TEXT: Advanced Player's Guide
  
  Version:
  1.0.1
  Järnringen:
  Martin Grip, Mattias Johnsson, Mattias Lilja
  Lead designer:
  Mattias Lilja 
  Contributions:
  Mattias Johnsson 
  Anders Lekberg
  iLLustrations:
  Martin Grip
  isbn:
  978-91-87915-20-8
  graphiC design:
  Johan Nohr
  proofreading: 
  Brandon Bowling 
  print:
  Spindulio spaustuvė 
  Kaunas, Lithuania 2016
  Copyright:
  Nya Järnringen AB 2016
  Advanced Player’s Guide
  a Very speCiaL thanks to:
  Paul Baldowski, Jocke Bergström, Babak Bobby, Brandon Bowling, Lars G Bäckström, 
  Martin Ekberg, Linus Eklund Adolphsson, Martin Englund , Aline Gladh, 
  Ulrika Haake, Garry Harper, Martin Hägg, Dan Kallin, Martin Kallin, Petra Kallin, 
  Martin Larsson, Adam Lindersson, Andreas Marklund, John Marron, Magnus Muhr  
  and our friends over at Rollspel.nu and /r/symbaroum
  
  The act 
  of creation
  1 
  arChetypes
  10
  Hunter ..................................................................... 10
  Warrior ....................................................................16
  Mystic ..................................................................... 22
  Rogue .......................................................................32
  2 
  raCes
  38
  Elf ............................................................................ 38
  Abducted Human .................................................... 41
  Dwarf ...................................................................... 42
  Troll .........................................................................44
  Undead ....................................................................46
  48
  3 
  traits
  4 
  boons and burdens
  50
  Boons ....................................................................... 50
  Burdens ................................................................... 56
   
  the aCt of Creation 
  2
   
  tabLe of Content 
  2
  WeLCome...
  4
  T H E  C H A R A C T E R
  In the world of Symbaroum  people talk about the 
  three primal forces Wyrhta, Wielda and Wratha; 
  we were affected by them all as we finalized the 
  Swedish Core Rulebook in the summer of 2014. Every 
  act of creation is as much about harnessing as about 
  creating; in order to complete a design one must 
  destroy that which does not fit the mold; “kill your 
  darlings,” as the expression goes. The great thing 
  about roleplaying games is that the act of creation 
  goes ever on. 
  As soon as Symbaroum found its way into the 
  hands of its players we received wishes, ideas 
  and suggestions on alternative rules and new 
  areas to develop. These, together with an array of 
  resurrected darlings, constitute the basis of the 
  Advanced Player’s Guide. We hope that you will find 
  having your characters walk the more obscure 
  paths of Davokar as joyful as we found it penning 
  them down.
  Happy Gaming! 
  team Järnringen
  
  60
  5 
  abiLities
  6 
  mystiCaL traditions
  74
  Symbolism .............................................................. 74
  Staff Magic .............................................................. 76
  Troll Singing ........................................................... 77
  7 
  poWers and rituaLs
  78
  Rituals .....................................................................88
  8 
  aLternatiVe ruLes
  98
  9 
  Weapons and armor
  110
  Weapons ................................................................. 110
  Armor ..................................................................... 116
  Qualities ................................................................. 117
  Mystical Qualities .................................................. 119
  10 equipment
  120
  Alchemical Elixirs .................................................120
  Lesser Artifacts ..................................................... 123
  Traps ...................................................................... 127
  Tools of the Trade .................................................. 127
  Food and Drink ......................................................128
  Musical Instruments .............................................130
  Trade Goods ........................................................... 131
  Tobacco .................................................................. 131
  T H E  S K I L L S
  T H E  T O O L S
  
  this first Chapter presents these new alterna-
  tives in broad strokes, while the rest of the book is 
  divided into three sections called The Character, The 
  Skills and The Tools. The first two sections describe 
  the many new options in more detail – races, traits, 
  abilities, powers and so on, that in different ways 
  contribute to expanding a player’s options when 
  creating and developing his or her character.
  The third section starts off with a chapter des-
  cribing alternative rules – some directly relevant to 
  the new races, occupations and abilities covered in 
  earlier chapters, others which are of a more optio-
  nal type, intended for gaming groups that want 
  to add more complexity to the game mechanics. 
  Finally there are two chapters that expand on the 
  players’ ability to provide their characters with 
  personalized equipment.
  As always, the gaming experience is everything; 
  should you for some reason want to tweak the rules 
  and guidelines presented in this book, speak to your 
  gaming friends about it. So called “house rules” are, 
  and have always been, a central ingredient in what 
  makes roleplaying the world’s greatest hobby and 
  form of entertainment.
  arChetypes & oCCupations  (page 10)
  One new archetype is introduces with the Advanced 
  Player’s Guide, the Hunter. Previously it was embed-
  ded in the archetype Rogue, but it certainly deserves 
  some special attention. For example, hunters differ 
  Welcome to  
  the Advanced  
  Player’s Guide
  the WorLd of Symbaroum provides a lot of options for players, and even if the Core 
  Rulebook introduced a long list of occupations, races and abilities it only scratched 
  the surface. This book reaches deeper, offers more contrasts and nuances, gives 
  more alternatives for both characters and non-player characters. 
  4
  
  from rogues in terms of combat techniques – the 
  former keeps at a distance while the latter engages 
  in melee. Additionally, while the hunter specializes 
  in stalking their prey and putting down fleeing 
  enemies, the actions of the rogue are more closely 
  linked to treasure-hunting and mere survival. 
  Another addition is that all archetypes have been 
  provided with an Archetypical Ability; a feature 
  that captures the essence of the archetype. Not 
  everyone walking the path of a particular archetype 
  learns this ability, but many do and all would likely 
  benefit from doing so.
  In regards to occupations, Symbaroum’s game 
  world contains a multitude of professionals and 
  the Advanced Player’s Guide offers the players more 
  examples, to use directly or as inspiration. Many 
  are closely linked to the powerful factions of Ambria 
  and Davokar, and are hence 
  best suited for players who 
  are already familiar with the 
  game world. Nothing prevents a 
  player from using these occupations 
  when creating their first character, but 
  if doing so they should also read up on relevant 
  sections in the Core Rulebook, to learn more about 
  how their particular faction (and its adversaries) 
  regards the world – since one can assume that the 
  character is knowledgeable about such things.
  Furthermore, the Advanced Player’s Guide 
  introduces Professions. It takes a lot to become a 
  member of a profession, both in terms of abilities 
  and in accepting the worldview and ambitions such 
  membership entails. Normally, it is not possible to 
  start as the member of a profession; becoming one 
  takes more Experience than what new characters 
  are awarded. Instead, professions are something 
  to aim for in the long run.
  raCes  (page 38)
  The Advanced Player’s Guide features five new races: 
  elf, abducted human, dwarf, troll and undead. Aside 
  from providing players with additional options 
  to create the character they want to play, these 
  five races offer unique entries into the world of 
  Symbaroum. The changelings, ogres and goblins of 
  the Core Rulebook are tied to the world but tend to 
  be outsiders – much like a player new to the game, 
  their knowledge of the world is limited. Elves, 
  dwarves and trolls belong to the old races of the 
  world and if you opt to play as one of them you are 
  expected to know quite a lot about Davokar and 
  its surroundings; as you would if you had played 
  Symbaroum for a while. Of course, you can play an 
  elf who has not been tutored by his elders, a dwarf 
  who has not listened to his patriarch or a troll who 
  5
  W E L C O M E . . .
  
  has slept through the educational songs. But in 
  general, as a player of one of these races you would 
  do well to study the campaign material in the Core 
  Rulebook intensely.
  Abducted humans are individuals taken by the 
  elves in exchange for a baby changeling, and their 
  fate constitutes a quaint mix of fighting for the 
  elven cause in Davokar and feeling linked to the 
  world of humans. All abductees normally know a 
  lot about the world and its major conflicts, at least 
  in terms of how they are regarded by the Iron Pact.
  Undead, in the form they appear here, as a 
  playable race, are a relatively recent phenomenon 
  in Symbaroum’s world. Previously encountered 
  undead are thoroughly corrupt and ravenous, 
  but members of the playable race Undead are not 
  necessarily damaged to such an extent. To be sure, 
  the player character has awoken to life after death, 
  showing signs of having died yet still walking the 
  land. This bitter fate means that the undead charac-
  ter is marked and hunted, likely darkened in mind 
  without yet being entirely corrupted by darkness.
  traits (page 48)
  The races covered by this book have their own 
  traits to exhibit their characteristics and role in 
  the world. Also, note that when using the Advanced 
  Player’s Guide, some of the Core Rulebook's traits 
  are transformed into Boons and Burdens. These 
  traits function like they did before and the races 
  that previously had them from the start are now 
  granted the corresponding boon or burden for free.
  boons and burdens (page 50)
  Boons is a new category, even if it existed impli-
  citly in the Core Rulebook: the traits Contacts and 
  Bushcraft now become boons instead. Boons are 
  more limited in their use than abilities and more 
  suited for problem-solving when compared to 
  the combat-oriented abilities. The boons are also 
  perfect for adding nuance to a player character, for 
  a lesser cost in Experience points. Any character 
  can acquire any boon; it is most often a question of 
  practice. But since they tend to be associated with 
  certain cultures and environments we offer some 
  suggestions regarding which occupations they are 
  best suited for.
  A system of burdens is also presented in this 
  book, for gaming groups that enjoy such a concept. 
  In fact, the trait Pariah in the Core Rulebook is here 
  counted among the burdens. Burdens are characte-
  ristics, phenomena or repercussions of life-choices 
  which make life harder for the character – but more 
  interesting for the player. When adding burdens to 
  their characters from start, the players gain a few 
  more Experience points to use when selecting abili-
  ties and powers. In other words, the burdens allow 
  for players and gaming groups to create characters 
  with diverse life experiences; for instance, older 
  characters can be designed using added Experience 
  points but burdened by a traumatic past or dama-
  ging life-choices.
  abiLities (page 60)
  The abilities and powers introduced in the Advanced 
  Player’s Guide are closely related to the new occupa-
  tions. However, even if linked to a specific occupa-
  tion most abilities can be selected by anyone, just 
  like the Core Rulebook abilities. 
  Exceptions from this rule are the abilities 
  which define Professions and Archetypes. Sure, 
  in theory these abilities may have been passed 
  on to a character by some dissident, or exist in 
  similar forms within other factions or groups. 
  The recommendation is that the gaming group 
  decides together whether to use the restricted 
  abilities as they are presented in the Advanced 
  Making House Rules
  The option to create your own house rules is one of many things separating 
  roleplaying games from other interactive media. This creative process is 
  highly encouraged by Team Järnringen, since we very much like to see you 
  make Symbaroum your own.
  We tend to make house rules ourselves, at the following levels:
  ◆ Alter presentation: We change the esthetics more often than the actual 
  rule. If the way an ability or power is enacted does not suit the player’s 
  idea of his or her character, the presentation is changed without altering 
  the rule itself. Here the player’s freedom is considerable, since the balan-
  ce of the mechanics is not affected. For example, an independent mystic 
  may spray acid instead of fire with his or her Brimstone Cascade. And an 
  ogre may use its stone-hard lower arm to parry and tackle its enemies, in 
  combination with the Shield Fighter ability.
  ◆ New abilities: If an ability seems to be missing, we create it. In fact, 
  many abilities in the game derive from such player-driven initiatives. 
  However, in these cases the group must be involved so that the balance 
  of the game is maintained. 
  Archetypical Abilities
  For a character to count as a member of an 
  archetype and be eligible to choose its ability, 
  he or she must have at least three of the abili-
  ties listed in the description of the archetype. 
  In this case, having the novice level of the 
  abilities is enough.
  6
  
  Player’s Guide or if they should be available to 
  any and all characters. A mix of these is possible, 
  but risks damaging the thrill for players who are 
  striving towards a Profession.
  The gaming group can regard the Archetypical 
  abilities in the same ways: either as something 
  available for all (in essence, disconnecting them 
  from the archetypes) or as skills only accessible 
  to player characters belonging to a specific arche-
  type. Hence, we would suggest that the players 
  and Game Master sit down to discuss how to deal 
  with Professions and Archetypical abilities in 
  play. After all, the world of Symbaroum is yours 
  and you decide what makes it exciting and fun!
  mystiCaL traditions (page 74)
  The traditions presented in the Core Rulebook – 
  Sorcery, Theurgy, Witchcraft and Wizardry – are 
  dominant in Ambria and Davokar, but they are not 
  alone in teaching mystical powers to those wanting 
  to learn. The Advanced Player’s Guide presents three 
  more traditions and a new mystical practice. 
  From Clan Vajvod’s territory in eastern 
  Davokar come the Symbolists: rune-crafters and 
  symbol-carvers knowledgeable about the grand 
  design of the world. Ominous signs and dark omens 
  attract symbolists to Ambria and deep into Davokar, 
  searching to decipher the world’s destiny.
  From their mythical underground realm come 
  the Troll Singers: skalds and storytellers with 
  enchanting voices. Something is terribly wrong 
  in the harmonies of the world, and for some trolls 
  this continuous disharmony is reason enough to 
  travel the surface.
  Out of the depths of Davokar come the Staff 
  Mages, stern warrior monks claiming to descend 
  from the Emperor’s Guard of Symbaroum. From 
  their castle, hidden deep within the forest, these 
  ascetics have fought an uneven fight for redemption 
  ever since the fall of the empire. The Staff Mages 
  are powerful, but the power of their enemy grows 
  faster and the mages travel south in the hunt for 
  allies and apprentices.
  The elves of the Iron Pact have long been under 
  tremendous pressure and few points of light shine 
  in their dark skies. However, in recent years, help 
  has come from an unexpected source: the Artifact 
  Crafters among the trolls have started to share 
  their secrets, awakening an all but forgotten mys-
  tical practice. Allegedly, abducted humans tend to 
  be welcomed by the trolls. Ordo Magica has also 
  acquired the knowledge to infuse mystical powers 
  into craft-items and it is rumored that they strive 
  to have at least one skilled Artifact Crafter in each 
  of their chapters.
  Table 1: Starting Equipment
  abiLity/poWer
  equipment
  Agile Combat
  Longbow
  Armored Mystic
  Medium Armor
  Arrow Jab
  Optional ordinary ranged weapon
  Axe Artist
  Optional ordinary axe, single-handed or heavy
  Blacksmith
  Optional ordinary weapon and Medium Armor 
  (made by the character)
  Flailer
  Optional Jointed Weapon
  Hammer Rhythm
  Optional hammer, single-handed or heavy
  Knife-play
  Stiletto
  Man-at-arms
  Medium Armor
  Polearm Mastery
  Spear or Staff
  Pyrotechnics
  An alchemical grenade and a dose Flash Powder
  Rapid Fire
  Optional ordinary ranged weapon
  Shield Fighter
  Shield
  Staff Fighting
  Optional ordinary Long weapon
  Staff Magic
  Rune Staff
  Steel Throw
  A throwing weapon
  Sword Saint
  Ambrian Fencing Sword or Estoc, plus a 
  Parrying Dagger
  Symbolism
  Protective Symbol
  Troll Singing
  Skald’s Cuirass
  Twin Attack
  One ordinary single-handed weapon (novice), 
  two ordinary single-handed weapons (adept)
  Two-handed Force
  Optional ordinary heavy weapon
  Witch Hammer
  Optional ordinary single-handed weapon
  poWers & rituaLs (page 78)
  The Advanced Player’s Guide introduces lots of new 
  mystical powers, both for the established traditions 
  and the new ones: Staff Magic, Symbolism and Troll 
  Singing. Exactly like in the Core Rulebook, anyone 
  can learn any power, but the mystic is only protec-
  ted from corruption when learning and using the 
  powers included in a tradition he or she belongs to.
  aLternatiVe ruLes (page 98)
  The Advanced Player’s Guide presents a list of new 
  abilities which need clear and expanded rules to 
  work as intended. Adding to that, this book provides 
  a number of optional rules for the gaming group to 
  consider. All these are assembled in the rules chapter.
  equipment (page 110)
  Just like in the Core Rulebook, a character is from the 
  start awarded the weapons and equipment related 
  to its selected abilities, plus a dagger. Aside from 
  that, the character starts with 5 thaler, unless stated 
  otherwise by boons or burdens.
  7
  W E L C O M E . . .
  
  he group huddled in a booth at the 
  back of the smoky tavern. Despite 
  the ominous atmosphere, Jela felt 
  like laughing at the scene. Kasimer
  almost ended up in the lap of Arron, 
  and it was hard to tell whether the 
  dwarf or the abductee was more 
  uncomfortable. Too big for the booth, 
  the troll Gormyx sat on the floor. Even sitting he was taller than 
  the others, with horns that rose above their heads. His massive 
  body served to screen them all from the rest of the room. 
  Their prospective mission-giver sat on a stool at the far end 
  of the table, shrouded in a cloak and with eyes that glittered 
  from within the deep hood. “She is… different,” Agneisha had 
  said. The staff mage’s aptitude for laconic understatements 
  never failed; a weak scent of formaldehyde surrounded the 
  skinny woman whose voice sometimes died out while she was 
  speaking, as if she had forgotten to breath between one word 
  and the next. 
  “I have two demands,” the woman hissed. “First: the false theurg 
  must die. And second: you have to … take me along for the journey.”
  No one protested, but Kasimer coughed his voice to life: 
  “Maybe not my business to ask really, but what’s your name? And 
  what do you want with the priest?”
  She gave the dwarf a stern glare. “You can call me Sarli.” 
  After a short pause she added: “The priest… will die… because 
  he murdered me.”
  t
  8
  
  T H E  C H A R A C T E R
  S E C T I O N  1
  9
  
  Hunter
  The hunTers and their toil are of great impor-
  tance, both for the Ambrians and among the clans 
  of the forest. To commoners in Ambria, they may 
  not appear to be any different from your average 
  rogue, but for many (especially among those living 
  close to Davokar) they are on par with true heroes. 
  Covered in the dirt of the wilds, eyes shining with 
  the light of the future, the hunters are vital in the 
  project of cultivating and taming the great forest. 
  Among both Ambrians and barbarians, the 
  hunters are often signified by their skillful use 
  of ranged weapons and techniques. Exactly how 
  they fight is primarily decided based on what they 
  are hunting: criminals, monsters or dark-minded 
  sorcerers. But no matter the target, what unites 
  the hunters is a highly developed sense for where 
  the prey has been, how it moves and to where it 
  is headed – a sense that with near supernatural 
  precision is captured by the archetypical ability 
  they all may learn, called Hunter’s Instinct.
  hunTers and The races
  All races have their hunters, but in general it is 
  primarily elves, abducted humans and humans 
  Archetypes
  This chapTer describes a number of occupations which make 
  full use of all new abilities and powers. Moreover, a brand new 
  archetype is introduced, the Hunter. Hunters were previously 
  featured as a sub-group among the rogues, but there is hardly 
  any doubt that they deserve to be recognized as an archetype 
  in their own right.
  Professions
  Some occupations listed in the Advanced 
  Player’s Guide are Professions, having tough 
  requirements for membership. You cannot 
  belong to such an occupation from the start 
  – to be eligible for a profession the character 
  must have all the abilities mentioned under 
  Required Abilities, one of them at the master 
  level. Professions are meant to be used as a 
  character’s goal, something to strive towards
  and plan for. Also, note that each profession 
  gives access to a unique ability.
  that excel in the area. Still, in Thistle Hold you may 
  very well come across goblins and even a few ogres 
  known as trustworthy guides through the wilds. 
  Dwarves are seldom hunters in the forest, but some 
  of Ambria’s most widely known bounty hunters 
  are dwarves who for some reason have left their 
  families in Yndaros.
  10
  
  Hunter Occupations
  From among the occupa-
  tions in the Core Rulebook, 
  Witchhunter and Ranger 
  count as hunters and not 
  as rogues, which should 
  be noted in regards to the 
  archetypical abilities. In 
  other words, characters 
  who are Witchhunters 
  or Rangers may learn 
  the archetypical ability 
   Hunter’s Instinct if they are 
  so inclined.
  hunTer aTTribuTes
  Hunters are known to have keen senses (Vigilant) 
  and be light on their feet (Discreet), as well as fast 
  and agile (Quick). More versatile hunters have devel-
  oped a skill to use just about any kind of weapon 
  (Accurate), but a majority tends to use some single 
  type of ranged weapon, maybe complemented by 
  traps or poison (Cunning).
  hunTer abiliTies
  The following abilities include those listed in both 
  the Core Rulebook and the Advanced Player’s Guide, 
  sorted according to attributes when relevant.
   
  ◆ Archetypical ability: Hunter’s Instinct (three
  other abilities from below are required for 
  this ability to be available)
   
  ◆ Accurate: Arrow Jab, Marksman, Polearm 
  Mastery, Staff Fighting, Steel Throw, Twin Attack
   
  ◆ Cunning: Alchemy, Beast Lore, Blacksmith, 
  Loremaster, Medicus, Poisoner, Tactician, 
  Trapper
   
  ◆ Persuasive: Dominate, Leader
   
  ◆ Quick: Acrobatics, Quick Draw, Rapid Fire
   
  ◆ Resolute: Bodyguard, Steadfast
   
  ◆ Strong: Iron Fist
   
  ◆ Vigilant: Sixth Sense, Witchsight
   
  ◆ General: Equestrian, Exceptional Attribute, 
  Man-at-arms, Recovery, Ritualist 
  hunTer professions
  Hunters can aim to become Iron Sworn, meaning a 
  full member of the Iron Pact dedicated to hunting 
  abominations and those who risk awakening the 
  dark of Davokar.
  11
  1
  A R C H E T Y P E S
  
  iron sworn  (profession)
  “Nevermore!”
  The work of the Iron Pact is never done, which places 
  great demands on its agents, the Iron Sworn. The pact 
  was created by elves at the time of Symbaroum’s 
  downfall, and after a long time in the shadows its 
  members are on the move again, trying to stop the 
  spreading darkness. Davokar must never awaken, 
  not if the Iron Sworn can help it.
  Nowadays, the Iron Pact recruits new agents 
  from all races and cultures; anyone sympathetic 
  to the struggle is tested in a series of both physical 
  and moral challenges. Those who make it with both 
  life and loyalty intact are invited to swear the Iron 
  Oath. After that follows a time of training and further 
  testing before initiates become true members of the 
  Pact – agents devoted to the fight against corruption.
   
  ◆ Important Attributes: Accurate 13+, Quick 11+
  ◆ Suggested Race: All
  ◆ Required Abilities: Beast 
  Lore, Loremaster, Marksman, Polearm 
  Mastery or Twin Attack
   
  ◆ Unique Ability: Agile Combat
   
  ◆ Suggested Boons: Beast Tongue, Bloodhound, 
  Bushcraft, Contacts, Enduring March, Pet
   
  ◆ Suggested Burdens: Bloodthirst, Nightmares
  12
  
  bounTy hunTer
  “Scum, me? Sure, but scum you need, 
  by the sound of it.”
  During The Great War there were deserters – many 
  doubted that a victory over the Dark Lords was 
  possible. To deal with the problem, King Ynedar, 
  Queen Korinthias’s father, placed a permanent 
  bounty on the heads of the runaways. In doing 
  so, he indirectly founded the guild of the Bounty 
  Hunters. The tradition to pay for having fugitives 
  caught lives on and nowadays the bounty hunt-
  ers are often forced to venture into the forest of 
  Davokar, where the most desperate – and also most 
  valuable – targets tend to seek refuge.
   
  ◆ Important Attributes: Accurate 13+, 
  Vigilant 11+
   
  ◆ Suggested Race: Human, Dwarf
   
  ◆ Appropriate Abilities: Cheap Shot, Ensnare, 
  Marksman 
   
  ◆ Suggested Boons: Bloodhound, Bushcraft,
  Contacts, Enduring March, Pack-mule, Telltale
   
  ◆ Suggested Burdens: Code of Honor, Impulsive 
  Bounties
  The following bounties can be collected in 
  Ambria for a number of more or less common 
  crimes. This only pertains to the bounty set 
  by the Town Watch or equivalent; private 
  bounties may also be posted by victims or 
  their relatives. These private contributions 
  can double and sometimes even increase a 
  bounty by a factor of five or ten – making that 
  particular target a much coveted prize!
  Table 2: Bounties
  crime 
  bounTy
  Pick-pocket 
  1 orteg
  Cat-burglar 
  1 shilling
  Notorious burglar 
  1 thaler
  Murderer 
  10 thaler
  Mass Murderer 
  50 thaler
  Cultist 
  10 thaler
  Sorcerer 
  100 thaler
  Spy 
  500 thaler
  Deserter 
  10 thaler
  13
  1
  A R C H E T Y P E S
  
  14
  
  monsTer hunTer
  “Let me deal with your… problem.”
  As more and more Ambrians settle down in the 
  shadow of Davokar, it grows more common that 
  these settlements are haunted by the famished, vin-
  dictive or even life-hating horrors of the forest. In 
  light of this growing threat, actionable individuals 
  have developed techniques and skills for hunting 
  monsters – the often considerable price of mon-
  ster trophies is certainly another incentive! Also 
  the barbarian clans have their monster hunters, 
  even though the people of the forest adhere to the 
  witches’ taboos and seldom live or travel in monster 
  infested areas. 
  A majority of the Ambrian monster hunters are 
  members of monster hunting societies, established 
  in or around places like Thistle Hold and Kastor. 
  These groups both compete and cooperate in the 
  never ending work to keep the border settlements 
  secure and the members of the societies rich. The 
  latter part, the wealth, has attracted a growing 
  number of barbarian monster hunters south, where 
  they have turned into very successful trophy col-
  lectors, thanks to their vast knowledge of Davokar.
   
  ◆ Important Attributes: Cunning 13+, Accurate 11+
   
  ◆ Suggested Race: Human
   
  ◆ Appropriate Abilities: Beast Lore, Marksman 
  or Polearm Mastery, Trapper
   
  ◆ Suggested Boons: Bloodhound, Bushcraft,
  Cartographer, Contacts, Pack-mule, Privileged, 
  Servant
   
  ◆ Suggested Burdens: Addiction, Arch Enemy
  Monster Hunting Societies
  In Thistle Hold, the monster hunters have 
  gathered into a number of Societies, out 
  of which The Red Claw is the most famous 
  one. Other monster hunters of note are the 
  boastful newcomers Markas’ Impalers, and 
  the more serious teratologists belonging 
  to Nikanor’s Taxidermian Guild, who collect 
  monster carcasses in good condition for 
  study purposes. Many of these groups have 
  openly established outposts close to Karvosti 
  and frequently visit the newly opened store 
  Crueljaws’ Traps, where the retired ogre who 
  has given the establishment its name sells his 
  ingenious hunting devices.
  15
  1
  A R C H E T Y P E S
  
  Warrior
  anyone can Take up arms against the authorities, 
  those who are better off or to loyally protect their 
  lord. Constant war and conflicts have led to the 
   emergence of military orders and groups character-
  ized by  combat skills and lifestyles that mirror their 
  worldviews. The Advanced Player’s Guide introduces 
  a number of new warrior occupations; they are all 
  unique examples of how the constant of war has 
  fostered the development of skills, community and 
  institutions in both Ambria and Davokar. 
  The templar knights may be seen as the ultimate 
  expression of how submission can lead to extraor-
  dinary power. Karvosti’s Wrath Guards serve their 
  High Chieftain, but some say they really fight and 
  die for each other, for their brothers and sisters in 
  blood, rather than for some higher purpose. Eastern 
  Davokar is home to rune covered warriors, their 
  flesh a tapestry of carved tattoos that summarizes 
  the Symbolists’ knowledge of war. There are also 
  strong warrior traditions among trolls and elves – 
  the rune smiths of the trolls wield their hammers 
  as effectively on the battlefield as in the smithy, 
  while abducted humans often utilize a spear dance 
  as deadly as it is old.
  The most pronounced characteristic of these 
  warriors is something they all have in common: 
  they must rise to the challenge, or fall. This qual-
  ity is captured by the archetypical ability Feat of 
  Strength.
  warriors and The races
  Of the races presented in the Advanced Player’s Guide, 
  primarily abducted humans and trolls are regarded 
  as great warriors. The trolls, with a culture based on 
  physical challenges, are known to have bred many 
  warriors. The aggressive, hot-headed abductees 
  often serve the same purpose among their new 
  families in the woods. Also, the undead may very 
  well have a history full of violence – a possible 
  explanation for their state of undeath.
  warrior abiliTies
  The following abilities include those listed in both 
  the Core Rulebook and the Advanced Player’s Guide, 
  sorted according to attributes when relevant.
   
  ◆ Archetypical ability: Feat of Strength (three
  other abilities from below are required for 
  this ability to be available)
   
  ◆ Accurate: Hammer Rhythm, Polearm Mastery, 
  Shield Fighter, Staff Fighting, Twin Attack, 
  Two-handed Force
   
  ◆ Persuasive: Dominate, Leader
   
  ◆ Quick: Acrobatics, Quick Draw
   
  ◆ Resolute: Bodyguard, Steadfast
   
  ◆ Strong: Iron Fist
   
  ◆ General: Axe Artist, Berserker, Equestrian, 
  Exceptional Attribute, Flailer, Man-at-arms, 
  Opportunist, Recovery, Rune Tattoo, Sword 
  Saint
  Templar (profession)
  “For Prios, the One!”
  The church of Prios and its representatives are 
  protected by the Knights of the Dying Sun, heavily 
  armed and with the fire of faith burning behind 
  their breastplates. The power of faith makes 
  the armor of the sun knights harder than steel. 
  Their mere presence repels abominations by the 
  sheer radiance of their conviction or by weapons 
  burning with Prios’ holy rage.
  Lately, a schism is said to have grown between 
  the commander of the templars and the church’s 
  Curia in Templewall. Initially, the dispute was 
  about how to handle the ancient sun temple 
  found close to Karvosti, but apparently there 
  are other ideological differences between the 
  Knights of the Dying Sun and that of the Sun 
  Church in general. 
  What will come of this conflict is not easily 
  guessed; some dismiss it as a natural effect of the 
  church’s development, others whisper of a possible 
  division of the church, in line with the conflicting 
  views that exist regarding the dying Prios and 
  humanity’s role in the drama.
   
  ◆ Important Attributes: Strong 13+, Resolute 11+
   
  ◆ Suggested Race: Ambrian
   
  ◆ Required Abilities: Iron Fist, Man-at-arms, 
  Mystical Power (Witchhammer) or Mystical 
  Power (Holy Aura), Theurgy
   
  ◆ Unique Ability: Armored Mystic
   
  ◆ Suggested Boons: Commanding Voice,
  Contacts, Enterprise, Heirloom, Privileged, 
  Servant 
   
  ◆ Suggested Burdens: Code of Honor, Dark Secret
  16
  
  17
  1
  A R C H E T Y P E S
  
  TaTTooed warrior
  “My anger burns on my body; come closer, 
  feel the heat!”
  Many barbarian warriors have their bodies covered 
  with tattoos, but the tattooed warriors of Vajvod  differ 
  in that they are tattooed by Symbolists –  mystics with 
  a special understanding of the power of symbols. The 
  foremost among the tattooed warriors serve as the 
  guards of Clan Vajvod’s chieftain.
  There are also goblins and trolls among the 
  tattooed warriors, totally unrelated to the work of 
  Vajvod’s Symbolists. Amid both trolls and  goblins, 
  these warriors comprise an elite among the elite. 
  The tattooed warriors are often seen fighting 
  alongside their ruler on the field of battle, be it 
  down in the Underworld or in the shadowy depths 
  of Davokar.
   
  ◆ Important Attributes: Strong 13+, Quick 11+
   
  ◆ Suggested Race: Barbarian, Goblin, Troll
   
  ◆ Appropriate Abilities: Iron Fist, Rune Tattoo, 
  Polearm Mastery or Two-handed Force
   
  ◆ Suggested Boons: Bushcraft, Enduring March, 
  Horrifying, Tough
   
  ◆ Suggested Burdens: Dark Secret, Impulsive
  18
  
  rune smiTh
  “The rhythm of the world echoes in the 
  beat of my hammer.”
  Among the trolls there are warriors who 
  have sworn a holy oath to only fight with 
  weapons of their own making, dressed 
  in armor crafted by their own massive 
  hands. These rune smiths count among 
  the most skilled craftsmen of the 
  Underworld and are fierce warriors. 
  It seems ogres are also drawn to the 
  fire of creation, just as elves appreciate 
  the art of the forge, the hammer often 
  held by abducted humans.
  In Ambria, there are strong 
  blacksmith traditions but even 
  if blacksmiths are often seen 
  wielding their own weapons, 
  most of them lack the dedication 
  the trolls show on the battlefield. 
  However, lately the old secrets have 
  begun spreading to Ambria, lifting its 
  blacksmiths to new heights.
   
  ◆ Important Attributes: Strong 13+,
  Cunning 11+ 
   
  ◆ Suggested Race: Abducted
  Human, Ogre, Troll
   
  ◆ Appropriate Abilities:
  Blacksmith, Hammer Rhythm or
  Two-handed Force, Iron Fist
   
  ◆ Suggested Boons: Contacts,
  Enduring March, Forbidden 
  Knowledge, Heirloom, Pack-mule
   
  ◆ Suggested Burdens: Mystical
  Mark, Protégé
  19
  1
  A R C H E T Y P E S
  
  weapon masTer
  “You want to live, I want to die and be 
   remembered in awe.”
  Among the warriors of Ambria and Davokar 
  there are those who have committed themselves 
  to becoming true masters of a specific weapon. 
  Through persistent training, these weapon  masters 
  have become very skilled with their weapon of 
  choice, and often adhere to a philosophy about the 
  struggle between life and death. 
  They are known as Sword Saints in Ambria, 
  devoted to perfecting their skill with the chosen 
  weapon. Among barbarians there are the Axe 
  Artists, often wielding one axe in each hand – a 
  tradition also adopted by some of the goblin tribes of 
  Davokar. The Elven equivalent to a weapon master 
  is called a Spear Dancer, an art form also practiced 
  by abducted humans. Among trolls, chain weapons 
  are considered extra noble, both very demanding 
  and very effective in the right hands. Such Flailers, 
  in the form of ogres, can often be found in the 
   gladiatorial arenas of Ambria.
   
  ◆ Important Attributes: Accurate 13+, Quick 11+
   
  ◆ Suggested Race:
  Sword Saint: Ambrian, Changeling 
  Flailer: Ogre, Troll 
  Spear Dancer: Abducted Human, Elf 
  Axe Artist: Barbarian, Goblin
   
  ◆ Appropriate Abilities:
  Sword Saint: Acrobatics, Man-at-arms, 
  Sword Saint 
  Flailer: Flailer, Ensnare, Two-handed Force  
  Spear Dancer: Acrobatics, Staff Fighting, 
  Polearm Mastery or Ensnare (if using a Chain 
  Staff) 
  Axe Artist: Axe Artist, Acrobatics, Twin 
  Attack
   
  ◆ Suggested Boons: Commanding Voice,
  Contacts, Gambler, Heirloom, Privileged, 
  Servant, Tough
   
  ◆ Suggested Burdens: Arch Enemy, Code of 
  Honor
  20
  
  wraTh Guard  (profession)
  “I bleed, you die.”
  The High Chieftain of Karvosti is guarded by a select 
  number of warriors in the Guard of the Slumbering 
  Wrath. Anyone who has met a wrath guard in combat 
  knows that there is nothing drowsy about them. On 
  the contrary, the blood of a wrath guard is boiling with 
  fighting spirit, and the Huldra teaches them to use 
  that passion effectively. To damage a wrath guard is 
  to wake its fury; to badly hurt an experienced guard is 
  like summoning a furious aboar in human shrouding.
  Every clan sends their nine most skilled warriors 
  to Karvosti to become members of the Wrath Guard. 
  Nominations are made by the clan chieftains when one 
  of their representatives falls in combat or – in singular 
  cases – retires. He or she who is appointed can hardly 
  say no, partly because the mission is regarded as one 
  of the most honorable a clan warrior can be tasked 
  with, partly because a rejection likely would mean 
  exclusion from the clan or see the warrior branded 
  as an outlaw. There are tales of barbarians who have 
  been appointed to the wrath guard after having left 
  their clans, and therefore refused to serve. But it is 
  also said that the defiance of these defectors always 
  ends up costing them their lives, sooner or later…
   
  ◆ Important Attributes: Strong 13+, Resolute 11+
   
  ◆ Suggested Race: Barbarian
   
  ◆ Required Abilities: Iron Fist, Man-at-arms, 
  Recovery, Shield Fighter or Twin Attack
   
  ◆ Other Requirements: Barbarian human
   
  ◆ Unique Ability: Blood Combat
   
  ◆ Suggested Boons: Blood Ties, Bushcraft, Enduring 
  March, Heirloom, Pack-mule
   
  ◆ Suggested Burdens: Bestial, Bloodthirst
  21
  1
  A R C H E T Y P E S
  
  Mystic
  The world of symbaroum is vast and marvelous, 
  and many are the mystic traditions that have come 
  and gone throughout history. Aside from the more 
  widespread traditions, there are more obscure ones 
  rooted in the forest – the Symbolists who supersede 
  the witches in authority within Clan Vajvod, the 
  ascetic Staff Mages deep inside Davokar and the Troll 
  Singers, common among trolls and elves. Then there 
  are the Artifact Crafters, mystics who instill power 
  into artifacts of the lower order, rather than casting 
  spells or performing rituals.
  It should also be noted that there are subcul-
  tures within the established traditions, here called 
  Specializations. The witches have their Paths, the 
  wizards their Schools, the theurgs two Roads and 
  sorcerers can focus on a Domain.
  Amongst the witches there are those who 
  devote themselves to walking only one of the 
  paths, referred to as Blood Waders, Green Weavers 
  or Spiritualists. In the wizardry tradition there 
  has long existed three currents focused on the 
  mysteries of fire, the senses and the will. Schools 
  have formed around these mysteries, known as 
  Pyromancy, Illusionism and Mentalism. A wizard is 
  not required to choose a school but it is considered 
  a merit to do so. Actually, in the larger chapters of 
  Ordo Magica, where the competition for power and 
  influence is most intense, membership in one of the 
  schools can prove valuable as it may give access to 
  benevolent colleagues and mentors.
  The theurgs of the Law Giver are faced with a 
  different question: are you meant to be a combat-
  ant of darkness or a caretaker of the light? Not all 
  theurgs chose one or the other, instead balancing 
  these contradictory perspectives all their lives. 
  However, most take a stand and accept their pur-
  pose knowing that other champions of the light will 
  make a different choice and see that the balance of 
  faith is maintained.
  Sorcery is likely as old as the oldest of the other 
  traditions. Its representatives usually have to 
  operate in secret, which is why they have a hard 
  time communicating and sharing their knowledge 
  with each other. In spite of this, two distinct under-
  currents have developed in the form of the Death 
  Mages, commonly known as Necromancers, and 
  the abominable Demonologists who subdue and 
  bargain with abominations and other monstrosities 
  from the Yonderworld.
  All these specializations count as professions, 
  meaning that they require more from their prac-
  titioners than other occupations do, but also give 
  access to unique abilities. Irrespective of path, 
  school, road or domain, all mystics are grounded 
  in the will to understand and control their sur-
  roundings – a dream made more reachable by the 
  archetypical ability Strong Gift.
  mysTics and The races
  Of the new races introduced in the Advanced 
  Player’s Guide, primarily elves, trolls and the 
  undead are associated with mystical powers; 
  Witchcraft and Troll Singing is common among 
  elves and trolls, and the grim fate of the undead 
  may very well have been caused by the individual’s 
  own mystical practices. 
  Furthermore, the trolls have their renowned 
  artifact crafters and blacksmiths, and also 
  abducted humans sometimes master these arts, 
  trained by trolls who have seen fit to help their 
  old allies, the elves.
  mysTic abiliTies
  The following abilities include those listed in both 
  the Core Rulebook and the Advanced Player’s Guide, 
  sorted according to attributes when relevant.
   
  ◆ Archetypical Ability: Strong Gift (three
  other abilities from below are required for 
  this ability to be available)
   
  ◆ Accurate: Natural Warrior, Polearm Mastery
   
  ◆ Cunning: Alchemy, Beast Lore, Blacksmith, 
  Loremaster, Medicus
   
  ◆ Persuasive: Dominate, Leader
   
  ◆ Quick: Acrobatics
   
  ◆ Resolute: Mystical Power, Steadfast
   
  ◆ Strong: Steadfast
   
  ◆ Vigilant: Sixth Sense, Witchsight
   
  ◆ General: Berserker, Exceptional Attribute,
  Recovery, Ritualist, Staff Magic, Symbolism, 
  Theurgy, Troll Singing, Witchcraft, Wizardry
  22
  
  arTifacT crafTer  (profession)
  “My soul is at one with my crafts.”
  The making of artifacts is a highly sought-after 
  art form that for a long time was lost to elves and 
  humans. However, among the trolls it has been 
  kept alive, as an almost sacred practice. Lately, 
  the knowledge has been revived by humans and 
  elves, in both cases thanks to the trolls of Davokar. 
  The elves received it as a gift from a former ally, to 
  aid them in these dark days, but how Ordo Magica 
  managed to get their hands on the lost art is not 
  known. However it happened, the knowledge has 
  spread so that every chapter soon will have at least 
  one artifact crafter in its service.
   
  ◆ Important Attributes: Cunning 13+, 
  Resolute 11+
   
  ◆ Suggested Race: Abducted Human, Ambrian, 
  Elf or Troll
   
  ◆ Required Abilities: Blacksmith, Loremaster, 
  Mystical Power (optional), Ritualist
   
  ◆ Unique Ability: Artifact Crafting
   
  ◆ Suggested Boons: Archivist, Contacts,
  Enterprise, Forbidden Knowledge, Heirloom
   
  ◆ Suggested Burdens: Elderly, Protégé
  Artifact Crafting in Ordo Magica
  The sudden reemergence of artifact crafting 
  among wizards has made others question the 
  source of the knowledge. One belief is that 
  the Ambrian mystics have stolen it from the 
  trolls – maybe even captured and tortured 
  a troll – while others suspect that the rulers 
  of the Underworld have traded this gift in 
  exchange for something very valuable. What 
  version lays closest to the truth is not easily 
  guessed and the Grand Master refuses to 
  speak on the topic.
  23
  1
  A R C H E T Y P E S
  
  sTaff maGe  (profession)
  “My staff is my soul and my weapon.”
  The mystics called Staff Mages have gotten their 
  epithet from the rune covered staffs they always 
  carry. A rune staff is an expression of the staff 
  mage’s strength as well as a powerful weapon – 
  something that has led to some wizards of Ordo 
  Magica calling them by degrading names like 
  “Wand-throwers” or “Broomsticks.” To the staff mage, 
  the staff is an exten-
  sion of his or her soul 
  and to experienced 
  staff mages it may 
  sometimes be difficult to tell 
  where the mage ends and the staff begins; 
  they are part of the same whole.
  Whatever you call them, the staff mages are 
  said to descend from an order of warrior monks, 
  tasked with protecting Symbaroum’s last emperor. 
  After the fall of Symbaroum, they withdrew to their 
  castle deep inside Davokar. It was not until recent 
  times that they became known to the people of the 
  south; before that they only sought new recruits 
  among the northern barbarian clans – individuals 
  suited for an ascetic life in the shadow of death. 
  Many of the potentials tended to be changelings. 
  With the darkness spreading through Davokar, 
  the staff mages have expanded their area of search 
  to include the southerners and their realm. Hence, 
  the plainly dressed warrior monks with their 
  characteristic rune staffs can sometimes be seen 
  visiting Ambria’s duchies and courts, hunting for 
  novices and allies in the fight against the horrors 
  haunting the ruins of Symbaroum.
   
  ◆ Important Attributes: Resolute 13+,
  Cunning 11+
   
  ◆ Suggested Race: Barbarian or Changeling.
   
  ◆ Required Abilities: Loremaster, Mystical 
  Power (optional), Polearm Mastery, Staff 
  Fighting
   
  ◆ Other Requirements: Permanent Corruption
  3 or less
   
  ◆ Unique Abilities: Mystical Power (Staff 
  Projectile), Staff Magic, Ritualist (Blood Storm 
  and Quake)
   
  ◆ Suggested Boons: Archivist, Bushcraft, 
  Commanding Voice, Enduring March, 
  Horrifying, Servant 
   
  ◆ Suggested Burdens: Code of Honor, Protégé
  24
  
  symbolisT
  “I paint and the world obeys.”
  That symbols and signs have power is well-known 
  and made use of in most mystical traditions, at least 
  in rituals. Pure Symbolism is a tradition that almost 
  solely builds its power on symbols and signs. 
  It came to Davokar with mystics from the east 
  who, after having fled across the Ravens, found 
  a sanctuary in the river lands that later became 
  the territory of Clan Vajvod. Ambrian scholars 
  suspect that Symbolism – strange, powerful and 
  decadent – is a vital clue to understanding why the 
  barbarians of eastern Davokar are in disagreement 
  with Karvosti and its authorities, the Huldra and 
  the High Cheiftain. It may lead to an explanation as 
  to why the Vajvods, for cultural and philosophical 
  reasons, distance themselves from Karvosti, and 
  at the same time, are more open to outsiders than 
  other clans, Clan Odaiova excluded. Rumor has it 
  that Vajvod’s Clan Chieftain, Zoltar the Old, has 
  not a witch but a symbolist by his side, likely one 
  trained at the Azure Temple in the heart of the 
  river lands.
   
  ◆ Important Attributes: Resolute 13+,
  Cunning 11+
   
  ◆ Suggested Race: Barbarian (Clan Vajvod),
  Goblin, Troll
   
  ◆ Appropriate Abilities: Mystical Power 
  (usually Protective Runes), Ritualist (usually 
  Carve Rune Tattoo), Symbolism
   
  ◆ Suggested Boons: Archivist, Augur, 
  Cartographer, Contacts, Heirloom
   
  ◆ Suggested Burdens: Elderly, Mystical Mark
  25
  1
  A R C H E T Y P E S
  
  26
  Other Worlds and the Origin of Humans
  folklore is full of tales of other worlds, parallel 
  to the physical world that is the home of the living. 
  Some of these myths also speak of the origin of 
  humankind and there is a worrying pattern to the 
  tales, a pattern indicating that humans stem from 
  somewhere else; stuff of legend which has been 
  granted support by the enormous stone ships found 
  stranded in the far east, beyond the Ravens and the 
  desert where a human empire – sometimes talked 
  about as the First Empire – is said to have blossomed 
  and died. From whence the humans once came to 
  this world is not known, but the existence of other 
  worlds is more or less an established fact, at least 
  among scholars. 
  For mystics and others studying the subject 
  there is no doubt that this world is only one of 
  many. There have been attempts to establish a 
  verifiable classification and one of the most talked 
  about is Katrandama’s Triptych, named after a 
  sorcerer who was burned to death in Kadizar in 
  approximately year –24. Katrandama left notes 
  and drawings behind regarding the composition 
  of the world. 
  Before her, most mystics believed the cosmos to 
  be divided in two: the world of the living, and an 
  un-world inhabited by spirits and abominations. 
  Katrandama crushed this dichotomous worldview 
  and imagined that the worlds fitted together as the 
  pieces of a three-part altarpiece, with the physical 
  world in the middle and the wings made up of the 
  Spirit World and the Yonderworld. Normally, the 
  triptych is closed and all beings are caught within 
  its frames, but aided by the powers of sorcery the 
  wings can be pushed ajar and the gaps used as 
  pathways between the worlds. Some speculate 
  that the corruption amassing in the world makes 
  the triptych tremble and occasionally open up, 
  making it possible for undead and abominations 
  to enter where gaps occur.
  According to the teachings of Katrandama, 
  mystical rituals can also be understood in light of 
  the three worlds. From the physical world comes 
  the building blocks of both flaming servants and 
  the undead raised by Necromancers, but it also 
  requires control over the Spirit World – the grey, 
  barren land of ashes and lost spirits that borders 
  Eternity, where no one alive may travel. Only 
  spirits can enter the infinite void, after which 
  not even they may return. The restless spirits 
  and ghosts that spiritualists speak to and nec-
  romancers bend to their will travel the Spirit 
  World. It takes the power of a god to send spirits 
  back from the Eternity beyond the Spirit World’s 
  borderland, just as Prios sends Patron Saints to 
  his most loyal servants. 
  The Yonderworld is thought to be a mist-shrouded 
  wasteland, possible to mistake for the Spirit World, 
  yet vastly different: its nature is corruption. Its fauna 
  consists of abominations, from small Blight Spawns 
  to ancient Blight Beasts of immense power. As stated 
  by Katrandama, the Yonderworld is the world from 
  which humankind fled to this one – an idea that 
  very few mystics are prepared to accept and the 
  Curia has deemed to be contentious and heretical; 
  the humans came over the eastern sea from another 
  continent, fleeing from idol worshippers and sun 
  haters – at least according to the official stands of 
  the Sun Church.
  
