TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Legendary Lives
  Legendary Lives
  Legendary Lives
  Legendary Lives    
   
   
   
  Heroic role playing in the realms of fantasy 
   
   
   
  By Joe Williams & Kathleen Williams 
   
   
   
   
   
   
   
   
   
   
   
  Legendary Lives 2nd Edition 
   
  Copyright ©1990, 1991, 1993, 2007 by Joe Williams 
   
   
  First Edition, 1990 
  Societies Sourcebook, 1991 
  Second Edition, 1993
  
   
   
  Table of Contents 
  Book 1: Player’s Primer 
   
  Chapter 1 Introduction..................... 4 
  Heroic Fantasy...................................... 4 
  Role Playing Basics ............................. 4 
  Semi-Diceless Gaming ....................... 6 
  Requirements........................................ 6 
  What's Next?.......................................... 7 
   
  Chapter 2 Character Races .............. 8 
  Your Character...................................... 8 
  Races ......................................................... 8 
  Skills .......................................................... 9 
  Other Characteristics.......................10 
  What's Next?........................................11 
  Avian .......................................................12 
  Barbarian ..............................................14 
  Brownie..................................................16 
  Bush Person .........................................18 
  Corsair....................................................20 
  Draconian..............................................22 
  Dwarf.......................................................24 
  Easterling ..............................................26 
  Elf..............................................................28 
  Elfin..........................................................30 
  Entomolian...........................................32 
  Feral.........................................................34 
  Firbolg (fir-vu-log)............................36 
  Forester..................................................38 
  Goblin......................................................40 
  Gypsy.......................................................42 
  Hill Folk..................................................44 
  Hob...........................................................46 
  Netherman............................................48 
  Nomad ....................................................50 
  Ratling.....................................................52 
  Serpentine.............................................54 
  Sidhe (shee) .........................................56 
  Spriggan.................................................58 
  Viking......................................................60 
  Wolfling..................................................62 
   
  Chapter 3 Character Types............64 
  Type.........................................................64 
  What's Next?........................................65 
  Non-Spell User Types ......................66 
  Spell Users ............................................72 
   
   
   
  Chapter 4 Religion ...........................78 
  Starting Religion.................................78 
  Miracles..................................................80 
  What's Next?........................................82 
  Avian........................................................82 
  Barbarian...............................................84 
  Brownie..................................................85 
  Bush Person .........................................86 
  Corsair ....................................................88 
  Draconian..............................................89 
  Dwarf.......................................................90 
  Easterling ..............................................93 
  Elf..............................................................95 
  Elfin..........................................................96 
  Entomolian ...........................................97 
  Feral.........................................................97 
  Firbolg.....................................................97 
  Forester..................................................99 
  Goblin...................................................101 
  Gypsy....................................................102 
  Hill Folk...............................................102 
  Hob........................................................103 
  Netherman.........................................104 
  Nomad..................................................105 
  Ratling..................................................106 
  Serpentine..........................................107 
  Sidhe.....................................................108 
  Spriggan..............................................110 
  Vikings.................................................112 
   
  Chapter 5 Character History ......115 
  Appearance........................................115 
  Sample Character............................117 
  What's Next?.....................................118 
   
  Chapter 6 Skills ...............................123 
  Defense................................................123 
  What's Next .......................................124 
  Skills......................................................125 
   
  Chapter 7 Equipment....................141 
  Buying Equipment..........................141 
   
  Chapter 8 How to Play ..................150 
  Time & Distance ..............................150 
  Actions.................................................151 
  Using Skills.........................................151 
  Roll Required....................................153 
  Skill Shorthand.................................155 
  Adjusting The ART .........................155 
  Special Skill Rolls ............................156 
  Inspiration Points...........................157 
  Taking Damage ................................158 
  Combat.................................................160 
  Combat Options...............................161 
  Foe vs. Foe..........................................162 
  Mass Combat.....................................163 
   
  Chapter 9 Magic..............................165 
  Spells.....................................................165 
  Spell Costs ..........................................166 
  Cost Reductions...............................168 
  Spell List..............................................168 
   
  Referee’s Rulebook 
   
  Chapter 10 Running the Game ..175 
  Encounters.........................................175 
  Designing An Adventure..............176 
  Referee Tips.......................................177 
   
  Chapter 11 Foes..............................180 
  Running Foes ....................................180 
  Creating Foes ....................................181 
  Foe List ................................................184 
   
  Chapter 12 Treasures...................216 
  Magic Items........................................216 
  Magic Jewelry ...................................217 
  Weapons & Armor..........................217 
  Miscellaneous Items ......................218 
  Cursed Items.....................................219 
  Artifacts...............................................219 
  Special Plants....................................222 
  Plant List.............................................224 
   
  Chapter 13 Societies .....................233 
  Introduction ......................................233 
  Societies ..............................................233 
  Foe Societies......................................248 
   
  Chapter 14 The World..................250 
  The Seelie Court...............................250 
  Court Members ................................251 
  The Unseelie Court.........................252 
  The World...........................................252 
  Calendar..............................................257 
   
   
   
  
   
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  Book 1 
   
   
  Player’s Primer 
  
   
  4 
  Player’s Primer 
  4 
  Chapter 1 
  Introduction 
  Heroic Fantasy 
  In Legendary Lives, you'll play a hero in a 
  fantastic realm of epic adventure. You'll pit your 
  spells against the magic of powerful sorcerers, 
  wield mighty weapons in battle with mythical 
  creatures, and explore a world filled with sinister 
  cults and strange societies. 
  Legendary Lives makes role playing easy. This 
  manual contains everything you need to play, 
  including a richly textured world for you to explore. 
  There is no need to buy additional supplements or 
  source books. 
  Even if this is your first role playing game, 
  you'll have no trouble learning Legendary Lives. It's 
  especially designed to welcome new players-even 
  those who thought they would never enjoy role 
  playing. And if you're an expert player, you'll find 
  some new ideas that will make this game unlike any 
  other. Legendary Lives stresses fast action and 
  storytelling, helping you recapture the excitement 
  of your first role playing experience. 
  Role Playing Basics 
  In a role playing game, each player controls a 
  single character and reacts to people and situations 
  according to the personality of his part. They do this 
  by describing what their character does and says, 
  not by physically acting out the role. One person 
  serves as the referee. He is the interpreter of the 
  rules, and in all disagreements, his decision is final. 
  The referee does not control a single character like 
  the players do, instead he plays the people and 
  creatures they meet. 
  The Referee
  The Referee
  The Referee
  The Referee    
  Just as every story has a teller, every role 
  playing game must have a referee. Using an outline 
  prepared beforehand, the referee directs the course 
  of the game according to the actions of the players. 
  Legendary Lives occurs more in the imagination of 
  the participants than on a playing surface. The 
  players tell the referee what their characters are 
  trying to do, and the referee tells them what 
  happens, based on the skills of their characters, the 
  luck of their die rolls, and the rules of the game. The 
  referee uses vivid imagery, and sometimes simple 
  maps or sketches to explain what the characters see 
  and experience. With the help of Legendary Lives, he 
  guides them though an imaginary world of his own 
  making. 
  One of the referee's chief responsibilities is that 
  of controlling the characters the players meet. The 
  referee assumes new roles as needed, sometimes 
  playing three or four characters at a time, all the 
  while maintaining their unique personalities. The 
  characters that the referee plays are called foes. As 
  you will see in Chapter 11: Foes, not all foes are 
  nasty. Some can even be friendly! 
  The referee is responsible for creating a 
  challenging adventure for his friends. He must 
  capture the players' interest and carry it through to 
  the adventure's end. His job is not to kill the player 
  characters. Instead, he should focus on running the 
  game fairly and keeping the game enjoyable for all. 
  Because they have such an important role, 
  referees should have complete knowledge of the 
  rules. An experienced role player will make the best 
  referee for your first Legendary Lives adventure. If 
  you and your friends have never tried a role playing 
  game, it really won't matter who referees. Odds are 
  it'll be the person who owns this book. But don't let 
  
  Chapter 1: Introduction 
  5 
  Player’s Primer 
  5 
  yourself get caught always being the referee. It's 
  equally fun to be a player in someone else's 
  adventure! 
  The Players
  The Players
  The Players
  The Players    
  The players are impromptu actors within the 
  scenes created by the referee. Each player assumes 
  the role of a single character in the game. Your 
  decisions directly affect the course of the story. The 
  fun comes from interacting with the other 
  characters, and with the imaginary world created 
  by the referee. 
  For the duration of the game, try to immerse 
  yourself in your role. This means you must refrain 
  from using knowledge your character doesn't 
  possess. For instance, you may know how to make 
  gunpowder, but that doesn't mean your character 
  knows. 
  By playing, you agree to abide by the referee's 
  decisions and never purposefully antagonize him. If 
  a referee does something with which you disagree, 
  state your concern and then accept his judgment. 
  Save arguments until after the game. 
  Although you should be familiar with your 
  character, you don't need to know all the rules. The 
  referee will answers questions as they arise, 
  guiding you as needed. This will encourage you to 
  be a lot more inventive in solving your characters' 
  problems. All things are possible in Legendary Lives, 
  and a little mystery fosters a lot of creativity. 
  Later, after you've gone through a few 
  adventures and are ready to assume the mantle of 
  the referee, you can read the rest of the manual 
  yourself. But beware: once you know the secrets of 
  the referee, you may very well lose the sense of 
  wonder that will make your first games so 
  memorable. 
  The Adventure
  The Adventure
  The Adventure
  The Adventure    
  An adventure is a story, told by the referee, in 
  which the players participate. You may play pre-
  written adventures like those in this manual, or 
  your referee may create his own. 
  An adventure doesn't have to be played from 
  start to finish at one sitting. A session ends when 
  the referee finds a good stopping place, the 
  adventure comes to its finale, or when half the 
  players have fallen asleep and the sun is coming up. 
  The next session picks up where the last one left off. 
  To maintain interest, most adventures are finished 
  within two or three sessions. 
  Characters who survive an adventure may be 
  used later. Between adventures, characters heal 
  wounds, squander treasure, run a business, or 
  increase skills. Players who are interested in the 
  daily maintenance of their characters can create 
  detailed records explaining what their characters 
  do between adventures. 
  Object of the Game
  Object of the Game
  Object of the Game
  Object of the Game    
  The first goal of a player is survival. Yes, your 
  character can die during an adventure, and a dead 
  character is completely gone. If your character is 
  smart enough, bright enough, or lucky enough, he or 
  she will survive to reap the benefits of becoming 
  older, wiser, and more powerful. 
  But there are other goals than just mere 
  survival. Each adventure has its own mystery or 
  mission. Successfully achieving the goal of an 
  adventure allows you to improve your character. 
  Players may have individual goals as well. 
  There are no winners or losers in Legendary 
  Lives. A successful player is someone who has 
  enjoyed the game and brought enjoyment to his or 
  her friends. Even if your character dies, you can 
  always come back with a new character. 
  The referee's goals are different from those of 
  the players. Since the referee does not run a single 
  character, it doesn't really matter if his characters 
  die. His challenge is to stay one step ahead of the 
  players, while making the adventure as enjoyable as 
  possible. His goal is to keep the game running 
  smoothly. He is not the players' opponent. 
  Overview of Play
  Overview of Play
  Overview of Play
  Overview of Play    
  The referee sits at one end of a table with the 
  Legendary Lives manual and any maps or notes he 
  might need to run the adventure. He'll probably 
  want extra paper for sketching rooms, villages, and 
  other locations. He will also need dice for those rare 
  occasions when he will need to make a die roll. 
  The players sit around the table. Each player 
  needs a completed character sheet, a set of 
  percentile dice, and a pencil. They should also have 
  access to the rulebook. 
  
  Chapter 1: Introduction 
  6 
  Player’s Primer 
  6 
  If 
  the 
  players 
  haven't 
  already 
  created 
  characters, they do so now, following the rules in 
  Chapters 2 to 7. The players introduce their 
  characters to the group by giving a short 
  description of their appearance, history and other 
  noticeable attributes. 
  The referee starts the game by giving a little 
  background on the adventure the characters are 
  about to pursue. He sets up a scene by describing 
  the setting, the foes that are present, and what is 
  happening. He then presents a problem for the 
  players to solve and asks, "What do you do?" 
  The players go around the table clockwise, 
  each explaining as clearly as possible what her 
  character wants to do. Try to be creative, and 
  always try to act the way your character would 
  behave. If your character is afraid of spiders, she'd 
  be much more likely to flee a giant spider than rush 
  to attack. 
  Once you've told the referee what your 
  character would like to do, he will help you 
  determine your degree of success or failure, using 
  the rules of this game. Your action is resolved 
  immediately, before moving to the next player. 
  After all the players have had a chance to act, 
  the referee explains what the foes are doing, if any 
  are present. The next turn then begins and the 
  sequence repeats itself. The referee decides how 
  long each turn lasts and how much a character can 
  accomplish in one turn. 
  Semi-Diceless Gaming 
  The major difference between Legendary Lives 
  and other role playing games is the limited use of 
  dice by the referee. A referee has complete control 
  over the game world. He decides the course of 
  events based upon the skills of his foes and the 
  requirements of the storyline-not by die rolls. 
  Still, events rarely go as the referee planned. 
  The players roll dice to influence or resist the 
  referee's world, adding a random element that 
  makes the game always unpredictable. 
  The use of dice by the players and not the 
  referee is called semi-diceless role playing, and 
  Legendary Lives is the first game to employ this 
  method. This innovative system takes many 
  traditional pressures off the participants. It frees 
  the referee and the players to concentrate on what 
  they enjoy most. The referee focuses on running the 
  adventure while the players concentrate on running 
  their characters. Both receive the maximum amount 
  of pleasure from the freedom Legendary Lives gives 
  them. 
  The referee will need this freedom because 
  he'll be doing a lot of thinking on his feet. Since the 
  players are free to try most anything, they won't 
  always go in the direction the referee has planned. 
  The referee must learn to change his plot to 
  accommodate the actions of the players, not the 
  other way around. 
  Fortunately, the rules of Legendary Lives invite 
  the 
  player's 
  creativity-and 
  the 
  referee's 
  spontaneity. It's easy to introduce a new foe, or 
  create a new situation on the spur of the moment. 
  Almost any action the players can think of is easily 
  resolved using a consistent system. Whether they 
  succeed depends on their abilities, daring, and a fair 
  amount of luck. Any action a player tries has a 
  whole range of possible results, giving the referee 
  greater flexibility in deciding what happens and 
  making the game always unpredictable and 
  exciting. 
  Requirements 
  To play Legendary Lives, you will need: 
  • 
  The Legendary Lives manual  
  • 
  Paper for sketching maps  
  • 
  Pencils & erasers  
  • 
  Character sheets  
  • 
  Percentile dice (also called a d100)  
  • 
  At least one six-sided die (called a d6) 
  Dice
  Dice
  Dice
  Dice    
  Die rolls help you determine exactly what 
  happens to your character out of a range of 
  possibilities. 
  They 
  provide 
  uncertainty 
  and 
  excitement. You can purchase dice at most hobby or 
  game stores. It's easiest for the players to use their 
  own sets of dice, but they can also share. 
  In these rules, we use a standard gaming 
  notation to show the kind of dice to roll. For 
  instance, d6 means to roll a six sided die. The "d" 
  
  Chapter 1: Introduction 
  7 
  Player’s Primer 
  7 
  stands for die or dice, and the number after it shows 
  how many sides the die has. 
  If a number appears before the "d" it indicates 
  how many dice should be rolled and their results 
  added together. For example, 2d6 means to roll two 
  six-sided dice and total their results. If no number 
  appears before the "d" you should roll only one die. 
  Sometimes, an addition appears after the die 
  notation. This means to add the indicated number 
  to the result of the roll. Thus, 2d6+1 means to roll 
  two six-sided dice and add one to their total. 
  Percentile dice consist of two ten-sided dice of 
  different colors. Together, they are used to generate 
  numbers from 1 to 100. To do this, designate one 
  color as high. Then roll both dice simultaneously, 
  and read the high die as the first digit and the other 
  die as the second digit. If both dice show zero, the 
  result is 100 (also called 00, or double zero). 
  Example: A player rolls a red and a white die, 
  calling red as high. The red die rolls a 0, and the 
  white die comes up 7. The result is 07 (seven). 
  Using This Manual
  Using This Manual
  Using This Manual
  Using This Manual    
  Legendary Lives is divided into two sections, 
  the Player's Primer and Referee's Rulebook. The 
  Player's Primer contains all the information you 
  need to create and play a character. The Referee's 
  Rulebook includes rules for running an adventure, 
  information on the game world, and two ready to 
  run adventures to get you started. 
  Players should read only the Primer. The 
  Referee's Rulebook is for the referee's eyes only. 
  This will make the game world all the more 
  mysterious and exciting. 
  Much of the manual is simply reference 
  material. Players will read small parts of the 
  Player's Primer during character creation and refer 
  to the rest only as needed. The referee will want to 
  read at least Chapters 8, 9, 10 and 11 before 
  running the adventures in Chapter 15. 
  What's Next? 
  Turn now to Chapter 2: Character Races to 
  being the character creation process. It may look 
  formidable at first, but it's actually quite fun.
   
   
  
   
  8 
  Player’s Primer 
  8 
  Chapter 2 
  Character Races 
  Your Character 
  To play Legendary Lives, you must first create a 
  character, using a character sheet (you may make as 
  many copies as you need for your personal use). As 
  a player, a completed character sheet is almost all 
  you'll need to participate in an adventure. 
  Your character is your alter-ego in the game 
  world. Each player creates and controls a single 
  character. Referees do not create characters at all 
  (they design foes, but we won't get to that until 
  Chapter 11: Foes). 
  The Character Sheet
  The Character Sheet
  The Character Sheet
  The Character Sheet    
  Your character sheet includes places to record 
  your character's skills, wounds, equipment, physical 
  appearance, and background. Everything you need 
  to know about him is listed in one place. 
  In the lower left hand corner of the character 
  sheet is a large chart labeled Fail/Succeed. This is 
  the Action Result Table (called the ART), and it is 
  used to resolve any action that your character 
  attempts. It is the only chart you will need to roll on 
  while playing Legendary Lives, although several 
  other tables are used during character creation. 
  Since you don't really need to understand the chart 
  to create a character, we'll explain it in Chapter 8: 
  How To Play. 
  Races 
  The first thing to do when creating a character 
  is to pick the kind of creature you want to play from 
  those presented in this chapter. In general, 
  character races are cooperative, social beings. Their 
  abilities are balanced, so don't bother trying to find 
  the best one--there isn't any. If you want to play a 
  powerful fighter, choose a hob. If you want a 
  cunning trickster, take a gypsy. There are dozens of 
  races to select from. The choice is yours. 
  If you like, you may leave the selection of your 
  race to luck by rolling on the Character Race table. If 
  you aren't comfortable with what you roll, feel free 
  to roll again, or, for that matter, select the race of 
  your choice. Like many of the charts used in 
  character creation, the Character Race table is 
  intended to inspire you, not replace your creativity. 
  You should never feel trapped into playing a 
  character you don't like. 
  Character Race 
  d100
  d100
  d100
  d100    
  Race
  Race
  Race
  Race        
  01-04 
  Avian  
  05-08 
  Barbarian  
  09-12 
  Brownie  
  13-15 
  Bush Person  
  16-19 
  Corsair  
  20-23 
  Draconian  
  24-27 
  Dwarf  
  28-31 
  Easterling  
  32-35 
  Elf  
  36-38 
  Elfin  
  39-42 
  Entomolian  
  43-46 
  Feral  
  47-50 
  Firbolg  
  51-54 
  Forester  
  55-58 
  Goblin  
  59-62 
  Gypsy  
  63-65 
  Hill Folk  
  66-69 
  Hob  
  70-73 
  Netherman  
  74-77 
  Nomad  
  78-81 
  Ratling  
  82-85 
  Serpentine  
  86-88 
  Sidhe  
  89-92 
  Spriggan  
  93-96 
  Viking 
  97-00 
  Wolfling 
  
  Chapter 2: Character Races 
  9 
  Player’s Primer 
  9 
  Skills 
  In game terms, your character's abilities are 
  defined by skills. No skill is more important than 
  any other; it just depends on the type of character 
  you want to play. A character with a high Strength 
  and Stamina will be more successful at fighting, 
  while a character with high Charm and Cunning will 
  do better at talking her way out of trouble. 
  Skills are initially given a rating between 2 
  (which is really awful) to 19 (which is nearly 
  superhuman). When we say a character has a 
  Strength of 19, we mean he is incredibly strong. On 
  the other hand, a character with an Agility of 3 is 
  very clumsy. 
  A character's ability to perform a task is based 
  on his skill. A character with a skill of ten has a 50% 
  chance of using that skill successfully on an average 
  task. For this reason, ten is considered normal for a 
  typical character. If your character has a skill that is 
  above ten, he is above average; below ten, he is 
  below average. Each point of difference will change 
  his chance of success. 
  There are twelve base skills possessed by every 
  character. They are: Agility, Alertness, Charm, 
  Cunning, Dexterity, Fate, Intelligence, Knowledge, 
  Mechanical, Nature, Stamina, and Strength. 
  Beneath each base skill on your character sheet 
  are additional skills that are related to it. For 
  instance, Agility will help determine the skills of 
  Dodge, Jump, Quickness, and Stealth as explained 
  later. Once your character is created, all skills are 
  treated exactly the same. 
  Base Skills
  Base Skills
  Base Skills
  Base Skills    
  Base skills are explained briefly below. You'll 
  find a more detailed description of all skills in 
  Chapter 6: Skills. 
   
  Agility indicates your character's balance, grace, 
  and physical flexibility. It's used when walking 
  a tightrope or dancing. 
  Alertness indicates how well your character 
  notices things. An especially alert character 
  may hear a far away bird-call, or see a ship on 
  the distant horizon. 
  Charm is your character's appearance, charisma, 
  manners, and style. It's the impression he 
  makes on others. 
  Cunning measures how devious, inventive and sly 
  your character is. It's necessary when plotting 
  to overthrow the king, or tricking your guards 
  into giving you the keys to the jail cell. 
  Dexterity rates your character's ability to work 
  with his hands. It's used when tying or untying 
  knots, juggling, catching, and sewing. 
  Fate measures your character's luck and destiny. It 
  shows whether he was born under a lucky star, 
  or an ill-fated comet. 
  Intelligence is your character's swiftness of 
  thought and ability to figure things out. It is 
  also 
  your 
  character's 
  understanding 
  of 
  mathematics, science, and logic. 
  Knowledge shows how much your character has 
  learned in a variety of fields. Your character's 
  background 
  will 
  influence 
  the 
  type 
  of 
  knowledge she has. 
  Mechanical covers your character's mechanical 
  aptitude. It's used to understand and operate 
  machines and other devices. 
  Nature 
  indicates 
  how 
  well 
  your 
  character 
  understands and interacts with nature. It's 
  your character's ability to predict tomorrow's 
  weather, or cope with living in the wilderness. 
  Stamina is your character's health, endurance, and 
  ability to withstand adverse condition. A 
  character with high Stamina can better resist 
  illness, and travel longer without rest. 
  Strength measures your character's brawn. When 
  your character wants to lift a heavy object, 
  smash 
  a 
  door, 
  carry 
  an 
  unconscious 
  companion, or perform any other strenuous 
  feat, he will use Strength. 
  Calculating Base Skills
  Calculating Base Skills
  Calculating Base Skills
  Calculating Base Skills    
  The racial descriptions in this chapter show the 
  base skills for each race. To each starting skill for 
  your race, add the roll of a six-sided die to create 
  the score for your character. Record the totals on 
  your character sheet next to the appropriate base 
  skill. This is called rolling a character. With twelve 
  base skills, the element of luck averages out. It's 
  almost impossible for two characters to be 
  identical. 
  
  Chapter 2: Character Races 
  10 
  Player’s Primer 
  10 
  Example: Mike decides to play a dwarf 
  character. He finds that his dwarf's Agility is 2 + d6. 
  Mike rolls a six-sided die and rolls a 5. Since 2+5=7, 
  Mike writes 7 next to Agility on his character sheet. 
  Like most dwarves, his character is not very agile. 
  Mike now moves to Alertness, and repeats this 
  procedure for each of his base skills. 
  Specialties
  Specialties
  Specialties
  Specialties    
  Specialties further establish a character. A 
  specialty is a skill a character is especially good at. 
  For instance, dwarves prefer to fight with axes and 
  maces, they like to live in underground cities, they 
  have superb business sense, and they're good at 
  repairing things. A dwarf character will have all of 
  these tendencies. These natural traits are known as 
  specialties, and they are given in the descriptions 
  later in this chapter. 
  A specialty equals the base skill above it on the 
  character sheet. Fill in the values of your specialties 
  on your character sheet. Everything that is not a 
  specialty equals half the base skill above it, rounded 
  down. Except spells-they are equal to zero. Don't fill 
  in the non-specialties yet. You will be gaining other 
  specialties throughout the character creation 
  process. 
  Example: Mike finds that dwarves have the 
  following specialties: Caves, Business, Hafted, and 
  Repair. His dwarf's Caves skill equals his Nature of 
  7. His Business equals his Intelligence of 13, his 
  Hafted skill equals his Strength of 10, and his Repair 
  skill equals his Mechanical of 16. Mike writes these 
  values down on his character sheet next to the 
  appropriate skills. 
  Other Characteristics 
  Age
  Age
  Age
  Age    
  Each race has its own method for calculating 
  age, based upon the character's Intelligence and 
  Knowledge. Although some races live longer than 
  others, all mature at the same rate. Even though 
  elves may live for hundreds of years, they reach 
  maturity just as quickly as humans. Thus, a twenty 
  year old elf is as fully developed as a human of 
  equal age. 
  Since player characters are assumed to be just 
  starting their careers, they all begin at a fairly young 
  age. Note your character's age on your character 
  sheet in the space provided on the back of your 
  character sheet. 
  Example: Mike's dwarf has an Intelligence of 
  13 and a Knowledge of 15 for a total of 28. A dwarf's 
  age equals Intelligence + Knowledge - 7 years, so 
  Mike's dwarf is 21 years old.  
  Night Vision
  Night Vision
  Night Vision
  Night Vision    
  Nocturnal or subterranean races can see better 
  than others at night or in low light situations, an 
  ability called "night vision." Night vision does not 
  allow a character to see in total darkness. In a pitch 
  black room, even a character with night vision 
  would be blind. 
  There's a place on the front of your character 
  sheet to note whether your character has night 
  vision. 
  Racial Ability
  Racial Ability
  Racial Ability
  Racial Ability    
  Each race has its own special ability. This is 
  something which only members of that race can do. 
  Note your character's special ability and uses per 
  day on the front of your character sheet. 
  Uses per day indicates the number of times a 
  character can try to use her special ability in a game 
  day. A failed attempt counts as a use, even though it 
  has no effect. 
  Effects details how the character uses his 
  special ability during play. For now, don't spend too 
  much time trying to figure out how the special 
  abilities work, or what "(Passable vs Agility)" 
  means. These notations are explained in Chapter 8: 
  How To Play. 
  Description
  Description
  Description
  Description    
  The racial descriptions in this chapter explain 
  the race's appearance, personality, and culture. The 
  thumbnail sketches presented here apply to the 
  races in general. Individuals can be totally different 
  from these stereotypes. Not all barbarians are 
  morose, nor all goblins mischievous. You have the 
  final decision on how you will play your character. 
  
  Chapter 2: Character Races 
  11 
  Player’s Primer 
  11 
  He
  He
  He
  Height
  ight
  ight
  ight    
  Each race has its own Height, Weight & Family 
  Background table. This is actually three tables in 
  one. It allows you to easily generate important 
  statistics about your character. 
  To determine your character's height, roll a six-
  sided die, add your character's Strength, and 
  consult the height section of the Height, Weight & 
  Family Background table for your race. It will tell 
  you your character's height relative to an average 
  sized human. The Actual Height table gives a more 
  detailed breakdown of character heights.  
  Actual Height Table 
  Height
  Height
  Height
  Height    
      
  Actual Height
  Actual Height
  Actual Height
  Actual Height    
  Tiny 
   
  Under 4' tall 
  Very Short 
  4' + d6" 
  Short 
   
  4'6" + d6" 
  Average  
  5' + 2d" 
  Tall 
   
  6' + d6" 
  Very Tall 
  6'6" + d6" 
  Enormous  
  7' + d6" 
  Weight
  Weight
  Weight
  Weight    
  To determine your character's weight, roll 
  another six-sided die and add your character's 
  Stamina. The weight section of the Height, Weight & 
  Family Background table will tell you your 
  character's build as compared to his height. Thus, a 
  very short character who is heavy might actually 
  weigh less than a very tall character who is thin. 
  Example: Mike's dwarf has a Strength of 10. He 
  rolls a 3 for his height. The Height table for dwarves 
  shows his character is Very Short (between four 
  and four and a half feet tall). The dwarf has a 
  Stamina of 13, and Mike rolls a 1 for his character's 
  weight. A 14 on the Weight table for dwarfs means 
  his character is thin.  
  Family Background
  Family Background
  Family Background
  Family Background    
  Your character's family history will influence 
  his training and wealth. To determine the 
  profession of your character's parents, roll a six-
  sided die and add your character's Fate, then 
  consult the background section of the Height, 
  Weight & Family Background table. 
  If you want to be from a background that's not 
  listed on the table, talk to your referee about it. You 
  might be able to convince him that dear old dad was 
  a professional dragon tamer, and by god, it's in your 
  blood!  
  Note your family background on the back of 
  your character sheet. The table also shows the 
  bronze you receive for having that background. 
  Bronze pieces are the base unit of money in the 
  world of Legendary Lives. A dollar sign ($) is used in 
  this game to denote a bronze piece. Write your 
  bronze down in the Treasure section of your 
  character sheet. You'll be using it later to buy your 
  character's starting equipment. 
  Your character's background will give him or 
  her two additional specialties. These skills equal the 
  base attributes listed above them on your character 
  sheet. The background table for your race also 
  shows how many free specialties your character 
  receives. Later, you'll place these free specialties 
  wherever you want. For now, just keep a tally of 
  how many you have accrued at the top of your 
  character sheet or on a piece of scratch paper. 
  Example: Mike's dwarf has a Fate of 8. To this, 
  he adds the roll of a six-sided die. He rolls a 4 + 8 = 
  12. A twelve on the background table for dwarfs 
  indicates his character comes from a family of 
  engineers. Mike notes this on his character sheet. 
  He also notes that his dwarf has $410 bronze pieces 
  to buy starting equipment. 
  Because he came from a family of engineers, 
  the dwarf receives Build and Siege as specialties. 
  They are made equal to his Mechanical of 16. He 
  also receives 4 free specialties which Mike will pick 
  later. For now, he makes a note at the top of his 
  character sheet that he has four free specialities.  
  What's Next? 
  Now that you have determined the racial 
  background of your character, turn to Chapter 3: 
  Character Types to learn more about his profession. 
  
  Chapter 2: Character Races 
  12 
  Player’s Primer 
  12 
  Avian 
  Agility       11 + d6 
  Alertness     13 + d6 
  Charm         12 + d6 
  Cunning        3 + d6 
  Dexterity      9 + d6 
  Fate           8 + d6 
  Intelligence  10 + d6 
  Knowledge      2 + d6 
  Mechancial     4 + d6 
  Nature         5 + d6 
  Stamina        6 + d6 
  Strength       7 + d6 
   
  Specialties: Crossbow, Dodge, Quickness, Search 
  Age: Intelligence + Knowledge + 2 years 
  Night Vision: No 
  Racial Ability: Fly 
  Uses per day: Five 
  Effects: An avian can fly for (Passable vs Stamina) x 
  10 minutes per use. They need 10 feet on each side 
  to fly. Their best speed while flying is 30 miles per 
  hour. They can't cast spells while flying, and they 
  are at -1 column with weapons. Their Defense is at 
  +4 because flying targets are harder to hit, provided 
  they have room to maneuver. When flying, avians 
  must halve their carrying capacity, and they can 
  only wear Strength - 10 points of Armor. 
  Description
  Description
  Description
  Description    
  Avians (also known as "Sky Children") are 
  endowed with fully functional wings. Completely 
  humanoid in all other respects, avians distance 
  themselves from ground-dwellers by living high in 
  the mountains, or along the treacherous sea coast. 
  Legend has it that they were once without wings, 
  but a powerful spell-user cursed them for having 
  voices more lovely than his daughters. Blekar, the 
  sorcerer, would have transformed all the avians 
  into birds, except their leader beseeched the sun 
  god Ler to save them. Blekar's evil plans were 
  thwarted, and his curse only half succeeded. 
  Because of this special favor from the sun god, 
  avians consider themselves to be the children of 
  Ler, and quite superior to other beings. 
  The wings, skin and hair of the avians range 
  from white to dark brown. Their feathered wings 
  are the same color as their flowing hair. They are 
  slim, with thin, aristocratic features. Avians wearing 
  cloaks to cover their wings may successfully 
  disguise themselves as ground-dwellers. Their 
  movements are nervous and abrupt when on the 
  ground, for they are only truly comfortable when in 
  flight. 
  Avians do not like being underground or 
  confined in any way, and will become irrational if 
  they feel trapped. Most avians seem to have trouble 
  concentrating on one thing for any length of time. 
  Rather than overcome adversity through hard 
  work, they are more likely to go on to something 
  new. 
  Avians live in close-knit groups controlled by a 
  very strict pecking order. This hierarchy is 
  established each year at an avian gathering known 
  as the "Cloud Climb." All Avians take wing and fly 
  toward their "father," the sun. The higher an avian 
  flies the greater his status will be during the 
  following year. Underlings may challenge their 
  superiors in one-on-one flights. If the challenger 
  wins, his rank rises to a level directly above that of 
  his opponent. If the challenger loses, he loses all 
  rank and rights until the next Cloud Climb. He may 
  make no further challenges until he has regained his 
  rank. To make things worse, his opponent has a 
  right to claim all his property. 
  Avians have virtually no social structure. Those 
  with high status are obligated to protect and 
  nurture the clan, but in return they have complete 
  control over the rest of the group. In fact, a high 
  ranking avian may banish a lower caste avian for no 
  reason at all. However, the banished avian may try 
  to reestablish himself at the next Cloud Climb, or 
  endeavor to join another avian group. Because of 
  this strict caste system, avians generally stick to 
  their own community, only mingling with others of 
  their race at the annual Cloud Climb.  
  Avians love music, singing and story-telling, 
  but because they are somewhat flighty, they have 
  developed no written history, and only a few strong 
  traditions have been established. Out-cast avians 
  sometimes find employment with ground-dwellers 
  as messengers, lookouts, trackers or traveling show 
  attractions, but they are usually unhappy in such 
  
  Chapter 2: Character Races 
  13 
  Player’s Primer 
  13 
  circumstances. An avian is only truly content when 
  he is with his own people, flying to the sun. 
  Common Names: Flutter, Farflight, Nester, 
  Brighteyes, Peck, Whistle, Singer, Wingwild, Polly, 
  Nightwing. 
  Avian Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       9         Very Short 
      10         Very Short 
      11         Very Short 
      12         Short 
      13         Short 
      14         Short 
      15         Average 
      16         Average 
      17         Average 
      18         Tall 
      19         Tall 
  Avian Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       8         Very Thin 
       9         Very Thin 
      10         Very Thin 
      11         Very Thin 
      12         Thin 
      13         Thin 
      14         Thin 
      15         Average 
      16         Average 
      17         Average 
      18         Heavy 
   
  Avian Family Background 
  Fate+d6   Background      Bron
  Fate+d6   Background      Bron
  Fate+d6   Background      Bron
  Fate+d6   Background      Bronze  Free  Specalties
  ze  Free  Specalties
  ze  Free  Specalties
  ze  Free  Specalties    
    10      Gatherer          $10     8   Plants, Forage 
    11      Fisher            $10     8   Swim, Quickness 
    12      Hunter            $10     8   Forage, Track 
    13      Weaver           $110     7   Build, Business 
    14      Scout            $110     7   Stealth, Direction 
    15      Messenger        $110     7   Languages, Memory 
    16      Entertainer      $210     6   Entertain, Mimic 
    17      Story-teller     $210     6   Legends, Memory 
    18      Craftsman        $210     6   Build, Artistry 
    19      Herbalist        $310     5   Plants, Medical 
    20      Voice of Ler     $310     5   *Air Mastery, Customs 
  
  Chapter 2: Character Races 
  14 
  Player’s Primer 
  14 
  Barbarian 
  Agility        8 + d6 
  Alertness     11 + d6 
  Charm          5 + d6 
  Cunning        9 + d6 
  Dexterity      7 + d6 
  Fate           2 + d6 
  Intelligence   3 + d6 
  Knowledge      6 + d6 
  Mechanical     4 + d6 
  Nature        10 + d6 
  Stamina       12 + d6 
  Strength      13 + d6 
   
  Specialties: Bully, Climb, Hafted, Brawling 
  Age: Intelligence + Knowledge + 5 years 
  Night Vision: No 
  Racial Ability: Berserk 
  Uses per day: Four 
  Effects: A barbarian can go berserk for (Passable vs 
  Stamina) x 2 minutes. While berserk, the barbarian 
  gets +1 column on all attacks. However, the 
  barbarian must attempt an attack each turn. If no 
  foes are in the local area, the barbarian must attack 
  the nearest friend. If the barbarian is alone or 
  knocked unconscious, the berserk state ends. A 
  berserk barbarian can attempt to snap out of his 
  berserk state early by rolling Good or better on his 
  Will. 
  Description
  Description
  Description
  Description    
  Large and dull-witted, the barbarian fancies 
  himself a king amongst men. All he needs is to win 
  himself a crown. 
  Barbarians are born in the snowy mountains to 
  the far north. They are almost always the last 
  survivor of a clan that has been wiped out before 
  their eyes. The barbarian swears vengeance on 
  those that did it, but first he must find them. And 
  that can take years. 
  Barbarians are a rough, crude people who take 
  pride in strength and stamina above all else. They 
  distrust magic (and magic users) and will not use 
  magical items. They are often superstitious and will 
  refuse to do something if they feel it is "bad luck." 
  They are easily offended and trust no one outside 
  their immediate family. However, if you can prove 
  to a barbarian that you are worthy of his friendship, 
  he will be loyal to you for life. Be forewarned-a 
  barbarian who feels that you've betrayed him 
  (whether you have or not) is extremely dangerous! 
  In fact, all barbarians are extremely dangerous. 
  Barbarians find true happiness only when they 
  are in battle. Both male and female barbarians are 
  loud, boisterous folk, who are mysteriously 
  overtaken by a strange moroseness at times. This is 
  sometimes exacerbated by strong drink. In this 
  state the barbarian may go utterly berserk, 
  attacking both friends, enemies and innocent 
  bystanders until his blood lust is satisfied. 
  On the other hand, the barbarian may fall into a 
  dull stupor that can last up to 24 hours. 
  Some barbarian tribes live together in small 
  towns, but most barbarians live in isolated clans. 
  Usually, a clan will build a long, low lodge where all 
  the family members dwell. Each clan has a totem 
  animal 
  (like 
  a 
  bear), 
  that 
  symbolizes 
  the 
  community. A shaman acts as healer and clan 
  advisor, while the best fighters and hunters act as a 
  clan council. 
  Common Names: Lars, Brunhilde, Velda, Bear-
  breath, Gunnar, Hammerhand, Kyrak, Erikki. 
  
