
as well as the literal interpretation of rules to the detriment of the
story or other characters.
Session A single installment of a roleplaying game, usually a few
hours on a single night, but often part of a larger campaign.
Campaign The overall story run by the GM, consisting of two
or more single sessions (depending on the scope of the story).
Party The group of player characters (PCs).
Death Because the world of Arrowflight is hazardous and filled
with mystery and intrigue, characters can sometimes be killed.
This is figurative and only applies to the piece of paper called
the character. It in no way requires the players removal from the
gamein fact, quite the opposite! If a players character dies, the
player is encouraged to create a new one and rejoin the group at
the GMs earliest convenience. Players who nurture characters
for a long period of time may understandably feel a sort of loss
when the character dies, but everyone is urged to remember
that Arrowflight is a game, and each new character brings new
adventure and new possibilities.

Basic Mechanics

layers already familiar with Deep7s other XPG products will


be primed to play Arrowflight, as all of the basic mechanics
are the same. The character consists mainly of stats and
skills. The stat and skill ratings are added together to make a Target
Number. This is the number the player must attempt to roll equal
to or less than on two 6-sided dice to achieve success. The higher a
Target Number, the easier it is to succeed, and by greater degrees.
This is called a self-test system, and it enables the player to take
responsibility for his characters own actions, thereby freeing the
GM to manage other aspects of the game. More details are found
later in the System section on page 40.

Geographical Overview

ccording to legend and borne out by scientific discovery,


the world-plane of Nia lays suspended in the heavens. It
is a great, flat expanse of vast oceans, dense forests, searing
deserts, fertile plains and snow-capped mountains. Ancient dogma
tells us that Rai leaps from his golden throne each morning to fly
across the world, into the arms of his wife, Mun, the goddess of the
night. And thus it appears to be so. Rai and Mun traverse the world
across its center, just north of where many scholars believe the Zero
Axis lies. It is this point upon which the world teeters, so slowly as
to be imperceptible to mortal senses, and yet enough to regulate
the passing of seasons and schedule of the tides. Explorers postulate
that an exact inverse mold of the world lies underneath it, and for
millennia it has been believed that this is the true Underworld,
where the dead journey. Here, it is believed, sits the City of Truth,
meeting place of the gods, object of desire to every good soul. It is
also thought that many of the Caverns of Chaos extend into this
realm, and that a constant war is fought between Order and Chaos
for control of this domain. Some travelers have claimed to have
ventured to the Underworld, either by sea or by underground means
from the world above, but this has never been conclusively proven.
Nia is home to thousands of species of flora, fauna and many
intelligent races, each vying for dominance. Humans dwell beside
their civilized elf cousins in great cities, while feral tribes of elves
remain in wilderness enclaves. Dwarves forge the finest steel in
their bastions of stone, while wild clans of orcs and goblins terrorize
entire nations. Faeries swarm and earthfolk gather in subterranean
clanholds. Fantastic creatures roam endless forests, great dragons
soar through the skies, and giant seers carve their prophecies on the
very cliffs and mountains. It is a world where a mortal may go far
on his skill and honor, a world where danger lurks at every turn, and
where the dead walk again.

Gods

f the world is host to so much mortal life, so it is also the


playground of the gods. Wars are fought and millions die over
dogma, and a worthy acolyte may find his prayers answered in the
voice of his deity...or with cold silence. A priest in this world wields
enormous power, and commensurate responsibility. The gods take an
active interest in the affairs of mortals,
and the faithful are often rewarded for
their service and praise, and punished
in equal measure for their blasphemy.

Magic

ust as there is divine influence


in the world, so there is another
source of power, much closer to
a mortals everyday existence. All life
in Nia is part of a contiguous web of
living energy, and this Web of Life forms
the matrix of corporeal existencean
invisible tapestry that keeps the material
plane coherent and functional. Every
living thing is a point on the Web of Life,
connected to every other living thing
through its ethereal strands. Diverse
schools of magic study have discovered
that plucking these strands or tying knots
in the Web of Life gives the arcanist the
ability to bend the laws of nature to his
desires.
The way of magic is an ancient,
mysterious, and difficult path to follow.
The rewards are great and the price of
failure terrible, but with study and talent,
those who excel in its discipline will leave
a lasting mark upon history.

~ Character Creation ~

efore you get started, you will want to make


certain you have a character sheet, scratch
paper, some 6-sided dice, a pencil, and a copy
of this book.

xDecide on a race/ethnicity for your character


(page 8). Races are generally limited to Human,
Elf, Dwarf, Montaka, Orc, Shaltaka, Faerie, and
Earthfolk, though other races may be allowed,
depending on the campaign and the GMs discretion. If
you wish, you may be a crossbreed of two races (choose
the dominant race for racial caps & benefits). Use the
racial caps (aka Attribute Maximums) specific to your
characters race to determine the maximum stat rating.

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

x Use the tables in the Lifeline (page 18) section to


start fleshing out your characters background. This is
important to the characters history and will give him
valuable skills. All skill ratings are stackable, so if a
character receives Natural Sciences of 1 twice, he gets a
total of 2 in his Natural Sciences skill.
x Using the rules under Skills (page 20), distribute
30 points among the various skills on your character
sheet. These skills will aid the character in succeeding
at certain things. Descriptions of skills can be found in
the Skill Listings section (starting on page 20).
x Calculate your characters Save (the sum of Strength
plus Willpower), Shrug (the average of Strength and
Willpower), and Initiative (the sum of Perception and
Agility). Remember to round up when calculating
averages.

War

he face of the world has been


deeply scarred by conflict, so
much so that survival is often the
reward of those who have perfected the
science of destruction. Martial disciplines
are as numerous and varied as the mortals
who use them, from the cloud-strewn
skies to the blood-soaked battlefields, to
the very depths of the oceans. They carry
the axe and sword, the spear and shield,
bows, slings, war machines of all sizes and
muskets that crack with a fire only Rai
had once been capable of creating. Much
status is placed upon those who craft the
finest weapons, for often such a thing is
the only protection a mortal has in the
world.
Entire warrior cults have evolved around a specific style or
discipline, and the Code of Honor is a soldiers bond with his society,
a promise to uphold the law of his country, and die in its service if
need be.

x Determine all eight of your primary stats (described


below). These are Agility, Dexterity, Intelligence,
Perception, Strength, Willpower, Mana, and Spirit.
You have 30 points to divide between these stats. No
stat can be higher than the racial maximum, and all
stats must have at least a rating of 1. Be careful here;
everything is important.

x Put 1 point in Destiny.


x Decide on an appearance and a name for your
character. Height, weight, eye color, hair color,
and gender are all up to you, unless your GM says
otherwise. Obviously, the characters race, ethnicity,
and original environment will dictate some of this.
x Determine the amount of starting money. Each
character receives 2D6 x100 geld. This may be
multiplied based on the characters social status,
and additional funds may also be added due to
inheritance.
x

Use the list of goods in the Equipment section (page 162)


to buy items you may need, including armor, weapons, and
food.

~ Human ~

t is written in various histories that man was born of an unholy


union of elf and demon. Some additional theories state that
mankind is the result of elf and dwarf crossbreeding, or the
product of the montaka invasion of Zeah some eons ago. Whatever
the true origin of the human species in the world, history has told
tales of astounding goodness and heroism, as well as incredible
evil and depravity. Humans are creatures of extremes, and their
constant struggle appears to be one of achieving internal balance
between Order, which governs their everyday world, and Chaos,
which rules their passions. It is from the embrace of Order and the
kind tutelage of elf mages that the first human magicks arose, and
it is from the seduction of Chaos that hybrid species and horrible
abominations were made.
Humans range in height from 4 to 7 feet tall, with the mid
5-foot range being average. They come in all shapes, from the
rotund to the rail-thin, and range in color from pale white to ebony
black, depending on their region and environment. Human males
are typically larger in terms of both height and muscle-mass, and are
fertile from their early teens until death. Human females are fertile
from their early teens through their mid-forties and carry their
offspring for a three-season gestation, usually resulting in a single
offspring. Twins and occasional triplets do occur, but often result in
injury or fatality to the mother.

Racial Stat Caps:


AGL 6
DEX 6
STR 6
WIL 6
PER 6
INT 6
SPIRIT 6
MANA 6
Special Abilities:
Resist 1

Eons of natural selection through war, famine and


disease have produced a generally diverse and hearty
stock of humans on nearly every continent in the world.
They are extremely adaptable and have an inherent
resistance to magic and psychological trauma that
continues to puzzle elf scholars. Humans have a long
history of interbreeding with elves, and that practice has
had two major effects: A human of either gender can
expect, short of disease or violence, to live to a healthy
100 years of age. Conversely, the civilized elves of the
world have had their lifespan cut in half (and yet, given
the mental instability elves often suffer with old age, this
has not been seen as a detriment among the cosmopolitan, urban members of the
species).
Humans have no inborn hatred of any race, and have often laid the
groundwork for integration of the various races in urban settings. They live and work
alongside elves, dwarves, earthfolk, faerie and orc, and individual prejudice aside,
find something of value in each. If there is a species that most civilized humans have
a predilection for conflict with, it is goblinkind. As the first civilized tribes of man
spread across the world, they often found themselves at odds with the cannibalistic
gray-skinned creatures and their troll and orc cohorts. In retaliation for age-old
slights (both real and perceived), goblins now hold a special place for humankind
over the mantle or on a pike. Goblin mages take special pride in stealing human
babies away to become Blood Children, and raids on rural human settlements are a
regular and traditional occurrence.

~ Elf ~

rguably the first mortal species to walk


Racial Stat Caps:
upon the fertile earth of Nia, elfkind has
AGL 6
produced an astonishing range of art,
DEX 6
culture, politics, and personality. It is said that
STR 5
the first elf was the goddess Dalah, who was
WIL 6
given domain over the land by Creator when he
PER 6
raised it from the ocean depths. Dalah is also
INT 6
said to have created the different types of elfkind
SPIRIT 6
(including merfolk, faeriefolk and earthfolk),
MANA 7
that still walk the World to this day. In addition,
Special Abilities:
it was the mountain god Deains rape of Dalah
Awareness 1
that produced the dwarf race. In essence, Dalah is
thought to be the progenitor of all the intelligent
races (with the exception of giant-kin, goblins,
orcs, and dragons).
Ranging in height from 4 to 6 feet with an average of 5 feet and a lean
build, elves can be found in nearly every skin color and social environment, and
on most every continent. Their history is the history of Nia itself, including its
wars, glories, advances and declines. While many elves cling to the old social
structure of territorial or nomadic tribes living close to nature, still others prefer
the comfort and intellectual challenge of civilization. In some areas of the world,
elf society is dominant, if not exclusive, to a given region. In others, elves may
bend to the will of humans or other races. In either case, their genetic and cultural
diversity mirrors that of their close relatives the humans.
It is widely believed that humans were the unwitting spawn of demonic
guile, and from the moment of their arrival their elf parents kept a watchful eye
on their development as a species. The elven mind and spirit personifies Order,
be it a social order or the natural order. It was the magic theories of Order that
the elves taught their human kin.
The dynamic human civilizations that currently dominate much of
the world are mostly reflections and traditions based on earlier elven social
structures. Those elves whose families have lived in urban proximity to
humans have, through interbreeding, developed very human traits: a shorter
lifespan, stronger builds and facial hair, and the occasional multiple birth (a
phenomenon unheard of among their tribal counterparts).
The tribal elf tends to be somewhat leaner and less muscular than his urban
cousins, with more feral features and less body hair. Both varieties have keen
senses and observational instincts.
If elves as a species have any natural enemies, they are the greater dragons.
Elves have a long history of conflict with the awesome creatures, and it was
one such war that served as the distraction necessary for the alleged demonic
conception of mankind. Over centuries of hunting and killing the giant beasts,
elves have developed a tolerance for the highly acidic dragon meat, a food that is
toxic to most other species.
As in humans, male and female elves reach sexual maturity in their early
teens. Both genders remain fertile until their mid 40s. The average lifespan is
600 years for purebred elves and 300 years for urban elves. Elves mature
at the same rate as their human counterparts, and after age 50 begin to slow
the aging process. After 150 years, the elf perception of time begins to skew,
as each year seems to fly by more rapidly than the last. For urban elves, this
hypersensitivity can become extremely stressful, and many become eccentric,
insane, or suicidal. Most elves 200 years or older seek any quiet solitude they
can find, such as venturing into the woods and forests to spend their remaining
centuries communing with the wild. The most enlightened bond with trees and
become sacred groves, tended by feral elf caretakers.
9

~ Dwarf ~

lthough dwarves share a


common progenitor with the
elves, they look to their father,
the mountain god Deain, for their
ethnic direction. Deains self-proclaimed
first children (although more recent
scientific discoveries theorize the title
might actually belong to the montaka),
the dwarf gods of the earth are ever
present in all aspects of dwarven daily
life, from fishing to mining to drinking.
Dwarf culture is so ancient and
unchanging that many forms of
their art, science, and law have been
integrated into human society. In most
northern kingdoms, dwarven law serves
as the foundation for most official order
and due process, and many of the best
lawyers and advocates come from dwarf stock. Their society tends to
be extremely regimented and full of daily ritual and ancient dogma.
Guilt is a driving social force, whether used for or against a dwarf.
Cultural memory is long and past wrongs are not easily forgotten.
The center of dwarven ethnicity is the Raihar Empire, which
spans most of the southernmost continent. It is here that most
dwarves look for cultural identity and continuity. In recent years, a
renewed exchange of trade and immigration has boosted the oncedwindling dwarven population in the north. Most well trained
dwarf professionals will find an open and high-paying market for
their services (especially in smithing, brewing and law), and some
Raihar expatriates move north simply to escape Imperial propaganda
and flag-waving. The
concept of a centralized,
nationalistic ethnic
identity seems to be
unique to dwarfkind and
all but unheard of among
the other sentient races.
Rune Magic, the
art and science of
encoding arcane effects
permanently into stone
and steel, began with
the dwarves and is still
alive today, though the
art is a closely guarded
secret (and prohibitively
hard to learn). There
are perhaps thirty active
runeforges in the entire
world.

10

There are physically few differences


in the build of male and female
dwarves, save for enlarged breasts
on the female and facial hair on
the male (which they grow and
cultivate from a young age). Both
are compact and heavy, having a
dense and sturdy build, and ranging
from 3 to 5 feet in height. Females
have a reputation for hospitality
unmatched among the dominant
races. It is said that any mandwarf
or otherwisewho has a dwarf
woman fill his belly and warm his
bed will never look elsewhere for
nourishment or pleasure.
Dwarves generally range in color
from a chalky off-white to a dusky
tan, with very tough, leathery skin.
Hair color ranges from blonde to
brown, white to black, and males
keep thick beards. Interbreeding
with elves and humans has occurred, but on a scale so
insignificant that it has not affected their racial characteristics.
Humans and elves of dwarf descent are usually raised in human
or elf society; rarely the other way around. A dwarf who marries
into a human or elf family has chosen that culture over his
own, and becomes a social outsider for the remainder of his
life. Dwarves reach sexual maturity at about age 20, and remain
fertile unto the mid-50s. Children are carried by the female
for a 1-year gestation and are born one at a time, with the rare
multiple birth.
A dwarf s average lifespan
is 500 years (which has not
Racial Stat Caps:
decreased, due to their social
AGL 5
taboos against outside genetic
DEX 6
influence). Like their longSTR 6
lived elf cousins, once dwarves
WIL 7
achieve 150 or 200 years, their
PER 6
perception of time begins to
INT 6
accelerate, each year becoming a
SPIRIT 6
relatively smaller portion of their
MANA 6
life experience. Older dwarves
will often undertake a pilgrimage Special Abilities:
Endurance 1
to the Raihar Empire on the
SHRUG +1
southern continent. There, they
enjoy an ethnically homogenous
retirement, eventually
finding eternal rest in one of many Halls of Heroes, the most
enlightened returning to the stone from whence their race
came. Where elves practice social lives and seek isolation and
quiet in their elder years, dwarves are much more emotionally
guarded and solitary in their youth and seek out community
with age.

~ Montaka ~
(mon-TAH-kah)

Racial Stat Caps:


AGL 6
DEX 6
STR 8
WIL 5
PER 7
INT 4
SPIRIT 6
MANA 6
Special Abilities:
Strength Feat 1
Fur AV1
Bite WR2

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.

Montaka are humanoid, with simian faces and strong, muscular


bodies covered in dark brown or black hair. Montaka males possess
long skulls with jutting fangs, primarily used for intimidation,
but both genders have a nasty bite (WR 2). They typically wear
little clothing, often little more than a loincloth, though armor is
common among warriors. Slaves or those montaka now living in
warmer lands typically dress more formally, though they still prefer
fewer or lighter clothes than others in the same region might. Like
humans, montaka are born singly, with twins uncommon. They
reach maturity at age 12 and reach heights of 6 to 8 feet. Most
montaka tribal religion consists of ancestor worship, though some
are known to worship nature spirits or elder gods such as Deain or
Dalah.

11

~ Orc ~

t was only a short time after humans had


been taught the elven magicks that
they began to experiment with the
volatile forces at their command. And as
so often occurs when offered power, the
unscrupulous few become corrupted by it.
It was one such case, in an elder kingdom of
the north, in which a human sorcerer now
referred to as Tokra the Maker attempted
to create an army of warriors warriors
with the combined traits of the savage troll
and the aggressive wild boar, who would be
unstoppable in combat, and who would follow
his every command.
And as with everything that has an origin
in Chaos, this new slave race was everything
the mage had anticipated, and proved much
more than he could ever hope to control.
Once a small number had escaped into the
wild, they began to breedand breed some
more. Within a few short generations, entire tribes of orcs
had spread across the north. Prone to berserk rages and random
outbursts of violence, it was initially thought that the creatures would
wipe themselves out. Yet their high birthrate and extremely tough
physiology balanced out the rough lifestyle they led. By the first
Chaos Wars, orcs were a force to be reckoned with, and when allied
with goblin tribes they became a very real threat to many kingdoms.
Yet if there was an infestation of any single species in the
world, it was man. And with the human dynasties of Corvel
came retribution for all the crimes, whether actual or
perceived, that mankind felt it had suffered at the hands
of the orc masses. It was a tide the orc tribes could not
stand against. A single administration under the Scarlet
King, Gar II of House Blaris, was responsible for the
wholesale slaughter of orcs in the tens of thousands.
Were it not for the fact that King Gar was also
exterminating elves, faeries and earthfolk, the holocaust
might have passed unnoticed by the other races. But
it was the combined atrocity and near extinction of
most nonhumans in Corvel that prompted something
unheard of in all of
hi
history,
and as yet
Racial Stat Caps:
un
unduplicated
anywhere
AGL 7
in the worlda cultural
pe accord between
peace
DEX 5
or and the other
orcs
STR 7
civ
civilized
species.
WIL 6
Since the time
PER 6
of the accord, orcs in
INT 5
Co
Corvel
have undergone
SPIRIT 6
c
a curious
civilizing
MANA 4
pr
process
that
some think
Special Abilities:
is
unnatural,
but that
+1 Awareness (auditory &
is
almost
universally
olfactory)
ac
accepted,
given the
1 Awareness (visual)
alt
alternativea
return to tribal
Skin AV1
wa
warfare
and wholesale carnage.

12

Many orcs now function quite adequately in urban society, taking


jobs as blacksmiths, innkeepers, bodyguards, professional
athletes, and of course, soldiers. The human
and elf nobility have discovered the advantages
of a well-trained, well-fed orc population, and
will always try to exploit their ferocity on the
battlefield. In peacetime, the civilized orcs
predilection for confrontation and physical
conflict is often channeled into bounty
hunting, combat instruction, or the Imperial
Batara League. Urban orcs have spread out
of Corvel into other nations and now exist in
small numbers in Bachra, Seris, and the Kainal
Islands, but they are still most common in
Corvel.
Although few tribes of wild orcs remain
in Corvel, they can be found elsewhere
throughout the world, speaking regional
variants of their troll mother tongue. Orcs
have no organized religion, but follow a tribespecific system of shamanism/hero-worship,
as well as acknowledging Tokra the Maker,
the mage who created their kind. Urban orcs observe
the religion of the local culture. In Corvel, orcs have
embraced the Rellianite Church, identifying with its
doctrines of sacrifice and vigilance.
Orcs mature quickly, reaching sexual maturity by age 10
and remaining fertile until age 30. Usually full grown by age 16, the
porcine creatures can reach heights in excess of 6 feet, males often
attaining the 7-foot mark. They range
in color from pale tan to black, with
pig-like facial features and huge knots
of muscle covered in a thick, bristly
hide. Orcs have a high metabolism and
can consume vast quantities of food and
drink in one sitting, as well as surviving
for several days without eating. They are
able to digest foods in various stages of
decay without gastric incident (beyond the
usual gaseous purges common to all orcs).
The effects of inbreeding have traditionally
been a problem for the orcs, and albinism is
common. Young are birthed in litters of four
to six, with a 50% mortality rate common.
Because of the orcs troll-based genetic
pattern, interbreeding with other species on
any large scale has proven unsuccessful
although a few human/orc half-breeds have
survived.
Regardless of the social philosophy
surrounding the urbanization of orcs in
Corvel, the species has received some
benefits. An urban orc can expect to see
70 years, whereas a wild orc will rarely
live half as long (and would see living any
longer as a liability, both to himself and his
tribe). Urban orcs have been educated in
language and art, and some have even been
taught magic (although such occurrences are rare).

~ Shaltaka ~
(shal-TAH-kah)

haltaka (literally Dragon-Man in


Ancient) are a race of oviparous
us
warm-blooded humanoids
believed to be native to the
continent of Mooria. In the
early ages of the Kilmoorian
people, before they were unified
into a single nation, many priests
attempted to transform themselves
into dragons through arcane
invocations and the ingestion of
dragon blood (highly toxic to most
ul,
humans). The ritual was unsuccessful,
ft
and the priests found themselves left
with draconic traits while retaining
their humanoid nature. From an
initial pool of two hundred priests and
priestesses, a new half-human, halfdraconic species was born.
Or so the Kilmoorians claim. Iff
ka,
this is truly the origin of the shaltaka,
the species has spread far from their
initial land of origin. Though they are
rare in the northern continents (savee
ted
Kharhoun, where they have emigrated
from Kilmoor), they are found
throughout the central continents
of Arcania, Verdia, and Volcania.
However, the further they get from
Kilmoor and Kharhoun, the more
their draconic appearance changes.
The reason for this change is
unknown; it may be that the speciess
devolves over generations away
from Kilmoorian lands, or it may
be that Kilmoorian shaltaka are a
different species than the shaltaka
of other lands. If the latter is true,
their origin is unknown.
The shaltaka possess reptilian heads and
humanoid bodies, all of which are covered with thick,
lizard-like scales. The coloration of the scales can
vary widely, but most tend toward greens, yellows,
and reddish-browns. Their fingers sport long claws,
which can be deadly, but tend to interfere with the
manipulation of small objects.
Although their recorded numbers are not known,
it is estimated that the reptilian people may exist all
over the wilds of the south, and that total population
may number in the hundreds of thousands. By
contrast, the minority shaltaka of Kilmoor are
something of an enigmathey were once human,

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 ~

reated by Dalah, the proto-elf earth goddess,


all the winged varieties of elf-kin are included
under the term faerie-folk. They have been
around since before mankind, and include sprites,
pixies, wind-nymphs, ellinyeh, and will-o-the-wisps.
Wind-nymphs sport brown feathered wings, like
those of a sparrow. They shun urban areas, seeking
instead the company of feral elves and other rural
tribesfolk. To all others they are cold, aloof, and distant,
with the exception of goblins, trolls and wild orcs,
whom they regard with outright hostility.
Ellinyeh (EL-ih-NY-eh) are found in the far north,
braving gusts of arctic wind with small, crystallinelooking wings and tough, leathery gray-white skin. They
often live and travel with the nomadic feral elf tribes of
the Akrindor tundra, ranging from the contested Region
of Ice in northern Corvel across to eastern Tolak. Social
creatures, they are generally friendly toward members
of their immediate tribe, but adopt a defensive posture
toward unknowns.
Will-o-the-wisps are an exclusive, Chaos-oriented faerie kind.
Their wings are insectoid and their skin is covered with a chitinous
carapace that gives them a bug-like appearance. They prefer living
in swampy areas, where they are known to lure travelers to their
death. While they usually eat their victims, they sometimes treat
the corpses with glamours to preserve them. They sew the bodies of
these victims together and burrow through the corpses, turning the
macabre creations into their clan holds.
Of all faerie-folk, sprites and pixies are the most common,
and the most likely to involve
themselves in the affairs of
civilization. Although similar
in size and coloring, they have
certain cultural and physical
differences, which they are quick
to point out.
Sprites have full, colorful
wings resembling butterflies or
moths, and make clan holds out
of fallen trees and earthworks in
meadows and thin woodlands.
They are typically more docile
and less headstrong than their
pixie cousins, and tend to nurture
strong friendships with their
elf, dwarf, human and earthfolk
neighbors.
Pixies sport thin, transparent
wasp-like wings, their dwellings resembling beehives and hornet
nests (which they build in deep forest groves). Pixies tend toward
more militant, mischievous behavior than sprites, and enjoy a good
practical joke. There is a good-natured but deep-running rivalry
between the two groups.

14

ll types of faerie are adaptable and are


quite competent with magic, having
their own culturally taught spells known
as glamours. All but will-o-the-wisps are aware
of their blood-and-magic bond with elves, and
tend to maintain a live-and-let-live rule when
interacting with their tall, wingless brethren.
Rural faeries are especially close to their feral
elf relatives, and it is not uncommon to see a
hunting party of wood elves accompanied by a
small unit of glowing sprites or pixies.
In times of war, the strength of the
faerie is sheer numbers. Swarms of pixies armed
with poisoned barbs have been known to
upset the balance of many a military campaign
(although they will generally not involve
themselves in civilized affairs unless directly
concerned with the politics of the situation).
Many faerie tribes have domesticated large
insects, birds and other small animals for use as
mounts or draft animals.
Full-grown adult faeries are usually
about
10 inches in height and weigh roughly oneb
half pound. Fertile from
ages 10 until death, males and
Racial Stat Caps:
females reproduce by copulating
AGL 8
among flowering plants, leaving a
DEX 6
powdery residue which, over the
STR 2
course of the winter, becomes a
WIL 5
brood of faerie larvae (of ten to
PER 7
twenty individuals), some of which
INT 5
can become food for local rodents
SPIRIT 6
and reptiles. These
MANA 8
young are incubated
Special Ability:
in the plant stems and
Faeries of all varieties can
hatched from the buds
fly, are bioluminescent
each spring. Faeries are
and produce an ethereal
communally raised,
glow (3-foot radius) as
citing no two specific
a byproduct of flight (it
individuals as parents.
cannot be turned off). In
The average faerie
addition, faeries have some
lifespan is 50 years,
other race-specific bonuses
as their kind rides the
and restrictions, which
transient energies of the
are covered in more detail
Web of Life, confident
in the Playing Faerie Folk
in their eventual
section.
rebirth into the natural
cycle. Because of the
NOTE: Will-o-the-wisps
specific method of
are not generally available
reproduction, faeries
as player characters, and
have only been able to
are therefore listed in the
achieve viable offspring with other
Bestiary (page 123).
faerie species.

~ 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

of stone and are the most easily accessible


by species that engage in commerce.
Gnomes originated the art and technology
of clockwork, a system of gears, springs
and cogs used to animate clocks, artwork,
functional items and vehicles. Unlike magic
disciplines, clockwork requires nimble
digits far smaller than the average elf, dwarf,
human or orc.
Sprigs are the gnomes antisocial
cousins, building their earthen holts in
meadows protected by groves of trees. They
are generally of a dark complexion and sport
long, tapered elf-like ears. When they do
socialize or travel with larger species, they
tend toward solitary occupations (making
them predisposed toward thievery and
assassination).
Brownies are the most feral and animalistic of the
earthfolk, gathering in arboreal tribes that range throughout a
forest, usually having several strongholds in exposed roots and the
hollows of enormous trees. They are nomads, making the circuit of their
encampments over the course of the year. Resembling upright badgers
or foxes from a distance, brownies are covered in short but shaggy fur
and possess the extremely feral features of the wild elf tribes. They are
quite adept at jury-rigging snares, traps, and conveyances for their
nomadic lifestyle and are most comfortable wearing exquisitely crafted
tunics and breeches made of leather and fur.
Icefolk, an arctic species of brownie, range across the continent
of Nordia, staying mostly above the tree line. Firefolk are found only
in warm climates near volcanic vents, and are highly resistant to
heat and flame. Waterfolk exist only in aquatic environs, their tribes
clinging to the various mer nations
in a symbiotic relationship. Other
subspecies may exist in the more
isolated corners of the world.
Throughout history, earthfolk
have occupied positions of
im
importance in the workings of
tthe various kingdoms, becoming
aadvisors, spies and inventors. The
ggnome Touchek of Marigor holds the
d
distinction of having been the only
C
Corvel regent of earthfolk descent.
Earthfolk are typically 2 to 3 feet
ttall, weighing from 15 to 30 pounds,
aand are of varied skin tones that
rrange from light gray to dusky brown
((brownies and icefolk being the only
sspecies to grow actual fur). Male
ggnomes and sprigs usually cultivate
bbeards when they reach about 20 years of age. Both
ggenders are fertile from the early teens until their mid-40s. Females carry
yyoung for a 1-year gestation, and give birth to a single child. Multiple
bbirths are uncommon. Earthfolk lifespan is roughly 250 years, and
is generally not accompanied by the temporal dementia exhibited by
ttheir elf and dwarf counterparts. Interbreeding among earthfolk species
is common, and there have been some allegations of dwarven and/or
eelven genetic incursion, but earthfolk have never achieved a successful
crossbreeding with humans or the larger species.

15

Playing Faerie Folk

laying faerie characters (and


to a lesser extent, earthfolk)
presents certain challenges in
terms of physics and scale. While a
faerie character may be the strongest
in the hive, a single swat from a
human or similar-sized opponent
could easily end his life. This
section is intended to give faerie
players a more in-depth background
and shed some light on the species as
a whole.
Faeries are social creatures born
of nature. Their hives or clan holds
are always in a rural or wilderness
area far from man and technology, and yet they are inquisitive
as a breed, which leads many to the bustling towns, cities and trade
ports of the world. Nevertheless, their short life cycle and attention
span prevents them from learning the sophisticated, combative
magicks of their long-lived brethren, the elves. Instead, faeries are
born with an affinity toward more primal magic, and any that show
an interest are taught the art of glamours.
Glamours are subtle and insidious, used mostly to dazzle and
trick an opponent. They may be used to cloak or protect a hive, or
to subdue a stranger until its motives can be gleaned. Any faerie
character may take the Arcane Theory of Glamours without the
prerequisite of Natural and Theoretical Sciences. However, they may
never learn the ancient Arcane Theories taught by the mage colleges
of elves and men, nor are they allowed to teach a non-faerie the
art of glamours. Either task would require a human or elf level of
concentration and attention, something faeries simply do not have.
If faeries are dangerous in a swarm, they can be equally sneaky
alone. Their small size and winged flight make possible all sorts of
reconnaissance and subterfuge. They can carry small objects like
keys and gems, though lack of leverage makes anything larger than
a dagger extremely unwieldy and impossible to lift off the ground
for any length of time (and then never as an effective weapon). If a
faerie carries currency at all (a rare, world-wise faerie indeed), it will
be in the form of small, cut gems kept in a satchel strapped close to
his body so as not to affect flight.
Combat presents the faerie character with another conundrum.
Because of their small stature (see Scale rules on page 48 for details),
faeries cannot parry an attack from someone of normal scale or
larger. Although they are often militant as a species, faeries are
undisciplined and lack any specific combat skills. However, because
of their flying ability and high Agility potential, faeries can dodge
without spending an action to do so (like a normal parry). Their
choice of combat skills is limited to Brawling and Melee Weapon,
although they are often adept at Athletics for dodging and can use
a few specific small ranged weapons with the Missile Weapon skill.
Faeries may make called shots at a bonus appropriate to the size of
their target, and are equally more difficult for a larger attacker to
hit. But lest any faeries begin to have delusions of invulnerability,
consider that with such low SHRUG, one swat from an orcs grago
16

will spread the faeries insides all over


the wall. Area-effect spells, prayers, and
weapons can be especially effective as well.
Because of the scale of faerie hardware
and a small STR cap, it is no wonder most
of these folk take less directly combative
roles within a given party. The
heaviest armor they can wear is
AV2 and even that gives them a
1 penalty to their AGL; anything heavier
is too constrictive and claustrophobic for
the free-spirited faerie who depends a
great deal upon his ability to fly. All faerie
weapons are WR1, with a damage bonus
(DB) of +1 for a two-handed weapon.
For this reason, most offensive hardware
will be tipped with reptile or insect
venom, drugs or other such toxins. One
stab through the eye-slit of a helm with a faerie-made bone spear
is enough to deliver a potentially lethal dose of poison (and is one
reason a faerie swarm on a battlefield is so terrifying).
Earthfolk are often gregarious (depending on the type), and
are able to bridge the cultural gap between their tall elf cousins
and their winged faerie brethren with style and grace. Naturally
predisposed toward magicks of all kinds, earthfolk have the
advantage of being able to choose Glamours as a Theory, as well as
any other Arcane Theory allowed by their mage college.
When it comes to combat, earthfolk suffer from some of
the same liabilities of diminutive size, most notably in their low
SHRUG. However, they are a step between faeries and normalsized folk on the scale chart, and thus are able to parry attacks from
humans, elves, dwarves and orcs (though generally cannot last long
in single combat against larger foes). Earthfolk are not restricted
in the type of armor they wear, but cannot wield anything greater
than WR2 weapons unless they are pistols or similar firearms. They
gain appropriate bonuses (again, see the Scale chart) for striking
larger targets and only suffer a 1 to strike faerie targets, as well as
presenting larger attackers a much smaller, harder-to-hit profile.
Nonetheless, the tiny earthfolk are simply not physically built to
engage in single combat against foes of human (or larger) scale.
Thusly, an earthfolk character may tend to stick with cultural
strengths within a party, acting as thief, mage, scout, medic,
armorer, or pistolier.

Other Playable Races

epending on the campaign, other supplements for


Arrowflight have other races that may be appropriate.
Marrish, Mer, and many other races can be found in
Island Nations; while Sphynxes and Mehnuk can be found in
Northern Empires. Future supplements will include additional races.
In addition, many of the other races found in the bestiary
of this book may be appropriate for some campaigns. Talk to
your GM, and use common sense. A goblin PC would likely be
killed walking into any town in a Corvel-based game, while being
human would be considered a crime punishable by death in a Zeah
campaign.

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.

veryone gets 1 extra point to place into DESTINY.


DESTINY is kind of a cosmic bank account or karmic value.
You may use a point of DESTINY at any time during the
course of the game to re-roll a failed skill check or Wound Save. Of
course, the second rollno matter how much better or worse than
the firstmust be accepted. Once used, the spent DESTINY point
returns at the start of the next game session.
Spending a Destiny point also can be used to temporarily
allow the character to pull of seemingly impossible or super-heroic
actions. If the player spends the Destiny point at the beginning of
a melee round, his characters stats double for the duration of the
round, effectively increasing his Target Numbers for all skill checks.
This means the character can execute several actions in a round
without penalties weighing him down, or he can be assured of doing
one action really well. Note that Destiny only affects stats and not
skill ratings. Also note that Destiny can either be used for re-rolling
a failed skill check or Wound Save, OR for doubling stats for one
round, not both at the same time.
Using a DESTINY point in a fundamentally evil or
uncharacteristic manner will get it taken away permanently.
However, using a DESTINY point in a heroic or dramatically
appropriate way may earn an additional DESTINY point. The GM
should use discretion and refrain from handing out DESTINY like
party favors. They should be hard to win, yet easy to lose.
Most NPCs will not have DESTINY; some important
NPCs may have it, but the vast majority of opponents will not.
However, those NPCs with DESTINY do not inherently lose it for
conducting evil actions. Arrowflight PCs, on the other hand, are
expected to be heroes.

AGILITY (AGL): General physical prowess and gross motor


function. It influences things like Combat Skills, Riding, and
playing Batara.
DEXTERITY (DEX): Fine motor skill and hand-eye coordination.
It covers things like Repair and Black Powder.
PERCEPTION (PER): General empathic and interactive ability,
from the passive (Awareness) to the active (Gambling, Con). A
character with a high PERCEPTION knows his place in the world
and has a grasp of the psychological exchange between people.
STRENGTH (STR): Raw muscle. This stat governs things like
Climbing and Swimming, and comes in handy when you have to
raise a portcullis with your bare hands.
INTELLIGENCE (INT): Gray matter. Raw brainpower. A blend of
instinctive knowledge and book learning. This stat covers skills like
Area Knowledge and the various Sciences.
WILLPOWER (WIL): Mental and emotional stamina. This stat
helps you keep your Cool or Resist the effects of magic, fear, or
drugs.
MANA: The energy that anchors the Spirit to the material plane.
This is the stat which powers arcane magic.
SPIRIT: The power of the characters soul when it comes to divine
favor. The greater the Spirit, the more brightly he shines in the
ethereal planes, and the more readily the gods will answer his
invocations.

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).

Roll or GMs choice


2D6

Social Status

Skills

Money

2-3

Noble

Social 1, Education 1, Cultural Sciences 1, Riding 1

3x starting

4-7

Professional

Craft 1, Bargain 1, Education 1

2x starting

8-10

Freeman

Repair 1, Domestic Arts 1

1x starting

11-12

Indentured/Slave

Domestic Arts 2

starting

- OR -

Roll or GMs choice


2D6

Social Status (Tribal)

Skills

2-3

Chief/Clan Leader

Social 1, Lore 1, Cultural Sciences 1, Command 1

3x starting

4-6

Noble/Favored

Social 1, Bargain 1, Lore 1

2x starting

7-9

Free

Craft 1, Domestic Arts 1

1x starting

10-12

Indentured/Slave

Domestic Arts 2

starting

Choose or roll
1D3

Environment

Skills

Urban

Bargain 1, Cultural Sciences 1, Language 1, Social 1

Rural

Lore 1, Natural Sciences 2, Domestic Arts 1

Wilderness

Survival 1, Stealth 1, Climbing 1, Endurance 1

Choose or roll

18

2D6

Location

Skills

Subterranean

Climbing 1, Stealth 1, Endurance 1, Lore 1

Jungle

Survival 1, Climbing 1, Stealth 1, Natural Sciences 1

Wetlands

Swimming 1, Natural Sciences 1, Lore 1, Survival 1

Plains

Riding 1, Athletics 1, Pilot 1, Endurance 1

Highlands

Natural Sciences 1, Climbing 1, Endurance 1, Lore 1

Forest

Survival 1, Lore 1, Natural Sciences 1, Awareness 1

Lowlands

Riding 1, Lore 1, Survival 1, Athletics 1

Coastal

Swimming 1, Pilot: Sail 1, Language 1, Lore 1

10

Mountains

Climbing 1, Athletics 1, Survival 1, Awareness 1

11

Desert

Riding 1, Athletics 1, Endurance 1, Survival 1

12

Taiga

Domestic Arts 1, Endurance 1, Survival 1, Pilot: Wheeled or Riding 1

Money

Choose or roll
D36%

Apprenticeship

Skills

11

Crime (4 years)

Thievery 1, Streetwise 1, Con 1, Intimidation 1

12

Trade (4 years)

Bargain 1, Diagnostics 1, Education 1, Language 1

13

Domestic (4 years)

Domestic Arts 2, Craft 1, Repair 1

14

Agriculture (4 years)

Lore 1, Natural Sciences 1, Pilot: Wheeled 1, Domestic Arts 1

15

Arts (4 years)

Dance 1, Play Instrument 1, Con 1, Performing Arts 1

16

Craft (4 years)

Craft 2, Repair 1, Diagnostics 1

21

Athletic (4 years)

Athletics 1, Endurance 1, Climbing 1, Swimming 1

22

Scholastic (6 years)

Education 1, Literary Skills 1, Natural Sciences 1, Cultural Sciences 1

23

Seminary (6 years)

Natural Sciences 1, Theoretical Sciences 1, Devotion 1, Language 1

24

Magic (6 years)

Natural Sciences 1, Theoretical Sciences 1, Arcane Theory of choice 1, Language 1

25

Military (6 years Professional/


Noble,
4 years Freeman/
Indentured)

Professional & Noble Command 1, Riding 1, Cultural Sciences 1, Military Sciences 1


Freeman & Indentured Combat Skill: Soldier 1, Survival 1, Cultural Sciences 1, Missile
Weapon or Black Powder 1

26

Forestry (4 years)

Survival 2, Endurance 1, Stealth 1

31

Naval (Professional 6 years/Noble,


4 years Freeman/ Indentured)

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)

Repair 1, Pilot: Sail 1, Climbing 1, Language: Handspeak 1

33

Mercenary (4 years)

Combat Skill: Soldier or Gladiator 1, Riding 1, Endurance 1, Bargain 1

34

Bureaucracy (4 years)

Cultural Sciences 1, Law 1, Command 1, Social 1

35

Medical (4 years)

Natural Sciences 1, Medicine 1, Domestic Arts 1, Survival or Diagnostics 1

36

Finance (4 years)

Education 1, Law 1, Bargain 1, Social 1 or Streetwise 1

- OR -

Choose or roll
2D6

Apprenticeship (Tribal)

Skills

Domestic

Domestic Arts 2, Bargain 1, Social 1

Arts

Dance 1, Play Instrument 1, Con 1, Performing Arts 1

Craft

Craft 2, Repair 1, Diagnostics 1

5-6

Hunting

Survival 1, Missile Weapons 1, Endurance 1, Stealth 1

7-8

Warfare

Combat Skill: Rogue 1, Stealth 1, Missile Weapon 1, Athletics 1

Scout

Survival 2, Endurance 1, Stealth 1

10

Athletic

Athletics 1, Endurance 1, Climbing 1, Swimming 1

11

Shamanistic

Natural Sciences 1, Lore 2, Arcane Theory or Devotion 1

12

Agriculture

Lore 1, Natural Sciences 1, Pilot: Wheeled 1, Domestic Arts 1

Roll or GMs choice

(Only roll if instructed by the Inheritance table)

1D6

Inheritance

1D6

Property

Make an additional roll on this table at +1

An old keep

Horse or other mount (type depends on social status and region)

A mill

1D6 x 20 geld

An inn or alehouse

1D6 x 50 geld

A family home

A fine or heirloom weapon (GM discretion)

1D6 acres of farmland

Property (Roll on PROPERTY table)

A boat (12 + 1D6 ft)


19

~ Skills ~

ow that youve placed points in your characters Primary


and Derived Stats, its time to decide what your character
can do. All Arrowflight characters have special skills based
on their chosen occupation, and start with 30 additional skill points
to put wherever the player wishes, using the following guideline:
Place no more than 5 points into any individual skill; however, you
can place up to 5 points into a skill that already has points in it
(from Lifeline skills), if you wish.

Improving Skills

ach game session in which a character


participates will earn him some kind of
experience. A good rule of thumb for
a single session (depending on elapsed game
time) is 10 character points. After the GM
has awarded the base points, he may decide
to award additional points to characters he
feels overcame an obstacle, solved a problem or
achieved part of the characters personal quest.
An additional 1, 2, or 3 points are normal,
depending on the scale of obstacle or problem.
New skills may be learned at a cost of 10 points
for a rating of 1. The cost is halved if the character
has a teacher.
Existing skills may be improved using the
following rules: If the character has a teacher, skill
improvement costs the current skill level times
itself (i.e. raising a skill from 2 to 3 costs 4 points).
Without a teacher the skill costs the next level
times itself (i.e. raising a skill from 2 to 3 costs 9
points). There are no caps on skill levels, but they
obviously get more difficult to raise as they go
up. Remember that most combat skills also have
an additional cost. New spells and prayers may be
learned at a cost of the difficulty x2. This cost is
halved if the character has a teacher.
Liabilities or Behavior Tags may be removed at
3 times the value of the liability. This can only be
done with the approval of the GM, and generally
only occurs after an event occurs in the plot that
prompts such a loss. Similarly, though even more
rarely, a GM may allow a character to gain an
advantage that they previously lacked. This costs 3
times the value of the advantage.
Improving stats is cost-prohibitive, and should
only be used in the rarest circumstances, at the
GMs discretion. Stats may be raised at a cost of
the current level x20 character points (example:
raising a stat from 4 to 5 would cost 80 points, or
about eight sessions of play).
20

Additionally, no stat may be raised higher than the racial


Attribute Maximum, nor can it be raised more than 2 above its
starting value.

Skill Specialization

any skills in Arrowflight are general in scope (such as


Awareness and Stealth), but some can be specialized
further into a particular subset of a skill. Specialization is
good for boosting a few key skills beyond their starting limits, but
comes at a cost as other interests fall by the wayside. Specialization is
completely optional, and works like this:
1.

Choose a Specialization for a particular skill and write it in


parentheses next to the skill listing. For instance,
Missile Weapon (Javelin).
2.
Every skill check falling under the
Chara cte r
specialization receives a +1 bonus to the base
I mpro ve me nt
Target Number.
3.
Every skill check falling under the skill
New skill w/o teacher: 10
but outside the specialization suffers a 1 penalty
New skill w/ teacher: 5
to the base Target Number.
Raising skill w/o teacher:
Next level times itself
Raising skill w/ teacher:
Current level times itself
Raising specialtization:
normal cost (rounding
down)
Raising stat:
Current level times 20
(cannot exceed racial cap)
Removing liabilities and
behavior tags:
3x the value plus GM
approval
Gaining an asset:
3x the value plus GM
approval.

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

ife in the Arrowflight world is broken up into


the following skill sets, and the character is
given a skill rating. The skill rating key is as
follows:
1 Beginner
2 Hobbyist
3 Apprentice
4 Professional
5 Journeyman
6 Master
7 Hero
8+ Legend

Agility (AGL) skills


Athletics: The ability to engage in vigorous physical exercise in
the form of solo and team sports. Optional specializations include
Tumbling, Acrobatics, Running, Wrestling, Batara (field hockey popular
in the northern kingdoms), etc.
Dance: Knowledge of and skill in various ethnic, popular, regional,
folk, and social dances. Optional Specializations include Courtly
Dance, Exhibition/Performance Dance, Folk Dance, Ritual Dance, etc.
Combat Skill: The world of Arrowflight is home to a wide variety
of martial disciplines, from the standard military training of the
professional soldier to the mounted Cavalier style, to the complex
eastern art of Shalekkhar, to the brutal Orc brawling style of
Senvata. A character will generally take one or two Combat Skills at
most, although there is no prohibition on how many Combat Skills
a player may take. Just remember that a lopsided, combat-heavy
character will not be of much use in the Dukes court or trying to
sail a ship to the Kainal Islands.

Unarmed Combat Skills


Brawling (0)
A basic hand-to-hand fighting skill.
Dalahar (2)
The Way of the Earth, a defensive style favored by monks and
mages.
Deyeushar (2)
An undersea style focusing on utilizing a three-dimensional combat
field. See Island Nations for details.
Haushahar (2)
The Way of the Wind, a flowing style focusing on sweeps.
Ratahar, Dwarf style (2)
The Way of Battle, a blocky style suitable for armored soldiers.
Ratahar, Elf style (2)
The elven variant, a more active style focusing on spinning kicks
and aerial strikes.
Senvata (2)
The tribal Orc word for gut stomp, a
brutal, violent brawling style.

Armed Combat Skills


Assassin (3)
The art of stealthy death-dealing.

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.

Descriptions of the various Armed and


Unarmed Combat Skills can be found
in the Art of Combat section (page 34),
along with special bonus moves based
on the characters skill rating.

Cavalier (3)
(Requires Riding 2+)

The art of mounted combat.


Gallant (2)
The flourish and stance of the
duelist.

Missile Weapon: The skill required for


the use of short, long, and composite
bow weapons, crossbows, slings,
thrown weapons, and other hand-held
ballistae for ranged combat. Optional
specializations include Longbow,
Crossbow, Sling, Javelin (thrown), Dart,
Blade (thrown), Bolas, etc.

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.

Riding: Proficiency in riding living


mounts of all kinds. Optional
specializations include Horse, Warhawk,
Windlord, Montuhar, etc.
Pilot: Knowledge and skill in the function, operation, and
maintenance of any vehicle. You must choose a vehicle type:
Airship, Sail, Wheeled (Team), Wheeled (Engine), Fixed-Wing.
Note that aircraft piloting skills are relatively rare and should be
approved for use by the GM. If it is central to the character concept,
then the Lifeline should include the appropriate background
environment. Optional specializations include Balloon, Caravel, Sloop,
Wagon, Galleon, Longship, Ornithopter, Chariot, Gyro, Steam-Cart,
Omnibus, etc.
21

Perception (PER) skills


Siege Weapon: The ability to construct and effectively fire large
stationary and/or vehicle-mounted weapons. Optional specializations
include Catapult, Trebuchet, Ballista, etc. The Black Powder skill is
required for use of Siege Cannon.

Awareness: General knowledge of the subjects own condition and


whereabouts, and the level of readiness to react to stimulus within
the general vicinity. It also is valuable when searching for lost or
hidden items.

Stealth: The ability to sneak, prowl, hide, and move without being
noticed.

Bargain: The ability to haggle or wrangle for favorable terms in


trade or politics.