  Troll sinGer
  “My voice echoes with the harmony of creation.”
  Singing as a source of power has its most evident 
  expression in the troll singing skalds, whose 
  voices lay mysteries bare and win battles. Poetry 
  and singing exist in all cultures, but they are most 
  powerful among elves, dwarves and trolls – with 
  the possible addition of ogres. In all of these diverse 
  cultures, singing is often combined with physical 
  attributes – most skalds are true warrior poets that 
  lead their allies to victory using the great power of 
  their voice and muscles.
   
  ◆ Important Attributes: Persuasive 13+, 
  Strong 11+
   
  ◆ Suggested Race: Dwarf, Elf, Ogre, Troll
   
  ◆ Appropriate  Abilities: Leader, Mystical
  Power (usually Combat Hymn), Troll Singing
   
  ◆ Suggested Boons: Archivist, Commanding 
  Voice, Contacts, Heirloom, Musician, Storyteller
   
  ◆ Suggested Burdens: Dark Secret, Mystical 
  Mark
  27
  1
  A R C H E T Y P E S
  
  spiriTualisT  (profession) 
  – The whiTe paTh of wiTches
  “The dead know and tell those who dare 
  listen.”
  Witches who solely walk the path of Spiritualists 
  are uncommon and often marked by their journeys 
  through the nothingness, where cold winds blow 
  and the dead wail. 
  They are often pale of both skin and shadow, 
  cold to the touch and hollow-eyed with a gaze 
  that can pierce shadows and souls. Since contact 
  with the dead is debilitating and dangerous, 
  Spiritualists are respected and sometimes feared 
  even by other witches; their Death Divinations 
  are as remarkable as the wisdom they glean from 
  the Spirit World.
   
  ◆ Required Abilities: Mystical Power (Inherit 
  Wound), Ritualist (Necromancy), Witchcraft, 
  Witchsight
   
  ◆ Gifts of the Path: Death Divination, Terrify 
  (monstrous trait), Tormenting Spirits
   
  ◆ Suggested Boons: Augur, Bushcraft, Contacts,
  Horrifying, Medium, Tough
   
  ◆ Suggested Burdens: Epileptic, Nightmares
  blood wader (profession) 
  – The red paTh of wiTches
  “All witchcraft starts with blood.”
  Witches who are at one with the blood coursing 
  through their veins sometimes choose the path 
  of the Blood Wader. 
  They wade where the blood runs thick and 
  passionate and are often marked by their life 
  choices; Blood Waders tend to be impetuous and 
  driven by lust, and their physical transformations 
  often include bestial features in the form of fangs, 
  jakaar-eyes and fur-like hair-growth.
   
  ◆ Required Abilities: Natural Warrior, Medicus, 
  Mystical Power (Shapeshift), Witchcraft
   
  ◆ Gifts of the Path: Beast Companion, Natural
  Weapon (monstrous trait), Regeneration 
  (monstrous trait)
   
  ◆ Suggested Boons: Beast Tongue, Bushcraft, 
  Contacts, Dark Blood, Horrifying, Pet 
   
  ◆ Suggested Burdens: Bestial, Bloodthirst
  demonoloGisT  (profession) 
  – sorcery domain
  “Daemons? We are the only daemons here.”
  Beyond the world – or between worlds, if one belie-
  ves in the existence of multiple worlds – lays the 
  Yonderworld. In the Yonderworld soul-eating crea-
  tures roam, indistinguishable from abominations to 
  the common man. Sorcerers appreciate the likeness, 
  but call them “daemons” in acknowledgement of 
  their differing origins. 
  The daemons can be forced, lured or invited 
  into the physical world by those who know of 
  passages between the worlds. These passages 
  may also be used by demonologists to temporarily 
  flee the world – or for casting enemies out of the 
  world, where they might end up face to face with 
  a soul-eating daemon.
   
  ◆ Required Abilities: Mystical Power (Unholy 
  Aura), Ritualist (Desecrating Rite), Sorcery, 
  Witchsight or Loremaster
   
  ◆ Gifts of the Specialization: Exorcize, Servant 
  Daemon, Summon Daemon, Teleport
   
  ◆ Suggested Boons: Archivist, Con Artist, 
  Contacts, False Identity, Hideouts
   
  ◆ Suggested Burdens: Nightmares, Wanted
  The History of Demonology
  Many demonologists regard their trade as 
  vastly different from that of other  sorcerers. 
  In essence, they see themselves as  explorers, 
  seekers of the truth, and as more advanced 
  compared to mossy wizards who are satis-
  fied poking around in the soil of the “Here-
  and-Now.” Sadly, they will likely never gain 
  the admiration and respect they think they 
  deserve.
  According to many legends, the demonol-
  ogists of the past invited corruption into the 
  world, precisely because they were scratching 
  and tearing at the world’s fabric. Later stories 
  blame them for having destroyed the once so 
  lush realm of the Dark Lords, Lyastra. If any-
  thing, the demonologists will always be seen 
  as the worst kind of sorcerers.
  28
  
  29
  1
  A R C H E T Y P E S
  
  Green weaver (profession) 
  – The Green paTh of wiTches
  “My power is rooted in the deep.”
  The green path winds through Davokar’s murky 
  woods, overgrown with shrubbery and roots, 
  visible only to the witches walking it. Where others 
  get stuck on thorn bushes or in mires, the Green 
  Weavers move about with ease, guided by the winds 
  whispering through the leaves and the creaking 
  voices of gnarled tree trunks.
   
  ◆ Required Abilities:
  Alchemy, Mystical Power 
  (Entangling Vines), 
  Ritualist (Quick Growth), 
  Witchcraft
   
  ◆ Gifts of the Path: Cloak
  of Thorns, Living Fortress
   
  ◆ Suggested Boons:
  Bushcraft, Contacts, 
  Forbidden Knowledge, 
  Green Thumb, Pathfinder, 
  Poison Resilient
   
  ◆ Suggested Burdens:
  Dark Secret, Slow
  illusionisT  (profession) 
  – school of wizardry
  “The lie is my truth.”
  The wizards who specialize in twisting perception 
  journey to the depths of the mind’s maze and return 
  wiser and more powerful – provided that they do not 
  get lost in the mirages and dreamworlds; a factual 
  danger for those exploring the possible and imagi-
  nable, rather than the real. On the other hand, some 
  illusionists claim that their most unworldly colleagues 
  are those with the greatest understanding of reality; 
  that everything is a lie and that we are free to define 
  what is really true. 
  Aside from this strong solipsistic tendency there 
  are illusionists who are very enlightened, firmly roo-
  ted in a cynical view of the world and the delusions 
  of man, ready to utilize their abilities to the utmost 
  while striving for their goals.
   
  ◆ Required Abilities: Loremaster, Mystical Power 
  (Illusory Correction or Unnoticeable), Ritualist 
  (False Terrain, Illusion), Wizardry
   
  ◆ Gifts of the School: Bewitching Landscape, Fata 
  morgana, Mirroring
   
  ◆ Suggested Boons: Contacts, Double-tongue, False 
  Identity, Mirage, Shadow Spawn
   
  ◆ Suggested Burdens: Addiction, Epileptic
  inQuisiTor  (profession) 
  – road wiThin TheurGy
  “Burn them all and let Prios sort out His own.”
  For some theurgs, whether among priests or Black 
  Cloaks, the hatred of the dark is so strong that they 
  choose the inquisitor’s road: to seek out and destroy 
  the enemies of Prios. Inquisitors are happy to coo-
  perate with templars and other members of the 
  church; they are not interested in understanding 
  the darkness and tend to rely on cunning, ambushes 
  and assassination to reach their goals, never brute 
  force like the templars. 
  To most inquisitors, sorcerers and their followers 
  have no right to exist, and for that reason no moral 
  consideration is necessary when they are fighting 
  the dark.
   
  ◆ Required Abilities: Mystical Power (Anathema 
  or Unnoticeable), Ritualist (Holy Smoke), Theurgy, 
  Witchsight or Backstab
   
  ◆ Gifts of the Road: Piercing Gaze, Purgatory
   
  ◆ Suggested Boons: Archivist, Bloodhound, 
  Contacts, Horrifying, Privileged, Servant 
   
  ◆ Suggested Burdens: Code of Honor, Nightmares
  30
  
  menTalisT (profession) 
  – school of wizardry
  “The will is my law.”
  Wizards studying the sharp edges and fragile bre-
  aking points of the will are often called mindwar-
  pers, or more formally Mentalists. Mindwarpers 
  harden their steel-like wills to be used as both a 
  weapon and armor, thereby proving that the will 
  triumphs over matter.
   
  ◆ Required Abilities: Loremaster, Mystical 
  Power (Bend Will, Mind Throw or Levitate), 
  Ritualist (Clairvoyance or Telepathic 
  Interrogation), Wizardry
   
  ◆ Gifts of the School: Psychic Thrust, Spell 
  Tunnel
   
  ◆ Suggested Boons: Archivist, Commanding 
  Voice, Contacts, Manipulator, Privileged, Servant
   
  ◆ Suggested Burdens: Addiction, Epileptic
  necromancer (profession) 
  – sorcery domain
  “Death is but the beginning.”
  The Spirit World is the outer realm of the world, 
  where the dead journey towards their final rest 
  – if they are not disturbed by a necromancer on
  the way. 
  Necromancers can force the spirits of the outer 
  realm to return, in order to relay their secrets or 
  to occupy a dead body and serve the death mage 
  as a dragoul or some other undead being. An 
  understanding of the mechanics of death also 
  gives the necromancer access to ghastly powers 
  and rituals.
   
  ◆ Required Abilities: Medicus, Mystical Power 
  (Revenant Strike), Ritualist (Raise Undead), 
  Sorcery
   
  ◆ Gifts of the Specialization: Death Lord, Spirit 
  Walk, Tormenting Spirits
   
  ◆ Suggested Boons: Archivist, Con Artist, 
  Contacts, False Identity, Forbidden Knowledge, 
  Medium
   
  ◆ Suggested Burdens: Sickly, Wanted
  pyromancer (profession) 
  – school of wizardry
  “You’re about to light a fire you cannot 
  extinguish.”
  For Pyromancers, the element of fire has a spe-
  cial allure. By studying the essence of fire, the 
  Pyromancer learns to master the exothermic 
  principle to such a degree that fire is transformed 
  into an ally and a shelter, rather than being a 
  dangerous element.
   
  ◆ Required Abilities: Loremaster, Mystical 
  Power (Flame Wall or Brimstone Cascade), 
  Wizardry, Ritualist (Tale of Ashes or Flaming 
  Servant)
   
  ◆ Gifts of the School: Fire Soul, Twin Servants
   
  ◆ Suggested Boons: Archivist, Contacts, Fire 
  Forged, Horrifying, Servant
   
  ◆ Suggested Burdens: Bloodthirst, Impulsive
  confessor (profession) 
  – road wiThin TheurGy
  “In every soul there is strife, mirroring the 
  battle of existence.”
  Some theurgs regard themselves as herdsmen 
  of the people, as missionaries and healers. These 
  Confessors primarily work to enforce that which 
  is good, keeping the flickering light of Prios alive 
  by providing it with fuel.
  They are often found in leading positions, within 
  or outside the church, in order to reach as many 
  people as possible when working to spread light 
  and truth. Many of the highest leaders and greatest 
  theurgs in the church of Prios wander the road of 
  the Confessor.
   
  ◆ Required Abilities: Leader or Medicus,
  Mystical Power (Holy Aura, Lay on Hands or
  True Form), Ritualist (Exorcism), Theurgy
   
  ◆ Gifts of the Road: Atonement, Lifegiver
   
  ◆ Suggested Boons: Archivist, Augur, Contacts, 
  Privileged, Tough
   
  ◆ Suggested Burdens: Code of Honor, Dark 
  Secret
  Ordo Magica’s Schools
  You could expect that the schools of Ordo Magica operate like guilds or collectives within the organiza-
  tion; that for instance Pyromancers stand together and work to steer the order in a certain direction. But 
  the opposite is often true. The higher up in the hierarchy you climb, the tougher the competition. And it is 
  never more violent than among prominent Mentalists, Illusionists or Pyromancers.
  Symbols carved on the 
  ancient stone fundament 
  on which the palace of 
  Mergile is built, likely a 
  curse aimed at the lords 
  and ladies who once lived 
  there.
  31
  1
  A R C H E T Y P E S
  
  Rogue
  The GreaT war seems to be over, or it has at least 
  taken a break. But the power struggle in Ambria 
  continues in the shadows, a struggle that spreads 
  into Davokar. The Queen’s Spies, commonly 
  regarded as assassins with a more flattering name, 
  are everywhere. In Yndaros, criminal guilds fight 
  over the city’s resources, while a number of gen-
  tleman thieves fuel peoples’ fantasies about nobles 
  who choose danger over boredom. 
  Then there are the Sappers, armed with alchem-
  ical weapons and skilled in siege techniques that 
  can make the enemy’s keep crumble – an art form 
  that also comes in handy when establishing, or 
  attacking, bases and outpost in Davokar. Finally 
  there are the Cult Defectors, who have come to 
  realize that they cannot take part in the deeds 
  ordered by their former leaders. Of course, these 
  defectors are pursued by both witchhunters and 
  the friends they left behind.
  What rogues have in common is their versatility 
  and quick counterattacks against those who try 
  to force them in a certain direction or limit their 
  freedom – the latter is captured by the archetypical 
  ability Rapid Reflexes.
  roGues and The races
  Of the races introduced in the Advanced Player’s 
  Guide, primarily dwarves and the undead are 
  seen as likely rogues. In the case of dwarves, most 
  Ambrians have only met or heard of the families 
  residing in the capital, whose members seems 
  to take pride in behaving like thugs. Regarding 
  the undead, people from all positions and social 
  strata are counted among them, but many of the 
  afflicted tend to lead their wretched lives in the 
  shadows – hoping to avoid becoming the target of 
  some raging mob or a black cloak wanting to study 
  their physiognomy.
  roGue abiliTies
  The following abilities include those listed in both 
  the Core Rulebook and the Advanced Player’s Guide, 
  sorted according to attributes when relevant.
   
  ◆ Archetypical ability: Rapid Reflexes (three
  other abilities from below are required for 
  this ability to be available) 
   
  ◆ Accurate: Marksman, Natural Warrior, 
  Polearm Mastery, Steel Throw, Twin Attack
   
  ◆ Cunning: Alchemy, Beast Lore, Blacksmith, 
  Cheap Shot, Loremaster, Medicus, Poisoner, 
  Strangler, Tactician, Trapper
   
  ◆ Discreet: Backstab, Feint
   
  ◆ Persuasive: Dominate, Leader
   
  ◆ Quick: Acrobatics, Knife Play, Quick Draw, 
  Rapid Fire
   
  ◆ Resolute: Steadfast
   
  ◆ Strong: Steadfast
   
  ◆ Vigilant: Sixth Sense, Witchsight
   
  ◆ General: Exceptional Attribute, Equestrian, 
  Opportunist, Recovery, Ritualist
  Queen’s spy  (profession)
  “The Queen will find this interesting...”
  Already during The Great War there were secret 
  agents working for the King and the court in 
  Alberetor. After the war, the agency lay dormant 
  until the recent troubling times made Queen 
  Korinthia breathe life into what is called the Royal 
  Secretorium. 
  The Secretorium consists of a number of reliable 
  nobles who secretly enforce the Queen’s command 
  to infiltrate various operations and hunt for sensi-
  tive information – or spread disinformation. The 
  committee is led by high-borns, while the field work 
  is carried out by nobles of lower rank. A vital part 
  of the operations is aimed at Korinthia’s own allies 
  within the Sun Church, Ordo Magica, the military 
  and also the duchies of the realm, meaning the 
  Queen’s close relatives. Some spies are not equipped 
  to handle the intrigues and moral ambiguities; 
  others are cast out in the cold after incriminating 
  failures. Former spies of the Queen often live short 
  lives, constantly on the run from both enemies and 
  their former superiors.
   
  ◆ Important Attributes: Cunning 13+, 
  Discreet 11+
   
  ◆ Suggested Race: Ambrian
   
  ◆ Required Abilities: Feint, Poisoner or
  Strangler, Sword Saint, Twin Attack
   
  ◆ Other Requirements: Noble Ambrian 
  (the boon Privileged)
   
  ◆ Unique Ability: Pyrotechnics
   
  ◆ Suggested Boons: Con Artist, Contacts,
  Enterprise, False Identity, Heirloom, Hideouts, 
  Privileged
   
  ◆ Suggested Burdens: Arch Enemy, Wanted
  32
  
  33
  1
  A R C H E T Y P E S
  
  former culTisT
  “The word of my Master was the law; 
  now  survival is everything.”
  Many sorcerers foster cults around themselves and 
  their beliefs, promising drug-induced insights and 
  black salvation to those willing to follow the mystic 
  into the dark. Not many defect from such cults and 
  those who do and survive more than a few days are 
  fewer still, hunted as they are by both the cult they 
  left behind and by witchhunters and black cloaks. The 
  situation is not made any easier by the defector’s own 
  burdens – memories of services rendered to please 
  their master and explicitly cruel actions performed 
  in the name of the cult weigh most former cultists 
  down and haunt their nightmares long after leaving 
  the Master.
  Some former cultists were once deeply convinced 
  fanatics, while for others the membership was more 
  of a practical choice motivated by ambition or greed. 
  However, if one is to believe the interrogation pro-
  tocols of the black cloaks, desperation is the most 
  common characteristic among cultists – the injustices 
  of life combined with a charismatic leader who prom-
  ises redemption and strength can be an attractive 
  combination. But no matter the background, the 
  choices of the cultist were never innocent; the hands 
  of the former cultist are forever colored by blood.
   
  ◆ Important Attributes: Cunning 13+, Resolute 11+
   
  ◆ Suggested Race: Changeling, Human or 
  Undead
   
  ◆ Appropriate Abilities: Alchemy, Poisoner,
  Channeling
   
  ◆ Suggested Boons: Con Artist, Contacts, Double-
  tongue, False Identity, Hideouts, Mirage
   
  ◆ Suggested Burdens: Addiction, Wanted
  34
  
  Guild Thief
  “What are you doing on my turf?”
  The Guild Thief has a long, if not proud, tradition 
  rooted in Alberetor, a tradition that emerged 
  stronger from the relocation to the north. Each 
  of Ambria’s towns have at least one thieves’ guild, 
  larger ones often have one based in each district.
  Not just anyone is qualified to be a Guild Thief. 
  Sure, pick-pockets and simplistic thugs may prove 
  to be suitable recruits but only the most cunning 
  and agile can hope to gain membership in the guild. 
  To strike unnoticed and know who is untouchable 
  are matters of principle to the Guild Thief. 
   
  ◆ Important Attributes: Cunning 13+, Quick 11+
   
  ◆ Suggested Race: Changeling, Human or 
  Goblin
   
  ◆ Appropriate Abilities: Cheap Shot or Knife 
  Play, Opportunist, Trapper
   
  ◆ Suggested Boons: Cat Burglar, Cheat, Con 
  Artist, Contacts, Dexterous, Hideouts
   
  ◆ Suggested Burdens: Impulsive, Protégé
  35
  
  The Thistle of Yndaros
  One of Ambria’s most notorious Gentleman 
  Thieves goes by the name “The Thistle of 
  Yndaros.” He is known to move unhindered by 
  guards and security, steals only trivial items as 
  keepsakes and leaves a Twilight Thistle in their 
  stead. The value of the stolen item is always 
  much lower than that of the flower, which 
  has led some to speculate that the Thistle of 
  Yndaros stems from the highest elite, possibly 
  from the royal family. Rilia Kohinoor – the only 
  child of Korinthia’s dead twin brother Korian – 
  is among the suspects, and since she is yet to 
  deny the rumor it flourishes in songs and tales 
  amongst the taverns of Yndaros.
  GenTleman Thief  (profession)
  “Burglar-proof? We’ll see about that...”
  Some thieves go one step further than most in terms 
  of flair: to strike without violence and without leav-
  ing a trace is not enough for the Gentleman Thieves; 
  they also expect themselves to be able to perform 
  their crimes with finesse. To top things off they often 
  leave some kind of symbol behind – a particular 
  flower, a playing card or a poem composed for the 
  particular victim – to signal who is behind the oth-
  erwise inexplicable theft. Some gentleman thieves 
  do not even steal valuables, others steal nothing at 
  all – to them getting into a highly guarded area and 
  leaving their symbol is quite enough. 
  Gentleman Thieves are among the elite of the 
  thief guilds in Yndaros. Sometimes they are bored 
  nobles who do not need to steal but find it enter-
  taining and thrilling; more often they are of modest 
  breed, longing for a grander life than they can hope 
  to achieve – a life they simultaneously mimic and 
  take revenge on, in their own poetic way.
   
  ◆ Important Attributes: Persuasive 13+, 
  Cunning 11+
   
  ◆ Suggested Race: Changeling, Ambrian
   
  ◆ Required Abilities: Acrobatics, Dominate, 
  Trapper, Sword Saint or Twin Attack
   
  ◆ Unique Ability: Mantle Dance
   
  ◆ Suggested Boons: Cat Burglar, Contacts, 
  Dexterous, Heirloom, Privileged, Servant
   
  ◆ Suggested Burdens: Arch Enemy, Code of Honor
  36
  
  sapper
  “Your armor and your walls are my combustion 
  chambers.”
  War can be won on battlefields or through sieges, and 
  both of these require advanced field works. In Ambria, 
  most such tasks are handled by Her Majesty’s Sapper 
  Corps, 7th Army, Yndarien. Ordo Magica also has a 
  department for battle field alchemy at their head quarters 
  in Agrella; known as The Panzer Alchemists. This 
  elite group of sappers serves the duchy of Kasandrien. 
  The other duchies also have sapper squads, though not 
  of the same caliber. All sappers are trained in the use of 
  siege weapons, from ballistas to trebuchets, and the most 
  qualified can handle alchemical weapons. Sappers are 
  also trained to craft simple fortifications, like barricades 
  for cavaliers, trenches and undermining tunnels.
  Ordo Magica has realized that ogres are well equipped 
  to be panzer alchemists and the wizards are  supervising 
  attempts to school a number of ogres in the use of 
  alchemical weapons. These pensive giants have also 
  convincingly proven that the heavy alchemical firetube 
  can be employed as an effective, two-handed crushing 
  weapon. This is assumed to increase the life expectancy 
  of the sappers, since those who discharge an alchemical 
  firetube often are at worryingly short distance from 
  the enemy.
   
  ◆ Important Attributes: Cunning 13+, Accurate 11+
   
  ◆ Suggested Race: Ambrian or Ogre
   
  ◆ Appropriate Abilities: Alchemy or Blacksmith, 
  Man-at-arms or Two-handed Force, Siege Expert 
   
  ◆ Suggested Boons: Contacts, Dexterous, Enduring 
  March, Forbidden Knowledge, Pack-mule
   
  ◆ Suggested Burdens: Addiction, Slow
  37
  
  Elf
  The elves of Davokar are not a race per se; instead 
  they are a part of a holy guardian order. Initially, 
  the order involved elves from the virgin regions to 
  the west, where humans have not yet reached and 
  where the Elven civilization is in bloom. This order 
  – by humans known as the Iron Pact – is tasked
  with preventing the evil that slumbers beneath
  Davokar’s roots and moss from awakening and
  spreading across the world.
  A majority of the elves in Davokar were born 
  into the order. They have never been west and will 
  never go there; to them the Elven lands of old are 
  and remain a dream that will never come true. 
  From when they are young, they are told that 
  their duty lies in Davokar and that they are not 
  welcome in the old lands. The Iron Pact even has 
  a ceremony to initiate young elves into the order, 
  where weeping elders – led by Prince Eneáno – beg 
  newly awakened summer elves for forgiveness for 
  having forced them to be born, live and die in the 
  Forest of the Death Shadow, Davokar. The life of 
  the pact members is dangerous, their numbers are 
  dwindling and the once so mighty Prince Eneáno is 
  entering his soul’s winter – the increasing unpre-
  dictability of the Prince has made it possible for 
  other, disagreeing leaders to position themselves for 
  the upcoming power struggle. The dispute concerns 
  the tactics of the battle against the dark – whether 
  it should be fought with arrows and spears or by 
  forging alliances.
  The spirited fairies who wake up after their 
  first dormancy enter the phase of the summer 
  elves, and it is they who constitute the backbone 
  of Davokar’s guardian force: vigilant hunters armed 
  with spears and bows. Many of them die in battle 
  with abominations or taboo-breakers from the less 
  and less cautious humans in the south. Those who 
  survive eventually reach their second dormancy, 
  Races
  There are many DifferenT cultural beings in the world of 
  Symbaroum, and the Advanced Player’s Guide makes a handful of 
  new races available for character (and npc) creation. Common to 
  all of them – Elf, Abducted Human, Dwarf, Troll and Undead – is 
  that they have their own special roles to play in the world, and that 
  they for that reason are a bit more challenging to play compared 
  to the races covered by the Core Rulebook. Hence, they are better 
  suited for players who already know a thing or two about Ambria 
  and Davokar, and who are looking for a new perspective.
  38
  
  39
  2
  R A C E S
  
  a time of tearful grief for the elves. The members 
  of Davokar’s Iron Pact all live with the bitter truth 
  that few elves will ever awaken from their second 
  slumber; most wither away before reaching the 
  next life phase.
  Perhaps it is for this reason that the holds and 
  forest castles of the Iron Pact always echo with 
  sorrowful songs, lamenting the fallen and withered. 
  Davokar’s elves grow fewer and fewer; not even the 
  ever increasing number of abductions can fill the 
  gaps in their ranks. There is, however, a faint light 
  in the gloom: more and more humans are willingly 
  seeking to join the Iron Pact, and the elves working 
  for alliances point out that there are even Ambrians 
  among them.
  elvish TraiTs, Boons anD 
  BurDens
  Elvish characters are all Long-lived. They also have 
  the trait/burden Pariah, since elves are resented 
  by most humans; Ambrians detest them and even 
  barbarians are afraid of them. Also, many elves 
  have the trait Wisdom of the Ages, which is acquired 
  like an ability.
  If an elf so wishes, he or she can try to imperson-
  ate a changeling, usually by changing into cloths 
  made by humans and trying to mimic human 
  manners. A person with the ability Loremaster at 
  adept level can see through such a disguise with 
  a passed Cunning test; an elf who is recognized as 
  such among humans suffers the negative effects of 
  the trait/burden Pariah.
  elvish names
  Spring and summer elves are all given double-names 
  that follow them through the first dormancy; names 
  mirroring their character and/or hopes for what 
  they will be like in their prime. Most who wake 
  up after their second dormancy choose to remove 
  part of the name or change it altogether, but not all. 
  This is up to the individual to decide, and is clearly 
  more a question of taste and style than of function 
  or meaning.
  Elven names often have more vowels than 
  consonants and the letter “X” is as uncommon as 
  a name having two consonants in a row.
   
  ◆ Male Elven Names: Alal-Roak, Dorael-Ri,
  Eloan-Eo, Elori, Godrai, Mearoel, Saran-Ri, 
  Tel-Keriel, Kil-Ano
   
  ◆ Female Elven Names: Ahara-Vei, Eleanea, 
  Leiána, Gaina-Anali, Keri-Las, Mael-Melian, 
  Naelial, Tara-Kel, Teara-Téana
  elves as aDvenTurers
  As a suggestion, player characters of Elven origin 
  should be summer elves, in the second phase of 
  the Elven life-cycle. Sure, it is possible to play 
  older elves, but autumn elves would fare better 
  in a campaign where the other characters are 
  also very powerful since these Elvish beings tend 
  to overshadow most humans in terms of skill, 
  power and insights regarding the deep mysteries 
  of the world.
  In any case, elves are uncommon in human 
  settlements and need very strong reasons to travel 
  to such places. 
  Mediator: The elf has been sent to establish 
  relations with a group of humans and try to teach 
  them about the value of the forest and the dangers 
  of exploration. The mission can be self-imposed but 
  is more likely based on the orders of some superior 
  autumn elf.
  Scout: The elf is sent to gather knowledge, to 
  assess the enemy’s strengths and weaknesses before 
  the battle that is sure to come. The mission-giver is 
  probably a superior and older elf, either a diplomat 
  or a warmonger.
  Exile: Elves who act against the rules of the col-
  lective are very uncommon, but are not unheard of 
  in corrupted Davokar. Maybe the player character is 
  one of these? Alternately, the exile is self-imposed, 
  as a result of the elf feeling as if he or she has been 
  disloyal or dishonorable, therefore choosing solitude 
  for a while. Or forever.
  Avenger: Elves tend to live, hunt and fight in 
  small groups with strong internal ties. Maybe 
  the others died as a result of treachery by some 
  supposed ally, and the player character survived, 
  by chance or after having managed to escape or 
  beat down the villain’s henchmen? As the lone 
  survivor the character feels guilty and will not 
  return home before the traitor has paid for his 
  or her crime.
  What do elves, abductees, trolls and dwarves know of Davokar?
  Being an elf does not mean that you know everything about Davokar or the 
  intrigues, factions and history of the Iron Pact. The same goes for represen-
  tatives of other races. You know what you have experienced; aside from that 
  you must put your faith in tales, legends and rumors – just like the average 
  Ambrian. As a rule of thumb one can say that an elf or a troll knows as 
  much about its place of origin and its people as an Ambrian with the ability 
  Loremaster knows about elves and trolls – sometimes less, since a learned 
  Ambrian probably has access to sources of information which young elves 
  and trolls are not aware of.
  40
  
  Abducted Human
  iT is BelieveD that the elves of Davokar have always 
  abducted human children and left changelings in 
  their stead. Children taken by the elves are called 
  Abductees, and the reasons for them being taken 
  have varied. Initially it was to learn more about 
  and better understand humans; later the motive 
  changed to wanting to foster ambassadors who 
  understood the elves and could live among the 
  barbarians and teach them elven wisdom. 
  Nowadays (in the Elven sense, meaning the last 
  century), there has been an increasing need for 
  warriors within the Iron Pact – to replace elves 
  fallen in battle, and to offset the growing number of 
  elves that do not survive their first dormancy – the 
  darkening of Davokar causes fewer and fewer elves 
  to wake to their summer phase. Hence, it is not 
  uncommon to see abducted humans hunt and fight 
  alongside summer elves in the warbands of the Pact.
  The elves have long since known that  abductees 
  are loyal and good learners, but much to their sur-
  prise some of them have also proven capable of 
  wisdom. Very few elves would ever admit this; 
  to most elves the abducted humans are almost 
  akin to faithful pets, useful and absolutely 
  possible to love, but never to be regarded as 
  equals.
  aBDucTeD human TraiTs, 
  Boons anD BurDens
  Abducted Humans have the trait 
  Bushcraft. The abductees speak 
  Elvish but cannot read 
  Elven writing if they have 
  not learned the ability 
  Loremaster.
  aBDucTeD human names
  The abductees are named by their  foster 
  parents, often in a way that sounds 
  human to the elves and seldom with 
  names consisting of more than two 
  syllables. They should be easy to 
  pronounce and remember, prefer-
  ably also easy to roar if the need 
  arises. Aside from that, the names 
  often have more consonants than 
  vowels and almost never two 
  consonants in a row, just like 
  Elven names.
   
  ◆ Male Abductee Names: 
  Awan, Beo, Eral, Gaer, 
  Kael, Lo, Mael, Orel, 
  Tham, Tir
   
  ◆ Female Abductee Names: Anga, Beha, Erli, 
  Fera, Inda, Lonam, Una, Undi, Vird
  aBDucTees as aDvenTurers
  Abducted Humans tend to leave the Iron Pact for 
  the same reasons elves sometimes do – as medi-
  ators, scouts, exiled or avengers – but may also 
  have a much more personal reason for becoming 
  an adventurer:
  Runaway: For some reason – curiosity, 
  home-sickness, abuse – the abductee chooses to 
  flee to the realm of humans, to become a special 
  sort of stranger.
  41
  2
  R A C E S
  
  Dwarf
  The shorT anD wiry people humans call dwarves 
  have a history shrouded in mystery. Looking at the 
  dwarves settled in Yndaros, they display no interest 
  in the history of their kind; they are a people on the 
  move, aimed towards the future, fleeing a dark past 
  that has given them a sense of community, but with-
  out peace or meaning. The dwarven perspective is 
  rooted in the sanctity of the family, the secrets of 
  the spoken word and the conviction that the world 
  is their common enemy. Gamalga of Kadizar, a sage 
  interested in dwarves, is said to have stated that: 
  “The family is their shield, the language their weapon 
  and the world their battlefield”. 
  Gamalga also spoke of the origin of the dwarves. 
  After many fruitless conversations with the 
  dwarves in Yndaros and at the fortress Küam 
  Zamok, Gamalga realized that she would get bet-
  ter answers from elves and trolls, and that these 
  claimed to have never met dwarves before the fall of 
  Symbaroum. They were most likely created in the 
  old empire and Gamalga summarizes her meager 
  findings as follows:
  “They emerged as worms in the rotting carcass of the 
  World Serpent and were given wit by Symbaroum’s 
  sorcerers, to make them better slaves. However, the 
  birth of the people forever bound them to the world 
  and its fate, and because of this bond they early on 
  developed a forceful counterculture which still marks 
  them. The ancestral mothers and fathers of the dwarves 
  created a language with hidden codes and secret dou-
  ble-meanings, so intricate that not even the masters 
  could understand. The dwarves never wrote anything 
  down, since texts could be read, interpreted and even 
  decoded by the lords of Symbaroum. The dwarves kept 
  their dreams to themselves and their voices echoed with 
  the fate of the world.
  Both elves and trolls confirm that there is power 
  inherent in some dwarven speech, and imply that those 
  who made the dwarves, Symbaroum’s princes, in time 
  learned to hate their creations and fear the power of 
  their very language. After the fall of Symbaroum, the 
  chronicle of the dwarven race describes an arduous 
  journey in the shadow of death, continuously attacked 
  and hunted by others. Nowadays, the descendants of 
  the few who survived Symbaroum’s ruin have spread to 
  many places and their fates are seemingly very different. 
  Apparently, the families in Yndaros are members of a 
  once ruling elite in Küam Zamok, cast out after a bloody 
  revolution – hence, the organized villains encountered 
  in Ambria’s capital are in fact dwarven nobles, used 
  to ruling and giving orders, but incapable of creating 
  even the most essential items themselves. More dubious 
  42
  
  scraps of information say that their inability to get 
  along has to do with the order of succession in the realm 
  they left behind, and the right to a throne which none 
  of them will ever conquer.”
  The people of Ambria have formed their opinions 
  based on the dwarves in Yndaros, and they are not 
  a very welcoming sort. They demand nothing of 
  others, other than being allowed to mind their own 
  business. To dwarves, the will of the family – as 
  interpreted by the elders – is superior to the will of 
  the individual, meaning that they often appear to 
  have two sets of moral standards: one strictly coded 
  and aimed at the family; another aimed at outsiders 
  and often described as “a lack of morality” by their 
  neighbors – since actions which only affect outsiders 
  have no bearing on the internal family relations.
  The speech of the Yndarian dwarves is still today 
  so intricate and filled with codes, double-meanings 
  and obscure idioms that their everyday conver-
  sations are close to unintelligible to bystanders, 
  no matter how learned. It is also true that their 
  voices have a particular power that some indi-
  viduals know to make use of. Furthermore, their 
  memory-techniques are highly developed, making 
  it possible for them to run complex “businesses” in 
  Yndaros without writing down a single number 
  or word.
  Dwarven TraiTs, Boons anD 
  BurDens
  All characters of the dwarven kind have the trait 
  Earth Bound, the boon Absolute Memory and the bur-
  den Pariah. Many dwarves also have the mystical 
  power Retribution, but functioning as a normal 
  ability. For dwarves, this particular power gives no 
  corruption, not when it is acquired, not when it is 
  used – this only applies to this power and this race.
  Dwarven names
  Judging by the dwarves living in Yndaros, they 
  have a fondness for names which contain many 
  hard consonants, such as k, t and r. Aside from 
  that, there seems to be no difference between male 
  and female names: they are inherited within the 
  family and between generations without concern 
  for gender. All dwarves have also family surnames, 
  just like the Ambrian nobles. However, it appears 
  as if younger dwarves must earn the right to call 
  themselves by their family name, preferably by 
  impressing their relatives and making them proud.
   
  ◆ Dwarf Names: Artek, Bolkor, Brana, Dobril, 
  Dranek, Dusa, Jarok, Lazek, Margor, Mirek, 
  Radmil, Stana, Vesnek, Vlador, Yaruk
  Dwarves as aDvenTurers
  Dwarves who choose or are forced to leave their 
  families in Yndaros are lonely and often danger-
  ous individuals. However, for some dwarves, the 
  seclusion becomes the start of the search for a new 
  family, defined by other characteristics than blood. 
  The following reasons may explain why the dwarven 
  player character has left Yndaros to head out into 
  the world.
  Dreams of Doom: The dwarf is haunted by 
  nightmares of doom and death, for its family or 
  the world as a whole. He or she has left the com-
  munity to become a seeker, hoping to determine 
  the meaning of the dreams and, ideally, learn how 
  to avert the disaster and protect all loved-ones.
  Life-debt: An outsider has saved the life of the 
  dwarf without asking for anything in return. The 
  character wants to get free from this debt by serving 
  the outsider and doing whatever he or she says. For 
  a dwarf, this is an acceptable reason for being away 
  from the family.
  Outcast: The dwarf has behaved disloyally, 
  maybe challenged the head of the family or 
  questioned the family’s position in the order of 
  succession. For this, he or she is banished, tempo-
  rarily or permanently. To most dwarves, exile is a 
  punishment worse than death.
  Spy: The dwarf is not exiled but pretends to be, 
  with the intent of gaining access to secrets that the 
  family needs. Alternately, the player character may 
  be sent to perform some illegal deed, for instance 
  hunting down a fugitive with a stronger claim to 
  the dwarven crown than the character’s family.
  Dwarven Families in Yndaros
  The most prominent dwarven families in Yndaros are named Valotzar, Alzerek and Baldysik, of which the 
  first seems to have adapted best to the new conditions of life. Other known families – among which most 
  are (permanently or at times) allied to the ones mentioned earlier – include Kalatra, Maretko, Obrutz, 
  Skruztsa, Statzak, Vanoviz and Urbanik. Then there is the Merotzak family in Thistle Hold, though it is 
   unclear if they are of the dwarven royal blood-line or not…
  Dwarf Law
  If an action against 
  an outsider does not 
  affect the family, it has 
  no consequence, no 
  matter how cowardly 
  or cruel it may appear 
  to others. Among the 
  people of Yndaros this is 
  known as “Dwarf Law”; 
  what a dwarf can get 
  away with, he or she will 
  likely do.
  43
  2
  R A C E S
  
  Troll
  To all amBrians and most barbarians, the word 
  troll is synonymous with bloody death. Some witches 
  and Ambrian scholars know better and claim that 
  there is much truth hidden in the barbarian legends 
  about troll kingdoms below ground, where the trolls 
  holds court and mighty hymns are sung in halls 
  adorned with beautiful things crafted by Trollish 
  hands. However, those who say that trolls can be 
  civilized also admit that individuals encountered 
  on the surface are dangerous: if a troll leaves the 
  Abyss, it often has a bloody reason to do so. 
  Trolls do not reproduce, that is for the goblins to 
  do. When goblins feel death breathing down their 
  necks, they ventures down into the Underworld. 
  There they finally fall down and a cocoon-like tis-
  sue sprouts out of their bodies until it covers them 
  completely. Many die while slumbering, but the 
  few who survive develop into the beastly creatures 
  that Ambrians call Rage Trolls. Some of these are 
  found by other trolls while still in the hibernation 
  phase, and are brought to an underground realm 
  for care and safety. The majority crawl upwards 
  to the surface, naked and famished, ready to feed 
  on anything crossing their paths. Some of these 
  crude creatures are found by surface-living Liege 
  Trolls – lords who either dress them in clothes 
  and cultivate their nature, or whip them into 
  obedience and make them the front-runners in 
  their robber bands.
  The troll civilization differs a lot from human 
  societies. The value and worth of a troll is deter-
  mined by what he or she can bring to the commu-
  nity, whether in the form of a warrior’s protection, 
  a craftsman’s items or a skald’s songs. The most 
  ruthless and vigorous trolls manage to secure a 
  place among the leaders and become members 
  of the Rulers Caste – a place they only keep so 
  long as they can defend it through fighting and 
  scheming. The trolls often challenge each other 
  to contests as a part of the social game. In most 
  cases, the contest is physical, but it can just as well 
  be about who can keep singing longest or who can 
  craft the most powerful artifact. Physical fights 
  are by far most frequent and even though these 
  confrontations are ritualized they sometimes end 
  in death, if only by accident.
  Trolls, Goblins and Ogres
  Trolls, Goblins and Ogres have a 
  common origin, which is known 
  to all trolls. 
  With increasing age, all 
  goblins feel drawn to the lonely 
  depths of Davokar. It is there 
  they die, alone on the road 
  towards the Underworld – if 
  they do not die from illness or 
  violence before then. The dying 
  goblins seek out a secluded 
  spot where they undergo a re-
  markable transformation; they 
  pupate. Most of them die in the 
  cocoon, but for some the pupa-
  tion is nothing more than a new 
  step in their life-cycle, since they 
  develop into trolls while safely 
  slumbering inside the cocoon.
  At times, something goes 
  wrong as the goblin matures 
  in its cocoon and the progeny 
  – who, without claws, has to 
  scratch its way to freedom – 
  looks very much like a troll but 
  is without some of the defining 
  features. Among Ambrians and 
  barbarians such creatures are 
  called ogres. These “misshapen 
  trolls” also lack the rage trolls’ 
  hunger and strong instinct to 
  head down into the Underworld. 
  Instead, the ogres often leave 
  the depth of the woods and cling 
  to the first person they happen 
  to encounter.
  A worrying tendency is that 
  more and more ogres seem 
  to be born, something the 
  trollsingers claim has to do 
  with Davokar growing darker. In 
  general, trolls regard ogres with 
  mixed emotions, but for most 
  they are seen as a kind of distant 
  cousins who deserve their help 
  or at least their compassion.
  44
  
  45
  2
  R A C E S
  
  Education through physical and spiritual 
  challenges is deeply rooted within their cul-
  ture and all trolls aim to grow stronger, both as 
  individuals and as a group. Duels are regarded 
  as the only viable method for achieving this 
  hardening of body and collective. An often heard 
  idiom which captures this says: “If I break you, 
  our people grow weaker; if I let you get off lightly, 
  you grow weaker.”
  Chapter Master Argoi at the Kurun-chapter 
  has described this in the following way: “The 
  physical and moral life-style of trolls is clearly 
  demonstrated in the encounter with other folks, 
  since such encounters provide no incentives for 
  showing mercy. In fact, this brutal killer-culture 
  grows even crueler if the enemy surrenders or 
  demonstrates any kind of weakness, because such 
  behavior evokes a special kind of loathing. After 
  all, an enemy who acts courageously is worthy of 
  respect and may therefore be spared, according to 
  troll logic.”
  Trolls’ TraiTs, Boons and  
  Burdens
  Player characters who are trolls can acquire 
  the monstrous traits Armored, Natural Weapon, 
  Regeneration and Robust as if they were abilities. 
  Trolls are also Long-lived and have the burden 
  Pariah, since they scare humans to death.
  Trolls may try to impersonate ogres, usually 
  by cutting off their horns, wearing human clothes 
  and adopting the often leisurely movement 
  pattern of the ogres. A person who has at least 
  adept level in Loremaster can see through such 
  a disguise by passing a Cunning test. Also, while 
  ogres have the burden Pariah, most humans 
  have learned that ogres are usually harmless. 
  On the other hand, a troll who is recognized as 
  such will have grave problems, as most humans 
  tend to react by calling for the Town Guard and 
  troll-slaying heroes.
  Troll names
  Just like dwarves, trolls make no difference between 
  men and women when it comes to names; a troll 
  gets the name he or she deserves. Also, they usually 
  rename themselves several times during their life-
  span, depending on what they experience. It should 
  be noted that the names differ with age, or possibly 
  between more or less powerful trolls. This is most 
  clearly indicated by the use of the letter X, which usu-
  ally can be found in the names of mightier individuals. 
   
  ◆ Names of young trolls: Aka, Aroha, Erula, 
  Hibne, Ogmaka, Raham, Riomata, Skadal, 
  Verhar
   
  ◆ Names of old/powerful trolls: Aravarx, 
  Etaxa, Noxar, Ognyx, Rirbax, Vouax, Uhux
  Trolls as advenTurers
  By tradition, trolls are tightly bound to their soci-
  eties and need more than common curiosity to head 
  out into the world. Here follows a couple of examples 
  or incentives which can drive a troll character to 
  adventure beyond the domains of its kin:
  Artifact-collector: The crafting-skills of 
  trolls are held in high esteem even among elves, 
  and many troll-made artifacts have been given as 
  gifts to allies – or been stolen by enemies. Trolls 
  feel closely connected to everything crafted by 
  their kind and it is important to them that such 
  objects not remain in the wrong place or in the 
  wrong hands. The character is sent to collect one 
  or more of these lost treasures, either from ancient 
  tombs, Symbarian ruins or from unworthy, soon-
  to-be-dead thieves.
  Educational Journey: Trolls usually send their 
  young ones abroad to learn about the world and its 
  creatures. The destination may vary, but the goal 
  is always to come to terms with the powers which 
  shape the world. Before, many traveled to the closest 
  Iron Pact settlement, but nowadays humankind 
  and above all the newly arrived Ambrians are as 
  interesting, or more interesting, than the elves.
  Undead
  someThing is noT righT with the world. The 
  shadows grow darker as the corruption grows 
  deeper, and natural laws are failing in this twilight 
  of existence. One clear piece of evidence of this 
  downfall is the increasing number of undead.
  Undead, as in thoroughly corrupted creatures 
  thirsting for the life-force of the living, are noth-
  ing new: the Dark Lords confronted during The 
  Great War awoke whole armies of these gravely 
  cold beings, and Davokar’s ancient tombs harbor 
  their fair share of vengeful undead. 
  However, a new kind of undead creatures has 
  recently appeared in Ambria. People who die – or 
  should have died – rise again. The Black Cloaks, who 
  secretly are investigating the worrying rumors, 
  seem to think that Ambria’s capital is at the heart 
  of this horrific development. Reports sent to the 
  monastery in the Titans include a slain cultist in 
  Yndaros who clawed himself from his grave and 
  disappeared into the night, a man dead from old 
  age who awakened as if having slumbered and was 
  chased away after having gone to his work-place, 
  The Height of 
  the Races
  An individual’s height 
  is not solely affected 
  by its origin, but also 
  by traits like Robust. 
  As  averages, the 
   following hold true:
  TROLL 
  ~250 cm
  OGRE 
  ~230 cm
  HUMAN 
  ~175 cm
  SUMMER ELF 
  ~160 cm
  DWARF 
  ~140 cm
  GOBLIN 
  ~120 cm
  46
  
  and a woman of noble birth who died in childbirth 
  and later escaped the family crypt to kidnap her 
  living child. All these three were later tracked and 
  found, one of them killed by a group of templars, 
  one captured by Black Cloaks for study-purposes 
  and the third caught by an angry mob but lucky 
  enough to escape being burned at the stake – all 
  of them telling examples of what the undead will 
  face if revealed for what they are.
  Common for all these new undead beings is 
  that they show clear indications of actually being 
  dead – they are cold, they do not bleed or eat or 
  sleep – yet their minds appear to be intact. And 
  they are all very slowly decaying towards their 
  final death, which might come centuries after 
  their first death.
  unDeaD TraiTs, Boons anD 
  BurDens
  Undead player characters are thoroughly corrupt 
  from the start. Like others of his or her kind, the 
  undead character has a mind and free will; they 
  are not howling abominations bent on destruction.
  In other respects, this kind of person is very 
  different from other characters. He or she does not 
  sleep, cannot eat normal food and does not breath – 
  besides as a force of habit and to be able to talk. They 
  can drink in small doses and often do so to blend in 
  among the living. Another important difference is 
  that the undead do not heal: they have to consume 
  fresh, raw flesh or drink blood to regain Toughness 
  (see the trait Undead, level I).
  The social consequences of being undead are 
  profound; the undead must constantly struggle to 
  avoid being discovered, and should they fail they 
  will be hounded by witchhunters and Black Cloaks. 
  An undead character must pass a [Discreet←Vigilant] 
  test in situations where they interact with living 
  beings. If the character uses the elixir Twilight 
  Tincture, no test is needed. However, this does 
  not stop creatures with Witchsight from having 
  a chance to expose the undead with a passed 
  [Vigilant←Discreet] test. In that case, the ritual 
  Exchange Shadow can be of use.
  All undead player characters start with the trait 
  Undead (I), and can purchase higher levels as if 
  it was an ability. The character is also allowed to 
  acquire the monstrous traits Gravely Cold and Terrify 
  as if they were abilities, but having them from the 
  start is optional.
  The undead are thoroughly described on page 
  196 in the Core Rulebook. Players of the undead must 
  read that section, and their Game Masters must 
  consider what effects playing an undead character 
  will have on the game.
  47
  2
  R A C E S
  
  Wisdom of the Ages
  Through the eons, the elves have amassed a vast 
  collective wisdom; a deep well of knowledge and 
  insights which many elves can access through 
  meditation. The character is one of those who may 
  use the know-how of previous generations to solve 
  problems at hand. 
  It is not without risks; in the twilight of the 
  world, the process spawns corruption. Wisdom of 
  the Ages gives temporary corruption as if it was a 
  mystical power.
  Novice 
   Full turn. The character gets lost in a short 
  trance. With a passed Resolute test, it gains 
  access to the novice level of an optional 
  ability, Mystical Traditions, Ritualist and 
  Mystical Power excluded. The ability can be 
  used for the rest of the scene, before fading 
  from memory.
  Adept 
   Active. The character’s closer connection 
  to the collective memory makes the trance 
  even shorter; other than that it works like 
  the novice level.
  Master 
   Active. The character can dig deeper into 
  the collective memory. With a passed 
   Resolute test, it gains access to the 
  adept level of an optional ability, Mystical 
   Traditions, Ritualist and Mystical Power 
   excluded. The ability can be used for the rest 
  of the scene, before fading from memory.
  eArth Bound
  The creature is bound to the world in an intimate 
  way, as if originating from the bones of the world 
  and still being part of its foundation.
  It has no soul and suffers damage instead of 
  corruption; temporary corruption causes bleeding 
  wounds on its body. 
  Permanent corruption instead causes a per-
  manent reduction to the basis for calculating the 
  creatures Pain Threshold. In practice, this means 
  that the Pain Threshold is reduced by 1 for every 
  other point the creature suffers in permanent 
  corruption. Its Toughness is not affected. If the Pain 
  Threshold is reduced to zero, the creature dies of 
  internal bleeding and failing organs.
  Once dead, the creature cannot become 
  undead and it cannot be contacted with the ritual 
  Necromancy. The corpse decays and reunites with 
  the slop and dust of creation, without leaving any 
  kind of spiritual trace behind.
  Traits
  this very short chApter describes two new traits, mirroring 
  the collective wisdom of the elves along with the dwarves’ tie to 
  the roots and fate of the world.
  48
  One of the stairs up to the plateau surrounding 
  Serand’s Pyramid – the enormous ruin a few days 
  ride north of Karvosti. Dozens, maybe hundreds, of 
  expeditions have been there over the years; still new 
  finds are often reported from its depths.
  