  Chapter 2: Character Races 
  15 
  Player’s Primer 
  15 
  Barbarian Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      15         Average 
      16         Average 
      17         Average 
      18         Tall 
      19         Tall 
      20         Tall 
      21         Very Tall 
      22         Very Tall 
      23         Very Tall 
      24         Barbarian 
      25         Enormous 
  Barbarian Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      14         Thin 
      15         Average 
      16         Average 
      17         Average 
      18         Heavy 
      19         Heavy 
      20         Heavy 
      21         Very Heavy 
      22         Very Heavy 
      23         Very Heavy 
      24         Very Heavy 
   
  Barbarian Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     4      Farmer            $10     8   Plants, Forage 
     5      Herder            $10     8   Track, Tame 
     6      Fisher            $10     8   Forage, Swim 
     7      Trapper          $110     7   Track, Traps 
     8      Hunter           $110     7   Stealth, Run 
     9      Warrior          $110     7   Bow, Flexible 
    10      Story-teller     $210     6   Entertain, Legends 
    11      Weapon Maker     $210     6   Build, Repair 
    12      Shaman           $210     6   Plants, Medical 
    13      Councilor        $310     5   Customs, Empathy 
    14      Tribal Leader    $310     5   Sword, Preach
  
  Chapter 2: Character Races 
  16 
  Player’s Primer 
  16 
  Brownie 
  Agility        9 + d6 
  Alertness     12 + d6 
  Charm         13 + d6 
  Cunning       11 + d6 
  Dexterity      4 + d6 
  Fate           7 + d6 
  Intelligence   6 + d6 
  Knowledge      5 + d6 
  Mechanical    10 + d6 
  Nature         8 + d6 
  Stamina        3 + d6 
  Strength       2 + d6 
   
  Specialties: Conceal, Entertain, Listen, Sincerity 
  Age: Intelligence + Knowledge + 3 years 
  Night Vision: No 
  Racial Ability: Friends 
  Uses per day: Three 
  Effects: By acting cute, a brownie can beguile a foe 
  into thinking he is harmless. A beguiled foe will not 
  injure the brownie, instead he will think of the 
  brownie as a friend or favorite pet. This may 
  backfire, with the foe thinking the brownie is so 
  cute that he must try to capture him. The 
  beguilement lasts (Passable vs Charm) hours or 
  until the brownie abuses his friendship. 
  Description
  Description
  Description
  Description    
  Brownies are usually no larger than three feet 
  tall. They have short brown hair all over their 
  bodies, big noses and goofy-looking faces. Brownies 
  are good-natured creatures who love rich food, silly 
  stories and childish songs. They favor earthy colors 
  and simple jewelry. Curious and inquisitive, they 
  are sometimes mischievous, and are inclined to 
  practical jokes. Brownies truly enjoy the company 
  of others, and are notorious gossips. If you need to 
  know the latest rumors, ask a brownie. 
  Brownies live in the hills and plains. They favor 
  small towns made up of burrows and rock-walled 
  huts. Matters of importance are decided by a 
  council of adult brownies known for their wisdom 
  (such as it is). 
  Hill folk dislike brownies because they often 
  build their homes in prime grazing land. In some 
  areas, this dispute has caused serious altercations 
  between the two peoples. 
  Some brownies live with humans. Many are 
  employed as jesters or minstrels while others are 
  kept as slaves and pets. In any case, they are usually 
  content so long as they are well-fed and in the 
  company of others. 
  Most people regard brownies as cute little 
  children, but brownies are not nearly as simple and 
  child-like as they appear. A few make excellent 
  spies because of their good memories and sharp 
  wits. On the other hand, their innate talkativeness 
  might cause them to spill the beans! 
  Common Names: Pibble, Dart, Sweetums, Jiffy, 
  Max, Shorty, Delighta, Chubby, Jo-Jo. 
  
  Chapter 2: Character Races 
  17 
  Player’s Primer 
  17 
  Brownie Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       4         Tiny 
       5         Tiny 
       6         Tiny 
       7         Tiny 
       8         Tiny 
       9         Tiny 
      10         Very Short 
      11         Very Short 
      12         Very Short 
      13         Very Short 
      14         Short 
  Brownie Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       5         Thin 
       6         Average 
       7         Average 
       8         Average 
       9         Heavy 
      10         Heavy 
      11         Heavy 
      12         Very Heavy 
      13         Very Heavy 
      14         Very Heavy 
      15         Very Heavy 
   
  Brownie Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     9      Pet               $10     8   Filch, Intuition 
    10      Servant           $10     8   Lie, Run 
    11      Cook              $10     8   Poison, Business 
    12      Farmer           $110     7   Plants, Forage 
    13      Herder           $110     7   Tame, Ride 
    14      Entertainer      $110     7   Disguise, Mimic 
    15      Gardener         $210     6   Plants, Poison 
    16      Craftsman        $210     6   Build, Artistry 
    17      Guildsman        $210     6   Business, Repair 
    18      Merchant         $310     5   Business, Bargain 
    19      Mayor            $310     5   Customs, Preach 
  
  Chapter 2: Character Races 
  18 
  Player’s Primer 
  18 
  Bush Person 
  Agility       13 + d6 
  Alertness     12 + d6 
  Charm          6 + d6 
  Cunning        4 + d6 
  Dexterity      8 + d6 
  Fate           7 + d6 
  Intelligence   2 + d6 
  Knowledge      5 + d6 
  Mechanical     3 + d6 
  Nature        11 + d6 
  Stamina        9 + d6 
  Strength      10 + d6 
   
  Specialties: Forage, Plants, Stealth, Track 
  Age: Intelligence + Knowledge + 7 years 
  Night Vision: No 
  Racial Ability: Animal Vision 
  Uses per day: Four 
  Effects: For (Passable vs Nature) x 4 minutes, the 
  bush person can see through the senses of the 
  target animal. When first used, the animal must be 
  within missile range. The bush person can control 
  where the animal goes, but cannot force it to attack 
  or perform any unnatural action. 
  Description
  Description
  Description
  Description    
  Bush people live in the hot, southern lands. 
  They are easily recognized by their brown skin and 
  black, curly hair, worn shoulder-length or longer by 
  both sexes. Bush people live in large communities in 
  the brush. Their huts of mud and wattle are often 
  shared by large, extended families. In fact, the bush 
  people consider themselves to be one big family. 
  They stick to themselves, and ignore the doings of 
  other races. They are generally peaceful and non-
  aggressive unless they feel threatened or provoked. 
  Because the bush people live in such a warm 
  climate, they wear little clothing. Their hands and 
  feet are well-calloused, for they must hunt and 
  forage for food day by day. Bush people paint 
  themselves with swirls of color extracted from 
  berries; the colors seem to twist and distort the 
  bush person's image, making him hard to see. Even 
  though the bush people use only primitive weapons, 
  they are renowned trackers and hunters. 
  The bush people have a simple social structure 
  common to most tribal people. The oldest male 
  member is considered the leader, followed by the 
  shaman (male or female) and then the best hunters. 
  Bush people believe that animals are their 
  spirit guides. A bush person will not eat the meat of 
  his guide animal nor will he ever keep one as a pet. 
  In fact, bush people have no pets other than dogs 
  and chameleon-like, giant lizards. 
  Bush people respect all life, and are remarkably 
  gentle folk. 
  Common Names: Cho, Alana, Zizi, Bel, Gan, 
  Taka, Leoo, Sarr, Kee, Falla, Mon. 
  
  Chapter 2: Character Races 
  19 
  Player’s Primer 
  19 
  Bush Person Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      12         Short 
      13         Short 
      14         Average 
      15         Average 
      16         Average 
      17         Tall 
      18         Tall 
      19         Tall 
      20         Very Tall 
      21         Very Tall 
      22         Enormous 
  Bush Person Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      11         Very Thin 
      12         Very Thin 
      13         Thin 
      14         Thin 
      15         Average 
      16         Average 
      17         Average 
      18         Heavy 
      19         Heavy 
      20         Very Heavy 
      21         Very Heavy 
   
  Bush Person Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     9      Gatherer          $10     8   Direction, Search 
    10      Weaver            $10     8   Build, Bargain 
    11      Herder            $10     8   Tame, Ride 
    12      Fisher           $110     7   Boating, Swim 
    13      Warrior          $110     7   Pole Arm, Bow 
    14      Hunter           $110     7   Bow, Run 
    15      Leather Worker   $210     6   Build, Will 
    16      Guide            $210     6   Direction, Languages 
    17      Toolmaker        $210     6   Build, Repair 
    18      Shaman           $310     5   Preach, Legends 
    19      Tribal Leader    $310     5   *Plant Mastery, Bully 
  
  Chapter 2: Character Races 
  20 
  Player’s Primer 
  20 
  Corsair 
  Agility       12 + d6 
  Alertness      7 + d6 
  Charm         10 + d6 
  Cunning        8 + d6 
  Dexterity     11 + d6 
  Fate           3 + d6 
  Intelligence   5 + d6 
  Knowledge      4 + d6 
  Mechanical    13 + d6 
  Nature         2 + d6 
  Stamina        6 + d6 
  Strength       9 + d6 
   
  Specialties: Boating, Climb, Contacts, Swim 
  Age: Intelligence + Knowledge + 5 years 
  Night Vision: No 
  Racial Ability: Monkey Climb 
  Uses per day: Four 
  Effects: The corsair can climb (Feeble vs Climb) x 
  50' at an incredible speed, scaling almost any 
  surface in just a few minutes. This is possible even 
  while carrying something in one hand or when 
  fighting with a one-handed weapon. 
  Description
  Description
  Description
  Description    
  Yo-ho-ho and a bottle of rum! Corsairs are a 
  motley race of people who have wholly embraced 
  the pirate ethic. Their creed is simply this: Eat, 
  drink and be merry! To a corsair, there is no 
  tomorrow, so why worry? Corsairs are adept at 
  leading a moment-to-moment existence; they find it 
  exhilarating. 
  They 
  particularly 
  enjoy 
  fleeting 
  pleasures: drinking, gambling, dueling, etc., and 
  many of them have a sweetheart in every port. In 
  fact, most corsairs support several families (in 
  different towns) but never actually settle down in 
  one place. They are happiest when they are at sea. 
  Corsair villages are all coastal towns, many of 
  them found on islands near popular trading routes. 
  These islands are protected by natural coral reefs or 
  clever mechanical devices that the corsairs have 
  invented to discourage unwanted guests. These 
  cities are some of the most beautiful in the world, 
  having been financed by the loot of fat merchant 
  ships. 
  Corsairs make their living in other ways 
  besides pirating. Some work as coastal guides and 
  mercenaries; others are known for their inventive 
  abilities and many have great skill in sword and 
  knife-making. However, a corsair will only take on 
  such a job if it is exciting or the pay is extremely 
  lucrative. Corsair women often become mainland 
  traders, selling stolen goods back to their rightful 
  owners for a profit. Yet no corsair will deal in 
  slavery. The concept is abhorrent to their way of 
  life. Likewise, corsairs hate galley ships which are 
  usually powered by slaves. They will only sail on a 
  ship powered by the wind. 
  Corsairs are often plagued by viking raiders 
  who constantly pillage their small villages. They 
  strike when the wind is calm, and flee in their 
  galleys with their booty of treasure and slaves. The 
  fleet galleys are also the main threat to the corsair 
  ships, especially when the wind is still. 
  Corsairs are most readily recognized by their 
  colorful shirts, scarves and hats. They are 
  somewhat gypsy-like in coloring, but there are a 
  few fair-haired corsairs to be found (with a healthy 
  tan-corsairs love the sun). Nearly every corsair 
  (including women) carry a beautiful bladed 
  weapon, usually a knife. Gold and silver earrings 
  and finger rings are also commonly worn by both 
  sexes. 
  Corsairs have a very loose social structure. In 
  fact, because most active pirates are men, the 
  women generally run the villages. They train the 
  youth until they are ready to serve on a ship, 
  protect the town (corsair women are excellent 
  fighters) and repair battered ships. Corsairs are 
  considered outlaws by most other races, but they 
  do not see themselves as criminal. They honestly 
  don't understand why their way of life is 
  condemned by others. 
  Common Names: Errol, Dash, Zarabelle, Rigger, 
  Matey, Lucretia, Davey, Flynn, Blackbeard, Oceania, 
  Hooke. 
  
  Chapter 2: Character Races 
  21 
  Player’s Primer 
  21 
  Corsair Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      11         Very Short 
      12         Very Short 
      13         Short 
      14         Short 
      15         Average 
      16         Average 
      17         Average 
      18         Tall 
      19         Tall 
      20         Very Tall 
      21         Very Tall 
  Corsair Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       8         Very Thin 
       9         Very Thin 
      10         Thin 
      11         Thin 
      12         Average 
      13         Average 
      14         Average 
      15         Heavy 
      16         Heavy 
      17         Very Heavy 
      18         Very Heavy 
   
  Corsair Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     5      Drunk             $10     8   Lie, Conceal 
     6      Fisher           $110     7   Forage, Quickness 
     7      Entertainer      $110     7   Entertain, Disguises 
     8      Mercenary        $210     6   Sword, Brawling 
     9      Sailor           $210     6   Bully, Direction 
    10      Pirate           $310     5   Sword, Languages 
    11      Inventor         $310     5   Build, Repair 
    12      Fence            $410     4   Bargain, Lie 
    13      Boat Maker       $410     4   Build, Repair 
    14      Merchant         $510     3   Bargain, Business 
    15      Town Leader      $610     2   Customs, Preach 
  
  Chapter 2: Character Races 
  22 
  Player’s Primer 
  22 
  Draconian 
  Agility        3 + d6 
  Alertness      4 + d6 
  Charm          2 + d6 
  Cunning        8 + d6 
  Dexterity      5 + d6 
  Fate          12 + d6 
  Intelligence  13 + d6 
  Knowledge      9 + d6 
  Mechanical    10 + d6 
  Nature         6 + d6 
  Stamina        7 + d6 
  Strength      11 + d6 
   
  Specialties: Aim, Arcane Lore, Bully, Literacy 
  Age: Intelligence + Knowledge -8 years 
  Night Vision: No 
  Racial Ability: Breathe Fire 
  Uses per day: Three 
  Effects: The draconian's fiery breath does Aim 
  damage to up to three characters within melee 
  range. The targets must be in front of the draconian. 
  Description
  Description
  Description
  Description    
  Draconians are a fearful race of dragon-like 
  people. They are completely hairless, with a tough 
  layer of green or gray scales. They have long, 
  spindly arms and legs (they walk upright) and a 
  thick, heavy tail. One of their most frightening 
  features is their ability to flex the excess flesh in 
  their necks. The skin rises into a hood, making the 
  draconian appear twice as large as he really is. They 
  use this ability to intimidate other creatures, which 
  explains why draconians are specialists at bullying. 
  Draconians wear little clothing, typically 
  leather halters studded with precious metals. They 
  are cold blooded, and during cold winters they will 
  hibernate. 
  Draconians are powerful magic users. Strong 
  evidence indicates that they require human 
  sacrifices 
  for 
  their 
  rituals, 
  something 
  that 
  draconians neither deny nor confirm. At any rate, 
  other races stay far away from them. Draconians 
  find their homes in caves and fetid swamps.  
  Draconian social structure is made up of an all 
  powerful god-king, his retinue of apprentices, and 
  their vassals. Every three years, a grand festival is 
  held in the capital warrens. The draconians and 
  their king participate in mysterious rituals, and at 
  the climax of the festival, the god-king selects a new 
  apprentice from the best of the sorcerers. 
  It is from his many apprentices that the god-
  king chooses his successor. The successor is known 
  as the King's Chosen. When the god-king dies, the 
  King's Chosen will take his place. Over the last few 
  generations, the god-king has usually found his own 
  son or daughter to be worthy of this honor. 
  Most draconians are unemotional and cold-
  hearted. Their only passion is magic and they will 
  do anything to achieve greatness in this field, even if 
  it means years of tedious study. Draconians rarely 
  teach their legends and magical skills to those 
  outside their race, but occasionally you will find a 
  draconian apprenticed to a magic user of a different 
  race. 
  There are many reasons why a draconian will 
  leave his people. Some draconians leave to seek 
  new knowledge. Others leave because they believe 
  their god-king is corrupt. Still others disagree with 
  the rituals performed by their brothers, and leave 
  the swamp cities to seek other methods of 
  spellcraft. 
  All draconians have sharp fangs and claws. In 
  unarmed combat, they do normal damage instead of 
  subduing damage. 
  Common Names: Chomper, Snarl, Gulper, 
  Vulga, Worm, Deviatte, Sneerjaw, Clawser. 
  
  Chapter 2: Character Races 
  23 
  Player’s Primer 
  23 
  Draconian Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      13         Average 
      14         Average 
      15         Average 
      16         Tall 
      17         Tall 
      18         Very Tall 
      19         Very Tall 
      20         Very Tall 
      21         Enormous 
      22         Enormous 
      23         Enormous 
  Draconian Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       9         Very Thin 
      10         Very Thin 
      11         Thin 
      12         Thin 
      13         Average 
      14         Average 
      15         Average 
      16         Heavy 
      17         Heavy 
      18         Very Heavy 
      19         Very Heavy 
   
  Draconian Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
    14      Farmer            $10     8   Plants, Tame 
    15      Fisher           $110     7   Forage, Swim 
    16      Hunter           $110     7   Bow, Stealth 
    17      Herbalist        $210     6   Plants, Poison 
    18      Warrior          $210     6   Sword, Brawling 
    19      Craftsman        $310     5   Build, Bargain 
    20      Merchant         $310     5   Bargain, Business 
    21      Slaver           $410     4   Flexible, Customs 
    22      Priest           $410     4   Theology, Legends 
    23      Alchemist        $510     3   Poison, *Transmute 
    24      Conjurer         $610     2   *Conjure, *Fire Mastery 
  
  Chapter 2: Character Races 
  24 
  Player’s Primer 
  24 
  Dwarf 
  Agility        2 + d6 
  Alertness      6 + d6 
  Charm          5 + d6 
  Cunning        7 + d6 
  Dexterity      9 + d6 
  Fate           3 + d6 
  Intelligence  11 + d6 
  Knowledge     10 + d6 
  Mechanical    13 + d6 
  Nature         4 + d6 
  Stamina       12 + d6 
  Strength       8 + d6 
   
  Specialties: Business, Caves, Hafted, Repair 
  Age: Intelligence + Knowledge -7 years 
  Night Vision: Yes 
  Racial Ability: Smell Treasure 
  Uses per day: Four 
  Effects: A dwarf's nose can lead him to the largest 
  treasure within one mile. Each use of the ability 
  lasts for (Passable vs Alertness) x 3 minutes. 
  Treasures include gems, precious metals, and other 
  valuables. Magic items are only detected if they are 
  made of precious materials. 
  Description
  Description
  Description
  Description    
  Dwarves 
  are 
  a 
  numerous 
  race 
  found 
  throughout the lands. They are short, stocky and 
  rugged; mature dwarves wear beards, sometimes 
  dyed with garish colors that match the bright 
  primary colors of their garb. They have a fondness 
  for long, pointed hoods (which make them look 
  taller, and more formidable). 
  The dwarven society is divided into two 
  segments; those of high birth who espouse the 
  virtues of community spirit and hard work, and 
  those of low social rank who actually do the work. 
  Dwarves live in vast underground cities with the 
  common dwarves living closest to the surface, and 
  the Dwarf King and his inner circle live deep inside 
  the earth. Having never been touched by the sun, 
  the skin of royal dwarves is an alabaster-white. 
  Their eyes tend to be sensitive to sunlight, making it 
  difficult for them to see when outside on sunny 
  days. 
  The noble dwarves try to keep their social 
  circle tightly closed. They have a secret language, a 
  secret handshake and secret arts of making fine 
  jewelry and weaponry. All this elitism serves to 
  separate the noble craftsmen from the commoners. 
  It is the noble dwarves who benefit from the wealth 
  of the earth. They are a happy and contented lot 
  who believe that commerce, manufacturing and 
  honorable work is the goal of every dwarf-provided 
  the hard labor is done by the commoners. The job of 
  the nobles is to profit by their rank. They throw 
  lavish parties for each other and invest huge 
  amounts of treasure into the creation and 
  acquisition of finely crafted art objects. A noble 
  dwarf will proudly spend a fortune for a knickknack 
  to display on his mantel. And what's more, his 
  associates will be quite jealous until they get 
  something even more lavish. 
  Dwarf caves are plastered with signs, placed 
  there by the nobility: Be a team player! Find 
  fulfillment and satisfaction in your career! Be 
  successful, or be a drag on productivity! They're 
  designed to encourage the lower class to continue 
  slaving for the benefit of the wealthy dwarves. 
  Incredibly, it works. Although they have nothing to 
  look forward to except a short, grim existence, most 
  common dwarves seem to accept their lot in life. 
  They 
  believe 
  their 
  self 
  worth 
  is 
  directly 
  proportional to how much they produce. 
  Of course, there have been dwarf rebellions in 
  the past, but these have been quickly suppressed by 
  the king. Even so, nearly every dwarven city has an 
  underground movement designed to overthrow the 
  nobility. 
  It's easy to tell a noble dwarf from a common 
  dwarf. The commoners are frequently hunchbacked 
  (from years of hard labor), filthy-bearded, and short 
  tempered. The nobles have silky beards, straight 
  backs, and a finely developed sense of honor, which, 
  unfortunately, does not encompass the common 
  dwarf. 
  Dwarves think all goblins are thieves, and all 
  hobs are buffoons. Many centuries ago, the hobs 
  lived underground in vast, complex caverns. The 
  dwarves tunneled into these huge caverns by 
  accident, and thus began a war that lasted many 
  years. The hobs were driven to the surface, their 
  ancestral homes taken over by the dwarves. In the 
  process, they became the butt of many a dwarf joke. 
  
  Chapter 2: Character Races 
  25 
  Player’s Primer 
  25 
  Dwarves think of hobs as comical figures, not 
  worthy of respect. 
  Common Names: Dumple, Stuanch, Eartha, 
  Dolin, Rondo, Frieda, Rocky, Digger, Goldetta, 
  Silverbeard. 
  Dwarf Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      10         Tiny 
      11         Tiny 
      12         Tiny 
      13         Very Short 
      14         Very Short 
      15         Very Short 
      16         Very Short 
      17         Very Short 
      18         Short 
      19         Short 
      20         Short 
   
   
   
  Dwarf Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      14         Thin 
      15         Average 
      16         Average 
      17         Average 
      18         Heavy 
      19         Heavy 
      20         Heavy 
      21         Very Heavy 
      22         Very Heavy 
      23         Very Heavy 
      24         Very Heavy 
   
  Dwarf Family Background 
  FFFFate+d6   Background      Bronze  Free  Specalties
  ate+d6   Background      Bronze  Free  Specalties
  ate+d6   Background      Bronze  Free  Specalties
  ate+d6   Background      Bronze  Free  Specalties    
     5      Derelict          $10     8   Contacts, Lie 
     6      Laborer          $110     7   Will, Filch 
     7      Foreman          $110     7   Build, Bully 
     8      Tinker           $210     6   Build, Bargain 
     9      Craftsman        $210     6   Build, Artistry 
    10      Merchant         $310     5   Bargain, Customs 
    11      Constable        $310     5   Customs, Brawling 
    12      Engineer         $410     4   Build, Siege 
    13      Banker           $410     4   Business, Customs 
    14      Gentry           $510     3   Customs, Literacy 
    15      Noble            $610     2   Bargain, *Earth Mastery 
  
  Chapter 2: Character Races 
  26 
  Player’s Primer 
  26 
  Easterling 
  Agility        5 + d6 
  Alertness      7 + d6 
  Charm          8 + d6 
  Cunning       10 + d6 
  Dexterity      6 + d6 
  Fate          11 + d6 
  Intelligence  13 + d6 
  Knowledge     12 + d6 
  Mechanical     9 + d6 
  Nature         2 + d6 
  Stamina        4 + d6 
  Strength       3 + d6 
   
  Specialties: Legends, Literacy, Poison, Theology 
  Age: Intelligence + Knowledge -11 years 
  Night Vision: No 
  Racial Ability: Psychometry 
  Uses per day: Two 
  Effects: By touching an object and concentrating, an 
  easterling will have a vision regarding who used the 
  item last, where and when it was made, what it was 
  used for, and what happened around it that was 
  emotionally important. To do this, the easterling 
  must make a Passable Knowledge roll. How well he 
  makes the roll determines how much information is 
  gained. 
  Description
  Description
  Description
  Description    
  Easterlings are found (of course) in the eastern 
  regions, generally in the mountains and a few 
  coastal towns. Easterlings are usually short, with 
  black hair and eyes. Their skin is tea-colored and 
  they wear bright silks and cotton robes. They 
  believe themselves to be the most sophisticated of 
  all the races. They are skilled inventors, and have 
  created many labor-saving devices unknown to the 
  rest of the world. They stock-pile books, scrolls and 
  magic items in their vast libraries and museums. 
  Easterlings value knowledge above all things. 
  Their society educates the poorest member by 
  public-supported schools and traveling teachers. 
  Every easterling strives to reach godhood, and this 
  can only be done through meditation and mystic 
  knowledge. They seek to leave their bodies and 
  become creatures of pure thought. They believe that 
  only Sing Po and his grandson Li have ever achieved 
  this state. Although they lived over a thousand 
  years ago, they are still worshiped. It is believed 
  that one who is properly attuned to Sing Po or Li 
  can perform miracles. The goal of all easterlings is 
  to join Sing Po and Li. 
  Easterlings 
  are 
  ruled 
  by 
  a 
  group 
  of 
  philosophers known as The Great Circle. Anyone 
  may 
  become 
  a 
  philosopher/statesman 
  by 
  journeying to the capital city of Liu and appearing 
  before the circle. If you can answer three questions 
  posed by them, you automatically achieve equal 
  status. Be forewarned: you must swear to justly rule 
  over the land of the easterlings for the rest of your 
  life. If you betray your duties you will be put to 
  death. A "small circle" is found in every town, but a 
  member is allowed to retire whenever he or she 
  wishes.  
  While easterlings are not a war-loving people, 
  they do have a swift and terrible sense of justice. 
  Death is a common penalty for even the pettiest of 
  crimes. Because of this, the land of the easterlings is 
  nearly crime-free.  
  Easterlings love the finer things in life: jewelry, 
  food, music, etc., and so they interact with many 
  other races in the course of trade. They have strong 
  ties with the corsairs for this reason. They do not 
  encourage other races to visit their lands, but their 
  border towns are usually great melting pots. While 
  most easterlings stay close to home, others roam 
  the world looking for wise men and women to act as 
  their mentors. However, many easterlings view 
  other races as little better then animals; their 
  arrogance has been known to cause hard feelings. 
  Common Names: Shin, Li, Kiku, Mu Tan, Suzu, 
  Jiro, Subuko, Liang, Chi. 
  
  Chapter 2: Character Races 
  27 
  Player’s Primer 
  27 
  Easterling Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       5         Very Short 
       6         Very Short 
       7         Short 
       8         Short 
       9         Short 
      10         Average 
      11         Average 
      12         Average 
      13         Tall 
      14         Tall 
      15         Tall 
  Easterling Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       6         Very Thin 
       7         Very Thin 
       8         Thin 
       9         Thin 
      10         Average 
      11         Average 
      12         Average 
      13         Heavy 
      14         Heavy 
      15         Very Heavy 
      16         Very Heavy 
   
  Easterling Family Background 
  Fate+d6   Background      
  Fate+d6   Background      
  Fate+d6   Background      
  Fate+d6   Background      Bronze  Free  Specalties
  Bronze  Free  Specalties
  Bronze  Free  Specalties
  Bronze  Free  Specalties    
    13      Farmer            $10     8   Plants, Forage 
    14      Herder           $110     7   Tame, Track 
    15      Scribe           $110     7   Memory, Forgery 
    16      Curator          $210     6   Contacts, Interrogate 
    17      Inventor         $210     6   Build, Repair 
    18      Craftsman        $310     5   Artistry, Business 
    19      Teacher          $310     5   Preach, Languages 
    20      Scientist        $410     4   Medical, Interrogate 
    21      Diplomat         $410     4   Languages, Customs 
    22      Philosopher      $510     3   Sanity, Interrogate 
    23      Enchanter        $610     2   Arcane Lore, *Enchant 
  
  Chapter 2: Character Races 
  28 
  Player’s Primer 
  28 
  Elf 
  Agility        9 + d6 
  Alertness      6 + d6 
  Charm         13 + d6 
  Cunning        3 + d6 
  Dexterity     11 + d6 
  Fate          10 + d6 
  Intelligence   8 + d6 
  Knowledge      7 + d6 
  Mechanical     2 + d6 
  Nature        12 + d6 
  Stamina        4 + d6 
  Strength       5 + d6 
   
  Specialties: Bow, Plants, Quickness, Stealth 
  Age: Intelligence + Knowledge -1 years 
  Night Vision: Yes 
  Racial Ability: Speed 
  Uses per day: Three 
  Effects: For (Passable vs Agility) minutes, an elf 
  receives two actions per turn, allowing him to 
  attack twice as often as other characters. 
  Description
  Description
  Description
  Description    
  Elves are slim, graceful folk with pale skin, 
  blond hair and blue eyes. They live in elven 
  communities inside the hollowed out trunks of huge 
  trees or amongst the branches of enchanted forests. 
  Elves are only truly comfortable in the forest. Open 
  skies makes them uncomfortable and being 
  underground is virtually unbearable. Their lives 
  center around nature, especially plants. They 
  usually wear green clothing, and humans find them 
  hard to see when in their native habitat. 
  Elves believe that everything contains a 
  conscious spirit, not just people and animals, but 
  trees and stones as well. Their respect for life 
  extends to that of trees and even some inanimate 
  objects. 
  Yet elves can be ferocious warriors. They have 
  a keen eye with a bow, and favor ambushes from 
  the shelter of trees. 
  Elves are ruled by an Elf Queen, a title that is 
  passed to the eldest daughter after the queen 
  retires. Elves are closely related to firbolgs and 
  sidhe, and are more distantly related to spriggans. 
  As a group, these races are known as the elf kin, or 
  fairie folk. 
  Elves are innately magical, yet many of them 
  are not actually magic users. They are a restless 
  folk, and highly curious even though they are shy of 
  others. Elves usually travel quite a bit, but they try 
  to join their families for the mid-summer festival of 
  the elves. 
  Elves love song and dance, and they also enjoy 
  story-telling. Most are vegetarians, and sometimes 
  tend orchards of their own. They are not skilled 
  merchants, but they like to create little wooden 
  knickknacks to give to their friends and family. 
  Many of the knickknacks are useless, for their value 
  is in the sentiment that goes with them. 
  Many elves (as well as most firbolgs and some 
  sidhe) are members of the Seelie Court, meaning 
  "The Court of the Blessed Ones." Members of the 
  Seelie Court will not harm one another unless in 
  danger or in retribution for a past wrong. An elf 
  who violates the rules of the Seelie Court will be 
  punished by his own kind. 
  An elf who has lived a long and full life will, one 
  evening, strip himself of all worldly goods except a 
  rough tunic and sandals, and go into the woods 
  never to be seen again. These dying elves, it is said, 
  are journeying to the secret burial ground of the 
  elves. There they will breathe their last in peace and 
  be taken by their ancestors into the blessed forests 
  that await them. Only an elf near death knows the 
  way to the elven graveyard. They never tell anyone 
  where they are going, and no one has ever been able 
  to follow an elf who is on his way to the burial 
  ground. 
  This is fortunate for the elves, for it is rumored 
  that the bones of elves are valuable in the 
  researching and casting of spells. The burial ground 
  could very well hold a fortune in elf bones. 
  Common Names: Silver, Arrowswift, Daphne, 
  Sylvania, Breezy, Cosmo, Dawn, Brightstar. 
  
  Chapter 2: Character Races 
  29 
  Player’s Primer 
  29 
  Elf Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       7         Very Short 
       8         Very Short 
       9         Short 
      10         Short 
      11         Average 
      12         Average 
      13         Average 
      14         Tall 
      15         Tall 
      16         Very Tall 
      17         Very Tall 
  Elf Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       6         Very Thin 
       7         Very Thin 
       8         Very Thin 
       9         Very Thin 
      10         Thin 
      11         Thin 
      12         Thin 
      13         Average 
      14         Average 
      15         Average 
      16         Heavy 
   
  Elf Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
    12      Gatherer          $10     8   Forage, Search 
    13      Farmer           $110     7   Tame, Pole Arm 
    14      Innkeeper        $110     7   Business, Languages 
    15      Story-teller     $210     6   Legends, Entertain 
    16      Merchant         $210     6   Business, Customs 
    17      Craftsman        $310     5   Artistry, Bargain 
    18      Animal Trainer   $310     5   Tame, Ride 
    19      Artist           $410     4   Intuition, Artistry 
    20      Herbalist        $410     4   Poison, Medical 
    21      Councillor       $510     3   Empathy, Customs 
    22      Noble            $610     2   *Plant Mastery, Literacy 
  
  Chapter 2: Character Races 
  30 
  Player’s Primer 
  30 
  Elfin 
  Agility       13 + d6 
  Alertness     11 + d6 
  Charm          7 + d6 
  Cunning        4 + d6 
  Dexterity     10 + d6 
  Fate           5 + d6 
  Intelligence  12 + d6 
  Knowledge      8 + d6 
  Mechanical     9 + d6 
  Nature         2 + d6 
  Stamina        3 + d6 
  Strength       6 + d6 
   
  Specialties: Empathy, Memory, Jump, Stealth 
  Age: Intelligence + Knowledge -6 years 
  Night Vision: No 
  Racial Ability: True Sight 
  Uses per day: Two 
  Effects: For (Passable vs Alertness) x 2 minutes, 
  darkness is penetrated, illusions are unveiled, magic 
  items glow, and auras of good and evil intentions 
  are seen. This power will not allow the elfin to see 
  through solids, around corners, and so on. How well 
  the 
  elfin 
  makes 
  his 
  rolls 
  determines 
  the 
  effectiveness of his true sight. 
  Description
  Description
  Description
  Description    
  A child born from the union of a human and an 
  elf kin is known as an elfin. They are very rare, for 
  few fairie folk will mate with a human. Elfin are 
  indistinguishable from humans except that their 
  skin is very pale and faintly translucent. For this 
  reason, some elfin are mistaken for human albinos 
  (and vice versa). 
  Elfin are raised solely by their human parent (if 
  they were raised by their fairie parent, they grow 
  up to be elves in every way). On occasion, the fairie 
  parent will visit the child, but usually the elfin child 
  knows little of his true heritage. An elfin may find 
  that he is looked upon as evil because of his mixed 
  parentage. Many elfin are poorly treated; some of 
  them are beaten, deliberately crippled or even 
  killed. 
  The fairie folk treat the elfin with curiosity and 
  a touch of animosity. Although they will let an elfin 
  live in their community for a short while, they will 
  ultimately encourage the elfin to live where the 
  fairie folk believe he belongs: with other humans. 
  Elfin can see and sense things that humans 
  cannot. Most elfin find this ability hard to live with, 
  and they end up leading vicious, self-destructive 
  lives. Many of them die at a young age; others 
  simply disappear, without warning. The few elfin 
  that are well-treated in their youth tend to become 
  sympathetic champions of the underdog. They learn 
  to live with their true sight abilities and use them 
  wisely. The few that achieve this wisdom often 
  become the finest artists or philosophers in their 
  communities. 
  More than anything, elfin seek acceptance. For 
  this reason, they make steadfast friends (although 
  they may view an initial gesture of friendship with 
  suspicion).  
  Elfin are clearly more human than elven. They 
  are comfortable outside of the forest, do not fear 
  being underground and their tastes in food and 
  clothing are very human. On the other hand, they 
  have the same respect for life and nature possessed 
  by their elf kin cousins. 
  Common Names: Bob, Albert, Amy, David, 
  Jason, Rebecca. 
  
  Chapter 2: Character Races 
  31 
  Player’s Primer 
  31 
  Elfin Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       8         Very Short 
       9         Very Short 
      10         Short 
      11         Short 
      12         Average 
      13         Average 
      14         Average 
      15         Tall 
      16         Tall 
      17         Very Tall 
      18         Very Tall 
  Elfin Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       5         Very Thin 
       6         Very Thin 
       7         Thin 
       8         Thin 
       9         Average 
      10         Average 
      11         Average 
      12         Heavy 
      13         Heavy 
      14         Very Heavy 
      15         Very Heavy 
   
  Elfin Family Background 
  Fate+d6   
  Fate+d6   
  Fate+d6   
  Fate+d6   Background      Bronze  Free  Specalties
  Background      Bronze  Free  Specalties
  Background      Bronze  Free  Specalties
  Background      Bronze  Free  Specalties    
     7      Beggar            $10     8   Sincerity, Lie 
     8      Hermit            $10     8   Forage, Caves 
     9      Criminal          $10     8   Filch, Contacts 
    10      Laborer          $110     7   Will, Build 
    11      Clerk            $110     7   Customs, Literacy 
    12      Merchant         $110     7   Business, Bargain 
    13      Scribe           $210     6   Literacy, Legends 
    14      Craftsman        $210     6   Build, Repair 
    15      Philosopher      $210     6   Theology, Preach 
    16      Artist           $310     5   Intuition, Artistry 
    17      Sage             $310     5   Memory, Legends 
  
  Chapter 2: Character Races 
  32 
  Player’s Primer 
  32 
  Entomolian 
  Agility       12 + d6 
  Alertness      8 + d6 
  Charm          2 + d6 
  Cunning        3 + d6 
  Dexterity      4 + d6 
  Fate           6 + d6 
  Intelligence   9 + d6 
  Knowledge      5 + d6 
  Mechanical    10 + d6 
  Nature         7 + d6 
  Stamina       11 + d6 
  Strength      13 + d6 
   
  Specialties: Dodge, Jump, Sword, Will 
  Age: Intelligence + Knowledge + 0 years 
  Night Vision: No 
  Racial Ability: Leaping 
  Uses per day: Four 
  Effects: Entomolians can leap up to (Feeble vs 
  Jump) x 10 feet and attack in mid-leap at +1 column. 
  Description
  Description
  Description
  Description    
  Entomolians are fantastic creatures that look 
  like giant insects. They have tiny heads, barrel-like 
  chests, and chitinous skin. Entomolians are human-
  sized, walk on two legs, have two arms, and no 
  wings. 
  The life style of the entomolian is similar to 
  that of many insects. They live inside nest villages 
  located under huge mounds of earth. The mother of 
  all is the great queen. The entire society devotes 
  itself to her and her children. Royal nursemaids 
  feed the queen and her larvae. Sexless warriors 
  prowl the surrounding countryside, seeking food 
  for the nest. Male drones live a life of luxury, their 
  sole duty being to fertilize the queen's eggs. 
  To an entomolian, the propagation of the 
  species is of utmost importance, and a dead drone is 
  normally given to the larvae to feed upon. In fact, 
  while entomolians do not actively hunt their own 
  kind as food, they see nothing wrong with 
  cannibalism as a means of survival. A war party will 
  not take provisions along; instead, the warriors will 
  feast upon the dead. 
  Entomolians have a hive mentality. They will 
  go to incredible lengths to serve and protect the 
  members of their nest. An entomolian separated 
  from his birth nest will often adopt companions 
  (even of different races) as "nest mates;" his 
  feelings of loyalty and sacrifice will transfer totally 
  to them, and he will behave accordingly. These 
  intense feelings may make an entomolian paranoid 
  and belligerent; it is unwise to threaten an 
  entomolian, but it is pure folly to threaten his nest 
  mates.  
  Every nest has its own buzzing song, called the 
  Song of the Nest. Because it is difficult to distinguish 
  one entomolian from another, entomolians will sing 
  this song in battle, and by this song know their 
  friends from their foes. Because the song slowly 
  changes over time, an entomolian who has been 
  separated from his nest for a few years will not be 
  recognized, and might be attacked as an enemy. 
  Entomolians may be separated from their hive 
  while hunting, during a war, or they may leave on 
  their own. While entomolians have an intense 
  loyalty to their hive, they do have a consciousness 
  all their own. A few leave their hive simply to see 
  what lies beyond. 
  Common Names: Klik-it, L'm-l'm, Flirtik, 
  G'zzab, J'rbl, Zeeb'lum. 
  
