Professional Documents
Culture Documents
DQ GMs Guide
December 2005
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
This GMs Guide is a collection of resources to assist a GM in running their game in the shared world of the
Seagate Adventurers Guild. Apart from some of this initial section, each and every resource is optional and
descriptive rather than prescriptive. While best efforts have been made, we cannot guarantee it is the most up-
to-date information in all instances.
The contributors to this guide would like to thank Andrew Withy for the extra effort in editing this guide.
Table of Contents
Introduction .........................................................................................................................................................3
Campaign Principles........................................................................................................................................3
First Session Checklist ....................................................................................................................................4
Awards and Character Growth ........................................................................................................................4
The Known World................................................................................................................................................7
Key to the Known World ..............................................................................................................................8
The Baronies................................................................................................................................................9
Duchy of Carzala ...................................................................................................................................... 10
Map of Seagate......................................................................................................................................... 11
Seagate City ............................................................................................................................................. 12
Campaign Resources....................................................................................................................................... 15
Kinlu.............................................................................................................................................................. 15
Kinlu Weapons.......................................................................................................................................... 15
Kenjutsu .................................................................................................................................................... 17
Kyujutsu .................................................................................................................................................... 18
Shinobi ...................................................................................................................................................... 19
Ships............................................................................................................................................................. 21
Example Ships .......................................................................................................................................... 23
Storm Priests ................................................................................................................................................ 25
Magical Gems............................................................................................................................................... 32
Magical Herbs............................................................................................................................................... 37
Demographics .............................................................................................................................................. 42
Real Estate ................................................................................................................................................... 46
Households................................................................................................................................................... 51
The Powers .................................................................................................................................................. 57
Avatars...................................................................................................................................................... 60
Minions...................................................................................................................................................... 61
Minion Design System .............................................................................................................................. 62
Agents....................................................................................................................................................... 63
Invocations................................................................................................................................................ 65
Bestiary ............................................................................................................................................................ 66
Reactions Table............................................................................................................................................ 66
Bestiary Classification Table ........................................................................................................................ 67
Common Land Mammals ............................................................................................................................. 68
Avians ........................................................................................................................................................... 76
Lizards, Snakes and Insects ........................................................................................................................ 77
Aquatics........................................................................................................................................................ 79
Creatures of Night & Shadow....................................................................................................................... 82
Humanoids ................................................................................................................................................... 83
Fantastical Monsters .................................................................................................................................... 91
Undead ......................................................................................................................................................... 95
Dragons ........................................................................................................................................................ 99
Summonables............................................................................................................................................. 102
Lesser Powers............................................................................................................................................ 104
Demons .......................................................................................................................................................... 106
Archangels ..................................................................................................................................................... 122
Tables............................................................................................................................................................. 128
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Introduction
This section is for both players and GMs, and Party and Campaign Balance
explains the aims and goals of the campaign, the Part of the GM's role involves generally adjudicating
reasoning behind some of the established nature of for the enjoyment of the majority. This does not mean
the campaign, and provides guidance on the just the GM's friends, the players in their current
campaign norms. specific game, or just new players etc. This means
everyone who plays and GMs in the campaign.
Campaign Principles GMs should (within reason) turn away characters if
The Guild campaign is intended to foster and promote they will greatly unbalance a party; the enjoyment of
enjoyable, co-operative, long-term fantasy role- the majority will generally be diminished if they find
playing within a multi-GM environment. themselves adventuring with Superman. If it is a
particular item that the character possesses that
Participation makes them unbalanced for the GM's game then
The Guild campaign is open to anyone who wants to consider asking them to leave it at home as an
play with us and is willing to follow the few restrictions alternative to being turned down.
placed on players and GMs in this campaign. In the same vein, when handing out treasure, GMs
Character Restrictions shouldn't feel the need to plug up all of the "holes" in
Some actions taken by characters against other a character for whom they are devising rewards. A
characters can easily spill over into ill feeling between character that has no weaknesses has little need to
players, and in extreme cases emotional distress. We adventure with other characters. Weaknesses provide
do not consider this desirable in the campaign and to an excellent rationalisation for players to form groups,
this end, some player character actions are not i.e. to shore up their areas of vulnerability, and often
condoned or supported within this campaign. It is not offer fertile role-playing options. Characters that are
considered appropriate for player characters to good at everything are often boring.
murder, sexually assault, assault, or steal from other
player characters.
Campaign Flavour
The in-game mechanism for controlling this is the
The primary flavour and genre of the Guild campaign
Guild and the Guild contracts. Within the campaign
is pseudo-medieval european fantasy. Within this
the Guild does not condone activities such as wilful
genre some GMs prefer heroic fantasy, while others
killing, theft, extortion etc., and any crimes committed
prefer lower key games. Even within heroic fantasy
against society will be answerable by the members
there are many different ideas of what constitutes this
concerned to that society. The Guild will not stand in
sub-genre. To some GMs and players a single
the way of the normal course of justice.
swordsman holding off three enemies is heroic, to
Within these strictures the campaign is intended to others heroic is the single warrior standing against
offer as wide as possible role-playing and 1000. Not everyone has the same idea as to what is
characterisation opportunities, so this doesn't mean fantasy, or good fantasy, and the Guild campaign
that all Guild characters have to be pleasant or good; tries to cover as wide a spectrum of styles as
they can be as unpleasant and unprincipled as you possible.
desire provided that they are prepared to honour the
Alusia
Guild contract, and that their players understand that
the aim is for everyone to have an enjoyable role- The core shared world of the campaign is Alusia, with
playing experience, that the inter-character the Guild being based in Western Alusia which maps
restrictions are there to help ensure this, and that not (very loosely) to Europe in our world. Not all of Alusia
everyone will have the same aims or goals in role- is european; parts of it have cultures (somewhat)
playing that they do. analogous to the middle east, the orient, the new
world, and even the classical world. The GMs and
Within the game your character does not have to like, Players Guides have information about Alusia and the
or even wish to adventure with, certain of your fellow Guild's home base of Seagate. Additional information
guild members, but it is expected that they will avoid can be found on the Campaign's wiki site.
attacking, deserting, endangering, injuring, stealing
from, or withholding treasure from fellow guild Technology
members and avoid provoking other members into The technology level of Alusia ranges in the most part
performing such activities. from dark age through high medieval and into
renaissance, with some odd parts that have no simple
A breach of the standards of behaviour expected
historical analogue. Technology level aside,
between guild members will result in an investigation
gunpowder and many similar explosives fail to
using all the powers of the guild, and depending on
operate on Alusia (a campaign decision from early
the circumstances may be dealt with severely.
times) and that style of missile weaponry is not in use.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Off Alusia
Awards and Character Growth
There is considerable inter-planar access and travel
to and from Alusia, which allows GMs to run games Characters grow through play and the rewards gained
far and wide across many other worlds and planes. on adventure. There are several ''currencies'' in the
Some of these planes are similar to Alusia but give campaign of which the most common are Experience
the GM an opportunity to run their game outside of Points, Training Time and Treasure (which covers the
the main shared world, others are strange, weird, and monies, items and other loot gained from an
wonderful, and range from discs, to rings, to worlds in adventure). These currencies are controlled to a
perpetual night, to elemental planes, to the homes of greater or lesser degree in an attempt to regulate
the Gods and other Powers. character growth. Too little reward can lead to players
feeling frustrated, too much creates an unbalancing
Breaking the Atmosphere factor in a multi-GM campaign. GMs are expected to
Some things have a detrimental effect on the fantasy carefully consider the rewards guidelines and keep
flavour of the campaign, and the worst offender within campaign norms.
seems to be high technology. Many GMs have over
the years run games in worlds with a technology level Experience Points Awards
higher than Alusia. Items brought back from such
adventures risk significant damage to a fantasy Experience points in the Guild campaign are awarded
environment; nothing seems to break the mood more using a standard system.
than ray-guns and modern brand names. Experience points are a measure of a character's
GMs are expected to ensure that treasures they ability to learn or improve Statistics, Skills and Magic.
award are not mood breakers, and fit with the fantasy Experience is awarded to a player's character based
genre of the campaign. In some cases this can be as on the following four categories. Note that a Session
simple as a more fitting description. For example, eye is considered to be 3.5 to 4 hours of real time play
glasses or spectacles were known even in medieval and Sessions of greater or lesser duration should
times. Even tinted eye glasses are not a problem, but have their Experience Awards adjusted accordingly.
RayBan is going to break genre. Attendance and Preparation
GMs should also be aware that some players are not Potential Award: 0-500 EP / Session
keen on out of genre adventuring and would prefer to This category is awarded for turning up to game
avoid it. It is best if running an adventure of this sort sessions on time and prepared to play. The full award
to give players as much indication as possible during should be given to characters whose players turn up
adventure sign-up, so that they may opt out of the on time with character sheets completed and the
party if they so wish. necessary accessories for play. Courtesy by a player
in informing the Game-master when they may be late
or unable to play due to other commitments should
First Session Checklist result in some award. Beginning players should be
If the GM wishes they can fill in a GM's character given leeway in respect of not having complete
record so that they will have the characters' statistics character sheets. A player who is constantly
to hand during play. distracted or distracts others when they are trying to
play is not properly attending should be given a
reduced award.
Players
The GM should have a look over each player's Guidelines: Full award for turning up on time and
character, and ensure that any awards from the last prepared to play. 75% award for incomplete character
time they played have been correctly spent. sheet. 50% award for no character sheet or unable to
attend but supplying character sheet. 25% award for
With new characters the GM should ensure that the expected non-attendance without supplying character
PC has been seen by the Character Tribunal, is a sheet. No award for unexpected non-attendance.
Guild member, and understands the House rules. The Lateness should result in an appropriate adjustment
GM may need to help with character generation if the to the entire experience award for the session
player does not yet have a character. dependent on the degree of lateness. (i.e. arriving 1
hour late should result in 75% of the total `normal'
Characters award for that session).
With the party together, a Guild Representative will Role-playing
ensure the adventure is properly set up. They will
Potential Award: 0-500 EP / Session
remind the party of the Guild Rules, suggest that a
This category is awarded for good role-playing, both
Party Leader and Military Leader be appointed, and
characterisation and player's enjoyment. It is possible
require that a Scribe be nominated.
to play an obnoxious or annoying character well but in
Once the Guild requirements are out of the way, such a fashion that other players `enjoy' the
characters can introduce themselves with character. This category is totally up to the Game-
descriptions. The GM can introduce the adventure master's judgement but should be based on
and the party can begin their preparations. consistency of motive and action and enjoyment by
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
the players and Game-master. Take into account how High Level – 900 EP
well the player differentiates between being in and out The characters will be confronted with high personal
of character and stays in-character when they should. risk, including the likelihood of death, with tough
opponents, e.g. greater undead, devils, powerful
Guidelines: Full award for believable and consistent
mages. Problems will be difficult and involve much
characterisation which was enjoyable by most
magic and/or ingenuity.
present. Half award for adequate role-playing or good
role-playing that annoyed players. No award when a Very High Level – 1,200 EP
block of wood could have done better or they The characters will be confronted with death, possibly
managed to seriously and continually annoy the irresurrectable, with very tough opponents, e.g.
Game-master or most of the players. powerful groups, individual dragons or Powers.
Problems will require thought, ingenuity and magic to
Contribution
solve and will involve any (and probably all) magic.
Potential Award: 0-500 EP / Session
This category is awarded for taking part in the action Extreme Level (World-Saving) – 1,500 EP
of the session, either by providing ideas (or non- The characters will be confronted with almost certain
ideas) or by appropriate or innovative use of the death, probably irresurrectable, with virtually
abilities or possessions of the character. How much unbeatable opponents, e.g. groups of Powers,
did the player and / or their character contribute to the Empires. Problems will be all but unsolvable and will
game compared with how much they were able to involve any and all magic plus stuff not readily
contribute. possible within the rules.
Guidelines: Full award for consistently and Experience Point Awards for GMs
interestingly being a major contributor to the action Experience points are given to GMs if they do not
when possible and refraining from contributing when role-play in the same season that they GM.
unable to do so in-character. Half award for The Experience Award is a flat sum of 7,500 EP
contributing occasionally when able to and also
occasionally when unable to. No award for This EP can be spent on any Character by the GM.
consistently contributing when unable to and
hindering other players’ or characters’ appropriate
contributions. Time
Quest Level The Guild Campaign runs in close to real time. There
are four Guild sessions each game year (one for each
Potential Award: 0-1,500 EP / Session
season) and these correspond to one real year. In
This category is awarded based solely on the difficulty
normal play a party will start an adventure after a
and complexity of the quest. The adjudged level of
Guild meeting, the players will meet for 10-13 weeks,
difficulty and risk should be announced at the
one night a week, and the characters will return to the
beginning of the quest and the Game-master should
Guild before the next meeting. Training time equals
endeavour to abide by this level. This means not
the 13 weeks of the Guild session less the time taken
making things harder when the party is able to
on adventure.
overpower the quest and also not being easy on
younger and less experienced characters when the Time is perhaps the most tightly controlled of the
quest seems too tough for them. reward currencies in the campaign and GMs should
consider very carefully before making any additional
Quest Levels Guidelines
time available as treasure, whether through special
Very Low Level – 0 EP] training that takes less time than usual, or time
The characters will be confronted with little personal distortion effects, such as planes where time runs at a
risk, with death unlikely, low ability opponents, e.g. different rate than Alusia.
animals, low experience NPCs. Problems will have
readily obtainable solutions with little, low Rank magic
involved.
Money Limits
Low Level – 300 EP The maximum amount of monetary treasure, or
The characters will be confronted with some personal overall share value, that characters should earn from
risk with opponents of some ability, e.g. humanoid an adventure is dependent on the experience level:
monsters, NPCs with some experience. Problems will
have obtainable solutions with some low Rank magic • 1,000sp for low level
and a little, medium Rank magic involved. • 2,000sp for medium level
• 3,000sp for high level
Medium Level – 600 EP This amount is an average per playing session
The characters will be confronted with definite (approximately 3.5 to 4 hours of play time).
personal risk, and possible death, with opponents of
equal ability, e.g. undead, monsters, experienced
NPCs. Problems will require thought and include
magic, though little magic above medium Rank.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
The Baronies
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Duchy of Carzala
10
Key to Sites in Seagate
Building are generally 2 storied
There is room for a population of approx. 13000. This assumes 8 persons per building including vagrants, travellers and public buildings.
Code Name Area Notes GM/Player
Artisans
34 Lady Katherine Blackened New Seagate High rank seamstress, appointments by introduction only G:Jono
1 Mortimer's Emporium New Seagate 2 Eden Close P:Martin
33 Jeren Stonemason Old Seagate Rk 3 Stonemason and carver
8 Alchemist Guild Southhill, New
Seagate
2 Alphonse's Restaurant New Seagate
23 Dacaro's Herbal Ointments The Hovel
Inns/Taverns/Brothels
13 Tar and Feather brothel New Seagate run by Eidolon PiAndrew W
Fight 'N' Fuk Tavern New Seagate location variable as it is often closed down by the authorities
16 The Dead Dog tavern New Seagate
14 Winged Demon Inn New Seagate
15 Devil's Eye Hotel Old Seagate
5 Mother Gird's Hotel and Old Seagate
Tavern
35 The Diamond Spider Tavern Old Seagate Proprieter S. Braz. Two story, with a lean to kitchen attached. G:Brent
28 Half-a-Loaf The Hovel
25 Hen Wen's The Hovel
22 Shadowmane's The Hovel
26 The Brass Door The Hovel
30 The Spinning Wheel The Hovel
3 Varley's Inn The Hovel
Merchants
9 Fizzgig's House of Frippery New Seagate P:Adam
(Purveyors of Fine Silk)
* a shop which you could only Variable G:Adam
ever find once which sold
toys and other small intricate
devices of wondrous
manufacture.
Religious
11 Church of the Powers of New Seagate & Old
Light Seagate
20 Phaeton's Clinic/Soup New Seagate a converted warehouse on the Docks In Seagate, a small hospital/soup kitchen P:Keith
Kitchen/Church of Diancecht dedicated to Diencecht has been set up on the docks by Brother Phaeton.
Anyone is welcome there and payment is by donation or by volunteering
service. Since there is no Healers Guild in Seagate, an arrangement has been
made with the Adventurer's Guild for the training of new converts although
basic health classes are done at the temple.
17 Temple of the One Horned Old Seagate
God
18 Temple of Truth Old Seagate
Misc
4 Covered amphitheatre Between
21 A clock tower New Seagate New Market
19 Customs House New Seagate
7 Gloranthian Trade Embassy New Seagate
12 Silverfoot's Gallery New Seagate Run by Sebbcastion Silverfoot, financed by Logan Bury P:Terry
10 The Butler's Hideout New Seagate
6 The Seagate Orphanage New Seagate a converted Warehouse on the fringe of the Docks Quarter near Old Seagate. PrBrent
It was set up by a retiring adventurer called Yazmo in 1984 AP after generous
donations by Von Kroft (played by Russel Barke) and an anonymous
benefactor. Yazmo occasionally solicits for donations and volunteer workers at
Guild Meetings. Wilkinson (played by Helen Chessum/Dickson) has worked at
the orphanage since 1986 AP. Yazmo, an Earth mage, has concentrated on
three prime aims : 1) Provide to all children food, healing, and a clean
comfortable bed. (No meat is served, apart from eggs and fish). 2) Attempt to
find gainful employment for older children (10 to 15 years), eventually leading
to their taking up an apprenticeship. The orphanage also supplies "runners"
for the delivery of messages around the town. (Certain establishments are no
longer delivered to). 3) Take small groups on regular "wilderness trips" to a
forest camp North East of Stonesboro, in order to give the children knowledge
of and respect for nature.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
The Hovel effects or for more serious crimes exile or death. The
This is part of Old Seagate and is the remains of the punishments often vary dependant on the Mage and
original fishing village. Dark narrow streets and small the Guild is often consulted in these cases.
cramped houses are the norm, and the population
(who are mostly still fishermen) are highly clannish, The Town Guard
with strangers unwelcome.
There are three Companies of guards that patrol
The Surrounds Seagate, Castle Chiltern, and the nearby district.
Seagate is set in relatively lush farmland, and large They rotate responsibilities regularly. Each company
commons were set aside by Baron Bolton to is divided into a number of watches.
commemorate the peace agreement. These Dragon company is commanded by Sir Edward
commons are often used by the townsfolk for large Abernathy, and run by Senior Sergeant Tarski.
markets on the high holidays as well as a training Phoenix Company is commanded by Sir Donald
area for the local garrison. Travellers and traders are Jameson, and run by Senior Sergeant Albrecht.
allowed to stay on the commons without cost for three Griffin Company is commanded by Sir Gordon
days, and a number of small holders are able to use Chisholm, and run by Senior Sergeant Boyce.
the land for their animals for a fee; however the
Duke’s men strictly control the number of animals. Black Watch: There is not a Black Watch and there
never has been. But rumour has it that they are a
Governance watch that is specially formed when required to deal
The current Duke of Carzala is Duke Leto, Baron with difficult and unusual situations. Guild members
Bolton’s grandson. The Duke has several hundred are rumoured to have been part of Black Watch.
retainers who handle the taxes, trade and justice
within the town and the Duchy. The bulk of these men Trade
and women work in a large building at the bottom of Trade is an important part of Seagate and, outside of
High Street. the Guild, the largest source of income for the Duke.
With land trade through the Sea of Grass from the
The Town Guard Lunar Empire as well as sea trade from the Five
The town guard is split into three companies. Sisters and Arabie, Seagate is a major hub of Trade
During most normal times one company will be on for the region. It is said that you can buy just about
duty in the towns, another will be in reserve at the anything in Seagate and anything you can’t buy is
barracks, and the third will be on-duty at Castle illegal and available in Sanctuary.
Chilton.
Each company is further divided into watches, and Artisans
the watches are split into patrols. The Guards are 1 Mortimer’s Emporium - Run by Mortimer Graves.
generally skilled men who benefit from the presence 2 Alphonses - High quality dining establishment, very
of the Guild by having invested items to assist them. popular with guild members and wealthy halflings.
The investeds are rarely attack spells but instead 7 Gloranthan Trade Embassy - GM: Scott Whitaker
comprise of strength boosts, weapon enhancements 8 Seagate Alchemists Guild.
and webs and walls to capture miscreants. However 12 Silverfoot's Gallery - Run by Sabastian Silverfoot
and financed by Logan
the presence of Guild members on the streets has left
16 Fizzgig's House of Frippery - Purveyors of fine
Seagate with little or no casual violent crime and the silks.
Guard deal mostly with large scale larceny or minor 34 Lady Katherine Blackened - High rank seamstress,
drunken scuffles. appointments by introduction only. (GM: Jono)
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Religious Buildings
8 Temple of Truth.
11 Various churches dedicated to the powers of Light.
17 Church of The One Horned God
20 Phaeton's Clinic/Soup Kitchen/Church of
Diancecht
60 Church of Seir
61 Church of Uriel
High Holidays
The seasonal nature of the Guild’s business also
affects the town and at the High holidays there are
huge markets with people having travelled from
hundreds of miles away. Most merchants will plan
routes such that they will be in Seagate on the high
holidays. These markets are complimented by
parades by the Guards and Local Guilds and
Churches. With the arrival of Guild members prior to
the Guild meeting ale sellers and temporary drinking
establishments will spring up in warehouses and on
street corners, and while the Dukes taxes are high on
these temporary retailers the profits can be excellent
during these holidays.
Magic
While the Guild avoids providing magical items and
investeds to the citizenry there is always someone
willing to trade things and so the levels of magic are
higher in Seagate than most other towns. This is
reflected in the abilities of the Guardsmen who need
to be able to cope with Magic when things get out of
hand. A 25% Tax exists for all Mages practicing in
Seagate - however this is waived for Guild members -
as such there are very few Mages in Seagate that are
not Guild members.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Campaign Resources
Kinlu
These weapons and skills are not an official part of the rules used by this campaign, but are offered here to
GMs to use if they wish, either in Kinlu or in any similar oriental-styled adventure location.
Kinlu Weapons
The chart below details the most common weapons in use in Kinlu that are substantially different from their
Western Alusian counterparts and require ranking as a separate weapon.
There are some Kinlu weapons that differ only from the Alusian ones in name, and for these the normal skills
and statistics apply. The Warrior column shows the weapon category for the purposes of the Warrior skill.
Weapon Wt PS MD SC DM Range Class Use Rk EM Warrior
Equivalent
Tanto 5/8 7 10 40 +0 P A MC 9 Dagger Shortswords
War Fan 1 8 15 40 -1 P A MC 10 Main-Gauche Shortswords
Sai 2 8 15 45 +1 6 A/C RMC 10 Main-Gauche Shortswords
Kodachi 2 11 17 45 +2 P B M 9 Estoc Shortswords
Ninjato (1-2) 3 14 17 45 +3 P B M 9 Estoc Oriental Swords
Wakizashi (2) 2 14 17 45 +3 P B M 10 Rapier Oriental Swords
Katana (2) 3 15 17 45 +4 P B M 10 Rapier Oriental Swords
Nodachi (2) 5 18 17 50 +6 P B M 8 Scimitar Oriental Swords
Tonfa 2 14 15 50 +0 P C MC 9 Quarterstaff Blunt
Tetsubo (2) 8 22 10 50 +7 P C M 5 War Club Blunt
Nunchaku (2) 3 14 17 45 +1 P C M 8 Scimitar Entangling/Chain
Bo (2) 3 12 16 55 +2 P C M 9 Quarterstaff B Class Pole
Hanbo (1-2) 1 10 16 55 +0 P C M 9 Quarterstaff Blunt
Shuriken 2oz 9 15 40 -1 12 A R 10 Dart
Yari (2) 4 13 17 45 +3 P A M 10 Javelin A Class Pole
Naginata (2) 5 14 18 55 +4 P B M 9 Glaive B Class Pole
Hankyu 4 14 15 45 +2 60 A R 8 Short Bow
Daikyu 6 16 15 55 +4 180 A R 8 Long Bow
Manriki-kusari (2) 6 14 19 40 +2 2 B RMC 10 Whip Entangling/Chain
Tetsubishi 1 5 15 40 -3 6 A R 4 Grenado
Kataran 2 12 16 35 -1 P C MC 9 Cestus Unarmed
Tanto: A Kinlu dagger, similar in shape to the larger Kodachi: A shortsword that may be worn and used
swords, and not suitable for throwing. This weapon by non-Samurai classes, such as Merchants. It is
uses the Dagger skill and need not be ranked common to see two Kodachi in one scabbard, one
separately. with the handle fittings, the second handle hidden as
the bottom part of the scabbard. When used this way
War Fan: Small folding war fans (tessen) are
the scabbard is normally worn on the back with the
designed to look like normal decorative fans and will
handles pointing out to the sides, allowing both
generally pass casual inspection as such. They may
Kodachi to be Prepared as a single action.
be used to strike or to distract an opponent and
increase the user's defence (see Shields). Ninjato: (also called Shinobigatana) are most
commonly used by the Shinobi clans and usually
Sai: May be used to either attack or deflect blows
consists of a wakizashi or cut-down katana blade,
(see Shields). When used in Melee or Close, Sai may
fitted with a full katana-length handle and placed in a
inflict either A or C class damage as the user
katana-length saya (scabbard). The intent is to
chooses. However, because of their size and weight
deceive one's opponents into miscalculating how
they cannot inflict C class Grievous Injuries. If a pair
quickly it can be drawn and also to conceal its nature
of Sai are used together to disarm (making neither
as a Shinobi weapon. The extra space in the saya
available for defence or another attack during the
may also be used to store or hide other equipment or
action), then if the Disarm is successful the opponent
goods. It can be used with only one hand on the hilt
does not receive a roll to retain their weapon and
(allowing the user to prepare shuriken, etc with the
must drop it. A variant with only a single side-prong is
other hand). No damage bonus is conferred for using
the Jitte; it has the same statistics and abilities.
it 2-handed, and no other Melee weapon can be used
in the off-hand unless the character has learnt the
NitoKenjutsu skill.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Katana & Wakizashi: are two different sized versions Shuriken is a generic term for any small edged
of the same weapon. They have slightly different uses throwing weapons. They come in a wide range of
in combat since the smaller Wakizashi can be more shapes but use the same characteristics.
easily used in confined spaces. The major difference
Hankyu: This is the Kinlu Short Bow. This weapon
however is cultural in that the Wakizashi is viewed as
uses the Short Bow skill and need not be ranked
a less hostile weapon and can be carried openly in
separately.
most situations, much as a dagger will often be
retained in Alusian society. It is only necessary to Daikyu: The asymmetric longbow of Kinlu. These
rank Katana once and the same rank will apply to weapons are very tall -- most Erelheine would use a
both these weapons. Both are listed as 2-handed Daikyu of around 8 feet -- but the grip is positioned at
weapons due to the fighting style they use. Strictly about one-third the distance from the lower tip. This
speaking they are 1-2 handed weapons and can be allows the bow to be used when mounted, and would
used with only one hand on the hilt, however no also allow a shorter figure (such as a Dwarf or
damage bonus is conferred for using them 2-handed, Halfling) to use the weapon if desired. The initial draw
and no other weapon can be used in the off-hand weight is less than that of a Western Alusian long
unless the character has learnt the NitoKenjutsu skill. bow, but the draw length is further, the release
occurring behind the archer's head. The unusual
Nodachi: A large sword of similar shape to the
shape and shooting style make this a separate
Katana, the Nodachi (Field Sword) is also known as
weapon from long bow.
the Horse Killing Sword as one of its uses is to allow
Samurai on foot to attack mounted opponents. The Manriki-kusari: Several similar weapons are covered
blade on a Nodachi is typically around 3 1/2 feet long under this skill, including the Manriki-kusari, Kusari-
(giving an overall length of 5 1/2 feet), and as the gama and Kyoketsu-shogi. All comprise a weighted
sword is too long to be worn at the side by a human chain or rope which may be used to Entangle, and a
or elven sized figure it is usually worn strapped bladed weapon such as a small sword or axe. Like a
across the back. whip these weapons may be used to Entangle and
damage in the same Pulse. This damage has a DM of
Tonfa: Consists of a handle with a knob,
-2. The damage on the weapon table is for the blade
perpendicular to a shaft that lies along the hand and
which may be used in melee and also against
forearm. When holding the handle, the shaft protects
opponents another hex away. The weapon can also
the forearm and hand from blows. In attack, the shaft
Trip in Melee. In close the weapon may be used as a
can be used to punch, or swung out to strike the
Garrotte. This is a complex and difficult weapon to
target with considerable momentum. The Tonfa is
use and GMs are encouraged to be inventive with
traditionally wielded in pairs, one in each hand, and
Fumbles.
the techniques taught may only be combined with
Unarmed or another Tonfa as an off hand weapon. If Tetsubishi: are small, sharp caltrops scattered to
a Tonfa is not used to attack it may be used to deflect delay and deter pursuit. The weight shown is for a
blows (see Shields). single use of them and is enough to cover 1 mega-
hex. The Strike Chance is the chance of throwing
Tetsubo: An iron shod staff used in Kinlu by various
caltrops so that they scatter around a centre chosen
sects of religious warriors. It is constructed out of
by the player. In the case of a "miss" the GM should
heavy oak, plated with iron on the sides, and with
randomly determine their placement. It is possible to
large iron studs at the end. It is usually 6 to 7 feet in
carefully place the caltrops, or toss them into adjacent
length.
hexes only with no chance of "missing".
Nunchaku: Due to the Nunchaku's extreme speed in
Kataran: are worn along the backs of the forearms
the hands of a Master, at Ranks 6 and above this
and need not be prepared to use, and may be used to
weapon may be used to Multi-hex Strike.
either attack or deflect blows (see Shields).
Bo: (also called rokushakubo - "6 foot staff") Bo are
the quarterstaves of Kinlu. This weapon uses the
Quarterstaff skill and need not be ranked separately. Shields
Hanbo: A short staff approximately half the length of All these weapons add to defence. Like Main Gauche,
a Bo. The fighting style is quite different from a long they provide to extra defence at Rank 0.
staff, and incorporates elements of sword techniques.
It can be used one or two handed, but the techniques Shield Weight Def / MD
taught may only be combined with Unarmed or Type Rank loss
another Hanbo as an off hand weapon. One variant of War Fan 1 2 -
the Hanbo is the Shakuhachi or Kinlu flute. These Sai 2 2 -
may be made of Bamboo, or more rarely of Bronze, Tonfa 2 2 -
Iron, Steel, or even Jade. They are fully functional Kataran 2 2 -1
musical instruments and may also be used as Hanbo.
Shuriken: Up to three Shuriken can be thrown at
one, two or three targets in one Pulse with no penalty.
16
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Kenjutsu Yadomejutsu
Kenjutsu is the sword art of the warriors of Kinlu, and This sub-skill is the art of cutting missiles from the air.
is usable only with the following Kinlu swords: Katana, Whilst Evading, the student may attempt to deflect
Wakizashi, Nodachi, and Ninjato. missiles or thrown weapons with their sword or a bare
hand. The missile must either be aimed at the
Kenjutsu ranks as Warrior for time and EP. It is not
student, or aimed through the hex they occupy, and
possible to add both Warrior and Kenjutsu bonuses at
the student must be able to detect the missile.
the same time, but where bonuses from both skills
The Base Chance is: MD + Weapon Rank + 4/Rank
would apply the character gains the benefit of the
of Yadomejutsu.
greater.
• If the Strike Check is successful then the missile
The student's effective Kenjutsu rank may not be
has been deflected.
higher than the Rank they have with the swords being
used. • If the Strike Check results in an "Endurance" then
the missile may be "cut" and broken.
Base Benefits • If the Strike Check results in a "Specific Grievous"
The student's base chance with an appropriate sword then the missile may be caught.
is increased by 1% (+1/Rank). The student may attempt one missile deflection in a
The student gains a bonus to their engaged initiative Pulse.
whilst they have an appropriate sword prepared of 1 At Rank 4, 2 missiles deflections may be attempted in
(+1/Rank). a Pulse,
The student gains a bonus to their Defence whilst At Rank 8, 3 missiles,
they have an appropriate sword prepared of 1% At Rank 10, 4 missiles.
(+1/Rank).
At Ranks 4 & 8 the student gains a bonus of +1 to the Iajutsu
Parry Calculation.
At Ranks 5 & 10, the student inflicts an extra +1 The Lightning Strike sub-skill allows a student to draw
damage. a sword and strike as a single action.
This will stack with either PS or weapon rank damage This attack is made at -30% (+2/Rank), and the
bonuses. student's dice roll is reduced by 1 per Rank, min. 0.
17
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Kyujutsu
Kyujutsu is the art of the bow as practiced by the
warriors of Kinlu, and is usable with the Kinlu Daikyu
(longbow) and Hankyu (shortbow) and also with
standard Alusian bows (Short, Long, etc). It cannot be
used with Crossbows.
Kyujutsu ranks as per Warrior for time and EP. It is
not possible to add both Warrior and Kyujutsu
bonuses at the same time, but should any bonuses
from both skills be applicable the character gains the
benefit of the greater.
Base Benefits
The student's base chance with a bow is increased by
1% (+1/Rank).
The student gains an “engaged” initiative, whilst
unengaged and with a bow prepared. This is
calculated in the normal way, [AG + PC + Weapon +
other bonuses], using bow rank for the weapon and
adding an additional 1 (+1 per 2 full Ranks) with this
skill. Using this initiative value the student may
choose to act in the engaged portion of a Pulse rather
than the unengaged portion, in order to fire into or
otherwise effect melee combat. Only their initiative Special Benefits
and the timing of their actions are altered, any and all Rank 4: the student gains the ability to stack an
action restrictions are still based on them being additional Aim action.
unengaged. Rank 5: the student gains an additional free action
every Pulse.
The Strike Chance penalty for shooting a target in a Rank 6: the Strike Chance penalty for shooting at
sheltered hex is reduced by 5% (+1 / Rank) provided long range is reduced to -2 per 5 hexes after first 5.
that the shelter is predominantly a linear obstacle Rank 7: the student may attempt a ranged Disarm
between the student and the target, and there is attack. This is calculated as for an engaged Disarm.
sufficient ceiling height for the student to arch their Rank 8: the student gains the ability to stack an
shot. additional Aim action.
Rank 9: the Strike Chance penalty for shooting at
long range is reduced to -1 per 5 hexes after first 5.
Rank 10: the student gains an additional free action
every Pulse.
18
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Shinobi Shinobi-jutsu
The Shinobi, stealer-in clans, may be found in the Ranks as per Unarmed Combat.
mountainous areas of Kinlu. They work for the great
(note that ranking time is as a weapon).
houses undertaking reconnaissance, spying, and
assassination. A fully trained Shinobi will be skilled A character's Rank in Shinobi-jutsu may not be higher
with many weapons (several concealable), unarmed than their rank in Unarmed Combat).
combat, the Spy, Thief, & Assassin skills, Stealth,
Courtier (or Courtesan), and with Shinobi-jutsu, the
"art" of the Shinobi, and Shinobi-do, the "way" of the Basic Taijutsu
Shinobi Acts as a bonus to unarmed combat.
Shinobi-jutsu and Shinobi-do are quasi-mystical skills At Rank 0 the student may make Multi-hex Strikes
and may only be correctly acquired at Rank 0 from a using unarmed, provided that both of their hands are
Shinobi-sensei (Teacher). free and used for this purpose.
At Rank 4 the student's unarmed combat base
Once acquired the skills may be ranked normally,
either with the Sensei, or with a student of higher damage is raised to D-3; at Rank 8 it is raised to D-2.
Rank. It is not possible to increase rank in either skill This additional damage will stack with other skill or
PS bonuses.
without the tutelage of a Sensei or a higher ranked
student. All other aspects of unarmed combat are calculated
Should a character acquire the skills from a Shinobi normally from their Rank with unarmed.
who is not a Sensei they will have to pay double the
normal EP costs and will never be able to Rank the Iron Skin
skill above Rank 5. By tensing specific muscles and rolling with blows the
student is able to lessen damage to their body. This
ability is not cumulative with armour, but the student
will receive the better of the two protections. Providing
that they are Evading and are aware of the source of
the damage, the student suffers:
1/2 Ranks, min. 0 less damage from C class sources.
1/5 Ranks, min. 0 less damage from B class sources.
Breakfall
By learning how to fall and roll properly the student
may reduce damage from Falling or being Thrown
(such as by TK Rage) by 1 (+1/Rank).
Instant Stand
The student learns to jump up from Prone almost
instantly, providing that they are physically capable of
doing so (e.g. has not had a leg chopped off).
This does not require an action in combat but has a
Base Chance of AG (+7/Rank).
If the student fails their Instant Stand roll then
standing up will require a Pass action as normal.
19
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Meditation
Shinobi-do By using the meditative technique of kuji kiri, "nine
Ranks as per Assassin. ways cutting", the student enters a form of trance.
The Base Chance of achieving this state is WP
Block Pain (+5/Rank), with each failed attempt wasting 1/2 hour.
The student learns to isolate pain within their mind.
Whilst meditating the student focuses and regains
They gain a bonus to recover from Stun of 2
their internal energies. Each hour spent meditating is
(+4/Rank).
equal to 2 hours of restful sleep. Whilst meditating the
Note that this is an advanced form of the Erelheine student is oblivious to hunger, thirst, and harsh
Block Pain talent and is not cumulative with it, though (though not physically damaging) temperatures.
the higher of the two may be used.
In addition, a Rank 10 student who rolls a triple effect
for this skill will levitate a foot or so off the ground
All-round Sight during the trance.
The student becomes attuned to their surroundings
The student does become less aware of their
and is increasingly better at defending against attacks
surroundings and suffers the same penalties on
from their flank and rear.
surprise or initiative as if sleeping.
Provided that the student is capable of detecting an
A student may remain meditating for up to 1 hour
Attacker, the Attacker receives (3% x Rank) less
(+1/Rank), after which they may not use the
advantage for attacking through a flank or rear hex,
meditation ability for a period equal to half the time
minimum of 0% advantage.
spent meditating.
This ability is rumoured to have additional
Blind Fighting
applications if the student has acquired the advanced
The student trains for long periods either blindfolded
Shinobi skills.
or in darkened rooms, and develops the ability to fight
using other senses.
If the student cannot see their opponent, but the
opponent is not undetectable, the student has a
chance of sensing them of: PC (+5/Rank).
This is rolled at the start of a Pulse and if successful
the student's modifiers for lighting or vs. Invisible
opponent are reduced by 5% (+3/Rank) in Melee, or
2% (+2/Rank) in Ranged combat, minimum 0.
Resist Toxins
Through a mystical control of their body the student is
better able to resist the effects of disease and
poisons.
The student's chance of resisting or throwing off a
disease or infection is increased by 5% (+5/Rank).
Damage taken from poisons is reduced by 1 (+1/2
Ranks).
No Sleep
The student is trained to go without sleep. They may
go for a period of up to 1 day (+1/3 Ranks) without
feeling adverse effects.
After the duration expires the student must rest for 10
hours (+4/each additional day without sleep).
20
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Ships
Skiff / Dinghy Cutter
A skiff is a small open boat, with up to four pairs of A cutter is a one or two-masted coastal ship, usually
oars and often a single sail. This category includes lateen rigged, with a steering oar or rudder. It is
rowboats, tenders, the smallest sailing vessels, and designed to manoeuvre through shoals and reefs,
any boat carried on a larger ship. Skiffs vary between and be easy to operate with a limited crew. Cabins
10 and 20 feet in length, and have a draft of less than are small or absent, and the vessels often beach or
two feet. anchor at night. These boats, with regional variations,
exist across the baronies and are used for fishing,
short coastal journeys, smuggling, and other vital
River Boat economic activity. Arabia dhows and Azurian xebecs
A river boat is a smallish boat which is wide and
fall into the same general class of vessel. Cutters are
shallow, designed to take maximum cargo across usually from 30 to 60 feet in length, but can be larger.
placid waters. River boats are usually 18 to 30 feet
long, although coastal and lake versions may reach
40 feet or more. River boats will usually have several Cog
sets of oars, for pulling upstream or manoeuvring at Cogs are a true sea-faring sailing ship, inheriting
dock. The single stepable mast will have one square- some of the characteristics of the knarr, but are better
rigged, or two lateen-rigged sails. Square-rigged against the wind, and with more cargo space and
boats are slightly slower and have less manoeuvr- freeboard. They are also single-masted and square-
ability, but require significantly smaller crews. rigged, clinker-built, but have a keel, a square stern
and rudder. They are slow, but very safe in high seas,
and require few crew. Cogs are usually 40 to 70 feet
Canal Barge long.
A canal barge is not really a boat, but merely a
floating storage area. They have no sea-worthiness,
and can only be used on lakes and canals, where Large Cogs
they are usually pulled along the shore by oxen or The large cog is a scaled-up version of the small cog,
horses, or towed by more elegant vessels. These with fore and aft castles. It still only has one mast and
floating warehouses may reach lengths of 60 feet, are a single square-rigged sail. It has a full covered deck
flat-bottomed, and often nearly rectangular. and a hold. The great breadth of these ships, along
with their simplicity of handling, makes them useful for
bulk haulage up and down the baronies, but relatively
Knarr few cogs are built over 100 feet, as the crew size
A knarr is the merchant ship of the lands north of grows too large, and the advantages over the more
Destiny. The knarr is a one-masted square-rigged sophisticated carrack are lost at this scale.
broad-beamed ship, with a single sail and a steering
oar. There are no cabins; instead tarpaulins protect
the cargo and crew. They cannot sail against the Carrack
wind. Fishing knarrs may be 20-30 feet, coastal A carrack is a three or four-masted sailing ship
knarrs are typically 30-45 feet, and ocean-going or developed in the last century. It has a high rounded
long-distance traders may reach 60 feet in length. stern, with fore and aft castles and a bowsprit. It is
square-rigged on most masts, and lateen-rigged on
the rear or mizzenmast. The combination of sails
Longship gives flexibility, with the large square sails providing
A longship is the warship of the northern lands. They propulsion, and the smaller sails at bow and stern
are long and slender, with a single square-rigged
allowing manouvering and sailing across the wind.
massive sail, and up to 20 oars on a side. They Carracks are the only proper ocean-going ships
require very large crews, who double as rowers and outside Destiny: large enough to be stable in heavy
assault troops. Minimal cargo space is available.
seas, and roomy enough to carry crew, provisions
They are usually shallow and flat-bottomed so they and also cargo for long voyages. However, the large
may be beached during an attack. They cannot sail superstructures of these ships make them prone to
against the wind. The warships start at 60 feet, and
toppling in strong winds. Carracks are around 100
may reach more than 100 feet in length, although feet long.
seaworthiness and manoeuvrability suffer in
longships over 80 feet.