  49
  3
  S Ä R D R A G
  
  The rules for boons and burdens are optional 
  and each gaming group must decide whether it 
  adds something positive to the game or not. If put 
  into play, these rules will primarily affect the way 
  characters are created and developed.
  Boons can be bought for 5 Experience each. Hence, 
  a novice level ability – worth 10 Experience – may be 
  switched for two boons when the player character is 
  created. Burdens will instead add 5 extra Experience, 
  to be used for acquiring one boon or saved for the 
  future (or for re-rolls, if the optional rule Re-roll for 
  Experience is used). Another option is to choose two 
  burdens and trade them for a novice level ability. It 
  is recommended that a character does not have more 
  than two to three boons and one or two burdens 
  – after that, the character quickly becomes more
  difficult, rather than more fun, to play.
  Boons
  boons are skills or resources which are effective 
  for handling social challenges and problem-solving 
  situations, instead of being useful in combat. Anyone 
  can acquire a boon, it is most often a question of 
  practice. However, since the various boons occur 
  naturally in different environments, they are still 
  chiefly relevant for the members of certain occupa-
  tions and archetypes, at least at the start. It should 
  also be added that the boons listed in this section are 
  great for adding color to the character, for a lower 
  cost in Experience than abilities.
  Some of the boons may be purchased multiple 
  times, meaning that its bonus can be from +1 to +3. 
  These are marked with a * in the list on page 52, 
  and it is also mentioned in the description of the 
  boons in question.
  Boons and  
     Burdens
  boons and burdens have their primary use in social challenges and in problem-
  solving; they add color to and set the character apart from others without having 
  the same impact on combat situations as traits and abilities do. Basically, boons 
  and burdens function very much like the single-level traits featured in the Core 
  Rulebook, so with the book in your hand, traits like Contacts and Bushcraft are 
  regarded as boons, while Pariah is considered a burden. 
  50
  
  51
  4
  B O O N S  &  B U R D E N S
  
  absoluTe MeMory 
  The character stems from a culture that by tradi-
  tion does not use writing, but which instead has 
  developed memory techniques to preserve and 
  transmit vital knowledge. He or she remembers 
  everything seen or heard, which means that the 
  player may ask the Game Master about details 
  perceived by the player character during its past 
  adventures. The Game Master must answer as 
  thoroughly as possible.
  archivisT
  The character is trained to organize and search 
  for information. He or she gains a +1 bonus when 
  researching in archives and libraries. 
  Archivist can be acquired multiple times, up to 
  a maximum bonus of +3 on relevant tests.
  augur
  The character has always seen signs others have 
  missed, and has a +1 bonus on tests for rituals deal-
  ing with fate or hidden information: Fortune-telling, 
  Holy Smoke and Oracle.
  Augur can be acquired multiple times, up to a 
  maximum bonus of +3 on relevant tests.
  beasT Tongue
  The character can speak to creatures from the mon-
  ster category Beasts. Beasts have their limitations 
  but can answer questions about which creatures 
  are in, or have traveled through, an area, and also 
  estimate their numbers (one, two or many). The 
  beasts do not perform any services; they talk to 
  the character as if they were equals. 
  bloodhound
  The player character has a developed sense for 
  finding people, no matter if the traces of their 
  presence are found on the ground, in a lair or 
  among discovered belongings. The character has 
  a +1 bonus on Vigilant and Cunning tests to find 
  and follow tracks, or to figure out where someone 
  is hiding.
  Bloodhound can be acquired multiple times, up 
  to a maximum bonus of +3 on relevant tests.
  blood Ties
  The character has established a mystical blood tie to a 
  creature of a different race. Because of this link, he or 
  she can choose to invest Experience in order to acquire a 
  trait belonging to the race of the blood-friend. It is most 
  likely that the Blood Tie of the character is linked to 
  another Cultural Being, but beasts and other creatures 
  are a possibility. The story of how the character came 
  to enter into the relationship is probably interesting 
  and telling of his or her life history, maybe also of the 
  character’s morals and worldviews. 
  carTographer
  The character has been trained to draw precise 
  maps – a sought-after skill in this age of explora-
  tion. He or she gets a +1 bonus on tests regarding 
  orientation and location, both on the surface and 
  down in the Underworld.
  Cartographer can be acquired multiple times, 
  up to a maximum bonus of +3 on relevant tests.
  caT burglar
  The character is trained to open locks, latches 
  and bolts, and gets a +1 bonus on all tests to pick 
  locks – the test is made against Quick if the burglar 
  is in a hurry or against Discreet when the challenge 
  is to not alert anyone on the other side of the door. 
  A Discreet test is also rolled to conceal that the 
  lock has been picked, should someone investigate 
  later on.
  Cat Burglar can be acquired multiple times, up 
  to a maximum bonus of +3 on relevant tests.
  cheaT
  The character is trained to cheat in games and 
  knows how to avoid detection. He or she gets 
  a +1 bonus on Cunning tests when gambling, 
  and to get away with it the cheat must pass a 
  [Discreet←Vigilant] test versus the opponent with 
  the highest Vigilant, a test that the cheat gets a 
  second chance to succeed on. Cheat can be combined 
  with Gambler for additional bonuses.
  Cheat can be acquired multiple times, up to a 
  maximum bonus of +3 on relevant tests.
  coMManding voice
  The character has a well-tuned and loud voice, able 
  to rise above the clamor of combat. This provides a 
  +1 bonus to Persuasive tests in situations when the 
  character gives direct orders to allies.
  The boon Commanding Voice can be acquired 
  multiple times, up to a maximum bonus of +3 on 
  relevant tests.
  con arTisT
  The character is trained to quickly twist the truth, 
  and to generalize or exaggerate when it is called 
  for. The character has a +1 bonus on Persuasive and 
  Vigilant tests regarding lies; hence, both for making 
  a lie and noticing when others are lying. The lie’s 
  veracity is usually found out quickly, so the liar 
  must hurry if he or she is to take advantage of it.
  Con Artist can be acquired multiple times, up to 
  a maximum bonus of +3 on relevant tests.
  Boons 
  Absolute Memory
  Archivist*
  Augur*
  Beast Tongue 
  Bloodhound*
  Blood Ties
  Bushcraft
  Cartographer*
  Cat Burglar*
  Cheat*
  Commanding Voice*
  Con Artist *
  Contacts
  Dark Blood
  Dexterous*
  Double-tongue
  Enduring March
  Enterprise
  Escape Artist
  False Identity
  Fire Forged
  Fleet-footed
  Forbidden Knowledge
  Gambler*
  Green Thumb*
  Heirloom
  Hideouts
  Horrifying*
  Impressionist*
  Manipulator*
  Medium*
  Mirage
  Musician*
  Pathfinder 
  Pack-mule
  Pet
  Poison Resilient
  Privileged
  Servant
  Shadow Spawn*
  Soulmate
  Storyteller*
  Telltale*
  Tough
  52
  
  dark blood
  Dark blood flows through the character’s veins, 
  passed down from an ancestor, or as a result of 
  being cursed. Maybe the player character was 
  simply born in the wrong part of Davokar at the 
  wrong time. The dark blood always comes with 
  some form of physical stigma, represented by the 
  burden Bestial. 
  The character may acquire and develop the 
  following monstrous traits as though they were 
  ordinary abilities: Natural Weapon, Armored, Robust, 
  Regeneration, Wings.
  dexTerous
  The character has unusually nimble fingers and 
  gains a +1 bonus on all Discreet tests when trying 
  to steal items or hide items he carries.
  Dexterous can be acquired multiple times, up to 
  a maximum bonus of +3 on relevant tests.
  double-Tongue
  Double-tongue is a language developed by the 
  Thieves Guild in Yndaros – you say one thing but 
  mean another. This way, sensitive conversations 
  can be held within earshot of outsiders. If multiple 
  characters know Double-tongue, they can speak 
  about secrets without risk – provided that the 
  bystanders do not know the language as well…
  enduring March
  After having marched many, many miles in 
  military columns or through the wilds, the 
  player character does not have to make a test to 
  endure walking at Death March speed. Damage 
  also heals as normal during Forced Marches. The 
  expertise of the character benefits those around 
  him or her, and all traveling companions get a 
  second chance to endure the strain of walking at 
  Death March speed. Furthermore, they may roll 
  a Strong test to see if they heal naturally during 
  a Forced March.
  enTerprise
  The character owns some kind of establishment – a 
  small tavern, a smaller store or some other simple 
  craft service like a cobbler or trinket shop. Other 
  alternatives are a theater or a troop of acrobats. 
  The enterprise can be stationary in a place often 
  visited by the characters between adventures, or 
  it can be mobile in the form of a wagon or a river 
  boat if that feels more reasonable. 
  Once per adventure (or in-between adventures), 
  the character may roll a Cunning (for artisans) or 
  Persuasive (for services) test. A success renders a 
  profit of 10+1d10 thaler, after all expenses have been 
  paid. If more than one character has Enterprise, it 
  can be parts of the same establishment or business. 
  If so, both characters roll a profit test each.
  escape arTisT
  The character has loose joints and is trained to uti-
  lize this in order to get free from bonds or squeeze 
  through narrow passages. He or she can also get free 
  from the clutches of an enemy or out of traps such 
  as nets and snares. In all these cases, the character 
  gets a second chance to pass the test, no matter 
  which attribute is used.
  false idenTiTy
  The character has a false identity, complete with 
  clothes, equipment and papers to back it up. The 
  identity is so well-crafted that it cannot be exposed 
  unless the person who created it (usually a prom-
  inent member of the organization or faction to 
  which the character belongs) discloses it – or if 
  the character does something clearly revealing.
  fire forged
  The character was born beneath a glowing celestial 
  phenomenon or was the only one to survive a dev-
  astating fire. He or she has a mystical +1 protection 
  against fire and has also a +1 bonus on all success 
  tests related to the use of, or resistance to, fire and 
  flames.
  fleeT-fooTed
  The creature or person moves at an unusually high 
  speed. In situations where precision counts, the 
  movement is 13 meters per turn. And in connection 
  to the rule on Flight & Hunt (page 102), the trait 
  gives a +3 Quick bonus.
  forbidden knowledge
  The character has somehow come to possess the 
  secrets of the mystical traditions regarding alchemy 
  and artifact crafting; maybe as a result of espionage 
  or after having served a far-traveled Master. With 
  the abilities Alchemy and Artifact Crafting, he or she 
  has the capability to create all elixirs and artifacts, 
  including those belonging to the secrets of other 
  traditions.
  gaMbler
  The character gets a +1 bonus on all Cunning tests 
  when gambling or playing strategy games like Prios’ 
  Sun. Also, he or she gets +1 on Vigilant to expose 
  cheats. Gambler can be combined with Cheat for 
  added bonuses.
  Gambler can be acquired multiple times, up to a 
  maximum bonus of +3 on relevant tests.
  53
  4
  B O O N S  &  B U R D E N S
  
  green ThuMb
  The character has a mystical connection to all 
  growing things and has a +1 bonus on tests related 
  to challenges in the wilds, such as orienting in the 
  woods, finding food and shelter, and detecting/
  avoiding natural traps. The bonus also applies to 
  all Alchemy tests.
  Green Thumb can be acquired multiple times, 
  up to a maximum bonus of +3 on relevant tests.
  heirlooM
  The character has inherited a family heirloom. 
  Choose an optional weapon or armor from the lists 
  in the Core Rulebook or the Advanced Player’s Guide, 
  except items with some kind of mystical quality.
  hideouTs
  Many organizations and networks regularly 
  establish hideouts in Ambria and the outer regions 
  of Davokar; guilds and factions like witches, the 
  Queen’s Rangers and most barbarian clans maintain 
  such places for their members. The character knows 
  of, and has access to, a series of such hideouts, 
  linked to a specific group. There he or she can 
  lay low and replace or acquire vital equipment, 
  including weapons and armor.
  When the character needs a hideout, he or she 
  rolls a Cunning test – a success means that the char-
  acter recalls the location of a place in the vicinity. 
  The location is hidden, safe and contains equipment 
  to a value of 10 thaler; the character decides what is 
  kept in the hideout, items and/or coins. He or she 
  who takes something from a hideout is expected 
  to replace it later, or at least report what was taken 
  and for what purpose.
  horrifying
  The character knows how to be threatening in 
  an effective way and can scare people into acting 
  according to his or her will, if only for a short 
  while. He or she gets a +1 bonus to all Persuasive 
  tests pertaining to threats, interrogation and 
  coercion. The effect is momentary; later the victim 
  will likely backbite the character when a chance 
  presents itself.
  Horrifying can be acquired multiple times, up to 
  a maximum bonus of +3 on relevant tests.
  iMpressionisT
  The character is a skilled impressionist, whether 
  trying to impersonate a type of person belonging 
  to his own race or imitating a specific individual. 
  He or she gains a +1 bonus on Discreet tests when 
  trying to impersonate others. If the character only 
  aims to act as a type of person (for instance a town 
  guardsman) rather than a specific individual, he 
  or she also gets a second chance to pass the test.
  Impersonating a type of person belonging to 
  another race is harder; the impressionist may try 
  but gets a second chance to fail the test. Specific 
  individuals of another race are impossible to imitate 
  in a credible way.
  Impressionist can be acquired multiple times, 
  up to a maximum bonus of +3 on relevant tests.
  ManipulaTor
  The character knows how to manipulate others, 
  using flattery, threats, or a combination thereof. He 
  or she gets a +1 bonus to Persuasive versus a specific 
  person during the scene. It takes time to influence 
  someone; it requires a scene of emotional manipu-
  lations to achieve the intended effect. On the other 
  hand, the influence lasts longer than when simply 
  lying – the victim accepts the sentiments as its own 
  and will defend them long after the manipulator 
  has left the place.
  Manipulator can be acquired multiple times, up 
  to a maximum bonus of +3 on relevant tests.
  MediuM
  The character grew up in the presence of ghosts 
  and developed a connection to the reality of spirits. 
  He or she gets a +1 bonus on Vigilant, Resolute and 
  Persuasive tests aimed at noticing, interacting with 
  or subduing restless spirits. The bonus also applies 
  to attempts to resist a spirit’s powers, when aimed 
  at the player character.
  Medium can be acquired multiple times, up to a 
  maximum bonus of +3 on relevant tests.
  Mirage
  The person has a mystical gift and may weave 
  momentary mirages from thin air; flames that emit 
  no heat jump between his or her hands, tiny figures 
  of light dance in the air, and so on. The character 
  can also weave false images over smaller objects, for 
  instance making pebbles appear as shining coins. 
  Over time, the mirage will not fool anyone as its 
  effect wears off at the end of the scene. 
  With Mirage, the person may roll against 
  Persuasive to dupe someone into accepting fake 
  goods or payment in the form of illusory coins, to a 
  maximum “value” of a hundred thaler. Also, Mirage 
  grants +1 to Persuasive when the player character 
  threatens someone with “powerful magic.”
  Musician
  The character is a talented musician and pos-
  sibly trained in the art of singing and playing 
  an instrument. He can give himself or his 
  54
  
  group of allies a +1 bonus on all Persuasive tests; 
  every one likes to hear a good song. A musician’s 
  skills can even save the character’s life, as a 
  beautiful voice and the sound of well-tuned 
  strings can calm members of the monster cate-
  gory Beasts – if no one threatens the creature, 
  a [Persuasive←Resolute] test will stop it from 
  attacking. The character and its allies may then 
  back away and find another route forward.
  Musician can be acquired multiple times, up to 
  a maximum bonus of +3 on relevant tests.
  paThfinder
  The character has well-tuned senses for spotting 
  and following tracks, both below ground and on the 
  surface. He or she gets a second chance to pass all 
  Vigilant tests when trying to follow a trail or find 
  the way to, or back from, a place.
  pack-Mule
  The character is used to carrying heavy loads. The 
  basis for calculating his or her carrying capacity is 
  Strong ×1.5. For information on carrying capacity, 
  see Encumbrance on page 100.
  peT
  The character has a trusty friend in the form of 
  a jakaar or mare cat – any beast will do, so long 
  as it poses weak resistance. The pet is unswerv-
  ingly loyal to the player character. In combat and 
  problem-solving it is played by the player as a 
  second character, but it does not gain Experience 
  and cannot develop its stats (for that you need the 
  ritual Familiar). If the pet dies, the character can 
  have it replaced at the start of the next adventure.
  poison resilienT
  By carefully exposing himself to toxins, the 
  character has built up a remarkable resilience. 
  Poisons affect the character at one tier lower than 
  normal – a strong poison has the effect of a moderate 
  dose; moderate becomes weak and a weak dose 
  only inflicts 1 point of damage during the turns 
  it is active. The time-frame is not affected, only 
  the amount of damage per turn. Regarding toxins 
  that have other negative effects than damage, the 
  character has instead a second chance on tests to 
  resist them.
  servanT
  The character has a personal servant. It may be an 
  employed attendant, a serf chamber boy or some-
  thing like that. The servant is loyal to the player 
  character, but is otherwise useless in terms of skills 
  (weak resistance). It can perform simple chores, 
  stand guard at night or convey messages to others, 
  but it will not contribute in dangerous situations. 
  The servant is played by the Game Master and 
  should be provided a suitable personality.
  shadow spawn
  The character was born during a solar eclipse and 
  ever since then shadows are drawn to him or her. 
  The shadow spawn gets a +1 bonus on all Discreet 
  tests when sneaking or hiding.
  Shadow Spawn can be acquired multiple times, 
  up to a maximum bonus of +3 on relevant tests.
  soulMaTe
  The character has a soulmate, either in the 
  romantic or in the brotherly sense. Irrespective 
  of which, the character may telepathically com-
  municate simple messages and feelings to the 
  counterpart. They always know approximately 
  where the other person is and if he or she is in 
  any kind of trouble.
  The counterpart may be a non-player character 
  important to the game or the character of another 
  player; talk to your gaming friends and decide what 
  is best. In the latter case, it is enough that one of the 
  characters acquires the boon in question.
  sToryTeller
  The character is a gifted storyteller and no matter 
  if he narrates legends, religious myths or bur-
  lesque tales he will impress the audience. The 
  storyteller gains a +1 bonus on Persuasive tests 
  when attempting to weave a credible story to 
  impress listeners, and is skilled enough to earn 
  an income from his performances (see Income 
  from Boons, page 103).
  Storyteller can be acquired multiple times, up to 
  a maximum bonus of +3 on relevant tests.
  TellTale
  The character has ears and a tongue for gossip 
  and can sniff out rumors and also pass them on to 
  new places. He or she gets a +1 bonus to all tests in 
  connection to hearing, spreading or realizing the 
  truth behind rumors.
  Telltale can be acquired multiple times, up to a 
  maximum bonus of +3 on relevant tests.
  Tough
  The character has a tough body and a strong soul, 
  meaning that his or her heart keeps beating when 
  the hearts of others would give up. A player char-
  acter with the boon Tough may always roll death 
  tests with two dice, and choose to accept the most 
  favorable outcome.
  Short- or Long-lived?
  The traits Short- and 
  Long-lived are not to be 
  regarded as boons or 
  burdens, as they primar-
  ily have a mood-setting 
  effect – they have no 
  impact on the rules, and 
  there are very few situa-
  tions in game where the 
  theoretical lifespan of 
  a player character is of 
  significance. 
  55
  4
  B O O N S  &  B U R D E N S
  
  Burdens
  burdens are negaTive traits which add to the char-
  acter’s history and also provide extra Experience to 
  spend on abilities/boons. Using burdens is considered 
  an optional rule, so the gaming group has to reach a 
  common understanding on whether or not to do so.
  addicTion
  The character has developed an addiction and must 
  have a dose of his or her drug each day, or suffer from 
  withdrawal symptoms. The drug (wine, dream snuff, 
  daft root or similar) costs one shilling per dose. An 
  alchemist can create the drug for himself or a friend 
  for half that price. Withdrawal symptoms give a –1 
  modification to all tests and grow worse day-by-day, 
  up to –5. Each day without the drug, the character 
  must also pass a [Resolute –the abstinence modification] 
  test. If it fails, he or she will abandon all other projects 
  and start hunting for the daily dose.
  arch eneMy
  The character has, by actions or name, made an 
  arch enemy. This individual has devoted his or her 
  existence to destroying – and in the end, taking – the 
  character’s life. At least once during each adventure, 
  the influence of the arch enemy will show. He or 
  she primarily acts through others; hiring thugs or 
  spreading lies in the hope that others will make 
  life difficult for the character. Exactly who this 
  arch enemy is, why he or she hates the character 
  and what resources are at hand, is for the player 
  and Game Master to decide. However, it cannot be 
  someone who is easilly avoided or stopped from 
  acting out his or her hatred.
  besTial
  The player character has a bestial appearance, in 
  the form of one (or a few) conspicuous traits – jakaar 
  eyes, aboar tusks, lindworm scales on arms and 
  neck, or something else arousing fear and disgust. 
  Concealing the traits requires the character to pass 
  a [Discreet←Vigilant] test. If the test is failed, the 
  character will have a second chance at failing all 
  Persuasive tests concerning pleas for help or protec-
  tion. However, the bestial exterior grants a second 
  chance to pass all Persuasive tests meant to threaten 
  or intimidate. As soon as they can, those subjected 
  to the character’s intimidation – whether or not it is 
  successful – will report him or her to the Town Watch 
  (or similar authorities) as a suspected abomination.
  bloodThirsT
  The character has a thirst for blood, easily awoken 
  and hard to quench. The thirst appears if he or she 
  takes damage and means that the character will 
  not spare any enemies – not even if they surrender. 
  Trying to spare an enemy requires an almost over-
  powering effort; it requires the character to sacrifice 
  an Experience point and then pass a Vigilant test.
  code of honor
  The character has adopted a very strict code of 
  honor, applicable in all situations but especially 
  burdensome in combat. The effect of the code is that 
  the player character never runs from a fight which 
  has begun. Sure, sometimes combat can be avoided, 
  but when the fight is on, all enemies must fall!
  dark secreT
  The character has some kind of dark secret, which 
  threatens to destroy his or her reputation and life if 
  revealed. Maybe the character has been a member 
  of a corrupted cult, killed someone, or protected 
  a murderer and never gotten caught. Should the 
  dark secret become publicly known, the character 
  gets one of the burdens Pariah or Wanted instead, 
  depending on the secret. Once per adventure there 
  is a risk for exposure; the character must roll a 
  Discreet test during each adventure, a test with a sec-
  ond chance to succeed. If failed, someone discovers 
  a clue which can lead to the truth. Maybe some kind 
  of physical evidence surfaces (a letter, for instance)? 
  Is it a witness claiming to have seen something or 
  is the character talking in his sleep? Whether the 
  suspicious person is a non-player character or a 
  character, the one with the dark secret must lay 
  their curiosity to rest or suffer the consequences.
  Note that a non-player character may want to 
  extort, rather than expose, the character.
  elderly
  The character is past its prime and has both good 
  and bad days. If the first success test of the day is a 
  success, it is a good day and everything seems to be 
  alright; if the first test of the day is a failure, it is a 
  bad day – the gout sets in, all joints are aching or the 
  character is out of breath even when seated. Whatever 
  the cause, the character has –1 on all tests for the day.
  epilepTic
  The character is afflicted by a sensitive mind, mean-
  ing that he or she can be exposed to violent cramps 
  throughout the body when excited or stressed. If 
  rolling a 20 on a success test the cramping starts 
  and the character is down and out for 1d6 turns. 
  Afterward, he or she is exhausted and suffers –1 on 
  all success tests until the end of the scene.
  Burdens 
  Addiction
  Arch Enemy
  Bestial
  Bloodthirst
  Code of Honor
  Dark Secret
  Elderly
  Epileptic
  Impulsive
  Nightmares
  Mystical Mark 
  Pariah
  Protégé 
  Sickly
  Slow
  Wanted
  Pariah as a Burden
  The trait Pariah from the 
  Core Rulebook is a bur-
  den and is now counted 
  as such. Player charac-
  ters who have this trait 
  gain 5 more Experience 
  when starting the game, 
  to be spent on a boon, 
  saved for later or used 
  to re-roll tests.
  56
  
  iMpulsive
  The character acts before thinking. This means 
  that as soon as the player opens his or her mouth 
  and says that the character does something, 
  it does – and the player cannot have second 
  thoughts. The only way to restrain the character 
  is to sacrifice an Experience point or accept one 
  (1) permanent corruption.
  nighTMares
  The character is haunted by nightmares each and 
  every night, possibly because of something he or 
  she has experienced, or for more abstruse reasons, 
  such as an ominous omen or the consequence of 
  a family curse. Each night, the character must 
  pass a Resolute test in order to heal naturally, or no 
  healing will occur that day. Other forms of healing 
  are not affected.
  MysTical Mark
  The character has a mystical mark somewhere on 
  his or her body, maybe a birth mark or a scar gained 
  later in life. Whatever the origin, the character is at 
  risk of being mistaken for having a blight-mark. In 
  situations when it is relevant, the character must 
  pass a test against [Discreet←Vigilant] or attract the 
  attention of a pitch-fork wielding mob or a more or 
  less dangerous witchhunter.
  proTégé
  The character has to put up with and protect a 
  protégé. The protégé can be a beloved child, an 
  elderly but respected mentor, a soulmate or just 
  an annoying relative whose welfare is connected 
  to a future inheritance for the character. Either 
  way, this person is played by the Game Master 
  and tends to get into trouble. The protégé has no 
  stats besides those associated with weak resis-
  tance, and gains no Experience from adventuring 
  – he or she is as much a burden over time, as at
  the start.
  If the protégé dies or goes missing, the character 
  is afflicted by other problems; sorrow and remorse, 
  mirrored in a suitable burden. If the character pro-
  tected the person from love, burdens like Addiction 
  or Nightmares can be appropriate. And if the protec-
  tion was related to personal gains, maybe Wanted or 
  Arch Enemy is better – the relatives of the protégé do 
  not easily forget the characters betrayal.
  sickly
  The character suffers from a chronic disease, mak-
  ing him or her weak. Normally, this does not show, 
  but when damaged or traumatized the character 
  is at great risk of dying – all death tests are made 
  with two dice and the worst, most unfavorable 
  outcome stands.
  slow
  The creature or person moves at an unusually slow 
  speed. In situations where precision counts, the 
  movement is 7 meters per turn. In connection to 
  the rule on Flight & Hunt (page 102), the trait gives 
  a –3 Quick penalty. 
  wanTed
  The character is wanted for a serious 
  crime, either justly or falsely accused. 
  The effect is that he or she risks get-
  ting recognized and hunted. Once 
  per adventure, the character must 
  pass a Discreet test to avoid 
  being identified.
  57
  4
  B O O N S  &  B U R D E N S
  
  he pool of blood spread across the floor 
  around Jela; Kasimer pressed his strong 
  hands against her wound to stop the 
  bleeding. Gormyx leaned against the
  door, trying to keep it closed, and by 
  the troll’s side was Agniesha, seated 
  on the floor, hugging her rune staff, 
  exhausted. Arron lay dead in the 
  corridor outside. There was no point in 
  fighting anymore; the bone crafts of the 
  false cleric would soon breach the door. 
  Sarli, the group’s cadaver-like employer, seemed unaffected 
  by the mess, maybe because she was already dead. She gazed 
  through the cracks in the door. “We hit them from behind.” She 
  turned to Gormyx: “You won’t enjoy the ride.” 
  The troll muttered and adjusted his helmet. Agniesha stood 
  up, supported by her staff, and Jela removed Kasimer’s hands, 
  replacing them with her own. “Go,” she whispered. The dwarf 
  nodded and kissed her forehead.
  Sarli drew her sword and cleaved the air in front of her. She 
  entered through the rift to the Yonderworld and pulled the troll 
  with her. The opening collapsed behind them.
  Jela felt the world around her grow darker. As if in a dream, 
  she saw the door collapse. Agniesha smashed through the floor 
  before her with a single thrust of her staff and the bone-crafted 
  acolytes that charged into the room tumbled down the hole. 
  From somewhere further away came the war song of Gormyx.
  The last thing Jela perceived before darkness took her was 
  Kasimer jumping the hole and attacking the dark priest with his 
  two axes.
  t
  58
  
  T H E  S K I L L S
  S E C T I O N  2
  59
  
  Alchemy (expAnded)
  The alchemists’ field of knowledge is constantly 
  growing as old recipes are recovered and new 
  formulas created. With the Advanced Player’s Guide 
  alchemists may create more elixirs, all of them listed 
  in the margin on page 62, sorted into separate levels 
  like in the Core Rulebook. The effects of the elixirs 
  are described in the chapter Equipment on page 120.
  Alchemists are used to working with explosive 
  and volatile substances, and are therefore able to 
  handle alchemical grenades correctly and effi-
  ciently. Hence, alchemists – starting at the novice 
  level – do not risk failing catastrophically with 
  alchemical grenades.
  Agile combAt
  Only available to Iron Sworn
  During combat in wooded areas and hilly terrain 
  the distance between opponents can shift quickly, 
  from ranged to melee. The Iron Sworn have devel-
  oped techniques for handling these rapid shifts 
  between weapon types, and the most skilled 
  among them can dance forth over the battlefield, 
  seamlessly alternating between melee and ranged 
  weapons and using every hostile attack for making 
  counter-strikes. The character is trained in the Iron 
  Sworns’ advanced techniques on how to emerge 
  victorious from skirmishes.
  Novice 
   Passive. The character can split his or her 
  movement and perform one part of the 
  movement action before the combat action, 
  and the other part after. This is done in order 
  to make maximum use of the terrain and 
  cover. The character still suffers Free  Attacks 
  from enemies if the movement leads into or 
  through melee combat distance.
  Adept 
   Passive. As a part of its combat action, 
  the character may freely switch between 
  weapons. This only pertains to changing 
  weapons; it does not provide an extra action 
  to be used for anything else.
  For instance, the Iron Sworn may start 
  holding two weapons, move a part of its 
  movement range, and as a combat action 
  switch to a bow, fire it, and then switch 
  back to two weapons. Finally, the rest of the 
  movement is made. 
  Master 
   Reaction. The character gains a second 
  chance to pass all Defense tests against 
  Abilities
  here you will find descriptions of a long list of abilities, primarily ones connected 
  to the new occupations introduced in this book. Just like with the abilities featured 
  in the Core Rulebook, many of them can be acquired by anyone, occupations and 
  archetypes aside. But there are also the archetypical abilities and the abilities 
  linked to the professions, the latter only available once the character lives up 
  to the requirements of a profession – provided that your group agrees with this 
  limitation, that is…
  60
  
  61
  5
  A B I L I T I E S
  
  NOVICE ELIXIRS 
  Alchemical Mine (weak)
  Antidote (weak)
  Fire Dye
  Flash Powder
  Herbal Cure
  Homing Arrow
  Homunculus
  Poison (weak)
  Purple Sap (weak)
  Revealing Light
  Stun Bolt
  War Paint
  Way Bread
  Wild Chew
  ADEPT ELIXIRS 
  Alchemical Grenade
  Alchemical Mine (moderate)
  Antidote (moderate)
  Antidote Candle (weak)
  Choking Spores
  Concentrated Magic
  Drone Dew
  Eye Drops
  Elemental Essence
  Ghost Candle
  Holy Water
  Poison (moderate)
  Poison Candle (weak)
  Protective Oil
  Purple Sap (moderate)
  Shadow Tint
  Smoke Bomb
  Thorn Beasties
  MASTER ELIXIRS 
  Alchemical Mine (strong)
  Antidote (strong)
  Antidote Candle (moderate)
  Elixir of Life
  Poison (strong)
  Poison Candle (moderate)
  Purple Sap (strong)
  Spirit Friend
  Spore Bomb
  Thunder Ball
  Transforming Draught
  Twilight Tincture
  Wraith Dust
  Free Attacks provoked by withdrawing from 
  melee. In addition, every such Free Attack 
  against the character lets the Iron Sworn 
  make their own Free Attack against the 
  enemy. The character may freely switch 
  weapons for these counter-strikes and 
  choose the tool that fits the situation best.
  Armored mystic 
  Only available to Templars
  The templars have developed techniques for per-
  forming the miracles of Prios while wearing full 
  armor. When the Knights of the Dying Sun storm 
  some settlement full of heretics or dark spawn, it is 
  far from uncommon to see them blast their enemies 
  and bless their allies while clothed in steel. 
  Novice 
   Passive. The character’s mystical powers 
  are not affected by wearing medium armor. 
  The armor affects Defense as usual.
  Adept 
   Passive. The character’s mystical powers 
  are not affected by wearing heavy armor. 
  The armor affects Defense as usual.
  Master 
   Passive. The armored mystic has tran-
  scended the limitations of the armor, and 
  may instead benefit from it. A +1D4 bonus is 
  added to the armor’s protection value when 
  the mystic wears it, since mystical energies 
  flow through the steel.
  Arrow JAb
  In the chaos of the battlefield, archers sometimes 
  find themselves dragged into the melee. To handle 
  this, techniques on how to use ranged weapons at 
  close range have been developed. This ability may 
  be used with any kind of bow or crossbow.
  Novice 
   Reaction. As a reaction to a melee attack 
  against him or her, the character can draw 
  an arrow and use it to stab an enemy. The 
  character must succeed with a normal 
  attack roll against the enemy; a successful 
  hit deals 1D6 damage and the qualities of 
  the projectile (if any) are counted.
  Adept 
   Reaction. Like the novice level, but 1D8 
  damage.
  Master 
   Reaction. Like the adept level, but the 
  master also gains a Free Attack with the bow 
  if the jab attack hits. The master stabs with 
  the projectile, then (if successful) loads the 
  bow to make a normal ranged attack at the 
  target. If using a crossbow, this requires that 
  it already be loaded and that the initial stab is 
  made with another bolt, or that the character 
  is in possession of a repeating crossbow.
  ArtifAct crAfting
  Only available to Artifact Crafters
  The glory days of artifact crafting seem to have 
  passed and the powerful secrets of the old rune 
  smiths are lost. However, even in the shadow of the 
  growing corruption, the creative arts still linger on, 
  if in a more modest way. The character is trained in 
  the art of artifact crafting and can create artifacts 
  of the lower order. Higher artifacts can nowadays 
  only be found while excavating Symbaroum’s 
  ruins, but artifact crafters belong to a tradition 
  that still holds its head high, in spite of shadows 
  and darkness.
  The character is also knowledgeable about 
  legendary artifacts and can discern how artifacts 
  work. Artifact Crafting corresponds to the ability 
  Loremaster when analyzing artifacts, but it does 
  not affect the use of them.
  The artifacts are described in detail in the 
  Equipment chapter, page 123-127
  Novice 
   Once per adventure. With a passed Cun-
  ning test, the character can craft one novice 
  level artifact.
  Adept 
   Once per adventure. As an acknowledged 
  artifact crafter, a passed Cunning test lets 
  the character craft one adept level artifact.
  Master 
   Once per adventure. As a famous artifact 
  crafter, a passed Cunning test lets the char-
  acter craft one master level artifact.
  Axe Artist
  By tradition, many warriors of barbarian origin 
  carry axes into battle, and among these fighters 
  special techniques have been developed – tech-
  niques which make full use of the axe’s potential. 
  In the hands of the character, the axe is an effective 
  tool of combat.
  The weapon used must be an axe of either heavy 
  or single-handed model
  Novice 
   Active. The first thing an axe artist learns 
  is to strike with the short-end of the axe in 
  order to induce distracting pain before a 
  mightier blow. The short-end thrust deals 
  1D6 damage and stuns the enemy if the 
  character passes a [Accurate←Resolute] 
  test, meaning that the character gets to 
  make an immediate Free Attack.
  Adept 
   Active. Next up is learning the powerful 
  double-strike: to strike with one side of the 
  axe and then follow up by striking a blow 
  with the other. The character makes two at-
  tacks in one combat action, both of them at 
  one dice tier lower than normal (1D10=1D8). 
  62
  
  Master 
   Passive. The axe master returns to the 
  heart of axe fighting, the mighty blow. Every 
  hit with the axe deals +1D4 damage, limited 
  to one hit per combat action.
  blAcksmith
  All peoples in Ambria and Davokar have their 
  blacksmiths, which says something about their 
  importance. Master smiths are revered in all cul-
  tures, but especially among Ambrians and trolls. 
  The cost of crafting objects is half of the listed 
  price and if the blacksmith later sells the item, 
  he or she gets the list price in payment. In other 
  words, the profit made by the blacksmith is half 
  the listed price.
  This ability may be used once per adventure, 
  preferably during a quiet interlude (or between 
  adventures if that seems more reasonable). Should 
  the item be of a consumable nature (like arrows or 
  bolts), the blacksmith can forge 10 copies at a time.
  Novice 
   Special. With a passed Cunning test, the 
  character can make a novice item. The 
  character can also patch damaged armor 
  or adapt armor to fit creatures of larger or 
  smaller sizes. Novice items are all ordinary 
  weapons and armor, including those with 
  the qualities Short and Long. No other quali-
  ties can be crafted by the novice smith.
  Adept 
   Special. With a passed Cunning test, the 
  character can make an adept item, featur-
  ing one quality besides Short or Long. All 
  weapons and armor mentioned in the Core 
  Rulebook and the Advanced Player’s Guide 
  can be crafted by the adept, except items 
  with mystical qualities and those that have 
  more than one quality besides Short or 
  Long. Note that the adept cannot remove 
  negative qualities from items.
  Master 
   Special. With a passed Cunning test, the 
  character can make a master item. Master 
  Blacksmiths have the capability to add sever-
  al qualities to weapons and armor, and also 
  to remove negative qualities. Adding to that, 
  they may instill mystical qualities into all 
  kinds of weapons and armor. For each added 
  or removed quality, the list price of the item 
  is cumulatively increased by ×5. Mystical 
  qualities increase the value by ×10.
  blood combAt
  Only available to Wrath Guard
  The witches on Karvosti understand the power of 
  the blood better than others. These insights have 
  been developed in cooperation with the Guard of 
  the Slumbering Wrath. The dedication and training 
  of the guard allows them to use the power of spilled 
  blood to their own advantage in combat – whether 
  the blood is theirs or the enemy’s. 
  Novice 
   Reaction. The character draws strength 
  from the blood it spills. When his or her 
  Toughness has been halved, the character 
  gains a second chance to succeed with all 
  attack tests in melee combat.
  Adept 
   Reaction. The character’s hits grow more 
  powerful the more damaged he or she is; 
  when Toughness has been more than halved, 
  all attacks made by the character in melee 
  combat deal an additional +1D8 in damage.
  Master 
   Reaction. The warrior is healed by the blood 
  spilled by the enemy; half of the damage 
  that the character deals in melee combat is 
  added to the character’s Toughness, round-
  ed down.
  chAnneling
  Some sorcerers and cultists have through exposure 
  to dark powers developed a capacity to endure 
  corruption and to attract corruption that would 
  have affected others. With practice, Channeling may 
  also be used for passing corruption on to others, as 
  a brutal weapon.
  Novice 
   Reaction. The character can choose to 
  receive temporary corruption that will oth-
  erwise affect someone else within sight.
  Adept 
   Reaction. The character gets a second 
  chance when rolling for corruption and in 
  situations when receiving corruption for 
  someone else. The character may accept 
  the higher or lower outcome depending on 
  what is more favorable; combined with the 
  master level in Channeling the higher out-
  During Adventures or Between Them?
  Some abilities can be used “once per adventure.” This can be handled in two 
  ways, depending on what the gaming group prefers. If the characters also 
  have active periods in-between adventures, where they engage in vari-
  ous activities (working, running a business or something like that), these 
  abilities may be rolled during that time frame; some characters spend the 
  down-time in their laboratory, their smithy and so on. If the group is totally 
  committed to continuous adventuring it may be necessary to roll for these 
  abilities at the start of each new adventure, or to find a practical situation 
  during the adventure.
  63
  5
  A B I L I T I E S
  
  come is better, in all other cases the lower 
  outcome is preferable.
  Master 
   Reaction. The character can pass corrup-
  tion on to someone else; this is true for all 
  forms of corruption he or she suffers, no 
  matter the source. With a successful [Res-
  olute←Resolute] test, corruption suffered 
  is transferred to a target in sight. If the test 
  fails, the master still only suffers half of 
  the corruption (rounded up), while the rest 
  leaks out into the surrounding area, making 
  plants wither and the ground darken.
  cheAp shot
  In the slums of Alberetor’s larger cities, special tech-
  niques for self-defense emerged. These techniques are 
  still practiced among the gangs of Yndaros. 
  Novice 
   Active. Cheap Shots like a “gutter-kiss” 
  (head-butt) or a “goblin-squeeze” (groin 
  kick) comes naturally to the character in 
  stressful situations. Such an attack deals 
  1D6 damage, and if the opponent is dam-
  aged the character also gains a Free Attack 
  against him or her.
  Adept 
   Reaction. The character performs a normal 
  melee attack and if it deals damage, he or 
  she adds a trip or a tackle. Such a maneuver 
  knocks the opponent to the ground if the 
  character succeeds with a [Cunning←Quick] 
  test.
  Master 
   Reaction. Every enemy who engages the 
  character in melee suffers a bloody riposte 
  dealing 1D6 damage directly after its attack. 
  The riposte always hits a weak spot and con-
  sequently ignores any armor.
  ensnAre
  Using weapons like bolas, nets or the long whip, 
  many fighters and hunters of barbarian origin learn 
  to limit the movement of enemies or prey. This skill 
  is also known among Ambrians; flail weapons are, 
  for instance, used in the lengthy show-fights at the 
  gladiatorial arenas and by many bounty hunters. 
  Abducted humans can sometimes be seen wield-
  ing chain staffs, making it possible to ensnare the 
  enemy. The character is trained in the ensnaring 
  techniques used to gain Advantage in melee or to 
  capture prey alive.
  Novice 
   Active. The character gains a second 
  chance to ensnare a target (requires a weap-
  on with the quality Ensnaring, see page 118).
  Adept 
   Active. In addition to the novice effect, the 
  character gains a second chance to bring 
  down an ensnared enemy (requires a weapon 
  with the quality Ensnaring, see page 118).
  Master 
   Reaction. The character’s skill with ensnar-
  ing weapons is such that every ensnaring 
  attack is assumed to hit the target’s neck 
  and have a strangling effect; besides the 
  ensnaring effect and the chance to bring 
  down the enemy, the target suffers 1D6 
  damage, ignoring armor. If the target reach-
  es 0 Toughness, the character can choose to 
  make it unconscious instead of dying.
  feAt of strength
  Only available to Warriors
  The warrior’s spirit is strengthened in combat, 
  giving him or her miraculous power when needed. 
  The character is one of those who have found this 
  source of aggression within, and know how to make 
  use of it.
  Novice 
   Passive. The character can handle taking 
  a beating and counts Toughness as [Strong 
  +5]. This does not affect the Pain Threshold, 
  which is based on Strong/2 as usual.
  Adept 
   Reaction. The character grows stronger
  by suffering damage. When the character’s 
  Toughness is halved, he has a second chance 
  to pass all tests against Strong, including 
  attacks if rolled against Strong.
  Master 
   Reaction. The character grows even 
  stronger when severely damaged. When the 
  character’s Toughness is halved, he or she 
  deals +1D4 melee damage, in addition to the 
  effect mentioned at the adept level.
  flAiler
  Among Ambria’s knights and their squires, the 
  efficiency of jointed chain-weapons has long been 
  known. New ways of using jointed weapons have 
  emerged on the battlefield, and these techniques 
  have been passed on to other warriors. The 
  character has studied the secrets of the jointed 
  weapons and learned to make full use of their 
  potential.
  Novice 
   Passive. In the character’s hands, a jointed 
  weapon gains the quality Ensnaring, and 
  may therefore be used to ensnare an enemy, 
  instead of for making a normal attack.
  Adept 
   Passive. The character can put great force 
  into the secondary damage of jointed 
  weapons; such hits now deal 1D8 damage, 
  instead of 1D6.
  Master 
   Active. The master flailer can use a jointed 
  weapon to continue to strike even after hav-
  64
  