  Chapter 2: Character Races 
  33 
  Player’s Primer 
  33 
  Entomolian Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      15         Average 
      16         Average 
      17         Average 
      18         Tall 
      19         Tall 
      20         Very Tall 
      21         Very Tall 
      22         Very Tall 
      23         Enormous 
      24         Enormous 
      25         Enormous 
  Entomolian Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      13         Very Thin 
      14         Very Thin 
      15         Thin 
      16         Thin 
      17         Average 
      18         Average 
      19         Average 
      20         Heavy 
      21         Heavy 
      22         Very Heavy 
      23         Very Heavy 
   
  Entomolian Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     8      Tunneler          $10     8   Caves, Siege 
     9      Worker            $10     8   Repair, Mimic 
    10      Gatherer          $10     8   Forage, Direction 
    11      Herder           $110     7   Tame, Quickness 
    12      Hunter           $110     7   Crossbow, Track 
    13      Soldier          $110     7   Aim, Run 
    14      Scout            $210     6   Track, Stealth 
    15      Slaver           $210     6   Bully, Bargain 
    16      Toolmaker        $210     6   Traps, Repair 
    17      Guard            $310     5   Crossbow, Bully 
    18      Nursemaid        $310     5   Will, Medical 
  
  Chapter 2: Character Races 
  34 
  Player’s Primer 
  34 
  Feral 
  Agility       10 + d6 
  Alertness     11 + d6 
  Charm          4 + d6 
  Cunning        7 + d6 
  Dexterity      8 + d6 
  Fate           6 + d6 
  Intelligence   3 + d6 
  Knowledge      2 + d6 
  Mechanical     5 + d6 
  Nature        13 + d6 
  Stamina       12 + d6 
  Strength       9 + d6 
   
  Specialties: Intuition, Listen, Plants, Quickness 
  Age: Intelligence + Knowledge + 9 years 
  Night Vision: No 
  Racial Ability: Howl 
  Uses per day: Two 
  Effects: A feral's wild upbringing results in the loss 
  of their natural racial ability. Instead, they gain the 
  ability to howl. A feral's howl paralyzes one target 
  in the local area for (target's Strength vs feral's 
  Strength) minutes. 
  Description
  Description
  Description
  Description    
  These are children that have been raised to 
  adolescence by wolves, bears, badgers, or other 
  wild animals. At some point, they are restored to 
  civilization. Ferals are not a true race, and in fact 
  they come from many different races. 
  Occasionally a baby or young child is either 
  accidentally or deliberately abandoned in the 
  wilderness. Perhaps the family can no longer 
  support the child, or maybe the child simply 
  wanders away from its parents and becomes lost. 
  Some children are purposefully abandoned as 
  sacrifices to the nature spirits, or because their 
  parents were killed, or because they have some 
  kind of deformity. 
  Though most children die under these 
  circumstances, a few are accepted into the families 
  of wild animals. A bear who has just lost her cubs 
  may adopt a human child for her own. A she-wolf, 
  for some inexplicable reason, may nurture a lost 
  baby rather than devour it. No one knows why. 
  Perhaps it is a sense of motherhood that spans all 
  boundaries of species. Such children become ferals. 
  Ferals are captured and reintroduced to 
  civilization between the ages of six and fourteen. 
  Most ferals resist the change with bestial ferocity. 
  Their wild heritage makes them stooped, their 
  hands calloused from years of loping on all fours, 
  and their teeth and fingernails long and sharp. 
  When first captured, ferals spend hours pacing 
  swiftly back and forth on all fours, growling and 
  howling with anger and fear. They will eat only raw 
  meat and drink only water. However, with care and 
  training the feral will learn to speak, walk, wear 
  clothing, and accept his life as a human. Yet they 
  will never lose the memory of their years with the 
  animals. 
  Ferals retain many animal traits. They are 
  particularly sensitive to smells, and seem to use 
  their noses more than their eyes. Some can smell 
  water, animals, fear and even danger, and they track 
  by smell rather than sight. They do not speak much, 
  and when they do their voices are rough-as though 
  unaccustomed to forming human sounds. All ferals 
  have an innate mistrust for mechanical things. They 
  prefer 
  to 
  wear 
  simple 
  clothing 
  and 
  are 
  uncomfortable inside any building. They feel much 
  safer in the wilderness, and are awkward in social 
  situations. Ferals often make blunders in etiquette 
  at embarrassing moments. 
  Ferals assume the culture and beliefs of their 
  adopted society. Their background roll will 
  determine the race that adopts them. Please read 
  the appropriate racial section for more information. 
  Common Names: As for adopted race. 
  Original Race: Roll 2d6 on the following table 
  to determine a feral's original race. 
  
  Chapter 2: Character Races 
  35 
  Player’s Primer 
  35 
  Feral Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      11         Very Short 
      12         Very Short 
      13         Short 
      14         Short 
      15         Average 
      16         Average 
      17         Average 
      18         Tall 
      19         Tall 
      20         Very Tall 
      21         Very Tall 
  Feral Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      14         Very Thin 
      15         Very Thin 
      16         Thin 
      17         Thin 
      18         Average 
      19         Average 
      20         Average 
      21         Heavy 
      22         Heavy 
      23         Very Heavy 
      24         Very Heavy 
   
   
   
   
   
   
   
   
   
  Feral Race 
  2d6  Original Race
  2d6  Original Race
  2d6  Original Race
  2d6  Original Race    
   2   Netherman 
   3   Easterling 
   4   Elf 
   5   Elfin 
   6   Hill folk 
   7   Forester 
   8   Gypsy 
   9   Nomad 
  10   Barbarian 
  11   Bush person 
  12   Viking 
   
  Feral Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     8      Bush People       $10     8   Forage, Track 
     9      Netherman         $10     8   Arcane Lore, Caves 
    10      Wolfling          $10     8   Track, Direction 
    11      Barbarian        $110     7   Hafted, Bully 
    12      Viking           $110     7   Boating, Will 
    13      Gypsy            $110     7   Legends, Arcane Lore 
    14      Forester         $210     6   Forage, Tame 
    15      Hill Folk        $210     6   Ride, Wagoning 
    16      Firbolg          $210     6   Customs, Preach 
    17      Nomad            $310     5   Languages, Bargain 
    18      Easterling       $310     5   Literacy, Legends 
  
  Chapter 2: Character Races 
  36 
  Player’s Primer 
  36 
  Firbolg (fir-vu-log) 
  Agility        5 + d6 
  Alertness      3 + d6 
  Charm         11 + d6 
  Cunning        2 + d6 
  Dexterity      6 + d6 
  Fate          12 + d6 
  Intelligence  10 + d6 
  Knowledge     13 + d6 
  Mechanical     4 + d6 
  Nature         8 + d6 
  Stamina        7 + d6 
  Strength       9 + d6 
   
  Specialties: Customs, Legends, Preach, Sincerity 
  Age: Intelligence + Knowledge -9 years 
  Night Vision: Yes 
  Racial Ability: Far Sight 
  Uses per day: Two 
  Effects: By concentrating on an area, a firbolg can 
  see what is going on there, even if it's up to ten 
  miles away. Or, the firbolg may specify an object he 
  has touched within the past day and see what is 
  currently happening around it. If he has an item that 
  was touched by someone in the past day, he may 
  focus on the location of that person provided he 
  knows who that person is. In any case, the firbolg 
  may also choose to hear what is going on instead of 
  seeing. He may do both but his roll is at -1 column. 
  Each use lasts (Passable vs Fate) minutes. How well 
  the roll is made determines the amount of 
  information gained. 
  Description
  Description
  Description
  Description    
  Firbolgs are the most rugged of the Seelie 
  Court, and the most dedicated to the service of that 
  high cause. They are stockier and their skin is 
  darker than other elf kin. Many of them are 
  mistaken for humans. Firbolgs have no homeland; 
  instead they can be found traveling throughout the 
  land, alone or in small groups. They enjoy the 
  intrigue of city life and often travel along trade 
  routes.  
  Firbolgs are the guardians of the fairie interests 
  in the world. In ancient times, they were warriors, 
  dedicated to fighting any evil that threatened the 
  Seelie Court. In these more peaceful times, they use 
  their night vision to prowl around in the dark, 
  keeping an eye on world affairs. They often meddle 
  in the politics of others, giving a push here and a 
  pull there to make world politics go in the direction 
  desired by the Seelie Court. They like to go on 
  dangerous quests and are quick to join a cause. But 
  watch out, they'll try to convince you to go too! 
  Firbolgs are painfully sincere and earnest. They 
  truly believe if everyone lived according to their 
  moral values, the world would be a better place. 
  Firbolgs meet occasionally with the Seelie 
  Court to discuss the doings of the other races, but 
  primarily they meet amongst themselves to share 
  information, rumors and other important tidbits. 
  They prefer to meet under large willow trees, so 
  that their plans will be hidden under the shroud of 
  branches. Sometimes they will plot together, but 
  due to their low cunning, the more firbolgs involved 
  in a scheme, the more likely it will go wrong. For 
  this reason they prefer to work alone or with non-
  firbolgs. 
  Firbolgs dress plainly and modestly in browns, 
  grays and other dull colors. They wear no jewelry 
  and are generally uninterested in the arts, although 
  they love a good story. Firbolgs are rather 
  puritanical in thought and deed. They avoid 
  drinking, gambling and other popular pleasures, 
  unless they are "undercover." They look upon the 
  other fairie folk as child-like and silly, and take 
  great pride in their positions as Guardians. Other elf 
  kin think they're old stick-in-the-muds, but are 
  grateful for their service. 
  Firbolgs do not sleep; instead they meditate for 
  approximately two hours a day. Their dreams are 
  powerful and visionary, and often when a firbolg 
  awakens, he'll have a bright idea for a new mission. 
  Common Names: Ernest, Faith, Blanden, 
  Walker, Seeker, Virtue, Modesta. 
  
  Chapter 2: Character Races 
  37 
  Player’s Primer 
  37 
  Firbolg Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      11         Short 
      12         Short 
      13         Average 
      14         Average 
      15         Average 
      16         Tall 
      17         Tall 
      18         Tall 
      19         Very Tall 
      20         Very Tall 
      21         Enormous 
  Firbolg Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       9         Very Thin 
      10         Very Thin 
      11         Thin 
      12         Thin 
      13         Average 
      14         Average 
      15         Average 
      16         Heavy 
      17         Heavy 
      18         Very Heavy 
      19         Very Heavy 
   
  Firbolg Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
    14      Snitch            $10     8   Bargain, Contacts 
    15      Activist         $110     7   Literacy, Interrogate 
    16      Clerk            $110     7   Memory, Business 
    17      Interpreter      $210     6   Languages, Empathy 
    18      Guide            $210     6   Forage, Track 
    19      Constable        $310     5   Ride, Brawling 
    20      Spy              $310     5   Stealth, Mimic 
    21      Lawyer           $410     4   Interrogate, Literacy 
    22      Judge            $410     4   Languages, Intuition 
    23      Knight           $510     3   Sword, Ride 
    24      Noble            $610     2   *Protection, Literacy 
  
  Chapter 2: Character Races 
  38 
  Player’s Primer 
  38 
  Forester 
  Agility        6 + d6 
  Alertness      8 + d6 
  Charm         11 + d6 
  Cunning        2 + d6 
  Dexterity      7 + d6 
  Fate           4 + d6 
  Intelligence   5 + d6 
  Knowledge      3 + d6 
  Mechanical     9 + d6 
  Nature        13 + d6 
  Stamina       10 + d6 
  Strength      12 + d6 
   
  Specialties: Direction, Forage, Plants, Tame 
  Age: Intelligence + Knowledge + 6 years 
  Night Vision: No 
  Racial Ability: Summon Animal 
  Uses per day: Three 
  Effects: By giving a highly realistic animal call, a 
  forester may summon a woodland to fight in his 
  defense. The creature arrives immediately. A 
  forester may summon a bear, cougar, or wolf. The 
  type of animal determines how long it will fight for 
  the forester, and its combat abilities. The forester 
  player rolls the animal's attacks, and when the 
  animal is attacked, the player rolls the its Defense. 
  Animals may take one light, medium, heavy, and 
  critical wound. Do not roll hit location on animals. 
  Bear: Stays (Passable vs Nature) minutes. Attack of 
  15, Defense of 20. 
  Cougar: Stays (Passable vs Nature) x 2 minutes. 
  Attack of 15, Defense of 15. 
  Wolf: Stays (Passable vs Nature) x 10 minutes. 
  Attack of 8, Defense of 10. 
  Description
  Description
  Description
  Description    
  Foresters 
  are 
  a 
  human 
  race 
  that 
  live 
  throughout the forest and mountain lands. They 
  wear heavy furs and the men grow wild, thick 
  beards. They make their living by hunting, trapping, 
  and logging. They have few group settlements; 
  instead they live with their families in secluded 
  cabins. Foresters are a private people who live 
  according to their individual desires. Each forester 
  takes care of his own family, and stays out of his 
  neighbors' business. 
  Foresters are generous with their friends and 
  forgiving of their enemies, but they are mistrustful 
  of strangers. People wandering into their territory 
  may find themselves threatened or thrown out. 
  The people of the woods have strong 
  traditions, and are suspicious of new ideas and 
  innovative ways of doing things. People preaching 
  new concepts are not welcomed by foresters. They 
  will either be politely ignored, or driven away. 
  Foresters are most comfortable surrounded by 
  trees, and they know the woods so well that they 
  never seem to get lost in their own forest. Unlike 
  some races, they do not live in harmony with wild 
  animals. Foresters enjoy hunting for sport as well as 
  food. Quite a few of them tame woodland creatures 
  and keep them as pets. 
  Foresters utilize the wild lands to the fullest, 
  oblivious to the respect that other races feel toward 
  nature. While not malicious, they are unmindful of 
  the delicate balance and natural beauty of the 
  woods. They think of the forest as a resource to be 
  used as needed. They cannot imagine that it will 
  ever be used up entirely. Elves don't like foresters 
  for this reason, and will use their magic to drive 
  them from their homelands. Foresters regard elves 
  as petty tyrants who selfishly horde prime 
  timberland. 
  Common Names: Judd, Grizzly, McCoy, Joe-Bob, 
  Woody, Buttercup, Mary-Sue, Seth, Zachary. 
  
  Chapter 2: Character Races 
  39 
  Player’s Primer 
  39 
  Forester Height 
  Strength+d6  
  Strength+d6  
  Strength+d6  
  Strength+d6  Height
  Height
  Height
  Height    
      14         Very Short 
      15         Very Short 
      16         Short 
      17         Short 
      18         Average 
      19         Average 
      20         Average 
      21         Tall 
      22         Tall 
      23         Very Tall 
      24         Very Tall 
  Forester Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      12         Very Thin 
      13         Very Thin 
      14         Thin 
      15         Thin 
      16         Average 
      17         Average 
      18         Average 
      19         Heavy 
      20         Heavy 
      21         Very Heavy 
      22         Very Heavy 
   
  Forester Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     6      Farmer            $10     8   Pole Arm, Build 
     7      Poacher           $10     8   Track, Bow 
     8      Fisher            $10     8   Boating, Swim 
     9      Hunter           $110     7   Track, Stealth 
    10      Trapper          $110     7   Traps, Track 
    11      Logger           $110     7   Build, Hafted 
    12      Guide            $210     6   Languages, Track 
    13      Tanner           $210     6   Bargain, Business 
    14      Craftsman        $210     6   Build, Repair 
    15      Herbalist        $310     5   Legends, Medical 
    16      Innkeeper        $310     5   Business, Customs 
  
  Chapter 2: Character Races 
  40 
  Player’s Primer 
  40 
  Goblin 
  Agility       10 + d6 
  Alertness     11 + d6 
  Charm          2 + d6 
  Cunning       12 + d6 
  Dexterity     13 + d6 
  Fate           9 + d6 
  Intelligence   7 + d6 
  Knowledge      8 + d6 
  Mechanical     6 + d6 
  Nature         4 + d6 
  Stamina        3 + d6 
  Strength       5 + d6 
   
  Specialties: Lie, Filch, Forgery, Search 
  Age: Intelligence + Knowledge -1 years 
  Night Vision: Yes 
  Racial Ability: Darkness 
  Uses per day: Three 
  Effects: Goblins can conjure a shadowy darkness in 
  the local area that lasts for (Passable vs Cunning) x 
  2 minutes. During this time, all light sources inside 
  the area are reduced to dull spots of red that give 
  off no illumination, and light sources outside the 
  area have no effect on the darkness. The goblin gets 
  +1 column if creating a smaller area of darkness, 
  say a sphere with a radius of five feet (such a sphere 
  can be created anywhere within the local area). 
  Normally, the shadowy darkness is equivalent to a 
  moonlit night, so it can be penetrated by night 
  vision and even those with normal vision are not 
  completely blinded by its darkness. By taking a -1 
  column penalty on his casting roll, a goblin can 
  create complete darkness which is as black as pitch. 
  Light sources inside the darkness are totally 
  obliterated for the duration of the darkness, and 
  only the goblin who created the darkness can see 
  within it. 
  Description
  Description
  Description
  Description    
  Goblins are small creatures, similar in size to 
  brownies. They are thin with large ears, sparse hair 
  and saucer-like eyes. Goblins have pasty-green 
  flesh, and their toes and fingers are partially 
  webbed. They care little about their appearance, 
  and go about dressed in rags. Since they rarely 
  bathe, a goblin is usually smelled before he is seen. 
  Goblins live in dark alleys and cellars; some of 
  them make their homes in abandoned dwarf mines. 
  Although they seem to thrive in damp, muddy 
  conditions, they favor living with unsuspecting 
  humans. They simply find an unused closet or attic 
  and sleep until nightfall. Then they come out and 
  raid the kitchen for their food and drink. Goblins 
  favor sweet breads and strong liquor, but they will 
  eat nearly anything in a pinch. Goblins are 
  notorious for thinking that others owe them a 
  living. 
  Goblins like to play nasty tricks on their host 
  family. Those with magical abilities are especially 
  adept at causing trouble. Practical jokes are a 
  favorite form of entertainment. The jokes are so 
  clever that often a host will not realize a goblin is 
  living in his home and will attribute his miseries to 
  bad luck. The goblin finds this highly amusing. 
  Since goblins can see as well by night as they 
  can by day, they often travel by moonlight, stealing 
  what they need and disappearing into the darkness. 
  They rarely travel in a group because they tend to 
  argue amongst themselves, making them vulnerable 
  to detection. They prefer to travel alone. Goblins 
  will usually drive off other goblins who encroach 
  upon their territory. The only exception occurs in 
  the winter, when a goblin's mind turns to mating. A 
  lecherous goblin is a dreadful sight indeed! 
  Female goblins will keep their offspring until 
  they are old enough to fend for themselves; 
  however, a noisy or unwanted baby goblin is 
  usually abandoned-or left in the crib of a human 
  baby. 
  Goblins have no society and rarely meet. Their 
  legends tell of a vast territory controlled by a strong 
  Goblin King, but no one seems to know if this 
  kingdom actually existed, or where it might be if it 
  exists today. 
  Common 
  Names: 
  Gibblesnort, 
  Muckenfus, 
  Burper, Stinky, Gutterlump, Messa, Sly, Crassine, 
  Fungessa. 
  
  Chapter 2: Character Races 
  41 
  Player’s Primer 
  41 
  Goblin Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       7         Tiny 
       8         Tiny 
       9         Tiny 
      10         Tiny 
      11         Very Short 
      12         Very Short 
      13         Very Short 
      14         Very Short 
      15         Very Short 
      16         Short 
      17         Short 
  Goblin Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       5         Very Thin 
       6         Very Thin 
       7         Thin 
       8         Thin 
       9         Average 
      10         Average 
      11         Average 
      12         Heavy 
      13         Heavy 
      14         Very Heavy 
      15         Very Heavy 
   
  Goblin Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
    11      Orphan            $10     8   Contacts, Run 
    12      Drunkard          $10     8   Dodge, Conceal 
    13      Beggar            $10     8   Disguise, Empathy 
    14      Janitor          $110     7   Forage, Repair 
    15      Cutpurse         $110     7   Run, Quickness 
    16      Bandit           $110     7   Sword, Ride 
    17      Thief            $210     6   Traps, Stealth 
    18      Burglar          $210     6   Stealth, Unlock 
    19      Merchant         $210     6   Business, Bargain 
    20      Craftsman        $310     5   Build, Artistry 
    21      Sorcerer         $310     5   Arcane Lore, *Shapeshift 
  
  Chapter 2: Character Races 
  42 
  Player’s Primer 
  42 
  Gypsy 
  Agility        7 + d6 
  Alertness      9 + d6 
  Charm          6 + d6 
  Cunning       13 + d6 
  Dexterity     12 + d6 
  Fate          11 + d6 
  Intelligence   3 + d6 
  Knowledge     10 + d6 
  Mechanical     2 + d6 
  Nature         8 + d6 
  Stamina        4 + d6 
  Strength       5 + d6 
   
  Specialties: Arcane Lore, Contacts, Legends, Poison 
  Age: Intelligence + Knowledge + 1 years 
  Night Vision: No 
  Racial Ability: Fortune Tell 
  Uses per day: Three 
  Effects: By reading the target's palm, or by using a 
  tarot deck, a gypsy can answer (Passable vs Fate) 
  questions about the target's past or future. The 
  referee must decide the clarity of the answers 
  depending on how well the roll is made. This skill 
  only works on a willing person. 
  Description
  Description
  Description
  Description    
  Gypsies have dark skin and curly black hair. 
  The men are clean-shaven (though some wear 
  mustaches) and the women wear their hair long 
  and flowing. Gypsies are very proud of their 
  appearance, and wear bright-colored clothing with 
  lots 
  of 
  intricate jewelry. They are natural 
  entertainers and earn their living by traveling from 
  town to town, putting on shows and selling goods. 
  Gypsies rarely settle in one area for long; many 
  cultures consider them thieves and wastrels and 
  drive them away. Some gypsies are thieves; but 
  most make their living honestly, by singing, 
  dancing, 
  fortune-telling 
  and 
  other 
  carnival 
  activities. Some gypsies make and sell leather 
  goods, wood carvings and similar trinkets. Gypsies 
  are great animal trainers as well, and often partake 
  in horse-trading. Nearly every gypsy caravan 
  carries an expert blacksmith and animal doctor 
  with it. 
  Gypsies are very superstitious. Their whole 
  lives are guided by the interpretation of tea leaves, 
  palm-reading and tarot cards. They believe the 
  world is controlled by the spirits of nature. To them, 
  every stone, river, and tree houses a spirit that must 
  not be offended. If affronted, the spirit will curse the 
  transgressor with bad luck until the insult is atoned. 
  Gypsies believe that they were cursed long ago into 
  becoming ceaseless wanderers when one of their 
  people insulted a river spirit. According to legend, 
  the spirit declared that they would all die unless 
  they became like the river, endlessly restless, until 
  the day when the river itself dried up. Having no 
  choice, the gypsies took to the road.  
  Gypsies are governed by spiritualists; people 
  who are believed to be in close contact with the 
  spirit world. While in a trance-like state, they are 
  questioned about matters of importance. Friendly 
  spirits speak through the spiritualist and counsel 
  the gypsies. 
  Common Names: Romney, Zelda, Patrin, 
  Sophia, Zoltan, Dooriya, Lacey, Kem. 
  
  Chapter 2: Character Races 
  43 
  Player’s Primer 
  43 
  Gypsy Height 
  Stren
  Stren
  Stren
  Strength+d6  Height
  gth+d6  Height
  gth+d6  Height
  gth+d6  Height    
       7         Very Short 
       8         Very Short 
       9         Short 
      10         Short 
      11         Average 
      12         Average 
      13         Average 
      14         Tall 
      15         Tall 
      16         Very Tall 
      17         Very Tall 
  Gypsy Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       6         Very Thin 
       7         Very Thin 
       8         Thin 
       9         Thin 
      10         Average 
      11         Average 
      12         Average 
      13         Heavy 
      14         Heavy 
      15         Very Heavy 
      16         Very Heavy 
   
  Gypsy Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
    13      Beggar            $10     8   Lie, Disguise 
    14      Cutpurse          $10     8   Filch, Quickness 
    15      Wheelwright       $10     8   Business, Repair 
    16      Horse Trader     $110     7   Bargain, Ride 
    17      Blacksmith       $110     7   Build, Repair 
    18      Entertainer      $110     7   Entertain, Mimic 
    19      Seer             $210     6   Intuition, Empathy 
    20      Animal Trainer   $210     6   Tame, Ride 
    21      Craftsman        $210     6   Business, Bargain 
    22      Healer           $310     5   Plants, Medical 
    23      Spiritualist     $310     5   *Divination, Intuition 
  
  Chapter 2: Character Races 
  44 
  Player’s Primer 
  44 
  Hill Folk 
  Agility        5 + d6 
  Alertness     11 + d6 
  Charm          7 + d6 
  Cunning        6 + d6 
  Dexterity      8 + d6 
  Fate           4 + d6 
  Intelligence  12 + d6 
  Knowledge      2 + d6 
  Mechanical     3 + d6 
  Nature        13 + d6 
  Stamina       10 + d6 
  Strength       9 + d6 
   
  Specialties: Pole Arm, Ride, Tame, Wagoning 
  Age: Intelligence + Knowledge + 0 years 
  Night Vision: No 
  Racial Ability: Augury 
  Uses per day: Two 
  Effects: Hill folk have a sense of what's going to 
  happen in the near future if a stated course of action 
  is taken. It usually manifests itself as an ache in the 
  joints if something bad is going to happen, or an itch 
  in a strange place if the result is beneficial. If it's 
  neither good nor bad, then nothing much happens 
  at all. The augury is often described as a feeling in 
  the bones. 
  Hill folk can sense (Passable vs Knowledge) x 5 
  minutes into the future. How good the roll is made 
  also determines the amount and accuracy of the 
  information gained. 
  Description
  Description
  Description
  Description    
  Hill folk live in the plains and foothills. They 
  are considered fine merchants and ranchers, 
  experts in the art of raising and selling cattle and 
  other herd animals. 
  Their towns and forts are in the hills. Their 
  forts are made of wood and are the centers of their 
  civilization. Those who live in the fortified towns 
  are the merchants and craftsmen, and do not have 
  much to do with the herds. There are also farmers 
  and fishermen along the rivers. 
  Most hill folk, however, have a herd of cattle. 
  During the spring and summer, they travel with 
  their herds to where the grass is green and the 
  water is sweet. Herders live in covered wagons and 
  tents, in family groups of about a dozen men, 
  women, and children. They are excellent horsemen 
  and virtually live in the saddle, fiercely protecting 
  their herd. When they need goods, they ride into the 
  nearest town and sell off some of their livestock and 
  buy what they require. 
  In the fall, the herders drive their cattle from 
  the hills to the plains. They join their herds together 
  into thundering seas of cattle, driving them to the 
  cities of the other races, where they are sold for 
  slaughter. The herders then return in their covered 
  wagons to the hills to spend the winter. 
  Hill folk have a constant feud with the 
  brownies, as their burrows take up prime farmland 
  and fields that would be better suited for grazing 
  cattle. This is why hill folk like to divert streams 
  into the mouths of brownie burrows, or fill them 
  with dirt. Besides their dislike for brownies, hill folk 
  are otherwise good natured, albeit rowdy.  
  Hill folk favor leather clothing, and carry 
  spears as their primary weapon. They are good 
  craftsmen and fair hunters. Gambling is the favored 
  past time of the hill folk. They seem to have an 
  uncanny ability to sense the near future in terms of 
  good, bad or neutral luck. Because of this talent, 
  they make excellent gamblers and efficient guards. 
  Hill folk are uncomfortable in big cities. They 
  much prefer wide-open spaces. They are led by a 
  military leader called the General. During times of 
  danger, the General will call the hill folk together to 
  defend the common good. But for the most part, the 
  General makes no demands on the people except for 
  some taxes to support the militia and to maintain 
  the forts. Hill folk are generally governed by the 
  head of their family. Those that live in fortresses are 
  under the law of the local sheriff, who is appointed 
  by the General. 
  Common Names: Wyatt, Bill, Zane, Ryder, 
  Hallie, Lucky, Sue, Jeb, Monte, Bert, Daisy, Luke, 
  Clementine. 
  
  Chapter 2: Character Races 
  45 
  Player’s Primer 
  45 
  Hill Folk Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      11         Very Short 
      12         Very Short 
      13         Short 
      14         Short 
      15         Average 
      16         Average 
      17         Average 
      18         Tall 
      19         Tall 
      20         Very Tall 
      21         Very Tall 
  Hill Folk Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      12         Very Thin 
      13         Very Thin 
      14         Thin 
      15         Thin 
      16         Average 
      17         Average 
      18         Average 
      19         Heavy 
      20         Heavy 
      21         Very Heavy 
      22         Very Heavy 
   
  Hill Folk Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     6      Hobo              $10     8   Forage, Lie 
     7      Farmer           $110     7   Plants, Build 
     8      Rustler          $110     7   Stealth, Lie 
     9      Preacher         $210     6   Theology, Preach 
    10      Soldier          $210     6   Sword, Bow 
    11      Herder           $310     5   Direction, Customs 
    12      Rancher          $310     5   Business, Customs 
    13      Blacksmith       $410     4   Build, Repair 
    14      Trail Boss       $410     4   Bully, Medical 
    15      Craftsman        $510     3   Bargain, Build 
    16      Merchant         $610     2   Business, Literacy 
  
  Chapter 2: Character Races 
  46 
  Player’s Primer 
  46 
  Hob 
  Agility        7 + d6 
  Alertness      5 + d6 
  Charm          3 + d6 
  Cunning       11 + d6 
  Dexterity      9 + d6 
  Fate           6 + d6 
  Intelligence   2 + d6 
  Knowledge      4 + d6 
  Mechanical    10 + d6 
  Nature         8 + d6 
  Stamina       13 + d6 
  Strength      12 + d6 
   
  Specialties: Bully, Contacts, Flexible, Lie 
  Age: Intelligence + Knowledge + 8 years 
  Night Vision: Yes 
  Racial Ability: Revulsion 
  Uses per day: Three 
  Effects: By looking disgusting, a hob can prevent 
  any foes from approaching within ten feet of him for 
  (foe's Strength vs hob's Strength) minutes. 
  Example: A hob uses his Revulsion on a group of 6 
  goblins with Inferior Strength led by an ogre with 
  Great Strength. The hob rolls Passable and repulses 
  the goblins for 6 minutes each. The ogre is 
  unaffected because his Strength is greater than the 
  hob's roll. On a Great roll, the hob would affect the 
  goblins for 10 minutes and the ogre for 2 minutes. 
  Description
  Description
  Description
  Description    
  Hobs are tall and bulky. They have flat heads, 
  long arms and a decidedly ungraceful manner. 
  Coarse black hair sprouts from their skin in 
  unsightly patches, and rudimentary tusks curl from 
  their lower jaws. Hobs are considered an ugly 
  people by most other races (and even to each 
  other!), and their reputation is one of cruelty. 
  However, this seems to be an unfounded prejudice. 
  Hobs are no more aggressive than other races, and 
  some are meek-like gigantic children. 
  Hobs were once a great underground race that 
  was forced to the surface by belligerent dwarves. 
  Bewildered, their way of life destroyed, the hobs 
  straggled one by one into the cities of men. At first 
  people feared them, but the hobs, having just lost 
  their home to the dwarves, were in no position to 
  cause trouble. They were not numerous enough to 
  dominate the surface, so they tried to settle down to 
  peaceful lives. 
  When people learned that hobs weren't 
  dangerous, they started to laugh at them for being 
  clumsy, ugly, and stupid. The hobs became second 
  class citizens, reduced to doing menial tasks for 
  their subsistence. 
  Most hobs still live among the human races as 
  little better than slaves. Their strong backs make 
  them well suited for hard labor, and their low 
  intelligences make them excellent fodder for the 
  slaver's caravans. Often, because of their great size 
  and terrifying appearance, hobs take on jobs as 
  bodyguards. Other hobs live in secluded mountains, 
  far away from the jeers and fears of the human 
  races.  
  Hobs dress simply in plain pastels and earth 
  colors. They dislike shoes and rarely wear them. 
  They are not comfortable on horseback, and prefer 
  to travel on foot. Because they are clumsy, they rely 
  on weapons requiring strength rather than 
  dexterity. 
  Hobs believe that some day a mighty hob will 
  lead his people out of slavery and oppression. He 
  will guide them back to the bowels of the earth, and 
  there they will battle the dwarves and regain their 
  rightful kingdom. 
  Common Names: Shufflefoot, Broadback, Snort, 
  Toughtoes, Basher, Pdunky. 
  
  Chapter 2: Character Races 
  47 
  Player’s Primer 
  47 
  Hob Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      14         Average 
      15         Average 
      16         Average 
      17         Tall 
      18         Tall 
      19         Very Tall 
      20         Very Tall 
      21         Very Tall 
      22         Enormous 
      23         Enormous 
      24         Enormous 
  Hob Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      15         Thin 
      16         Average 
      17         Average 
      18         Average 
      19         Heavy 
      20         Heavy 
      21         Heavy 
      22         Very Heavy 
      23         Very Heavy 
      24         Very Heavy 
      25         Very Heavy 
   
  Hob Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     8      Slave             $10     8   Dodge, Run 
     9      Servant           $10     8   Sincerity, Conceal 
    10      Outlaw            $10     8   Stealth, Ride 
    11      Miner            $110     7   Caves, Search 
    12      Laborer          $110     7   Build, Siege 
    13      Bouncer          $110     7   Hafted, Intuition 
    14      Bodyguard        $210     6   Quickness, Brawling 
    15      Militia          $210     6   Pole Arm, Customs 
    16      Guard            $210     6   Sword, Brawling 
    17      Mercenary        $310     5   Sword, Languages 
    18      Assassin         $310     5   Stealth, Aim 
  
  Chapter 2: Character Races 
  48 
  Player’s Primer 
  48 
  Netherman 
  Agility        6 + d6 
  Alertness      2 + d6 
  Charm          7 + d6 
  Cunning        9 + d6 
  Dexterity     10 + d6 
  Fate          13 + d6 
  Intelligence   4 + d6 
  Knowledge     12 + d6 
  Mechanical     3 + d6 
  Nature        11 + d6 
  Stamina        5 + d6 
  Strength       8 + d6 
   
  Specialties: Arcane Lore, Caves, Intuition, Tame 
  Age: Intelligence + Knowledge -2 years 
  Night Vision: Yes 
  Racial Ability: Speak with Animals 
  Uses per day: Four 
  Effects: For (Passable vs Nature) x 2 minutes, the 
  netherman can communicate with a single animal in 
  the local area. Animals will usually react favorably 
  to a netherman who uses this power. While this 
  ability is in effect, the netherman can employ other 
  skills such as Question, Preach, or Lie to question or 
  manipulate the animal. 
  Description
  Description
  Description
  Description    
  Nethermen are slight, with stooped postures 
  and sparse dark hair. Their skin is a coppery color 
  with a sheen like metal. They rarely interact with 
  other cultures, and when they do, they appear to be 
  distracted and distinctly unintelligent. They speak 
  very softly without much inflection, but they seem 
  to understand each other without speaking.  
  Nethermen make their homes in intricate cave 
  complexes. The walls are painted with mystic signs 
  and cryptic symbols. The air of these caves reeks of 
  a sweet, foreign smell that is rumored to come from 
  astral gates deep within the tunnels. Nethermen 
  will not speak willingly to outsiders about this 
  phenomenon, but it is surmised that it is of 
  religious/mystical significance to them. 
  Amongst the cryptic symbols, nethermen paint 
  the images of animals on their cave walls, and as 
  one progresses further into a netherman cave, the 
  paintings become more realistic, and the beasts 
  they portray become more alien. 
  Nethermen are a primitive people who live day 
  to day. Their clothing is simple: furs, leather and 
  rough-woven cloth. They wear trinkets of wood, 
  bone and shell; pierced ears and noses are very 
  common. They have no written language; instead 
  their legends are memorized in verse form: short, 
  mystic poems that are passed down from 
  generation to generation. Some of these poems are 
  sung to the sound of flute-like instruments or 
  drums. 
  Hunting is the most important occupation to 
  the 
  nethermen. 
  Elaborate 
  ceremonies 
  are 
  performed in order to insure good hunting. Hunting 
  is a group activity in which the chosen beast is 
  surrounded 
  and 
  ritualistically 
  slaughtered. 
  Nethermen feel a kinship with their prey, and upon 
  its death, they chant magical poems in which they 
  promise the beast a reward for its sacrifice. In its 
  next life it will be born as a netherman. 
  Nethermen are ruled by a Shaman/Chief. He or 
  she controls the secret rituals performed deep 
  inside the caves, and teaches the youth the secret 
  rites of the hunter. 
  Common Names: Songbird, River Woman, 
  Moonstone, Blue Smoke, Weaver, Deerheart. 
  
  Chapter 2: Character Races 
  49 
  Player’s Primer 
  49 
  Netherman Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      10         Very Short 
      11         Very Short 
      12         Short 
      13         Short 
      14         Average 
      15         Average 
      16         Average 
      17         Tall 
      18         Tall 
      19         Very Tall 
      20         Very Tall 
  Netherman Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       7         Very Thin 
       8         Very Thin 
       9         Thin 
      10         Thin 
      11         Average 
      12         Average 
      13         Average 
      14         Heavy 
      15         Heavy 
      16         Very Heavy 
      17         Very Heavy 
   
  Netherman Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
    15      Gatherer          $10     8   Direction, Forage 
    16      Farmer            $10     8   Plants, Forage 
    17      Weaver            $10     8   Bargain, Quickness 
    18      Potter Maker     $110     7   Build, Business 
    19      Fisher           $110     7   Swim, Forage 
    20      Hunter           $110     7   Forage, Bow 
    21      Warrior          $210     6   Pole Arm, Bow 
    22      Canoe Maker      $210     6   Build, Boating 
    23      Toolmaker        $210     6   Build, Repair 
    24      Shaman           $310     5   Will, *Heal 
    25      Chieftain        $310     5   Legends, *Shapeshift 
  
  Chapter 2: Character Races 
  50 
  Player’s Primer 
  50 
  Nomad 
  Agility        2 + d6 
  Alertness      5 + d6 
  Charm          9 + d6 
  Cunning       11 + d6 
  Dexterity      8 + d6 
  Fate           7 + d6 
  Intelligence  10 + d6 
  Knowledge     12 + d6 
  Mechanical     3 + d6 
  Nature         4 + d6 
  Stamina       13 + d6 
  Strength       6 + d6 
   
  Specialties: Bargain, Filch, Languages, Ride 
  Age: Intelligence + Knowledge -8 years 
  Night Vision: No 
  Racial Ability: Adaptation 
  Uses per day: Two 
  Effects: A nomad adapts quickly to the harshest 
  conditions. Using his adaptation, a nomad can 
  survive a hostile environment for (Passable vs 
  Stamina) x 5 minutes without injury. Hostile 
  conditions include fire, arctic cold, drowning, 
  poisonous gas, and other similar hazards. 
  Description
  Description
  Description
  Description    
  Nomads live in the vast desert lands. Their 
  villages are made from sandstone blocks, but many 
  of them live in large tent cities. They are an 
  arrogant people who are proud of their heritage. 
  Nomads who marry outside their race are usually 
  outcast or even killed.  
  Nomads believe that they are the divinely 
  appointed rulers of the world. Devils created the 
  other races to challenge the supremacy of the 
  nomads. It is these devils that turned the nomad's 
  ancestral paradise into a desert. Most nomads look 
  upon outsiders as devil's spawn. According to their 
  beliefs, it is no sin to rob, cheat, or kill those of 
  another race. Appropriately, most nomads make 
  their living by trade and slavery. 
  Yet a nomad will courageously defend his 
  friends, no matter what their race. They are 
  steadfastly loyal to family members and those who 
  have earned their trust and respect. A nomad may 
  even offer to mix blood with his most trusted friend. 
  To become the blood brother of a nomad is a great 
  honor, for it is a bond that may never be broken. 
  The desert has taught the nomads to be very 
  pragmatic about life and death. They have an 
  incredible forbearance for discomfort and can shrug 
  off the most devastating misfortune as "the will of 
  Nirin." Even death holds no fear for them, as long as 
  it is nobly faced. This combination of fatalism, 
  bravery, and obstinacy make them bloodthirsty 
  fighters. 
  While nomads prefer to live in the desert they 
  adapt remarkably well to other climates. Some 
  nomads even range far to the north where the land 
  is nearly always covered in snow. Although they are 
  nomadic, they usually stick to well-known trade 
  routes, traveling safely from one village to another.  
  Nomads are a tall, thin race with dark features. 
  Both the men and women tuck their hair into cloth 
  caps or scarves. Their clothing is woven from light, 
  flowing cotton or linen. They are very wary, 
  distrustful and quick to anger. They are fanatically 
  devoted to their race, laws and history.  
  Nomad society is controlled by the laws of 
  Nirin; a huge collection of written material recorded 
  by ancient scribes. It is said that the father of the 
  nomads, the blood-thirsty Nirin, dictated these 
  words to his thirteen sons who then became the 
  interpreters of his law. These positions of honor are 
  handed down traditionally from father to son, so 
  that today the nomads are still controlled by 
  thirteen men known as the lawgivers. Although 
  some of Nirin's laws are terribly archaic, the 
  nomads stubbornly continue to live according to his 
  dictates.  
  Common Names: Kamil, Hakim, Yasar, Leila, 
  Numair, Omar, Rabi. 
  