Dexterity (DEX) skills


Black Powder: A relatively new and valued skill in the operation,
firing, and maintenance of black powder weaponry. Includes the use
of Pistols, Muskets, Blunderbusses, and Grenades, as well as Siege
Cannons, any of which can be taken as an optional specialization.
Craft: The ability to create and maintain works of both
functionality and aesthetic merit. Optional specializations include
Tattoo, Clockwork, Woodwork, Metalwork (blacksmithing), Painting,
Wheelwright, Shipwright, Sculpture, etc.
Play Instrument: The ability to play one particular type of musical
device. Play Instrument should be selected for each different
instrument type: Horn, Wind, Stringed, Drum, etc. Optional
specializations include Lute, Clan Pipes, Wood Flute, Tribal Drum, etc.
Repair: A general ability to fix common items such as clothing,
tools, and basic structures. This skill is an excellent jury rig ability,
but more professional results will be possible by taking specific Craft
skills.
Sleight of Hand: The ability to palm objects and deceive the eye
with subtle motions. Often used as an aid to performance, this skill
can also be useful to the criminal element.
Thievery: Proficiency in the skills of pickpocketing, lockpicking,
forgery, forced entry, and other sneaky methods of crime. Optional
specializations include Pickpocket, Lockpick, Forgery, Sabotage,
Burglary, etc.

Strength (STR) skills


Climbing: Skill in scaling walls, rocks, ropes, ladders, and other
obstacles.
Endurance: The level of resistance to physical hardship, such as
food and water deprivation, weather exposure, or forced marches.
Strength Feat: The ability to perform amazing tricks, like
bending steel bars or breaking a pewter mug over ones own head
without flinching. The GM may assign a modifier based on how
superhuman the feat being attempted actually is.
Swimming: Movement through water, usually without artificial
assistance. Swimming is an activity that can be both useful
and recreational. Its primary uses are bathing, cooling, fishing,
recreation, exercise, and sport. Basic aquatic survival also is included
in this skill. Swimming is only common in coastal, river, and lake
regions.

22

Command: Use of the characters natural leadership qualities to


inspire allegiance and compliance in others. Note: if the character
has a military rank, then Military Rank may be taken as an optional
specialization, increasing the Command skill within a military
structure (but decreasing it in relation to everyone else).
Con: The ability to lie or deceive through distraction, charisma, or
affecting an amusing voice. Its also the skill to use when trying to
determine if your character is being conned.
Diagnostics: The skill of diagnosing a mechanical or technical
problem, and of gauging general quality of repair or workmanship.
Gambling: Skill at games of chance, betting systems, cheating, and
general tricks of the trade. Gambling often goes hand in hand with
Con. Optional specializations include Cards, Dice, Ratbag, and even
strategy boardgames like Kings (a chess-like game of Western nobility)
and Shakuleh (the Kilmoorian game of coins). If you can put odds
on it, it fits here.
Performance: The ability to emote theatrically in front of an
audience. This skill covers acting, mime, puppetry, singing, and
speech/oratory skills. Optional specializations include any of the above.
Seduction: The ability to use ones own sex appeal for romantic
conquest or other personal gain.
Social: Knowledge of the social order and interaction with others
within it, including proper protocol, and the ability to move within
various social circles. Optional specializations include any nation or
geographical region.
Streetwise: Knowledge of urban areas and the denizens thereof,
including any potential criminal element. Optional specializations
include any city or urban area.
Survival: Skill in staying alive in wilderness areas, from tracking to
snaring, locating food and water, and making shelter from available
materials. Optional specializations include Arctic, Desert, Aquatic,
Forest, Urban, etc.

Intelligence (INT) skills


Area Knowledge: Provides familiarity with a specific geographic
area, from small villages to entire provinces. The skill level directly
corresponds with the size and scale of the territory, from home
villages to nearest large cities to provincial trade roads and even rural
landmarks and back roads. Characters must select the region covered by
this skill: the more general the region, the more general the knowledge.
Cultural Sciences: Study of the mechanics of culture, its mores,
taboos, history, and customs. Optional specializations include History,
Heraldry, Diplomacy, Etiquette, Bureaucracy, etc.

Domestic Arts: Competence in a variety of day-to-day skills


such as sewing, cooking, housekeeping, and gardening. Optional
specializations include any of the above.
Education: A learned degree of scholarly knowledge, Education
indicates a higher level of schooling than is available to the general
populace. Some skills require a minimum Education. An Education
of 1 or greater indicates basic literacy in the characters native
language, as well as knowledge of rudimentary mathematics.
Language: It is assumed that a character is fluent in his native
language. This skill determines fluency in other languages. If
the character is literate (see Education), they are also literate in
the foreign language, provided the two languages use the same
alphabet. If they do not use the same alphabet, a Language rating
of 2 will provide literacy in that tongue. The specific language
must be selected; multiple languages may be taken as separate skills.
Optional specializations can include regional dialects.
Akrindor (steppes of Nordia)
Ancient (everywhere)
Arcanian (Arcania, Zeah)
Djunn (Djunn Empire)
Draconic (greater dragons, some giants, Niarite priests)
Dwarven (ethnic dwarves Nordia, Arcania, Kainal Islands,
Seris, Dark Lands)
Eastern (Bachra, Tolak, Harkilon, Kharhoun, Djunn Empire)
Elven (ethnic/feral elves Nordia, Arcania, Kainal Islands,
Southern Wilds, Dark Lands)
Empire (ethnic dwarves Raihar Empire, Dark Lands)
Faerie (ethnic faeries, earthfolk and sub-species thereof )
Giant (giants, some greater dragons)
Giant-kin (ethnic/feral trolls, ogres, orcs, gorgons, centaurs)
Goblin (ethnic/feral goblins)
Handspeak (everywhere, common among sailors and merchants)
Islander (Kainal Islands, Arcania, Southern Wilds)
Kilmoorian (Kilmoor, Kharhoun)

Lore: Access to the common folk knowledge on a given subject or


creature. Optional specializations include Arcana, Undead, Dragons,
Natural Remedies, Heroes and Legends, etc.
Medicine: At rating 1, the character can bind and/or cauterize
wounds, rendering basic battlefield aid. At 2, he can create poultices
and herbal remedies. At 3, he can set bones and stitch wounds. At
4, the character is fully qualified as a doctor. At 5+, the character is
skilled in difficult diagnosis and surgery. Requires Natural Sciences
3+. With the addition of Education 3, the character can be licensed to
practice in most urban areas.
Military Sciences: This skill covers the gamut of military theory,
tactics, deployments, drills, siege techniques, and battlefield strategy.
It gives a character the ability to plan an attack, as well as secondguess an opponent. The successful use of this skill should give the
PC a bonus equal to his margin of success to the first actions of his
maneuver/attack (see System, page 40). This skill is a must-have for
military officers and party leaders with battlefield experience.
Natural Sciences: Study of the natural order and the workings of
the physical world. Natural Sciences is a prerequisite for both
Arcane Theory and Medicine. Optional specializations include
Astronomy, Zoology, Botany, Alchemy, Physics, Animal Husbandry,
Brewing/Distilling, etc.
Theoretical Sciences: The invisible counterpart to Natural
Sciences. Includes Astrology, Philosophy, Theology, Geomancy, and
Arcana. Theoretical Sciences is a prerequisite for both Arcane
Theory and Devotion.

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.

Willpower (WIL) skills


Cool: The ability to control ones base impulses and project an
air of confidence. Denotes self-control, self-assurance, and mental
stability.
Intimidation: Inspiring fear or compliance in another through
aggressive speech or demeanor.
Resist: Mental defense against the psychological effects of drugs,
sleep deprivation, magic, fear or torture. See Fear (page 42) for
more.

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.

Common Prayer: A skill for the devoted layman, Common Prayer


is much like the Folk Magic skill, allowing access to low-powered,
simple prayers. No Common Prayer has a DIFF greater than 1,
although new prayers may not be created by the user, it does not
require the Devotion skill.
Devotion: The trained discipline of using ones own SPIRIT to ask
the divine realm for material intervention. The higher the Devotion
skill, the more likely the priests invocations are answered without
mishap. Priests choose a specific deity from a given pantheon,
restricting designed prayers to the virtues associated with the deity
(Healing, Protection, Communion and Wrath). More on Priestly
Virtues on page 84. Also see Designing and Purchasing Spells (and
prayers) on page 56.

Final Note on Skill Selection

f, for some reason, you dont find a skill or specialization listed


here that you really want your character to have, by all means
consult with the GM and write it in.

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 ~

hile the player makes up most of a characters psychology


on the spot, there are a few quantifiable aspects to the
characters personality that can serve as reminders and
clues to the player. While the purpose these details serve is mostly in
the realm of depth and dimension, they also serve to balance out the
character in a numerical manner. There are three categories in the
Personality section of the character sheet. These are Assets, Liabilities,
and Behavior Tags.
Assets are benefits the character possesses. They can be purely
psychological or material (which still act as a psychological benefit).
Each Asset has a point cost associated with it, based on how
beneficial it is to the character. Assets must be purchased with points
gained from taking Liabilities or Behavior Tags.
Liabilities are aspects of the character that tend to hamper his
progress in life. They can be internal or environmental in nature.
Each Liability has a point benefit associated with it, based on how
detrimental it is to the character. Taking Liabilities allows the player
to buy Assets, or add points to skills. Just remember that no skill can
start higher than 5. Also remember that the characters personality
must be roleplayed. Dont create a character so flawed that he
becomes fundamentally unplayable. If your fellow players cant
stand your character, he may find an arrow mysteriously through his
windpipe. Totally on accident, of course.
Behavior Tags are little quirks the character displays, from cracking
knuckles to going all twitchy when things get tough. Each Behavior
Tag is worth 1 point toward Assets or rounding out skills. Again,
players should use caution to make sure the character is playable.
NOTE: Any points from Liabilities or Behavior Tags left over after purchasing
any Assets may be spent on skills at a 1-to-1 ratio, as though the character
had the extra skill points. At GMs discretion, assets may be taken from the
characters starting skill pool without purchasing liabilities or behavior tags.

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

Rank (1-3): The character holds some level of command rank in


the accepted authority structure. 1 point would indicate a minor
officer or clan leader, 2 points would indicate a mid-level officer or
clan chief, while 3 points might denote a high-level officer or high
chieftain. Rank should be appropriate to the scope of the game, and
is at the GMs discretion.
Rational (2): A character possessed with Rational thought has
a better than average chance of stopping himself from making
a dangerous, humiliating, or stupid mistake. Each time the
character is about to be placed in danger due to the players own
thoughtlessness, the GM should warn the player of the potential
outcome.
Reputation (1-3): The character is known for his deeds within
an area appropriate to the level taken. 1 indicates a single city
or otherwise local area, while 2 indicates an entire region, and 3
indicates world renown. Usually the level of the Asset is added to
the Target Number of appropriate skill checks, such as Intimidation,
Con, or Perform. Other bonuses are at the GMs discretion.
Savings (2-3): The character has stashed away a large amount of
money. He will start with either twice his normal starting money (2)
or triple his normal starting money (3).
Special Weapon (1-5): One of your characters weapons (purchased
with normal funds) is special in some manner. It may just be well
made, providing a +1 to DB (1); it may be exceptionally wellmade, providing a +2 to DB or a +1 WA (2); it may be dragonbone
(3), it may possess some magical effect (4); or it may be runic
(5). Remember that dragonbone and magic weapons are very
uncommon, and rune weapons are extremely rare. The GM has
final authority on whether a weapon is appropriate or not, and may
completely refuse any dragonbone, magic, or runic weapons.
Stoicism (1-3): The character possesses a toughness and resilience to
physical trauma. Each point spent on Stoicism (up to 3, maximum)
increases the characters SAVE by 1. This will help keep him
conscious and upright when wounded.
Tinker (2): The character has an affinity for jury rigging, taking
things apart, and putting them back together again. This Asset does
not necessarily mean the character has any true technical ability,
but whenever he fixes something, the object tends to eke out a
few more miles or minutes of operation. If a character with this
Asset fixes a broken piece of equipment or mechanical apparatus, it
will work at 50% efficiency for 2D6 minutes before breaking down
again. For a weapon, that means it only does half its WR at half its
range, a vehicle goes half as fast with half its maneuverability, and
so on. This Asset adds +1 to the target number (TN) of applicable
Repair checks.
Unshakable Code (3): Not only does your character have a code of
honor that he lives by; he is uplifted and encouraged when keeping
to his code. The character gains a +1 to all Target Numbers that
directly deal with keeping up his code, at the GMs discretion. These
benefits are only appropriate in specific occasions; for example, one
who has a code involving the defense of innocents may gain the
bonus to rolls involving parrying strikes directed at another target,
but not for counterattack rolls.
26

Unusual Talent (1-3): Perhaps the character is an accomplished


impressionist, or can guzzle a quart of Kilmoorian rum and remain
upright. The more valuable the talent, the more it costs. For
instance, the ability of the character to hang upside down and hit a
bullseye with a throwing blade is a fairly useful talent and therefore
would cost 3 points. The ability to play apple-spear without losing
a single chunk, while impressive, is nonetheless almost completely
useless in the scope of an adventure, and therefore would be in the
area of 1 point. Use common sense and consult with your GM.
Vehicle (1-4): Your character has a vehicle of some sort at his
disposal. It may be personal, such as a goat cart, a two-man sailboat,
or a one-man airship, or it may be much larger and spacious. The
characters social status and location in the world may affect what
sort of vehicle is available. If it is a cart, there is an animal to pull it
available (though it is not well trained as a mount). The larger and
more useful the vehicle, the higher the point cost. A goat cart would
be 1, while a war galleon or a cargo airship would be 4. The GM has
final authority on whether a vehicle is appropriate or not.

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.

Bloodlust (+1): A character with this liability is a merciless,


coldblooded killer who wants nothing more than to see his
opponent dead. The character will never try to subdue his opponent
nor spare his life if he can otherwise get away with murder.
Cowardice (+2): The character jumps at his own shadow, faints
at the sight of blood, or flees in abject terror at the sight of a
horse (no Fear Check needed). The character will avoid combative
or dangerous situations at all costs (both to himself and his
compatriots). The GM should be realistic here; you cant have an
entire group full of cowards and run an interesting adventurenot
with everyone hiding behind the bar until the danger passes.
Cursed (+1 to +4): Your character has some sort of magical curse
that has been placed on him. Perhaps he is unable to consume any
meat (+1), he is magically twice as heavy as he should be (+2), he
is haunted by ghosts (+3), or he is unable to ever go indoors (+4).
Whatever the curse, the point benefit is based on how invasive this
curse is to his life.
Delusion (+1 to +3): The character
carries a mistaken impression of his
own talents and abilities, or those of his
friends. Point benefit is based on the
severity of the delusion. It can range
from the character believing he channels
St. Thorne (+1), to considering himself
the reincarnation of Rellian (+2),
to believing he is indestructible and
godlike, putting himself (and his party)
in plenty of danger (+3).
Enemy (+1 to +3): At some point in
the characters past, he has acquired
the enmity of a rival, be it a noble, a
criminal, a slighted lover, etc. A minor
enemy with minimal resources to
hamper a character is worth 1 point. An
enemy with moderate resources and the
ability to harm the character is worth 2
points. An enemy or organization with
considerable resources and the ability to
kill the character is worth 3 points.
Fanaticism (+1 to +3): The character
harbors rabid feelings and opinions about some specific topic,
and is not afraid to share them with everyone whenever possible.
It can range from a harmless belief in equal rights for orcs (+1),
to support of a celebrity, guild leader, or athlete (+2), to a fervent
and unwavering devotion to the Cult of Tothas (+3). The more
obnoxious and intrusive the issue, the greater the points benefit.
Frail (+1 to +3): The character is very frail, and he does not take
damage well. Each point of this Liability (up to 3) reduces the
characters SHRUG by 1 (Note: SHRUG may not be lower than 1).
Gullibility (+2): The characters default behavior is to believe what
hes told by the other characters, no matter how foolish it sounds.
In addition, hes easily tricked into believing any initial impression
or visual image. The character must make a successful Con check
to determine if hes being duped, and is at 2 to any opposed Con
checks when trying to avoid being fooled.

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

Small (+1 to +3): The character is either shorter or more slender


than average for his species. Select the point benefit based on the
severity of the characters underweight status. The points benefit also
is used as a penalty to the Target Number of any SAVE checks.
Speech Impediment (+1 or +2): The character has problems
communicating on one of two levels: Hes either possessed of a
small but noticeable slur, lisp, or strange inflection (+1), or is almost
completely unintelligible (+2), due to injury, curse or the like.
Remember, things like Speech Impediments must be roleplayed.
Ugly (+1 to +2): The character is hideous by the standards of their
race. Perhaps it is due to a large bloodshot eye, a birth deformity, a
terrible scar, a bad case of warts, or a pungent odor. Whatever the
case, your character suffers a -1 or -2
penalty (depending on the level of the
liability) to PER on Seduction and
Social rolls, as well as to other rolls
involving the characters appearance.

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

Low Self-Esteem: This character has a low opinion of himself.


He constantly berates his abilities and tends to focus on his bad
qualities.
Nervous Tic: This trait manifests itself whenever the character
comes under stress (and sometimes for no apparent reason
whatsoever). It is an unconscious, automatic muscle spasm in a
visible part of the head or neck, like a twitchy eye, wiggly forehead
vein, etc.
Optimism: No matter how dire the circumstances, a character
possessed of this trait will always become a cheerleader for the
party (Onward, men! We can win this one, men! Were only
outnumbered 10-to-one, men!).
Pedagogue: This character wants to
teach others constantly. It may be a
case of showing others new ways of
accomplishing tasks, or it might be a
matter of being sure that his way is better
than any other. The character may be
inflexible and certain of his ways, or
willing to accept alternatives, but he is
driven by helping others gain insight.
Pet Peeve: Something small and stupid
really gets the characters hackles up.
It can be any one thing, from another
characters Fidgeting, to someone elses
Optimism. More than one Pet Peeve
may be taken. Just remember not to
take so many that the character ends up
taking his own life the first time his party
members start singing Serisian folk tunes.
Petty: The character is preoccupied
with social trends, gossip, flaws in
craftsmanship or other minutia. Players
may choose one specific focus of the
pettiness, or may play the character as
generally petty.
Procrastination: A character with this behavior tag finds it hard to
complete tasks or even to start them in the first place.
Ritual: The character has something that has become a daily habit,
and must be done in proper order, with proper timing. Whether
the Ritual consists of always has a swig of rum before bed, or
always has a wipe-down before putting on armor, the character
will begin to get surly if it is ever postponed or interrupted.
Self-Conversation: The character talks to himself. Whether this is
out of habit or he actually believes its the only way to be assured
of intelligent conversation, the character can often be found
muttering to himself as he goes about everyday tasks.
Superstition: Whether its an old one (crossing fingers, salt over
the shoulder, not walking under a ladder) or one based on a
personal object (lucky ring, lucky coin), the character will always
go out of his way to adhere to the superstition. If he is unable
to, the character begins to doubt his abilities and the GM can
randomly make the player re-roll a successful skill check.

~ Quick Start Templates ~

o aid new players in the creation of their characters,


included are a few basic occupational templates. The
backgrounds and skills are only suggestions, but may help
guide players and GMs as they visualize a given character concept.

~ Comb at Mage ~

student of the mystical arts since childhood, you


saw a practical use for your talent on the battlefield
rather than in the halls of academia. Armed with the
grimoire for your school and your own determination, you
are a force to be reckoned with, on the field and off. Your
spells tend to be simple, easy to cast, yet often devastating to
the enemy. Although your search for knowledge is constant,
you see little use in locking yourself away in a laboratory
for months on end when there are battles to fight, riches to
be won, and glory to be
claimed. You tend toward
passion and impatience,
yet respect the natural
and feudal order. You are
possibly a fatalist as well,
knowing those in your line
of work do not last forever
and are most often the first
to be targeted by enemy
troops.
AGL Skills
Combat Skill: Soldier
Athletics
Stealth
DEX Skills
Craft
INT Skills
Education
Language: Ancient
Lore
Natural Sciences
Theoretical Sciences
PER Skills
Awareness
WIL Skills
Resist
MANA Skills
Arcane Theory: Combat

~ 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 ~

thers guide their flock from within temple walls, or


chant prayers from wooded glens. Each servant of
ones deity has his calling, and yours was to lead and
guide soldiers on the field of righteous battle. Within your
armored shell burns a devoted spirit and passionate heart, and
as you confront each, you are consoled in the knowledge that,
although you may be taken from the world at any instant, you
will have fought for your god, and will finally look upon its
face. Chanting prayers of courage and blessing your warriors
before the battle, you fight with a will of steel, your fearlessness
an inspiration for the devoted soldiers in your care. What
soldier who has faced death can
truly say he has no faith?

ou may have come from a wealthy family with servants,


horses, and a thriving textile business. And goblins are
friendly. Truth be told (and it isnt often), you grew
up on the streets, working the crowds, slicing purses from
belts, and clasping the shiny coins even as you slept. You may
have had an obligation to a syndicate, or you may work your
territory alone. In either case, you are beginning to make a
name for yourself as a competent thief and con artist, and
have accumulated a modest nest egg. One of these days, an
opportunity will present itselfan opportunity to go after the
most challenging treasure of all time. And when it does, youll
be ready for the challenge. Theyre setting up the market; looks
like a good-sized crowd. There are even some well-dressed
nobles with very heavy purses mulling about. Its time to go to
work.

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 ~

rom the day you survived your first battle,


you knew youd make soldiering your
occupation. From the rush in your guts to
the coppery smell of bloodied steel, everything
about the life appeals to you. Perhaps you march
in your nations army, where the pay is not great,
but the conditions are good. Or perhaps you fell
in with a mercenary clan, where you sleep in the
dirt and eat questionable food, but the shares of
pay and plunder are far better. Either way, your life
is stagnant unless it is in conflict, be it a pub brawl
or repelling a foreign invasion. And when the
trumpets call ranks, you are always the first there,
armor waxed, sword oiled, and ready to taste the
enemys blood.

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 ~

ou find no solace in the cities, no comfort


among crowds. Your domain is the open
countryside, your comrades the wild beasts
of the forests. You know your homelands like the
back of your hand, know the best routes to avoid
brigands and tolls, and you are willing to sell your
services as a guide, huntsman, or military scout.
Some of your kind earn a tidy living as gamekeepers
for the knights and barons of the province, but
the constant pull of the trail and the thrill of travel
keeps you from getting tied down to any one place
for long.

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 ~

ince the Kings Musketeers were issued new flintlocks and


you got to trade in the old Misfiring Mary matchlocks,
youve been a lot more certain of your career choice. No
longer viewed with disdain by noble knights and cavaliers, a
Kings Musketeer now cuts a dashing figure as a well-trained,
disciplined soldier. Oftentimes, a small squad of muskets can
easily turn the tide of battle, with most sharpshooters able
to snap off three shots every minute! Although youve been
trained thoroughly in all aspects of black powder weapons, the
musket is the choice of your vocation.
AGL Skills
Combat Skill: Soldier
DEX Skills
Black Powder
Combat Skill: Sharpshooter
Repair
INT Skills
Diagnostics
Education
Law
PER Skills
Awareness
Social
STR Skills
Endurance

rom an early age, you plowed the seas and river


shipping lanes of your land, making your fortune from
that of others. You may have captured a ship of your
own, or you may be content to kill on the orders of another.
One day youre wealthy beyond imagining, the next finds you
destitute, your head bruised, your money stolen or gambled
away. But there is one constantthe roll of the sea beneath
wooden planks. Another sail has been sighted, perhaps from
that of a fat merchant ship. This could be the one. Maybe
this time youll hang on to your share long enough to sign
the Barons offer of amnesty, buy a scrap of land, and retire.
But youd miss the kiss of salt air on your face and the
coppery smell of a deck
awash in blood.
AGL Skills
Combat Skill:
Swashbuckler
Brawling
Pilot: Sail
DEX Skills
Black Powder
Repair
INT Skills
Natural Sciences
Lore
Survival
PER Skills
Awareness
Con
Gambling
STR Skills
Climbing
WIL Skills
Intimidation

31

~ Fin an cier ~

ou have money, its true. But its not enough to live


off of for the rest of your life. You are planning for
the long-term, and you know that to make money,
you must spend money. But now you have heard of a
band of people seeking to hunt a dragon. Its foolish. They
wont make itat least, not without your help. You will
pay for their expedition, travel with them, and take a share
of the dragons horde. Certainly, its dangerous, but what
investment isnt?
AGL Skills
Riding
INT Skills
Cultural Sciences
Law
Language
Lore
PER Skills
Bargain
Command
Gambling
Social
Streetwise
DEX Skills
Thievery

our path is that of the traveling holy man.


To do your sacred duty, you travel the realm,
acting as a teacher and a guide toward
spiritual matters. You advise any who come to you
seeking knowledge, from the poorest peasant to the
richest noble, and offer training to those patient
enough to accept it. You spread the word of your
faith from region to region, always on the move,
and always on a limited budget, relying on the
kindness of strangers to keep your belly full and
your body warm.

32

onor. Duty. The Way of your people. These are


the most important things to you. You are a proud
warrior of your kind, and when you are in these
strange lands, you will represent your tribe accordingly. You
will behave as a warrior always shouldwith dignity, with
honor, and with fury when necessary. These lands and these
people are strange, and they think themselves civilized, but
with time, they will see truly enlightened culture in your
behavior. And those who are your enemies will learn what it
means to cross a warrior of your tribe.
AGL Skills
Combat Skill of
choice
Stealth
INT Skills
Natural Sciences
PER Skills
Awareness
Survival
STR Skills
Climbing
Endurance
Swimming (if
appropriate)
WIL Skills
Intimidation
Resist

~ 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 ~

ome call your mount just an animal, but to


you, he is much more. He is a partner, with
a connection almost as deep as that of any
mages familiar. You rely on each other; you care for
him while he brings you where you must go, and
once on the field of battle, you act as one being,
fighting as a single entity. He is your colleague, and
your best friend, and though you make your money
through combat, you will never allow him to come
to harm. With a loyalty forged in blood, it is not
surprising that you bristle when others mistakenly
call your partner a simple beast, but you know
better.

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

~ The Art of Combat ~

peakers of the Ancient tongue refer to any martial discipline


as dmakrata, literally the making of battle. This section is
dedicated to those players who wish to study the fighting arts.
The world of Arrowflight is a martial one, with many schools and
styles, very much like magic. In fact, some would argue that fighting
is itself an arcane study. Here, youll find quite a bit of detail about
the variations and styles of warfare. This detailed system should be
simple to grasp by both new and veteran players alike.

Fighter Folk

irst, let us talk about soldiers, knights, paladins, and guards:


the armored fighting men and women of Arrowflight. If we
look to our own medieval history, we know that the knight of
old was expected to do everything a modern day marine is expected
to do... fully dressed in 80 to 100 pounds of armor. The armored
warrior in Arrowflight suffers no encumbrance penalty to his AGL
for wearing full plate mail. The only difficulties one might run into
are a movement penalty from the characters normal full movement
in feet while wearing heavy armor, and a penalty to the characters
Stealth skill. No matter how well trained a character is in wearing
and functioning in armor, it is still heavy, hot, and noisy.
There are other basic rules governing the wearing of
heavy armors:
It is not easy to be comfortable wearing armor, let
alone sleeping in it. Those wishing to sleep in their armor
(which is practical in some situations, but generally
not advised) receive half the normal rest and are
at -1 on all skill checks the following day due
to cramping and fatigue.
Armor is a series of metal rings or
plates, combined with buckles and straps
to hold it on the body, thus it takes time
to put it on. It takes about 5 to 10 minutes
to dress with the aid of a squire, and at
least twice that long without one. Anyone
surprised without their armor had better
fight really well in their underwear (or
run really fast, which is actually a lot
easier to do without the armor).
In an initiative tie, an
unarmored person may have
the initiative with an armored
person, and will undoubtedly be
faster on foot.

The Code

s mentioned before, the world


of Arrowflight is a martial
one. Many nations rely upon the
practice and ideals of a chivalric code, which
may have subtle variants from kingdom
to kingdom but at its core remains the
cornerstone of the social order. It is a
34

code of honor that every knight must swear obedience to before


being knighted within those nations, and it governs just about every
citizens conduct.
The Code consists of the following moral laws:
1.

Swear fealty to your lord, the Throne, and the Crown of


thy nation.
Conduct thyself with honor, truth, and grace, making thy
life an example to which ordinary citizens may aspire.
Demonstrate charity to the Church and to the poor.
Seek out and destroy evil and strife wherever you may find
it.
Treat all people, even thine enemies, with honor and
respect.
Respect, honor, and protect women and children.
Treat any who wear the metal shell as thine equals.
Attack not an enemy when his back is turned, or he is
unarmed, or he is down. But if he should attack from such
a position, treat him as a worthy, armed opponent.
Mete justice with an even head and an even hand.

2.
3.
4.
5.
6.
7.
8.

9.

Women and the Code

lthough many societies throughout Nia are built on a


patriarchal order which protects women as a weaker sex,
any female who takes up arms for country or cause is due
the respect and honor of a warrior. Frequent wars brought
women onto the battlefield millennia ago. They have
distinguished themselves as knights and warriors, as clan
chiefs, and as heads of state.
A female fighting character is a common sight
in many nations. A female knight is typically called
Dame, the female equivalent of Sir, and is
subject to the same Code. Thus Bronwyn the
Just gets knighted on the battlefield: she is now
called Dame Bronwyn the Just. The Dame
is simply a formality to denote her status as a
Knight of the Code. In casual social
situations, she will usually be
addressed mlady.
All knights bear a token of
their particular order, usually a ring,
which they wear in or out of armor.
Even though a female knight may be
clothed in a fine court gown, she
is still recognized as a knight by
her token, and is due the respect
of a knight by her peers and
subordinates.
As for male knights or paladins
interacting with their female
counterparts, the basic rule is
thus: a woman who chooses
the way of battle as her living is a
warrior first and a woman next, in
the eyes of the law and the Code.

Combat Skills

ll armed and unarmed combat skills have a number attached


to them, signifying the level of focused training necessary
to improve. It is also a bonus added to damage. That simply
means that someone with the Soldier armed combat skill adds 1
to any damage done while using that skill, and improving the skill
will cost an extra point per level. Combat skills cannot be combined
within a single attack. You must choose which skill you are using for
any given action and roll accordingly.
Each style has several different Style Bonuses. When a character
reaches a specific skill level, he learns the associated bonus move.
Characters do not forget previous moves. Thus, if Bronwyn has
Haushahar at level 4, she knows the Dodge Attack, the Throw, and
the Sweep. Some Style Bonuses are stackable, but only if reasonable
and the GM approves.

Unarmed Combat Skills

Haushahar (2): The Way of the Wind is an obscure fighting art


that focuses on knocking the opponent down with forceful sweeps.
It is an elegant, dancelike form used predominantly by mages,
acrobats, and bards.
Armor: Light only.
Skill

Style Bonus

ach listing notes whether the skill is effective in a particular


kind of armor. Characters wearing armor that is too heavy
suffer a 1 to all checks against that skill.

None

Dodge Attack (simultaneous attack does WR1+STR


damage)

Brawling (0): A basic hand-to-hand fighting skill, also known as

fisticuffs. Nothing fancy, and no special bonuses or multipliers


apply.
Armor: Any.
No style bonuses.

Throw (use as dodge, takes 1 action; opponent is prone,


throw does WR2 damage)

Sweep (opponent must make an opposed AGL check


vs. Combat Skill or Athletics, or fall prone and take
WR2+STR damage)

Lightning Dodge (add 1D6 to Target Number for all


dodge checks during the combat in question)

Damage (damage from this style is applied as either


wound or stun damage players choice)

Dalahar (2): The Way of Dalah. Commonly used by the


Dalahist monks of Corvel, this style concentrates on using an
opponents force against him. Blocks, dodges, and sweeps are the
primary focuses.
Armor: Light only.
Skill

Style Bonus

None

Dodge (treated as a parry doesnt cost an action)

Disarm (at -1 to Target Number, but does not require


prior entanglement)

Sweep (opponent must make an opposed AGL check


vs. Combat Skill or Athletics, or fall prone and take
WR2+his own STR damage)

Weapon Parry (may parry melee weapons barehanded)

Missile Parry (may parry missile weapons barehanded


except black powder weapons)

Ratahar (Dwarf style) (2): The dwarven variant of the elf


style, it is more solid and sturdy. The focuses are on hard strikes and
sweeps to the legs of the opponent. Where elves experiment and
develop new fighting styles, dwarves stick with what has worked for
eons.
Armor: Any.
Skill

Style Bonus

None

Tackle (opponent is knocked prone and entangled; does


WR1+STR damage)

Sweep (opponent must make an opposed AGL check vs.


Combat Skill or Athletics, or fall prone and WR2+STR
in stun damage )

Force Strike (user cannot take defensive action for the


round; successful strike is +1 success margin and doubles
normal STR bonus damage)

Battle Cry (may be done before attacking, does not


count as an action; opponent must make a Resist check
or be at 1 to all combat actions for the round)

Damage (damage from this style is applied as either


wound or stun damage players choice)
35

Ratahar (Elf style) (2): Meaning literally The Way of Battle,


this ancient style uses spinning, aerial kicks, and body strikes, and is
popular with unarmored fighters.
Armor: Ringmail or less.
Skill

Style Bonus

None

Flip Strike (counts as a dodge and takes 2 consecutive


actions; 2nd action is a strike is 1 to opponents parry or
dodge; must be declared before the dodge and must be
the next action taken)

Spin Strike (counts as a dodge and takes 2 consecutive


actions; 2nd action is a strike at +1; must be declared
before the dodge and must be the next action taken)

Force Strike (user cannot take defensive action for the


round; successful strike is +1 success margin and doubles
normal STR bonus damage)

Battle Cry (must be done before attacking, does not


count as an action; opponent must make a Resist check
or be at 1 to all combat actions for the round)

Damage (damage from this style is applied as either


wound or stun damage players choice)

Shalekkhar (3): One of the most unusual fighting styles in


existence, The Way of the Dragon was based on centuries of
observation of dragons in battle. The style is favored by larger races
who arent as concerned with dodges as they are with delivering
devastating strikes (biting is included as a potential strike). Onehanded claw-weapon training is included, and supersedes the other
Armed Combat styles when used.
Armor: Any.
Skill

Style Bonus

None

Claw (ability to use the special claw weapon;WR2)

Senvata (2): A primal and violent form of orc brawling, this style

has a balanced focus on knocking the opponent to the ground and


stomping on vital target areas (note: the Senvata kick is a downward
crush, usually used on the throat or solar plexus). The crushing kicks
will seldom be used by knights and chivalrous fighters.
Armor: Any.

Dragon Throw (used as dodge; equal-sized or smaller


opponent is thrown your STR in feet, lands prone; does
WR1+STR in damage)

Prone Attack (allows attack from prone position with no


penalty)

Damage (damage from this style is applied as either


wound or stun damage players choice)

Dragon Maul (2x STR bonus on damage)

Skill

Style Bonus

None

Orc Hug (opponent is entangled and takes normal stun


damage each action until successfully dodging; does not
require removal of weapon)

Throw (use as dodge, takes 1 action; opponent is prone,


throw does WR2 damage)

Power Punch (WR2 stun damage)

Gut Stomp (strikes prone opponent, free called shot)

Damage (damage from this style is applied as either


wound or stun damage players choice)

36

Tothahar (3): Known as The Way of Death, this style is used


by elite warriors and assassins. It is not chivalrous in any way; its
focuses are on trick moves and sweeps, and thus it is not taught to
any potential knight.
Armor: Light only.
Skill

Style Bonus

Target (arm/leg: free; head/hands/feet: 1)

Sweep (takes 1 action, opponent must make an opposed


AGL check vs. Combat Skill or Athletics, or fall prone
and WR1+STR in stun damage )

Prone Attack (allows attack from prone position with no


penalty)

Damage (damage from this style is applied as either


wound or stun damage players choice)

Nerve Strike (takes 2 actions; doubles normal STR


bonus in stun damage)

Kill Strike (2x STR bonus on damage)

Armed Combat Skills

character is trained in a variety of weapons to be used in a


single fighting style. Professionally trained soldiers can wield
swords, maces, and hammers with equal skill.
Along with each Armed Combat Skill, you will see a listing for
the types of weapons covered. If you have a weapon the skill doesnt
cover, you cant use that skill. And if you have this character concept
that he is a bullwhip expert, youd better find a combat skill that
includes the use of whips (and that would be Rogue).
Styles marked with * cannot be taken by those who follow a chivalric
code.

Assassin* (3): A quick, deadly school of combat focusing on


trick moves, stealth ,and light, concealable weapons. Covers any
concealable 1-handed (silent) weapons, as well as throwing blades,
darts, blowguns, garrotes, and knives.
Skill

Style Bonus

Target (arm/leg: free; head/hands/feet: 1)

Power Throw (add full STR to thrown weapon attacks)

Disengage (+1 to dodge for purpose of disengaging


entanglements)

Quick Draw (may draw weapon and attack in 1 action)

Double Strike (counts as 2 actions; 3rd action would be


-6; make 1 attack, x2 damage)

Shadow Slip (use as a parry to slip into nearby shadows


and out of combat)

Barbarian* (3): A style based as much around intimidation


as actual combat, the Barbarian school of fighting teaches little
in the way of defense. An adherent of this school hopes that the
opponent will be too busy defending a preemptive strike to make
a solid attack. This style covers large two-handed weapons, such as
broadswords, greatswords, short polearms, great axes, and gragos.
Skill

Style Bonus

Weapon Training

Battle Cry (takes 1 action; opponent must make a Resist


check or be at -1 to all combat rolls for that round)

Rush (Successful attack does normal damage and knocks


opponent prone)

Follow Through (on successful attack, may continue


on to a second target within range without spending
additional action at -3 to skill check)

Sword Break (on successful strike, attacker may discard


damage in exchange for forcing opponent to make a WR
save; weapon must be equal or lesser WR than attacking
weapon, and cannot be magical or master crafted)

Evicerate (2x STR bonus on damage)

Bharata (2): A rather more exotic style of archery than is


commonly used throughout the world. Bharata, meaning Hunters
Battle, is common amongst the feral elf tribes of Nordia, as well as
certain followers of the Goddess of the Hunt, Bhara. Practitioners
of Bharata are sometimes found traveling to various nations,
showing off their talents in exhibitions and archery contests. More
so than typical archers, Bharatists prefer the thrill of fighting in
close proximity to their foes, supporting nearby allies in melee by
unleashing hails of arrows against targets who venture in front of
their bow-sights. This covers long and short bows only.
Skill

Style Bonus

Target (arm/leg free; head/hands/feet -1)

Quick Draw (may draw or reload weapon and attack in


one action)

Power Draw (may add STR to damage with bow)

Quick String (may draw and string bow in 1 action

Double Arrow (fire at 2 different targets in line-of-sight;


roll 1 strike, defenders each react as normal; counts as 2
actions without the -3 penalty)

Trick Shot (target any hit location: free)

Cavalier (3): Requires Riding 2. The chivalric style of warfare,


focusing on proficiency in a multitude of hand-to-hand weapons,
armor, and shields, with the distinction of beast-mounted combat
skills (including avian beasts like warhawks and dragons). Covers
1-handed weapons, small shields, polearms, knives, and no penalties
for mounted melee combat (i.e. no penalty for fighting from a
moving platform). Note: If a mount has been trained for combat,
it can be used to deliver attacks of its own during the round. See the
Bestiary for specific mount values.
Skill

Style Bonus

Weapons (can use two-handed weapons from horseback,


including bows if Missile Weapon skill is taken)

Charge Attack (takes 2 actions; doubles damage from a


single attack)

Height Advantage (head shots vs. ground troops no


called shot penalty)

Trick Mount (must have mount within AGL in yds; if


successful, rider is securely on mount)

Unhorse (roll vs. opponents Riding or Cavalier skill;


normal damage for the attack, plus an additional +1 WR
for falling)

Thunder Crush (add mounts STR to damage)

37

Gallant (2): The elegant school of armed combat focusing on the


art of the duel. Covers one-handed swords, paired weapons, knives,
and small shields. Also allows use of capes and other entangling
implements.
Skill

Style Bonus

Target (arm/leg: free; head/hands/feet: 1)

Disarm (disarm opponent without prior entanglement)

Quick Draw (may draw weapon and attack in 1 action)

Paired Strike (takes 2 actions; allows 2 separate


unpenalized attacks to be made at one time, but
subsequent actions in the round start at -6)

Feint (once per round, allows reroll of failed attack)

Sword Break (forces opponent to make a WR save;


opponents weapon must be entangled)

Gladiator* (2): An armed combat style that developed in the


arenas, Gladiator is highly visual and provides a show for viewers
while still remaining an efficient and deadly skill. This style covers
all one-handed weapons, shields, polearms, and entangling weapons
(whips, nets, chains, bolas, etc.).
Skill

Style Bonus

Weapon Training

Blind Attack (takes 1 action; use sun position, dirt, etc.


to make opponent 1 on all Combat Skills that round;
can be dodged but not parried)

Shield Disarm (after a successful defense roll with a


shield, may attempt a disarm without a previous entangle;
takes an action)

Entangle Parry (on a successful parry with an entangling


weapon, the opponent is entangled)

Missile Parry (may parry non-firearm missile weapons


with a hand weapon)

Execution (2x STR bonus on damage)

Melee Weapon (0): Use of standard-issue swords, spears,


and knives, in addition to the use of common items as weapons
(brooms, tankards, pans, etc.). Nothing fancy, and no special
bonuses or multipliers apply.
No style bonuses.

38

Rogue* (1): A violent, no-nonsense form of armed combat


focusing on the quick dispatch of an enemy. Favored by street
toughs and brigands. Covers knives, any light swords, and small
one-handed weapons, staves and short spears, small shields,
throwing blades, and entangling weapons, such as chains, bolas, and
bullwhips.
Skill

Style Bonus

Weapon Training

Blind Attack (takes 1 action; use sun position, dirt, etc.


to make opponent 1 on all Combat Skills that round;
can be dodged but not parried)

Knockdown (costs 1 action, opponent must make an


opposed skill check (Combat Skill or Athletics) , or fall
prone and take WR2+STR damage)

Hidden Strike (once per round, may add +1 to the


Target Number for an attack)

Power Throw (add full STR to thrown weapon attacks)

Target (arm/leg: free; head/hands/feet: 1)

Sharpshooter (2): This extremely new style is based around the


use of a black powder weapon for precise attacks. It is very rare even
within those lands with relatively common black powder. Still, its
popularity is growing. Unlike all other combat skills, Sharpshooter
is a DEX skill. Covers the use of black powder firearm weapons
only.
Skill

Style Bonus

Weapon Training

Target (arm/leg: free; head/hands/feet: 1)

Quick Reload (may reload in 3 rounds, instead of the


typical 4)

Mounted Shot (no penalty for shooting from a mount or


from a moving platform)

Lightning Reload (may reload in 2 rounds, instead of


the typical 4)

Ricochet (may target off of another object; suffers a -2


skill penalty for the 2nd target, but both targets take
normal damage from a single bullet)

Soldier (1): Standard field combat training in the use of a


multitude of weapons, as well as military drill and basic tactics.
Covers one- and two-handed weapons, knives, shields, pole
weapons, and thrown weapons.
Skill

Style Bonus

Weapon Training

Formation/Drill

Plant (takes 1 action; while planted, +1 to the Target


Number of all parry rolls)

Knockback (allows the shield to be used as a striking


weapon; on a successful strike, opponent loses next
action)

Quick Draw (may draw weapon and attack in 1 action)

Follow-through (on successful attack, may continue


on to a second target within range without spending
additional action at -3 to skill check)

Swashbuckler (1): A practical theory of combat utilizing an


array of mostly one-handed weapons on land and at sea. Covers
one-handed weapons, knives, small shields, thrown weapons, and
polearms (such as boarding pikes and gaffs). No penalty for fighting
from a moving platform.
Skill

Style Bonus

Weapon Training

Target (arm/leg: free; head/hands/feet: 1)

Power Throw (add full STR to thrown weapon attacks)

Disarm (disarm opponent without prior entanglement)

Quick Draw (may draw weapon and attack in 1 action)

Paired Strike (takes 2 actions; allows 2 separate


unpenalized attacks to be made at one time, but
subsequent actions in the round start at -6)

39

~ System ~

he XPG system provides both ease of play and depth of


character. The principles are identical to those mechanics
found in games like Bloode Island XPG, RADZ, Santas
Soldiers and Red Dwarf . While experienced XPG players may see
some minor setting-specific tweaks here and there, nothing should
be unintuitive or difficult to grasp. It should be noted that players
who prefer the First Edition rules can still use the basic mechanics
without much in the way of conversion. Basic instructions for
playing with First Edition rules can be found in the Options section
on page 177.

Spirit of Play

t should be stated that the spirit of the Arrowflight setting and


system is couched in cinematic grittiness. What that means
is that, while adventures may be full of sweeping heroism
and larger-than-life deeds, the effects of actions are presented in
a relatively realistic manner. A single sword blow to an enemys
skull will end his life. The same hero who is one day slaying
monsters may bleed to death while brigands loot his belongings.
Most importantly, Arrowflight seeks to let the players take more
responsibility for their characters, leaving them free to strategize and
use their abilities to the fullest, while the GM is left to concentrate
more on the adventure.

competency in a given skillthe fewer dice rolled, the faster play


moves along. However, when the character is doing things out of
the ordinary, testing his abilities, a skill check is definitely called for.
Example:
Lara has Riding 3. If she is simply out for an afternoon ride in the
meadow, a Riding skill check is probably unnecessary. It is when the
horse is spooked by a swarm of pixies that Laras player must make a
Riding check, as Lara tries to turn her mount and speed away.

o make a skill check, add the rating of the appropriate skill


to the rating of the governing attribute (i.e. AGL + Riding)
and roll 2D6, trying for a result equal to or less than the
Target Number. In most cases, a simple success is satisfactory. In
others, a greater success margin may be required (see Difficulty and
Opposed Checks).
Example:
Lara steers her horse in a tight turn and spurs it back toward
town. She has AGL 4 and Riding 3, giving her a Target
Number of 7. Laras player rolls 2D6 and gets the following
result: (4 + 2) = 6. The result is equal to or less than Laras Target
Number, so shes successful. Her mount turns and speeds away.

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

nevitably, the time will come when the player or GM


will want to test the abilities of the character. In such instances,
a skill check is required. Under most mundane circumstances,
it is not necessary for a player to make skill checksindeed a good
GM knows when a skill check is appropriate. Things like walking,
eating, dressing, and basic interactions are usually gimmes. Note
the absence of the Breathing skill, for example. In most instances,
the GM need only be satisfied that the character has a basic
40

ccasionally, the GM may want to add


an element of difficulty with which
to challenge the characters. The GM
assigns a difficulty to the skill check in question,
and the player adds or subtracts dice from his
stat pool before rolling the skill check.
Example:
Laras horse is galloping toward town, and
encounters a waist-high wooden fence. The
GM determines the fence is a Difficult
obstacle to jump. Laras player makes another
Riding check, subtracting 2 from her Target
Number before rolling, making her target 5.
She rolls a result of (2 + 3) = 5. Lara is safely
over the fence, despite the Difficult task.

Preparation

he player may aid his character in


succeeding at a given skill check by
preparingspending extra time to
study, aim, balance, or otherwise maximize the
chances for success. For each round spent in preparation, the player
gains +1 to the characters Target Number, up to a maximum of +3.
This does not count in cases of magic or prayers where additional
casting time is a requirement of a given incantation, but does apply
to instant spells and prayers that the mage or priest wishes to spend
the extra time preparing.

Cooperation

n some cases, players may wish to combine their characters


efforts to achieve something beyond the abilities of a single
person. Players should nominate a single character as the
anchor (usually the character with the greatest ability in whatever
is being attempted). Each additional character assisting the anchor
character adds +1 to his Target Number for the skill check in
question. Note that only characters with at least a rating of 1 in the
skill being attempted may assist the anchor character.
Cooperation may be used for any skill check where it makes
sense for multiple characters to collaborate. Feats of strength,
performance, socializing, research, magic, and prayers are all good
examples. Passive or reactive skill checks like Resist, Endurance, and
Awareness (unless being used to actively search) are generally not
applicable to cooperation.

Opposed Checks

ccasionally, someone may not want the character to


succeed in a skill check, for whatever reason. In such cases,
the challenger makes a skill check in opposition to the
character attempting a skill. The character with the highest success
margin wins the check and succeeds in his chosen action. This is
especially common in combat and magic duels.
Example:
Gerald the Brigand sees the lovely Lara riding hell bent for leather
toward the town, and takes the opportunity to grab some geld.
Leaping from the bushes, he growls monstrously, attempting to
spook her mount. Geralds player makes an Intimidation check,
and Laras player makes another Riding check to maintain control
of her horse. Gerald gets a success margin of 2, Lara beats her
Target Number by 3. The surprise fails, and Lara speeds on her
way.

Unskilled Checks

ometimes a player may want his character to attempt an


action for which he has no applicable skill. In such cases, the
player treats the character as having a skill rating of 0, adding
it to the stat rating as normal to determine the Target Number. In
game terms, the character is relying on his raw talent to overcome
the lack of training.
Example:
Lara slows to a canter just outside town. She wracks her brain,
trying to figure out what device that brigand had painted on
his shield. Lara has no Cultural Sciences (the skill that includes
heraldry), but her player wants to try the skill anyway. Lara has
INT 3 and Cultural Sciences 0, so her target is 3. Her player
rolls 2D6. The results are (2 + 4) = 6. No success. Lara comes up
empty.

Snake Eyes & Boxcars

natural result of 2 (snake eyes) is always a critical success,


whether the character has a skill rating or not. A natural
result of 12 (boxcars) is always a critical failure or botch,
no matter how high the skill rating.

Critical Success

n a critical success, double the normal success margin. For


instance, if the Target Number was 5, a roll of 2 would
usually have a success margin of 3. In the case of a critical
success, the margin of 3 is doubled, for a success margin of 6. This
makes it possible for low-skilled characters to achieve some relatively
spectacular success (in spell effects, damage, or scholastic results),
and makes highly-skilled characters capable of devastating results..