21
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Caravel Junk
A caravel is a small, highly manoeuvrable multi- The junk is a huge ocean-going vessel devised in the
masted ship often used for long voyages of Orient. While far older in origin, it has similar
exploration. It is a specialised kind of carrack. properties to the caravel. The elliptical sails are lateen
Because of its relatively small size, the caravel is able rigged, but have battens at regular intervals, giving
to explore upriver in shallow coastal waters, and it more rigidity, flatter sails and more control of reefing.
can be sailed with the precision necessary for inshore The holds are wide, and up to 4 decks deep, and
surveying in unknown waters. Using the lateen sails it have multiple water-tight compartments. It is said that
can go speedily over shallow water, while with the Junks had the first rudders. Junks can vary between
square sails, the caravel is very fast. Its versitility, 100 and 300 feet long, and have between 4 and 8
speed, agility, and power makes the caravel the best masts. Smaller coastal junks are between 60 and 120
sailing vessel of its time. It generally carries two or feet, and have 3 to 5 masts.
three masts with lateen sails. It has the same rig as a
carrack, with a foresail, square mainsail and lateen
Elven Trimaran
mizzen, but minimal fore- and aft-castles. Caravels
The sea elves have ships consisting of three very
are usually 60 to 75 feet long.
long, thin hulls, and a platform joining them above the
waterline. They appear to be very fast and
Galleon manoeuvrable, with very large decks for troops,
The galleon is a standard Destinian design. The cargo, or deck parties. They are also very stable in
Destinians have always been radically advanced in high seas. It is unclear how this design works, as
ship building. A galleon is a large, multi-decked attempts to reproduce it have all failed. Presumably
sailing ship used for both military and trade purposes. magic is used in the construction, but the ships
The galleon differs from the conventional carrack themselves can be sailed without magic. They are
primarily by being longer, lower and narrower. usually lateen rigged, and often have multiple masts.
Galleons are purpose-built warships, and are They vary in size from multi-hull skiffs to hundreds of
stronger, more heavily armed, and around half the feet long, but are usually 50 to 100 feet in length.
time to build as a carrack, and are therefore a much
better vessel. Galleons can also be rigged to sail with
Magical Vessels
minimal crew; essential for taking prizes or after
There are a number of ships that can fly, travel over
casualties. Galleons are usually over 100 feet long.
land, or otherwise behave miraculously. Each ship is
unique, but is usually similar in appearance to the
Trireme standard water-based vessels of the ship-builder’s
The nations past the Isles of Adventure are in an culture. Crewing, manoeuvrability, and speed will
inland sea, with relatively peaceful waters. Dealing usually be vastly superior to a mundane ship.
with high seas and strong winds is not as important
as short-term speed for ramming. These factors led to
Magically Powered Vessels
a different kind of great ship, the trireme. This vessel
While a magically created and powered vessel may
is powered by three banks of oars, and is very
theoretically be of any shape, the vessels formed are
narrow, as it has no sails and therefore need not sail
usually those familiar to the Adept. Creating an
into the wind. Triremes are shallow in draft, so may
inherently unseaworthy vessel will have undesirable
land on beaches, need few skilled crew, no wind, and
consequences on open water, regardless of the
are highly manoeuvrable in combat. Triremes are 80
supporting magic. Powering a mundanely assembled
to 120 feet long. Smaller biremes only have two
vessel at extreme speeds can lead a vessel to stave
banks of oars, while quinquereme with five banks of
in and scuttle itself under the extreme forces.
oars are used for flagships.
Other ships
Galley
Ships made of bound reeds, hundred-foot canoes
The galley is an advanced Lunar Empire trireme with
carved from a single tree, rowboats of animal hide
a length of at least 100 feet, 18 to 24 oars, a single
and many other peculiar boat types exist in other
mast with either a square or lateen sail, and a square
cultures. Most of these are either rowed or use a
stern with a rudder. A cross between the galley and
single square-rigged sail. Of other races, dwarves
carrack, the larger galleass, with 30 or more oars a
and halflings have no naval tradition, while orcs tend
side, fore- and aft-castles and three masts, is
toward the simplest muscle-powered galleys or
currently being developed by the Azurian Empire. The
longships.
galliot is a small, light type of galley, around 60-80
feet long. All these vessels need vast quantities of
rowers, who are usually slaves or convicts.
22
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Example Ships
While individual ships of each type will vary wildly, statistics for a typical example of each ship type is listed
below. The crew size is a recommended typical size – less will reduce performance and increase risks. The
speeds (in knots) are average speeds sustainable for an hour, under fair conditions, with an average crew and
a master (Rank 8) Navigator. Any greater speed may put undue strain on the boat – magical speeds without
magical protection can rip a boat asunder.
Vessel Length Beam Draft Weight Usage Crew Size Cost (sp)
23
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Vessel Usage
• River Boats and Barges are used by all inland nations on rivers and lakes. The Western Kingdom,
Eltrandor & Ranke have large river networks with several lakes. Alfheim has magical canal barges.
• Knarrs and Longships are used by the nations north of Destiny, such as Norden and Svenway.
• Coastal cutters are used by all coastal baronies.
• Cogs are used by the less-adept seagoing nations. These includes Aladar, Aquilla, and Bowcourt.
• Carracks and Caravels are used at sea by Ranke, Carzala, Flugelheim / Artsdorf, and Azuria
• Galleons are used exclusively by Destiny and their colonies such as Bretonnia and Ebola.
• Triremes and Galleys are used by the Lunar Empire and Hellenic States and other sheltered coasts.
• Junks are used by the Five Sisters, Kin Lu and the drow of coastal Terranova.
• Trimarans are used by the Elvish Isles.
Aladarian Cog
Norden Knarr
Carzalan Caravel
Eltrandorian Cutter
Destinian Galleon
24
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
per Rank) per dose. The cost is 50 substances a potion which will
Storm Priests Silver Pennies. The Base Chance is increase the imbibers Physical
60% (+2 per Rank). Strength by 1 (+1 / 2 full Ranks) for 10
Storm Priests are practitioners of the minutes (+10 / Rank). The cost of
College of Witchcraft who have Distilling Love Philtres: The ability to ingredients is 200 silver pennies. The
dedicated themselves to Kukulak distil from a variety of substances a Base Chance is 30% (+3 / Rank).
(Khulian God of Storms) and Love Philtre which will cause the
concerned themselves especially with imbiber to fall in love with the first Whenever a Storm Priest wishes to
the destructive forces of nature. Storm entity upon whom he or she sets eyes distil potions they must spend [D+7]
Priests are affected by the same after drinking it (regardless of species hours with the appropriate equipment
Restrictions and Base Chance or sex). The Base Chance to prepare (fire, pot/cauldron, condenser, potion
Modifiers as other members of the the Philtre is 30% (+3 / Rank). The bottle etc.) and pay for ingredients.
College of Witchcraft, except that they cost of the materials will average 600 The quantity mixed does not effect the
gain an additional +5 to all Talent, silver pennies. The effects of the time required, but they are limited to
Spell, and Ritual Base Chances when substance will last for 1 week (+1 / the manufacture of one end product at
those magics are performed within a Rank), unless dispelled by the casting any time and a single success or
storm. In addition to the magics listed of the General Knowledge failure roll applies to the entire batch.
below a Storm Priest also learns the Counterspell of the College of
Witchcraft by the creator of the Love Making Amulets: The ability to make
Witchcraft General & Special the following amulets. The Adept gains
Knowledge Counterspells, Ritual Spell Philtre, or by the successful use of the
Curse Removal Ritual. In the latter the ability to make one amulet, of their
Preparation, and Ritual of Purification; choosing, per Rank of Talent.
and may learn the Ward Ritual, but case, the curse is treated as minor.
may not learn the Ritual of Investment. Distilling (In)Fertility Potions: The Amethyst: Wards bad dreams and
ability to distil from a variety of assists the wearer in achieving a
restful sleep. Increases the wearer’s
Talents substances a Potion of Fertility or
Fatigue recovery during sleep periods
Infertility that increases or decreases
Farsensing (T-1) by 10% (round down). Cost: 3000 sp
the chances of conception by 5% (+5 /
Rank). It has a 30% (+3 / Rank) Aquilegias: The wearer subtracts 10
Range: 15 feet + 15 / Rank
chance of working and may be from all rolls on the Fright Table. Cost:
Duration: Active Concentration
passively resisted by the imbiber. The 2400 sp
Experience Multiple: 150
effects of the Potion of Fertility last 1 Beryl: Increases the wearer’s ability to
Target: Familiar
day (+1 / 3 or fraction Ranks) whilst detect traps and ambushes by 5. Cost:
Effects: The Adept can, by remaining
that of the Potion of Infertility last 1 4000 sp
stationary and actively concentrating Betony: Decreases the wearer’s Base
for the duration of the talent’s week (+1 / 3 or fraction Ranks), unless
dispelled by the casting of the General Chance of infection by 15. Cost: 2200
workings, see, hear, taste, smell and
Knowledge Counterspell of the sp
feel the same things as their familiar,
College of Witchcraft by the creator of Bloodstone: Prevents miscarriage
provided that the familiar is within
Potion or a Ritual of Remove Curse is and decreases Base Chance of
range. This talent allows no special infection by 20. Cost: 3000 sp
communication with the familiar, employed. If the latter option is taken,
the curse is considered a Minor Curse. Carbuncle: Decreases damage done
merely the ability to use their senses. by poison by 2 points of damage per
The Adept must have already acquired The cost of ingredients is 100 silver
pennies. The Base Chance of pulse or day. Cost 9600 sp
a familiar through the use of the Chalcedony: No undead will willingly
Finding Familiar Ritual (Q-1) for this conception for player character races
may be found in the Character approach closer than 10 feet to the
talent to be effective. It takes 10
Generation section. A roll for wearer in most cases. Cost 4800 sp
seconds (-1 / Rank) for the Adept to Diamonds: all of the wearer’s Strike
tune in to the familiar’s senses. If the conception should not be made more
than once in 48 hours. Chances are increased by 2. Cost:
familiar is killed while the Adept is
8000 sp
using this Talent, the magical backlash Distilling Restorative Potions: The Elder Flowers: Makes the wearer
is harsher, due to the tighter link, and
ability to distil from a variety of proof against the Evil Eye. Cost: 400
the amount of magical damage
substances a potion which, when sp
incurred is increased by 5 points, see Hypericum: Increases the wearer’s
imbibed, subtracts 2 from Endurance
Q-1.
and restores 4 lost Fatigue. The Magic Resistance by 10 to any
Special Alchemy (T-2) amount subtracted from Endurance is magical act performed by a Demon or
increased by 1 and the amount of Daemonic being. Cost: 800 sp
Experience Multiple: 350 Fatigue restored is increased by 2 per Iron: No Demon or Daemonic being
Effects: The Adept gains certain Rank. The Fatigue so restored may will willingly approach closer than 10
knowledge of Alchemy. The specific have been lost through damage or feet to the wearer in most cases. Cost:
benefits accruing to the Adept are: tiredness, including spell casting. The 4000 sp
Distilling Venoms: The Adept gains potion will only restore lost Fatigue. Jade: No undead will willingly
the ability to distil venoms from such The Endurance damage caused by approach closer than 30 feet to the
plants as belladonna. The Adept this potion is physical damage and wearer in most cases. Cost: 4000 sp
functions as a Rank 1 Alchemist for thus may stun and can be healed by Jet: No Demon or Daemonic being will
this purpose. See the Alchemist Skill. normal means. The effects of drinking willingly approach closer than 50 feet
this potion may be passively resisted. to the wearer in most cases. Cost:
Distilling Toad’s Sweat: The ability to The ingredients for this potion cost 4800 sp
distil a dose of a potion of Toad’s 500 silver pennies. The Base Chance Luck: Made from tiger’s or alligator’s
Sweat that will remove blemishes, is 30% (+3 / Rank). teeth. It increases the wearer’s Magic
warts, corns, pimples, etc., at the rate Resistance by 3 and subtracts 2 from
of 1 disfigurement (wart, corn, etc.) (+1 Distilling Strength Potions: The
ability to distil from a variety of
25
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
any Strike Check made against the season they are familiar with. If they Healer); Periodic Muscle Spasms (-5
wearer. Cost: 2400 sp. have lived in the area for over one MD & reduce EN by half (round down)
Note that the “cost” is the cost of year they will receive a bonus in any until cured by a Rank 2 Healer).
material necessary to manufacture the season. 18-19 Total Muteness; Arthritic
amulet. Each amulet requires 3 days Enfeeblement (-4 MD & -3 AG &
to manufacture once the necessary Time Familiarity Bonus reduce Fatigue by half (round down)
materials have been gathered or 1 month Current season +5% † until cured by a Rank 3 Healer);
purchased. Amulets are usually sold at Creeping Senility (-10 to all Spell Base
(cost + 25%). The time taken to 1 year Complete +10% † Chances & -2 MA and an additional -2
prepare an Amulet is full-time work, † only one modifier applies MA for each full week).
and no training may be undertaken at 20 Total Amnesia (lose all skills,
the same time. Those amulets that knowledge, ranks and magical abilities
prevent the “willing approach” of General Knowledge Spells except native language for a period of
certain creatures create a “circle of Damnum Minatum (G-1) D10 days).
protection” around the wearer. The
creatures protected against will not Range: 15 feet +15 / Rank Darkness (G-2)
willingly cross the circle’s boundary, Duration: 10 seconds +10 / Rank
Range: 15 feet +15 / Rank
but if forced across it, for instance by Experience Multiple: 200
Duration: 15 minutes +15 / Rank
the approach of the wearer, are no Base Chance: 40%
Experience Multiple: 100
longer inconvenienced by the Resist: May be actively & passively
Base Chance: 60%
protection. resisted
Resist: May not be resisted
Storage: Ward, Magical Trap
Witchsight (T-3) Storage: Ward
Target: Entity
Target: Volume
Effects: The Adept curses any one
Experience Multiple: 200 Effects: The Adept creates a volume in
target within range with a particular
Base Chance: Perception +5 / Rank which non-magical light is partially
unpleasantness as listed below. If the
Effects: The Adept has a Base suppressed. The volume will be 1000
effects of the curse are doubled or
Chance equal to their Perception (+5 / cubic feet (+500 / Rank), and may be
tripled, the Adept may inflict 2 or 3
Rank) of seeing objects which are in any one contiguous area that the
different results. The curse is
normally invisible or which have been Adept desires, provided that no
permanent until a General Knowledge
rendered invisible by magical means dimension is smaller than 1 foot. The
Counterspell of the College of
(ie. such spells as Walking Unseen, entire volume must be visible and
Witchcraft is cast over the afflicted
Blending, and Invisibility). The Adept within range at the time of casting and
entity, a Ritual of Remove Curse is
may also see in dark and/or stormy may not be moved. At Ranks 0-5 the
employed, the duration expires, or the
conditions as a Human does on a amount of light within the volume is
effect is cured by a Healer of the
cloudy day, with an effective range of reduced to 10% (appears as though lit
appropriate Rank. Curses that have a
150 feet under the open sky, and 75 on a cloudy night), at Ranks 6-10 it is
duration, or which may be cured by a
feet elsewhere. reduced to 5% (as though a
Healer, are indicated in their
windowless room), at Ranks 11-15 it is
Storm Affinity (T-4) descriptions. If a Ritual of Remove
reduced to 1% (so dark that night
Curse is employed , the Damnum
Experience Multiple: 250 vision like that of a cat will take about
Minatum is considered a Minor Curse.
Effects: The Adept and their a minute to adjust), and at Ranks 16-
A separate Counterspell or Ritual of
possessions are completely protected 20 all light is banished (i.e. totally
Remove Curse must be used on each
from all forms of water damage. Due dark). Although infravision works off
separate curse. Identical Damnum
to their close association with the heat and elvish and dwarvish vision
Minatum effects are not cumulative.
environment, the Adept can modify the work in total darkness, it is still not
Note that the Adept may always
Force downwards and Gauge upwards possible to see at all at Ranks 16-20.
choose to inflict a curse of a lesser
on the Weather Scale Table by 1 per It will not aid in providing magical
Rank than their actual Rank. The
4 full Ranks, for themselves. Further bonuses for casting purposes, though
curses that the Adept may inflict are
more, they will not be harmed by it will reduce penalties due to natural
dependent on the Rank of the spell:
storms unless of a magical nature with light by up to 5% +1 / Rank. If the
a Rank greater than their Rank in this Rank Curse lighting conditions are lower than that
Talent (this includes the Spells of: 0-3 Boils 1 (+1 / Rank); Warts 1 (+1 provided by the spell, no effect will be
Whirlwind Vortex, Windstorm, / Rank). apparent. Note that because light is
Freezing Wind, Maelstrom, Rainstorm, 4-6 Clumsiness (-1 AG); Maladroit- only being suppressed, it may still
and Waterspout). ness (-1 MD). pass through, and no shadows are
7-9 Weakness (-2 PS); Poor Health generated. If it is possible to see
Predict Weather (T-5) (-3 EN); Cowardice (-3 WP & +5 to all through a darkness, all beyond it is
Experience Multiple: 50 Fright Table rolls); Total Deafness. perfectly visible. This spell can
Base Chance: 30% (+4 / Rank) 13-15 Partial Amnesia (-1 Rank from engender silhouettes of lit objects
Effects: The Adept may predict the all Magic and Skills); Insomnia (only against the darkness, though not
local weather over the next day (+1 / 3 regain half Fatigue (round up) during create shadows. Any of this volume
full Ranks). The Adept must be sleep periods for D10 weeks); Virulent may be overridden by a higher
outside or able to see the sky to use Skin Disease (intense pain and a Ranked Spell of Light, or neutralised
this ability. If the Adept has resided in hideous appearance, -10 PB & -3 WP (back to original conditions) by an
the area for a length of time they will until cured by a Healer - permanent equal Rank.
be more familiar with the local loss of -1 PB for each full week of
Evil Eye (G-3)
weather. If they have lived in the area infection as a result of scarring).
for over one month they will receive a 16-17 Total Blindness; Delirium Range: 15 feet +15 / Rank
bonus for predicting weather in the Tremens(-5 MD & -3 PC); Migraines (- Duration: 1 day +1 / Rank
1 WP & -3 MA until cured by a Rank 2 Experience Multiple: 300
26
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Base Chance: 20% Target: Entity detected, but their mind will simply not
Resist: May only be passively resisted Effects: Unless successfully resisted, appear to be there when an attempt is
Storage: Ward, Magical Trap the Adept causes the target intense made to "read" it.
Target: Entity pain for the duration of the spell. The
Effects: By use of this spell, the Adept target must check to see if their Storm Calling (G-9)
curses the target with ill-fortune. concentration is broken and must Range: Works at any range
Unless the target resists, all their Base subtract 10 (+3 / Rank) from their Duration: 60 minutes +30 / Rank
Chances, Strike Chances, and their Strike Chances whilst suffering the Experience Multiple: 200
Magic Resistance are reduced by the pain. The difficulty multiplier for the Base Chance: 40%
Rank of the spell (1 if unranked). This Concentration Check is dependent on Resist: May not be resisted
spell is a minor curse. the Rank of the spell: Storage: Magical Trap
False Rumours (G-4) Rank 0 To rank 5 3 Target: Special
Rank 6 To rank 10 2½ Effects: The Adept may summon any
Range: 15 feet +15 / Rank Rank 11 To rank 15 2 storm front which may exist anywhere
Duration: 10 seconds +10 / Rank Rank 16 To rank 19 1 in sight. Upon reaching the spot
Experience Multiple: 100 Rank 20+ ½ occupied by the Adept at the time of
Base Chance: 40% casting, the storm front will slow and
Resist: May only be passively resisted No actual damage is inflicted as a finally cease moving and begin a
Storage: Ward, Magical Trap result of this spell. Note that Mind downpour (snow, rain, hail, sleet, or
Target: Entity or Area Mages will be somewhat unaffected by whatever else the GM feels the clouds
Effects: The Adept subdues the spirits this spell, and may halve the reduction may contain). Generally a storm front
of the air within range of the spell and to their Strike Chances. can be seen for 20 or 30 miles. If no
makes them set up aural illusions to front can be seen the spell may still be
mislead the enemy. Anyone within, or Hypnotism (G-7) cast, but the Base Chance is reduced
entering, the area must passively Range: 15 feet by 20. The storm front will take D × 3 -
resist or hear false rumours and the Duration: Concentration (maximum 5 1 / Rank minutes to arrive. Once the
sound of conspiratol whispering (or minutes +5 / Rank) duration has expired, the weather will
any other distortion from scraps of Experience Multiple: 200 gradually return to normal over a
conversation, the clank of armour, the Base Chance: 40% similar amount of time.
sound of falling bodies, of marching Resist: May be actively & passively
armies, of song etc., so long as the Walking Unseen (G-10)
resisted
noises are in some way threatening to Storage: None Range: 1 foot +1 / Rank
the listener). Alternately the Adept Target: Entity Duration: 1 hour +1 / Rank
may target a single entity, in which Effects: The Adept may lull an entity Experience Multiple: 100
case they need not remain within that is within range into a trance-like Base Chance: 60%
range but will be followed by air spirits state in which they will be subject to Resist: May not be resisted
and harassed with half-heard sounds suggestion. The spell may not be cast Storage: Potion, Ward, Magical Trap
for the duration of the spell. over a totally hostile entity. Once the Target: Entity
Fear (G-5) subject has been hypnotised, the Effects: The target of this spell may
Adept may make suggestions move unnoticed, not invisible. This
Range: 15 feet +15 / Rank (provided that they can communicate means that it will not transmit light. As
Duration: Immediate verbally with the subject) that will be a consequence the target will cast a
Experience Multiple: 350 readily accepted unless they directly shadow, which may or may not be
Base Chance: 20% conflict with the subject's best noticed, depending on the lighting
Resist: May be actively & passively interests. The subject will remain conditions, etc, and will have a
resisted suggestible so long as the Adept reflection in a mirror or other reflective
Storage: Ward, Magical Trap maintains concentration and the surface. However, the target may not
Target: Entity subject remains in range. The subject be noticed even if another entity is
Effects: The Adept instils in the target will continue to implement implanted looking directly at them. An entity will
an uncontrollable fear. Unless the suggestions for 3 hours (+3 / Rank) get a Perception check to notice the
target successfully resists they must after the suggestions have been target if the target becomes invasive to
roll on the Fright Table. If a double made, even when no longer the entity's senses (e.g. putting their
effect is achieved the Adept may hypnotised. The subject will never hands over the entity's eyes). Note
choose to modify the Fright Table roll have any idea where the suggestion that a Crystal of Vision or similar
up or down by an amount equal to the that it is implementing came from. means of viewing is considered direct
Rank of the spell. If a triple effect is viewing and is affected by this spell. If
achieved the Adept may modify the Mind Cloak (G-8) the target, or the target's possessions,
Fright Table roll by twice the Rank of Range: Self are touched by another entity, or an
the spell. See the Fright Table for the Duration: 1 hour +2 / Rank entity's possessions, then the spell is
exact results of Fear. Experience Multiple: 250 broken. Although not truly invisible, the
Base Chance: 30% target may be detected by using
Harm Entity (G-6) magical means to detect invisible
Resist: May not be resisted
Range: 15 feet +15 / Rank Storage: Potion entities (e.g. Witchsight).
Duration: 10 seconds +10 / Rank Target: Self Wind Whistle (G-11)
Experience Multiple: 200 Effects: The Adept creates a cloak
Base Chance: 20% around their own mind so that their Range: 25 feet +25 / Rank
Resist: May be actively & passively thoughts cannot be detected or read. Duration: 10 minutes +10 / Rank
resisted This spell does not prevent the Adept's Experience Multiple: 100
Storage: Ward, Magical Trap presence or emotions from being Base Chance: 40%
27
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Resist: May not be resisted Concentration Check: None Ritual of Windspeak (Q-4)
Storage: Ward, Magical Trap Effects: The Adept may cast
Target: Area runestones to gain insight and Experience Multiple: 150
Effects: The Adept can affect the information. Rune Readings may be Base Chance: 2 × MA +3 / Rank
course and strength of airflow within used in one of two ways. Actions: None
range. By so doing they will be able to Materials: None
change the wind direction so that they Divining Enchantment: The Adept may Effects: The Adept can speak with the
can hear whispered conversation at 5 use their runestones to attempt to whispering spirits of the wind, learning
hexes (+1 / Rank), blow out candles or determine if an entity or object is what they have seen or heard and
lanterns, or spread the progress of a currently, or has recently been, subject even soliciting their aid. All winds
fire in a particular direction. They may to a magical effect. An object must be within 400 feet (+400 / Rank) can be
set the speed of the wind at up to 5 present, within 5 feet (+1 / Rank), for communed with in this manner. There
mph (+1 / Rank). The Adept may also the entire duration, or three drops of is no backfire.
use this spell to bring a pocketful of blood from the entity concerned must
be collected in a bowl containing the
breathable air to an airless room,
runestones. Upon successfully
Special Knowledge Spells
although they will not be able to use Ball of Lightning (S-1)
this spell to allow them to breath under performing this ritual the Adept gains
water. knowledge of all magics currently Range: 35 feet +10 / Rank
affecting the subject and all magics Duration: Immediate
that have been in effect during the Experience Multiple: 350
General Knowledge previous Rank weeks. The exact Base Chance: 30%
Rituals name and college of the magics are Resist: May only be passively resisted
revealed, or if non-colleged in origin, Storage: Ward, Magical Trap
Ritual of Finding Familiar (Q-1)
their general effects are revealed. Target: Entity or Object
Duration: Special Used in this way, the Ritual of Rune Effects: This spell creates a ball of
Experience Multiple: 250 Reading will not Backfire. lightning which shoots from the caster
Base Chance: 40% +4 / Rank to the target. The ball is utterly silent
Divining the Future: The Adept may
Resist: May not be resisted and moves in a straight line. Anything
attempt to learn something about
Target: Storm Devil standing between the caster and the
future events concerning those from
Cast Time: 1 hour target will be struck instead. Upon
which they have collected three drops
Actions: Concentration striking anything the ball explodes, in a
of blood. The Adept must decide on a
Materials: A storm must be present bright flash, causing [D-1] (+1 / Rank)
question to be posed or a general
Concentration Check: Standard electrical damage. If the target
course of action being considered
Effects: The Adept may attempt to successfully resists the damage is
before attempting the divination. The
summon a Storm Devil which will halved (round up). If the target fails to
GM may make the reading as simple
serve them as a familiar. This Ritual resist they are also blinded for Rank /
or as complex as they desire, but in all
must be performed within a storm, in 4 pulses (round down).
cases the information gained should
which case a Storm Devil will arrive at
be vague. Barrier of Wind (S-2)
the Adept’s location in (25 - Rank)
minutes. The Adept must promise to Example: If, for instance, the Adept Range: 5 feet +1 / Rank
protect the Storm Devil and show it a and companions were considering Duration: 30 minutes +30 / Rank
good time. The GM should roll a entering a ruined castle, that the GM Experience Multiple: 150
reaction check for the Storm Devil. If had determined to contain a Base Chance: 30%
the result is Enraged it will attack, if particularly nasty troll and a Resist: May not be resisted
Belligerent it leaves immediately, considerable sum of money, then the Storage: Ward, Magical Trap
otherwise it will agree to serve the reading might be: “Grave danger Target: Entity
Adept as a familiar. If the Adept guards the path to fortune.” Effects: This spell forms a swirling
mistreats it in any way, the Storm pattern of wind around an entity in all
Devil will run away and a new familiar If the Adept fails in this option the
reading will be gibberish and obviously directions. Thrown and missile
must be found. The Storm Devil will weapons passing through the barrier
serve the Adept to the best of its a failure, but if a Backfire occurs, a
sensible but otherwise false reading have a chance of being deflected from
ability, warning them of danger, and so their course, to impact harmlessly
forth. If the familiar is killed, the Adept will be gained.
elsewhere. The deflection adds 5 (+2 /
suffers [D+5] points of damage in the Ritual of Storm Dancing (Q-3) Rank) to defence against missiles.
form of a magical backlash. The This spell provides a bonus of 5 (+1 /
damage may not be resisted. An Experience Multiple: 350
Actions: Dancing Rank) to defence in Melee or Close
Adept may only have one familiar at a Combat.
time. Materials: A storm must be present
Effects: For every hour that the Adept Blessing Crops (S-3)
Ritual of Rune Reading (Q-2) spends dancing within a storm they
will be restored of [D10 + Rank/2 Range: Sight
Duration: Immediate (during ritual) Duration: 1 year +1 / Rank
Experience Multiple: 300 (round down) - 5] (minimum 1) points
of Endurance then Fatigue lost due to Experience Multiple: 125
Base Chance: 20% +3 / Rank Base Chance: 40%
Resist: May not be resisted damage or tiredness, including spell
casting. This ritual will also cure any Resist: May not be resisted
Target: Special Storage: None
Cast Time: 30 minutes infections and diseases, and repair
any damage, which could be healed Target: Area
Actions: Casting runestones Effects: This spell increases the
Materials: Bowl, runestones, and by a Healer of Rank/3 (round down).
richness of the soil of 1 acre (+1 /
drops of fresh blood from those Rank). For the duration of the spell
entities to be subject to the divination everything grown in that soil will be
28
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
proof against locusts, droughts, full 60 feet and will deflect off stone afflictions may have durations or
flooding, frost and other natural until it reaches its full extent. All conditions worded into them, in which
disasters. This spell will also dissipate targets that are in the path of the bolt case the curse is lifted when the
the effects of a Spell of Blighting suffer [D+5] (+1 / 3 Ranks) damage duration expires or the condition is
Crops which has previously been cast (save for half - round up). In addition met. Players should note that
on the target area of this spell. any target who fails to resist is afflictions are particularly capricious,
automatically stunned. and can never be relied upon to
Blessing on Unborn Child (S-4) operate in precisely the same manner
Creating Plague (S-7) twice. Some sample afflictions are:
Range: Sight
Duration: Until birth of target's child Range: 15 feet Target begins to age at 10 years per
Experience Multiple: 200 Duration: 1 day +1 / Rank day. Target may die of old age. Once
Base Chance: 20% Experience Multiple: 200 the curse is lifted the target will age
Resist: May be actively & passively Base Chance: 20% backwards to their correct age at the
resisted Resist: May be actively & passively same rate.
Storage: Potion, Magical Trap resisted
Target: Entity Storage: Potion, Ward, Magical Trap Target contracts a deadly disease
Effects: The Adept may curse or bless Target: Entity (including open, running sores) that
any unborn child whose mother is in Effects: This spell infects any one may not be cured by the arts of a
sight while she is pregnant. The Adept target with one of the following Healer.
may increase or decrease any one diseases:
characteristic of the child by 1 (+1 / 3 The target will not die of the disease, Target is transformed into a frog or
or fraction Ranks). This spell may only but will become habitually ill and all other small creature (but retain their
be cast on the same unborn child who come in contact with them own mind). Condition: the curse may
more than once if it is cast by different (except the Adept who cast the spell) be lifted by the kiss of a member of
Adepts, and is used on different may contract a potentially fatal dose of royalty of the opposite gender.
characteristics. The spell may raise the disease. In effect the target Target is cursed with lycanthropy
characteristics above normal racial becomes a carrier. This spell is a (random species).
maximums. If cast so as to curse, it is Major Curse. Note that if this spell is
a Major Curse and may only be made into a potion, the target of the Target will fall into a century long
removed before the child is born. Note spell is the imbiber. The imbiber may sleep (see Hibernation, College of Air
that if this spell is made into a potion, only passively resist the effects of the Magics).
the target of the spell is the imbiber. potion's magic. Ill Luck: Add two times the Rank of the
The imbiber may only passively resist Adept with this spell to any percentile
the effects of the potion's magic. Rank Disease
0-5 Measles dice roll involving the target's use of
Blighting Crops (S-5) 6-10 Consumption their abilities. This may never be
11-15 Typhoid applied favourably. Note that this is an
Range: Sight 16-18 Bubonic Plague addition to the dice roll, not a
Duration: 1 year +1 / Rank 19-20 Pneumonic Plague subtraction from Base Chances.
Experience Multiple: 125
Base Chance: 45% Damnum Magnatum Doom: A doom is a pronouncement,
Resist: May not be resisted by the Adept, upon an event which will
Storage: None Range: 20 feet +15 / Rank occur in the target's future, such as
Target: Area Duration: Special "You will die by the hand of a loved
Effects: This spell causes 1 acre (+1 / Experience Multiple: 600 one." The statement, which must be
Rank) of land which is within sight to Base Chance: 5% indefinite, will come true in not less
become sour and lose fertility. There is Resist: May be actively & passively than 24 - Rank weeks. The doom
a 20% (+1 / Rank) chance of future resisted remains until it is fulfilled, and may not
crops failing while this spell is in effect. Storage: Ward, Magical Trap be removed by a Remove Curse
Those years that the crops do not fail, Target: Entity Ritual, or even by the death of the
they will be stunted and approximately Effects: The Damnum Magnatum is a target, unless the death fulfils the
half a normal yield will be obtained. Major Curse and may take one of doom. The target is immediately
This spell is a Minor Curse. This spell three forms, as chosen by the Adept. aware of the nature of the doom, and
will also dissipate the effects of a Spell The Damnum Magnatum may its wording. A doom may be modified,
of Blessing Crops which has normally only be removed by the use so as to decrease its severity, make
previously been cast on the target of a Remove Curse Ritual, by a the time factor longer etc., by the
area of this spell. Counter Spell cast by the Adept who casting of a modified doom on the
laid the curse, or by the death of the same target, by an Adept with Rank in
Bolt of Lightning (S-6) target. This spell may not be this spell at least equal to the Rank at
dissipated. which the original doom was cast. The
Range: 60 feet
Duration: Immediate Affliction: The Adept may choose to exact effects of the doom must be
Experience Multiple: 225 torment or kill the target. If the effects decided by the GM, and players
Base Chance: 30% of the affliction are intended to be should note that two dooms, even if
Resist: May be actively & passively deadly, the target may not die as a worded the same, need not have
resisted result of the curse before (24 - Rank) precisely the same effects.
Storage: Ward, Magical Trap hours have passed. The Adepts player Darkeyes (S-9)
Target: Entity or Object states what the affliction is to do, and
Effects: The Adept may throw a single then the exact effects and results must Range: 15 feet +15 / Rank
bolt of lightning 60 feet long from their be decided by the GM. In addition to Duration: 1 hour +1 / Rank
finger-tips. The bolt must extend the the normal ways of lifting a curse, Experience Multiple: 100
Base Chance: 60%
29
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Resist: May not be resisted look rather innocuous at a distance but Base Chance: 45%
Storage: Ward, Potion which would wreak just as much Resist: Special
Target: Entity havoc. After the spell duration expires, Storage: None
Effects: The target of this spell will be the water level will drop just as quickly Target: Livestock
able to see perfectly even in pitch as it rose. All those caught in the flow Effects: This spell may be cast on up
blackness to a range of 50 feet (+10 / must make a successful swimming roll to 5 (+1 / Rank) livestock that are
Rank). The limits of vision are the to avoid drowning. If a person is within sight. All livestock so cursed
same as for the target during the day, unhorsed they must make a that do not resist (individually) are
except that they will be able to detect horsemanship roll to stay with their infected. Any new stock which comes
infinitesimally small movements that horse, in which case they may use into contact with the infected stock
would normally not be noticed by a their horse's Rank in swimming while the curse is in effect must also
character during daylight. If a sudden (generally 8) to avoid drowning. resist (individually) or become
light is produced in front of a character infected. This spell is a Minor Curse
using this particular spell, they will be Lightning Strike (S-12) on each individual. This spell will also
blinded for D10 pulses. Range: 10 feet +10 / Rank dissipate the effects of a Spell of
Duration: Immediate Blessing on Livestock which has
Earth Tremor (S-10) previously been cast on the targets of
Experience Multiple: 675
Range: 15 feet + 15 / Rank Base Chance: 5% this spell.
Duration: 5 seconds +5 / Rank Resist: May only be passively resisted Summoning Storm Devils (S-16)
Experience Multiple: 350 Storage: Ward, Magical Trap
Base Chance: 20 % Target: Entity Range: 20 feet
Storage: Ward, Magical Trap Effects: The Adept calls forth from a Duration: 10 minutes +10 / Rank
Resist: May not be resisted storm bolts of lightning to strike 1 (+1 / Experience Multiple: 550
Target: Area 4 full Ranks) entities within range. Base Chance: 15%
Effects: By the use of this spell the Those struck by the lightning suffer Resist: May not be resisted
Adept causes the very earth to pitch [D+5] (+2 / Rank) damage (save for Storage: None
and roll uncontrollably as though in a half - round up). Any targets who fail to Target: Storm Devil(s)
tremendous earthquake. The area that resist are automatically stunned. This Effects: The Adept summons 1 (+1 / 5
may be affected is 5 feet diameter (+5 spell may only be cast outside when a full Ranks) storm devils to do their
feet / Rank). Any entities within the storm is present. bidding. They will remain for the
area must roll 1 × AG to retain their duration of the spell or until their
footing. Those who fail to remain Maelstrom (S-13) corporeal form is slain or they fail to
standing fall prone immediately and Range: 30 feet +30 / Rank resist a Witchcraft Special
may not rise for the duration of the Duration: 10 seconds +10 / Rank Counterspell. The storm devils will do
tremor. Objects within the area will Experience Multiple: 500 their best to carry out the instructions
tend to topple and roll around. if the Base Chance: 10% of the summoner, but they are not
spell is cast under part of, or all of, a Resist: May only be passively resisted terribly bright and have a malicious
building, wall, or other such Storage: Ward, Magical Trap streak. For each storm devil the Adept
construction, significant structural Target: Volume of water rolls D10 (+1 / 4 full Ranks) to
damage will occur, probably causing Effects: The Adept creates a horrifying determine its type: 1-5 Imp, 6-13 Half
partial or total collapse. watery vortex with a diameter of 10 Devil, 14-15 Devil; and D10 to
feet (+10 / Rank) which exists entirely determine its college: 1-4 Air, 5-8
Flash Flood (S-11) Water, 9-10 Ice. This spell may not be
within the spell's range. All objects and
Range: 600 feet +600 / Rank entities within 20 feet of the vortex re-cast while any storm devils
Duration: 30 seconds +30 / Rank must successfully resist or they are previously summoned remain on the
Experience Multiple: 500 sucked into the eye of the vortex and same plane as the Adept.
Base Chance: 2% down to the sea bottom. This spell will Thunderclap (S-17)
Resist: May not be resisted only be effective if cast over a large
Storage: Ward, Magical Trap body of water (sea, ocean or lake). Range: 20 feet +20 / Rank
Target: Watercourse Duration: Immediate (during Pulse)
Effects: The Adept causes a particular Mass Fear (S-14) Experience Multiple: 325
watercourse within range to swell and Range: 10 feet +15 / Rank Base Chance: 30%
burst its banks. The watercourse can Duration: 30 seconds +10 / Rank Resist: May only be passively resisted
be a stream, dry river bed, small or Experience Multiple: 400 Storage: Investment, Ward, M. Trap
large river (i.e. anywhere that might be Base Chance: 10% Target: Area
subject to such an occurrence Resist: May only be passively resisted Effects: This spell causes the air in the
naturally, including drains and Storage: Ward, Magical Trap targeted area to violently compress
sewers). The flood will occur with very Target: Area with a loud crash. The target area has
little warning. After 30 seconds of low Effects: This spell instils in all entities a diameter of 5' at Ranks 0-5, 15' at
rumblings, the water level will within range, other than the Adept and Ranks 6-12, 25' at Ranks 13-19, and
suddenly rise, sweeping all before it. those who successfully resist, an 35' at Rank 20. The entirety of the
The flood will wipe out any small unreasoning and uncontrollable fear. affected area must be within the
bridges and dams within range, wash All entities who fail to resist must roll caster's spell range for the spell to be
people away, unhorse riders, wash on the Fright Table. effective. All those within the area
wagons and carts away (chance of suffer [D+1] (+1 per 2 full Ranks)
destruction is dependent upon Pestilence (S-15) concussive damage (resist for half -
construction). The effects are most Range: Sight round up). Those failing to resist can
noticeable on small rivers and dry river Duration: 1 month +1 / Rank hear nothing except a loud ringing for
beds. On a large river, the flood might Experience Multiple: 150 Rank pulses. On a Double or Triple
appear as a large wave which would effect any entities who fail to resist are
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also stunned (normal stun recovery Adept and extending out to the full Dead Man’s Candle (R-3)
applies). Note that this spell can be range of the spell. Once cast the
heard from a distance as per normal windstorm will not move. The winds in Duration: Special
thunder. the area of a windstorm are random Experience Multiple: None
and violent, they do not prevail in a Base Chance: Automatic
Virility (S-18) particular direction. All entities within Resist: None
this area except the Adept and those Target: Materials
Range: 5 feet + 5 / Rank Cast Time: Variable
Duration: 2 hours + 1 / Rank in the same hex must check against 2
- (Physical Strength + Agility) - 2 × Material: As detailed
Experience Multiple: 100 Actions: As detailed
Base Chance: 30% Rank, every pulse, to regain their feet
and/or remain upright. Every time an Concentration Check: None
Resist: None Effects: As per Wicca ritual of the
Storage: Investment, Ward, Magical entity within the area falls prone, they
take [D-2] damage. This damage is same name.