  Chapter 2: Character Races 
  51 
  Player’s Primer 
  51 
  Nomad Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       8         Very Short 
       9         Very Short 
      10         Short 
      11         Short 
      12         Average 
      13         Average 
      14         Average 
      15         Tall 
      16         Tall 
      17         Very Tall 
      18         Very Tall 
  Nomad Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      15         Very Thin 
      16         Very Thin 
      17         Thin 
      18         Thin 
      19         Average 
      20         Average 
      21         Average 
      22         Heavy 
      23         Heavy 
      24         Very Heavy 
      25         Very Heavy 
   
  Nomad Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     9      Outcast           $10     8   Dodge, Stealth 
    10      Beggar           $110     7   Lie, Disguise 
    11      Thief            $110     7   Unlock, Traps 
    12      Entertainer      $210     6   Entertain, Mimic 
    13      Horse Trainer    $210     6   Tame, Intuition 
    14      Trader           $310     5   Lie, Customs 
    15      Merchant         $310     5   Business, Lie 
    16      Slaver           $410     4   Bully, Flexible 
    17      Importer         $410     4   Customs, Business 
    18      Caravan Owner    $510     3   Tame, Business 
    19      High Priest      $610     2   Theology, Literacy 
  
  Chapter 2: Character Races 
  52 
  Player’s Primer 
  52 
  Ratling 
  Agility        9 + d6 
  Alertness      8 + d6 
  Charm          4 + d6 
  Cunning       12 + d6 
  Dexterity     10 + d6 
  Fate           7 + d6 
  Intelligence   5 + d6 
  Knowledge      6 + d6 
  Mechanical    11 + d6 
  Nature         3 + d6 
  Stamina       13 + d6 
  Strength       2 + d6 
   
  Specialties: Disguise, Mimic, Quickness, Traps 
  Age: Intelligence + Knowledge + 3 years 
  Night Vision: Yes 
  Racial Ability: Disease 
  Uses per day: Two 
  Effects: The ratling's touch can cause a disease that 
  will last for (victim's Stamina vs ratling's Cunning) 
  hours. The symptoms appear in just a few minutes. 
  The target will suffer diarrhea, nausea, fever, and 
  headaches and other flu-like symptoms. 
  Description
  Description
  Description
  Description    
  Ratlings are a short people with sparse gray, 
  brown or black hair covering most of their bodies. 
  They have narrow faces, fat torsos, tiny hands and 
  feet as well as a tail (though some ratlings dock 
  their tails in order to appear more human). Their 
  dress is ragged and unkempt. They are terrible 
  speakers and singers. Most ratlings have squeaky or 
  nasal-sounding voices. 
  Ratlings live in catacombs just underneath the 
  surface of large cities. Some live in sewers and will 
  eat most anything. They live mainly by scavenging 
  what they can and stealing the rest. They are 
  natural thieves, but rarely profit by it. They are 
  fascinated by sparkling jewelry, coins, and the like, 
  and can't bear to give them up. Instead, they hoard 
  such items in their nests and paw over them in their 
  leisure. 
  Many ratlings are eager to be accepted by 
  others. As mentioned before, some pass themselves 
  off as human. They are highly imitative of others, 
  and many of them live in a complete fantasy world, 
  pretending to be someone they are not.  
  Ratlings can be terrific fighters when they are 
  cornered, though they are naturally shy and 
  cowardly. They usually travel at night and stick to 
  areas that they know intimately. However, ratlings 
  are inquisitive and will sometimes explore for the 
  sake of exploring. They are very clever with their 
  hands, and some have made their living as 
  engineers and craftsmen. 
  In their underground catacombs, ratlings live 
  in virtual anarchy. The largest ratling, called the 
  King Rat, rules the others through intimidation. The 
  King requires a monthly tax in exchange for 
  protection from so called "accidents." 
  Many ratlings have been accepted into the 
  human societies. Humans, unable to get rid of the 
  ratlings, are resigned to live with them. 
  Common 
  Names: 
  Napoleon, 
  Alexander, 
  Esmeralda, 
  Charlton, 
  Lancelot, 
  Melisandra, 
  Penelope, Ben. 
  
  Chapter 2: Character Races 
  53 
  Player’s Primer 
  53 
  Ratling Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       4         Tiny 
       5         Tiny 
       6         Tiny 
       7         Tiny 
       8         Very Short 
       9         Very Short 
      10         Very Short 
      11         Very Short 
      12         Short 
      13         Short 
      14         Short 
  Ratling Weight 
  Stamina+d
  Stamina+d
  Stamina+d
  Stamina+d6  Weight
  6  Weight
  6  Weight
  6  Weight    
      15         Very Thin 
      16         Very Thin 
      17         Thin 
      18         Thin 
      19         Average 
      20         Average 
      21         Average 
      22         Heavy 
      23         Heavy 
      24         Very Heavy 
      25         Very Heavy 
   
  Ratling Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     9      Scavenger         $10     8   Search, Conceal 
    10      Slave             $10     8   Dodge, Run 
    11      Beggar            $10     8   Lie, Preach 
    12      Mime             $110     7   Entertain, Memory 
    13      Jester           $110     7   Entertain, Empathy 
    14      Townsman         $110     7   Customs, Literacy 
    15      Artist           $210     6   Intuition, Legends 
    16      Craftsman        $210     6   Business, Bargain 
    17      Merchant         $210     6   Business, Customs 
    18      Entertainer      $310     5   Entertain, Artistry 
    19      King Rat         $310     5   Will, Bully 
  
  Chapter 2: Character Races 
  54 
  Player’s Primer 
  54 
  Serpentine 
  Agility        8 + d6 
  Alertness      5 + d6 
  Charm         12 + d6 
  Cunning       13 + d6 
  Dexterity      2 + d6 
  Fate           9 + d6 
  Intelligence  10 + d6 
  Knowledge      7 + d6 
  Mechanical    11 + d6 
  Nature         4 + d6 
  Stamina        3 + d6 
  Strength       6 + d6 
   
  Specialties: Bargain, Business, Contacts, Lie 
  Age: Intelligence + Knowledge -3 years 
  Night Vision: No 
  Racial Ability: Hypnotize 
  Uses per day: Two 
  Effects: A serpentine can hypnotize a target within 
  the local area. For (target's Intelligence vs 
  serpentine's Cunning) x 2 minutes, the target goes 
  into a trance and will obey any simple command 
  given to him by the serpentine. The serpentine can 
  give only one command per minute. The commands 
  must be physical actions. No information may be 
  gained from the victim by using this ability. 
  Description
  Description
  Description
  Description    
  Serpentines are a race of snake-like people. 
  They have long limbs and bodies, as well as sinuous 
  necks and tails. Their rough skin tends to be dark 
  tan to greenish black. Most serpentines shave their 
  heads, but some females prefer to let their hair 
  grow long. Serpentines mark their backs, chests, 
  arms and cheeks with intricate scars. These scars 
  indicate their ancestry, and acts as a heraldic sign 
  for all serpentines to see and recognize. At puberty, 
  a serpentine's tongue is slit, so that he or she may 
  speak in the hissing tones of an adult serpentine.  
  The original homeland of the serpentines is in 
  the deserts of the southeast, and a few of their 
  villages still exist there. However, most serpentines 
  make 
  their 
  homes 
  in 
  human 
  settlements, 
  particularly in large trade cities. They form their 
  own Serpentine towns and open up business as 
  merchants. Because they are sharp and shrewd 
  tradesmen (and none too honest) they are usually 
  wealthy. Serpentines are one of the few races to 
  keep slaves. As a symbol of status, they prefer to 
  travel in chariots or rickshaws. 
  Many people fear serpentines and refuse to do 
  business with them. Because of this, serpentines 
  hire human fronts who act as their liaisons when 
  doing business. These henchmen also help them 
  attend to business around town. In this way, the 
  serpentines secretly run many large guilds and 
  businesses. Serpentines are often involved in shady 
  ventures such as gambling, thievery and fraud. They 
  are interested in anything that can potentially make 
  them money. Many serpentines act as loan sharks, 
  financing adventures for a whopping profit. 
  Serpentines live in virtual fortresses within 
  human towns and cities. Each fortress is controlled 
  by a single leader who is a member of one of the 
  three powerful families that controls the other 
  serpentines. These feuding factions have divided all 
  businesses between themselves. It is dangerous to 
  get involved in a serpentine blood feud. At these 
  times, other races refuse to go into serpentine 
  territory, even in broad daylight. Sometimes, since 
  the serpentine interests extend into all areas of 
  business, the blood feud will spill out of serpentine 
  territory and become a dreaded Snake War. 
  Serpentines worship their ancestors. They 
  revere their histories and take pride in their family 
  ties. The most important thing to a serpentine is his 
  hatchery, where he or she stores the eggs that must 
  incubate for two years before hatching into baby 
  serpentines. 
  Serpentines enjoy music and the sinuous 
  dancing of their race, but their greatest pleasure is 
  in making a buck. 
  Common Names: Hissette, Slake, Salmalin, 
  Unduletta. Scarface, Slithar, Boa. 
  
  Chapter 2: Character Races 
  55 
  Player’s Primer 
  55 
  Serpentine Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       8         Short 
       9         Short 
      10         Average 
      11         Average 
      12         Average 
      13         Tall 
      14         Tall 
      15         Tall 
      16         Very Tall 
      17         Very Tall 
      18         Enormous 
  Serpentine Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       5         Very Thin 
       6         Very Thin 
       7         Very Thin 
       8         Very Thin 
       9         Thin 
      10         Thin 
      11         Thin 
      12         Average 
      13         Average 
      14         Average 
      15         Heavy 
   
  Serpentine Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
    11      Servant           $10     8   Sincerity, Quickness 
    12      Sycophant        $110     7   Sincerity, Empathy 
    13      Thief            $110     7   Filch, Unlock 
    14      Innkeeper        $210     6   Poison, Languages 
    15      Shopkeeper       $210     6   Customs, Empathy 
    16      Salesman         $310     5   Filch, Sincerity 
    17      Merchant         $310     5   Customs, Languages 
    18      Councilor        $410     4   Intuition, Forgery 
    19      Noble            $410     4   Literacy, Interrogate 
    20      Gang Lord        $510     3   Interrogate, Preach 
    21      Enchanter        $610     2   Arcane Lore, *Enchant 
  
  Chapter 2: Character Races 
  56 
  Player’s Primer 
  56 
  Sidhe (shee) 
  Agility        6 + d6 
  Alertness      9 + d6 
  Charm         12 + d6 
  Cunning        7 + d6 
  Dexterity      4 + d6 
  Fate          13 + d6 
  Intelligence   8 + d6 
  Knowledge     11 + d6 
  Mechanical     5 + d6 
  Nature        10 + d6 
  Stamina        2 + d6 
  Strength       3 + d6 
   
  Specialties: Arcane Lore, Artistry, Legends, Preach 
  Age: Intelligence + Knowledge -5 years 
  Night Vision: No 
  Racial Ability: Heal 
  Uses per day: Four 
  Effects: The touch of a sidhe can heal (Passable vs 
  Nature) wound levels. Death or amputation cannot 
  be cured. 
  Description
  Description
  Description
  Description    
  Sidhe are the most ethereal of the fairie folk. 
  They are blindingly beautiful and have lovely 
  voices. Their skin is soft and putty-like, and it seems 
  to glow faintly. The Sidhe are tall, pale, thin and 
  languid. They wear their hair long and unbound. In 
  the moonlight it shimmers with rainbow colors. 
  They wear vivid clothing, favoring silver, gold, red 
  and purple. They love jewelry, especially rings. 
  The sidhe make their homes under hills, in 
  strange spheres connected by round tunnels. Here 
  they gaze for days into iridescent baubles, seeking 
  hidden knowledge. Like firbolgs, they meditate for 
  two hours a day instead of sleeping. Their dreams 
  are powerful and visionary. 
  Sidhe are practically immortal; they never 
  seem to die of old age, and always appear young. 
  They have little respect for other races, even their 
  fellow elf kin. They are the royalty of the Seelie 
  Court, and act as such. In other words, they feel 
  unbound by the laws of the court, laws they set 
  down for the other elf kin. 
  Sometimes sidhe will kidnap humans and bring 
  them into their homes under the elf hills. These 
  underground palaces are called brughs. Female 
  sidhe seem to enjoy tempting men with their 
  beauty, and the males enjoy luring women to their 
  moral doom. Children born of these unions are 
  never raised as sidhe; the human parent is given 
  custody, or else the child is abandoned. These 
  children are known as elfin. A human who does 
  return from a sidhe settlement is often branded as a 
  madman, seer, healer or prophet. 
  Sidhe never work. They rely on simple folk 
  (who believe them to be deities) to feed them. Every 
  day, these farmers place food and milk in a special 
  shrine in the wilderness for the sidhe. The sidhe do 
  not consider themselves to be gods, but they 
  certainly do nothing to change the belief of these 
  people. In fact, they encourage them by using their 
  magic to favor those that worship them and punish 
  those who don't.  
  In ancient times, the sidhe were the leaders of 
  the elf kin. They founded the Seelie Court and 
  drafted the rules of goodness and wisdom by which 
  the elf kin seek to live. The sidhe were originally the 
  keepers of the legends and ruled wisely and well. 
  For this historical reason, they are sometimes still 
  known as "High Elves." 
  Later, when great battles scattered the elven 
  races, and the Seelie Court was sundered, and the 
  Unseelie Court sprang from its side, the sidhe 
  withdrew from the world, declaring that they would 
  have nothing to do with the follies of humans and 
  elves. 
  They disappeared so thoroughly that even the 
  other elf kin could not find them. Only in the last 
  hundred years have the sidhe come out of hiding, 
  but they continue to keep to themselves. Although 
  they founded the Seelie Court, they have done 
  nothing to revitalize it. Others of the fairie folk, the 
  firbolg in particular, still maintain the traditions of 
  the Seelie court as best they can without the 
  guidance of the sidhe. 
  Common 
  Names: 
  Pearl, 
  Serena, 
  Crystal, 
  Sapphira, Narcissus, Ashley, Wellborn, Violet, Puck. 
  
  Chapter 2: Character Races 
  57 
  Player’s Primer 
  57 
  Sidhe Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       5         Very Short 
       6         Very Short 
       7         Very Short 
       8         Short 
       9         Short 
      10         Short 
      11         Average 
      12         Average 
      13         Average 
      14         Tall 
      15         Tall 
  Sidhe Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       4         Very Thin 
       5         Very Thin 
       6         Very Thin 
       7         Very Thin 
       8         Thin 
       9         Thin 
      10         Thin 
      11         Average 
      12         Average 
      13         Average 
      14         Heavy 
   
  Sidhe Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
    15      Story-Teller      $10     8   Entertain, Languages 
    16      Musician         $110     7   Entertain, Quickness 
    17      Scribe           $110     7   Literacy, Languages 
    18      Artist           $210     6   Sincerity, Forgery 
    19      Warrior          $210     6   Sword, Bow 
    20      Gentry           $310     5   Customs, Literacy 
    21      Minstrel         $310     5   Entertain, Memory 
    22      Concubine        $410     4   Entertain, Sincerity 
    23      Earl of Elves    $410     4   Interrogate, Literacy 
    24      Duke of Elves    $510     3   Sincerity, Customs 
    25      Royalty          $610     2   Languages, *Bewitch 
  
  Chapter 2: Character Races 
  58 
  Player’s Primer 
  58 
  Spriggan 
  Agility        7 + d6 
  Alertness      3 + d6 
  Charm          2 + d6 
  Cunning       12 + d6 
  Dexterity     13 + d6 
  Fate           4 + d6 
  Intelligence  10 + d6 
  Knowledge      9 + d6 
  Mechanical    11 + d6 
  Nature         8 + d6 
  Stamina        5 + d6 
  Strength       6 + d6 
   
  Specialties: Conceal, Filch, Forgery, Unlock 
  Age: Intelligence + Knowledge -5 years 
  Night Vision: No 
  Racial Ability: Growth 
  Uses per day: Two 
  Effects: Spriggans may grow to the size of an ogre 
  (about ten feet tall). This power lasts for (Passable 
  vs Cunning) x 10 minutes. While enlarged, they gain 
  +5 to their Strength, Stamina, Defense, and all 
  related skills. 
  Description
  Description
  Description
  Description    
  A spriggan is a member of the fairie folk, but he 
  is very atypical. Spriggans are a sulky, pessimistic 
  race with a rather malignant attitude. Almost none 
  are members of the Seelie Court, and quite a few are 
  secret members of the Unseelie Court. 
  Spriggans are often malicious and mistreat 
  others by using their magic to confuse or frighten 
  them. Spriggans are not intentionally cruel, just 
  unthinking. They feel as though they have been 
  unfairly cheated from their place in the world and 
  they resent it. Their resentment spills out in a 
  hundred self-centered cruelties. 
  Spriggans are small and stocky. They have dark 
  hair and skin, and rarely smile. Their clothing of 
  somber grays and dark browns match their sullen 
  moods. They wear very little jewelry, but always 
  seem well-armed. 
  Spriggans live in old ruins, barrows and 
  deserted manor houses. Their original home 
  amongst the other elf kin was lost to them after a 
  great ancient battle. The Seelie Court banished them 
  from the land on charges of cowardice, something 
  the spriggans vehemently deny to this day. They 
  feel they were made scapegoats by the sidhe 
  leaders to cover up their own incompetence. They 
  feel that the sidhe withdrew from the world 
  immediately thereafter for this reason. Today, 
  spriggans have little to do with elves and firbolgs, 
  and particularly hate the sidhe. 
  Spriggans live in small groups or singly, 
  traveling 
  aimlessly 
  from 
  shelter 
  to 
  shelter, 
  nourishing themselves with an inner hatred for the 
  wrongs that they feel have been visited upon their 
  people. To feed their bodies, they forage and hunt 
  for food. 
  Despite their sullenness, spriggans are a very 
  honorable people. Because of their tainted past, 
  they make every effort to prove themselves to be 
  brave and trustworthy. For this reason, a spriggan 
  keeps his word. However, if you betray a spriggan, 
  he will seek vengeance with a frightening single-
  mindedness. 
  Spriggans are rumored to be the ghosts of 
  giants. This arises from their ability to grow in size 
  and their penchant for living amongst ruins. 
  Common Names: Sullen, Shadow, Avenger, 
  Giganta, Hellborn, Jinx, Malajusta, Groucher. 
  
  Chapter 2: Character Races 
  59 
  Player’s Primer 
  59 
  Spriggan Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
       8         Tiny 
       9         Tiny 
      10         Very Short 
      11         Very Short 
      12         Very Short 
      13         Very Short 
      14         Short 
      15         Short 
      16         Short 
      17         Short 
      18         Average 
  Spriggan Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
       7         Very Thin 
       8         Very Thin 
       9         Thin 
      10         Thin 
      11         Average 
      12         Average 
      13         Average 
      14         Heavy 
      15         Heavy 
      16         Very Heavy 
      17         Very Heavy 
   
  Spriggan Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     6      Derelict          $10     8   Lie, Search 
     7      Serf              $10     8   Plants, Forage 
     8      Herder            $10     8   Tame, Direction 
     9      Gatherer         $110     7   Plants, Forage 
    10      Hunter           $110     7   Forage, Track 
    11      Robber           $110     7   Sword, Bully 
    12      Counterfeiter    $210     6   Contacts, Literacy 
    13      Burglar          $210     6   Unlock, Stealth 
    14      Story-Teller     $210     6   Legends, Entertain 
    15      Toolmaker        $310     5   Build, Bargain 
    16      Healer           $310     5   Plants, Medical 
  
  Chapter 2: Character Races 
  60 
  Player’s Primer 
  60 
  Viking 
  Agility        3 + d6 
  Alertness      2 + d6 
  Charm          6 + d6 
  Cunning        7 + d6 
  Dexterity      9 + d6 
  Fate           5 + d6 
  Intelligence   8 + d6 
  Knowledge     10 + d6 
  Mechanical    12 + d6 
  Nature         4 + d6 
  Stamina       13 + d6 
  Strength      11 + d6 
   
  Specialties: Boating, Hafted, Swim, Will 
  Age: Intelligence + Knowledge -4 years 
  Night Vision: No 
  Racial Ability: Fear 
  Uses per day: Four 
  Effects: With a grimace, a viking can scare away a 
  single foe, causing them to flee for (foe's Strength vs 
  viking's Strength) x 2 minutes. 
  Description
  Description
  Description
  Description    
  Vikings are large, boisterous people who are 
  found primarily along the northern coastline. They 
  are a warrior race, who love nothing more than a 
  good fight. They wear simple clothing woven from 
  linen as well as furs and leather. The men wear long 
  beards, and both sexes wear their hair loose or in 
  long braids. Most vikings have fair or red hair. Their 
  complexion is usually ruddy. 
  Vikings hunt and fish for food, but they mainly 
  survive by raiding coastal settlements. Vikings are 
  excellent seamen, and their galleys, propelled by the 
  strong backs of slaves, strike fear into the hearts of 
  others. 
  Vikings love finely crafted weapons, armor and 
  jewelry. They enjoy reliving battles in song or long 
  poetical recitations. Vikings believe that the 
  greatest honor they can achieve is death in battle. 
  The soul of a dead warrior goes to Valhalla, a great 
  hall where all valiant warriors drink and boast their 
  exploits throughout eternity. 
  Viking clans are controlled by male majority 
  rule. However, blood lines are traced through the 
  mother. A male child's maternal uncle is considered 
  to be his mentor, and a young viking boy will be 
  apprenticed to his uncle's family when he is young. 
  Marriage for a viking women is arranged when she 
  is a mere child. When she is ten years old, she will 
  go to live with the family of her future husband; 
  they will train her as they see fit. All viking women 
  are trained as warriors, though few participate in 
  raids. 
  Common Names: Thor, Balder, Loki, Garth, 
  Davel, Gretchen, Birgitta, Einer, Alrik, Helga. 
  
  Chapter 2: Character Races 
  61 
  Player’s Primer 
  61 
  Viking Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      13         Average 
      14         Average 
      15         Average 
      16         Tall 
      17         Tall 
      18         Tall 
      19         Very Tall 
      20         Very Tall 
      21         Very Tall 
      22         Enormous 
      23         Enormous 
  Viking Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      15         Thin 
      16         Average 
      17         Average 
      18         Average 
      19         Heavy 
      20         Heavy 
      21         Heavy 
      22         Very Heavy 
      23         Very Heavy 
      24         Very Heavy 
      25         Very Heavy 
   
  Viking Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     7      Drunk             $10     8   Lie, Conceal 
     8      Story-Teller     $110     7   Legends, Entertain 
     9      Hunter           $110     7   Stealth, Track 
    10      Trapper          $210     6   Track, Traps 
    11      Fisher           $210     6   Forage, Flexible 
    12      Warrior          $310     5   Brawling, Medical 
    13      Raider           $310     5   Bully, Brawling 
    14      Weapon Maker     $410     4   Bargain, Build 
    15      Leather Worker   $410     4   Business, Bargain 
    16      Ship Builder     $510     3   Build, Repair 
    17      Lawmaker         $610     2   Sanity, Literacy 
  
  Chapter 2: Character Races 
  62 
  Player’s Primer 
  62 
  Wolfling 
  Agility       11 + d6 
  Alertness     13 + d6 
  Charm          5 + d6 
  Cunning        4 + d6 
  Dexterity      3 + d6 
  Fate           2 + d6 
  Intelligence   8 + d6 
  Knowledge      7 + d6 
  Mechanical     6 + d6 
  Nature        12 + d6 
  Stamina        9 + d6 
  Strength      10 + d6 
   
  Specialties: Direction, Forage, Search, Track 
  Age: Intelligence + Knowledge -1 years 
  Night Vision: No 
  Racial Ability: Transform 
  Uses per day: Two 
  Effects: Wolflings can transform into huge wolves. 
  They will stay a wolf for up to (Passable vs Stamina) 
  x 10 minutes. Wolflings can change back at will; 
  they also change back if they pass out or die. They 
  are helpless while changing. It takes (Will vs 
  Awesome) combat turns for a wolfling to transform. 
  In wolf form, they have +3 Agility, Alertness, and 
  Nature. They also suffer -3 Dexterity, Mechanical, 
  and Intelligence. Not only are their base skills 
  adjusted, but so are all the skills related to them. 
  While in wolf form, they cannot use weapons, wear 
  armor, or speak; but they will retain their 
  knowledge and personality. Their bite is considered 
  a Brawling weapon with a damage rating of 16. 
  Description
  Description
  Description
  Description    
  Wolflings are shape-changers. Though human, 
  they hunt their prey in the form of a wolf. They are 
  not werewolves, although they are often mistaken 
  for them. Wolflings are a racial type, not a group of 
  people suffering from the same affliction. Wolflings 
  hunt wild animals, never humans. They are 
  vulnerable to normal weapons and they do not pass 
  their lycanthropy on to their victim. Wolflings 
  change into wolf form at will, not because of the 
  fullness of the moon.  
  In human form, wolflings are extremely hairy, 
  with straight eyebrows meeting over their nose. 
  They have strong, claw-like fingernails and small 
  flat ears which are sometimes pointed. The ring 
  finger on each hand is at least as long as their 
  middle finger. They dress in simple tunics and 
  robes. They carry little of worth with them for fear 
  of losing it during a transformation. Wolflings 
  cannot use weapons or wear armor when in wolf 
  form. Instead they rely on their bite.  
  Because wolflings are easily mistaken for 
  werewolves they avoid large centers of civilization. 
  They much prefer the solitude and the safety of the 
  wilds anyway, and travel alone or in small packs. A 
  wolfling pack is guided by one adult male and his 
  consort; they are responsible for the safety and 
  protection of their people. When in human form, 
  they sometimes live in small huts surrounded by a 
  strong wall of wood or stone. 
  Common Names: Wuff, Lon, Lycanthra, Harry, 
  Chaney, Biter, Garou, Growler, Rufus. 
  
  Chapter 2: Character Races 
  63 
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  63 
  Wolfling Height 
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height
  Strength+d6  Height    
      12         Short 
      13         Short 
      14         Average 
      15         Average 
      16         Average 
      17         Tall 
      18         Tall 
      19         Tall 
      20         Very Tall 
      21         Very Tall 
      22         Enormous 
  Wolfling Weight 
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight
  Stamina+d6  Weight    
      11         Very Thin 
      12         Very Thin 
      13         Thin 
      14         Thin 
      15         Average 
      16         Average 
      17         Average 
      18         Heavy 
      19         Heavy 
      20         Very Heavy 
      21         Very Heavy 
   
  Wolfling Family Background 
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties
  Fate+d6   Background      Bronze  Free  Specalties    
     4      Vagrant           $10     8   Lie, Languages 
     5      Outlaw            $10     8   Bully, Sword 
     6      Herder            $10     8   Tame, Ride 
     7      Hunter           $110     7   Stealth, Bow 
     8      Tanner           $110     7   Business, Bargain 
     9      Woodcutter       $110     7   Climb, Hafted 
    10      Trapper          $210     6   Traps, Stealth 
    11      Stonemason       $210     6   Build, Business 
    12      Poacher          $210     6   Crossbow, Stealth 
    13      Guide            $310     5   Languages, Bargain 
    14      Mercenary        $310     5   Sword, Ride 
   
  
   
  64 
  Player’s Primer 
  64 
  Chapter 3 
  Character Types
  Type 
  A character's type is something for which he 
  has a particular aptitude. Your character's type is 
  what your character was born to do; it is an innate 
  talent, not a learned skill. It does not necessarily 
  mean that this is your character's occupation. Very 
  few people, in fact, are lucky enough to be employed 
  in a profession that is also their calling. 
  A character's type is used for generating a 
  character and for giving the player an idea of how 
  the character would best be played. Although a 
  character's type never changes, a character is free 
  to acquire whatever skills he likes through training, 
  practice, and experience. A scholar may become a 
  thief merely by building up her thieving skills. 
  The types available in the game are described 
  later in this chapter. A character may be only one 
  type. There are no "multi-classed" characters in 
  Legendary Lives. 
  Requirements
  Requirements
  Requirements
  Requirements    
  Each type has two or more skill requirements. 
  Your character's scores in these categories must be 
  equal to or greater than the requirement for you to 
  be of that type. If your skills aren't high enough, you 
  must pick a different type. The requirements are 
  summarized on the Non-Spell User Type and Spell 
  User Type tables. 
  Non-Spell User Types 
  Type              Requirements 11+
  Type              Requirements 11+
  Type              Requirements 11+
  Type              Requirements 11+    
  Acrobat        Agility       Stamina 
  Archer         Agility       Dexterity 
  Assassin       Alertness     Cunning 
  Diplomat       Charm         Intelligence 
  Duelist        Agility       Strength 
  Gladiator      Dexterity     Strength 
  Healer         Knowledge     Nature 
  Interrogator   Alertness     Intelligence 
  Inventor       Dexterity     Mechanical 
  Knight         Charm         Strength 
  Mercenary      Cunning       Strength 
  Merchant       Cunning       Intelligence 
  Minstrel       Charm         Knowledge 
  Priest         Charm         Fate 
  Ranger         Nature        Stamina 
  Rogue          Agility       Cunning 
  Sage           Fate          Knowledge 
  Scholar        Intelligence  Knowledge 
  Scout          Alertness     Nature 
  Soldier        Alertness     Stamina 
  Spy            Alertness     Dexterity 
  Thief          Cunning       Dexterity 
  Warrior        Stamina       Strength 
  
  Chapter 3: Character Types 
  65 
  Player’s Primer 
  65 
  Spell User Types 
  (All spell users must have a Fate of 13+) 
  TTTType                    Requirements 11+           
  ype                    Requirements 11+           
  ype                    Requirements 11+           
  ype                    Requirements 11+               
  Alchemist      Intelligence  Mechanical 
  Bard           Charm         Knowledge 
  Conjurer       Intelligence  Strength 
  Demonologist   Intelligence  Stamina 
  Druid          Strength      Nature 
  Enchanter      Charm         Mechanical 
  Illusionist    Dexterity     Intelligence 
  Necromancer    Cunning       Stamina 
  Psychic        Agility       Alertness 
  Shaman         Agility       Nature 
  Sorcerer       Cunning       Dexterity 
  Spiritualist   Alertness     Knowledge 
  Witch          Cunning       Nature 
  Wizard         Knowledge     Stamina 
  Specialties
  Specialties
  Specialties
  Specialties    
  The type that you choose will give your 
  character eight more specialties. Remember, 
  specialties equal the base skill listed above them on 
  the character sheet. If a type specialty duplicates a 
  racial or background specialty, you get a free 
  specialty instead. 
  Example: With his Mechanical of 16 and his 
  Dexterity of 14, Mike thinks his dwarf would make a 
  great inventor. The dwarf gets these specialties: 
  Build, Repair, Traps, Unlock, Search, Business, Siege, 
  and Crossbow. On his character sheet, Mike fills in 
  these skills so that they are the same as the base 
  skills above them. Because Build and Siege are 
  already specialities due to his background, Mike 
  leaves these skills as they are. Instead he makes a 
  note at the top of his character sheet that he has 
  two additional free specialties. The dwarf now has a 
  total of six free specialties; four from his 
  background and two from duplicated specialties. 
  Devotion
  Devotion
  Devotion
  Devotion    
  The influence of religion is pervasive in the 
  world of Legendary Lives. All characters start the 
  game with a Devotion skill. To determine your 
  character's Devotion, roll a six-sided die and add 
  the result to the base value for your type. 
  Record your character's Devotion in the 
  appropriate space on your character sheet. Like any 
  other skill, Devotion is measured on a scale of 1 to 
  25, with 10 being average. Devotion cannot be 
  taken as a specialty. 
  Devotion is a measure of a character's faith in 
  her religion. With the Devotion skill, she has a 
  chance to pray to her god and achieve divine 
  intervention in times of dire need. The results can 
  be as subtle as a dream or as obvious as a miracle. 
  When things get really rough, it's nice to have one 
  last chance. 
  Example: As an Inventor, Dolin has a base 
  Devotion of 7. He rolls a 2, making a total of 9. His 
  player writes this total on his character sheet. He 
  decides that Dolin stops in at a temple occasionally, 
  but doesn't make a point of worshipping regularly.  
  Type Ability
  Type Ability
  Type Ability
  Type Ability    
  This chapter lists a special ability for each non-
  spell user type. This ability is something which only 
  characters of that type can do. For instance, only 
  archers have the "Quick Fire" ability. 
  Note your type ability and uses per day on your 
  character sheet. Spell users do not receive a type 
  ability. They rely on their spells instead. 
  Uses per day is the maximum number of times 
  a character can attempt his special ability in a game 
  day. A failed attempt counts as a use, even if it has 
  no effect. 
  Effects describes how the character uses his 
  special ability during play. Many type abilities 
  require a die roll against a skill (rolling against 
  skills is explained in Chapter 8: How to Play). 
  Description
  Description
  Description
  Description    
  This chapter gives a brief description of the 
  typical personality for each type. These stereotypes 
  are not all inclusive. They are intended to give you 
  an idea of how the various types might behave. You 
  are of course free to play your character any way 
  you choose. 
  What's Next? 
  After determining your character's type, turn 
  to Chapter 4: Religions to find out more about your 
  character's faith. 
  
  Chapter 3: Character Types 
  66 
  Player’s Primer 
  66 
  Non-Spell User Types 
  Below are descriptions of the various types 
  available to all characters, provided they have the 
  skills required. 
  Acrobat
  Acrobat
  Acrobat
  Acrobat    
  Requirements: Stamina 11+, Agility 11+ 
  Specialties: Climb, Entertain, Run, Swim, 
  Dodge, Quickness, Stealth, Jump 
  Devotion: 7 + d6 
  Type Ability: Tumble 
  Uses per day: Four 
  Effects: An acrobat can tumble out of danger. 
  On the turn that he tumbles, he cannot be hit by 
  anything except area effect weapons. He must end 
  his tumble within thirty feet of where he started. 
  This allows him to roll completely out of combat if 
  he wishes. Note that an acrobat cannot perform any 
  other action on the turn he tumbles. 
  Description: An acrobat's movements are 
  precise, accurate and graceful. Acrobats can 
  perform amazing gymnastic feats because of their 
  limberness and strength. They are natural-born 
  athletes and enjoy physical activity such as 
  climbing, running and swimming. An acrobat may 
  make his living as an entertainer or wrestler, but 
  most of them end up in careers unrelated to their 
  natural talents, growing fat from lack of exercise. 
  Archer
  Archer
  Archer
  Archer    
  Requirements: Dexterity 11+, Agility 11+ 
  Specialties: Bow, Crossbow, Aim, Dodge, 
  Quickness, Stealth, Medical, Repair 
  Devotion: 7 + d6 
  Type Ability: Quickfire 
  Uses per day: Unlimited 
  Effects: When firing a bow (not a crossbow), an 
  archer is allowed two attacks per turn. 
  Description: Archers are skilled at accurately 
  hitting a target using any sort of missile weapon. 
  Since a bow is a ranged weapon, the archer has an 
  advantage over characters using swords or other 
  contact weapons. An archer can use his talents to 
  feed his family by hunting or he can get a job as a 
  guard. Some archers travel from town to town and 
  earn their living in archery competitions. 
  Assassin
  Assassin
  Assassin
  Assassin    
  Requirements: Alertness 11+, Cunning 11+ 
  Specialties: 
  Climb, 
  Stealth, 
  Contacts, Lie, 
  Disguise, Mimic, Sword, Poison 
  Devotion: 4 + d6 
  Type Ability: Ambush 
  Uses per day: Three 
  Effects: Assassins are masters of the sneak 
  attack. On the first round of combat, an assassin can 
  use his Ambush ability to receive an extra (Passable 
  vs Stamina) actions which must all be used on the 
  same turn. 
  Description: Assassins are hired killers. Some 
  of them are psychopaths who enjoy their work. 
  Others see murder as a lucrative business 
  opportunity (Make big money! Choose your own 
  hours!). Although assassins place a low value on life, 
  many have a business person's sense of honor. 
  When they make a promise, they do their best to 
  deliver. 
  Assassins 
  are 
  careful 
  about 
  their 
  reputations, and will go to great lengths to project 
  an image of deadly efficiency. Since assassination is 
  socially 
  unacceptable 
  in 
  most 
  communities, 
  assassins live a secretive life and can be hard to 
  locate. An assassin may lurk in dark corners at the 
  local pub waiting for a contract, or he may lead a 
  double life as a successful townsman. 
  While an assassin may jump his victim in a 
  dark alley, many take a disdainful view of such 
  practices. In most cases, a client wishes the death to 
  look natural or at least accidental. An assassin must 
  prove cunning enough to do the job smoothly. Many 
  of them are experts in disguise, mimicry and 
  poisons and take great pride in their skills.  
  Diplomat
  Diplomat
  Diplomat
  Diplomat    
  Requirements: Charm 11+, Intelligence 11+ 
  Specialties: Empathy, Forgery, Listen, Lie, 
  Customs, Languages, Preach, Sincerity 
  Devotion: 8 + d6 
  Type Ability: Deal 
  Uses per day: Three 
  Effects: A diplomat can make an offer that can't 
  be refused. This ability cannot be used during 
  combat. The victim will agree to the diplomat's offer 
  
  Chapter 3: Character Types 
  67 
  Player’s Primer 
  67 
  for (victim's Intelligence vs diplomat's Charm) x 10 
  minutes, at which time the victim reconsiders and 
  may try to get out of the deal, if it isn't too late! 
  Description: Diplomats have a natural ability to 
  encourage people to trust them. They always smile 
  and their winsome ways make them excellent 
  candidates for public office. Many diplomats 
  become advisors to kings, queens and other rulers. 
  While a diplomat may seem open and simple, 
  his character is usually quite complex. Diplomats 
  always seem to know (and deliver) what people 
  want. This makes them very popular, and some 
  diplomats use their abilities to help people. On the 
  other hand, many diplomats become power-hungry, 
  and use their innate skills to gain what they want, 
  even if they must commit criminal acts to secure 
  their position. 
  Duelist
  Duelist
  Duelist
  Duelist    
  Requirements: Strength 11+, Agility 11+ 
  Specialties: Sword, Dodge, Quickness, Ride, 
  Jump, Customs, Aim, Brawling 
  Devotion: 6 + d6 
  Type Ability: Disarm 
  Uses per day: Unlimited 
  Effects: A duelist may use his own weapon to 
  knock an opponent's weapon or shield (defender's 
  Dexterity vs duelist's Strength) yards away. If the 
  duelist rolls Awesome, the defender's weapon is 
  shattered. 
  Description: A duelist specializes in single 
  combat with another swordsman. They are loud 
  and boisterous, and favor daring escapades. During 
  a fight, a duelist can often be seen swinging from a 
  chandelier, leaping atop a table, hurling a beer mug, 
  or slipping out the back with one arm around a 
  barmaid. Some duelists serve as the king's elite 
  guard. Others may be hired to champion the honor 
  of a well-born lady, or to face a challenger in a 
  nobleman's stead. Duelists make excellent teachers 
  of swordplay, although their irresponsible behavior 
  may turn the class into a free-for-all. 
  Gladiator
  Gladiator
  Gladiator
  Gladiator    
  Requirements: Strength 11+, Dexterity 11+ 
  Specialties: Sword, Flexible, Pole Arm, Aim, 
  Brawling, Run, Will, Bully 
  Devotion: 7 + d6 
  Type Ability: Knockout 
  Uses per day: Four 
  Effects: A gladiator can knock a foe out for 
  (foe's Strength vs gladiator's Brawling) turns. 
  Double the duration if the gladiator is using a sap, 
  small club, or cestus. 
  Description: Gladiators are trained to fight for 
  the amusement of the crowd. Glory and admiration 
  of the masses are highly important to a gladiator. 
  They are keenly competitive, and when in front of a 
  crowd they are eager to match their abilities against 
  any worthy adversary. Gladiators are good natured 
  scrappers. They are especially adept at defeating an 
  adversary without causing permanent harm. They 
  are loathe to kill unnecessarily, though if the crowd 
  demands it, they will dispatch a vanquished 
  opponent without hesitation. 
  Healer
  Healer
  Healer
  Healer    
  Requirements: Nature 11+, Knowledge 11+ 
  Specialties: Medical, Poison, Plants, Literacy, 
  Business, Interrogate, Sanity, Empathy 
  Devotion: 10 + d6 
  Type Ability: Healing Hands 
  Uses per day: Three 
  Effects: The healer's touch magically heals 
  (Passable vs Nature) levels of damage. 
  Description: Healers are fascinated by the 
  mysterious workings of the body and enjoy 
  experimenting with herbs as possible cure-alls. 
  Although they are familiar with all sorts of poisons, 
  they are not inclined to use them. Life, after all, is 
  their passion. 
  Healers are walking encyclopedias of herbs, 
  plants, poisons, superstitions and traditions. They 
  are highly revered in all cultures, but a healer who 
  has made too many mistakes will be in big trouble. 
  Most people don't take kindly to an unsuccessful 
  healer. Although sidhe have a natural ability to heal, 
  most healers must rely on their knowledge of plants 
  and medicine to tend to the sick and injured. 
  Interrogator
  Interrogator
  Interrogator
  Interrogator    
  Requirements: Intelligence 11+, Alertness 11+ 
  Specialties: Bully, Interrogate, Preach, Listen, 
  Customs, Languages, Will, Empathy 
  Devotion: 5 + d6 
  Type Ability: Question 
  
  Chapter 3: Character Types 
  68 
  Player’s Primer 
  68 
  Uses per day: Two 
  Effects: This power can only be used in a non-
  combat situation. It lasts for (target's Intelligence vs 
  user's Interrogation) x 2 minutes. Each minute, the 
  interrogator can ask the target one yes/no question 
  which the target must answer honesty. If the target 
  does not know the answer, he must say so but it still 
  takes a turn. The target and the interrogator must 
  speak a common language. 
  Description: An interrogator elicits information 
  from people through intimidation. He does not have 
  to be a big, hulking brute. In fact, many 
  interrogators are physically below average. For this 
  reason they rarely use physical incentives (such as 
  beatings and torture). Instead, they rely on 
  becoming the subject's friend. 
  Some interrogators work in teams, one plays 
  the good questioner, and the other plays the nasty 
  interrogator. The subject usually breaks to one or 
  the other. When the nasty interrogator appears 
  threatening, the friendly questioner steps forward 
  with 
  soothing words-an effective trick that 
  encourages 
  the 
  victim 
  to 
  trust 
  the 
  kindly 
  interrogator even more. 
  Despite the advantages of working as a team, 
  most interrogators are lone wolves who keep to 
  themselves. An interrogator may find employment 
  in an army or prison. Occasionally they are found in 
  government positions. 
  Inventor
  Inventor
  Inventor
  Inventor    
  Requirements: Mechanical 11+, Dexterity 11+ 
  Specialties: Build, Repair, Traps, Unlock, 
  Wagoning, Business, Siege, Crossbow 
  Devotion: 7 + d6 
  Type Ability: Invent 
  Uses per day: Two 
  Effects: The inventor can create a non-magical 
  device of any sort. The player must describe the 
  gadget and what he wants it to do. The referee then 
  sets a bronze cost for materials. The greater the 
  power of the invention, the higher the cost. With the 
  player's input, the referee decides how the device 
  will function. The time required to make the 
  invention is 1 hour for every $10 in cost. An 
  invention lasts for only (Passable vs Build) x 2 
  hours before breaking down. 
  An inventor may use his Invent ability to repair 
  an invention at no cost. It will last for another 
  (Passable vs Build) hours before breaking down 
  again. 
  Example: Dolin wants to invent a primitive 
  flame thrower. He figures he will need a bladder 
  filled with oil, a wick, and some tubing. The referee 
  sets the cost at twenty bronze and decides the 
  device will do Aim damage to any three targets in 
  the line of fire, and the bladder must be refilled with 
  oil after four shots. Dolin rolls Great on his Build 
  skill. The flame thrower will work for three hours 
  before breaking down. 
  Description: Inventors have a natural knack for 
  creating devices of any kind. They want to know 
  how things work and why. Because inventing is an 
  uncommon occupation, the inventor must be clever 
  enough to create his own tools. He is good at 
  improvising, and is extremely dexterous. 
  The most popular machinery involves the 
  improvement of weaponry, armor, and other items 
  of war. However, the inventor may create anything-
  so long as he has the proper materials, the time, and 
  the 
  skill. 
  Inventors 
  are 
  often 
  independent 
  craftsmen, but some find wealthy patrons to 
  subsidize their passion. Superstitious folk believe 
  the inventor to be a sort of magician. Some have 
  been run out of town or even lynched because of 
  this erroneous belief. Others have been worshiped 
  as gods. 
  Knight
  Knight
  Knight
  Knight    
  Requirements: Strength 11+, Charm 11+ 
  Specialties: Sword, Ride, Pole Arm, Sincerity, 
  Customs, Languages, Theology, Preach 
  Devotion: 10 + d6 
  Type Ability: Yield 
  Uses per day: Four 
  Effect: After wounding an opponent, the knight 
  may order the victim to yield. The knight places 
  (victim's Strength vs knight's Charm) injunctions 
  upon the victim. Each injunction is an honorable act 
  the victim must perform on behalf of the knight, the 
  first of which must be to lay down arms and 
  surrender. The commands must be honorable, just, 
  and not dangerous. After one day, the victim is 
  released from the injunctions. 
  Description: A knight is a fighter bound by a 
  strict code of honor. They pride themselves on 
  defending the weak and protecting their king. 
  Knights hold women in highest regard, and it is 
  considered dishonorable to insult a lady in any way. 
  