Critical Failure, or Botch

n a critical failure or botch, the character fails the skill


test in some appropriately spectacular way. Specific results
are up to the GM, and may include possible injury to the
character. It should not, generally speaking, directly result in the
characters death.

41

1D6*

Fear

ranted, most characters are of the seasoned, hardy variety,


used to stressful situations like combat, encounters with
unearthly horrors and the occult. However, there are some
things even the most seasoned and hardy adventurer never gets used
to. For these situations, the GM may require a fear check.
A fear check works like any other skill check. When the
character initially encounters the source of terror, be it a monster,
the din of bloody battle or some other menace, the character makes
a Resist skill check to maintain his composure and avoid freezing
up (or some other undesirable effect; see Fear Factor table for
more). If the character succeeds, no ill effects occur from the fear.
If unsuccessful, the player can either roll randomly on the Fear
Factor table or use the margin of failure to determine the level of
detrimental effect. In addition, the GM may assign a modifier to
the source of the fear based on the relative horror it conveys.
On a critical success, the character should gain a sort of
immunity against that particular type of horror (i.e. if a critical
success is made against the fear brought by a ferocious dragon, the
character is unlikely to suffer fear related to dragons in the future, at
the GMs discretion, of course).
Conversely, on a botched fear check, the character may suffer a
temporary or permanent insanity as a result of the fear. At the GMs
discretion, a character who botches a fear check may be directed to
the Insanity Table on the next page to acquire a random effect.

FEAR FACTOR

The character loses Initiative and freezes in place for 1


round, unable to move or take offensive actions. The
character can defend at -1 and may be moved by others,
but cannot make any active skill checks.

The character drops whatever he is holding (weapons


included) and attempts to flee. The character cannot
perform any other actions until safely away from the
scene.

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.

The character loses Initiative and control of his bodily


functions, and is -3 to any social skill checks (Cool, Seduction, Command, Bargain, Social, etc) until a change
of clothes is acquired.

The character falls unconscious for 1D3 rounds. The


character can be moved, but cannot take any actions.

The character suffers a complete breakdown and should


roll on the Insanity table to determine the results.

* Or use margin of failure to determine result.

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

EFFECT & DURATION

11

Melancholy

The character feels morose and unhappy. 1D6 days

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

EFFECT & DURATION

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

Behavior Tag: Fidget

The character gets the Fidget Behavior Tag. 2D6 days

41

Behavior Tag: Nervous


Tic

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

The character gains a Phobia of the CMs choice. Permanent

44

Bladder Control

The character soils himself at the most inappropriate times. GM discretion. 1D6 days

45

Obsession: Cleanliness

The character must clean constantly. 1D6 days

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

The character sees a persistent illusion (GMs discretion). 1D3 days

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

artial conflict in Arrowflight is broken down into


segments called melee rounds. Each melee round is the
equivalent of about five seconds within the adventure,
although it takes longer than that to determine what happens
around the game table. Each player gets one action per melee round.
Multiple actions are possible by including the following restrictions:
1. The player must declare the total number of intended actions
on his own turn during the first pass through the play order.
2. For each subsequent action beyond the first, the character
applies a 3 penalty to each Target Number. This penalty is
cumulative, so a second action would be 3, a third would be 6,
etc. This penalty is in addition to any Target Number modifiers due
to environment or Wound Status (see page 46).
Play is conducted thusly:
x GM calls for melee rounds.
x All players make initiative check by rolling against their
INITIATIVE rating
x Player with highest success margin may act first. Actions
are resolved immediately.
x Play continues in descending order of initiative success.
x When all primary actions for the round have been
resolved, play returns to the first player, who may choose
to act again at 3 from all target numbers. The process
repeats in this manner until all actions have been resolved.
x GM calls for a new melee round.
x A critical success on initiative means the character gets +1
to all target numbers for the round (and most likely goes
first in play order).
x A botch on initiative means the character goes dead last
in the play order and suffers a 1 on all stat pools for the
round.

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

player can rush his characters action out of turn sequence in


the following manner:

x
x

x
x
x

Player declares the character is rushing the action.


The rushing character subtracts 1 from the appropriate
target number for every point of difference between
himself and the opponent going first in order to go
simultaneously with the opponent; -1 additional to go
ahead of the opponent in the turn sequence.
Interrupted characters may also rush their actions to
counter the interrupter.
If a bidding war ensues, the character who is reduced to a
target number of 1 first is the loser.
If both opponents are reduced to the same target number,
both actions are considered simultaneous.

Surprise

f a character succeeds in surprising another (opposed rolls:


Stealth vs. Awareness), the sneaking party gets one free combat
action before melee rounds officially begin. The surprised party
gets no dodge, and may only parry if they can see their attackers and
have parry-capable implements ready, but may perform actions as
normal once combat rounds begin.

Attacking

hen attacking an opponent, the player rolls against the


characters Target Number in whichever combat skill is
being tested. The opponent then has three choices:

1.
2.
3.

Stand there and get hit.


Dodge out of the way.
Parry the blow.

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

What Doesnt Count as an Action?


~ Passive or Reactive skill checks, like Resist,
Endurance, or GM-mandated Awareness checks
~ Parrying

44

ption 1 obviously doesnt


cost anything on the
opponents part, but can
get nasty when it comes time to
determine damage. Option 2 costs
an action (meaning all subsequent
actions are at a cumulative 2 to
any target number), but clears the
opponent from danger. Option
3 doesnt cost anythingthe check
is made against the characters appropriate
Combat Skill, but requires a shield or
weapon with which to parry the blow.

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.

character dodges by using any


Combat Skill, or physical skills like
Athletics or even Dance.
Make an opposed check against the
attacker. If the dodging character
gets more successes, the attack
is avoided. As another option, a
character may make a full dodge
ducking, weaving, and generally
providing a difficult target to hit. To
do this, a dodge check is made on the
characters first action. No other actions
may be taken for the rest of the round. The up side is
that the success margin from the characters dodge are subtracted
from every incoming attack that round. Dodging happens reactively;
the player doesnt have to wait for his own turn to declare the
character is dodging. It is perhaps the only instance where a player
can take an action out of turn (without rushing).

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.

Damage Bonus (DB)

lways add the Damage Bonus


(DB) of the weapon, if any.

Example:
Laras longsword has DB0, so she
doesnt add anything.

STR Bonus

hen factoring damage with


hand weapons like swords,
axes, and such, always
include the attackers STR rating as an addition to the base damage.
Example:
Lara adds her STR 3 to the base 9 damage, making it 12.

Combat Skill Bonus


Parrying

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

o determine damage, compare the success margins of the


attacker and defender. If the attacker has a greater margin
of success, the defender is hit. Subtract any success margin
the defender has in his attempt to parry or dodge from the attackers
margin. Any success margin the attacker has left over is multiplied
by the WR of the weapon being used. The result is the damage
applied to the defender.
Treat unarmed combat attacks as WR0 (for punches) and WR1
(for kicks). Treat the attackers STR as the damage bonus (DB).

ll combat skills except Brawling and Melee Weapon are rated


according to their complexity. Add this to the damage as
well.

Example:
Lara adds the Soldier complexity 1 to her 12 damage, making it
13.

Hit Location

nless the shot was called to a specific location, melee


attacks default to the torso and ranged attacks hit a random
location. Consult the hit location area on the character
sheet to determine the location hit.
Targeting Modifiers to Called Shots
Torso: 0
Arms, Legs: -1
Head, Hands, Feet: -2

45

Save
Armor

f the target is wearing armor in the location


hit, subtract its value from the damage.

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.

SCATHED: The character feels


euphoric and slightly fatigued;
however, there are no Wound
Penalties at this level.

2.

LIGHT: The character has some


mild cuts, abrasions, and bruises.
At this level, the character has a 1
Wound Penalty.

3.

MODERATE: The character has


broken bones, bleeding wounds,
and may be in shock. At this level,
the character has a 2 Wound
Penalty.

4.

SERIOUS: Things are not going


quite well at this point. The
character has internal bleeding,
shattered bones, and has gone into
shock. At this point, the character
will possibly fall unconscious and
has a 3 Wound Penalty.

Armor Reduction

f the damage exceeds the armor value in a


given location, the armor in that location is
reduced in value by 1. This symbolizes the
gradual weakening of armor as it continues to
take hits.
Example:
Geralds garment now has a huge slash in it,
reducing its value from AV2 to AV1.

5.

GRIEVOUS: The character is


so badly wounded that taking
an action at this point is nearly
impossible. He is in a dazed stupor
and is fighting hard to remain
conscious and cognizant of his
surroundings. At this level, the
character has a 4 Wound Penalty.

6.

MORTAL: The character is not


only unconscious, but is in danger
of dying. At this level, the character
has a 5 Wound Penalty.

7.

DEAD: The character is effectively


dead. If the character gets to this
point, there are no Target Number
penalties, because there is no
character left to perform any action.
The dead may be reanimated with
magic, or resurrected with prayer.
If reanimated, the character is no
longer the players to control.

Wounds

f the net damage result is less than


SHRUG, the character takes no wounds.
If the damage result is equal to or greater
than SHRUG, the character suffers 1 wound,
and should mark the appropriate box in the
Wound Status area of the character sheet. If the
damage result is equal to or greater than twice
his SHRUG, the character suffers 2 wounds,
and so forth. See Wound Status for more
information. Wound Levels are cumulative,
so if the character is Moderately Wounded
(Moderate Wound) and takes an additional
Wound, the character is then Seriously
Wounded (Serious Wound).
Example:
Laras hit causes 11 points of damage to
Gerald. His SHRUG is 4, so Gerald takes 2
wounds, making him Lightly Wounded. He
suffers a Wound Penalty of -1.

46

character who takes a Wound


must make a SAVE to
keep from passing out due
to pain, shock and/or blood loss.
Roll vs SAVE to keep the character
functional, bearing in mind any
penalties from current wound status
on subsequent actions.
Example:
Geralds SAVE is 7 (-1 Wound
Penalty for a Target Number of 6).
His player rolls a 5, which is enough
to keep him alive and conscious.

Knockdown, Death,
and Dismemberment

character who takes net


damage (i.e. damage that
penetrates any armor and is
applied to SHRUG) in excess of his
SAVE is knocked down and suffers
an additional 1 from all actions
until the next round. Damage
in excess of 2x SAVE means the
location hit is severed or crushed
beyond the capacity of mortal
medicine. Moreover, if the SAVE
fails, the character dies outright from
severe trauma and wound shock. If
the location hit was the head, the
character is killed immediately with
no SAVE.
Example:
Gerald took 11 points of damage,
which is more than his SAVE of 8,
so he is knocked down and suffers
an additional -1 penalty (-2 total)
to all active skill checks for the rest
of the round. Had the damage been
more than twice his SAVE (i.e. 17
or more), Geralds player would
have had to make an immediate
death SAVE.

Stabilization

haracters with a Moderate Wound (or greater) will worsen


through bleeding, infection, and trauma if not stabilized.
A successful SAVE must be made at the beginning of each
day (including Wound Penalties), or the character worsens by one
wound level. A wounded character may be stabilized with successful
Medicine skill use, or by prayers or healing magic. All attempts to
heal or stabilize the wounded character are subject to the difficulty
modifier associated with his current wound status.
Example:
A traveling physician takes pity on poor Gerald, and attempts to
bind his wounds. The doctor is at 2 to his Medicine skill check
because Gerald is at the Moderately Wounded level. He reduces his
Target Number by 2 and still makes a successful check, despite the
penalty. Nonetheless, it is enough to stabilize Gerald and get him
on the mend.

Healing

atural healing occurs at the rate of one Wound Level per


week. This rate can be accelerated magically or by divine
intervention, or by supplementation with herbal remedies
and natural concoctions. It assumes the character is resting and not
trying to travel or engage in combat or strenuous activity (in which
case the healing rate is cut in half: i.e. one Wound Level every two
weeks).
Example:
As long as Gerald takes it easy, hell heal 1 Wound Level per week.
The local herbalist also gives him a tincture to drink, which will
accelerate his natural healing x2. If all goes well and he doesnt
attempt revenge on Lara in the meantime, Gerald should be healed
up fully in three and a half days.

Non-Lethal Damage

character may choose to knock an opponent out rather than


killing him. To do so, the player simply states the intent to
stun, and must have a blunt instrument suitable for the task.
It need not be the business end of a weapona sword pommel, fist,
boot, or tankard will do just fine. Roll the attack as normal, and
have the target character make an opposed SAVE. If the SAVE wins,
the target character suffers a non-damaging bonk on the head and is
still awake (and likely not very happy). If the attack is successful, the
target character slumps unconscious to the ground for the attackers
success margin in minutes. Remember that a knock-out must be
done by targeting the head, a 2 difficulty. This targeting modifier
can be negated by a successful surprise (if the target is not moving at
the time of attack), or by two rounds of preparation.

Entanglement

ntangling an opponents weapon or body is done in the same


manner as other opposed checks. The attacker must have an
implement suitable for entanglement, and must target the
opponents weapon or body part (factoring any targeting modifiers
into his skill check). The opponent must parry or dodge aside,
making the appropriate opposed check. If the attacker has a greater
margin, the body part or weapon is entangled. On the entangled
partys turn, the character may attempt to break the entanglement
by a Strength Feat, Athletics, or Combat Skill check (which the
attacker must oppose with his own Combat Skill in order to hold
on).

Grappling

rappling an opponent is similar to the rules on


entanglement, except in this case the attacker is entangling
the opponents body with his own (and not with a
weapon). The attacker makes an opposed check; the defender
may parry or dodge. If the attacker wins, the defender is grappled,
effectively pinned or restrained. A grappled character can do
nothing until he breaks the hold by making an opposed check on
his own turn. Strength Feat, Athletics, or most any Combat Skill is
appropriate.
The attacker may declare the intent to wound in the grapple
attempt, whether by strangling, squeezing the torso, torquing limbs,
or the like. In this case the attacker adds his Combat Skill bonus
and STR together, applying the sum as damage to the defender.
Damage is only applied if the grapple is successful, and because it is
assumed the grappler has close contact with the body of his target,
the defenders armor is bypassed. The defender makes appropriate
SAVEs as normal.

Ranged Attacks

ranged attack is made in the same way as in close combat.


The ranged attacker makes a skill check (Missile Weapons
or Black Powder are the skills most commonly used). If the
defender knows an attack is coming, he may dodge, or in some very
special circumstances, parry the incoming missile (although this is
usually an advanced move in various martial arts). Some missiles can
be parried or blocked with shields. Black powder weapons cannot
be parried. Refer to the Difficulty section on page 40 for range/
targeting modifiers.

Reloading Black Powder Weapons


A black powder weapon takes 4 rounds to reload and fire:
x 1 to load the charge
x 1 to tamp the charge
x 1 to prime and cock the weapon
x 1 to aim and fire

n this manner, a musketeer or pistolier should be able to fire 3


shots every minute. As an alternative to loading during combat,
many black powder users carry multi-barreled weapons and/or
multiple weapons, which can be reloaded during downtime. It is not
uncommon to see a pistolier with a brace of pistols on his person.
47

Black Powder and Weather

hen using black powder in extremely cold weather, a -1


penalty is in order. In wet weather, a -2 penalty is called
for. In blizzard conditions or heavy snow, combine
both penalties into a single -3. Black powder, as a result, is not
particularly common in frozen regionsparticularly when one
considers the threat of avalanches.

Shields

hields are useful for parrying or blocking damage that was


meant for the character. Every shield is rated for a number
of hits based on its size and material, and provides the
user with a +1 to his Target Number for the parry. If used to block
an attack without attempt to parry (as in the case of most ranged
weapons), its hit rating is used as a temporary boost to the normal
AV of the location hitand the shield is then reduced by one
hit. When used in a successful parry, the shield directs the entire
incoming blow away from the character, and takes no hits to its
structure. If the parry matches the attackers margin, the damage
doesnt get through to the defender, however the shield takes a hit.
If the parry is unsuccessful, the shield is said to have deflected part
of the damage away from the user (subtract shields value from
incoming damage before reducing the shield by 1 hit). If the user
botches a parry attempt with a shield, it is assumed to have been
split or otherwise made useless.
Shields can be repaired as long as they still have at least 1
hit left, at a cost to be determined by location and availability of
materials and craftspeople.

Weapon Saves

f the attacker gets a critical success on a strike where his


opponent is parrying with a weapon with equal or lesser WR
value, he may force the defender to make a weapon save. The
defender must roll 1D6 equal to or less than the WR of the weapon,
or it is broken, split, shattered, crushed, or otherwise destroyed.
Some magical weapons are immune to weapon saves, and some
combat skills include entangling moves meant to force the opponent
into having to make a weapon save.

Scale

hen a character attempts to strike a target much smaller


than himself, a penalty to hit is assessed. This may be a
1 in the case of humanoid-to-earthfolk, earthfolk-tofaerie, or a 2 in the case of humanoid-to-faerie. When attacking
a larger target (say, humanoid-to-dragon), a positive modifier is
assessed. On the surface, this would seem to indicate that one
would do less damage to a small target and more damage to a
large target as a result; however the Wound values, SAVE values,
and STRENGTH caps offset the apparent increase or decrease in
damage.
Example:
Lara tries to whack the obnoxious pixie with her elf ratamun.
The pixie is small, and 2 to hit. Laras Target Number is 7, and
achieves a success margin of 3. The Pixie has a Dodge Target
Number of 7, and is at no penalties; unfortunately, he gets a success
margin of 2. Lara nets a margin of 1. Thats 1 x WR3+ STR bonus
3, plus Soldier bonus 1, which equals 7 points to the pixie. Lets be
generous and give the pixie some light armor of AV1, leaving Lara
with 6 points of damage to apply to the pixies SHRUG 3thats
TWO whole Wound Levels for a faerie, and quite possibly time for
a dismemberment SAVE, or even a death SAVE.

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

Mass Combat &


Arrow-Fodder

o address the occasions when the


GM simply needs a handful of
ravenous beasties or bloodthirsty
goblins to make things difficult for the
party, the normal stats for most anything
in the Arrowflight world can be rendered
down into a few important values:
Initiative (INIT) is derived as
normal. If you dont already have full
character stats and are just generating
grunts for slaughter, simply put in the
values you wish, keeping in mind the
abilities of the player characters and the
threat level you wish to deliver. In most
cases, a 6 value is sufficient for low-level
opponents. To give PCs a challenge,
begin by boosting the value by one (7).
If the grunts are especially quick or
well-trained, values of 8 or even 9 are
appropriate.
Attack value (ATT) is derived from
the primary offensive stat, either AGL
or STR, combined with the primary
offensive skill. Again, follow the example
of INIT to determine the offensive capabilities of the grunt. Most
humanoids of a professional level will be in the 6 to 8 range.
Especially quick or nimble opponents will have a value of 9. Some
large or supernatural creatures (dragons, giants, etc) will have values
of 10 or greater.
Even though giants and dragons may have awesome potential
values, their skill levels are generally not as high as mortals who
spend every waking hour studying war. A dragon with Animal
Combat and/or Firebreath 4 or 5 is about as hard as they come
these beasts spend much of their lives in hibernation, only coming
out to mate once every ten years, or to grab a quick snack. It is not
their practiced skill, but their raw, natural abilities that make them
formidable.
Defense value (DEF) is derived from the same factors as ATT,
however there is room to err on the side of a higher Athletics skill
or a defensive bonus due to a given martial art. Do not factor armor
into the DEF score. That is handled separately. The same guidelines
for determining ATT apply here. If the opponent has a different
defense against magic, write the second set of numbers next to
the primary set so they are handy. Otherwise, just use the same
numbers.
SHRUG is determined as normal. A faerie likely has SHRUG
1 or 2, while a troll may have SHRUG 5 or 6. Any important
weapons, spells or other gear can be listed as appropriate, but in
general this method is meant to be as clean and streamlined as
possible for the GMs ease of use. Be sure to add in any STR bonus
to the weapon damage listing.
Add in the armor/hit location table as per the Arrowflight
character sheet, and youre ready to go. Keep in mind that the INT/
ATT/DEF values represent the entire group of thugs as one entity.

o SAVE? No SAVE. SAVE


is for player characters and
important opponents, not
random thugs. Heres how this works:
1. Determine INITIATIVE as per usual.
2. Allow the PCs to square off with
opponents and take their actions.
3. Any damage that gets through to an
opponent exceeding his SHRUG value
is knocked down. Be sure to factor any
armor worn by the opponent.
4. Any damage 2x SHRUG value or
greater is an automatic incapacitation
and 3x is an effective kill. The individual
opponent may not be technically dead,
but he is out of the fight and defenseless.

oull want any important NPCs


to retain their full stats. For
simplicitys sake, you can keep
track of the basic attack and defense
values alongside your ravening hordes,
but when the arrow fodder has been
dealt with, youll want the big baddie
to be a fully fleshed individual. You
can either have important NPCs act
according to their own INIT values, or
you can lump them in with everyone else the advantage to this
method is obviously the simplicity of having only one INIT roll per
round. The level of detail or simplicity is ultimately up to you.
Variants of these same rules can be used for simplifying largescale battles in which the PCs participate. For example, if a PC is
attached to a military unit, the unit can be given INIT/ATT/DEF/
SHRUG values just like arrow-fodder (which is effectively what
they are). The PC can either act on his own, or fully engage with the
soldiers, adding his Command skill to the INIT, ATT, and DEF of
the unit. If a PC acts on his own, he may be targeted individually
by any combatant. If part of a unit, a PC is generally not allowed
to be targeted separately, having many bodies moving in military
precision around him.
In the case of mass combat, a military unit functions as a
single combatant. As it fights, it may take wounds that indicate
damage to individuals within (that reflects upon the overall health
of the unit). Use the standard Wound Status scale to determine
damage to the group, including Wound penalties. This is an abstract
concept that mandates in the midst of battle, one is not counting
individuals, but rather focusing on the overall integrity of the group.
If the unit is killed, it may mean functionally rather than literally,
and the PC is always treated as a distinct entity in terms of damage
and Wounds in such a case. GMs use discretion.

49

Non-Combat Damage

xposure to hostile environments, drowning, falling, and


similar mishaps can all result in damage and Wounds to the
character.

Extreme Cold/Heat

n exceptionally cold environments, players should make an


Endurance check for their characters as required by the GM, with
the hotter or colder environments requiring more frequent rolls. The
coldest parts of the world may require checks as often as the targets
SAVE in minutes, while more mild temperatures may only require
a check every few hours. A failed check results in 1 Wound. Make
SAVE checks as per normal combat rules.
Clothing will affect the Endurance check for cold/heat
in the form of the following skill modifiers:
No clothing: -2/-2
Light/loose clothing: -1/+2
Warm knit or wool clothing: 0/-1
Warm/winter cloak: +1/-1
Arctic skins/thick snow clothes: +2/-2
An unconscious character exposed to unforgiving desert heat
or arctic cold still must make Endurance checks, and the GM is
advised to take exposure to the elements seriously when mandating
them in a timely manner. If an exposed, unconscious character
makes Endurance checks every (SAVE in minutes), hes not going to
last long. Remember wound penalties apply to Endurance checks as
well.

Frostbite

listers, discoloration of the skin, and rigid movement are all


symptoms of moderate to severe frostbite. Once gangrene sets
in, amputation is often required to save the life of a victim. Frostbite
may affect extremities (fingers, ears, nose, toes, etc.) as quickly
as a few minutesespecially if the individual is not adequately
protectedand will deal damage at the GMs discretion. This may
be hidden damage, as the character may not even know hes been
affected until he begins to thaw. The only mundane counteragents
to frostbite and exposure are shelter, mild heat and Medicine checks
as per Arrowflight rules for skill use. Of course, arcane and divine
remedies are fully effective in most circumstances (GMs discretion).

Number of 7 applies, modified by the characters placement and


general state of defense and/or awareness. A surprise avalanche can
reduce a fully armored warrior to a crimson stain in moments.

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 ~

ehicles in Arrowflight might be airships, chariots, sailboats,


massive automatons, or one of a myriad other vehicles. Each
vehicle is rated for Speed (SPD), Maneuverability (MAN),
Hull (HUL), Armor Value (AV), and weapon data (WA/WR/
DB) by type. When piloting a vehicle, add the ships MAN to the
characters applicable skill. The HUL rating acts somewhat like the
vehicles SHRUG.
For vehicle combat, players roll Initiative as normal. A character
may perform one of the following actions for each combat action
he has declared: Close with or pull away from an enemy vehicle;
take evasive action; use a vehicles weapon. However, due to vehicle
speed in some areas, each round may take longer than in traditional
combat. For example, combat between sailing vessels can take a
great deal of time, and each round may last a full minute or longer.
The GM can set the pace for the combat round.

Close or Pull Away

he pilot must make a SPD roll to determine whether the


vehicle closes with or pulls away from the opponents
craft. Add the SPD rating to the characters Pilot skill and
make a Pilot skill check. The vehicle closes or draws away up to
the margin of success in grids. Depending on the scale of vehicle
combat, a grid can be as small as 10 feet or as large as 150 feet.
Decide the appropriate scale ahead of time using the following
general guidelines: small vehicles such as mounts or chariots 10
feet; medium craft (sailboats) 40 feet; large craft (battleships, war
galleys) 100 feet. GMs may use their discretion if the scales are
significantly different.

Falling

n uninterrupted fall does WR1 per 5 feet of distance vs. the


characters Athletics or Combat Skill check to tuck and roll,
ablate, or otherwise minimize impact. Add the characters SHRUG
to falling damage (proof of the old adage, the bigger they are, the
harder they fall.).
Objects falling on characters should be rated by their size and
mass and are at the GMs discretion. A general rule of thumb is
WR1 for small rocks and branches, WR2 for mid-sized rocks and
small tree limbs, WR3 to WR4 for large rocks and medium tree
limbs, and WR5+ for boulders and whole trees. A standard Target
50

Evasive Action

vehicle may take evasive action to avoid being hit, in much


the same way a full dodge works in melee combat. The pilot
adds the MAN rating of the craft to his Pilot skill, and the
margin of success becomes a penalty to the opposed roll for any
incoming attack that combat round. If the pilot takes evasive action,
he may not fire any mechanically controlled weaponry that round,
relying instead on any pintle or turret gunners, or other crew for
defense.

Weapons

ost vehicle weapons are cannons, catapults, or other weapons


generally operated by gunners. Still, some vehicles have pilotoperated weapons. The target vehicle must be in range of the
weapon. Add the WA to the characters skill for the appropriate weapon roll.
If multiple cannons are being fired, a single roll may be made at the GMs
discretion (using the Command rating of the lead gunner), with the total
damage multiplied by the number of weapons fired.

~ Vehicle Damage ~
1.

SHAKEN: The vehicle is jostled


by impact. No Damage Penalty.

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.

SEVERELY DAMAGED: Serious


hull breach, rigging/struts broken,
main mast/axle/airbag cracked. -3
Damage Penalty.

5.

DISABLED: All locomotive


systems are seriously damaged
and there are several fires and
hull breaches throughout. The
vehicle is effectively hamstrung. 4
Damage Penalty.

6.

DRIFTING HULK: Any and all


locomotive systems destroyed, hull
breached beyond normal repair.
SPD and MAN drop to zero. 5
Damage Penalty (to any remaining
functional systems).

7.

DESTROYED: The vehicle breaks


apart and either sinks, falls or
scatters in pieces (depending on
vehicle type). Anyone on board
is flung away from the craft 1D6
x 10 feet (taking an automatic
wound level) and must make a
successful Dodge skill check to
avoid taking an additional wound
level for every 10 yards traveled
in the vehicle destruction and/or
fallen.

Collision and Ramming

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

ust as in personal combat, figure vehicle damage by subtracting the


defending crafts margin of success (for evasive action, if any) from the
attacking crafts margin of success (for any successful weapon shots),
and multiply by the weapon rating (WR) of the weapon used. Apply the
result to the defending vehicles HUL rating.
If the damage result is less than the vehicles HUL, no damage is taken.
If the damage result is more than HUL, 1 damage level is taken. If the
damage result is more than twice HUL then 2 damage levels are taken, etc.
Damage Penalties are applied to the crafts SPD and MAN ratings, as well as
to the WA rating of any computer controlled weapons.

Repairing Damaged Vehicles

epairing a damaged vehicle is much like healing a wounded


character. The person doing the repairing makes a Mechanics skill
check at the Damage Penalty required by the crafts current Damage
Level. Each additional character assisting the first reduces the penalty by 1.
If the Mechanics check is successful, the vehicle is repaired one Damage
Level. If the Mechanics check is unsuccessful, the craft will remain just as
damaged as before. If the Mechanics check is a critical success, the vehicle
improves an extra Damage Level (in addition to the normal one). If the
Mechanics check is a critical failure, the vehicle automatically downgrades
one level (if a Drifting Hulk already, the vehicle is effectively Destroyed).
Successful Mechanics checks will upgrade the vehicles condition by one
level each (but only at a maximum rate of one level per day).

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.

SPD 6 by sail, +4 with oars


MAN 4
HUL 20
AV 18 with copper plating (12 without)
Weapons: Up to two squads of archers or musketeers on main
decks. Up to 16 cannons, mounted eight per side on the main deck.
Up to two ballista fore and aft. Up to two additional small cannons,
mounted one per crows nest.

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

Pulled by a team, this is the staple


mode of transport throughout the
world.
SPD 6
MAN 0
HUL 14
AV 4
Weapons: Personal armament only.
Maximum Load: Two adult human-sized passengers plus 1 ton
cargo.

This enclosed wagon can be used for


personal conveyance (usually by nobles
and the well-to-do) or as a mode of
public transport within the largest urban
centers.
SPD 6
MAN 0
HUL 16
AV 6
Weapons: Personal armament only.
Maximum Load: six to eight adult human-sized passengers plus
1,000lbs personal gear.

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.

~ Magic & Divinity ~


Magic

agic in Arrowflight is a natural and pervasive force. Most


educated people know about the Web of Life and what it
does, though only those schooled in its workings are able
to use it to their own ends.
Anyone with the right training can learn to manipulate the
strands of the Web, creating amazing effects. However, only those
thoroughly studied in the finer points of arcane theory have access
to more complexand dangerousincantations. A professional
mage may be an expert in one specific theory, or well versed in
multiple disciplines.

Spellcasting

he process of casting a spell is identical to any other skill


check in terms of game mechanics. The mage declares the
intent to cast the spell, makes a skill check based on the
characters MANA plus the Arcane Theory skill relevant to the spell
being cast. Each spell has a difficulty (or DIFF) associated with it,
which factors as a penalty to the Target Number.
Most spells have effects dependent on the margin of success
achieved (for example: a fireball spell that does WR3 damage
would do 6 damage if a margin of 2 was achieved). Mages add their
MANA rating to any damage caused or healed, much like the STR
bonus granted to physical combatants.

x

The defending mage must have a rating of at least 1 in the


same arcane theory as the caster.

x

The defending mage may make a dispel check by rolling


against his MANA plus the arcane theory skill in question,
minus the DIFF of the spell castin essence, attempting
the same spell as the caster, only with the intent of shutting
it down. Unlike a Resist check, a dispel is all-or-nothing. If
the defender fails to achieve a greater success margin than
the caster, the spell has full effect.

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.

If the spell is corporeal (C), the spells effects may be


dodged (unless specific spell provisions forbid it).
If the spell is non-corporeal (N), it may be resisted by
making an opposed Resist check against the casters spell
check. Any margin achieved by the Resist check acts like
a parry or dodge in combat, subtracting from the casters
margin. If the Resist check has a greater success margin,
the spell still goes off, but is ineffective.

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:

here is an alternate, not-purely-defensive method of


avoiding spells, which entails the casting of a reversal spell
at the moment the attacking casters spell takes effect. This
redirection/reversal effect is a component of all arcane theories, but
must be designed into a spell and purchased with character points
like any other spell. The redirect/reversal must be capable of being
cast instantly, as there will be zero prep timeit is considered a
reactive skill check, although subject to the rules of multiple actions
per round, like dodging. It is cast just as any other opposed skill
check, and the defending mage must achieve more successes than
the casterlike the dispel, the redirect/reversal is all-or-nothing.
Question: Can two mages fluent in the same arcane theory
continue to redirect a spell back and forth all day long?
Answer: In theory, both mages can take turns redirecting
the spell in question; however, because the redirect occurs
instantly, any subsequent attempts are at a cumulative 3
penalty to the casters Target Number. Eventually, one of the
mages will lose the battle of success margins, and be forced
to dodge or Resist.

55

Mana Dampening Fields

Spell Signature

ome areas, structures, or objects can be enchanted or inscribed


with runes or wards, which cause a MANA dampening field
within the specified zone. This means any arcane magic is
subject to the MANA penalties inscribed. A mild dampening field
might be 1, while stronger fields might range from 2 to 4. The
most powerful dampening fields lock most all MANA within those
in their zones of influence, and can sometimes rate as high as 8.
This not only neutralizes the ability to effectively cast spells, but also
any MANA bonus to damage.
Non-permanent dampening markers and wards can be moved
or re-drawn, while more permanent glyphs on structures are much
more troublesome for the mage.
It should be noted that a dampening field does not protect
those in its zone of influence from incoming magic effects, only
from effects cast within the zone. It also should be noted that, as all
trained mages can automatically sense the ambient MANA levels
in their immediate vicinity, they also can sense the presence and
location of a dampening field, and know to avoid it. However, if
a dormant marker is brought in close and activated, the mage will
have to maneuver out of the zone of influence
in order to cast spells at full power.
Dampening markers, wards, or glyphs
can be destroyed by physical means, so they
are generally only used in specific locations for
specific purposes.

he casting of any spell will send the casters psychic


signature out along the Web of Life with a specific
vibration, alerting certain practicioners to the use of magic.
Spell use is generally only sensed by other mages, magical entities or
the undead, who are naturally attracted to MANA. The casting of
the spell, the general type of spell, and the signature of the mage can
all be sensed within the spell DIFF x2 yards. The exact location of
the mage is not revealed, but casting multiple or high-DIFF spells in
one location could put the mage at eventual risk.

Mages and Death

ecause magic is a matter of


manipulating the strands of the Web
of Life, even so-called permanent
effects are not truly permanent. Upon a mages
death, all spells he has cast that are still active
begin to unravel, as the magic is undone.
There are two exceptions to this: instant
effects and rune magic. Instant effects,
such as lightning bolts, healing effects,
or alchemical transformation, are not
considered permanent effects, as they
create brief changes to the environment
that cause the effects desired; they do
not magically hold the effects in place.
As such, the death of a healer will not
cause a sudden rash of wounds across
the province. Rune magic, on the other hand,
does maintain a magical effect, but the rune
itself holds the magical effect in place. If casting a spell
is like tying knots in the Web of Life, a rune is akin to a nail holding
that knot in place. Until the rune is destroyed, the magical effect
will remain. The most common changes observed upon a mages
death are dissolving illusions and the reversal of curses.

56

Designing and Purchasing Spells

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.

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Per additional target

Per 10 yds range

Distracting Visions

Per 3-foot radius

Per WR stun damage

Per WR wound damage

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 100 lbs moved

Per 10-foot altitude

Per 5 mph

Effect seeks target (no dodge)

Effect immobilizes target

Negates light armor

Negates light and medium armor

Negates light, medium and heavy armor

Freeze

Alters targets initiative by 1

Per round of duration

Redirects or reverses opponents spell effects (must be of


same theory)

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

Line of sight, single target, 20 yds, basic visual, basic


audio, instant

Per additional target

Per 10 yds range

Per 3-foot radius

Per day difference in time, up to 7

Wall of Protection

Per week difference in time, up to 12

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.

Per season difference in time

Response is audio

Response is brief visual flashes

Response is detailed visual

Target is out of line of sight

Target is outside the local area

Target is outside the province or kingdom

Target is a deity or supernatural being (must specify)

-1

Link is with close friend or family member

Link is with stranger

Link is with a hostile target

Caster can ask yes/no questions of target

Caster can converse in detail with target

Caster can actively control target (so long as it is not


instructed to directly harm itself )

Target physically travels the time stream

Per minute/hour/day duration*

-1

Caster/target is in trance or unconscious;


Target is inanimate

Redirects or reverses opponents spell effects (must be of


same theory)

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

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Per additional target

Per 10 yds range

Precognition

Per 3-foot radius

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.

Alters elemental composition within area of effect (earth


to fire, water to air, etc.)

Per WR stun damage

Per WR wound damage

Per AV

Per 10-foot altitude

Per 5 mph

Effect seeks target (no dodge)

Per +1 skill increase bestowed on effect

Per +1 stat increase bestowed on effect

Per minute/hour/day duration*

-1

Environment is conducive to invoke element in question


(abundant earth, water, breeze, combustible material,
etc.)

Redirects or reverses opponents spell effects (must be of


same theory)

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

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Per additional effect

Per 10 yds range

Per 3-foot radius

Per 100 lbs moved

Per 10-foot altitude

Per 5 mph

Complex audio (human/animal sound)

Complex visual (real form)

Effect has independent movement within casting range

Effect has independent interaction (can converse without


casters control)

Effect has autonomy (can move outside casting range,


without casters control)

Effect is tangible (can affect material items & living


matter)

Telepathic link to animal/vegetable target

Summons/controls 1 type of animal (specify: Birds,


Mammals, Reptiles/ Amphibians, Invertebrates, Fish)

Animates inanimate target

Disenchants animated target

Per +1 skill increase bestowed on effect

Per +1 stat increase bestowed on effect

Per minute/hour/day duration*

Redirects or reverses opponents spell effects (must be of


same theory)

Target loses consciousness

Targets emotions are altered

Target gains a point of Destiny for the duration

Target follows simple instructions or answers yes/no


questions

Target follows detailed instructions or converses freely

Caster can ask yes/no questions of target

Caster can converse in detail with target

Caster can actively control target (so long as it is not


instructed to directly harm itself )

Target gains a specific ability from animal/vegetable

Per -1 skill decrease bestowed on effect

Per -1 stat decrease bestowed on effect

Reshapes dead or inanimate material.

Burrows through dead or inanimate material

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!

Animate the Nonliving

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

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Per additional target

Per 10 yds range

Per 3-foot radius

Per 2 WR stun damage caused/healed

Per WR wound damage caused/healed

Neutralizes/purges toxins in area of effect

Reattaches severed tissue

Regenerates lost tissue

Effect immobilizes target

Target loses consciousness

Spell effect can be in potion or salve form

Effect seeks target (no dodge)

Unweave Glamour

Per +1 skill rating increase/decrease

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.

Per +1 stat rating increase/decrease

Target feels no pain

Per minute/hour/day duration*

-1

Target is unconscious

Redirects or reverses opponents spell effects (must be of


same theory)

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

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Healing

Per additional effect

DIFF: 1
This dissipates wound damage from a single target, healing WR1
damage. This requires a single word and a touch to the target.

Per 10 yds range

Per 3-foot radius

Complex audio (human/animal sound)

Mend

Complex visual (real form)

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.

Effect has independent movement within casting range

Effect has independent interaction (can converse


without casters control)

Effect has autonomy (can move outside casting range,


without casters control)

Purify Toxins

Effect is tangible (can affect material items & living


matter)

Per WR stun damage

Per WR wound damage

Per AV

Per 100lbs moved

Regeneration

Per 10-foot altitude

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

Effect seeks target (no dodge)

Per +1 skill increase bestowed on effect

Per +1 stat increase bestowed on effect

Per minute/hour/day duration*

Redirects or reverses opponents spell effects (must be of


same theory)

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.

Spectral Guard Dog


DIFF: 4
This spell creates a guard dog that will follow the casters basic
directions, generally to watch over a particular area and bark loudly
should an intruder appear. This dog lasts for eight hours, and
requires a 30-minute-long ritual to summon. It also requires a twohanded motion, a focus item, and a short incantation.

Whispers on the Wind


DIFF: 1
This spell allows the caster to create the sound of their voice
whispering quietly up to 20 yards away. It can be used to whisper
to someone across the room, without others hearing what they are
saying. This can last up to one minute, and the site of the whisper
cannot moveif the person they are speaking to moves, they will
no longer hear the whisper. This requires a short incantation and a
two-handed motion.

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

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Per additional target

Per 10 yds range

Per 3-foot radius

Per WR stun damage

Per WR wound damage

Per AV

Animates inanimate target

Disenchants animated target

Per MANA transferred

Caster can ask yes/no questions of otherwise inanimate


target

Caster can converse in detail with otherwise inanimate


target

Effect seeks target (no dodge)

Per +1 skill increase bestowed on effect

Per +1 stat increase bestowed on effect

Per minute/hour/day duration*

-1

Organic target has been dead less than its previous


MANA in days

Redirects or reverses opponents spell effects (must be of


same theory)

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

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Per additional target

Per 10 yds range

Per 3-foot radius

Summons/controls one type of animal (specify: Birds,


Mammals, Reptiles/ Amphibians, Invertebrates, Fish)

Per additional type of animal summoned/controlled

Animates/controls inanimate living object

Telepathic link to animal/vegetable target

Response is audio

Response is brief visual flashes

Response is detailed visual

Target is out of line of sight

Target is outside the local area

Target is outside the province or kingdom

Animate Plants

Target becomes form of animal/vegetable (specify type)

Target retains mental faculties

Possessions transform with target

-1

Link is with close friend or family member

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.

Link is with stranger

Link is with a hostile target

Caster can ask yes/no questions of target

Caster can converse in detail with target

-3

Caster falls unconscious for spell duration

Per minute/hour/day duration*

Redirects or reverses opponents spell effects (must be of


same theory)

68

Sample spells:

Commune with Nia


DIFF: 1
The caster is able to speak with a a plant, animal, or natural
formation. The target may not have much to say, nor is it forced to
be truthful or polite; this spell merely allows conversation. This spell
lasts for one minute, and requires a two-handed motion.

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.

Strength of the Montuhar


DIFF: 2
This spell increases the targets STR by +2 for a round. It requires a
two-handed gesture.

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

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Per additional target

Per 10 yds range

Per 3-foot radius

Summons/controls 1 type of entity (specify: Undead,


Spiritual, Demonic, Angelic)

Per additional type of entity summoned/controlled

Audio manifestation

Ethereal manifestation

Full corporeal manifestation

Target is out of line of sight

Target is outside the local area

Target is outside the province or kingdom

Target follows simple instructions or answers yes/no


questions

Target follows detailed instructions or converses freely

-1

Target is close friend or family member

Target is stranger

Target is hostile

Caster can ask yes/no questions of target

Caster can converse in detail with target

Caster can actively control target (so long as it is not


instructed to directly harm itself )

-3

Caster falls unconscious for spell duration

Per minute/hour/day duration*

Redirects or reverses opponents spell effects (must be of


same theory)

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.

Ward Against Humans


DIFF: 1
The caster can hold a human at bay and prevent him from making
any aggressive actions against him. If the being is attacked, it may
make another Resist check. This lasts for a minute, and it requires a
short incantation, a two-handed motion, and a spell focus.

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

he following requirements can be factored into any spell to


bring down the DIFF. Those in gray indicate requirements
that can be used with spells to be cast in a single melee
round. They can be used together, but each one cannot be taken
more than once. Those in white boxes are requirements that take
longer and therefore add casting time. They can be taken multiple
times within the same spell.
DIFF

EFFECT

-1

Single hand motion

-1

Single word

-1

Range is self or touch

-1

Generic focus item or substance (rock, feather, ash)

-2

Enchanted or specific focus item or substance (holy


water, feral elf warpaint, specific ring or weapon)

-2

Kata or intricate movement

-2

Short incantation

-2

Two handed motion

-2

Small circle (requires +1 round to draw)

-3

Large circle (requires +2 rounds to draw)

-1

Per additional [*] of ritual (may be stacked)

[*] is a wildcard to denote the ratio of casting time to spell duration. If


the desired duration is minutes, the additional ritual is in rounds. If the
desired duration is in hours, the additional ritual is in minutes. If the
desired duration is in days, the additional ritual is in hours.

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

amiliarship is the practice of creating a mystical bond between


mage and animal. A familiar can be any living animal with
the Cunning attribute. Since the animal must be living,
undead creatures are excluded. Through the ritual of bonding with
a familiar, the mage exchanges a portion of his ethereal link to the
material plane (specifically, 1 point of MANA) with the animal
in question. Once this has occurred, the mage and the animal are
linked until one of them dies or the caster breaks the bond. For this
reason, only creatures with a MANA greater than 1 may be used
as a familiar. Creatures with more than animal-level sentience are
also exempt from service as a familiar. Greater dragons, faerie kind,
earthfolk, undead, and humanoids in general cannot be familiars.
The familiar will view his owner as a strong equal and a friend,
and be most eager to defend its alphaagainst harm. The mage will
feel likewise about the animal and will have difficulty abandoning
a familiar in danger (Resist check, -2 penalty). The death of his
familiar will affect the mage both physically and emotionally. If the
familiar should happen to die, the mage will lose the 1 transferred
point of MANA, which will be regained at the end of a week. The
reverse is also true if the familiar outlives his master.
A mage may only possess one familiar at a time. He may
dissolve the familiar bond by bonding with another animal.
All arcane theories except Folk Magic and Glamours have the
ability to familiar link. In game terms, a familiar link costs a base of
2 character points, and fulfills the role of living focus for the mage,
adding its MANA to the mages MANA while in physical contact
or within the mages MANA in feet. For the mage, it is like having a
constant aid or mana battery.
A complete listing of domestic and wild animals can be found
in the Appendix.

The size of the animal adds an additional character point cost:


Tiny (up to squirrel or ferret size) +0
Small (Up to a wildcat size) +1
Medium-sized (Up to a dog or badger size) +2
Large (Up to a wolf or panther size) +3
Huge (Up to a bear or horse size) +4
Massive (Up to warhawk, elephant, or montuhar size) +5
Monstrous (up to cavernmouth size) +6
GMs have final authority in determining whether an animal familiar
is appropriate to the campaign.

y spending additional character points, the familiar may have


additional benefits.
The character can give the familiar simple commands. (+1)

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

lchemy is the process of condensing magical energy from


the Web of Life into a physical form, such as a tincture or a
powder. Sometimes it is a matter of finding areas in which
the Web naturally focuses its energy into a specific location; other
times, it is artificially redirecting strands of the Web into physical
items. The Web of Life has many possible different effects, and as
such, different strands being tied into different substances can have
very different results.
Like Enchantment, Alchemy first requires a basic
understanding of a different arcane theory. Though at first glance,
it seems similar to Enchantment in that a substance is primed to
receive a magical effect, Alchemy is a different concept. Instead of
tying magical energies to an object, alchemy encourages the Web of
Life to coalesce energies within a substance for a single-use magical
effect, in which the substance is consumed. The item is magically
transformed through these mystical energies into something else. In
some cases, the alchemist seeks to create a new substance that is not
intended for activation. Instead, the new substance innately gives
off the effect that the alchemist hopes for, such as a glowing stone,
providing light without flame.
All alchemical substances take the form of tinctures, powders,
potions, or other material that must be consumed, ignited, cracked
open, absorbed, or otherwise activated (depending on the type of
substance) to release the magical effect.
The alchemist makes two rolls: first, the Alchemy roll to tie
the Web of Life to the substance that is to be transformed. Once
this has occurred, the alchemist then plucks the strands of the Web
to cause the effect he wants, using his other magical theory for
this effect. If both rolls are successful, the item is created. If either
roll fails, the item is not created. If the Alchemy roll is botched,
the substance may violently explode, doing 5 damage with a 5
radius per difficulty of the magical effect. If the other magical roll
is botched, the substance may have a completely different and
unpredictable effect than what was intended.
Unlike Enchantment, because the results are not effects held to
the substance but actually transformed substances, these substances
created by Alchemy last past the mages death; he facilitated the
transformation, but the Web of Life itself caused the change. Unlike
Enchantments and Runes, Alchemical artifacts need not be triggered
by someone with MANA or SPIRIT.
Enchantments can be used with any magic theory the user
knows, even Glamours. However, since true faeries cannot learn
other magic theoriesincluding enchantmentglamour-based
enchantment is only possible at the hands of earthfolk, making
them rare.

74

DIFF

EFFECT

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Per additional target

Per 10 yds range

Per 3-foot radius

Prepares target for enchantment charge

Encoded spell is constant, lasting until the item is


destroyed.

-1

Target is common

-2

Target is uncommon

-3

Target is rare

-4

Target is specific, one-of-a-kind

Sample Alchemical Items:


Glowstone
Requires Elemental or Illusion
DIFF: 6 alchemy, 1 elemental or illusion
This imbues the glow of a flame into a stone, which remains cool
to the touch, but provides as much light as a lantern. If using
elemental magic, the stone will actually glow; if using illusion
magic, the stone will appear to be on fire.