  65
  5
  A B I L I T I E S
  Table 3: Abilities
  Ability 
  Archetype/occupAtion
  Acrobatics 
  Warrior, Rogue
  Alchemy 
  Mystic, Rogue
  Agile Combat
  Iron Sworn only
  Armored Mystic
  Templar only
  Arrow Jab
  Hunter
  Artifact Crafting
  Artifact Crafter only
  Axe Artist
  Warrior
  Backstab 
  Rogue
  Beast Lore 
  Mystic, Rogue
  Berserker 
  Warrior
  Blacksmith
  All
  Blood Combat
  Wrath Guard only
  Bodyguard 
  Warrior
  Channeling
  Mystic, Rogue
  Cheap Shot
  Rogue
  Dominate 
  Warrior, Mystic, Rogue
  Ensnare
  Warrior, Rogue
  Equestrian 
  Warrior, Mystic, Rogue
  Exceptional Attribute 
  Warrior, Mystic, Rogue
  Feat of Strength
  Warrior only
  Feint 
  Rogue
  Flailer
  Warrior
  Hammer Rhythm
  Warrior
  Hunter’s Instinct
  Hunter only
  Iron Fist 
  Warrior
  Knife Play
  Rogue
  Leader 
  Warrior, Mystic, Rogue
  Loremaster 
  Mystic, Rogue
  Man-at-arms 
  Warrior
  Mantle Dance
  Gentleman Thief only
  Marksman 
  Warrior, Rogue
  Medicus 
  Mystic, Rogue
  Mystical Power 
  Mystic
  Natural Warrior 
  Warrior
  Ability
  Archetype/occupAtion
  Opportunist
  Warrior, Rogue
  Poisoner 
  Mystic, Rogue
  Polearm Mastery 
  Warrior, Rogue
  Pyrotechnics
  Queen’s Spy only
  Quick Draw 
  Warrior, Rogue
  Rapid Fire
  Hunter, Rogue
  Rapid Reflexes
  Rogue only
  Recovery 
  Warrior, Mystic, Rogue
  Ritualist 
  Warrior, Mystic, Rogue
  Rune Tattoo
  Warrior
  Shield Fighter 
  Warrior
  Siege Expert
  All
  Sixth Sense 
  Warrior, Rogue
  Sorcery 
  Mystic
  Staff Fighting
  Hunter, Warrior
  Staff Magic
  Staff Mage only
  Steadfast 
  Warrior, Mystic, Rogue
  Steel Throw 
  Warrior, Rogue
  Strangler 
  Rogue
  Strong Gift
  Mystic only
  Sword Saint
  Warrior
  Symbolism 
  Mystic
  Tactician 
  Mystic, Rogue
  Theurgy 
  Mystic
  Trapper
  Hunter, Rogue
  Trick Archery
  Hunter
  Troll Singing
  Mystic
  Twin Attack 
  Warrior, Rogue
  Two-handed Force 
  Warrior
  Witchcraft 
  Mystic
  Witchsight 
  Mystic, Rogue
  Wizardry 
  Mystic
  Wrestling
  Warrior
  
  ing hit a target. The character may perform 
  attacks against all enemies within range of 
  melee; each attack is rolled separately.
  hAmmer rhythm
  As a weapon, the hammer is ancient and its brutal 
  simplicity may in the right hands pound forth a 
  deadly rhythm echoing over the battlefield. 
  The character is one of those who, through 
  training and experience, can utilize the force of 
  the hammer, whether in its single-handed or heavy 
  version.
  Novice 
   Reaction. The character can crush the en-
  emy’s shield with the hammer. After a failed 
  attack roll where the opponent defends 
  with a shield (that is, the enemy parries the 
  character’s attack), the character may roll 
  a [Strong←Quick]. If successful, a wooden 
  shield shatters to splinters while a metal 
  shield is torn from the opponent’s arm and 
  dropped. The shield carrier also suffers 1D6 
  damage from the heavy blow.
  Adept 
   Reaction. When an enemy successfully de-
  fends against a hammer attack, the character 
  can grip the shaft of the hammer with both 
  hands and use it to ram the enemy. A passed 
  [Strong←Strong] test drives the opponent 
  one step backwards, and in the space that 
  opens up, the adept hammer fighter gets to 
  make a Free Attack against the enemy.
  Master 
   Active. The character makes two hammer 
  attacks against the same target, in one 
  action. If the victim successfully defends 
  against any of these, the master may 
  perform a hammer ram as described at 
  the adept level. Only one ramming per turn 
  is allowed, even if the opponent defends 
  against both attacks.
  hunter’s instinct
  Only available to Hunters
  Hunters have a finely tuned instinct and when it 
  comes down to it there are few targets – be they 
  criminal, beast or sorcerer – who can avoid the 
  hunter’s projectiles.
  Novice 
   Special. The hunter appoints a target in 
  sight and gets a second chance to succeed 
  with all ranged attacks against it. The target 
  is appointed when the character makes an 
  attack against it, and the effect lasts till the 
  prey dies or the scene ends.
  Adept 
   Passive. The hunter’s ranged attacks against 
  an appointed target deal +1D4 damage.
  Master 
   Reaction. The master hunter lets no prey es-
  cape. The character gets a ranged Free Attack 
  at an appointed target as soon as it moves. 
  This happens every time the target uses a 
  movement action to get from one place to 
  another; a target using both actions for move-
  ment provokes two ranged Free Attacks from 
  the character.
  knife plAy
  The use of knives is common in the slums of Yndaros; 
  short blades have advantages when fighting in nar-
  row alleys, down in the drain-tunnels or inside 
  buildings. A special fighting technique has emerged 
  from this, commonly called Knife Play. The skills 
  have spread across Ambria to be employed wherever 
  combat is waged in restricted spaces.
  Knife Play may only be performed with knife-like 
  weapons, i.e. sticking or cutting weapons with the 
  quality Short.
  Novice 
   Passive. The character can choose to 
  attack with Quick instead of Accurate when 
  attacking with a short, knife-like weapon.
  Adept 
   Passive. The character makes two separate 
  knife-attacks at the same target with every 
  combat action. If the character also has Twin 
  Attack, this ability only affects one of the 
  attacks, for a total of three attacks (two with 
  the main hand and one with the other).
  Master 
   Reaction. The character can fight effective-
  ly with a knife at very short range from the 
  enemy: when the character deals damage 
  with a knife-attack, he or she is assumed 
  to be so close that the enemy has a hard 
  time using ordinary weapons effectively 
  (the character has two chances to pass the 
  Defense test), and is unable to attack with 
  Long weapons. To reach a better distance, 
  the enemy has to…
  … win the initiative next turn (see Quick 
  Strike on page 99 or Take the Initiative on 
  page 104) and then continue attacking until 
  the knife-fighter hits again.
  … use a movement action to withdraw 
  from melee, and then suffer a Free Attack 
  from the knife-fighter. If the Free Attack 
  deals damage, the enemy once again finds 
  itself at too short of a distance to attack 
  effectively.
  mAntle dAnce
  Only available to Gentleman Thief
  Among Ambria’s fencers, shields are regarded as awk-
  ward and barbaric, making the parrying dagger a more 
  66
  
  fashionable tool for defense. Another school has gone 
  one step further and developed elegant techniques 
  that turn the fencer’s mantle into a dancing shield.
  The character may use his or her free hand along 
  with a mantle or similar sheet of cloth in Defense. 
  When used by the character, the sheet becomes a 
  sweeping and hypnotic shield that can confuse or 
  temporarily blind the opponent.
  Novice 
   Passive. The character’s mantle, or some 
  similar sheet of cloth held in the hand, gives 
  a +1 bonus to Defense.
  Adept 
   Active. The mantle strikes at the enemy’s 
  eyes, temporarily blinding the target if the 
  attack roll is successful. The character 
  immediately gains a Free Attack against 
  the target, an attack that the enemy must 
  defend against as if blinded. Everyone at-
  tacking the blind target can take advantage 
  of the situation for the duration of one turn.
  Master 
   Active. In the master’s hands, the mantle is 
  like a whip with the quality Ensnaring, making 
  it possible to use it to trap the target. See the 
  quality Ensnaring on page 118 for details.
  opportunist
  In the midst of battle, weak spots are exposed 
  and can be exploited. This fact is known to expe-
  rienced warriors in both Ambria and Davokar, 
  who have taught others how to make use of such 
  opportunities.
  Novice 
   Reaction. The character has a second 
  chance to succeed on Free Attacks gained 
  from the enemy withdrawing from melee.
  Adept 
   Reaction. The character may use active 
  abilities on Free Attacks gained from the en-
  emy withdrawing from melee. If used, this 
  cancels out the second chance to succeed 
  granted by the novice level.
  Master 
   Reaction. When an enemy withdraws from 
  melee, the master opportunist both gains 
  a second chance to succeed with and is 
  allowed to use active abilities on the Free 
  Attack roll.
  pyrotechnics
  Only available to Queen’s Spy
  In Ambria, advances within the field of alchemy 
  have led to the use of alchemical weapons. The 
  secret agents of the Queen are known to employ 
  such devices when combating the enemies of the 
  realm or escaping from hazardous situations. 
  The character can use special elixirs to blind or 
  otherwise weaken the enemy. Note that the master 
  level of the ability Sixth Sense makes it possible 
  to act normally despite being blinded; Sixth Sense 
  does not affect any other effects from Pyrotechnics.
  Novice 
   Active. The character can use Flash Powder 
  created by an alchemist to dazzle an oppo-
  nent in melee combat. This requires an [Ac-
  curate←Quick] test; the attack deals 1D4 
  damage (ignoring armor) and the target is 
  blinded for 1D4 turns. 
  The character can also handle alchemi-
  cal grenades and alchemical mines without 
  risking a catastrophic failure.
  Adept 
   Active. The character can use an alchem-
  ical Smoke Bomb correctly to fill an area 
  with dense smoke. If the Smoke Bomb is 
  thrown at a distance, an Accurate test is 
  needed for it to land where intended. If 
  dropped at the character’s feet no test is 
  needed, but the character is affected just 
  like all others in the vicinity. Everyone in the 
  area, friends and enemies, are blinded until 
  they leave the place (two movement actions 
  in any direction). Those remaining in the 
  smoke must pass a Strong test each turn 
  or suffer 1D4 damage, ignoring armor, from 
  smoke poisoning.
  Master 
   Active. The character can effectively activate 
  and throw an alchemical Thunder Ball at a 
  group of enemies. All targets within a radius 
  of five meters are hit, an [Accurate←Quick] 
  test decides if they suffer whole or half 
  damage. The damage is 1D12, ignoring armor. 
  Furthermore, all targets suffering from the 
  full effect are blinded for 1D4 turns.
  rApid fire
  Archers in Ambria and Davokar have developed 
  techniques for rapid firing. In essence, if right-
  handed, they place the arrow on the right side of the 
  bow instead of on the left, and draw several arrows 
  at a time from the quiver to hold them in the left 
  hand. This way, arrows may be knocked, aimed and 
  fired in a single motion, meaning that they can be 
  launched one after the other – truly bad news for 
  poorly armored targets.
  The ability requires that some kind of bow be 
  used in combat.
  Novice 
   Active. The character can sacrifice his or her 
  movement action to fire a second arrow, two 
  in total. This may only be done if the combat 
  action is also used for firing a bow. The 
  arrows are rolled separately and may (but do 
  not have to) be aimed at the same target.
  67
  5
  A B I L I T I E S
  
  Adept 
   Active. The character may fire two arrows 
  with a single combat action, at one or two 
  different targets.
  Master 
   Active. The character fires three arrows 
  with a single combat action, at one or two 
  different targets.
  rApid reflexes
  Only available to Rogues
  Rogues do not have much in common, besides that 
  they all are survivalists – either because they are 
  quite fond of being alive or in order for them to 
  keep striving for their goals. This will to stay alive 
  has resulted in the development of various ways to 
  avoid being damaged.
  Novice 
   Reaction. In situations when the character 
  suffers from an effect which may result 
  in full or half damage (for instance from 
  alchemical grenades and Brimstone Cas-
  cade), the character suffers half damage 
  instead of full, and no damage instead of 
  half. As an example, if hit by a Brimstone 
  Cascade that normally deals 1D12 with a 
  hit and 1D6 with a miss, this is transformed 
  into 1D6 with a hit and no damage at all with 
  a miss.
  Adept 
   Reaction. The rogue avoids the enemy’s 
  melee attack and dances around to its 
  back; with a passed Defense test, the rogue 
  and the enemy switch places, if the player 
  wishes. This means that the rogue gets 
  away from being flanked without suffering 
  a Free Attack, and also that the enemy ends 
  up in a flanked position if there was an ally 
  standing next to the rogue.
  Master 
   Free. The expert rogue’s reflexes are so finely 
  tuned that he or she ignores the usual turn 
  order and always acts first; only others with 
  this ability and a higher value in Quick or 
  Vigilant gets to go before the rogue.
  rune tAttoo
  The rune crafters of Clan Vajvod in eastern Davokar 
  often tattoo themselves and their allies with power-
  ful runes. These runes seem almost alive and glow 
  red-hot when activated in combat. The character 
  carries such tattoos, either self-made (requires the 
  ritual Carve Rune Tattoo) or granted to the character 
  as a gift or a reward, likely for a service of great 
  importance for the symbolist who made it.
  Rune Tattoo requires that someone uses the ritual 
  Carve Rune Tattoo on the character. If the character 
  has the ability from the start, the tattoo is already 
  in place.
  Novice 
   Reaction. The rune tattoo provides a +1D4 
  bonus to armor against attacks, but only if 
  the character chooses to activate it. Activat-
  ing the effect costs one temporary corruption 
  for each attack that hits and the character 
  decides whether or not to use it before he or 
  she rolls for other kinds of armor.
  In addition, the rune protects from 
  weather and wind like a full set of clothes.
  Adept 
   Reaction. The rune tattoo is attracted to inju-
  ries on the character’s body and glows around 
  the wounds. The character regenerates one 
  point of Toughness per turn; each point healed 
  costs one point in temporary corruption. The 
  tattooed warrior may abort the regeneration 
  process when he or she wishes.
  Master 
   Reaction. The rune tattoo adds power to 
  the warrior’s attacks. When an enemy is hit 
  and the character so wishes, the glowing 
  tattoo flows over the weapon dealing +1D4 
  damage, at the cost of as many points in 
  temporary corruption for the character. 
  siege expert
  In Ambria, wars are fought in two ways: on the 
  battlefield and through sieges. Siege weapons are 
  used in both cases. This ability covers the use of bal-
  listae, siege towers and catapults, and also the skill 
  to construct these contraptions from the ground up. 
  A siege expert can plan and organize the digging of 
  protective trenches and tunnels for the purpose of 
  undermining an enemy’s walls. Added to this is the 
  use of alchemical battlefield weapons: alchemical 
  grenades, breaching pots, missile batteries and 
  alchemical fire tubes, both stationary and portable.
  All siege and battlefield weapons are described 
  in the Weapons’ section, starting on page 110.
  Novice 
   Special. The character is trained to use a 
  ballista and to construct siege towers on 
  location. The character can handle alchem-
  ical grenades and does not risk them det-
  onating by mistake, like an inexperienced 
  user must worry about.
  Adept 
   Special. The character can lead the work 
  when building and then effectively use more 
  advanced siege weapons, like the catapult 
  and its bigger cousin, the trebuchet. At the 
  site of a siege, the character can plan and 
  lead the work of digging protective trenches 
  and undermining tunnels. The character 
  has learned the deeper secrets regarding 
  the art of siege weapons – alchemical 
  smoke screens hiding attacking troops 
  from hostile archers; the use of the alchem-
  68
  
  ical breaching pot that blasts holes in the 
  enemy’s fortifications; and the alchemical 
  fire tube, spewing fire and death at anyone 
  passing in front of it. Also, the portable ver-
  sion of the alchemical fire tube can safely 
  be handled under stress, without risking 
  catastrophic failures.
  Master 
   Special. The character’s understanding 
  of alchemical weapons is exceptional, and 
  they all get the quality Massive if they do 
  not have it already.
  stAff fighting
  The apparent simplicity of the staff tends to mask its 
  versatility as a weapon, which is demonstrated by 
  skilled staff fighters, often found among Davokar’s 
  elves and the ascetic staff mages who use their 
  rune staffs for fighting if the situation demands it. 
  There are also staff fighters among the barbarians, 
  often using the Pike Axe as a weapon (the same 
  weapon called a Halberd in Ambria). The question 
  of whether or not these fighting traditions have a 
  common origin is redundant; they are all equally 
  effective – something a character with this ability 
  will be able to demonstrate.
  Staff Fighting may be performed with all Long 
  weapons – staff, spear, halberd and pike. Also the 
  more exotic Chain Staff can be used. Moreover, 
  staff fighting techniques are especially useful for 
  anyone using them with the simplest of all Long 
  weapons – the wooden staff.
  Novice 
   Reaction. The character is trained to parry 
  incoming attacks and gains +1 in Defense; with 
  the simple wooden staff or a rune staff – quick-
  er and better balanced than other weapons in 
  the category – the bonus is +2 in Defense.
  Adept 
   Reaction. The character uses the back end 
  of the Long weapon to gain a Free Attack 
  if the opponent defends against the initial 
  attack. The Free Attack is rolled separately 
  and the damage is 1D6.
  If armed with a wooden staff (that is, 
  not a spear or a halberd, but including rune 
  staffs), this may also be done after every 
  successful Defense against melee attacks 
  while holding the weapon – the staff fighter 
  makes a quick riposte after having parried. 
  Master 
   Active. The character has learned how to 
  target the legs and then attack the fallen 
  enemy with a single motion. The initial 
  attack sends the enemy to the ground if the 
  attacker succeeds with a [Accurate←Quick] 
  test and the follow-up is performed as a Free 
  Attack with Advantage on the opponent.
  69
  5
  A B I L I T I E S
  
  stAff mAgic
  Only available to Staff Mages
  The staff mages were once the guards of the 
  Symbarian emperor. After the fall of the last emperor, 
  they retreated to their castle deep inside Davokar, 
  hoping to reform their weakened order. To them, they 
  were to blame for the fall of Symbaroum; they failed 
  in their duty because they focused more on titles, 
  intrigues and status than on protecting the empire. 
  The reformation gave birth to the order as it is 
  today, its members appearing as simply dressed and 
  taciturn mystics with astounding powers. The char-
  acter is one of the chosen, given a rune staff and the 
  task of restoring the former grandeur of the order by 
  crushing the darkness and placing the rightful heir of 
  the last emperor on the Throne of Thorns in Symbar.
  The staff mages are an elite order, placing high 
  demands on recruits from the start; only the most 
  promising mystics can ever hope to battle darkness 
  as members of their order.
  Novice 
   Special. The staff mage binds his or her 
  soul to a rune staff, carved with the runes 
  of the elements. The staff absorbs all 
  corruption the character would have gained 
  by learning the powers of the tradition at the 
  novice level. If the character already has per-
  manent corruption when being bound to the 
  staff, the level of permanent corruption is 
  reduced by 1D6. This can only be done once; 
  if the staff gets lost or must be replaced, no 
  additional reduction is made.
  In addition, as a free action the staff 
  mage can activate an elemental rune and 
  then deal +1D4 damage with the staff, no 
  matter if it is used in combination with the 
  powers of the tradition or as a melee weap-
  on. The character can chose between fire, 
  lightning, cold or acid. Activating the rune 
  gives no corruption.
  Adept 
   Special. The staff absorbs all corruption the 
  character would have gained by learning the 
  powers of the tradition at the adept level. 
  Also, the staff binds the corruption so well 
  that the character gets a second chance to 
  roll for corruption when using all powers in-
  cluded in the tradition; the character suffers 
  from the lower of the two outcomes.
  Master 
   Special. The staff absorbs all corruption 
  the character would have gained by learning 
  the powers of the tradition at the mas-
  ter level. The staff also binds temporary 
  corruption so effectively, that the character 
  no longer suffers any temporary corruption 
  when using the powers of staff magic.
  strong gift
  Only available to Mystics
  There are many myths describing the origin of 
  mystical powers, and all established traditions 
  are quick to state that theirs is the oldest, or at 
  least nearly as old as the mystical practice itself. 
  Whatever the truth may be, many believe that it was 
  self-taught mystics with an especially perfected or 
  strong gift who founded the first traditions.
  The Strong Gift – innate or acquired through 
  trials and practice – can still be found with some 
  mystics. For one thing, the gift provides a singular 
  resistance against the corruption of the world. It also 
  endows the mystic with the ability to use improvised 
  mystical powers, at a high cost in corruption.
  Novice 
   Special. The Strong Gift allows the character 
  to choose a signature power. This power 
  is selected from among the ones already 
  known to the mystic, and that power then 
  only costs one (1) temporary corruption to 
  use. If the character has no powers or just 
  prefers to have a tainting ability as its signa-
  ture instead, this is also allowed – a gift linked 
  to the ability Ritualist (including all individual 
  rituals) or to Witchsight means that these 
  never cost more than one temporary corrup-
  tion to use. Also, traits such as Wisdom of the 
  Ages may be chosen.
  The Strong Gift has no effect on the 
  cost in permanent corruption for learning 
  a power outside a mystical tradition; it only 
  affects the amount of temporary corruption 
  gained when using it.
  Adept 
   Passive. A character with the adept level in 
  Strong Gift uses his or her whole Resolute 
  value as the corruption threshold, instead 
  of only half. Such an individual does not 
  become blight born until its total corruption 
  reaches a value of Resolute ×2
  Master 
   Special. The gift of the Master lets the 
  character cast any mystical power, albeit 
  only at the novice level. There is a second 
  chance to fail all success tests and using 
  the power causes 1D8 temporary corrup-
  tion. All mystical powers are available, no 
  matter what tradition they belong to.
  sword sAint
  Among Ambria’s duelists, there are those who have 
  achieved an almost mystic symbiosis with their 
  fencing swords, who handle their weapons as if they 
  were extensions of their body and soul. The Sword 
  Saint techniques may only be used with a fencing 
  sword (or other single-handed sword with the 
  Symbols on parchment 
  that according to Clan 
  Varakko are a map of 
  a shrine from the age 
  of Symbaroum. The 
  adjacent symbols, which 
  mean Deity and Bloods-
  hed, tickle the imagina-
  tion of many wizards.
  70
  
  quality Balanced). A parrying dagger or the ability 
  Mantle Dance may also be used in combination with 
  the sword, but Sword Saint cannot be combined with 
  the ability Twin Attack to gain additional bonuses 
  to damage.
  Novice 
   Passive. The character has learned to take 
  full advantage of fighting with a balanced 
  sword in one hand and a parrying dagger in 
  the other. The damage dealt by the sword is 
  1D10, instead of 1D8.
  Adept 
   Reaction. The character can perform a 
  rapid riposte. After one successful Defense 
  per turn, the character gains a Free Attack 
  against the enemy.
  Master 
   Reaction. The master can perform a series 
  of ripostes and gains a Free Attack against 
  the opponent with each successful Defense 
  test, with no limitation on the number of 
  Free Attacks per turn.
  As a Passive addition, the damage of the 
  balanced sword increases to 1D12.
  symbolism
  Symbolism was developed in the east, beyond the 
  Ravens, in what the symbolists call “The first city of 
  humans” – a place of myth, lost somewhere in the vast 
  deserts of the eastern wastes. Nowadays, the symbol-
  ists gather in Vajvod, in eastern Davokar, even though 
  some of them travel far and wide in their search for 
  knowledge of runes, signs and symbols. The basic 
  assumption of the symbolists states that the world 
  consists of signs and symbols, and that it therefore 
  may be affected and influenced by altering signs 
  and symbols which represent its diverse features.
  The powers of Symbolism are created by drawing 
  or writing. More fanciful procedures are also possi-
  ble, like embroidery, etchings or weaves. Procedures 
  aside, the power of the symbol is released by the 
  symbolist’s command, and the symbol vaporizes 
  when its power has been unleashed.
  Creating a symbol gives no corruption but when 
  it is activated the one who uses it suffers one (1) 
  point of temporary corruption.
  Novice. 
   Special. The character has begun to grasp 
  the power of runes. The signs must be phys-
  ically represented – carved, painted, etched, 
  tattooed – which takes time; for a novice, it 
  takes one hour to create a power symbol. 
  However, it only takes a combat action to 
  activate a symbol, which is done by uttering 
  an activation phrase. Note that the symbolist 
  has to see or be in direct contact (melee 
  range) with the symbol in order to activate it.
  The symbolist can only have one 
  symbol per mystical power prepared in this 
  way. When a symbol has been used it must 
  be recharged, which takes as much time as 
  it does to create the symbol from scratch.
  Adept 
   Special. With a combat action, the sym-
  bolist can quickly paint a symbol in a book 
  or draw it in the mud or dust of the ground. 
  These temporary symbols transcend the 
  limitation stating that the symbolist may 
  only have one symbol per power prepared. 
  To the adept, activating symbols – no 
  matter if they are prepared in a more perma-
  nent fashion (see novice) or are of a tempo-
  rary nature – is a free action where he or she 
  The Truth of the Symbolists
  According to the symbolists of Clan Vajvod, humans once arrived in the region west of the Ravens as refu-
  gees from the east. The legends say that the territory of the Vajvods was the first to be populated and that 
  the colonization cost many lives. Exactly what stood in their way is a topic for debate and guesses – there 
  is talk of giants, hordes of predatory beasts and a human tribe called Aravax or Axerva, possibly related 
  to the spider-like race later known as the followers of Angathal Taar. Irrespective of which, the symbolists 
  claim that the legends have an invaluable lesson to tell. 
  Sure, lots of single human lives could have been saved if the refugees had used more potent and more 
  quickly crafted mystical powers, but only in the short term. That humankind finally triumphed was due to 
  what had been learned from previous mistakes – insights regarding the world’s capacity to brutally punish 
  all who violate or abuse it. Based on this logic, the orthodox symbolists claim that the difference between 
  all other mystical traditions is slim; that witches and wizards in reality are not much better than sorcerers.
  71
  5
  A B I L I T I E S
  
  only has to utter a single word. However, only 
  one symbol may be activated per turn.
  In addition, the adept symbolist can 
  choose to activate symbols using a physical 
  trigger instead of a word. The trigger is 
  decided by the mystic when the symbol is 
  created, and can for instance be that a living 
  creature enters a room, that someone steps 
  on the symbol or that a weapon is drawn 
  within melee range. The symbolist may or 
  may not exclude him- or herself from this 
  equation, but the allies of the symbolist can-
  not be excluded: if they act in accordance 
  with the trigger, the symbol is activated.
  The adept can erase one of his or her 
  own symbols with a simple gesture (free 
  action), but this requires actually touching 
  the symbol.
  Master 
   Active. As a combat action, the symbolist can 
  draw flaming power runes in the air and acti-
  vate them as part of the same action. Hence, 
  the symbols work just like the powers of other 
  traditions, aside from the mystic only suffering 
  one point in temporary corruption per activa-
  tion. These momentary symbols transcend 
  the limitation stating that the symbolist may 
  only have one symbol per power prepared.
  trApper
  Traps have been used since ancient times and 
  in Davokar they are particularly useful. Among 
  barbarians, the art of trap-making is known to 
  many and even Ambrians venturing into the woods 
  know to appreciate a good trap. The character has 
  realized that monsters and abominations are best 
  combated after having been caught and fettered.
  Trained trappers can deploy and disarm 
  both mechanical traps and alchemical mines. 
  Furthermore, when the need arises, the character 
  can quickly manufacture improvised traps from 
  materials at hand.
  See more on the rules regarding traps on page 102.
  Novice 
   Active. With a passed Cunning test, the char-
  acter can use a combat action to deploy or 
  disarm a mechanical trap. The effect depends 
  on the level of the trap (see page 127 in the 
  Equipment chapter). The character can also 
  build an improvised trap, but this requires a 
  whole turn to complete. An improvised trap 
  made by the character deals 1D6 damage.
  Adept 
   Active. The character can handle alchem-
  ical mines the same way he or she handles 
  mechanical traps. An improvised trap made 
  by the character now deals 1D8 damage.
  Master 
   Active. The character is a renowned trapper 
  who knows how to make the most of any 
  kind of trap. Traps and mines are counted 
  as one tier higher: weak becomes mod-
  erate, moderate becomes strong and the 
  character gets a second chance on all rolls 
  when using a strong device – the enemies’ 
  attempts to discover, disarm or get free 
  become more difficult; also the damage 
  dice is rolled twice and the highest outcome 
  stands. For alchemical traps, the damage 
  re-roll only pertains to the initial explosion, 
  not the ongoing damage that follows. Im-
  provised traps now deal 1D10 damage.
  trick Archery
  Trick shooting with bows and crossbows is highest 
  fashion in Ambria, as appreciated at shows as it 
  is effective in combat. Trick archers are not very 
  many, since most people lack the patience for 
  honing their skills to such an astounding degree. 
  The character is one of the few who have dedicated 
  their lives to mastering the bow or the crossbow. 
  Novice 
   Active. The character can use a full turn 
  (combat plus movement action) to aim per-
  fectly and then hit a very precise location 
  on the enemy; shoot a weapon from a hand, 
  nail a body-part to a nearby wall or tree, or 
  aim for the eyes to blind the enemy. The at-
  tack is rolled as usual and if it hits and deals 
  damage, the intended effect also occurs: 
  a weapon is dropped and must be picked 
  up, an arrow that nails the enemy to a wall 
  must be pulled out or broken, and a hit close 
  to the eyes leaves the enemy temporarily 
  blinded. Whichever the case, the target 
  loses a combat action in order to deal with 
  the situation.
  Adept 
   Active. The archer can cause projectiles to 
  ricochet off floors, walls, furniture, shields 
  or living creatures with robust skin or armor 
  in order to hit targets behind cover so the 
  character does not need free line of sight 
  before firing. He or she must have an idea 
  of where the target is or have watched it 
  duck into hiding, for instance into cover or 
  an adjacent room. If the target has made a 
  double movement action it cannot be hit.
  This kind of attack is made as usual, re-
  garding both success test and damage test.
  Master 
   Reaction. Once per turn, the character 
  can parry a successful attack at range. 
  This ranged parrying maneuver can be of 
  two types:
  Traps and Terrain
  The effectiveness of 
  traps is determined by 
  the terrain’s limitations 
  and potential. Hence, it is 
  suggested that you use a 
  Combat Map when traps 
  are employed (see page 
  162 in the Core Rulebook). 
  If Movement by Scale is 
  used, a trap covers one 
  square (see page 181 in the 
  Core Rulebook).
  72
  
  Versus a melee attack aimed at an ally: 
  The master archer fires a projectile that de-
  flects an attack which otherwise would have 
  hit one of his or her allies. This parrying ma-
  neuver requires a passed [Accurate←Quick] 
  test; if successful, the attack misses the ally 
  without dealing any damage.
  Versus a physical projectile aimed at the 
  archer or an ally: The parrying maneuver 
  requires a passed [Accurate←Quick] test; 
  if successful, the incoming projectile is 
  deflected and misses its target.
  troll singing
  The mystical tradition of trolls is expressed 
  through singing, sometimes accompanied by 
  music played on horn, flute or pipes. According 
  to the trolls’ educational songs, the tradition 
  stems from the kauking singing style that trolls 
  use to communicate over long distances in the 
  Underworld.
  Novice 
   Special. The troll singer suffers no perma-
  nent corruption from learning troll songs 
  at the novice level, but has no protection 
  from temporary corruption suffered when 
  singing them.
  In addition, once per scene all troll 
  singers have a second chance to succeed 
  on a test when trying to influence or affect 
  a target’s mind (that is, situations when 
  the adversary defends using the attribute 
  Resolute). The re-roll may not be used 
  to create or maintain a chain of mystical 
  effects.
  Adept 
   Special. The troll singer suffers no perma-
  nent corruption from learning troll songs 
  at the adept level. Additionally, the adept 
  may re-roll one success test when trying 
  to influence or affect a target’s mind, also 
  when creating or maintaining a chain of 
  such mystical effects.
  Master 
   Special. The troll singer suffers no perma-
  nent corruption from learning troll songs 
  at the master level. The master may re-roll 
  every success test when trying to influence 
  or affect a target’s mind, also when creating 
  or maintaining a chain of such mystical 
  effects.
  wrestling
  Wrestling is popular among warriors, appreciated 
  for educational purposes as well as its entertain-
  ment value. Hence, wrestling matches can be seen 
  in the arenas of Ambria’s larger towns, in army 
  camps among bored soldiers and on the battlefield 
  amidst swinging swords and axes. The character 
  is trained to wrestle, both with and without the 
  protection of armor. 
  The trait Robust adds a bonus to Strong when 
  throwing an opponent or resisting being thrown: 
  +2 at novice level, +4 at adept level, +8 at master
  level. Robust gives no bonus if some other attribute 
  besides Strong is used.
  Novice 
   Active. The character knows the basic 
  wrestling maneuvers and can use them 
  against armed opponents. Also, the charac-
  ter can wrestle while holding weapons; they 
  need not be dropped or put away.
  The attack is made as usual and if 
  successful the wrestler gets the enemy 
  in a firm grip. The wrestler may then 
  try to throw the enemy or just maintain 
  the grip; both alternatives require a 
  [Strong←Strong] test. The throw inflicts 
  1D4 damage, ignoring armor, and leaves 
  the enemy flat on its back.
  The alternative to a throw, maintain-
  ing the grip, inflicts no damage, but the 
  enemy cannot act until the wrestler fails a 
  [Strong←Strong] test. Also, all allies of the 
  wrestler have Advantage on the gripped en-
  emy. The wrestler is unable to do anything 
  else while maintaining the grip, leaving him 
  or her vulnerable: all enemies have Advan-
  tage on the wrestler.
  Adept 
   Reaction. The character has learned 
  how to counter an opponent’s strength 
  and can use it to throw the enemy to the 
  ground. First, the wrestler must pass a 
  normal Defense test verses the enemy’s 
  melee attack, then he or she must pass a 
  [Quick←Strong] test. The throw deals 1D4 
  damage, ignoring armor, and the thrown 
  enemy ends up flat on its back, loses 
  its breath and is unable to perform any 
  active actions during the following turn.
  Master 
   Reaction. The reactive throw of the char-
  acter (see the adept level) only requires a 
  passed [Quick←Strong] test, no Defense 
  test is needed. If the throw fails, then a 
  Defense test is rolled to avoid being hit. The 
  master’s throw deals 1D6 damage, ignoring 
  armor, and the thrown enemy ends up flat 
  on its back, loses its breath and is unable 
  to perform any active actions during the 
  following turn. 
  Furthermore, the master wrestler im-
  mediately gets a Free Attack on the enemy.
  Kauking
  The singing style known as 
  Kauking among the trolls 
  can be described as a high-
  pitched, melodic wailing 
  which carries over long 
  distances. The songs are 
  usually wordless, but the 
  tones, melody and rhythm 
  have meaning to those 
  equipped to understand.
  73
  5
  A B I L I T I E S
  
  Symbolism
  SymboliSm waS born in the east, beyond the 
  Ravens, and fleeing mystics brought it to what 
  now is Clan Vajvod’s territory in Davokar. The 
  symbolists predate the founding of Clan Vajvod, 
  at least according to the rune-covered remnants 
  that the barbarians discovered when they first 
  came to the area. 
  Foremost among these remnants is the Azure 
  Temple, built in blue stone brought to Vajvod from 
  beyond the mountains and covered in runes carved 
  by many generations of symbolists. Still today, the 
  blue temple is the scene of the rare Rune Meets, 
  when new members are initiated into the tradition.
  The TiTleS of SymboliSm
  The symbolists have few titles and only differ 
  between apprentices and initiated members, 
  often called “Followers” and “Weavers”. The term 
  “Master Weaver” is also used as an honorary title for 
  prominent symbolists. The followers are sometimes 
  jokingly called “Spindles,” after the spinning tool, 
  since many symbolists think of the world as a weave 
  or painting which they remodel or repaint with 
  their powers. It is also customary for Weavers to 
  take titles they think they deserve – from “Sign 
  Carver,” “Fate Painter” and “Pattern Braider,” to 
  “Rune Artist” and “Power Crafter.” At the Rune 
  Meet, a yearly gathering where symbolists who 
  are able convene at the Azure Temple in Vojvodar, 
  only Weavers may speak and vote, while Followers 
  listen. Master Weavers have no special authority 
  besides that which is granted to all Weavers, but 
  naturally their opinions carry extra weight.
  PowerS
  Symbolists paint or write when using powers, often 
  on perishable materials like parchment or in the 
  dirt, but skilled Weavers can write glowing runes 
  Mystical 
  Traditions
  The world iS old and its mystical traditions many and varied. Some of these 
  come into contact with Ambria and Davokar; others are already established there, 
  in secrecy in Ambria or existing in remote, seldom visited locations deep inside 
  Davokar – Staff Magic, Symbolism and Troll Singing count among these. 
  74
  
  75
  6
  M Y S T I C A L  T R A D I T I O N S
  
  in the air. Carved runes of a more permanent type 
  are also made, but then usually in places where they 
  are expected to remain over long periods of time 
  and be “recharged” after having been activated. 
  Symbolism includes the powers Protective Runes, 
  Draining Glyph, Blinding Symbol and Banishing Seal.
  riTualS
  As part of a tradition based on writing, symbolists 
  have also put great emphasis on rituals, and the 
  tradition teaches a series of unique rituals involving 
  charged symbols and signs. They are primarily 
  renowned for their tattoos and many older sym-
  bolists are covered with powerful rune tattoos, 
  just as they offer the same type of protection and 
  aid to their close allies. 
  Symbolism includes the rituals Faraway Writing, 
  Spell Trap, Carve Rune Tattoo and Rune Guardian.
  CorruPTion
  The origin of Symbolism can be traced back to the 
  destruction of the east, and many rune crafters 
  explain the birth of their tradition as based on the 
  aim to resist and/or avoid corruption. As the east 
  was drained of life and became the ruined, deserted 
  wasteland it is today, the symbolists were busy 
  advancing their knowledge. Not until the empire 
  beyond the Ravens fell and the surrounding region 
  proved to be devastated – the work of other mystics, 
  according to symbolist legends – did the founding 
  mystics of Symbolism flee across the mountains 
  to the uninhabited river landscape that is today 
  known as Vojvodar.
  The strength of Symbolism is its resilience to 
  corruption: symbolists do not suffer permanent 
  corruption from learning the tradition’s powers or 
  from crafting symbols. They suffer some corruption 
  when a symbol is activated, but less than the mem-
  bers of other traditions – only one point in tempo-
  rary corruption per activated symbol. Symbolism’s 
  weakness is that it is slow; a symbolist trades his 
  protection from corruption for the time it takes to 
  craft the symbols. However, the rituals of Symbolism 
  function just like the rituals of other traditions.
  Staff Magic
  The order of Staff Magic consists of a number 
  of ascetic warrior monks who see themselves as 
  descendants to the guard of Symbaroum’s last 
  emperor. The staff mages live in their castle deep 
  inside the forest, in the wild parts of Davokar where 
  ruins from the fallen empire constantly remind 
  them of their past failure. According to their myths, 
  the fall of Symbaroum was directly connected to 
  the death of the emperor, and as his bodyguards 
  it was their duty to keep him alive. Hence, in the 
  minds of the staff mages, the fall of Symbaroum 
  was their doing and with the destruction of the 
  empire, darkness entered this part of the world. 
  It is up to the now living staff mages to correct 
  the errors of the past, meaning that they must 
  fight corruption and finally resurrect the fallen 
  empire. In the fight against corruption, they have 
  a valuable ally in the Iron Pact; even if the mages 
  are not official members of the pact, they often 
  cooperate with the elves. However, the Iron Pact 
  and the staff mages are not always in agreement, 
  particularly on the idea that a new emperor must 
  take his (or her) place on the Throne of Thorns – 
  while the mages regard the emperor’s death as the 
  triggering factor, the elves remember the emperor 
  himself as the root of all evil.
  Aside from attacking those who from ignorance 
  or a hunger for power fraternize with the powers of 
  corruption, the staff mages continuously seek “The 
  descendant and rightful heir of the last emperor”. The 
  search is as difficult as it is frustrating, with many 
  mages in serious disagreement regarding both how 
  to orchestrate the search and who to define as the 
  target. Most staff mages prefer the more tangible 
  combat against abominations, sorcerers and the few 
  treasure hunters who venture so far into Davokar 
  that they get close to the heart of Symbaroum: the 
  ruined city of Symbar and its empty throne.
  The TiTleS of STaff magiC
  The order of staff mages has three titles: Staffless 
  (apprentices; i.e. established mystics who train 
  with the order but have yet to earn a staff), Rune 
  Staff (those who have received a staff) and finally 
  the Staff Masters.
  PowerS
  The powers of Staff Magic are associated with the 
  staff, seen as an extension of a true warrior mage’s 
  soul and as their foremost weapon. Adding to that, 
  the tradition features a number of defensive powers 
  that emanate from the runes on a staff. 
  Staff Magic includes the powers Anathema, 
  Protective Runes, Dancing Weapon, Sphere and Staff 
  Projectile.
  riTualS
  Less experienced mages are usually not focused on 
  learning rituals, but as soon as they establish them-
  selves as skilled staff warriors they are quick to 
  What does a 
  mage know of 
  Symbaroum’s 
  Secrets?
  A staff mage knows 
  about the same 
  regarding Davokar’s 
  and Symbaroum’s 
  fate as other mystics 
  and knowledgeable 
  treasure hunters 
  do. They know of 
  relatively safe paths 
  from the order’s 
  castle inside Davokar 
  to the nearest bar-
  barian settlement, 
  and since they spend 
  much time patrolling 
  the area they know 
  about the geography 
  close to the castle.
  Of course, ru-
  mors claim that the 
  high masters among 
  the staff mages 
  know much more 
  than that, such as 
  the precise loca-
  tion of, and secure 
  routs to, the city of 
  Symbar. But since 
  they are unwilling to 
  share such insights, 
  they apparently 
  believe that some 
  knowledge can be 
  dangerous.
  Among staff 
  mages in general, it is 
  more or less obvious 
  that there sooner or 
  later will come a day 
  when the Staff Mas-
  ters will lead the order 
  to Symbar, to reclaim 
  the Throne of Thorns 
  in a last, deciding bat-
  tle against the powers 
  of darkness.
  76
  
  learn at least one of the tradition’s offensive rituals: 
  Blood Storm or Quake. In fact, it is expected by high 
  ranking mages that they are able to unleash such 
  destructive powers in combat, and Staff Masters 
  always learn both of these and some rituals bor-
  rowed from other traditions.
  The rituals of Staff Magic are performed in a 
  special way: they are woven over the rune staff and 
  then stored in it – with the staff vibrating from the 
  force – until the mage thrusts it into the ground and 
  utters a power word (requires a combat action). 
  Then the power of the ritual takes effect.
  Once a ritual has been stored, the staff cannot 
  be used for other powers or rituals; if so, the stored 
  ritual is abolished. However, the mage is free to 
  activate the elemental runes of the staff (see the 
  ability Staff Magic) and use it as a melee weapon, 
  even with the powers of a ritual in store.
  If a staff mage uses rituals from other traditions 
  they work just like they normally would.
  CorruPTion 
  The order teaches that corruption is a side-effect of 
  the negligent exercise of power. Mages do not regard 
  corruption as immoral in itself, but emphasize that 
  the corruption of the mystic can become the enemy’s 
  weapon; all mages are taught that sorcerers can 
  use the mage’s own corruption against him or her, 
  which is why corruption must be avoided. 
  The order also keeps older and darker les-
  sons alive, lessons that claim the careless use of 
  mystical powers, rituals and artifacts not only 
  affects the mystic who wields them, but also the 
  surrounding world. As proof of this, they often 
  refer to the deserted wasteland east of the Ravens 
  – which at one time was flourishing farmlands
  and the cradle of humankind’s first empire. And 
  since the order, according to the mages, stems from 
  the east, it is not unlikely that their moral tales
  on the importance of mystical restraint contain
  some grains of truth.
  Troll Singing
  aS a TradiTion, Troll Singing is as old as the race of 
  trolls – at least, their collective memory remembers 
  nothing before the songs. According to the myth, 
  the troll race was created through the songs of the 
  world, hummed by the spirits of air and dust, in 
  rhythm with the tail of the World Serpent drum-
  ming against the bedrock.
  To trolls, the songs of the skalds together with 
  the hammering of the smiths, and the warriors’ 
  clawing at the stone walls of the Abyss compose the 
  great hymn of life. The troll culture, the race, yes 
  even the existence of single trolls, is unthinkable 
  without the songs.
  The TiTleS of Troll Singing
  Troll singers have no titles, but follow a simple 
  apprenticeship system where a promising singer 
  learns from a master. When an apprentice has 
  learned enough they are tasked with serving 
  the rulers as best they can, and later on the time 
  comes to pass knowledge and skills on to some 
  new apprentice.
  PowerS
  The powers of Troll Singing influence minds more 
  than bodies, and often affect many listeners at a 
  time, rather than a single target. Also, some of the 
  powers are performed as hymns which can be sung 
  in parallel with other activities – a combat hymn 
  sung in battle may not be as powerful as other 
  powers, but in combination with the blows of the 
  hammer the effect is considerable. 
  Troll Singing includes the powers Dancing 
  Weapon, Weakening Hymn, Confusion, Heroic Hymn, 
  Battle Hymn and Retribution.
  riTualS
  Troll Singing has few of its own rituals and those 
  that exist are often about mending the broken or 
  finding the lost, as in the rituals Restore and Retrieve. 
  However, the lack of rituals within Troll Singing 
  does not stop the skalds from learning rituals from 
  other traditions.
  CorruPTion
  To willingly accept corruption is unthinkable to 
  most troll singers. Through the songs, the trolls 
  remember the world as it was before the corruption, 
  long before humans arrived and started building 
  their empires. When Symbaroum grew dark from 
  hunger and rapacity, the trolls welcomed the Elven 
  intervention; they supported the Iron Pact and 
  contributed to the birth of Davokar. At least this 
  is said in the songs.
  Nowadays, the trolls live beneath the woods in 
  the Abyss where darkness broods; in cavities and 
  caves it gathers in pools of malice. These birthplaces 
  of abominations remind all trolls, singer or not, that 
  the twilight or winter of the world has come. They 
  also know that this twilight cannot be expelled 
  by the eerie lights glowing in their underground 
  halls; that this is a winter during which the even 
  temperatures of the Underworld will not protect 
  them from being bitten by the frost.
  77
  6
  M Y S T I C A L  T R A D I T I O N S
  
  Banishing seal
  Tradition: Symbolism
  Material: A symbol created for the purpose
  The mystic binds banishing energies to a symbol, 
  that when unleashed sweeps out in waves over the 
  area. Upon creation, the mystic must choose what 
  type of creature will be affected (Abominations, 
  Beasts, Cultural Beings or Undead). 
  Novice 
   Active. The symbol triggers a chain of 
  banishing energies. The target closest to 
  the symbol is affected if the mystic passes a 
  [Resolute←Resolute] test; if this succeeds, 
  an attempt is made to banish the next 
  enemy and so on, until a test fails. Banished 
  creatures must leave the area as quickly as 
  they can and may not return before the end 
  of the scene.
  Adept 
   Active. Same as the novice level, but 
  creatures that are unaffected (the test fails) 
  suffer 1D4 damage from the power, ignoring 
  Armor. Targets that are unaffected by the 
  banishing effect can choose to flee to avoid 
  being damaged; if so, they may not return 
  until after the scene.
  Master 
   Active. Same as the novice level, but those 
  that are not banished suffer 1D8 damage, 
  ignoring Armor. Targets that are unaffected 
  by the banishing effect can choose to flee 
  instead and only suffer 1D4 damage, ignor-
  ing Armor; if so, they may not return until 
  after the scene.
  Powers 
  and Rituals
  in this section you will find the powers and rituals that the Advanced Player’s 
  Guide adds to the game. Note that some of them are exclusively meant for mystical 
  professions, and hence not available for those who do not meet the profession’s 
  requirements. These powers are marked with the phrase “Only available to…” 
  For instance, the power Staff Projectile is only available to staff mages, while the 
  power Sphere belongs to Staff Magic but may be acquired by others. 
  78
  
  79
  7
  P O W E R S  &  R I T U A L S
  Table 4: Mystical Powers
  Power 
  tradition
  Anathema 
  Wizardry, Staff Magic, Theurgy
  Banishing Seal
  Symbolism
  Bend Will 
  Witchcraft, Wizardry, Sorcery
  Black Bolt
  Sorcery
  Black Breath
  Sorcery
  Blessed Shield 
  Theurgy
  Blinding Symbol
  Symbolism
  Brimstone Cascade 
  Wizardry
  Combat Hymn
  Troll Singing
  Confusion 
  Wizardry, Troll Singing
  Curse 
  Witchcraft, Sorcery
  Dancing Weapon
  Staff Magic, Troll Singing
  Draining Glyph
  Symbolism
  Entangling Vines 
  Witchcraft
  Exorcize
  Demonologist only
  Fire Soul 
  Pyromancer only
  Flame Wall 
  Wizardry
  Heroic Hymn
  Troll Singing
  Holy Aura 
  Theurgy
  Illusory Correction 
  Wizardry
  Inherit Wound 
  Witchcraft, Theurgy
  Larvae Boils 
  Witchcraft, Sorcery
  Lay on Hands 
  Witchcraft, Theurgy
  Levitate 
  Wizardry, Theurgy
  Lifegiver
  Confessor only
  tradition 
  tradition
  Maltransformation 
  Witchcraft
  Mind-throw 
  Wizardry
  Mirroring
  Illusionist only
  Nature’s Embrace 
  Witchcraft
  Prios’ Burning Glass 
  Theurgy
  Protective Runes
  Staff Magic, Symbolism
  Psychic Thrust
  Mentalism only
  Purgatory
  Inquisitor only
  Retribution
  Sorcery, Troll Singing
  Revenant Strike 
  Sorcery
  Shapeshift 
  Witchcraft
  Sphere
  Staff Magic
  Spirit Walk
  Necromancer only
  Staff Projectile
  Staff Magic only
  Storm Arrow 
  Witchcraft
  Teleport 
  Demonologist only
  Thorn Cloak
  Green Weaver only
  Tormenting Spirits
  Spiritualist & Necromancer only
  True Form 
  Wizardry, Theurgy
  Unholy Aura 
  Sorcery
  Unnoticeable 
  Wizardry, Theurgy
  Weakening Hymn
  Troll Singing
  Wild Hunt
  Blood Wader only
  Witch Hammer 
  Theurgy
  