  Chapter 3: Character Types 
  69 
  Player’s Primer 
  69 
  While many people believe knights to be bound by a 
  strict code of good and evil, this isn't really the case. 
  Religious knights follow the tenants of their faith 
  with strict obedience. Other, less religious knights, 
  rely upon their own conscious to determine what is 
  right and wrong. More important than good and evil 
  is the knight's sense of honor. A knight gives his 
  word most solemnly, for he is bound to follow his 
  vow to the letter. 
  Mercenary
  Mercenary
  Mercenary
  Mercenary    
  Requirements: Strength 11+, Cunning 11+ 
  Specialties: Dodge, Languages, Run, Bargain, 
  Hafted, Brawling, Bow, Siege 
  Devotion: 6 + d6 
  Type Ability: Two Weapon Attack 
  Uses per day: Unlimited 
  Effects: A mercenary may use two one-handed 
  weapons to attack. He may attack once per turn 
  with each weapon. If he wishes, he may attack two 
  separate foes (although they must be close 
  together). A mercenary using two weapons cannot 
  use a shield. 
  Description: A mercenary earns his living as a 
  soldier-for-hire. He will fight for the highest bidder 
  until the job is done. Mercenaries with good 
  reputations will quit only with advance notice. Less 
  scrupulous mercenaries will resign in the middle of 
  a battle, or even trade sides if money is better. 
  Most mercenaries were once regular soldiers. 
  Some have been mustered out of service, and others 
  have gone AWOL in search of bloodier battlefields. 
  Others are young people who can find no other 
  employment. All a person really needs to become a 
  mercenary is a strong sword arm and a general 
  knowledge of fighting skills. 
  Merchant
  Merchant
  Merchant
  Merchant    
  Requirements: Cunning 11+, Intelligence 11+ 
  Specialties: Bargain, Contacts, Lie, Customs, 
  Business, Languages, Filch, Sincerity 
  Devotion: 5 + d6 
  Type Ability: Preparedness 
  Uses per day: Two 
  Effects: Enables the merchant to produce an 
  item from his pack when it is needed, even if it isn't 
  listed in his gear. The item must have a value of 
  (Passable vs Cunning) x $10 or less, and it must be 
  small enough to fit inside a pack. The merchant can 
  produce generic items, not specific ones. He could 
  create a generic key, but it would not fit a specific 
  lock.  
  Description: If you have a product or service to 
  sell you can become a merchant. A merchant knows 
  people. He knows the value of things and the value 
  that people place on those things. His goal is to 
  make lots of money by supplying an enthusiastic 
  public with what they want and need. If he cheats 
  them a little, well, that's what business is all about. 
  The merchant is an important figure in any 
  town. Although he makes nothing but money, he is 
  one step above a craftsman, and may have one or 
  more employees (usually family members). He is 
  interested in prestige, so he might buy himself a 
  title. He often invests in other businesses, and may 
  be involved in a shady deal or two.  
  Minstrel
  Minstrel
  Minstrel
  Minstrel    
  Requirements: Charm 11+, Knowledge 11+ 
  Specialties: Lie, Mimic, Disguise, Memory, 
  Languages, Artistry, Legends, Entertain 
  Devotion: 7 + d6 
  Type Ability: Soothe 
  Uses per day: Three 
  Effects: By playing a peaceful tune, the minstrel 
  prevents all combat in the local area for (Passable 
  vs Charm) x 2 minutes. During this time, the 
  minstrel must concentrate on his music. He may not 
  attack or speak (but he can move at a walk). 
  Description: A minstrel is an entertainer. He 
  usually carries a simple music instrument (such as a 
  tambourine) and wears motley-colored clothing. 
  The minstrel tells stories, sings songs and spreads 
  gossip. Many can perform simple tricks, and some 
  travel with trained animals. Minstrels are great 
  mimics and delight in parodying important figures. 
  When they travel together, minstrels may put on 
  one-act plays to earn their living. 
  While most Minstrels travel from town to town, 
  some of them find a wealthy patron and act as 
  jesters. 
  Priest
  Priest
  Priest
  Priest    
  Requirements: Charm 11+, Fate 11+ 
  Specialties: Preach, Theology, Empathy, Will, 
  Sanity, Customs, Literacy, Legends 
  
  Chapter 3: Character Types 
  70 
  Player’s Primer 
  70 
  Devotion: 13 + d6 
  Type Ability: Bless 
  Uses per day: Four 
  Effects: The blessed character gains +1 column 
  on all rolls for (Passable vs Fate) x 2 minutes. The 
  priest may bless himself. 
  Description: A priest is a member of any 
  religious or sacred society. They are usually 
  respected by all cultures, and are considered fonts 
  of spiritual knowledge. Priests may be very social, 
  even political, and have a congregation all their 
  own. Others remove themselves from the everyday 
  world and live alone as hermits. Still others travel 
  around the country, spreading their religious views. 
  Priestly characters will tend to be more 
  religious than other characters. Their devotion to 
  their god will give them a better chance to perform 
  miracles. 
  Ranger
  Ranger
  Ranger
  Ranger    
  Requirements: Stamina 11+, Nature 11+ 
  Specialties: Caves, Direction, Forage, Plants, 
  Swim, Stealth, Track, Tame 
  Devotion: 7 + d6 
  Type Ability: Protection from Animals 
  Uses per day: Four 
  Effects: Non-magical animals may not attack 
  the ranger for (Passable vs Nature) x 2 minutes so 
  long as the ranger does not attack them. By holding 
  the hands of up to two other characters, the ranger 
  may likewise protect them (though if they attack, 
  they will likewise break the aura of protection). 
  Description: A ranger lives in a wilderness 
  setting, usually the mountains or forest. He is 
  perfectly comfortable with wild animals and 
  understands their nature. A ranger makes his living 
  as a hunter, trapper, or wilderness guide. He can 
  live comfortably in the woods, and is highly capable 
  of finding food and shelter in the wild. 
  Rogue
  Rogue
  Rogue
  Rogue    
  Requirements: Agility 11+, Cunning 11+ 
  Specialties: Ride, Sword, Dodge, Contacts, Filch, 
  Bargain, Lie, Legends 
  Devotion: 4 + d6 
  Type Ability: Seduction 
  Uses per day: Three 
  Effects: A rogue can cause a member of the 
  opposite sex to fall completely in love with him for 
  (victim's Intelligence vs rogue's Charm) hours. The 
  victim will view anything the rogue does or 
  suggests in the best possible light. Once the ability 
  wears off, the victim may have an extreme dislike 
  for the rogue, especially if he made her do things 
  she now regrets. 
  Description: Rogues make their living as con 
  artists, highwaymen and cheats. While not a skilled 
  thief, the rogue would have no qualms about 
  picking a pocket if he thought he could get away 
  with it. Rather then getting tied down with a job 
  (and-heavens forbid-a family!) rogues prefer to live 
  by their wits. While commonly great liars, most 
  prove trustworthy when dealing with their families 
  and friends. They are usually superior fighters and 
  sometimes hire out their services as though they 
  were mercenaries. 
  Despite their criminal tendencies, a rogue can 
  be quite charming. Some even find employment in 
  government or business. 
  Sage
  Sage
  Sage
  Sage    
  Requirements: Knowledge 11+, Fate 11+ 
  Specialties: Legends, Memory, Arcane Lore, 
  Plants, Poisons, Theology, Literacy 
  Devotion: 10 + d6 
  Type Ability: Guidance 
  Uses per day: Two 
  Effects: The sage may ask the referee (Passable 
  vs Knowledge) yes/no questions. The referee must 
  answer truthfully. If he doesn't know the answer, he 
  must say so, but it still counts as a question. 
  Description: A sage lives in the wilderness, 
  quietly contemplating the wonders of nature. His 
  studies include a religious bent, and his world-view 
  encompasses both the scientific and mystical. They 
  believe nature and personal experience are the best 
  teachers. Organized education cannot reveal the 
  truth behind physical phenomenon. 
  Many sages are hermits, but they are not 
  opposed to joining a group of adventurers if it offers 
  the possibility of new experiences. Between 
  adventures, sages spend their time in reclusive 
  research. 
  They 
  putter 
  about 
  their 
  gardens, 
  experimenting with their plants and learning from 
  nature. 
  
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  71 
  Player’s Primer 
  71 
  Scholar
  Scholar
  Scholar
  Scholar    
  Requirements: Intelligence 11+, Knowledge 
  11+ 
  Specialties: 
  Legends, 
  Languages, 
  Literacy, 
  Arcane Lore, Memory, Sanity, Interrogate, Customs 
  Devotion: 9 + d6 
  Type Ability: Reference 
  Uses per day: Two 
  Effects: The scholar can remember up to 
  (Passable vs Knowledge) pieces of information 
  about 
  any 
  particular 
  subject 
  or 
  item. The 
  information comes from passages he has read in 
  books or scrolls. The referee may either provide the 
  information, or the player can ask specific questions 
  which the referee answers (however, his replies 
  may be as vague as he likes). 
  Description: Scholars are interested in a variety 
  of studies, from art and philosophy to law and 
  history. The scholar does not limit his search for 
  knowledge solely to one field, but learns a little 
  about everything. Since scholars are not physically 
  active, most of their knowledge comes from books 
  and verbal communications rather than from actual 
  experience. Nevertheless, some scholars will travel 
  hundreds of miles to visit an important museum, 
  and will calmly journey through snake- infested 
  jungles if it might mean a chance to find an 
  interesting artifact. 
  Many scholars make their living by reading and 
  writing letters for illiterate people. Others hire 
  themselves out as tutors to wealthy families. The 
  happiest scholars are those with a fat inheritance to 
  finance their studies. 
  Scout
  Scout
  Scout
  Scout    
  Requirements: Nature 11+, Alertness 11+ 
  Specialties: Stealth, Tame, Run, Swim, Boating, 
  Ride, Direction, Languages 
  Devotion: 8 + d6 
  Type Ability: Pathfinder 
  Uses per day: Two 
  Effects: The scout is lead by unerring instinct to 
  a specific destination for (Passable vs Direction) x 5 
  minutes. The scout will take the most direct patch, 
  not necessarily the safest. The scout need not 
  personally know the destination, but it must be a 
  place he has heard about. 
  Description: A scout is a combination of a guide 
  and spy. They are familiar with their home territory 
  and are very observant of change. Scouts are lone 
  wolves, and prefer to be in the lead where the view 
  is better. To a born scout, nothing matches the thrill 
  of standing where no one has stood before. 
  A scout may be hired to lead a party of 
  travelers. During times of war, they are recruited to 
  monitor troop movements. A scout is sometimes 
  required to gather information from people 
  indigenous to the area. For this reason, most scouts 
  learn at least a smattering of many different 
  languages. 
  Soldier
  Soldier
  Soldier
  Soldier    
  Requirements: Stamina 11+, Alertness 11+ 
  Specialties: Pole Arm, Brawling, Run, Will, 
  Wagoning, Stealth, Track, Medical 
  Devotion: 9 + d6 
  Type Ability: Parry 
  Uses per day: Five 
  Effects: By using this ability, a soldier with a 
  melee weapon or shield may parry a non-missile 
  attack. Instead of rolling his defense, the soldier is 
  automatically missed. The soldier may attack on the 
  same turn he parries, and may also parry more than 
  once per turn (but each parry counts as a use). He 
  may not parry a surprise attack. 
  Description: Soldiers are trained to fight as a 
  unit. They are people who seek the camaraderie of a 
  group. Since soldiers are typically patriotic, they are 
  happiest if their wages are paid by the government 
  (although some private citizens have their own 
  Ôarmies'). A soldier's life is very regimented and he 
  has been taught to obey the orders of his superiors 
  unquestioningly. 
  In 
  this 
  way, 
  he 
  avoids 
  responsibility for his actions. 
  Spy
  Spy
  Spy
  Spy    
  Requirements: Dexterity 11+, Alertness 11+ 
  Specialties: Listen, Filch, Stealth, Unlock, 
  Search, Memory, Forgery, Disguise 
  Devotion: 6 + d6 
  Type Ability: Fast Talk 
  Uses per day: Three 
  Effects: A spy can confuse people with his rapid 
  banter. This may allow him to walk past an armed 
  guard or convince a pretty girl that he's a prince. 
  
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  72 
  Player’s Primer 
  72 
  The subject remains befuddled for (victim's 
  Intelligence vs rogue's Charm) x 5 minutes. 
  Afterward, the victim will realize the deception. 
  Description: A spy is similar to a scout, except 
  that his area of expertise involves people rather 
  than countryside. They much prefer urban settings 
  to the wilderness. Merchants employ them to 
  discover the secrets of competing businesses. 
  Governments use them to gain information from 
  other nations. Anyone who needs "eyes on the 
  inside" has a use for a spy. Spies frequently have a 
  cover identity that hides their secret profession. 
  The cover identity can be so convincing that not 
  even their closest friends know they are secretly 
  spies. 
  Thief
  Thief
  Thief
  Thief    
  Requirements: Dexterity 11+, Cunning 11+ 
  Specialties: Climb, Quickness, Stealth, Filch, 
  Unlock, Traps, Lie, Search 
  Devotion: 4 + d6 
  Type Ability: Blend 
  Uses per day: Two 
  Effects: A thief can blend in with his 
  surroundings 
  or 
  with 
  a crowd to become 
  unnoticeable. A thief can become virtually invisible 
  for up to (Passable vs Cunning) x 2 minutes. 
  However, he will be spotted if he attacks, makes a 
  loud noise, or if his location is pointed out by 
  another character. A thief can move at no faster 
  than a walk while using this ability. 
  Description: Thieves make their living by 
  stealing from others, using subterfuge and daring. 
  Thievery is a capital crime in many instances, but 
  the lure of a quick profit is too much for the natural-
  born thief. Some thieves work with others or under 
  the tutelage of master thieves, but most prefer to 
  work alone. Thieves are usually found in medium to 
  large cities. They are generally motivated by greed, 
  and an aversion to manual labor. 
  Warrior
  Warrior
  Warrior
  Warrior    
  Requirements: Strength 11+, Stamina 11+ 
  Specialties: Bully, Ride, Quickness, Dodge, 
  Crossbow, Sword, Brawling, Flexible 
  Devotion: 7 + d6 
  Type Ability: Frenzy 
  Uses per day: Four 
  Effects: The warrior receives two melee attacks 
  per turn for (Passable vs Stamina) turns. This 
  ability can only be used to make melee attacks, not 
  missile attacks or to perform any other action. 
  Description: Unlike the soldier, a warrior is not 
  a regimented fighter. He fights not for his country, 
  but for glory. He is usually very proud of his 
  abilities and may ride recklessly into battle just for 
  the excitement of it all. Some warriors will fight for 
  a cause, but most fight for the thrill it gives them.  
  Spell Users 
  Spell users must have a Fate of 13 or more. 
  Spell users begin the game with at least one spell 
  skill. Chapter 9: Magic describes how spells are cast. 
  Before you choose to play a spell user, you'll want 
  to read about their abilities and limitations. If this is 
  the first time you have played Legendary Lives, it 
  may be easier for you to start with a non-spell user. 
  Non-spell users can always learn how to use magic 
  later in the game. 
  Spell users do not have type abilities, instead 
  they have magical powers. 
  Alchemist
  Alchemist
  Alchemist
  Alchemist    
  Requirements: Fate 13+, Intelligence 11+, 
  Mechanical 11+ 
  Specialties: Arcane Lore, Poison, Literacy, Fire 
  Mastery, Heal, Air Mastery, Water Mastery, 
  Transmute 
  Devotion: 5 + d6 
  Type Ability: None 
  Description: An alchemist specializes in the 
  transformation of matter. He is a primitive scientist, 
  exploring the effects of fire, earth, water and air 
  when combined with the pure energy of magic. 
  Alchemists often make their living by selling 
  potions and elixirs. 
  Alchemists create magical effects by blending 
  pinches of obscure chemicals and ingredients and 
  whispering incantations over them. The robes of an 
  alchemist are filled with the components of his 
  trade, more than enough to last for a long 
  adventure. 
  Every alchemist keeps a log of his experiments, 
  written in a personal code created by its author. It's 
  
  Chapter 3: Character Types 
  73 
  Player’s Primer 
  73 
  very difficult for another alchemist to decipher the 
  code, and impossible for someone who is not an 
  alchemist. An alchemist who loses his code book 
  must pay double the normal cost for all spells he 
  uses until he has rewritten the book, a feat which 
  takes (Literacy vs Awesome) weeks. 
  In order to regain spell skills between 
  adventures, an alchemist must conduct delicate 
  experiments in a laboratory with at least $500 
  worth of equipment. The lab equipment may fill a 
  room, and is not easily transported. 
  Bard
  Bard
  Bard
  Bard    
  Requirements: 
  Fate 
  13+, 
  Charm 
  11+, 
  Knowledge 11+ 
  Specialties: Arcane Lore, Entertain, Legends, 
  Artistry, Bewitch, Control, Bind, Air Mastery 
  Devotion: 2 + d6 
  Type Ability: None 
  Description: The bard is a magical minstrel. She 
  specializes in spells that sway emotions and control 
  the mind. A bard casts a spell by singing a brief song 
  or playing a short tune on a musical instrument. 
  The effects of a spell may continue long after the 
  bard has stopped singing or playing. 
  When a bard character is created, the player 
  must choose a musical instrument as the bard's 
  spell focus. When using an instrument that is not 
  her focus, a bard must pay double the normal cost 
  to cast a spell. It takes one month of practice to 
  become proficient at an instrument, which will then 
  become the bard's new focus. A bard can only be 
  proficient with one instrument at a time.  
  If, during an adventure, a bard learns a new 
  legend or discovers a wonderful song, she may gain 
  an extra bonus inspiration point. The bard player 
  rolls her character's Memory; if the roll is Passable 
  or better the bard gains an extra inspiration point 
  after the adventure. 
  Conjurer
  Conjurer
  Conjurer
  Conjurer    
  Requirements: 
  Fate 
  13+, 
  Strength 
  11+, 
  Intelligence 11+ 
  Specialties: Arcane Lore, Sanity, Bully, Repair, 
  Conjure, Summon, Fire Mastery, Earth Mastery 
  Devotion: 2 + d6 
  Type Ability: None 
  Description: A conjurer specializes in creating 
  something from nothing. A simple conjurer's trick is 
  to pull a rabbit from a hat or a coin from thin air. 
  Powerful conjurers can create entire castles or 
  walls of fire or ice.  
  Conjurers employ elaborate arm gestures and a 
  booming voice. A conjurer who attempts to cast a 
  spell by using one hand or by whispering does so at 
  -1 column. If he does not speak at all, or does not 
  use his hands, he is at -2 columns. 
  Demonologist
  Demonologist
  Demonologist
  Demonologist    
  Requirements: 
  Fate 
  13+, 
  Stamina 
  11+, 
  Intelligence 11+ 
  Specialties: Arcane Lore, Bargain, Will, Run, 
  Divination, Summon, Bind, Shapeshift 
  Devotion: 1 + d6 
  Type Ability: None 
  Description: A demonologist uses her Stamina 
  and Intelligence to deal with demons. All of her 
  magical power originates from these fearsome 
  creatures. A demonologist strives to bind demons to 
  her will and become their master. It is a dangerous 
  job, and many demonologists are thwarted and 
  tricked (usually fatally). Many go mad with the 
  awfulness of the forces with which they deal, or 
  become the playthings of creatures they sought to 
  control. A successful demonologist is a powerful 
  magician indeed. 
  To cast a spell, a demonologist calls upon the 
  power of her demon lords, beseeching them in the 
  language known only to those of the underworld. 
  Gestures are commonly required to point out 
  targets. 
  Between adventures, a demonologist performs 
  diabolical rituals to bargain with unholy creatures. 
  She bullies and makes deals with them in order to 
  regain her expended spells. Sometimes she makes 
  pacts with them to gain power, but she always 
  manages to squeak out of these deals unharmed. 
  The demonologists' association with nefarious acts 
  have made them an object of fear and even hatred 
  among non-spell users. 
  A demonologist gains a bonus inspiration point 
  if she learns the name of a demon during an 
  adventure. 
  
  Chapter 3: Character Types 
  74 
  Player’s Primer 
  74 
  Druid
  Druid
  Druid
  Druid    
  Requirements: Fate 13+, Nature 11+, Strength 
  11+ 
  Specialties: Plants, Forage, Plant Mastery, 
  Control, Commune, Earth Mastery, Water Mastery, 
  Heal 
  Devotion: 3 + d6 
  Type Ability: None 
  Description: A druid draws his magic from 
  nature, especially the spirits that inhabit living 
  vegetation. Cities make him uncomfortable; a forest 
  or the wilderness suits him best. He loves all living 
  creatures and has a natural affinity for animals and 
  plants. He is the self-appointed protector of forests 
  and will use his powers against anyone who 
  wantonly destroys nature. 
  Druid magic is accomplished by simple, 
  sweeping gestures with an oak staff. In this way, the 
  druid summons and controls the forces of nature to 
  do his bidding. If he does not have his staff, all spell 
  costs are doubled. 
  A druid must pay double the normal cost to 
  cast spells outside a natural setting. The only way 
  around this limitation is to seek permission from 
  the Great Oak of his home forest. The Great Oak, a 
  mighty tree which is at the center of each druid's 
  forest, will need to know why the druid is leaving, 
  and when he will be back. If the purpose benefits 
  the forest, then the Great Oak gives the druid an oak 
  ring which will enable him to cast spells in any 
  setting at normal cost, so long as he wears the ring. 
  Between adventures, a druid regains spells by 
  communing with nature. He spends long days 
  meditating in a natural setting, his oak staff across 
  his legs. 
  If, during an adventure, a druid accomplishes a 
  service for his forest, he gains a bonus inspiration 
  point. However, if he harms his forest in any way, or 
  if he does not attend the summer solstice ceremony, 
  his Fate is reduced by one. 
  Enchanter
  Enchanter
  Enchanter
  Enchanter    
  Requirements: Fate 13+, Mechanical 11+, 
  Charm 11+ 
  Specialties: Arcane Lore, Sincerity, Memory, 
  Morph, Transform, Alter, Transmute, Enchant 
  Devotion: 2 + d6 
  Type Ability: None 
  Description: An enchanter uses her magic to 
  change objects or people. Through spells, the 
  enchanter can cause objects to obey her will. 
  Enchanters use a wand to give them pinpoint 
  control of their power. Without a wand, all spell 
  costs are doubled. In addition, enchantments 
  require a murmuring incantation. 
  Illusionist
  Illusionist
  Illusionist
  Illusionist    
  Requirements: Fate 13+ Intelligence 11+, 
  Dexterity 11+ 
  Specialties: Arcane Lore, Quickness, Conceal, 
  Filch, Disguise, Illusion, Shapeshift, Transform 
  Devotion: 2 + d6 
  Type Ability: None 
  Description: Illusionists deal with appearances, 
  not reality. They can create whole cities of 
  phantasms which exist only in the minds of the 
  viewers. Never underestimate the reality of an 
  illusion, for it can kill as easily as the real thing! 
  Illusionists use delicate and subtle yet complex 
  gestures of both hands. An illusionist can cast a 
  spell with just the wave of a finger, but it is at 
  double the normal cost. 
  Necromancer
  Necromancer
  Necromancer
  Necromancer    
  Requirements: Fate 13+, Stamina 11+, Cunning 
  11+ 
  Specialties: 
  Arcane 
  Lore, 
  Sanity, 
  Stealth, 
  Contacts, Summon, Morph, Bind, Commune 
  Devotion: 1 + d6 
  Type Ability: None 
  Description: Necromancers receive their power 
  from 
  the 
  residual 
  energy 
  of 
  the 
  dead. 
  A 
  necromancer may call spirits from another world 
  and command them to do his bidding. It is a 
  dangerous study, and a necromancer may succumb 
  to a spirit if it is too strong for his control. The 
  dangers of necromancy are possession and 
  madness, and a grim knowledge of what awaits 
  those who die. A common trick of necromancy is to 
  gain information from the dead by instilling them 
  with momentary life in order to ask questions. 
  Necromantic spells require fetishes, such as 
  bones and other grisly artifacts from the grave. A 
  necromancer's robes contain secret pouches and 
  compartments laden with a collection of morbid 
  mementos used in his spell casting. If he does not 
  
  Chapter 3: Character Types 
  75 
  Player’s Primer 
  75 
  have his fetishes, a necromancer must spend twice 
  the normal cost.  
  Between adventures, a necromancer regains 
  spells by reading the yellowed pages of forbidden 
  books. Necromancy is so abhorrent that between 
  adventures, a necromancer must make a Feeble 
  Sanity roll. Failure means the necromancer cannot 
  bear the horrible knowledge he has uncovered-it is 
  simply too awful for him to contemplate. On a 
  Pathetic roll he acquires a phobia (rolled from the 
  Phobia table), while on a Catastrophic roll he 
  develops a mental illness (rolled from the Mental 
  Illness table). Madness is an all to common result of 
  necromancy. 
  At the end of any adventure in which a 
  necromancer has delved into a graveyard, crypt, or 
  similar place, the necromancer may discover a 
  forbidden secret which grants inspiration. If he rolls 
  Passable or better on Search, he gains an extra 
  inspiration point for the adventure. 
  Psychic
  Psychic
  Psychic
  Psychic    
  Requirements: Fate 13+, Alertness 11+, Agility 
  11+ 
  Specialties: 
  Search, 
  Empathy, 
  Intuition, 
  Commune, Divination, Move, Protection, Bewitch 
  Devotion: 3 + d6 
  Type Ability: None 
  Description: A psychic summons forth the 
  innate powers of her mind to change reality. Their 
  spells are cast through pure thought and for the 
  most part do not require hand gestures or 
  vocalization. However, the caster must concentrate 
  and cannot cast a spell if distracted (for instance, 
  while in combat). A psychic must close her eyes and 
  touch her temples to cast spells with a cost of 5 or 
  more. 
  Between 
  adventures, 
  psychics 
  fast 
  and 
  meditate to regain their expended spells. They 
  practice and study new ways to open the locked 
  doors of their minds. 
  Shaman
  Shaman
  Shaman
  Shaman    
  Requirements: Fate 13+, Agility 11+, Nature 
  11+ 
  Specialties: 
  Preach, 
  Medical, 
  Divination, 
  Protection, Heal, Control, Shapeshift, Alter 
  Devotion: 3 + d6 
  Type Ability: None 
  Description: Shaman draw their strength from 
  the animal spirits that abound in nature. They may 
  use the smoke from dried plants to augment their 
  powers, and they frequently employ chants to 
  summon their animal spirit guide. A shaman 
  interprets weather changes, animal movements and 
  other natural phenomenon and advises his people 
  based on his observations. In primitive societies, a 
  shaman is second only to the chieftain. 
  Shaman spells require a chanting voice and a 
  rhythmic dance. If a drum is played by another 
  character, the shaman receives -1 from the spell 
  cost. If the shaman cannot perform his dance, the 
  cost is doubled. 
  When first created, a shaman player must 
  choose a totem animal. This is a non-magical animal 
  of the player's choice. The shaman can never change 
  his alliance with this creature. 
  If, during an adventure, a character sees his 
  totem, he will feel compelled to follow it into the 
  wilderness. If the shaman chooses not to follow (by 
  rolling Passable on Will), or if he is held back, or he 
  is followed, then the animal will glide away and the 
  mystical experience will end. 
  If the shaman follows the beast alone, he will 
  disappear into the woods for (Fate vs Awesome) x 2 
  hours. While in the wilds, he will have mystical 
  visions and prophetic experiences. During this time, 
  the totem animal will protect the shaman, although 
  it will not protect him from his hallucinations. 
  Afterward, the shaman's totem animal will either 
  guide the shaman to his companions, or else take 
  him to the place where the shaman first spotted the 
  beast. The totem animal will then disappear. 
  If the shaman follows his totem animal, he will 
  gain two bonus inspiration points at the end of the 
  adventure. 
  Sorcerer
  Sorcerer
  Sorcerer
  Sorcerer    
  Requirements: 
  Fate 
  13+, 
  Cunning 
  11+, 
  Dexterity 11+ 
  Specialties: Arcane Lore, Lie, Legends, Bewitch, 
  Shapeshift, Bind, Enchant, Commune 
  Devotion: 2 + d6 
  Type Ability: None 
  Description: A sorcerer is usually an outcast of 
  some sort, excluded from her society due to the 
  envy of her peers. Perhaps they are jealous of her 
  beauty, or of the prosperity of her farm, or maybe 
  
  Chapter 3: Character Types 
  76 
  Player’s Primer 
  76 
  they need a scape goat on which to blame the 
  failure of a crop. In her isolation, a sorcerer turns to 
  the dark arts. She uses her powers to control those 
  who would otherwise ostracize her, whether as 
  instruments for revenge, to win wealth, or simply to 
  gain attention. 
  A sorcerer casts spells by reading an 
  incantation from a spell book. Her magic taps 
  unseen forces, bending them to her will. Without 
  her spell book, a sorcerer cannot cast any spell with 
  a cost of 5 or more. 
  On any adventure wherein she discovers a new 
  book on magic, a sorcerer must make a Literacy 
  roll; on a Passable or better roll she gains a bonus 
  inspiration point. Between adventures, a sorcerer 
  studies in her dark library, learning the secrets of 
  the ancients and thereby regaining any expended 
  spells. 
  Spiritualist
  Spiritualist
  Spiritualist
  Spiritualist    
  Requirements: Fate 13+, Knowledge 11+, 
  Alertness 11+ 
  Specialties: Arcane Lore, Intuition, Sincerity, 
  Theology, 
  Divination, 
  Summon, 
  Enchant, 
  Air 
  Mastery 
  Devotion: 4 + d6 
  Type Ability: None 
  Description: A spiritualist is similar to a 
  necromancer, 
  but 
  whereas 
  the 
  necromancer 
  forcibly manipulates the energy of the dead, a 
  spiritualist gains the favor of the spirits through 
  kindness. It is said by spiritualists that all a ghost 
  wants is someone to believe in him. Spiritualists are 
  gentle souls, and they overflow with trust and 
  kindness-at least to the dead spirits with whom 
  they communicate. These spirits will give the 
  character advice or information, and will move 
  objects and cause other ghostly manifestations. 
  Some spiritualists are charlatans, and use their 
  good graces with the spirit world to dupe the living 
  out of a few bronze pieces. 
  When a spiritualist is created, the player also 
  creates a spirit guide. This is a benevolent ghost 
  who is dead yet still remembers his life and is 
  willing to help the spiritualist. The relationship with 
  the spirit guide is based on friendship and trust. To 
  cast spells, a spiritualist whispers softly to his spirit 
  guide, explaining what he wants done. Physical 
  gestures are unnecessary; all the work is done by 
  invisible forces. 
  The player should roll the guide's race, type, 
  appearance, 
  personality, 
  and 
  lifeline. 
  These 
  important facts should be noted on the back of the 
  player's character sheet. Rolling up the spirit 
  guide's skills is unnecessary. Spirit guides are 
  completely 
  non-physical 
  and 
  under 
  most 
  circumstances only spiritualists can detect them. All 
  contact with a spirit guide is through the use of 
  spells. Spells enable the spiritualist to communicate 
  with and gain assistance from his guide. 
  Sometimes, a spirit guide is removed by a 
  higher being or else the guide will leave on his own 
  accord. In such cases, another spiritualist may be 
  able to introduce the lost one to a new guide. Or he 
  may encounter a spirit who is willing to become his 
  guide. A spiritualist who has lost his spirit guide 
  cannot cast spells until a new guide is found. 
  Between adventures, a spiritualist regains 
  expended spells by communing with his spirit guide 
  through a planchette, pendulum, or crystal ball.  
  Witch
  Witch
  Witch
  Witch    
  Requirements: Fate 13+, Cunning 11+, Nature 
  11+ 
  Specialties: Arcane Lore, Plants, Legends, 
  Shapeshift, Transform, Transmute, Bewitch, Plant 
  Mastery 
  Devotion: 3 + d6 
  Type Ability: None 
  Description: A witch can be male or female, 
  although some male witches prefer to be called 
  warlocks. Like a druid or shaman, a witch uses the 
  spirits of nature-and sometimes the powers of 
  demons-to cause supernatural effects. Witches use 
  their powers to get what they want, whether it is 
  love, wealth, or a social position. Unlike a druid, she 
  taps the powers of nature for selfish purposes, and 
  does not give back what she takes. The selfishness 
  of some witches has caused great harm to others, 
  and has given all witches a bad reputation. Witches 
  know quite a bit about plants, and sometimes earn a 
  living as healers (or procurers of poison!). 
  Witches use eye of newt, dried bat wings, and 
  other ingredients, combined with sinister gestures, 
  to cast spells. Without her ingredients, a witch may 
  still cast spells with a cost of 4 or less by using 
  simple rhymes. 
  Between adventures, a witch makes a brew in 
  an enchanted cauldron. The process of collecting 
  the ingredients and simmering the brew takes 
  
  Chapter 3: Character Types 
  77 
  Player’s Primer 
  77 
  weeks, and the cauldron is much too large to be 
  easily transported. By drinking her brew, the witch 
  regains any expended spells. If her cauldron is lost 
  or destroyed, it will take the witch two months to 
  enchant a new one. 
  Wizard
  Wizard
  Wizard
  Wizard    
  Requirements: Fate 13+, Knowledge 11+, 
  Stamina 11+ 
  Specialties: Arcane Lore, Memory, Languages, 
  Earth Mastery, Fire Mastery, Illusion, Move, Conjure 
  Devotion: 2 + d6 
  Type Ability: None 
  Description: Wizards concentrate on powerful, 
  spectacular magic. What they lack in subtly, they 
  compensate for with direct, overwhelming force. 
  They tend to be large, bearded men with pointed 
  caps and astrological symbols on their robes. 
  A wizard casts spells through a specially 
  prepared staff, which must be held in one hand, or, 
  for more powerful spells (those with a cost of 5 or 
  more) both hands. Spells consist of only a few 
  harshly shouted words. Without his staff, the 
  wizard must pay double the normal spell cost. If his 
  staff is lost or destroyed, the spell user must create 
  another between adventures. 
  To regain spent spell skills, a wizard spends his 
  time sequestered in his laboratory, researching his 
  magic. 
   