Trap, Potion
Target: Male Entity physical. For the duration of the spell Hand of Glory (R-4)
Effects: The spell is cast over a male they have TMR halved. All entities
entity and greatly increases the attempting to use missile or thrown Duration: Permanent
target’s virility. In addition the chance weapons through or inside the area of Experience Multiple: None
of the target’s partner conceiving is effect have their Base Chance Base Chance: Automatic
increased by 5 (+ 5 / Rank). Note that reduced by 5 per every 2 hexes of Resist: None
if this spell is made into a potion, the windstorm travelled through. Target: Severed hand
target of the spell is the imbiber. Cast Time: Variable
Material: Murderer’s hand
Walk on Air (S-19) Special Knowledge Rituals Actions: As detailed
Controlling Weather (R-1) Concentration Check: None
Range: 5 feet +1 / Rank Effects: As per Wicca ritual of the
Duration: 30 minutes +30 / Rank Duration: 8 hours × Rank (minimum 1) same name.
Experience Multiple: 250 Experience Multiple: 300
Base Chance: 30% Base Chance: 30% + 3% / Rank Storm Riding (R-5)
Resist: May not be resisted Resist: None
Storage: Potion Range: 5 hexes
Target: Area
Target: Entity Duration: 1 hour +1 / Rank
Cast Time: 1 hour
Effects: This spell binds spirits of the Experience Multiple: 300
Material: None
air to support the targets weight. When Base Chance: 2 × MA +3 / Rank
Actions: Dance
the target transfers their weight to a Resist: May be passively resisted
Concentration Check: None
foot, the air will support that foot until Cast Time: 1 hour
Effects: The Adept may change one or
such time as the foot is lifted. This Effects: This ritual will summon a
more of the three components that
means that they may walk on air as if storm which will pick up the Adept,
make up the weather by performing a
it were a solid surface, steps, or such- and one other entity per Rank, in a
ritual dance. The three components of
like, and will not slip or fall as long as swirling vortex of air. The storm will
weather are: Precipitation, Tempera-
they maintain their balance on their then transport the affected entities at
ture, and Wind. The GM should
feet. 10 mph (+1 / Rank) for up to 1 hour
consult the Weather Table and advise
(+1 / Rank) to a location of the Adept’s
the player of the current level of each
Water Breathing (S-20) choosing. Maximum range is [Rank +
of the three components before they
10] × [Rank + 1] miles. The Adept
Range: Touch start dancing. The Adept may change
need not know the location; they may,
Duration: 1 hour +1 / Rank one component by Rank / 2 (round
for example, have the storm carry
Experience Multiple: 100 down), or two components by Rank / 3
them 90 miles North-West. Travelling
Base Chance: 25% (round down) levels each, or all three
within the storm is Strenuous
Resist: May not be resisted components by Rank / 4 (round down)
Exercise; reduced by one level for
Storage: Potion levels each. The changes are
every 4 full Ranks of the Aerial Affinity
Target: Entity independent and may be in any
or Storm Affinity Talents the rider has.
Effects: The target of this spell forms a direction. The weather will change
set of gills and a transparent film gradually over 30 minutes (-1 / Rank)
across their eyes. This allows the per level shifted. The area of the effect
target to breathe and see equally well is circular and the diameter is 2 miles /
under water as on land. The target Rank. This ritual counts as Strenuous
may cast spells subject to the activity and the Adept will lose
restrictions of their College. This spell Fatigue. This ritual may not Backfire.
does not affect the target's ability to
Creeping Doom (R-2)
operate on the surface.
Duration: Special
Windstorm (S-21)
Experience Multiple: 450
Range: 30 feet +30 / Rank Base Chance: 20% + 4% / Rank
Duration: 10 seconds +10 / Rank Resist: Special
Experience Multiple: 200 Target: Entity
Base Chance: 40% Cast Time: 2 hour
Resist: May not be resisted Material: 13 bones
Storage: Ward, Magical Trap Actions: Carving bones
Target: Area Concentration Check: None
Effects: The Adept creates a Effects: As per Wicca ritual of the
windstorm of Force 9 centred on the same name.
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Effect: Breathing the vapours of Jet OBSIDIAN upon the quality of the Opal used.
which has been powdered and burned Market Value: 5 - 1000. There is a 2% Chance that anyone
in a censor increases the ability of an Magic Value: 500 - 1000. using an Opal for this purpose will be
individual to disbelieve any illusion by Description: A black, shiny volcanic cursed with Ill Luck as a result. See
10 for eight hours thereafter. In glass. May have gold or white Major Curse for details.
addition, any Demon that breathes snowflake markings or a gold sheen.
such vapours must make an Sometimes used in jewellery in which QUARTZ
immediate roll on the Fright Table. An case it is cabochon-cut, but it will be Market Value: 1 - 2000.
Adept of the College of Witchcraft can used to make stabbing or cutting tools Magic Value: 50 - 2000.
fashion the stone into an Amulet of or weapons. Description: Usually translucent stone,
Jet. This Amulet will contain an Effect: Obsidian is a favourite material geometrically shaped. There are a
inverted cross on one side and a heart for the manufacture of ceremonial and score of types of this material, of
on the other and will be disk-shaped. sacrificial knives. When Obsidian is which only those discussed elsewhere
used for this purpose, it is classed as are discussed herein. The following list
LAPIS LAZULI a magical weapon, doing the same does not include enchantments on
Market Value: 20 - 150. damage as a dagger, but having the stones mentioned elsewhere
Magic Value: 20 - 30. capacity to wound or kill those entities (including stones aged or heated to
Description: A deep blue stone veined normally harmed only by magical give a different texture or hue). Each
with white or gold. May be cabochon- weapons. When used as a weapon stone is followed by a description by
cut, but will usually be found as a form outside of a ceremony, it is not colour and an estimate of Market
of inlay. classed a magical weapon. Only a Value. Almost invariably, Quartzes are
Effect: Lapis Lazuli may be ground designated sacrificial being which has cabochon-cut, though some types may
into a fine powder and burned in a been prepared for sacrifice may be be faceted. Stones which have been
censor. When breathed by an harmed by the knife during a ritual of cabochon-cut or faceted have no
individual, the fumes will have a 20% sacrifice. If an entity which can only be magical value unless they are large
chance of curing melancholia and a harmed by magical (or silvered) enough to be carved.
3% chance of at least partially curing weapons and which has not been
madness. prepared for sacrifice during a ritual Type Colour Value
were to interrupt that ritual, for Aquamarine Blue-green/ 1-20
LEAD example, the Obsidian knife would not Yellow
Market Value: 1 - 5. inflict any damage on that individual. Catseye Quartz Green/ 5-60
Magic Value: 1 - 5. Yellow/Red
Description: A dark dense, soft slate- OLIVINE Cacoxemite Clear/Violet/ 5-60
coloured stone found in small veins or Market Value: 10 - 25. Yellow
rocks. May be made into a soft alloy. Magic Value: 10 - 25. Citrine Red/Yellow 1-2,500
Effect: Lead may be used to form a Description: A yellow-green, opaque Rock Quartz Clear 1-500
shield against Demonic Presidents. It stone, usually cabochon-cut. Rutilated Clear/Gold 10-150
may also be powdered and used as an Effect: Olivine may be powdered and Quartz crisscrossed
ingredient in slow-acting, long-term dissolved in liquid by an Alchemist as Smokey Grey 1-300
poisons (see the Alchemist skill). a (10% effective) cure for impotence. Quartz
However, Lead is quite common and Star Quartz Clear 5-100
has very little real value to either OPAL
Tigereye Yellow-brown 1-100
magicians or merchants. The values Market Value: 5 - 10,000.
Tourmalinate Clear/Smokey/ 10-50
listed are for small wagonloads of the Magic Value: 300 - 12,000.
Quartz Black needles
substance. Description: Small, fairly dense stone
which comes in four types, each Carnelian Red/White 10-300
LODESTONE distinguished by a different colour and bands
Market Value: 5 - 20. internal "fire." Always cabochon-cut Moss Agate Translucent/ 1-1,000
Magic Value: 5 - 10. and highly polished. The four types green filament
Description: A natural Magnitite which include:
attracts iron. Effect: Quartz may be formed by an
Effect: Lodestone is used by Rangers Type Colour Value artisan into a clear polished seeing
and Navigators as an aid to plotting a White White 10-500 crystal for use in fortune telling by
course across the water or through Opal either Adepts or Astrologers. Only
low visibility areas (wilderness and the non-smoky Quartzes may be used for
Fire Opal Yellow/red 10-400
like). It may also be used by any this purpose. In addition, Quartz may
Catseye Yellow/green 5-100
character (not necessarily an Adept) to be shaped into ceremonial or
Black Grey/black 90-9,000
indicate the direction of some desired sacrificial daggers which operate in
Opal
goal or item. The individual should the same manner as Obsidian
Effect: All type of Opals, except daggers. Only large Quartzes may be
hold the Lodestone in his mouth for a Catseye, may be set and polished into
moment and then suspend it from a used for this purpose, and those
seeing rings or crystals by a interested in such things will pay three
string so that it can move freely. If competent jeweller or artisan. They
asked the direction of a place or or four times normal Market Value for
may then be used by an Astrologer of an appropriate-sized piece of
object, there is a 20% chance that the Rank 5 or higher to foretell the future
Lodestone will seem to turn and point otherwise relatively valueless Quartz.
with 5 - 25% greater accuracy. The
in the direction of that place or object, Astrologer looks into the "fire" present
or 10% chance that it will seem to do within the Opal and sees there an
so but will, in fact, be pointing in the image in answer to the question asked
wrong direction, and a 70% chance by him. The image will appear with
that nothing will happen. various amounts of clarity depending
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RUBY TOURMALINE
Market Value: 50 - 6000. Market Value: 1 - 500.
Magic Value: 50 - 6000. Magic Value: 1 - 500.
Description: A vivid crimson stone, Description: Tourmalines may be one
faceted. of half a dozen colours or may be bi-
Effect: May be fashioned by an Adept coloured or multi-coloured. They are
of the College of Shaping Magics into usually faceted, but may be cabochon-
an Amulet of Protection, which will cut on occasion (especially Rubellites,
always glow more brightly as danger Indicolites, and Tourmalines proper).
draws near. There are five types of Tourmalines
which are listed together with their
SAPPHIRE colour and Market Value.
Market Value: 10 - 15,000.
Magic Value: 500 - 5000. Type Colour Value
Description: A (generally) bluish type Achroite Clear 3 - 20
of Corundum which may be cabochon- Dravite Brown 1 - 50
cut are faceted. There are 7 varieties Indicolite Blue/ 5 - 100
listed: Blue-green
Rubellite Violet/Red/ 5 - 500
Type Colour Value Purple
Black Black 50- Tourmaline Bi-coloured/ 1 - 70
Star 15,000 Proper Multicoloured
Blue Blue/Violet 10-2,000
Sapphire Effect: Tourmalines always shine with
Green Green/ 1-250 a brightness in direct proportion to
Sapphire Yellow-green perturbations in the flow of mana. The
Sapphire Red/Purple 20-300 greater the concentration of mana in
Purple an area, the greater the flow of
Orange Red/Orange 10-500 magical energy around the surface of
Sapphire the Tourmaline and the brighter it will
Star Red/Blue/ 50- shine. In Low Mana areas, the
Purple/green 10,000 Tourmaline becomes dull and lifeless.
Yellow Yellow/Gold/ 10-300 When in the presence of potent spells
Sapphire Orange (and always during the casting of a
spell by the wearer), the Tourmaline
Effect: Sapphires permanently fade to also shines exceedingly bright. For
dead black when immersed in most this reason, it is a great and valuable
poisons. Star Sapphires glow in the indicator of magic, but is not altogether
presence of treachery. Their reliable in that it does not distinguish
brightness increases as such between the presence of powerful
treachery approaches and dims as it magical spells, magical (fantastical)
recedes. beings, and concentrations of unused
mana. The higher the quality of the
TOPAZ Tourmaline (and the more expensive it
Market Value: 1 - 1000. is), the greater the likelihood (from 5%
Magic Value: 1 - 20. to 40%) that an individual will notice
Description: A gemstone composed of (or be able to differentiate and read)
silicate of aluminium. Always faceted. changes in the Tourmaline when not
May be purple, red, orange, bright specifically searching for such
yellow, blue, pale yellow, brown, or changes by scrutinizing the stone.
clear (in descending order of Market
Value). Brown Topaz always fades TURQUOISE
with time, becoming almost eventually. Market Value: 10 - 600.
All Topazes have the same Magic Magic Value: 10 - 600.
Value, which is more or less Description: A light, medium-blue
minuscule in comparison with Market stone spider-webbed with fine black
Value. lines. Cabochon-cut in all cases.
Effect: Topaz may be used in potions Effect: Turquoise may be fashioned
designed to stifle lust, make one into an Amulet of Turquiose by an
generous, or cure insanity (5% Adept of the College of Shaping
chance). When used in potions, the Magics. This Amulet will make the
Topaz is ground into powder and wearer immune to the Evil Eye Spell
dissolved in liquid by the Alchemist. (S-9) of the College of Witchcraft.
Topazes will increase the chance of a
potion being created successfully by
10.
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Demographics
Creating a consistent flavour of society and No town has a self-sustaining population. Without
development across multiple GMs is difficult. This constant immigration from the countryside, towns
document is a baseline for towns and cities in the would wither and die. In famine, plague or war, there
baronies, which GMs can use as a point to deviate is insufficient spare food to sell in town markets, so
from or contrast with as they choose. towns empty as people return to the land. Conversely,
in times of plenty, less people are required to grow
Population Density
crops, and more opportunities exist in the big smoke.
In a stable, well-established and civilised region, Town populations thus fluctuate wildly, while villages
population density is primarily dependant on the change slowly.
terrain type, and to a lesser extent, the technology
and magic levels. The population levels in the
following table should be modified downwards for Age Distribution
areas recently at war or being settled. They should In the country, life expectancy is around 50. In town, if
also be modified by up to 20% up or down for unusual you get past 10, its about the same. The population is
levels of magic or technology. A society that is younger, and ages more quickly than a modern
primarily non-human will have distinctly different society. Child mortality is over 20%, mostly in the first
population levels. couple of years of life. On the other hand, nearly 40%
of people survive until 60, barring famines or plague.
The maximum sustainable population given up-to-
Less than 4%, usually the better off, survive past 80.
date agricultural techniques is around 200 people per
square mile. A country as a whole will rarely exceed The age distribution will be similar to the table below.
80 ppm, although fertile river valleys will be more
Age Group %age
densely populated. However, even the most densely
populated areas will usually have no more than half 0-4 10%
the land in cultivation. Within a region, the population 5-14 18%
will not be evenly distributed. Settlements will be 15-34 31%
more common near the coast and rivers, along major 35-54 25%
roads, and at cross roads and where rivers meet. 55-74 15%
75+ 1%
Dominant Terrain Popn / sqm
Fields / Rural 120 Children under 5 may be kept swaddled in the home,
Rolling Hills 90 be underfoot in a smithy, or anything in between.
Light Woods 70 Children under 15 may be employed, but usually are
Hills 60 working by their family or apprenticed out, and aren’t
Plains 60 expected to produce as much as an adult. By 45
Wooded Hills 40 many are effectively elderly and infirm; if lucky they
Wetlands / Marsh 30 are looked after by relatives.
Mountains 25
Barren / Broken 20
Religion
Urban Vs. Rural Religious employment is one of the most common
occupations outside agriculture. However, not all
Cities are inherently unhealthy and violent places. No clergy are equal. Only one in ten will be an ordained
city will sustain its population without immigration. priest. Maybe one in twenty of those is actually an
City dwellers will be several inches shorter than their Agent. Of the rest, most are lay brethren serving the
rural cousins, and will be weaker and less healthy. various churches and cults. In a village there will not
Disease and starvation is prevalent in the lower parts be an ordained priest, and in a town, there are far too
of any city. Up to a third of deaths in a city are from many activities for a priest to manage without vergers,
violence or accident. On the other hand, the curates, rectors, parsons, choir masters, grave
excitement of city life provides a lot more intensity diggers, candle bearers and acolytes.
and experience, enabling townsfolk to learn more and
work less. The country lifestyle is based on a constant In the baronies, the most common religion is the
routine, of hard work, which puts food on the table worship of the Powers of Light. However, there are
(more) reliably, but provides little excitement or also many worshippers of local or forgotten gods, or
opportunity for learning. of the Dark Powers, small cults of foreign gods, and
druids worshiping nature. All these people need
Typical city-dwellers will have 2-3 less PS and EN, 5 clergy. Those worshipping non-approved religions will
more PC and two to three times the EP spread over a not be obvious, and may not be specially garbed.
wider range of skills compared to country-folk. However, they still work hard for their congregations.
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Village
Settlement Types
A village is a bustling, thriving collection of 20-50
Around 5-10% of the population will be isolated, living households (150-500 people), full of activity and
in the wilderness, in a lone farm house, or otherwise gossip. A few specialist craftsmen and artisans will
not in a community. Up to 10% more will be living in exist, most likely including a blacksmith, priest, and a
towns and cities. The other 85% will be living in tavern. A leader such as a reeve or village elder will
villages and hamlets, usually of between 50 and 500 have some official tie to the nearby manor. There may
people. Using these figures, you will be unlikely to well be gentry in the village, such as a squire or other
generate huge cities – you will find the available influential person. Many villages will have a focus on
urban population simply isn’t available. a specific industry – they may be a mining, lumber,
A town is any settlement much over 500 people which wool or fishing village, or a trading post in the
can’t support itself purely through its agrarian base, wilderness. However most will be primarily
and that hosts a market to provide produce for its subsistence agriculture. In fertile areas, villages that
inhabitants. A city is any settlement over around are not overly-taxed can reach very comfortable
5,000 people that requires further infrastructure and standards of living, with abundant fresh produce, a
smaller satellite towns for its support. At around range of local crafts, an active community life, and
30,000 people, a city is shaping the economic enough people so you don’t have to marry your
direction of large country, and is almost completely cousin.
dependant on politics and international trade for its Town
survival. These mega-cities are very rare.
A town will contain some hundreds of households
Isolated Populace (1,000 to 5,000 people), and be big enough so that
Families or people living alone include woodcutters, not everyone knows each other. A town will be the
charcoal burners, rangers, hunters, trappers, focus of a number of villages, and act as a regular
shepherds, farmers in alpine valleys, bandits, hermits, market and trade conduit for them. The town will be
druids, as well as people who live outside of a village placed at a key point; either at a cross roads, on a
for peace and quiet. They will make up the fixed river, or near a defendable feature. Towns are often
population of wilderness or non-rural areas. walled. If on a bridgeable or fordable river, they often
have 20-40% of buildings on the far side of the river.
Transient Populace A town will usually have a town square, but the civic
Most people travel very little, and are tied to their buildings (town hall, churches, guard house, granary,
land. Those travelling more than a few miles include etc) may be scattered around the town. Towns either
mendicants and tinkers, priests, entertainers, traders, arise from commerce, in which case they will be run
merchant caravans, factors, younger children of by a council of wealthy gentry and merchants, or from
nobles, servants, and messengers. Occasionally a military need, where they will have a keep or castle,
refugees, skilled tradesmen, soldiers, scholars, and will be run by the military leader. The sorts of
mages, knights, and others may be seen on the businesses in a town are addressed in a table below.
roads.
City
Household A city will contain 500 to 5,000 households, or 5,000
A household can vary from 1 to 20 people, but will to 30,000 people. Cities are rare, and will be
average 6-10 in the baronies. In larger towns the transportation hubs near waterways. The rapid and
household will be smaller, and in hamlets, larger. easy supply of food from the surrounding countryside
Lands further east tend to larger households. A is one of the keys to a city’s survival. However, a city
household is an economic unit, with all goods and must also have a larger reason for existence, as a
money going through the hands of the head of the hub for politics, trade, and crafts. Each city will have a
household. Larger households may be an extended distinct flavour and focus. A city is not just a collection
family, including any of grandparents, children, of people and buildings, it has an attitude and an
grandchildren, apprentices, aunts, and servants. approach to the world. MMHS, Sanctuary and
Smaller households may be a couple without children Seagate are examples of cities with a focus. The
or a widow. range of businesses in a town are addressed in a
table below.
Hamlet
A hamlet is a sleepy cluster of up to a dozen Mega Cities
households, or around 100 people. Every household Cities over 30,000 people are rare enough that they
in a hamlet will make their living from farming, are all exceptions. While some Eastern countries
although individual members of some of the have very large cities, there are not many in the
households support the others with crafts such as baronies. Currently, they include MMHS, and the
weaving or smithing. There will be virtually no capitals of Aquila and Eltrandor. In another
specialist artisans. There is likely to be a lay priest, generation, Seagate may aspire to this status, due to
healer, herbalist or other mundane collector of its constant influx of population, inter-planar trade,
wisdom and healing. and continual generation of wealth.
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Real Estate
Everyone has to live somewhere, and DQ characters Fee Simple and Fee Taile
are no exception. Given free reign, PCs may adopt Land that is held in fee-simple may be "owned" and/or
nomadic lifestyles, staying in inns and carrying their inherited by anyone, without regard to class. The
possessions on their backs. This is a rootless, sovereign retains fundamental rights, but fee-simple
expensive lifestyle, which real people adopt only in property can be bought and sold, more or less freely.
dire necessity. If only to give their PCs one more This is as close as anyone other than the monarch
headache, GMs should encourage then to establish can come to outright ownership.
households, somewhere to put up their feet after a
long bout of adventuring, a place to hang their helms Land that is held fee-taile can only be owned by
and call their own. persons of a specified class. Many landholders, from
great nobles to lowly peasants, hold their land in fee-
taile with the restriction that only an heir of the same
Choosing a Place to Live family who takes the appropriate oath(s) of homage
Characters do tend to travel, so they may have and fealty to the liege can inherit. Institutional land is
difficulty deciding what region to live in, let alone in usually fee-taile with the provision that it be held by
which town or district. Keeping in mind the need for the institution (e.g. a church) in perpetuity. Of course,
most guild members to attend the Guild meeting all grants can be negotiated and modified by mutual
every three months, close proximity to Seagate may consent of liege and holder.
be their only real option. For most guild characters, Some families claim to hold their land in fee-simple
birthplace is also a dominant consideration. but only mean that they can choose their own heirs
Characters with families might want to locate close without interference, provided they honour the
enough to stay in touch, or, depending on their succession laws/customs. Even then, the liege may
relationship with the families, as far away as possible. retain the right to bar an heir from inheritance, and
Another consideration is work, other than nearly always requires oaths of fealty or homage from
Adventuring. Everyone has to eat, and even PCs may the chosen heir.
have to resort to some kind of honest labour to get by Fee simple land remains within the governmental
from time to time. Many PCs start play with only lowly jurisdiction of the fief where it is located.
ranked skills, and a desire to improve or better one’s
self. Adventuring helps dictate a somewhat nomadic
lifestyle, and a rather variable standard of living, but Markets, Towns, and Charters
those with regular jobs (other then adventuring)
The marketplace is the heart of any successful town.
should not plan too long a commute. Even those who
In most jurisdictions, the right to hold a fair or market
prefer working only when absolutely necessary must
can be granted only by the crown. A town's charter
still consider local job markets before setting up
spells out its rights and privileges and invariably
Households.
includes the following features:
1. A crenulations licence to permit the building
Owning and Holding Land
of town walls.
Despite its relative abundance, land is the ultimate
2. Transformation of town jurisdiction of fee
measure of wealth. In feudal society, all land belongs
simple (instead of fee taile). While this has been the
to the monarch. Lesser lords do not own their land,
custom in most Northern Barony towns, there are
they hold it. This right of holding can be inherited,
feudal towns elsewhere with some or all fee taile land.
delegated, sometimes even bought and sold (usually
with restrictions) but the land remains the property of 3. Provision for government, taxation and
the crown which retains mineral, taxation, defence. These attributes determine whether the town
expropriation, and other rights. is a Freetown or feudal town.
Freetown charters are usually granted to associations
Restrictions On Land Transfer of guildsmen in exchange for substantial fees.
Freetowns are self-governing. Their charters remove
Feudal land is held in exchange for service/rent and
them from the feudal structure; they owe fealty
as long as the obligations attached to the land are
directly to the king (or the grantor of their charter).
honoured, the grantor may not care to whom the land
Such arrangements are unpopular with feudal lords,
passes. Nevertheless, feudal land grants forbid
especially if their land is expropriated for the purpose.
holders from alienating land without permission from
A town with a feudal charter remains within the
their lieges. Feudal estates are held in trust. The lord
jurisdiction of the lord on whose land it stands, who
governs and subinfeudates, exercises various
makes their own provision for taxation, defence and
delegated rights and virtually unlimited de facto
civic government.
power, but is always beholden to their liege.
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Urban Property
Most urban land is held in fee simple by wealthy
gentlefolk or guildsmen. If the towns not a fee-town,
its lord usually keeps much of the land himself.
Buy, Rent or Lease Usurers have a tendency to accumulate urban
property in fee simple or leasehold. They appreciate
Choosing a household location also depends on the security of local real estate, and are able to obtain
whether characters intend to buy, rent or lease. If the property by foreclosure on mortgages and by
character wants to buy they will probably have to live investing profits.
in a town because that is where nearly all free
property is owned by wealthy gentlefolk or guildsmen
who lease or rent it out for revenue. The Litigants Guild
Fee simple land is almost unheard of in the In large settlements there are often litigants who
countryside where most land is held in exchange for specialize in realty, offering a range of services to
agricultural labour, military service, or rent. Rural land buyers and vendors. Litigants act as agents for
cannot be alienated without the consent of the person property sellers, earning commissions ranging from
from whom it is held (liege). In practice however, 5% to 15% when a sale is completed. They can also
peasants (even the unfree) often trade land, with the aid clients with leasehold and mortgage contracts,
tacit consent of their lords. transfer of title deeds etc. Litigant fees for such
service vary by location and expertise, but are
typically 12-36SP per day. Most real estate
Renting transactions can be completed in a single day.
Renting demands minimal capital, but tenants are at
the mercy of landlords and can evicted without notice The Masons Guild
(although a few days notice is usually given) if they
miss a payment or if the landlord simply wants them The Masons Guild is a dominant player in the urban
out. Laws protecting tenants are few and far between. real estate market. In response to guild pressure and
Many landlords shamelessly exploit the poor. Rents public demand for minimal safety standards, most
range from 1 to 3 percent of real property value (as civic authorities require that all buildings within their
opposed to assessed value) per month (12-36% per jurisdictions be constructed, repaired, and maintained
year). Landlords can seize chattels for non-payments by masons who usually sub-contract all or part of the
of rent. work to woodcrafters or other guildsmen. Some towns
permit only stone buildings. Those who circumvent
the Mason's monopoly, even if they manage to
convince (bribe) a civic official to grant an exception,
will find it almost impossible to get supplies from
guildsmen to build or repair a home. Persistent or
flagrant offenders of guild privilege can expect special
attention.
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Finding a House
Lot Value Fluctuation
Large towns consist of neighbourhoods or quarters.
Lot value is not easily changed by the owners alone,
The urban poor, most of the population, tend to rent
although a whole neighbourhood that upgrades itself
multi-story tenements in slum districts, typically low-
or neglects maintenance can have an effect. GMs
lying areas around docks and rivers, or areas furthest
who develop lot values for settlements where PCs live
from the market and city gates. Middle and upper
will produce dynamic, interesting situations: Divide
class neighbourhoods tend to be upwind, in higher
the town into neighbourhoods and modify lot values
parts of town, closer to public squares and markets,
for each neighbourhood according to random factors
with wider streets.
and known trends.
Better neighbourhoods may have special security:
extra patrols, private guards, or understandings with
the locale thieves guild. If the characters can protect
themselves, they may not mind living amid
neighbours who live by redistributing other peoples'
valuables and body parts.
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Lot Value Trend Table and lot size are 600 square feet and it has 31/2 floors.
Inside, it is divided into three 600 square foot
The GM can use this table to modify neighbourhood
dwellings rented to three families, and a half-flat in the
lot values by on a monthly or yearly schedule.
attic occupied by a single person (or very poor
Alternately, lot values can be fluctuated quarterly
family).
using either the Month or Year column.
Tax Summary
D100 Lot Value Trend Month Year
Area Value Taxes
01-02 Bust (Collapse in price) -1d3% -2d6%
Lot 600 sq ft 450 sp
03-10 Rapid Decline (Mild -1d2% -2d6% Building 2,100 sq ft 787 sp
Panic) Total 1,237 sp 99 sp
11-35 Slight Decline -1% -1d6%
36-60 Little to no change - +/- 1d3% Rent Summary
Area Rent
61-90 Slight Improvement +1% +1d6% Ground Floor 600 sq ft 80 sp
91-98 Major Improvement +1d2% +2d6% Second Floor 600 sq ft 96 sp
Third Floor 600 sq ft 82 sp
99-00 Boom (Rampant +1d3% +3d6% Attic 300 sq ft 42 sp
Speculation)
Total 2,100 sq ft 300 sp
Trend roll modifications
The Maximum modification is 1 (so boom & bust are The landlord is paying 8% property tax on an
always possible). If positive factors exceed negative assessed value of 1237 sp for a total of 99 sp per
ones, add one to the Trend Roll, if negative factors annum. An average landlord sets his total rents to
exceed positive, subtract one from the roll. With this bring in about 3 times his total taxes (on both the
system, the GM can establish and maintain price per building and lot); in this case 3 sp more than that. The
square foot for each neighbourhood. The following total rent for the building is divided among the tenants
factors may affect land prices (the Trend Roll); roughly in proportion to the size of their flats. In
practice, his assessed taxes would be lower than the
99 sp given, and his rents might also.
Property value in adjacent neighbourhoods.
Political situations (usually applies to whole towns)
Landlord / Speculator buying / Selling in the area.
Change in building quality and / or condition.
Building Size
Floors <2 2 2½ 3 3½ 4 4½ 5+
1d100 1- 11- 21- 36- 56- 81- 96- 101+
10 20 35 55 80 95 100
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Location
Households The household's address. Few streets have signs and
Players sometimes question why their characters few houses have numbers. Hence an approximation
should be obliged to spend "hard-earned" money on such as Uraagh's Hall, Murder Alley, Uraagh's Way,
good food, un-torn clothes, pleasant accommodation, Newhaven is usually the best that can be managed.
and life in general.
In the Players Guide Monetary Matters section there Budget Date
is a description of the nine standards of living. It takes Theoretically, a household budget is compiled each
an amount of SP per day/week/month, to maintain month, but in practice, the Household Budget Form is
one of these living standards. only updated as needed. The month and year of the
The detail in this article exceeds that required by most most recent update is entered here and signed off by
DQ players and GMs. In DQ all PCs have to cross off the GM.
an amount of SP to maintain their basic living
standard. Using this system instead of just crossing Market Relationship Factor [MRF]
off the SP, means that the player will see where their
"hard-earned" money is going, and the results. It is a MRF reflects the household's relationship with local
small amount of work, and I believe it is more tradesmen. It is assigned and modified at GM
rewarding than just crossing off the SP and not discretion. The value of goods purchased on the
knowing what you get for it. household's behalf is partly determined by MRF.
Established households tend to have higher MRFs. In
It stands to reason that the time and cash characters general, MRF runs from 0.8 (unpopular with vendors)
invest on living in general profoundly affects their to 1.5 (popular). Typical housewives have MRFs
health, reputation and psychological well-being. This around 1.25.
should at least be considered in role-playing, and that
is one of the purposes of this article. Households which are perceived as wealthy by local
merchants are often charged more (because they can
Spending adequate cash wisely makes the household afford it) - reduce MRF. For a newly established
healthier and safer; spending too little exposes it to household, MRF may be set at 1.00. Hiring a popular
disease, malnutrition, and scorn. It is human nature to local housewife may (at GM discretion) influence
improve living standards to the limit of income MRF if she is in a position to do some/most of the
(despite what some players argue). marketing.
However much is spent, chores must be done and Option: assign discrete MRFs for each budget sector
household duties are labour intensive; for a resident where shopping is necessary (Food & Drink, Clothing,
of a medieval castle to attain a living standard Housekeeping, Luxuries). This represents individual
"reasonably" close to that enjoyed in the 20th century relationships between local merchants and the
North America or Europe, they would need 350 residents who deal with them. To calculate a sector-
servants, and lots of money. MRF determine which person does the most work in
that sector and derive their Merchant Skill PEF (using
Organising household budget form PEF Table). Then multiply this PEF by the general
household MRF above.
Each month the Household Head allocates funds and
labour to various operations. The amounts determine
indices which express the household's well-being, Residents
weather or not they have comfortable living space, Everyone living in the household should be entered
are eating well, look presentable, etc. These indices on the resident list (the upper half of the Household
in turn determine residents' susceptibility to disease, Budget Form). If there are more than twenty
social status, and so on. residents, additional form(s) are required. Enter each
All this is easily done by filling out the Household resident's position in the household (e.g.. Head,
Budget Form. The form need not be compiled every Spouse, Family, cook, etc.) with their wage (if any). It
month. In most households, things do not change is necessary to distinguish between family and other
very often, so modification is necessary only to reflect residents.
significant change. The system is intended more as a
yardstick than a strait-jacket. Division of Labour (Hours)
Three budget sectors (Food & Drink, Clothing, and
Name of Household Housekeeping) require labour and are dealt with in
A label by which the household is identified by the resident list. For those contributing labour (e.g..
Players and GMs. If there is a single Household doing some cooking), the number of Hours each
Head, the household may bear their name. PCs may contributes to each of the three tasks should be
choose any convenient name. entered on the Household Budget Form.
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All residents are included in food & drink calculations, Clothing Condition Table
because any who are ill-fed tend to steal the
difference. (Moral philosophy is a full-stomach CLI Appearance/Condition of Clothing
activity.) This does not mean that servants eat as well 1-4 RAGGED - Dirty rags fit only for the urban
as family. Every resident eats according to their poor.
station, but too much disparity between the best off
and the worst off cannot long exist in practice. 5-8 PEASANT - Old, but probably clean garments
suitable for respectable peasants or poor
At values of 31 or less, Food & Drink Val/R equals
tradesmen.
FDI; for example, if FV/P is 7, then FDI is also 7.
Effective Food value can be increased by up to 30% 9-12 DECENT - Garments that are usually clean
by skilful cooking. and mended, suitable for crafters and
Clothing Index [CLI] tradesmen.
Clothing Index indicates how Val/R CLI 13-16 MIDDLE CLASS - Clean & well-mended, not
well residents (especially ¼sp+ 1 too old garments suitable for the middle class.
family) are dressed. Clothing is ½sp+ 2 Not ostentatious.
of vital social importance. ¾sp+ 3 17-20 GOOD - Reasonably new, clean and mended
People are judged, and 1sp+ 4 garments suitable for the nobility or up and
accorded courtesy and respect 1¼sp+ 5 coming middle class.
according to the clothes they 1½sp+ 6
wear. Nothing is more 1¾sp+ 7 21+ DECADENT - Several sets of good, new
important in making a first 2sp+ 8 clothes in a condition and of quality that
impression. CLI is derived from speaks of high nobility, royalty, or great
2¼sp+ 9
Clothing Value per Resident wealth. Conspicuously lavish.
2¾sp+ 10
(Val/R) by means of the 3½sp+ 11
Clothing Index Table (Left).
4½sp+ 12
E.g.:, if Clothing Value/Person Housekeeping Index [HKI]
5¾sp+ 13
is 21d, then CLI=19.
7¼sp+ 14 HKI indicates household cleanliness. House-keepers
CLI is a maintenance level. 9sp+ 15 clean and do minor repairs. In larger households,
The true condition of clothing 11sp+ 16 these duties are divided between chamberlain(s),
worn by residents is more 13¼sp+ 17 butler(s), maid(s), etc. Housekeeping LDF also
accurately given by average 15¾sp+ 18 depends on available living space. HKI is derived
CLI over the previous twelve 18½sp+ 19 from Housekeeping Value per Resident (Val/R) with
months. (Medieval clothing is 21½sp+ 20 the same table used to derive Clothing Index, and
expected to last at least a year, 24¾sp+ 21 interpreted in the House Condition Table.
then be demoted to "second 28¼sp+ 22
best", then, after another year 32sp+ HKI Appearance/Condition of Residence
23
or two donated to the poor.) 1-7 HOVEL/SLUM – Filthy and unsanitary.
36sp+ 24
If family size does not exceed half the total number of Residents are highly susceptible to any
residents, it may be assumed that family CLI is one disease that appears. Combined with a
point higher and non-family CLI one lower than the FDI under 30, the household will not last
generated index. CLI is interpreted as follows: long.
8-14 GOOD – Reasonably Clean and healthy –
typical for rural peasants, some of the
urban poor and much of the middle class.
15-21 CLEAN AND HEALTHY – Health is not a
consideration. Visitors will refrain from
holding their noses.
21+ SPOTLESS – A level usually achieved
with lots of daily cleaning in households
where servants outnumber family.
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GM
Position Wage COOKING CLOTHING HOUSEKEEPING Total
if any. if any. Hours
Name of Resident Hours PEF EFH Hours PEF EFH Hours PEF EFH
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Clothing x x / = CLI
Housekeeping x x / = HKI
Luxuries x / = LXI
Domestic Wages
Mortgage/Rent/Loan
Taxes
MRF: Market Relation Factor; PEF: Personal Effectiveness Factor; EFH: Effective Hours; LF: Labour Factor; Num/R: Total Residents;
Val/Res: Value per Resident; FDI: Food and Drink Index; CLI: Clothing Index; HKI: Housekeeping Index; LXI: Luxury Index;
TSF: Total Square Feet (area of residence); LSI: Living Space Index; SLI: Standard of Living Index.
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Minions
A Power possesses a legion of lesser beings that are Magical Abilities: Minions are not bound by the
in effect, tiny fragments of their Patron power, and Magical Aptitude restriction that limits the number of
may correspond to individual mortals who have lowly ranked abilities that a mortal Mage may
bound themselves to the Power. There is at least one possess. Minions may not usually possess magic
known case of the soul of a former “Black Mage” from more than one College. Unless stated otherwise
returning in the form of an imp assigned to a later in the description of their particular Power, Minions
Agent of the same Power. may be of any College. The magical abilities of a
Minion are practised at the Rank listed in their
The legions of a Power, their supernatural servants
description.
and followers, can generally be divided into four
categories: Greater minions, Lesser minions, Minor Cold Iron: Minions are not prevented from exercising
minions, and Beasts. In addition to these four types of their magical abilities by the presence of Cold Iron.
supernatural follower a Power may have one or more
types of natural Animal minion associated with it. Physical Form: A Minion may use its magical abilities
regardless of the physical attributes of its form. A
Both the Powers of Darkness and the Powers of Light Minion's form need not be capable of vocalisation, or
tend to use some “standard minions”. The PoD have of complex manual manipulation to exercise its
Incubi/Succubi, Devils, Imps, and Hellhounds. The magical abilities. However, if the form can vocalise
Powers of light have Malakim, Kerubim, Seraphim, and/or complete intricate hand manoeuvres, it must
and sentient Pegasi. The individual Demons employ do so to cast its magic. A Minion that possesses
a variety of natural animals, the exact type being magical abilities may use them in all of its forms. It
dependant on their personal "sphere". Although there takes a Pass action for a Minion to change from one
are major cosmetic differences between different form to another.
minions of the same level, the amount of power that
each wields is roughly equal. Their attributes are Experience: Minions may become more powerful
within similar ranges, and the only real difference is in over time. Minions that are sentient may gain
their appearance and special abilities. Imps, for experience and increase their abilities, as may
example, are tremendously ugly, possess a mortals. In this way, over an extremely long period,
poisonous attack with their tail, and cause fear, while Minor Minions may be "promoted" to Lesser, Lesser
Seraphim are inhumanly beautiful and gain some to Greater, and, over several aeons, a Greater Minion
measure of defence due to their dazzling aura. may even become a Power in its own right. The time
taken for a Minion to achieve these increases in its
Classes: The standard classes for minions are: home dimension is beyond even the lifespan of
Greater, Lesser, Minor, and Beast. Animal minions Elves, and even if the same Minion is encountered
are mortal, rather than supernatural, and the sections more than once in a character's life, little or no
on Death & Damage and other special abilities do not difference will be noted. The only exception to this is
apply to them. Not all Powers possess minions when a Minion is assigned to the material world for
corresponding to all of the standard classes. Some an extended length of time, such as an Agent's
Powers have "standard" minions, ones that are also Familiar or Companion. These posts are usually
found naturally or are used by more than one of the given to Minions who have pleased the Power in
Powers. Standard minions may be found detailed in some way, or who require training of some kind.
the Bestiary. Minions in the material world may learn and train in
exactly the same manner as mortals. The masters of
Death & Damage: The damage and "death" of a
Minions who are assigned as Familiars or
Minion is handled differently to that of a mortal.
Companions, may transfer up to 10% of the
Minions may only be harmed by magic, weapons of
Experience Points they gain, to their Familiar or
magical nature, and by silver and truesilver metals.