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

his sub-theory is actually a supporting discipline that


many mages seek out as an aid to employment when they
reach adepthood. Enchantment is specifically the art of
priming objects and materials to accept magical energy patterns for
later useliterally encoding a target with a spell charge. Mages
skilled in enchanting artifacts can make a very comfortable living
selling their wares discreetly to patrons with the money to buy
them.
To enchant an object, the mage must first prime said object
to receive and hold the spell charge. Thus the first spell cast will
be from the Enchantment theory. Once the object is primed, the
mage then casts whichever spell is to be encoded; the previous
priming spell contains the active spell effects for later invocation.
An enchanted object may hold as few as one spell or as many as the
mage wishes to encode. Once encoded, the object may be used by
anyone with MANA to trigger the spell(s), and may be subject to
whatever stimulus the enchanting mage encoded: a word, a motion,
or simple mental command. Once used up, the host object may be
re-primed to hold more spells.
If the enchanter fails the priming spell, the object will not
hold the spell charge, and any previously encoded spell will lose its
charge, effectively starting the process over again. If the enchanter
botches the either the priming spell or any supplemental spell, the
object becomes cursedunable to ever hold a supplemental spell
charge.
The cost to create an item is equal to the effect DIFF x 100
geld; the time to create an item is equal to the effect DIFF x 1 day.
Enchanted items may be permanently enchanted, or may have a
limited battery life. In either case, when the enchanting mage dies,
all of his spells unravel, and any artifact the mage enchanted will
cease to function. Enchantments are also subject to spell negations,
wards and magic dampening fields.
Some possible enchanted artifacts include: staves, wands,
scrolls, stones/gems, jewelry, armor, body paint, fabrics, dyes,
weapons, statues, and articles of clothing. It is not uncommon for a
mage of any kind to have a spell focus charged with a backup spell
or two, for those occasions when spontaneous spellcasting is not
practical.
It should be noted that in most nations where enchantment is
practiced, the enchanter is legally responsible for the use or abuse
of the encoded spell, thus enchanters tend to be rather choosy
regarding to whom they sell artifacts. Enchanters may actually
require the purchaser of an artifact to sign a document, forcing the
patron to assume liability for use of the item.
DIFF

DURATION

Single use

Per 5 additional uses

-2

Artifact is destroyed after use

Instant duration of effect

Per minute/hour/day duration of effect*

Enchantment remains indefinitely until used

Enchantment is constant, requiring only an initial


activation, after which it continues indefinitely.

-4

Enchantment only lasts 10 minutes

-3

Enchantment only lasts 1 hour

-2

Enchantment only lasts 1 day

DIFF

TRIGGER

Basic trigger word/action

-1

Trigger word AND action

Automatic trigger when required

Permanently active

-2

Complex trigger phrase or actions

-3

Trigger requires WIL check vs target number of 3

-1

User has no control over trigger

RANGE

Touch

Per 10 yds range, line of sight necessary

Per 3-foot radius

Line of sight, any distance

Target is out of line of sight

Target is outside the local area

Target is outside the province or kingdom

75

DIFF

EFFECTS

Redirects or reverses opponents spell effects (from one


theory only)
Combat Effects

Per WR stun damage

Per WR wound damage

Effect immobilizes target

Negates light armor

Negates light and medium armor

Negates light, medium and heavy armor

Per AV granted
Healing Effects

Per 2 WR stun damage healed

Per WR wound damage healed

Neutralizes/purges toxins in area of effect

Reattaches severed tissue

Regenerates lost tissue

Per +1 skill rating increase/decrease

Per +1 stat rating increase/decrease

Response is detailed visual

Caster can ask yes/no questions of target

Caster can converse in detail with target

Target physically travels the time stream


Primal Effects

Animates/controls inanimate living object

Telepathic link to animal/vegetable target

Target becomes form of animal/vegetable (specify type)

Target retains mental faculties

Possessions transform with target

Per +1 skill rating increase/decrease

Per +1 stat rating increase/decrease


Summoning Effects

Summons/controls 1 type of entity (specify: Animal,


Undead, Spiritual, Demonic, Angelic)

Per additional type of entity summoned/controlled

Audio manifestation

Ethereal manifestation

Full corporeal manifestation

Caster can actively control target (so long as it is not


instructed to directly harm itself )

Illusory Effects
1

Basic audio/visual illusion

Complex audio (human/animal sound)

Complex visual (real form)


Elemental Effects

he following conditions may be used to reduce the DIFF


of the artifact for the purposes of making the skill check to
create the item. The base DIFF of the item remains the
same for the purposes of calculating time and cost.

Per WR stun damage

Per WR wound damage

Basic item used

Alters elemental composition within area of effect (earth


to fire, water to air, etc.)

100 geld worth of materials used per DIFF

-1

Item must be created as part of the process

-1

Per additional 100 geld cost per DIFF

-4

Rare materials must be used in the creation process


(dragons blood, the heart of an angel, etc)

-8

A unique and nearly impossible material or item must


be used in the creation process (the skull of a powerful
demon lord, the breath of a dying king, etc)

DIFF

CREATION

Necromancy Effects
1

Animates inanimate target

Disenchants animated target

Per MANA transferred between user and target (one way


only)

Caster can ask yes/no questions of otherwise inanimate


target

Caster can converse in detail with otherwise inanimate


target

DIFF

MATERIALS

Artifact creation takes one day per DIFF

Per +1 skill rating increase/decrease

-1

Per additional day taken per DIFF

Per +1 stat rating increase/decrease

1 less day taken

Divination Effects

-1

Must be created at a specific time that occurs at least


once a month (full moon, high tide etc)

-2

Must be created at a specific time that occurs at least


once a year (summer solstice etc)

-4

Must be created at a specific time that occurs less than


once a year (solar eclipse)

Per day difference in time, up to 7

Per week difference in time, up to 12

Response is audio

Response is brief visual flashes

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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

n conventional magic, the mage plucks and manipulates the


Web of Life to achieve her desired effects. The philosophy of
Runecraft is no different. The ends are the same, but the means
are unique. Runecraft is the science of imbuing an artifact with
a spell, somewhat like an enchantment, only permanent; it is the
art of carving or etching a harmonic shape that acts as a magical
amplifier, which vibrates the Web of Life much like a mage going
through his movements and chanting his incantations.
Unlike a conventional spell, the MANA used to trigger a runic
spell is stored within the artifact. The user has simply to mentally
trigger the spell, and the artifact casts it. However, since the user
is not utilizing his own MANA to cast the spell, the user has no
MANA drain to resist. The added benefit of Runecraft is that an
artifact can be tailored to work only while in the possession of a
specific person or bloodline, making valuable heirlooms.
The user of a rune artifact invokes the encoded spell by a simple
thought. Once triggered, the spell encoded into the rune goes off
like a successfully cast spell. There is no MANA save, no feedback.
The rune has already been carved, the magic made permanent. The
balancing factors within Runecraft are that runes are difficult to
learn and artifacts come at a high price to the mage.
The magical effects of a rune can be saved against as normal,
but damage is damage and is done as per the dictates of the spell.
Furthermore, runes cannot be dispelled. However, a Rune may be
desecrated by a journeyman runesmith (Runecraft 4 or higher). The
runesmith makes a skill check MANA plus Runecraft minus rune
DIFF. If the check is unsuccessful, the runesmith takes the rune
DIFF in Wound damage with no SHRUG! If successful, the Rune
is destroyed and must be re-carved from scratch. If a rune is ever
deprived of its MANA charge, it lies dormant until reactivated with
MANA.
In addition to their many uses in arcane magic, runes may be
used to speak the Ancient tongue and call upon the gods, making
Runecraft indispensable to any religion. Runemaster priests create a
wide variety of holy artifacts, from simple wards and healing charms
to avenging, soul-splitting weapons. The process for creating the
artifact is essentially the same as with arcane Runecraft, but instead
of MANA being imbued within the object, it is given SPIRIT, or a
soul.
Rune weapons are understandably rare, and prized beyond
comprehension.
Whereas arcane runes can last indefinitely, holy runes have a
lifespanif a holy rune ever loses all of its SPIRIT, it dies. The
object, although still beautiful or functional in a mundane sense,
can never be reactivated with fresh SPIRIT. It can be used as a
template or guide for the creation of a new artifact, but will never
regain its power.
The art and science of rune magic is one that has been handed
down in secrecy for millennia. In fact, until two thousand years ago,
only those of dwarven blood were taught the secrets of Roliel, the
goddess of Rune Magic. With the coming of Barlo the First and
the unification of the species against Chaos, the secret of Runecraft
filtered out amongst the other races, each one taking the art to a
different level.

77

Ethnic Differences

he dwarven concept behind Rune spells is that they be


permanent, able to outlast their creators. Other so-called
permanent spells wither away when their caster dies,
causing ripples and shifts felt throughout the Web. Thusly, dwarven
Runecraft is always performed on the most permanent of materials
(usually stones and metals), and occasionally tattooed on the skin.
The elven opinion is that Runecraft is beneficial for those
who normally shy away from manipulating the Web of Life. Their
practice is known as transient Runecraft, and usually entails less
permanent materials. They carve in wood, dragonbone, and paint
or embroider on textiles and skin. Dwarves find their use of Roliels
secret distasteful and an exercise in futility, while elves see their
improvisational attitude as an homage to Dalah, the Earth Mother.
As expected, the gnome faction of the earthfolk took Runecraft
to a new height of decadence and beauty. The gnomes feel that if
magic has no aesthetic quality, it isnt worthwhile. While dwarves
engrave weapons and armor, gnomes have cornered the market on
Runic jewelry and functional art. Gems, precious metals, clockwork
artifacts, and the occasional decorative weapon are the domain of
the earthfolk. While dwarves tolerate their ethic of quality, elves
embrace their small cousins sense of art and beauty.
Since the days of Barlo the Just, man also has possessed
the secret of Runecraft. Human artifacts tend to reflect many
other ethnic influences, and will vary according to the individual
runemaster. House Stengal in Corvel has produced several renowned
weaponsmiths, and were innovators in the creation of black powder
Rune weapons. Other runemasters follow the more decorative
techniques favored by the elves and earthfolk.
As far as runemasters go, there are none so sinister and
malicious toward mankind as those of troll blood. Troll-forged
weapons and armor are some of the most insidious items known,
and the capture of any artifacts usually means an involved
destruction ceremony to be completely rid of the evil. Troll
Runemasters are nearly impossible to find, ensconced within their
secret mountain lairs in the Cursed Wood and beyond. They do
not discriminate between those with the means to purchase their
brutal items, and have long supplied the dark orcs, goblin tribes and
human Margist cults with soul-drinker weapons and unholy armor.

Making a Rune Artifact

ike any normal spell, the conditions must be right, or there is


the possibility of failure. It is possible for a Runic artifact to
short-out during creation, due to magical feedback along
the Web. Runecraft is an exact and unforgiving scienceonly the
best runesmiths achieve the notoriety and permanence of name that
they crave. Runesmiths are not required to actually make the artifact
they wish to enchant.
To enchant an object, the runesmith must first prime said
object to receive and hold the spell charge. Thus the first rune
carved (or tattooed, or painted) will be the Rune of Opening. Once
the object is primed, the mage then carves each desired rune in an
exact mystical code. When all desired runes have been carved, the
runesmith must complete the item by carving the Rune of Closing,
which seals the encoded spells. Once carved, the object may be
used by anyone with MANA (or SPIRIT, in the case of holy runes)
78

to trigger the spell(s), and may be subject to whatever stimulus the


runesmith encoded: a word, a motion, or simple mental command.
Rune artifacts may require a small amount of the intended users
blood and thusly be tied to the users bloodline. A Rune artifact
never runs out, but can be broken by misuse or desecrated by
a runesmith. Specific runes may affect specific targets: greater
dragons, trolls, undead, giants, etc. Any rune weapon will penetrate
dragonskin, and specific dragon-oriented runes may cause additional
damage or create various other magic effects.
Unlike most magic theories, where the table provided is
available for any spells that are desired to be created, in Runecraft,
each rune (except open and close, which are considered to be part
of the basics of learning the skill) must be purchased as though
it were a spell and then any combination of runes developed
must also be purchased. For example, to learn the rune for Flame
Blade (as below), one must first learn the fire rune (Difficulty 2,
costing 4 experience to learn), and then the runeset for Flame Blade
(Difficulty 4, thus 8 additional experience to learn, for a total of 12
experience). Each runeset is a different spell, meaning that a flaming
sword with only one fire rune is separate from a flaming sword with
two. Rune magic is extremely difficult to learn, and it can be quite
timely to master. There are few true masters of rune magic in the
world, who have mastered every rune and have a Runecraft skill
above 8. Dwarves remain the undisputed masters, though trolls and
cyclops are extremely skilled as well. Note that Ice, Fire, Lightning,
Quake, Air, Earth, and Water must be learned separately, as must
Kill, Death, and Wound.

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

Per 10 yard range


Or Per 3-foot radius
Or per additional round duration effect

Deity

Requirement for all Holy runes

Heal

Heals 1 Wound Level damage

Ice/Fire/
Lightning/
Quake/
Air/Earth/
Water

WR1 damage (C)


Or WR2 stun damage (C)

Increase

Doubles in size; gains double Wound Levels

Join

Merges attributes of two targets (the second target must be noted as a separate rune)

Kill/Death/

WR1 damage (N)

Life

Animates inanimate object

Magic

+1 or -1 MANA

Protect

AV1

Pull

Summons target

Release

Disenchants target

Search

+1 or -1 PER

Sleep

Target loses consciousness

Speed

+1 or -1 AGL, DEX, or WA

Strength

+1 or -1 STR

Prayer

+1 or -1 SPIRIT (holy only)

Thunder

WR1 stun (N)

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

Controls 1 type of entity (specify: Undead, Spiritual, Mortal, Demonic, Angelic)

Fly

Target gains ability to fly

Teleport

Target teleports 10 yards

Weapon

+1 or -1 WR

Mind

+1 or -1 WIL or INT (+1 or -1 CUN is DIF 1)

Wound

79

Mechanical
Sample Rune Combinations:
Soul-Drinker
DIFF 5

O0 D &

(Open, Deity, Prayer, Close)


This runeset is the most common among troll-forged rune
weapons. The weapon, upon a successful strike, will drain the
target of 1 SPIRIT.

Soul-Stealer
DIFF 5

O0 D &

(Open, Deity, Prayer, Death, Close)


This runeset is another troll-forged rune. A weapon inscribed
with this rune, after killing someone, will drink the victims soul.
They cannot be resurrected, and their ghost cannot exist, as long
as the rune exists. The weapon will gain +1 WR (max of +1) for
a month after the victims death.

Flame Blade
DIFF 4

O+ + & (Open, Fire, Fire, Close)

This rune causes a weapon to blaze with fire, dealing an


additional +1 WR damage.

Lightning Rod
DIFF 4

O==& (Open, Lightning, Lightning, Close)

This rune, favored among the Cyclops, allows a weapon or wand


to spit bolts of lightning once a round, doing WR4 stun damage
to any it strikes.

Disenchant
DIFF 1

OI& (Open, Release, Close)

This runeset is very common in doorways of places of


government. It disenchants any spells or enchantments that pass
through the portal. It has no effect on runes or alchemy, which
are permanent.

echanical artifacts are entirely non-magical objects,


constructed by mundane processes to replicate magical
effects. Mechanical artifacts are typically clockwork
items, but may be mechanically powered in some other way or
even enchanted or alchemical in nature. It is for this reason many
laypeople consider these arcane creations to be a subset of the lab
magicks.
Creating a clockwork or steam power device requires an
appropriate Craft roll, either Clockwork or Steam Power typically.
This requires a single roll, though many devices are then enchanted
or even runed to gain rudimentary intelligence. If the roll fails, the
time taken on the device and the money spent on creating it are
wasted, and a new roll must be made.
Most mechanical artifacts are permanent creations. Still others
are only temporary, destroyed after use or sustaining wear and
tear and requiring regular repairs. Particularly complex machines,
such as the juggernauts of the Raihar Empire, often involve
multiple people working on different parts, and the different pieces
eventually put together into a single device: one individual creating
the engine, another creating the armored body, and another creating
various weapons. This reduces the overall difficulty, but requires an
additional roll with a difficulty of 1 for each part being combined. If
any roll is failed, all fragments involved in the roll are ruined.
The cost to create an item is equal to the effect DIFF x 100
geld; the time to create an item is equal to the effect DIFF x 1 day.
Difficulty can be increased by rushing through the job, or decreased
by taking extra time, but do not consider these changes to the DIFF
to be part of the effect DIFF for the purposes of calculating cost
or time to create. A basic artifact will have 10 DP: 10 points of
damage, cumulative, will destroy it. Alternately, if a vehicle, it has
HUL 1 instead of 10 DP.
Each artifact must have at least one effect from each of the following
tables:
DIFF

TARGET

No target

User only

Single target of users choice

Per additional target of users choice

Effects all targets within range/radius

-1

User cannot choose targets

DIFF

80

RANGE

Touch

Per 10 yds range, line of sight necessary

Per 3-foot radius

Line of sight, any distance

Target is out of line of sight, any distance

DIFF
DIFF

TRIGGER

EXAMPLE

Basic trigger action

Trigger, lever etc

-1

Several basic trigger


actions

Trigger AND lever pulled in


sequence

-2

Complex trigger
actions

Dial, sequence of buttons etc

-3

Trigger requires
DEX check vs target
number of 7

Extremely fiddly operation/


procedure

Device requires repairing every 1D6 uses

Permanently active

Mechanical armor

Device requires repairing after every use

Trigger can be set


as a timer to go off
within 1D6 rounds/
minutes/hours*

Bomb with timer attached

DURATION

Single use

Per five additional uses

-2

Artifact is destroyed after use

Instant duration of effect

Per minute/hour/day duration of effect*

-1

Device requires repairing every 2D6 uses

-2
-3
+1 per
effect

Device is permanent

DIFF

EFFECTS

EXAMPLE

Offensive Effects
1

Per WR stun damage

Lightning rod that channels electricity to stun the target

Per WR wound damage

Clockwork rifle

Effect immobilizes target

Net gun

Negates light armor

Negates light and medium armor

Negates light, medium and heavy armor

High torsion harpoon gun

Defensive Effects
1

Per AV granted

Reinforced shield

Per additional 10 DP or HUL 1

Reinforced body

Physical Effects
1

Basic audio/visual effect

Smoke generator

Complex audio effect (human/animal sound)

Wind-up device designed to mimic bird song

Complex appearance (real form)

Mechanical humanoid construct

Effect is indistinguishable from living creature

Mechanical squirrel that looks like a real squirrel

Per +1 skill increase bestowed on artifact

Per +1 stat increase bestowed on artifact

Per 100lbs carrying capacity of artifact

Per 10-foot altitude

Per 5 mph

81

he following conditions may be used to reduce the DIFF


of the artifact for the purposes of making the skill check
to create the item. The base DIFF of the item remains the
same, for the purposes of calculating time and cost.
DIFF

MATERIALS

Basic item used and modified into artifact

100 geld worth of materials used per DIFF

-1

Item must be created specially as part of creation of


artifact

-1

Per additional 100 geld per DIFF

-4

Rare materials must be used in the creation process (ice


from the far north, gems found only in Kilmoor etc)

-8

A unique and nearly impossible material or item must be


used in the creation process (the diamond found only in
the crown of the King of Corvel)

DIFF

CREATION

Artifact creation takes 1 day per DIFF

-1

Per additional day taken per DIFF

1 less day taken per DIFF

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

War Machine Juggernaut Body


The body of a juggernautoften powered by a steam-powered
engine for movement (similar to the clockwork engine above). No
target (0), touch (0), permanently active (2), complex trigger action
(-2), AV10 (10), HUL 25 (24), additional 13 days per difficulty (13), additional 1300 geld per difficulty (-13)
Total DIFF = 8
Time to create = 476 days
Cost to make = 47,600 geld

~ Chaos ~

s explained previously, all magic is powered by manipulation


of the astral energy matrix known as the Web of Life. The
crisscrossing threads are generated by living organisms,
sentient or not, every piece of organic matter contributing its own
line to the network. Whereas only living things generate threads in
the Web, every object on the material plane is intersected or affected
by them, like particles of sand awash in a tide.
Invisible to the naked eye, but seen by mages and mystics, the
Web of Life is the force that anchors a persons soul to the mortal
realm. When a body dies, its life force, or MANA, dissipates out
across the Web, nourishing life elsewhere. In addition, MANA
releases the SPIRIT from its earthy bonds. If one is drained of
MANA before the moment of death, the SPIRIT will not be
released, and thus ghosts and spirits are doomed to walk the world.
It was discovered long ago that one who was trained to see
this Web of Life could, with the right movements and words,
manipulate the threads to achieve specific effects in the material
realm. Some cultures found ways to tie knots in the strands, like
dwarven rune magic, thus making effects permanent. Still others,
like the feral elves, preferred the simple transient magicks, feeling
permanence to be a transgression against the natural order. And it
was at the very birth of arcane theory that early mages discovered
a way to increase the magnitude of their effects, a sort of power
shortcut, by cutting the Web of Life rather than plucking strings or
tying knots. This cutting, like sealing off avenues in a maze, trapped
the cycling energy in a loop, feeding upon itself and drawing the
life force from the surrounding area. While it would magnify the
effect of the spell in question, cutting strands from the Web of Life
would literally siphon life away. This meant that grasses, shrubs,
small animals and insects would shrivel and die within moments,
and the mage would become wounded. Of secondary note, the area
in which the life drain had occurred would be sapped of energy,
the Web torn open in that location. Future spellcasting would be
dampened, if not completely impossible.
So it was that various schools of arcane study came to regard
the severing of threads in different ways. Some embraced this
chaotic form as completely natural, while others abhorred it. Some
came to favor a balance between cultivation and regulated pruning
of the Web, while others realized the corrupting influence of the
power it wrought. Thus cultures evolved, citing their methodology
as the One True Way. Wars have been fought between Order and
Chaos. Millions have perished in the eons of conflagration since the
competing doctrines were first given names. Just as it is the function
of Order to contain Chaos, so it is the function of Chaos to break
free of Order. And so a delicate balance is attempted, though not
always maintained.
The philosophy behind Chaos magicks is not one of devout
study and adherence to a specific grimoire. Chaos as applied to
arcane theory is simple and elegant: it is there to help you. It is there
to empower you. It exists to make casting and ritual easier, more
powerful and effective, but it comes at a price. And if the history of
the world has taught us anything, far too many have been willing to
pay it.

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 ~

In the Dawn of Time,


there was the Creator and the
World, and Rai in the Heavens,
upon his fiery chair. On the
World there were only the
great waters. They stretched on
forever, as deep as thought and
as wide as magic. In the Sky
above the Sea, Creator blew a
word, and Hausha was born.
In the Sea below the Sky it spat,
and Deyus was created.
Thus Deyus and Hausha, the
wind and the sea, were created
together to rule over the world.
- excerpt from the Tarnia,
Book I: The Wind and Sea

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

f the prayer was unsuccessful, the player must make a simple


SPIRIT check by rolling 1D6 equal to or less than the
characters SPIRIT stat. If the save was successful, the priest
takes no damage: the prayer was simply not heard. If unsuccessful,
a priest takes the 3x the DIFF of the prayer in direct damage as the
angry deity smites his unworthy acolyte. As this is direct spiritual
damage, armor has no protective effect. Make appropriate physical
saves as normal. This is the penalty for angering the gods.
For example, if the priest fails a DIFF 3 Wrath prayer, then
fails to make a Spirit check, he will take 9 damage that bypasses any
armor.

priest runs the risk of bodily harm if he displeases his deity.


The gods of Nia are petty, jealous, fickle, and extremely
egocentric. They love being praised, and they hate being
asked for favors. However, if a well-taught priest knows the right
way to praise his god or pantheon, they will be more likely to grant
favors when asked.
Once a day, at a time appropriate to the deity, priests must
make a Devotional to their god or pantheon. Simply roll a Devotion
check. The margin of success becomes a faith pool from which the
priest may draw upon in prayer use up until the next Devotional.
When an additional point is used, it may not be used again later in
the dayit is gone for good.

Priests Prerogative

n a world where a persons faith can literally swing the balance


of life and death, the Priest (in his correct element) can really
shine as a character. This element is usually the evangelism of
his doctrine in the presence of his fellow believers. A Priest may add
+1 to the Target Number of his prayer check for every follower of
his faith (up to 5, and then +1 for every multiple of 5 thereafter)
who joins him in active prayer and is in the same general area.
This makes some pretty astounding miracles possible; even visible
manifestations of ones god are not unheard of. However, the
priest might take the 3x the DIFF of what could possibly be a very
difficult prayer in damage.
A priest can learn prayers from any of the four categories:
Wrath, Healing, Protection, and Communion, but each prayer
selected must be assigned to a specific god from that characters
pantheon. All gods provide Communion prayers, but they will only
provide two of the additional three types of prayer beyond that.
Rellian, for example, will never provide a Wrath prayer. Priests of
Rellian wishing to pray for a Wrath effect must utilize a different
deity, such as St. Thorne. The player should describe which deity is
aiding for any given effect, and the GM has ultimate discretion on
what is appropriate and what is not.

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).

f the Devotional check was unsuccessful, all prayers will be


subject to a penalty of 1. On a botch, the priest has profaned
his deity, and his god or pantheon will not hear any prayers at
all from him until he can perform a successful Devotional the next
day.

Sample Prayers

he sample prayers listed in the following pages note specific


deities, but a priest may take prayers and make any cosmetic
changes they wish to make it fit their god. For example,
Shalekks Fire can just as easily be changed to be Rais Fire (likely
blasted from the hands) or even Deyeuss Wrath, a forceful blast of
water, or Azoths Anger, a necrotic wave of energy cast from the eyes.
The system of chanting the prayer remains the same, even if the
prayer is altered to fit the priests specific god.

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.)

Line of sight, single target, 20 yds, basic visual, basic


audio, instant

Per minute/hour/day duration*

See and hear deity

Have up to 10 people see deity

Have a question answered with a yes or no

Receive an omen

Receive a guided dream revealing the deitys wishes.

Have a crowded room see deity

Dalahs Command

Causes a direct follower to follow a command

Project a minor effect of the deitys power

Causes a believer to follow a command

Per +1 skill increase bestowed on effect

Per +1 stat increase bestowed on effect

Grand effect happens when deity appears.

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.

Have a question answered with a short reply with some


detail

Deyeus Breath

Causes a non-believer to follow a command

Project a moderate effect of a deitys power

Project a major effect of a deitys power.

Have an entire army or battlefield see deity

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 minute/hour/day duration*

Per additional target

Per 10 yds range

Per 3 radius

Per WR stun damage healed

Per WR wound damage healed

Bharas Sleep

Reattaches severed tissue

Regenerates lost tissue

Effect immobilizes target

Target loses consciousness

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.

WR1 vampiric heals another target while dealing


WR1 damage

Target feels no pain

Removes minor curse

Purifies substance (per gallon)

Cures physical disease or ailment

Purifies a common toxin

Reverses healing effect

Cures a potent or uncommon toxin

Cures a major curse (lycanthropy)

Resurrection cannot be reduced lower than DIFF 6.

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

Line of sight, single target, 20 yds, basic visual, basic


audio, instant

Line of sight, single target, 20yds, basic visual, basic


audio, instant

Per minute/hour/day duration*

Per minute/hour/day duration*

Per additional target

Per additional target

Per 10 yds range

Per 10 yds range

Per 3-foot radius

Per 3-foot radius

Per WR stun damage

Per AV

Per WR wound damage

Per area of the body (head, upper chest, lower leg, etc.)

+1 or -1 to target skill

Causes damage to the attacker when hit (WR 1); +2


DIFF per additional 1 WR

+1 or -1 to target stat

Effect immobilizes target

Summons/controls 1 type of entity (specify: Undead,


Spiritual, Mortal, Demonic, Angelic)

Turn invisible to one sense

Effect is (N), not (C)

Turn completely invisible to all senses

Effect immobilizes target

Immune to toxins

Negates light armor

Levitation

Negates light and medium armor

Negates light, medium, and heavy armor

Redirects or reverses opponents prayer

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.

~ Religions of the World ~

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

rguably the most ancient of the faiths of Nia, shamanism


is typically found in small tribal groups scattered across the
world. Not a cohesive faith, but rather a broad category
of countless small faiths, shamanism is practiced among the tribal
groups living in the Dark Lands, feral elves living on the northern
continent, and among the peoples of countless islands and atolls
scattered across the oceans. Some claim that shamanism is the
predecessor to the Elementalist faith, while others claim that it
came into being as a degenerated version of Elementalism. Most
shamanistic cultures dont care.
Shamanism can worship any of the elder gods, from Marg to
Dalah or any other in between. It also typically pays homage to
important ancestor spirits or even Totems, a rare type of nature
spirit. Some even have a pantheon led by Creator himself.
Shamanism is a worship that does not differentiate between
the physical plane, the mystic Web of Life, and the spiritual. The
ultimate mortal leaders of shamanistic faiths are the shamans
themselves (sometimes called druids in some parts of the world).
These extremely rare persons are those who are skilled in both
magic and prayer. Under them are the mystics, who manipulate
the Web of Life without calling on divine favor, and the seers, who
cannot utilize the Web of Life but are skilled at requesting aid from
the gods. Both seers and mystics are equally respected, and both
are considered important to the faith. In a larger tribe, they will
assist the shaman with his duties; in smaller groups, they act as the
primary guide in the faith.
There is no organization among the different types of
shamanism; indeed many tribes with different variations of
shamanism may war with one another regularly. From the ogres
and their worship of Tayn and Dalig (more chaotic versions of
Deain and Dalah), to the goblins and their dark totems, to montaka
and their ancestor spirits, to tribal elves and humans worshipping
various gods across the lands, Shamanism is not a faith that can be
painted in broad strokes.

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

hile the Elementalist Church has similar viewpoints to


shamanistic faiths, it is far better organized than the
tribal religions. While shamanism may be the most
ancient of creeds, the Elementalist Church is certainly the oldest
organized religion.
The Elementalist Church has been around as long as recorded
history, and it claims to have been founded by the gods themselves.
While the followers of the faith respect and honor all the deities
in the pantheon, the vast majority choose one god in specific to
worship above the others. Each gods worshipers are the basis for
the different orders within the Elementalist Church. The pantheon
includes Dalah, the earth mother; Rai, the sun; Mun, the night;
Deyus, the sea; Hausha, the wind; and Zoen, the storm.

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

his order within the Elementalist Church worships two gods


simultaneously. Rai, the sun, and his wife Mun, the moon, are
the focus. The followers of Rai and Mun are fierce in war yet tender
in times of peace. Through Rai, they learn the ways of fire; burning
vengeance and wrath upon those who would terrorize the weak.
Through Mun, they learn the way of the night, moving in silence
to aid those in need. Mun represents compassion and forgiveness,
while Rai is righteous fury.
The Cult of RaiMun believes in equality of the races, and they
battle against slavers whenever they find them. Through Mun they
see those in need, and they move to help them; through Rai, they
gain the strength to fight against those who would make slaves
of others. They also encourage devotion and love, and they often
mediate the arrangement of marriages between feuding households.

90

Cult of Deyeus

rganized and trustworthy, the priests and priestesses of


the Cult of Deyeus are the models of respectability within
the Elementalist Church. Deyeus encourages his followers to be
organized, perhaps even ritualistic, and stoic in the face of danger.
As Deyus moves predictably with the tides, his followers observe
predictable regimens, though they do not frown on creativity or
imagination either. Innovation is important to Deyeus, as Deyeus
believes in change and evolution over time.
Deyeus is also the bringer of life, bestowing fish and other
seafood, as well as water itself; as a result, generosity is important
to the cult. Caring for the less fortunate is a significant part of their
worship. But Deyeus does not suffer fools longthose who anger
the cult will suffer a wrath that few expect from such an otherwise
staid and solid group. Obviously, sailors and others who make their
living from the sea are commonly found in this faith.

Cult of Hausha

he Cult of Hausha is a very segmented religion, with strong


gender lines. The cult worships both Hausha and her husband
Zoen, though females must pray primarily to Hausha while males
must primarily pray to Zoen. The male members are known as
Brother Storms while the female members are the Sister Winds.
The Cult of Hausha believes strongly in freedom. They struggle
against the institution of slavery and other abuses, though they are
not as renowned for this as the Cult of RaiMun. In addition to their
love of travel, cultists of Hausha believe in experiencing life to the
fullest. They are quick to try new experiences, and they try to fit
as much living as they can into their lifetime. Passion is extremely
important, and sex is sacred. Faithfulness, however, is sometimes
secondary, and followers of the Cult of Hausha may not always be
faithful to their lovers.

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

n old religion whose


followers are primarily
elves, the church of Dalah
Nyeh worships the first
elves. An offshoot of the
Elementalist Church, they
have several gods in common,
particularly Dalah. However,
the Dalah Nyeh worship the
first elves, the children of
Dalah, seeing them as Dalahs
gift to the world. Like the
Elementalist Church, they
respect and worship all the
gods in their pantheon, but
the vast majority focuses
on the worship of one over
the others. Their pantheon
includes Bhara, Aeledon,
Ellipol, Jinalda, Rhana, and
Tothas, as well as Mun and
Dalah herself, but those who
worship the latter two above
the others generally find more
like-minded souls among
the Elementalist Church
(especially within the Cult of
Dalah and Cult of RaiMun).
The Dalah Nyeh and the Elementalist Church are close-knit, and
they are generally friendly toward one another, though they have a
separate organization and are considered separate faiths.

Cult of Bhara

he Cult of Bhara worships the Mistress of the Hunt, she who


was given dominion over Dalahs wild places. Temples to
Bhara are rarely found in heavily urbanized areas; they are much
more common in the wilderness, where they can better commune
with their goddess. Followers of Bhara are keepers of the wild
areas, conservationists and protectors of the natural order. They are
hunters, but they are careful not to overhunt or significantly damage
the ecosystem. They disdain hunting for sport, only killing for food
or for survival. They will often adopt a region of wilderness and
act as its guardians. Animal companions are common to Bharaists,
particularly among its priests and priestesses.

Aeledonites

he followers of Aeledon are the keepers of justice and wisdom.


Their churches are often repositories of knowledge, with
books and ancient scrolls stored for the worthy to peruse. Priests of
Aeledon often work as judges when necessary, meting out justice
with a fair and honest hand. Public service is important for followers
of Aeledon, and all priests are
required to serve the civil good
in some fashion. Public buildings
are often inscribed with symbols
of this cult in areas where
they hold sway, particularly
courthouses and libraries.
Priests are commonly found as
advisors to people in positions
of leadership, though they are
rarely in leadership positions
themselves; wisdom is offered,
not forced. The exception to this
rule is in the judicial system,
where priests may also serve as
judges.
One church of the
Aeledonites of note is located
within the kingdom of Corvel.
This branch guards the Cathedral
Wood, where it is said that
Rellian died. Though clearly
members of the Aeledonites
through their worship of
Aeledon and the other children
of Dalah, they also recognize
Rellian as an important prophet
of Creator. In addition to
guarding Cathedral Wood and
the keep located there, they are recognized as the only worthy priests
to coronate the King. Though the Exortiad is not happy with the
power this Aeledonite church holds, the tradition is so ingrained
within Corvellian history, they have been unable to draw political
power away from this cult. Rumors persist that the Aeledonites have
refused to crown certain kings, who assumed the throne without
their aid; these reigns signaled times of great corruption and dark
times in Corvels history.

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Heralds of Ellipol

he Heralds of Ellipol are an unusual and highly mysterious


camp within the Dalah Nyeh who worship the Ice Goddess,
Bringer of Winter. They are found almost exclusively on the
continent of Nordia. For the majority of the year, they reside in
frozen fortresses in the north, where winter reigns year long. When
the cold season moves through more temperate lands, many will go
on a pilgrimage to spread their message of generosity and kindness,
giving food to those who are having a hard winter. They will gather
goods from those who have enough and redistribute
them to the needy.
Heralds on a pilgrimage will typically grant their
skills to those in need, for no charge save room, board,
and possibly a small donation of goods for
redistribution. They also are expert farmers,
growing turnips and other hardy winter
plants in their fortresses to share with those who
have a hard winter. When their crops fail or run
low, they also possess solid hunting talents to find
fresh meat for themselves and others.
The Heralds have a good reputation in
the lands they visit, but are considered very
mysterious. They speak little about their beliefs
other than the messages of generosity and
kindness, unless someone seems genuinely
interested in joining their order. In fact,
they rarely speak at all, unless needed,
though this is due to their native harsh
climates than any religious prohibition.
Although their exact numbers are
unknown, they usually gather in unisex
monasteries in numbers of 10 to 50.
To become a member, Ellipol herself must accept one as
worthy. At the end of an acolytes apprenticeship, they are sent
into a blizzard at night with no clothes or any gear save a single
bearskin blanket. It is said that Ellipol will protect the worthy, who
are accepted into the faith the following morning as full priests and
priestesses. The unworthy are found dead, but this is surprisingly
rare. Few followers of this faith are not in the priesthood, though
many outsiders praise their appearance during their pilgrimages.

Jinaldans

hough few in number, Jinaldans are a powerful and respected


sect within the Dalah Nyeh. Jinalda, it is said, discovered the
methods for weaving the Web of Life into magical effects, and as
such, many mages worship her wisdom. Priests and priestesses are
even more rare, and, like true shamans, they must be capable in
both the mystic as well as the spiritual arts. Jinaldans believe in the
natural order, and they are often investigators into powerful Chaos
magicks and major disruptions into the Web of Life. Witchsmellers
are common among their ranks.
Jinaldans welcome any mage into their ranks, provided they
do not utilize Chaos magicks and respect the natural order. It was
they who began the practice of teaching Folk Magic to the masses.
They believe that magic must be in the hands of the common folk,
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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

his uncommon cult focuses its worship on the Carrier of the


Dead, Tothas. Unlike other cults within the Dalah Nyeh,
exclusively those with a majority of elf blood follow the cult of
Tothas; no other race can be found worshiping Tothas. Most of the
followers of this cult are fatalistic warriors, preparing to die in battle.
Many have already cheated death and are ready for passage to the
Underworld, but have a driving quest that keeps them alive for the
time being.
Priests of Tothas, on the other hand, are rarely looking to die,
but instead assist those who are preparing for passage. Necromancers
and undertakers also commonly worship this grim and foreboding
god. Temples of Tothas are generally the simple homes of the priests;
most often, these priests build their homes on or near sacred places,
such as graveyards or the sites of major battles. Priests of Tothas
rarely possess a flock who come to worship regularly; instead, they
council grieving loved ones or those preparing for death. Some are
known to travel, seeking out those who are in need of death, acting
as witchsmellers or otherwise scouring the land for Chaos. They are
often feared and avoided due to their dark reputation.

Nyeh oDeain

his is the ancient religion of ethnic dwarves, and they are


still the most common followers of this faith. Though a
small number of humans, elves, and other races can be
found following the tenets of Deainism, it is rare outside the Raihar
Empire. Within Raihar, however, Nyeh oDeain is the official state
religion, and as such, the followers are as diverse as the population.
Earthfolk and Cyclops make up the second- and third-largest racial
groups within this faith, though they are still far behind dwarven
numbers.
The pantheon of this faith includes Deain, the father of
dwarves, as well as his childrenDaro, Erdyo, Ordannis, Roliel,
Stowaddy, and Torahn. Steady like the mountain, this faith has
changed little over the millennia, much as the dwarves themselves.
They recognize the divinity of the other gods, particularly Dalah,
the mother of dwarves, though they regard them as distant and
secondary to their own pantheon. Nyeh oDeain is divided into
several sects, each worshiping one god over the others. Within
Raihar, the church is well-organized, with the Iron Council at the
center. The Iron Council is made up of one follower of each god
in this pantheon, with the Deain priest presiding. Outside Raihar,
however, the Councils influence is limited due to geographical
distance.

Cult of Deain

hose who worship the father of dwarves, the Cult of Deain


holds parenthood and family as sacred. As Deain ceded a
portion of his kingdom for his children, so too are followers of
Deain expected to make sacrifices for their loved ones. Strength
also is important, providing a necessary tool for keeping ones
family safe. Warriors are common among their numbers, as are
familial patriarchs and government leaders. The priests of Deain are
considered important patriarchs within their community, officiating
marriages, settling disputes, and instructing children. Female
priests of Deain often serve as midwives, helping usher in the new
generation. While the religion tends to view gender in a traditional
patriarchal manner, some female Deain worshipers buck the
gender roles assigned them and take on positions more commonly
associated with men, such as doctors or warriors.

Cult of Daro

hose who worship Daro are patient, methodical, and


thoughtful. His followers believe in charity to the poor and
patronage of the arts. Criminals and law enforcers seek his blessing,
for he is the finder of secrets. The cult of Daro works hard, and
their temples are typically sturdy and ornately beautiful, often gemstudded and plated with precious metals. Industrious almost to a
fault, they also make certain to take the time to appreciate their
work and the hard work of others. Artisans, scouts, blacksmiths, and
craftspeople are among their numbers, as well as miners and gem
cutters. Priests of Daro bless businesses and mines, as well as often
running small local banks. This cult is the wealthiest within the
Nyeh oDeain, and as such, they often run shelters for the poor and
hungry. Many priests also practice some form of craft on the side, be
it painting, gem cutting, or artistic metalwork.

Cult of Erdyo

udges, lawyers, and constabularies are often found among


the Cult of Erdyo, as are diplomats, scholars, warriors, and
executioners. Believing in fairness and the ultimate power of dwarf
law, the Cult of Erdyo is respected wherever it holds sway. Followers
believe in standing up for those too weak to do so themselves, and
they disdain slavery. Priests of Erdyo are generally the keepers of
the official scales and weights within a dwarf community, as well
as the custodians of the archives and public records. They are well
known as mediators and judges, and many also are skilled in combat
so as to defend the weak from those who would prey on them, or
avenging those who have already fallen. They are expected to bless
trials, and many will work to help defend the accused if they feel
justice requires a divine hand.

93

Cult of Ordannis

he Cult of Ordannis is found almost exclusively along coastal


towns, though they also can be located along large rivers and
lakes. Followers include farmers, fishermen, carpenters, and sailors,
as well as cooks, hunters, well diggers, and others who bring life to
a community. Priests are Ordannis are mellow and easygoing, and
stereotypically well-fed. Despite their casual attitude, they breach
no disrespect, and when angered they become dark and destructive,
like the sea. Once their anger has been sated, however, their calm
returns. Followers of Ordannis keep large gardens, and they often
bless new sea vessels or seafaring journeys. Their temples maintain
large public therapeutic baths, and they often work closely with
priests of Stowaddy in planning and implementing events. They
rarely communicate with the Ordanyo due to the depth at which
their cousins dwell, but are friendly to them on those occasions
when they meet.

Cult of Roliel

ages, scholars, blacksmiths, and warriors make up a large


portion of the followers of Roliel, and rune magic is sacred
to them. Priests are few in number, as they are required to know
the secrets of the Runes before they will be accepted as a novice of
the order. As such, all priests of Roliel are at least basic Runesmiths,
and many are also blacksmiths. Tattooing is also important to the
Cult of Roliel, and most priests can be instantly recognized by their
ornate tattoos, some of which may even be runic. Though rare and
mysterious, they are held in great awe and respect by the others in
the community.

communities, despite the protests of the more conservative branches


of the Rellianite Church). Many followers pray to their dead
ancestors during Harvest Night, as they say that Torahn allows the
dead to visit their families at this time. Followers of Torahn include
farmers, undertakers, travelers, and town criers. Priests of Torahn
often help spread the communitys news, for it is said that Torahn
brings word from the Underworld. They also bless the harvests and
perform funeral rites. Some priests of Torahn are known to act as
Witchsmellers, finding those who break the natural order through
the utilization of Chaos, and sending them to their master for
judgment.

Church of Marg

he Church of Marg is a Chaos-oriented religion that is


outlawed in most nations. It deifies Marg, the fourth child
of Shalekk, who tore itself free of the Dragon Mothers
womb after her death. Its origins a secret, it is generally attributed
to being created by humans, but several races now make up the
Churchs members, mostly along lines of Chaos affinity. The Church
of Marg believes that the only sin is in conforming to Order and the
edicts of the other gods. They believe that indulging their primal
impulses and gaining personal power are the only worthwhile goals.
They attempt to commit crimes against society to help break down
the works of the other gods. Rape, murder, kidnapping, slavery,
theft, vandalism, and sacrifice are all performed, as well as the
summoning and controlling of demons. The eventual goal of the
Church of Marg is to bring about the end of society, so that Marg
can rise again and reshape Creation in a manner more attractive to
the Margists.

Cult of Stowaddy

towaddy teaches that life must be celebrated and appreciated


lest it be wasted. His followers believe in taking time off for
recreation and enjoyment, though they also believe in hard work
so that the leisure can be best appreciated. Priests of Stowaddy
have a reputation for perpetual intoxication, though this is a
stereotype with little basis in fact. Indeed, priests of Stowaddy are
often too busy making certain that others eat, drink, and make
merry, and they rarely are able to take the time to do so themselves.
Some priests, however, will often feign drunkenness, to encourage
others to relax their guard and enjoy themselves. Priests often plan
community celebrations, and they will help families plan parties
to celebrate new births, weddings, or children coming-of-age. In
addition to brewing, Stowaddy also holds the arts sacred, as well as
sports and other activities done for recreation.

Cult of Torahn

orahn is the guardian of the dead, and he teaches that death


is a part of the cycle of life. His followers believe in the cycles
of nature, particularly the seasons, and the harvest is the most
important holy time of the year. The followers of Torahn celebrate
the harvest one night a year by disguising themselves as the dead,
in dirty clothing and skull masks. The hearth fires of the home are
put out, save for a single ember, which is used to light the fires for
a new year at midnight. Though the followers of Torahn organize
these rituals, most ethnic dwarf enclaves will take part in the
annual event (and its popularity has spilled over into some human
94

As the teachings and practices of this church are abhorrent


to the general populace, Margs followers tend to hide their faith
by practicing in rural areas, far from the rule of civilized law. The
Church of Marg does not have a unified organizational body,
instead functioning under the disguise of a locally accepted
faith, performing their rituals in private homes or remote forest
hideaways. Though they have no central administration and flocks
function under the control of individual priests, many Margist cells
will communicate with each other on an as-needed basis. Smaller
cells have a single priest, while larger and more organized cells may
have several priests assisting a high priest. The rank and file are
known as adherents, with acolytes assisting the priests and high
priest (if any).

Winds of Chaos

his sect within the Church of Marg is mostly made up of


mages and scholars who seek the ancient knowledge and dark
prophecies which will destroy the Web of Life and bring down
Creation, making the way for Margs new order. Specializing in
necromancy and summoning, the Winds of Chaos have demons and
undead at their fingertips, ready to be made into
an army. In the meantime, they send these
creatures out to terrorize the countryside,
committing horrible crimes
through them.
The Winds of Chaos have
been known to work alongside
the Reapers occasionally. They
have few actual priests within
their order they are instead a
gathering of mages and scholars
with similar religious beliefs.
The few priests that do exist
within the order also typically
study magic on the side.

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

ghali is a trickster god, and while society as a whole distrusts


such a creature, individuals across the world find faith
in him. Primarily made up of humans worshiping their
perceived origins, they believe in the lessons of the trickster god.
Humor is important to these followers, as well as wisdom. They find
teachings in Aghalis tricks and foolish behavior, and believe in
redemption through playing the fool. While they accept social
ranking, they feel that it is important that everyone have some
level of humility. These cultists scorn
pompous or arrogant
individuals, and they
may even be subject
to lessons.
The Cult of Aghali
is not a centrally organized
faith, though temples to
communicate with each other and
lend support as needed. Individual
temples, however, are well-organized
operations, each run by a High Priest.
Most temples and priests have a strong
snake motif in their visual style, both
carved and real. They are tolerated
by many nations, though they do
not gain much respect. Most Aghali
worshipers do not care if their faith is
marginalizedrespect is secondary, and
too much can lead to arrogance, one
of the greatest sins. The only nations
where they have not gained any sort
of foothold is within Zeah and Raihar,
where worship of human ancestry is
scorned.
Unfortunately for the honest Aghali
worshipers, the Church of Marg often
utilizes this cult. As an accepted religion
that borders on Chaos worship, the Cult
of Aghali is a common smokescreen
used by Margists as a front for their
illegal activities. Many Aghali churches
are merely facades, covering the black
heart of Margist activity. Even otherwise
honest Aghali temples may have a
priest or two practicing Margism in secret, and recruiting for their
activities on the sly. Tithes taken at these temples often find their
way into Margist coffers. Many honest priests are aware of this
problem, but few will admit the issue is as bad as it truly is. Still,
they treat corruption very seriously when they find evidence of it.
There has been growing talk at some temples of taking concerted
action towards cleaning this corruption out, but the unorganized
nature of the cult has prevented any real results.

95

The Church of Rellian

his church, based in Corvel, is one of the youngest and


fastest growing religions in the world. Following the
teachings and martyrdom of the Holy Vagabond, the
Church of Rellian is particularly powerful in the Nordian kingdoms,
where it is the state religion of Corvel, Bachra, and Seris. Rellianite
theology states that Creator is responsible for the existence of
the universe, and that Rellian is its holy Prophet. The other gods
are acknowledged as lesser deities, but their exclusive worship is
forbidden by this faith thus, this religion is able to somewhat
peacefully coexist alongside other doctrines. The Rellianite religion
uses the Tarnia as their holy book, as translated by Ogrin of the
North, and it espouses a four-tiered order of divinity: The Creator,
Rellian the Prophet, the Saints and lesser deities, and the mortal
plane. Those who utilize Chaos gain their status from Marg, the
Dark One, and they have no place in the Rellianite tiers of divinity.
The Church encourages charity, tolerance, and forgiveness,
and preaches strength through love, not force. Rellian encouraged
the celebration of diversity, and as such, it has a strong following
among minority races. They believe that all life is sacred unless it is
tainted by Chaos, though killing in the defense of oneself or others,
or during times of war, is acceptable. Women are embraced by the
faith, and can hold any office up to and including that of Cardinal,
the highest office in the church. Their holy symbol is a wooden X,
representing the crossed stakes to which Rellian was bound when
executed by immolation. Various combinations of the X and fire
motifs can be found throughout Rellianite art and iconography.

The Exhortiad

n order that was born of the centuries-old holy war with


Kilmoor, the Exhortiad believes in limits on tolerance and
charity. Specifically, they work to keep the faith pure from Chaos
worshipers and violent nonbelievers such as the Kilmoorians. Over
the years, this order has grown more conservative, and the leadership
is beginning to become violently intolerant. Their relationships
with other faiths tends to be strained and uneasy at best, as they see
the lesser deities as unworthy of worshipRellian, being a prophet
of Creator Itself, is above them all. Some particularly extreme
members of the Exhortiad have begun the torture and persecution
of perceived enemies, even if these nonbelievers practice a religion
that is legal within the nation in question. The churchs power, for
the time being, is shielding these few extremists.