  
   
   
  78 
  Player’s Primer 
  78 
  Chapter 4 
  Religion 
  Starting Religion 
  To determine a character's starting religion, 
  locate his race in this chapter, and roll on the 
  Starting Religion table for his race. Some races have 
  only one possible starting religion, and they do not 
  have a table. A few races, such as entomolians, do 
  not have a starting religion. They may not start the 
  game with a religion, and their Devotion skill is 
  automatically zero. To gain the Devotion skill, 
  entomolians must join a religion during the game 
  (see Converting). 
  Write the name of the faith or deity that your 
  character worships in the space marked "Religion" 
  on your character sheet. Then take a few minutes to 
  read the description of your character's religion. 
  Because a character's initial beliefs are usually the 
  same as his parents, a player cannot choose his 
  starting religion. However, a character may change 
  his faith during the course of his life, as explained 
  under Converting. 
  Example: Dolin's player locates the Dwarf 
  Starting Religion table in this chapter and rolls a 
  six-sided die. Getting a 4, he finds that his deity is 
  Auberim or Grunna; since he is male, his deity is 
  Auberim. With his Devotion of 9, Dolin has a rank of 
  Apprentice in the Church of Auberim. 
  Religious Ranks
  Religious Ranks
  Religious Ranks
  Religious Ranks    
  Most religious groups have a hierarchy. These 
  ranks are listed in table form in the religion 
  description. The tables include the title of each rank, 
  the Devotion a character must have to reach them, 
  and any requirements associated with the rank. The 
  character will also enjoy social prestige and the 
  right to direct lesser ranking characters. 
  A character's Devotion cannot exceed the 
  maximum for his rank. Characters must work their 
  way through each rank before going on to the next. 
  They may not skip ranks. 
  When a rank table directs a character to fulfill a 
  quest, the referee must devise an adventure for the 
  character to perform. The difficulty of the 
  adventure should be inversely proportional to the 
  number of quests required. For instance, a 
  character who must fulfill six quests would have six 
  easy tasks, while a character who had to fulfill just 
  one quest would have a very difficult mission. 
  Where possible, a starting character begins 
  with the rank corresponding to his Devotion. It is 
  assumed he has met all the requirements for his 
  rank. Sometimes, a character will clearly not 
  possess the requirements for his rank. For instance, 
  before a worshiper of Gofannon the Smith can 
  become a Craftsman (Devotion of 15 to 19), he must 
  have a Build of 14 or more. A character with a 
  Devotion of 19 who has a Build under 14 cannot be 
  a Craftsman. The highest rank he can achieve is 
  Worshiper (Devotion of 1 to 14). Accordingly, his 
  Devotion must be reduced to 14. 
  Likewise, a player may choose to have a lower 
  rank than his Devotion allows, in which case his 
  Devotion must be reduced to the appropriate 
  amount. 
  Losing Devotion
  Losing Devotion
  Losing Devotion
  Losing Devotion    
  Whenever a character breaks a law of her 
  religion, or fails to complete a religious mission, she 
  must immediately make a Devotion roll. A roll of 
  Poor or lower has no result. A Passable or higher 
  results means the character loses a point from her 
  Devotion skill. 
  If a character's Devotion is reduced below the 
  minimum for her rank, her rank drops to the level 
  of her new Devotion score. 
  If a character's Devotion drops to zero, her 
  faith in her religion is completely shattered. She 
  loses the Devotion skill altogether, and may no 
  
  Chapter 4: Religions 
  79 
  Player’s Primer 
  79 
  longer attempt to perform miracles until converting 
  to a new religion. All benefits of her previous 
  religion are lost. 
  Converting
  Converting
  Converting
  Converting    
  A character may change his religion at any 
  time, provided he knows someone of the faith he 
  wishes to join. Usually, all that is required is a 
  declaration of faith. When a character joins a new 
  religion, his Devotion becomes 1, and all benefits of 
  his previous religion are lost. A character may 
  change his religion any number of times, but he may 
  have only one religion at a time. 
  A character may be converted during play for a 
  variety of reasons. If a powerful priest is heard 
  preaching, a Catastrophic Will roll indicates 
  immediate conversion to that faith. If an Awesome 
  miracle is performed before a character, he must 
  make a Great Devotion roll or else join the religion 
  of the person performing the miracle. In such cases, 
  a person's Devotion skill drops to 1 point, just as 
  though the character had converted willingly. 
  Player characters may try to convert fellow 
  players to their faith only once. They must roll their 
  Preach over the other character's Devotion to 
  achieve this end. 
  Religious Lifeline
  Religious Lifeline
  Religious Lifeline
  Religious Lifeline    
  If your character has a religion, roll once on the 
  Religious Lifeline table to determine what has 
  happened to him in the past. Note the results on the 
  back of your character sheet. If you roll a result in 
  ALL CAPITALS, roll on the appropriate sub-table for 
  more information. 
  Religious Lifeline (roll once) 
  dlOO
  dlOO
  dlOO
  dlOO    
  Event
  Event
  Event
  Event    
  01-02 Dedicated to religion at birth, +2 
  Devotion. 
  03-04 Lived/worked in temple, +1 Devotion. 
  05-06 Religious fanatic, +1 Preach. 
  07-08 Served church for d6 years, +1 
  Theology. 
  09-10 Trained as scribe, +1 Literacy, +1 
  Theology. 
  11-12 Hermit for d6 years, +1 Devotion. 
  13-15 Sworn to celibacy until quest 
  completed. 
  16-17 Missionary, spreading the faith 
  through persuasion. 
  18-19 Crusader, spreading the faith through 
  force. 
  20-21 Currently on holy mission. 
  22-23 Keeper of HOLY RELIC. 
  24-29 Searching for HOLY RELIC. 
  30-32 Delivering HOLY RELIC. 
  33—37 Subject to religious visions. 
  38-40 Know deep, dark secret about faith. 
  41-43 Parents are of radically different 
  faith. 
  44-45 Fought in holy war, +1 to one Weapon 
  skill. 
   46 
  Creator of own religious sect, +1 
  Preach. 
   47 
  Doubtful about faith. 
  49-52 PURSUED BY FAITH on true charges. 
  53-56 PURSUED BY FAITH on false charges. 
  57-58 Relative of famous religious leader. 
  59-60 Bound by a religious oath. 
  61-63 Believe self to be reincarnation of 
  famous prophet or religious leader. 
  64-65 Blessed by holy person, +1 Devotion. 
  66—67 Cursed by holy person, —1 Fate. 
  68-70 EXCOMMUNICATED on true charges. 
  71-73 EXCOMMUNICATED on false charges. 
  74-76 Currently on pilgrimage. 
  77-78 d6 characters look to you as religious 
  leader. 
   79 
  Faith persecuted, shunned by 
  community. 
   80 
  Persecuted for faith. No open meetings 
  by order of law. 
   81 
  Persecuted for faith. Forced to live 
  in ghetto. 
   82 
  Persecuted. Must carry ID or 
  identifying mark. 
   83 
  Imprisoned if found-practicing faith 
   84 
  Executed if found practicing faith. 
   85 
  Persecuted for faith. Most jobs and 
  businesses are off limits. 
   86 
  Persecuted. Temples commonly 
  desecrated. 
   87 
  Join radical sect to fight religious 
  oppression. 
   88 
  Relative/friend killed for practicing 
  faith. 
   89 
  Scouting for place to settle without 
  persecution. 
  90-92 Wish to build temple or shrine worth 
  $5,000. 
  93-94 Member of secret sect plotting to take 
  over world. 
  95-97 Romantically involved with religious 
  leader. 
  98-00 Disowned by family after joining 
  foreign faith. 
  
  Chapter 4: Religions 
  80 
  Player’s Primer 
  80 
  Pursued by Faith 
  DlOO
  DlOO
  DlOO
  DlOO    
  Reason
  Reason
  Reason
  Reason    
  01-15 Desecrated temple or shrine. 
  16-30 Stole HOLY RELIC. 
  31-50 Lured members away from the faith. 
  51-70 Accused temple leaders of crimes 
  71-90 Mocked religious leaders and/or gods. 
  91-00 Declared a heretic and condemned to 
  death. 
  Holy Relic 
  DlOO
  DlOO
  DlOO
  DlOO    
  Item
  Item
  Item
  Item    
  01-08 Weapon 
  09-16 Garment 
  17-23 Wand 
  24-30 Staff 
  31-38 Book 
  39-45 Icon 
  46-52 Statuette 
  53-58 Musical instrument 
  59-64 Jewelry 
  65-70 Letter 
  71-76 Flag or banner 
  77-83 Cup or bowl 
  84-89 Bottle 
  90-95 Animal 
  96-00 Magical. Roll again for type. 
  Excommunicated 
  dlOO    Reason
  dlOO    Reason
  dlOO    Reason
  dlOO    Reason    
  01-10 Promiscuity. 
  11-20 Avarice. 
  21-30 Greed. 
  31-40 Pride. 
  41-50 Broken sacred vow. 
  51-60 Refused to obey temple law. 
  61-70 Mocked leaders and/or gods. 
  71-80 Theft of temple goods. 
  81-90 Tried to buy favors. 
  91-00 Declared a heretic. Banished from 
  homeland. 
  Miracles 
  Characters with a religion and a Devotion skill 
  have a chance of performing Miracles. 
  A number of times per day, a character may 
  attempt to use his Devotion to petition his god to 
  allow him to perform a miracle. The Miracles Per 
  Day table indicates how many miracles a character 
  may attempt per day. 
   Miracles Per Day 
  Devotion     Miracles
  Devotion     Miracles
  Devotion     Miracles
  Devotion     Miracles    
    1-5           1 
    6-10          2 
   11-13          3 
   14-16          4 
   17-19          5 
   20-21          6 
    22            7 
    23            8 
    24            9 
    25           10 
   
  Whether a miracle succeeds or fails, it still 
  counts as an attempt. 
  Miracles can involve anything, from raising a 
  dead companion to having a symbolic dream. 
  Miracles should be consistent, and conform to the 
  beliefs of the character. For example, if a character 
  worshipped a water god, she would not expect him 
  to cause a spellbook to burst into flame. Instead, 
  she'd pray for a flash flood to sweep the book away, 
  or a sudden storm to ruin the pages. 
  The Devotion roll is made on the ART. The 
  referee sets the roll required and rolls the 
  character's Devotion in secrecy. On a Catastrophic 
  roll, the character has opened himself to dark forces 
  that wish to deceive him. The referee behaves as 
  though the miracle was an Awesome success. The 
  player receives an inspiration point (for rolling a 
  Catastrophic), and may not perform another 
  miracle during that adventure. However, the false 
  miracle will mislead, hinder, or frustrate the player. 
  There are four classes of miracles: Fortification, 
  Guidance, Assistance, and Wonders. While a 
  character may ask for a certain kind of miracle, it is 
  more likely that the referee will choose the 
  appropriate type. Miracles may provide characters 
  with opportunities and information, but not items. 
  The gods are annoyed by people who petition them 
  for material goods. Likewise, requests that defy the 
  
  Chapter 4: Religions 
  81 
  Player’s Primer 
  81 
  teachings 
  of 
  the 
  character's 
  religion 
  will 
  automatically fail and put the supplicant at risk of 
  losing a Devotion point for his impiety (see Losing 
  Devotion). 
  Example: Dolin prays for a magic hammer. The 
  attempt automatically fails because gods do not 
  create items for people. Malajusta then prays for 
  information on the location of a magic sword. The 
  referee sets the RR at Good, because this is a 
  Guidance miracle, and there are plenty of magic 
  swords in the world! The referee rolls Great. A few 
  hours later, while sitting in a tavern, Malajusta 
  overhears two thieves plotting to steal a magic 
  sword from a town official. Her prayer has been 
  answered. 
  Fortification Miracles
  Fortification Miracles
  Fortification Miracles
  Fortification Miracles    
  The character takes a turn to pray for help in 
  accomplishing a stated task. The character gains 
  (Good vs Devotion) columns on her roll to perform 
  the action. The task must be attempted soon after 
  the prayer. 
  Example: Malajusta wants to leap over a 10 
  foot wide pit. To do so, she must roll Passable on 
  Jump. To help ensure her success, she prays to her 
  deity to give her the agility to make the jump. She 
  rolls her Devotion and gets a Great result; she will 
  gain +2 columns on her jump roll. She tries to leap 
  the chasm and gets an Inferior roll on her Jump 
  skill, a complete failure! However, her +2 columns 
  increase the roll to Passable, and she barely makes 
  it over the pit. 
  Guidance Miracles
  Guidance Miracles
  Guidance Miracles
  Guidance Miracles    
  The character experiences a vision or dream 
  that provides some or all of the information being 
  prayed for. Visions can be highly symbolic. While 
  usually occurring within a few moments after 
  prayer, a vision may take as long as 24 hours before 
  manifesting itself. The RR for success depends on 
  the availability of the information. If it is a carefully 
  hidden secret, the RR will be very high, while more 
  common information can be obtained on a Passable 
  or Good roll. How well the character makes the roll 
  determines how much guidance the character 
  receives, and how clear it is. 
  Example: Dolin is searching for a temple to 
  Auberim so he can donate 25 gold to his god. He 
  knows that a shrine exists in Merryweather, but 
  cannot find the road. Dolin decides to pray for 
  divine guidance. The referee sets the RR at Good, 
  and rolls against Dolin's Devotion. The referee gets 
  a Great roll, but says nothing to the player. That 
  night, Dolin sees a bright light on the eastern 
  horizon. The next day, he sets out to the east, and 
  soon reaches Merryweather. 
  Assistance Miracles
  Assistance Miracles
  Assistance Miracles
  Assistance Miracles    
  A successful prayer for assistance will bring a 
  potential helper to the character's side. Usually it 
  will be a humanoid creature, though it can be an 
  animal. The passerby may arrive in just a few 
  minutes or he may take days. Once he arrives, the 
  character must still convince him to assist her. The 
  RR for the miracle depends on how accessible the 
  character is and what she wants the helper to do. 
  How well the roll is made determines how long it 
  takes the assistant to arrive and how powerful he is. 
  On an Awesome roll, the character should be visited 
  immediately by a supernatural agent, perhaps a 
  vision of the god himself. The RR for Assistance 
  miracles should be Good to Awesome. 
  Example: Malajusta has fallen into a pit in an 
  underground dungeon. She's tried climbing out and 
  just can't make it. She prays to the goddess Thana to 
  get her out of this predicament. 
  Because Malajusta is in a relatively inaccessible 
  region, the referee should set a high RR, but because 
  the task requested is fairly simple, he adjusts the RR 
  to Great. Malajusta manages to roll a Great on her 
  Devotion. Seven days later, a vagrant shambles to 
  the mouth of the pit. While looking for a warm place 
  to stay, he got lost in the vast tunnels. Malajusta 
  asks him for assistance. Since her Devotion roll was 
  barely made, she must still convince the vagrant to 
  help her. Malajusta asks him nicely to throw her a 
  rope. She rolls Poor on her Charm, and ends up 
  having to throw him a pouch of bronze coins before 
  he lowers the rope. 
  Wonders
  Wonders
  Wonders
  Wonders    
  Characters may pray for a specific event to 
  occur. Such prayers should be answered only if they 
  are in the realm of the god's power. It is reasonable 
  to pray to a nature god for rain, but a goddess of 
  death is the wrong deity to petition when trying to 
  
  Chapter 4: Religions 
  82 
  Player’s Primer 
  82 
  heal a friend! Of course, there is always a chance for 
  success, but the results might not be quite what the 
  character wanted. If a player insists on praying for 
  rain by petitioning a fire god, he may be surprised 
  with a rain of fire. 
  The RR for a Wonder depends on how closely 
  the event requested matches the deity's known 
  powers. The amazing qualities of the feat should be 
  taken into account as well. How well the roll is 
  made determines how effective the event is. The RR 
  for Wonders range from Great to Awesome. 
  Wonders may be used to heal wounds or raise 
  a dead character. In the latter case, the deceased 
  may be dead only one day. The RR is Awesome, and 
  the deity must be known for his life giving powers. 
  Failure means that the character cannot be 
  resurrected by anyone. 
  Example: Dolin prays to Auberim to bring 
  Malajusta back to life. Though Auberim is not a 
  healing god, he is the supreme creator, and has the 
  power over life and death. The referee sets the RR 
  at Awesome. Dolin makes an Awesome roll and 
  Malajusta's eyelids flutter. She lives again! 
  What's Next? 
  Now turn to Chapter 5: Character History to 
  develop 
  your 
  character's 
  appearance 
  and 
  background. 
  Avian 
  Long ago, the avians had no wings. Instead, 
  they lived like common peasants in the Taranah 
  Valley and gathered herbs and fruit in order to 
  survive. They huddled together in tiny hovels made 
  of woven grass, and often succumbed to disease and 
  hunger. Yet, they were a happy people, and often 
  expressed their feelings by singing sweet songs 
  upon arising. In fact, the avians were known for the 
  beauty of their voices, and people would come from 
  far and wide to hear the echo of their song. Even the 
  sun, it is said, rose a little earlier each day in order 
  to enjoy their music. In those days, avians were 
  known as the Dawn People. 
  In time, the great sorcerer-god Blekar heard 
  about this ragged ensemble and wanted to hear 
  their performance; for Blekar is a master bard as 
  well as a sorcerer and he wanted to judge their 
  talent for himself. So, he mounted his magical 
  stallion Nelex and rode to the Taranah Valley on the 
  other side of the world. He arrived just in time to 
  hear a band of enthusiastic listeners exclaim: "Their 
  voices 
  are 
  sweeter than those of Blekar's 
  daughters!" This filled Blekar with rage, and he cast 
  a spell to change them all into birds. Some avians 
  had enough time to beseech the sun god, Ler, to 
  save 
  them. 
  He 
  took 
  pity, 
  and 
  halted 
  the 
  enchantment. He then gathered up the avians in his 
  golden cloak and swept them to the mountain crags, 
  where they could be safe and content for the rest of 
  their lives. The avians now look upon him as their 
  foster father, and they are his "Sky Children." 
  Avians worship a pantheon of gods. Roll 1d6 on 
  Avian Starting Religion table to determine which 
  cult 
  your 
  character 
  belongs 
  to. 
  Certain 
  requirements apply for some cults. For instance, if 
  you roll a 2 and you are a spell user, you would 
  revere Blekar, but if you were a female thief, you 
  would worship Monnan. 
  All worshippers of avian deities must be 
  capable of flight. 
  Avian Starting Religion 
   d6     Deity    Requirements
   d6     Deity    Requirements
   d6     Deity    Requirements
   d6     Deity    Requirements    
  1-2     Blekar   Spell users only 
          Morryen  Fighter types only 
          Ler      All other males 
          Monnan   All other females 
  3-4     Ler      Males only 
          Monnan   Females only 
   5      Sessura  Any 
   6      Gavran   Any 
  Ler
  Ler
  Ler
  Ler    
  Ler is the creator of all things and master of the 
  world. He is shown as a clean-shaven man with long 
  yellow hair, and his face is so brilliant that none can 
  look at him. Ler is wingless, yet he can fly with the 
  aid of his golden cloak. He carries a burning disc as 
  a symbol of his power; it is also a throwing weapon 
  that relentlessly tracks down its target. 
  Worshippers of Ler must sing his praises each 
  day at sunrise and sunset, preferably in flight. They 
  must also burn a handful of their own feathers once 
  per month as a sacrifice, and participate in the 
  annual Cloud Climb festival. Priests wear yellow 
  cloaks, and must be unmarried and celibate. They 
  can leave the priesthood at any time, but are not 
  
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  allowed to return. Magic users avoid using darkness 
  spells, for they are the domain of Blekar. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Chorus             1-9     Declare faith. 
  Songster          10-14    Dye hair and wings 
  yellow. 
  Songbird          15-19    Make vow of 
  celibacy. 
  Voice of Ler      20-24    Win Cloud Climb. 
  High Priest        25+     Elected by other 
  high priests. 
  Monnan
  Monnan
  Monnan
  Monnan    
  She is the wife of Ler, and the goddess of 
  women and motherhood. Her symbol is the moon. 
  She wears her long white hair tightly bound with 
  silver ribbons. These magical ribbons grant eternal 
  youth and immunity to enchantments. Like Ler, 
  Monnan is wingless, but she can fly with the aid of 
  her silver cloak. 
  The faithful must sing the praises of Monnan 
  each night, preferably in flight. They also burn a 
  handful of their own feathers once per month as a 
  sacrifice. Monnanists must attend the annual Cloud 
  Climb festival and participate with enthusiasm. 
  Priestesses wear white robes as a sign of modesty 
  and virtue. They must be unmarried and celibate. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Chorus             1-9     Declare faith. 
  Daughter          10-14    Wear hair 
  completely bound. 
  Sister            15-19    Make vow of 
  celibacy. 
  Mother            20-24    Win Cloud Climb 
  challenge. 
  High Priestess     25+     Chosen by former 
  High Priestess. 
  Blekar
  Blekar
  Blekar
  Blekar    
  He is the brother of Ler, and the ruler of 
  Nightworld, the resting place of the dead. A 
  powerful enchanter, he loves only magic and the 
  power it brings. He looks identical to Ler in every 
  way, except that he is dark while Ler is fair. Blekar 
  rides a flying horse called Nelex. This fantastic beast 
  breathes fire and has silver daggers for teeth. 
  Blekar's followers are invariably magic users. 
  Since they are openly prosecuted by followers of 
  Ler, they usually meet in secret. No worshipper of 
  Blekar can use fire or light spells, for they are the 
  domain of Ler. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Acolyte            1-11    Blood oath before 
  the order. 
                             Sponsored by a 
  member. 
  Apprentice        12-17    Swear eternal 
  loyalty to a Master. 
  Master            18-24    Find a worthy 
  apprentice. 
  High Wizard        25+     Assassinate Voice 
  of Ler. 
  Morryen
  Morryen
  Morryen
  Morryen    
  Daughter of Blekar. Goddess of war. She carries 
  a magic sword that strikes as ice and then as fire 
  when she wields it. Her lance is tipped with poison 
  and her armor is streaked with blood and gore. 
  Morryen is worshipped by a small group of 
  militaristic avians. They tattoo their arms with 
  birds of prey. They follow a strict regimen of 
  devotion. They must keep themselves physically fit 
  and alert, eat only one meal a day, and carry a 
  weapon at all times. They scar themselves 
  ritualistically in the name of Morryen after every 
  kill; not to do so is considered a disgrace. A crippled 
  or maimed follower is unacceptable to Morryen and 
  he will be expected to commit suicide. If he does 
  not, his companions will be obliged to kill him 
  ignobly. 
   
  Title            Devotion  Requireme
  Title            Devotion  Requireme
  Title            Devotion  Requireme
  Title            Devotion  Requirements
  nts
  nts
  nts    
  Trainee            1-11    2 combat skills of 
  Passable or better. 
  Soldier           12-15    Train for 6 
  months. 
                             Gain 3 or more 
  ritual scars. 
  Warrior           16-21    Defend the avian 
  tribe from enemies. 
  Commander          22+     Lead 20 or more 
  people in 3 battles. 
  Sessura
  Sessura
  Sessura
  Sessura    
  Sister of Monnan. Goddess of plants, fertility 
  and healing. She is a child, eternally eight years old. 
  She is quite charming, and loves music and dancing. 
  Worshippers are forbidden to eat meat and must 
  never harm a plant wantonly. 
  All worshippers must perform twice yearly at 
  her temple, either by dancing, telling stories or 
  playing a musical instrument. If a Good or better is 
  achieved, the character adds +1 to the appropriate 
  skill: Agility, Dexterity, Charm, Entertain, Mimic or 
  Legends. They must also help harvest the temple 
  gardens, which feed the poor and homeless people. 
  
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  84 
  There are no high ranking officials in her 
  temple. All decisions are made after a meditation 
  session, when the worshippers put questions to a 
  vote. 
  Gavran
  Gavran
  Gavran
  Gavran    
  The son of Ler and Monnan, he is also the god 
  of the sea. The only avian god with wings, he wears 
  a cloak of dark blue and a tight-fitting cap made of 
  shell. The cap allows him to breathe and travel 
  through water. He carries a horn by his side, and 
  calls sea creatures-including sea birds-to the shore 
  with one long blast. He can also summon wind, 
  storms and small islands with this miraculous item. 
  He carries a net barbed with tiny hooks as well. 
  This fun-loving god is a great favorite. His 
  followers live along the ocean. They build small 
  altars on the sands and leave charms and amulets 
  there to be blessed by him. They sing his praises as 
  they fly over the sea, dipping their wings into the 
  water. Followers must bathe in salt water every day 
  (this may be as simple as dipping a finger in a salt 
  solution, if the ocean is unavailable) and refrain 
  from eating red meat. Priests and priestesses wear 
  blue robes and drink blessed waters at least once a 
  day. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Chorus             1-9     Declare faith. 
                             Vow to bathe in 
  salt water every day. 
  Sister/Brother    10-15    Take part in 
  rituals for one year. 
  Priest/ess        16-21    Wear blue robes. 
                             Drink blessed 
  waters once a day. 
  High Priest/ess    22+     Fulfill 1d6 quests 
  for faith. 
  Barbarian 
  Barbarians belong to clans which worship the 
  attributes of different animals. Roll 1d6 on the 
  Barbarian Starting Religion table to determine 
  which clan a barbarian is born into. These are the 
  largest tribes, though splinter groups exist as well, 
  including the Dog, Elk, and Fox clans. 
  Barbarian Starting Religion 
   d6     Clan
   d6     Clan
   d6     Clan
   d6     Clan    
  1-2     Bear 
   3      Winter Wolf 
   4      Hawk 
   5      Mountain Lion 
   6      Other 
   
  Barbarian clans have only two ranks, that of 
  clan member and shaman. There may only be one 
  shaman per tribe. If a character wishes to become 
  shaman, he must first become a shaman type. He 
  may do this by choosing that type when creating a 
  character, or by developing the skills necessary to 
  become a shaman. Next, he (or she) must kill or 
  drive away the current shaman. He can do this by 
  challenging him to a duel, through assassination, 
  blackmail, or by demonstrating his advanced 
  magical skills to the tribe. This is not easy, for the 
  shaman will be on the lookout for contenders. 
  Clan of the Bear
  Clan of the Bear
  Clan of the Bear
  Clan of the Bear    
  The main attribute of the bear is strength. Clan 
  members pride themselves on their hardiness. They 
  wear robes, caps, and other items of clothing or 
  jewelry made from the skin of the bear. Most 
  barbarians belong to this cult. 
  Many shamans raise male bear cubs as pets. It 
  is considered lucky to pass a newborn infant over a 
  bear's broad back, conferring strength and long life 
  to the child. Oaths, marriages and funerals are often 
  performed with the shaman's bear in attendance. A 
  young woman (usually a widow) is selected to act 
  as the bear's wife. It is her duty to feed him, and 
  look after his needs. Orphaned children become 
  "Children of the Bear," and live with these unusual 
  foster parents. 
  Twice a year, a bear is slaughtered in a special 
  ceremony performed by hunters and warriors, 
  
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  presided over by the shaman. The heart and liver of 
  the bear are extracted, and then eaten raw by the 
  tribal leaders. The rest of the meat is distributed 
  throughout the tribe as the shaman thanks the great 
  bear spirit for his benevolence. The skin, teeth and 
  claws of the sacrificial bear are symbols of divine 
  favor. The consort of the shaman prepares the skin 
  and special jewelry, which is then presented to 
  worthy persons by the shaman. 
  It is taboo to kill a bear without asking 
  forgiveness from the great bear spirit. A clan 
  member must not disturb or harm a sleeping bear. 
  Anyone who harms the shaman's bear or his foster 
  family may be put to death. The heart and liver of 
  the bear is forbidden food, unless a shaman has 
  deemed you worthy to partake of it. If a promise is 
  made in the presence of a bear, or if the spirit of the 
  bear was invoked, that promise can never be 
  broken. If it is, the person breaking the oath will be 
  punished by the great bear spirit. All people 
  belonging to the bear tribe avoid dogs and people 
  associated with dog clans. The dog is considered a 
  cowardly and unclean beast. 
  Clan of the Winter Wolf
  Clan of the Winter Wolf
  Clan of the Winter Wolf
  Clan of the Winter Wolf    
  The main attribute of the winter wolf is 
  endurance. It lives in the cold northern regions, far 
  from civilization. It is a clever, quick and ruthless 
  beast, and clan members strive to emulate these 
  traits. 
  Clan members believe that death is the 
  absolute end, except when a person dies while 
  defending the clan. His soul is then transferred into 
  the body of a wolf. Tribe members believe these 
  creatures live forever. When the wolf dies, the soul 
  simply leaves the old body and enters a new one. In 
  this way, brave warriors achieve immortality. 
  It is taboo for anyone but a shaman to kill a 
  wolf, and only a shaman may wear a wolf pelt. The 
  shaman dons the memories of the soul that once 
  inhabited the wolf when he wears the skin. In this 
  way, the shaman communicates with wolves as well 
  as the spirit world. Clan members carry carvings of 
  wolves as good luck charms. To lose one is a sign 
  that the wolf spirit has abandoned you. 
  Clan of the Hawk
  Clan of the Hawk
  Clan of the Hawk
  Clan of the Hawk    
  The main attribute of the hawk is swiftness. 
  The hawk is an independent creature known for its 
  keen eyesight and precise tracking abilities. Those 
  who belong to the Clan of the Hawk worship this 
  powerful bird and try to learn from its actions. 
  Many of them are hunters. Clan members usually 
  carry ranged weapons such as bows and slings. 
  Members of the hawk clan wear hawk feathers 
  as a symbol of their devotion. Rabbits, mice and 
  similar creatures are carved from wood and kept as 
  charms. These represent a successful hunting 
  expedition, and bring prosperity to the carrier. 
  A hawk may be killed, but it is forbidden to eat 
  it. The flesh is simply burned until it is ashes, while 
  the feathers are kept to make capes and other 
  items. Hawks may not be captured and sold; 
  however some shaman of this tribe carry a hawk 
  upon their arm. 
  Clan of the Mountain Lion
  Clan of the Mountain Lion
  Clan of the Mountain Lion
  Clan of the Mountain Lion    
  The mountain lion is worshipped for its 
  strength, cunning and hunting abilities. Tribal 
  members wear carved amulets, shaped like a lion 
  for good luck. They primarily eat meat, and shun 
  fish and poultry. Because mountain lions are 
  somewhat uncommon, a skin is thought to be a 
  great treasure. It is usually presented to the shaman 
  or tribal leader by the hunter who killed the lion, 
  though he may choose to keep it himself or give it to 
  someone else. Anyone who wraps himself in the 
  skin of the lion will become strong, swift and alert; a 
  sick person will regain his health and a pregnant 
  woman will be assured of an easy birth. 
  Brownie 
  Luckies
  Luckies
  Luckies
  Luckies    
  Brownies have no true religious system. 
  Instead, they believe that life is directed by the 
  powers of Luck. Believers of this faith are known as 
  "Luckies." A catalogue of brownie superstition 
  would 
  be 
  huge 
  and 
  virtually 
  worthless-
  superstitions vary from village to village. However, 
  
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  all brownies have a few beliefs in common. The 
  strongest one concerns the "true name." 
  A brownie is known all his life by an everyday 
  name given to him at birth. At puberty, the brownie 
  is given some quest or goal by an older family 
  member. On the completion of the task, the brownie 
  chooses his "true name," which has somehow 
  suggested itself to him during his journey. The 
  brownie is obligated to repeat his true name aloud 
  seven times a day, and many write it on a piece of 
  paper and carry it as a charm. This name is suffused 
  with magical powers, and cannot be used lightly. It 
  is used as a great sacrifice ("By the powers of Good 
  Luck, if you heal my son, I'll give up my true name") 
  or as a solemn oath ("I swear by my true name that 
  I'll never tickle you again."). If a person discovers a 
  brownie's true name, the brownie will feel 
  obligated to act as his servant until he obtains a new 
  true name. 
  At the beginning of every adventure, a brownie 
  must roll his Fate. On a Catastrophic result, 
  someone has heard his true name, and he must 
  pledge himself to them. This could be a foe, but will 
  most likely be another character. 
  Brownies do not really have a clear idea of an 
  afterlife. The feeling is that upon death, Luck spins 
  the wheel one last time. If you're lucky you will go 
  to the Good Land, a place of laughter, good times 
  and plenty of food. If your luck runs out, you'll end 
  up in a dreary damp cavern that is crowded with 
  unhappy souls. 
  It is good luck if: You find and carry a four-leaf 
  clover. You quaff a pint of honeymead ale in one 
  gulp. Your home is lined with slate stone. You carry 
  a rock with a hole through the middle of it. A bird 
  lights on your head. Your true name is unknown to 
  all your friends and acquaintances. Seven women 
  acknowledge you on market day (all your barters 
  will be successful!). 
  It is bad luck if: You lose a lucky talisman. A 
  cow licks you. You cross a river at dawn or dusk. 
  You stumble. You hear a goblin sneeze. You wear 
  the colors blue and red together. Money is counted 
  out loud. Your garden yields mutated vegetables. 
  Eating such vegetables is very bad luck, and if you 
  sell them to unsuspecting folk who then discover 
  the ruse, you'll be run out of town! 
  Bush Person 
  One day Snake was tracking his way through 
  the vast desert sands, looking for a place to sun 
  himself. He came upon two great stones, one red 
  and one black. Both seemed perfect for such a 
  pastime, but when he slithered between them, he 
  discovered they were bitterly cold. Now this was a 
  very odd thing, so he called to his oldest brother 
  dancing in the sky and said: "Brother Fire, I fear 
  that your powers are naught, for these two stones 
  are cold and have no life heat whatsoever." Fire 
  heard him, and grew angry, for even the slightest 
  criticism was a great insult in his eyes. With a roar 
  he swooped down and grasped the stones in his 
  fiery embrace. Poor Snake felt his skin crack away 
  from his body from the terrible heat, and he pressed 
  himself closer to Sister Earth in order to hide from 
  the wrath of Fire. To this day, Snake sheds his skin 
  and burrows into the ground when he is in fear. 
  Fire found the stones to be utterly beyond of 
  his powers; nothing he did could warm them. "They 
  must be the playthings of my Sister, Water" he 
  grumbled "And therefore useless to me!" And with 
  that, he threw the stones with such force that they 
  tore horrible scars across the belly of Sister Earth, 
  causing her to tremble and cry out in pain. Finally, 
  they came to rest, and a strange thing happened. 
  The stones fell apart and it was seen that a lump of 
  flesh was curled inside the middle of each! Snake 
  circled round and round, but could make no sense 
  of it all. Cautiously he flicked his long tongue toward 
  the bundles-and they began to shudder with life. 
  First one, and then the other formed into the shape 
  of a being that had never before been seen. And so 
  the first man and woman were created-Keyl, son of 
  the black stone and Ke, daughter of the red stone. 
  When Keyl and Ke were first formed, they were 
  very frightened, for they knew nothing of the world. 
  Snake became their teacher. He taught them how to 
  build shelters out of rocks and earth, and how to 
  beg favors from their siblings, Fire, Earth, Water 
  and Air. He showed them where the tasty plants 
  grew, and explained to them what was good and 
  safe to eat, and what was not. After a while, he even 
  led them out of the desert, to the ocean front where 
  they learned to swim and fish. The whole family 
  watched with pride as Keyl and Ke became strong 
  and happy beings. Snake became arrogant, and 
  
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  constantly spoke of them as his own children. One 
  day he even had the gall to say "Why, they were 
  nothing but lumps of flesh until I blessed them with 
  my own life juices!" With that, the sky began to 
  darken and all living things began to tremble with 
  fear, especially Snake. He had committed a terrible 
  sin when he attributed the power of life to himself, 
  when all knew that it was the Great Mother who 
  held sway over all. Now she was threatening to 
  destroy them because of his folly. 
  Thinking quickly, Snake began to chant 
  soothing words, assuring the Great Mother that his 
  boast had been meaningless and quite stupid; he 
  would gladly accept any punishment that she chose 
  to mete out. Instantly, Snake fell to his belly, no 
  longer supported by his legs, for the Great Mother 
  had snatched them away. Then she made his mouth 
  fill with poison, so that never again could he claim 
  that his saliva could confer life. With that, she was 
  satisfied. 
  Snake became a bitter creature after that, 
  blaming Keyl and Ke for his misfortune. While he is 
  still revered as the great Teacher, he rarely confers 
  his knowledge to anyone else, and prefers to be 
  alone. 
  Bush people worship a pantheon of elemental 
  gods. Their religious life is centered around a village 
  shaman. Besides the elemental gods, bush people 
  also revere the animals that provide them with 
  companionship, food, clothing and even weapons. 
  They build shrines to their ancestors, and pray for 
  their happiness. Roll 1d6 on the Bush People 
  Starting Religion table to determine which god a 
  particular bush person reveres most. 
  Bush Person Starting Religion 
   d6     Cult
   d6     Cult
   d6     Cult
   d6     Cult    
   1      The Void 
  2-3     Brother Fire 
   4      Sister Water 
   5      Sister Earth 
   6      Brother/Sister Air 
   
  There is only one shaman per tribe. If a 
  character wishes to become shaman, he must first 
  be a shaman type. If he can demonstrate superior 
  powers before the tribe, he will be elected shaman, 
  and the other will have to leave in disgrace. 
  However, it is more likely that the current shaman 
  will challenge the contender to a series of quests 
  somehow 
  involving 
  the 
  elements 
  that 
  are 
  worshipped. For instance, a challenger may be 
  required to " Bring me the flame of a draconian, 
  water from a korrigan's spring, the earth from a 
  brownie's garden and a raven's last breath." If the 
  challenger does so, the shaman must step down. 
  These quests must be approved by all tribal leaders, 
  so that no one is asked to do the clearly impossible. 
  Occasionally, a shaman will have a half-dozen 
  persons all on the same quest. 
  The Void
  The Void
  The Void
  The Void    
  The void is a great nothingness that existed 
  before the creation of the world, and will exist long 
  after the world crumbles to dust. From out of its 
  depths, all things come. When living things die, they 
  return to the Void to be reborn. If they have been 
  honorable, they will be reborn in the "Land of the 
  Great Hunter", a world exactly like this one, but 
  with no hunger, strife or war. Those who have not 
  obeyed the dictates of the tribe will find themselves 
  reborn in this world. 
  The Void is usually represented by the night 
  sky, though sometimes it is addressed as the Great 
  Mother. It is feared that the Void will someday grow 
  weak and collapse upon the world, suffocating all 
  living things with its heavy weight. For this reason, 
  ceremonies are held nightly so that spells of healing 
  and rejuvenation are said to keep the Void strong. 
  Brother Fire
  Brother Fire
  Brother Fire
  Brother Fire    
  Fire was the first element born of the Void. He 
  sprang forth so fast and furiously that sparks 
  burned deeply into the face of the Void, becoming 
  stars. His great destructive power was such that he 
  threatened the Void itself, until Sister Water 
  emerged and tamed him utterly. It is considered 
  wise to treat Brother Fire with respect; otherwise 
  he might leave in a sulk (leaving the world in utter 
  darkness) or sear the world with his flames. 
  Brother Fire is depicted as a dark man 
  surrounded by fire. He burns everything he touches, 
  but his warm breath can heal the sick and even 
  bring life back to the dead. He is impatient, 
  emotional and explosive, but without him, there 
  would be no life. 
  Sister Water 
  The antithesis of Brother Fire. Only she keeps 
  him from bursting into rage and reducing 
  everything to ashes. Because the bush people live in 
  the hot, southern regions they are grateful to Sister 
  