Companion. These Experience Points may then be
When a Minion has taken sufficient damage that it
spent by the Minion. Minions who are operating
would have been slain, had it been mortal, it is
independently may gain their own experience. It must
dissipated back to its home dimension, and usually
be noted that the abilities listed for Minions in the
leaves no lasting physical form behind (though they
Bestiary, or elsewhere, are for generic Minions and in
may appear to shatter, or turn to goo, or go up in
no way limit a particular Minion's learning capacity.
flames, etc). If a Minion is dissipated due to damage
taken, or by having the spell that summoned it to the
material world dispelled, counterspelled or dissipated,
it may not usually reappear in that material world for a
month. If the Minion is sent back by its summoner, it
may not reappear in the material world until the next
day.
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Agents Restrictions
Ancient Invocations
Many of the Powers of the DQ universe use mortals Only through the use of an Ancient Invocation may a
as Agents. These Agents serve in many diverse character become an Agent. If a character invokes a
capacities depending on the particular aims and Power without the use of an Ancient Invocation, they
goals of their Power: as priestly leaders of covens or may not become an Agent. The reaction of a Power
sects dedicated to the Power; as spies; provocateurs; to such a mistaken Invoking will vary with the Power's
instruments of justice or revenge; scourges; and personality. Many will direct the character to one of
recruiters. Not all of the mortal followers of a Power their present Agents, or to a cult or sect dedicated to
are necessarily Agents, some may simply be "lay the Power and led by one or more Agents, both of
followers", lacking the dedication or certain skills or whom must perforce possess an Ancient Invocation.
abilities demanded by the Power of its Agents. Some Powers will require the character to go on a
quest to find an Ancient Invocation, though they may
The Pact
give some clue as to where to find one. Others may
The link between a Power and an Agent is in the form
be sympathetic but unhelpful, or angry, or simply
of a contract where the Agent, a mortal sympathetic
condescending as to the character's amateur
to the cause, goals and motivations of a particular
behaviour.
Power, agrees to further that Power's interests in the
material world and to keep the tenets of its "faith", in Prohibited Abilities
return for a measure of guidance and protection, and An Agent may not possess abilities prohibited by its
usually for some security in their eventual fate in the Power. Should a character be accepted as an Agent,
afterlife. This is not a contract to be entered into they will immediately lose all magic, Skills and abilities
lightly, as it may influence the actions and general prohibited by the Power. In a few rare cases, some
behaviour of the Agent, and it is not easy to break form of compensation will be offered by the Power,
such a contract, once made, without risking the direst beyond those abilities usually granted by it, but this is
wrath of the renounced Power. certainly not the norm. It should be noted that a state
of at least cold war, exists between many of the
Becoming An Agent
Powers, and the College of Summoning Magics.
The process for becoming an Agent is solemn and
Those very few of the Powers who will accept
ancient. The character must first invoke the desired
Summoners as Agents, are so noted in their individual
Power using an Ancient Invocation. Should the Power
descriptions. In short, if it does not positively state that
choose to appear, the character must state that they
a Power will accept a Summoner as an Agent, then
wish to become an Agent for the Power. They must
they will reject them, or require that they quit that
also offer a token to the Power. This initial interaction
College.
between the character and the Power is very serious,
and both the GM and the character's player should
carefully consider their actions. If the token is Benefits
acceptable to the Power, the character possess those Call Patron
skills or abilities required by the Power, and agrees to An Agent receives the ability to call their Patron. The
the Powers strictures relating to the behaviour of its ability received is a special form of invocation that may
Agents, the Power accepts them as an Agent. If the only be used by Agents. The ability works as a Racial
token is unacceptable, the reaction of the Power will Talent (EM: 300), and operates as follows:
depend on its personality and the reasons for the gift
The Agent may, by Invoking their patron Power,
being unacceptable. Reactions may range from a
attempt to call their plight to their patron's attention
sympathetic declining of the token, and perhaps a
and gain help, guidance or communication. The exact
hint as to a more acceptable one, through to an
nature of the help rendered is at the GM's discretion,
admonition to never Invoke the Power again, on pain
and may range from nothing, through to a full
of death.
manifestation of the patron's Avatar and
Tokens accompanying Minions. More usually it will consist of
The exact form that a token takes may vary widely. the arrival of one or more Minions of the patron, or an
The acceptability of a token will depend on its value insubstantial manifestation of the Power itself. The
to the character and the personality and motivations ability takes at least one Pulse to enact, during which
of the Power. It may take the form of an object, an time the Agent must verbally Invoke the Power, and
entity, a physical or spiritual attribute of the character, may not engage in any other activity that requires
an oath or undertaking, or even an insubstantial "gift". verbalisation. For example, an Agent could Call
Patron whilst engaged in combat, but not while
Even the most benevolent Powers dislike mockery,
spellcasting.
and the choice of token to be offered is often difficult.
The Base Chance of the Power responding in some
Example: A Fire Mage wishing to become an Agent
way is their Response percentage to an Invocation,
of Aim, might choose to offer a captive Water Mage
as listed in their description, +3% per Rank achieved
as a sacrifice, or might perhaps set fire to a
with this talent. An Ancient Invocation may be used to
navigators guild and offer it to Aim as a "gift".
increase the chance, but will require its full time and
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Vengeance
The death of an Agent may open a link to the patron Invocations
Power. When an Agent dies in a manner that is
irresurrectable, or after the time in which a dead Agent Simple Invocations
could have been resurrected has expired, a portal is The "Response" percentage listed amongst the
opened to the patron Power, so as to allow them to Power's attributes gives the chance on D100 that the
collect the essential lifeforce of the Agent. As a result Power will respond to their Common Name spoken
of this portal, the patron Power may send an Avatar to as part of an Invocation. In its simplest form, an
the material world. Powers are, as a rule, somewhat Invocation is merely the use of a Power's name in a
put out by the untimely demise of their Agents, and formal sense, along with the willingness for the Power
may seek restitution from the Agents slayers. If a to respond. A simple "I call upon the power of ...", or
character kills an Agent and then vacates the area, the the use of the Power's name as a chant or mantra is
patron may very well appear after 100 hours, but just as effective as the most elaborate ritual that the
decide against investigating. However, standing over Invoker can conceive. If it is the Power's Individual
the smoking remains of an Agent when their patron True Name that is being spoken, the percentage
appears, may be hazardous to the health. chance that they will respond should be raised by 25.
The Power's response may take one of three forms:
Renouncing Status
A character may renounce their status of Agent. 1. The Power may choose to despatch a Minor
Renouncing Agent status is a perilous task, only ever minion to spy on the Invoker, ask them the
undertaken in extreme circumstances. The process of purpose of their invocation, or even to slay them.
renunciation is ancient and invariable. First the Agent This minion will be of the common Minor type for
Invokes their patron Power by the use of an Ancient that Power and if intending to speak with or slay
Invocation. If a Minion is sent, the Agent informs the the invoker, they will appear within D-5 minutes.
Minion that they are renouncing their status as Agent. Their appearance is almost invariably "natural";
The Power will then appear in their insubstantial form. flying creatures will fly through a window,
The Agent then states that they are renouncing their creeping ones may crawl from behind furniture,
status of Agent, and demands the return of the token etc.
they offered when they became an Agent. If the token 2. The Power may despatch an animal Minion to
was an object, or some other physical thing, the serve the same purpose as above. This animal
Power must return it immediately. If it was a service, will be of a type commonly associated with the
an oath or some other form of insubstantial offering, Power, it will be sentient, but otherwise
the Power simply acknowledges its return. The unexceptional.
character immediately loses their Call Patron talent, 3. The Power may choose to project an
their Familiar or Companion, and any other abilities insubstantial image of themself. This image will
they may have gained as a result of becoming an usually be of their common form, and has no
Agent. They do not regain any abilities that they lost powers other than to communicate with the
due to their prohibition by the Power, but are freed invoker. If the Invoker used an Ancient
from any strictures on their behaviour. The Power Invocation, The Power can make the invoker an
then returns to its home dimension, and the character Agent, and confer the Call Patron Talent.
is no longer an Agent of that Power.
Ancient Invocations
The Power's reaction to the desertion of an Agent will
Powers will more often respond to Ancient
vary considerably, depending on the Power's
Invocations. Certain Invocations have gained great
personality, ethics and motives. Some Powers may
power through their extreme age, and have a greater
direct their Agents, cults or sects to hunt down and
chance of causing a Power to respond to their use.
slay the deserter, others may seek to punish or kill
These Ancient Invocations may be found in rare
the offender personally, when next summoned to the
books in arcane libraries, and usually only through a
material world. Still others may feel that the loss of
great deal of searching. The GM must determine the
their great patronage is punishment in itself. When
additional chance that an individual Invocation has of
deciding exactly what form of action a Power takes
causing the Power to respond, along with any special
against an ex-Agent, the GM should consider the
conditions or ingredients that are required to perform
reasons for the renunciation of Agent status, the
it as well as the amount of time required.
circumstances surrounding it, and the personality of
the Power. It is not possible to force an Agent to
Example: "Ritual for Invoking Aim, (The Fire Duke),
renounce their status. Such coercion will be noticed
+10%, requires a very large bonfire, 10 minutes".
by the Power and will invalidate the renunciation, not
to mention incurring the Power's wrath. Particularly
unwise Agents may use their Call Patron talent to
summon their Power so that they may renounce their
status. This will work, but it must be noted that when
the process of renunciation is complete, the offended
Avatar of the Power will be physically present, and
may immediately take direct action.
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devour anything they find laying about or will kill humanoids ELEPHANT
for food. Natural Habitat: Jungle, Plains
Abilities: Boars have no special skills or talents and use Frequency: Common
neither tools nor magic. Number: 1-50 (20)
Movement Rates: Running: 350 Description: Elephants are 10 to 14 feet high at the
PS 22-27 MD 14-18 AG 20-25 MA None shoulder and weigh between 4 and 8 tons (with "Indian"
EN 20-25 FT 25-30 WP 4-10 PC 12-16 elephants being much smaller on the average than "African"
PB 6-10 TMR 7 NA Bristles absorb 4 DP elephants). They tend to be grey in colour, but may appear
Weapons: Boars always attempt to Charge and Close, and brown, yellow or red, depending upon what type of mud
either gore them with their tusks or knock them to the they have been wallowing in. Elephants are four-hex
ground and trample them. monsters.
Gore: BC 50%, [D – 1], Close, Rank 1-2. Comments: Elephants will usually shy away from
Trample: BC 20%, [D – 3], Close, Rank 0. humanoids unless provoked (70% chance that provocation
short of attack will be ignored). If one elephant is attacked,
CAMEL all nearby elephants will come to their assistance,
Natural Habitat: Plains, Waste especially if the elephant is a cow or calf. Elephant tusks
Frequency: Common are valuable (500-800 Silver Pennies per tusk weighing
Number: 1-6 (3) around 100 pounds). Calves will sell for 1000 Silver
Description: A camel is a tawny, thin-legged creature often Pennies and adult bulls will sell for three times that if
used as a riding beast. Camels will have either one large unharmed. Adult females may fetch 1500 Silver Pennies if
hump on their back or two. If the latter is in the case, the still in their breeding years.
camel is called a dromedary. Abilities: Elephants have no talents or skills and are not
Abilities: Camels' metabolisms allow them to retain large magic or tool users. They are dextrous with their trunks and
quantities of fat and water, so they are able to survive for can often use them to lift large burdens, shake trees, crush
long periods without eating or drinking. On average, a or throw objects (like people) without much accuracy. They
camel can live for a week to ten days without water without have a highly developed sense of smell and poor eyesight.
suffering substantial ill effects. While valued for this trait, Movement Rates: Running: 450
they are difficult to train and so will bring little money in an PS 60-75 MD 15-18 AG 10-12 MA None
untrained state. Trained camels will bring 700-900 Silver EN 40-50 FT 45-55 WP 10-14 PC 10-12
Pennies. PB 6-8 TMR 9 NA Hide absorbs 5 DP
Movement Rates: Running: 600 Weapons: An elephant may use its tusks and trunk, or may
PS 25-30 MD 12-15 AG 11-14 MA None trample (four attacks). From a distance, it may charge with
EN 27-30 FT 20-25 WP 10-12 PC 14-18 its tusks.
PB 7-9 TMR 12 NA Hide absorbs 3 DP Charge: BC 60%, [D + 8], Melee, Rank 0.
Weapons: Camels may either bite or kick into their rear Tusks: BC 15%, [D + 2], Melee & Close, Rank 0.
hex. Trunk: BC 80%, [D – 2], Melee, Rank 0.
Bite: BC 30%, [D – 1], Melee & Close, Rank 0. Trample: BC 50%, [D + 6], Close, Rank 0.
Kick: BC 25%, [D + 4], Melee Rear, Rank 0.
GIRAFFE
DEER Natural Habitat: Plains
Natural Habitat: Plains, Woods Frequency: Rare
Frequency: Common Number: 1-16 (6)
Number: 1-5 (1) or 50-5000 (200) Description: Giraffes are giant antelope with long necks
Description: Deer are wild creatures, like thin, agile and a horse-like head. They can grow as tall as 18 feet,
horses. They generally have a tawny coat, but rare averaging 12 feet high at the shoulder, and can weigh over
specimens are black. Stags are male deer and have large 3000 pounds. They have long legs, round bodies, and are
racks of antlers. Antelope have straight, non-branching quite fast. Giraffes are vegetarian, feasting on the leafy tops
horns, and are usually a shade of grey or brown. of tall trees. Their fur ranges in color from golden to brown,
Comments: Deer are usually found in woods, while usually dotted with darker spots. Giraffes have two small
antelope are found in the plains. Deer travel singly or in flesh covered horns, valued for their alchemical properties.
pairs, and will be wary of humanoids, but will not flee them.. Giraffes travel in small herds, usually led by one dominant
Antelope travel in vast herds, and are not shy of man. male. They will generally flee from the presence of
Female antelope are as large as the males, while female humanoids who come closer than 200 yards. They are 2
deer are smaller and without antlers. Stag antlers and some hex monsters.
antelope horns are extremely valuable (worth 200-700 Comments: Giraffe horn is valuable to Alchemists. One
Silver Pennies). horn from a full grown Giraffe can sell for 100 Gold Shillings
Abilities: Deer have no special talents or skills and use or more. The horn is often used to make potions or as an
neither tools nor magic. item to be imbued with magical properties.
Movement Rates: Running: 750 Abilities: Giraffes have no special skills or talents, and are
PS 20-26 MD 19-24 AG 22-26 MA None not magic users.
EN 15-20 FT 20-25 WP 10-11 PC 20-25 Movement Rates: Running: 700
PB 12-13 TMR 15 NA Hide absorbs 3 DP PS 30-36 MD 14-18 AG 12-16 MA None
Weapons: Deer may either use their antlers or kick into EN 22-26 FT 30-35 WP 10-12 PC 18-22
their rear hex. PB 12-16 TMR 14 NA Fur absorbs 2 DP
Antlers: BC 30%, [D + 5], Melee & Close, Rank 1-4. Weapons: Giraffes can kick either forwards or backwards.
Kick: BC 50%, [D + 3], Melee Rear, Rank 0. Back Kick: BC 20%, [D + 8], Melee Rear, Rank 0.
Fore Kick: BC 40%, [D + 5], Melee, Rank 0.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
HIPPOPOTAMUS (River Horse) generally not afraid of anything, including lions, tigers, or
Natural Habitat: Wetlands man. Additionally, they consume a great deal of food (about
Frequency: Rare 400 pounds per day). Rhinos will usually not attack unless
Number: 1-10 (4) provoked. They are 3 hex monsters.
Description: Hippos are huge aquatic mammals with long Comments: Rhinos are not shy, but they do have a short
round bodies, short ears, and large oblong snouts. They temper and will attack if annoyed. They are short-sighted
can grow to lengths of over 12 feet, and often weigh more and will often charge to displace creatures they can not
than 4 tons. Their skin is rough, usually dark brown or gray. identify. Courtesans have found use for rhino horns as an
They have round flat teeth, and horrible breath. Hippos aphrodisiac. Horns will sell for 25 Gold Shillings each in
sweat blood all over their body when they are about to most cities.
attack. They are 4 hex monsters. Abilities: Rhinos posses no special skills or magic. They
Comments: Hippos can breathe underwater, and are are not tool users.
treated as aquatics. While submerged, hippos are difficult to Movement Rates: Running: 350
spot, as usually only their nostrils and eyes protrude above PS 50-60 MD 10-12 AG 10-12 MA None
the water. They are territorial, and will challenge any EN 35-45 FT 45-50 WP 10-14 PC 12-14
creature or boat that comes too close to their young. They PB 5-8 TMR 7 NA Hide absorbs 7 DP
will attempt to surprise and capsize any craft that comes too Weapons: Rhinos will attempt to gore or trample (four
close or appears hostile. On land, hippos are slow and attacks).
virtually defenceless, and will hide in mud wallows to avoid Charge: BC 60%, [D + 6], Melee, Rank 0.
danger. They will retreat into water if threatened. Gore: BC 40%, [D + 2], Melee, Rank 0.
Abilities: These animals have no special skills except Trample: BC 25%, [D + 2], Close, Rank 0.
water-breathing and sweating blood.
Movement Rates: Running: 150; Swimming: 250 WOOLLY MAMMOTH
PS 40-50 MD 7-9 AG 7-10 MA None Natural Habitat: Arctic
EN 35-45 FT 40-45 WP 10-12 PC 14-18 Frequency: Uncommon
PB 6-9 TMR 3/5 NA Hide absorbs 4 DP Number: 1-10 (4)
Weapons: Hiipos may bite creatures 4' long or longer. Description: Mammoths are huge, hairy, evil-tempered
Smaller creatures are swallowed whole, inflicting no elephantine animals growing to twice the size of elephants.
immediate damage. Additionally, they can attempt to Mastodons are generally longer and lower to the ground,
capsize boats less than 20’ long. but otherwise similar to the mammoth. Both mammoths and
Bite: BC 25%, [D + 7], Melee, Rank 0. mastodons are four-hex monsters.
Comments: Mammoths tend to be more irritable than
OX elephants and will be quicker to attack, but are otherwise
Natural Habitat: Plains, Rural similar. Their tusks are valued the same as elephant tusks,
Frequency: Common but weigh only 50-80 pounds each.
Number: 1-20 (2) Abilities: Mammoths possess no talents, skills or magic.
Description: Oxen are literally castrated cattle. This They are not tool users.
heading subsumes all such forms of domesticated beasts Movement Rates: Running: 500
(water buffalo, caribou, etc.) used for pulling wagons, carts, PS 65-80 MD 15-18 AG 10-12 MA None
ploughs, etc., or for carrying burdens. Oxen generally have EN 50-60 FT 55-65 WP 10-14 PC 10-12
horns, but will seldom use them unless directly attacked. PB 5-7 TMR 10 NA Hide absorbs 6 DP
Comments: Wild ox, such as buffalo, bison and yak, are Weapons: A mammoth may use its tusks and trunk, or may
extremely territorial, and will attack in concert to drive off trample (four attacks). From a distance, it may charge with
predators. its tusks.
Abilities: Oxen have no special talent or skill and are Charge: BC 60%, [D + 9], Melee, Rank 0.
neither tool nor magic users. They will almost always be Tusks: BC 15%, [D + 3], Melee & Close, Rank 0.
trained to pull a plough or wagon. Trunk: BC 80%, [D – 1], Melee, Rank 0.
Movement Rates: Running: 250 Trample: BC 50%, [D + 7], Close, Rank 0.
PS 50-60 MD 7-9 AG 8-10 MA None
EN 25-30 FT 32-40 WP 7-9 PC 12-15
Small Land Mammals
PB 6-8 TMR 5 NA Hide absorbs 3 DP
Weapons: Oxen may attack with their horn, or trample (4 FOX
attacks).
Horns: BC 20%, [D + 3], Melee, Rank 0. Natural Habitat: Arctic, Plains, Rural, Waste, Woods
Trample: BC 40%, [D + 5], Close, Rank 0. Frequency: Common
Number: 1-2 (1)
Description: Foxes are small sleek dogs, averaging 10
RHINOCEROS inches high at the shoulder, although they can grow larger.
Natural Habitat: Plains Male foxes can weigh as much as 15 pounds. They vary in
Frequency: Rare colour from bright orange to white. Their coat will usually
Number: 1-4 (1) match the colour of their environment. Foxes hunt mostly at
Description: A Rhino is a large land mammal with a huge night, preferring to sleep during the day, except during the
head, small eyes, and one or two horns protruding from winter. Fox are generally frightened of humans, although
their snout. Their skin is grey and thick, generally with short they do live near human settlements where small farm
abrasive hairs covering their head and neck. They can grow animals might be present. These creatures are difficult to
as large as 6 feet high at the shoulder, 10 feet long, and trap or tame. They also have an acute sense of smell.
weigh up to 3 tons. Rhinos are solitary herbivores, although Comments: A fox fur is quite valuable, and can sell for as
bulls will fight over females and territory during mating much as 100 Silver Pennies. An arctic fox fur will sell for
seasons: Spring and Autumn. These creatures are twice that amount.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Abilities: Foxes have no special talents, or skills. They do Abilities: Mongooses have no special skills or talents. They
not use magic or tools. They are incredibly cunning and are not tool or magic users.
wily. Movement Rates: Running: 400
Movement Rates: Running: 300 PS 2-3 MD 26-32 AG 26-32 MA None
PS 4-6 MD 18-20 AG 22-26 MA None EN 4-6 FT 6-8 WP 18-20 PC 20-24
EN 5-7 FT 10-12 WP 10-12 PC 22-26 PB 10-12 TMR 8 NA None
PB 10-14 TMR 6 NA Fur absorbs 1 DP Weapons: Mongooses may bite. They will always use their
Weapons: Foxes can bite. second action to defensively withdraw while in melee, giving
Bite: BC 50%, [D – 2], Close, Rank 0. an appearance of "dancing".
Bite: BC 80%, [D – 6], Close, Rank 0.
HYENA
Natural Habitat: Highlands, Plains, Waste WARDOG
Frequency: Uncommon Natural Habitat: Rural
Number: 1-10 (6) Frequency: Uncommon
Description: Hyenas are light brown, short-jawed animals Number: 1-2 (1)
about 4 feet in length. Their hides are specked with large Description: A Wardog is any type of dog trained by
dark brown rings. They have short tails and rounded ears. humans for use in combat, hunting, or other difficult tasks.
The forelegs of a hyena are longer than the rear legs, so These dogs are larger and stronger than most dogs,
when the animal stands, it seems to slope downward from averaging 2 to 3 feet high at the shoulder and weighing 70-
its shoulders to its tail. At night, hyenas can be recognised 90 pounds. They tend to be wolf-like in appearance, and
by their barking howl. attitude.
Comments: Hyenas are mainly scavengers, preying on the Abilities: Wardogs have no special skills or talents, and
remains of carcasses left by the great cats and other they are not magic users. They have good stamina and
hunters. generally have an excellent resistance to cold weather.
Abilities: Hyenas have no special talents or skills. They do Comments: Wardogs are more likely to attack humans
not use tools or magic. than most dogs, but will usually not do so if their master is
Movement Rates: Running: 300 present, unless they are very hungry. They can be trained
PS 6-8 MD 19-21 AG 22-24 MA None to fight, hunt, and track. If the new master of a Wardog is
EN 7-9 FT 11-13 WP 8-10 PC 19-23 not a Beast Master, he must spend 1 week with the dog and
PB 6-8 TMR 7 NA Hide absorbs 3 DP the trainer learning the proper commands for directing its
Weapons: Hyenas may bite. actions, or two weeks if the old master is not available.
Bite: BC 60%, [D – 1], Close, Rank 0. Movement Rates: Running: 350
PS 10-12 MD 15-20 AG 16-20 MA None
EN 12-18 FT 22-25 WP 12-16 PC 20-24
JACKAL
PB 12-14 TMR 7 NA Fur absorbs 2 DP
Natural Habitat: Jungle, Plains, Waste Weapons: Wardogs may bite. They do [D + 2] in Close.
Frequency: Common Bite: BC 65%, [D + 1], Melee & Close, Rank 1-3.
Number: 1-8 (2)
Description: A jackal looks like a cross between a fox and
a wolf, has a speckled grey and brown coat, and is about 3 WEASEL
feet long. Natural Habitat: Arctic, Coastal, Highlands, Rural, Woods
Comments: Jackals, like hyenas, are scavengers, and are Frequency: Uncommon
none too courageous. They are curious, and will Number: 1-2 (1)
occasionally raid a human camp searching for food, but Description: Weasels have a brown coat during the
they will run at the first sign of danger. summer, which turns white as winter approaches. They are
Abilities: A jackal has no special talents or skills and does slim, and utterly vicious. The pelts if taken during winter are
not use tools or magic. worth 40-70 Silver Pennies each.
Movement Rates: Running: 300 Comments: Weasels are very curious, and they are thus
PS 5-7 MD 18-20 AG 22-24 MA None fairly easy to trap. If a pair of weasels is found in spring,
EN 6-8 FT 9-12 WP 7-9 PC 20-23 there is an 80% chance they will be accompanied by 4-8
PB 7-9 TMR 6 NA Fur absorbs 2 DP young. Weasels are bloodthirsty, and will gladly take on
Weapons: Jackals may bite. much larger creatures.
Bite: BC 60%, [D – 2], Close, Rank 0. Abilities: Weasels are the only animals that can stand the
gaze and breath of the basilisk, and thus they are often
trained to kill them. They are, however, difficult to train and
MONGOOSE
a trained basilisk killer is worth 4,000-6,000 Silver Pennies.
Natural Habitat: Jungle, Plains, Wetlands Other than this special ability, weasels have no talents or
Frequency: Common skills. They use neither tools nor magic.
Number: 1-20 (6) Movement Rates: Running: 250
Description: Mongooses have light grey fur and grow to a PS 1-2 MD 19-23 AG 25-29 MA None
length of about two feet. They are very common rodents in EN 1-2 FT 3-4 WP 18-23 PC 17-23
some parts of the world, and are valued as snake-killers. PB 10-13 TMR 5 NA Fur absorbs 1 DP
Comments: Mongooses are especially valued as house Weapons: Weasels may bite.
pets and a mongoose that is trained to remain in the vicinity Bite: BC 75%, [D – 4], Close, Rank 0.
of a dwelling (and protect against snakes, especially
cobras) will fetch 300-400 Silver Pennies. They are
relatively easy to train for this task.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
MUSTANG QUARTER-HORSE
Natural Habitat: Highlands, Plains Natural Habitat: Rural
Frequency: Rare Frequency: Common
Number: 1-50 (30) Number: Not applicable
Description: Mustangs are wild horses. They are smaller Description: These horses grow to five feet at the
than most domestic animals, usually about four and a half shoulders, and weigh about half a ton.
feet at the shoulder. Colours vary, but most mustangs have Comments: Quarterhorses are very useful as riding
very long manes and tails. animals. They can climb steep banks and ford water. They
Comments: Mustangs are generally afraid of men and will are extremely responsive to their rider if well trained and are
run away if they sense man's presence. They can be tamed able to stop or turn very quickly, suiting them for such tasks
if captured, however, and used either as riding horses or as rounding up herds. They do not have great endurance,
beasts of burden. They can carry loads of up to 400 however, and they can only maintain their maximum speed
pounds. for periods of a few miles. They can carry loads of up to 350
Abilities: Mustangs possess no special talents, skills, or pounds, but they are not intended to be beasts of burden,
magic. They are not tool users. and so their spirit will be quickly broken if they are used as
Movement Rates: Running: 600 such. If a quarterhorse's spirit is broken, its speed will be
PS 40-50 MD 13-16 AG 18-21 MA None decreased to TMR 9.
EN 18-23 FT 36-42 WP 11-13 PC 20-22 Abilities: Quarterhorses possess no special talents, skills,
PB 9-11 TMR 12 NA Hide absorbs 3 DP or magic. They are not tool users.
Weapons: Mustangs may either bite or kick into their rear Movement Rates: Running: 600
hex. PS 40-45 MD 13-15 AG 17-20 MA None
Bite: BC 25%, [D], Melee & Close, Rank 0. EN 18-23 FT 35-40 WP 9-10 PC 17-19
Kick: BC 45%, [D + 4], Melee Rear, Rank 0. PB 10-12 TMR 12 NA Hide absorbs 3 DP
Weapons: Quarterhorses may either bite or kick into their
rear hex.
PALFREY
Bite: BC 20%, [D – 1], Melee & Close, Rank 0.
Natural Habitat: Rural Kick: BC 45%, [D + 5], Melee Rear, Rank 0.
Frequency: Common
Number: Not applicable
Description: Palfreys are fine-featured riding horses. They WAR-HORSE
grow to a little more than five feet at the shoulders, and Natural Habitat: Rural
weigh about 1100 pounds. Frequency: Uncommon
Comments: These horses were bred for gentleness and Number: Not applicable
appearance. They were developed to be riding horses, and Description: War-horses are heavily built, thickly muscled
are highly responsive to their riders. They can carry up to and limber animals, bred to carry large burdens for
350 pounds, but, like the Quarterhorse, they are not usually extended periods. They are often five and a half feet at the
used to carry burdens. shoulder, and can weigh more than a ton.
Abilities: Palfreys possess no special talents, skills, or Comments: These are the most intelligent and (if properly
magic. They are not tool users. treated) the most loyal of the horses. They are responsive
Movement Rates: Running: 650 to a rider, but can also be used to carry heavy burdens (up
PS 38-43 MD 11-14 AG 16-19 MA None to 500 pounds). Using a war-horse as a draft horse will
EN 18-21 FT 30-35 WP 8-10 PC 16-18 generally lower the quality of their training for combat,
PB 11-13 TMR 13 NA Hide absorbs 3 DP however.
Weapons: Palfreys may either bite or kick into their rear Abilities: War-horses are specially trained for combat.
hex. They panic less frequently than other horses when faced
Bite: BC 20%, [D – 2], Melee & Close, Rank 0. with fire, sudden movements, or loud noises. A rider can
Kick: BC 40%, [D + 3], Melee Rear, Rank 0. also control a war-horse's actions in combat, making the
horse kick, bite, or attempt to trample an adversary. See
Mounted Combat. Other horses can be used in combat, but
PONY
they cannot be used to attack.
Natural Habitat: Rural Movement Rates: Running: 500
Frequency: Common PS 55-60 MD 11-14 AG 16-19 MA None
Number: Not applicable EN 25-30 FT 50-60 WP 9-11 PC 16-18
Description: Ponies are small horses less than five feet PB 9-11 TMR 10 NA Hide absorbs 3 DP
high. Most are between three and four feet high at the Weapons: War-horses may either bite or kick into their rear
shoulder. hex. War-horses will willingly enter Close Combat and
Comments: Ponies are especially gentle and easy to train. trample if directed.
They live longer than most horses, and do not need any Bite: BC 25%, [D + 2], Melee & Close, Rank 0.
food other than hay and grass. Loads of up to 150 pounds Kick: BC 45%, [D + 7], Melee Rear, Rank 0.
can be carried without great strain. Trample: BC 25%, [D + 8], Close, Rank 0.
Abilities: Ponies possess no special talents, magic, or
other abilities. They are not tool users.
Movement Rates: Running: 350
PS 19-24 MD 13-15 AG 13-15 MA None
EN 12-14 FT 20-22 WP 9-11 PC 16-19
PB 10-12 TMR 7 NA 3 DP
Weapons: Ponies may either bite or kick into their rear hex.
Bite: BC 15%, [D – 4], Melee & Close, Rank 0.
Kick: BC 20%, [D – 1], Melee Rear, Rank 0.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
GILA MONSTER
Lizards, Snakes and Insects Natural Habitat: Waste
Frequency: Rare
Reptiles Number: 1-8 (1)
Description: Gila monsters are black and yellow lizards
Reptiles are unintelligent. Many of them are poisonous. If with short, thin limbs and a striped stubby tail.
their attack does effective damage, extra poison damage Abilities: The Gila monster has no special talents, skills, or
will result. Some reptiles only do effective damage for magic.
armour penetration - if the attack penetrates armour, poison Movement Rates: Running: 100
damage will result, but no physical damage from the attack. PS 3-4 MD 8-10 AG 7-8 MA None
EN 4-5 FT 8-10 WP 7-9 PC 15-17
CROCODILE PB 7-9 TMR 2 NA Hide absorbs 2 DP
Weapons: Gila monsters may bite. Poison occurs after
Natural Habitat: Coastal, Wetlands
effective damage.
Frequency: Common
Bite: BC 50%, [D – 3], Close, Rank 0.
Number: 1-50 (20)
Poison: 2 DP per pulse for D10 pulses.
Description: Crocodiles are heavily scaled lizards with
small sharp teeth. They attain lengths of 8 feet, and weights
of up to 180 pounds. Giant crocodiles may attain twice this IGUANA
length and ten times this weight, and have 20 more strength Natural Habitat: Jungle, Waste
and endurance. Their scales are a very dark greenish- Frequency: Uncommon
brown that blends in well with the muddy water that they Number: 1-4 (2)
love to inhabit. Description: Iguanas are large lizards, sometimes reaching
Comments: Crocodiles often lurk just below the surface of more than 3 feet in length. They are sandy to brown in
murky waters, waiting for a titbit to enter the water. On land, colour, and have ridges along their back. They have a short,
however, crocodiles are rather timid, and they will slip off thick tail and wrinkled skin around their neck. Giant iguanas
into the water if they sense something approaching. If a may be up to 3 times normal size and have double or triple
crocodile's jaws are grasped while they are still closed, it PS, EN, and FT.
only takes a PS of 12 to hold them closed, rendering the Abilities: Iguanas have no magical abilities or special
crocodile's bite useless. The crocodile's skin is used to talents.
make primitive armour (equal to leather) and the teeth Movement Rates: Crawling: 250
(about 60) are valuable (100 Silver Pennies each) as PS 9-11 MD None AG 14-16 MA None
charms. EN 4-6 FT 8-10 WP 6-8 PC 10-12
Abilities: Crocodiles have no special talents, skills or PB 6-8 TMR 5 NA Hide absorbs 3 DP
magic. Weapons: Iguanas may bite.
Movement Rates: Running: 50; Swimming: 150 Bite: BC 50%, [D + 4], Close, Rank 0.
PS 17-19 MD 5-8 AG 7-9 MA None
EN 7-9 FT 15-18 WP 7-9 PC 8-10 Snakes
PB 7-9 TMR 1/3 NA Scales absorb 6 DP
All snakes included in this section are non-intelligent and
Weapons: Crocodiles may claw twice and bite without
extremely hostile. Most are poisonous. Snakes tend to lie in
penalty. Giant crocodiles do twice normal damage.
wait for prey and will usually strike only from ambush or if
Bite: BC 10%, [D + 1], Close.
startled.
Claws: BC 50%, [D – 6], Close.
ASP
GIANT TORTOISE
Natural Habitat: Plains, Rural
Natural Habitat: Coastal, Wetlands
Frequency: Rare
Frequency: Rare
Number: 1-200 (1)
Number: 1-30 (6)
Description: The asp measures up to 2½ feet in length. It
Description: Giant tortoises have the form of an ordinary
has a triangular head, flattened towards the rear, and a
turtle, with a thick green shell and claws instead of webbed
short, thin tail.
digits. They are about 5 feet long, and weigh about 700
Comments: These snakes hibernate together during the
pounds.
winter, and thus very large groups may be found during
Comments: Despite their name, tortoises spend much of
hibernation
their time in the water, where they will frequently be found.
Abilities: Asps have no talents, skills or magic.
A tortoise is capable of carrying a large burden (up to 200
Movement Rates: Crawling: 150
lb.) if one is willing to keep a pace that the tortoise can
PS 2-3 MD None AG 16-19 MA None
follow.
EN 1-2 FT 3-4 WP 14-18 PC 14-17
Abilities: Giant tortoises can withdraw their head, tail, and
PB 8-10 TMR 3 NA None
limbs inside their shell in times of danger. They have no
Weapons: Asps may bite. Poison occurs after effective
magical or other special abilities. If the tortoise is not
damage.
withdrawn into its shell, there is an 80% chance that any
Bite: BC 65%, [D – 3] penetration only, Close, Rank 0.
blow will strike the shell anyway. If the tortoise is inside its
Poison: 2 DP per pulse.
shell, the shell will soften all strikes.
Movement Rates: Running or Swimming: 100
PS 20-25 MD None AG 5-7 MA None
EN 15-17 FT 22-24 WP 10-11 PC 13-15
PB 7-9 TMR 2 NA Shell absorbs 8 DP
Weapons: Tortoises may bite.
Bite: BC 25%, [D – 2], Close, Rank 0.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
KILLER BEE
Natural Habitat: Plains, Waste Aquatics
Frequency: Uncommon
All aquatics except dolphins and whales can breathe water
Number: 1-300 (200)
indefinitely. Dolphins and whales can remain submerged for
Description: A killer bee looks like a normal bee except
5 to 20 minutes only before having to rise to the surface for
that it is about an inch and a half long.
air. All aquatics move within the water the same way that
Abilities: Killer bees have no magic abilities or special
avians move through the air.
talents or skills. They are not tool users, but do build hives.
Movement Rates: Flying: 500 Fish
PS 1 MD None AG 20-22 MA None
EN 1 FT None WP 7-9 PC 15-17 All fish detailed below except piranha are found in oceans.
PB 6-8 TMR 10 NA None Piranha tend to be found in streams, rivers, marshes and
Weapons: A killer bee may sting. Poison occurs after lakes. Fish must keep a steady flow of water over their gills
effective damage. As soon as a bee hits a target (not in order to breathe, must move at least once per minute or
necessarily penetrating armour) it dies. take [D – 3] damage to Fatigue due to suffocation, They are
Sting: BC 50%, [D] penetration only, Close, Rank 0. non-intelligent, but may be hostile.
Poison: [D – 6] DP once.
BARRACUDA
SCORPION Natural Habitat: Ocean
Natural Habitat: Plains, Waste Frequency: Uncommon
Frequency: Rare Number: 1-6 (1)
Number: 1-20 (1) Description: Barracuda are predatory fish about 6 feet
Description: A scorpion is a black-coloured insect about 4 long.
inches long. The most prominent feature of a scorpion is its Comments: Barracuda will not generally attack man unless
tail, which stretches over its back. threatened or particularly hungry. They might, however,
Comments: An alchemist can use a scorpion's tail to distil mistake a person carrying jewellery or making quick
poison, and so a scorpion can be sold for about 50 Silver movements for another fish and attack for that reason.
Pennies in a major town. Abilities: Barracuda possess no magical abilities or other
Abilities: Scorpions have no special talents, skills or magic. special skills or talents.
Movement Rates: Crawling: 150 Movement Rates: Swimming: 350
PS 1 MD None AG 18-20 MA None PS 12-14 MD None AG 17-20 MA None
EN 1 FT 1 WP 8-10 PC 11-13 EN 6-8 FT 11-14 WP 8-10 PC 14-16
PB 4-5 TMR 3 NA None PB 4-7 TMR 7 NA 4 DP
Weapons: A scorpion may sting. Poison occurs after Weapons: Barracuda may bite.
effective damage. Bite: BC 50%, [D + 1], Close, Rank 0.
Tail: BC 65%, [D] penetration only, Close, Rank 0.
Poison: 4 DP per pulse for D5 pulses. MANTA RAY
Natural Habitat: Ocean
TARANTULA Frequency: Uncommon
Natural Habitat: Jungle, Waste Number: 1-100 (15)
Frequency: Rare Description: Manta rays are large, flat ocean creatures.
Number: 1-6 (1) Their bellies are white, while the top is dark blue. They are
Description: Tarantulas are large, hairy spiders about 4 triangular in shape, and reach sizes more than 20 feet
inches across. across, weighing up to 3000 pounds. The eyes are set
Abilities: Tarantulas have no special talents, skills, or forward in front of the body on two foot long protuberances,
magic abilities. They do not tool users and do not build between which rests the mouth. They have a long, very thin
webs. tail.
Movement Rates: Running: 75 Abilities: Manta rays possess no special talents, skills or
PS 1 MD None AG 16-18 MA None magic.
EN 1 FT None WP 4-6 PC 9-11 Movement Rates: Swimming: 200
PB 2-4 TMR 1 NA None PS 35-40 MD None AG 13-15 MA None
Weapons: Tarantulas may bite. Poison occurs after EN 16-19 FT 24-28 WP 10-12 PC 12-14
effective damage. PB 5-8 TMR 4 NA Skin absorbs 4 DP
Bite: BC 25%, [D] penetration only, Close, Rank 0. Weapons: Manta rays can deliver killing blows with their
Poison: [D – 4] DP once. massive fins, crushing the ribcages of swimmers, and
breaking in the sides of boats.
Fin: BC 65%, [D + 14], Melee, Rank 0.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
PIKE
Natural Habitat: Wetlands
Aquatic Mammals
Frequency: Common Aquatic mammals are generally moderately intelligent and
Number: 1-30 (1) neutral, or even friendly, to adventurers. They are air
Description: Pike are 2 to 4 foot long fish which specialise breathers, and cannot remain submerged indefinitely.
in the solitary hunting of other fish. They have needle-like
teeth and spiky fins and are covered with tough scales. DOLPHIN
Though usually not a danger to humans, they can be called
in large numbers by nixies and will attack at the nixies' Natural Habitat: Ocean
command. Frequency: Common
Abilities: Pike have no skills, magic, or talents. Number: 1-20 (4)
Movement Rates: Swimming: 300 Description: Dolphins are mammals of the sea. They grow
PS 8-11 MD None AG 20-25 MA None to 12 feet in length and are basically fish-like in form
EN 5-10 FT 10-15 WP 6-8 PC 14-16 (although their bodies are more cylindrical than most fish).