Order of the Holy Vagabond

his sect within the Rellianite church is a simple order,


preaching poverty and forgiveness. They are typically found
in rural monasteries, in small, organized groups. The order draws
from the example of Rellian, and many members of this sect travel
the land, giving aid where they find it needed. Although a senior
order, they have traditionally been a target of the Exhortiads ire,
as Vagabonds eschew the wealth and trappings of the religion for a
simpler, more pure existence (preaching against the accumulation of
wealth). Members of the order are typically soft-spoken and gentle,
and many take vows of silence. Any wealth they possess is used only
for the most basic needs of survival; everything else is used to feed,
clothe, and shelter the needy.
96

Elderseekers

n obscure sect that mixes ancient religions with the teachings


of Rellian, the Elderseekers are an unusual order within the
Rellianite faith. Placing more importance on the elder gods such
as Dalah and Deain than most Rellianites would find comfortable,
this sect helps bridge the gap between the Rellianite Church and
other faiths in the region. The Exhortiad views the order as outright
heresy, but the more tolerant League of Cardinals accepts their
presence, and members of the Elderseekers are often used when
the League wishes to deal with other religions. Elderseekers are also
extremely successful missionaries, as they will bring the local faith
into the Rellianite doctrine without altering long-held community
traditions.
They are frequently found as chaplains in the army, as they are
able to successfully council the wide range of religions found within
the military. While they recognize the divinity of the saints, they
generally place the Elder gods above them, while keeping Rellian
himself as the primary focus of worship.

Saintors

his sect focuses on the worship of Rellianite saints. Similar to


ancestor spirits, saints are specific mortals who, after death,
become accepted on the divine plane and are able to answer prayers
and provide divine intervention. The commanding priests of
this order also attempt to canonize new saints into the Rellianite
pantheon. Most Saintors choose one particular saint as their patron,
though they hold all as sacred. The Saintors regularly petition the
League of Cardinals with potential candidates for canonization,
including three who have been debated upon for some time
Thekla, Siffe, and Touchek. Though the League may not yet accept
contested saints, the Saintors do authorize their worship, which
has led to some strained relations in the past. The Exhortiad in
particular views the Saintors as borderline heretics, particularly in
their worship of non-canonized saints.
All those who lived after Rellian are required to be Rellianite
to be considered for sainthood, and the Saintors understand and
respect that ruling. They are concerned, however, with the lack of
nonhuman, non-elf saints in the faith, and the limited number of
female saints. They hope that if Thekla, Siffe, and Touchek can be
canonized, this problem can be addressed.

Order of Rai

n offshoot of the Cult of RaiMun that long ago joined the


Rellianite faith, the Order of Rai follows a hard-line doctrine
of equality for the races and swift justice for those who would
oppress the weak. A warrior cult, many of the members of this
order are Chaplains within the military. Few members of this
order are unskilled with a blade, and they are well known for their
passionate tempers. The Order of Rai prays to Rai as their patron,
though they otherwise follow Rellianite doctrines. Despite their
associations with the Elementalist sun god, the Exhortiad, primarily
for their practice of destroying evildoers, tolerates the Order of
Rai and their collective might. The Order of Rai would become a
formidable political and military adversary if its membership was
ever excommunicated from the Church of Rellian.

Order of Azoth

he Order of Azoth is a small but dedicated and conservative


order that follows the strict moral teachings of Azoth, the
Judge of the Dead. Though Azoth is outside of most pantheons, this
order found his teachings to fit within the philosophy of Rellian,
and they accept him as an important minor deity. The League of
Cardinals has not yet made a ruling on this order, either in favor of
or against them, but the Exhortiad seems particularly threatened.
Rumors persist within the order that when the Exhortiad called
their founder for questioning, Azoth himself appeared to the
Exhortiads leadership and listed their sins before leaving. The
founder, Archbishop Achro Sarr, has not spoken on this matter. The
order has been growing in popularity, and the League of Cardinals
will likely make a decision on acceptance soon.
Priests in the Order of Azoth are expected to be fair and just in
all that they do. They often act as civil judges, mediating disputes
and disagreements with an honest and firm ruling. The order also
is known for acting as witchsmellers, finding those who break the
natural order and sending them on for final judgment. Unlike
other death cults, the Order of Azoth maintains a more affable
relationship with the public.

Shalekkniar
(shal-eck-NIGH-arr)

strict doctrine of dragon


worship, Shalekkniar
is the most powerful
religion in Kilmoor and
Kharhoun, and has begun
to take hold outside those
nations. Believing Shalekk
to be the divine mother of all
things beautiful in nature, they
worship her children and scorn
her detractors. Shalekkniar
encourages charity, tolerance,
and forgiveness, but only to other
members of the faith. Non-believers,
or infidels, are secondary, and they can
be treated however one wishes. Humans
are beloved by Shalekk and Creator,
and their place is above all other races save the dragons
themselves. Greater Dragons are divine, and must be worshiped as
such. Major temples have a patron dragon, and regular sacrifices are
required. While these sacrifices are usually prisoners or slaves, they
are sometimes believers who feed themselves to the dragon for the
honor, particularly in the weeks before Dragon Night.
Shalekkniar is an extremely organized and regimented religion,
with the Rashal at the head, presiding over the Council of Hashin.
This council rules over adherents to the faith from their Great
Temple in central Kilmoor.
There exists a more moderate, less fundamentalist
denomination in the Kainal Islands, but the Council of Hashin has
ruled them infidels. This more moderate version of Shalekkniar
does not practice racism, and they sacrifice animals to their patron
sea dragon. Niarite missionaries sent to the Arcanian interior have

also organized small temples in that territory, though they do not


communicate with the Council of Hashin due to geographical
distance. There are four variant sects within Shalekkniar, but many
Niarites do not belong to any of them, preferring instead to keep
their worship pure.

Nimelekk (nih-MEL-eck)

his sect within Shalekkniar worships Melekk, the dragon


of the earth. In Kilmoorian and Kharhounai tradition, soil is
considered dirty, but Melekks domain is that of the mountain and
stone. Melekk was charged with guardianship, and the members
of Nimelekk keep their patrons charge close to heart. Melekk is a
patron to many soldiers, and priests of Melekk are often chaplains
or war priests. The order of Nimelekk is a strong supporter of the
gladiatorial industry, and they are the most wealthy of the orders
within Shalekkniar. They are among the most aggressive and
conservative of the sects.

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)

his order worships Akaar,


the dragon of the air.
An order based around
pleasure and beauty,
the Niakaar make their
temples into ornate works
of breathtaking splendor.
Many of these temples keep
a large harem of courtesans. These
courtesans are considered holy, and many of them
are even priestesses or acolytes of the faith; those who purchase
pleasure with these women (or, occasionally, men) are said to be
communing with Akaar herself.

Nishalekk (nih-SHAL-eck)

he order of Nishalekk worships the many Dragon Gods that


came after the original three children of Shalekk. Seeing all
dragons as worthy of worship, they pray to any deceased dragons
that respond to their call. As Shalekk is the Mother of Dragons,
they seek out any of her missing children to worship so as to keep
them holy. Similarly, they often adopt orphaned humans into the
faith, caring for them until their adulthood.

97

Akaar Serpent of the Air (AH-kah-ar)

~ Deities, Saints ~
~ & Holy Places ~

he following is a listing of religious personalities in Nia,


their pronunciations, appearances or avatars, the values
the embody, the personality they typically possess, who
their followers are, their personal symbols, and the types of prayers
that their priests can invoke. It should be noted that all gods will
reply to a Communion prayer in addition to the two listed here. It
also includes a brief explanation of the sorts of lessons and morals
that the god teaches; in the cases of saints or similar beings, it will
instead include a brief summary of their story, explaining why they
are a saint.

Aeledon Father of Justice (AY-leh-don)


Appearance: A tall, elderly elf with long, white hair and flowing
robes, typically dressed in blue.
Embodiment: Justice, fair play, truth, and arcane law.
Persona: Aeledon is dignified; his humor, when he shows it at all, is
extremely dry. He offers wisdom not through giving answers, but
through offering clues.
Patron of: Mages, scholars, constables, and scouts.
Symbol: Pine branch.
Invocations: Healing, Protection.
Lessons: Wisdom is best when it is uncovered for oneself. Blessed
are those who make the peace. Strength comes through knowledge,
truth, and fairness.

Aghali The Trickster Serpent (ah-GALL-ee)


Appearance: An enormous black python with golden eyes.
Embodiment: Mischief, deception, and rebellion.
Persona: Aghali is always smiling. He always has some sort of trick
up his sleeve, though the trick may even be against himself or the
priests giving him worship. The unrepentant trickster, he is often
too smart for his own good.
Patron of: Chaos mages, thieves, assassins, gamblers, and some
soldiers.
Symbol: Coiled serpent.
Invocations: Protection, Wrath.
Lessons: Everything is a lesson. Smile. Knowledge comes at a price,
often involving painit is best to make certain the pain goes to
those who most deserve it. Teach the arrogant that their fortune is
transient.

98

Appearance: A gray dragon with large graceful wings, always flying.


Embodiment: The wind and air, passion, and beauty.
Persona: Akaar is a sensualist of the greatest degree, enjoying her
duties with a passion few can match. She is extremely aware of her
beauty, and she does not suffer fools or insults well.
Patron of: Travelers, sailors, prostitutes, and adventurers.
Symbol: Outstretched wings.
Invocations: Healing, Wrath.
Lessons: Enjoy life, pleasure, and beauty while they are there. The
entire world is filled with pleasures if one knows where to look.
Creator made the world to be enjoyed as well as lived upon.

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.

Azoth Judge of the Dead (AS-oth)


Appearance: A thin, reedy, ancient human whose empty eye sockets
are hidden by the hood of his robe. It is said that those who look
in his eye sockets have their life judged; the dead will go on to their
final reward, while the living who dare to look are either driven
insane or become ghosts on the spot.
Embodiment: Justice, balance, punishment and reward.
Persona: Azoth rarely speaks; when he does, he speaks quietly with
an intensity that can crush the unwary. Extremely honorable and
fair, he often appears to those who are preparing to sacrifice much of
themselves for the greater good.
Patron of: Judges.
Symbol: A scale with two skulls in the pans and an all-seeing eye at
the top of the balance arm.
Invocations: Protection, Wrath.
Lessons: All will be judged, and the good one does in life is
rewarded in death; likewise, the evil one does is punished in death.
All actions, for good or evil, will revisit you time and again. Death is
the great equalizer. Fairness, truth, and justice are sacred.

Bhara The Mistress of the Hunt (BAR-uh)


Appearance: A dark-skinned elf woman clothed in black furs and
flowing cloaks, carrying a bow and knives, and accompanied by a
black wolf.
Embodiment: Nature, the natural cycle, hunting, and fairness.
Persona: Intense and honorable with an animal-like grace, Bhara
is gentle to her followers and fierce toward her prey. Cool and
calculating, Bhara is constantly alert, aware for prey, potential
hunters, and her children.
Patron of: Scouts, hunters, archers, and some clan warriors.
Symbol: A wolf s paw print.
Invocations: Healing, Protection.
Lessons: The natural order is sacreddefend it with your life. All
things have their place in Creators domain. Territory and children
are to be defended at all costs. Respect your prey, for without it, you
are nothing.

Protect those in need, and forgive those who ask.


Variations: Some trolls are known to worship Dalig, a dark,
corrupted vision of Dalah who teaches that no slight can go
unpunished.

The Dark Moon


A black sphere circling Nia said to be Margs third eye, torn from
its socket by Rai millenia ago. It is generally unseen and difficult
to spot, as it is a black body that rarely appears by day. It is known,
however, to pass before either Rai or Mun, causing eclipses, which
are often regarded as bad omens. Chaos races, however, generally
regard eclipses as good fortune.

Daro The Diamond-Eyed (DARR-oh)


Appearance: A wide, bare-chested dwarf with black hair, graycolored skin, and eyes that pierce the dark, carrying a pickaxe.
Embodiment: Commerce, handiwork, smithing, and all things
precious.
Persona: Hard-working, shy, and quiet, Daro often has a selfconscious smile about him. A surprisingly gentle soul, he acts
deliberately, and he chooses his words and actions carefully.
Patron of: Miners, gem cutters, and other craftspeople, as well as
dwarves in general.
Symbol: A white diamond.
Invocations: Healing, Protection.
Lessons: Patience brings out true beauty. Hard work is rewarded.
Let nothing escape your noticefind the hidden secrets buried deep
below perception.

Caverns of Chaos

Dawn

A never-ending series of caves leading from the World to the


Underworld, the most remote of which are where those of an evil
nature go to dwell in the afterlife.

A beautiful, gentle young woman glowing in soft shades of yellow


and orange, Dawn is the daughter of Rai and Mun and the twin
sister of Dusk. She is a healer, and she brings messages to the
faithful. A few adherents to Rai and Mun pray to her in addition to
their worship of her parents; she provides Healing prayers.

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.

Dalah The Earth Mother (DAHL-uh)


Appearance: A kind, old elf woman carrying a stone staff.
Embodiment: Earth, fertility, bounty, harvest, happiness, renewal,
comradeship, and ancient magic.
Persona: A friendly, sweet, elderly elf woman, she treats everyone as
her beloved child. She wants the best for her children, and she treats
them with gentleness and respect.
Patron of: Farmers, nature priests, druids, scouts, mages, tribal
peoples and elves in general.
Symbol: A sheaf of wheat.
Invocations: Healing, Protection.
Lessons: All are children of the earth. Vengeance is not the way.

Deain The Mountain Maker, The Earth Father (dayn)


Appearance: A large, rotund black giant with a bald head and a
white beard. He is rarely seen unarmed.
Embodiment: Strength and challenge.
Persona: A patriarchal figure, Deain is gruff and stoic yet deeply
caring of his childrens actions. He is solid and demanding, and he
thrives on challenge and displays of strength.
Patron of: Explorers, travelers, scouts, earth priests, and dwarves in
general.
Symbol: A black obsidian eight-pointed star.
Invocations: Wrath, Protection
Lessons: Be as steady as the mountain. Let no one mistake your
intent in love or battle. Your family needs your strength and
guidance. The greatest joy is children. Give and receive fair
challenges and honest hospitality.
Variations: Some ogres are known to worship Tayn, a dark vision of
Deain who teaches that the strong take what they desire regardless
of the consequences.

99

Erdyo Defender of the Accused (AIR-dee-oh)


Deyeus The Sea Father, The Old Man (DAY-oos)
Appearance: A huge, ancient man with a flowing white beard
which is the sea foam, sometimes appearing riding a pod of white
dolphins.
Embodiment: The sea, fish, storms at sea, high water, life.
Persona: Patient and polite, Deyeus is filled with a seemingly infinite
amount of wisdom. His anger comes abruptly, and it is fierce to
behold, but it passes just as quickly.
Patron of: Sailors and fishermen.
Symbol: A white dolphin.
Invocations: Healing, Wrath.
Lessons: Treat the world around you with respect. The sea is your
father and the source of all life. Ride your emotions like a wave, but
steer them in the proper direction.

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.

Appearance: A large dwarf in gleaming silver armor carrying a black


shield.
Embodiment: Justice, truth, retribution, and judgment.
Persona: A straightforward and honest dwarf, Erdyo holds truth
more important than tact. He has little patience for liars or frivolous
requests, and he is always direct and to the point.
Patron of: Advocates, merchants, dwarves in general, and people
wrongfully accused.
Symbol: A black shield.
Invocations: Protection, Wrath.
Lessons: Through Truth comes Freedom. Listen to all sides of a
story Truth likely lies somewhere between. Law is not always the
Truth, but it should guide one to it.

Furak Serpent of the Sea (FUR-ack)


Appearance: A deep blue dragon with seaweed and barnacles across
its scales.
Embodiment: The ocean, rivers, lakes, water, and knowledge.
Persona: An enigmatic and deeply mysterious dragon, Furak often
wears an all-knowing smile. Knowledge is deeply important to him,
and he rewards those who show him that they possess it and can use
it.
Patron of: Sailors, fishermen, and scholars.
Symbol: A cord of seaweed.
Invocations: Protection, Wrath.
Lessons: The sea is the source of life. Knowledge is powerhoard
it. Only the Great Dragon and Creator are all-knowingrecognize
your limits. The strong keep secrets; the weak lose them.

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.

Ellipol The Bringer of Winter (EL-lih-pole)


Appearance: A striking elf woman, completely silver and white, clad
in arctic bear skins, with long, slender fingers like icicles.
Embodiment: Winter, sleep, ice, snow, and cold.
Persona: A gentle and calming woman, she can soothe injured
emotions and minds as easily as she can heal a bodys wounds. Her
touch relaxes and helps one find inner peace.
Patron of: Surgeons, arctic scouts, and elemental mages.
Symbol: An elongated quartz crystal resembling an icicle.
Invocations: Healing, Wrath.
Lessons: All things must rest to renew themselves. Only during dark
times will your loves ones show their true selves. Death may be a
well-deserved rest for some, but it should not spread to others who
are unready. Comfort is the greatest blessing.

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.

Hausha Bringer of Wind (HOW-sha)


Appearance: A human female, either black or white, depending on
her mood.
Embodiment: Wind, sailing, travel, and weather.
Persona: Passionate and wild, Hausha dislikes being pinned down
in any one place. She keeps her options open and is always on the
move. She wears her emotions on her sleeve, and she is quick to feel
anger or joy.
Patron of: Adventurers, sailors, people in general.
Symbol: A black or white cloud.
Invocations: Protection, Wrath.
Lessons: Freedom is sacred. To keep another penned in is a great
cruelty. Possessions are chains; keep them limited. Have faith in
your own abilities. Experience is the best teacher.

Jinalda The Sorceress (jih-NALL-duh)

Melekk Serpent of the Earth (MELL-eck)

Appearance: A beautiful red-haired elf woman in golden robes,


carrying a yew staff and accompanied by a white owl.
Embodiment: Magic, wisdom, and learning.
Persona: Jinaldas presence exudes power and wisdom. She is strict
but fair, and she brooks no argument. Her strict demeanor fades,
however, in the presence of children or those who ask intelligent
questions.
Patron of: Mages and scholars.
Symbol: A white owl.
Invocations: Protection, Wrath.
Lessons: The Web of Life bears us all on its backto tear it is a
great sacrilege. Magic must be accessible to all who will treat the
Web with respect. Wisdom means knowing what questions to ask.

Appearance: A powerful muscular brown dragon with eyes of


diamond.
Embodiment: The earth, caverns, farming, mining, strength.
Persona: Steady and dedicated, Melekk is watchful and patient.
He constantly keeps an eye out for danger, and he strikes his foes
quickly and without mercy.
Patron of: Farmers, miners, jewelers, soldiers, those who make their
living off the land.
Symbol: A gem carved to look like a dragons eye.
Invocations: Protection, Wrath.
Lessons: Guard your territory. Keep watch for potential dangers,
which can come from the most unexpected of quarters. Appreciate
a stronger opponent, but everyone has a weakness that can be
exploited.

Mun Bringer of Night, Mother Night (moon)


Appearance: A tall, blind, pale elf woman with an extremely long,
flowing black cloak in which exist many tiny holes (the stars).
Embodiment: Darkness, the night, the moon, the stars, and eclipses.
Persona: Gentle, playful and loving, Mun is an incurable romantic.
She is very much in love with her husband, willing to sacrifice her
sight to stay with him without a second thought.
Patron of: Mages, thieves, assassins, healers, and clandestine lovers.
Symbol: A white crescent.
Invocations: Healing, Protection.
Lessons: Love is worth anything. Offer succor to those in need.
Emotional wounds hurt more than physical ones, and heal much
more slowly. Secrets are worth keeping. One must balance ones
duties.
Variations: Although originally elf in the earliest traditions, Mun
sometimes appears human, particularly to followers of Shalekkniar.
She also mayappear to Chaos races in a darker guise, teaching
secrecy and assassination.

Ordannis Little Father (or-DANN-iss)

Marg The Dark One (marg)


Appearance: Alternately, a vaporous black cloud; a hideous winged
purple demon with obsidian scales; or a cloud of ink with various
carnivorous fish hiding within. He is known to disguise himself as
an attractive member of any species.
Embodiment: Evil, chaos, hysteria, and discord.
Persona: Marg is a slick-tongued orator, and a master of his own
logic. When he wants something, he can appear genuine and
friendly, even charitable. The moment he has what he wants,
however, he will use it however he sees fit.
Patron of: Any person of a Chaos orientation.
Symbol: A pair of black bat wings.
Invocations: Protection, Wrath.
Lessons: Take what you desireeverything is there for you if you
are strong enough to take it. There is no sin, only the folly of lesser
beings. Creator made an imperfect and unfair worldMarg will
rebuild it after its destruction.

Appearance: A huge green dwarf with a blue beard. Wherever he


walks on land, water flows and plants sprout.
Embodiment: Water, lakes, streams, the ocean, life.
Persona: A good humored if mellow dwarf, Ordannis is an
easygoing god. He enjoys food and company, and he is generous
with his gifts, though his anger is fearsome to behold.
Patron of: Farmers, explorers, and dwarves in general.
Symbol: Blue fish.
Invocations: Healing, Wrath.
Lessons: The sea is the wellspring of life treat it with respect.
Hospitality is important, both in giving and receiving. Anger is a
tool to be used only as neededuse it quickly and fiercely, and be
done with it.

101

Rellian The Martyr, The Anointed, The Holy Vagabond


(REL-lee-an)
Oriaal The Dragonslayer (or-EYE-all)
Appearance: A human male with bright gold armor.
Embodiment: Daring, exploration, fortune, and glory.
Persona: An bold human raised in the wild, Oriaal sometimes
lacks in manners, but he is brave and trustworthy, and he craves
adventure. Though not a saint in the Rellianite faith, he is
nonetheless a popular folk hero, particularly throughout Corvel.
Because his origins tie him closely to greater dragons, he will likely
never be sainted, but many Rellianites and Elementalists call on his
patronage.
Patron of: Soldiers, mercenaries, adventurers, and explorers.
Symbol: A dragons head displayed on a sword.
Invocations: Protection, Wrath.
Story: Oriaal was, according to the Tarnia, born in a dragons egg;
he was Barlo the Liberators best friend and a great warrior who
bested many threats to the fledgling nation of Corvel, including a
great dragon.

Appearance: A slender male elf alternately dressed in rags, or in a


pitch-tunic (a canvas tunic smeared in pitch to facilitate burning)
and aglow with execution fire.
Embodiment: Tolerance, forgiveness, and charity; he also is revered
by many thieves as the Master of All Thieves.
Persona: Calm, patient, and honest, Rellian is a prophet of Creator.
He also was a suspected thief, and Rellian never denied those
accusations. Loving and accepting now, it is suspected by some that
his time before being a prophet involved less-honest dealings.
Patron of: All who seek enlightenment through his teachings.
Symbol: Crossed fire stakes in an X.
Invocations: Healing, Protection.
Lessons: Celebrate diversity, and never forget the sins of the past.
Strength comes through love, not force. Support the family of spirit,
as well as the family of blood. Children are sacred. All life is sacred
unless it is tainted by Chaos.

Roliel Rune Mother (ro-LEE-el)


Rahna Mother of Man (RAH-nuh)
Appearance: A slender elf woman in an ancient style of homespun
clothing. Often carrying a human baby.
Embodiment: Love, trust, forgiveness, hearth, home, and children.
Persona: Loving, caring, and wistful, Rahna is a devoted mother.
She loves humans, though she is sometimes saddened by their
actions. She also adores children of all species.
Patron of: Farmers, midwives, and women of all kinds.
Symbol: Stylized elf woman cradling a human baby.
Invocations: Healing, Protection.
Lessons: Children are blessed. Devotion is important, lest a lover is
beguiled. Innocence should be protected. The earth is a home to all,
and there must be harmony under Creators roof.

Appearance: An enormous nude Wagnerian dwarf woman, tattooed


with runic symbols and ancient incantations.
Embodiment: Magic, especially rune magic.
Persona: Roliel is serious, perceptive, and strong-willed. She is very
cryptic, often speaking in riddles, rarely giving a person the whole
truth. She wants her followers to puzzle an answer together out of
clues and hints, instead of revealing the solution for them.
Patron of: Runesmiths, blacksmiths, mages.
Symbol: A rune shaped like a stylized dwarf woman with a hammer.
Invocations: Protection, Wrath.
Lessons: The magic of runes are sacredteach them only to those
who will obey the Natural Law. There is no weaker gender. Your
mind is your most powerful muscleexercise it frequently.

Rai Bringer of Light and Fire, Keeper of the Sun (rye)

St. Barlo The Just, The Liberator, First King (BAR-low)

Appearance: A male figure engulfed by fire.


Embodiment: Fire, heat, the sun, purification, and renewal.
Persona: Rai is a serious god, devoted to his duty, his followers,
and his family. He is very much in love with his wife Mun, and
his legendary ferocity is increased exponentially when Mun or his
children are threatened.
Patron of: Mages, hunters, sailors, and those who seek vengeance.
Symbol: Alternately, a red eight-pointed sun or star, or a border of
red flame.
Invocations: Healing, Wrath.
Lessons: Devotion is the highest expression of love. Smite insults to
Rais sight. Protect the weak. Taking a slave is a sign of weakness; if
you require a slave, you are not strong enough to do the work on
your own.
Variations: Niarites have a version of Rai that does not speak out
against slavery. Some chaos races are known to view Rai as a source
of power and strength.

Appearance: A tall, bearded human male in silver ring mail and


leather.
Embodiment: Courage, truth, and righteous causes.
Persona: Barlo is a regal man, and he is very serious on issues of the
kingdom, but also he has a very bawdy sense of humor when he
can let it show. Corvel was both his dream and his passion, and it is
everything to him, even in the afterlife.
Patron of: All Rellianites.
Invocations: Wrath, Protection
Story: Barlo learned Rune magic from Roliel, being the first human
to learn those secrets. He then traveled north to unify the lands of
Corvel, and drove out the chaos nations.

102

St. Kayla The Winsome (KAY-luh)


St. Joselyna The Hosteler (jah-suh-LEE-nuh)
Appearance: A fair-skinned human female in a long court gown.
Embodiment: Hospitality, courtesy, and travelers.
Persona: A generous and kind woman, Joselyna will always hear
out both sides of a story before rendering a decision. She is gentle
and thoughtful, and she is extremely forgiving, having absolved her
husband for his betrayal of herself and Rellian.
Patron of: All Rellianites.
Invocations: Healing, Protection
Story: Joselyna hid Rellian from the scourge for three days and
nights, until her husband gave them both up. Joselyna also was
killed, though Rellian blessed her for her generosity.

St. Juliana Maiden of the Wood (joo-lee-AHN-uh)


Appearance: A slender human female in forest leathers with a
longbow.
Embodiment: Honor, virtue, and marksmanship.
Persona: A serious and dedicated woman, Juliana watches over her
charges with intensity and devotion. She uses violence only as a last
resort, but she is not afraid to use it in the protection of others.
Patron of: All Rellianites
Invocations: Healing, Protection
Story: Juliana guarded the Cathedral Wood, where Rellian was
killed, until her death. She kept the land safe from all who would
desecrate it, and she protected believers on their pilgrimage to the
site.

St. Kainal The Explorer (KAY-nall)


Appearance: A tall, fair-haired male elf.
Embodiment: Science, exploration, and
courage.
Persona: Kainal is a curious sort, eager for
challenge and finding wrongs to right. He
is adventurous and constantly seeking
new experiences.
Patron of: All Rellianites
Invocations: Healing, Protection.
Story: Kainal was a king of Corvel
who abdicated the throne to explore
the world. He founded Seris and
the Kainal Islands, and then traveled
further. The exact records of his
travels beyond are lost, though
there are tales he sailed over
the edge of Nia to traverse the
Underworld. He returned to
Corvel in time to struggle against
a dark mage trying to topple
the throne in the name of Mortisse and was
martyred in the battle.

Appearance: A tall, voluptuous human woman, typically nude or


wearing gauzy robes.
Embodiment: Luck, wisdom, and fertility.
Persona: Kayla is a fun-loving and intelligent woman, with a lengthy
mischievous streak. She does what she likes, but she cares for people
very deeply.
Patron of: All Rellianites.
Invocations: Healing, Protection.
Story: Kayla was a Bachran woman known for her roguish nature.
A close friend of hers, a minor noble, was arranged to be married
for political reasons to a Kilmoorian noble during a time when
Bachra was considering an alliance with Kilmoor. Finding evidence
of Kilmoors duplicitous intent, she seduced the Kilmoorian noble
and revealed the seduction on a public stage, then used the attention
to reveal her proof of Kilmoors plans. This saved Bachra from
a planned sneak attack, and saved her friend from an unhappy
marriage.

St. Lissa The Protector (LIH-suh)


Appearance: A dark-haired female human with ring mail and a
crossbow.
Embodiment: Protection and just causes.
Persona: Conservative and stoic, Lissa is very serious and dedicated
to her duties.
Patron of: All Rellianites.
Invocations: Protection, Wrath.
Story: Lissa was the guardian of young Stephen the
Wise during the Cathedral War, when he was racing
his corrupt uncle to the throne. Lissa gave her life
for Stephens protection, allowing him to lead
Corvel into a golden age.

St. Michael The Vindicator (MY-khal)


Appearance: A tall, dark-featured, handsome human
male in regal armor.
Embodiment: Diplomacy, art, and retribution
Persona: An extremely dour and serious man, Michael is
dedicated to the ideas of balance and retribution. His serious
demeanor rarely fades.
Patron of: All Rellianites.
Invocations: Protection, Wrath.
Story: Michael was a king of Corvel who began healing
wounds left by his brother, the previous ruler. His brother
had begun a violent purge of nonhumans, and Michael
helped bring the citizens of Corvel back together again,
giving the nation a chance to redeem itself. Michael died
for his beliefs, as his brothers supporters assassinated
him only eight years into his reign.

103

St. Ogrin The Wise One (AH-grin)

St. Siffe (disputed) The Dutybound (sif )

Appearance: A short, bald elf male in monks robes.


Embodiment: Magic, learning, and wisdom.
Persona: A meek and mild-mannered elf, Ogrin is more comfortable
with texts and records than with people. Around his friends or
dedicated followers, however, he can be friendly and talkative,
helping others puzzle information together.
Patron of: All Rellianites.
Invocations: Healing, Protection.
Story: Ogrin was a close friend to Thorne, the Witchkiller. A
wise man, he was the first Rellianite king of Corvel, as he reigned
after Siffe died. He compiled the Tarnia, drawing primarily from
translated ancient texts describing the beginning of the world, and
from stories of Rellians travels.

Appearance: A beautiful older elf woman dressed in royal robes,


often with a sad look about her eyes.
Embodiment: Strength in adversity, honor, duty.
Persona: Siffe is a sad but regal woman, born from peasant class but
married into nobility. A very kind figure, she is soft-spoken and
extremely charismatic.
Patron of: Some Rellianites.
Invocations: Healing, Protection.
Story: Siffe was a queen of Corvel, ruling honorably in times of
great struggle. Her first two children died mysteriously, and her
third child, who was hidden away at birth, grew to become King
Kainal. Her husband died, and she took Ogrin as her consort. Some
reports suggest that she helped Ogrin in his works on the Tarnia.
Despite her many adversities, she was a great queen of Corvel,
helping strengthen the nation as they rebuilt after Mortisse the Dark
Queens reign.

St. Oklyn Of the Quest (AH-klin)


Appearance: A tall, red-haired human male in regal armor.
Embodiment: Magic, art, and the Quest.
Persona: Oklyn is an extremely magnanimous saint; he very
generous with his power and abilities. He encourages peoples talents
and hopes they use them for the greater good.
Patron of: All Rellianites.
Invocations: Healing, Wrath.
Story: Oklyn brought the Blaris family to power in Corvel, at which
point he organized the central military and set up central magic
academies.

St. Thekla (disputed) The Watcher (THEH-kluh)


Appearance: A quiet orc female, with observant eyes and a powerful
grago.
Embodiment: Observation, friendship, the good fight.
Persona: Thekla is an orc who is fearsome to behold and pitiless in
battle, yet the first to put down her grago and extend the hand of
friendship. In all her actions, she exhibits unwavering faithfulness to
the tenets of Rellianism.
Patron of: Some Rellianites.
Invocations: Protection, Wrath.
Story: Thekla was an orc whose life was saved by Rellian. She
followed Rellian distantly and quietly, as it was in a time before
orcs were accepted in human society. It is said that she had a grago
in hand, ready to do battle with Rellians killers, but Rellians gaze
into the woods where she waited staid her hand. She brought word
of Rellian to several tribes of orcs, which surprised the elves who
offered to integrate and civilize these tribes generations later.

St. Thorne The Witchkiller (thorn)


Appearance: A tall, fair-haired male elf, in regal robes and armor,
carrying a magnificent rune sword.
Embodiment: Purity, charity, and vigilance.
Persona: A fearless soldier and king, Thorne did everything for his
country and people. Selfless, he is a dedicated warrior, but he is also
very much in love with his wife.
Patron of: All Rellianites.
Invocations: Protection, Wrath.
Story: The dragons of Mortisse, the Dark Queen, exterminated
Thornes clan. He organized a grassroots armed revolt with the aid
of his wife Siffe, driving Mortisse from her castle and eventually
slaying her and then ascended the throne of Corvel. It was during
his reign that Rellian was executed, and it is said that Thorne had
spoken with the traveling prophet on several occasions, beginning a
friendship with the holy man.

104

St. Touchek (disputed) The Senechal (TOO-check)


Appearance: A small gnome in scholars robes.
Embodiment: Assisting worthy causes, unsung heroes.
Persona: A practical and loyal gnome, Touchek would likely be
embarrassed by the idea of being canonized. He does, however,
answer prayers, doing what he can for those in need.
Patron of: Some Rellianites.
Invocations: Healing, Protection.
Story: Barlos close friend and confidant. Touchek took the throne
upon Barlos death despite great reluctance, as he understood the
need to keep Barlos dream alive. Without Toucheks wisdom,
Corvel would likely have fragmented soon after Barlos death.
Though he only ruled long enough to find a new king, the kingdom
of Corvel owes its existence to his actions and quick thinking
managerial skill.

St. Trestamin The Valiant (TRESS-tuh-min)


Appearance: A male human of medium stature, with dark hair and
blue eyes, in silver plate mail.
Embodiment: Chivalry and lost causes.
Persona: An extremely brave and loyal figure, Trestamin dedicated
his life to the struggle against the forces of darkness and chaos.
Patron of: All Rellianites.
Invocations: Protection, Wrath.
Story: Trestamin was the right hand of Thorne in his struggles
against Mortisse. He was prophesied to die in that struggle, but he
did not alter his course. As predicted, he died in the struggle against
Mortisse.

St. Ulrich The Courageous (ULL-rik)


Appearance: An enormous bear of a man (human), with broad
arms and vest, wearing furs, leather, and some mail, carrying a giant
battle-axe.
Embodiment: Courage, battle, and honor.
Persona: Ulrich is a brave warrior that holds courage and honor as
important. A tribal leader, he is bawdy and good-humored when he
is not leading his followers into battle.
Patron of: All Rellianites.
Invocations: Protection, Wrath.
Story: A close ally of Barlo, Ulrich was instrumental in
organizing Corvels nations under a single imperial banner,
as well as nurturing the kingdoms of Tolak and
Bachra. Ulrich was the first warlord to ally with
Barlo, and he brought with him many allied
tribes and kingdoms.

Shalekk The Dragon Mother


(shall-ECK)
Appearance: A greater dragon with wings
stitched out of the skins of other serpents,
and various colored scales. Often depicted
with a clutch of three eggs.
Embodiment: Balance between chaos and order,
beauty, grace, and power.
Persona: Shalekk exudes power and self-confidence. She is aware of
her beauty and her strength, and those who do not honor her will
face her wrath. Those who show proper respect, however, are treated

generously, and she is extremely loving and protective towards her


children.
Patron of: All Niarites.
Symbol: The Drakit, a crooked line with stylized wings, representing
the shape of a dragon.
Invocations: Protection, Wrath.
Lessons: Balance and moderation are the paths towards
understanding the worldbalance between man and nature,
balance between Order and Chaos, balance between master and
slave. Beauty should be appreciated; jealousy is a sign of a weaker
being. Strength is respected only if it is used.

Stowaddy The Reveler (sto-WAH-dee)


Appearance: A small dwarf with a frizzy white beard and a
perpetually full tankard of ale.
Embodiment: Revelry, drunkenness, recreation, and alcohol.
Persona: Stowaddy is often drunk, and he is always having a good
time. He encourages others to enjoy themselves as well, however he
can help.
Patron of: Brewers, revelers, dwarves, and some faeries and
earthfolk.
Symbol: A frothy tankard of ale.
Invocations: Healing, Protection.
Lessons: Life must be enjoyed lest it is wasted. Work enjoyment into
your daily life. Recreation is best when it is shared, not hoarded. A
smile can heal much.

Tokra The Maker (TOH-cruh)


Appearance: A hooded, mysterious wizard in flowing black robes
which are embroidered with ornate arcane symbols.
Embodiment: Mystery, chaos.
Persona: Tokra is enigmatic and dark, filling his environment with
the murky vapors of sinister intent. If and when he speaks to an
acolyte, it is in hoarse whispers and cryptic riddles.
Patron of: Feral orcs, and some goblin tribes.
Symbol: A chaos star.
Invocations: Healing, Wrath.
Lessons: Embrace chaos, embrace strength. Order is for the weak.

Torahn Leader of the Dead (toh-RAHN)


Appearance: A rotund dwarf wearing dirty white robes and a
skull mask.
Embodiment: Death and the harvest.
Persona: Torahn is cold, distant, and aloof.
He does not show sympathy, compassion,
hatred, or anger, instead keeping any
emotions well guarded. As he is dead,
it is entirely possible that he lack
emotions altogether.
Patron of: Warriors, farmers, and
guides.
Symbol: A skull bisected vertically, black on
the left side and white on the right.
Invocations: Healing, Wrath.
Lessons: Death is merely a season, and is nothing to be feared.
Without death, there can be no life. Everything, in the end, will
have its season of death.
105

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.

Tothas The Horseman (TOH-thawss)


Appearance: An old elf with a black cloak and hood, driving
a large, creaky wagon pulled by two great black horses. He
is regularly seen after a battle, as he gathers up the bodies
of any elves who died in battle and carries them to the
Underworld. Woe to those who attempt to interfere with
his duty.
Embodiment: Restitution, balance, passage of time, the
inevitable, herald of (and speaker for) the dead. Only
collects those of elf blood.
Persona: Tothas does not seem to have much of a
personality. He focuses entirely on his job, gathering slain
elf warriors for the Underworld. He rarely speaks, and is
extremely mysterious.
Patron of: Any fatalistic warrior of elf blood.
Symbol: A skull emblazoned on an hourglass.
Invocations: Protection, Wrath.
Lessons: Death must not be fearedit simply exists. Death
must occur for life to continue. The wagon will come for all
elves in time.

Zoen The Sword Master (ZOH-enn)


Appearance: A large, dark-skinned male wearing a flowing
cloak and silver armor, carrying two long swords that
symbolize thunder and lightning.
Embodiment: Courage, strength, chivalry, honor, storms,
and passion.
Persona: Zoen is a good humored, though easily angered
warrior. He adores his wife, though he is known to stray as
often as she does. Those who anger Zoen find a god with a
furious rage and deadly skill with his weapons.
Patron of: Knights, paladins, soldiers, and honorable menat-arms.
Symbol: A lightning bolt emblazoned on two crossed
swords.
Invocations: Healing, Wrath
Lessons: Peace can only come to those strong enough to
keep it. A warrior who knows when not to draw his blade
is a worthy warrior indeed. Passion and freedom are sacred
giftsuse them.

106

~ World Overview ~

t is written that in the beginning, there was only Creator in the


heavens, and Rai in his fiery chair. And into the void Creator
spat, and the endless sea was formed with Deyeus as its master.
And into the sky above the water Creator blew a single word, and
the wind was made real. Hausha was its mistress, and her husband,
Zoen, was lord of the storm. First came the creatures of the sea and
of the air, and then the great dragons, who sought dominion over
the creatures in both realms. It is said Creator made the land to rise
from the oceans depths, and put upon it two guardians: Deain,
god of mountains, and Dalah, the earth mother. And a long history
of bargains, of wars, of promises and trickery did ensue. The elder
gods of the world called this place Nia, and mortals still speak the
name with reverence. For it is here they dwell among the works of
gods and men, of champions and of villains, among the wondrous
creatures and mystic places, caught in an eternal struggle between
Order and Chaos. It is this place they call home.

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

he empire of elder kingdoms (now Noble Houses), is ruled by


the elf King Marcus Greystone and Queen Sarabeth. Corvel
is currently at war with Kilmoor, who was responsible for the
assassination of its previous king, Marcuss half-brother Cedric. The
empire is extremely cosmopolitan, with an eclectic mix of elves,
humans, orcs, dwarves, earthfolk and faeries. More Corvel-specific
information can be found in Arrowflight (1st Edition) and in the
forthcoming Northern Empires.
Capital: Blariston (although King Marcus winters in his palace at
Marigor).
Motif: Charlemagnes Holy Roman Empire with late-Renaissance tech.

Raalthuuk Nation

lthough it exists more as a nomadic arctic goblin culture relying


more upon its fluctuating numbers than upon solid borders, the
Raalthuuk Nation claims the Region of Ice from the Northern Edge
of Nia to well inside the Northern borders of Corvel, Akrindor and
Tolak. Its population is almost entirely made up of feral orcs, trolls,
the occasional barbarian human, ogre or giant, and the majority
ice goblins (or hobgoblins) and their arctic bear mounts. Winter in
the north brings bands of marauding Raalthuuk goblins and their
minions into civilized kingdoms for food, weapons, livestock and/
or slaves.
Capital: N/A
Motif: Ancient Inuit culture meets pre-Christian Finnish design and architecture.

108

Akrindor

Harkilon

region characterized by flat plains and arid steppes, and


inhabited by tribal elves, orcs, goblins, and trolls. Various tribal
claims are now starting to solidify into borders. The northernmost
central quarter is magically dampened, resulting from a major
severing of the Web of Life over 1,000 years ago. Most society is
based on lower tech, although the occasional flintlock musket can
be found on a warlords person.
Capital: N/A
Motif: American plains meets Russo-Asian steppes; Amerindians meet Mongol horse
culture.

far eastern kingdom populated by humans and a bizarre


species of partial lycanthropes living socially. Ruled by the
hawk-headed Emperor/priest Faahai, the lush, temperate country
is almost completely surrounded by a giant stone wall, and engages
only in limited trade with Kharhoun, Tolak, and Bachra. They are
politically neutral in all matters outside of their own self-defense.
The existence of the human/animal hybrids is not well known
outside the walls of Harkilon. The region is based upon a religious
society, centered around Rai and various nature and ancestor spirits.
Capital: Grome
Motif: Bronze-age Egyptian meets classical Mayan.

Bachra

achra is an eastern ally of Corvel, as well as a wealthy and


staunch defender of the Rellianite faith. It is a conglomerate of
powerful city-states under a single ruling dynasty (a la Renaissance
Italy), currently ruled by Queen Lyndria of the ancient Sokat
dynasty. Features a recently recovered coastline after Kilmoor
invaded their territory and an extremely beautiful, opulent humancentric (but cosmopolitan) culture. Black powder (especially small
cannon) weapons are now common due to trade with Corvel.
Balloons, small gliders, and primitive airships are their major
technological contributions.
Capital: Bartola

Motif: Byzantine, Eastern Orthodox fashion and architecture meets classical China and
Tibet in the far north.

Kharhoun

southeastern kingdom allied with Kilmoor that features a


temperate climate, fertile land and a robust sea-trade. Originally
an ancient foothold of elf culture, invaders from Kilmoor led an
uprising, laid waste to the old kingdom and erected a new tribute to
their religion and governmental structure. Human dominant (with
some shaltaka and a selection of nonhuman slaves). Kharhoun is
ruled by Raja Neron Drahil with an iron fist. Four noble houses,
each protected by a single dragon lord, govern the country.
Capital: Darei
Motif: North African/Mediterranean, with some Southeast Asian and Indian influence.
Emphasis on sea power. Architecture is Persian influenced and art/decoration much more
along the lines of India & Thailand.

Loria
The Djunn Empire

Tolak

northeastern kingdom ruled by the elf Queen Dierdre


Stormchild. It is an ancient and proud martial empire, nestled
between the Nordeain and Norrai mountain ranges. The region is
elf-ruled, but features a non-segregated population of elves, humans,
dwarves, and earthfolk. Tolak is an ally of Corvel and Bachra and
new to Rellianite faith. Great snow cats and bears are bred and used
as beasts of burden or war mounts. Bladed ice ships are used for
transport on the frozen plains in the far north, and a fur-covered
breed of windlord has recently been introduced.
Capital: Ataar

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

n island kingdom originally constructed by dwarves as a


stronghold. Ruled by Queen Lara Anryn, Seris is closely tied
to Corvel, through diplomacy, economy, and blood. Protected
by sheer cliffs, the kingdom boasts fertile, terraced farms and
vineyards, lucrative mines, and strong trade with Corvel and Bachra.
Unbeknown to most everyone, King Cedric of Corvel and Queen
Selynn are retired in comfortable exile here. The kingdom is
cosmopolitan with a fair racial mix and faeries and dwarves making
a return. Seris boasts a strong navy and aerial patrols of windlords
and gryphons. See the Island Nations sourcebook for specifics.
Capital: Kings Town

Mooria

Motif: Renaissance France & Burgundy with a bit of Swiss League feel.

Kilmoor

ilmoor is the human-dominant empire of a zealous, proud


people. Formed from human exiles of Zeah, Kilmoor is
governed by twelve houses, each protected by a dragon lord, and
ruled by the head of the dominant household. Currently ruled by
Raja Emn Duzan. Hallmarks of the society are Shalekkniar, the
dragon-worshiping state religion, a strictly defined caste system,
strong navy, institutionalized slavery of nonhumans, gladiatorial
entertainment, cavalry of horse, camel, and fire drake. Galleybuilt ships are almost all copper-sheathed on the hull to protect
against mer attack, as the aquatic elves suffered at the hands of the
Kilmoorians and are mortal enemies. Kilmoorian rum is highly
prized, and Kilmoorian spice is a powerful narcotic, illegal in many
countries. Architecture includes ornate towers, stucco homes, and
sturdy oared galleys. See the Island Nations sourcebook for specifics.
Capital: Araksha
Motif: Middle-Eastern/Arabic/Persian/Tunisian with a fantasy draconic flair.

110

Broken Lands

Dalah Magis, The Enchanted Land


The Kainal Islands

he only republic to be found in the whole of Nia, the Kainal


Islands are an eclectic mix of race and culture. The region
is comprised mainly of humans, elves, earthfolk and faerie, with
enclaves of mer, goblins, orcs, and trolls. The islands are politically
neutral and fiercely independent and boast a strong privateer navy
and world-renowned mercenary units. The islands also exhibit a
very strong dueling culture. Horses, wine, and sugar cane are main
exports. Many travel to study fencing under Islander masters. See
the Island Nations sourcebook for specifics.
Capital: Anara

he Enchanted Land is an untamed wilderness that runs


south from the borders of Zeah. Various despot kings war
among each other, but there is no coherent law or control outside
individual domains. The land itself is overgrown with flora and
some of just about every kind of magical creature can be found here,
dragons included. Organized goblin kingdoms and larger tribes of
orcs and trolls are here as well.
Capital: N/A
Motif: Bakshis Fire & Ice meets Pellucidar meets Middle Earth. Traditional medieval
fantasy warlords battle fierce creatures and one another for their own scrap of territory.

Motif: Renaissance Italian/Spanish architecture, rolling hills and meadows, shallow


waterways between islands, whitewashed villas, sculptured gardens, open plantations.

Arcania
Zeah

eputed to be the hub of the elf species and the birthplace of


mankind, Zeah is a xenophobic, isolationist empire made up
exclusively of elves, faeries, and earthfolk. Not much is known to
the outside world about their inner workings since they purged all
humans from their lands and as a result spawned the Kilmoorian
state. Zeah has an ordered, clean society, ruled by the ancient elf
Emperor Aedan. There are no humans to be found within their
borders; visitors are rarely invited and interlopers are often killed
outright. Likewise, there are no signs of any Chaos-oriented race,
including greater dragons. Lesser dragons (including Wyverns)
have been domesticated and are used for transport and war
mounts, however. Megalithic wooden war machines, often powered
magically, strike fear into the hearts of would-be invaders.
Capital: Teyfa

Motif: Greco-Roman architecture over a lush, hilly landscape. A Maxfield Parrish


painting of classical Sparta. No black powder weapons, but lots of archers and magic.
Soldiers/armor resemble the Greek Hoplite.

111

Volcania

Dara Tova, Land of the Dead

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

ush jungles cover this volcanic continent. There is very little in


the way of level real estate as 80% of the landmass is dominated
by mountains and active volcanoes. Giant proto-dragons and wyrms
prowl the jungles, and windlords fill the air, while aghali-nyeh hunt
tribes of feral elf and small bands of humans. There are a handful
of tiny colonies flying the flags of Seris, Kilmoor, and the Kainal
Islands.
Capital: N/A
Motif: Krakatoa meets primeval Africa with a Polynesian/Micronesian feel.