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  88 
  Water who cools their parched throats. However, 
  she too must be placated, for her anger causes great 
  floods to rise, capable of destroying entire villages 
  in a moment. 
  Sister Water is shown as a slender woman 
  wrapped in wet robes. Her hair and fingers drip 
  water, and she brings the rains that are needed to 
  grow crops. 
  Sister Earth
  Sister Earth
  Sister Earth
  Sister Earth    
  The gentle one. She is the friend of the bush 
  people, patient and giving. She feeds the animals 
  and tribes the roots and herbs which are her own 
  life's blood. If she becomes ill because of too much 
  teasing by her older siblings, the land becomes 
  parched or muddy. Sometimes they tease her so 
  much that her anger is aroused, and she tries to 
  strike back at them. When she does, the ground 
  trembles. 
  Sister Earth is shown as a plain woman, with a 
  broad face. She is shy, and is usually shown with her 
  eyes downcast. She often carries a mortar and 
  pestle, symbol of the harvest. 
  Air
  Air
  Air
  Air    
  Air is represented as either male or female, and 
  is known as "little brother" or "little sister" 
  depending on the manifestation. Air is the joining 
  element between all the gods, the animals and the 
  bush people themselves. While Brother Fire offers 
  the warmth that is necessary to sustain all life, Air 
  supplies the initial breath of life itself. In other 
  words, Air is symbolic of the soul within all things. 
  Corsair 
  Because they travel far and wide, corsairs have 
  been introduced to many different beliefs, some of 
  which they have brought back to their villages. A 
  corsair town is likely to have a variety of religious 
  societies, though most of these die out within a few 
  years, due to failing interest. 
  Most corsairs believe that their lives are 
  controlled by one of two entities: Lady Luck or the 
  Lady of the Sea. Most believe that the two are 
  sisters who have divided control of the world 
  between them. Others believe that only one exists, 
  and the other is simply a different manifestation. 
  One-room shrines to both goddesses are numerous 
  along the coast, and corsairs often burn incense in 
  their honor. There is no regular priesthood; instead 
  the women of the village take turns maintaining 
  these places of devotion. 
  Roll 1d6 on the Corsair Starting Religion table 
  to determine which lady a particular corsair reveres 
  most. 
  Corsair Starting Religion 
   d6     Deity
   d6     Deity
   d6     Deity
   d6     Deity    
  1-3     Lady Luck 
  4-6     The Lady of the Sea 
  Lady Luck
  Lady Luck
  Lady Luck
  Lady Luck    
  Lady Luck is shown as a buxom woman 
  wearing gaudy clothing. She holds a wheel of 
  fortune, cards, coins or other symbols of luck. 
  Sometimes she is shown with an hourglass, showing 
  that luck always runs out eventually. Lady Luck 
  favors every ninth day after New Year's day. 
  Marriages, business deals and ship launches often 
  take place at this time. In the fall, the corsairs hold a 
  three day festival in honor of Lady Luck. Contests of 
  strength, cunning and skill are held. 
  The Lady of the Sea
  The Lady of the Sea
  The Lady of the Sea
  The Lady of the Sea    
  This goddess is depicted as a sad-faced woman 
  dressed in flowing garments of blue, green, and 
  white. Her shrines are found near the sea, 
  decorated with shells and driftwood. Many are built 
  at the end of long piers so that they extend far 
  beyond the beach. These shrines have a hole in the 
  floor so that gifts may be thrown to her. Corsairs 
  often carve representations of their ships to offer to 
  the Lady-it is said that she will protect all ships 
  given to her. These model ships are tossed into the 
  sea on her feast day, and new representations are 
  carved and dedicated to the Lady. 
  The Lady of the Sea is feared as well as revered. 
  She enjoys luring men and women into the murky 
  depths of the ocean, where she lives in a vast castle. 
  She then forces them to be her slaves. Relatives of 
  those who were lost at sea often pray and beg her to 
  release their loved ones from captivity. Because she 
  is greedy and loves treasure, some people try to 
  
  Chapter 4: Religions 
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  89 
  bribe her with gold and jewels, tossing them into 
  the water in order to garner her favor. Those who 
  try to rob the sea of these underwater treasures are 
  put to death, for corsairs believe that their island 
  homes will be at risk if the Lady of the Sea is 
  angered in this manner. 
  Draconian 
  Draconians believe in the powers of magic, and 
  magic alone. Their religious faiths are actually cults 
  that have grown up around the different methods of 
  learning and teaching magic. These cults are 
  elaborate, mysterious and maintained by loyal 
  brotherhoods. Each believes that the other system 
  is dangerously in error and bloody feuds have 
  arisen. These cults are often known as "paths" 
  because they intend to lead the acolyte to the true 
  source of magic and power. 
  All draconian religions teach that life itself is 
  magical. When a draconian dies, they believe that 
  his life force lingers in the area. It can become part 
  of a rock, tree or even an animal. When a revered 
  draconian is on his death bed, a child is often 
  brought to his side so that his life force may enter 
  the child. Of course, every draconian hopes for the 
  day when he becomes the ultimate magician and 
  achieves immortality. 
  Roll 1d6 on the Draconian Starting Religion 
  table to determine which path a draconian follows. 
  Draconian Starting Religion 
   d6     Path
   d6     Path
   d6     Path
   d6     Path    
  1-3     Jewel Path 
  4-5     Cloud Path 
   6      Blood Path 
  The Jewel Path
  The Jewel Path
  The Jewel Path
  The Jewel Path    
  The followers of the Jewel Path observe the 
  teachings of the great sorceress Merghena who 
  wrote the famous grimoire trilogy: Crystal, Emerald, 
  and Ruby. She taught that magic is a manifestation 
  of life energy that can be found in natural items, 
  such as wood, metal and stone. She believed that 
  this energy had been compressed and made 
  dormant by ancient magicians who wanted to keep 
  their powers safe. Followers of the Jewel Path try to 
  extract energy from various objects and mold that 
  energy to their will. 
  This cult is called the Jewel Path because 
  Merghena believed that gems were the best 
  storehouses for magic. Followers often carry wands 
  encrusted with jewels. 
  The current god-king of the draconians is a 
  Ruby Mage. Naturally, his directives tend to favor 
  the Jewel Path. Every three years at a grand festival, 
  he selects a new apprentice who must immediately 
  convert to the Jewel Path. From his apprentices, the 
  god-king will eventually select a successor known 
  as the King's Chosen. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Crystal Mage       1-11    Must be a 
                             spell user. 
  Sapphire Mage     12-16    Apprenticed to 
  Emerald Mage for one year. 
  Emerald Mage      17-22    Fulfill 2 quests 
  for temple. 
  Ruby Mage          23+     Reach Fate of 20+ 
  The Cloud Path
  The Cloud Path
  The Cloud Path
  The Cloud Path    
  This cult professes that magic is only a 
  projection of the mind; all magic stems from the will 
  power of the magician. This system was founded by 
  twin magic users, Vulge and Snyde. Twins are a 
  great rarity among draconians, and it was soon 
  clear that these boys were particularly special-they 
  were almost perfect telepaths, speaking to each 
  other without words over great distances. They 
  were also quite brilliant, and learned the ancient 
  spells with ease. 
  They began to study their own minds, trying to 
  discover what allowed them to manipulate magic so 
  readily. They compiled their findings in a short 
  essay entitled Minds beyond the Cloud, hence the 
  term "Cloud Path." In this essay, the brothers 
  confess their dislike for traditional learning 
  techniques, and introduced a rigorous training 
  program that emphasized meditation and mental 
  exercises. This, they felt, was the true way to find 
  the ultimate source of power and magic. 
  Followers of the Cloud Path use no items, 
  wands or other equipment, and look upon such 
  things as childish. 
  
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  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Muse               1-11    Declare faith. 
  Medium            12-16    One year of study 
  under Seer. 
  Seer              17-23    Fulfill 2 quest 
  for temple. 
  Cloud-walker       24+     Reach Fate of 20+ 
  The Blood Path
  The Blood Path
  The Blood Path
  The Blood Path    
  The Blood Path was founded by a draconian 
  god-king known as Kre-Usur. Like all primitive 
  draconians, he was vicious, demanding and cruel. 
  He was nicknamed "Sharp" by his people-a simple 
  title which paid tribute to his habit of sharpening 
  his teeth and claws so that he could rend the flesh of 
  his enemies. Yet Kre-Usur was a brilliant creature 
  as well as a monster. His theories of life, death and 
  magic were carefully written down in three slim 
  volumes that became the foundation of the Blood 
  Path. While the originals were lost long ago, copies 
  remain, though they are rare. 
  Kre-Usur wrote that the greatest magical surge 
  always came before death, when the life forces 
  gathered in order to vacate the body. His first book, 
  The Last Breath is a collection of essays and spells 
  which teach a person how to control his life force in 
  order to draw forth magic. This includes blood-
  letting, self-torture and self-induced trances. The 
  second book, The Other, describes the death throes 
  of many different animals and people. It lists the 
  different levels of power released by specific types; 
  for example, a young rabbit's life force as opposed 
  to an old dwarf's life force. 
  The last volume is entitled The Child. The first 
  half of this book lists various ceremonies and 
  techniques for elevating one's magical status by 
  sacrifice, drinking blood and eating certain types of 
  flesh. The second half is an unfinished workbook 
  detailing Kre-Usur's final experiment. Using the 
  flesh and bones of the dead, he strived to reanimate 
  them in order to create the perfect magical being. 
  Kre-Usur died of old age before his experiments 
  were completed. His last request was that his own 
  body and blood be used in order to achieve success. 
  Whether his successor did so or not is unknown. 
  The Blood Path was once a very popular cult, 
  but it quickly lost favor when draconians found it 
  necessary to trade and interact with other races-
  they simply would not tolerate it. Although the 
  Blood path is officially banned in most areas, it is 
  still studied by many draconians in secret. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Apprentice         1-11    Declare faith with 
  blood oath. 
                             Sponsored by mage. 
  3rd Order         12-16    Perform 4 minor 
  sacrifices before order. 
  2nd Order         17-22    Perform 2 major 
  sacrifices before order. 
  Primary Order      23+     Fulfill sacrifice 
  ordained by order. 
  Dwarf 
  In the beginning, Auberim was alone. He bit off 
  the finger of his left hand in order to create a 
  companion for himself. The result was Grunna, a 
  beautiful woman with dark hair and eyes. He fell in 
  love on first sight, but his ardor soon cooled. 
  Grunna proved to be a nag, and refused to bow to 
  his wishes. So Auberim bit off the finger of his right 
  hand, and created a second wife, whom he named 
  Brei. She has big blue eyes and a sweet disposition, 
  nevertheless it is Grunna who is worshipped as 
  Queen of the gods. 
  Grunna constantly badgered Auberim to create 
  beautiful jewels for her to wear. She also belittled 
  his creative talents, which prompted Auberim to 
  create the world in a show of power. He did this by 
  tossing a mixture of earth and water into the air. 
  When it fell, it broke into four pieces. From these 
  shapes came all the living things of the world: 
  plants, animals, evil ones, and the dwarven race. He 
  found favor with the dwarves, and allowed them to 
  live on the outskirts of his vast underground 
  kingdom. The rest he banished to the harsh 
  elements of the surface. 
  Auberim and the other gods reside in 
  Auberim's Gate, a mighty city of untold splendor 
  which can be found in the very center of the earth. It 
  is here where the souls of dead heroes spend 
  eternity. 
  Dwarves worship a pantheon of gods. Their 
  religions are highly organized with temples and 
  strict rules of conduct. Roll 1d6 on the Dwarf 
  Starting Religion table to determine which deity a 
  dwarf worships. Some restrictions apply. For 
  instance, if you roll 5 and you have a female 
  character, your character would worship Brei. If 
  you roll a 1, you must make a second die roll to 
  determine which deity, Tu or Nictryi, your character 
  worships. 
  
  Chapter 4: Religions 
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  Dwarf Starting Religion 
   d6     Deity          Requirements
   d6     Deity          Requirements
   d6     Deity          Requirements
   d6     Deity          Requirements    
   1      Tu             Roll 1d6: 1-3 
          Nictryi                  4-6 
   2      The Brothers   Any 
   3      Lonne          Any 
   4      Auberim        Males only 
          Grunna         Females only 
   5      Auberim        Males only 
          Brei           Females only 
   6      Marg           Derelict, Laborer, 
                         Foreman, Tinkers only 
          Borir          All others 
  Auberim
  Auberim
  Auberim
  Auberim    
  Auberim the Creator is depicted as a tall dwarf 
  with a long, gold beard and piercing blue eyes. He is 
  missing the little finger from each hand. Auberim 
  wears fine gold chain mail, and carries a gold-tipped 
  hammer. Those who worship him never wear gold; 
  however, gold is considered the proper offering 
  when worshipping at his temple. 
  The priests of Auberim wear yellow robes. 
  They are all master craftsmen, and because they are 
  required to take a spouse at an early age, nearly all 
  of them are married and have large families. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Apprentice 1-9 Declare faith. 
  Journeyman 10-14 Donate $500 to temple. 
  Tradesman 15-19 Marry a worshipper of 
  Grunna or Brei. 
  Master 20+ Own a business. 
  Grunna
  Grunna
  Grunna
  Grunna    
  Grunna 
  is 
  the 
  goddess 
  of 
  all 
  women, 
  particularly mothers. She is often shown dressed in 
  fancy robes edged in white, and she wears a crown, 
  necklace and bracelet of the finest silver. Sometimes 
  she carries a silver-backed mirror. When she gazes 
  into it, she can see actions taking place many miles 
  away; it is with this device that she keeps an eye on 
  her husband. 
  Men are not allowed to worship at Grunna's 
  temple, but many worship her privately, referring 
  to her as their "foster mother." 
   
  Title       
  Title       
  Title       
  Title            Devotion  Requirements
       Devotion  Requirements
       Devotion  Requirements
       Devotion  Requirements    
  Worshipper         1-9     Declare faith. 
  Novice            10-14    Donate $500 to 
  temple. 
  Counselor         15-19    Teach novice for 
  one year. 
  Matriarch          20+     Fulfill 1d6 quests 
  for temple. 
  Brei
  Brei
  Brei
  Brei    
  Auberim's second wife was created when he bit 
  off the finger of his right hand. She was formed so 
  that Auberim might find some peace away from his 
  first wife Grunna. Brei wears simple clothing, but 
  she is very fond of jewels, which she wears in 
  abundance. She is depicted as a sweet girl with 
  large blue eyes, wearing a tight-fitting cap of jewels. 
  This is because Brei is completely bald. Grunna, in a 
  fit of jealousy, doctored her wine, causing her hair 
  to fall out. The cap was created by the weaver 
  Lonne from the most precious gems that could be 
  found. She never removes it, and her worshippers 
  never mention her baldness for fear of incurring her 
  wrath. 
  Brei is the goddess of love, youth and 
  happiness. Many dwarven girls study at her temple 
  before marriage. Here they are taught dancing, 
  singing and other forms of entertainment. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-9     Declare faith. 
  Entertainer       10-14    Serve temple for 
  one year. 
  Instructor        15-19    Teach entertainer 
  for one year. 
  Lady               20+     Fulfill 1d6 quests 
  for temple. 
  Lonne
  Lonne
  Lonne
  Lonne    
  One day, while Auberim was eating the golden 
  fruit of Life, a seed caught in his throat. He gasped, 
  choked and spit the seed to the ground, and Lonne 
  sprang up, fully grown. He is Auberim's faithful 
  companion, bodyguard and counsellor. It is Lonne 
  and his soldiers who guard Auberim's Gate. 
  Lonne is also known as the "Master Weaver." It 
  was he who invented the loom, and discovered the 
  process whereby tree roots could be beaten to a 
  pulp, and then twisted into thread. He also 
  discovered the process by which gold and other 
  metals could be woven into chain mail. For these 
  
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  reasons, Lonne is the god of soldiers, weavers and 
  smiths. 
  Lonne is shown as a young man with a short 
  beard. He wears a vest of finely-woven chain mail. 
  In one hand he carries a double-edged ax; in the 
  other he holds a ball of thread. Most dwarven boys 
  (and a few girls) spend time in the academies of 
  Lonne. These are military institutions as well as 
  temples, and include the study of weaponry and 
  warfare. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-11    Declare faith. 
  Cadet             12-16    Serve in militia 
  for 1 year. 
  Guardian          17-21    Fulfill 1d6 quests 
  for temple. 
  Protector          22+     Pass test of 
  courage and bravery. 
  The Brothers
  The Brothers
  The Brothers
  The Brothers    
  Sometimes known as the "moles" or the "mole 
  brothers," these are the children of Auberim and 
  Grunna. Their names are Lars, Niles and Hydric, but 
  they are rarely worshipped singly. They are 
  mischievous boys who delight in playing tricks. The 
  other gods put up with them only because they are 
  geniuses 
  when 
  it 
  comes 
  to 
  building 
  and 
  engineering. It is said that they developed the 
  standards for the underground air and water 
  pumps so essential to dwarven life. Many of the 
  ancient tunnels are attributed to them. 
  The Brothers are shown as teenage boys, 
  beardless, wearing dirty and torn clothing. Their 
  pockets bulge with gadgets, and they are often 
  shown carrying tools. They are cheerful, and always 
  ready to help those who make their living as 
  architects, engineers and inventors. 
  Sometimes dwarven tunnels are marked with 
  tiny triangles (symbol of the Brothers) to show the 
  way to the nearest village. This is in tribute to the 
  Brothers, who are supposed to protect and guide 
  those who become lost. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Devotee            1-9     Declare faith. 
  Guide             10-14    Donate $300 to 
  temple. 
  Guardian          15-21    Fulfill 1d6 quests 
  for temple. 
  Master             22+     Build temple or 
  public structure worth 100 gold. 
  Nictryi
  Nictryi
  Nictryi
  Nictryi    
  This is the dwarven goddess of rivers and 
  lakes. The oldest child of Auberim and Grunna, she 
  was flung into the Aeg river by her mother, who 
  was disgusted by her appearance. Since then, she 
  has ruled the dark waters and all creatures within 
  it. 
  Nictryi has an unusual appearance for a dwarf-
  she is tall, thin and very pale. Her hair is dark and 
  greasy, while her skin and eyes are very white. She 
  is blind, but moves swiftly in water, maneuvering by 
  sound and touch. On land, she walks with a 
  pronounced limp. She wears a flowing white gown, 
  and a necklace made from the finger bones of 
  drowned dwarves. 
  Dwarves fear water as a rule-an underground 
  flood is no joke-but they realize they cannot live 
  without it. Therefore, Nictryi is treated with 
  exaggerated respect and honor. Strangely enough, 
  she is not considered evil. It is understood that she 
  has been driven mad by her long sojourn under the 
  water. In her saner moments, Nictryi can be quite 
  courteous and gentle. 
  Nictryi's temples always have a fountain. 
  Worshippers sip from a community cup upon 
  entering her sanctuary. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-14    Declare faith. 
  Water bearer      15-21    Serve temple for 
  one year. 
  Priest/ess         22+     Fulfill 1d6 
  quests. 
  Tu
  Tu
  Tu
  Tu    
  Tu is the husband of Nictryi. It is he who leads 
  the soul of the newly deceased dwarf to Auberim's 
  underground home. If the dwarf can answer the 
  gatekeeper's three questions, he will be allowed to 
  enter, but if he cannot, Tu will instantly whisk him 
  away to "White Sky," the land where the souls of 
  unworthy dwarves are taken for punishment. Here, 
  Tu strips them of all their memories, leaving them 
  only the sense of pain. He then puts them to work 
  digging holes and filling them again under a hot, 
  blinding sun. When their punishment is complete, 
  they may try to make their way back to Auberim's 
  Gate, but most are too weak and blind to make the 
  trip. Instead, they simply lie on the ground and wail 
  in despair. 
  
  Chapter 4: Religions 
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  93 
  Tu is shown as an old, yet vigorous dwarf. He 
  wears no hat or cap, and his clothing is somber. Out 
  of his shoulders grows two bat-like wings, and he is 
  often shown with a flock of bats, who act as spies 
  for Tu. It is considered bad luck to run across a flock 
  of bats, but it is considered even worse luck to kill 
  one. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-14    Declare faith. 
  Servant           15-21    Serve temple for 
  one year. 
  Priest/ess         22+     Fulfill 1d6 
  quests. 
  Borir
  Borir
  Borir
  Borir    
  This god is the only offspring of Auberim and 
  Brei. He is the god of poetry, story-telling and ale. 
  He is shown as a jolly, fat dwarf with a mug of beer 
  in one hand and harp in the other. He helps 
  everyone and anyone he can. He is particularly fond 
  of those who are hospitable and friendly to 
  strangers. He is the patron of innkeepers, brewers 
  and travellers. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-9     Declare faith. 
  Troubadour        10-14    Donate $500 to 
  temple. 
  Instructor        15-19    Instruct 
  troubadour for one year. 
  Patron             20+     Build hostel, soup 
  kitchen, or shelter worth 50 gold. 
  Marg
  Marg
  Marg
  Marg    
  Also called the "dragon-dog." This fierce beast 
  can take on the appearance of a small, fire-
  breathing dragon or a mature dwarf dressed in 
  green chain mail. In this form he carries a torch that 
  can never be extinguished. He is the god of 
  explorers, and, until recently, has never been more 
  than a minor figure in the pantheon of dwarven 
  gods. Disgruntled members of the working class 
  have recently adopted Marg as their symbol of 
  freedom. In some villages, his worship has been 
  condemned as heretical or treasonous. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-9     Commit anti-
  establishment act. 
  Protector         10-14    Donate $100 & 6 
  months service. 
  Activist          15-19    Get arrested 3 
  times for civil disobedience. 
  Coordinator        20+     Implement coup 
  against political party by intrigue or force. 
  Easterling 
  Long ago, the land of the easterlings was a 
  rough and wild place. There was no central form of 
  government; instead, powerful families kept private 
  armies and fought against their neighbors. Truces 
  were made only when they had to join together to 
  fight invaders, but were quickly broken once the 
  enemy had been routed. 
  Sing Po was a member of a prestigious family 
  of traders, but broke from family tradition to 
  become a soldier. He travelled around the country 
  fighting and killing for pay. Slowly he began to 
  realize the futility and ugliness of his actions. What 
  is the true goal of life? He wondered. He set off to 
  find out. 
  After many years, he still had not found the 
  answer. Sitting down with his back against an old 
  stone wall, Sing Po began to meditate. All through 
  the night, and for the next 26 days he concentrated. 
  On the last day he finally achieved understanding. 
  No longer a shabby soldier, Sing Po rose to his feet 
  as the perfect scholar. 
  Most easterlings embraced his teachings 
  joyfully, though some of the powerful ruling 
  families resented his leadership. He formed the first 
  Great Circle, a philosophical council which created 
  just laws for all easterlings. He also founded 
  programs to encourage independent study and 
  meditation. Schools were opened to everyone, even 
  the peasantry. Trade with other races was 
  encouraged and crime was virtually eradicated. 
  Within ten years, Sing Po had created a near perfect 
  system of government. 
  Unfortunately, it was not meant to last. At the 
  age of 42, Sing Po was assassinated by a young man 
  of the Tien tribe, traditional enemies of his family. 
  His death was caused by a poison-tipped arrow 
  which struck him in the right eye. The assassin 
  escaped, and the Tien tribe refused to turn him over 
  
  Chapter 4: Religions 
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  Player’s Primer 
  94 
  to the courts. War broke out, and the grand 
  government of Sing Po began to topple. 
  Two years later, the grandson of Sing Po was 
  born. He was named Li, and his birth was marveled 
  because of a peculiar deformity-the lid of his right 
  eye drooped, effectively blinding him in that eye. 
  Many believed that Li was Sing Po reborn, returning 
  in order to bring peace to the land once more. 
  Because it was feared that the child might be 
  killed, he was hidden away in the mountains. He 
  grew strong and wise, reading his grandfather's 
  teachings and writing his own commentary. When 
  he was 17, he raised a strong army, crushed the 
  many rebellions and reestablished the Great Circle. 
  His long reign ended when he was 102. 
  Some easterlings, particularly the peasant 
  class, worship their ancestors. Other easterlings 
  devote themselves to the teachings of Sing Po and 
  Sing Li. Roll 1d6 on the Easterling Starting Religion 
  table to determine an easterling's faith. 
  Easterling Starting Religion 
   d6     Religion
   d6     Religion
   d6     Religion
   d6     Religion    
  1-4     Sing Po and Sing Li 
  5-6     Ancestor worship 
  The Teachings of Sing Po
  The Teachings of Sing Po
  The Teachings of Sing Po
  The Teachings of Sing Po    
  Sing Po wrote hundreds of books concerning 
  meditation, 
  philosophy, 
  and 
  everyday 
  life, 
  including: Mediations, Natural Learning, and Formal 
  Laws 
  and 
  Punishments. 
  He 
  stresses 
  inner 
  tranquility 
  and 
  peace. 
  Emotions 
  block 
  true 
  understanding, 
  so 
  they 
  must 
  be 
  carefully 
  monitored. A true easterling should be alert and 
  imperturbable at all times. 
  Sing Po also stresses family values and 
  responsibilities. He urges parents to teach their 
  children to become obedient citizens. Easterling law 
  states that if a person is found guilty of wrongdoing, 
  his parents may be punished as well, for not 
  teaching him correct behavior. Each member of the 
  family is required to fulfill certain functions, all of 
  which are carefully listed within his writings. 
  Temples dedicated to Sing Po are found in 
  nearly every city and village. The monks and nuns 
  work together but live in separate chambers. They 
  shave their hair, and wear simple robes made from 
  rough cloth. They go about doing good works, 
  primarily teaching the words of Sing Po. Every 
  temple, no matter how small, is made up of five 
  rooms: the inner chamber, hospital, orphanage, 
  school and library. 
  Sing Li is also revered, but since most 
  easterlings simply regard him as an extension of 
  Sing Po, he has no temples of his own. His books: 
  Words concerning Meditation, Magical Thought, 
  and Proper Behavior are highly regarded. 
   
  Title        
  Title        
  Title        
  Title            Devotion  Requirements
      Devotion  Requirements
      Devotion  Requirements
      Devotion  Requirements    
  Devotee            1-9     Declare faith. 
  Novice            10-17    Do good works by 
  order of temple leaders for one year. 
  Monk/Nun          18-23    Fulfill 1d6 
  quests. 
  Abbot/Abbess       24+     Found own 
  monastery/convent by gaining 20 or more 
  converts. 
  Ancestor Worship
  Ancestor Worship
  Ancestor Worship
  Ancestor Worship    
  Easterlings believe that knowledge is the 
  highest goal of all. Every easterling strives to reach 
  the apex of knowledge. They believe that if this is 
  achieved before death, they will ascend to the Plane 
  of Bliss, and will take their place amongst the divine 
  scholars. If this state is not achieved, they will be 
  doomed to be reborn. 
  A reborn soul always returns to its family. For 
  example, if a man dies, he would expect to be 
  reborn as his daughter's son, or his grandson's son, 
  or as the child of any other family member. If the 
  family dies out, the man would be trapped in limbo, 
  never to be reborn. For this reason, easterling 
  families tend to be huge and well-documented. 
  Parents are required to register all births and 
  deaths at the Judicial Hall of Records. 
  When a baby is born, a seer or wise woman is 
  sent for, so that she may discover whose soul has 
  entered the child. After pouring over ancient 
  records, the seer will tell the parents which family 
  member has been reborn. The parents will raise the 
  child accordingly, and in some cases, the child will 
  even inherit property or items because they are 
  believed to be his in the first place! 
  Easterlings burn incense in village shrines, and 
  pray for the early return of their dearly departed. 
  They also beseech those who have achieved the 
  Plane of Bliss to assist them in times of need. 
  
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  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Devotee            1-9     Declare faith. 
  Honored One       10-17    Gain face by doing 
  public works and donations to charity. 
                             Donate $100 a 
  month for one year. 
  Excellent One     18-22    Return long-lost 
  item or lands to family. 
  Esteemed One       23+     Expand family 
  holdings by 100 gold. 
  Elf 
  Long ago, Eochaid, King of the Firbolg made an 
  agreement with Queen Dana of the sidhe. "Your 
  people have the power of magic while mine have 
  the power of strength," he said. "Let us wed these 
  two powers together to create a new kingdom." 
  Queen Dana agreed, and Eochaid sent his son 
  Sylvan to Skyreach to wed her lovely daughter 
  Virtua. But her husband Dagda was enraged, for 
  once again Dana had ignored his counsel. When 
  Sylvan reached the splendid palace in the sky, he 
  locked the boy up in a box of granite, with only a 
  little hole in which to pass in bits of food. 
  Sylvan slowly wasted away. He longed to run 
  free in the woodlands of his home, but he could not 
  burst through the rock. One day he heard a lovely 
  song through the small crack in the stone. He called 
  out, "Who are you?" And the sweet voice answered, 
  "I am Virtua, your bride." Instantly he loved her, for 
  though he had never seen her face, he heard beauty 
  in her voice. He longed to hold her in his arms, and 
  the strength of his love caused the stone prison to 
  crack in two, and he was free. With the help of Dana, 
  the two lovers ran into the forest, far from Dagda's 
  wrath. There they raised a large family of sons and 
  daughters, the elves. They became adept at moving 
  quietly and quickly through the dark woods, and in 
  time, their numbers became vast, and both the 
  sidhe and the firbolg learned to respect their 
  cunning and clever ways. 
  Elves often worship the gods of other elf-kin, 
  particularly those of the sidhe. Otherwise, they 
  revere the heroes of their myths and legends. Roll 
  1d6 on the Elf Starting Religion table to find out 
  which deity an elf worships. 
   
  Elf Starting Religion 
   d6     Chief Deity
   d6     Chief Deity
   d6     Chief Deity
   d6     Chief Deity    
  1-2     Roll again using the sidhe table 
   3      Roll again using the firbolg table 
   4      Briene 
   5      Isheen 
   6      Maeve 
  Briene the Soft
  Briene the Soft
  Briene the Soft
  Briene the Soft----hearted
  hearted
  hearted
  hearted    
  Briene was a giant, standing nearly ten feet tall. 
  Fiercely loyal to his family and his friends, he was 
  always at the forefront of every battle. In one hand 
  he carried a battle axe, and in the other a great 
  sword. His visage was terrible, and he fought like a 
  madman, surrounded by the bodies of his enemies. 
  Afterward, he would weep and sing dirges for the 
  dead, for Briene was truly a loving, gentle elf. 
  One day, a powerful spell user took pity on his 
  weeping and moaning, and gave him a magic 
  cauldron of healing to ease his conscience. This 
  cauldron could be folded up and tucked in his 
  pocket, but when it was laid over a fire it would 
  spring into shape. A dead person placed in the 
  cauldron would jump back to life good as new, 
  except he no longer had the power of speech. 
  Worshippers of Briene always say prayers over the 
  bodies of their slain enemies. Not to do so is a 
  discourtesy to the memory of Briene. Likewise, his 
  followers never strike the first blow, for Briene 
  always avoided a fight. The only exception is if a 
  person or his family is insulted. In such cases, the 
  person must apologize or face instant death. 
  Isheen
  Isheen
  Isheen
  Isheen    
  While hunting in the forest, Comhal the ranger 
  spied a beautiful deer. Instead of shooting it, he 
  decided to capture it. Hunting night and day, the 
  lovely animal managed to elude him for an entire 
  month. Finally, it paused to take a drink at a 
  mountain pool, and Comhal captured it. Instantly it 
  turned into a beautiful woman with sad, brown 
  eyes. Smitten by her beauty, Comhal made love to 
  her. Afterward, she resumed her deer shape and 
  bounded further into the woods, where Comhal lost 
  sight of her. 
  Five years passed, and Comhal and his friends 
  were running their hounds for sport. A great outcry 
  was heard among the dogs, and they all rushed 
  forward to see what had been flushed from the 
  
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  bushes. It was a small boy guarded by two cu sidhe. 
  Behind them was a glass case, and within it was the 
  body of the woman Comhal had known before. The 
  top of the coffin were engraved with the words 
  "Dark Druid" and nothing more. Comhal then knew 
  that the child was his own. He named him Isheen, 
  and took him home. 
  Isheen grew to be a serious man who preferred 
  poetry to the hunt, though he was a proficient 
  bowman. He spent his time in song and storytelling, 
  travelling through the lands in search of new 
  legends and music. He was constantly protected by 
  his hounds, who never grew old. After Comhal died, 
  Isheen left his home a final time. It is said that he 
  still journeys endlessly, and grants divine favors to 
  those who can tell him a story he has not yet heard. 
  Maeve (mayv)
  Maeve (mayv)
  Maeve (mayv)
  Maeve (mayv)    
  Maeve was born two months early after her 
  mother suffered a fall down a flight of stairs. The 
  tiny child was not expected to live, so she was laid 
  aside while the midwives tended her mother. 
  Suddenly, a stranger burst into the house. Picking 
  up the baby, he thrust her into the fire and said an 
  incantation over her limp body. Her father ran 
  forward, sword in hand, but a glance from the 
  stranger knocked him off his feet. After a few 
  minutes more, the man placed Maeve in her 
  mother's arms and made two predictions: "She will 
  be my bride and a great Queen," before he strode 
  out of the room. 
  Maeve grew to be a headstrong girl with an 
  enormous amount of strength. She rode and swung 
  a sword with ease, and quickly defeated all 
  challengers. She was also quite intelligent, and 
  taught herself to read and write. She seemed to lead 
  a charmed life, for no serious injury could be done 
  to her. An arrow aimed at her breast would 
  unerringly avert at the last moment. 
  On her eighteenth birthday, the dark stranger 
  again appeared, but this time his face was well 
  known. He was Kossian the Destroyer, a sorcerer 
  determined to conquer the world. He demanded 
  Maeve's hand in marriage. "I chose her at birth," he 
  intoned. "And I've watched after her ever since. No 
  harm shall ever come to her as long as she's mine." 
  Her parents quaked in fear, and bade Maeve to go, 
  but she would not. "I do not love you and I never 
  shall," she retorted. "Leave my house." And with 
  that she smote him with her sword, nearly tearing 
  his face in two. He was taken away by his minions, 
  and healed, but swore to avenge himself. 
  Maeve roused her people together and formed 
  a massive army. Though Kossian had removed his 
  protective shield from her, she remained fearless in 
  battle and fiercely reclaimed the land he had stolen. 
  In time, he retreated to his home in the misty crags 
  of Carile. With Kossian defeated, Maeve became the 
  first Queen of the Elves. 
  For many years Maeve ruled wisely and well, 
  but she was lonely and longed for a companion. She 
  called forth all champions to partake in a joust; the 
  winner would be named her consort. Warriors from 
  all over the world came to meet the challenge, and a 
  fair-haired hero named Devon defeated them all. He 
  was made King, and a year later Maeve was 
  delivered of her son, a boy she named Fane. 
  While on child-bed the King came to her with a 
  terrible smile on his face. "I swore that I would be 
  King and the father of Kings," he cried as he 
  dropped his guise. It was the hideously scarred 
  Kossian. With a laugh, he changed into a carrion 
  crow and flew away. 
  Maeve was appalled, and found she could not 
  look at her child, knowing who his father was. 
  Announcing that both the child and his father had 
  died of a sudden illness, Maeve rushed into the 
  wilderness to kill the boy, but found that she was 
  too soft-hearted to do the deed. Instead she took 
  him to a great wizard who put the boy into a deep 
  sleep. He grew to manhood, never waking, for 
  Maeve could not bring herself to break the spell. She 
  feared that he would be evil like his father. Upon 
  her deathbed, she asked her family to free the 
  young man, but his body was never found. 
  Elfin 
  The religious training elfins receive normally 
  comes from their human parent (barbarian, bush 
  people, corsair, easterling, forester, gypsy, hill folk, 
  netherman, nomad or viking). Others belong to a 
  quasi-religious group known as the Companions. 
  Roll 1d6 on the Elfin Starting Religion table to find 
  out which faith an elfin follows. 
  
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  Elfin Starting Religion 
   d6     Religion
   d6     Religion
   d6     Religion
   d6     Religion    
  1-4     As for human parent 
  5-6     The Companions 
  The Companions
  The Companions
  The Companions
  The Companions    
  Growing up with half their parentage denied to 
  them, some elfins have united to find their elf 
  parents. Since most of them had very bleak 
  childhoods, this group gives them a much needed 
  sense of belonging, as well as a sense of purpose. 
  Companions are belligerent and hostile to 
  outsiders, and are especially suspicious of elf-kin, 
  whom they believe to be untrustworthy. Their 
  beliefs are well-founded, for many elves regard elfin 
  to be tainted, and refuse to help them in their 
  searches. 
  The Companions have no consistent meeting 
  place. Instead they travel throughout the world in 
  search of their roots. Their symbol is the seven-
  sided star, symbolizing the inconsistency of their 
  lives. 
  Entomolian 
  Entomolians do not have any religious faith of 
  their own. They believe that the world simply is, 
  and death is the complete cessation of the life force. 
  When the life force disappears, the body remains 
  behind to be utilized as food for the hive. The 
  closest thing they have to a god is the queen, whose 
  will is what will be. 
  A religious entomolian would be unusual, 
  especially since they do not normally interact with 
  other races. However, the fanatical attachment that 
  an entomolian has for his hive and nest mates could 
  be diverted into devotion to a god or religious faith, 
  especially if the entomolian had been away from his 
  home for many months. 
  Feral 
  Like the elfin, a feral does not have a religion 
  unique to his kind. He may be given religious 
  instruction by his adopted family, but it is unlikely 
  that he will become a fervent worshipper. If 
  anything, the feral seems most attracted to animal 
  worship, usually the creature that nurtured him in 
  his youth. To determine a feral's starting religion, 
  use the Starting Religion table for his adopted 
  family. 
  Firbolg 
  Firbolgs worship a pantheon of gods. Roll 1d6 
  on the Firbolg Starting Religion table to determine 
  which cult a firbolg belongs to. 
  Firbolg Starting Religion 
   d6     Deity Requirements
   d6     Deity Requirements
   d6     Deity Requirements
   d6     Deity Requirements    
  1-3     Eochaid Males only 
          Aideen Females only 
   4      Liban 
  5-6     Babd 
  Eochaid (ughy)
  Eochaid (ughy)
  Eochaid (ughy)
  Eochaid (ughy)    
  Eochaid is the High King of the firbolg gods. 
  Shown as a strongly-built figure wearing leather 
  armor, 
  Eochaid 
  carries 
  a 
  long 
  bow 
  called 
  Coarsegold. This bow turns any arrow it fires into a 
  +5 arrow made of solid gold. It unerringly hits its 
  mark, and returns to Eochaid's hand on command. 
  Upon his head, Eochaid wears a circlet of bronze 
  that gives him amazing powers of hearing and sight. 
  He is loving and protective to his wife Aideen, and 
  worshippers promise undying infidelity to their 
  spouses in his honor. 
  Temples to Eochaid are austere, uniform 
  structures consisting of an inner and outer 
  chamber, with living quarters for temple workers 
  nearby. Worshippers vow to uphold all virtues, 
  protect the innocent and avoid the profane. They do 
  not drink spirits, dance, wear gaudy clothing or 
  associate with "unsavory people." Those who 
  succumb to these temptations must seek penance 
  from a temple master. This usually consists of doing 
  good works, such as repairing the temple roof or 
  donating clothing to the poor. No women are 
  allowed in the temple of Eochaid. 
  