PB 5-6 TMR 6 NA 1 DP They have long, thin snouts, and are generally greyish in
Weapons: Pike may bite. Each group of ten get one attack. colour. Dolphins are two-hex monsters.
Bite: BC 70%, [D + 2], Close, Rank 0. Comments: Dolphins will sometimes aid humans in need,
and will remember with a vengeance those humans who
have harmed them in the past. They will never attack
PIRANHA humans unless provoked.
Natural Habitat: Wetlands Abilities: Dolphins have no talents, skills or magic.
Frequency: Rare Movement Rates: Swimming: 400
Number: 1-200 (50) PS 25-30 MD None AG 24-26 MA None
Description: Piranha are small fish with very sharp teeth EN 12-15 FT 20-25 WP 15-17 PC 14-17
and a vicious temper. PB 12-15 TMR 8 NA Skin absorbs 4 DP
Comments: Piranha are voracious. They can devour an Weapons: Dolphins may ram with their snouts as a
elephant in minutes, and will immediately attack anything Charge.
edible (primarily meat-bearing) which falls into the water Snout: BC 40%, [D – 1], Melee, Rank 0.
with them.
Abilities: Piranha have no magic abilities, talents or skills. GREAT WHITE WHALE
Movement Rates: Swimming: 300
PS 1-2 MD None AG 20-23 MA None Natural Habitat: Ocean
EN 1 FT 1-2 WP 4-5 PC 15-16 Frequency: Very Rare
PB 5-6 TMR 6 NA None Number: 1
Weapons: Piranha may bite. Each group of ten get one Description: These creatures are the largest mammals
attack. found on sea or on land. They reach lengths of 200-300
Bite: BC 80%, [D + 4], Close, Rank 0. feet, and are a truly spectacular sight when they rise three-
quarters of the way out of the water, sending spray
hundreds of yards in all directions. These whales are pure
SHARK white in colour.
Natural Habitat: Ocean Abilities: Great white whales cannot use magic and have
Frequency: Uncommon no special talents or skills.
Number: 1-50 (5) Movement Rates: Swimming: 700
Description: Sharks are long fish with very sharp teeth and PS 700-1000 MD None AG 8-9 MA None
tough skin. A shark's colour varies from light blue to white to EN 300-400 FT 500-600 WP 8-10 PC 12-15
orange, depending on the waters that they are swimming in. PB 4-6 TMR 14 NA Hide absorbs 8 DP
Sharks reach sizes in excess of 40 feet, at which point they Weapons: Great white whales may bite creatures 30' long
are threats to boats as well as to swimmers. Sharks are or longer. Smaller creatures are swallowed whole, inflicting
normally two-hex monsters. no immediate damage.
Comments: As soon as blood is drawn in waters containing Bite: BC 50%, [D + 10], Melee, Rank 0.
sharks (most waters do) there is a 60% chance that 10-60
sharks will be attracted. Shark teeth are fairly valuable (a KILLER WHALE
set might go for 100 Silver Pennies) as charms.
Abilities: Sharks can detect the presence of blood in the Natural Habitat: Ocean (prefers Arctic)
water from extremely long distances, and they will gather Frequency: Rare
around the blood, working themselves up into a killing Number: 1-25 (20)
frenzy. They can also sense motion in water, especially in Description: Killer whales are black on top and white on
the form of the types of disturbances caused by swimmers. their bellies. They have fins on either side of their body, as
Movement Rates: Swimming: 350 well as one fin which sticks up from their back much like the
PS 35-45 MD None AG 12-16 MA None fin of a shark. Large males reach 30 feet in length. Killer
EN 25-30 FT 40-50 WP 8-10 PC 9-12 whales are 14-hex monsters.
PB 6-8 TMR 7 NA Skin absorbs 7 DP Abilities: Killer whales have no special talents, skills, or
Weapons: Sharks may bite. magic.
Bite: BC 40%, [D + 8], Melee & Close, Rank 0. Movement Rates: Swimming: 400
PS 40-45 MD None AG 13-15 MA None
EN 35-40 FT 60-70 WP 12-13 PC 15-17
PB 10-12 TMR 8 NA Hide absorbs 3 DP
Weapons: Killer whales may bite.
Bite: BC 50%, [D + 10], Melee & Close, Rank 0.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
SEAL KRAKEN
Natural Habitat: Ocean, Arctic, Coastal Natural Habitat: Ocean
Frequency: Uncommon Frequency: Very Rare
Number: 1-20 (20) Number: 1-2 (1)
Description: Seals are medium sized mammals with slick Description: Kraken are huge, black, fierce octupoids.
brown skin, flippers for swimming, and long tubular bodies. They have a pointed beak and large, red eyes. A kraken's
Seals can weigh as much as 300 pounds, and grow to body is 30-40 feet long, and its 8 tentacles are about as
lengths of up to 6 feet. long as its body. Their hide is thick and horny and they are
Abilities: Seals have no special skills or talents, and they 14-hex monsters.
cannot use magic. Seals can hold their breath for an hour, Comments: Kraken typically live by the shores of large,
and can dive to depths exceeding 1,000 feet. saltwater bodies, pulling swimmers and small vessels down
Comments: They are deft swimmers, and commonly spend to their demise. If a kraken's lair is found, it will frequently
their days hunting and playing in the waters near Arctic (80%) have a large treasure (25,000-35,000 Silver Pennies
coasts. They are intelligent animals, and will generally flee in value) stockpiled. Kraken tend to be unintelligent, but
to water if threatened, where they can usually avoid any grow larger and more intelligent in cold water.
predator. Seals eat fish and shellfish almost exclusively. Abilities: The kraken's most fearsome attribute is its ability
Seals are hunted for their skins, meat, and blubber. to rip ships apart with its hideously strong tentacles. It can
Movement Rates: Running: 100; Swimming: 350 usually handle ships up to 40 feet in length, shredding and
PS 10-14 MD 6-10 AG 14-18 MA None then entirely consuming them and their contents within (D +
EN 15-20 FT 20-25 WP 10-14 PC 15-18 2) minutes after it emerged from the depths. In addition, a
PB 10-12 TMR 2/7 NA Skin absorbs 4 DP kraken can use the maelstrom spell from the College of
Weapons: Seals can attack with their snouts or bite. Water Magics at rank 8-10.
Snout: BC 35%, [D – 2], Melee, Rank 0. Movement Rates: Swimming: 600
Bite: BC 30%, [D + 1], Closee, Rank 0. PS 100-200 MD 15-20 AG 12-14 MA 12-15
EN 60-80 FT 80-100 WP 25-30 PC 17-20
Other Aquatics PB 1-3 TMR 12 NA Hide absorbs 6 DP
These creatures are potentially intelligent and usually Weapons: A Kraken may attack with five tentacles. Each
hostile to adventurers. tentacle may crush or draw the victim towards the beak for
a bite.
Crush: BC 70%, [D + 4], Melee & Close, Rank 0.
EEL Bite: BC 30%, [D + 15], Close, Rank 0.
Natural Habitat: Coastal, Ocean, Wetlands
Frequency: Uncommon
Number: 1-4 (1)
Description: Eels are long, thin, greyish fish up to 7 feet in
length.
Abilities: Eels have no special talents, skills, or magic.
Movement Rates: Swimming: 300
PS 18-20 MD None AG 14-17 MA None
EN 8-10 FT 14-16 WP 10-11 PC 17-20
PB 6-8 TMR 6 NA Skin absorbs 3 DP
Weapons: Eels may bite.
Bite: BC 50%, [D + 2], Close, Rank 0.
GIANT SQUID
Natural Habitat: Ocean
Frequency: Rare
Number: 1-10 (1)
Description: These creatures are bullet-shaped, with 10
tentacles streaming from the base of the bullet. They grow
to 50 feet in length, and their colour changes according to
the waters that they inhabit. The squid also has a beak and
large, round eyes. Squids are 14-hex monsters.
Comments: Large squid generally prefer very deep water,
and will rarely be found at the shallower depths. Squid are
carnivorous, and will eat almost any meat (including man)
that they can find.
Abilities: The squid has no magic or special skills or
talents.
Movement Rates: Swimming: 600
PS 60-70 MD 25-30 AG 10-13 MA None
EN 50-60 FT 65-70 WP 10-12 PC 10-12
PB 6-8 TMR 12 NA Hide absorbs 5 DP
Weapons: A Squid may attack with five tentacles. Each
tentacle may crush or draw the victim towards the beak for
a bite. Only one bite is possible.
Crush: BC 50%, [D – 1], Melee & Close, Rank 0.
Bite: BC 25%, [D + 12], Close, Rank 0.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
DOPPELGANGER
Creatures of Night & Shadow Natural Habitat: Caverns, Rural, Woods
Frequency: Very Rare
The species listed here are primarily connected with night
Number: 1-8 (1)
and shadow and the Powers of Darkness. Other creatures
Description: In their natural form, doppelgangers appear
that may be nocturnal hunters or may be at their most
humanoid, with thin arms, and sharp teeth and claws. They
powerful at night are included elsewhere. Only the following
have thick, rubbery, grey skin, and glowing eyes.
species are affected by magic that calls, communicates
Comments: Once a doppelganger has imitated someone,
with, or controls Creatures of Night and Shadow.
they will try to kill that individual, attacking by surprise. They
will then replace that individual until they try the same
BAT manoeuvre with another member of the party.
Natural Habitat: Caverns, Jungle, Rural, Woods Abilities: Doppelgangers have the ability to form
Frequency: Uncommon themselves to look and act like any humanoid creature that
Number: 1-400 (100) is approximately their size and body weight (100-250 lb.).
Description: Bats are rodents with leathery wings. They Even the clothes and equipment of a person can be
are greyish-black in colour. They are found in dark places imitated, although magical properties will not, of course,
as they are afraid of light and fire. adhere to the duplicates. See the rules governing detecting
Abilities: Bats can determine directions in the dark by illusions in the College of Illusions. Doppelgangers read the
emitting high frequency "pips" which reflect off of the minds of the people they will later imitate so as to learn
surrounding walls. They have no magical abilities or other things they will need to know to duplicate the person
special talents and are not tool users. properly. Their mind reading is more complete than
Movement Rates: Flying: 500 Telepathy, for they learn the non-magical skills of the
PS 2-3 MD None AG 18-21 MA None creature they are imitating (at two ranks lower).
EN 1-2 FT 2-3 WP 6-8 PC 14-17 Movement Rates: Running: 250
PB 7-9 TMR 10 NA None PS 12-16 MD 14-17 AG 16-18 MA 20-25
Weapons: A bat may bite. A character bitten by a bat has a EN 8-10 FT 15-20 WP 22-25 PC 15-17
10% chance of contracting rabies or some other loathsome PB 4-8 TMR 5 NA Skin absorbs 4 DP
disease as well as infection. Weapons: Dopplegangers may bite in their natural form.
Bite: BC 40%, [D – 7], Close, Rank 0. Once having imitated something, they fight as it does, using
the same weapons at a Rank two less than the creature
they are imitating.
DIRE WOLF Bite: BC 50%, [D + 3], Close, Rank 0.
Natural Habitat: Highlands, Rural, Woods
Frequency: Rare RAT
Number: 1-10 (3)
Description: Dire wolves are wolves the size of ponies. Natural Habitat: Anywhere
Dire wolves will be in league with the Powers of Darkness Frequency: Common
and will have almost human intelligence. Their corpses Number: 1-100 (12)
disappear back into hell (from which they are said to have Description: Usually about eight inches long, these
sprung originally) if they are killed. animals can be any combination of shades of black, white,
Abilities: Dire wolves have no special abilities but they are or brown. Some larger strains of rats can grow to 18 inches
exceptional trackers. They also never forget a smell. They (with corresponding increase in the damage they can do
may possess knowledge of a limited number of spells of the and their Base Chance of biting during Close Combat - see
College of Ensorcelments and Enchantments or the College below).
of the Sorceries of the Mind. Comments: Rats are not tool-users, but they can dig holes
Movement Rates: Running: 400 and gnaw through substances as hard as sandstone and
PS 22-25 MD 24-26 AG 18-22 MA 8-12 lead, given enough time. When in combat they tend to head
EN 20-23 FT 25-30 WP 8-12 PC 19-23 for the eyes and other unprotected areas, so the armour
PB 4-8 TMR 8 NA Fur absorbs 5 DP protection Rating of characters defending against rats
Weapons: Dire wolves may bite. should be reduced by three or four points. A character has
Bite: BC 60%, [D + 6], Melee & Close, Rank 0. a 10% chance of contracting a disease if they are in contact
with rats for any period of time. If a rat bites a character,
increase chance of infection by 20.
Abilities: Rats have no special talents, skills, or magical
abilities.
Movement Rates: Running: 100
PS 4-6 MD 15-20 AG 15-20 MA None
EN 1-2 FT 2-3 WP 8-16 PC 17-20
PB 4-8 TMR 2 NA None
Weapons: Rats may bite.
Bite: BC 75%, [D – 7], Close, Rank 0.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
WERES
Comments: Weres are humans or humanoids who are Humanoids
afflicted with a specific disease: Lycanthropy. They are
adversely affected by the full moon and on nights when the Giants
moon is full they change shape, becoming one of 5 types of
creature. The were may become a bear, boar, tiger, snake Giants are lusty types, preferring nothing better than to go
or wolf. The actual type of beast the character becomes will through life brawling, drinking, and wenching. They tend to
depend on the type of beast from which they contracted gather together in a clan arrangement, building huge halls
their illness. The only way that a character can become a (or steadings) in out-of-the-way locations. They are not
lycanthrope is if they are damaged by the bite of a overly intelligent, and resent humans and elves particularly.
lycanthrope in beast form. The victim will then during the Giants enjoy riddling and bartering. Giant warriors favour
next full moon (and all succeeding full moons) assume the simple weapons scaled to their size. Giants possess
shape of the beast that bit them (wolf, snake, etc.). If a infravision (heat vision) to a range of 250 feet.
character is killed by a lycanthrope, they do not become a
lycanthrope; instead, they usually become dinner. A CLOUD GIANT
lycanthrope in were form is always a beast. They have the
Natural Habitat: Highlands
characteristics of the strongest specimen of the species
Frequency: Very Rare
whose form they have assumed. A werewolf would have the
Number: 1-4 (1)
highest possible characteristics for a dire wolf, for example.
Description: Cloud giants are huge humanoids between 15
A were-snake assumes the form of a python, but with the
and 20 feet tall. Cloud giants will often build sky-castles on
bile (and venom) of the king cobra. Were-bears, were-boars
mountaintops. These will seem to float on pillars of cloud
and were-tigers will have the highest possible
and can only be reached by a stone stairwell inside the
characteristics for their type of beast.
pillars on which it floats. The pillars and the clouds on which
When in their beast form, weres are semi-intelligent. Their
the castle rests will be substantial (capable of bearing
human side is suppressed and the character is played by
weight), though they will appear to be clouds. Cloud giants
the GM. Weres are primarily concerned with feeding and
are 3-hex figures.
simple survival. They will spend the entire period when the
Abilities: Cloud giants are linked with the element of air,
moon is full either laid up in a lair or hunting. They will
and gain +5% when casting air magics. This affinity leads
attack the character's friends as readily as any other prey.
most cloud giant adepts to be air mages. They may never
Once a were returns to their normal human shape, they will
learn earth magics. Their magic resistance is increased by
be enfeebled for [D + 4] hours, desiring only to sleep. Upon
10% except against earth magics, against which their magic
waking, they will usually remember what they did in beast
resistance is reduced by 20%.
form. A character can only be cured of Lycanthropy by
Movement Rates: Running: 600-700
removing the major curse as if it had a Magical Aptitude of
PS 24-44 MD 4-24 AG 3-23 MA 4-24
20. When in beast form, a were can only be harmed or
EN 30-50 FT 18-24 WP 4-24 PC 5-25
killed by magic or by silvered weapons. Pre-pubescent and
PB 6-22 TMR 12-14 NA None
post-menopausal individuals never suffer the effects of
Weapons: Cloud giants favour the club and the sword, and
Lycanthropy (though they may contract the disease).
will have Rank 2-4 with these weapons. They may use
human-type weapons of twice normal size (improve Base
Chance by 10%, double strength requirement, roll 2D10 for
damage). They will sometimes wear armour, although it is
rare to see a giant clothed in anything heavier than leather.
Giant Club: BC 50%, [D + 8], Melee, Rank 2-4.
Large Claymore: BC 60%, [2D + 4], Melee, Rank 2-4.
FIRE GIANT
Natural Habitat: Caverns, Highlands, Waste
Frequency: Rare
Number: 1-4 (1)
Description: Fire giants are large humanoids about 12 feet
tall.
Abilities: Fire giants are linked with the element of fire, and
gain +5% when casting fire magics. This affinity leads most
fire giant adepts to be fire mages. They may never learn ice
magics. Their magic resistance is increased by 10% except
against ice magics, against which their magic resistance is
reduced by 20%.
Movement Rates: Running: 400-500
PS 15-35 MD 4-24 AG 3-23 MA 4-24
EN 20-40 FT 18-24 WP 4-24 PC 5-25
PB 6-22 TMR 8-10 NA None
Weapons: Fire giants prefer the glaive and sword, and will
have Rank 1-3 with these weapons. Armour heavier than
leather is rare, although it does occur.
Giant Glaive: BC 65%, [D + 9], Melee, Rank 1-3.
2-Handed Sword: BC 55%, [D + 7], Melee, Rank 1-3.
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Movement Rates: Swimming: 350 Abilities: Nymphs will have some abilities of either the
PS 10-25 MD 14-25 AG 16-21 MA 13-23 College of Illusions or of the College of Earth Magics. They
EN 12-14 FT 20-24 WP 13-18 PC 14-20 will have twice the stealth of humans. In addition, any male
PB 18-30 TMR 7 NA Skin absorbs 2 DP character who looks at a naked nymph must roll 4 × WP or
Weapons: The merfolk ride seahorses and can use less or he will be charmed and will desire only to spend his
weapons underwater. They prefer pole-type weapons days frolicking with the nymph (or her sisters).
(especially tridents) and stabbing knives and swords. They Movement Rates: Running: 250
will wear fish-skin armour (similar to leather armour) or PS 10-12 MD 14-18 AG 14-22 MA 18-22
seashell armour (similar to lamillar armour) when going to EN 8-12 FT 16-24 WP 18-24 PC 18-24
war. PB 25-33 TMR 5 NA None
Weapons: Nymphs do not use weapons or fight in any way.
They rely exclusively on their beauty and magic for
NIXIE
protection.
Natural Habitat: Coastal, Wetlands
Frequency: Rare
Number: 1-40 (20) PIXIE
Description: Nixies are aquatic humanoids with pale skin Natural Habitat: Woods
(through which can often be seen green veins), golden hair, Frequency: Very Rare
webbed fingers and toes, and gills. They are recognisable Number: 1-100 (10)
by their sharp teeth, which are covered in green slime. Description: Pixies are small people about 2 feet in height,
Comments: Nixies are fond of human flesh, though they with transparent wings, pointed ears, and almond-shaped
will sometimes refrain from eating a particularly beautiful eyes.
humanoid member of the opposite sex in order to enjoy Comments: Pixies are very hard to hit in combat (+30 to
their company longer. They are capricious and cowardly their normal defence). They are highly mischievous, and
and prefer to destroy their prey by guile whenever possible. they will often play pranks to annoy the foolish traveller who
An invitation to a nixie feast is usually a prelude to enters a forest where pixies are said to dwell.
treachery. Abilities: Pixies are naturally invisible, but can become
Abilities: Nixies will almost always have limited abilities as visible at will. They can create full-fledged visible and
Adepts of the College of Water Magics. They will have no audible illusions, and can appear to change their form. They
skills to speak of, but will have the talent of being able to are also able to use most counter spells, read peoples'
automatically summon [D + 1] × Rank with their talent (1, if minds, and cause disorientation and the inability to think
unranked) large pike to their aid. Since these "water clearly in the victims of their pranks.
wolves", as they are called, have a special fondness for Movement Rates: Running: 150; Flying: 250
nixies, there will always be pike in the area. PS 3-4 MD 18-21 AG 17-20 MA 10-15
Movement Rates: Swimming: 350 EN 3-4 FT 8-10 WP 12-16 PC 10-14
PS 13-23 MD 10-20 AG 14-21 MA 10-18 PB 10-17 TMR 3/5 NA None
EN 10-18 FT 12-24 WP 14-20 PC 14-22 Weapons: Pixies use daggers. They may wear leather
PB 8-18 TMR 7 NA None armour. Their bows have a range of 50 feet, and fire three
Weapons: Nixies often bite. In addition, they will often carry types of arrows with BC 60%.
bone weapons and shields and may wear fish-skin armour Damage Arrow: [D – 6].
(similar to leather armour). Sleep Arrow: [sleep]. Resist 4 × WP.
Bite: BC 35%, [D – 2], Close, Rank 0. Amnesia Arrow: [amnesia D – 4 days ]. Resist 4 × WP.
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Abilities: Goblins are good at working with stone if forced heads the clan, and fights for leader of the clan are
into it, and so they are good at detecting facts having to do common. Hobgoblins are often hired to lead bands of
with stone (40% chance of detecting anything unusual or goblins and orcs, as their strength and size ensures that
dangerous). They can see in the dark. They are excellent at discipline will be maintained.
torture, which they delight in. A goblin will in rare instances Abilities: Hobgoblins have goblins' stone-working ability
be an Adept of one of the Entity colleges. and their ability to see in the dark, but they do not dislike
Movement Rates: Running: 150 sunlight, and often go out in the day on raiding parties. They
PS 9-13 MD 8-12 AG 7-12 MA 10-18 have the same magical abilities as goblins.
EN 6-8 FT 10-13 WP 8-11 PC 7-12 Movement Rates: Running: 250
PB 8-10 TMR 3 NA Skin absorbs 1 DP PS 17-21 MD 14-16 AG 13-15 MA 12-20
Weapons: Goblins will use any sort of weapon that their EN 14-16 FT 20-23 WP 10-12 PC 14-16
strength allows, although they generally prefer simple PB 6-9 TMR 5 NA Hide absorbs 2 DP
swords, clubs, crossbows and slings. They may have Rank Weapons: Hobgoblins use all weapons, and will usually
1-3 with these weapons. use the largest weapon their strength allows. They like
whips and spears with long, barbed points that break off in
the wound. Hobgoblins rarely use bows, although they will
HALFLING
use slings and javelins. Hobgoblins will have Ranks 3-5 with
Natural Habitat: Rural their favoured weapons.
Frequency: Uncommon
Number: 1-50 (6)
Description: Halflings are small humanoids, around three KOBOLD
feet in height. They are inclined to be fat. Halflings are Natural Habitat: Caverns, Highlands, Rural
noted for their tough, hairy feet and usually go bare-foot. Frequency: Rare
Comments: Halflings appreciate the good life more than Number: 1-10 (5)
most; a successful halfling will arrange a schedule of much Description: Kobolds are small, elderly-appearing dwarvish
sleep, good food, and relaxed study or conversation. types who wear hoods of bright colours. They are about 2
Halflings are shy around other races, preferring to merge 1/2 feet tall, and have highly gnarled faces.
into the background. Amongst themselves they are a Comments: A kobold in the house is a blessing, for they
friendly folk who form into small communities where will perform all sorts of menial or semi-skilled tasks with
everyone knows every-one else’s business. While halflings great willingness and ability, where such is possible. They
take their social responsibilities seriously, they are will work for only shelter and food. While travelling, they will
renowned for their practical jokes and light fingers. Halflings most likely run away if they see a party at a distance, but
avoid the rigours of military life but when forced to defend there is a chance that they will be willing to trade
themselves they favour small weapons. A small percentage information and befriend a character. In general, kobolds
of halflings have adventuring in their blood, and tend get along with men better even than the dwarves. Kobolds
towards extreme speed, violence and ruthlessness when are one of the few earth dwellers that will tolerate faerie,
away from their familiar and tranquil surrounds. and will actively co-operate with brownies to look after a
Abilities: Halflings possess infravision (heat vision) to a household. Kobolds will almost never have treasure,
range of 100 feet. They are naturally soft-footed and light- although if they do it will usually be something of value only
fingered. Halflings may drop jewellery down active to them.
volcanoes without anyone thinking the worse of them, and Abilities: Kobolds are very useful around the house or
do so surprisingly often. farm, for they will perform many tasks relating to
Movement Rates: Running: 250 maintenance of property or animals. They have no special
PS 2-22 MD 8-28 AG 6-26 MA 4-24 magical powers, and they are not as good at working with
EN 3-23 FT 17-23 WP 6-26 PC 5-25 stone and at detecting unusual constructions as the
PB 6-22 TMR 5 NA None dwarves. They can see in the dark.
Weapons: Halflings prefer small weapons, dagger and Movement Rates: Running: 100
slings being the most common, although short swords and PS 7-9 MD 14-17 AG 15-18 MA None
hand axes will also sometimes be used. There is a 50% EN 6-8 FT 12-14 WP 14-17 PC 12-16
chance that a halfling will have skill of up to Rank 4 with at PB 8-11 TMR 2 NA None
least one of the weapons that they are carrying. Weapons: Kobolds carry daggers and hammers. They do
Adventuring halflings prefer weapons of maximal carnage, not wear armour.
and will usually be very skilled. Hammer: BC 30%, [D – 2], Melee & Close, Rank 0.
HOBGOBLIN ORC
Natural Habitat: Anywhere Natural Habitat: Anywhere
Frequency: Rare Frequency: Common
Number: 1-500 (30) Number: 1-1000 (25)
Description: Hobgoblins are particularly large and vicious Description: An orc is a stoop-shouldered, surly humanoid
creatures of basically the same strain as goblins. They have and a pack member by nature, much like a goblin or
the same fangs and pointed ears as goblins, but they grow hobgoblin. Orcs are considered unattractive by other
to larger than man sized, almost 7 feet. They are also humanoid races.
usually equipped with better armour (chain mail being the Comments: Orcs are a cruel, violent folk, liking nothing
mean) as they are very strong and can more easily carry its better than to loot and pillage. Individuals test themselves
weight. Their skin is more hairy than goblins', although it is against their peers, bullying anything weaker but cowering
the same brown to greyish colour. away from anything stronger. A strong individual will form a
Comments: Hobgoblins are organised into clans, which are pack around them, and the pack leader’s word is law. Orcs
highly competitive with each other and with their relatives, enjoy the sensual pleasures of life, and reduce their already
the goblins and orcs. The strongest member of the group
89
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
short life spans through hard living. They have a robust Humans build great cities and are far more welcoming of
digestion and will eat foods that others turn their nose up at. other races than most. Outside of their own culture they are
Abilities: Orcs are the most versatile and intelligent of the social chameleons; adept at adapting their behaviour to
goblinoids, and can possess any skill or college. They have match local customs.
particular affinity for skills involving violence, and magics Abilities: Humans are the most versatile of all races, and
that cause suffering. can possess any skill or college. They have no affinity for
Movement Rates: 250 particular skills, and make better generalists than
PS 6-26 MD 5-25 AG 5-25 MA 3-23 specialists.
EN 6-26 FT 17-26 WP 3-23 PC 5-23 Movement Rates: Running: 250
PB 3-19 TMR 5 NA Hide absorbs 1 DP PS 5-25 MD 5-25 AG 5-25 MA 5-25
Weapons: The glaive, axe and scimitar are the favourite EN 5-25 FT 18-23 WP 5-25 PC 5-25
weapons of the orcs (Rank 5-7 is typical) although other PB 7-23 TMR 4-6 NA None
weapons will also be used. Crossbows are the most Weapons: Humans use a wide variety of weapons
common type of missile weapon. Orcs will wear armour, depending on their cultures. They are one of the few good
with leather being the prevalent type. Orcs will also horse-riding races, and many warrior cultures value the
commonly carry shields. lance or spear. City cultures value spear and large shield in
close formation, while frontier cultures relish bow, axe and
sword. They often adopt the fighting style and weapons of
SAURIME (LIZARD MAN)
neighbouring races.
Natural Habitat: Coastal, Jungle, Wetlands
Frequency: Rare
Number: 1-50 (8) SHAPE-CHANGER
Description: Saurime are basically humanoid, but they are Natural Habitat: Anywhere their animal dwells
reptilian in outward appearance. They have heavy scales Frequency: Rare
along the entire body, and have a long, heavy tail that they Number: 1-50 (4)
can use as a weapon to knock down their victims. They also Description: Shape-changers are a hidden race amongst
have claws and a long forked tongue. They are about 7 feet humans, with the ability to change into the form of a
tall, and are greenish-yellow in colour. particular animal (one of wolf, tiger, bear or boar). Shape-
Comments: Saurime will eat anything and they feed on changers are identical in appearance to humans when not
marsh birds and underwater creatures, but they have a in animal form. They are somewhat bestial in nature,
fondness for human flesh. adopting traits from their animal side.
Abilities: Saurime can fight normally under water, but they Comments: There exists a love/hate relationship between
must come up for air eventually, although they can hold humans and shape-changers: shape-changers possess
their breath for periods of more than 5 minutes. They have some degree of animal magnetism, but, if discovered, can
their own language, but will rarely speak anything expect severe treatment at the hands of humans. Shape-
comprehensible to men. They do not normally use magic, changers are, on the whole, bitter towards humans, and are
although intelligence varies widely. not above using humans to their advantage. There are very
Movement Rates: Swimming: 300; Running: 100 few ways to tell a shape changer from a human and these
PS 23-26 MD 8-11 AG 8-12 MA 10-15 vary by shape-changer type. Shape-changers are a ruthless
EN 14-16 FT 20-24 WP 14-18 PC 10-14 lot with a secret worth killing to preserve.
PB 8-11 TMR 6/2 NA Scales absorb 6 DP Abilities: Shape-changers have a controllable, racial talent
Weapons: Lizard men generally use simple weapons like of Lycanthropy (see Weres) which allows them to remain
spears or clubs. The larger the weapon, the more the sentient in both forms. A shape-changer can consciously
saurime prefer it as they greatly enjoy using their strength to change between human and animal forms and back once
the utmost. Saurime will use shields if they find them or per quarter of the moon phase between each dawn. The
capture them. In close, they disdain weapons and use their transformation takes 10 seconds during the day and 5
claws. seconds at night. During the day, there is a 1% / full 5
Claws: BC 35%, [D + 1], Melee & Close, Rank 0. minutes in animal form that they will become permanently
transformed. At night, they may remain in animal form for a
Other Humanoids time proportionate to the moon phase before they run this
risk. A shape-changer's animal and human characteristics
are proportional to each other within their respective racial
HUMAN ranges.
Natural Habitat: Anywhere In animal form: human inhibitions will be muted; they cannot
Frequency: Common be harmed except with silver or magic; beings with Physical
Number: 1-10,000 (50) Strength over 25 may harm them, but damage is reduced
Description: Humans have a great diversity of cultures, by 5; they regenerate 1 Endurance each minute. In human
languages and sub-racial traits, such as hair and eye colour form animal instincts will be dulled, but animal magnetism
or skin tone. will cause humans to be attracted to them. A shape-
Comments: Humans are by far the most common race on changer’s magic resistance is increased by 5%.
Alusia, frequenting most areas and climes. Human Movement Rates: Running: 250
behaviour is an odd mix. They can be superstitious and PS 5-25 MD 5-25 AG 5-25 MA 5-25
distrustful of the unknown, but they are also insatiably EN 5-25 FT 18-23 WP 5-25 PC 5-25
curious and look for new knowledge. Many also seek PB 8-24 TMR 4-6 NA None
personal fame and fortune as most human social structures Weapons: In animal form, shape-changers fight as that
are less rigid than those of non-humans and a person’s animal. They may gain ranks in their claws, bite and other
birth need not permanently define their place in society. natural attacks as per unarmed if they get training in their
This odd combination of attributes has led them to become use. In human form, they fight as a human, and may use
great explorers and sailors, and they will venture boldly into and rank any weapons, armour and shields. Shape-
unexplored areas in search of knowledge and wealth. changers avoid armour, as it hampers their transformations.
90
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
GIANT AMOEBA
Fantastical Monsters Natural Habitat: Caverns, Ruins
Frequency: Rare
Fantastical Monsters include a number of beings of legend,
Number: 1-6 (1)
not often seen by humans and related species. They tend to
Description: A giant amoeba is a shapeless, flowing
make their homes in inaccessible areas where few men go.
creature between 6 inches and 6 feet in diameter.
Comments: If a giant amoeba is reduced to 0 endurance
BASILISK as a result of the attacks of normal (non-magical) weapons,
Natural Habitat: Coastal, Waste, Wetlands the amoeba merely splits into two amoebas, each with half
Frequency: Uncommon the size, endurance, and fatigue of the original amoeba.
Number: 1-2 (1) Magical weapons and magical attacks affect the amoeba
Description: The basilisk is a fat reptilian creature about 5 normally.
feet long and 2 feet in height. These are slow, heavily Abilities: A giant amoeba can sense any organic material
armoured lizards with limited intelligence. They have strong within 25 feet, and will move toward the closest such
jaws with two-inch fangs. They are man-eaters, but infinitely material that it can sense. Giant amoeba are able to eat
prefer fish when they can get it. Basilisks are usually anything they come in contact with. They can slip under
brownish in colour with lighter underbellies. doors and through very small cracks.
Comments: Basilisks are solitary creatures, but they are
willing to serve others in exchange for lavish supplies of Movement Rates: Crawling: 50
food (12 pounds or more per day). PS None MD None AG 3-4 MA None
Abilities: A basilisk has no skills or magical abilities except EN 10-12 FT 20-24 WP 6-8 PC 6-8
that it can turn a target to stone with a glance. If a basilisk's PB 3-5 TMR 1 NA None
gaze is reflected back at itself, it is killed. Weapons: Giant amoeba may consume. If a creature is
Movement Rates: Running: 125 fully consumed, only non-organic materials will be left
PS 6-12 MD None AG 7-11 MA None behind. This happens several minutes after death.
EN 12-14 FT 15-20 WP 12-16 PC 15-20 Consume: BC auto, [2 DP], Close.
PB 5-7 TMR 2 NA Skin absorbs 6 DP
Weapons: Basilisks may bite. They may gaze attack within GORGON (MEDUSA)
50 feet as a Throw action. They also breathe poison gas 5
Natural Habitat: Highlands, Jungle (lairs in Caverns)
feet long by 3 feet wide. They may use all three attacks
Frequency: Very rare
without penalty. Armour provides no protection against the
Number: 1-3 (1)
gas.
Description: Gorgons are physically humanoid, but boast a
Bite: BC 40%, [D + 3], Close, Rank 0.
headful of writhing green snakes of a venomous nature.
Gaze: BC 60%, [petrify], Ranged, Melee & Close, Rank 0.
They also have hypnotic, burning red eyes. Gorgons like to
Breath: BC auto, [D + 10] poison, Melee & Close.
appear as comely maidens and often wear the attire of
human females. They have large brazen claws and hog-like
CHIMERA teeth. They specialise in enticing males who they then turn
Natural Habitat: Caverns, Highlands, Ruins, Woods to stone.
Frequency: Very Rare Comments: The gorgon's eyes only become clearly visible
Number: 1-3 (1) at a range of 100 feet and she cannot turn a character to
Description: The chimera has the head of a goat, the stone beyond that range. The attempt to turn a character to
foreparts of a lion, and the rear section of a dragon. stone is automatic whenever a character faces the gorgon's
Chimera are large (up to 12 feet long) and breathe fire. front and requires no action
They are 3-hex monsters. Abilities: Gorgons possess no special skills or magic as a
Comments: Chimera thrive on ruin, and the area rule, but may learn human skills and magic. They have the
surrounding one of their lairs will be a burned wasteland. In special talent of turning those that look directly into their
the area surrounding the lair, or occasionally in the lair eyes to stone. Any character facing a gorgon must roll 4 ×
itself, there may be victims with some treasure, but Willpower each pulse that they face the beast or they
otherwise chimera do not hoard wealth as do dragons. succumb to her blandishments, look into her eyes and are
Abilities: The chimera can breathe a cone of fire. Other turned to stone.
than that, it has no special skills or magical ability. Movement Rates: Running: 250
Movement Rates: Running: 500 PS 10-13 MD 12-15 AG 10-14 MA 15-18
PS 28-32 MD 25-28 AG 15-20 MA None EN 10-14 FT 15-19 WP 16-20 PC 16-18
EN 20-22 FT 30-34 WP 14-19 PC 13-20 PB Always 0 TMR 5 NA None
PB 3-7 TMR 10 NA Hide absorbs 8 DP Weapons: A gorgon may claw, bite and attack with her hair
Weapons: Chimera may bite. They may breathe a cone of without penalty. Poison occurs after effective damage by
fire 50 feet long by 20 feet wide as a Fire action. They may her hair. In addition, a gorgon may gaze attack at any time.
only make one attack. Claw: BC 50%, [D + 4], Melee & Close, Rank 1-5.
Bite: BC 75%, [D + 8], Melee & Close, Rank 0. Bite: BC 30%, [D], Close, Rank 0.
Breath: BC auto, [D + 15], Ranged, Melee & Close. Hair: BC 30%, [D – 3] armour penetration only, Close,
Rank 0.
Poison: 2 DP per pulse.
Gaze: BC auto, [petrify], Ranged, Melee & Close, Rank 0.
91
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
HYDRA MINOTAUR
Natural Habitat: Caverns, Wetlands Natural Habitat: Caverns, Coastal, Woods
Frequency: Very Rare Frequency: Very Rare
Number: 1-3 (1) Number: 1-6 (1)
Description: A hydra is a nine-headed snake. They are 12 Description: Minotaurs are humanoid, with the head of a
to 15 feet long, and have thick green scales. Hydras also bull and a very hairy hide. They have a tail, just like that of a
have a foul smell and venomous breath. Hydras are four- bull.
hex creatures. Comments: Minotaurs are particularly vicious, and will
Comments: Hydras are vicious, but they are not overly attack virtually anything that their dim intelligence tells them
intelligent. They will attack anything that approaches their they have even a mediocre chance of beating. These
lair. A hydra's poison lasts even after the creature dies, and beasts generally like the dark, and will only rarely be found
can be absorbed through the skin without a puncture in the open after sun-up.
Abilities: If a hydra is hit in combat for four or more points Abilities: The minotaur has no special magical abilities or
of effective damage there is a 70% chance that one of the talents. They are tool users and will sometimes use simple
hydra's heads has been destroyed. Two pulses after a head weapons.
is destroyed, two more grow back, and on the beginning of Movement Rates: Running: 300
the next pulse after that they can attack in combat. One of PS 22-26 MD 18-20 AG 14-17 MA None
the hydra's original nine heads will be immortal. This head EN 14-16 FT 22-25 WP 14-16 PC 18-20
cannot be killed, and does not regenerate like the others. PB 4-7 TMR 6 NA Hide absorbs 6 DP
Instead, if a hydra has no Endurance remaining, the head is Weapons: A minotaur can attack by butting with their
assumed to have been cut off. If the head is cut off, it can horns, biting, or attacking with a weapon, or any two of
no longer move or attack except in Close Combat. The only these attacks without penalty. It will have Rank 1-5 with its
way to kill one of the hydra's mortal heads is to burn it while weapons. It uses its Bite in Melee at -20%.
it is regenerating (a successful strike with a torch will do Butt: BC 40%, [D + 3], Melee, Rank 0.
this). Each time a head regenerates, the Hydra gains three Bite: BC 50%, [D – 1], Melee & Close, Rank 0.
points of Endurance. (Note that this will occasionally mean
that a hydra will have more Endurance points at the end of
NAGA
a battle than before). In any event, if a hydra's Endurance is
ever reduced to zero or below, every head dies except the Natural Habitat: Coastal, Wetlands
immortal one mentioned above. Frequency: Very Rare
Movement Rates: Crawling: 200 Number: 1-6 (1)
PS 18-22 MD 19-24 AG 14-16 MA None Description: Nagas are humanoid above the waist, and
EN 30-35 FT 40-45 WP 18-23 PC 14-17 have the body of a serpent below. Male nagas have the
PB 4-6 TMR 4 NA Scales absorb 7 DP upper half of a man, while female nagas have the upper half
Weapons: A hydra may bite with up to 6 heads without of a woman. Both types will usually be 10-12 feet long.
penalty. Poison occurs after effective damage. Only magic Comments: Nagas are often the guardians and keepers of
and antidotes specifically designed for hydra poison will be knowledge. They seek to preserve powerful knowledge
effective against their venom. from the use of those who would not use it properly, and at
Bite: BC 55%, [D + 2], Melee & Close, Rank 0. the same time they try to deliver it to those who could best
Poison: 5 DP per pulse for D10 pulses. use it for the cause of good. This knowledge might be
magical in nature, or of some other type. Nagas will use
force to defend the knowledge that they guard (which will
MANTICORE usually be in the form of a written tome) but will warn
Natural Habitat: Caverns, Highlands, Waste intruders beforehand, and allow them a chance to get away.
Frequency: Rare Abilities: Nagas are frequently (85%) members of one of
Number: 1-6 (1) the Colleges of Thaumaturgies. If a naga is a magic-user, it
Description: Manticores have the body of a lion, bat-like will have Rank 2-8 with each of the General Knowledge
wings, and the head of a human, although larger to fit their spells, talents, and rituals, and will have Rank 1-5 with
bodies. At the tip of their tail they have up to 12 spikes, those Special Knowledge spells and rituals that they know
which they can launch as weapons. The spikes regenerate (usually 5-10 will be known). Nagas can also read the
in about a day. minds of any that they can see, understanding both the
Comments: Manticores like to hunt, and their favourite prey thoughts and intentions of the subject. This talent cannot be
is man. They will lie in wait for a party, and then send their resisted.
spikes whirling into it. If the Manticore’s lair is found, there is Movement Rates: Swimming: 400; Crawling: 300
a chance that it will have dragged bodies with treasure on PS 20-25 MD 17-21 AG 12-16 MA 16-20
them into its cave. EN 25-32 FT 20-25 WP 20-24 PC 19-23
Abilities: Manticores have no magical properties, and no PB 13-17 TMR 8/6 NA Scales absorb 5 DP
special abilities other than the ability to launch their tail Weapons: Naga may use edged weapons at Rank 4-6,
spikes. their poisonous bite, constrict, or spit poison. The
Movement Rates: Flying: 500; Running: 350 constriction attack has the same special ability as a garotte.