  Black Bolt
  Tradition: Sorcery
  Material: A shard of volcanic glass
  During The Great War, the black bolts of the Dark 
  Lords, ensnaring and burning their targets, were 
  feared by all. In more recent days, other sorcerers 
  have discovered that they can do the same, by 
  extending their tainted souls and using them as a 
  whip that traps and corrodes the enemy.
  The mystic cannot cast a new black bolt as long as 
  at least one enemy is ensnared by the power, but he 
  or she is free to make use of other mystical powers.
  Novice 
   Active. With a passed [Resolute←Quick] 
  test, the character casts a black bolt at an 
  enemy. If successful, the target is hit and 
  suffers 1D6 damage, ignoring Armor. Also, 
  the target is trapped and may not act until 
  it manages to break free, which requires a 
  passed Resolute test (one roll is made each 
  turn after the first) or happens automat-
  ically if the mystic loses concentration, 
  [Resolute –Damage].
  Adept 
   Active. The character casts a chain of black 
  bolts. This works just like at the novice level, 
  but for every target that is hit by the bolt an-
  other enemy may be attacked, until a failed 
  success test is rolled. All affected enemies 
  may try to break free from the effect of the 
  power, and if one of them succeeds all of 
  them are immediately free to act. The same 
  happens if the mystic loses concentration, 
  [Resolute –Damage].
  Master 
   Active. The character casts a chain of 
  black bolts, just like at the adept level, but 
  ensnared targets must break free individu-
  ally; they cannot help each other like at the 
  adept level. If the mystic loses concentration 
  [Resolute –Damage] all targets are immedi-
  ately freed from the entangling darkness.
  Black Breath
  Tradition: Sorcery
  Material: The mystic’s own permanent corruption.
  A mystic with permanent corruption can spew out 
  its inner darkness and infect others with corrup-
  tion, or heal already tainted creatures.
  Novice 
   Active. One (1) creature is hit; roll 1D4 against 
  its total corruption. If the roll is equal to or 
  lower than the corruption value, the creature 
  heals an amount equal to the outcome of 
  the roll; if higher, the creature suffers the 
  outcome in temporary corruption. 
  Adept 
   Active. Like Novice, but the roll is 1D6. 
  Master 
   Active. Same as Adept level, but the attack is 
  made in a chain, where another target is hit if 
  the previous one suffered corruption. As soon 
  as someone is healed, the chain is broken. 
  Blinding symBol
  Tradition: Symbolism
  Material: A prepared symbol
  Intricate runes emit energies that can temporarily 
  blind those who are bedazzled by the light. The effect 
  of a Blinding Symbol is immediately suspended if the 
  victim uses a dose of Eye Drops.
  Novice 
   Active. The runes trigger a chain of blinding 
  energies. The target closest to the symbol 
  is blinded if the mystic passes a [Reso-
  lute←Resolute] test; if this succeeds, an 
  attempt is made to blind the next enemy 
  and so on, until a test fails. The victims are 
  only blinded for one turn before automati-
  cally regaining their sight.
  Adept 
   Active. Same effect as the novice level. 
  However, the effect lasts until the mystic 
  fails a Resolute test or loses concentration 
  [Resolute –Damage].
  Master 
   Active. Same effect as the novice level. 
  However, the effect lasts until the afflicted 
  regains Toughness from healing powers or 
  elixirs.
  comBat hymn
  Tradition: Troll Singing
  Material: None, but the mystic must sing out loud
  There is a raw and untamed power in singing, 
  and some mystics learn to sing while fighting to 
  gain considerable extra strength when battling 
  the enemy. The character is one of those who have 
  learned to sing combat hymns to increase his or her 
  chances in combat. The song is interrupted if the 
  mystic uses another mystical power or if concentra-
  tion is lost due to taking damage [Resolute –Damage].
  Novice 
   Free. The character gives himself and all allies 
  a +1 bonus to either Quick, Strong or Accurate 
  (the ally chooses what attribute will be affect-
  ed) for as long as the singing continues.
  Adept 
   Free. The character gives himself and all 
  allies a +1 bonus to Quick, Strong and Accu-
  rate for as long as the singing continues.
  Master 
   Free. The character and all allies gain a +1 
  bonus to Quick, Strong and Accurate for as 
  long as the singing continues. Also, the char-
  acter and all allies regain 1D6 Toughness 
  when the song begins; this healing effect 
  may only be used once per scene.
  80
  
  dancing weaPon
  Tradition: Staff Magic, Troll Singing
  Material: A melee weapon
  By willpower alone, the mystic makes a weapon soar 
  and fight, with the speed and agility of a thought.
  The weapon in question does not have to be spe-
  cial in any way; if it has qualities or powers, these 
  may be used by the mystic according to standard 
  rules of combat. However, the mystic cannot use 
  other abilities related to melee combat while using 
  this power.
  Novice 
   Active. The mystic lets a weapon dance 
  and uses Resolute instead of both Accurate 
  (attack) and Quick (defense). Other than 
  that, normal combat rules apply.
  The novice must focus on the weapon 
  while fighting, which prevents him or her 
  from using other powers or abilities while 
  the weapon dances.
  Adept 
   Active. The mystic must take control of the 
  weapon by spending a combat action to ac-
  tivate the power, but then the weapon fights 
  on its own while the mystic is free to use 
  other powers and abilities. Both attack and 
  defense rolls are made against Resolute.
  Master 
   Free. The weapon dances out of the scab-
  bard when the master needs it, attacks 
  once per turn and defends the character 
  by itself, leaving the mystic free to use 
  other powers and abilities. Both attack and 
  defense rolls are made against Resolute.
  draining glyPh
  Tradition: Symbolism
  Material: A carefully crafted glyph
  The mystic creates a glyph that upon activation 
  becomes a whirling vortex, sucking the life-force 
  from the enemy. The glyph affects all enemies who 
  can see the symbol and are in front of it.
  Novice 
   Active. With a [Resolute←Strong] test the 
  mystic can damage every enemy in the 
  vicinity (one test per target). The damage 
  is 1D4, ignoring Armor. The effect lasts until 
  the mystic fails a Resolute test or loses 
  concentration [Resolute –Damage].
  Adept 
   Active. Same as the novice level, but the 
  effect lasts until the mystic fails a Resolute 
  test.
  Master 
   Active. The master can direct part of the 
  drained energy into himself or his allies; the 
  stolen life-force heals the mystic or one of 
  its allies, returning 1D4 points of Toughness 
  per turn for as long as effect is active.
  exorcize
  Tradition: Only available to Demonologists
  Material: A sharp weapon to cut the world’s fabric
  A Sorcerer’s lack of respect for the laws of nature 
  lends him or her the astounding ability to tear at 
  and bend apparent constants like time and space. 
  One way to make use of this is to temporarily banish 
  creatures from the world of the living, out into the 
  Yonderworld where alien winds howl in chorus 
  with hunting abominations. 
  This poses a danger for the demonologist, since 
  every failed attempt to use the power risks bringing 
  an abomination into the world. If this happens, 
  the abomination attacks a random victim, though 
  not someone who is protected by an Unholy Aura or 
  whose soul is already thoroughly corrupt.
  The abomination that comes has an equal 
  chance (1d6) of being (1–2) a Vindictive Daemon, 
  3–4) a Knowledgeable Daemon, or (5–6) a Guardian 
  Daemon (for stats, see the ritual Summon Daemon 
  on page 94).
  Novice 
   Active. With a successful [Resolute←Reso-
  lute] test, the character opens a temporary 
  rift in the world’s fabric and sends an enemy 
  through it. The enemy returns one turn 
  later, on the characters initiative and in the 
  same location – steaming from the mists 
  of the Yonderworld and having suffered 1D4 
  Damage (ignoring Armor) and 1D4 tempo-
  rary corruption.
  A failed attempt automatically 
  attracts an abomination that enters 
  through the rift.
  Adept 
   Active. With a successful test against 
  [Resolute←Resolute], the character sends 
  an enemy further out into the Yonderworld 
  and he or she must struggle to get back; 
  each turn the enemy may roll a Resolute 
  test, a success brings it back to the world. 
  Every turn spent in the Yonderworld deals 
  1D4 damage (ignoring Armor) and 1D4 
  temporary corruption. If the target dies or 
  becomes blight-born, the rift closes and 
  the enemy is gone for good.
  Since the rift is open for as long as the 
  enemy is expelled, there is a risk that a 
  wrathful abomination slips through – every 
  turn after the first, the mystic must pass a 
  Resolute test to stop an abomination from 
  entering through the rift.
  If the initial test for using the power fails, 
  the mystic must immediately roll a Resolute 
  test to stop a raging abomination from 
  slipping through into the world.
  81
  7
  P O W E R S  &  R I T U A L S
  
  The mystic may choose not to try 
  and stop the abomination from entering, 
  no matter if the abomination comes as 
  an effect of a failed attempt to use the 
  power or as a consequence of a successful 
  long-lasting rift.
  Master 
   Reaction. Once per turn, one enemy that 
  attacks the mystic in melee is at risk of 
  being expelled to the Yonderworld, [Res-
  olute←Resolute]. If expelled, he or she 
  suffers the same effect as at the novice 
  level. A failed test has no effect; there is 
  no risk that an abomination enters into 
  the world.
  Fire soul
  Tradition: Only available to Pyromancers
  Material: None, but Fire Souls often display physical 
  signs of their attraction to fire; a burning gaze, red hair 
  or heat that radiates from the body.
  Pyromancers have found that those who dedicate 
  their lives to the study of fire in time learn to 
  instinctively use it as a shield and a weapon. It is 
  even said that the most devoted learn to manip-
  ulate the force of hostile fires and paradoxically 
  enough use these burning powers to heal them-
  selves when wounded.
  Novice 
   Reaction. When the mystic is hit in melee 
  combat, flames strike out at the attacker, 
  dealing 1D6 damage. Also, the mystic suf-
  fers less damage from fire, meaning that he 
  or she has +1D6 Armor to damage from that 
  element.
  Adept 
   Reaction. Like the novice level, except 
  the protection from fire and the damage 
  dealt against those attacking the mystic in 
  melee combat are rolled with 1D10 instead 
  of 1D6.
  Master 
   Reaction. The master’s power is so great 
  that he or she does not take damage but is 
  instead healed by fire. The mystic recovers 
  half of any damage that would have been 
  dealt by fire (if the mystic should have 
  suffered 4 damage, he or she instead heals 
  2 Toughness). This also pertains to fire cre-
  ated by the mystic when using other powers 
  besides Fire Soul.
  In addition, the flames that lash out from 
  the mystic when he or she is attacked now 
  also retaliate at range. Powers that affect 
  the mind will not trigger such a retaliation, 
  but powers which potentially deal damage 
  do. The striking flames deal 1D10 damage 
  and Armor protects as usual.
  heroic hymn
  Tradition: Troll Singing
  Material: None, but the mystic must sing out loud
  There is power in the heroic hymns of old. The 
  mystic can sing while fighting, thereby filling his 
  or her allies with courage and vigor.
  The song is interrupted if the mystic uses 
  another mystical power or if concentration is lost 
  by taking damage [Resolute –Damage].
  Novice 
   Free. The character gives himself and all 
  allies a +1 bonus to either Cunning, Reso-
  lute or Persuasive (the ally chooses what 
  attribute will be affected) for as long as the 
  singing continues.
  Adept 
   Free. The character gives himself and all allies 
  a +1 bonus to Cunning, Resolute and Persua-
  sive for as long as the singing continues.
  Master 
   Free. The character and all allies gain a +1 
  bonus to Cunning, Resolute and Persuasive 
  for as long as the singing continues. Also, 
  the temporary corruption of the character 
  and all allies is reduced by 1D4 when the 
  song begins; this corruption reducing effect 
  may only be used once per scene.
  liFegiver
  Tradition: Only available to Confessors
  Material: A drop of pure water
  The wellspring of life runs clear and refreshing 
  in these dark days. Dedicated healers can draw 
  from its power and transform it into a purifying 
  gift that cleanses souls of corruption and heals 
  physical wounds.
  Novice 
   Active. The mystic washes away 1D4 points 
  of temporary corruption from a creature in 
  sight. Any excess points heal the creature’s 
  Toughness instead. The mystic may use this 
  power on him- or herself.
  Adept 
   Active. The mystic washes away 1D4 points 
  of temporary corruption from himself and 
  all allies in sight. Any excess points heal 
  Toughness instead.
  Master 
   Reaction. The mere presence of the Con-
  fessor directly reduces the harmful effect of 
  temporary corruption on all allies in sight. 
  When an ally uses a mystical power or an 
  artifact that gives corruption, the amount 
  suffered is reduced by 1D4 points. Any 
  excess points have no effect.
  In this case, the power has no effect on 
  the mystic using it; the player character 
  suffers from temporary corruption when 
  using powers and artifacts as usual.
  Cuneiform scribblings 
  found on a castle ruin 
  northwest of Karvosti; 
  probably a more recent 
  forgery, carved by a 
  barbarian or possibly 
  even an Ambrian. 
  82
  
  mirroring
  Tradition: Only available to Illusionist
  Material: A couple of small figurines
  Reality’s layers of misconceptions and lies may be 
  used to project a series of conceivable phenomena, 
  only one of which corresponds to the reality of the 
  world. The multiple false images created this way 
  serve to protect the mystic from hostile attacks – in 
  most cases; there is always the risk that the enemy 
  targets the mystic instead of an illusion. Every attack 
  against the mystic has a chance of hitting one of the 
  projections or the mystic: if three illusions are made, 
  the chance of the mystic being targeted is 1 out of 4. 
  As the illusions are destroyed, the mystic’s risk of 
  being hit increases.
  Novice 
   Active. With a passed Resolute test, the 
  mystic projects 1D4 mirror copies of 
  himself. If a copy is hit, it ceases to exist. 
  Damage from area effects hit the mystic as 
  usual and instantaneously dispel all mirror 
  copies.
  Adept 
   Active. With a passed Resolute test, the 
  mystic projects 1D6 mirror copies of 
  himself. Damage from area effects hit the 
  mystic as usual and dispel one mirror copy.
  Master 
   Active. With a passed Resolute test, the 
  mystic projects 1D8 mirror copies of 
  himself. Damage from area effects hit the 
  mystic as usual but dispel no mirror copies.
  Protective runes
  Tradition: Staff Magic, Symbolism
  Material: A depiction of the runes
  The mystic’s runes emit protective energies that 
  surround the mystic and at higher levels also his 
  or her allies.
  Novice 
   Active. The power of the runes offers +1D4 
  to Armor until the mystic fails a Resolute 
  test or loses concentration [Resolute –
  Damage]. The extra die of Armor is rolled 
  separately with each hit and is added to any 
  other Armor.
  Adept 
   Active. The runes provide +1D4 to Armor 
  (see the novice level). A retaliating effect 
  also inflicts 1D4 damage on every enemy 
  that harms the protected creature, ignoring 
  any Armor. The effect lasts until the mystic 
  fails a Resolute test or loses concentration 
  [Resolute –Damage].
  Master 
   Active. The protective and retaliating 
  effects are rolled with 1D6 instead of 
  1D4, and it lasts until the mystic fails a 
  Resolute test.
  Psychic thrust
  Tradition: Only available to Mentalists
  Material: A shard of glass, sharp as a knife
  Some mystics know how to project their will to 
  form a psychic weapon that can attack the enemy 
  together with the mystic’s ordinary melee attacks. 
  This means that the enemy must defend on two 
  fronts, and risk failing at both. There is also a 
  chance that the enemy will be paralyzed or severely 
  damaged by the psychic thrust.
  Novice 
   Reaction. The mystic performs a normal 
  melee attack in combination with a psychic 
  thrust, aimed at the enemy’s defensive 
  capability. The character gains a second 
  chance to succeed on the attack test.
  Adept 
   Reaction. The psychic thrust is made in 
  combination with the melee attack, and if 
  the mystic passes a [Resolute←Resolute] 
  test the enemy is incapable of defending 
  against the attack. Hence, if this test is 
  successful, the mystic automatically hits 
  the enemy.
  Master 
   Reaction. With a successful test against 
  [Resolute←Resolute] the enemy is unable to 
  defend and the melee attack hits automati-
  cally. Moreover, the enemy suffers 1D4 extra 
  damage, ignoring Armor, in addition to the 
  damage dealt by the melee attack.
  Purgatory
  Tradition: Only available to Inquisitors
  Material: A short piece of a rusty chain
  Blackened souls echo with pain and darkness, and 
  a trained Inquisitor can use that darkness against 
  the enemy, or even drown the twisted target in its 
  own inner blackness. 
  Novice 
   Active. The mystic forces one target to roll 
  1D20 against its total corruption. An out-
  come equal to or lower leads to acute pain 
  that incapacitates the target for a whole turn. 
  Thoroughly corrupt creatures automatically 
  suffer 1D6 damage instead, ignoring armor.
  Adept 
   Active. The mystic forces all targets 
  in sight to roll 1D20 against their total 
  corruption. An outcome equal to or lower 
  leads to acute pain that incapacitates 
  the target for a whole turn. Thoroughly 
  corrupt creatures automatically suffer 
  1D6 damage instead, ignoring armor.
  Novice 
   Reaction. The mystic automatically pun-
  ishes all enemies in sight who happen to 
  attract corruption. The mystic may exclude 
  any allies from the effect.
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  P O W E R S  &  R I T U A L S
  
  Each point in corruption suffered through 
  the use of powers or artifacts deals the same 
  amount of physical damage to the enemy, 
  ignoring Armor.
  retriBution
  Tradition: Sorcery, Troll Singing
  Material: None, only harmful words 
  Some dark-minded mystics can use their anger 
  and vindictiveness to amass dark energies around 
  a creature they want to hurt. In fact, at the higher 
  levels the effect of this ability becomes instinctive, 
  and all pain that the mystic suffers will undoubt-
  edly be transferred to any enemies in the vicinity.
  Note that members of the race Dwarf can learn 
  Retribution as if it was a normal ability. Hence, they 
  suffer no corruption from using this particular 
  power, neither when they learn it, nor when they 
  make use of it. This pertains only to this power and 
  the dwarven race.
  Novice 
   Active. If the character utters words of 
  doom and passes a [Resolute←Resolute] 
  test, misfortune gathers in a dense cloud 
  around an enemy. All who attack the target 
  get a second chance to pass their attack 
  tests during the rest of the scene. Only one 
  enemy at a time can suffer the mystic’s 
  Retribution this way; changing the target 
  counts as a combat action.
  Adept 
   Reaction. When the character suffers 
  damage and passes a [Resolute←Resolute] 
  test, the attacker is bound by a death link. 
  Only one enemy at a time can be bound by a 
  death link, but if a link is broken a new enemy 
  who damages the character can be bound.
  The death link means that damage suf-
  fered by the character is also inflicted upon 
  the bound enemy. This includes all damage, 
  irrespective of source.
  The Pain Threshold is not affected; it is 
  handled separately for the character and 
  the target. Attacks that do not deal damage 
  can be ignored, but in the case of powers 
  that deal damage as part of their effect, 
  any and all damage is transferred through 
  the link. Damage from the monstrous trait 
  Alternative Damage is also transferred to 
  the target. 
  If the character dies (becomes dead or 
  dying) the link is immediately broken and 
  the damage from the attack that felled the 
  character is not transferred. 
  Master 
   Reaction. Same as at the adept level, but 
  each time the character suffers damage 
  from an attack and passes a [Reso-
  lute←Resolute] test, the attacker is bound 
  by a death link. Hence, the number of crea-
  tures bound is unlimited.
  sPhere
  Tradition: Staff Magic
  Material: Rune staff or melee weapon
  The mystic has his or her staff – or another melee 
  weapon – spin around at such velocity that it forms 
  a protective sphere. The sphere effectively parries 
  most attacks. On the negative side, the mystic can-
  not perform attacks or use other powers without 
  dispelling the sphere. The sphere is active until it 
  is willingly aborted, until the mystic uses another 
  power or until it is dispelled by some other mystic 
  using the power Anathema.
  Novice 
   Active. The sphere lets the mystic choose 
  to defend using Resolute instead of Quick. 
  It can protect the mystic from melee and 
  ranged attacks but not from mystical 
  powers. Only movement is allowed while 
  within the sphere – not even actions which 
  normally can replace movement are possi-
  ble while maintaining the sphere.
  Adept 
   Active. The sphere automatically defends 
  against an unlimited number of melee 
  and ranged attacks as long as it is active. 
  However, it does not provide any protection 
  against mystical powers and area effects 
  like explosions, smoke bombs or similar.
  Master 
   Active. The master can make a weapon 
  form a sphere without having to touch it. 
  That way, he or she may include an ally in-
  side the sphere. Also, this leaves the hands 
  of the mystic free for other actions, such as 
  drinking an elixir, bandage an ally’s wounds 
  or unrolling a spell scroll – i.e. such actions 
  that can replace a movement action. The 
  mystic cannot affect the world outside the 
  sphere, but can maintain mystical effects 
  which are already active – the same goes 
  for any ally the mystic protects inside the 
  sphere.
  sPirit walk
  Tradition: Only available to Necromancers
  Material: A piece of a burial gown
  Because of his or her closeness to death, the mystic 
  has developed the mystical skill to assume the 
  immaterial form of a spirit. Spirit Walk is hindered 
  by Magic Circle, Witch Circle and Sanctifying Rite; 
  the mystic cannot pass through or leave such areas 
  while moving in the form of a spirit; however, it 
  84
  
  is possible to assume the spirit form when inside 
  such protected domains. The Spirit Walk also ends 
  if someone lights a Ghost Candle close by (see the 
  alchemical elixir with that name, on page 153 in 
  the Core Rulebook).
  Novice 
   Whole Turn. With a passed Resolute test, 
  the mystic assumes spirit form. This imma-
  terial form lasts for one movement action 
  (about 10 meters), making it possible to 
  move through even the thickest walls, or, 
  for that matter, through enemies on the 
  battlefield. All attacks aimed at the mystic 
  are ignored unless they are made with 
  mystical powers or artifacts – both deal 
  only half damage. The movement is all that 
  the character can do during the turn, and 
  after having moved he or she reassumes his 
  or her physical form.
  Adept 
   Reaction. The spirit form comes instinctive-
  ly to the mystic. When attacked the mystic 
  may roll [Resolute –Damage] instead of a 
  Defense test; if successful the attack passes 
  through the mystic without dealing damage. 
  The exceptions are mystical powers and 
  artifacts, which deal half damage even if 
  the test is passed. The mystic immediately 
  returns to its physical form.
  The mystic can choose to roll Defense as 
  usual if he or she prefers, i.e. not use Spirit 
  Walk to avoid a specific attack. 
  Master 
   Reaction. With a passed Resolute test, the 
  mystic can let an attack – from a weapon or 
  a mystical power dealing damage – start in 
  spirit form and then transcend into physical 
  form once the enemy’s armor has been 
  penetrated; if so, the Armor of the target is 
  ignored by the mystic’s attack.
  staFF Projectile
  Tradition: Only available to Staff Mages
  Material: A rune staff
  In the hands of a staff mage, the rune staff is a 
  powerful throwing weapon. The staff is thrown at 
  an enemy and returns to the mystic’s hand, whether 
  it hits or not.
  View over the northern 
  reaches of the Black 
  Pitch Mire and some of 
  the stone statues stan-
  ding in the marshland. 
  That they are compo-
  sed of stone is known, 
  but not if they were 
  created that way…
  85
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  P O W E R S  &  R I T U A L S
  
  Novice 
   Active. The mystic throws the staff and may 
  roll against Resolute instead of Accurate to 
  hit the target. The staff deals 1D8 damage; 
  the effect of a possibly activated elemental 
  rune (see Staff Magic) is added.
  Adept 
   Active. Like novice, but the projectile deals 
  1D10 damage. The staff may be thrown past 
  blocking terrain or enemies to reach a tar-
  get further away; the mystic does not need 
  a clear line of sight but has to see at least 
  part of the target. The effect of a possibly 
  activated elemental rune (see Staff Magic) 
  is added.
  Master 
   Active. The staff is thrown in a chain and 
  the mystic may use Resolute instead of 
  Accurate to hit. The first hit deals 1D12, the 
  second 1D10, the third 1D8, the forth 1D6 
  and the fifth 1D4. The chain is not broken by 
  missing an attack test, but the damage is 
  reduced with each target, hit or no hit. More 
  than five targets cannot be targeted by the 
  Staff Projectile; the mystic must see the tar-
  get but does not need a clear line of sight. 
  The effect of a possibly activated elemental 
  rune (see Staff Magic) is added.
  telePort
  Tradition: Only available to Demonologist
  Material: A sharp weapon to cut the world’s fabric 
  The sorcerers who have gone furthest in question-
  ing the laws of nature can tear holes in the world 
  and step outside, only to tear another rift in the 
  fabric of the Yonderworld and reenter the world 
  of the living in a new location. As always when the 
  shell of reality is perforated, there is a risk that an 
  abomination slips through and attacks a random 
  creature – except those protected by the power 
  Unholy Aura or whose souls are thoroughly corrupt.
  The abomination that comes has an equal 
  chance (1d6) of being (1–2) a Vindictive Daemon, 
  3–4) a Knowledgeable Daemon, or (5–6) a Guardian 
  Daemon (for stats, see the ritual Summon Daemon 
  on page 94).
  How Much do You See of the Yonderworld?
  The creature who, willingly or not, is thrown into the Yonderworld finds itself 
  in a flowing wasteland. The ground is covered in ashes and even the air is full 
  of whirling soot flakes that feel glowing hot against the skin. If unlucky, the 
  creature lands in the lap of some daemonic abomination; otherwise, such 
  beings can be seen in the distance or heard howling from hunger.
  Novice 
   Active. With a passed Resolute test, the 
  character can exit the world and return 
  within a range of two movement actions. 
  The mystic suffers 1D4 damage from the 
  journey through the Yonderworld, ignoring 
  Armor. The teleportation does not trigger a 
  Free Attack, even if withdrawing from me-
  lee. The mystic must see the return location 
  when the mystical power is activated.
  If the test fails an enraged daemon 
  enters through the rift instead.
  Adept 
   Active. Same as at the novice level, except 
  the mystic suffers no damage during his or 
  her trip to the Yonderworld.
  If the test fails, the mystic must pass a 
  Resolute test to stop an enraged abomina-
  tion from entering through the rift in the 
  world. The mystic can choose not to stop 
  the entry and willingly let the daemon get 
  through.
  Master 
   Active. Same as at the Adept level, with the 
  addition that the mystic may take someone 
  along on the journey. This someone must 
  stand next to the mystic when the power is 
  activated (melee range) and if the creature 
  is reluctant, the mystic must pass a [Reso-
  lute←Resolute] test to force it to follow. The 
  fellow traveler suffers 1D4 damage, ignoring 
  Armor, and also 1D4 temporary corruption 
  from the traumatic experience.
  If the test fails, the mystic must pass a 
  Resolute test to stop an enraged abomina-
  tion from entering through the rift in the 
  world. The mystic can choose not to stop 
  the entry and willingly let the daemon get 
  through.
  thorn cloak
  Tradition: Only available to Green Weavers
  Material: A thorn bush branch
  The plants in nature are usually seen as still 
  and reactive rather than aggressive and active. 
  Experienced green weavers know better and can 
  use surrounding vines, thorns and roots to defend 
  themselves and their allies.
  Novice 
   Active. The mystic allows himself to be 
  entwined by vegetation, which provides 
  a bonus of +1D4 in Armor, or +1D6 if the 
  mystic does not move during the whole 
  turn.
  Adept 
   Active. Same as at the novice level, but the 
  vegetation branches out to also protect any 
  allies who stand close to the mystic (inside 
  melee range). These allies gain a +1D4 
  86
  
  bonus to Armor, but this extra protection 
  disappears if they move away from the 
  mystic, or if the mystic moves away from 
  the allies.
  Master 
   Active. The mystic and its allies are 
  protected as at the adept level, with the 
  addition that the vegetation strikes back 
  at enemy attackers. Every successful hit in 
  melee against the mystic or a protected ally 
  inflicts 1D10 damage (ignoring Armor) upon 
  the attacker due to lashing thorns.
  tormenting sPirits
  Tradition: Only available to Spiritualists and  
  Necromancers
  Material: A piece of a burial gown
  The world is old and many spirits linger from 
  days past; nature spirits in dirt and water, or dead 
  heroes who are yet to pass over to the other side. 
  Some mystics can wake spirits to life and make 
  them attack their enemies. The enemies are beset 
  with these fiery spirits who tear at their clothes, 
  equipment, hair and flesh. At best, the target cannot 
  act; at worst , the target is driven mad or even dies 
  from the attacks.
  Novice 
   Active. The mystic calls spirits to his or her 
  aid, and these transparent shapes attack 
  an enemy. The target automatically fails all 
  tests for concentration while using mystical 
  powers; all other tests have a second 
  chance to fail. The mystic must pass a Reso-
  lute test each turn in order for the spirits to 
  continue their attacks.
  Adept 
   Active. The mystic may demand more 
  substantial help from the spirits. They 
  attack ferociously and deal damage to 
  Resolute, adding to the effect described 
  at the novice level. The damage dealt is 
  1D4 per turn, ignoring armor. If Reso-
  lute is reduced to zero the target dies, 
  presuming they are not allowed to roll 
  death tests (like characters). The latter 
  instead becomes temporarily insane – 
  catatonic, crying or otherwise unable to 
  act – while rolling their death tests. The 
  Resolute damage heals like other dam-
  ages. The mystic must pass a Resolute 
  test each turn in order for the spirits to 
  continue their attack. Also, if the mystic 
  takes damage, concentration will be 
  broken if failing a [Resolute –Damage] 
  test.
  Master 
   Active. Like adept, but the spirit attacks 
  deal 1D6 damage to Resolute.
  weakening hymn
  Tradition: Troll Singing
  Material: None, but the mystic must sing out loud
  Throughout history, many taunting songs have been 
  written about the faint of heart and in these tunes 
  there are debilitating harmonies to be exploited 
  by mystics who know how. The mystic repeatedly 
  sings this infectious theme while fighting, thereby 
  spreading cowardliness and weakness amongst his 
  or her enemies.
  The song is interrupted if the mystic uses 
  another mystical power or if concentration is lost 
  by taking damage [Resolute –Damage].
  Novice 
   Free. With a passed [Persuasive←Resolute] 
  test, the mystic can give each wounded 
  enemy a second chance to fail all success 
  tests while the singing continues; one test is 
  made for each wounded enemy.
  Adept 
   Free. With a passed [Persuasive←Resolute] 
  test, the mystic can give each enemy (wound-
  ed or not) a second chance to fail all success 
  tests while the singing continues.
  Master 
   Free. With a passed [Persuasive←Resolute] 
  test, the mystic can give each enemy (wounded 
  or not) a second chance to fail all success 
  tests. Furthermore, all enemies that fail 
  a success test because of the Weakening 
  Hymn suffer 1D4 damage, ignoring armor – 
  caused by them being physically affected by 
  harrowing lyrics that conjure past failures.
  wild hunt
  Tradition: Only available to Blood Waders
  Material: The fur of a beast dead from natural causes
  Davokar’s nature may seem dark and full of con-
  flicts, trapped in an eternal cycle of birth, strife 
  and death. But to mystics who have the capability 
  to see the deeper truth, there is a perfect imbalance 
  to this cycle; a higher form of harmony. This insight 
  can be used by the mystic to acquire the help of 
  seemingly hostile creatures of the Beast category.
  The summoned beasts may not be of the same 
  type as the enemies; otherwise the type is decided 
  by which types occur naturally in the environment. 
  The character dictates how the beasts act during 
  the scene, after which they turn and leave the area.
  Novice 
   Active. The mystic can summon one weak 
  beast to aid him or her in combat. 
  Adept 
   Active. The mystic calls one ordinary beast or 
  1D4 weak beasts to aid him or her in combat.
  Master 
   Active. The mystic calls one challenging 
  beast, 1D4 ordinary beasts or 1D6 weak 
  beasts to aid him or her in combat.
  87
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  P O W E R S  &  R I T U A L S
  
  Rituals
  this section introduces a series of new rituals, 
  among these a number of Higher Rituals which are 
  only available to the members of certain profession/
  specialization: they are not secret, but are impossi-
  ble for others to perform since they require a special 
  insight that none but the dedicated students of a 
  particular area have.
  Note that a character who belongs to a mystic 
  profession must first acquire the base level ritual 
  the normal way, before being able to choose it again 
  and get it upgraded to the higher level.
  anoint
  Tradition: Theurgy
  The mystic anoints him- or herself with holy oils 
  before a battle, thereby gaining the following: +10 
  temporary Toughness, +1d4 in protection in addi-
  tion to any Armor worn, and +1d4 damage on all 
  attacks. If the mystic is damaged, he or she first 
  loses the temporary Toughness, before his or her 
  own Toughness is affected. 
  The downside is that the mystic cannot be healed 
  and that all death tests automatically fail during the 
  scene. The effect lasts for the duration of a scene.
  atonement
  Tradition: Only available to Confessors
  The higher level of the ritual Exorcism makes the 
  theurg able to lighten the spiritual burdens of a 
  non-possessed person; this is done by the sinner 
  accepting to perform a task for the Confessor. The 
  task must be time-consuming and expensive or dan-
  gerous, usually some good deed for the Sun Church or 
  for Prios in general. Once the task is accomplished, 
  the sinner’s permanent corruption is reduced by 1d4.
  The ritual costs one point of Experience to perform, 
  paid by the confessor or the sinner (the mystic decides).
  Beast comPanion
  Tradition: Only available to Blood Waders
  The higher level of the ritual Familiar binds the 
  beast to the mystic’s body and soul; if the familiar 
  dies it is resurrected at dawn the following morn-
  ing. The mystic suffers damage when the familiar 
  dies, as before. Should the beast companion become 
  thoroughly corrupt – through the ritual Blood Bond 
  or in some other way – the link between the mystic 
  and the beast is forever broken.
  Bewitching landscaPe
  Tradition: Wizardry
  The mystic can weave a grand illusion over a 
  location, making all who enter the area confused, 
  lost and at risk of starving to death if they cannot 
  break the spell. 
  The mystic enthralls every creature in the area 
  with a passed [Resolute←Cunning] test; the victims 
  gain a second chance to break the spell if one of 
  their companions passes the test and then rolls a 
  successful Persuasive test.
  The effect can temporarily be dispelled with 
  Anathema; otherwise it can only be permanently 
  broken by the mystic who wove the illusion.
  Black symPathy
  Tradition: Witchcraft, Sorcery, Theurgy
  With a passed Resolute test, the mystic can inflict pain 
  on an enemy from a distance, by damaging a doll or 
  driving nails into a trace left by the target. The ritual 
  also requires a mystical link to the victim – some 
  hair strands, a puddle of blood or an item that the 
  target holds dear. 
  The victim does not suffer any damage but expe-
  riences acute pains and cannot heal by any means 
  during the days of torment. It takes the tormentor 
  one hour to perform the ritual, but no success test 
  is needed after the first. Black Sympathy can be 
  aborted with the ritual Break Link. After that, the 
  Black Sympathy cannot be resumed using the same 
  mystical link, nor before thirty days have passed, 
  even if a new link is available.
  Blood storm
  Tradition: Only available to Staff Mages
  The staff mage binds a storm of blood in the rune 
  staff, to be unleashed with a thrust into the ground. 
  The storm rages over the area, with the mystic 
  standing in its calm eye. The mystic and allies 
  standing nearby are unaffected, as are any enemies 
  within melee range. All further out are hit by the 
  full effect of the Blood Storm.
  Those caught in the storm are blinded. Other 
  than moving blindly, they must pass a Vigilant test 
  each turn to be able to perform any actions. Even 
  if they pass that test, they have a second chance to 
  fail on all success tests.
  The Blood Storm also has a drowning effect; 
  it actively aims for the mouth and nose, and 
  penetrates into the lungs, dealing 1d4 damage 
  each turn, ignoring Armor. The only way to stop 
  this is to leave the area, enter into close combat, 
  flee to some place outside, or take refuge within 
  a windowless structure.
  The Blood Storm lasts until the mystic fails a 
  Resolute test or loses concentration from being 
  damaged, [Resolute –Damage].
  Staff Magic Rituals
  The rituals of staff 
  magic do not work like 
  other rituals; they are 
  bound to the rune staff 
  and activated through 
  an active action at 
  a later time. A rune 
  staff loaded with a 
  ritual  cannot be used 
  to  perform mystical 
  powers or rituals; if so, 
  the stored ritual is lost.
  88
  
  89
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  P O W E R S  &  R I T U A L S
  Table 5: Rituals
  ritual
  tradition
  Anoint
  Theurgy
  Atonement
  Confessor only
  Beast Companion
  Blood Wader only
  Bewitching Landscape
  Wizardry
  Black Sympathy
  Witchcraft, Sorcery, Theurgy
  Blood Bond 
  Witchcraft
  Blood Storm
  Staff Mage only
  Borrow Beast 
  Witchcraft
  Break Link 
  Wizardry
  Burdened by Fate
  Witchcraft
  Carve Rune Tattoo
  Symbolist
  Clairvoyance 
  Wizardry
  Command Confession 
  Theurgy
  Death Divination
  Spiritualist only
  Death Lord
  Necromancer only
  Desecrating Rite 
  Sorcery
  Enslave 
  Sorcery
  Exchange Shadow 
  Sorcery
  Exorcism 
  Theurgy
  False Shape
  Wizardry
  False Terrain 
  Wizardry
  Familiar 
  Witchcraft
  Faraway Writing
  Symbolism
  Fata Morgana
  Illusionist only
  Flaming Servant 
  Wizardry
  Flesh Craft
  Sorcery
  Fortune-telling 
  Witchcraft
  Heretic’s Trail 
  Theurgy
  Holy Smoke 
  Theurgy
  Illusion 
  Wizardry
  Judging Bonds 
  Theurgy
  Life Extension
  Wizardry
  Living Fortress
  Green Weavers only
  ritual
  tradition
  Magic Circle 
  Wizardry
  Nature’s Lullaby 
  Witchcraft
  Necromancy 
  Witchcraft
  Oracle 
  Theurgy
  Patron Saint 
  Theurgy
  Phylactery
  Sorcery
  Piercing Gaze 
  Inquisitor only
  Possess 
  Sorcery
  Purging Fire 
  Theurgy
  Quake 
  Staff Mage only
  Quick Growth 
  Witchcraft
  Raise Undead
  Sorcery
  Restore
  Troll Singing
  Retrieve
  Troll Singing
  Rune Guardian
  Symbolism
  Sanctifying Rite 
  Theurgy
  Sanctum 
  Wizardry
  Sealing/Opening Rite
  Troll Singing
  Servant Daemon
  Demonologist only
  Seven-league Stride 
  Wizardry
  Soul Stone 
  Wizardry
  Soul Trap
  Sorcery
  Spell Trap
  Symbolism
  Spell Tunnel
  Mentalist only
  Summon Daemon
  Demonologist only
  Summoning
  Witchcraft
  Tale of Ashes 
  Wizardry
  Telepathic Interrogation 
  Wizardry
  Torment
  Witchcraft
  Traceless
  Witchcraft
  Turn Weather 
  Witchcraft
  Twin Servants
  Pyromancer only
  Witch Circle 
  Witchcraft
  
  Burdened By Fate
  Tradition: Witchcraft
  With a passed Resolute test, the mystic binds a creature 
  to a mission. The ritual requires a mystical link to 
  the target – some hair strands, a puddle of blood or 
  an item that the target holds dear. If successful, the 
  target immediately knows what it must do but not 
  who has actually bound him or her to the mission 
  or task. The effect of the ritual is that the creature 
  has a second chance to pass one test per scene while 
  trying to complete the mission. On the other hand, 
  he or she has a second chance to fail all tests during 
  scenes which are not directly related to the mission.
  Burdened by Fate can be dispelled by the ritual 
  Break Link.
  carve rune tattoo
  Tradition: Symbolism
  The mystic carves power runes into the skin of a 
  creature, giving the target the ability Rune Tattoo. 
  The tattoo must then be paid for by “offering” 10 
  Experience or permanent corruption; it is possible to 
  combine these, and pay part of the cost in Experience 
  and the rest in corruption. The target can pay in 
  full or the symbolist can contribute with the whole 
  or a part of the cost.
  death divination
  Tradition: Only available to Spiritualists
  At the higher level of the ritual Necromancy, the 
  mystic has a second chance to pass all tests to get 
  answers from the spirits of the dead.
  death lord
  Tradition: Only available to Necromancers
  The higher level of the ritual Raise Undead lets 
  the necromancer summon an undead creature of 
  greater power, a Death Lord; a blackened skeleton 
  in soot-covered full plate armor, that performs the 
  mystic’s bidding with eyes that burn from behind 
  the visor. Death Lords are smart and take their 
  own initiative when solving problems; they often 
  command hordes of lesser undead or act as the 
  bodyguards of their makers.
  The Death Lord is handled like a second charac-
  ter, and gains Experience and is developed just like 
  a player character.
  False shaPe
  Tradition: Wizardry
  The mystic weaves an illusory image around itself 
  or an ally, who then assumes a different physical 
  appearance. This cannot be the appearance of a 
  specific individual, only of a typical version of the 
  member of a race. The mystic can decide on form 
  and features typical to the race, in terms of gender, 
  hair color, voice, cloths and so on but the target keeps 
  its stats, abilities and shadow. Its actual size is not 
  affected, only the size of the illusory appearance.
  The illusion cannot be revealed without using 
  other powers or rituals. The only exception is if 
  the target tries to do something he or she normally 
  cannot do, but that the assumed shape could do; 
  then the illusion crumbles. Other than that, the 
  False Shape fades away after about a week.
  Faraway writing
  Tradition: Symbolism
  From a distance the mystic can write signs and 
  symbols in a well-known location. The signs appear 
  on a flat surface, like a wall, a floor or a table. They 
  appear when the mystic performs the ritual, and 
  spell out a short message or even a mystical power 
  from the tradition of Symbolism. The mystic can 
  choose to let the writing be visible to all or become 
  visible when a specific individual views the surface. 
  In the latter case, the text appears and/or the power 
  is activated only when that person sees it.
  Fata morgana
  Tradition: Only available to Illusionist
  The higher level of the ritual False Terrain gives the 
  Illusionist such power over the lie that it touches 
  the truth; that which is created with Fata Morgana 
  actually exists, at least during the moon cycle that 
  the illusion persists. The mystic can place a type 
  of terrain over another or decide to raise a smaller 
  The Higher Rituals
  The following 
   professions and 
  corresponding higher 
  rituals are known:
  WITCHCRAFT: 
  Spiritualists:  
  Necromancy becomes 
  Death Divination 
  Blood Wader:  
  Familiar becomes  
  Beast Companion 
  Green Weaver:  
  Quick Growth becomes 
  Living Fortress
  WIZARDRY 
  Illusionist: 
  False Terrain becomes 
  Fata Morgana 
  Mentalist: 
  Clairvoyance becomes 
  Spell Tunnel 
  Pyromancer: 
  Flaming Servant  
  becomes Twin Servants
  SORCERY 
  Demonologist: 
  Summon Daemon 
   becomes Servant 
  Daemon 
  Necromancer: 
  Raise Undead becomes 
  Death Lord
  THEURGY 
  Inquisitor: 
  Holy Smoke becomes 
  Piercing Gaze 
  Confessor: 
  Exorcism becomes 
  Atonement
  death lord
  Race 
  Undead
  Resistance 
  Ordinary
  Traits 
  Gravely Cold (I), Undead (I)
  Accurate 13 (−3), Cunning 10 (0), Discreet 7 (+3),  
  Persuasive 5 (+5), Quick 11 (−1), Resolute 9 (+1),  
  Strong 15 (−5), Vigilant 10 (0)
  Abilities 
  Iron Fist (novice), Man-at-arms 
  (novice), Two-handed Force 
  (novice)
  Weapons 
  Heavy Weapon 1D12
  Armor 
  Full Plate 1D10
  Defense 
  7
  Toughness 
  15 
  Pain Threshold
  –
  Equipment 
  None
  Shadow 
  Same as the master
  Tactics: Walks straight towards the target or 
  stands at attention by its master.
  90
  
  building, such as a croft or a stone fort (see Damage 
  on Buildings, page 106), on a select location.
  The creation cannot be seen-through but it can 
  be destroyed; if the rules for Damage on Buildings 
  are used, the Fata Morgana has half the Toughness 
  of a corresponding building. After one month, the 
  illusion fades away over the course of a night. Those 
  who were inside during the night end up on the 
  ground and nothing of the lie remains.
  Performing the ritual costs one Experience point.
  Flesh craFt
  Tradition: Sorcery
  The mystic temporarily transforms his or her 
  hands to flesh crafting and bone sculpting claw-like 
  instruments, put to work on a more or less willing 
  victim. The work transforms the victim into a 
  grotesque mockery of its former self, possessing 
  one or more monstrous traits at level I from the 
  following list: Acidic Blood, Acidic Attack, Armored, 
  Corrupting Attack, Natural Weapon, Poisonous, Poison 
  Spit, Regeneration, Robust, Wings. Later, the victim 
  may develop the traits granted by the ritual with 
  Experience, as if they were normal abilities.
  A voluntary victim gains 1d4 permanent cor-
  ruption per trait, but is only affected by whatever 
  amount transcends its current value in permanent 
  corruption. An involuntary victim gains 1d4 per-
  manent corruption per trait, which is added to the 
  corruption it already has.
  Since the risk of the victim becoming blight born 
  is high, the careful sorcerer always starts off by 
  binding the victim with the ritual Enslave. With 
  that precaution taken, the newborn abomination 
  will obey its creator after the fall into darkness.
  Example: The sorceress Agathara uses Flesh Craft 
  on one of her servants, who voluntarily submits to be-
  coming “exalted”. She does not know the ritual Enslave, 
  but chains her victim to the wall, just to be on the safe 
  side. The underling has Resolute 12 and permanent 
  corruption 4 when the ritual begins. Agathara opts to 
  give him three monstrous traits, at a total of [3d4–4] in 
  permanent corruption. Agathara rolls 7 on 3d4, giving 
  him 3 more points in permanent corruption, 7 in total. 
  This exceeds his corruption threshold, immediately 
  resulting in an additional 1D4 in permanent corruption. 
  The roll is 3, hence the victim’s permanent corruption 
  is 10. Agathara’s loyal follower is transformed into an 
  exalted version of himself with three monstrous traits 
  at novice level, without becoming thoroughly corrupt. 
  If Agathara had tried to do the same thing to an 
  involuntary victim, the mathematics of corruption would 
  have been grimmer: first, the victim would have suffered 
  7 in permanent corruption, in addition to the 4 it had, 11 
  in total – and then suffered 3 more when exceeding the 
  corruption threshold, for a total of 14. Sure, the victim 
  would have received three monstrous traits, but would 
  also have turned into a howling blight beast, out of 
  control. Were it not for the chains, Agathara would most 
  likely have become the newborn’s first meal.
  liFe extension
  Tradition: Wizardry
  The mystic can postpone his or her aging for a year. 
  The ritual requires one dose of Elixir of Life per 
  use and costs either one Experience or a point in 
  permanent corruption.
  living Fortress
  Tradition: Only available to Green Weavers
  The higher level of the ritual Quick Growth lets the 
  mystic create a fortress of living trees and thorny 
  bushes. The fort counts as a Wooden Fort (see 
  Damage on Buildings, page 106) and defends against 
  anyone trying to pass its living walls – both when 
  entering and exiting. Those trying to pass must 
  succeed with three [Quick←Resolute] tests or suffer 
  1d12 damage (ignoring armor) per failure from being 
  impaled by thorns or beaten by heavy branches.
  The mystic who created the fort can let anyone 
  in or out, and may also teach his or her allies secret 
  words which will let them pass unhindered through 
  the watchful greenery.
  The fortress lives a season (three months), then 
  the ritual must be performed again or it will start 
  to wither away. Performing the ritual costs one 
  Experience point.
  Phylactery
  Tradition: Sorcery
  The mystic binds his or her corrupt soul to a vessel 
  – usually a figurine – and is physically resurrected 
  in its vicinity within 1d12 days after having died.
  Creating a Phylactery costs either one Experience or 
  a point in permanent corruption. Every time the
  Phylactery is used to resurrect the mystic, he or
  she suffers 1d6 permanent corruption. Thoroughly 
  corrupt creatures cannot have a Phylactery, since
  they technically no longer have a soul.
  Piercing gaze
  Tradition: Only available to Inquisitors
  The higher level of the ritual Holy Smoke allows the 
  theurg a second chance to pass all tests when using 
  Holy Smoke. In addition, with a passed Cunning test, 
  the Piercing Gaze sees through the ritual Exchange 
  Shadow, revealing the actual shadow hidden by 
  the false one.
  91
  7
  P O W E R S  &  R I T U A L S
  