Verdia
The Dark Lands

ush rainforest covers the majority of this large


continent in the south where a mix of jungle and
giant conifers hides hundreds of tribal kingdoms,
some housed in ancient ruins, some in wooden cities
in the canopy. Many exotic races and creatures exist
here, and the northern powers are beginning to set up
imperial outposts along the northern coasts. The major
powers invested are Kilmoor, Corvel, and Seris, with
Bachra and Kharhoun recent additions to the party.
The Raihar Empire has several small trading outposts
on the southern coast. Kilmoor raids the forests of the
Dark Lands for feral elf and montaka, aghali-ny, and
marrish. Several powerful greater dragons make the
Dark Lands their home as well.
Capital: N/A
Motif: Primeval American southeast meets colonial Africa, from firs to
kudzu, tribal natives to man-eating beasts.

112

Luria

cholars theorize that this continent is either a nexus point for


corporeal, arcane, and divine forces, or that it is a gateway
to other worlds. It is said that great and powerful sorcerers once
pooled their vast powers to create the fluctuating realities that
merge upon Lurias shores. Whatever the lands true origins, strange
and powerful forces are at work. Luria is ruled either by the Black
Empress, or the Red King, depending upon the time of year, as rifts
in the mortal world reveal parallel realities. The Web of Life also
is affected, causing wild fluctuations in magical energies. Modern
artifacts such as clocks and firearms do not work here; indeed, time
itself seems to run strangely.
Capital: Ellgard/Jentir

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

here are countless islands and


atolls scattered across Nias
oceans, and many of them are
populated. The races found on any
given island will vary depending
on the races common to the nearby
continents; humans and elves may
be found anywhere, but montaka
tribes will mostly be found in the southern climes. The residents of
these islands may be either racially pure or diverse, depending on
the tribe, and they may be friendly or aggressive to strangers. Many
island tribes have a more primitive culture, while others, especially
on the larger islands or along chains, may have small tribal empires.
Under the sea, there are hundreds of mer and ordanyo nations,
some large and established, and others small and tribal. The mer
(sea elves) and the ordanyo (sea dwarves) rarely deal with surfacedwellers, though this is slowly beginning to change. As the mer have
grown to hate the Kilmoorians, some nations seek alliances with
these aquatic enemies of the Kilmoorian state. See Island Nations for
more details on undersea races or tribal island dwellers.
The island of Dalah Mun, a crescent-shaped island along the
Zero Axis, has one of the most advanced of the island tribal cultures,

with a multiracial culture that is beginning to develop metalworking


and other technology; their empire reaches not only across the main
island itself but across the smaller islands in the chain. While ruled
by humans and elves, the empire includes several species of faerie
(including earthfolk and waterfolk), montaka, mer, and marrish.
Capital: N/A
Motif: Dalah Mun resembles a cross between the Hawaiian empire of the 18th century,
the Indonesian islands, and Madagascar. Forests, jungles, clear lakes, coastal reefs, and a
few small volcanoes are found on the main island, with similar territories on the other
islands in the chain. Other island cultures may include aspects of Hawaiian, Polynesian,
coastal Australian, Micronesian, Indonesian, Caribbean, or coastal African culture, or
any combination thereof. Races can include the common (human, elf, ogre, troll) to the
uncommon or rare. Undersea races have a rich, alien culture.

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

had cursed them, Deain


does not protect the dragons
as he protects his own first
sons. When a giant dies,
another takes his place and
his territory (perhaps even
his name, giving rise to the
legends of extreme longevity),
fulfilling his role in keeping
the Web of Life anchored and
balanced. And perhaps even
acting as the conduit from
the world to the realm of the
gods.

Giant

t is widely believed when Deain the Father of


Mountains first roamed the world, he began to crack
open the great rocks and boulders, and the first giants
emerged. Enormous, long-lived and solitary, giants are the
enigmatic prophets of the earthly plane, and their dialect
is one of only three direct branches of the ancient language
of the gods. Growing to heights of 20 feet or more, giants
appear fully formed in the caves, cliff faces, and craggy
mountains on every continent but the island nation of
Kilmoor. As the ancient sagas tell it, Dalah the Earth
Mother, angered by her rape at the hands of Deain, sent
mountain sheep in the guise of female giants to seduce
Deains great children of stone. The fruit of this trickery
were the troll and ogre races. This so angered Deain
that he decreed his giants were never again to know the
company of women; thus to this day all giants are male in
appearance, and sterile.
With a life expectancy of 2,000 or more years
(recording a giants exact age is problematic for many
reasons), giants are possessed of a unique chronological
perspective and many carve their prophecies and lessons
into the very rock of their mountainous domains. This
activity has generated a reputation for being in constant
communion with the gods and perhaps even having the ability to
see through time. Pilgrims and
priests
of all religious doctrines
p
~ G i an t P r o phet ~
consider
it a divine occurrence
c
to
discover
such prophecies
t
AGL 2
or,
better
yet,
be granted an
o
Athletics 1
audience
with
one of the
a
Brawling 2
awesome
creatures.
A few of the
a
Melee Weapon 2
better-known
prophets
such as
b
Stealth 3
Th
orim
of
the
North
have
their
DEX 1
own
acolytes
and
devotees.
o
STR 11
Giants are the missing link
Climbing 3
between
b
the mortal and the
Endurance 4
im
immortal,
the material and the
Swimming 3
d
divine.
Th
ere
has never been
WIL 4
a
an
accurate
or
concerted effort
Resist 4
t
to
count
them,
but estimates
PER 6
a
as
to
their
numbers
run only
Awareness 5
in
the
hundreds.
Whether
Wilderness Skills 3
d to jealousy over Deains
due
INT 4
le
lenient
treatment of dragons
Domestic Arts 1
o
or
some
other ancient race
Education 2
m
memory,
giants do not tolerate
Language 4
t
the
great
beasts
and will attack
Lore 5
t
them
on
sight.
Pitched
battles
Medicine 4
h
have
been
described
by
alleged
Natural Sciences 2
e
eyewitnesses
as
clashes
of
SPIRIT 5
p
primal
strength and will, two
Prophecy 6
a
ancient
and opposed titans
MANA 2
s
sharing
only
the patronage of
INITIATIVE 8
a
selfi
sh
god.
And while the
SHRUG 8
le
legends
say
that
Deain was
SAVE 15
g
generous
in his harboring of
d
dragon-kind
when Creator

Racial Stat Caps:


AGL 4
DEX 4
STR 12 (Minimum 7)
WIL 9
PER 7
INT 6
SPIRIT 6
MANA 9
Special Abilities: Prophecy 2
*Giants are created using 35 character points.

Cyclops

species of giantkin said to be created by Deain as the guardians


of his dwarf children, the cyclops are found almost exclusively
in the Raihar Empire. A physically powerful race, they often serve
as soldiers, laborers, blacksmiths, and other roles that require great
strength and fortitude.
Cyclops stand between 9 and 12 feet tall, towering over most
other species in the Raihar Empire. Their skin ranges from olive
to a slate gray, and their bodies are typically lean and muscular.
They possess lower canines that typically jut a few inches from
their mouth. Most notable about their appearance, however, is
their single eye, ranging in color from brown to blue or purple,
with multiple facets like the eye of an insect or the shape of a
carved diamond. It is said that Deain gave them their one eye as a
sign of how closely they would keep watch over his children. They
never blink, and it is difficult to tell when a cyclops is asleep or
merely pretending. Due to the width of the eye, they have amazing
peripheral vision, and some claim that a cyclops can even see in
a complete arc. While their vision does not completely reach a
complete circle around their head, it is remarkably difficult to sneak
up on a cyclops. Cyclops possess close ties to dwarf-kind, with most
of the population residing as citizens of Raihar. The species has
taken a particular shine to rune magic and weaponsmithing, and
some claim their work is even of a higher quality than the dwarf
masters.
Cyclops prefer the southern lands, and few have traveled as
far north as Kilmoor or Corvel, though they exist in very small
numbers among the Kainal Islands. They exist in tribal groups
throughout the Dark Lands and the other southern continents
unfortunately, many tribes in these regions have melded with ogre
tribes in these territories. Thankfully, most of the cyclops in the
115

world are civilized and living near


dwarves. The cyclops are one
of the few species that dwarves
tolerate in their cultural isolation,
and the cyclops have fully adopted
that culture as their own. They
are a rare species, but they stand
out when they do appear. Cyclops
give birth to twins, with the
occasional triplet or quadruplet,
though the infant mortality rate
is highalmost 75% die from
disease before reaching maturity.
This is primarily due to genetic
difficulties caused by a small
breeding stock, but even in their
homeland of Raihar, they are rare.
They reach maturity at age 19;
average lifespan is 250 years.
Racial Stat Caps:
AGL 5
DEX 7
STR 8
WIL 6
PER 7
INT 5
SPIRIT 4
MANA 6
Special Abilities: Awareness 1

~ 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

rom Dalahs revenge against


Deain came two lesser species
of giant-kind, and Ogres have the
distinction of being the stronger
and more aggressive of them. Ogres
appear in direct contrast to their
cousins the trolls; where trolls are
lean and lanky, ogres possess the
rotund body type and facial features
of their giant sires. Ogres of both
genders grow the hallmark rams
horns and can reach heights of ten
to twelve feet. Many grow their
lower teeth long, tusk-like, and
females will sharpen them into
deadly points. They gather in clans
of a dozen or so, usually a single
extended family. Mating occurs once
every six years, during chaotic and
often bloody inter-clan raids.
Ogre clans are highly
matriarchal. The females own
the possessions and rule the
village, while the males hunt and
116

bbattle. Females are polygamous, taking as many husbands as


they can keep. Ogres tend to avoid the other Chaos races, with
th
the exception of the ogron, whom they often accept as nearth
eequal members of the tribe, though no ogron may ever take the
pposition of Matriarch. They tolerate trolls a little more than other
rraces, and though they do not permit troll incursions into their
territory they are more willing to meet with and trade with their
te
ccousins.
Ogres shun civilized society, preferring to stick to dense
fforests, deep canyons, and remote riverbeds. They cling tightly
to their clan territory and will not usually stray from it unless
pprovoked or during the mating wars. Ogres are cannibalistic,
aand do not distinguish between mutton shank and leg of dwarf.
They also are just as likely to eat their troll or ogron cousins as
T
aally with them in times of strife (but the carapace of the gorgon
is tough on even ogre teeth). They are fair craftsmen, though
nnot half the metalworkers their troll relations are. A moderately
long-lived race, an ogre can theoretically live up to 200 years.
lo
Most males, however, have a lifespan of 80 years, due to their
M
vviolent culture and lifestyle. An adult ogre averages 8 to 10 feet
in height.
As part of the function of their matriarchal society, if a
ffemale is no longer happy with her mate, she can choose to cast
hhim out of the clan, thus creating the occasional rogue male
oogre who typically sets up camp in an old ruin or under a remote
footbridge. Some rogue male ogres have actually ventured into
fo
the countryside and kidnapped human women as mates (and
none have returned, signifying ogre males are either particularly
virile, or very picky about their dinner). Rogue female ogres
are extremely rare, and would indicate some heinous breach of
etiquette occurred within the tribe.
tradition or etiquet
Ogres speak their local dialect of Giant-kin, which
removed from Ancient. Communication is
is two steps rem
temporary alliances forged, but adventurers
possible and tem
are advised that a ppartnership with an ogre is only good as
wills it. As the ranger saying goes, A deal
long as the ogre will
lasts til supper.
with an ogre only las
can be used for ramming (WR3 stun). The
Ogre horns ca
horns are aalso AV5(head).
Racial Stat Caps:
R
AGL 6
A
DEX 4
D
STR 9
ST
WIL 6
WI
PER 6
PE
IINT 5
SPIRIT 6
MANA 6
Special Abilities: Endurance 1

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

rolls are, according to legend, one of two races of giant


offspring created by Dalahs clever trickery. They live in small
matriarchal tribes in thick wilderness, and resemble giant elves who
have suffered a terrible mutation. Long, matted hair and carved
fangs, a primitive, skeletal visage and burning eyes are a few of their
more common traits. Trolls are fiercely territorial and cannibalistic,
treating all outsiders as a potential meal. Growing to 8 feet in height
and living to ages of 200 years or more, tendency toward insanity
during their later years is common. Some elderly rogue males and
even females have been known to terrorize rural villages, stealing
children and livestock, although
g
such events are thankfullyy
rare. They have a flair for
Chaos magicks and have
a long history of forging
cursed, soul-drinking
rune weapons.
Trolls are more
willing to work with the
goblins than ogres are.
While they recognize
their racial ties to the
larger giant-kin, trolls
tend to find ogres
unsettling. They find a
greater kinship with the
goblins, given both races
proficiency with magic.
Trolls still prefer their
own kind to any other
race, but outcasts often
find homes within goblin

~ 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

tribes. Like ogres, trolls are


highly matriarchal, and the
males are almost universally
in a position of hunters and
warriors. All trolls are trained from an early age in the art of
weaponsmithing, and the race has a natural talent for making
armaments.
Trolls, it is said, stole the secrets of rune magic from the
dwarves during the Age of Chaos. The dwarves claim to have never
given the secret to any of the Dark Ones, but it is known that
trolls are nearly as good as the children of Deain at the runic arts.
They particularly prefer soul-drinking weapons, blades that drain
mana and spirit from their victims. Goblin necromancers often
purchase such weapons, and the resulting combination is deadly and
terrifying.

Racial Stat Caps:


AGL 7
DEX 6
STR 8
WIL 5
PER 6
INT 4
SPIRIT 6
MANA 6
Special Abilities: Craft Weaponsmith 1
117

~ Hob gobli n ~
~ Bear R i de r ~

Hobgoblin

he goblins closest relatives are the ice goblins,


oblins,
also known interchangeably as hobgoblins
ns
and Raalthuuks Horror. Raalthuuk goblinss are
a genetic amalgam of orcs and goblins, and they
ey
take their name from the rogue mage who
created their progenitors 500 years ago.
They have been secluded in the Region of
Ice on Nordia in the far north since their
inception, breeding and training for their
eventual rise to dominance. Two centuries ago,
o,
they made their first deadly assault against Corvel,
rvel,
successfully raiding several northern provinces.
s.
Though they were eventually pushed back, they
ey
have continually skirmished with the people in
n the
northern Empires, waiting for the best opportunity
tunity
to launch another full-scale invasion. Slave armies
mies of
human barbarian sledsmen follow the marauding
ding
hobgoblins and loot the wreckage, returning with
anything of lasting value.
Most residents of Nordia have heard the name of
Raalthuuk, though they believe him to be long dead. In truth, the
ancient mage is an elf in his sixth century of life, a devout disciple
of Marg and commander of what has been deemed the Raalthuuk
Goblin Nation. This is a bit of a misnomer, as the hobgoblins are
organized in small tribal units that have only a passing relationship
with each other. Tribes often war against each other for prime
hunting ground or to take slaves or mates. Any national identity or
organization is tenuous at best, mostly relating to the worship of
Raalthuuk.
Raalthuuks plan is the eventual genocide of all humankind.
He sees man as a mistake and proposes his merging of the product
of mans magic (orcs and goblins) as a worthwhile alternative.
However, Raalthuuk is old and growing senile, and he now rules
more through fear and worship than through actual power.
While hobgoblins prefer their own kind, they accept rogue
members of other races into their number. Trolls, orcs, goblins,
and others are all occasionally seen among ice goblin troops.
Like goblins, hobgoblins are patriarchal and women are often
regulated to subservient positions. Strong female leadership among
hobgoblins is rare.
Occasionally, a strong warlord can organize many tribes
together into a single efficient unit. In recent times, one especially
charismatic ice goblin named Karrak Icesoul managed to organize
an unheard of 85 tribes under a single banner. Calling themselves
Karraks Blood, they have performed some minor raids and border
skirmishes against communities in Corvel and Akrindor.
Goblins of the ice region share the stout orc frame and
aggressive disposition with the quick, wiry reflexes of their goblin
kin. Add to that piercing red eyes, razor-sharp fangs, a thick coat of
white fur and a predilection for riding giant polar bears into battle,
and you have that which strikes fear into the northern nations. They
generally stand about 5 to 6 feet tall. Their lifespan is unknown.
Teeth are WR1.
118

Racial Stat Caps:


AGL 7
DEX 6
STR 6
WIL 6
PER 6
INT 6
SPIRIT 5
MANA 6
Special Abilities: Endurance 1

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

orgons are steely-skinned, fierce-clawed, subterranean


creatures. When Mortisse dNorkrindor ruled, many trolls
came to support the foul-hearted witch. Those who served her the
most faithfully were gifted with fierce claws and skin as tough as
plate mail. She also taught them an offshoot of the healing arts
and limited rune magic, which are both still widely used by the
gorgons today. She then set them to guard her temples and holy
places. After Mortisse was vanquished by King Thorne Witchkiller,
the gorgons retreated into the wilderness. Their new homes were
made in caverns, often those caverns that eventually lead into the
Underworld, to guard where their queen now resides.
Gorgons run in packs of three to ten, though solitary
individuals are not unheard of. Though sentient and very intelligent,
gorgons prefer a more isolationist lifestyle, and even within their
pack are typically distant and spend a great deal of time alone.
Gorgons hunt singly, but if the shallow caverns in which they live
are threatened, they will attack the invader(s) as a pack. They are
cannibalistic, but their tastes are driven by motives more mystical
than practical. Brains are a specific delicacy and are believed to
impart a glimpse into the ethereal realm. They mark their territories
with the fallen bodies of their enemies, especially those petrified by
their pack leader, and tend to stay within it when hunting. Though
a close offshoot of the troll, gorgons are much more rare and tend

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

inotaurs are a somewhat rare breed of giant-kin. Like orcs,


minotaurs were an attempt to create a slave-race and were the
result of a magical crossing of trolls with wild bulls. They never bred
as prolifically as the orcs, and as they did not ally with elves during
the purges and were subsequently hit very hard, minotaurs are very
few in number these days.
In the early days of their species, minotaurs were exceptionally
violent creatures of pure Chaos, with no direction or focus. They
killed each other as often as they attacked others, and they were
well on their way toward extinction. According to legend, Mun
saw them and took pity on them, giving them that direction and
focus they were lacking. Though still creatures of Chaotic habit,
they follow Mun and her light, and they now live by her example.
Most of those who rejected Mun died off ages ago, though there are
precious few who worship Marg or Aghali to this day.
The minotaurs who serve Mun (the rule, not the exception)
live their lives in stages, like the phases of the moon. All of them
are born as new, and slowly wax towards greatness. They grow
more aggressive and violent, becoming the most bloodthirsty when
119

they have reached their full moon stage.


tage. After a
brief period of that, they start to lose their
bloodlust and slowly wane into a more
re
introspective mentality. Their leaders are
often those who have waned to a half-moon
f-moon
phase, where they have experience and
d wisdom
to temper their anger. Finally, they often
ten
become hermits, leaving their tribes and
nd
finding dark catacombs to wander, alone
one in
their thoughts.
Minotaurs are not particularly fond
nd of
humans, or other races for that matter.
r.
While they will eat another humanoid
d
if they kill him, it is not any more
or less favored food. In fact, unless a
humanoid is invading its territory, thee
minotaur will often merely ignore it.
Minotaurs prefer little to no contact
with other races. In some nations,
minotaurs are accepted as citizens, butt
even there, they usually prefer to stickk to
their own kind.
Despite their Chaos origins, thesee beasts
are sacred to Mun. To harm a minotaur,
ur,
except in self-defense, annoys Mun and
nd
will draw her wrath if the perpetrator is
a follower of the goddess. Luckily, thee
minotaurs will almost never attack one
who is visibly a follower of Mun, except in self-defense. There are
even some tales of Mun priests, living in isolated villages, making
offerings to local Minotaur tribes.
In general, minotaurs are not supporters of Chaos magic, and
though their mystics and shamans are allowed to trim the Web
of Life in cases of emergency, in general the tribes frown on such
behavior.
Minotaurs can live to 150 years of age, and females are fertile
for a period of roughly 10 years, from age 20 to 30. They stand
approximately 7 to 8 feet in height.
Racial Stat Caps:
AGL 6
DEX 6
STR 8
WIL 5
PER 7
INT 5
SPIRIT 6
MANA 5
Special Abilities: A minotaur can voluntarily enter a berserker
rage, and suffer no wound penalties while berserking. They do,
however, suffer a -3 to all skills involving cognitive functions
while berserking. Calming from such a rage requires a successful
Awareness roll at -3. Upon leaving the rage, they must make a SAVE
check at their current wound penalty. If they fail, they will enter
shock and may die if not treated immediatelyeven if they had
not been injured while berserking. (A successful Medicine check or
healing invocation is all that is required to stabilize the character).
120

~ 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

entaurs are one of the more prevalent species of a group of


creatures sometimes called Aghalis Children. According to
legend, when humans were first spreading out over the world,
Aghali looked on and wondered why he had no children to call
his own. After all, most humans rejected him and his ways. He
traveled the world, finding fresh battlefields, and he created his own
creatures from the pieces of the dead, sewing the corpses together
and breathing souls into them.
Centaurs have an equine body, with the torso of a human rising
up where the horses neck ought to be. They are fast and surefooted,
and have unmatched courage in battle.
Culturally and theologically, they serve Aghali and his Chaos
doctrine; centaurs are wild, ferocious beasts with little to no
restraint. Centaurs are known primarily for their skill with the bow;
it is said a centaur archer rarely misses. They are said to be extremely
brutal, wild, and feral creatures, even among their own kind. Rape
and murder within ones own herd is commonplace. A high infant
survival rate and a three-season gestation period helps counter their
high mortality rate. They generally stand about 7 to 8 feet in height,
and roughly 7 feet long.
There are tales of some centaurs, outcast from their own
people, who reject Chaos and Aghalist dogma. They are unable to
join most civilized societies, due to their species reputation and

~ Ogron Tra cker ~

their abhorrence of urban enclosure, so they often retreat into the


wilderness to become monastic trainers of the fighting arts.
Racial Stat Caps:
AGL 8
DEX 5
STR 8
WIL 5
PER 6
INT 5
SPIRIT 5
MANA 6
Special Abilities:
Missile Weapon 1

~ 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

gron (both singular and


plural) are a cousin race
of
o the ogres, often seen as
lesser
le
brethren of the fearsome
giant-kin.
g
Allegedly created by
Aghali
A
the Demon Serpent,
it is far more likely that they
are
a a mutated form of the first
ogres.
o
They appear as ogres
from
f
the waist up, but have
the
t body and four legs of a
northern
n
mountain goat.
Ogron often live within
ogre
o society, accepted as full
m
members
of their tribe (with
t exception that an ogron
the
c never become chieftess).
can
A they are rare, only about a
As
q
quarter
of all ogre tribes have
o
ogron,
and all of those live in
m
mountainous
regions.
Ogron are more agile than
o
ogres;
they are able to climb
m
mountains
with the skill and
s
speed
of a goat. Ogron are
often used as the trackers of the tribe. They are fast indeed; no land
creature can outrun one in a steep mountainous range, save perhaps
another goat. They generally stand about 9 tall, with an enlarged
goat body that is generally about 7 feet long.
Ogron can use their horns for ramming; this is considered
WR3 stun damage. It also gives them AV4 on the head.
AGL 6
Athletics 3
Brawling 5
Stealth 5
DEX 2
PER 6
Awareness 5
Wilderness Skills 6
INT 2
Domestic Arts 1
Lore 2
Natural Sciences 2
STR 7
Climbing 6
Endurance 5
WIL 4
Intimidation 4
Resist 4
SPIRIT 2
MANA 1
INITIATIVE 12
SHRUG 6
SAVE 11

Racial Stat Caps:


AGL 7
DEX 4
STR 8
WIL 7
PER 7
INT 3
SPIRIT 6
MANA 6
Special Abilities: Climbing 1

121

Waterfolk

aterfolk are those faerie-kind tied


to water. While they all can survive
above the waves and even travel across land,
spending more than a day without completely
submerging for one hour will sicken and
eventually kill them. They take a wound
for every day they are above water without
submerging. This cannot be healed until they
are once again fully submerged. They are
roughly earthfolk sized, generally standing
about 2 to 3 feet in height.
Nyads are a very shy race. They are beautiful,
and in some regions they are considered
exquisite concubine slaves. Due to their rarity
and high value at slave markets, they tend to
shun contact with most other races. If they
can be convinced to trust an outsider, they
can be very friendly, often gathering gifts and
food for their friends. Some are known to live
with or near mer tribes, but they avoid the
larger mer cities.

~ 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

Sirens are a breed with a hypnotically


beautiful appearance. They are armed with
sharp teeth and tend to travel in packs. They
enjoy the taste of raw flesh and have been
known to trick a lone individual to follow them into the water,
where the rest of the pack ambushes the hapless victim.

Kelpies are another aggressive breed. They are not attractive,


often dripping with whatever local aquatic plants exist in their
territory. They typically set traps for their victims, utilizing poisons,
carnivorous plants, or simple snares and deadfalls. They prefer to
eat their victims alive, so their traps are usually not fatal, but very
debilitating.
Nereads are a very gregarious group of waterfolk. They enjoy
visiting with people from the abovewater, and will often approach
boats with gifts of fish and shells in exchange for stories and
company. Sailor legend claims that its bad luck to harm a Neread.
Having a Neread swim alongside and in the wake of a ship is
considered a sign of good fortune. They often live near or with mer
tribes or nations.
Racial Stat Caps:
AGL 7
DEX 7
STR 5
WIL 5
PER 6
INT 5
SPIRIT 6
MANA 7
Special Abilities: Swimming 3
122

Firefolk
F

irefolk are those faerie-kind tied to fire. They


are exceedingly uncommon, and are typically
oonly found near areas of natural heat, such as
ggeysers, hotsprings, or volcanoes, and occasionally
desert areas. They are short-tempered and, while
d
they have no particular hatred of others, they are
th
kknown to attack with little provocation. Unlike
oother elemental groups of faerie-kind, there are
n
not different breeds of firefolk. They also are
vvery passionate, and their friendship and love,
w
while tumultuous, can be very rewarding. Cold
ttemperatures will kill them, howevertemperate
cclimates will kill a firefolk within one week, and
ccold climates will kill one within a day or two.
F
Firefolk are generally between 2 and 3 feet tall.
Racial Stat Caps:
R
A
AGL 6
D
DEX 7
SSTR 5
W
WIL 5
P
PER 6
IINT 5
SSPIRIT 6
M
MANA 7
SSpecial Abilities: Immune to all forms of fire and
h
heat. Can spit fire, range of 30 feet, WR2.

~ 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

here are numerous species of faerie-kind that specialize in Chaos magicks.


Cutting the Web of Life in their Glamours, they are very dangerous creatures.
Though they do not destroy the Web on the same scale as some of the larger Chaos
races, the Chaos fae are always willing to use Chaos magicks while away from their
clanholds. They tend to avoid cutting the Web of Life near their homes, however,
since they are not particularly nomadic. Sirens, Kelpies, and some tribes of sprigs
and firefolk are known to call on Chaos, but the most well-known of all the Chaosfae are the Will-o-the-wisps.
Will-o-the-wisps are an exclusive, Chaos-oriented faerie kind. Their wings are
insectoid and their skin is covered with a chitinous carapace that gives them a buglike appearance. They prefer living in swampy areas, where they are known to lure
travelers to their death. While they usually eat their victims, they sometimes treat
the corpses with glamours to preserve them. They sew the bodies of these victims
together and burrow through the corpses, turning the macabre creations into their
clanholds. Will-o-the-wisps and other Chaos faeries are hated and hunted by their
more Order-aligned brethren.

Animals

hile it is possible to modify any animal as needed


(perhaps the animal is particularly strong, and has an
extra point of STR; or perhaps it has learned a trick of
some type), most will have the same basic stats; natural selection
will lead to a strong uniformity among the following creatures.
Some animals, particularly predators that must compete for
resources, are of a greater size than their real-world counterparts.
Wolves, for example, grow up to 4 feet tall at the shoulder. Wild rats
can regularly grow as large as 3 feet long, not including its tail.
Arctic bears can grow up to 15 feet long.
Animals often possess some sort of natural weapons, either for
attacking their prey or for defending themselves against predators.
Most animals do not generally attack people, unless driven to by
desperation, fear, or disease (such a rabies or lycanthropy). They can
also be controlled by magic into attacking a target, or transformed
into undead, and in such cases, they can be extremely dangerous.

~ 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

oblin-wolves are another breed of Aghalis Children, created


somewhat recently, only a few hundred years ago. He created
the goblin-wolves from their obvious namesakes, and they have
lived up to both the ferocity of their wolf half and the cunning of
their goblin half. While many goblin tribes do not accept them,
fearing them, some accept them and even worship them. The ice
goblins also are known to recruit them for use in their campaigns.
While cunning beasts, they are completely insane, and they
have little more than an animal intellect. They cannot communicate,
preferring to use growls, howls, and other animal-sounds to express
themselves. They can be trained to use basic tools, and the ice
goblins have had limited success in teaching them to wield headcatchers, but they prefer their sharp teeth and claws. Even those
trained in the use of weapons will often throw them aside and attack
by hand when caught up in the fervor of battle.
Not all goblin-wolves are found among the goblin or ice goblin
tribes. Many instead hunt in small packs, or even are solo hunters.
They generally stand about 6 in height, with a body about 5 feet
long. Their maximum lifespan is unknown; they generally live only
about 30 years due to their culture.

~ 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

himera are a somewhat strange breed of Aghalis Children. The


first chimera was created out of three different beasts: a goat,
a lion, and a fire drake. These three beasts may seem a somewhat
odd combination, but Aghali knew what he was doing. This threeheaded beast has the temperament of a goat, the fierceness of a lion,
and the cunning of a fire drake.
Once he had created the first few chimera, the beasts spread
and mated. They are usually found in forested areas, though they
are no strangers to mountains or plains. While they usually feed
on creatures such as deer or boar, they are known to occasionally
develop a taste for humanoid flesh. Such chimera are known to live
just outside small towns or stalk roads, preying on lone individuals.
They are usually solitary, but there have been a few cases of chimera
working together as a pack to be able to attack larger groups. They
generally are about 7 feet long.
The goat head can ram (WR2). The lion head can bite (WR2). The
fire drake head can spit flame (WR3) once every 3 rounds.

~ 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

ne of the more vicious results of magical tampering,


manticores were an attempt to create an entertaining
arena
aren attraction in the Kilmoorian gladiatorial venues. Crossing
the northern
troll with the aggressive plains lion, and given a
n
poisonous, barbed tail for good measure, manticores have
been bred successfully in captivity. Unfortunately, some
specimens have escaped into the wild over the centuries,
establishing
themselves in remote areas throughout the
es
known
world. Possessing both the intelligence of their troll
k
predecessors
(albeit without speech capability) and the predatory
pred
instincts
instin of the lion, manticores are cunning, unpredictable,
and extremely
dangerous. Thankfully, they are uncommon and
ext
restrict themselves socially to small family groups at most. Bite and
claws are
ar WR2 each, the whip-like tail barbs are WR3. If the tail
barb causes
a wound, the potent toxin enters the victims system
ca
immediately with a DR4.
im
The bladed tail tip can
~ Sa mple Manticore ~
ffetch 250g on the open
AGL 5
market as a large dagger
m
Animal Combat 5
((a favorite of assassins, as
Liveliness 3
tthe blade retains coatings
DEX 1
oof drugs and poisons twice
STR 7
aas long as conventional
Endurance 3
ssteel blades). Each of the
Swimming 1
ccreatures four tail barbs
WIL 4
ccan bring 10g as darts
Intimidation 6
oor arrowheads (treat as
Resist 3
bbodkin, holds a single
PER 5
dose of poison or drug).
d
Awareness 4
The hide can fetch 80g,
Wilderness Skills 3
bbut the defensive toxins
INT 2
in the beast break down
SPIRIT 2
within minutes of death,
w
MANA 5
rrendering the poison
INITIATIVE 10
ggland without commercial
SHRUG 6
vvalue. They are generally
SAVE 11
aabout 5 feet tall at the
sshoulder.

125

Winding Sheet

Pegasus

he pegasi were created by Hausha ages ago; they are her


freedom given form. Horses gifted with tremendous wings and
the ability of flight, pegasi are beautiful creatures that typically roost
in mountainous regions.
Occasionally, a hardy adventurer has been able to capture,
tame, and train a pegasus. They are fiercely loyal however, and once
trained by a rider another cannot ride them. Untamed pegasi have
been known to appear in black markets as mounts for the rich and
patient. Costs vary widely.
Although they are only animals, they will remember any
mistreatment and will turn on the perpetrator when they least
expect it.
In the wild, they travel in flocks of 10 to 50, and they stand
at roughly 4 feet 6 inches at the shoulder. They are social beasts,
and care for their young jointly. Foals are born every year in spring,
and learn to fly within eight weeks. The rest of the flock guards
the young jealously, and they do not let the foals out of their sight.
Those who try to hunt their young must make their way through
the entire herd. They do not often lose foals to predators, but some,
such as Mountain
Dragons, are easily a
~ S ample Pegasus ~
match for the flock.
Kick attack (WR2).

126

AGL 7 (5 on the ground)


Animal Combat 5
Liveliness 7
DEX 1
STR 7
Endurance 7
WIL 4
Resist 5
CUN 4
Awareness 4
Wilderness Skills 6
SPIRIT 4
MANA 2
INITIATIVE 11 (9 on the ground)
SHRUG 6
SAVE 11

he winding sheet is a creation of Chaos


magic, an old experiment in terror by
priests of Marg, set loose on the world to sow fear and
suffering. Its natural appearance is a semi-translucent
flowing sheet approximately 7 feet x 8 feet at full
maturity. Its flesh is elastic, yet has a toughness that only
edged weapons can cut. The Sheet possesses a moderate
level of camouflaging ability, able to alter its color and
texture to blend in with bark, moss, leaves, or even
woven fabrics. After a kill, the creature becomes sluggish
and more visible, flushed with a reddish hue from its
preys fluids. It can glide through the air, propelled
by magical means. This locomotion makes very little
sound, except for a faint hissing the sound of cloth fluttering
in the wind. The creature is usually nocturnal by nature, leaving
its cocoon/nest (found in dark, moist, places) to feed at dusk. The
creature uses its silent mode of travel, translucency, and moderate
camouflaging
ability to catch
~ Sa mple Winding She e t ~
its prey unawares,
AGL 7 (-4 when recently fed)
striking fast and
Animal Combat 3
silent, wrapping
Liveliness 4
itself about its
Stealth 7 (-4 when recently fed)
prey to form an
DEX 1
envelope within
STR 5
which it secretes
Endurance 3
caustic digestive
WIL 5
enzymes and
Resist 5
narcotic substances
CUN 6
that render its
Awareness 5
prey sluggish and
Wilderness Skills 6
easily neutralized.
SPIRIT 3
After digestion, it
MANA 5
will leave behind
INITIATIVE 13 (9 when recently fed)
items not easily
SHRUG 5
consumedi.e.
SAVE 10
bones, armor,
weapons, jewelry,
etc. It will never
attack prey that it cannot completely envelop safely, and it will never
attempt a full frontal assault. The creature possesses a rudimentary
intelligence, an animal cunning that aids in the trapping of prey.
It has been known to slip into houses after dusk, disguise itself as a
bed sheet or cradle linen, and slowly consume the occupants in their
sleep. In open areas, it may wait for unwary travelers to fall asleep
in their bedroll, wait for the campfire to die down, and slither in to
feed.
The winding sheet has an acute vulnerability to fire and heat,
which destroys its flesh very rapidly. It will avoid areas with torches
and/or campfires unless driven by extreme hunger. The creature
also has a severe reaction to salt (like the slug); it will burn into
the creatures tissues, and cause it to flee (or attack, if hungry). A
common practice in rural areas is to throw a pinch of salt on sheets,
curtains, or in an infants cradle before sleep to insure one will wake
up in the morning undigested.

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.

~ Sa mple Arb oria l ~


~ Sha mbler ~

Little is known about how the winding sheet propagates,


although it is theorized that it divides, like a sea anemone when
reaching a certain level of mass. In any case, there have been large
infestations found by adventurers and hunting parties, so there is
some form of reproduction occurring. Evil sorcerers and priests of
dark gods will sometimes bind these creatures to act as watchdogs
around their lairs and temples to attack the foolish and unwary who
stray where the shouldnt. They generally are approximately 5 wide
and 5 long, but flat.
Winding sheets have a natural AV4 (fire and salt will ignore
this).
Digestion paralyzes the victim and causes 1 Wound Level
of damage every other round. Fire does double damage; acids do
no damage. Salt does WR1 every round, daylight does 1 point of
damage every 10 minutes. Blunt weapons do damage

Arboreal Shambler

ative to large forests and jungles of Nia, arboreal shamblers


are dangerous, deadly creatures. Clinging to the under-canopy
of trees, shamblers will track prey for miles until it is in a perfect
position to attack. A long, telescoping barbed stinger strikes the
target, injecting a potent neurotoxin that can potentially stun a
bear. Once paralyzed, two columns of razor-sharp teeth gouge a
hole in the victims skull. A steady flow of corrosive enzyme flows
into the cranial cavity, reducing the brain to mush, which is sucked
up through a hollow tongue. As the digestive fluids continue
pumping into the cranial cavity, they flow down the shaft of the
spinal column, which becomes liquefied and is sucked up as well.
Shamblers will occasionally go after larger prey, but larger animals

Natural AV 5
Stinger WR3 stun
Bite WR3

127

Dragon-Bat

espite their name, dragon-bats are not kin to dragons. These


bats grow to a wingspan of 10 to 12 feet with a body about
3 to 4 feet long. Unlike most bats, dragon-bats feed on meat, and
their mouths are filled with very nasty teeth. Dragon-bats shun most
large species (though theyre certainly not above carrying off an
earthfolk or two), but rabid dragon-bats are not uncommon. Such
beasts will attack a human without provocation.
Bite WR3.

~ 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

ing-owls are a particularly large variety of owl; they grow to


get a wingspan of up to 12 to 15 feet (with a body about 5 feet
long). They are shy beasts for the most part, but they can be deadly
when protecting their young or when cornered. Though difficult to
tame, many nobles enjoy
keeping them caged in
their home. They typically
~ Sa mple King - O w l ~
feed on rabbits, boar, or
AGL 6 (1 on the ground)
young deer.
Animal Combat 6
Liveliness 4
Beak, claws WR2.
Stealth 3
DEX 2
STR 6
Endurance 7
WIL 5
Resist 3
CUN 6
Awareness 4
Wilderness Skills 5
SPIRIT 2
MANA 4
INITIATIVE12 (7 on the
ground)
SHRUG 6
SAVE 11

~ Sa mple Ca ve Sp i de r ~

Giant Cave Spider

iant cave spiders are a particularly large breed of


spider that can get up to 7 feet long. These aggressive
hunting spiders will attack any prey up to twice their
size; they have been known to attack horses
rses or even
ogres. They are not web-builders, but they
hey do use
webbing for aid in crawling, or to line their
heir nest.
Bite WR1, plus poison.
Poison WR3.

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

he giant hawks native to the northern mountain ranges are


among the most sacred and prized creatures to the wild elf
tribes of Corvel, Bachra, and Tolak. Similar giant birds can be found
across the world. Subsisting on a diet rich in large mountain goats,
deer, elk, wild gryphons, local livestock and sometimes people,
these birds can grow to a wingspan of 30 feet, and create enough
thrust with their powerful wings to lift a fully-armored man off the
ground. A common rite of passage for elven youths is to ascend on
of the isolated peaks where the great birds make their aeries, and
steal an egg from the nest. It is, of course, quite a potentially deadly
prospect, and many braves lose their lives in the quest. However, if
successful, the brave will have a well-trained, loyal mount for the
next 60 years or so. Stolen eggs are incubated in sacred, enchanted
hatcheries. Hatchlings are hand fed and trained over their first year,
until they are strong enough to carry a rider.
Claws, beak WR2.

Gryphon

imilar in size and nature to the warhawk, the northern gryphon


has the hindquarters of a lion and tends to be more aggressive.
Far choosier in its diet, an adult gryphon will typically go after
small game and livestock, but will never eat humanoid flesh. For
that reason, gryphons have earned a reputation for nobility and
intelligence (although their distaste of human flesh could just be
due to the smell or texture). Domesticated gryphons are prized
throughout the world, and worth a lot of money. As battle mounts
they are far more versatile than warhawks, as they are capable of
ground as well as aerial assault. A hand fed gryphon hatchling can
easily fetch 50,000g on the open market, and once bonded to its
master will be a fiercely loyal companion for a good 40 to 50 years.
Claws, beak WR2.

~ S am ple War haw k ~


AGL 7 (2 on the ground)
Animal Combat 7
Liveliness 6
Stealth 2
DEX 2
STR 7
Endurance 5
WIL 3
Resist 2
CUN 7
Awareness 5
Wilderness Skills 4
SPIRIT 2
MANA 1
INITIATIVE14 (9 on the
ground)
SHRUG 5
SAVE 10

~ 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

hese giant relations


to the jellyfish are
dangerous creatures that have
been known to attack boats up to
frigate-size. Unlike jellyfish, which
lie in the water and allow their prey to
drift into their tentacles, sting-netters
will swim up to their prey and wrap
their tendrils around it. Once the target
stops struggling, the sting-netter drags
the body into its fleshy, transparent
body. The body of a sting-netter has
a diameter of 24 feet, large enough
to swallow some smaller ships, and
the tentacles can grow to 100 feet
long. It will attack larger boats, as
well, pulling any sailors unlucky
enough to be touched by the stinging
tentacles into the water and into its
body. Despite its size, the tentacles
are only strong enough to drag a
stunned target into the water. Each
tentacle gets a single action every
round; however, they do not act in a
unified or intelligent manner. Unless
traveling across the besieged deck of
the ship, a person will
only be attacked by
~ S a m p l e S ti ng-Netter ~
one to three tentacles
per round. Once the
AGL 2
beast senses there are
Animal Combat 4
no more struggling
Liveliness 1
figures, and once it
DEX 2
realizes it cannot fit
STR 9 (each tentacle has an effective
the boat in its mouth,
strength of 1)
it will leave.
Endurance 9
WIL 2
Each tentacle does
Resist 1
DR6 stun poison on
CUN 1
contact.
Awareness 2
Wilderness Skills 4
SPIRIT 1
MANA 1
INITIATIVE 3
SHRUG 6 per tentacle;
main body 10.
SAVE 11

Cavernmouth

avernmouth are enormous beasts of the sea, said to reach a


length of 500 feet or more. They are powerful creatures that
feed by merely opening their giant maws and swimming. They are
large enough to swallow even the largest boats. While they do not
seek out ships to devour, they are particularly unintelligent and will
often swallow boats
that get in their way.
~ Sa mple Ca ver nmo u t h ~
There have been
some rare tales of
AGL 2
people swallowed by
Animal Combat 4
a cavernmouth who
DEX 0
manage to survive
STR 16
inside the belly of
Endurance 7
the creature for days
WIL 1
or even weeks before
Resist 1
managing an escape.
CUN 1
Of course, engineering
Awareness 1
an escape is difficult
Wilderness Skills 4
when the beast spends
SPIRIT 1
much of its time deep
MANA 1
below the waves.
INITIATIVE 3
SHRUG 12
SAVE 15

131

Carnivorous Plants

nfortunately, animals are not the only creatures that


can seek the death of humanoid adventurers. There are
numerous species of large carnivorous plants that also seek
the vital protein of a human or elf found across the world. The
following species are some of the more common varieties, found in
several spots across Nia.
Because plants lack a central nervous system, they do not have Wound
Levels; instead, they possess Damage Points (DP). The DP can vary
depending on the plants species and age. The plant is dead if all DP
have been depleted.

Mundane Plants

rasses generally only possess 1-5 DP per strand, with only


the most tough and durable of grasses having as many as 5.
Flowering plants such as daffodils, lavender, or other such species
have between 3-10 DP. Tubers have 3-10 DP, vines have 5-30 DP,
shrubs can have 10 to 50, and full-grown trees can have anywhere
from 50 to 500, depending on the species. Cacti have as many DP
as a plant of the same approximate size, and thorns can have a WR
of anywhere between 1-3, depending on the type. Some plants
ts
possess toxins, which normally are either DR1 or 2 (stun) and
d
nsation,
generally are accompanied by a burning rash or a stinging sensation,
though some include disorientation or light headedness. Somee plant
d)
toxins are more potent, and can range as high as DR6 (wound)
damage, though this is extremely rare.

Darter

ommon to tropical climes, this small plant has small bladders


attached up and down its vine-like body. An unwary person
or animal who steps on a bladder will find a small, barbed dart
injected into the foot (or whichever body part triggered the defense
response). The dart is a potent neurotoxin, causing the victim to fall
paralyzed, as though dead, on the spot. The victim remains awake
and aware, but cannot move or speak. The drug does not naturally
wear off, but there are herbs that can counter the toxin. While the
victim is helpless, the vines then grow around and root into him,
breaking down the body in a slow and painful process.
The dart only deals a single Wound Level of damage, but it can
cut through any armor up to AV1 as though it wasnt there. Victims
must roll Endurance to resist the toxin at a -4. The vines grow over
the victim over the course of four hours; from there, the victim
will take 1 Wound Level damage every 10 minutes. This process is
very painful. A simple Medicine roll with the appropriate herbs, or
any spell that heals either stun or wound damage, can counter the
toxins.
Each vine has 15 DP.

Drop-Trap Tree

his large tree has several traps camouflaged within its


leaves. The roots, branching out across the ground,
have several small trigger hairs on them. Directly above
these hairs are the traps. When triggered by the root hairs,
the corresponding trap drops, shuts, and draws the victim
back up under the leafy cover with tremendous speed.
Once trapped inside, the victim is slowly digested.
Drop-trap trees can grow fairly large if they are well fed,
s,
sometimes getting as large as 50 feet in height. Some brigands,
brownies, and wood nymphs are known to use these trees as
hideouts or warrens if they know where all the traps are and how to
avoid them.
ul
Dodging a falling trap is very difficult; it takes a successful
ty).
dodge roll at -4 (if one is expecting the trap, there is no penalty).
If the character would have had success if not for the penalty, the
character is caught partially within the trap. The character takes
WR2 crushing damage (DB +8) to a random location. It takes less
than a second for the trap to spring. Victims caught within (or
partially within) take 1 level of damage every half-hour times the
targets SHRUG (for example, if the person has a SHRUG of 3,
they will take one damage level every hour and a half; if they have a
SHRUG of 4, it will be every two hours).
Each trap is considered to have a STR 8 and Strength Feat 4 for
the purposes of staying shut.
Each trap has AV7 and a 30 DP. The tree itself can have up to
250 DP, depending on its size.
132

Snapjaw

napjaws are usually found in swampy areas, dense rainforest,


or any environment that is warm and humid. Although rooted
firmly to the ground, their limbs are mobile and very animate.
When motion is sensed through their roots, they grasp their prey
with their jaw traps. These jaws are edged with serrated teeth,
can be up to 6 feet wide, and are strong enough to break human
bones. A mature plant usually has six traps, though larger varieties
have been know to sprout eight or more.
Each jaw gets one attack; it is considered have no initiative (it
will always go last; it must react to movement). Each has a variable
STR (from 1 to 4), depending on the size of the individual jaw. If
the jaw is successful in trapping nourishment, it will take two days

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

hese plants are found in remote areas of the northern half of


the world, as well as some jungle areas south of the Zero Axis.
The shroud leaf has large, wide leaves that secrete a sticky, sap-like
resin. Those who brush against the leaves trigger the trap. These
leaves begin to curl over, sticking to the target again and again.
Smaller leaves have been known to digest a persons limbs while they
struggle; larger ones can even wrap around a human-sized target and
digest it completely.
The leaves are extremely tough and resistant to damage. If
a persons limb is trapped in one of the traps, the limb is usually
digested to the point where the rest of the person can escape within
eight hours (of excruciating pain). The largest leaves can entirely
digest a whole person in about 35 hours. The leaves are not naturally
animate; they merely curl when triggered.
Each leaf is considered to have STR 7 and Strength Feat 8 for
the purposes of holding onto its target. Each leaf has about 30 DP,
while the entire plant has about 100 DP. It also has a natural AV6.
Victims caught in the leaf must make a successful SAVE every
hour or take 1 Wound Level of damage. Organic armor is digested
at a rate of 1 AV every half-hour. Metal armor or other nondigestibles will be released after approximately one hour.

Swamp-Trap

hese aquatic plants are found in brackish, shallow areas. They


are fairly large and grow close to the surface. When a target
steps on a trigger hair, a bladder below it swells and sucks whatever
triggered the plants defense under water. To aid in the capture
process, there are typically four to eight vines (average length of 9),
which wrap around the target and hold it below the surface. Once a
victim stops struggling, the bladder empties of water and fills with
digestive juices. A human-sized victim will be digested in about
three days, after which time the trap resets.
The animated vines have AGL 4 and Animal Combat 3. They
each have STR 3 and Strength Feat 2. The vines deal no damage;
they merely attempt to hold a victim underwater and drown him.
Each vine has 15 DP, while the whole trap portion of the plant
typically possesses about 40 DP. If for some reason a victim is alive
when they stop struggling, they will take 1 Wound Level damage
every two hours due to the digestion process.

Sweet Tree

his tree can grow up to 16 feet in height. Its flowers have a


beautiful, pungent, sweet smell. Unfortunately, that odor is
a powerful narcotic. Any living creature passing within 15 feet of
the tree must make a successful Resist check to keep from falling
asleep. If the target remains awake but still within the effective area
of the narcotic, an additional Resist must be rolled each round it
stays exposed (at a cumulative -1 penalty each round). If the target
fails the Resist check, it falls unconscious and must be physically
removed from the area. If the target is not removed from the
influence of the toxin, it has no chance of awakening. While it
lies unconscious, slow-moving vines will begin to take root in the
victim and digest him while still alive. It takes about one week for a
human-sized victim to die, and about one month to be completely
digested. This is a painless procedure, as the longer one is exposed
to the narcotic, he less likely they will wake up or feel any pain. It
should be noted that the narcotic of the sweet tree is just as potent
when absorbed through the pores, therefore only magical protection
is considered completely effective against it.
The fruit of the tree contains the same narcotic, though in
smaller amounts. Some people have developed methods for picking
the delicious fruit of a sweet tree safely and sell it for as much as 10g
apiece. Sweet Tree wine is particularly potent, extremely rare and
proportionately expensive. Doctors and healers also use a distillation
of the flowers as anesthesia for major surgeries.
A typical full-size tree has 75 DP and yields between 100 and
200 pieces of fruit.
Victims will take 1 Wound Level per day from the trees
digestive process.