PS 28-32 MD 20-25 AG 26-30 MA None The spit attack is a Throw action. Poison occurs after
EN 12-14 FT 20-25 WP 12-18 PC 12-18 effective damage from the bite attack. Only an antidote
PB 3-6 TMR 10/7 NA Fur absorbs 8 DP specifically designed for naga venom will neutralise the
Weapons: Manticores may claw twice, and prefer do so in poison.
Close. At range, they may launch up to 6 tail spikes without Constrict: BC 40%, [D + 8], Close, Rank 0.
penalty, as long as the targets are within 6 feet of each Bite: BC 55%, [D + 4], Melee & Close, Rank 0.
other. They have at most 12 spikes. Poison: 2 DP per pulse for D10 pulses.
Bite: BC 60%, [D + 5], Melee & Close, Rank 0. Spit: BC 30%, [D + 4], Ranged, Rank 0.
Spike: BC 60%, [D + 4], Ranged, Rank 0.
92
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
SALAMANDER UNICORN
Natural Habitat: Other Planes, Waste Natural Habitat: Plains, Woods
Frequency: Rare Frequency: Rare
Number: 1-2 (1) Number: 1-8 (2)
Description: A salamander is a three foot long lizard, Description: Unicorns are white equines with a single, long
reddish brown in colour, with fiery red eyes. horn coming out of their forehead. They have a single black,
Comments: Salamanders love to set things on fire in a 2 foot long horn set in a deer's head, very thick feet, and the
seemingly random fashion. tail of a boar.
Abilities: Salamanders have the ability to set things on fire Comments: Unicorns are virtually untameable by ordinary
by concentrating their gaze. The action is deliberate, in that men, but a virgin can occasionally tame a unicorn, as
something will not be burnt unless the salamander wishes unicorns love purity and innocence.
to burn it. Only flammable items can be ignited. Abilities: Unicorns are immune to poison, and a character
Movement Rates: Running: 350 that possesses one of their horns is also immune. They are
PS 14-17 MD 8-10 AG 17-20 MA None also almost impossible to trap, as they are very intelligent
EN 12-14 FT 15-20 WP 21-24 PC 18-21 and wary. They are unable to cast spells in the usual sense.
PB 5-7 TMR 7 NA Scales absorb 4 DP Movement Rates: Running: 600
Weapons: A salamander may bite, or gaze as a Fire action. PS 55-60 MD None AG 16-19 MA 0
The gaze is effective on one target to 200 feet, but may be EN 25-30 FT 50-60 WP 20-25 PC 25-30
resisted for no effect. PB 18-20 TMR 12 NA Hide absorbs 4 DP
Bite: BC 40%, [D + 2], Close, Rank 0. Weapons: Unicorns may either gore with their horn, bite or
Gaze: BC auto, [D + 12], Ranged, Melee & Close. kick into their rear hex. Unicorns will willingly enter Close
Combat and trample.
Horn: BC 60%, [D + 7], Melee, Rank 0.
SPHINX
Bite: BC 25%, [D + 2], Melee & Close, Rank 0.
Natural Habitat: Waste Kick: BC 45%, [D + 7], Melee Rear, Rank 0.
Frequency: Very Rare Trample: BC 25%, [D + 8], Close, Rank 0.
Number: 1
Description: A sphinx has the body of a winged lion, with
the head and breasts of a woman. A sphinx is usually about WYVERN (MERE DRAGON)
12 feet tong. A sphinx has large, sharp teeth, and is a two- Natural Habitat: Highlands, Jungle, Waste, Wetlands
hex monster. Frequency: Uncommon
Comments: Sphinxes are proverbial riddle-lovers. They Number: 1-5 (2)
love to learn new riddles, and will sometimes let a passer- Description: Wyverns are distant cousins of dragons, but
by live in exchange for a good one. They also like to ask are smaller and not blessed with the intelligence of dragons.
riddles, however. When a sphinx asks a riddle, it will state Usually, 6 to 10 feet tall, the wyvern is portrayed as a one-
what will happen to a character who does not answer the hex character with its tail extending into its rear hex a short
riddle successfully, and what reward (usually just free distance (just enough so that it can knock a character
passage) will be given to those who do. A sphinx will always standing in that hex off their feet). Wyverns are slate grey in
try to keep its word as to what it will do if the riddle is colour and have tough armoured hides.
answered, although there is a small chance that it will Comments: Wyverns do not know magic, but crave
simply kill itself if the riddle is answered correctly. magical items and will often be found to be hoarding or
Abilities: Most sphinxes are accomplished members of a wearing them. Dragons despise wyverns and wyverns fear
College of Magic, usually one of the Thaumaturgies. They dragons and the two will never be found in each other's
will know all General Knowledge spells at Rank 6-9, and will company. Wyverns are, by nature, somewhat cowardly.
know all Special Knowledge spells at Rank 3-6. In addition, Abilities: Wyverns, unlike their larger cousins, are non-
a sphinx will know D10 counterspells from other Colleges. magical. Their shrivelled front limbs are not suitable for
Sphinxes also have excellent senses of smell. They will be grasping much except already subdued prey. The wyvern's
able track as if they had Rank 8 in the Ranger ability, and tail contains a scorpion-like sting, which may be used to
they will be able to detect the presence of hidden or infect a target in the hex the wyvern is facing with poison
invisible characters 75% of the time. (the sting is used in an over-the-head-attack). It may not be
Movement Rates: Running: 500; Flying: 600 used to attack characters behind it.
PS 30-35 MD 22-24 AG 17-19 MA 12-22 Movement Rates: Running: 75; Flying: 150
EN 40-50 FT 60-75 WP 20-23 PC 17-19 PS 20-30 MD 10-12 AG 12-16 MA 8-10
PB 4-6 TMR 10/12 NA Hide absorbs 6 DP EN 25-35 FT 30-40 WP 10-16 PC 18-25
Weapons: A sphinx can bite and claw twice without PB 3-5 TMR 1/3 NA Hide absorbs 8 DP
penalty. Weapons: Wyverns may either bite, sting, or trip with their
Bite: BC 75%, [D + 8], Melee & Close, Rank 0. tail.
Claw: BC 60%, [D + 4], Melee & Close, Rank 0. Bite: BC 40%, [D + 4], Melee & Close, Rank 0.
Sting: BC 45%, [D] armour penetration only, Melee, Rank
0.
Poison: 4 DP per pulse for D5 pulses.
Trip: BC 40%, [D – 2], Melee Rear, Rank 0.
93
EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Fantastical Avians
HARPY
GARGOYLE
Natural Habitat: Coastal, Highlands, Waste, Wetlands
Natural Habitat: Caverns, Crypts, Ruins, Rural Frequency: Rare
Frequency: Rare Number: 1-20 (6)
Number: 1-10 (2) Description: Harpies are vulture-like birds with the upper
Description: Gargoyles are humanoid in form, but they bodies of women. They have long claws, and pale, thin
have leathery wings, sharp claws, a horn, a tail, and spiked faces. They make a tremendous amount of noise flying, and
elbows and knees. Their skin is stony in appearance, and have a horrible smell.
upon contact it feels very rough. Gargoyles have deep-set Abilities: Harpies can speak, but have limited magical
eyes, and sharp, small teeth. abilities and no special skills or talents. They are
Comments: Gargoyles are hopelessly evil, and will attack occasionally prophetic, although they will only speak a
immediately any party that they think they have a fair prophecy if it is evil and they wish to torment the listener.
chance of handling. They can sometimes be found in the Movement Rates: Flying: 500; Running: 50
service of a highly evil character, in which case they will PS 14-20 MD 22-26 AG 26-30 MA 13-17
usually show more restraint. EN 8-10 FT 14-19 WP 17-20 PC 10-16
Abilities: Gargoyles possess no special skills or talents. PB 2-6 TMR 10/1 NA Feathers absorb 7 DP
They have only limited magical abilities in general but may Weapons: Unless cornered, harpies do not fight man. They
use tools and even weapons. may use two talons or any weapons they may have, which
Movement Rates: Flying: 400; Running: 200 will usually not be ranked.
PS 14-20 MD 13-18 AG 12-16 MA 10-12 Talons: BC 70%, [D + 5], Melee & Close, Rank 0.
EN 7-10 FT 18-20 WP 9-13 PC 12-16
PB 2-5 TMR 8 NA Hide absorbs 8 DP
Weapons: Gargoyles can use their horn, claws, bite or a HIPPOGRIFF
weapon to attack, or any combination of two of these Natural Habitat: Highlands
attacks without penalty. They will have Rank 1-5 with their Frequency: Very Rare
weapons. Number: 1-12 (2)
Bite: BC 45%, [D + 2], Melee & Close, Rank 0. Description: Hippogriffs are similar to pegasi in that they
Horn: BC 35%, [D + 1], Melee & Close, Rank 0. are basically winged horses, but their head is that of some
Claws: BC 50%, [D – 3], Melee & Close, Rank 0. great bird of prey, with a fearsome beak. The head differs
from that of an eagle in that it has large feathered ears,
almost like wings, at the back of the head. The front legs of
GRYPHON
the hippogriff also resemble those of a bird of prey, with
Natural Habitat: Highlands, Plains huge talons and feathers.
Frequency: Very Rare Comments: Hippogriffs do not like people, and generally
Number: 1-7 (1) shun any area that is inhabited. They are trainable with
Description: The gryphon is a large beast with the body of difficulty. Their value is 3,000-4,000 Silver Pennies
a lion, the head and wings of an eagle and back covered untrained and 3 times that price trained. Hippogriff eggs are
with feathers. A gryphon's claws are so large that they can valuable (circa 800 Silver Pennies each) and very young
be made into serviceable drinking horns. A gryphon is about hippogriffs are even more so (1400-2000 Silver Pennies).
5 feet long and stands man-high when full-grown. Gryphon Abilities: Hippogriffs have no magical or other extra-
eggs (2-5 possible per nest) are solid agate and quite ordinary abilities, talents or skills, and are not tool users.
valuable (4000 - 6000 Silver Pennies apiece). Movement Rates: Running: 200; Flying: 400
Comments: Gryphons prefer solitude and will fly away PS 18-20 MD 19-22 AG 16-19 MA None
when approached if possible, but will always chase and EN 15-18 FT 25-30 WP 12-17 PC 17-20
attack horses (whose flesh they prize). They are extremely PB 8-11 TMR 4/8 NA Hide absorbs 4 DP
valuable for use as mounts and cost accordingly (16,000- Weapons: Hippogriffs can use their beak and two talons
20,000 Silver Pennies). They nest in cliff-sides and prefer to without penalty. They may use their beak in Close at -30%.
build their nests of spun-gold (value 8,000-10,000 Silver Beak: 65%, [D + 4], Melee & Close, Rank 0.
Pennies). Talons: 55%, [D + 2], Melee & Close, Rank 0.
Abilities: Gryphons have no special skills or magical
abilities, but their special talent is locating buried treasure
and their nest will quite often be built near such treasure, PEGASUS
which they will actively guard. A "domesticated'" gryphon Natural Habitat: Highlands
has a Base Chance of 60% of locating any buried treasure Frequency: Very Rare
within a radius of 250 feet of it. Gryphons make valuable Number: 1-6 (1)
steeds, once tamed. They are not magic or tool users. Description: Pegasi are winged horses with pure white
Movement Rates: Running: 200; Flying: 500 coats tinged with silver around mane and flowing tail. They
PS 30-36 MD 15-20 AG 15-20 MA 6-9 are intelligent for equines and are sometimes sentient.
EN 25-30 FT 30-35 WP 12-16 PC 16-22 Comments: Wild pegasi are tameable with difficulty. They
PB 0-5 TMR 4/10 NA Hide absorbs 6 DP will only allow themselves to be bridled with gold, however.
Weapons: Gryphons may use their beak and both claws They can carry up to 300 pounds flying. They are worth
without penalty. 4,000 to 5,000 Silver Pennies untamed and 5 times that
Beak: BC 65%, [D + 5], Melee & Close, Rank 1-3. amount tamed.
Claws: BC 60%, [D + 5], Melee & Close, Rank 1-4. Abilities: Pegasi have no special talents or skills except for
their flying ability. Sentient pegasi can often speak the
common tongue. They are not magic or tool users.
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WIGHT
Greater Undead Natural Habitat: Caverns, Crypts, Ruins, Rural
Greater undead include all those undead who have the Frequency: Rare
ability to drain life force from the living of this plane. Number: 1-6
Description: Wights are a form of ghost. They normally
NIGHT-GAUNT appear in their human form, but vary in substantiality in
Natural Habitat: Caverns, Crypts, Ruins direct proportion to the time of day. Bright sunlight makes
Frequency: Rare them fade into the spirit world while moonlight and starlight
Number: 1-5 (2) increases their corporeality. When in a corporeal state
Description: Night-gaunts are similar to wights, but (usually just after moonrise), they are capable of harming
weaker. They may be created whenever a wight drains the humans just as if they were alive.
last point of Endurance from a sentient or whenever a entity Comments: Wights are individuals who have died under a
dies while still under a geas or oath. Unlike other undead geas or oath that they have been unable to fulfil in life.
oath-breakers, they will not seek to fulfill their oath in death. Often, they are bound to a specific place by an oath to
Instead, they will serve evil in all ways. They wax and wane protect that place. They are often found guarding burial
substantial in the same manner as wights. sites, especially where treasure is buried along with the
Comments: Night-gaunts are similar to wights and are body of the master the wight has been set to guard. Only
usually found nearby a controlling wight. A night-gaunt can magic or silvered weapons can harm a wight and these
not create another night-gaunt or wight. Night-gaunts can things can destroy it. An individual whose last point of
only be harmed by magic or silver edweapons. Endurance is drained by a wight becomes a night gaunt
Abilities: Night-gaunts possess the same talents and skills upon the next moonrise, but will have all their normal
as they did when alive, but they cannot use any magics characteristics halved and will exist under the control of the
except Celestial Magics. They can use weapons, armour wight who killed them unless that wight has been destroyed.
and shields just as they did when they were alive. When a wight is destroyed (by magic or silver), all night
Movement Rates: Running: 250 gaunts under the wight's control are also destroyed.
PS 10-20 MD 10-18 AG 5-15 MA 15-30 Abilities: Wights may exhibit any and all human skills and
EN 10-20 FT 10-20 WP 20-25 PC 20-30 talents. They may use magic, but are limited to the Celestial
PB 3-10 TMR 5 NA None College at Rank 10 or above due to their unique status as
Weapons: Night-gaunts are treated as all ways as human beings who themselves wax and wane substantial in direct
when in a substantial state except that they cannot be proportion to the power of celestial bodies.
harmed by normal weapons. A night-gaunt may drain the Movement Rates: Running: 250
life-force of any entity with whom they come in contact. PS 15-30 MD 15-25 AG 10-20 MA 15-30
Draining damage is never absorbed by armour. EN 10-25 FT 15-30 WP 20-30 PC 20-30
Drain: [D]. PB 3-7 TMR 5 NA None
Weapons: Wights are treated as human when in a
substantial state except that normal weapons cannot harm
SPECTRE them Wights have no natural weapons other than their
Natural Habitat: Caverns, Crypts, Ruins touch. They can use weapons, armour and shields using
Frequency: Very rare the ranks they gained while alive. Draining damage is never
Number: 1-3 absorbed by armour.
Description: Spectres are undead beings half of this world Drain: [D + 2].
and half of another plane. They enter this world most fully at
night and may disappear entirely during the day. If exposed WRAITH
to direct sunlight, they permanently dissipate. Spectres are
humanoid in shape, but tend to show an easily discernible Natural Habitat: Caverns, Crypts, Ruins, Rural
blue glow when viewed in the shadowed areas they prefer. Frequency: Uncommon
Comments: The characteristics and power of spectres Number: 1-10 (l)
varies in direct proportion to their substantiality. The same Description: A wraith is much like a wight in that they
spectre that has a PS of 3 at noon would have a PS of 25- appears human and tends to wax and wane insubstantial.
30 at midnight. A spectre cannot physically harm a However, a wraith dissipates entirely in full sunlight and
character while insubstantial. They can perform magic. may never reform Consequently, wraiths stay in dark areas
Except for the few hours when the sun is highest, the where the sun does not penetrate and only come out at
spectre may choose whether to be insubstantial. It takes a night. The natural pallor of a wraith is replaced by a silvery
spectre 1 minute to change between these forms. Spectres aura in bright moonlight when its power is at its height.
can only be harmed by exposure to direct sunlight or by Comments: A wraith may not be harmed by weapons
magic. Magic does not affect spectres while incorporeal. (including enchanted weapons). It may only be destroyed
Abilities: Spectres may possess the entire gamut of human by magic spells or by exposure to direct sunlight.
talents and skills. They are also Dark Celestials. Their touch Abilities: Wraiths cannot harm living beings by physical
is ice cold and any character coming in contact with a means, nor can they engage in any physical skills.
spectre will be drained. A character who dies by being However, a wraith can, when its power is high, perform
drained by a spectre becomes a half-strength spectre. Celestial Magic at Rank 8 or above. Even at their most
Movement Rates: Running: 300 substantial, they are not otherwise physical beings.
PS 3-30 MD 3-25 AG 10-20 MA 17-30 Movement Rates: Running: 250
EN 20-30 FT 25-35 WP 20-30 PC 20-30 PS 2-5 MD 2-5 AG 25-35 MA 15-30
PB 3-20 TMR 6 NA None EN 15-30 FT 20-35 WP 20-30 PC 20-30
Weapons: Spectres have no natural weapons other than PB 5-20 TMR 5 NA None
their touch. They never use weapons. Draining damage is Weapons: Wraiths have no natural weapons other than
never absorbed by armour. their touch. They never use weapons. Draining damage is
Drain: [D + 3] Endurance. never absorbed by armour.
Drain: [D + 4].
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Hoard
Dragons Most dragons are greedy, and as they age they will
accumulate a tremendous hoard within their lair. Their
Dragons are the most ferocious creatures in the treasure will usually be gold, gems, and other items on
DragonQuest worlds. They have a long, thin, tapering body which the dragon will make its bed.
(about 25 feet long). They are generally reptilian in form, Movement
with sharp claws, a pointed tail, leathery wings, large fangs, Dragons can fly, and they can crawl, although
a long neck, and spiked ridges along their backs. Their eyes comparatively slowly. They can also hover motionless in the
glow with a shine of intelligence inherent in no ordinary air.
reptile, however. Dragons are seven-hex monsters. Numbers
Armour Dragons are usually encountered alone, although rarely a
Dragons have heavy scales all over their bodies, with the lair will be occupied by a female with [D – 6] young dragons
exception of their undersides, which are generally softer. As or [D – 2] eggs.
some dragons age, however, they accumulate and sleep on Dragon's Blood
a hoard of gem stones that will become embedded in them, Dragons' blood is highly corrosive; any time a weapon
making them as nearly invulnerable from below as from penetrates a dragon's armour and does damage to the
above. A dragon's Armour Protection will be between 10 creature itself there is a 30% chance that any weapon will
and 12 from the top, and will be between 2 and 15 on the be rendered useless, -10% per magical Rank inherent in
bottom, depending on the level of encrustation. the weapon. In addition there is a 30% chance that some of
Personality the blood will splatter onto the wielder of the weapon if the
All dragons are highly intelligent. Most dragons will be able weapon was used in Melee or Close Combat, doing [D + 2]
to speak 1-5 human tongues at Rank 10, and 10-15 other damage. Armour will absorb this type of damage, but the
human and humanoid languages at Rank 6-8. The least Armour Protection is reduced by 1 each time it is hit by the
intelligent of dragons will be as bright as an average blood.
human, and most will be ultra-intelligent by human Dragon Gaze
standards. With the exception of golden dragons, dragons A dragon's gaze is transfixing, and any creature that looks
are highly malicious, loving to cause as much pain and into a dragon's eyes must roll 3 × Willpower or remain
destruction as they can. They enjoy playing with humans, paralysed until the dragon removes their gaze.
manipulating and outwitting them. Their intelligence, Dragon Fear
however, gives them a sense of caution, and a dragon will All dragons may induce fear at will in those confronting
not hesitate to fly away from or attempt to verbally conciliate them. Characters must roll 3 × Willpower or run away in
a more powerful opponent. In times of rage, however, they panic, dropping weapons and packs in headlong flight.
sometimes become reckless, and it is at these times that Once a character has successfully resisted panic, they will
they are the most vulnerable. Dragons love puzzles and not have to check again for that encounter.
word games and anything else that challenges their Dragon Senses
intellect. They love riddles and trick questions. They also There is an 80% chance that any dragon encountered in its
enjoy flattery, although they will see through it almost all the lair will be sleeping, but dragons are very easily awakened.
time. Nevertheless, they will be better disposed toward a If any character is wearing metallic armour or makes a
flatterer than to one who is insolent. In general, dragons are noise exceeding a whisper they will awaken instantly. Even
very hot-tempered and quick to respond to insult. if a party is completely silent, there is a 50% chance that
Assistance their scent will be enough to awaken the dragon. Dragons
All dragons except the black dragon can occasionally be have incredibly acute senses of hearing, smell and sight.
persuaded to reveal information or perform a service for a They can see perfectly in the dark, and they have a 90%
character if enough wealth is offered. All save the golden chance per pulse of detecting physically hidden characters.
dragon will attempt merely to steal the treasure offered, if They have a 75% chance per pulse of detecting the
possible, unless it is well guarded or the character protects presence of invisible or otherwise magically hidden
themselves well in some other way, for dragons hate creatures. They will not know the exact location of invisible
servitude. Dragons can occasionally be coerced into service creatures, although they will be able to guess well enough
if they see that there is otherwise a good chance that they to hit the character with their breath weapon (if they have
will be killed. They will never submit gladly, and will try to one and want to use it).
rebel and kill their "master" at the earliest safe opportunity. Names
Lair All dragons know the generic true name of everything,
Dragons of all types generally prefer to live in caves, narrow profiting from such knowledge in the ways described in the
at their open ends, but gradually widening into long, deep Namer College. Powerful dragons also make it a point to
caverns. The mouth of the cavern will usually just be large learn the ITNs of the most important people around them in
enough for the dragon to pass with folded wings, while the case they should be needed at some future date.
main cavern will be spacious enough for the dragon to turn College Magic
easily. A dragon's lair will usually contain a number of wards All dragons are spell casters in addition to their many racial
to snare the unwary before they can approach the dragon. talents. All dragon magic functions exactly as the human
Dragons have a fierce territorial imperative, attacking any magic of the same name except that it can affect larger
creature that intrudes upon the area surrounding their lair. creatures. For range purposes, all spells are assumed to
The area around a dragon's lair will often be a wasteland, emanate from the dragon's head. Dragons can teach their
devastated by the creature. Dragon lairs themselves will spells to humans, but they will only do so for vast amounts
reek horribly, with solid rock floors melted and scarred by of treasure or in exchange for some highly valuable bit of
the creature's acidic excretions. The air surrounding a knowledge. Dragons can cast while flying or hovering. All
dragon is noxious; a dragon's breath is foul, and its aroma dragons know all special knowledge and general knowledge
sickening. Because of their smell, all creatures fight with 5 counterspells for all colleges at Rank 15, unless noted
taken off their Base Chance to hit the dragon. Golden otherwise. If a dragon is slain, it can cast a death curse
dragons are the exception to the above, with pleasant- (typically Rank 10) on its treasure.
smelling lairs surrounded by normal countryside.
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Comments: Succubi will, at the behest of their summoner, Description: Kerubim usually appear as extremely tall (7' -
attempt to meet, seduce, and then murder any individual of 7'6"), good-looking elven and human men and women, of
the summoner's choice. They will pursue their victim until Herculean or Amazonian stature. All have large feathered
returned to their own plane or until they succeed in killing wings, although they may choose to conceal these at will.
them. Their speciality is to gain the confidence of a male Kerubim radiate a strong inner light, and glow faintly in all
victim and then murder him in his bed. They cannot be lighting. They wear short robes (cut to reveal their muscled
harmed except by magic or by the touch of the Book of physique) or armour, in the colour of their Archangel, and
Toth, which immediately banishes them. usually appear armed with spear, sword and shield.
Abilities: Succubi possess Rank 10 in all spells and talents Comments: Kerubim are lesser minions of the Elohim.
of the College of the Mind. In addition they possess the Abilities: Kerubim of Raphael, Sammael and Uriel tend to
following skills: Assassin, Courtesan, Spy, Thief and be Mages. Some of Gabriel's kerubim are Mages; but most
Troubadour, typically at Rank 10. Succubi possess the of Michael’s are not. Kerubim Mages are almost all
following characteristics: Thaumaturges, with a few Elementalists. They will have
Movement Rates: Running 350; Flying 400 Ranks 10-12 with most of the magics of their College. Most
PS 16-21 MD 24-28 AG 28-32 MA 26-30 have at least 1 skill at Rank 9; this skill varies depending on
EN 12-16 FT 24-28 WP 26-30 PC 24-28 their calling. Non-mage kerubim will have the Warrior skill at
PB 26-34 TMR 7/8 NA 2 DP Rank 9.
Weapons: Succubi bite & suck. Succubi do not wear Movement Rates: Run: 400; Fly: 500
armour and carry only small weapons that are easily PS 28-30 MD 18-25 AG 22-28 MA 5-30
concealed. Their weapons will be envenomed. EN 28-34 FT 35-40 WP 22-28 PC 20-25
Once their bite succeeds, succubi will automatically inflict PB 20-26 TMR 8/10 NA 2 DP aura +9 Plate
damage each pulse by drinking blood, and will cease only Weapons: Kerubim usually have spear, and a sword and
when they are destroyed or their victim is dead. The bite shield at maximum ranks, and Warrior kerubim will know a
never inflicts specific Grievous Injuries. large number of other weapons. They may choose to
Bite: BC 40%, [D + 2], Close, Rank 1-10. appear in well-crafted plate armour of some lightweight
material, and will carry a spear, sword and shield of their
choice. When kerubim enter combat they become
Lesser Angels surrounded by a Rank 15 Coruscate.
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ASTAROTH: The Terrible Duke Description: Bael may appear as either a man, a toad, or a
Summoning base chance: 66% (may not be bound) cat, or he may appear as a man with the tail and claws of a
Chance of minions: 40% cat and the head of a toad. He is recognisable by his
Subjective Nastiness: 10/10 hoarse sinister voice. The form he most often adopts and
Description: Astaroth appears in the form of a dark angel that he uses in combat is that of the toad-headed man-cat.
all black and with a bloody mouth. He carries a viper coiled He may adopt a new form at will.
about his right hand and he rides an infernal Black Dragon. Abilities: Bael is a master of the College of Ensorcelments
He speaks gaily of horrible things and laughs readily at pain and Enchantments. He has the power to make himself
and disease. He is exceedingly cruel. totally, invisible at will.
Abilities: Astaroth is a practitioner of the arts of the College Minions: Devil, Half-devil, Chimera, Toad.
of Necromantic Conjurations. He possesses the following Movement Rates: Running: 350
skills: Alchemist, Assassin, Military Scientist, Navigator. He PS 25 MD 23 AG 25 MA 30
knows the Generic and Individual True Names of all things, EN 23 FT 35 WP 35 PC 30
but will only tell these if it pleases him and he thinks that PB 4 TMR 7 NA 3 DP MR 55
suffering may be increased thereby. He knows men's Weapons: Bael will not wear armour, but will use silvered
secrets and will tell them. weapons if provided. He will claw and bite.
Comments: Astaroth will readily serve his summoner, but Bite: BC 40%, [D – 1], Close, Rank 10.
only so long as he is pleased to do so. He will usually serve Claws: BC 45%, [D + 2], Melee & Close, Rank 10.
so long as his summoner is involved in much death and
cruelty and will depart when these cease. If a summoner BALAM: The Terrible King
attempts to bind him, Astaroth will turn on him and rend him Summoning base chance: 15%
and may claim his soul. Chance of minions: 40%
Minions: Black Dragon, fallen Seraphim, Spectre, Mamba. Subjective Nastiness: 9/10
Movement Rates: Running: 400 Description: Balam appears as a man with three heads
PS 27 MD 26 AG 28 MA 32 (one of a man, one of a bull, and one of a ram), the tail of a
EN 26 FT 35 WP 35 PC 26 serpent, and bright flaming red eyes that can be seen at a
PB 8 TMR 8 NA 3 DP MR 55 great distance. He usually comes riding upon a great bear,
Weapons: Astaroth's breath is poisonous to the same and carries a goshawk on one fist. He speaks with a hoarse
degree as chlorine and extends outward from his mouth 6 voice.
feet long in a cone 4 feet wide. He has no other natural Abilities: Balam is a mage of the College of the Mind. He
weapons, but will usually carry a heavy mace which he possesses the following Skills: Alchemist, Merchant, Spy,
uses in shattering the bones of his victims so that they will Troubadour. He also has the power to make men witty.
be crippled and take a long time dying. Minions: Dark Titan, Devil, Imp, Hydra, Bull.
Movement Rates: Running: 300
AVNAS: President of Fire PS 25 MD 23 AG 21 MA 34
Summoning base chance: 50% EN 22 FT 32 WP 30 PC 30
Chance of minions: 36% PB 3 TMR 6 NA 3 DP MR 50
Subjective Nastiness: 2/10 Weapons: Balam will refuse to wear armour, but will accept
Description: Avnas appears as a pillar of fire and smoke. and use silvered weapons if provided. He will not always
Those who look into the flames can see the panorama of return these weapons. Balam may make two horn attacks in
the history of other dimensions and can sometimes read the addition to any other attacks.
events of their own plane and even their own future. Avnas Horn: BC 30%, [D + 2], Close, Rank 10.
may abandon this insubstantial form and take on the form of
a small withered brown man. BARBATOS: Duke of Virtues
Abilities: Avnas is a mage of the College of Fire. He Summoning base chance: 53%
possesses the following Skills: Alchemist, Astrologer, Chance of minions: 30%
Healer, Mechanician, Merchant, Navigator. Avnas can Subjective Nastiness: 2/10
locate any treasure that is guarded by spirits, ghosts or Description: Barbatos appears as a hunter in the company
other undead and that is within 500 feet of him. of an insubstantial host of soldiers led by four kings. He
Comments: Avnas may be ordered to take form as a pillar wears a green hood fringed in scarlet and a grey cloak.
of fire at any time. However, in that state, he cannot act on Abilities: Barbatos is a member of the College of Naming
this plane and his fire will not burn those who touch it. It will Incantations. He possesses the following Skills: Assassin,
instead feel cold and dead and those who touch it will see Beast Master, Healer, Ranger and Spy. He is a linguist and
their own death. understands the speech of birds and beasts as well as men.
Minions: Fire Elemental, Devil, Half-devil, Hellhound, He can break an enchantment used to seal a place or
Salamander. treasure with his touch. He knows the Generic and
Movement Rates: Running: 300 Individual True Names of all things on earth.
PS 14 MD 26 AG 21 MA 38 Comments: Barbatos may not be compelled to tell the True
EN 19 FT 30 WP 40 PC 33 Name of anything, but he may choose to do so if the need
PB 12 TMR 6 NA 2 DP MR 60 is urgent.
Weapons: Avnas has no natural weapons. He is treated as Minions: Devil, Half-devil, Centaur, Kingfisher.
a human for purposes of unarmed combat. He may not Movement Rates: Running: 400
wear armour or use weapons. PS 23 MD 27 AG 29 MA 32
EN 25 FT 35 WP 34 PC 34
BAEL: The King in the East PB 16 TMR 8 NA 3 DP MR 54
Summoning base chance: 5% Weapons: Barbatos has no natural weapons. He is treated
Chance of minions: 66% as a human for purposes of unarmed combat. He refuses to
Subjective Nastiness: 5/10 wear armour, but may use any weapon.
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BOTIS: The Ugly Earl Comments: Bune requires an offering of human life before
Summoning base chance: 25% he will serve. Each head must have a life (3 total) and only
Chance of minions: 60% lives which arc pleasing to the demon will be accepted. If
Subjective Nastiness: 3/10 dissatisfied with an offering. Bune can break any binding
Description: Botis will first appear as a large, horrible and will attack and devour the binder. He prefers new-born
snake of insubstantial form. He may take on human form, babies, but will accept maidens when in a jovial mood.
but with great teeth and sharp horns. He will be carrying an Minions: Green Dragon, Devil, Half-devil, Spectre, War
envenomed sword. Dog.
Abilities: Botis is a member of the College of Movement Rates: Running: 200 yds/min; Flying: 800
Ensorcelments and Enchantments. He possesses the PS 180 MD 9 AG 12 MA 30
following Skills: Alchemist, Astrologer, Beast Master, EN 90 FT 100 WP 32 PC 28
Navigator, Ranger, Spy. He has the power to make all but PB 2 TMR 4/16 NA 11 DP MR 52
bitter sworn enemies friendly to each other while in his Weapons: Bune is a 7 hex creature and may trample
presence. He also has the ability to tell what has transpired smaller figures. In addition, he may peck, bite, and claw.
in any place he occupies and part of what will (may) Gryphon peck: BC 35%, [D + 2], Melee & Close, Rank 3.
transpire there. Dog bite: BC 35%, [D + 2], Melee & Close, Rank 3.
Minions: Devil, Half-devil, Were-Snake, Basilisk. Talons: BC 50%, [D + 6], Melee & Close, Rank 10.
Movement Rates: Running: 350
PS 27 MD 24 AG 25 MA 30 CAMIO: The Thrush President
EN 25 FT 35 WP 30 PC 35 Summoning base chance: 47%
PB 11 TMR 7 NA 3 DP MR 50 Chance of minions: 30%
Weapons: He will wear any armour provided and employ Subjective Nastiness: 4/10
other weapons, but will prefer to use his sword, or bite and Description: Camio first appears as a small thrush, but
horn. then leaves this insubstantial form and takes on that of a
Bite: BC 35%, [D + 1], Close, Rank 4. yellow-skinned man. He carries in his hand a sharp sword
Horn: BC 30%, [D + 3], Close, Rank 6. smeared with venom. He does not speak, but is
Sword Venom: 6 DP / pulse. nonetheless a great disputer. His words appear before his
hearers as letters written in the air with fiery coals.
BUER: The Star President Abilities: Camio is a member of the College of Fire. He
Summoning base chance: 37% possesses the following Skills: Beast Master, Healer,
Chance of minions: 50% Ranger, Spy, Thief. Camio is a great linguist and will
Subjective Nastiness: 1/10 willingly teach his summoner the languages of birds and
Description: Buer appears always as a Centaur, armed mammals and also teach him to understand what has
with a great bow. His skin is silver and shimmers like passed in a place by reading the speech of running waters.
starlight. His hair is all white and his eyes are the colour of Comments: Camio will always give true answers to all
Mars. things.
Abilities: Buer is a master of the College of Celestial Minions: Fire Elemental, Devil, Half-devil, Hellhound,
Magics. He possesses the following Skills: Healer, Thrush.
Navigator, Ranger, Troubadour. Buer's touch can heal all Movement Rates: Running: 400
hurts and diseases, especially those which have been PS 18 MD 23 AG 26 MA 35
caused by magic. He is a great teacher of languages and EN 24 FT 35 WP 38 PC 36
will freely pass on his knowledge to others. PB 14 TMR 8 NA 2 DP MR 58
Minions: Light Sphere, Devil, Imp, Centaur, Pony. Weapons: Camio has no natural weapons. He is treated as
Movement Rates: Running: 600 a human for purposes of unarmed combat. Camio will wear
PS 38 MD 25 AG 28 MA 30 any armour and will carry other weapons, but will not use
EN 25 FT 35 WP 33 PC 32 them unless his sword is damaged.
PB 19 TMR 12 NA 4 DP MR 53
Weapons: Buer may use any weapons, but may not wear CIMEJES: Marquis of the Dark Continent
armour. He may also trample. Summoning base chance: 38%
Trample: BC 60%, [D + 4], Close, Rank 8. Chance of minions: 20%
Subjective Nastiness: 1/10
BUNE: The Dragon Duke Description: Cimejes appears as a powerful black man
Summoning base chance: 64% (may break binding) riding upon a black horse.
Chance of minions: 30% Abilities: Cimejes is a master of the College of
Subjective Nastiness: 9/10 Ensorcelments and Enchantments. He Possesses the
Description: Bune appears as a small green dragon with following skills: Alchemist, Beast Master, Healer, Merchant,
three heads: one that is seemingly human, one that is like a Military Scientist, Spy, Thief. He is a great linguist. He also
dog and one that is like a Gryphon. He speaks with a high- has the ability to find things that have been lost or hidden
pitched, but comely voice. His scales are jade and his (especially treasure) anywhere within 100 feet of him.
talons are silver. Minions: Dark Titan, Devil, Imp, Dire Wolf, Bat.
Abilities: Bune is a practitioner of the College of Movement Rates: Running: 350
Necromantic Conjurations. He possesses the following PS 26 MD 24 AG 24 MA 29
Skills: Alchemist, Beast Master, Merchant, Military Scientist. EN 27 FT 38 WP 31 PC 32
He is also a linguist and knows the Generic True Name of PB 18 TMR 7 NA 3 DP MR 51
all things. He will often bring his summoner presents in the Weapons: Cimejes has no natural weapons. He is treated
form of gems or silver in exchange for an early dismissal as a human in unarmed combat. He will wear any armour
from this plane. and any weapons, but will first insist that any armour be
lacquered black to match his skin.
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Comments: Foras will grant long life (triple life span) to FURCAS: The Reaping Duke
those who will worship him and know no other gods or Summoning base chance: 72%
converse with other demons. Chance of minions: 20%
Minions: Gold Dragon, Devil, Imp, Brownie, Cat. Subjective Nastiness: 9/10
Movement Rates: Running: 400 Description: Furcas appears in the guise of a cruel old
PS 33 MD 28 AG 28 MA 32 man with a long, plaited beard, dressed in pale armour and
EN 27 FT 35 WP 34 PC 27 riding a pale horse. In his hand he carries a scythe with
PB 23 TMR 8 NA 3 DP MR 54 which he cuts down those he wishes to torment, for those
Weapons: Foras has no natural weapons. He is treated as who fall to his scythe become his slaves and serve him in
a human for purposes of unarmed combat. Foras may use his own dimension. He speaks harshly and is preceded by a
weapons and wear armour. sound like the rattling of old bones.
Abilities: Furcas is a master of the College of Necromantic
FORNEUS: Marquis of the Waters Conjurations. He possesses the following Skills: Alchemist,
Summoning base chance: 23% Assassin, Astrologer, Merchant, Military Scientist,
Chance of minions: 29% Navigator, Spy.
Subjective Nastiness: 5/10 Minions: Greater Vampire, Devil, Half-devil, Spectre, Rat.
Description: Forneus appears as a great monster of the
sea 30 feet long and 6 feet in diameter. His scales are Movement Rates: Running: 350
precious stones, his eyes are like fire and the flesh of PS 23 MD 25 AG 24 MA 29
drowned sailors clings to his teeth. EN 24 FT 36 WP 35 PC 24
Abilities: Forneus is the greatest mage of the College of PB 12 TMR 7 NA 2 DP MR 55
Water Magics. He possesses the following skills: Beast Weapons: Furcas has no natural weapons, but can call his
Master, Military Scientist and Navigator. He also is a great scythe to him from other dimensions at will. Only Furcas
linguist and may make men knowing in tongues. can wield the Scythe. He may use other weapons as well.
Comments: The Ritual of Summoning Forneus may only 2-handed Scythe: BC 40%, [D + 8], Melee, Rank 10.
be performed while at sea or on a coastline where Forneus
can remain in the water. He may never appear on land. FURFUR: Earl of Storms and Lightning
Minions: Water Elemental, Devil, Half-devil, Kraken, Shark. Summoning base chance: 32%
Movement Rates: Swimming: 600 Chance of minions: 26%
PS 150 MD None AG 28 MA 38 Subjective Nastiness: 7/10
EN 60 FT 80 WP 35 PC 25 Description: Furfur appears as a hart with a fiery tail. He
PB 2 TMR 12 NA 10 DP MR 55 may also take on an insubstantial form as an angel, but only
Weapons: Forneus is a 7 hex creature and may roll over when forced within a triangle and compelled by a Ritual of
one hex characters, using his entire body as a weapon. In True Speaking to utter truth instead of the falsehoods he
addition, he bites. Forneus may not wear armour. Since he prefers. Furfur speaks with a rough and grating voice that is
has no gripping members, he may not use weapons. extremely unpleasant.
Bite: BC 50%, [2D + 5], Melee & Close, Rank 10. Abilities: Furfur is a master of the College of Air Magics.
He possesses the following Skills: Alchemist, Mechanician,
FURCALOR: Duke of the Waters Navigator, Ranger, Spy. Furfur can raise thunder and
Summoning base chance: 68% lightning and cause great storms to form. He also is able to
Chance of minions: 30% influence men and women to make love and participate in
Subjective Nastiness: 9/10 perversions by the sound of his voice.