  Quake
  Tradition: Only available to Staff Mages
  It is said that the earth trembles when a staff mage 
  grows furious – likely a rumor brought about by 
  this ritual. The mage draws on the wrath of the 
  bedrock and keeps it stored in his or her rune 
  staff. When needed, the mage can slam the staff 
  into the ground and a force wave shoots out, like 
  waves on water.
  The Quake can be aimed at a physical structure and 
  then crush doors, windows and bridges; the mystic 
  can strike the targeted structure with the staff, or 
  throw the staff using the power Staff Projectile.
  No matter if the Quake is directed into the 
  ground or towards an object, the mage suffers 1d6 
  temporary corruption upon activation
  Into the ground: The mage strikes the ground 
  and sets off shock waves that topple all creatures 
  nearby with a passed [Resolute←Quick] test – one 
  roll per creature, ally or enemy. The mystic and 
  adjacent allies are excluded from the effect, just 
  like any enemies within melee range. Those who 
  fall suffer 1d4 damage, ignoring armor.
  Towards an object: The Quake is powerful 
  enough to crush bridges, walls and doors. The 
  damage dealt is rolled as a usual hit with the staff, 
  but the quality Razing is added thanks to the ritual; 
  the staff damages structures as if it is a battering 
  ram. See the rule Damage on Buildings, page 106, 
  for more information.
  Doors turn to splinters while floors and bridges 
  crumble to dust. If the mystic crushes a floor, he or 
  she remains standing on the edge of the rupture, 
  but before him or her a hole big enough to require 
  two movement actions to get around opens up. 
  Naturally, if it instead is a bridge that is crushed, 
  anyone wanting to pass must climb or swim to the 
  other side.
  raise undead
  Tradition: Sorcery
  The mystic has the ability to grant permanent 
  (un)life to a newly dead creature that perished no 
  more than seven days earlier. For the undead to 
  fall under the mystic’s control after the ritual’s 
  completion, the mystic must successfully roll a test 
  against [Resolute←Resolute]. Should the test fail, the 
  undead awakens with its own will intact and is then 
  free to decide for itself whether or not to follow the 
  mystic. If the test is successful, the creature must 
  obey the mystic as if bound by a slave rune, and can 
  only be freed by the death of its master. 
  The creature keeps all stats and abilities it had 
  in life and is also gifted with the monstrous trait 
  Undead at level I. It does not age but will not go 
  on forever, since its body is in a constant state of 
  slow decomposition. The creature must make a 
  test against Strong each year – if the test fails the 
  creature’s value in Strong is reduced by one point. 
  When the Strong value reaches 0, the body finally 
  falls apart and the creature meets its final death.
  restore
  Tradition: Troll Singing
  The mystic can restore a damaged item by sing-
  ing – a broken sword is mended, a shattered vase 
  is reassembled and a corroded lock regains its 
  functionality. The restored item recovers all its 
  functions and qualities. The mystic cannot create 
  anything new by using the ritual.
  retrieve
  Tradition: Troll Singing
  The mystic can sing a tune that reveals the path 
  to a lost or displaced object. This requires that 
  the mystic, or someone who is in the company 
  of the mystic, knows the object so well that he 
  or she can describe it in detail. If the object in 
  question has been purposefully hidden, the 
  mystic must pass a [Resolute←Discreet] test to 
  learn its whereabouts.
  rune guardian
  Tradition: Symbolism
  The mystic creates a personal guard from a statue of 
  stone or wood, carved with life-giving and loyalty 
  building runes. The creator of the guardian can 
  instill some of its own experience into the statue, 
  to make the being stronger upon creation. 
  The Rune Guardian is handled like a second 
  character of the player; it gains Experience and 
  develops over time. The guardian does not sleep 
  and has a simple personality, revolving around duty 
  and obedience. If the guardian dies all acquired 
  Experience is lost and the mystic must start over 
  with a new guardian.
  sealing/oPening rite
  Tradition: Troll Singing
  The mystic can sing power words over a door, a lock 
  or a gate to either seal it with mystical energies or 
  open it, whether it is locked by a conventional lock 
  or by mystical energies. Sealing a door requires 
  no test, but to open it the mystic must pass a test 
  against [Resolute←Difficulty], where the difficulty 
  is decided by the difficulty of the lock mechanism 
  or the Resolute of the mystic who sealed it. Locks 
  that normally cannot be picked, which open to 
  a password or similar, are counted as having 
  Difficulty −8.
  92
  
  servant daemon
  Tradition: Only available to Demonologists
  The higher level of the ritual Summon Daemon binds 
  a servant daemon to the demonologist. The servant 
  is weak at first but can develop over time, and it 
  is handled by the player like a second character. 
  Also, the Servant Daemon can be the subject of the 
  ritual Blood Bond.
  soul traP
  Tradition: Sorcery
  With a passed Resolute test, the mystic binds the 
  soul of a newly dead creature to a prepared vessel, 
  usually a pendant with a jewel. The target must 
  have died less than a minute prior to the start of 
  the ritual, and the mystic must be at the scene of 
  death or have access to the corpse. The purpose 
  of capturing the soul is often to stop others from 
  contacting it with the ritual Necromancy.
  The Soul Trap is easily destroyed by smashing 
  the vessel, but the rituals Break Link and Exorcism 
  may also be used if one wants to spare the jewel.
  sPell traP
  Tradition: Symbolism
  The mystic binds a power to a certain location or to 
  an object. Note that the powers of Symbolism do not 
  have to be bound this way; this is covered by the 
  Adept level of Symbolism. Spell Trap is instead used 
  for powers not included in that tradition.
  All Spell Traps need to be given a trigger criterion 
  when created. Such a criterion can, for instance, be 
  that a living creature enters the room, that someone 
  steps on the Spell Trap or that a weapon is drawn in 
  the vicinity. The mystic can exclude him- or herself 
  from being able to trigger the trap, but the allies 
  of the mystic are not excluded – if they meet the 
  criterion, the power is activated.
  The mystic who makes the Spell Trap does not 
  have to know the power which is to be trapped, 
  but in that case he or she needs the assistance of a 
  mystic who does or a scroll that describes the power. 
  The Spell Trap can be dispelled with Anathema or 
  the ritual Break Link; if not, it remains dormant for 
  years – decades, sometimes centuries – before its 
  energies dissipate.
  sPell tunnel
  Tradition: Only available to Mentalists
  The higher level of the ritual Clairvoyance makes it 
  possible for the mentalist to open a mystic tunnel 
  to the location observed. By way of this tunnel, all 
  mystical powers that do not require touching the 
  target can be used. Also the allies of the mentalist 
  can use the tunnel to affect the observed location 
  with mystical powers. However, the tunnel goes 
  both ways, so people on the far side may very well 
  retaliate. Ranged weapons cannot fire projectiles 
  through the tunnel; only powers and traits that 
  work as powers are allowed.
  The Spell Tunnel is active during a scene but can 
  be closed earlier with Anathema.
  servant daemon
  Race 
  Abomination
  Resistance 
  Ordinary
  Traits 
  Armored (I), Natural Weapon (I)
  Accurate 13 (−3), Cunning 10 (0), Discreet 11 (−1),  
  Persuasive 5 (+5), Quick 15 (−5), Resolute 9 (+1),  
  Strong 7 (+3), Vigilant 10 (0)
  Abilities 
  None
  Weapons 
  Sharp fangs 1D6 (short)
  Armor 
  Daemon skin 1D4
  Defense 
  15
  Toughness 
  10
  Pain Threshold
  3
  Equipment 
  None
  Shadow 
  Same as the master
  Tactics: Reluctantly obeys its master’s com-
  mands.
  rune guardian
  Race 
  Mystic Being
  Resistance 
  Challenging
  Traits 
  Armored (II), Natural Weapon 
  (II), Robust (III)
  Accurate 5 (+5), Cunning 10 (0), Discreet 7 (+3),  
  Persuasive 9 (+1), Quick 10 (0), Resolute 11 (−1),  
  Strong 15 (−5), Vigilant 13 (−3)
  Abilities 
  Iron Fist (adept)
  Weapons 
  Hammer Fists 1D8 (+1D8 for 
  Robust, +1D4 for Iron Fist)
  Armor 
  Stone or wood 1D6 (+1D8 for 
  Robust)
  Defense 
  6
  Toughness 
  15 
  Pain Threshold
  8
  Equipment 
  None
  Shadow 
  Same as the master
  Tactics: Obeys its master’s commands, seeking 
  the best means to comply.
  93
  7
  P O W E R S  &  R I T U A L S
  
  summon daemon 
  (VindictiVe, Knowledgeable or guardian)
  Tradition: Only available to Demonologists
  Outside the world known to Ambrians and bar-
  barians, winds gust over a dead, mist-covered 
  landscape. Abominations roam the mists, hunting 
  for life to consume. Demonologists know how to 
  summon daemons to the world of the living, and 
  can force them into service. These daemons come 
  in three different forms and the summoning of each 
  requires the use of a separate ritual, but since the 
  procedures share many characteristics they are 
  described together.
  Irrespective of the type of daemon to be sum-
  moned, the procedure is the same: the creature 
  must appear within a symbol prepared on the 
  ground, and wise demonologists make sure to 
  learn, and use, the ritual Magic Circle in order 
  to protect themselves if something goes wrong 
  during the summoning.
  Summoning a daemon requires no test to be 
  rolled once the special symbol has been created; 
  however, in order to subdue the daemon and 
  make it obey the demonologist, a test against 
  [Resolute←Resolute] must be passed. A blood sac-
  rifice in the form of a living Cultural Being gives 
  the mystic a second chance to pass the test, and if 
  the victim has no permanent corruption the mystic 
  also gains a +1 bonus on the test.
  If the test is successful, the daemon does the 
  mystic a service; if the test fails, the daemon is 
  free to do whatever it wishes until the same time 
  next day. The creature cannot stay longer than that 
  unless it is bound to the service of the demonologist. 
  Whether or not the daemon is bound to the mystic, 
  it can never enter magic circles, witch circles or a 
  site protected by Sanctum.
  The demonologist may only bind one daemon 
  at a time; if more are summoned, the one already 
  bound is freed and will remain in the world for 
  twenty-four hours before returning to its place of 
  origin. However, if the mystic knows more than 
  one of the summoning rituals, he or she can have 
  one daemon of each type in service. 
  The three rituals let the mystic summon a 
  specific type of daemon – either a Vindictive, a 
  Knowledgeable or a Guardian daemon.
  The ritual costs one point in Experience to 
  perform, whether the test to control the daemon 
  is a success or a failure.
   Vindictive Daemon: The abomination is one of 
  the winged creatures that soar through the mists 
  of the Yonderworld. 
  If ordered by the mystic, the Vindictive Daemon 
  can track down and attack a known and named 
  creature with the intention of killing it. The mystic 
  needs a link to the target, for example its hair, blood 
  or an item he or she holds dear. The daemon follows 
  the astral link to the victim; if the distance can be 
  counted in day’s marches, the daemon flies at death 
  march pace and must test to see if something cata-
  strophic takes place – maybe it is tracked down by 
  witch hunters, or killed by some other monstrosity 
  along the way.
  Knowledgeable Daemon: The abomination 
  is one of the manipulative creatures lurking in 
  the mists of the Yonderworld, always looking for 
  lifeforms to tame and consume.
  A Knowledgeable Daemon answers one question 
  from the mystic; further [Resolute←Resolute] tests 
  provide more answers. The daemon can answer yes 
  or no on a direct question (like the ritual Fortune 
  Telling) or answer an open question (like the rit-
  ual Oracle). Additional questions do not increase 
  the risk of the daemon breaking free – if a test 
  fails, the daemon will simply refuse to answer 
  more questions – and it takes one hour to get each 
  answer. A blood sacrifice also helps when rolling 
  for additional questions.
  Guardian Daemon: The abomination is sum-
  moned from among the howling monstrosities that 
  rage through the Yonderworld hunting for targets 
  for their hate and frustration.
  Daemon Summoning
  The three types of 
  daemons are summoned 
  by different rituals; when 
  the mystic acquires the 
  ritual, the type must be 
  specified.
  vindictive daemon
  Manner 
  Sniffing and prying
  Race 
  Abomination
  Resistance 
  Challenging
  Traits 
  Armored (II), Natural Weapon 
  (III), Wings (III)
  Accurate 15 (−5), Cunning 10 (0), Discreet 13 (−3),  
  Persuasive 5 (+5), Quick 11 (−1), Resolute 7 (+3),  
  Strong 9 (+1), Vigilant 10 (0)
  Abilities 
  None
  Weapons 
  Claws 5 (long)
  Armor 
  Daemon skin 3
  Defense 
  −1
  Toughness 
  10 
  Pain Threshold
  5
  Equipment 
  None
  Shadow 
  Like a black, oily cloud dancing in 
  hard winds  (thoroughly corrupt)
  Tactics: The daemon will try to wait until the 
  victim is in a location that suits the daemon, 
  preferably a huge open area or a grand hall. It can 
  wait in the shadows or on the beams under the 
  roof to gain Advantage. Then it attacks.
  94
  
  The Guardian Daemon guards a place until it is 
  killed or set free by the demonologist. The daemon 
  will obey instructions regarding who is allowed 
  entry or passage; the demonologist may change 
  the definition regarding who or what may enter 
  or pass, but the pact does not allow him or her to 
  change the location.
  torment
  Tradition: Witchcraft, Sorcery 
  The mystic places a tormenting curse on the target. 
  This requires a mystical link to the target. The 
  effect of the ritual can vary, but an often employed 
  version makes the victim slowly wither – its 
  Toughness is reduced by one point each week and 
  it cannot heal until the curse is lifted.
  Other known effects of the ritual are the sum-
  moning of warts or a nasty stench that surrounds 
  the victim, making the target tired during the day 
  and alert at night – then often limited to a duration 
  of a month, just to teach the target a lesson.
  The torment effect can be aborted by the ritual 
  Break Link. 
  traceless
  Tradition: Witchcraft
  All physical traces of the mystic and his or her 
  allies disappear. For instance, footsteps in mud 
  subside, broken branches and grass stalks heal 
  and spider webs are mystically restored. The 
  ritual works just as well in civilization; dust 
  settles on mosaic floors and piles of paper are 
  arranged as they were before the mystic or some 
  ally browsed them. 
  The duration is 24 hours, either forward or 
  back from the casting of the ritual; traces from 
  the previous day’s activities can be obliterated, or 
  the effect can affect all activities performed during 
  the day after the ritual is performed. In any case, 
  the effect of the ritual is that neither the mystic 
  nor his or her allies can be traced by any physical 
  means, including smell. Mystical tracking methods 
  are not affected.
  twin servants
  Tradition: Only available to Pyromancers
  The advanced version of the ritual Flaming Servant 
  allows the Pyromancer to have two flaming 
  servants. These are handled like two separate, 
  additional characters by the player, and they gain 
  Experience from adventuring just like all flaming 
  servants do.
  THUS SPOKE AROALETA
  ”…and the beings 
  from beyond tore 
  Symbaroum apart, 
  with claws and 
  fangs, horns and 
  spikes; invited but 
  not welcome, called 
  but not wanted; they 
  were the guests who 
  in insatiable hunger 
  ate and drank till 
  there was nothing 
  left to devour ...”
  knowledgeaBle daemon 
  Manner 
  Fawning and wheezing
  Race 
  Abomination
  Resistance 
  Challenging
  Traits 
  Alternative Damage (III)
  Accurate 7 (+3), Cunning 10 (0), Discreet 9 (+1),  
  Persuasive 11 (−1), Quick 13 (−3), Resolute 15 (−5),  
  Strong 5 (+5), Vigilant 10 (0)
  Abilities 
  Bend Will (master), Ritualist 
  (adept: Enslave, Oracle,  
  Fortune-telling)
  Weapons 
  Life-consuming kiss 5, ignores 
  Armor, damages Resolute
  Armor 
  None
  Defense 
  −3
  Toughness 
  10
  Pain Threshold
  3
  Equipment 
  None
  Shadow 
  Calm blackness, like a pool of 
  liquid bitumen  (thoroughly 
  corrupt)
  Tactics: The daemon will keep its distance and try 
  to bend the will of its victim; when the target no 
  longer manages to resist the daemon consumes 
  its soul. The daemon's greatest wish is to bend 
  the will of the summoning mystic and then Ensla-
  ve him or her– making it possible for the daemon 
  to remain free in the world, until the mystic dies or 
  is saved from the enslavement.
  guardian daemon 
  Manner 
  Snorting and clawing the ground
  Race 
  Abomination
  Resistance 
  Challenging
  Traits 
  Natural Weapon (III), Robust (II)
  Accurate 5 (+5), Cunning 10 (0), Discreet 9 (+1),  
  Persuasive 7 (+3), Quick 13 (−3), Resolute 10 (0),  
  Strong 15 (−5), Vigilant 11 (−1)
  Abilities 
  Iron Fist (adept), Polearm  
  Mastery (adept)
  Weapons 
  Claws 11 (long)
  Armor 
  Daemon skin 3
  Defense 
  0
  Toughness 
  15
  Pain Threshold
  8
  Equipment 
  None
  Shadow 
  Night-black as bubbling and 
   boiling tar  (thoroughly corrupt)
  Tactics: The daemon will stay within its area of 
  protection and block passage by making full use 
  of its long claws. If the enemy resorts to using 
  ranged attacks, the daemon will enter into melee 
  as soon as possible.
  95
  7
  P O W E R S  &  R I T U A L S
  
  ight fell through cracks in the 
  ceiling, dancing with the dust 
  that covered everything in the 
  room – the bottles of elixirs, poorly 
  preserved monster trophies and the 
  matron herself, an aged changeling. 
  It was Kasimer who had led them 
  to the cabin. Agniesha remained 
  by the door, apparently uneasy. Gormyx spoke for the group, 
  partly because the steady voice of the troll singer made him 
  a great negotiator, partly because he knew more about the 
  Underworld then the rest of them combined. Knowledge of the 
  Abyss was undoubtedly relevant in the situation; their nemesis 
  had fled there after the confrontation and the group had 
  decided to hunt him down.
  It looked as if the troll and the changeling had already 
  agreed on a price for a number of items and elixirs, but they 
  were still squabbling over a brew that the matron claimed 
  could provide anyone with armor-like skin, claws and even 
  wings. Gormyx was just about to present a new argument 
  when Jela heard herself cry out, “I’ll take it!” The others gave 
  her puzzled looks.
  In a calmer voice she explained, “I’ll take it. I’d rather die 
  than allow the black priest to escape again!”
  L
  96
  
  T H E  T O O L S
  S E C T I O N  3
  97
  
  AlchemicAl WeApons
  Many alchemical weapons can be used by anyone, 
  but only those with the proper training can do so 
  without risk. The more advanced types cannot be 
  used at all without the proper training. Here is a 
  summary of what applies:
  Alchemical Fire Tube (portable): requires 
  Siege Expert (adept) to be used without risk.
  Alchemical Fire Tube (stationary): requires 
  Siege Expert (adept) to be used at all.
  Alchemical Grenade: requires Alchemy, Siege 
  Expert or Pyrotechnics to be used without risk.
  Alchemical Mine: requires either Trapper or 
  Pyrotechnics to be used at all.
  Breaching Pot: Anyone can make use of a 
  Breaching Pot, but only a person with the ability 
  Siege Expert or Pyrotechnics can do so without risk.
  DistAnce cAtegories
  Some gaming groups find the basic rules for ranged 
  weapons too simplistic since they do not take dis-
  tance into account; the shooter must simply be able 
  to see the enemy and have a clear line of sight to 
  it. If your gaming group wants more nuanced and 
  tactically relevant rules, the following guidelines 
  may be used:
  Each combat encounter starts at a distance 
  determined by the situation and terrain (the GM 
  decides). The distance categories modify damage 
  and the chance to hit, and correspond to the num-
  ber of movement actions needed for the combatants 
  to engage each other in melee combat.
  Note that mystical powers are not in any way 
  affected by this rule.
  An obvious effect of the rule is that characters 
  with ranged weapons cannot fight effectively at 
  short range; they have to move (and suffer Free 
  Attacks) or switch weapons. This means that 
  the abilities Acrobatics, Arrow Jab and Quick Draw 
  become even more valuable.
  turn unDeAD insteAD of DeAD
  The undead are a plague that spreads throughout 
  Ambria and Davokar. The reason for this is unknown, 
  but theories speak of the “twilight of the world” and 
  the “imminent collapse of the natural order.”
  For those gaming groups who are so inclined, 
  there is the possibility for characters who are 
  killed to become undead instead, and then remain 
  in play. This optional rule can be combined with 
  the alternative rule Direct Kill, which would 
  further increase the chance/risk of a character 
  becoming undead.
  Another option is to let the player whose char-
  acter dies roll a test to become undead instead, 
  preferably a simple Resolute test.
  Alternative Rules
  this section presents a number of new rules and mechanics. Most of them are 
  optional or introduced as alternatives, while a few present additions and clarifications 
  needed to play with the abilities included in this book. As always, all alternative rules 
  should be discussed within the gaming group and approved by the Game Master 
  before being used; after all, they affect everyone, including the task of the GM.
  Untrained Use of 
  Alchemical Weapons
  The alchemical 
  weapons which may 
  be used by anyone 
  entail a measure of risk 
  for the untrained – a 
  success test with the 
  outcome 20 (or if used 
  against the characters, 
  a Defense test with the 
  outcome 1) means that 
  the weapon detonates 
  in the hands of the user. 
  The user then takes full 
  damage, without rolling 
  for Defense. Also, eve-
  ryone in direct contact 
  with the user must roll 
  Defense or suffer half 
  the damage. Trained 
  users do not risk such 
  catastrophic failures.
  98
  
  turn unDeAD insteAD 
  of thoroughly corrupt
  An implicit fact in Symbaroum is that some crea-
  tures can be thoroughly corrupt without losing 
  their will entirely. If the gaming group wishes, 
  the same may apply to sorcerers – instead of 
  becoming blight-born when thoroughly corrupt, 
  they may roll a Resolute test to become undead, 
  in accordance with the race introduced in the 
  Advanced Player’s Guide.
  feAts
  Introducing rules for feats may be an intriguing 
  option for gaming groups wanting the player 
  characters to be more like traditional heroes. In 
  short, feats are actions that only especially heroic 
  individuals can accomplish. However, it should be 
  noted that this gives the characters access to actions 
  which seriously tip the game balance in their favor. 
  Of course, in heroic gaming this is kind of the point.
  Feats cost one (1) Experience – or one (1) perma-
  nent corruption – to activate.
  Clean Hit: The hero makes a normal attack and 
  the successful hit or hits deal maximum damage.
  Fearless: The hero ignores horror effects, like 
  from the monstrous trait Terrify.
  Ignore Corruption: During the rest of the 
  turn, the accumulated corruption of the hero 
  does not matter; all tests are made as if he or she 
  had zero corruption. However, the hero suffers 
  corruption as usual, which comes into play the 
  following turn.
  Perfect Defense: The hero parries or dodges a 
  successful attack that otherwise would have hit 
  him or her. Perfect Defense may only be used once 
  per turn.
  Quick Strike: The hero attacks first in the turn. 
  If someone else is using Quick Strike, the order of 
  initiative is settled in the normal way.
  Resilience: +1d4 Armor for the rest of the turn.
  Steely Gaze: The hero’s gaze makes an enemy 
  step back and refrain from attacking the hero. If the 
  fight is already on, the enemy may choose to attack 
  Alchemical Weapons
  By the end of The Great War, when the balance of power was still even and 
  the outcome undecided, the army strategists of Korinthia sent two fast 
  sailing ships hunting for a rumor. Spies and far-travelled merchants spoke 
  of alchemical weapon types with terrible destructive power, developed by 
  the City States and used in combat against each other as well as against a 
  common enemy (giants according to some, elves and abominations accord-
  ing to others). The ships returned full of such weapons.
  The simplest type of alchemical weapon is the grenade. There are also 
  more massive contraptions, in the form of missile batteries firing swarms of 
  fire arrows and huge fire tubes that spew burning death at the enemy. During 
  the final days of battle, the alchemy masters of Ordo Magica attempted to 
  improve the imported innovations – for instance they experimented with solid 
  cast fire tubes that could be reloaded after each use instead of burning up, like 
  the imported ones made from wood. The masters were very successful and 
  the tubes made from metal quickly became the standard, soon followed by 
  portable types that could be handled by individual sappers on foot.
  Right before the end of the war, when Korinthia was held captive, the 
  desperate War Council also acquired two massive weapons from the city 
  state Koral. They did not arrive in time to contribute during the storming of 
  the Dark Lords’ fortress, but they were brought along over the Titans – “The 
  Volcano” kept in Agrella and the missile battery called “The Four Horsemen” 
  stored with the Sapper Corps of Yndaros. 
  Alchemical weapons are still uncommon in Ambria. They are expensive and 
  few in number, since both Ordo Magica and the rest of the realm have focused 
  on other tasks after the end of the war; most of the fire tubes now used by sap-
  pers and panzer alchemists came with the caravans from old Alberetor. But 
  this may very well be about to change. Much seems to indicate that grenades 
  as well as fire tubes and missile batteries will become crucial when and if the 
  Queen decides that the time has come to penetrate deeper into Davokar.
  Table 6: Distance Categories
  DistAnce cAtegory 
  effect on rAngeD WeApons 
  Approx. DistAnce  
  number of movements
  Close
  Attack is only possible in the first turn 
  and only if the shooter has the initiative
  1–2 meters
  None
  Short
  +2 on attack test, +1D4 in damage
  10 meters
  1
  Medium
  None
  20 meters
  2
  Long
  –2 on attack test
  50 meters
  5
  Extreme
  –5 on attack test
  100 meters
  10
  another creature; if the fight has not started, the 
  enemy will not attack before someone else deals 
  the first blow.
  Whirlwind Attack: In one combat action, 
  the hero performs one attack against each enemy 
  engaged in melee.
  99
  8
  A L T E R N A T I V E  R U L E S
  
  encumbrAnce
  For the gaming groups who like the idea, an encum-
  brance rule may be introduced, specifying how much 
  characters can carry without being hampered.
  There are limits to how much a character can 
  carry. To decide if he or she becomes exhausted 
  by moving around laden with treasures, masterly 
  crafted barbarian axes or gold-plated armor, the 
  items are abstractly measured in numbers rather 
  than in weight. A character can carry a number 
  of items mirroring his or her Strong value without 
  being negatively affected. If the character carries 
  more, each extra item gives a –1 modification to 
  Defense, just like the impeding effect of armor.
  A character can carry a maximum of Strong ×2 
  items; after that he or she cannot move more than 
  short distances at a time.
  With the boon Pack-mule, the encumbrance limit 
  is calculated as Strong x1.5 instead, rounded down.
  Besides these basics the following applies:
   
  ◆ Clothing, belts and boots do not count as 
  carried items
   
  ◆ Backpacks, sacks, shoulder-bags and other 
  light containers do not count as items; only 
  the contents are counted
   
  ◆ Barrels, chests, boxes and other bulky 
  containers count as items in their own right, 
  adding to what they contain
   
  ◆ Smaller objects (coins, pendants, jewels) 
  weigh nothing unless one carries a lot of 
  them; they count as one carried item for every 
  50 pieces
   
  ◆ Armor worn for protection does not count in 
  this case; it has an impeding value instead. 
  Armor which is carried but not worn for 
  protection correspond to a number of items 
  equal to its impeding value
   
  ◆ Weapons held in a character’s hands do not 
  count as carried items (but signal hostility). 
  Weapons carried in the pack, in their sheaths 
  or similar are encumbering.
   
  ◆ Weapons with the quality Massive count as 
  two items.
  A character who carries more than allowed will 
  also have a hard time keeping pace during longer 
  marches – the categories in table 27 on page 184 in 
  Symbaroum’s Core Rulebook grow one tier worse when 
  a character carries too much. A Day’s March counts 
  as a Forced March, and a Forced March counts as 
  a Death March. An encumbered character cannot 
  travel at true Death March pace. Furthermore, the 
  heavy load gives a –1 modification per extra item to 
  Strong when rolling to see if the Death March results 
  in 1 or 1+1d6 damage per day’s travel.
  reseArch in Archives
  Anyone can search for information in archives 
  and libraries, but in order to find anything useful 
  they obviously need to search in a place where the 
  desired information can be found (in other words, 
  searching for directions to Symbar at the town 
  archives of Thistle Hold is hopeless). Learning 
  where to search may require a passed Cunning test 
  in combination with suitable Contacts.
  In practice, the search is based on the characters 
  directing a question to the document collection. If 
  the Game Master deems that the documents may 
  contain some relevant information, a character with 
  the ability Loremaster rolls against Cunning while the 
  others roll a [Cunning –5] test. A character with the 
  boon Archivist gains a second chance to pass all tests 
  when searching document collections.
  100
  The monastery of the 
  Twilight Friars, seen 
  from one of the Titan’s 
  many valleys.
  
  Each character partaking in the research may 
  roll; the one with the best chance to succeed starts, 
  then the rest follow in descending order. If the test 
  fails it is over and that character has to continue 
  searching somewhere else, but if someone passes 
  the test, the Game Master should deliver an answer 
  to the question.
  If the answer lies inside a specific field of knowl-
  edge covered by some other ability, this ability may 
  be used instead of Loremaster when researching: 
  abilities such as Alchemy, Artifact Crafting, Poisoner, 
  Medicus, Beast Lore and diverse versions of Mystical 
  Traditions can be relevant in this context. If the 
  answer to the question is complex, these abilities 
  may also provide deeper insights according to the 
  rule on Degrees of Success, described on page 172 
  in the Core Rulebook.
  stArt With free experience
  In the Core Rulebook, on page 179, is the optional 
  rule Re-roll for Experience. With that in mind, and 
  because of the new possibilities introduced by the 
  rules on boons and burdens, some gaming groups 
  may prefer to build their characters in another way 
  than what is described in the Core Rulebook – that 
  is, to begin with free Experience instead of choosing 
  one ability at adept level and two at novice level 
  (alternately five at novice level).
  Starting with free Experience means that each 
  player gets 50 Experience points to use for his or 
  her character. This can be increased by choosing 
  burdens and then spent to acquire boons, abilities 
  and traits. However, the Experience may also be 
  saved for re-rolls, if the optional rule Re-roll for 
  Experience is used by the group.
  101
  8
  A L T E R N A T I V E  R U L E S
  
  more rituAls for mAsters
  The ability Ritualist has a limit of six rituals when 
  reaching the master level. For gaming groups that 
  really enjoy rituals and think that half a dozen is 
  too few for a true master ritualist, the following 
  alternative rule is recommended:
  Master ritualists can learn additional rituals 
  for the cost of 10 Experience points per ritual. Only 
  a master can acquire more rituals this way; for 
  less prominent ritualists, what is detailed in the 
  description of the ability levels applies.
  flight & hunt
  When the characters are trying to escape anyone 
  or anything hunting them, it is suggested that the 
  Game Master handles it based on the attribute 
  Quick. If the characters decide to stick together, 
  the one with the lowest value in Quick must make 
  a test, modified by the Quick of the fastest hunter. 
  Should they split up, all of them need to make a test, 
  again modified by the Quick of the fastest hunter. If 
  it is the other way around and the characters are 
  on the hunt the same formula is used, but instead 
  with a modification based on the slowest prey.
  During the hunt, one test is made each turn – if 
  the prey succeeds it pulls away one step, if the prey 
  fails the hunter comes one step closer. To finally get 
  away, the hunted must reach an advantage of 3, in 
  other words, he or she must succeed at three rolls 
  more than he or she fails. And the prey who fails 
  at three rolls more than he or she succeeds will of 
  course get caught. 
  Example: The barbarian thief Hoska almost got away 
  after a burglary in Thistle Hold when a lone watchman 
  saw him exit the building – the hunt begins! Hoska 
  has Quick 13 and the guard Quick 9 (+1), meaning 
  that Hoska’s player must roll against 13+1=14 in an 
  attempt to escape the hunter.
  In the first turn, the player rolls a 7 – Hoska pulls 
  away and has advantage 1. The luck holds and the 
  second dice roll lands on 13: advantage 2. One more 
  successful roll and Hoska is free. But unfortunately, 
  the third roll is 17; the guard comes closer and the 
  advantage is 1. Hoska’s player sighs nervously. The hunt 
  goes on! 
  trAps
  Trained as well as untrained characters can set 
  traps, in order to protect a location or slow an enemy 
  down. Here follows rules on portable traps and 
  those which may be constructed on location.
  Specific traps are described in the chapter 
  Equipment on page 127.
  Setting a Trap
  With a passed Cunning test, the character can set 
  a ready-made trap.
  Untrained individuals (i.e. those who do not have 
  the ability Trapper) can only set mechanical traps, 
  which require a passed Cunning test. If the outcome 
  of the test is 20, the trap is sprung in their faces.
  Trained trappers can ready both mechanical 
  traps and alchemical mines with a combat action, 
  and they can also craft improvised traps. This 
  requires the ability Trapper, or Pyrotechnics if only 
  using alchemical mines.
  Discovering a Trap
  Anyone at risk of activating a trap discovers it with 
  a passed [Vigilant←Discreet] test.
  Bypassing a Trap
  A discovered trap can be bypassed in two ways:
  It can be jumped over as part of a movement 
  action, which requires a [Quick←Cunning] test. If 
  the test fails, the trap is sprung and the character 
  is caught by it, i.e. movement is interrupted.
  If the terrain allows, a trap can always be ignored 
  by going around it. This costs an extra movement 
  action, or more depending on the terrain.
  Disarming a Trap
  A discovered trap can also be disarmed.
  An untrained individual cannot disarm traps 
  – they have to incapacitate them by shooting or
  poking at them with a long instrument (the quality 
  Long). The procedure counts as a combat action and 
  requires a passed [Accurate←Cunning] test.
  An individual with the ability Trapper can roll a 
  [Cunning←Cunning] test to disarm a trap, and does 
  not require an instrument with the quality Long 
  to do so.
  Getting Free from a Trap
  Traps often deal damage, specified in the descrip-
  tion of the trap or, in the case of improvised traps, in 
  the description of the ability Trapper. Furthermore, 
  if the trap has such qualities it may hold the victim 
  in place. If so, this is mentioned in the description, 
  combined with information on what it takes to 
  get free.
  trADe in useD gooDs 
  AnD treAsures
  Sometimes the player characters will want to sell 
  goods in the form of used weapons and armor. 
  Merchants will gladly buy such secondhand items 
  at half of the listed price (then give them a polish 
  and sell them to someone else at full price). 
  102
  
  Items with mystical qualities tend to keep their 
  value over time and are always sold at a price 
  corresponding to the listed price. Also, normal 
  trade items are sold at the listed purchase price, 
  making such finds into cumbersome but valuable 
  treasures.
  income from boons
  For gaming groups who like to see the characters 
  use the time in-between adventures actively, boons 
  may be used as a source of income. 
  The most obvious boons to be used this way 
  are Cartographer, Cheat, Escape Artist, Gambler, 
  Impressionist, Medium, Mirage, Musician and 
  Storyteller. Other boons and abilities may of course 
  be used to earn thaler, if the player can give a rea-
  sonable explanation as to how.
  Once per adventure (or in-between adventures), 
  the player may roll against the attribute related to 
  the boon/ability; if there is no such attribute, use 
  the highest of Cunning or Persuasive. A passed test 
  renders an income of 1d10 thaler.
  mAneuvers
  For gaming groups looking to add more tactical 
  choices to the game, maneuvers may be an attractive 
  addition, giving more options to everyone involved 
  in combat. Of course, a drawback is that this makes 
  combat scenes much more complicated, both with 
  regard to the number of choices that players have to 
  make and the book-keeping required by the Game 
  Master. In essence, it will take longer to play out 
  a combat scene; some gaming groups see this as a 
  benefit, others do not.
  In some cases, maneuvers work much like abil-
  ities and can blur the line between abilities and 
  tactical choices available to everyone. Sure, the 
  abilities are always much more powerful, but you 
  should still take some time to discuss if you want 
  to add this mechanic or not.
  Some of the maneuvers will only be useful if the 
  gaming group also uses the optional rule Movement 
  by Scale (page 181 in the Core Rulebook), or is at least 
  willing to play with a simplified Combat map (page 
  162 in the Core Rulebook).
  Here follows a list of maneuvers that all charac-
  ters and opponents may employ, hoping to improve 
  their own position or make things harder for the 
  enemy.
  Careful Aiming
  You take the time to aim carefully with a ranged 
  weapon and get a second chance to pass the attack 
  test. The cost is a movement action, meaning that 
  you cannot move during the turn.
  Charge
  You charge at the enemy and make a double move-
  ment plus a combat action in melee. The charge must 
  be in a straight line towards the target. If the attack 
  test fails, the target gets to make a Free Attack.
  Delay the Initiative
  You choose to delay your initiative during the turn, 
  to let someone else go first. When it is your time to 
  act, you specify who will get to act before you. The 
  next turn, you are back at your normal place in the 
  order of initiative.
  Disarm
  You attack the enemy’s weapon or shield, hoping 
  to make him or her drop it [Accurate←Strong]. The 
  attack deals no damage, and if the test fails you 
  expose yourself to a Free Attack from the enemy.
  Full Defense
  You stake everything on defense and have a second 
  chance to pass all Defense tests during the turn. You 
  are not allowed to perform any attacks.
  Full Offense
  You stake everything on melee attacks for a turn, 
  giving you a second chance to pass all melee attacks. 
  Because of this you simultaneously have a second 
  chance to fail all Defense test during the turn.
  Hold
  You attack with a wrestling maneuver aimed at stop-
  ping the target from moving [Strong←Strong]. The trait 
  Robust gives a bonus to the test, +2 at level I, +4 at level 
  II and +8 at level III. This modification applies to both 
  the wrestler and its target, if the latter is Robust. A 
  test is made each turn to maintain the hold.
  If the test fails, the target gets to make a Free 
  Attack. Also, note that you cannot perform any other 
  actions while maintaining the hold.
  Knock Out
  You attack from an Advantage, aiming to render the 
  target unconscious. The attack is made as usual, 
  but instead of dealing damage, 1d12 is rolled against 
  the damage value; if the outcome is lower than the 
  value, the target is knocked out. If the attack fails, 
  you lose the Advantage over the target (see page 162 
  in the Core Rulebook for more on Advantage).
  Example: Grumpa has snuck-up on a guard and tries to 
  knock him out. The attack is successful; the damage die 
  is rolled with the outcome 6. Grumpa’s player rolls 1D12, 
  trying to roll under 6; she rolls a 4 and the guard falls 
  unconscious to the ground.
  Writings carved on 
  a stone close to the 
  Marshes, possibly a 
  message to travelers in 
  the area, warning them 
  of hostile elves.
  103
  8
  A L T E R N A T I V E  R U L E S
  
  Poison on Weapons
  With a passed Cunning test, you may use a combat 
  action to apply poison to your weapon. If the out-
  come is 20 something goes wrong and you yourself 
  are poisoned.
  The poison is enough for one hit, then a new 
  dose must be applied.
  Push Back
  You lunge at the target with the intention of pushing 
  it backwards – out of a room, over the edge of a cliff 
  or similar. You have to start your turn with the 
  push and must spend both your combat and your 
  movement action doing so. A passed attack test 
  deals half damage but will also push the target half 
  a movement back (five meters). If the test fails, the 
  target gets to make a Free Attack.
  Tackle
  You attack hoping to knock down the target 
  [Strong←Strong]. The risk is that you also topple 
  over, whether you make a successful tackle or not; 
  a passed Quick test lets you remain standing. The 
  tackle counts as your combat action and if you 
  are Robust you add +2 to the Strong test per level 
  acquired in the trait. 
  Take the Initiative
  You roll a Resolute test hoping to gain the initiative. 
  If successful you gain a +5 bonus when deciding your 
  place in the order of initiative. The downside is that 
  your speed has a negative impact on your precision; 
  you have a second chance to fail all success test 
  during the turn, no matter if the Resolute test was 
  successful or not. The next turn, you are back to 
  your normal place in the order of initiative.
  monster trophies
  For anyone who slays monsters and collects trophies 
  there is money to earn, even if the procurement 
  of the valuable parts can cause problems for the 
  untrained – putrefaction spoils many trophies com-
  pletely and lowers the price on others. A Cunning 
  test is required to be able to harvest a trophy, 
  rendering a trophy in poor condition if successful 
  and no trophy at all if failed. To end up with a trophy 
  in good condition, a passed Cunning test with the 
  ability Beast Lore or the boon Bushcraft is needed; 
  if such a test fails, a trophy in poor condition is 
  harvested instead.
  At the bottom of the page is a list of obvious and 
  more exotic trophies that monster hunters can 
  collect during their hunting trips into the woods.
  mAstercrAfteD items
  During their adventures, the player characters may 
  happen upon master crafted weapons and armor, 
  and should they instead find valuables or coin they 
  have the opportunity to buy mastercrafts from 
  especially skilled blacksmiths. 
  The master smith has the ability to add one or 
  more qualities to the object in question, or alterna-
  tively to remove negative qualities. For every added 
  or removed quality, the cost/value of the item is 
  cumulatively increased by ×5. Mystical qualities 
  cumulatively increase the price by ×10.
  Example: If a sword costs five thaler, a master craft 
  version with the quality Deep Impact would be worth 
  25 thaler (5×5 thaler). If you also want that sword to be 
  Precise, the value is ramped up to 125 thaler (5×5×5 
  thaler). And if you also want it to be Flaming, the price 
  is 1 250 thaler (5×5×5×10 thaler), truly a weapon for 
  kings and queens!
  pAct-mAking
  To enter into a pact with one of the ancient powers 
  of the world can be a shortcut to knowledge and 
  power – but it is far from risk-free. To commoners, 
  pact-making and sorcery are more or less the same, 
  but even if many sorcerers use pacts as a means to 
  grow stronger anyone who is brave or desperate 
  enough can enter into a pact.
  Pact-making requires an agreement with a 
  mighty being who is interested in becoming the 
  character’s protector and tutor; usually a nature 
  spirit or an undead.
  Table 7: Monster Trophies
  resistAnce 
  exAmple 
  vAlue (gooD/poor conDition)
  Weak
  A set of jakaar teeth
  1 thaler/–
  Ordinary
  The black skin of a mare cat or a tricklesting pinned to a canvas
  10 thaler/1 thaler
  Challenging
  A pair of dragon fly wings or an aboar skull
  100 thaler/10 thaler
  Strong
  The hypnotic eyes of a lindworm
  500 thaler/50 thaler
  Mighty
  The cranium of an arch troll
  1 000 thaler/100 thaler
  104
  
  105
  8
  A L T E R N A T I V E  R U L E S
  
  In short, this being imbues the character with 
  some of its power, to gain a loyal agent who can 
  reach places that the being cannot, or with the 
  long-term goal of consuming the spiritual force of 
  the character when he or she finally turns blight 
  born – or sometimes both. In the first case, the 
  character will be forced to act in a way which 
  furthers a goal that the being strives for; in the 
  second case, the being will try to tempt the char-
  acter into attracting and amassing corruption in 
  any way it can.
  The Benefits of the Pact
  The character can gain Experience in exchange for 
  accepting permanent corruption; each point in 
  permanent corruption gives 1d12 Experience points. 
  This happens when the pact is forged. Later a max-
  imum of 1 permanent corruption per adventure 
  can be accepted. The player decides if and when 
  this exchange will be made.
  The character gains access to all monstrous 
  traits, abilities, mystical powers and rituals that 
  the being has. He or she must pay for these gifts 
  with Experience as usual.
  The character can also gain access to other traits 
  and abilities, besides the ones possessed by the 
  being. In that case, the gift must be paid for with 1 
  point in permanent corruption, a point that does 
  not provide additional Experience. Once the gift 
  has been paid for, it must be acquired by spending 
  Experience as usual.
  The Price of the Pact
  The character must accept one of the being’s goals as 
  his or her own and strive towards it. This goal may 
  either replace one of the character’s own goals, or be 
  assumed as an additional goal for the character. Either 
  way, the goal is determined when the pact is forged.
  The character can no longer have personal goals 
  which contradict the being’s objectives. This is also 
  made clear when the pact is forged, and a require-
  ment for reaching an agreement at all.
  If the character starts to divert from or act in 
  disagreement with the being’s goals and objectives, 
  the being will know this. Initially, the character 
  will be warned in the form of nightmares, physical 
  discomfort or similar. Then, if the character does 
  not change his or her ways, things will go from 
  bad to worse; the being will deny the character the 
  choice to exchange corruption for Experience and 
  put a curse on him or her – either meaning that 
  all corruption gained by the character is doubled 
  or that he or she cannot heal naturally and that 
  all other healing is halved. Another option is that 
  all the oath-breaker’s rolls against his or her most 
  frequently used attribute gain a second chance to 
  fail. The being will choose the alternative which 
  is most damaging to the character.
  Breaking a Pact
  There is no known way to break this sort of pact. 
  You can temporarily hide from the pact and the 
  curse in a witch circle, a magic circle or inside a 
  sanctum (see the rituals in question for details). 
  However, as soon as the character steps outside 
  such a location, the curse returns in full force.
  DAmAge on builDings
  There will likely be times when the characters are 
  in a hurry to force a physical obstacle, or it may be 
  the enemies who need to do the same in order to 
  reach the characters.
  New concepts related to buildings are needed:
  Toughness: When the Toughness of a building 
  reaches zero it is accessible to the attacker: a for-
  tification crumbles, a wall collapses and so on. The 
  breach is big enough for 1d4 attackers to enter per 
  turn, against defenders who can stand four abreast 
  across the newly formed opening. 
  Breakpoint: If a building is dealt half of its 
  Toughness in damage in one turn – i.e. the Breakpoint 
  is exceeded – it is immediately breached. Note that 
  this includes all damage dealt during the turn, not 
  from a single attack as is the case with the Pain 
  Threshold. Hence, with enough catapults gathered, 
  the walls of a castle can be breached in a single 
  turn, at least in theory.
  Fortification: In essence, Fortification is the Armor 
  of the building. Weapons with the quality Wrecking 
  ignore the Fortification value; other weapons must 
  first penetrate the Fortification value before damaging 
  the structure. Abilities with an armor penetrating 
  effect have no such effect on buildings.
  Set Buildings on Fire
  Setting wooden buildings on fire is an often used 
  tactic during sieges. This requires some kind of 
  flammable concoction – it can be an alchemical 
  grenade, a flaming oil canister or a simple fire made 
  from dry twigs and tinder. When the building has 
  been exposed to the flames, a test against [Cunning 
  –Fortification] is rolled to see if it catches fire; if so, 
  the flames deal 1d4 damage and count as having
  the quality Wrecking. Note that whoever lights
  the fire will become the target of ranged attacks,
  provided that the building in question has windows 
  or archers on the roof.
  Those inside a burning building are at risk 
  of suffering damage each turn the building con-
  tinues to burn – a passed Strong test per turn is 
  Pact-making Beings
  So, what beings may be 
  interested in forging a 
  pact with the charac-
  ters? In general, they 
  are creatures of the 
  categories Beasts, 
  Undead or Abomina-
  tions that provide at 
  least Strong resistance. 
  A couple of perfect ex-
  amples of such beings 
  appear in the adventu-
  res already published 
  by Järnringen, but since 
  this is a player’s guide 
  we cannot specify ex-
  actly who they are… 
  106
  
  required, or else the individual starts taking 1d4 
  damage (ignoring Armor) each turn from fumes 
  and heat. When a Strong test has failed the damage 
  continues automatically; the only way to stop it 
  is to leave the building or find some other way 
  to cool down.
  Putting out the fire once it has begun to spread 
  requires access to massive amounts of water, sand 
  or similar. The fire dies when someone succeeds 
  with a test against [Cunning –the number of turns 
  the fire has raged after the first]. Anyone who extin-
  guishes the fire in this way will likely become the 
  target of ranged attacks.
  reclAiming bolts AnD ArroWs
  Some gaming groups may find it realistic and 
  desirable if arrows and bolts which have been 
  fired during combat are at risk of breaking – this 
  makes it important for archers to plan ahead (the 
  projectiles become a resource) and it also makes 
  it worthwhile to spend some time searching for 
  undamaged projectiles after the battle, muttering 
  in anger each time one of them proves to be frac-
  tured or destroyed in some other way.
  Groups who want rules for reclaiming used 
  projectiles can use these guidelines.
   
  ◆ An ordinary projectile proves to be damaged 
  if the player rolls over 10 with 1d20. This 
  applies to all projectiles without qualities.
   
  ◆ A projectile with some kind of quality (e.g. 
  Balanced or Deep Impact) is damaged if the 
  player rolls over 15 with 1d20.
   