Trap-Root

hese subtle plants have a deep-growing root system, and only


a small shrub on the surface. Noticing the leafy portion of the
plant is difficult, but doing so can save ones life. The deep roots are
bladders filled with digestive juices, and the sides are slippery and
very difficult to climb up. There is a trapdoor, usually right next to
the shrub portion, which remains covered until weight is placed
on it. When triggered, the door opens and the victim falls into the
bladder, where he drowns in the fluid before being digested over
the course of two days. Trap-Root plants often grow around fruitbearing trees and shrubs, using them to attract prey. The trap resets
itself immediately, so victims inside calling for help may have a hard
time being heard.
A successful Awareness check is required to notice the plant
itself, and a successful Natural Science or Wilderness Skills roll is
needed to recognize it for what it is. A victim who falls in must
SAVE successfully after his SHRUG in minutes, or drown in the
digestive fluids. In addition, he takes 1 Wound Level of damage
every two hours. Climbing out without some aid from above (a
rope, etc) requires three successful Climbing checks with a -2
penalty on each roll. A failure at any point means that the character
has slid all the way back down. Re-opening the trap from either
above or below requires a simple Strength Feat roll. The shrub
portion of the plant has only 5 DP, while the trap portion has 35
DP.

133

Dragon-Kind

ragons are perhaps the deadliest creatures in the known


world. The offspring of the legendary dragon mother
Shalekk, greater dragons have virtually impenetrable
skin, leathery wings, and a fierce, fiery breath. They also are quite
intelligent, capable of language and learning. Lesser dragons
ck, and usually
are typically smaller, vulnerable to normal attack,
unintelligent. Dragons are not known for theirr congeniality; they
th tremendous
are creatures of Chaos that crush their foes with
ences long
might. If they could ever put aside their differences
enough to do anything more than mate, they could easily
overthrow all other races in the world.
Thankfully, chances of this happening are
unlikely at best. According to the legends, afterr
des
Shalekk had killed her enemies, sewn their hides
d
into wings, and stolen Rais fire, Creator cursed
her kind. To keep them in check, Creator
made dragons exceptionally territorial. They
will tolerate the presence of another dragon
once every 10 years to mate, then must
immediately part ways. The mother of the
brood watches the eggs until they hatch,
and she will stay with and train the offspring
for no more than one year. At that point,
the young dragon must move on or fight his
mother for her territory.
Legends also claim that, when Dalah first
birthed the dwarves, Deain desired to raise his
m.
children, but Dalah refused to let him see them.
al his
So, he went to Shalekk and begged her to steal
children from Dalah. In return for her service, he gave
Shalekk half of his domain. To this day, most dragons
ten within
build extensive warrens deep underground, often
cave networks.
ons
The legendary toughness of a greater dragons
hide has its roots in ancient arcane history.
Regardless of the actual reasons behind the phenomenon,
the skin of a greater dragon cannot be pierced by any weapon that
is not the product of rune magic or constructed from dragon bone.
Crushing weapons can still cause internal damage to the beasts, but
a natural AV exceeding that of plate mail makes even that a tough
proposition.
The powerful flame breath of the greater dragon is no
exaggeration. Greater dragons (and some species of lesser dragon)
possess a gland that produces a caustic and highly flammable
salivary liquid. When they exhale this venom, it ignites on contact
with the air. A well-placed hit has been known to skeletonize a man
in mere moments.
Greater dragons possess legendary intelligence, capacity for
language, learning, and the working of magic. This is perhaps their
most intimidating attribute, for when one goes to dispatch one of
these awesome creatures, one is not dealing with a simple enormous,
lumbering brute; one is facing an ancient intelligence and strength
which once challenged the gods themselves.

134

Greater dragons spend a great deal of time in hibernation. The


expenditure of energy means having to satisfy an incredible appetite,
and dragons are not picky eaters. Their mating cycle includes a
12-hour period every 10 years that has come to be called Dragon
Night by most northern cultures.
Triggered by some
cu
ancient internal mechanism,
all adult dragons take
mecha
to the skies in an effort
o to seek out and secure a
mate. This is a chaotic
and dangerous time for
cha
bystanders, as well
we as the dragon participants,
and some of the great creatures are killed
during the ordeal.
When mating is achieved,
ord
the dragons split
off toward their home
s
territories, eating
anything of nutritional
ea
value along the way. Eggs are laid within
a month, and
a incubation takes another
year. Dragon
young are hatched in
D
broods of three to six, which
are fed and cared for by the
mother
until the yearlings set
m
out on
o their own to challenge
another
anoth dragons territory.
Dragons have a fairly set
genetic
pattern; there is little
gen
variation
in the species except
v
so far as age goes. The older
a dragon gets, the larger,
stronger, and smarter it
becomes.
No one is quite
b
certain
how old a dragon can
cer
get; some
so have been known to live
for a thousand years, possibly more. Truly
ancient dragons
are known to wither
dra
with age and even grow senile. Lesser
dragons have a much more limited
lifespan.
lif p

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

he smallest of the lesser dragons (measuring about 3 feet from


head to tail), the basilisk is potentially the most dangerous. It
also defies many of the laws applicable to other dragon-kind, yet it
is surely a relative. It is not winged, but it moves very quickly on
reptilian claws, easily jumps 6-foot heights and 10-foot lengths,
and secretes a flammable acid that it spits up to 12 feet, causing
small fires. In addition, the basilisk is the only known creature in
the known world to possess a biological rune. Whether a product of
creation, or just random chance,
the adult basilisks optic nerves
~ B asili sk ~
develop into the exact shape
of a rune of metamorphosis.
AGL 5
The rune is only visible from
Animal Combat 5
a direct angle, much like the
Liveliness 5
reflection of a cat or owls eye.
DEX 3
Meeting a basilisks direct gaze
STR 4
triggers an enchantment capable
Endurance 4
of transforming living flesh into
WIL 3
stone. Because the enchantment
Resist 4
vibrates the Web of Life like a
CUN 6
rune, the effects are permanent
Awareness 3
unless disenchanted. The upside
Wilderness Skills 5
is that the subject does not
INT 1
actually die, but remains in a
SPIRIT 2
permanent stasis. Victims of a
MANA 6
basilisks gaze have been revived
Petrification: 4
hundreds of years later with no
Initiative 8
ill effects except culture shock.
Shrug 3
If a solitary animal is cause
Save 7
for worry, then panic certainly
Natural AV 3
sets in when they swarm. One
flock of basilisks reportedly
attacked the walled
city of Marigor
just a few years
ago, numbering
an estimated 200
beasts. Such large
numbers and
organized attacks
are rare, however.
The tiny dragons
usually congregate
in small groups of a
dozen or less.
Bite, claws WR1;
Flame attack WR1.
Direct gaze: Basilisk
rolls Petrification;
target may roll
Resist.

Fire Drake
F

ire drakes can be found


~ Fire Drake ~
throughout most of the
AGL 5
k
known
world. They grow to
Liveliness 3
l
lengths
of 40 feet from nose
Brawling 5
t tail, and range in color
to
DEX 1
f
from
mottled brown to ebony
STR 10
b
black.
Although possessed
Endurance 3
o animal intelligence and
of
WIL 2
h
having
none of the magical
Resist 2
b
benefi
ts of the greater dragon,
CUN 6
fire drakes are feared and
Awareness 7
respected worldwide. Fire
Wilderness Skills 5
drakes, normally solitary, have
INT 1
been known to congregate
SPIRIT 3
in large herds upon occasion
MANA 4
and rampage through the
Initiative 11
countryside, laying waste to
Shrug 7
farms and towns, decimating
Save 14
herds of cattle and destroying
Natural AV of 8
crops with their acidic flame
(the only trait shared with their
greater cousins, and the one
for which they are named). Although external control of an arcane
nature has been blamed for such events, it is frightening to know
such a thing is possible.
Though illegal in many lands, a trained Fire Drake mount can
sell for more than 150,000 geld in those nations where they can be
purchased openly. Firedrakes can live for 100 years well maintained
in captivity, but rarely see half that in the wild. Fire drakes generally
reach lengths of 10 to 12 feet.
Bite, claw WR3.
Flame attack once every 3 rounds; WR4, 100-foot range, armor .

135

Oodong

he oodong are not yet


~ Ood ong ~
common in the civilized
kingdoms of the north, but
AGL 7
they are often found roaming
Animal Combat 3
the Akrindor plains. A few
Liveliness 5
have been imported, but they
DEX 1
are generally expensive and
STR 8
difficult to obtain from a
Endurance 6
licensed trafficker. Oodong are
WIL 4
bipedal, flightless dragon-kind
Resist 3
often used as personal mounts
CUN 5
by the nomadic tribespeople
Awareness 4
of Akrindor. In the wild, they
Survival 3
are semi-communal, living in
SPIRIT 2
familial herds. They feed on
MANA 3
small game such as lizards or
INITIATIVE 12
rabbits, and have few natural
SHRUG 6
predators. They are wary of
SAVE 12
humans and other humanoids,
and will run before they attack.
Once trained, they make quick
and loyalif somewhat temperamentalmounts.
Oodong can be purchased occasionally in the northern
kingdoms in provinces bordering Akrindor, as well as sparsely
throughout the world, particularly in Kilmoor, southern Arcania,
The Kainal Islands and in the Southern Wilds. They can carry loads
of 600 lbs up to 25 miles per day so long as they are fed and watered
regularly. Prices range from 1000g for a hatchling to 10,000g for a
saddle-trained yearling. They stand approximately 8 tall, and wellmaintained beasts can live to 70 years.
Claws WR2; bite WR1

Razor
azor
Drake

~ R azor Drake ~

he razor drakes are


AGL 5
a highly dangerous
Animal Combat 4
protodragon native to the
Liveliness 5
Southern Wilds. Highly
DEX 0
cunning pack animals with
STR 5
razor-sharp claws, razor
Endurance 4
drakes use advanced pack
WIL 3
tactics to take down prey
Resist 1
much larger than theythey
CUN 8
have even been known to
Awareness 2
take down a thunder lizard,
Survival 2
though they usually focus
SPIRIT 3
on easier prey. Even the
MANA 3
most powerful montaka
INITIATIVE 13
knows
kno better than to harass
SHRUG 4
pa of razor drakes on the
a pack
SAVE 8
hunt.
hun They possess massive
bonespur
claws on their heels,
bon
whi are kept razor-sharp.
which
e are known to cut their preys hamstrings to prevent them
They
from escaping and then consuming the prey while it still lives.
e packs range from four to 12 members. They generally stand
Their
app
approximately
three feet at the hip, and reach approximately 7 feet
long Like the thunder lizard, razor drakes are rarely found outside
long.
th Southern Wilds, though they have been transported to
of the
Kilm
Kilmoor
as gladiatorial beasts.
Fo
Forelimb
claws; bite WR2; bonespur WR4.

136

Shipwrecker

Thunder Lizard

his massive protodragon


is found almost
exclusively in the Southern
Wilds. Transporting it out
is incredibly dangerous, but
it has been known to make
its way into Kilmoorian
gladiatorial arenas. Measuring
up to 45 feet in length and
up to 15 feet at the hip,
the thunder lizard walks on
two legs, with short, useless
forelimbs. Its massive saberlike teeth are deadly and
dangerous, capable of cleaving
a troll in half in a single
bite. This deadly predator is
incredibly strong and nearly
at the peak of the food chain,
save for greater dragons.

~ 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

he shipwrecker is an aquatic species of dragon that lives entirely


below the waves; it does not have the correct physiology to
even breach far above the ocean surface. The shipwrecker possesses
a strong, serrated ridge atop its head, which it uses to attack its
prey. This brow is sufficient to significantly damage large craft, and
s
smaller
boats may be torn in two. As the boat sinks and the sailors
f into the water, the shipwrecker consumes the drowning victims
fall
w a large, tooth-filled mouth. It may cruise the area for days,
with
s
slowly
eating any survivors. Adult shipwreckers reach lengths of
a
approximately
35 feet.
R WR8; bite WR4.
Ram

Forelimb claws WR1; leg claws WR3; bite WR6.

~ 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

domesticated draconic breed, the quasi-pterosaur windlord


is a popular riding mount among the gentry and wealthy
adventurers. Being a species of lesser dragon, it does not possess its
greater cousins magical advantages or disadvantages. Windlords do
not breathe fire, but secrete and spit a highly corrosive acid. Most
domestic mounts have the acid glands removed; however, some
well-trained war mounts keep theirs for assault purposes.
A windlord hatchling easily fetches 10,000g on the open
market, while a trained yearling can command prices of 120,000g
or more. Windlords are omnivorous and require 15,000 to 20,000g
worth of varied diet and other maintenance per year. Well cared
for mounts have been known to live 150 years or more, and some
breeders have been known to pay upwards of 50,000g for a mating
fee if the sire is particularly famous. Windlords have a wingspan
of 40 feet, and a body
length of about 10 feet,
plus another 10 feet of
~ Wi nd lord ~
tail (which they use for
AGL 8 (5 on the ground)
flight stabilization as well
Animal Combat 5
as attack). Several species
Liveliness 6
of wind lords are found in
DEX 3
the wild throughout Nia,
STR 7
but what follows is the
Endurance 7
domestic breed.
WIL 3
Resist 2
Bite WR2. Tail WR2.
CUN 6
Acid spit 60-foot range,
Awareness 5
once every 3 rounds. Roll
Survival 5
one attack. WR3 damage
SPIRIT 2
first round, WR2 second
MANA 2
round, and WR1 third
INITIATIVE 12; 8 on the ground
round. (Armor ).
SHRUG 5
SAVE 10
Natural AV 5

138

yrms are very strong, powerful beasts with a cunning animal


intellect. Their bodies are long and serpentine. They have
forelimbs, but otherwise crawl on their belly like a snake. Aggressive
and territorial, these fearsome predators attack any creature larger
than a rabbit that travels through
th dominion. They are most
their
c
common
in forested areas, but
~ Wyrm ~
th have been spotted in plains,
they
AGL 4
d
deserts,
and mountainous regions
Animal Combat 3
a well. Wyrms appear to be closely
as
Liveliness 5
r
related
to greater dragons in that
DEX 2
th
though
they no longer possess a
STR 10
fiery breath, their skin has retained
Endurance 7
it magical resistance to normal
its
WIL 2
d
damage.
Only rune weapons or
Resist 6
d
dragon-bone
weapons can penetrate
CUN 8
th flesh of a wyrm, and its bones
the
Awareness 5
a the equivalent of greater dragon
are
Survival 5
b
bone.
The life cycles of the wyrm
SPIRIT 3
a mostly unknown at this time.
are
MANA 3
W
Wyrms
generally reach lengths up to
INITIATIVE 10
4 feet long.
45
SHRUG 8
SAVE 12
B WR4.
Bite
Natural AV 7

Greater Dragons

hese are perhaps the most majestic and terrifying beasts


in the world. All varieties of greater dragons have virtually
the same stats, varying only in age. There are subspecies,
however, that have different behaviors, appearances, and territories.
They can reach up to 60 feet long, with an 80-foot wingspan.

Forest Dragon

he most commonly encountered of the greater dragons, these


immense creatures dwell deep in subterranean caverns in the
deep woodlands. They range in color from bright green to dusky
brown with dappled markings on the neck and spine. Because of the
plentiful food in the deep forest, these dragons rarely attack urban
areas.

Mountain Dragon

Wyvern

yverns are easily the most


cunning of all the known
lesser dragons. No one knows
how these beasts came into being,
though one story claims that they
were greater dragons cursed by
Shalekk for collaboration with the
elves. Regardless, wyverns have the
same basic appearance as a greater
dragon, though they only get as
large as a yearling (30 feet from nose
to tail), and they have a far more
slender, serpentine appearance than
the greater dragons. Wyverns also
possess only one pair of legs, making
their physiology very birdlike.
Though they still possess wings,
they have lost their magical skin,
and their flame breath is very weak
and rarely used. They are, however,
very intelligent and capable of
language and magic. They behave
in a similar manner to the greater
dragons, though fortunately not
possessed of the same arrogance.
Bite, claws WR3.
Fire attack once every 5 rounds;
range: 20 feet, WR2 (Armor ).

~ 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

he second most commonly encountered of the greater dragons,


dragons of this variety make their lairs in the most inaccessible
peaks of the highest mountains. Just as solitary as any other greater
dragon, mountain dragons are the closest genetically to Shalekk,
the dragon progenitor. They range in color from blue-gray to
black, with white mottling, and serrated black fangs. They have
been known to attack urban areas if hungry or threatened. Their
Climbing skill is three more than any other type of greater dragon.

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

hese uncommon dragons create burrows in open plains. Their


burrows are often deep, complex, and labyrinthine. Plains
dragons are typically pale yellow, brown, or green with white or
brown mottling. They have been known to level farmlands, burning
crops, and eating the animals and farmers.

Desert Dragon

hese dun-skinned dragons prefer the heat of deserts. They


do not have burrows, much like other dragons do, but they
burrow into the sand, where they lie in wait for their prey. They
usually leave only their eyes above the surface while ensconced
under the dunes.
139

~ Hatchling ~
( 0- 1 yea r)

Swamp Dragon

lack scaled dragons that live in bogs


and brackish areas, swamp dragons are
often covered in algae slime and rotting
vegetation. These are perhaps the rarest of
the greater dragons, and little is known of
their hunting style or behavior.

Sea Dragon

hese dragons live in the ocean, typically


in the deepest parts of the sea. They
cannot use their flame breath deep below
the waves, but they occasionally surface
for raids on ships or coastal towns; they
can and often do use their breath for
such assaults. Their scales are often bluegreen with silver or white water caustic
markings, and they usually have barnacles
or kelp growing on their massive bulks. It
is believed that some sea dragons can get
even larger and stronger than normal landdwelling dragons, but if this is so, no one
has seen one and lived to tell the tale. They
are amphibious, and can breathe above and
below the water with equal comfort. They
have Swimming +3 over normal greater
dragons.

Lake Dragon

hese pale blue dragons live below the


surface of lakes and bays. They do
not dwell as deeply as sea dragons, though
they also are amphibious. They prefer to
do their hunting on the surface, feeding
on boats or wildlife that travels through.
Though they are called lake dragons, they
live in lakes, bays, rivers, or other smaller
bodies of water. They have Swimming +1
over normal greater dragons.

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

nimals and most sentient races


can become ghosts. Only faeriekind, dragons, and demons can never
become ghosts due, in theory, to some
different spiritual makeup.
Because they have no physical
form, ghosts are unharmed by most
attacks; not even dragonbone or fire
can hurt them. Only non-corporeal
spells and prayers have any effect at all.
Many animals can sense a ghostly
presence, as can those with a high
MANA or SPIRIT. Players can use
their Awareness skill to sense a ghost,
but instead of using PER as its base
stat, the player would use MANA or
SPIRIT instead.
Ghosts have shown talents at
making strange things happen, such as
causing items to weep blood, thunder
clouds to abruptly form overhead, or
spiders and other vermin to boil out of
the ground. The GM is encouraged to
be creative. Below is a list of suggested
abilities ghosts have been seen
exhibiting. No ghost seems to have
access to all these abilities, and assume
before choosing these skills that the
ghost cannot be seen or heard by any
living beast.

~ S am p le Ghost ~
L ad y L orinda Grey

powerful spirit of the House


of Grey in Corvel, she is
said to have been assassinated
for her political views. She
appears to love the people of
Corvel, especially those of her
home province, and she has been
known to assist those loyal to the
people of Greyhelm through hints
and clues.
AGL N/A
DEX N/A
STR N/A
WIL 4
Intimidation 5
Resist 7
PER 5
Awareness 5
INT 5
Education 6
Lore 3
Natural Sciences 2
SPIRIT 6
MANA 0
INITIATIVE 8
SHRUG N/A
SAVE N/A
Special Abilities: Instill Fear,
Materialize, and Temperature
Alteration.

Interact: The ghost can touch


things as though he were solid. This allows the ghost to pick
up an item or even damage a living soul. It is possible to throw
knives or punches, but it is rare that a ghost will pick up a
weapon and use it for an extended period.
Instill Fear: By making a successful Intimidation check, all
those within sight of the ghost will be filled with an unnatural
fear and wish to immediately flee the area. Players can avoid the
overwhelming urge to run by making a successful Resist check.
Even those who succeed will feel uneasy and may consider
leaving (players discretion).

Materialize: The ghost can create an image of what it looked


like in life. This may be modified by how it died; one whose
throat was cut may have an open, bleeding wound along its
throat. This is sometimes a translucent, shimmery image; other
times, it appears solid and very real. Some seem to be able to
alter their appearance in monstrous ways.

Soul Drain: The ghost must make a successful Intimidation


check vs. the targets Resist. Every success the ghost gets means
142

tthe target has lost a point of either MANA or SPIRIT.


The GM must choose either MANA or SPIRIT as the
ffocus of the power. Choosing both would constitute two
sseparate abilities.

Temperature Alteration: The ghost can alter


T
tthe temperature of an area. He can make it seem
u
unseasonably hot or freezing cold. While this does no
d
direct damage, it can be very distracting and disturbing.
This also can be used to start fires by focusing this power
oon readily flammable materials.

Possession: Ghosts with this power have their own


P
SPIRIT-based
S
skill of Possession; many have the skill
at
a least to a rating of 2 or 3. By rolling this against the
targets
t
Resist, the ghost can take over the body of the
target
t
for as many rounds as the number of successes (or
m
margin)
by which the target was beaten. If the ghost gets
more
m than four successes, he may take over until the next
s
sunrise.
Stats
S

hosts are many and varied. They will always possess


the same stats they had in life; they just cannot
aaffect the physical world without special abilities, so their
SSTR, AGL, and DEX are basically useless. However,
bbecause they are no longer tied to the Web of Life, their
Mana is always 0.
M

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

t should be noted that some beasts can never be carriers of the


disease. Tiny animals (most insects, small birds, squirrel, mice,
etc.) and magical beasts can never carry lycanthropy; the former
because they are killed by any disease-bearing attack, the latter
because they have no alchemical alliance with any body and the
disease cannot take hold within them. In addition, any race that
can never become undead, such as faerie-kind or dragons, can never
become infected by the disease. The curse lacks anything solid to
latch onto within their souls. However, they are just as vulnerable to
being killed by a lycanthrope.
It is possible to cure one who is still resisting the disease. It
takes powerful healing spells or prayers to do so, and many priests
or mages find it easier to simply kill the person, knowing that for
resisting the disease, they will go on to the City of Truth. Those who
surrender to the curse can never be cured.
Werebeast Stats
Lycanthropes have two sets of statistics: their normal humanoid
form, and their normal animal form. Their animal form is not
intrinsically more dangerous than an ordinary version of the animal,
but they have a more vicious cunning, or even complete sentience,
depending on whether or not the victim is resisting the curse. Use
the same physical attributes and skills for their animal form as an
ordinary member of the animal their mental attributes remain the
same, regardless of form.

144

ometimes the dead dont stay dead. The definition of an


undead creature is any animated corpse with some connection
to the Web of Life still within it mana without spirit. It
does not need to be the original connection to the Web, but it does
need to be a connection created from the strands of a living being.
Necromancers can animate a corpse, or can send a spirit of Chaos
to inhabit and animate a corpse, but without that tie to the Web of
Life, it is not truly undead.
Innately magical species, such as the faerie-kind and greater
dragons, can never become undead. Their souls are made of ancient,
primal energy, which is absorbed by the Web of Life at the moment
of their death. Other attempts to reconnect their bodies to the Web
of Life fail automatically. Unless otherwise specified in the entry, any
creature except those stated above can become undead.
There are several types of undead that have been recorded
across the world, with eleven species seen around the world. None
are particularly common. Other breeds of undead may exist in more
isolated regions. All undead feed on the living; what, specifically,
they feed on varies depending on the type of being. Undead need
only a certain amount of nourishment to keep starvation at bay. The
more life they consume, the more living they become, and an
overfed creature can sometimes appear to be a living being.
Without its chosen form of sustenance, an undead being
does not die, but merely rots further away until only the skeleton
remains. By this time, its hunger is so great that all reason is gone. A
hungry undead creature is even more dangerous than a well-fed one.
Most undead are annoyed by sunlight. While it wont harm
most kinds permanently, it confuses and blinds them, and they
avoid its contact. In general, they are nocturnal beasts, and seeing an
undead in daylight means it is desperate to accomplish something.

Damage

ormal damage wont kill an undead. Destroying its body by


fire and spreading its ashes will kill some kinds, but not all.
Each type can only be permanently killed by something specific.
If one deals as much damage to an undead that would destroy a
mortal target, it will become incapacitated. However, the moment
something nearby manages, either accidentally or purposefully, to
feed such an undead, the creature will return from death again.
They will heal most damage at a rate of 1 point every hour unless
disposed of properly. For the purposes of the text in the following
section, when killed appears, this means taking enough damage to
kill a mortal target, but it is not a permanent death for the undead
unless specifically noted.

Using Undead Creatures

ecause so many different beasts can become undead, rather than


provide you with information on human undead, below are
listed the changes a target goes through when their body rises. Thus,
to create a goblin ghoul on the fly, merely take a typical goblin, and
make the required changes. For a human, take any human template
and do the same. And dont be afraid to make unique and unusual
undead, even within the types weve given you. Weve also provided
a sample of most of the different undead types.
All undead have a SPIRIT of 0; if they possess any SPIRIT at
all, they are no longer undead.

Banshee

anshees are a type of undead


~ S ample B anshee
which are something of an
AGL 4
enigma. No one knows for sure
Brawling 2
what creates these creatures or
DEX 3
what purpose they serve, but
STR 4
only elves who have committed
Endurance 3
suicide ever become banshees,
Swimming 2
or those whose loved ones
WIL 4
have been taken by Tothas
Resist 2
wagon. Still, only a very small
PER 9
percentage of such people are
Awareness 5
transformed into banshees.
Bargain 2
Banshees tend to be female, but
Survival 3
they can be either gender, and
INT 5
they usually wear tattered white
Education 3
clothes. They cannot speak or
Lore 4
smile; they can only moan,
Natural Sciences 4
scream, and cry. A banshee will
SPIRIT 0
usually appear in places where
MANA 2
there is a great deal of sadness,
INITIATIVE 13
although some will manufacture
SHRUG 4
grief in their victims through
SAVE 8
murder or other acts. They have
no alliances or overall goals, but
they are often drawn to areas
of sorrow, sometimes even foretelling the approaching sadness. A
few have claimed to have seen banshees at Tothass feet, begging for
something, but the death-god always ignores their pleas.
To permanently destroy a banshee, it must be kissed, and then
burned to ashes.
Banshee Stats
Banshees gain +4 PER

Blood Children

lood children are a manufactured breed of undead, created a


few hundred years ago by an insane goblin necromancer. The
horrible experiment became a cultural tradition within the goblin
arcane elite, as it is seen as a particularly devastating moral blow
to the human/elf communities. Blood children are dangerous in
combat. They feed on flesh like a ghoul, and they can reproduce in
similar fashion.
Blood children can only be made from young of sentient races.
A piece of the childs soul remains trapped within the body of the
blood child; however, it is not enough to claim sentience. A blood
child contains any rage and hate the youth possessed in life, but
nothing else save a terrible lust for flesh. Blood children willingly
serve the goblin mage who created them, called their Blood Father
or Blood Mother.
Blood children look like young humans or elves that have
undergone a very goblin-like mutation, with macabre grins and long
claw-like fingernails. They must eat as much flesh as a ghoul to stave
off their hunger, but they are much more courageous than a ghoul,
traveling in broods of six to twenty in number. They can only be
permanently destroyed by killing the blood sire; in fact, killing the
sire will result in the immediate deaths of all the blood children.
Parents often tell naughty children to behave, or the blood
children will get them and make them into one. This folktale
is based somewhat in fact; blood children often kidnap young
humans or elves and take them to the blood sire for transformation.
However, they can also reproduce on their own, though not with
as much accuracy. Any children they kill by biting have a 1 in 6
145

chance of becoming a blood child, and a 1 in 3 chance of becoming


a ghoul. Most of the time, nothing happens at all, save the childs
physical death. Adults killed by a blood childs bite have a small
chance (a 2D6 result of 12) of becoming a ghoul. Anyone who has
reached puberty cannot become a blood child.
During a recent Raalthuuk goblin incursion into Corvel, one
goblin mage was a particular terror; he maintained a pack of 50
blood children, which he used to wreak havoc on the northern
provinces.
Blood Children Stats
Blood children gain the attributes of a full adult of their species;
claws and teeth WR1. An average blood child brood has 6 to
20 members (not including the sire), though larger groups are
not unheard of.

~ S a m ple B lood Child ~


AGL 4
Brawling 4
Combat Skill: Rogue: 3
DEX 4
STR 5
Endurance 3
Strength Feat 3
Swimming 2
WIL 4
Intimidation 4
Resist 2
PER 4
Awareness 4
Suvival 3
INT 3
Lore 2
SPIRIT 0
MANA 3
Initiative 8
Shrug 5
Save 9
Claws, teeth WR1

146

The Damned

partially demonic breed of undead (and thus difficult to


classify), the damned are those who have sold their souls to
Marg or another powerful demon in exchange for immortality.
While technically undead in that they have no SPIRIT with which
to seek divine intervention, many theologians classify them as a
breed of demon, due to their origins within the infernal realm. The
damned may have struck their respective deal with a tempter, or
they may have called upon the Dark One directly. They are always
given some sort of token to represent their contractperhaps even
the paper contract itself. They cannot permanently be killed until
that token is destroyed.
The damned are generally not upset by their current state.
Some feel betrayed, feeling that the bargain was a deception, but
most are satisfied with the bargain. Any sentient creature (save, of
course, faerie-kind and dragons) can become damned. They usually
appear much as they did in life, though their eyes often change to
become reflective in the dark, much like a cat or owl.
Damned feed on souls. With a successful Intimidation roll
vs a targets Resist, the damned drains one point of SPIRIT from
its target per margin of success. A damned must have 1 SPIRIT
every week to maintain its more docile form, or transform into a
ravening, fearsome creature, alternately wallowing in hunger and
self-pity, then flying into
a homicidal fury with
~ Sa mple D amne d ~
bloodcurdling shrieks
of agony. Victims who
AGL 4
lose SPIRIT regain it at a
Combat Skill (Soldier) 2
point a week, unless it is
DEX 3
reduced to 0.
STR 2
Endurance 1
Damned Stats
WIL 4
MANA maximum
Resist 2
increases by 2.
PER 4
Awareness 3
INT 5
Cultural Sciences 2
Education 2
Language 2
Literary Skills: 1
Lore 2
Theoretical Sciences 2
Natural Sciences 2
SPIRIT 0
MANA 8
Arcane Theory: (Combat) 4
Arcane Theory: (Divination) 3
INITIATIVE 8
SHRUG 3
SAVE 6

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

houls are the single most


common type of undead, and
nd
are most often created on accident.
nt.
Many things can create a ghoul,
from a necromancer casting a
powerful spell near a graveyard,
to a failed attempt to create a
different undead, to an undead
attempting to create another of
his kind.
Ghouls feed on raw flesh.
They usually retain no more
than the tiniest shard of their
original soul; some even say
only the memory of their soul.
As a result, they are cowardly
creatures, and will rarely attack
someone in an even fight. They
will usually only go after a
target if they are certain it can
be beaten. Even then, they will
often try to surprise the target and
d take
it down quickly. As a result, they more
often feed on carrion, which doess not
do much for their intelligence and wit.
They tend to be dim-witted, often slow moving (unless they have
been getting a supply of very fresh food), and especially skittish. In a
large group, however, they may gain courage, and will happily attack
even a well-armed target if they outnumber it six to one or more.
When cornered, or when especially hungry, they can attack with a
passion only the truly desperate can manage.
Ghouls can accidentally create more of their kind; if a living
target is killed by a ghouls bite, there is a 1 in 6 chance that the
target will also become a
gghoul.
A necromancer
~ S a m p l e Ghoul ~
ccan easily attempt to
AGL 3 (2 if eating corpses)
ccreate a ghoul; it does
Brawling 3
n
not take much subtlety.
Melee Weapon 2
B
But the animators of
DEX 4
tthe dead usually try to
STR 4
ccreate more sophisticated
Climbing 1
ccreatures, and ghouls
Endurance 4
aare most often the byStrength Feat 3
p
products of failed spells.
WIL 2 (1 if eating corpses)
W
While not especially
PER 3 (1 if eating corpses)
ccommon servants of a
Awareness 2
n
necromancer, ghouls are
INT 3 (2 if eating corpses)
eeasily controlled through
Domestic Arts 1
m
magic and can be a
SPIRIT 0
rrelatively easy source of
MANA 1
m
muscle.
INITIATIVE 6 (4 if eating
Ghouls can be
corpses)
p
permanently destroyed by
SHRUG 3
ccomplete immolation, or
SAVE 6 (5 if eating corpses)

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

iches are the single m


most powerful undead creature in existence;
thankfully,
h kf ll they
h are the rarest, with only a handful ever recorded
in the history of the world. Liches are those people who have
gathered such a mythos about them that when they die, many refuse
to accept iteven the gods themselves. A lich is generally renowned
for some great attribute, and they grow only more legendary after
death; perhaps they were known for their cunning, cruelty, magic,
or strength. Liches are not inherently evil, but their inability to reap
their final reward while trapped in a rotting dead body makes even a
hero go mad.
Whenever someone spends a point of Destiny while in the
vicinity of the lich (no more than 500 feet), the lich absorbs that
point, which is then lost permanently to the user, as are its effects.
A lich must absorb one point of Destiny per year in order to remain
fed. In order to permanently eliminate a lich, the legend to which it
is associated must be destroyed. Only time can make people forget a
legend, and even time cannot erase every tale.
Lich Stats
Choose a single attribute (other than SPIRIT) for which the
Lich was renowned in life. The lich gains +1 to that attribute,
and there is no maximum for itit can be raised with
experience indefinitely.

NOTE: No sample lich is included.


If you use a lich in a game, it should
be a central character; no one will
ever randomly encounter one.

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

ecause of the type of burials common among the upper castes


in certain cultures, mummies are most commonly located
within Kilmoor, Kharhoun, and Harkilon. Undead mummies are
embalmed with fluids that have mystical properties. Each have their
internal organs removed and placed in separate, specially prepared
jars, and most are wrapped in bandages before burial.
Most undead mummies are created at the mummy-to-bes
request, often a necromancer requesting eternal life from a fellow
necromancer, such as a student, and ally, or even sometimes another
mummy. As the process is not perfect and can result in a ghoul, it
is not undertaken lightly. Other undead mummies are created as
an act of vengeance against a victim, whois sealed inside a tomb
in a neverending state of undeath and hunger. Graverobbers who
accidentally release such a creature soon regret their mistake.
Mummies feed on the internal organ that represents the seat
of consciousness in their culture. The Kilmoorians believe that the
seat of consciousness is the brain; thus, mummies prepared in that
region of the world feed on brains. Mummies in Kharhoun and
Harkilon, however, feast on hearts. A well-fed mummy retains all
the intelligence he had in life, and may even gain a slight intellectual
advantage. Such mummies can easily pass for the living.
A poorly fed mummy will not rot, but instead rapidly age and
wither, soon resembling an ancient and desiccated corpse. Eating
the seat of consciousness from another being once a week will keep
the mummy in prime condition. There are no requirements for
becoming a mummyeven animalsmay be transformed into this
variety of undead (and often are in Harkilon).
A mummy can be permanently destroyed by the immolation of
the mummys seat of consciousness, which is kept in a separate jar
from the rest of its body. This act will set the mummy ablaze as well.

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

evnants are souls


that have escaped
from the Underworld to
accomplish some task
or goal, and have put
their souls back in their
original bodies. Although their general appearance does not change,
the cause of their death is always visible and often exaggerated. No
one knows why some creatures are able to become revnants and
others die, never to return, but all revnants that do exist have some
driving purpose or goal that they must accomplish before they can
be put to rest. Revnants cannot be permanently destroyed, though
they can be taken out of commission. They are virtually unstoppable
until they have achieved their objective. Even if temporarily killed,
anyone touching a revnant corpse with bare skin can have their WIL
drained and thus restore the revnant to life.
Revnants feed on WIL to stay alive. With a touch to bare skin,
a victim loses 1 WIL; they require 5 WIL a day to stave off their
hunger. Victims of a revnants touch regain their WIL at a rate of 1
point a day. Those who are reduced to a WIL of 0 enter a coma, and
will not awaken until their WIL begins to return the next day.
Revnants can be most any type of creature, including animals.
They are very rare, and upon completing their goal, they return to
the Underworld, leaving their corpse behind.
Revnant Stats:
With the exception of a SPIRIT of 0, identical to their stats in
life.

~ 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

ampyres are a strange variety of undead. Some time ago,


according to legend, a great priest of Dalah named Vyas
became the first vampyre. Vyas fought one of Margs greatest
servants, the demoness Kalasst. Upon defeating her, he drank her
blood to gain her power, so he could challenge Marg himself. Dalah
was horrified by what he had done and turned her back on him.
He grew to loathe what he had become and tried to kill himself.
Kalassts power, however, was too strong within him and refused to
let him die.
Vampyres feed on blood, and must drink a pint every day.
Animal blood will sate them, but it is not tasty; human blood is
the best, though other sentient races taste better than animals to a
vampyre.
For reasons known only to the gods, humans are the only
candidates for this type of undead. The soul does not have to be
willing to become a vampyre; therein lies the tragedy of these
creatures. Upon becoming a vampyre, Dalah ignores them, and
many vampyres can feel a change in their soul. Many go mad, while
some turn angrily away from Dalah, Rellian, and other gods, and
serve Marg or a various forces of Chaos.
If a human dies from the bite of a vampyre, there is a 5%
chance of rising as one. However, if the victim was excommunicated
from her faith, or if she is the seventh child of a seventh child (as
Vyas had been), then there is only a 5% chance that they will NOT
rise as a 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

The canines of a vampyre grow long, slender, and pointed; its


eyes often have a reddish glint. Other than these subtle changes,
the vampyre looks more alive than most other types of undead.
A wooden stake of Dalahs sacred tree, the yew, can paralyze a
vampyre, but only a combination of beheading and burning
(through either cremation or exposure to sunlight) will permanently
destroy one.
Vampyre Stats
Vampyres gain +2 to their STR and their AGL, and +3 to their
MANA; many learn the ways of magic even after their death.
Primal is very common, as they often learn metamorphosis
powers, and healing with a focus on hypnosis.
While they do not gain any other immediate boost to any other
attribute, their maximum attributes all raise from 6 to 8, with
the exception of MANA with a maximum of 9.

149

Wight

ights are a frightening form of undead created by necromancers specifically


for us
use in battle. Unlike zombies, which are easier to create but less useful on
the battlefi
battle eld, wights are trickier to make but are ruthless and efficient killing
machines.
machi
Wights go through a more noticeable physical change upon undeath.
Their teeth grow sharp and pointed, like a shark or a barracuda, and their
faces stretch, giving them a macabre grin. Their bodies grow lean, and
their limbs, especially their fingers, grow long and thin. Their hair often
grows long and thin, and many leave it unshorn, giving them the look
of a wild beast.
Wights require a willing soul to create. It is difficult to control
a wight, but it will often aid the necromancer who created it out of
thanks for its permanent state of being. Conversely, it might also tear
the necromancer apart.
A wight feeds on life. With a touch, the wight can deal WR1
damage, ignoring all armor. It must deal 5 points of damage in a
day to stave off its hunger. Wights can be permanently destroyed by
decapitation,
followed by a ritual wherein its mouth is stuffed with blessed
d
bread
bre and buried separately from the body. Wights cannot speak, but they
emit a chilling hiss.

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

raiths are a breed of undead created by Marg himself. If a reaper


knight serves the Dark One faithfully and is judged worthy to
continue to fight, Marg may reawaken that Reapers armor and body.
If the body rises, the corpse will crumble to dust within days and the
blood will coat the inside of the armor. The armor remains standing
and is animated by the life force of the blood within.
A wraith needs 1 SPIRIT a week to stave off hunger. Any
successful sword strike that does 4 or more damage drains 1 SPIRIT
from a victim. Some even impale their quarry with their swords,
draining 1 SPIRIT every round from the pinned target.
When the visor of a wraith is raised, thick dark blood can be seen
coating the inside of the armor, and a shadowy transparent phantom
with piercing red eyes will glare balefully from the helmet. As they go
without SPIRIT, the blood inside will dry and flake, and the armor will
age. However, wraiths can place themselves in a state of deep suspended
animation. Should someone with SPIRIT pass by, they may awaken
with a successful Awareness roll. Once awakened from this stasis, they
must feed within five minutes or they will be overcome with hunger
and enter a ravenous feeding frenzy.
Because wraith armor is dragonbone, only certain types of
weapons can harm the armor. Only noncorporeal effects and fire can
harm the spirit within, however, as can running water (which deals
damage as though it were fire, as it washes the blood from the armor).
To permanently destroy a wraith, the armor must be cleansed of the
blood within. Wraiths cannot speak.
Wraith Attributes:
+2 to their mortal STR and AGL.

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

ombies are created by necromancers for the sole purpose of


servitude. Like a ghoul, they possess only a tiny shard of their
original spark of life. They look like very freshly preserved corpses
and can speak (provided they could in life), but they have nothing
to say unless they are given a specific phrase by their master. Almost
any race can become a zombie, including animals, though humans
are the most common, followed by orcs. Zombies must feed on the
blood of their creator, and must drink a goblet a week to remain
undead. They can be permanently destroyed through cremation,
or by killing the master and thus starving the zombie. They obey
their creators orders unquestioningly, but they are not particularly
bright.
Zombies are next to useless in battle. In the right
circumstances, a zombie who has received very specific instructions
can be beneficial, but they lack imagination and proactive thought.
Zombies have no ability to parry or dodge, but they can use a single
attack incessantly. They can handle cleaning dishes and gardening
far more easily than subduing a living opponent.
Zombie Attributes:
INT and PER drop by (rounding down, minimum of 1).
WIL drops to 1.

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

hese frightening creatures are among the most powerful and


most feared of demon-kind. Dark lords are as strong as some
giant-kin, and they are among the highest-ranking of the demons
that can still be successfully summoned and (rarely) controlled. They
are usually 8 to 10 feet tall, with powerful muscles and a deep red
skin. Huge leathery wings extend from their backs, and fierce talons
and teeth complete the image of terror.
Dark lords are highly intelligent, sadistic, and cruel. While they
are often trained in numerous weapons, their preferred weapon is
often the whip, for it is an instrument of pain. They also possess
some limited magic, though their trade is more in brute strength
than in the mystic arts. They are never summoned for trivial
purposes,
but if left to their own devices, they can be ingenious in
p
their use of subtlety. They are masters of mental as much as physical
torment. Their voices are deep and booming, with a gravelly tone.
Many dark lords specialize in fire elemental magic, and many
prefer
to cause their weapons to be consumed in flame. This effect
p
will deal additional damage to the victim, while also serving as a
w
useful source of intimidation. Dark lords generally have about 10
points worth of spells, typically in elemental, but occasionally in
p
necromancy, combat, or summoning.

species of demonic dog, the barghest is also sometimes called


the hellhound.
Dangerous and predatory,
the barghest has a high
~ S a m p l e B arghes t ~
animal cunning and a
AGL 5
ferocious disposition. In the
Animal Combat 5
Caverns of Chaos, barghests
Liveliness 4
often travel in packs, tearing
Stealth 4
to pieces any prey they can
DEX 1
findthough they rarely
STR 7
consume their prey, as
Endurance 5
they do not need to feed
Strength Feat 2
for survival. They are the
Swimming 2
favored guard-beasts of many
WIL 4
summoners, though most
Intimidation 5
mages can control only a
Resist 2
small number.
CUN 5
Resembling massive
Awareness 5
war hounds with black fur
Survival 5
and blood red eyes, barhests
SPIRIT 1
have a howl that can chill the
MANA 2
bones. Little is as savage or as
INITIATIVE 10
dangerous as an uncontrolled
SHRUG 6
barghest.
SAVE 11
Bite WR3
Claws WR1

~ 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

esembling the typical


decorative gargoyle,
tthese demons often serve
aas foot soldiers of Margs
h
horde. Devils are relatively
eeasy to control, as they are
tthe most eager to please of
aall the demonic ranks. They
aare constantly on the lookout
ffor ways to prove themselves
tto their demonic and magicu
using masters.
Mages who summon
d
devils usually do so for the
qquick acquisition of an easily
ccontrolled minion. Devils can
sserve as capable guardsmen,
ssoldiers, and fighters, but they
are not especially stealthy.
Some are gifted with leathery wings for aerial combat. They can
speak, and their voices are somewhat deeper and raspier than that of
a human.

~ 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

elated to the tempters, djinn are a powerful class of demon


capable of striking infernal pacts and enjoy sly enticement as
much as their demonic brethren.
The djnn were cursed by Creator in ages past to aid those who
requested it. They despise their obligation, and will only follow
their orders to the letter, blatantly ignoring or actively working
against the spirit of the request. The djinn does not have to grant
just anyones wishthe subject must have either summoned or have
aided the djinn in some manner. Even then, the subject only gets
a single request. While the djinn have no ability to warp reality to
grant wishes, they are powerful mages, and until the wish has been
granted, the djinn must work to make the wish come true.
Some djinn do not mind the obligations that Creator cursed
them with. These individuals were seen as traitors by their brethren
and were sealed within boxes, urns, rings, lamps, and other
artifacts. Such djinn are uncommon, but those loyal to Marg often
impersonate such benevolent djinn to fool their potential masters.
Djinn are human-like in appearance (whether appearing
as male or female), often with a reddish tint to their skin. They
generally prefer warmer climates, and they typically appear in
lighter, scantier clothing common to these preferred lands.
Most djinn are able to grant the usual wishes of status,
power, and/or riches (subject to GM caveat). They do not have
the responsibility to bring a wish into being that is impossible to
accomplish (Djinn, bring everlasting peace to Nia). They cannot
accomplish any mystical effect that their magic does not already
grant them. Generally, the more grandiose the wish, the more
strings are attached. A character wishing to be the wealthiest, most
powerful person in the world may find that there are assassins
around every corner, poison hidden in their food, and lackeys
salivating over their fortune. Djinn often arm themselves with magic
swords.

Efrit

~ S a m p l e E f rit ~

close relation to the dark


AGL 4
lord, the efrit is a massive
Athletics 4
green-skinned being of the
Combat Skill (Rogue) 3
Underworld. Efrit tend to
Combat Skill (Shalekkhar) 4
prefer warmer lands, but they
DEX 2
have been seen in some of the
STR 8
colder nations as well. Efrit
Endurance 5
are powerhouses of physical
WIL 5
destruction. While they do
Intimidation 5
not possess any magical talent,
Resist 4
these demons are highly
PER 6
intelligent and fearsome
Awareness 5
warriors. Like their dark lord
Command 4
brethren, the efrit are masters
INT 5
of inflicting intellectual
Education 4
torture as well as physical
Lore 4
pain. Combining a frightening
SPIRIT 4
cunning with a powerful
MANA 2
physique, the efrit are popular
INITIATIVE 10
among the summoners in the
SHRUG 7
warmer climates. They possess
SAVE 13
an unarmed combat style that
Claws WR2
resembles Shalekkhar in form
and function, although they
have no need for artificial
claws, possessing their own long talons. Unlike the dark lords,
efrit possess neither wings nor the ability to fly, and their faces are
slightly more human-like. Their massive horns and fangs, however,
give away their demonic origin.
Efrit are typically armed with a single one-handed weapon,
often a sword. Even unarmed, however, their powerful claws are
deadly.

Imp

nlike devils, who are just high enough to constantly attempt


to ascend in rank, imps realize that there is little hope of
promotion. Most are content
to be what they are. They are
~ Sa mp l e I mp ~
not particularly good warriors,
and their fighting style is
AGL 3
often described as annoying.
Athletics 3
Imps are u
usually summoned
Brawling 1
as servants
servants, messengers, spies,
DEX 5
and assista
assistants. They are lazy
Thievery 4
and becaus
because of this seem less
STR 2
intelligent than they actually
Endurance 1
areafte
areafter all, the more
WIL 2
brainless they seem, the
Intimidation 1
less work theyll be asked
Resist 2
to do. Im
Imps can speak, and
PER 4
generally d
do so in a nasally
Awareness 3
whine. They stand about the
Gambling 4
height of most earthfolk,
INT 4
and th
they possess small,
Education 2
capable wings that
Lore 4
enable them to fly.
SPIRIT 2
MANA 2
INITIATIVE 7
SHRUG 2
SAVE 4

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

oltarchs are spirits that are able to possess inanimate objects


and animate them. They have no corporeal body of their own,
so noncorporeal effects can only damage them. They often animate
corpses, trees, statues, and suits of armor, and can even create a body
out of surrounding debris, such as leaves or rags.
Poltarchs can return to the Caverns at any time by abandoning
their physical body, but most prefer to stay until that particular
host is destroyed. The physical attributes of their specific form vary
widely based on what materials they have used to create their host
body, but typically their skills remain unchanged.
Because their bodies are not animate objects, they have no
wound penalties, SAVE, or SHRUG; they instead have Damage
Points. Once these are depleted, the physical body is destroyed.
They cannot speak unless the form they possess has vocal cords
such as a fresh corpse.