Description: Furcalor appears as a humanoid with Comments: Furfur knows many secrets of things that have
Gryphon's wings and green, scaly skin. His hair is like happened or will happen on the earth, but he will not speak
seaweed and he smells of death and the sea. His voice is a truthfully unless compelled by a Ritual of True Speaking.
whisper and is compelling when he suggests action to men. Minions: Air Elemental, fallen Seraphim, Unicorn, Stag.
Abilities: Furcalor is a practitioner of the College of Water Movement Rates: Running: 650
Magics. He possesses the following Skills: Astrologer, PS 32 MD 24 AG 28 MA 31
Beast Master, Merchant, Navigator. He has the power to EN 28 FT 34 WP 32 PC 33
command the beasts of the sea and to gather great storms PB 18 TMR 13 NA 3 DP MR 52
at sea, but he has no power away from water. He breathes Weapons: Furfur may use his horns and hooves. He will
both water and air. not use weapons or wear armour.
Comments: Furcalor is obsessed with slaying men by Horns: BC 45%, [D + 6], Melee & Close, Rank 8.
drowning them and he will pursue his calling ruthlessly at Hooves: BC 50%, [D + 4], Close, Rank 8.
every opportunity unless bound by his summoner. He may
only be summoned at sea or near the ocean. GAAP: The Servant Prince
Minions: Water Elemental, Devil, Half-devil, Merfolk, Shark. Summoning base chance: 52%
Movement Rates: Fly 600 yds/min; Swim 350 yds/min Chance of minions: 66%
PS 27 MD 25 AG 24 MA 33 Subjective Nastiness: 4/10
EN 27 FT 35 WP 35 PC 28 Description: Gaap appears as a man dressed in animal
PB 11 TMR 12/7 NA 4 DP MR 55 skins and accoutred for war. He is bronzed (as if by the
Weapons: Furcalor has no natural weapons. He is treated sun) and looks to be a man of the wilderness. Behind him
as a human for purposes of unarmed combat. He may wear come the insubstantial shades of four princes whom he
specially tailored armour (to fit around his wings) and may appears always to serve and guide.
employ any weapons.
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
Abilities: Gaap is a master of the College of Ensorcelments any moment in places that are far away. He can also see
and Enchantments. He possesses the following Skills: dimly into the future.
Alchemist, Assassin, Beast Master, Healer, Mechanician, Comments: Gusion's knowledge is never perfect. He only
Navigator, Ranger, Spy, Thief. He has the power to break catches glimpses of events past, present and future and
ties between a magician and his familiar and to send the one can easily be misled by him, but he will always tell the
familiar back to whence he came. He can teleport beings truth as he knows it.
within the plane by willing it. Minions: Devil, Half-devil, Naga, Owl.
Comments: Those who touch Gaap will have their senses Movement Rates: Running: 350
stolen for a number of minutes equal to D100. Thereafter, PS 23 MD 25 AG 24 MA 29
they will awaken to find that they love that which they EN 21 FT 30 WP 32 PC 21
formerly hated and hate that which they once loved. The PB 18 TMR 7 NA 2 DP MR 52
effect of Gaap's touch will last until dissipated (treat as an Weapons: Gusion has no natural weapons. He is treated
E&E Special Knowledge Spell). as a human for purposes of unarmed combat. He will not
Minions: Devil, Half-devil, Brownie, Weasel. wear armour, but will employ any weapons.
Movement Rates: Running: 400
PS 28 MD 26 AG 27 MA 31
HAAGENTI: The Winged President
EN 28 FT 36 WP 33 PC 35
PB 12 TMR 8 NA 3 DP MR 53 Summoning base chance: 45%
Weapons: Gaap has no natural weapons. He is treated as Chance of minions: 33%
human for purposes of unarmed combat. Gaap may wear Subjective Nastiness: 2/10
no armour. He uses any weapon provided. Description: Haagenti at first appears as a red bull with a
Gryphon's wings and horns tipped in gold, but this form is
insubstantial and may put on the shape of a red man with
GREMORY: The Duke of Songs black hair.
Summoning base chance: 76% Abilities: Haagenti is a mighty member of the College of
Chance of minions: 26% Ensorcelments and Enchantments. He possesses the
Subjective Nastiness: 6/10 following Skills: Alchemist, Healer, Merchant, Navigator.
Description: Gremory appears as a beautiful woman with Haagenti can change wine into water and water into wine
flowing auburn hair riding on a camel. She wears a fillet of with a touch. He can also transmute all metals into gold with
white gold and robes of black velvet trimmed in gold a touch.
threads. Her voice is rich and melodic.
Abilities: Gremory is a master of the College of Illusions. Comments: Haagenti's office is to make men wise and he
She possesses the following Skills: Assassin, Courtier, will instruct anyone and demand no fee if the lesson is well-
Healer, Merchant, Spy, Thief, Troubadour. She can procure learned, but will become enraged if he feels that the pupil
the love of women and can discover the location of has been lax and will turn on him and rend him with his
treasures that are hidden within 50 feet of her. She knows powerful hands.
the events of the past, present and future to a small degree Minions: Devil, Half-devil, Minotaur, Bull.
and will prophesy for gain (15% accuracy). Movement Rates: Running: 350
Comments: Gremory is a lover of beautiful women and will PS 40 MD 25 AG 23 MA 35
prophesy, speak of the past, seek treasure or any other EN 28 FT 40 WP 38 PC 24
thing desired in exchange for the love of a comely young PB 13 TMR 7 NA 4 DP MR 58
woman. Gremory usually tires of such liaisons after a few Weapons: Haagenti has no natural weapons. He is treated
months, however, and then may release her lover and as a human for purposes of unarmed combat. Haagenti
return her to her own plane or may devour her. may use weapons and wear armour.
Minions: Succubus/Incubus, Imp, Nymph, Vixen.
Movement Rates: Running: 400
HAVRES: The Leopard Duke
PS 20 MD 28 AG 29 MA 30
EN 19 FT 30 WP 36 PC 31 Summoning base chance: 78%
PB 28 TMR 8 NA 2 DP MR 56 Chance of minions: 36%
Weapons: Gremory has no natural weapons. She is treated Subjective Nastiness: 3/10
as a human for purposes of unarmed combat. She always Description: Havres first appears as a leopard with blazing
carries envenomed knives on her person and rings full of eyes, but this is an insubstantial form. He may adopt the
poison on her fingers. Her poisons are extremely swift- form of a dark man dressed in the skin of a leopard and with
acting (8-12DP/pulse). She will not wear armour, but may a terrible face and eyes which blaze with tongues of fire.
agree to carry silvered weapons. Abilities: Havres is a master of the College of Fire Magics.
He possesses the following Skills: Assassin, Beast Master,
Ranger. Havres has the power to create illusory fires which
GUSION: The Wise Duke will destroy those who believe them to be real, but will do no
Summoning base chance: 54% harm to those who successfully disbelieve them. He knows
Chance of minions: 40% something of the past, present and future and can see into
Subjective Nastiness: 1/10 places where there is/was/will be fire.
Description: Gusion appears in the guise of a mature and Comments: Havres normally has only a 10% chance of
strong man in a saffron robe. He speaks softly and his accurately telling of past or future events or events which
advice always seems good in consequence. are happening far away, but if these events are happening
Abilities: Gusion is a master of the College of the Mind. He close to fire, his chances improve greatly. The larger the fire
possesses the following Skills: Alchemist, Astrologer, and the closer it is to the event, the better Havres chances
Healer, Mechanician, Merchant, Military Scientist. He has of seeing the event.
the power to reconcile all but sworn enemies. He has Minions: Fire Elemental, Devil, Half-devil, Hellhound,
knowledge of past events and can say what is happening at Leopard.
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MALTHUS: Earl of Death and Havoc Comments: Marbas is a speaker of truth and will never
Summoning base chance: 34% (may not be bound) knowingly deceive his summoner. He knows the Generic
Chance of minions: 26% True Names of all things and knows the Individual True
Subjective Nastiness: 8/10 Names of many beings who are wealthy and famous.
Description: Malthus appears in the form of a huge, filthy Minions: Succubus/Incubus, Half-devil, Manticore, Lion.
buzzard. His feathers are black as night and his eyes are Movement Rates: Running: 350
the colour of new blood. He carries about him the smell of PS 26 MD 29 AG 24 MA 29
carrion. EN 26 FT 38 WP 32 PC 25
Abilities: Malthus is a mage of the College of Necromantic PB 16 TMR 7 NA 2 DP MR 52
Conjurations. He possesses the following Skills: Alchemist, Weapons: Marbas has no natural weapons. He is treated
Assassin, Beast Master, Mechanician, Military Scientist, as a human for purposes of unarmed combat. Marbas may
Navigator, Spy, Thief. He is a great general and can build use weapons and wear armour.
strong forts and organise warriors to march and to slaughter
and can keep them supplied by his arts when they are in far MARCHOSIAS: Marquis of the Seventh Throne
places. Summoning base chance: 25%
Comments: Malthus will never be a willing servant. If he Chance of minions: 30%
does agree to serve, he will do so only under the condition Subjective Nastiness: 6/10
that he be allotted a daily portion of human flesh and will be Description: Marchosias appears as a great Ox with the
made free to eat the flesh of the summoner if the required wings of a Gryphon, the tail of a serpent and a breath of fire
diet is not forthcoming. shaped like a cone 6 feet long and 4 feet wide at the base.
Minions: Greater Vampire, Devil, Imp, Harpy, Vulture. He may take the shape of a man, but will be insubstantial
Movement Rates: Running: 100 yds/min; Flying: 600 and powerless in this form.
PS 25 MD 15 AG 14 MA 32 Abilities: Marchosias is a practitioner of the College of the
EN 22 FT 33 WP 33 PC 31 Mind. He possesses the following skills: Beast Master,
PB 4 TMR 2/12 NA 3 DP MR 53 Military Scientist and Ranger.
Weapons: Malthus may attack with beak and talons. Comments: Marchosias loves a good fight and will always
Malthus may never wear armour or use weapons. counsel attack in any situation, often disobeying his
Beak: BC 45%, [D + 1], Close, Rank 5. summoner in his desire to charge and rend the enemy.
Talons: BC 45%, [D + 3], Close, Rank 5. Minions: Fallen Erelim, Succubus/Incubus, Imp, Chimera,
Ox.
MARAX: The Learned Earl Movement Rates: Running: 400 yds/min; Flying: 300
Summoning base chance: 27% PS 65 MD 12 AG 18 MA 28
Chance of minions: 30% EN 35 FT 45 WP 30 PC 25
Subjective Nastiness: 2/10 PB 6 TMR 8/6 NA 6 DP MR 50
Description: Marax appears as a bull with a man's face Weapons: Marchosias is a 2 hex creature, and will charge
and is exceedingly ugly. then trample when possible, otherwise he will gore and
Abilities: Marax is a mage of the College of Celestial breathe fire.
Magics. He possesses the following Skills: Alchemist, Beast Horns: BC 40%, [D + 4, Melee & Close, Rank 10.
Master, Healer, Merchant, Navigator, Ranger. He is Hooves: BC 45%, [D + 5], Close, Rank 5.
especially learned in the use of herbs and stones to Breath: BC 70%, [D + 10], Melee, Rank 3.
produce magic.
Minions: Succubus/Incubus, Imp, Minotaur, Bull. MURMUR: Duke of Thrones
Movement Rates: Running: 400 Summoning base chance: 75%
PS 60 MD 13 AG 20 MA 29 Chance of minions: 30%
EN 34 FT 42 WP 29 PC 24 Subjective Nastiness: 4/10
PB 3 TMR 8 NA 6 DP MR 49 Description: Murmur appears as a warrior in green armour,
Weapons: Marax is a 2 hex creature, and will charge with riding on a Gryphon and wearing a ducal crown. He is
his horns, then trample when possible. Marax will not use preceded by shades blowing trumpets.
weapons or wear armour. Abilities: Murmur is a practitioner of the arts of the College
Horns: BC 50%, [D + 6], Melee & Close, Rank 5. of Necromantic Conjurations. He possesses the following
Hooves: BC 50%, [D + 5], Close, Rank 4. Skills: Alchemist, Assassin, Astrologer, Beast Master,
Healer, Mechanician, Merchant, Military Scientist,
MARBAS: President and Master of the Seal Navigator. He also possesses the power to make the dead
Summoning base chance: 35% appear and speak to him of their lives and deaths and to
Chance of minions: 36% answer the questions he may put to them.
Subjective Nastiness: 5/10 Minions: Fallen Erelim, Devil, Half-devil, Gryphon,
Description: Marbas first appears as a tawny lion with a Hippogriff.
black mane and bloody muzzle, but this form is Movement Rates: Running: 350
insubstantial. He may adopt the guise of a golden-skinned PS 27 MD 23 AG 25 MA 29
man with a shock of black hair. EN 23 FT 35 WP 33 PC 31
Abilities: Marbas is a master of the College of Illusions. He PB 15 TMR 7 NA 3 DP MR 53
possesses the following Skills: Alchemist, Mechanician, Weapons: Murmur has no natural weapons. He is treated
Merchant, Military Scientist. He has the power to inflict on as a human for purposes of unarmed combat. He usually
men rotting diseases by the merest touch. He also may carries a heavy war hammer, a shield and a brace of
change the shape of men by his touch so that they become knives.
as wolves or bears. He has knowledge of many of the
secrets of the universe.
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NABERIUS: The Valiant Marquis summoner may encounter. He will even permit the
Summoning base chance: 21% summoner to ride him as a horse.
Chance of minions: 19% Minions: Devil, Imp, Pegasus, Warhorse.
Subjective Nastiness: 1/10
Description: Naberius appears as a large black crane Movement Rates: Running: 500
which flutters around the summoner and speaks in a rough PS 65 MD 20 AG 20 MA 30
and grating voice. EN 35 FT 65 WP 32 PC 31
Abilities: Naberius is a master of the College of the Mind. PB 24 TMR 12 NA 4 DP MR 52
He possesses the following skills: Alchemist, Assassin, Weapons: Orobas may either bite or kick into his rear hex.
Healer, Mechanician, Merchant, Military Scientist, He will wear the barding of a war-horse if provided. He uses
Navigator, Spy, Thief and Troubadour. Naberius is a great no weapons.
teacher. Bite: BC 30%, [D + 3], Melee & Close, Rank 2.
Comments: Naberius has the special power to restore lost Kick: BC 50%, [D + 8], Melee Rear, Rank 6.
dignities by manipulating events to the summoner's Trample: BC 55%, [D + 9], Close, Rank 6.
advantage. A summoner who has lost favour at court might PALMON: King of Dominations
use the power of Naberius to help him regain his station. Summoning base chance: 7% (may not be bound)
Minions: Devil, Imp, Phoenix, Crane. Chance of minions: 100%
Movement Rates: Running: 250 yds/min; Flying: 350 Subjective Nastiness: 3/10
PS 20 MD 16 AG 18 MA 36 Description: Palmon appears as a man with a crown of
EN 20 FT 33 WP 34 PC 27 light on his head and is often seen riding a dromedary. His
PB 22 TMR 5/7 NA 3 DP MR 54 appearance will always be accompanied by the sound of
Weapons: Naberius may not wear armour. His claws may trumpets and cymbals played by an invisible band of
be used to grip weapons, or he may use his beak and both demonic musicians. His voice is heard as a roaring at first,
claws. but he can be compelled to speak understandably as a
Beak: BC 50%, [D + 3], Melee & Close, Rank 8. man.
Claw: BC 45%, [D + 1], Close, Rank 6. Abilities: Palmon is a master of the College of the Mind.
His Skills include: Alchemist, Astrologer, Beast Master,
Healer, Mechanician, Merchant, Military Scientist,
ORIAS: The Celestial Marquis
Navigator, Ranger, Troubadour.
Summoning base chance: 33% Comments: Palmon may be accompanied by two kings
Chance of minions: 30% (Abalim and Labal) who assist and protect him. Each will
Subjective Nastiness: 3/10 possess characteristics 2 to 3 points lower than Palmon's.
Description: Orias appears in the form of a lion, but with They will possess the same Skills and Magics, but only at
the tail of a serpent. He bears in his front claws a pair of Rank 10. Neither Palmon nor the two Kings may be bound.
great hissing serpents and rides a mightily-thewed war- Minions: Succubus/Incubus, Half-devil, Hydra, Camel.
horse. Movement Rates: Running: 350
Abilities: Orias is a mage of the College of Celestial PS 22 MD 24 AG 24 MA 34
Magics. He possesses the following Skills: Beast Master, EN 23 FT 34 WP 35 PC 35
Navigator. He can reconcile all but the most bitter enemies PB 25 TMR 7 NA 3 DP MR 55
and any summoner who finds his favour will be subject to Weapons: Palmon has no natural weapons. He is treated
assistance in acquiring honours and dignities. as a human for purposes of unarmed combat. He will use
Minions: Devil, Half-devil, Chimera, Manticore. weapons and armour that are silvered if provided.
Movement Rates: Running: 500 PHENEX: The Immortal Marquis
PS 35 MD 25 AG 30 MA 30
EN 34 FT 42 WP 32 PC 34 Summoning base chance: 27%
PB 18 TMR 10 NA 4 DP MR 52 Chance of minions: 20%
Weapons: Orias will claw and bite. He may not use Subjective Nastiness: 9/10
weapons or wear armour. Description: Phenex always appears as the great bird, the
Claws: BC 40%, [D + 4], Melee & Close, Rank 6. Phoenix. He speaks with the voice of a small child and
Bite: BC 45%, [D + 3], Close, Rank 4. sings sweetly and hypnotically to any who will listen.
Abilities: Phenex is a practitioner of the College of the
Mind. He possesses the following Skills: Alchemist, Beast
OROBAS: The Equine Prince Master, Healer, Mechanician, Merchant, Military Scientist,
Summoning base chance: 65% Navigator, Troubadour. The songs of Phenex will hypnotise
Chance of minions: 20% his victims (including the summoner) who will then willingly
Subjective Nastiness: 1/10 enter the demon's mouth to be devoured. Care must always
Description: Orobas appears in the form of a great black be taken when dealing with him.
stallion with a carmine main and flowing carmine tail. His Comments: Phenex is ever hungry for human flesh and will
hooves are silver and sharpened like those of a war-horse. attempt to sing except when bound so as to draw victims
He speaks in the squealing voice of a horse. close to his mouth where they can be devoured.
Abilities: Orobas is a practitioner of the arts of the College Minions: Dark Titan, Devil, Half-devil, Phoenix, Eagle.
of Naming Incantations. He possesses the following Skills: Movement Rates: Running: 200 yds/min; Flying: 400
Beast Master, Healer, Navigator, Ranger, Spy, Thief. PS 75 MD 16 AG 18 MA 30
Orobas knows the Generic and Individual True Names of all EN 26 FT 32 WP 33 PC 27
things of this plane. He will gladly permit his summoner to PB 34 TMR 4/8 NA 5 DP MR 53
acquire these names, but will provide them to no one else. Weapons: Phenex will claw and bite. He may not use
Comments: Orobas is a faithful retainer and, once bound, weapons or wear armour.
will look after the summoner's well being as if it were his Claws: BC 35%, [D + 4], Melee & Close, Rank 3.
own. He will be especially careful to protect the summoner Beak: BC 60%, [D + 6], Melee & Close, Rank 5.
from the powers and wiles of other demons or spirits the
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EDITION 1.0 DECEMBER 11, 2005 GM GUIDE
PURSON: The Comely King Comments: Renove's tastes are not natural, and he will
Summoning base chance: 11% demand that the summoner either lie with him or procure
Chance of minions: 22% him others more to his taste in return for any lessons.
Subjective Nastiness: 5/10 Minions: Succubus/Incubus, Imp, Satyr, Cat.
Description: Purson appears as a muscular and well Movement Rates: Running: 400
proportioned man, but with the face of a lion and carries a PS 13 MD 26 AG 28 MA 35
viper in his hand. He is preceded by trumpets and often EN 19 FT 30 WP 35 PC 31
appears riding upon a bear. He may also appear in PB 30 TMR 8 NA 2 DP MR 55
insubstantial form as a pixie. Weapons: Renove has no natural weapons. He is treated
Abilities: Purson is a member of the College of Namers as a human for purposes of unarmed combat. Renove will
and knows the Generic True Name of all things on the wear any armour and use any weapon.
mundane Plane. He has an 80% chance of knowing the
Individual True Name of any being he encounters. He SALLOS: The Mighty Duke
possesses the following Skills: Alchemist, Astrologer, Summoning base chance: 57%
Healer, Mechanician, Merchant, Military Scientist, Chance of minions: 30%
Navigator. Subjective Nastiness: 3/10
Minions: Succubus/Incubus, Imp, Gryphon, Lion. Description: Sallos appears as a mighty knight in silver
Movement Rates: Running: 350 yds/min; Flying: 500 armour mounted on a crocodile and wearing a ducal crown
PS 21 MD 23 AG 23 MA 33 on his head. He comes in peace, though, and will fight only
EN 21 FT 35 WP 34 PC 35 with reluctance.
PB 12 TMR 7/10 NA 3 DP MR 54 Abilities: Sallos is a practitioner of the arts of the College of
Weapons: Purson will wear silvered armour and use Ensorcelments and Enchantments. He possesses the
silvered weapons if provided. He will also bite. following Skills: Beast Master, Healer, Military Scientist,
Bite: BC 40%, [D + 2], Close, Rank 8. Ranger, Troubadour. He has the talent to inspire love
RAUM: Earl of Theft and Destruction between men and women.
Summoning base chance: 36% Comments: Sallos would rather drink and wench than fight
Chance of minions: 30% and kill and is, perhaps, something of a coward. Once in
Subjective Nastiness: 7/10 combat, though, he will not flee until all his enemies are
Description: Raum first appears as a crow with bloody dead.
talons. He may divest himself of this insubstantial form and Minions: Succubus/Incubus, Imp, Nymph, Crocodile.
adopt that of a tall, gaunt man. Movement Rates: Running: 350
Abilities: Raum is a Magician of the College of Earth PS 24 MD 25 AG 25 MA 29
Magics. He possessed the following Skills: Assassin, Beast EN 26 FT 34 WP 32 PC 31
Master, Healer, Merchant, Ranger, Spy, Thief, Troubadour. PB 21 TMR 7 NA 3 DP MR 52
He has the power to cause the earth to quake and to make Weapons: Sallos has no natural weapons. He is armed
fall the walls of cities. He can make all but the summoner's with a sword and a main gauche.
sworn enemies love him and be willing to lay down their
lives in the service of the summoner.
SAMIGINA: Marquis of Dead Souls
Comments: Raum has some knowledge of what has been
and will be and will speak truthfully of what he knows about Summoning base chance: 15%
a place he occupies. Chance of minions: 30%
Minions: Earth Elemental, Succubus/Incubus, Imp, Harpy, Subjective Nastiness: 4/10
Crow. Description: Samigina appears as a small ass though he
Movement Rates: Running: 800 may take on human form.
PS 21 MD 28 AG 26 MA 29 Abilities: Samigina is a master of the College of
EN 26 FT 35 WP 33 PC 31 Necromantic Conjurations. He possesses the following
PB 14 TMR 8 NA 2 DP MR 53 skills: Alchemist, Healer, Mechanician, Merchant, Military
Weapons: Raum has no natural weapons. He is treated as Scientist, Navigator, Troubadour. He has the power to
a human for purposes of unarmed combat. Raum will wear converse with the dead, and can give an account of all
any armour and use any weapons. beings who have died except for servants of the Powers of
Light.
Comments: Where two numbers are given for one of
RENOVE: The Beautiful Earl Samigina's characteristics, the first is for his ass form, the
Summoning base chance: 30% second for his human form.
Chance of minions: 19% Minions: Devil, Half-devil, Wraith, Donkey.
Subjective Nastiness: 8/10 Movement Rates: Running: 350
Description: Renove first appears as a cloud of red mist, PS 30/23 MD 15/20 AG 20/25 MA 30
but may adopt human form. He then becomes a beautiful EN 30 FT 40 WP 30 PC 32
young boy with a melodious voice which is unbearably PB 10 TMR 10/7 NA 4 DP MR 50
sweet to the listener. Weapons: When in ass form, Samigina may bite, kick or
Abilities: Renove is a mage of the College of Illusions. He trample. Samigina will never agree to use weapons or wear
possesses the following Skills: Assassin, Beast Master, armour.
Courtier, Healer, Merchant, Navigator, Ranger, Spy, Thief, Bite: BC 50%, [D + 2], Close, Rank 10.
Troubadour. He also has a deep knowledge of rhetoric and Trample: BC 50%, [D + 4], Close, Rank 10.
is a master of spoken and written tongues. He has the Kick: BC 40%, [D + 4], Close, Rank 10.
ability to reconcile all but the bitterest of enemies and is a
great teacher of the young.
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Comments: Vephar cannot exit the sea. She becomes VOSO: The Leopard President
totally insubstantial and melts into her own plane if she Summoning base chance: 49%
attempts to do so. She can guide ships through any waters Chance of minions: 30%
(even in the absence of sun and stars). Subjective Nastiness: 8/10
Minions: Devil, Half-devil, Merfolk, Barracuda. Description: Voso appears as a mighty leopard with
Movement Rates: Swimming: 600 terrible green eyes and spots tinged with carmine. He
PS 12 MD 19 AG 18 MA 30 speaks with a cunning voice, the better to fool his victims.
EN 18 FT 30 WP 34 PC 26 He will attempt to devour the summoner unless bound.
PB 28 TMR 12 NA 4 DP MR 54 Abilities: Voso is a great member of the College of
Weapons: Vephar has no natural weapons and is treated Ensorcelments and Enchantments. He possesses the
as a human for purposes of unarmed combat. She may not following Skills: Alchemist, Healer, Mechanician and
wear armour, but may employ weapons. Navigator. He has the power to change a man's form by
touch into another form so that his victim does not know
VINE: The Lion-Headed King that he has been ensorcelled and believes himself always
Summoning base chance: 12% to have had the form given him by Voso. He knows many
Chance of minions: 36% secrets.
Subjective Nastiness: 5/10 Comments: Voso knows the Generic and Individual True
Description: Vine always appears as a lion-headed man, Names of all things and beings. He will, however, reveal a
sometimes riding a great black horse and bearing a viper in True Name only if he is provided with a human victim
his hand. (preferably a maiden or child since their flesh is the most
Abilities: He is a mage of the College of Naming tender). A new victim must be provided for each True Name
Incantations. He also possesses the following Skills: the summoner wishes to acquire.
Alchemist, Merchant, Military Scientist, Navigator, Minions: Dark Titan, Succubus/Incubus, Imp,
Mechanician. Vine has the ability to control weather, create Doppleganger, Leopard.
earthquakes, detect the presence of magic, and Shape & Movement Rates: Running: 500
Bind earth permanently. PS 35 MD 30 AG 32 MA 35
Minions: Earth Elemental, Devil, Half-devil, Chimera, Lion. EN 29 FT 36 WP 37 PC 31
Movement Rates: Running: 350 PB 20 TMR 10 NA 4 DP MR 57
PS 23 MD 25 AG 25 MA 35 Weapons: Voso may use one bite or two claws in Melee
EN 22 FT 33 WP 32 PC 36 Combat, or one bite and four claws in Close Combat. Voso
PB 8 TMR 7 NA 3 DP MR 52 will attempt to Close. He will not use weapons or wear
Weapons: Vine will wear silvered armour and use silvered armour.
weapons if provided. He will also bite. Bite: BC 45%, [D + 2], Melee & Close, Rank 6.
Bite: BC 40%, [D + 3], Close, Rank 10. Claws: BC 60%, [D + 4], Melee & Close, Rank 8.
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Archangels
The five known Archangels are Michael, Gabriel, Raphael, They tend to view any Agents of other Powers with the
Uriel, and Sammael. Their spheres, personalities, Avatar gravest suspicion, but do accept that there are other good
abilities, and other information about them is listed below. Powers in the world. Michaelines have a well founded
reputation for being over zealous in the pursuit of their
MICHAEL: The Sword, Sword of Light goals.
Areas: Michael's Agents may be found in all areas, though
Summoning base chance: 15% they tend to be concentrated in borderlands and trouble
Chance of minions: 100% spots. In territories where the Elohim and their Agents are
Description: Michael always officially recognised, the Michaeline Order constructs
appears as a stunningly handsome chapter houses that serve as barracks and training facilities,
young, blond, human or elven and are usually fortified strongholds. These chapter houses
warrior, dressed all in red, and recruit "Knights of Michael", fighting lay members dedicated
armoured for war, wielding his great to the cause of the Elohim. Agents of Michael will always be
two-handed sword, Ira (Wrath), that blazes with the fire of able to get free board and weapons training at these
his righteous anger. Michael may appear with great chapter houses.
feathered wings, and may be riding a sentient pegasus. Colours & Symbols: Michaelines often wear red garments,
Sphere: Michael's office is that of warrior and he leads the or white robes edged with red, and their symbol is a flaming
Elohim's fight against the Powers of Darkness. He destroys sword (usually shown point downwards). They are seldom
and confounds the works of evil and the Demons whenever seen not wearing armour.
possible, and charges his Agents, the Michaelines, to do Avatar Summoning: Michael will seldom manifest except
the same. in the thick of battle, where he will immediately plunge into
Personality: Michael is rash and hot-headed and prefers to the combat wielding his great sword.
charge into battle, so as to defeat the unholy by strength of Abilities: Michael is a mighty Warrior, and a superb Military
arms. He impatiently awaits Nightfall (the resumption of the Scientist (even though he will tend to counsel attack in most
War of the Powers), and has been known to be involved in situations). Michael is very beautiful to look at and may
many plans to hasten its arrival. inspire Awe. Michael cannot cast magic but may initiate
Greater Minions: Malakim various magical talents upon himself as a Pass action.
Lesser Minions: Kerubim These include: Quickness, Coruscate, and ESP. Michael's
Minor Minions: Seraphim Magic Resistance is special, in that he has 99% MR
Beast Minions: Sentient Pegasi normally, and in addition has an automatic 52% Active
Animal Minions: Boar Resistance that is always operating even if he cannot see
Agents: Michael is suspicious of Mages and will seldom the Mage that has targeted him.
accept them as Agents. He expects all his Agents to be Movement Rates: Running: 400; Flying: 600
warriors (even the mages), and to fight courageously PS 30 MD 28 AG 32 MA 10
against the Powers of Darkness and their Agents and EN 26 FT 38 WP 32 PC 30
followers. Michaelines may be found investigating rumours PB 30 TMR 8/12 NA 3/13 DP MR 99/52
of Demonic cults, and the doings of "Black Mages". Once Weapons: Michael always wields his two-handed sword,
discovered they will attempt to convince civil authorities to which is of extraordinary quality, and with which he is Rank
deal with cults and covens, and will lend their martial 9. His sword is equivalent to Spectral Weapon Rank 20. He
prowess in eliminating them. They also help root out heresy has Rank 10 Unarmed Combat, and may use most other
and corruption in established churches, and are often found weapons at maximum Rank. He wears red plate armour of
acting as the martial arm of the Gabrielite inquisition. some light-weight material. Whenever he enters combat
Michael becomes surrounded by a Rank 20 Coruscate.
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Sphere: Sammael's office is that of the guide of scholars, GABRIEL: The Herald, The Messenger
magicians and seekers after knowledge, and a light to those Summoning base chance: 15%
that walk in peril in dark places on the business of the Chance of minions: 100%
Elohim. Description: Gabriel manifests as either
Personality: Sammael is quiet and studious, and not prone a dazzling human youth, with almost
to rash action, but is courageous and willing to walk into feminine features, or as a young elven
great peril when circumstances dictate. His study of the woman of flawless beauty. Gabriel is
ways of Darkness led to his long demonic imprisonment. He always dressed in blue robes, and bears a
has become more careful because of this, but has also sword and an heraldic trumpet,and may in rare
gained a great sympathy for those that fall and wish to be circumstances appear in armour. The trumpet has a banner
redeemed. He is still viewed with some suspicion by both attached, on which its name, Veritas (Truth), is embroidered
Michael and Gabriel, but co-operates often with Raphael in gold. Gabriel may appear with great feathered wings, and
and Uriel. may be riding a sentient pegasus. Gabriel's voice is
Greater Minions: Malakim melodious and mellifluous.
Lesser Minions: Kerubim Sphere: Gabriel's office is that of herald, messenger,
Minor Minions: Seraphim evangelist, and inquisitor. Gabriel's agents, the Gabrielites,
Beast Minions: Sentient Pegasi are charged to spread the word of the Elohim, to convert
Animal Minions: Raven entities to the faith, and to root out heresy and evil-doing.
Agents: Sammael charges his Agents, the Sammaelites, Personality: Gabriel can be quite impulsive and sometimes
with the collection of knowledge to fight evil, to oppose makes rash decisions. Gabriel is closely associated with
ignorance, and the guidance of those who would learn the Michael, and often conspires with him on matters of policy.
mystical arts. Sammael prefers to accept Mages as Agents Followers of the Elohim state that Gabriel will one day
and expects his mages to demonstrate their understanding signal the resumption of the War of the Powers, and the
of the greater responsibility they bear because of the onset of Nightfall, with a mighty trumpet blast that will be
magical powers they possess. heard on all planes and dimensions. Other observers have
Areas: Sammaelites are usually found in civilized areas commented that Gabriel seems all too eager to discharge
where they are scholars, librarians, and magical tutors. If that particular duty.
found in wilderness areas they will usually be seeking Greater Minions: Malakim
ancient artefacts to further the cause of the Powers of Light. Lesser Minions: Kerubim
Colours & Symbols: Sammaelites almost always wear Minor Minions: Seraphim
black robes, and their symbol is a golden candle within a Beast Minions: Sentient Pegasi
circle. Sammaelites will wear armour when their path leads Animal Minions: Hawk
them into danger and darkness. Agents: Gabriel is somewhat suspicious of Mages, but
Avatar Summoning: Uriel can only be summoned into a accepts their worth and will accept as Agents those that
place of justice (court, prison, etc.), or to where a crime has have unequivocally proved their austerity and self discipline.
recently been committed. Gabrielites are often trained as scribes in their churches
Abilities: Sammael is a great Alchemist, Astrologer, and monasteries, and then sent out as missionaries to
Healer, Herbalist, and Philosopher, commands many preach to the heathen (those who do not follow the Elohim's
languages, and possesses various other lesser skills. teachings). They are also taught the arts of war, so as to aid
Sammael is very handsome to look at and may inspire Awe. in getting their point across. Gabrielites lead investigations
Sammael is a mighty Adept and practice many magics into the purity of the doctrine in established churches, and
drawn from a number of Colleges. Most of his magics are often work along side Michaelines as Inquisitors.
Celestial in nature, but he also possesses considerable Areas: Gabrielites are found both in civilised areas, where
ability with Fire and Light magics. Sammael's Magic they serve in the churches as clerks and preachers, and
Resistance is special in that if he can see the Mage that has also in the most untamed wilderness, where they seek out
targeted him, he can often cause the same spell to affect new converts, and look for cults and other signs of
the caster as well as himself. corruption. Because of their close association with the
Movement Rates: Running: 400; Flying: 600 Michaelines, Agents of Gabriel can usually get free board
PS 24 MD 24 AG 26 MA 34 and weapons training at Michaeline chapter houses.
EN 22 FT 32 WP 30 PC 26 Colours & Symbols: Gabrielites usually wears robes of
PB 27 TMR 8 NA 2/12 DP MR 75/45 * blue, or white edged with blue, and their symbol is an
Weapons: Sammael will prefer not to use weapons but if heraldic trumpet. They usually only wear armour when
forced to do so will fight with daggers or other light one- dealing with the heathen.
handed weapons. Any weapon he uses will ignore all Avatar Summoning: Gabriel may be summoned into any
magical defences on the target, whatever its other place of learning, or where heresy has been discovered.
properties may be. If Sammael appears outfitted for war the Abilities: Gabriel is a mighty Adept of the College of Bardic
weapons he bears are equivalent to Spectral Weapon Rank Magics, and possesses the skills of Courtier, Spy, and
20, and he will wear black plate armour of some light-weight Troubadour. Gabriel is stunningly beautiful to look at and
material. Whenever he enters combat Sammael becomes may inspire Awe. Gabriel may Charm as a Talent.
surrounded by Rank 20 Coruscate. Movement Rates: Running: 400; Flying: 600
PS 24 MD 24 AG 30 MA 30
EN 22 FT 32 WP 26 PC 26
PB 35 TMR 8/12 NA 2/12 MR 60
Weapons: Gabriel is not a great fighter, but will do so if
pressed, using a hand & a half sword at Rank 7. This sword
is of extraordinary quality, and is equivalent to Spectral
Weapon Rank 20. Gabriel may wear blue plate armour of
some light-weight material, although this is rare. Upon
entering combat Gabriel becomes surrounded by a Rank 20
Coruscate.
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RAPHAEL: The Shield, Defender of the Faithful URIEL: The Judge, Lady Justice
Summoning base chance: 15% Summoning base chance: 15%
Chance of minions: 100% Chance of minions: 100%
Description: Raphael usually Description: Uriel usually manifests as
appears as a handsome mature man, a beautiful, dark-haired human or elven
dressed in green and outfitted for war, woman, dressed in purple robes edged
with large feathered wings, and often in gold, and bearing a sword and her
seated upon a Pegasus., He bears a balances or scales, Jus (Law). Uriel has
lance and his shield Fidei (Faith). His shield is green and great feathered wings and may be riding a sentient
carries in gold the image of a crook, or crosier, reflecting his pegasus. She may appear wearing purple plate armour if
role as a shepherd and protector. He will often bring with she feels it warranted.
him a pack of hunting or war dogs. Sphere: Uriel's office is the gathering of souls, the judging
Sphere: Raphael's office is that of the defender of the of their behaviour, and the choosing of the final rewards
faithful, teacher and guide. He charges his Agents, the accorded to the followers of the Elohim in the afterlife. She
Raphaelites, with the protection and education of their charges her followers, the Urielites, with the dispensing of
followers. justice, and the punishment of criminal and unethical
Personality: Raphael is careful and cautious, and will behaviour.
seldom counsel attack, but rather a brave and stalwart Personality: Uriel is stern but fair, brooking no argument
defence. He often finds himself in opposition to the more with her judgements. She does know compassion, however,
extreme plans of both Michael and Gabriel, and co- and may reduce the severity of her judgement if she feels
operating with Uriel in matters of protection. that the subject had cause for their actions.
Greater Minions: Malakim Greater Minions: Malakim
Lesser Minions: Kerubim Lesser Minions: Kerubim
Minor Minions: Seraphim Minor Minions: Seraphim
Beast Minions: Sentient Pegasi Beast Minions: Sentient Pegasi
Animal Minions: Dog Animal Minions: Owl
Agents: Raphael will cheerfully accept Mages provided Agents: Uriel will often accept Mages as Agents, favouring
they can prove their bravery, loyalty, and discipline. His Thaumaturges. Those of her Agents that are Mages tend to
Agents may be found as guards, generals, or teachers, or be even more fervent than usual in finding and bringing to
as questing knights who seek to rid the world of dangers to justice criminals who use magic. Her Agents are often
their people, such as Dragons. Raphaelites tend to be the judges and advocates, but also jailers, guards, and even
least impetuous of the Agents of the Powers of Light, and executioners.
are more reserved and conservative, as befits those whose Areas: Urielites are usually found in civilised areas. In
office is defence. areas where the Powers of Light are very strong, the
Areas: Raphaelites are usually found in settled and civilised Agents and followers of Uriel are often accorded the legal
areas where they act in roles that help to protect their right to try and punish criminals. Urielites found in
people. When found in wilderness areas, Raphaelites will wilderness areas will almost certainly be hunting escaped
usually be on a mission to destroy a particular threat to the criminals, and may be accompanied by Michaelines or
safety of their "flock". Raphaelites.
Colours & Symbols: Raphaelites often wear robes of Colours & Symbols: Urielites often dress in the manner of
green, or white edged with green. Their symbol is a shield their patron, in gold edged purple robes, or in white robes
or a crook. Raphaelites often wear armour edged with purple, and sometimes have their armour
Avatar Summoning: Raphael can be summoned embossed with their symbol, a pair of scales. Urielites wear
whenever or wherever defence is needed. armour when it is fitting for their job or station, or when
Abilities: Raphael is a great Armourer, Mechanician, hunting criminals.
Military Scientist, Ranger, and Warrior, and possess lesser Avatar Summoning: Uriel can only be summoned into a
abilities as a Beast Master, Healer, and Weaponsmith. place of justice (court, prison, etc.), or to where a crime has
Raphael is very handsome to look at and may inspire Awe. recently been committed.
Raphael cannot cast magic but may initiate various magical Abilities: Uriel is a mighty practitioner of the College of
talents upon himself as a Pass action. These include: Sorceries of the Mind. She is a great debater and
Quickness, Coruscate, and ESP. Raphael's Magic Philosopher, Astrologer and Courtesan. Uriel is dazzlingly
Resistance is special, in that he has 95% MR normally, and beautiful and may inspire Awe. Uriel can always detect if
in addition he has his Active Resistance chance of 54% of someone is knowingly lying to her, and can cause a mortal
"parrying" an incoming spell with his shield, so that it to feel great pain every time that they lie. Uriel's Magic
rebounds and targets the caster instead. He can only do Resistance is special in that she will always resist magic
this if he can see the Mage that has targeted him. that is cast at her unjustly, or with criminal intent. Otherwise
Movement Rates: Running: 400; Flying: 600 her MR is 66.