  ◆ Projectiles with mystical qualities are 
  damaged if the player rolls over 17 with 1d20.
  the secrets of the trADitions
  The mystical traditions harbor secrets that they 
  are reluctant to share with outsiders. The rules on 
  alchemy and artifacts do not take this secrecy into 
  account, but gaming groups who wish to use the cre-
  ative abilities in line with the traditions of the game 
  world are welcome to use the rules described here.
  The secret recipes and procedures are known 
  only to characters initiated in the different tradi-
  tions, but can be used by anyone who has gained 
  access to them while playing – whether they 
  have acquired the knowledge from a tutor, found 
  mysterious texts on the subject or purchased the 
  secrets from the black market in Thistle Hold or 
  some other town.
  If this rule is used, every alchemist or arti-
  fact-crafter must choose which tradition to belong to.
  Note that the boon Forbidden Knowledge can 
  give a character access to the secrets of all traditions 
  from the start.
  Table 8: Damage on Buildings
  builDing 
  toughness 
  breAkpoint 
  fortificA-
  tion vAlue*
  Croft
  10
  5
  5
  Farm house
  10
  5
  10
  Guard Tower, wood
  10
  5
  15
  Guard Tower, stone
  40
  20
  20
  Fort, wood
  50
  25
  15
  Manor
  100
  50
  10
  Fort, stone
  200
  100
  20
  Stronghold
  500
  250
  20
  Castle
  1000
  500
  20
  *Weapons with the quality Wrecking ignore the building’s Fortification value and 
  damage its Toughness directly. Abilities with an armor penetrating effect have no 
  such effect on buildings.
  Secrets of Witchcraft
   
  ◆ Alchemy: Transformation Brew, Thorn 
  Beasties
   
  ◆ Artifact Crafting: Bark Mask, Witch Braid, 
  Beast Mask, Burial Shroud
   
  ◆ Blacksmith: Blood-letting, Retributive, 
  Witch Gown
  Secrets of Wizardry
   
  ◆ Alchemy: Alchemical Grenade
   
  ◆ Artifact Crafting: Alchemical Mine, Spell 
  Scroll, Spell Seal, Spark Stone, Ruler’s Ring, 
  Order Medallion, Mind Prism
   
  ◆ Blacksmith: Flaming, Order Cloak, Poison 
  Coated
  Secrets of Symbolism
   
  ◆ Alchemy: War Paint
   
  ◆ Artifact Crafting: Ritual Codex, Ritual Seal, 
  Transcendental Weapon 
   
  ◆ Blacksmith: Bane Weapon
  Secrets of Staff Magic
   
  ◆ Alchemy: None
   
  ◆ Artifact Crafting: Rune Staff, Staff Foot, 
  Staff Head
   
  ◆ Blacksmith: Acid Coated
  Secrets of Sorcery
   
  ◆ Alchemy: Spirit Friend, Shadow Tint, 
  Homunculus
   
  ◆ Artifact Crafting: Death Mask, Iron Crown
   
  ◆ Blacksmith: Concealed Armor, Death Rune 
  and Desecrated
  107
  8
  A L T E R N A T I V E  R U L E S
  
  Secrets of Theurgy
   
  ◆ Alchemy: Holy Water
   
  ◆ Artifact Crafting: Pest Mask, Sun Mask
   
  ◆ Blacksmith: Blessed Robe, Hallowed
  Secrets of Troll Singing
   
  ◆ Alchemy: None
   
  ◆ Artifact Crafting: Healing Spider, Lucky 
  Coin, Marlit Cape, Meeting Stone, Toad Guard 
   
  ◆ Blacksmith: Skald’s Cuirass, Thundering
  hit locAtions
  This optional rule makes it possible to hit specific 
  parts of the enemy and means that damage equal 
  to or higher than the Pain Threshold has different 
  effects depending on where the enemy is hit. Also, 
  armor may be divided into segments so that the 
  character can have different types of armor on 
  different parts of the body.
  Aim High or Low
  The character can choose to aim high or low in order 
  to hit unprotected parts of the target, or to cause a 
  certain effect – for instance that the target loses a 
  movement action or drops something. Aiming high 
  or low gives −2 on the attack test.
  Aim at Body Part
  The character can take aim at a specific part of the 
  enemy’s body, hoping to hit a less protected area or 
  achieve a specific effect. Aiming at a specific body 
  part gives –5 on the success test.
  Armor Segments
  The character can use different armor on different 
  body parts, to save money and reduce the level of 
  impediment while still protecting the most vital 
  parts as much as possible.
  Armor segments cost a part of the price of the full 
  armor and have a part of the armor’s value in Impeding. 
  The impediment is rounded up so that 0.5 becomes 1.
  Table 9: Hit Locations
  1D10 
  boDy pArt 
  effect of DAmAges equAl to or higher thAn pAin thresholD
  1
  Right Leg
  Knocked prone. Half movement for the rest of the scene.
  2
  Left Leg
  Knocked prone. Half movement for the rest of the scene.
  3–5
  Torso
  Loses breath; incapacitated for a turn.
  6–7
  Right Arm
  Drops item held if failing a Quick test. Also, a second chance to fail all rolls requi-
  ring the use of the arm for the rest of the scene.
  8–9
  Left Arm 
  Drops item held if failing a Quick test. Also, a second chance to fail all rolls requi-
  ring the use of the arm for the rest of the scene.
  10
  Head
  +1D6 damage and the target is rendered unconscious for 1D4 turns
  Table 10: Armor Segments
  Armor segment 
  price/impeDing vAlue
  Legs
  20 % (10 % per leg)
  Curiass (torso)
  40 %
  Arms
  20 % (10 % per arm)
  Helmet
  20 %
  Main Hand
  If Hit Locations are 
  used, it might be wise to 
  decide if the characters 
  are right- or left-handed. 
  As a suggestion, the 
  character has the 
  same main hand as its 
  player and all NPCs are 
  assumed to be right-
  handed.
  Aim High or Low
  1D10 HIGH:
  1 
  Right Leg
  2 
  Left Leg
   
  3–4 
  Torso 
  5–6 
  Right Arm 
  7–8 
  Left Arm
   
  9–10 
  Head
  1D10 LOW:
  1–2 
  Right Leg
  3–4 
  Left Leg
   
  5–7 
  Torso 
  8 
  Right Arm 
  9 
  Left Arm
   
  10 
  Head
  reputAtion
  In the world of Symbaroum there are lots of adven-
  turous people, and some of these live long enough 
  to become famous – or infamous. Such fame is, 
  however, a double-edged sword: sure, being 
  renowned will give you certain social benefits, 
  but it also makes it much harder to travel or act 
  without being noticed. Furthermore, there will 
  be many rumors circling about, detailing the 
  deeds and happenings the character is known 
  for. Regardless of the rumors’ veracity, people will 
  treat the character differently – being famous is 
  seldom all good, but with a certain kind of people 
  it is also true that being infamous may work in 
  your favor.
  The value in Reputation states how well-known 
  the character is and has the following effects:
   
  ◆ Reputation modifies Discreet negatively when 
  the character tries to avoid attention.
   
  ◆ Reputation modifies Persuasive negatively 
  when the character tries to influence a sup-
  porter from a hostile faction, if the character 
  is recognized and identified because of his or 
  her reputation.
   
  ◆ Reputation modifies Persuasive positively if 
  the character mentions his or her name and 
  deeds when trying to earn social favors.
  Changes in Reputation
  The character can influence his or her reputation 
  primarily by adventuring, but also by encouraging 
  108
  
  the spread of rumors, songs and tales. On the other 
  hand, the character may also make an effort to 
  act discreetly, hoping to avoid becoming famous. 
  Surely, being recognized is not in every character’s 
  best interest.
  Type of Reputation
  Aside from the numerical value, a character’s 
  reputation should be suitably described in the 
  form of an epithet and a short sentence or two. As 
  previously mentioned, the details of the reputa-
  tion can complicate things, depending on who you 
  interact with – the epithet “The Savior of Thistle 
  Hold” will likely provoke other reactions than “The 
  Oathbreaker”, and would surely inspire to very 
  diverse sentiments with people from different 
  factions. A reputation as a “Witch Killer” will earn 
  the character a warm welcome in Templewall and 
  certain parts of Yndaros, while the welcome would 
  be quite different on Karvosti or when meeting 
  witches deep inside Davokar. 
  In short: the reputation of the character will 
  affect how he or she is regarded by others and 
  provoke different reactions from different people.
  overlApping effects
  When a character acts in a way which leads to 
  overlapping effects, the following applies:
   
  ◆ A second chance to pass/fail a success test: 
  Only one extra roll is made, no matter how 
  many such effects are in play and what rule 
  they derive from.
   
  ◆ Simultaneous second chance to pass and 
  fail: The effects cancel each other out, and an 
  extra roll is only made if the character has 
  more of one than the other.
   
  ◆ Multiple positive and negative modifica-
  tions on the same success test: These are 
  added together, but only one modifier from 
  each type of source – boons, items, elixirs – 
  may be used. If several modifications stem 
  from the same source (i.e. many items that 
  gives a bonus on the same test), only the 
  highest modification comes into play.
   
  ◆ Increased die tier: Effects that increase the 
  dice tier of the effect test can at most increase 
  it to 1d12. After that, each further increase 
  adds +1 to the outcome.
  Table 11: Reputation
  vAlue 
  type 
  exAmple
  0
  Commoners 
  —
  1
  Upstanding commoner 
  Kadra, treasure hunter in Thistle Hold
  2
  Experienced adventurer 
  Lysindra Goldengrasp, successful treasure hunter
  3
  Locally acknowledged hero 
  Garm Wormwriggler, the goblin hero in Thistle Hold
  4
  Widely known hero 
  Serex Attio, aged war hero from The Great War
  5
  Prominent leader 
  Iakobo Vearra, Commander of the templars in The Knights of the Dying Sun
  6
  Ambria’s dukes 
  Esmerelda, the Queen’s sister and duchess of Kasandrien 
  7
  Legendary individual 
  Lasifor Nightpitch, Mayor of Thistle Hold; Yeleta, the Huldra of Karvosti
  9
  —
  Tharaban, High Chieftain of the barbarian clans
  10
  —
  Korinthia Nightbane, Queen of Ambria
  Table 12: Changes in Reputation
  Activity 
  effect on reputAtion
  Ordinary adventuring
  ±0. One adventure per season (four per year) is enough to uphold the reputation (for instance the 
  adventures in The Copper Crown: The Promised Land, The Mark of the Beast and Tomb of Dying 
  Dreams)
  Public adventuring
  +1 per adventure with a significant public impact, in a town or with great effect on a large area 
  (for instance Wrath of the Warden)
  Heroic Tales/Songs
  +1 to the cost of 10 thaler, to a maximum of +1 in Reputation. A character with the boon Story-
  teller or Musician can get this bonus for free
  A thorough introduction
  +1 in the present situation but no effect beyond that
  Absence, rest or silence
  –1 per season of rest or silence (four per year); including adventures which completely escapes 
  the public
  The Gaming Group 
  and Reputation
  It is fully possible that 
  the characters in the 
  same party will have 
  different reputations, 
  depending on if they 
  brag about their deeds, 
  have bards sing to their 
  glory – or do the oppo-
  site, try to keep their 
  involvement secret and 
  actively strive to hide 
  their achievements.
  109
  8
  A L T E R N A T I V E  R U L E S
  
  Weapons
  AlchemicAl Firetube, PortAble
  Quality: Flaming, Area Effect (cone)
  The portable alchemical firetube is a lighter version 
  of the stationary siege weapon with the same name. 
  The portable version is made of a solid pipe, which 
  is loaded with alchemical flammables that when 
  ignited turn the weapon into a flamethrower. The 
  firetube flames can hit all enemies in front of the 
  carrier; one test is made for each target. Those who 
  are hit suffer full damage, plus damage from fire 
  as an ongoing effect; those who manage to defend 
  themselves suffer half damage and no ongoing 
  effect from fire.
  Anyone can use an alchemical firetube, but users 
  who do not have the ability Siege Expert at adept level 
  are at risk of triggering a catastrophic failure. For 
  more details, see the rules on Alchemical Weapons 
  on page 98.
  A portable firetube used in melee combat counts 
  as a Warhammer.
  AlchemicAl Firetube, StAtionAry
  Quality: Flaming, Massive, Area Effect (cone)
  The stationary firetube consists of a cylinder – usu-
  ally a hollowed log, but fully cast versions also exist 
  – which is loaded with alchemical flammables that 
  when ignited turn the weapon into a devastating 
  flamethrower. The flames can hit all enemies in
  front of the device; one test is made for each target. 
  Those who are hit suffer full damage, plus damage 
  from fire as an ongoing effect; those who manage 
  to defend themselves suffer half damage and no
  ongoing effect from fire.
  Only persons with the ability Siege Expert at adept 
  level can operate a stationary alchemical firetube 
  (see Alchemical Weapons, page 98).
  Weapons  
    and Armor
  mAny diFFerent tyPeS of weapons and armor exist in Ambria and Davokar, 
  some of them imported from far-away lands, other locally made but still uncommon. 
  The same goes for other kinds of equipment, as the expanding wealth of Ambria 
  brings new goods into the realm and further into Davokar in the hands of eager 
  fortune hunters.
  110
  
  111
  9
  W E A P O N S  &  A R M O R
  Table 13: Melee Weapons
  Weapon 
  Damage 
  Quality 
  Cost
  Single-handed Weapon 
  1D8 
  5 thaler
  Bastard Sword 
  Bastard Weapon 
  50 thaler
  Fencing Sword 
  Precise 
  25 thaler
  Crow’s Beak 
  1D8+1 
  Deep Impact
  25 thaler
  Lance (on horse) 
  Bastard Weapon, Long 
  15 thaler
  Flail 
  Jointed 
  25 thaler
  Long-hammer, one hand grip 
  Bastard Weapon
  50 thaler
  Long-Whip 
  1D6
  Jointed, Ensnaring, Blunt 
  10 thaler
  Estoc 
  1D8+1 
  Deep Impact 
  25 thaler
  Short Weapons
  1D6
  Short 
  1 thaler
  Assassin’s Blade
  Concealed 
  5 thaler
  Parrying Dagger
  Balanced 
  5 thaler
  Stiletto 
  1D6+1 
  Deep Impact 
  5 thaler
  Long Weapons 
  1D8 
  Long 
  3 thaler
  Halberd 
  1D8+1
  Deep Impact 
  15 thaler
  Pike 
  Precise 
  15 thaler
  Quarterstaff
  1D6 
  Blunt 
  1 shilling
  Chain Staff 
  Ensnaring 
  15 thaler
  Lance, two-handed grip
  Bastard Weapon, Long, Precise
  15 thaler
  Unarmed Attack 
  1D4 
  Short
  —
  Battle Claw 
  1D4+1 
  Deep Impact
  1 thaler
  Shield 
  3 thaler
  Buckler 
  Flexible 
  15 thaler
  Steel Shield
  Balanced 
  15 thaler
  Heavy Weapons 
  1D10 
  10 thaler
  Bastard Sword, two-handed grip
  Bastard Weapon, Precise
  50 thaler
  Double-axe
  1D10+1
  Deep Impact
  50 thaler
  Battle Flail
  Jointed
  50 thaler
  Executioner’s Axe
  1D10+1
  Deep Impact, Massive, Unwieldy
  50 thaler
  Warhammer
  Blood-letting, Massive, Unwieldy
  50 thaler
  Long-hammer, two-handed grip
  Bastard Weapon, Massive, 
  Unwieldy, Precise
  50 thaler
  Executioner’s Sword
  Precise, Massive, Unwieldy
  50 thaler
  Heavy Flail
  Jointed, Massive, Unwieldy
  50 thaler
  Grappling Axe
  1D10+1
  Bastard Weapon, Deep Impact, 
  Unwieldy, Precise
  10 thaler
  
  AlchemicAl grenAde
  Quality: Flaming, Area Effect (radius)
  The alchemical grenade is the smaller cousin of the 
  breaching pot – a sturdy ceramic vessel is filled with 
  volatile substances that explode when ignited with 
  a fuse or when the vessel is crushed. The grenade 
  is fist-sized and is thrown by hand or with a sling.
  The thrower aims at one target and may also roll 
  to hit anyone within melee range from the targeted 
  creature. With a successful attack roll, those who 
  are hit suffer full damage, plus damage from fire 
  as an ongoing effect. Should the attack test instead 
  fail, all who manage to defend themselves suffer 
  only half damage and no ongoing effect from fire.
  Anyone can use an alchemical grenade, but an 
  untrained user (i.e. who has not learned Alchemy, 
  Siege Expert or Pyrotechnics) are at risk of triggering 
  a catastrophic failure (see Alchemical Weapons, 
  page 98.
  ArroWS And boltS
  Besides regular bolts and arrows, a number of 
  special projectiles have been developed. It is not 
  unusual for Ambrian archers to carry two quiv-
  ers, one with regular arrows and another with a 
  collection of specialized ones.
  Precision Arrow
  An arrow (or bolt) with the quality Precise, which 
  is especially well-balanced, making it easier to hit 
  the mark.
  Flame Arrow
  A projectile with an ignitable head. It is often used to 
  set fire to the target, whether it be a living creature, 
  a building or a field of grain (see the quality Flaming 
  for details).
  Snaring Arrow 
  A barbed arrowhead and a thin silk thread attached 
  to the arrow make it possible to ensnare a target 
  using this projectile.
  Pulling it out takes a movement action and 
  requires a passed [Strong –Damage] test; if successful 
  the target suffers 1d4 damage but the arrow is out. 
  Moving around with a snaring arrow imbedded in 
  one’s flesh deals 1 damage per turn, ignoring armor.
  Hammer Head 
  The ball-shaped head of this arrow is meant to stun, 
  rather than damage, the target. After a successful 
  hit, damage is rolled as usual, but the outcome 
  is used to decide if the target is stunned [Strong 
  –Damage]. If the target is stunned, he or she may not 
  perform any kind of actions in the following turn.
  Armor-piercing Head 
  This projectile has a head which makes it easier 
  to punch through armor. It has the quality Deep 
  Impact on targets with 1+ in Armor value.
  Rope Cutter 
  A Y-shaped tip makes it possible to cut ropes. 
  Hitting the rope is difficult (–5 on the attack test), 
  but a success means that the rope is cut.
  Swallow’s Tail
  The head of this projectile is wide and meant to 
  cause bleeding wounds. The downside is that it 
  is less effective against armored targets. Targets 
  get a +1d4 Armor bonus against the Swallow’s Tail, 
  but if damaged he or she will bleed like described 
  in the quality Blood-letting.
  Whistler
  The arrow whistles while flying, as a signal to allies.
  Grappling Hook
  The arrow sends a grappling hook flying a max-
  imum of ten vertical meters or thirty horizontal 
  meters. A thin silk thread makes it possible to hoist 
  a sturdier rope up to the grappling hook, and once 
  this rope is latched onto the hook it can be used 
  for climbing.
  ASSASSin’S blAde
  Quality: Concealed, Short
  The slender grip and the thin feather steel of the 
  blade makes the Assassin’s Blade easy to conceal 
  without sacrificing its bite. It is easily strapped 
  to the wrist or ankle, or even attached behind 
  the neck with a lump of resin. Special girdles 
  or hidden pockets in clothes work just as well. 
  The weapon can be smuggled past guards, to be 
  used on secret missions or to be handed over to 
  a prisoner. 
  bAlliStA
  Quality: Ballista
  Essentially, the ballista is a massive, stationary 
  crossbow, intended to fire at fixed targets, troop 
  formations on the field and monsters of the most 
  robust sort.
  In The Great War, the ballista was used against 
  the undead draft beasts of the Dark Lords, with 
  the intent of stopping their siege towers from 
  reaching the ramparts. This continued during the 
  colonization of Ambria, with the tame beasts of the 
  barbarian warlords as the primary targets. Even 
  today, ballistae are aimed towards Davokar from 
  atop outposts and wall-towers
  Untrained Use of 
  Alchemical Weapons
  The alchemical 
  weapons which may 
  be used by anyone 
  entail a measure of risk 
  for the untrained – a 
  success test with the 
  outcome 20 (or, if used 
  against the characters, 
  a defense test with the 
  outcome 1) means that 
  the weapon detonates 
  in the hands of the 
  user. If this happens 
  the user takes full 
  damage without rolling 
  for Defense. Also, all in 
  direct contact with the 
  user must roll Defense 
  for half damage. Trained 
  users do not risk such 
  catastrophic failures.
  112
  
  113
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  W E A P O N S  &  A R M O R
  Table 15: Siege Weapons
  Siege WeAPon 
  dAmAge 
  QuAlity 
  coSt
  Alchemical Firetube, stationary
  1D12
  Flaming, Unwieldy, Area Effect
  250 thaler
  Ballista
  1D12
  Massive, Unwieldy
  50 thaler
  Breaching Pot (buried)
  1D12
  Wrecking
  100 thaler
  Breaching Pot (on ground)
  1D12
  Area Effect
  100 thaler
  Catapult
  1D12
  Wrecking or Flaming, Area Effect 
  (radius), Unwieldy
  250 thaler +50 per 
  Breaching Pot
  Missile Battery
  1D10
  Flaming, Area Effect (radius)
  200 thaler +50 per 
  charge
  Trebuchet
  1D12
  Massive, Unwieldy, Wrecking
  1250 thaler
  Table 14: Ranged Weapons
  WeAPon 
  dAmAge
  QuAlity
  coSt
  Ranged Weapon
  Alchemical Firetube 
  1D12 
  Flaming, Area Effect (cone) 
  10 thaler
  1 firetube charge
  1 thaler
  Blowpipe
  Special 
  2 thaler
  Crossbow 
  1D10
  8 thaler
  Arbalest 
  1D10+1 
  Deep Impact
  40 thaler
  Small Crossbow
  Concealed 
  40 thaler
  Repeating Crossbow
  Special
  40 thaler
  Bow 
  1D8 
  5 thaler
  Longbow
  Precise
  25 thaler
  Horseman’s Longbow
  Precise
  50 thaler
  Composite Bow
  1D8+1
  Deep Impact
  25 thaler
  10 regular arrows or bolts
  1 thaler
  Precision Arrow 
  Precise 
  5 shillings
  Flame Arrow 
  Flaming 
  5 shillings
  Snaring Arrow 
  Special 
  5 shillings
  Hammer Head 
  Special
  5 shillings
  Armor-piercing Head 
  +1
  Deep Impact 
  5 shillings
  Rope Cutter
  Special 
  5 shillings
  Swallow’s Tail
  Blood-letting 
  5 shillings
  Whistler
  Special
  2 shillings
  Grappling Hook 
  Special
  5 shillings
  Throwing Weapon 
  1D6 
  2 thaler
  Alchemical Grenade 
  1D10 
  Flaming, Area Effect (radius) 
  1 thaler
  Bolas 
  Special
  2 thaler
  Throwing Wing
  Returning 
  10 thaler
  Spear Sling
  1D6+1
  Deep Impact
  10 thaler
  
  bloWPiPe
  Quality: Special
  The purpose of the blowpipe is to fire a poisoned 
  dart towards a target. The dart deals no damage 
  itself, but penetrates any protection if rolling higher 
  than the target’s Armor value with 1d8 (1d10 with 
  the ability Marksman).
  bolAS
  Quality: Special
  A bolas is used in Davokar when someone wants 
  to capture the prey alive; or in order to slow down 
  a target before moving in for the kill.
  The bolas is made of two or more weights tied 
  together with ropes. It is aimed at the target’s legs 
  or arms in order to hinder movement. Normally, 
  it is thrown at the legs and the attack test is 
  [Accurate←Quick]; if the test succeeds, the target 
  cannot move. It is harder to hit the arms of the 
  target – this requires a passed [Accurate←Quick+3] 
  and if successful the target has a second chance to 
  fail all success test involving the use of the arms. 
  Removing the bolas counts as a combat action and 
  requires a passed Quick test.
  breAching Pot
  Quality: Wrecking (if buried) or Flaming, Area Effect 
  (radius)
  The breaching pot is a jar filled with volatile sub-
  stances that explode when ignited or crushed. If the 
  breaching pot has been buried close to a structure 
  it has the quality Wrecking; if it detonates in open 
  air, it has an Area Effect instead. Note that whoever 
  sets off a breaching pot must use a fuse to avoid 
  suffering from the effect.
  Anyone can use a breaching pot but only those 
  with the ability Siege Expert or Pyrotechnics can do 
  so without risking a catastrophic failure. See the 
  rules on Alchemical Weapons on page 98.
  Breaching pots can also be used as ammunition 
  for catapults, in which case they have an Area Effect 
  on impact.
  cAtAPult
  Quality: Wrecking or Burning, Area Effect (radius), 
  Unwieldy
  Ballistic devices have long been employed in 
  Alberetor’s many wars, and most frequently used, 
  then and now, is the catapult. Compared to its 
  bigger cousin, the trebuchet, it is relatively easy 
  to transport but still very effective against both 
  structures and troops. 
  It takes someone with the ability Siege Expert 
  to load, aim and fire a catapult; it can be loaded 
  with boulders or with breaching pots, the former 
  crushing buildings and the latter more effective 
  against weaker but flammable targets, including 
  hostile troop formations on the field of battle.
  chAin StAFF
  Quality: Long, Ensnaring
  The chain staff was developed by elves and has been 
  adopted by some barbarian clans. The weapon is 
  composed of a staff with a short chain attached to 
  each end, making it possible to use the weapon to 
  ensnare a target. The chains often end in a weight 
  or a short blade, making it even more deadly.
  comPoSite boW
  Quality: Deep Impact
  Among the wagon-riding Varaks and Saars who live 
  on the plains west of Davokar, bow-making is a highly 
  esteemed art form. The composite bow is made from 
  layers of horn and sinews over a wooden core; it is 
  shorter and not as precise as the longbow but more 
  powerful. Its size makes it perfect for use while on 
  horseback, the driver’s seat or the narrow platform 
  of a battle chariot.
  eStoc
  Quality: Deep Impact
  The Estoc is a fencing sword but with a tapered 
  blade that ends in a wedge-shaped tip, intended 
  to penetrate the target’s armor.
  executioner’S SWord 
  Quality: Precise, Unwieldy, Massive
  This giant sword is used by executioners to end 
  the lives of nobles – the axe is for merchants 
  and artisans, the rope for commoners – but 
  there are also those who wield the weapon on 
  the battlefield.
  grAPPling Axe
  Quality: Bastard Weapon, Deep Impact, Unwieldy, Precise
  This long-shafted axe is a bastard weapon used 
  during assaults. It can be held one-handed, together 
  with a shield, or alone when climbing ladders to the 
  battlement where it is gripped in both hands to clear 
  the top of the wall. Older models from The Great 
  War were used in sea battles and have a grappling 
  hook on the back of the axe head, in order to secure 
  safe passage from one ship to another.
  heAvy FlAil
  Quality: Jointed, Unwieldy, Massive
  The heavy flail is a larger version of the battle flail. 
  As might be expected, the heavier flail is slower but 
  has a greater impact on the unfortunates who are 
  hit by its massive head.
  114
  
  horSemAn’S boW
  Quality: Precise
  During The Great War the need for a powerful bow 
  that could be used by mounted warriors arose. The 
  traditional longbow was too ungainly – it was so long 
  that it interfered with the horse, or vice versa. To solve 
  this, the asymmetrical horseman’s bow was developed.
  The lower limb of the bow is shorter than the 
  upper, allowing the bow to be maneuvered back 
  and forth over the horse’s back without losing any 
  of its punch. The weapon is tilted forward when 
  it is aimed and fired, in order to maintain equal 
  tension between the two limbs.
  In Ambria, the horseman’s bow is primarily used 
  in the west, against the forays of the wagon riding 
  Saars. There, the traditional longbow companies 
  are used as defensive troops, but in order to hunt 
  the plunderers down riders are needed, preferably 
  armed with bows.
  lAnce
  Quality: Bastard Weapon, Long, Precise
  The value of the lance should not be underestimated 
  – the largest monstrosities of the Dark Lords were 
  often slain by lances in the hands of brave knights. 
  The weapon was also used by the Ambrian cavalry 
  to gain dominance over the lowlands and drive
  barbarians, packs of predators and abominations 
  into the forest of Davokar.
  The lance is an elongated spear, with a grip and 
  quillon adapted for use on horseback. When riding a 
  horse the lance has the quality Long, even if gripped 
  in one hand. On foot, the lance is too long to be 
  wielded in only one hand.
  long-hAmmer
  Quality: Bastard Weapon, Precise
  The mighty Long-hammer can be used in one hand 
  together with a shield but will – like all bastard 
  weapons – come into its own only when held in a 
  two-handed grip.
  long-WhiP
  Quality: Jointed, Ensnaring, Blunt 
  The long-whip has been adapted from the common 
  herding or slave-driving whip; its function is not 
  only to drive but also to snare the target. Also, its 
  length gives it a considerable flicking power able 
  to wound lightly armored targets.
  miSSile bAttery
  Quality: Flaming, Area Effect (radius)
  The missile battery is a siege weapon unsuitable 
  for use by anyone but trained sappers. It con-
  sists of a wooden frame into which hundreds of 
  alchemical missiles can be loaded. When ignited, 
  the burning, screeching missiles rain down on 
  the enemy troops. Every creature caught in the 
  rain of missiles must pass a Defense test or get hit 
  by a flaming arrow. If hit, the target rolls again, 
  until a Defense test succeeds – then he or she is 
  not hit by any additional arrows. 
  rePeAting croSSboW
  Quality: Special
  The repeating crossbow is a mechanically advanced 
  version of the crossbow. The weapon has a push 
  lever underneath, for quicker reloading. Only the 
  most skilled blacksmiths are able to construct such 
  technically advanced weaponry. A repeating cross-
  bow is reloaded as a free action, without losing the 
  striking power of the regular crossbow.
  SmAll croSSboW
  Quality: Concealed
  Among the thieves and gangs of Yndaros, a smaller 
  and easily concealed version of the crossbow is used. 
  It can be held and fired in one hand, but requires 
  two to load and has the same punch as the standard 
  crossbow. Assassins often apply poison to the bolts, 
  making the weapon very effective for its size.
  throWing Wing
  Quality: Returning
  The throwing wing is designed so that a skilled user 
  can make it return to the place from which it was 
  thrown, if it misses its target (requires a passed 
  Accurate test, made as a Free Action). In the depths 
  of Davokar, throwing wings made from hardened 
  wood are used to hunt small game, while the ones 
  used in combat have a knife-sharp edge of steel all 
  around the wing.
  trebuchet
  Quality: Massive, Unwieldy, Wrecking
  The queen of siege weapons is the mighty trebuchet, 
  a ballistic device with power enough to raze the 
  sturdiest walls, at least after a number of shots. 
  The trebuchet can only be handled by someone 
  with the ability Siege Expert at adept level.
  WArhAmmer
  Quality: Massive, Unwieldy
  Warhammer is the collective name for a series of 
  two-handed weapons of considerable weight and 
  length. In most cases they are actual hammers, 
  often with long spikes on the hitting surface of the 
  hammer head. Another member of the Warhammer 
  family is the portable alchemical firetube, when 
  used as a melee weapon.
  115
  9
  W E A P O N S  &  A R M O R
  
  Armor
  beloW Are deScriPtionS of new types of armor 
  for the characters to protect themselves with.
  conceAled Armor
  Type: Light
  Quality: Concealed, Flexible
  Sorcerers have many reasons to stay hidden. To do 
  this, they often weave mystically reinforced threads 
  into their cloths, resulting in tunics and capes that 
  look ordinary but offer protection. Other groups, 
  such as spies, would love to have access to such 
  garments, so they can avoid unwanted attention 
  while still being ready for battle.
  double chAinmAil
  Type: Medium
  Quality: Reinforced, Flexible
  Double-threaded chainmail can only be crafted by 
  the most skilled blacksmiths; with thinner rings 
  that interlock in layers they craft an armor which 
  is as flexible as chainmail but even more durable.
  Field Armor 
  Type: Heavy
  Quality: Reinforced
  Field armor is a full plate forged with pleated sheets, 
  making it less flexible than full plate, but even more 
  impervious to slashing strikes and blows.
  Field Armor oF the PAnSArS
  Type: Heavy
  Quality: Reinforced, Flexible
  The master smiths working for the Pansars can forge 
  full plate armor using pleated steel sheets while 
  retaining the flexibility of standard plated armor. 
  lAminAted Armor 
  Type: Medium
  Quality: Reinforced
  Laminated armor is an older armor-type, nowadays 
  often replaced by the cheaper scale mail or the flex-
  ible chain mail. However, some old laminated sets 
  of armor are still around and there are blacksmiths 
  who actually prefer them because of their greater 
  protective capability. Some of Ambria’s noble houses 
  still dress in this type of armor, for sentimental… 
  or, as they claim, ”traditional” reasons.
  Laminated armor can only protect the torso, 
  shoulders and hips – arms and legs are usually 
  dressed in studded leather to maintain mobility.
  SkAld’S cuirASS
  Type: Light
  Quality: Reinforced, Flexible
  Troll singers are often warrior poets and many 
  carry a flexible armor of woven cloth- or leath-
  er-strips, strengthened with protective har-
  monies. The Skald’s Cuirass is durable without 
  hampering the wearers’ movement, making it 
  popular among other groups as well. For instance, 
  wealthy duelists in Yndaros often color their 
  cuirasses in personal colors, so that they can be 
  recognized from afar.
  116
  
  temPlAr Full PlAte
  Type: Heavy
  Quality: Hallowed
  The armor of the templars is a full plate forged, 
  blessed and carried by the order’s inner circle. 
  This elite among the elite inherit their armor 
  from a predecessor that fell in battle or, more 
  uncommonly, who died a solemn death in their 
  alcove in Templewall. The armor gives its wearer 
  the protection of Prios, through blessings forged 
  into the steel and by the hallowing blood of both 
  enemies and martyrs.
  WrAth Armor 
  Type: Heavy
  Quality: Retributive
  The reinforced chainmail worn by the warriors in 
  the Guard of the Slumbering Wrath has vengeful 
  mystical energies forged into the rings. 
  The retributive incantations, according to 
  legend created by the huldra Bovosin more than 
  four centuries ago, give the steel its characteristic 
  blood-red shade – as if the warriors just came from 
  the scene of a tough battle, painted in the blood of 
  their enemies.
  Qualities
  blAckSmithS hAve come uP with a number of 
  weapons and types of armor with qualities not 
  featured in the Core Rulebook. Before reading about 
  the new ones below, remember that if a quality ever 
  conflicts with how an ability operates, the ability 
  always has precedence.
  AreA eFFect
  The effect of the weapon affects an area and dam-
  ages all who happen to be inside it. One test is made 
  for each creature in the area; those who are hit 
  suffer full damage while those who pass the Defense 
  test suffer half damage. Ongoing secondary effects 
  only affect those who suffer full damage from the 
  initial effect.
  There are two types of Area Effects, radius and 
  cone, and the former exist in two versions: Melee 
  Range and Short.
  Melee Range Radius: 1–2 meters, meaning one 
  creature and all others in its direct vicinity – those 
  Qualities
  Area Effect
  Balanced
  Bastard Weapon
  Blood-letting
  Concealed
  Deep Impact 
  Ensnaring
  Flexible
  Impeding
  Jointed
  Long
  Massive
  Reinforced 
  Returning
  Screening
  Short
  Unwieldy
  Wrecking
  117
  9
  W E A P O N S  &  A R M O R
  Table 16: Armor
  Armor 
  Armor vAlue 
  QuAlity 
  coSt
  Light Armor
  1D4 
  Impeding (−2)
  2 thaler
  Woven Silk
  Flexible 
  10 thaler
  Witch Gown
  Flexible
  10 thaler
  Studded Leather
  1D4+1 
  Reinforced 
  10 thaler
  Order Cloak
  Flexible
  10 thaler
  Skald’s Cuirass
  1D4+1
  Reinforced, Flexible
  50 thaler
  Wolf Skin
  Cumbersome
  1 thaler
  Concealed Armor
  Concealed, Flexible
  50 thaler
  Blessed Robe
  Flexible
  10 thaler
  Medium Armor
  1D6
  Impeding (−3)
  5 thaler
  Double Chain Mail
  1D6+1
  Reinforced, Flexible
  125 thaler
  Crow Armor
  Cumbersome
  2 thaler
  Lacquered Silk Cuirass
  Flexible
  25 thaler
  Laminated Armor
  1D6+1 
  Reinforced
  25 thaler
  Heavy Armor
  1D8
  Impeding (−4)
  10 thaler
  Field Armor
  1D8+1
  Reinforced
  50 thaler
  Full Plate
  Flexible
  50 thaler
  Field Armor of  
  the Pansars
  1D8+1
  Reinforced, Flexible
  250 thaler
  Templar Full Plate
  1D8 (+1D4)
  Hallowed
  100 thaler
  Wrath Armor
  Retributive
  100 thaler
  
  who are in melee combat with the target or who could 
  be without having to spend a movement action.
  Short Radius: 10 meters, meaning all who are 
  within a movement action from the targeted spot 
  on the ground.
  Cone: Anyone present in front of the weapon is at 
  risk of being hit when the weapon is fired. If move-
  ment by scale is used on a grid, the cone is as wide as 
  the distance from the weapon. At melee range it is 
  1–2 meters wide, at short range it is approximately 
  10 meters wide, and at the maximum medium range 
  it is about 20 meters wide.
  bAStArd WeAPon
  The weapon can be wielded in one or two hands, 
  even if it only comes into its own when both hands 
  are resting on the grip. The bastard weapon loses 
  one or all of its qualities when used single-handed, 
  but can instead be combined with a shield, which 
  may be preferable at times. Another upside is that it 
  can be used while on horseback, wielded in one hand 
  until the rider dismounts and can grip it in two.
  blood-letting
  The weapon causes wounds, open or internal, that 
  bleed at a rate of 1 Toughness per turn. The bleeding 
  starts on the turn after a damaging hit and the effect 
  is cumulative: additional damaging hits increase 
  the blood-letting effect by +1. First aid or other kinds 
  of healing will stop the bleeding.
  conceAled 
  The item normally goes unnoticed, or is seen as 
  something else than a protection or a weapon. If 
  someone actively examines the owner/carrier, a 
  test against [Discreet←Vigilant] is rolled, otherwise 
  it cannot be discovered. Other hidden items can be 
  discovered at first glance with such a test.
  enSnAring
  The weapon can be used to snare a target, which 
  is done with a passed [Accurate←Quick] test. An 
  ensnared target cannot move and gets a second 
  chance to fail all success tests. Every attempt to 
  get free requires spending a combat action; this 
  forces the attacker to test [Accurate←Quick] again 
  in order to keep the target in check.
  Ensnaring melee weapons can be used to try to 
  knock a target prone. The attempt counts as a com-
  bat action and requires a passed [Strong←Strong] to 
  succeed. A fallen target cannot get up until it has 
  been freed from the ensnaring effect.
  Also, note that an Ensnaring weapon may be 
  used with the ability Ensnare to perform more 
  advanced maneuvers (see page 64).
  mASSive 
  The weapon makes other weapons look puny in 
  comparison. The wielder has a second chance at the 
  damage test; the damage die is rolled twice and the 
  higher of the two outcomes is used. Note that this 
  only applies to the damage die of the weapon, not of 
  additional dice from abilities, powers and elixirs.
  reinForced
  The armor is tougher than other armor in the same 
  category (light, medium, heavy), meaning that the 
  wearer may add +1 to his or her armor rolls.
  returning
  The weapon is designed in a way so that a skilled user 
  can make it return if an attack misses the target. 
  A passed Accurate test is required, which counts 
  as a free action.
  Screening
  The shield is so big that it completely obstructs the 
  line of sight in one direction; archers must move 
  sideways to get a clear line of sight. An ally walking 
  directly behind the carrier of the Screening shield 
  receives the same protection as the carrier.
  unWieldy
  The weapon is heavy or unbalanced in a way which 
  makes it more difficult to swing and control during 
  combat. An attack with the weapon requires a full 
  turn; both the combat action and movement action 
  are spent on the attack. In other words, the wielder 
  cannot both attack and move during a single turn, 
  but once he or she is in place it is possible to make 
  an attack every turn. 
  Wrecking 
  The weapon is primarily meant to attack buildings, 
  rather than living creatures; its lack of precision 
  makes it all but impossible to aim at individual 
  enemies, leaving it better suited for shots at forti-
  fications or large areas on the battlefield . Its effect 
  on buildings is considerable and multiple hits will 
  likely wreck the structure – a tower collapses, a 
  wall is breached, a gate is blown open to give the 
  attackers a chance to storm the building.
  Creatures who happen to be where a Wrecking 
  weapon hits take damage; Armor is ignored but 
  a passed Defense test halves the damage. Anyone 
  present in or on a building which is destroyed dies 
  or becomes dying if they fail a Defense test; if the 
  test is passed, he or she suffers damage instead, 
  ignoring Armor. Furthermore, the individual is 
  buried in the rubble and it takes the rest of the 
  scene to get out of the wreckage.
  Massive Enemy 
  Weapons
  If a Massive weapon is 
  used against a player 
  character, the player 
  instead rolls the armor 
  die twice and the lowest 
  value determines the 
  level of protection.
  118
  
  Mystical Qualities
  Some blAckSmithS are so skilled that they can 
  impart mystical qualities into their master crafts, 
  qualities likened to magic and miracles. The fol-
  lowing mystical qualities are known, and of course 
  much coveted.
  Acid coAted
  Ancient forging procedures make every hit poten-
  tially corrosive. Each hit with the weapon deals 
  1d4 extra damage for 1d4 turns. The acidic effect 
  is not added to the normal damage; it is rolled as 
  a separate hit.
  Such a weapon is often carried in a special 
  sheath or socket to avoid damaging the owner. 
  In combat, the acid will affect the wielder if the 
  attack roll is 20 and a consecutive roll is higher than 
  the wielders Accurate (or the attribute replacing 
  Accurate in attacks).
  bAne WeAPon
  The weapon is forged in hate and hardened 
  with vengeance, aimed at a specific group of 
  creatures: Elves, Winged Creatures, Undead, 
  Humans, Reptiles, Spiders, Abominations, Trolls 
  or Predators (see page 209 in the Core Rulebook). 
  In this respect, changelings countas Elves while 
  ogres and goblins count as Trolls. Dwarves are a 
  group in their own right. The Bane Weapon deals 
  +1d4 damage against members of the selected group 
  and also glows softly in their presence, giving a
  +1 bonus to Vigilant when testing to discover that 
  such a creature is in the vicinity.
  deAth rune 
  The weapon is inscribed with life-denying runes 
  that deal 1d4 extra damage against living and not 
  thoroughly corrupt creatures. In the case of undead 
  or other thoroughly corrupt beings, the energies 
  instead heal 1d4 Toughness. 
  deSecrAted
  The weapon or armor is forged in black fire and 
  has extra power against untainted creatures. A 
  creature that is wounded must roll 1d20 under its 
  total corruption value, or suffer +1d4 damage. And 
  when someone wearing Desecrated armor is hit 
  by a successful attack, the attacker must roll 1d20 
  under its total corruption value; if the outcome is 
  equal to or higher, the armor adds +1d4 protection 
  against the attack.
  Thoroughly corrupt creatures always pass these 
  tests, while untainted beings (with zero corruption) 
  always fail.
  FlAming
  The weapon glows and even sparks before bursting 
  into flames when actively used. The weapon deals 
  damage as usual, but the target starts to burn – 
  dealing 1d4 damage for 1d4 turns, starting the turn 
  after the initial hit. The fire is extinguished if the 
  target uses a whole turn to roll on the ground and 
  passes a Quick test.
  hAlloWed
  The item is forged in hallowed fire and has extra 
  power against corrupt creatures. A creature that 
  is wounded must roll 1d20 over its total corruption 
  value, or suffer +1d4 damage. When someone wearing 
  Hallowed armor is hit by a successful attack, the 
  attacker must roll 1d20 over its total corruption value; 
  if the outcome is equal to or lower, the armor adds 
  +1d4 protection against the attack.
  Thoroughly corrupt creatures always fail these 
  tests, while beings with zero corruption always pass.
  PoiSon coAted
  Ancient forging procedures make each hit poten-
  tially poisonous. When an attack damages the target 
  it also suffers 1d4 damage for 1d4 turns from poison.
  retributive
  The armor is crafted with secret and retributive
  techniques that cause it to ooze acid. With each
  hit in melee combat, the attacker must pass a Quick 
  test. If failed, the attacker is hit by an acid splash
  that deals 1d4 damage for 1d4 turns.
  thundering
  The weapon is instilled with storming, thunderous 
  energies. Each hit echoes with the powers of light-
  ning and deals 1d8 damage, rolled separately from
  the normal damage caused by the attack. Abilities
  do not add to this extra damage effect. If any of the 
  damage from this quality penetrates the armor the 
  target also has to pass a Strong test or lose an action 
  because of the force unleashed by the Thundering hit.
  Ranomar of Vajvod
  Ambrian have several master blacksmiths, as for instance the still active 
  Petrona Steelspouse who crafted the lances and sword of King Ynedar. 
  But at the moment, the nobles seem to think that the Vajvod Ranomar 
  is the best smith in the region – at least if judging by the prices they are 
  willing to pay to be able to hang one of his fencing swords from their belts.
  Mystical Qualities
  Acid Coated
  Bane Weapon
  Death Rune
  Desecrated 
  Flaming
  Hallowed
  Poison Coated 
  Retributive
  Thundering
  119
  9
  W E A P O N S  &  A R M O R
  
  Alchemical Elixirs
  The exchange of knowledge between alche-
  mists in Ambria and Davokar causes ever more 
  elixirs to become available to the Ambrians. 
  Some drugs can only be purchased on the black 
  market in places like Thistle Hold, since they 
  are illegal or at least so inappropriate that 
  selling (or buying) them will attract attention 
  from the authorities and witchhunters. Among 
  these are all the elixirs that give corruption; both 
  Ambrians and barbarians handle the trade in 
  such decoctions discreetly. 
  Finding a specific elixir on the black market 
  in Ambria requires a Cunning test by someone 
  with the boon Contacts (treasure hunter or some 
  similar specialization).
  anTidoTe candle
  When lit, this candle emits fumes that work as an 
  antidote on all around it. A weak antidote candle 
  affects every poisoned creature in the vicinity and 
  reduces the effect of ongoing poisons by one level – a 
  strong poison becomes moderate, a moderate weak 
  and a weak is neutralized. A moderate antidote can-
  dle does the same, but with a two level reduction: a 
  strong poison becomes weak while moderate and 
  weak ones are neutralized. Note that this does not 
  affect damage already suffered.
  drone dew
  Drone Dew is a liquid elixir made from drone spores, 
  also containing accelerants.
  A person who ingests a dose of the elixir imme-
  diately falls asleep if he or she does not pass a Strong 
  test, and stays asleep for an hour or until suffer-
  ing any damage. If the test is passed, the person 
  is instead dazed, with the effect that he or she is 
  limited to one action per turn and cannot use any 
  active abilities for an hour. 
  fire dye
  Fire dye consists of salts that change the color of any 
  fire they are cast into. If the colors are ascribed a 
  specific meaning known to the user and an allied 
  observer it can be used for signaling over long dis-
  tances. They are also used for entertainment among 
  the wealthy, and by charlatans to impress commoners.
  flash Powder
  A finely grained powder that emits a blinding light 
  when thrown. Flash Powder is used with the novice 
  level of the ability Pyrotechnics. 
  holy waTer
  Holy water, instilled with the light of Prios, can heal 
  wounds and sooth souls. It works as a Herbal Cure 
  Equipment
  here you will find descriptions of equipment that the characters may need 
  during their adventures, along with items and services they may require when 
  relaxing and recuperating. The objects and services listed are available in all major 
  settlements in Ambria but can also be manufactured by skilled player characters.
  120
  