Sample bodies for a poltarch:


Human skeleton/corpse: 4 AGL; 3 DEX; 5 DEX; 20 DP;
Initiative 9
Scarecrow: 5 AGL; 2 DEX; 4 STR; 20 DP (half damage
from kinetic attacks, rounding down); INITIATIVE 7
Statue: 3 AGL; 2 DEX; 6 STR; 35 DP; AV 7; Initiative 8

hades are creatures of the


dark. Literally living shadows,
shades are able to blend with
darkness and can immediately
shift themselves between dark
spaces that are up to two yards
apart. Shades can speak, but only
in a whisper. Natural voyeurs,
they greatly enjoy spying on
peoples private moments, and
they often are summoned as
scouts or spies.
A successful Awareness check
against the creatures Stealth roll
is necessary to differentiate the
Shade from a normal shadow.
Those who are successful will be
able to spot two dull, glowing red
eyes within the darkness that the
shade occupies.
At night, or in dark, shadowy
areas, Shades gain +5 to their
target on all Stealth checks.

~ 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

Leaf/Twig Body: 4 AGL; 4 DEX; 3 STR; 15 DP (half


damage from kinetic attacks, rounding down);
INITIATIVE 9
Platemail Body: 2 AGL; 1 DEX; 8 STR; AV 9;
30 DP; INITIATIVE 7
Tree: 3 AGL; 1 DEX; 8 STR; AV 4; 45
DP; cannot move away from rooted spot;
INITIATIVE 8

~ 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 ~

pectres are spiritual beings of the underworld. They appear as misty


white translucent humanoid shapes with shining white eyes; they
speak in a soft, raspy voice. These creatures feed on SPIRIT, using
its Spirit Drain ability. With a successful Spirit Drain roll against the
targets Resist, they can steal 1 point of SPIRIT from the target for every
success. This SPIRIT is consumed, and not used to supplement the
spectres own stat. Their non-corporeal state means that magic, prayer,
or fire can only harm them, but it also means that they cannot harm
others in any way other than through their Spirit Drain. Thankfully, if a
spectre is killed, all those who lost their SPIRIT yet still live will regain
it.
Spectres are often used to supplement assassinations, for if a
victim has no SPIRIT when they die, no magics can resurrect them.
Alternately, they can be used as an assassin in its own right, for if a
spectre completely drains a victims SPIRIT, they will sicken and die,
sometimes even rising after death as a ghoul. It is believed that their
greatest joy comes from the hopelessness of their victims.

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

demon common in the warmer lands, the


succubi (female) and incubi (male) are
sultry creatures that feed on raw sexuality. These
creatures typically appear as men and women in
seductive clothing. Their true form, while still
very attractive, does not hide its demonic nature,
with small horns, fangs, and red skin.
Unlike other demons, these creatures are
quite capable of leaving the Caverns of Chaos
and traveling to the surface on their own. If
a victim succumbs to the temptations of the
succubus, he will lose 1 SPIRIT and 1 MANA,
which will return after a week, and 1 WIL
permanently (though it can be purchased back
up with experience). Uncontrolled succubi are
considered extremely dangerous, and those
captured are dispatched quickly. While all can
transform into virtually any humanoid species,
all forms will appear to be a variation of their
natural visage.
Summoned succubi and incubi are often
utilized as assassins. With their disarming
personality and charming ways, they can often
worm their way into any targets heart. Their
deadly combat skills and knowledge of poisons
further justified their use as killers.

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

empters are the demons that


bargain for the benefit of
their master, Marg. They are the
ones who offer power in exchange
for more Margist followers. They
are always impeccably dressed,
friendly, outgoing, generous, and
absolutely ruthless. They cannot
be summoned, but they often
appear when and where a deal
is needed, and they always have
a contract ready. Their voices
sound as soft as silk and as sweet
as honey.
They are not skilled fighters
by any means. However, they
can summon forth an impressive
amount of demons to defend
themselves if need be. In
addition, they appear to have an
innate ability to teleport; this is
not a form of magic, but rather
a natural talent. They seem to
only be able to teleport to an
individual who can be offered an
infernal contract, or back to their
lairs in the Caverns of Chaos.

~ 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

t the very peak of the central mountain in the


Underworld sits an island of tranquil strength and
nobility: the City of Truth. According to many
ttraditions, the city was a gift from Creator, to be used as a
d
depository for the dead, as well as a meeting place for the gods
aand saints of almost every pantheon. Although the name may
cchange from region to region and from religion to religion, the
cconcept is nearly universal among the races and civilizations of
N
Nia.
The city itself is an awesome sight to behold: alabaster
ttowers; golden spires; and streets of ruby, diamond, and
eemerald; ringed by mighty walls. A spring produces pure,
cclear water, which flows down from the high peak through
m
masterfully crafted aqueducts, for distribution into the city.
The water finally empties into a lake of crystal blue, and is
ssaid to cure any ill. There is but a single route into the City
oof Truth available to mortals: a steep, winding path up the
V
Veil Mountains, guarded by gargoyles and ending at a massive
iiron gate called Forever. Forever is monitored by a formidable
aarmy of seraphim, and only under the most exceptional of
ccircumstances will the Guardians of Forever allow passage to a
lliving being.
Dead members of all humanoid races are welcomed to the
City of Truth, to be judged by their deeds and rewarded accordingly.
Those who are labeled unworthy are sent to the Caverns of Chaos or
simply left to wander the Underworld for all time. Those who have
demonstrated the qualities cultivated by the various gods of Order
are allowed into the vast feasting halls to eat and drink in honored
company til their souls be filled. Depending upon the doctrine
of the specific pantheon, the dead may be sent back to the mortal
realm after some time to be reborn as new, or they may be required
to stay for eternity, helping defend the city from Chaos invasion.
Although the City of Truth is said to be impregnable, that has not
stopped Marg and his demonic hordes from attempting random
attacks on the city in an attempt to claim the glittering prize as his
own and bathe the streets in the blood of saints. So far, all attacks
have been repelled before so much as an outer wall was touched.
Still, the dark forces of the Underworld havent given up.
There are other beings of the Underworld that reside in and around
the City of Truth. While rarely summoned or controlled, they have
been known to give aid on their own, and these creatures sometimes
visit highly devoted priests and laypeople in times of need. They
tend to be less numerous than demons and usually allow mortals to
serve as their warriors and servants. Angelic creatures are equally at
home under the waves as they are on land, and they often serve in
the undersea nations as they do anywhere else on Nia.
Like demons, angelics speak Ancient as their native tongue, but
they have the innate ability to converse with any creature with a
soul. Magic, prayers, rune weapons or demonic attacks can harm
Angelics, but they are immune to normal damage.
159

Gargoyle
G
~ Sa mp l e G argo y l e ~

Cherub

mong the lower ranks of


the angelic forces, cherubim
are typically used as messengers
or servants. Their service also
is seen from time to time as
a gift; the gods are known to
grant favored or especially pious
priests a cherub servant or two.
Cherubim aid their master,
whether mortal or supernatural,
with dressing, housework, or
other duties.
Cherubim appear as
winged, androgynous infants.
When they speak, their voices
sound like liquid silver and the
peal of tiny bells. It seems they
enjoy their service; none has
ever expressed any desire other
than to aid its master.

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

ccording to legend, Rellian


converted these onceAGL 4
demonic
d
beings, and they now
Athletics 2
guard
places
of the divine,
g
Combat Skill (Dalahar) 5
primarily
the
City of Truth.
p
Stealth 1
Churches,
graveyards,
and other
C
DEX 2
holy
sites
in
the
mortal
world
h
STR 7
occasionally
display
gargoyle
o
Endurance 5
sentries,
who watch for any
s
WIL 7
infernal
action.
Many large
i
Intimidation 5
churches
that
lack
true gargoyles
c
Resist 4
have
taken
to
carving
stone
h
PER 8
gargoyles
on
their
rooftops
or
g
Awareness 6
inside
the
sanctuary,
to
give
the
i
INT 3
impression
that
divine
guardians
i
Lore 5
watch
over them. Their innate
w
SPIRIT 6
ability
to hold perfectly still
a
MANA 3
makes
it
impossible to tell the
m
INITIATIVE 12
diff
erence
between a true and
d
SHRUG 7
a
false
gargoyle
by sight alone,
SAVE 14
but
mages
can
sense
the truth
b
Natural AV 8
through
a gargoyles MANA.
t
Each gargoyles appearance
is unique, but all look like ugly winged statues. Gargoyles can speak,
though it is rare that they do so, and their voices sound like crushed
gravel. Their wings allow them to fly magically, despite their stony
mass.

Seraph

~ Sa mp l e S e raph ~

Harpy

arpies belong to a lesser


rank of angel who
are charged with punishing
the guilty. Unlike Seraphim
who are sent out on specific
missions by the gods, the
harpies are always on duty.
They live on the surface of the
world, keeping an eye out for
those who commit terrible
crimes. Harpies then pursue
the criminal until the gods are
satisfied, even after death.
Harpies often travel in
groups of three or four. Their
bat-winged torsos appear
roughly humanoid, albeit with
mottled skin and clawed arms.
Their legs sport large, hawklike talons. While they appear
either male or female, they do
not reproduce sexually. Their
voices are thick and raspy.

~ 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

Common Fruits (per lb)


Rare Fruits (per lb)
Common Vegetables (per lb)
Rare Vegetables (per lb)
Dried Fruits/Vegetables (per lb)
Honey (per pint)
Jam (per pint)
Common Roots (per lb)
Rare Roots (per lb)
Nuts (per lb)

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

Black ink (per 2 oz)


Book (100 blank pages)
Bronze leaf (per oz)
Brush set (4)
Chalk (5 pcs)
Charcoal (5 pcs)
Colored ink (per oz)
Crow quill pen
Etching needle
Etching plate
Gold leaf (per oz)
Paper (10 sheets)
Parchment (10 sheets)
Powder pigments (per oz)
Silver leaf (per oz)
Silver point
Slate board

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

he following weapons are listed by type, with descriptions for


some of the basic or uncommon implements. Also listed are
the weapons qualities:

Weapon Accuracy (WA): Occasionally, weapons will be better


balanced or more accurate. Add this number to your target to hit or
parry with this weapon.

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

Whips & Chains


Blunt Weapons

All of the following


automatically entangle on a
successful strike (if the intent to
entangle is stated).

Club

Ball and Chain

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

Mace and Chain

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

Literally, Cutting Moon,


this ancient-style elf dagger
is the assassins weapon of
choice.
WA

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

Range Modifiers for all Distance Weapons


Short
Range
+1

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

Blow Gun (short)


WA

WR

DB

Len.

Hand

Range

Type

Cost

Drug

1-2 ft

5xSTR

N/A

25

Blow Gun (long)


WA

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

Add STR to damage when thrown by hand, WA applies only when


thrown

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

Black Powder Weapons


Note: Black Powder weapons will misfire on a critical failure (more
than half results of 6 on the Black Powder skill check) Use the Black
Powder Mishap Table (p. 171) to find out exactly what happens.

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

WA at half range or less

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

Fires 4-pound shot

Cannon (Medium)
WA

WR

DB

Len.

Hand

Range

Type

Cost

-1

4 - 5 ft

N/A

800

1,100

Fires 6-pound shot

Cannon (Large)
WA

WR

DB

Len.

Hand

Range

Type

Cost

-1

5-6 ft

N/A

1000

1,500

Fires 8-pound shot

169

lack Powder weapons with multiple barrels are not uncommon, as


each piece is crafted by hand. Multiply the cost of the firearm by the
number of barrels integrated, keeping in mind that too many barrels with a
single or separate trigger mechanism(s) will make the weapon unwieldy and
dangerous (automatic misfire on a botched skill check, half damage for each
barrel taken by wielder). All Black Powder weapons take 3 rounds to load
(each barrel) and 1 round to aim and fire.
Note to all black powder users: Black powder is sold by most chemists (at 2p
per pistol/rifle charge, 1g per cannonade charge and 2g per cannon charge),
while lead shot (5p per dozen shot) can be found at the blacksmiths shop. If
there is no lead shot handy, black powder weapons will fire rocks, broken glass,
shards of metal, anything you can stuff down the barrel. But be careful! Using
anything but lead or metal roundshot carries the following penalties: -2 to target
number, and a critical misfire (weapon explodes, doing normal damage to user)
on any critical failure roll.
Cannonballs cost 2g per 4-pound ball; 3g per 6-pound ball; and 6g per 8pound ball. Grapeshot and chain run 3g per shot.

Varying Cannon Shot

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

he number in the Hits row is the number of penetrating hits


the shield can take before becoming useless. The Weapon
Rating (WR) of a shield is 1, regardless of size or material. The
number in the Cost row is the price in geld.

Armor

hen purchasing armor, it is important to note that the cost


is per location, based on the Hit Location Table on the
character sheet. Each box on the table must be purchased separately.
In addition, the price is doubled for each Torso location (ie.
Ringmail armor covering the Upper and Lower Torso would cost
80g).

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

Dragon skin armor cannot be pierced by normal weapons, has


an AV10 and absorbs one success in damage before allowing
kinetic damage through. Only rune or dragon bone weapons
can pierce (and thusly stage down) dragon skin. There also is
no stealth or move penalty for dragon skin, as it is a supple
material, much like leather.
Penalties apply to anyone wearing four or more locations of the
penalized armor (i.e. full arms, full legs, breastplate and helm,
or some other combination). Subtract the penalty from the
characters target number whenever rolling a Stealth check or
determining movement distance.
Keep in mind that, in an Initiative tie, the first move goes to
the person wearing the least heavy armor.
When repairing armor, figure the price at between 10 and 50%
of the cost of a new piece. This may vary, depending on who is
doing the actual work and the availability of materials.

COST
Light Armor

ARMOR TYPE
Light Armor

PENALTY
Light Armor

AV
Light Armor

FULL SUIT COST


Light Armor

Heavy Cloth

42

Soft Leather

70

Studded Leather

84

Medium Armor

Medium Armor

Medium Armor

Medium Armor

Medium Armor

10

Hard Leather/Cuir Bouilli

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

ets face itin Arrowflight you arent going to walk into an


adventurers general store and find a cloak of invisibility
hanging on the rack. First of all, youd never be able to see it.
Secondly, do you think the provincial authorities would appreciate
people wandering around wearing such garments? Just think of the
mischievous (and possibly illegal) behavior they could engage in! If
we assume that enchanters custom make items for those with the
means to pay handsomely for it, and we assume that said wealthy
people are not too likely to willingly part with said items, then we
can thusly assume there are not many Ye Olde Enchanters Shoppes
accessible to the general public.
So the general rule is magic items are not for sale on the open
market. They can tip the balance of power, and as such powerful
tools they tend to draw proportionate scrutiny. Like transporting
money outside ones homeland, unless one has a good reason for
doing so, people will talk and there will eventually be consequences.
That is not to say magic items are non-existent. They are common
enough to be a known and sought-after commodity, yet are hard
to come by because, quite frankly, they are mostly in circulation or
well hidden. If a character actually owned a flying carpet or a ring
of invisibility, would he part with it? Likely not, unless he was dead,
passed out drunk or shagging the barmaid and didnt notice. What
dire financial straits would one have to be in to actually consider
selling such an item (especially to a complete stranger)?

ITEMS
Ring of Protection

In short, magic items are usually found on or near something


dead, locked away someplace secret, or in some living things
possession. After all, magic is power, and even if you cant use
every magic item in the world, you can at least have an impressive
collection, right? That is actually the reason behind the dragons
proverbial hoardthey are so fearful of the humanoid threat that
they take as much money and as much magic out of circulation as
possible. Without money, soldiers cannot be paid. Without magic,
heroes cannot slay dragons.
Magic items usually come in the form of a temporarily
enchanted item (holding spell charges of a finite number), or a
permanently enchanted item (commonly active while worn/held).
They can be awarded as gifts or coveted prizes, they can be won in
games of chance (but only the very wealthy, very stupid, or very
desperate wager magic items), or discovered in the aforementioned
locations. Dispatching an adult greater dragon will most likely
yield a legendary haul of wealth and magical paraphernalia. Its the
killing-the-dragon part thats rough going.
The items listed beyond are basic ideas for the GM to use as
motivation or incentive for players. The number under COST are
in geld and reflect black market wholesale value, should a player
actually want to sell a piece. If players locate a black market and
actually wish to purchase magic items, they will easily be paying
twice the listed price. There are no assembly lines for these objects,
so be creative. Find a spell template you like, make a spell with it
and put it in an item for your players to discover. Make it inscribed
in Ancient or have it glow a faint blue when a character with high
MANA comes close. Keep in mind the original casters signature
will be mixed with that of the invoker of the item (be he magicoriented or not), so enchantments will be easily sniffed out when
used.

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

Must be invoked directly prior to


spellcasting.

750

Amulet is active while worn.


Must be invoked directly prior to
use.

2000
900

Helm is active while worn.


Check vs Target Number (WIL x2)
to trigger.
Must be lit.
Symbol is active while worn.

4500
2500
450
500

Potions
HEALING

DR

Munsbane

Holly Mushrooms

EFFECTS

DUR

ANTIDOTE

COST

Resist or receive +1 Seduction for 2 hours in addition


to healing properties.

2hrs

None.

1g/
dose

1*

Each heals 1 Wound Level (at a rate of 1 per day). Can


ingest up to Endurance in number per week, or they
become toxic (reverse DR to negative value).

1 day

None.

2g/
dozen

Distilled Wildberry

Excellent healing elixirside effect: sleep.

4hrs

None.

Snakebite (Distilled
Riversnake Venom)

Heals DR4 over the course of 1 full dayside effect:


debilitating cramps.

1 day

None.

2g/
dose
20g/
dose

Poisons & Drugs


POISONS
Distilled Bone Moss

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

High fever, seizures, loss of consciousness. Critical


Endurance check each hour or take DR in wound
damage.

N/A None.

COST
4g/
dose
10g/
dose
6g/
dose
20g/
dose

200g/
dose

DR

EFFECTS

DUR

ANTIDOTE

COST

Woodsong

Euphoric, mystic, audio & visual hallucinations. Stun


damage.

6hrs

None.

4g/
dose

Toadstool Wine

5*

* Faeries and earthfolk immune. Euphoric, soporific,


lowers inhibitions then induces sleep. Stun damage.

8hrs

Hot tea and a lot of waiting.

5g/
dose

Sunspice*

Narcotic. Doubles/halves Threshold.

6hrs

10g/
dose

Kilmoorian Spice*

Euphoric, stimulant. Gain/lose 1 Action.

6hrs

Pressed Duchess
Root

Powerful mystic. +2 MANA or SPIRIT for any


Divination spells or Communion prayers. Side effects:
severe cramping, vomiting. Wound damage.

4hrs

None, though warm porridge


helps calm withdrawal
symptoms.
None, though goat milk and
sugar helps calm withdrawal
symptoms.
None.

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

ant to pick up a few essentials, but dont want to spend a lot of


time shopping? Here are some packs pre-assembled to assist you in
outfitting your character without spending a lot of time. You can start
with the basics, then add and subtract as needed to fit the situation.

Basic Traveling Gear


Bedroll, Bowl, Flint/Steel, Oil Lantern w/1 qt Oil, 12 Hardtack cakes, Backpack
53g

Noble Traveling Gear


(Assumes the presence of a Wagon or Pack Animal)
One Man Pavillion, 6 Stakes, Hammer, Bedroll, Flint/Steel, Oil Lantern w/1
qt Oil, lb Jerky, 1 lb Sausage, 1 lb Dried Fruit, all to supplement hunting and
gathering, Meat Cleaver, Fork Spoon, Dagger, Cup, Bowl, Pot, Kettle, Sail Canvas
(to protect the stuff), 20 yds Light Rope
196g 5p

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 Knight Errant


Bedroll, Boots, Sword Belt, Bowl, Flint/Steel, Oil Lantern w/1 qt Oil, Saddlebags,
Crossbow w/10 bolts and Bolt Quiver, Longsword, Lance, Large Metal Shield,
Plate Mail, Horse, Saddle, Tack (inc. Reins, Bit, Bridle, Horse Blanket)
8,129g

Have Sword, Will Travel


Bedroll, Boots, Sword Belt, Bowl, Flint/Steel, Oil Lantern w/1 qt Oil, Backpack,
Cloak w/hood, Short Sword w/sheath, Small Metal Shield, Full Suit of Ringmail
743g

The Traveling Mage


Bedroll, Boots, Bowl, Flint/Steel, Oil Lantern w/1 qt Oil, Backpack, Cloak w/
hood, 12 Hardtack cakes, Crossbow w/10 bolts and Bolt Quiver, Studded Leather
armor
481g

Part the Fool from his Money and Run


Soft Leather Boots, Flint/Steel, Cloak w/hood, 5 Throwing Knives, Lockpick Set,
Full Suit of Soft Leather
170g

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 ~

he title of Game Master is one of distinction. It can strike


fear into the hearts of players (or laughter, depending on
how good you skills are and your personal style). It is often
the most thankless job in the game, and simultaneously the most
rewarding on a personal level. A GM is the master storyteller,
referee, babysitter, judge, jury, and executioner, and a single word
can cause players to freeze in terror or gaze in rapt attention.
The GM in a group usually has a flair for the dramatic, as well as
tendencies toward megalomania (not always a bad thing). A GM
must be able to tell an immersive story and be a fair and just arbiter
of rules, maintaining enough credibility to be able to say, because
I said so, and keep the respect of the players. In our experience,
game masters tend to make the best players because they know how
difficult game mastering can be. If everyone in the group runs a
single game, they will understand and will consequently be more
attentive, conscientious players.

A Foundation of Trust

large part of the relationship between players and GM is


basic trust. In a perfect group, players should not have to
worry about the GM
throwing insurmountable
traps, creatures or situations
their way. Players should
never have to worry that
the GM will arbitrarily kill
their characters (nor should
they expect leniency if the
character does something
stupid). Conversely, a GM
should be able to trust
that players will not cheat,
unreasonably subvert other
characters or question
every ruling or description.
Roleplaying is ideally a
cooperative experience,
not a competitive one.
For a competitive gaming
experience, we heartily
recommend classic
boardgames such as
Monopoly and Scrabble,
as well as any number of
tabletop wargames currently
on the market. When it
comes down to it, players
will continue to show up
week after week because the
GM is good and the players have fun playing in the story.
Ideally, the GM should have read the book in its entirety before
running a game. In addition, the GM should know the rules fairly
well in order to assist others in character creation and run a smooth
campaign. It is also important to know the rules so that you know
when to break them (see Breaking the Rules).

Character Development

he reason one plays an RPG is the same reason one


plays any other game or reads a book or watches a film:
escape. The RPG as an art form is pure active escapist
entertainment, and what allows for that escape is the medium of
the player character (PC). Now, although the GMs escape is much
broader in spectrum, the players escape is in the minutiae of a
situation. As the GM, you can help players define their characters,
giving them backgrounds and relationships appropriate to your
story. Perhaps two characters are related in some way, through blood
or a shared history. Perhaps their parents were victims of a religious
purge or a goblin invasion. Help the players find motivations for
their characters. Is the character driven by greed, revenge, lust,
nationalism or religious zeal? Is the character a young neophyte,
green and impressionable, or is she a hardened veteran who can
mentor the younger characters and help them stay alive?
An important caution to GMs is to strive for balance. Do not
play favorites if at all possible. Players will understand if the priest
is the focus of one quest, as long as the GM remembers that the
kidnapped sister of the thief must be rescued and the besieged town
needs reinforcements from
the soldier and his cohorts.
Dont let the characters
start off too powerful, or
there will be no challenge.
When it comes to the
adventure itself, balance the
challenge with the reward.
Dont put the characters
through the meat grinder
only to have them discover
an empty vault (unless its
part of your scenario and
there is a greater reward
down the road). Likewise,
dont shower them with
land, titles, and riches for
wandering into a goblin
encampment and kicking
over a few tables. Make
them earn the rewards of
an adventure or they will
get fat and lazy and you
will develop a reputation
for being an easy GM.
Weve heard of people being
described by their game
mastering abilities (shes a
tough GM, he runs a mean adventure). The adjectives one should
seek are fair and immersive, over tough or easy.

175

Designing Adventures
Maintaining the Illusion

he key to an immersive adventure is the maintaining of


illusion; immersing the player in the fantastic story you
have created. As designers, weve labored hard to give the
GM and players a rich, deep world and resources, but even that
is only half the job. Now you as the game master must take these
resources and craft the plot of the story you wish to tell. Such flavor
largely depends on the individual taste of the GM and the group.
As younger players, many of us were enthralled by hack-and-slash
dungeon crawl adventures, and as we matured as persons and as
players, we graduated to more literate fare (although a good ol
Monty Haul dungeon crawl can still be a lot of fun). Is your
group into roleplaying court politics? Going after brigands on the
open road? Slaying a wyvern in its lair? Something in between or all
of the above? Feed your groups strengths while trying to open some
minds at the same time.
If youre stuck for a story idea, draw from the player characters
and their backgrounds. Construct a quest for one or two of them
and figure out what will motivate the others to go along. Adopt a
literary technique when describing events: There is a whistle of air
and you feel the sudden splitting of flesh as the arrow enters your
leg 6 points sounds much better than, lets see, thats 2 successes
times weapon rating 3, six points to the left leg. Give your inner
Anthony Hopkins center stage and put voices and mannerisms
to the non-player characters (NPCs) with whom you populate an
adventure. You can do a lot with ambiance, from allowing each
player to bring a character-specific prop (an eyepatch, a talisman, an
unlit pipe to chomp on, etc.) to putting on some appropriate music.
For the Arrowflight setting, we highly recommend any symphonic
classical or medieval/renaissance folk music you can lay your
hands on. The right music can really lend to the atmosphere
of an Arrowflight game.

Adventures &
Campaigns

epending upon your players


desires and/or schedules,
there are a couple
different ways of approaching
an Arrowflight game. If player
availability is tight and meeting
times scarce, you might consider
self-contained one-shot game
sessions, which typically consist
of a complete story, much like a
television epsiode or single movie.
If player demand is greater (and
availability warrants), you can
make the investment of time and
effort to design a campaign, with
individual sessions becoming the
episodes in a much larger plot
arc.

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.

Driving the Plot

nce youve constructed your magnum opus of a campaign


plot, the players will inevitably find ways to exploit,
ignore, or downright break all of your hard work. You can
either let that happen, or you can crack the whip and get them back
in line. Dont be afraid of exploiting a characters past or weakness
to ensure complicity. After all, you are the storyteller. Without you,
theyd be playing Monopoly. Some of the tried and true methods of
driving a plot are as follows:
x Start the characters off in Adversity. Strip them of
everything and make them fight their way out of a prison
or claw their way across a desert. People bond through
crisis, and it gives the PCs a built-in quest (Find the People
Who Took Our Stuff and Make Them Pay Dearly). It also
gives players an appreciation for a good dagger and a
p
leather skullcap.
ca
x Alternately, have them called
upon to Serve the Common
d (Pardon me, kind sir/lady, but the manticore is
Good
t
eating our livestock and there
will be no supper unless you
!
heeelllp us!).
a number of Baser Instincts
x Appeal to any
Mada of the establishment looks
(The Madame
at you with plaintive eyes and a heaving
bosom
bosom).
x Urge them
t
xUrge
in a certain direction with
o Law (Well, youve killed the
Rule of
barke When the Provincial Guard
barkeep.
hear about this, its the gallows for
hears
sure
sure).
x
x
Similar to the Rule of Law,
you can direct your players with
Threat of Bodily Harm (The
d
dragon
banks and looks like hes
going to come around for another
pass do you run for the river?).
Whatever you do, make
sure it is not a no-win scenario.
Nothing will frustrate and
alienate players more than a
dead end with no way out.
Conversely, be willing to
s
shift
the plot if the players arent
enjoyin it.
enjoying

Breaking the Rules

nce youre underway, you need to keep in mind a very


simple yet fundamental rule of roleplaying: youre the
only one who can cheat and get away with it. This doesnt
mean you should bend the laws of taste and physics just because you
can. As so much popular fiction has taught us, just because you can
doesnt mean you should. And as with all things RPG, know when
its appropriate. If the PCs find themselves horribly outnumbered,
fudge some of the attackers combat rolls so they are slightly less
effective. If there is a crucial plot element that simply must occur,
make it so. Do it subtly but with flair; you need only use your story
as justification. If youre a good storyteller, your players never need
know how close they came to grim, fiery death.

Options

he 1st Edition of Arrowflight featured a variant form of the


XPG system which utilized a different randomizer. Some
players may prefer the original randomizer, and the 2nd
Edition is fully playable with it.
Instead of adding the stat and skill together to determine a TN
and rolling 2D6 to achieve a success margin, use the characters stat
as a dice pool and roll that number of dice, using the characters skill

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

~ Arrowflight Scenario Generator ~


Column [A] is a list of descriptors. Column [B] refers to types of people. Column [C] is a list of locations. Column [D] lists various
objects. Column [E] is a list of possible story catalysts. To construct an adventure seed, simply roll 2D6 for the basic plot, then fill in the
bracketed elements by rolling in each appropriate column. If the results are not satisfactory, feel free to re-roll or choose from the lists to
find something appropriate for the tale you have in mind. The basic plots can also be strung together to form a longer narrative.
3D6

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.

During an encounter with [E], [A][B] is abducted by [A]


[B] and held in [C] for ransom. The party is sent to transport the ransom of [D] and escort the prisoner home. Of
course, the kidnappers may try a double-cross...

4.

The party is contacted by [A][B] to slay a vicious beast


who has been terrorizing the countryside, killing innocent
civilians. Upon investigation, the beast is revealed to be
[A][B] under the influence of a mystical [D].

5.

The party is hired by [A][B] to enter their family [C],


which is long-abandoned and haunted, to recover an important [D] with great sentimental value. Before they can
leave, they must contend with [E] (or echoes of it), which
caused the haunting in the first place.

6.

The party begins having recurring group dreams of a [C].


They investigate, and find the location, which holds a [A]
[B] who summoned them there through their dreams.
This patron offers them [D] if they will first help them deal
with [E].

7.

[A][B], a family friend of one of the party, invites the party


to [C] to participate in a festival of [D]. The festival is
isrupted by [A][B] and [E].
disrupted

8.

The discovery of a cursed [D] leads the party on a quest to


have the item disenchanted. The item cannot be destroyed, hidden or left behind. It will continue to turn up
and haunt the partys every move (causing ill luck at the
GMs degree and discretion) until properly dispelled.

9.

The body of a [A][B] is discovered in an abandoned [C]


and leads to a mystery wherein an enchanted [D] must
be placed upon the corpse, animating it long enough to
divulge the cause of death murder by a [A][B], who is
currently located in a nearby [C] (should the party desire
to seek justice and lay the ghost of the slain to rest.

10.

The party is hired to courier military reports from a


regional battle location to the command headquarters in
a local [C]. The party is paid in [D] and as much loot as
they find along the route. Unfortunately, the courier job is
interrupted by an enemy [B] and an encounter with [E].

11.

The party travels to a foreign land in search of a legendary


[D], worth [2D6 x 100,000g]. Their search takes them
to a long-deserted [C], and the quest is continuously
hampered by [E] and [E]. In the end, the objects rightful owner, [A][B], comes forward to claim it, offering half
market value. If the party refuses, the owner will fight for
its return.

12.

The party is hired to escort a [A][B] from a [C] to his


home [C] in the neighboring territory. Unfortunately, the
patrons enemies (including a [A][B]) bring all their assets
to bear. The party is harried by encounters with [E] and
[E]. If the patron arrives home successfully, the party is
rewarded with [D].

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

These larger cats (standing about


2 feet at the shoulder) are bred for
hunting and combat. Small wild
cats will have similar attributes.
AGL 6
Animal Combat 6
Liveliness 5
Stealth 4
DEX 1
STR 3
Climbing 3
Endurance 6
Swimming 1
WIL 5
Resist 3
CUN 5
Awareness 4
Wilderness Skills 4
SPIRIT 3
MANA 5
Bite WR2
Claws WR1
INITIATIVE 11
SHRUG 3
SAVE 8
Cost: 400

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

These are dogs trained for hunting


or fighting; they are occasionally
brought to the battlefield. Wild
dogs will have similar attributes.
AGL 5
Animal Combat 5
Liveliness 4
Stealth 2
DEX 1
STR 5
Endurance 5
Swimming 4
WIL 4
Resist 1
CUN 5
Awareness 4
Survival 4
SPIRIT 2
MANA 2
Bite WR2
Claws WR1
INITIATIVE 10
SHRUG 5
SAVE 9
Cost: 600

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

There are several species of


elephant throughout the world.
The smaller Kharhounian
elephant (below) is often tamed
and used as a beast of burden.
AGL 3
Animal Combat 5
DEX 4
STR 9
Endurance 4
Swimming 3
WIL 4
Resist 4
CUN 6
Awareness 2
Survival 3
INT 1
SPIRIT 3
MANA 3
Tusks (males only) WR 2
Trample WR3
INITIATIVE 9
SHRUG 8
SAVE 15
Cost: 5,000

AGL 6 in the air (1 on the


ground)
Animal Combat 4
Liveliness 4
Stealth 3
DEX 1
STR 3
Endurance 3
WIL 3
Resist 3
CUN 4
Awareness 4
Survival 4
SPIRIT 1
MANA 3
Claws, bite WR2
INITIATIVE 10 (5 on the
ground)
SHRUG 2
SAVE 4
Cost: 400

Wild horses will have similar


attributes.
AGL 4
Animal Combat 2
Liveliness 4
DEX 0
STR 7
Endurance 5
Swimming 1
WIL 3
Resist 1
CUN 3
Awareness 3
Survival 4
SPIRIT 2
MANA 2
Kick WR2
INITIATIVE 7
SHRUG 5
SAVE 10
Cost: 4,000

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)

Pack horses possess +1


Endurance, but cost 300g more.
AGL 4
Animal Combat 2
Liveliness 4
DEX 0
STR 8
Endurance 8
Swimming 1
WIL 3
Resist 1
CUN 3
Awareness 3
Survival 4
SPIRIT 1
MANA 1
Kick WR2
INITIATIVE 7
SHRUG 6
SAVE 11
Cost: 2,000

Mostly used by nobility, war horses


are well trained and do not spook
easily.
AGL 4
Animal Combat 5
Liveliness 5
DEX 0
STR 8
Endurance 6
Swimming 1
WIL 4
Resist 2
CUN 3
Awareness 4
Survival 4
SPIRIT 2
MANA 1
Kick WR2
INITIATIVE 7
SHRUG 6
SAVE 12
Cost: 6,000

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

AGL 5 in the air, 3 on land


Animal Combat 2
Liveliness 2
DEX 0
STR 3
Endurance 4
WIL 3
Resist 2
CUN 3
Awareness 2
Survival 2
SPIRIT 2
MANA 2
Beak WR1
INITIATIVE 8 in the air or
water; 5 on land
SHRUG 3
SAVE 6

hese are the most common


varieties of wild game
animals in the world. Although
generally not available as
pets, some can actually make
excellent familiars for mages.

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

Some of the larger species of frog


and salamanders are hunted for
their meat in some parts of the
world.
AGL 6
Animal Combat 3
Liveliness 3
Stealth 2
DEX 1
STR 1
Endurance 6
Swimming 5
WIL 1
Resist 3
CUN 3
Awareness 4
Survival 4
SPIRIT 2
MANA 2
INITIATIVE 9
SHRUG 1
SAVE 2
Certain varieties of frogs and
salamanders are poisonous in
some regions of the world,
having as high as a DR6 for
their toxin.

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

Other Wild Animals

Bear

There are three types of bears:


forest, mountain, and arctic.
Forest bears are found across the
world; Mountain bears stick
to mountainous regions, and
arctic bears are only found in the
northern wastelands.

ome of the following are


dangerous predators, but
many can make excellent
familiars for a mage.

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

AGL 5 in the air, 1 on the


ground
Animal Combat 2
Liveliness 2
Stealth 3
DEX 1
STR 5
Endurance 3
WIL 4
Resist 3
CUN 5
Awareness 6
Survival 5
SPIRIT 3
MANA 3
Claws WR1
Beak WR2
INITIATIVE 10; 6 on the
ground
SHRUG 4
SAVE 9

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

Arrowflight Scenario Generator 178

Bharata 21, 37

Art of Combat, The 34

Black Powder 22

Assassin 21, 37

Black Powder and Weather 48

Assets 24, 25

Black Powder Weapons 169

Athletics 21

Blasphemy 85

Attacking 44

Blessing 25, 89

Autogyro 53

Blight of Hausha 88

Awareness 22

Blood Children 145

Awl Pike 167

Bloodlust 27

Axe, Battle 165

Blow Gun (long) 168

Axe, Beaked 167

Blow Gun (short) 168

Axe, Bearded 165

Blunderbuss 169

Axe, Bipennis 165

Blunt Weapons 166

Axes 165

Brawling 21, 35

Alchemy 24, 74

Azoth 98

Breaking the Rules 177

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

Broken Lands 111

Bachra 109

Brother Storms 90

Bad Luck 26

Brownies 15

Bad Sense 26

Bullwhip 166

Ball and Chain 166


Balloon 53

Banish Demon 70

Calling on Chaos 83

Banshee 145

Campaign 6

Banshee Scream 64

Cannon (Large) 169

Barbarian 21, 37

Cannon (Medium) 169

Bargain 22

Cannon (small) 169

Barghest 153

Caravel 52

Basic Mechanics 6

Carnivorous Plants 132

Basic Plots 179

Carrack 52

Basilisk 135

Cavalier 21, 33, 37

Bastard Sword 168

Cavernmouth 131

Beckon 62

Caverns of Chaos 99

Befuddle 62

Centaur 120

Behavior Tags 24, 28

Center of Attention 28

Bestiary 114

Chain Shot 170

Chanting Prayers 84

Con 22

Cyclops Smithy 116

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

Character Creation at a Glance 7

Cooling Touch 63

Dagger, Bracelet 166

Character Development 175

Cooperation 41

Dagger, Crescent 166

Character Improvement 20

Corvel 108

Dagger/Throwing Knife 166

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

Dalah Magis, The Enchanted Land 111

Chill Wind 60

Cowardice 27

Dalah Nyeh 91

Chimera 124

Craft 22

Dalahs Command 86

Church of Marg 94

Create Zombie 66

Damage 45, 144

Church of Rellian, The 96

Creator 99

Damage Bonus (DB) 45, 165

City of Truth 99

Critical Failure, or Botch 41

Damage Overview 45

Climbing 22

Critical Success 41

Damage Points (DP) 132

Cloak of Invisibility 77

Crossbow 168

Damned, The 146

Clockwork Engine 82

crown 162

Dance 21

Close or Pull Away 50

Cult of Aghali 95

Dara Tova, Land of the Dead 112

Club 166

Cult of Bhara 91

Darken Heart 62

Coach 54

Cult of Daro 93

Dark Lands, The 112

Code, The 34

Cult of Deain 93

Dark Lord 153

Cog 52

Cult of Deyeus 90

Dark Moon, The 99

Cold Roads 16

Cult of Erdyo 93

Daro 99

Collision and Ramming 51

Cult of Hausha 90

Dart 168

Combat 24, 44, 57

Cult of Ordannis 94

Darter 132

Combat Basics 44

Cult of RaiMun 90

Dart Sling 168

Combat Dispel 57

Cult of Rhana 92

David Lassinar 143

Combat Mage 29

Cult of Roliel 94

Dawn 99

Combat Skill 21

Cult of Stowaddy 94

Deadspeak Potion 74

Combat Skill Bonus 45

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

Cunning (CUN) 123

Death Touch 57

Common Prayers 89

Curse 62

Deities, Saints & Holy Places 98

Commune with Nia 68

Cursed 27

Delusion 27

Communion 86

Cutlass 168

Demonic 152

Communion with the Dead 66

Cutpurse 30

Derived Stats 17

Competitive 28

Cyclops 115

Designing Adventures 176

Designing and Purchasing Spells 56

Dragon, Mountain 139

Exhortiad, The 96

Destiny 17

Dragon, Old 141

Extreme Cold/Heat 50

Devil 154

Dragon, Plains 139

Devotion 24

Dragon, Sea 140

DEXTERITY 17

Dragon Staff 77

Faerie 14, 23

Dexterity (DEX) skills 22

Dragon, Swamp 140

Faerie Food 74

Deyeus 100

Dragon, Yearling 140

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

Driving the Plot 176

False Fire 65

Difficulty 40

Drop-Trap Tree 132

Familiarship 72

Difficulty Guidelines 40

Drowning/Suffocation 50

Fanaticism 27

Direction 25, 89

Dusk 100

Fear 42

Dirk 167

Dwarf 10

FEAR FACTOR Table 42

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

Final Thoughts 177

Distracting Visions 57

Eastern 23

Financier 32

Divination 24, 58

Economy 162

Fireball 60

Divine Communion 86

Education 23

Fire Drake 135

Djinn 154

Efrit 155

Firefolk 122

Djunn 23

Elderseekers 96

Firefolk Hunter 122

Djunn Empire, The 109

Elemental 24, 59

Fire Wall 60

Dodging 45

Elementalist Church 90

Fish Swim 62

Domestic Arts 23

Elf 9

Flail 166

Double Crossbow 168

Ellinyeh 14

Flame Blade 80

Double-Jointed 25

Ellipol 100

Flight 62

Dousing 71

Elven 23

Flintlock Musket 169

Draconic 23

Empire 23

Flintlock Pistol 169

Dragon, Adolescent 140

Enchanted Sleep 62

Float 71

Dragon, Adult 141

Enchanting Dance 62

Fly 60

Dragon, Ancient 141

Enchantment 24, 75

Fog Divination 59

Dragon, Arctic 139

Endurance 22

Foil 168

Dragon-Bat 128

Enemy 27

Folk Magic 24, 71

Dragon, Desert 139

Energy Wave 57

Forecast 89

Dragon, Forest 139

Entanglement 47

Frail 27

Dragon Gods 100

entaur Archer 121

Freeze 57, 60

Dragon, Hatchling 140

Equipment 162

Frostbite 50

Dragon-Kind 134

Erdyo 100

Furak 100

Dragon, Lake 140

Ethnic Differences 78

Dragon, Middle-Aged 141

Evasive Action 50

Gallant 21, 38

Halberd 167

Galleass 52

Half Moon 167

Galleon 52

Handspeak 23

Gambling 22

Harkilon 109

Gargoyle 160

Harpoon 167

Gatekeeper, The 100

Harpy 161

geld 162

Hatchet 165

Geographical Overview 6

Hausha 100

Geography 108

Haushahar 21, 35

Ghosts 142

Healing 24, 47, 63, 64, 87

Ghost Shield 67

Healing Potion 74

Ghoul 147

Healing Salve 77

Giant 23, 115

Kainal Islands, The 111

Heavy Galley 52

Kelpies 122

Giant Cave Spider 128

Heralds of Ellipol 92

Kelpie Trapper 122

Giant-kin 23

Hidden Eyes 63

Kharhoun 109

Giant Prophet 115

Hit Location 45

Gladiator 21, 38

Kilmoor 110

Hobgoblin 118

Glamours 24, 61

Kilmoorian 23

Hobgoblin Bear Rider 118

King-Owl 128

Glider 53

Holding Actions 44

Knife, Throwing 169

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

Goblin 23, 114

Illusion 24

Lab Magicks 74

Goblin Headcatcher 114

Illusory 64

Lady Lorinda Grey 142

Goblin Warrior 114

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

Gorgon Hunter 119

Impulsiveness 27

Law 23

Grago 165

INITIATIVE 17

Lesser Dragons 134

Grapeshot 170

Insanity Table 42

Levitate 57

Grappling 47

Insight 25

Liabilities 24, 26

Greater Dragons 139

Intelligence 77

Lich 147

Great Sword 168

INTELLIGENCE 17

Lifeline 18

Growth 62

Intelligence (INT) skills 22

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

Long Bow 168

Military Fork 167

Long Sword 168

Military Sciences 23

Lore 23

Min-max 6

Loria 109

Minotaur 119

Low Self-Esteem 28

Minotaur Berserker 120

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

Mace and Chain 166

Mooria 110

Madness 27

Moral Restriction 27

Mages and Death 56

Morning Star 166

Magic 7, 55

Mount 25

Magic & Divinity 55

Mummy 148

Magic Items 172

Mun 101

Maintaining the Illusion 176

Munchkin 6

Making a Rune Artifact 78

Mundane Plants 132

MANA 17

Musketeer 31

Mana Dampening Fields 56

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

Meat Cleaver 167

Non-Combat Damage 50

Mechanical 80

Non-Lethal Damage 47

Medicine 23

Non-Player Races 114

Mehnuk 16

Nordia 108

Melee 6

Nyads 122

Melee Round 6

Nyeh oDeain 93

Melee Weapon 21, 38

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

Ratahar (Dwarf style) 35

Sea Vessels 52

Plant Shape 69

Ratahar, Dwarf style 21

Seduction 22

Playing Faerie Folk 16

Ratahar (Elf style) 36

Self-Conversation 28

Play Instrument 22

Ratahar, Elf style 21

Senvata 21, 36

Poisonous Taste 65

Ratamun 165

Seraph 161

Poisons & Drugs 173

Rational 26

Seris 110

Pole Arms 167

Razor Drake 136

Session 6

Pole Axe 167

Read Soul 59

Shade 157

Poltarch 157

Reanimation 67

shakuul 162

Post-Cognition 59

Reapers 95

Shalekk 105

Potions 173

Refuge 58

Shalekkar Claw 167

Precognition 59

Regeneration 64

Shalekkhar 21, 36

Preparation 40

Religions of the World 89

Shalekkniar 97

Priestly Virtues 84

Rellian 102

Shaltaka 13

Priests Prerogative 85

Rellians Rebirth 87

Shamanism 89

Primal 24, 68

Reloading Black Powder Weapons 47

Shape Clanhold 63

Primary Stats 17

Rend 64

Shapeshift to Bear 69

Procrastination 28

Repair 22

Shapeshift to Mouse 69

Property 25

Repairing Damaged Vehicles 51

Sharpshooter 21, 38

Protection 63, 88

Reputation 26

Shields 48, 171

Purification of Aeledon 87

Requirements 72

Shift 58

Purify Toxins 64

Resist 23

Shipwrecker 137

Purify Water 89

Rest 64

Short Bow 169

Revnant 148

Short Sword 168

Riding 21

Shroud Leaf 133

Quarterstaff 166

Ritual 28

SHRUG 17

Quick 25

Rogue 21, 38

Siege Weapon 22

Quick Gear 174

Roliel 102

Sirens 122

Quick Start Templates 29

Rude 27

Sister Winds 91

Runecraft 24, 77

Skill 5

Runeset, The 78

Skill Checks 40

Rushing Actions 44

Skill Listings 20

Raalthuuk Nation 108


Rahna 102

skill rating 20

Rai 102

Raihar Empire, The 113

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

Ranged Weapons 168


Range Modifiers for all

Savings 26

Sleight of Hand 22

Scale 48

Sling 169

Scout 31

Sloop 53

Distance Weapons 168

Skills 20

Small 28

St. Michael 103

Thievery 22

Snake Eyes & Boxcars 41

St. Ogrin 104

Throughout the World 113

Snapjaw 132

Stoicism 26

Throwing Axe 169

Social 22

St. Oklyn 104

Thunder Lizard 137

Solander 23

Stone Wall 60

Thwarting Spells 55

Soldier 21, 30, 39

Stormriders 90

Tinker 26

Soul-Drinker 80

Stowaddy 105

Tokra 105

Soul-Stealer 80

Stowaddys Refreshment 87

Torahn 105

Southern Wilds, The 112

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

Spear Sling 169

Strength of the Montuhar 69

Transfer Mana 67

Specialization 20

Strength (STR) skills 22

Trap-Root 133

Specialization Example 20

St. Siffe 104

Trawler 130

Special Weapon 26

St. Thekla 104

Tribal Warrior 32

Spectral Guard Dog 65

St. Thorne 104

Trident 167

Spectral Sword 58

St. Touchek 105

Troll 117

Spectre 158

St. Trestamin 105

Troll Warrior 117

Speech Impediment 28

Studded Club 166

Tune 71

Spellcasting 55

St. Ulrich 105

Spell Failure 55

Succubus/Incubus 158

Spell Signature 56

Sudia 113

Ugly 28

Sphynxes 16

Summon Human 71

Unarmed Combat Skills 21, 35

SPIRIT 17

Summoning 24, 70

Undead 144

Spirit of Play 40

Summon Mammal 69

Unicorn 125

SPIRIT Skills 24

Supernatural Beings 142

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

Using Undead Creatures 144

Stat 5

Swashbuckler 21, 39

St. Barlo 102

Sweet Tree 133

Stealth 22

Swimming 22

Vampyre 149

Steam Cart 54

Swords 168

Varying Cannon Shot 170

Steam Tank 54

System 40

Vehicle 26

Stiletto 167

Vehicle Combat 50

Vehicle Damage 51

St. Joselyna 103

Take Care 89

Vehicles 52

St. Juliana 103

Targeting Modifiers 45

Veil 59

St. Kainal 103

Teleport 71

Verdia 112

St. Kayla 103

Tempter 159

Volcania 112

St. Lissa 103

Theoretical Sciences 23

Sting-Netter 131

Wagon 54

XPG 40

Wall of Protection 58
Wall of Thorns 69

War 7

Zeah 16, 111

Ward Against Humans 71

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

2. Lightly Damaged (-1)

MAN

3. Moderately Damaged (-2)

1. Shaken

SPD

2. Lightly Damaged (-1)

MAN

3. Moderately Damaged (-2)

4. Severely Damaged (-3)

HUL

5. Disabled (-4)

AV

6. Drifting/Hulk (-5)

4. Severely Damaged (-3)

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

Attributes & Skills

Notes

DB

Attributes & Skills

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.

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