PS 28 MD 26 AG 28 MA 10 Movement Rates: Running: 350; Flying: 600
EN 32 FT 38 WP 34 PC 36 PS 26 MD 22 AG 26 MA 28
PB 27 TMR 8/12 NA 5/15 DP MR 95/54 EN 22 FT 30 WP 36 PC 32
Weapons: Raphael may use most weapons at maximum PB 32 TMR 7 NA 2/12 DP MR 66 *
Rank, and prefers knightly weapons. He carries a lance and Weapons: Uriel is not a great fighter, preferring to work
hand & a half sword, which are of extraordinary quality, and through legal and diplomatic channels rather than open
with which he is Rank 6 & 8 respectively. These weapons combat. If forced into combat she uses her Hand & a half
are equivalent to Spectral Weapon Rank 20. He wears sword, which is of extraordinary quality, and with which she
green plate armour of some light-weight material. Whenever is Rank 7. Her sword is equivalent to Spectral Weapon
he enters combat Raphael becomes surrounded by a Rank Rank 20. She may wear purple plate armour of some light-
20 Coruscate. weight material. If she enters combat Uriel becomes
surrounded by Rank 20 Coruscate.
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EDITION 1.6 PREVIEW DECEMBER 6, 2005 51. GRIEVOUS INJURY TABLE
A class weapons do grievous injuries on rolls of 01 26–27 Bad luck! Your secondary hand has been sev- 70–74 A crushing blow smashes your helmet and
through 20. B class weapons do grievous injuries on ered at the wrist. Take 2 damage Points to En- causes a concussion. Take 3 Damage Points from
rolls of 21 through 80. C class weapons do grievous durance immediately and subtract 1 point per pulse Endurance and suffer a reduction of 4 in both MD
injuries on rolls of 70 through 100. from Fatigue thereafter (Endurance when Fatigue and AG lasting for 3 days.
is exhausted) until you are dead or the bleeding is
staunched by a Healer of Rank 0 or above. If you 75–80 A massive chest wound accompanied by bro-
01–05 Congratulations! It’s a bleeder in your pri- ken ribs and crushed tissues. Very ugly, this. Take
mary arm! Take 1 Damage Point from Endurance live, reduce your MD by 2.
5 Damage Points immediately from Endurance.
immediately and 1 per pulse thereafter until the 28–30 Worst luck! Your primary hand has been sev- Reduce your MD and AG by 3 each until this
flow is staunched by a Healer of Rank 0 or above ered. See result 26–27 for effects. wound heals (should take about 4 months). In-
or you die. crease your chance of infection by 10.
31–34 A minor wound. Your face is slashed open,
06–07 Oh no! Your opponent’s weapon has entered
ruining your boyish good looks and causing blood 81–84 A crushing blow smashes tissue and produces
your secondary arm’s elbow joint and the tip has
to spurt into your eyes. Reduce your PB by 4 per- internal injuries. You suffer 2 Damage Points im-
broken off. Take 2 Damage Points immediately
manently. mediately to Endurance and 1 per pulse thereafter
from Endurance and that arm is useless until the
sliver has been removed by a Healer of Rank 3 or 35 Your secondary arm is sliced off at the shoul- to Fatigue (Endurance when Fatigue is exhausted)
above. Also, increase the chance of infection by der. Take 5 Damage Points immediately from En- until unconscious or you receive the attention of a
30. durance and 1 per pulse thereafter from Fatigue Healer of Rank 2 or above.
08 A vicious puncture wound in your groin! Take 3 (Endurance when Fatigue is exhausted) until you 85–87 A jarring blow to your primary shoulder in-
Damage Points immediately from Endurance and are dead or the bleeding is staunched by a Healer flicts 2 Damage points immediately to Endurance.
reduce your TMR by 2 until fully recovered, which of Rank 1 or above. Reduce your MD by 2 and Roll D10; the result is the number of pulses the arm
will take two months. In addition, add 30 to your your AG by 1. is useless. You immediately drop anything held in
chance of being infected (assuming you live long 36 The same as 35, except it’s your good primary that hand.
enough for such things to matter). arm that has been lopped off. 88–89 Similar to 85–87 except it is your secondary
09–10 You have been stabbed in your secondary 37–40 You have been eviscerated! Take 4 Damage shoulder.
arm. Drop whatever you were holding in it Points immediately from Endurance and 1 point
and take 2 Damage Points immediately from En- per pulse from Fatigue thereafter (Endurance when 90–92 Your right hip is smashed horribly. Take 5
durance. It will take a full week for the arm to be Fatigue is exhausted) until you are unconscious. damage Points immediately to Endurance and fall
of any use to you whatsoever. Increase your chance of infection by 40. prone. You will be unable to walk until the dam-
11 Your aorta is severed and you are quite dead. Rest age has healed (takes about 6 months). Good fun.
assured your companions will do their best to con- 41–42 A glancing blow lays open your scalp and When healed, you will still have a limp which will
sole your widow(er). severs one ear (your choice as to which one). Take reduce your TMR by 1 and your AG by 2.
2 Damage Points immedately from endurance. Re-
12 A stomach puncture. Nasty. You suffer 3 Dam- duce your Perception by 2. 93–94 The same as 90–92 except it is your left hip
age Points immediately from Endurance and lose that is smashed.
2 from your TMR until fully recovered, whcih 43 A savage slash rips open your cheek and jaw.
will take two months. Also, you are automatically Take an automatic pass action next pulse due to 95–97 Your opponent’s weapon has come crashing
stunned for the next pulse (if you aren’t already), the shock of the blow. Your PB is increased by 1, down on your head and fractured your skull. You
after which you may recover. Add 20 to the chance since your disfigurement will bring out the mater- fall prone and are unconscious, and take 8 dam-
to be infected. nal/paternal instincts in the opposite gender. age Points to Endurance. If you survive, you lose
2 from AG, 2 from MD and 2 from Perception. It
13 Your opponent’s weapons has entered your eye; 44–50 A slash along one arm, and it’s a bleeder! will take a year in bed to recover.
roll D10. On a roll of 1, the weapon has entered Take 2 Damage Points immediately from En-
your brain and you are dead. On a roll of 2–5, durance and lose 1 point from Fatigue (Endurance 98–100 Crushing blow to your pelvis breaks bone
your left eye is blinded; on a roll of 6–10, your when Fatigue is exhausted) each pulse until the and tears tissue. Take 7 damage Points immedi-
right eye is blinded. If you are lucky enough to bleeding is stopped by a Healer of Rank 1 or above ately to Endurance and fall prone. Try to roll under
be blinded instead of killed, you have suffered 2 or you die. your WP on D100 to avoid falling unconscious. If
Damage Points to Endurance. In addition, a figure you survive, you will be unable to move for D10
51–52 Hamstrung! Roll D10. On a roll of 1–4, it is months.
who is blind in one eye suffers the following sub-
your left leg. On a roll of 5–10 its your right. Take
tractions: -1 from MD, -2 from PB, -4 from Per-
4 Damage Points immediately from Endurance and
ception. A figure blinded in one eye reduces their
fall prone. You may not stand unassisted until the Notes
base chance with any missile or thrown weapon by
wound is healed (which should take three months).
30. The suggested recovery times are a guideline for
Reduce your AG by 3 permanently.
14–18 Tsk, tsk. A wound of the solid viscera. Usu- the GM’s to use in determining how long characters
ally fatal. Take 3 Damage Points to Endurance 53–60 Your primary arm is crippled by a wicked should be kept out of action. The actions of a compe-
immediately and 1 per pulse thereafter until the slash! Take 2 damage Points immediately to En-
tent Healer may alter these times in some instances.
bleeding is stopped by a Healer of Rank 2 or above durance and drop anything you have in your pri-
or you die. Add 30 to the chance of infection. mary hand. The arm is unusable until healed, These Grievous Injuries are designed for combat be-
which should take 2 months. tween human-sized opponents; any injuries sustained
19–20 Take a stab in the leg (your choice as to which involving larger monsters should be applied judi-
one) resulting in a deep puncture of the thigh mus- 61–67 Your secondary arm is crippled; see 53–60
for details. ciously by the GM, taking into account size and mass
cle. Suffer 1 Damage Point to Endurance imme-
differences, etc. Simply stated, a halfling would be
diately and reducd your TMR by 1 until you heal, 68–69 A nasty slash in the region of the shoulder
which will take 4 weeks. hard put to drive their dagger into the eye of an ele-
and neck. Roll D10. On a roll of 1–3, your head phant, and in situations such as these, the GM may
21–25 A chest wound. Take 2 Damage Points to is severed and your corpse tumbles to the ground. have to disallow the Grievous Injury or change its ef-
Endurance immediately and reduce your TMR by On a roll of 4–6, your secondary collar bone is fects.
1 until recovered (about 2 months). Look on the crushed; on a roll of 7–10 your primary collar bone
bright side, though. Your attacker’s weapon is is crushed. If your collar bone is crushed, the re- Any damage which results from a Grievous Injury is
caught in your rib cage and has been wrenched sults are identical to 53–60, except you suffer 4 in addition to the Endurance damage already deter-
from their grasp. Damage Points to Endurance. mined.
141
52. FUMBLE TABLES EDITION 1.6 PREVIEW DECEMBER 6, 2005
52 Fumble Tables
52.1 Bows and Crossbows only 31–32 Poor balance; make 3 × AG or No Offense 00 Your bizarre but highly spectacular fumble is
until after the end of the next pulse. mistaken for an obscure martial technique. All en-
01–12 Bowstring snaps and lashes you; lose 2 EN. gaged melee opponents hastily elect to perform not
13 Bowstring snaps and lashes you in the eye; lose 33 Stumble; make 3 × AG or fall prone. to attack or cast magic on their very next action. If
2 EN; you are blinded in one eye for 3 weeks or un- 34–35 as per 31–32, but make 2 × AG. you have another action before they actually perform
til cured by a Rank 7 Healer. A figure who is blind their next action, you may choose to run away (retreat
in one eye suffers the following subtractions: 1 from 36 as per 33, but make 2 × AG. up to full TMR) as your action without the need for a
MD, 2 from PB, 4 from Perception; and reduces their 37–38 as per 31–32, but make 1 × AG. Withdrawal manoeuvre — you are no longer engaged
base chance with any missile or thrown weapon by with those particular opponents.
30. 39 as per 33, but make 1 × AG.
14–29 Bowstring snaps; no further penalty. 40 Broken weapon. 52.3 Notes
30 Traditional Hunting accident. Clumsy release 41–49 Damaged weapon. A broken weapon is useless until repaired; a shattered
causes arrow / quarrel to fly towards a random
50 Momentary dizziness; make 3 × EN or you may weapon is useless until reforged. Any combat spell
“friendly” back in approximately the same direction
not attack or cast magic until after the end of next on a broken or shattered weapon has been dissipated.
as you were aiming: Strike Chance = Weapon BC +
weapon bonuses + 30 - target’s defence. pulse. A damaged weapon is bent, dented, nicked, or simi-
51–52 Your vigorous swing causes a slight twinge. larly flawed. You may still use the damaged weapon
31–33 Clumsy release; bolt/arrow flies wide missing but it does 1–2 points less damage and has 0–20
friends and foes. Make 3 × EN or lose 2 FT.
penalty to its strike chance (GM decides these fig-
34–36 Brief twinge of pain in your arm or back; 53 Make 3 × EN or pull a groin muscle, lose 2 FT ures), until repaired.
Lose 1 EN. and have half Base TMR until healed. A damaged magical weapon must be repaired by a
37–39 as per 34-36, but lose 2 EN. 54–55 as per 51–52, but make 2 × EN. Weaponsmith of at least Rank 6. A damaged weapon-
smithed weapon loses all its weaponsmith bonuses to
40–59 dropped bolt or quarrel. 56 as per 53, but make 2 × EN. Strike chance and/or Damage, until repaired.
60–99 Bowstring snaps; no further damage. 57–58 as per 51-52, but make 1 × EN. Any self-inflicted damage ignores your armour (in-
00 Bowstring snaps and lashes you; lose 2 EN. cluding magic); it usually represents bruising, minor
59 as per 53, but make 1 × EN. strains, etc. Naturally, take EN damage if you have
52.2 All Other weapons 60 No effect unless you used a A- or B-class melee no FT available. If a specific injury is stated (e.g.
weapon against an opponent with a non-magical pulled groin muscle, or broken bones), then healing
The following results are generalised. Therefore the shield. In which case, you have spectacularly wedged requires a lot of time or the appropriate minimum
GM is free to ignore or downgrade any result which is you weapon into their shield. Make 1 × PS to imme- rank of Healer.
inapplicable to a specific case. Some outcomes out- diately wrench your weapon out, or it will be torn
comes are avoidable through a successful character- from your grasp in the fracas. Don’t worry if you fail 52.4 Special cases
istic check. — perhaps their shield is now useless? An innately magical weapon
61–62 Your melee weapon is stuck, caught, or en- • ignores asterisked results (*);
01–09 Shattered weapon. tangled in your opponent’s armour or gear (and you
10 Shattered weapon; some slivers fly at you, po- didn’t even hurt them). Make 3 × PS to immediately • does not break;
tentially causing you a grievous injury - roll on the disengage your weapon, or it will be yanked from • may shatter or be damaged, but less often;
Grievous Injury Table (§51), but ignore any result your grasp in the fracas.
over 13. • does not include any non-magical weapon
63 You palpably hit a tree, rock, wall-hanging, furni- merely under the effects of magic.
11–12 Shattered weapon, flying splinters; you and ture, or some other adjacent “scenery”. Make 3 × PS
your opponent(s) lose 1 EN each. to immediately disengage/extract your weapon. You
may try again, as a future action; but perhaps you Unarmed Combat
13 Playing the Roman fool? You just did yourself an
Endurance blow; fortunately you rolled a minimum should prepare a new weapon instead. • “Shattered” = broken bone(s); lose 2 EN; useless
damage (but don’t forget the extra damage from poi- 64–65 as per 61-62, but make 2 × PS. in combat until healed.
son, magic, etc). • “Broken” = Seriously bruised; lose 2 FT; may be
66 as per 63, but make 2 × PS.
14–16 Your wild swing possibly connects with used in combat, but (until healed) each success-
someone other than your intended target(s) or your- 67–68 as per 61-62, but make 1 × PS. ful blow does 2 damage points less to opponent
self – immediately make a strike check at your new and 2 FT to yourself.
victim, the nearest being in range other than you or 69 as per 63, but make 1 × PS.
• “Damaged” = Ouch! Lose 2 FT; no further ef-
your intended target(s). Hope you weren’t mounted. 70* Shattered weapon, if it is not at least Rank 1 fect.
17–18 Lose 1 EN. Feels as if you pulled something. weaponsmithed.
19 Lose 2 EN. You really pulled something. 71–73* Your weapon breaks unless you roll under Strike Chance over 100
its weaponsmith rank on D10. Indeed it shattered if
20 Oops! You’ve flung your weapon in a high If the fumble indicates a broken or damaged weapon,
you failed the roll by 5 or more.
parabolic arc. Normally a flung or dropped weapon but your modified Strike Chance was over 100, you
falls without hurting anyone - however, in this one 74–77 Twinge of pain. Take (D10 - rank in weapon) have also struck your opponent; roll [Fatigue] dam-
case, it falls on a random target, possibly even you, FT damage. age as normal.
and maybe hurts them: Strike Chance = [Weapon’s
B.C.] + [magical / weaponsmith bonuses] - [random 78–79 as per 74–77, but also you may not attack or
target’s defence]. cast magic for remainder of the pulse.
21–26 Butterfingers! Make 3 × MD to avoid your 80 Your weapon flies from your grasp. You may
weapon flying 2–3 hexes in a random direction. choose to drop whatever is in your other hand; in
which case, make 3 × MD to catch the weapon in
27–28 Klutz! Make 3 × MD to avoid dropping your that other hand.
weapon in your hex.
81–82 Butterfingers! Make 3 × MD to avoid your
29 Whoops! You’ve caught your weapon in your
weapon flying 2–3 hexes in a random direction.
own armour or gear. You may choose to automati-
cally free it next pulse; in which case, you may not 83 Klutz! Make 3 × MD to avoid dropping your
attack or cast magic until after the end of next pulse. weapon in your hex.
Or else you may wish to prepare another weapon in
your next action. 84–85 as per 81-82, but make 2 × MD.
30 Overly enthusiastic lunge. GM moves you to an 86 as per 83, but make 2 × MD.
unoccupied forward hex (make 3 × AG to choose 87–88 as per 81–82, but make 1 × MD.
your new facing) — but if no empty hex is available,
you just tried to close on an opponent, who gets a free 89 as per 83, but make 1 × MD.
chance to keep you out of close. If you did close, you 90 Broken weapon.
don’t have to drop any non-close weapon, but it may
not be used to attack effectively. 91–99 Damaged weapon.
142
EDITION 1.6 PREVIEW DECEMBER 6, 2005 53. BACKFIRE TABLE
53 Backfire Table
Extra Fatigue The following effects result in the 64 Blind for D10 days.
Adept losing extra Fatigue in order to contain the 65 Deaf for D10 pulses.
Backfire effect. If no Fatigue was expended during
the cast then there will be no apparent effect. If the 66 Deaf for D10 × D10 minutes.
Adept has insufficient Fatigue, then they lose all re- 67 Deaf for D10 × D10 hours.
maining Fatigue and re-roll on this table for each Fa-
tigue point they were unable to expend, with any fur- 68 Deaf for D10 days.
ther rolls of Fatigue loss taken as damage due to in- 69 Mute for D10 pulses.
ternal injuries. 70 Mute for D10 × D10 minutes.
01–09 Fatigue loss equal to that already expended. 71 Mute for D10 × D10 hours.
10–16 Fatigue loss equal to twice that already ex- 72 Mute for D10 days.
pended.
73 Lose smell and taste for D10 days.
17–21 Fatigue loss equal to 3 times that already ex-
pended. 74 Lose smell and taste for D10 × D10 days.
22–24 Fatigue loss equal to 4 times that already ex- 75 Lose tactile sense for D10 days.
pended. 76 Lose tactile sense for D10 × D10 days.
25 Fatigue loss equal to 5 times that already ex- 77 Insomnia such that only 1 Fatigue is recovered
pended. for each hour of sleep for D10 days.
Spell Awry The following effects result in the spell 78 Insomnia such that only 1 Fatigue is recovered
working in a manner that was not intended by the for each hour of sleep for D10 × D10 days.
Adept. The spell may still be resisted by the eventual 79–80 A virulent skin disease halves Physical
target, if the spell is resistible. Note that the Adept Beauty and causes intense itching which will in-
will not necessarily be aware of the outcome, since crease the difficulty of concentration checks by 1, un-
in many cases there will be no apparent effect. til stopped by Cure Disease.
26–30 The Adept becomes the target of the spell. 81 Wasting disease causes -1 Strength and -1 En-
31–32 The Adept becomes the target of the spell durance per day until stopped by Cure Disease. The
with some or all effects doubled. Strength and Endurance lost will be recovered at 1
point per day, or by being treated by Repair Muscles.
33 The Adept becomes the target of the spell with
some or all effects tripled. 82–83 Periodic muscle spasms lasting D10 pulses
cause a loss of 1 Fatigue each pulse. There is D10
34–35 The Adept becomes the target of the spell and × D10 minutes between spasms. This can be cured
the spell is delayed by D10 pulses. by Repair Muscles.
36 The Adept becomes the target of the spell and the 84 A deep sleep for D10 pulses.
spell is delayed by D100 pulses.
85 A deep sleep for D10 × D10 minutes.
37–39 The spell has opposite or different effect to
that which it was designed. 86–87 Recurring migraines cause a loss of 2 Magi-
cal Aptitude and 2 Willpower. Each minute of con-
40–41 The spell’s effects are delayed by D10 pulses. centration requires a 4 × Willpower concentration
42 The spell’s effects are delayed by D100 pulses. check. The effects can be treated by Soothe Pain and
cured by Repair Vital Organs.
43–45 The spell’s effects are intermittent with D10
pulses or minutes on, followed by D10 pulses or min- 88 Periodic hallucinations for D10 hours. Each hal-
utes off. lucination lasts D10 pulses and there is D10 × D10
minutes between them. Can be cured by Repair Vital
46–48 The spell affects a random target or area Organs.
within range, or goes in a random direction.
89–90 Arthritis causes -4 Dexterity, -4 Agility and
49 The spell affects a random target or area within increases by 1 per hour the Fatigue loss due to exer-
twice range. cise, until treated by Repair Tissues.
50 The spell affects a random target or area within 91–92 Enfeeblement causes -4 Strength, -4 En-
three times range. durance and doubles the Fatigue loss due to exercise,
51 The spell is cast at random as though the caster is until treated by Repair Muscles.
a random entity within D10 hexes. 93 Asthma causes TMR to be halved, doubles the
52–53 The spell affects a random target or area Fatigue loss due to exercise, and the Adept cannot
within range with some or all effects doubled. perform strenuous exercise until treated by Repair Vi-
tal Organs.
54 The spell’s effects are delayed by D10 pulses and
94–95 Creeping senility will cause a loss of 1 Mag-
affects a random target or area.
ical Aptitude every two days until treated by Regen-
55 The spell’s effects are delayed by D100 pulses erate Vital Organs.
and affects a random target or area.
96 Partial Amnesia causes the loss of all Magical
56–57 The spell works with some or all effects abilities for D10 days.
halved.
97 Partial Amnesia causes the loss of all Skills (ex-
58 The spell works as normal. cluding Magic and Weapons) for D10 days.
59 The spell works with some or all effects doubled. 98 Partial Amnesia causes the loss of all memories
from the past 2D10 months. The Adept will operate
60 The spell works with some or all effects tripled.
at lower ranks in the abilities that have been ranked
Minor Curses The following effects result in the during this period. The memories will return at a rate
Adept being afflicted by a minor curse. The Adept of 1 month each day.
may resist the curse by using their Magical Resis-
99 Total Amnesia causes the loss of all memories for
tance against non–College Magic. Some curses can
D5 × D5 days. All magic and skills other than the
be cured by healing skills, and all may be dispelled
primary language will be lost, and all weapon ranks
by a curse removal. Any result specifying a gradual
will be halved (round down) or lost if Rank 0. The
loss of statistics will also cause an immediate loss.
Adept’s original personality will come to the fore and
61 Blind for D10 pulses. they may need to make a reaction roll to determine
62 Blind for D10 × D10 minutes. their initial feelings towards each person.
00 Roll two more times and apply both effects.
63 Blind for D10 × D10 hours.
143
54. FRIGHT & AWE TABLES EDITION 1.6 PREVIEW DECEMBER 6, 2005
144
EDITION 1.6 PREVIEW DECEMBER 6, 2005 54. FRIGHT & AWE TABLES
Spell Effects cover from the secondary effects of 76–90, 91– of 45 indicates panic. Rolf’s player thinks Rolf has 3
95 and 96–100. Once recovered from, the spell options:
1. Wall of Bones (Necromancy): A target is not af- has no further effect. The range of the spell only
fected by the wall until they touch it. If they fail determines the possible targets, so the target be-
to resist they are affected any time they are in 1. Run back to a clearing just left by the party.
ing more than this distance from the Adept will
line of sight of the wall but facing is not impor- not affect the duration. 2. Feeling no direction to be safe, Rolf clings to
tant (if a target turns to flee the wall then they do Hu’ug the giant’s leg and trembles.
not lose the fear because they are no longer fac- 3. Mass Fear (Necromancy, Wicca): has set range
ing it). If the target touches the same wall again and duration. Range is a sphere around the 3. Being a “If I can’t see them they can’t see me”
they make another resistance check. Duration is Adept. Targets going out of range of the spell believer, Rolf puts a sack over his head.
that of the spell; once the wall is gone so is the are no longer affected. Each time they re-enter
fear. the area of effect of the spell they make another Rolf’s player and the GM decide on percentages for
magic resistance (and roll on the Fright Table if the options and one is determined. In this case Rolf
2. Fear (Necromancy, Wicca, Celestial): single tar-
they fail). flees. The spell is Rank 7 so Rolf gets to attempt to
get spell. If duration is immediate then after
snap out of the fear each pulse after the first two. Six
(Rank of spell / 5) pulses, rounded up, the target
Example: A group of adventurers are in the middle pulses after the spell is cast, on his third try, Rolf suc-
may make a 3 × WP check each pulse to recover
of a forest. Rolf the Harrier gets struck by a Fear ceeds his 1 × WP check and may turn around and
from fear, otherwise the fear lasts the duration of
spell from Nasty the Necro, and fails to resist. A roll attack Nasty the Necro.
the spell. A further check may be required to re-
145
55. EXPERIENCE POINT COSTS EDITION 1.6 PREVIEW DECEMBER 6, 2005
146
EDITION 1.6 PREVIEW DECEMBER 6, 2005 55. EXPERIENCE POINT COSTS
55.2 Skills
0 1 2 3 4 5 6 7 8 9 10 SubskillsB
§29 Adventuring skillsA 0 125 250 375 500 625 750 875 1000 1125 1250 NA
§30 Alchemist 800 350 1200 2650 4350 6500 8650 11100 12750 14500 17000 NA
§31 ArmourerC 600 300 800 1600 3000 5500 6200 7300 8800 10800 14000 5000
§32 Artisan 250 100 150 350 700 950 1500 1850 2500 3200 4000 NA
§33 Assassin 600 250 750 1700 2900 4200 5750 7550 9500 11700 14100 NA
§34 Astrologer 400 150 500 1150 2050 3100 4400 5900 7500 9400 11500 NA
§35 Beast Master 600 250 750 1650 2800 4300 5600 7350 9300 11400 13750 5000
§36 CourtierC 250 100 200 500 950 1450 2050 2800 3600 6300 8000 1000
§37 Healer 1000 400 1600 3500 5800 8400 11400 14700 18500 22500 26750 NA
§38 Herbalist 800 350 1200 2650 4350 6500 8650 11100 12750 14500 17000 NA
§39 Languages 200 75 125 300 550 850 1350 1700 2250 2900 3500 NA
§40 MechanicianC 600 250 650 1500 2600 3900 5300 7000 8850 10900 13000 2500
§41 Merchant 300 125 300 850 1400 2200 3400 4200 5300 6800 9500 4000
§42 Military Scientist 300 125 350 950 1500 2350 3100 4150 5400 6750 10000 3000
§43 Navigator 400 150 400 900 1550 2400 3350 4450 5750 7100 10500 NA
§44 Philosopher 1400 700 1400 2100 2800 3500 4200 4900 5600 6300 7000 NA
§45 Ranger 600 250 800 1650 2750 4100 5650 7350 9300 11400 13250 NA
§46 SpyC 500 200 600 1400 2400 3600 5000 6600 8400 10400 12600 2500
§29.6 Stealth 0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 NA
§47 Thief 750 300 1050 2350 4000 5750 7900 10250 12900 14850 16000 NA
§48 Troubadour 250 100 200 500 1050 1450 2100 2800 3900 4600 7000 1000
§49 Warrior 600 250 750 1700 2900 4200 5750 7550 9500 11700 14100 NA
§50 WeaponsmithC 600 300 800 1600 3000 5500 6200 7300 8800 10800 14000 5000
Weapons AccessoriesS Number Wt Cost Notes I A javelin functions as a thrown weapon unless
Shot 20 4 1 Use in sling it is launched by a spear thrower, in which case
Dart 20 2 5 Use in blowgun the spear thrower’s characteristics are used and it
Arrows 20 2 10 Use in draw bows functions as a missile weapon.
Quarrels 20 7 15 Use in crossbows J A pike may be used to melee attack any figure
Cranequin 1 3 10 Use to cock crossbows; requires a PS of 11 and two within two hexes; its melee zone extends into what
free hands would normally be the first hexes of the figure’s
ranged zone.
56.2 Shields K A lance may be used only by a mounted figure.
Def / MD L All missile weapons must be loaded before fir-
Shield type Wt Rank loss Cost ing; this action is in addition to preparing the
Buckler 3 2% - 5 weapon itself. A pass action must be taken in
Small round 5 3% -2 8 order to load the sling, any draw bow, the spear
Large round 10 4% -3 10 thrower, and the blowgun. Two consecutive pass
Kite 15 5% -4 15 actions must be taken to load a crossbow (three if
Tower 25 6% -6 20 using a cranequin).
Main-gauche† 1 2% - 20 M Longbows may not be used while mounted,
nor by small figures, including Dwarves &
Halflings.
Weight The weight of the shield in pounds. †The main gauche does not subtract its defense
N The net, bola or whip may be used as a garrotte
from any fire attack, and cannot make a shield
Defense / Rank The percentage by which the fig- in Close Combat.
rush attack. The main gauche functions both as a
ure’s defense is increased per Rank while the weapon and a shield, and only one EP expenditure O The whip may be used to entangle and do
shield is prepared (Rank 0 is counted as a Rank). is used to rise in Rank in both. damage in the same pulse to the same target in
Manual Dexterity Loss The number of points When a shield is not prepared, it is considered melee combat. In close combat, it functions as a
the figure’s MD is reduced by for all purposes slung on the back of the figure carrying it. All garotte. Once the target is entangled, the attacker
while that shield is prepared. shields except the tower shield and main gauche may choose to leave them entangled (thus letting
are constructed of wood and hides and do not af- go of the whip), or disentangle the target themself,
Cost The cost in Silver Pennies for a shield of av- fect the flow of mana in regard to Adepts. and retain possession of the weapon.
erage workmanship. P Cesti are worn on the hands and need not be
prepared in order to be used.
Q The garotte is used to strangle the target and
56.3 Armour Chart with Guild Prices may only be used against human-sized or smaller
AG victims. When used by a trained assassin, once a
Armour Type Wt Prot mod Cost Stealth successful hit has been scored, it will continue to
Cloth 1 1 0 30 +5 do damage every pulse from then on util the vic-
tim is head or the assassin has taken effective dam-
Heavy Furs 2 2 0 40 +5
age from either the victim or an outside source. if
Soft Leather 3 3 0 50 0
the victim’s PS is greater than the assassin’s the
Leather 3 4 -1 50 0
GM may permit them to attempt to break the hold,
Scale† 4 5 -3 600 -5 similar to the attempt to restrain. If the attempt
Full Scale† 6 5 -2 750 -10 is successful, the hold is broken and the assassin
Chainmail† 7 6 -2 1,200 -10 will have to make another successful strike check
Partial Plate† 6 6 -2 1,500 -15 to continue the strangulation. Some types of plate
Full Plate† 8 7 -3 2,000 -20 armour may, at the GM’s discretion, prevent the
Improved Plate† 7 8 -3 2,850 -20 successful use of this weapon due to protection
Heavy Plate† 8 9 -3 3,500 -25 around the neck area. A non-assassin has to roll a
Jousting Armour† 9 10 -4 5,000 -30 strike check every pulse to see if any damage can
Heavy Jousting Armour† 15 15 -8 12,000 -50 be done.
Mithril 2 10 -2 Quest -10
R Unarmed has a base strike chance of 2 × AG
Dragon Skin 4 ‡ -1 Quest 0 + PS over 15. The damage modifier is [D - 4] (+ 1
for every 3 full points of PS over 15).
†Cold Iron ‡As per Dragon - 3
S All shot, darts, arrows, and quarrels come in
appropriate pouches or quivers of 20, the weight
Weight The number by which a figure’s size is Stealth Adjustment The amount by which a fig- and cost of the pouch or quiver is not included in
multiplied to find the weight of the armour in ure wearing that type of armour has their stealth the information given for the accessory.
pounds. Size number for the character races are: percentage adjusted.
Halfling (3); Dwarf (4); Elf (5); Orc (6); Human
(6); Hill Giant (9). For all others, the multiple is Note Cloth armour is worn underneath all other
their height in feet (round up). Females should armours and its protection and weight are factored
subtract 0.5 should from the multiples. into those armours.
Protection The number of Damage Points the ar-
1. Silvered Armour has the same protection –
mour absorbs.
cost is + 30,000 sp. Permits magic at -10%
Agility Loss The number of points the figure’s to Base Chance.
AG is reduced for all purposes when the armour
is worn. Does not include possible additional AG 2. True-silvered Armour has the same protec-
loss for the weight of the armour. tion – cost is + 180,000 sp. Permits magic
at no modification to Base Chance.
Cost The cost in Silver Pennies for the armour.
Costs assumes average workmanship and man- 3. Bronze Armour has 2 points less protec-
sized armour; larger or smaller armour should cost tion – cost is the same. Permits magic at
proportionally more or less. no modification to Base Chance.
57. COMBAT TABLES EDITION 1.6 PREVIEW DECEMBER 6, 2005
57 Combat Tables
57.1 Action Summary
Actions allowed for Engaged figures
• Melee Attack 57.3 Strike Chance Modifiers Summary
• Close and Grapple
• Evade Close Combat Modifiers
ADVANTAGE FOR
• Offensive Withdraw +1 each point attacker’s PS is greater than target’s PS
• Defensive Withdraw +20 target has no Fatigue
+20 target is stunned
• Flee
PENALTY FOR
• Pass
-1 each point target’s PS is greater than attacker’s PS
• Cast -20 attacker has no Fatigue
• Throw
• Recover from Stun Melee Combat Modifiers
ADVANTAGE FOR
IF IN CLOSE COMBAT +10 target has no Fatigue
+10 target is being attacked though a flank hex
• Grapple +15 target is stunned
• Withdraw +20 target is kneeling or prone
• Pass +20 attacker is charging with pole weapon or shield
+30 target is being attacked through rear hex
• Recover from Stun
• Move up to full TMR -4 each Rank the target has with prepared weapon if evading
-10 target is evading
• Step and Melee Attack -10 attacker has no Fatigue
• Charge -15 attacker is charging with non-pole weapon
-20 attack is Melee attacking while withdrawing
• Charge with Pole Weapon or Shield
• Charge and Close
Ranged Combat Modifiers
• Evade
ADVANTAGE FOR
• Retreat +10 target being attacked through a flank hex
• Pass +10 target is stunned
+10 attacker is kneeling
• Cast
+20 target is being attacked through rear hex
• Throw +20 aim (also affects Endurance & Specific Grievous chances)
• Fire
PENALTY FOR
• Recover from Stun
-3 every hex through which a thrown weapon travels
-3 each five hexes (or fraction) after the first five through which a missile
weapon travels
57.2 Special Damage Chart -15 snapshoot
-5 target is currently moving
MODIFIED POSSIBLE DAMAGE
STRIKE GRIEVOUS EFFECTING
-10 target is kneeling or prone
CHANCE INJURY ENDURANCE
-20 target is evading
01 . . . 09 - 01 -20 target occupies a sheltered hex
10 . . . 16 01 01 . . . 02
17 . . . 23 01 01 . . . 03 Visibility Condition Modifiers
24 . . . 29 01 01 . . . 04
PENALTY FOR
30 . . . 36 01 . . . 02 01 . . . 05
-10 starry night or shadowy interior
37 . . . 43 01 . . . 02 01 . . . 06
-20 cloudy night
44 . . . 49 01 . . . 02 01 . . . 07
-30 cave or unlit interior
50 . . . 56 01 . . . 03 01 . . . 08
-40 pitch blackness
57 . . . 63 01 . . . 03 01 . . . 09
-50 target is invisible or undetectable
64 . . . 69 01 . . . 03 01 . . . 10
70 . . . 76 01 . . . 04 01 . . . 11
77 . . . 83 01 . . . 04 01 . . . 12 Miscellaneous Modifiers
84 . . . 89 01 . . . 04 01 . . . 13
90 . . . 96 01 . . . 05 01 . . . 14
PENALTY FOR
97 . . . 103 01 . . . 05 01 . . . 15
-20 striking weapon held in attacker’s secondary hand
104 . . . 109 01 . . . 05 01 . . . 16
-10 multiple strike; attack with weapon in primary hand
110 . . . 116 01 . . . 06 01 . . . 17
-30 multiple strike; attack with weapon in secondary hand
117 . . . 123 01 . . . 06 01 . . . 18
-10 multiple strike; attack with each weapon if ambidextrous
124 . . . 129 01 . . . 06 01 . . . 19
-20 multiple strike with B class two-handed weapon
130+ 01 . . . 07 01 . . . 20
-20 attacking an airborne figure
Note: Though this charts list Modified Strike Chances -15 airborne figure attacking ground figure
of greater than 100, these are useful only in deter- -10 airborne figure attacking another avian
mining the range of damage affecting Endurance and
Grievous Injuries. The highest possible Strike Check is
100. A figure who rolls a 99 must check if the weapon Each modifier is added to the Strike Chance of the attacker in each instance where it applies;
has broken, and a figure who rolls a 100 must check if all modifications are cumulative.
they have dropped the weapon. Both checks are (3 ×
MD) or less on D100.
EDITION 1.6 PREVIEW DECEMBER 6, 2005 58. MISCELLANEOUS TABLES
Initiative value for engaged figures PC + Modified AG + Rank with any pre- Shield rush 40% + attacker’s modified MD + (4 × Rank with shield) - oppe-
pared weapon. nent’s defense (Damage: [D - 2]).
Initiative for non-engaged figures D10 + (PC + 2 × Rank of Military Scien- Disarm -20 to strike chance.
tist).
Strike chance with ranked weapon Weapon’s Base Chance + attacker’s modi- Entangle Same as normal strike chance with weapon (Damage: [D - 4]).
fied Manual Dexterity + (4 × Rank with weapon) - Opponent’s Defense.
Knockout Must roll under (15% × strike chance).
Figure’s defense Modified AG + Shield defense + Magic.
Avoid weapon break or drop 3 × modified MD on D100.
Repulse a charge attack D10 verses Rank of repulser’s prepared weapon.
Stun recovery (2 × WP) + current Fatigue.
Withdraw from close combat (D10 + total friendly Physical Strength - total
hostile Physical strength) ≥ 10.
Parry result D10 + evader’s Rank - attacker’s Rank.
Strike chance to trip 40% + attacker’s Modified Manual Dexterity + (4 × Rank 3 or less: Successful parry; evader must pass next action.
with weapon) - opponent’s defense (Damage: D10). 4,5,6,7: Disarm, 1 EN damage.
8 or greater: Disarm plus a riposte; evader may melee attack, 1 EN damage.
Restrain 3 × ((PS + AG of attacker) - (PS + AG of defender)).
58 Miscellaneous Tables
58.1 Fatigue, Encumbrance and Movement Charts
PS Weight of Load (lbs) Max Tactical Movement Rate
3-5 0 0 5 14 21 30 37 45 50 Modified
Agility TMR
6-8 0 5 12 17 25 40 55 67 75
<1 0
9-12 5 12 17 25 40 60 75 90 100 1–2 1
13-17 12 17 25 40 60 80 95 112 125 3–4 2
18-20 17 25 35 50 75 105 125 140 150 5–8 3
21-23 25 40 55 70 100 140 165 185 200 9 – 12 4
13 – 17 5
24-27 35 50 65 85 120 160 185 202 225
18 – 21 6
28-32 45 65 85 105 140 180 205 230 250 22 – 25 7
33-36 55 80 110 140 180 220 245 262 275 26 – 27 8
37-40 65 85 135 170 207 247 280 307 325 > 27 †
Rate of Exercise †TMR = 9 + 1 for every two points of AG over 28, for
1 1 example AG 32 gives 11 TMR.
Light 0 0 0 2 2 1 2 3 5
1 1
Medium 0 0 2 2 1 1 3 4 6
1 1
Hard 2 2 1 1 2 3 5 6 8
Strenuous 2 2 3 3 4 5 6 7 9
Agility Loss in Combat
Loss 0 1 2 3 5 7 9 10 12
Weight of Load (lbs) The weight, in pounds, that a character is carrying, where period of time.
each value is the category maximum. Note: A mount can carry weight for a
Rate of Exercise See §5.4.
character while they are riding.
Agility Points Lost The temporary Agility Point loss suffered by a character tot-
Max The maximum load, in pounds, that a character can carry for a sustained ing the given weight in combat. Use the procedure in rule §5.4 to use this chart.
58.2 Overland Movement Rate movement rates are used. (-): Movement type impossible at this exercise rate.
RATE OF EXERCISE
TERRAIN LIGHT MEDIUM HEAVY STRENUOUS 1. Movement rates assume some sort of passable terrain; total swamp is im-
Cavern 5/- 10/- 15/- 20/- passable except (sometimes) by canoes.
Field 15/15 25/25 30/40* 35/50*
Marsh -/- 5/5 10/10* 15/15* 2. If terrain is mountainous, halve rates on foot and prohibit mounted move-
Plain 15/15 25/25 30/40* 40/50* ment.
Rough 10/5 15/10 20/15* 25/-
3. If terrain is desert, the GM should apply strictures regarding the effects of
Waste 10/5 15/10 20/10* -/-
heat, dehydration, etc.
Woods 10/5 15/10 20/15* 25/-
4. If terrain is deep woods, halve movement rates.
The number before the slash indicates movement in miles per day on foot; the
number following the slash indicates mounted movement (assuming horses).
Rates for other animals types must be adjusted by the GM. The day assumes a * In these exercise rate categories, horses’ maximum rates will deteriorate 33%
total of 8 hours marching. Effects of adverse weather must be adjudicated by per day. They can travel at these rates for approximately 4 consecutive days and
the GM. Any paths or roads negative the effect of other terrain, and the Plain then they will die.
DQ PLAYERS GUIDE
5 PRICE LIST
This is a list of goods and services that are readily available in Seagate and their normal prices. The availability and price of items will differ in other
places, dependent on season and how far they have to travel to market. Seagate is a bustling coastal town with good agriculture nearby and a wide range of
goods available at very reasonable prices. Price differences will be particularly noticeable for food (which is very seasonal) and exotic items.
Most goods are of average quality (Rank 0). Where prices are quoted for better quality goods these will have been made at higher ranks as well as
including better ingredients.
Some goods have no weight quoted as single items have negligible weight. Large quantities of these should be given the nominal weight of 1/2 oz each.
Common Villa:
The residence of a wealthy to rich
family, the common villa is usually