  * Black market only
  with +1 on the effect test (meaning +2 Toughness 
  if used without the ability Medicus), and it also 
  removes 1 point of temporary corruption.
  hoMing arrow
  The alchemist marinates an arrow in homing 
  essences, thereby creating an arrow that flies past 
  other combatants, i.e. it does not require clear line 
  of sight. However, the archer must see some part 
  of the target and must roll a normal attack test in 
  order to successfully hit.
  hoMunculus
  A seed is planted and one day later a miniature 
  servant sprouts from the ground. The homunculus 
  is small as a child, has no abilities and all attribute 
  values are 5 (+5). It serves its maker loyally then 
  withers away after a month; all it leaves behind 
  is a pile of dirt. Creating a homunculus is a true 
  violation of the natural order, meaning that the one 
  using the seed suffers 1d6 temporary corruption.
  Poison candle
  A seemingly ordinary candle that emits poi-
  sonous fumes when lit; revealed with a passed 
  [Vigilant←alchemist’s Discreet]. The poison is air-
  borne and affects everyone in the room or in the 
  vicinity. The candle must burn for 1d4 turns before 
  the poison is released, so the assassin can light it 
  and leave the room before it takes effect. A weak 
  poison candle deals 2 damage per turn, a moderate 
  3 damage per turn.
  PurPle saP
  The Purple Sap is made from a decoction of a purple 
  Lily of the Valley, a flower whose cleansing proper-
  ties and resistance to corruption were discovered 
  by the witches of Davokar long ago. Purchasing the 
  elixir is expensive, because the ingredient is so rare 
  and few alchemists are skilled enough to brew it.
  The elixir has no effect on permanent corruption 
  or on blight-marks which have already appeared 
  on the user.
  Weak: A novice alchemist can brew a potion 
  which immediately removes 1d4 temporary cor-
  ruption from the user’s soul.
  Moderate: When made by an adept, the elixir 
  immediately removes 1d6 temporary corruption.
  Strong: The master’s version removes 1d8 tem-
  porary corruption.
  revealing lighT
  A wax candle that when lit makes living creatures 
  (not undead or abominations) glow softly in the 
  dark, making it harder to stay hidden (a second 
  chance to fail tests for sneaking up on someone, or 
  a second chance to pass tests to discover someone 
  sneaking). This affects everyone in the room or the 
  vicinity, including the one who lit the candle. 
  shadow TinT
  This horribly sickening elixir was once used by mystics 
  wanting to hide just how close they were to becoming 
  thoroughly corrupt, making it a welcomed addition 
  to all sorcerers’ collections of mystical decoctions.
  Whomever manages to force down the sludge, 
  distorts his or her shadow for a whole scene, making 
  it appear as if the value in total corruption is 1d6 
  points lower. 
  sMoke BoMB
  The smoke bomb is a ceramic vessel that emits dense 
  alchemical smoke when crushed, and it is used with 
  121
  10
  E Q U I P M E N T
  Table 17: Alchemical Elixirs
  elixir 
  cosT
  Antidote
  Weak
  1 thaler
  Moderate
  2 thaler
  Strong
  3 thaler
  Antidote Candle 
  Weak
  6 thaler
  Moderate
  9 thaler
  Concentrated Magic
  1 thaler
  Choking Spores
  2 thaler
  Drone Dew
  4 thaler
  Elemental Essence
  2 thaler
  Elixir of Life
  12 thaler
  Eye Drops
  2 thaler
  Fire Dye
  1 thaler
  Flash Powder
  1 thaler
  Ghost Candle
  2 thaler
  Herbal Cure
  1 thaler
  Holy Water
  2 thaler
  Homing Arrow
  2 thaler
  Homunculus
  2 thaler *
  Poison
  Weak
  2 thaler
  Moderate
  4 thaler
  Strong
  6 thaler
  elixir 
  cosT
  Poison Candle
  Weak
  8 thaler
  Moderate
  12 thaler
  Protective Oil
  2 thaler
  Purple Sap
  Weak
  4 thaler
  Moderate
  8 thaler
  Strong
  12 thaler
  Revealing Light
  2 thaler
  Shadow Tint
  3 thaler *
  Smoke Bomb
  2 thaler
  Spirit Friend
  12 thaler
  Spore Bomb
  3 thaler
  Stun Bolt
  1 thaler
  Thorn Beasties
  4 thaler *
  Thunder Ball
  3 thaler
  Transforming Draught *
  Weak
  2 thaler *
  Moderate
  4 thaler *
  Strong
  6 thaler *
  Twilight Tincture
  12 thaler
  War Paint
  2 thaler
  Way Bread
  1 thaler
  Wild Chew
  1 thaler
  Wraith Dust
  2 thaler
  
  the adept level of the ability Pyrotechnics. The smoke 
  fills a room or covers a group of people engaged in 
  melee combat.
  sPiriT friend
  The miraculous drug called Spirit Friend is cooked 
  in a cauldron, but it is not the liquid that is bottled, 
  but the vapors. The gray-white smoke is captured 
  in small ceramic jars and inhaled when needed. 
  Spirit Friend gives the user level I in the trait Spirit 
  Form. The effect lasts for 1d4 turns, to the price of 
  as many points in temporary corruption.
  sTun BolT
  The alchemist covers a crossbow bolt in a fast acting 
  muscle relaxant; anyone hit by the bolt must pass 
  a [Strong –Damage] test or fall to the ground. The 
  monstrous trait Robust gives +2 in Strong per level 
  when rolling this test.
  Thorn BeasTies
  A handful of seeds are thrown to the 
  ground and one turn later 1d4 thorn beas-
  ties appear to serve the user. The thorn 
  beasties are small, vaguely humanoid 
  creatures made of thorns; they do not 
  speak but squeak and crack as twigs 
  that are bent and rubbed together. 
  The beasties live during a single 
  scene before drying up to look 
  like thorny witch dolls.
  The summoning of the 
  thorn beasties is a clear 
  violation of the natural 
  order, meaning that the one 
  using the seeds suffers 1d6 tem-
  porary corruption.
  Thunder Ball
  An alchemical load that is thrown and detonates 
  amidst a sudden, loud flash, used with the master 
  level of the ability Pyrotechnics.
  TransforMing draughT
  This is a powerful mutagen which transforms the 
  body of the user in a monstrous way. During a scene 
  the user is twisted into a bestial half-creature and 
  has a second chance to fail all Persuasive tests until 
  the effect wears off.
  The draught gives the user a monstrous trait for 
  the rest of the scene; the level of the trait is decided 
  by the strength of the elixir. In addition, each dose 
  consumed deals temporary corruption, also deter-
  mined by the strength of the elixir. Of course, the 
  physical transformation and the corrupting effect 
  122
  
  is reason enough for the elixir to be banned and only 
  available on Ambria’s black market.
  The following monstrous traits can be acquired, 
  decided by the alchemist when brewing the elixir: 
  Armored, Natural Weapon, Robust and Wings.
  Weak: The draught gives the selected trait at level 
  I, to the cost of 1d4 temporary corruption.
  Moderate: The draught gives the selected trait 
  at level II, to the cost of 1d6 temporary corruption.
  Strong: The draught gives the selected trait at 
  level III, to the cost of 1d8 temporary corruption.
  TwilighT TincTure
  This is an extract of dried stems and leaves from the 
  extremely rare Twilight Thistle. Up until recently 
  the rareness of the herb (on occasion, one or a couple 
  of stems can be found among other offerings in the 
  ruins of Davokar, rather than an actual growing 
  site) coupled with its moderate medical effect made 
  it not very sought-after; it seems to have an effect on 
  certain types of eczema and possibly also on senility 
  if consumed.
  However, with the aging of the queen mother 
  has come an increased demand from the court. Of 
  course, the tale of how Lasifor Nightpitch bought 
  the land on which Thistle Hold is built for an armful 
  of Twilight Thistles gave the herb a hefty boost in 
  popularity among fortune hunters.
  Lately, the twilight tincture has found another 
  group of users, and a new area of use: it has proven 
  capable of disguising a number of symptoms 
  gained from being undead. Desperate unfortu-
  nates – some of them alchemists – searched for 
  ways to hide their death marks, and someone 
  discovered that the twilight tincture (consumed, 
  not smeared on the skin) temporarily made an 
  undead body come to life: the skin regained its 
  redness, the body temperature rose, and the smell 
  of the breath improved dramatically.
  The effect lasts for a week per passed [Strong 
  –permanent corruption] test. If the test fails, the
  effect lingers for one more day before dissipating
  completely. On thoroughly corrupt creatures the
  effect only lasts for a day per dose, no test is made.
  Thorn BeasTy
  Manner 
  Rustling and crackling
  Race 
  Creeper
  Traits 
  Natural Weapon (I), Poisonous (I)
  Accurate 13 (–3), Cunning 10 (0), Discreet 11 (–1),  
  Persuasive 5 (+5), Quick 15 (–5), Resolute 9 (+1),  
  Strong 7 (+3), Vigilant 10 (0)
  Abilities 
  None
  Weapons 
  Razor sharp thorns 3
  Armor 
  None
  Defense 
  –5
  Toughness 
  10
  Pain Threshold
  3
  Equipment 
  None
  Shadow 
  Same as the mystic
  Tactics: Moves lightning fast with jerky motions 
  towards the appointed goal or task.
  war PainT
  Mystically charged paints can help a warrior in 
  combat. War paint adds +1 to either Quick or Strong 
  during an entire scene, and the warrior decides 
  which attribute to boost when the paint is applied.
  wild chew
  The red chewing resin called Wild Chew is a strong 
  stimulant that makes the chewer more alert, less 
  cautious and much more aggressive. One dose of 
  Wild Chew moves 2 points in Discreet, Cunning and 
  Resolute to Quick, Strong and Accurate for the rest 
  of the scene. During the upcoming scene, the user 
  feels weak and has –2 on all attributes. 
  With time, Wild Chew is highly addictive and 
  severe withdrawal symptoms will occur unless the 
  user consumes one dose each week, with the risk 
  of permanent madness or death. No known drugs 
  can counteract this.
  Lesser Artifacts
  wiTh The renaissance of artifact crafting, lesser 
  artifacts have become available for purchase. These 
  items are not necessarily more potent than alchem-
  ical elixirs, but are often of a more permanent kind. 
  If a lesser artifact is of a disposable character (like 
  all elixirs are), it will also require that the user has 
  a certain ability. Some lesser artifacts are tightly 
  linked to a mystical tradition or a mystical power 
  and of little use in more general terms, but many 
  of them can be used by anyone and are sure to be 
  a welcomed addition to the tools and equipment 
  of any treasure hunter venturing into Davokar.
  Master Hide
  During year 7, the alchemy master Hide is said 
  to have started experimenting with the trans-
  formation draught of the witches. He wanted 
  to fly out to meet his Queen on his own wings; 
  instead he became blight-born and was killed 
  before Korinthia reached Yndaros.
  123
  10
  E Q U I P M E N T
  
  aniMal Mask
  Blood wading witches tend to identify with the 
  beasts of the wild, a sentiment embodied by the 
  wearing of animal masks. Every animal mask 
  with mystical properties symbolizes an animal 
  and gives a +1 bonus on an attribute associated 
  with that animal – Discreet, Quick, Cunning, Strong 
  or Vigilant. 
  Bark Mask
  Green weaving witches often cover their faces with 
  a mask of bark, as a symbol of their connection 
  to nature. Many of these masks are infused with 
  power and provide one re-roll per scene on a test 
  related to plants and anything growing, for example 
  Thorn Cloak and Entangling Vines. The re-roll may 
  be used for tests to activate such powers or to resist 
  the effect of such powers.
  Burial shroud
  The spiritualists among the witches often wear a 
  shroud over their head when contacting the spirits 
  of the dead, since this makes the spirits calmer 
  and allows for a deeper connection. A mystic using 
  such an artifact gains a +1 bonus to Resolute in 
  all tests when dealing with spirits – both when 
  trying to control them (as in the power Tormenting 
  Spirits) and when trying to resist the effect of 
  monstrous traits used by spirits, involving the 
  Resolute attribute.
  deaTh Mask
  The necromancers’ aspiration to dominate death 
  has led to the use of hideous death masks that have 
  been infused with power. A death mask gives a +1 
  bonus on tests for all powers and rituals affecting the 
  intersection between life and death, for instance the 
  power Revenant Strike and the ritual Raise Undead.
  healing sPider
  A small spider figurine which is placed on an open 
  wound, where it quickly covers itself and the wound 
  in a web that heals 1d12 Toughness over the course of 
  a day. The spider cannot heal damage from poison 
  or other internal injuries. When done, the spider 
  creeps up from the wound to be reused on new ones. 
  The one treated by the healing spider suffers one 
  point in temporary corruption.
  iron crown
  Demonologists often wear a crown of rusty iron 
  when tearing at the world’s fabric. These crowns 
  give a +1 bonus when manipulating the world, as 
  with the mystical powers Exorcize and Teleport, or 
  the ritual Summon Daemon.
  lucky coin
  A gold coin instilled with energies of good fortune. 
  The coin is carried in a pocket and gives a +1 bonus 
  to one success test, once per scene. Whoever toys 
  with such energies is at risk of suffering from the 
  opposite effect; if the outcome of a test modified by 
  the coin is 20, the carrier will have bad luck for the 
  rest of the scene – all success tests have a second 
  chance to fail.
  MarliT caPe
  The skin of a marlit, a reptile known for its 
  sneaky hunting style, is treated with preserv-
  ing alchemical preparations so that it keeps its 
  camouflaging properties after the death of the 
  beast. The wearer has a +1 bonus to Discreet when 
  sneaking and hiding.
  MeeTing sTone
  A stone is loaded with an invitation to a specific 
  person, who upon receiving and touching the arti-
  fact instinctively knows where the stone’s owner is 
  waiting. Only a mystic (with at least one mystical 
  power) can activate a meeting stone.
  Mind PrisM
  The illusionists of Ordo Magica often use a prism 
  to describe how the perception of reality may be 
  broken down and understood. Some of these crys-
  tals are filled with so much suggestive energies 
  that they provide a +1 bonus to all tests related to 
  the creation of illusions.
  MysTical focus
  A tradition-specific focus gives a +1 bonus on all 
  tests related to all powers of the tradition, but 
  limited to one use per scene. The bonus may be 
  used together with other lesser artifacts that also 
  provide a bonus to success tests for the mystical 
  power in question. A mystical focus is bound to the 
  user as other, higher artifacts – that is, by spending 
  an experience point or by willingly accepting one 
  point in permanent corruption.
  order Medallion
  The medallions of Ordo Magica are given to novices 
  and stay with the wizards for their entire career. 
  When the wizard reaches adept level, the medallion 
  transforms to symbolize this step; the same thing 
  happens when reaching master level.
  Some chapters have made the order medallion 
  mandatory and have also bound certain functions 
  to it, such as the ability to open doors which are 
  closed to outsiders/novices/adepts and to activate 
  the chapter’s magic circle.
  Example of 
  Mystical Focus
  WITCHCRAFT 
  Mask made of wood or 
  bone, often painted or 
  adorned with colorful 
  beads
  WIZARDRY 
  Staff carved with power 
  symbols
  STAFF MAGIC 
  Staff head, often a stone 
  entwined in filigree work 
  or held by an ornamental 
  claw
  SORCERY 
  Rod of human bone, 
  engraved with dark runes 
  SYMBOLISM 
  A jar filled with air paint
  THEURGY 
  A holy symbol that glows 
  softly in the dark and 
  shines when used
  TROLL SINGING 
  A crumhorn, birch-
  bark horn or similar 
  instrument that hums or 
  plays quietly even when 
  not used
  124
  
  PesT Mask
  In a world full of contagions and poisons it is 
  no wonder that many methods – effective or 
  only superstitious – have been developed to 
  resist such phenomena. The Confessors of the 
  Sun Church, for instance, carry pest masks to 
  protect themselves. They allow the wearer to 
  use their Resolute instead of Strong on tests to 
  resist sicknesses and poisons.
  Table 18: Lesser Artifacts
  arTifacT
  cosT
  Animal Mask
  10 thaler
  Bark Mask
  10 thaler
  Burial Shroud
  10 thaler
  Death Mask
  10 thaler
  Healing Spider
  4 thaler
  Iron Crown
  10 thaler
  Lucky Coin
  8 thaler
  Marlit Cape
  4 thaler
  Meeting Stone
  2 thaler
  Mind Prism
  10 thaler
  Mystical Focus
  12 thaler
  Order Medallion
  2 thaler
  Pest Mask
  8 thaler
  Ritual Codex
  4 thaler
  Ritual Focus
  8 thaler
  Ritual Seal
  12 thaler
  Ruler’s Ring
  10 thaler
  Rune Staff
  12 thaler
  Soul Stone
  12 thaler
  Spark Stone
  10 thaler
  Spell Seal
  Novice
  8 thaler
  Adept
  12 thaler
  Spell Scroll
  Novice
  2 thaler
  Adept
  4 thaler
  Master
  6 thaler
  Staff Foot
  10 thaler
  Staff Head
  10 thaler
  Sun Mask
  10 thaler
  Toad Guard
  1 thaler
  Transcendental Weapon
  12 thaler
  Witch Braid
  8 thaler
  riTual codex
  A ritual is penned down in a codex so that another 
  ritualist can perform it without having previously 
  learned the ritual. The codex can only be used once.
  riTual focus
  A tradition-specific object which gives a +1 bonus 
  on success tests for all rituals belonging to the 
  tradition. See examples to the right. 
  riTual seal
  The artifact crafter binds a ritual to a seal; when 
  broken, the effect of the ritual is triggered. The 
  creator of the seal need not know the ritual, but 
  must be in the company of one who does when it is 
  created (or have access to a ritual codex explaining 
  the ritual; the codex is destroyed with this act). He 
  or she who breaks the seal suffers from temporary 
  corruption as usual.
  ruler’s ring
  Prominent mind-warping wizards often carry a 
  gold ring on a finger, around the wrist or upper 
  arm, or on the head in the form of a headband. 
  To them, this represents the noble endeavor of 
  the ruler. These rings are often instilled with the 
  ability to dominate all living beings. If so, the gold 
  ring gives a +1 bonus to all test involving powers 
  and rituals of Wizardry affecting the will of the 
  target, for example the use of, and resistance to, 
  Bend Will and Telepathic Interrogation.
  rune sTaff
  The hallmark of the staff mage is his or her personal 
  staff, carved with the runes of the elements. In the 
  hand of its owner, the staff emits a protective aura 
  (Armor +1d4), and is also the instrument through 
  which the mage wields his or her powers.
  soul sTone
  A Soul Stone is the item required to perform the 
  ritual with the same name.
  sPark sTone
  The power of a Pyromancer is increased by this 
  glowing amber. The spark stone is a weaker ver-
  sion of the renowned Sun Stones that the master 
  pyromancers of old could craft from summoned 
  fire spirits. Nowadays, the fire wizards have to 
  make do with lesser artifacts, far from as pow-
  erful but still a great help to those whose skills 
  relate to fire and burning. All powers with fire 
  effects gain a +1 bonus to the effect die when used 
  by someone with a spark stone in hand or on top 
  of his or her staff.
  Examples of 
  Ritual Focuses
  WITCHCRAFT 
  Clothing in natural 
  fabrics with woven 
  power symbols
  WIZARDRY 
  A collection of metal 
  symbols, where 
  different metals 
  represent different 
  elements or principles
  STAFF MAGIC 
  A staff foot in metal, 
  used to draw symbols 
  on the ground
  SORCERY 
  Chalice shaped like 
  the skull of a daemon, 
  from which sacrificial 
  blood is drunk during 
  the ritual
  SYMBOLISM 
  Rune-carving tools 
  with glowing tips
  THEURGY 
  Shrouding from a 
  lightbringer, carried like 
  a cape or draped over 
  the object of the ritual
  TROLL SINGING 
  Stone tablet, wooden 
  board or bone shield 
  with carved symbols, 
  functioning as a note or 
  song sheet of ancient 
  hymns and powerful 
  rhythms
  125
  10
  E Q U I P M E N T
  
  sPell scroll
  Artifact crafters in Ordo Magica can bind a mys-
  tical power at the novice, adept or master level 
  (depending on the level of the artifact) to a scroll. 
  The power may then be activated by someone else 
  who has Wizardry at a level equal to or higher than 
  the level of the power, or someone who has the 
  ability Loremaster at adept level. Whoever activates 
  the scroll suffers temporary corruption as usual 
  and the scroll is spent upon activation.
  sPell seal
  An artifact crafter has bound a mystical power 
  at the novice or adept level (depending on the 
  level of the artifact) to a seal; when the seal is 
  broken, the power is activated. Whoever breaks 
  the seal suffers temporary corruption as usual 
  and the seal is spent when broken.
  sTaff fooT
  A staff foot forged with strengthening spells can 
  give the staff of a staff mage extra power when 
  used as a weapon. The artifact is attached to the 
  staff and gives a +1 bonus on the effect tests of all 
  melee or ranged attacks, and on all powers which 
  directly use the staff as a weapon. Even if this 
  artifact most often is attached to a rune staff, it 
  may be attached to an ordinary wooden staff with 
  the same effect.
  sTaff head
  A special ornament at the top of the staff mage’s 
  staff can provide extra focus. The staff head – often 
  a beautiful stone encased in meteoric iron – gives 
  a +1 bonus to all success tests that do not directly 
  involve the staff as a weapon, as for instance Blood 
  Storm and Sphere.
  sun Mask
  The sun masks of the theurgs bestow spiritual 
  warmth to the cold-hearted and spread light where 
  no other light can reach. Worn by a theurg, they 
  can also assist in combat against undead and 
  abominations. The mask radiates light around 
  the wearer as if it is a torch; also, all powers 
  with holy or banishing effects have a +1 bonus 
  to effect tests.
  Toad guard
  A figurine in the form of a toad acts as 
  an alarm. The user – who has to know 
  at least one mystical power – whispers 
  a triggering condition to the figurine; 
  the trigger has to be of a physical 
  nature and must occur close to the 
  toad guard, for example that “someone 
  passes through the grove” or “the door is 
  opened from outside.” If activated, the 
  toad will wake everyone with a loud 
  croaking.
  TranscendenTal 
   weaPon
  These weapons were forged to allow a 
  wielder to strike from a distance. Only 
  mystics (defined as someone who has 
  126
  
  learned at least one mystical power) know how to 
  use such an artifact.
  The attack is rolled as if in melee combat but 
  may hit distant targets and requires a clear line of 
  sight, just as ranged attacks. Active abilities may be 
  used, but at one level lower: a master may use the 
  adept level of the ability through the transcendental 
  weapon; an adept may use the novice level. A novice 
  cannot use the ability together with a transcen-
  dental weapon.
  wiTch Braid
  This braid is made from three types of hair or fur 
  and keeps death at bay, giving a +1 bonus to Strong 
  during death tests. Non-player characters with the 
  braid get to make death tests, with the +1 bonus.
  Traps
  TraPs coMe in two types, mechanical and alchem-
  ical. Mechanical ones can be handled by untrained 
  users, but for the sake of speed and security training 
  in the ability Trapper is recommended. When it 
  comes to alchemical mines, Trapper or the ability 
  Pyrotechnics is a requirement for use.
  alcheMical Mine
  Alchemical mines are crafted by an alchemist who 
  possesses the ability Trapper and/or Pyrotechnics. 
  When triggered, they spray flammable substances 
  over the wretched targets and deal fire damage for a 
  number of turns. To scrape off the flammables requires 
  a combat action and a passed [Quick←Cunning] test, 
  the latter being the mine-maker’s attribute value (the 
  average alchemist can be assumed to have Cunning 
  13 (–3)). An alternative is to dive into water, which 
  smothers the fire for as long as you stay there. Allies 
  trying to help the burning target may make separate 
  tests in order to scrape off the substances.
  Weak: The explosion deals 1d8 damage, after which 
  the substance keeps burning for 1d4 turns, dealing 
  1d4 damage per turn.
  Moderate: The explosion deals 1d10 damage, after 
  which the substance keeps burning for 1d6 turns, 
  dealing 1d6 damage per turn.
  Strong: The explosion deals 1d12 damage, after 
  which the substance keeps burning during 1d8 
  turns, dealing 1d8 damage per turn.
  Mechanical TraP
  Mechanical traps come in many designs, but the 
  basic version consists of two jagged semi-cir-
  cles that slam shut when triggered. A passed 
  [Strong←Cunning] test is required to get free, 
  the latter being the trap-makers attribute value 
  (the average trap-maker can be assumed to have 
  Cunning 13 (–3)). Each attempt to break free counts 
  as a combat action.
  Weak: The trap deals 1d8 damage.
  Moderate: The trap deals 1d10 damage.
  Strong: The trap deals 1d12 damage.
  Tools of the Trade
  arTifacT caTalogue
  This well-thumbed copy compiling all the troll 
  smith Xavaundo’s knowledge was recorded by 
  Master Balinda of Ordo Magica and gives a +1 bonus 
  to success tests with Artifact Crafting.
  BesTiary
  A richly illustrated catalogue of the dangers of the 
  world, including marginal notes from previous 
  owners regarding the best ways to avoid monsters 
  – or how to combat them effectively. The bestiary 
  gives a +1 bonus to success tests with Beast Lore.
  carTograPher’s insTruMenTs
  Writing utensils, parchment, compass, ruler 
  and a sextant are the base instruments of a 
  trained cartographer. Using these tools gives 
  a +1 bonus on all success tests when trying to 
  draw accurate maps.
  cheaTing kiT
  Weighted dice, marked cards and game pieces give 
  the player character a +1 bonus on all success tests 
  when gambling (see the boon Cheat on page 52 for 
  risks on cheating at games).
  Table 19: Traps
  TraP
  cosT
  Alchemical Mine
  Weak
  2 thaler
  Moderate
  4 thaler
  Strong
  8 thaler
  Mechanical Trap
  Weak
  1 thaler
  Moderate
  2 thaler
  Strong
  3 thaler
  Lesser Artifacts
  NOVICE ARTIFACTS 
  Healing Spider 
  Meeting Stone 
  Order Medallion 
  Pest Mask 
  Ritual Codex 
  Spell Scroll 
  Toad Guard
  ADEPT ARTIFACTS 
  Animal Mask  
  Bark Mask  
  Burial Shroud  
  Death Mask  
  Iron Crown  
  Lucky Coin  
  Marlit Cape  
  Mind Prism  
  Ritual Focus  
  Ruler’s Ring  
  Spark Stone  
  Spell Scroll  
  Spell Seal (novice)  
  Staff Foot  
  Staff Head  
  Sun Mask  
  Witch Braid
  MASTER ARTIFACTS 
  Mystical Focus  
  Ritual Seal  
  Rune Staff  
  Spell Scroll  
  Spell Seal (adept)  
  Soul Stone  
  Transcendental Weapon 
  127
  10
  E Q U I P M E N T
  
  cliMBing gear
  A collection of ropes, buckles, hooks and tools used 
  for climbing in difficult terrain. Climbing gear gives 
  a +1 bonus to all success tests for climbing.
  disguise kiT
  Make-up, wigs and wax for altering facial features 
  is included in the kit, together with an array of 
  basic clothes of local significance. The kit gives a 
  +1 bonus on all success tests when trying to fool
  someone with a disguise.
  excavaTion Tools 
  A couple of shovels, a small skewer, a strainer and a 
  bucket, together with brushes, a knotted measuring 
  line and a loupe. Excavation tools give a +1 bonus to 
  finding treasures in the ruins of the world.
  field laBoraTory
  Burner, retort stand, pipettes, mortar and other 
  instruments needed by an alchemist. The field labora-
  tory gives a +1 bonus to all success tests with Alchemy.
  field liBrary
  Half a dozen reference books along with a dozen 
  scrolls on more specialized topics. The field library 
  gives a +1 bonus to all success tests with Loremaster.
  field sMiThy
  The portable field smithy is a must for all traveling 
  blacksmiths. It consists of a collection of tools, a 
  field furnace with a water bath and a small anvil. 
  Anyone using the smithy gains a +1 bonus to success 
  tests with Blacksmith.
  field surgeon’s insTruMenT kiT
  The kit of a field surgeon contains tools to burn, 
  cut and treat wounds and diseases, and gives a +1 
  bonus on all success tests with the ability Medicus. 
  forgery kiT
  Aside from a loupe, paper, parchment and a col-
  lection of pens and ink, this package includes 
  stamps, seals and pre-printed stationery from 
  a long list of organizations, trading houses and 
  similar. The kit gives the user a +1 bonus on all 
  success tests when trying to fool someone with a 
  forged document.
  Poison Manual
  A manual on the use of poisons, richly illustrated 
  with examples on what to do, and not do, in order 
  to successfully brew decoctions and elixirs. Anyone 
  using the manual gains a +1 bonus on all success 
  tests with Poisioner.
  TraPPer’s Manual
  A used copy of the famous ogre Crueljaw’s lustful 
  tome that contains a lengthy record of traps, from 
  simple mare snares and needle-traps in box lids 
  to massive contraptions suited for a king’s burial 
  mound. The book gives a +1 bonus to all success 
  tests with Trapper.
  Table 20: Tools of the Trade
  Tool
  cosT
  Artifact Catalogue 
  10 thaler
  Bestiary 
  10 thaler
  Cartographer’s Instruments 
  10 thaler
  Cheating Kit 
  10 thaler
  Climbing Gear 
  10 thaler
  Disguise Kit 
  10 thaler
  Excavation Tools 
  10 thaler
  Field Laboratory 
  10 thaler
  Field Library 
  10 thaler
  Field Smithy 
  10 thaler
  Field Surgeon’s Instrument Kit 
  10 thaler
  Forgery Kit 
  10 thaler
  Poison Manual 
  10 thaler
  Trapper’s Manual 
  10 thaler
  Food and Drink
  Bored noBles, hoMecoMing treasure hunters 
  and scrawny daythalers – they may appear to have 
  nothing in common, but appearances are deceptive: 
  they all know to appreciate a good meal! 
  Then again, what they regard as a tasty meal, 
  and what they are prepared to pay for it, differs very 
  much between the representatives of these groups. 
  Below is a list of food dishes, beverages and 
  other types of stimulants. The listed dishes can 
  be found on menus all over Ambria and some of 
  them can also be offered in the settlements of 
  the clans. But the prices listed must be seen as 
  a guideline, since they can vary considerably – 
  Afadir’s Triumph Tavern in Thistle Hold requests 
  shining thalers of their customers, but in the 
  Baiags’ settlement by the lake Big Mere anyone 
  can get a fantastic meal in exchange for a utility 
  item or a small service.
  128
  
  Table 21: Food and Beverage
  dish
  cosT
  Desserts
  Hack Tray (cheese and meats)
  3 shillings
  Fried Pastry
  2 ortegs
  Fruit Pie
  1 thaler
  Fruit Pudding
  1 orteg
  Fruit Sherbet
  7 thaler
  Ice Cream & Fruit
  2 ortegs
  Honey-roasted Sorrel
  3 shillings
  Candied Ginger
  1 shillings
  Marmalade Confectionery
  3 shillings
  Marzipan Figurines
  5 shillings
  Nougat Confectionery
  2 ortegs
  Nuts in Chocolate
  1 orteg
  Truffle-buttered Biscuit
  5 ortegs
  Sugar-coated Rose Petals
  5 ortegs
  Salty-sweet Needles
  5 ortegs
  Waffles with Butter and Honey
  3 shillings
  Beverages
  Table Ale (watered stut)
  1 orteg
  Bottle of Blot (mulled wine)
  3 thaler
  Bottle of Ludendrink (mulled wine)
  2 thaler
  Bottle of Red Wine (unspecified)
  1 thaler
  Bottle of White Wine (unspecified)
  1 thaler
  Bottle of Southern Slopes  
  (from Alberetor)
  15 thaler
  Bottle of of Vearra’s Red (simple wine)
  2 thaler
  Can of Vesa
  4 ortegs
  Tankard Blackbrew (unspecified)
  1 orteg
  Tankard Stut (unspecified)
  3 ortegs
  Tankard Adersel (triple fermented ale)
  8 shillings
  Tankard Argona (fine stut)
  2 shillings
  Tankard The Duke’s Relief (simple stut)
  1 shilling
  Tankard Kurun’s Honor (triple 
  fermented)
  5 shillings
  Tankard Urtal (triple fermented 
  red ale)
  3 shillings
  Tankard Veloum (barbarian must)
  2 shillings
  Tankard Zarekian Blackbrew
  1 shilling
  Fish
  Fish Sauce & Crispbread
  5 ortegs
  Trout Pudding with Turnips
  15 shillings
  Salted Herring with Turnips
  5 shillings
  Buttered Walleye with Mash
  22 shillings
  dish
  cosT
  Porridge 
  Watered Porridge
  4 ortegs
  Ale-porridge with Butter
  2 shillings
  Spicy Cream-porridge
  1 thaler
  Meat
  Barbecued Young-boar with Beats
  6 shillings
  King’s Steak in Gravy
  8 shillings
  Slow-roast with Stewed Carrot
  5 shillings
  Hash Patties with Turnips
  2 shillings
  Roka Sausage with Mashed Beats
  12 shillings
  Stuffed Lung with Black Mash
  4 shillings
  Pies
  Fish Pie
  5 shillings
  Offal Pie
  4 shillings
  Cabbage Pie
  1 shilling
  Meat Pie
  2 shillings
  Trout Pie
  8 shillings
  Kidney Pie
  2 shillings
  Mushroom Pie
  4 shillings
  Stews
  Mixed Stew
  5 ortegs
  Fish & Turnips
  1 shilling
  Cabbage Stew
  3 ortegs
  Meat & Beats
  8 ortegs
  Root Vegetable Stew
  4 ortegs
  Soups
  Blood-soup with Dark Bread
  5 ortegs
  Onion Soup with Crispbread
  4 ortegs
  Tea
  Fruit Tea
  1 shillings
  Iron Oak Tea
  8 ortegs
  Spice Tea
  1 orteg
  Smoked Tea
  4 ortegs
  Herbal Tea
  2 ortegs
  Food Cultures
  The food cultures of the clans and the Ambrians are varied, but generally the 
  Ambrians prefer processed dishes (brawns, sausages, pâtés, etc.) while the 
  barbarian dishes are more rustic, such as stews and barbecues. 
  Beverages
  VESA 
  A mix of buttermilk 
  and goat whey enjoyed 
  by all barbarian clans. 
  Fresh and very tasty, 
   albeit an acquired taste.
  BLACKBREW 
  The rich beer of the 
  clans, ranging in quality 
  from very cheap Brute-
  brew to the reasonably 
  tasty version brewed by 
  Clan Zarek.
  STUT 
  The most common 
  type of ale in Ambria. 
  Comes in many types 
  and brands, but the 
  most popular and price 
  worthy is brewed by 
  House Argona.
  VELOUM 
  A brighter kind of beer, 
  common among the 
  clans north of Karvosti. 
  Weaker than blackbrew 
  but just as rich and with 
  more flavor.
  BRUTEBREW 
  Hard alcohol mixed 
  with spiced water, 
  so disgusting that 
  the barbarians never 
  drink it other than in 
  connection with bets 
  or special rituals.
  129
  10
  E Q U I P M E N T
  
  Musical Instruments
  Music is a viTal component in all cultures of the 
  Davokar region. Here is a list of some of the most 
  popular musical instruments.
  BagPiPe
  A flute is attached to a leather bag which functions 
  as a bellow. This instrument is particularly popular 
  among some of the clans, but versions of it can also 
  be found across the Ambrian countryside. However, 
  it is never seen in Ambria’s finer salons… 
  Brass horn
  A decent bellowing instrument for pompous 
  situations.
  Birch-Bark horn
  Commoners in the Ambrian countryside use these 
  horns for multiple purposes, but mainly to scare 
  away beasts and call on their livestock. The horn 
  is also used to send messages over long distances; 
  a lone herdsman can signal surrounding shielings 
  from where the message is passed on. Skilled 
  horn-blowers actually play in a unique way, so 
  that everyone knows who is sending the message: 
  “here be baiagorn tracks,” “a cow is missing” or “goblins 
  have stolen my cheese.”
  druM
  A rhythm instrument that comes in many forms, 
  from the simpler drums heard among the clans of 
  Davokar, to the metal-framed instruments of the 
  Ambrian army.
  fiddle
  An often three-stringed instrument, played with 
  a bow made from horsehair, very common among 
  peasants in Ambria.
  fluTe
  There are innumerable kinds of flutes, from slender 
  metal flutes to wind instruments made from reeds, 
  tree branches and horn. Other known types are 
  the panpipe and the shawm, the latter identi-
  fied by its shrill tone.
  hurdy-gurdy
  The hurdy-gurdy is a string-in-
  strument with a crank handle 
  that gives rise to a creaking sound 
  to rhythmically accompany the 
  music. It has long been popular 
  in Ambria (and Alberetor before 
  130
  
  that), but in Yndaros it has come to be associated 
  with beggars. Many refugees from the south earn 
  their living by constantly exposing those passing 
  by to a cacophony of melodic droning, creaking 
  and grinding.
  luTe
  String-instrument with a pear-shaped base, played 
  with the fingers or a pick.
  MouTh harP
  The tiny mouth harp is carried by many daythalers, 
  entertainers and jesters, and its sound can often be 
  heard in the background at gatherings in Ambria’s 
  simpler environments.
  sPineT
  The spinet is a fingerboard instrument which is 
  popular in the court of Yndaros and forms the 
  backbone of Ambrian Court Music, together with 
  the lute.
  Trade Goods
  Trade is The life-Blood of Ambria and much of 
  it goes on in Davokar as well. Goods do not always 
  have a practical use; instead they are the basis for 
  different type of craft items.
  Tobacco
  Many aMBrians enjoy a good smoke, almost as 
  much as a sturdy drink or a shocking tall-tale. 
  After a meal, during work, after work or instead 
  of work – any time is a great time for a stopping 
  of tobacco!
  Table 24: Tobacco utensils
  uTensil
  cosT
  Clay Pipe
  3 shillings
  Long-stemmed Seafoam Pipe
  1 thaler
  Wooden Pipe
  5 shillings
  Smoke Tube
  5 ortegs
  Snuff Box
  1 shilling
  Table 23: Trade Goods
  goods
  value
  Cotton Fabric, one roll
  1 thaler
  Gold, one bar
  500 thaler
  Turmeric, one box
  1 orteg
  Honey, one jar
  1 shilling
  Ginger, one box
  5 ortegs
  Iron, one bar
  1 thaler
  Cinnamon, one box
  1 thaler
  Cardamom, one box
  5 ortegs
  Copper, one bar
  5 shillings
  Clove, one box
  7 ortegs
  Spices, one box
  3 ortegs
  Cumin, one box
  5 ortegs
  Roka Berries, one box
  12 ortegs
  Mint, one box
  5 ortegs
  Oil (vegetable), one earthen
  5 ortegs
  Saffron, one box
  50 thaler
  Salt, one sack
  1 shillings
  Silk, one roll
  50 thaler
  Silver, one bar
  50 thaler
  Sugar, one sack
  1 thaler
  Grain, one sack
  2 shillings
  Tar, one barrel
  5 shillings
  Vinegar, one earthen
  1 shilling
  Table 25: Tobacco Types
  TyPe
  cosT
  Fruit Tobacco, one box
  4 ortegs
  Smelling Snuff, one box
  2 thaler
  Longbottom Leaf, one box
  8 shillings
  Chewing Tobacco, one box
  6 ortegs
  Herbal Tobacco, one box
  2 shillings
  Table 22: Musical Instruments
  insTruMenT
  cosT
  Bagpipe
  1 thaler
  Birch-bark Horn
  1 shillings
  Brass Horn
  1 thaler
  Drum
  3 shillings
  Fiddle
  3 thaler
  Flute
  2 shillings
  Hurdy-gurdy
  3 thaler
  Lute
  15 shillings
  Mouth Harp
  5 shillings
  Shawm
  5 shillings
  Spinet
  15 thaler
  Measures in Ambria
  Trade goods are often 
  transported in the 
  following volumes and 
  weights in Ambria:
  Box 
  0,1 kg
  Pound 
  ½ kg
  Bar 
  1 kg
  Roll 
  5 kg
  Bale 
  20 kg
  Tankard 
  ½ liter
  Jar 
  1 liter
  Earthen 
  5 liter
  Keg 
  10 liter
  Sack 
  20 liter
  Barrel 
  200 liter
  131
  10
  E Q U I P M E N T
  
  A
  Abducted Human 41
  Abilities  60
  Absolute Memory  52
  Acid Coated  119
  Addiction 56
  Agile Combat  61
  Alchemical Elixirs  120
  Alchemical Firetube 110
  Alchemical Grenade  112
  Alchemical Mine  127
  Alchemical Weapons  98
  Alchemy  60
  Alternative Rules  98
  Anoint  88
  Antidote Candle  120
  Archetypes  10
  Arch Enemy  56
  Archivist  52
  Area Effect  117
  Armor  116
  Armored Mystic  62
  Arrow Jab  62
  Arrows and Bolts  112
  Artifact Crafter  23
  Artifact Crafting  62
  Assassin’s Blade  112
  Atonement  88
  Augur  52
  Axe Artist  62
  b
  Ballista  112
  Banishing Seal  78
  Bark Mask  124
  Bastard Weapon  118
  Beast Companion  88
  Beast Tongue 52
  Bestial  56
  Bewitching Landscape  88
  Black Bolt  78
  Black Breath  80
  Blackbrew  129
  Blacksmith  63
  Black Sympathy  88
  Blinding Symbol  80
  Blood Combat  63
  Bloodhound  52
  Blood-letting  118
  Blood Storm  88
  Bloodthirst  56
  Blood Ties  52
  Blood Wader  28
  Blowpipe  114
  Bolas  114
  Boons  50
  Bounties  13
  Bounty Hunter  13
  Breaching Pot  114
  Brutebrew  129
  Burdens  56
  Burdened by Fate  90
  Burial Shroud  124
  c
  Cartographer  52
  Carve Rune Tattoo  90
  Catapult  114
  Cat Burglar  52
  Chain Staff  114
  Channeling  63
  Cheap Shot  63
  Cheat  52
  Code of Honor  56
  Combat Hymn  80
  Commanding Voice  52
  Composite Bow  114
  Con Artist  52
  Concealed  118
  Concealed Armor  116
  Confessor  31
  D
  Damage on Buildings  106
  Dancing Weapon  81
  Dark Blood  53
  Dark Secret  56
  Death Divination  90
  Death Lord  90
  Death Mask  124
  Death Rune  119
  Demonologist  28
  Desecrated  119
  Dexterous  53
  Distance Categories  98
  Double Chainmail  116
  Double-tongue  53
  Draining Glyph  81
  Drone Dew  120
  Dwarf  42
  E
  Earth Bound  48
  Elderly  56
  Elf  38
  Elixirs  120
  Encumbrance  100
  Enduring March  53
  Ensnare  64
  Ensnaring  118
  Enterprise  53
  Epileptic  56
  Equipment  120
  Escape Artist  53
  Estoc  114
  Executioner’s Sword  114
  Exorcize  81
  F
  False Identity  53
  False Shape  90
  Faraway Writing  90
  Fata Morgana  90
  Feat of Strength  64
  Feats  99
  Field Armor  116
  Field Armor of the Pansars  116
  Fire Dye  120
  Fire Forged  53
  Fire Soul  82
  Flailer  64
  Flaming  119
  Flash Powder  120
  Fleet-footed  53
  Flesh Craft  91
  Flight & Hunt  102
  Food and Beverage  129
  Forbidden Knowledge  53
  Former Cultist  34
  G
  Gambler  53
  Gentleman Thief  36
  Grappling Axe  114
  Green Thumb  54
  Green Weaver  30
  Guild Thief  35
  H
  Hallowed  119
  Hammer Rhythm  66
  Healing Spider  124
  Heavy Flail  114
  Heirloom  54
  Heroic Hymn  82
  Hideouts  54
  Higher Rituals  90
  Hit Locations  108
  Holy Water  120
  Homing Arrow  121
  Homunculus  121
  Horrifying  54
  Horseman’s Bow  115
  Hunter  10
  Hunter’s Instinct  66
  I
  Illusionist  30
  Impressionist  54
  Impulsive  57
  Income from Boons  103
  Inquisitor  30
  Iron Crown  124
  Iron Sworn  12
  K
  Kauking  73
  Knife Play  66
  L
  Laminated Armor  116
  Lance  115
  Lesser Artifacts  123
  Life Extension  91
  Lifegiver  82
  Living Fortress  91
  Long-hammer  115
  Long-Whip  115
  Lucky Coin  124
  M
  Maneuvers  103
  Manipulator  54
  Mantle Dance  66
  Marlit Cape  124
  Massive  118
  Mastercrafted items  104
  I N D E X
  132
  
  133
  Measures in Ambria  131
  Mechanical Trap  127
  Medium  54
  Meeting Stone  124
  Mentalist  31
  Mind Prism  124
  Mirage  54
  Mirroring  83
  Missile Battery  115
  Monster Hunter  15
  Monster Hunting Societies  15
  Monster Trophies  104
  More Rituals for Masters  102
  Musical Instruments  130
  Musician  54
  Mystic  22
  Mystical Focus  124
  Mystical Mark  57
  Mystical Traditions  74
  Mystical Qualities  119
  N
  Necromancer  31
  Nightmares  57
  O
  Opportunist  67
  Order Medallion  124
  Other Worlds  26
  Overlapping Effects  109
  P
  Pack-mule  55
  Pact-making  104
  Pariah  56
  Pathfinder  55
  Pet  55
  Pest Mask  125
  Phylactery  91
  Piercing Gaze  91
  Poison Candle  121
  Poison Coated  119
  Poison Resilient  55
  Powers  78
  Protective Runes  83
  Protégé  57
  Psychic Thrust  83
  Purgatory  83
  Purple Sap  121
  Pyromancer  31
  Pyrotechnics  67
  Q
  Quake  92
  Qualities  117
  Queen’s Spy  32
  R
  Races  38
  Raise Undead  92
  Rapid Fire  67
  Rapid Reflexes  68
  Reclaiming Bolts  
  and Arrows  107
  Reinforced  118
  Repeating Crossbow  115
  Reputation  108
  Research in Archives  100
  Restore  92
  Retribution  84
  Retributive  119
  Retrieve  92
  Returning  118
  Ritual Codex  125
  Ritual Focus  125
  Rituals  88
  Ritual Seal  125
  Rogue  32
  Ruler’s Ring  125
  Rune Guardian  92
  Rune Smith  19
  Rune Staff  125
  Rune Tattoo  68
  S
  Sapper  37
  Screening  118
  Sealing/Opening Rite  92
  Secrets of the Traditions  107
  Servant  55
  Servant Daemon  93
  Shadow Spawn  55
  Sickly  57
  Siege Expert  68
  Skald’s Cuirass  116
  Slow  57
  Small Crossbow  115
  Smoke Bomb  121
  Soulmate  55
  Soul Stone  125
  Soul Trap  93
  Spell Scroll  126
  Spell Seal  126
  Spell Trap  93
  Spell Tunnel  93
  Spark Stone  125
  Sphere  84
  Spirit Friend  122
  Spiritualist  28
  Spirit Walk  84
  Staff Fighting  69
  Staff Foot  126
  Staff Head  126
  Staff Mage  24
  Staff Magic  70
  Staff Projectile  85
  Start with Free Experience  101
  Storyteller  55
  Strong Gift  70
  Stun Bolt  122
  Stut  129
  Summon Daemon  94
  Sun Mask  126
  Sword Saint  70
  Symbolism  71
  Symbolist  25
  T
  Tattooed Warrior  18
  Templar  16
  Templar Full Plate  117
  Teleport  86
  Telltale  55
  The Height of the Races  46
  The Thistle of Yndaros  36
  Thorn Beasties  122
  Thorn Cloak  86
  Throwing Wing  115
  Thunder Ball  122
  Thundering  119
  Toad Guard  126
  Tobacco  131
  Torment  95
  Tormenting Spirits  87
  Tough  55
  Traceless  95
  Trade Goods  131
  Trade in Used  
  Goods and Treasures  102
  Traits  48
  Transcendental Weapon  126
  Transforming Draught  112
  Trapper  72
  Traps  127
  Traps, rules  102
  Trebuchet  115
  Trick Archery  72
  Troll  44
  Trolls, Goblins and Ogres  44
  Troll Singer  27
  Troll Singing  73
  Turn Undead instead of Dead  98
  Turn Undead instead of 
  Thoroughly Corrupt  99
  Twilight Tincture  123
  Twin Servants  95
  U
  Undead  46
  Untrained Use  
  of Alchemical Weapons  98
  Unwieldy  118
  V
  Veloum  129
  Vesa  129
  W
  Wanted  57
  Warhammer  115
  War Paint  123
  Warrior  16
  Weakening Hymn  87
  Weapon Master  20
  Weapons  110
  Wild Chew  123
  Wild Hunt  87
  Wisdom of the Ages  48
  Witch Braid  127
  Wrath Armor  117
  Wrath Guard  21
  Wrecking  118
  Wrestling  73
  
  Player
  WeaPon
  armor
  armor
  WeaPon
  WeaPon
  WeaPon
  Damage
  Quality
  Quality
  Protection
  Protection
  Damage
  Damage
  Damage
  attribute
  attribute
  attribute
  attribute
  Quality
  Quality
  Quality
  Quality
  ShaDoW
  name
  race
  occuPation
  Quote
  exPerience
  unSPent
  DefenSe
  DefenSe
  corruPtion
  Permanent
  Pain threSholD
  corruPtion threSholD
  toughneSS
  maximum
  name
  name
  name
  name
  tyPe
  tyPe
  tyPe
  tyPe
  effect
  effect
  effect
  effect
  n
  n
  n
  n
  a
  a
  a
  a
  m
  m
  m
  m
  name
  name
  name
  name
  tyPe
  tyPe
  tyPe
  tyPe
  effect
  effect
  effect
  effect
  n
  n
  n
  n
  a
  a
  a
  a
  m
  m
  m
  m
  name
  name
  name
  name
  tyPe
  tyPe
  tyPe
  tyPe
  effect
  effect
  effect
  effect
  n
  n
  n
  n
  a
  a
  a
  a
  m
  m
  m
  m
  accurate
  Abilities, Powers, boons & burdens
  weAPons & Armor
  Quick
  DiScreet
  Strong
  cunning
  reSolute
  PerSuaSive
  vigilant
  
  age
  name
  money
  other aSSetS
  race
  occuPation
  Player
  height
  Weight
  aPPearance
  backgrounD
  PerSonal goal
  grouP name
  grouP goal
  name
  PoWerS
  corruPtion
  name
  PoWerS
  corruPtion
  name
  PoWerS
  corruPtion
  name
  PoWerS
  corruPtion
  name
  race
  occuPation
  Player
  name
  race
  occuPation
  Player
  name
  race
  occuPation
  Player
  name
  race
  occuPation
  Player
  equiPment
  Friends & ComPAnions
  ArtiFACts & mystiCAl treAsures
  
SOURCE: textdata/thevault/Symbaroum [multi]/Symbaroum/Symbaroum - Advanced Players Guide v1.0.1.pdf