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  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-14    Declare Faith. 
  Man of Morals     15-19    Donate $100 to 
  charity. 
  Honored One       20-24    Fulfill 1d6 Quests 
  for temple. 
  Temple Master      25+     Build temple to 
  Eochaid worth 100 gold. 
                             May assign 
  penances to members. 
  Aideen
  Aideen
  Aideen
  Aideen    
  Wife of Eochaid. She is exceptionally beautiful, 
  though she dresses plainly. She is the goddess of 
  women, but mothers particularly find favor with 
  her. Every temple of Aideen sponsors a cloistered 
  school for girls. Worshippers believe that the 
  training of females is important, for they will be the 
  first teachers of the next generation. After training, 
  they are quickly married off to a suitable match. 
  Others dedicate themselves to the temple, or else 
  take vows of celibacy. Girls who refuse to enter the 
  school may be accused of wantonness, and possibly 
  banished from the sect. This would reflect poorly on 
  her family, who would have to atone for her bad 
  manners. 
  The followers of Aideen are even stricter than 
  their male counterparts in the temple of Eochaid. 
  Women who break the laws of the temple will not 
  only be assigned a penance, but may be whipped or 
  branded as well. No man may enter the temple of 
  Aideen. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-14    Declare faith. 
  Lady of Morals    15-19    Take vow of 
  celibacy. 
  Honored One       20-24    Fulfill 1d6 quests 
  for temple. 
  Temple Master      25+     Build temple to 
  Aideen worth 100 gold. 
                             May assign 
  penances to members. 
  Liban
  Liban
  Liban
  Liban    
  Daughter of Eochaid and Aideen. She is the 
  goddess of the sea, and when she immerses herself 
  in water, her lower body turns into a salmon tail. 
  Her faithful pet dog transforms into an otter, and 
  together they journey throughout her underwater 
  kingdom. While underwater, she lives in a vast cave, 
  but when she takes human form, she lives in the 
  palace of her parents. 
  Liban is beautiful, kind and loving. She cannot 
  say "no" for any reason, and if Liban promises to 
  help you, she will. The problem is that she is quite 
  capricious and forgetful. She often stays underwater 
  for great lengths of time, and cannot hear the 
  prayers of her people. To remind her of their 
  presence, worshippers throw wreaths of flowers 
  into flowing water, hoping that the pretty petals will 
  remind her of those on land. Worshippers will not 
  harm water animals, particularly otters, for fear one 
  might be Liban's little pet. 
  Liban does not have any temples. Her followers 
  sing hymns of honor to her every day, but only meet 
  with one another occasionally. This is usually near 
  the ocean or running water when the moon is full. 
  Here, they dance the sensuous "Salmon Dance" far 
  into the night. Devotees enjoy music, legends and 
  dance. They dress in colorful clothing and dedicate 
  themselves to protecting nature. Upon death, her 
  followers asked to be thrown into the sea so that 
  their bodies might be transformed into fish, and 
  they may swim with the goddess for ever. 
  Badb (bibe)
  Badb (bibe)
  Badb (bibe)
  Badb (bibe)    
  The goddess of war. Badb is a terrifying figure 
  who lurks around battlefields, and drinks the blood 
  of the fallen. If she wishes, she can appear as three 
  separate figures: Macha, goddess of slaughter; 
  Neman, goddess of confusion and deception, and 
  Morrigu, goddess of courage and strength. In turn, 
  these goddesses may turn themselves into crows. 
  For this reason, worshippers of Badb refrain from 
  injuring crows. 
  Badb wears no armor, but is instead smeared 
  with a magical ointment of mud and blood, 
  completely protecting her from injury. She carries a 
  small shield in one hand, and a terrible spear in the 
  other. This weapon flashes like lightening and roars 
  like thunder when thrown. Badb's war cry is so 
  terrifying that all who hear it run away in fear. 
  Though Badb is a terrifying sight, she is not 
  viewed as evil. Instead, her skills as a fighter are 
  admired and emulated. Followers of Badb train 
  themselves to be fearless. Many of them are 
  warriors who carry a ceremonial javelin that has 
  been blessed by a priestess of Badb. This weapon is 
  to be used only when the warrior expects to die in 
  battle. 
  Priests of Badb scar their cheeks with two 
  vertical slashes. They hold meetings at the sites of 
  
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  ancient battlegrounds, and dance around large 
  bonfires until a state of complete frenzy overtakes 
  the crowd. When this happens, it is said that Badb 
  will appear in the flames and choose one person to 
  join her honored battalion. That person will 
  instantly be stricken dead, but his memory will be 
  revered. 
  Priests wear black mantles in imitation of black 
  crow feathers. They swear to protect the weak, and 
  die for their race, if necessary. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Pawn               1-14    Declare Faith. 
  Advocate          15-19    Choose one aspect 
  of Badb as totem. 
                             Macha: Requires 
  15+ Stamina. 
                             Neman: Requires 
  15+ Cunning. 
                             Morrigu: Requires 
  15+ Strength. 
  Champion          20-24    Defend the firbolg 
  race from enemies. 
                             Gain ceremonial 
  javelin. 
  Priest/ess         25+     Don black mantle 
  and scar cheeks. 
  Forester 
  A long time ago there weren't nuthin in the 
  world but trees. Everywhere was big, old trees, 
  bigger 'n the mountains almost touching the sky. It 
  was all flat too, and there weren't no animals or 
  people neither. All the time it was quiet and 
  peaceful, just the wind blowin' and the trees 
  growin'. 
  Then one day, the ground began to rumble. The 
  trees began to sway, some of them so fierce they 
  broke right in two. Across the world he came, his 
  feet stomping deep into the dirt. Why, he drove 
  more than a hundred trees straight down into the 
  earth with his big toe! Nothin' grows in those places 
  now, but the deer like to go there and graze. 
  Now I don't know his real name 'cause he 
  never was called anything but "Big Jack," but it 
  don't matter anyhow. What's important is that he 
  was big. His arms were thick as twenty oxen all 
  lined together and I can't even tell you about his 
  wondrous legs. He carried a huge ax in one hand an 
  a sack in the other and his head touched the clouds. 
  He looked all around. "Well, I thought there'd 
  be some kindlin' along here so's I could make me a 
  fire but there's nothin' but this grass. I guess it'll 
  have to do." So he pulled up those trees and began 
  to make a fire. Some of the sparks got away and 
  huge forest fires raced through the land, but he just 
  stomped them out right quick. Other sparks landed 
  in the sky, but he thought they looked kinda pretty 
  there, so he left them. Then he said: "I'll jist sit here 
  a while an' wait for the fire to burn steady." And 
  with that he plumped right down. He sat down so 
  hard that all the earth shuddered and rippled 
  beneath him! That's how the mountains and valleys 
  came to be. 
  Once he got himself comfortable, he began to 
  get itchy so he reached into his sack. Inside he had 
  all sorts of play-pretties which he started tossin' up 
  and down for fun. Finally he threw them so far up 
  that they never came down, and we can still see the 
  sun and moon to this day. Just imagine, they was 
  once all in Big Jack's giant sack. 
  Now Jack wasn't too happy about losin' his 
  toys, so he went back to his supper. Once again he 
  reached inside his sack, and this time he pulled out 
  a big slab of meat, which he threw on the fire. To 
  pass the time while it was cooking, he began to 
  carve little figures from the broken trees that were 
  lyin' about. He'd finish one an' toss it down, then 
  he'd do another until he had hundreds of 'em. After 
  he'd made a pile, he polished them up real good and 
  they came to life. This is how Big Jack made all the 
  animals of the world, including the first man and 
  woman. 
  The man said "I have no place to live" and the 
  woman said "How will we eat? You must take care 
  of us". Big Jack just laughed. He thought it was 
  funny that his little dollies should talk to him that 
  way. "Why should I?" he said. "You're my toys, and I 
  can throw you into the fire and watch you burn just 
  as soon as give you a morsel to eat or a place to 
  sleep!" This made the man and woman so angry 
  that they snatched up Big Jack's sack and ran off 
  into the forest! 
  With a cry, Big Jack began to chase 'em, but he 
  lost them in the forest because they was so small. 
  He stomped and yelled, and chopped down trees 
  with his ax, but the man and the woman managed to 
  hide themselves. 
  Finally, Big Jack just gave up. With one last 
  howl he stomped away, leaving the land to 
  humankind. The sack turned out to be a magical one 
  which is why Big Jack was so sorry to lose it. There 
  was many treasures inside, but what exactly they 
  were, I don't know. 
  
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  Foresters worship mythical heroes who can be 
  called upon to give aid at certain times. A single 
  forester may call upon any one of these heroes of 
  the woods. There are a lot more local heroes than 
  those listed here. 
  Most foresters believe that when they die, their 
  souls will drift skyward until they find themselves 
  in a wonderful world of green forests, freshwater 
  lakes and abundant game-in short, the forester 
  heaven. Those who were evil in life may find 
  themselves trapped inside a tree, chained to the 
  bottom of a cold, dark lake or continuously mauled 
  by a bear without the release of death. 
  Roll a die on the Forester Starting Religion 
  table to determine which hero a forester reveres 
  most. 
  Forester Starting Religion 
   d6     Chief Hero
   d6     Chief Hero
   d6     Chief Hero
   d6     Chief Hero    
  1-2     Jethro 
  3-4     Fritz 
  5-6     Bluma 
  Jethro, Son of the Oak
  Jethro, Son of the Oak
  Jethro, Son of the Oak
  Jethro, Son of the Oak    
  As a child, Jethro was found nestled in the thick 
  roots of an oak tree. How he got there, no one 
  knows. Some folks believe that he was an elfin, but 
  elves are a puny race, and Jethro was a monster of a 
  man. At the age of three, he could lift an ox over his 
  head; at the age of 16 he heaved a barge upon his 
  back and carried it up the Blackheart Mountain-its 
  rusting iron frame can still be seen today. Jethro is 
  the ultimate champion of the foresters. His name is 
  often used when making oaths or promises ("By 
  Jethro!" or "By the strength in Jethro's arms, I'll 
  never drink six glasses of ale again!") 
  Fritz, the Animal Tamer
  Fritz, the Animal Tamer
  Fritz, the Animal Tamer
  Fritz, the Animal Tamer    
  As a child, Fritz was severely mauled by a pack 
  of wild dogs. His mother wrestled her child from 
  their jaws, but was killed by a wound to her throat. 
  Fritz lived on, terribly scarred and crippled. 
  Because he could neither hunt nor fish, and his 
  fingers were too bent to make tools, Fritz found 
  himself without much purpose. He became 
  withdrawn, keeping close company only with 
  animals. He dressed their wounds when they were 
  injured and nursed them back to health when they 
  were ill. His skill with animals soon became 
  apparent to others, who began bringing him their 
  pets and livestock when injured or ill. 
  Fritz travelled from town to town, riding his 
  pet bear Lomas, followed closely by Bur Bur, a giant 
  ferret, and Adah, a falcon. These animals obeyed 
  Fritz instantly, and were never far from his side. 
  It is said that the spirit of Fritz and his animal 
  friends still roam the forests, and if you are in great 
  need of healing assistance for your guide dog or 
  other animal, he will come to your summons. 
  Descendents of Fritz carry on his work, earning 
  their bread as travelling veterinarians. They wear 
  head bands made of dark green leather as a sign of 
  their profession. 
  Bluma
  Bluma
  Bluma
  Bluma    
  She is a figure of fun and mischief in the 
  forester tales. As a young girl, she disguised herself 
  as a boy and learned how to hunt, fish and trap with 
  the men. She was highly skilled, but fond of silly 
  tricks. This annoyed many of her peers, who didn't 
  like being shown up by this slender little boy. 
  Finally, a particularly nasty trick (involving deer 
  excrement) induced her victim to give her a shove, 
  accidently ripping her clothing. With her sex 
  revealed, Bluma was forced to hang up her bow and 
  go back to cooking and washing. 
  When it came time for her to marry, many of 
  her former companions vied for her hand, for she 
  was beautiful as well as talented. Bluma challenged 
  the suitors: whomever could track her through the 
  misty Silvi woods could have her. The agreement 
  was made, and Bluma once again donned men's 
  clothing. She was given an hour head start, and to 
  this day, no one has captured Bluma. 
  She often plays tricks on hunters, trappers and 
  loggers. Sometimes her laughter can be heard deep 
  within the forest, but she is rarely seen. She is kind 
  to those who become lost; if appealed to, she may 
  even lead them home. It is said that Bluma will 
  teach any woman her tricks and skills if she 
  promises to stay with Bluma for a year and a day. A 
  small group of forester women claims to have 
  undergone this strenuous training. They are 
  excellent guides, and are highly respected in the 
  forester culture. 
  
  Chapter 4: Religions 
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  Player’s Primer 
  101 
  Goblin 
  King Gower was a mighty warrior, a great 
  wizard and a clever trickster. He ruled over a great 
  kingdom, so large and powerful that it actually 
  challenged the power of the Seelie Court. Some say 
  that the elf-kin were responsible for the destruction 
  of Gower's fortified city of Ulage. Once located in the 
  Windwild desert, not a trace of it exists today. 
  Some goblins believe that King Gower was 
  placed in a state of magical sleep, and when he 
  awakens, he will build his kingdom anew. Other's 
  believe that Ulage was magically buried beneath the 
  sands, along with vast treasures and magical items. 
  Anyone who finds it will automatically become king, 
  and goblins from all over the world will instantly 
  flock to his side. Still others believe that Gower's 
  descendents are alive and well, just waiting for the 
  perfect moment to attack the Seelie Court, and 
  establish goblin rule. 
  Goblins believe they were once a mighty race 
  that was virtually destroyed by famine, war or 
  natural disaster-accounts differ. Because few 
  goblins interact together for very long, few legends 
  or religious beliefs have passed down from 
  generation to generation. However, most goblins do 
  remember scraps of songs and stories about the 
  great goblin King Gower, who is highly revered in 
  their circles. Roll 1d6 on the Goblin Starting 
  Religion table to determine which deity a goblin 
  reveres most. 
  Goblin Starting Religion 
   d6     Deity
   d6     Deity
   d6     Deity
   d6     Deity    
  1-2     King Gower 
   3      Queen Odora 
   4      Prince Telmo 
   5      Princess Urt 
   6      Prince Ergald 
  King Gower
  King Gower
  King Gower
  King Gower    
  He was a powerfully built goblin, loved and 
  revered by all. He carried a short sword made 
  entirely from a green stone. This sword was called 
  'Ivair', and was able to cut through any matter, as 
  well as heal wounds. He also carried a magic wand 
  made of the purest ivory. His seal consists of a 
  crossed sword and wand; in the background, an 
  outline of three hills can be seen. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Postulant          1-14    Declare faith. 
  Devotee           12-17    Complete 3 
  searches for information  
                             on ancient goblin 
  kingdom or  
                             whereabouts of 
  Gower's descendants. 
  Priest/ess        18-24    Find relic of 
  ancient goblin kingdom. 
  King/Queen         25+     Return the goblin 
  kingdom to its former glory. 
  Queen Odo
  Queen Odo
  Queen Odo
  Queen Odora
  ra
  ra
  ra    
  Gower's wife and consort. She was a mighty 
  magic user in her own right, and it is said that she is 
  the one who put Gower into his magical sleep and 
  hid him away. She is shown as a tall goblin with 
  piercing green eyes. Her hypnotic stare could cause 
  a person to do her bidding. She always wore a 
  circlet of gold and green gems; it is said that anyone 
  who wears it will see the future. The fate of Queen 
  Odora is not known. It is thought that she died soon 
  after the fall of her husband's kingdom. 
   
  Title       
  Title       
  Title       
  Title            Devotion  Requirements
       Devotion  Requirements
       Devotion  Requirements
       Devotion  Requirements    
  Postulant          1-14    Declare faith. 
  Devotee           12-17    Join 3 searches 
  for information  
                             on ancient goblin 
  kingdom or  
                             whereabouts of 
  Odora's descendants. 
  Priest/ess        18-24    Find relic of 
  ancient goblin kingdom. 
  King/Queen         25+     Return the goblin 
  kingdom to its former glory. 
  Prince Telmo
  Prince Telmo
  Prince Telmo
  Prince Telmo    
  The eldest son of King Gower, and the heir 
  apparent. He was trained as a warrior, and was 
  known as a great strategist. When the goblin 
  kingdom fell, it is said that Prince Telmo took his 
  family into hiding. His seal shows a three-fingered 
  glove made of chain. 
  
  Chapter 4: Religions 
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  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Postulant          1-14    Declare faith. 
  Devotee           15-19    Join 3 searches 
  for information  
                             or evidence on 
  survival of  
                             Prince Telmo & his 
  family. 
  Champion           20+     Champion a 
  descendant (either real  
                             or phony) of 
  Prince Telmo's.  
                             Serve him/her 
  devotedly. 
  Princess Urt
  Princess Urt
  Princess Urt
  Princess Urt    
  Wife of Prince Telmo. A member of a 
  prestigious merchant family, she fought and hunted 
  by her husband's side until the birth of their son. A 
  fine scholar, she acted as liaison between King 
  Gower and other heads of state. She was well-
  known for her deal-making abilities. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Postulant          1-14    Declare faith. 
  Devotee           15-19    Join 3 searches 
  for information or 
                             evidence on 
  survival of Princess  
                             Urt & her family. 
  Champion            20+    Champion a 
  descendant (either real  
                             or phony) of 
  Princess Urt.  
                             Serve him/her 
  devotedly. 
  Prince Ergald
  Prince Ergald
  Prince Ergald
  Prince Ergald    
  Son of Telmo and Urt. Only an infant when his 
  parents fled the city of Ulage, it is not known if he 
  survived. It is also not known if he had any siblings, 
  for goblin history and legend ends with his name. 
  Rumor has it that Ergald married and sired many 
  children. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Postulant          1-14    Declare faith. 
  Devotee           15-19    Join 3 searches 
  for information  
                             or evidence on 
  survival of  
                             Prince Ergald & 
  his family. 
  Champion           20+     Champion a 
  descendant (either real 
                             or phony) of 
  Prince Ergald.  
                             Serve him/her 
  devotedly. 
  Gypsy 
  Nature Worship
  Nature Worship
  Nature Worship
  Nature Worship    
  A gypsy believes that the world is controlled by 
  spirits of nature. He asks permission of every 
  natural thing before he makes use of it. If he collects 
  wood for a fire, he courteously thanks the forest 
  spirits for their generosity. If he wishes to make his 
  bed in a meadow, he apologizes to the crushed 
  grass. Since this can be a tedious process, most 
  gypsies simply make a blanket "thank you" upon 
  rising every morning. This encompasses any actions 
  that they might take during the next 24 hours. 
  Gypsies believe that if they forget to say their 
  thanks, the spirits will beset them with bad luck. 
  Sometimes a gypsy finds himself cursed 
  without knowing which spirit he has offended. In 
  these cases, he will appeal to a gypsy seer to help 
  him. The seer is essentially a spiritualist who 
  induces a trance so that she may commune with the 
  spirits. For a small fee or favor, the spiritualist will 
  carefully explain any ritual actions he must take, or 
  any quest he must fulfill before the spirit will agree 
  to remove the curse. 
  A gypsy who lives his life within the dictates of 
  the spirits of nature will be rewarded in the afterlife 
  with the thing a gypsy desires most-a homeland. In 
  this wonderful world, the gypsy will live forever, 
  free from prosecution and fear. Those who die 
  without satisfying the spirits of nature will find 
  themselves reborn into a world of darkness and 
  pain. 
  Like most travelling races, the gypsies accept 
  many different religious systems into their culture. 
  They do not build shrines or temples of their own, 
  but because they are overly superstitious they often 
  visit the shrines of different races and leave 
  sacrifices of incense or coins. 
  Hill Folk 
  Hill folk and foresters were probably a 
  common race long ago, and many of their religious 
  beliefs, superstitions and fables are similar. 
  However, hill folk are more likely to meet and 
  
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  103 
  mingle with other races, and their culture has 
  absorbed many different religions. Roll 1d6 on the 
  Hill Folk Starting Religion table to determine which 
  hero a hill folk reveres most. 
  Hill Folk Starting Religion 
   d6     Chief Hero
   d6     Chief Hero
   d6     Chief Hero
   d6     Chief Hero    
  1-3     Two-Bone Sam 
  4-5     Jessylou 
   6      Nightrider 
  Two
  Two
  Two
  Two----Bone Sam
  Bone Sam
  Bone Sam
  Bone Sam    
  Most hill folk appeal to Two-Bone Sam in times 
  of trouble. He is depicted as a thin, old man in 
  ragged clothes and a large floppy hat. In his hand he 
  carries two small bones carved with various signs. 
  These bones are similar to dice and are used in 
  gambling. Two-Bone Sam is incredibly lucky, and he 
  can pass on his good luck to anyone who throws his 
  magical bones. He can also avert bad luck in the 
  same way. Nearly everyone carries gambling bones. 
  In times of need, a lucky roll of the dice can 
  summon Two-Bone Sam to your side, and if he likes 
  you, he'll help you out as best he can. 
  Jessylou
  Jessylou
  Jessylou
  Jessylou    
  Another popular figure is Jessylou. She is a 
  muscular young woman with thick red hair and a 
  good-natured air about her. Jessylou can turn 
  herself into a cow at will. In this form she can calm a 
  nervous herd and keep them on the trail. When a 
  cattle drive takes place with no mishaps, it's said 
  that Jessylou was running with the herd. To entice 
  her to join the run, hill folk often tie bells or glittery 
  items to their saddles and to the cattle. She is also 
  fond of music. 
  As a woman, Jessylou likes to sing and dance. 
  Sometimes her throaty songs can be heard far into 
  the night. Like a siren, Jessylou's voice is very 
  compelling to men. She often disguises herself as a 
  lost cow in order to lure an unsuspecting cattleman 
  into the darkness. Once alone, she quickly reverts 
  into her human form and seduces him. If a child is 
  born from this union, Jessylou will place him in a 
  hill folk wagon, or on someone's doorstep. People 
  with red hair are sometimes called "Jessylou's 
  children," and it is considered lucky to have a red-
  headed person in charge of a cattle drive. 
  Nightrider
  Nightrider
  Nightrider
  Nightrider    
  Nightrider is the name given to a shadowy man 
  who rides a black stallion. He is the bringer of 
  death, disease and disaster. Sometimes he simply 
  rides though a herd of cattle, scattering them across 
  the plains. Other times he points his long black 
  spear toward the sky, and locusts appear. By 
  dragging his spear along the ground, the crops fail 
  and the earth becomes parched. With just a touch, it 
  can cause sickness or death. 
  The Nightrider comes to take the soul of any 
  dying hill folk. If his soul is worthy, the Nightrider 
  will escort him to Skyworld, a beautiful place 
  replete with hills, plains and starry skies. If his soul 
  is unworthy, he will be taken to Nightworld, a city 
  made up entirely of stone and steel. Here the hill 
  folk finds himself in a place hateful to his nature-
  enclosed, mechanical and limited. 
  Hob 
  At the beginning of time, the great mother 
  goddess Skiea gave birth to two sons: Wees (or 
  "White Star") and Rodas (or "Red Star"). Wees was 
  proud and arrogant, while Rodas was modest and 
  thoughtful. 
  Skiea created the world so that her sons would 
  have something to play with. Wees immediately 
  began creating many different races, all pale and 
  slender like himself. Rodas patiently created one 
  race, the hobs. He gave them laws and taught them 
  how to build prosperous towns and villages. The 
  hobs were content, and worshipped Rodas as the 
  father of their race. Skiea praised her industrious 
  son, which made Wees mad with jealousy. 
  Wees complained to his mother that his people 
  were over-run by hobs. If they were to survive, they 
  would need a lot more space. Rodas did not want to 
  relocate his people, but to ignore his brother's 
  request would be tantamount to declaring war. An 
  agreement was reached, and Rodas led the hobs 
  underground, while the people of Wees remained 
  on the surface. 
  At first, it was difficult for the hobs. Many died 
  in collapsing tunnels or suffocated from lack of 
  oxygen. However, Rodas continued to help them, 
  and soon they completed the first underground city, 
  
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  Player’s Primer 
  104 
  Rodessa. This marvel was nestled within a huge 
  underground cavern. Its many tiers housed shops, 
  homes and public places as well as gardens and 
  wells. As the hobs prospered, other cities were 
  built, but none so fine as Rodessa. 
  After a while, Rodas received a summons from 
  his mother, who wanted to know how he fared so 
  deep within the earth. He gathered a vast collection 
  of treasure, catalogues of tunnels and pictures of his 
  kingdom, and headed for the surface. He left behind 
  his faithful servant Hennel to rule the hobs in his 
  absence, promising to return in a fortnight. 
  Rodas never came back. Some believe that he 
  was poisoned by his jealous brother; others believe 
  that Rodas was forced to go into hiding. Whatever 
  fate befell him, the fate of the hobs was sealed. The 
  people of Wees (specifically the dwarven race) had 
  discovered 
  the 
  immense 
  treasures 
  of 
  the 
  underground, and invaded the hob kingdom. 
  The dwarves quickly drove the peaceful hobs 
  away from their beautiful homes, adopting their 
  cities as their own. They were completely banished 
  from their homelands, and driven to the surface, 
  where they were treated with derision. Even today, 
  they are considered second-class citizens by most 
  races. Most hobs maintain a deep hatred for 
  dwarves, and believe them to be the evil agents of 
  Wees. 
  Cult of Rodas
  Cult of Rodas
  Cult of Rodas
  Cult of Rodas    
  Hobs meet every few weeks in order to recite 
  the old legends of Rodas and his terrible brother. 
  Often they tell glorious stories of their underground 
  homeland. Many believe that Rodas will return, and 
  save them from their persecution. It is said that he 
  will be known by three signs: a slight limp in his left 
  leg, a triangular scar on the back of his neck, and a 
  magic cudgel known as the Feio. When he returns, 
  he will punish the people of Wees for their 
  wrongdoings, and return his people to their 
  underground cities. Then Rodas will reign supreme 
  over all. There are several hobs who claim to be 
  Rodas, and though they have developed followings, 
  none has been able to unite all hobs. 
  If a hob accepts his heritage, and constantly 
  prepares for the day when Rodas returns, he will be 
  rewarded upon his death by being whisked away to 
  the Palace of Skeia. If he tries to make a successful 
  life for himself by living in friendship with other 
  races he may find himself called a traitor, a White 
  Star. Traitors, it is believed, are reborn as members 
  of another race, a terrible fate to the race-proud 
  hobs. 
  Many societies have condemned the hob 
  religion as fomenting and dangerous. Hobs usually 
  meet in secret, and are tight-lipped about their 
  faith. 
  Netherman 
  Cave Lore
  Cave Lore
  Cave Lore
  Cave Lore    
  The netherman system of religion is a 
  mysterious one, consisting of many different levels 
  of enlightenment. Each level has its own rituals, 
  taboos and secrets, which are carefully hidden from 
  the uninitiated. 
  The lowest level of this system is a form of 
  animism. This primitive cult of hunters is most 
  readily known and recognized by outsiders. The 
  nethermen perform elaborate rituals in order to 
  entice prey into a sacred circle. The animal is then 
  killed with spears or arrows, insuring that it will be 
  reborn as a netherman. When the shaman declares 
  that the soul has left the beast, it is skinned and 
  eaten according to ancient traditions. 
  Nethermen wear or carry animal talismans. 
  These consist of teeth and claw jewelry, leather 
  necklaces and anklets, belts or similar items. Birds 
  and fish are not a part of the netherman religious 
  system, though both are used for food. Only the 
  strong and powerful animals of the desert and 
  plains are thought to be worthy. 
  Both girls and boys may be initiated as hunters 
  when they reach puberty. Each chooses a specific 
  animal patron before descending deep into the 
  elaborate caves that are so important to the 
  netherman culture. They are then placed in a small, 
  cramped chamber and left in total darkness. The 
  shaman tells them that they can find their way out 
  by "tracking the beast." It is thought that hypnotic 
  herbs are burned within the cave in order to further 
  confuse the initiate. If they find their way out of the 
  cave, they will be accepted as members of the 
  hunting elite. 
  A netherman's animal patron is special to him, 
  and he will usually wear a talisman depicting it. 
  
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  Some nethermen will hunt and kill only their animal 
  patron, while others feel that it is taboo to do so. 
  Most nethermen remain Hunters, but some go 
  on to the next level, that of the Spiritual Warrior. To 
  become one, a person must first prove mastery of 
  himself. Once again, the shaman leads the initiate 
  into the caves, but this time, the journey to the 
  surface can take months or even years. Participants 
  are sworn to secrecy, so no records of their travels 
  have been recorded; however, it is said that those 
  who return years later have not aged a bit. 
  Once they have returned to the tribe, the 
  initiate must prove that he can provide for his 
  people. The acting shaman will set a quest, usually a 
  search for a specific item. These items seem to be of 
  little worth, such as an egg from a white-headed 
  bird or three rings of silver, linked together, but the 
  nethermen believe them to be priceless. To lose 
  such an item would be tantamount to losing his 
  status as a netherman. 
  After the quest has been fulfilled, the person 
  may wear the special leather band of the Spiritual 
  Warrior. This is made from the skin of his chosen 
  animal, intertwined with strange stones. It is slung 
  over the right shoulder, and hangs to the waist. 
  Some Warriors tattoo their hands with mystical 
  patterns. This indicates that their inner powers are 
  alive and at their fingertips. 
  The next step is becoming a shaman. Since 
  there is only one shaman per tribe, the devotee 
  must prove that he is a more powerful magician 
  than the existing one. Most do not wish to challenge 
  their old teachers, so they journey to another clan. 
  Beyond this level is the Priesthood. This is a 
  very serious move for any netherman to make, for it 
  means leaving his family in search of spiritual 
  fulfillment. First, he strips himself of all weapons 
  and items, leaving only his Warrior band, which he 
  now winds around his upper arm. He trains and 
  fasts with the shaman, taking no food or drink for 
  many days. The shaman then directs him to the 
  deepest levels of the caves. He will begin his last 
  journey, walking toward the strange, underground 
  lights that the nethermen talk about only in hushed 
  tones. He will never return. 
  It is considered both brave and foolhardy to 
  enter the Cavern of Lights. A person's family may 
  even forcibly keep an initiate from leaving. 
  However, once the person is gone, he is 
  remembered as a hero and a worthy member of the 
  tribe. 
  Nethermen believe in reincarnation. While they 
  believe that animals may be reborn as humans, 
  humans are reborn only as other humans. Release 
  from reincarnation is achieved by living a good and 
  virtuous life. When this happens, the soul of the 
  dead person will immediately go to the Cavern of 
  Lights without experiencing the dangers of the 
  journey. 
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-9     Born or adopted 
  into faith. 
  Hunter            10-14    Cave ceremony. 
  Warrior           15-19    Fulfill quest. 
  Journey through caves. 
  Shaman            20-24    Challenge Shaman & 
  win. 
  Priest             25+     Enter the Cavern 
  of Lights never to return. 
  Nomad 
  Nirin was a tribal leader of the powerful 
  Gemesh family. In those days, the many nomadic 
  tribes fought amongst themselves, and Nirin was a 
  great warrior. Every time he defeated a tribe he 
  would give them a choice-obey the Laws of Nirin, or 
  die. Soon he ruled a vast number of people, all 
  joined by his unquestioned Laws. 
  Nirin put a halt to inter-tribal warfare, and set 
  up an intricate system of trade routes that allowed 
  all nomads to take advantage of precious water 
  holes. Each family was given exclusive trading 
  rights so that only a few could trade in perfume, 
  jewelry or slaves at one time. Nirin also gave strict 
  instructions on social obligations, interaction with 
  foreigners and worship. His sense of justice was 
  swift and terrible, and anyone disobeying his Laws 
  was quickly punished. 
  Nirin teaches that the world is the final 
  battleground between good and evil. Evil is 
  personified as Lukshu, a clever devil who lures 
  people into disobeying the Laws of Nirin. He resides 
  in a beautiful city surrounded by gardens and 
  waterfalls. Lovely women and handsome men can 
  be seen on the city walls, and they wave and call out 
  to passersby in a most tantalizing manner. In 
  actuality, the city is an illusion. The city houses ugly 
  monsters and lost souls who are endlessly tortured 
  for their sins. 
  Lukshu's minions are everywhere, often 
  manifesting themselves as minor devils who plague 
  the tribes with all sorts of trouble. It is said that 
  
  Chapter 4: Religions 
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  Player’s Primer 
  106 
  these devils caused a vast fire that burned the lush 
  vegetation that was once the nomads' homeland. A 
  magic storm was called forth by Nirin to put it out, 
  but all that was left was ashes and sand. Nomads 
  believe that these devils often disguise themselves 
  as members of other races. This makes them very 
  suspicious of strangers. 
  Nirin revealed powerful symbols that combat 
  the evil of Lukshu. Temples are carved with 
  triangles, squares and figure 8's-symbols that 
  indicate the presence of good. These symbols are 
  also written on parchment and are carried as 
  charms against temptation. Clothing and jewelry 
  are commonly decorated with these motifs. 
  Upon his death, Nirin's body was interred 
  inside a glass container, which was then sealed in 
  an ebony coffin and placed inside a large 
  mausoleum. This large shrine is one of the holiest 
  places known to the nomads. It is found in the 
  capitol city of Kesh Elkesh. Here, priests maintain a 
  vast library of Nirin's laws. On display can be seen 
  his slippers, pipe and sword. Small charms in the 
  shape of these priceless relics are often sold to 
  pilgrims, who wear them as a sign of their devotion. 
  The Laws of Nirin
  The Laws of Nirin
  The Laws of Nirin
  The Laws of Nirin    
  After Nirin's death, the governing of the 
  nomads fell to his thirteen sons. Each son was given 
  title to one of the thirteen major nomad tribes, 
  which he was to rule exclusively. At the beginning of 
  each new year, the sons agreed to meet in Kesh 
  Elkesh to pay their respects to Nirin, and discuss 
  the year's events. As time went on, the various 
  tribes became more diverse. Some tribes remain 
  very hostile to foreigners, while others have 
  become more tolerant. Inner tribal tensions have 
  resurfaced recently, and some fear that the tranquil 
  age of Nirin is at an end. 
  Direct male descendants of Nirin wear red 
  robes as a sign of their law-giving status. Other 
  descendants (including women) wear robes with 
  red stripes along the sleeves as a sign of their 
  illustrious ancestry. 
  The laws of Nirin are harsh and unforgiving. 
  According to the laws, the punishment for falsely 
  claiming to be a descendant of Nirin is death by fire. 
  A worshipper who swears falsely to a fellow nomad 
  has his tongue cut out so he can tell no more lies. 
  Those who fraternize with foreigners or marry 
  outside the tribe are sold into slavery or imprisoned 
  for their indiscretion. A nomad who trades or sells 
  inferior goods to a fellow nomad is punished by 
  having his right hand cut off. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Devotee            1-9     Declare faith. 
  Acolyte           10-14    Serve temple for 
  one year. 
  Votary            15-19    Fulfill 1d6 
  quests. 
  Missionary        20-24    Spread teachings 
  by making 20 Converts. 
  High Priest        25+     Build temple to 
  Nirin worth 100 gold. 
  Ratling 
  Ancestor Worship
  Ancestor Worship
  Ancestor Worship
  Ancestor Worship    
  Because ratlings are an adaptive people, most 
  of their religions have been taken from other 
  cultures. They are particularly drawn to elaborate 
  rituals and gaudy pageantry. Ratlings care less 
  about the spiritual aspect of these pageants than the 
  outward trappings. For this reason, other races 
  consider these displays mockeries. 
  Most ratlings believe in a form of ancestor 
  worship. An illustrious pedigree (the longer the 
  better) is a sign of status to the ratling, who usually 
  marries young and produces many offspring. 
  Ratlings keep small shrines in their homes, 
  containing a copy of their family tree, as well as 
  family heirlooms. The family tree is a precious 
  artifact, and is usually painted on leather, or tucked 
  inside a scroll tube. It is considered bad luck to 
  remove the family tree from the shrine, though 
  ratlings may carry heirlooms with them for good 
  luck. Losing such an item would be a terrible blow 
  to a ratling. Likewise, besmirching the honor of a 
  ratling ancestor or family member is a serious 
  breach of ethics. 
  One of the worst things that could happen in 
  the eyes of a ratling is the loss of his familial rights. 
  Once his name has been struck from the family 
  roster, he is a non-entity with no family and no 
  name. Worst of all, he cannot appeal to his 
  ancestors in times of need-they will be so ashamed 
  of his actions that they will ignore his pleas. Only 
  the King Rat can reinstate a ratling's name. 
  An oath such as: "By my family name" or "On 
  my father's honor" is considered legally, as well as 
  
  Chapter 4: Religions 
  107 
  Player’s Primer 
  107 
  morally, binding. Anyone who breaks an oath may 
  be outcast. Denying paternity, abandoning a child or 
  mistreating a sibling are other serious charges. Such 
  wrongdoings may be severely punished. 
  The oldest female ratling cares for the family 
  shrine and heirlooms. Daily she burns herbal grass 
  before the family tree. She tells the ancestors the 
  latest gossip, and asks them for favors. All marriage 
  and death ceremonies are held before the shrine, 
  and when a child is born, it is first presented to the 
  ancestors before being handed to the parents. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Devotee            1-14    Declare faith. 
  Householder       15-19    Marry worthy 
  person. 
                             Increase family 
  holdings by $200. 
  Patriarch or 
  Matriarch          20+     Build home & raise 
  5 or more children. 
  Serpentine 
  The world is a large egg, the child of the god 
  Syndulis. This egg will hatch at the end of time, and 
  the offspring will destroy the fragile shell that is the 
  earth. Syndulis is a snake creature, having a second 
  head where his tail should be. He is both male and 
  female (though he is invariably referred to as male), 
  and is symbolized by the seven stars of the Syndulis 
  constellation. 
  After the egg was created, Syndulis leaned 
  forward for a closer look, and four drops of poison 
  fell from his fangs. Three lovely creatures sprang up 
  immediately-the sisters Chandri, Golucca and Rull. 
  They were pregnant and soon gave birth to 
  hundreds of fully grown children, the serpentine 
  race. A fourth sister, Sessvul, is a sickly monster 
  who has no tail. She is the mother of all other races. 
  Serpentines revere dance as a mystical 
  interpretation of life itself, and all ceremonies are 
  accompanied by ritualistic music and dance. 
  Temples are attended by female dancers, who also 
  act as guards. Most serpentine women spend time 
  at the temple of Syndulis, learning the mystic arts of 
  music and dance. A woman without these skills will 
  very likely remain unmarried. 
  Serpentines decorate their bodies with scars 
  that indicate membership in a particular family. 
  They also maintain private shrines in order to 
  worship their ancestors. At the beginning of a ten-
  day period, the head of the household sacrifices a 
  bird or small animal to their memory. The animal is 
  then drained of blood, and the meat is eaten at the 
  evening feast. The blood is blended with many 
  herbs, and made into a beverage known as blood 
  wine. Drinking this concoction is said to instill the 
  imbiber with all the strength, wisdom and 
  knowledge of his ancestors. 
  Birthing 
  chambers 
  are 
  found 
  in 
  most 
  serpentine homes. The rooms are similar to the 
  temple, in that the ceiling is domed, and a depiction 
  of the constellation of Syndulis is prominent. It 
  takes two years for a serpentine egg to hatch, 
  during which time it is vulnerable to sudden 
  changes in temperature, as well as cracking. 
  Serpentines often paint the shells with ancestor 
  symbols, or douse the eggs with sacrificial blood. 
  They are carefully guarded, and the parents burn 
  incense and say a prayer to their ancestors, asking 
  for a safe hatching. 
  Serpentines are fiercely proud of their heritage. 
  The three major serpentine families claim to be 
  direct descendants of the sisters, and they are 
  treated with respect, almost reverence, by other 
  serpentines. Between them, they control all aspects 
  of the serpentine culture. Roll 1d6 on the 
  Serpentine Starting Religion table to determine 
  which deity a serpentine reveres. If one of the three 
  sisters is rolled, the serpentine belongs to that 
  family. 
  Serpentine Starting Religion 
   d6     Chief Deity
   d6     Chief Deity
   d6     Chief Deity
   d6     Chief Deity    
  1-3     Syndulis 
   4      Chandri 
   5      Rull 
   6      Golucca 
  Syndulis
  Syndulis
  Syndulis
  Syndulis    
  Temples to Syndulis are often evident in 
  serpentine villages. These temples are usually large 
  buildings 
  with 
  twisting 
  corridors, 
  eventually 
  leading to a central, domed area. The ceiling is 
  painted to represent the night sky, with the 
  constellation of Syndulis directly overhead. 
   
  
  Chapter 4: Religions 
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  108 
  Title            Devotion  Requir
  Title            Devotion  Requir
  Title            Devotion  Requir
  Title            Devotion  Requirements
  ements
  ements
  ements    
  Devotee            1-9     Declare faith. 
  Cenobite          10-15    Partake in 3 
  ritual dances. 
  Seer              16-22    Serve temple for 
  one year. 
  Master             23+     Fulfill quest. 
  Chandri
  Chandri
  Chandri
  Chandri    
  The Chandri family controls all services. They 
  set the price for slaves, repair work, even 
  assassinations. The symbol for the Chandri family is 
  two hands. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Sister/Brother     1-11    Born into family 
  or adopted. 
  Chief             12-16    Service to family 
  temple or business for 1 year. 
  Director          17-24    Fulfill quest. 
  Master             25+     Upon death of 
  elders, become head of family. 
  Rull
  Rull
  Rull
  Rull    
  The Rull family controls the shipment and 
  trade of items, particularly perfume, silk and 
  jewelry. They work closely with the nomads, and 
  are known to be extremely rich. Their symbol 
  consists of the figure of a flask with a triangular 
  stopper. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Sister/Brother     1-11    Born into family 
  or adopted. 
  Chief             12-16    Service to family 
  temple or business for 1 year. 
  Director          17-24    Fulfill quest. 
  Master             25+     Upon death of 
  elders, become head of family. 
  Golucca
  Golucca
  Golucca
  Golucca    
  The Golucca family deals primarily with 
  foodstuffs: water, wine, vegetables and baked 
  goods. This includes cattle, horses and other trained 
  animals. The symbol of the Golucca family is four 
  interlocking circles. 
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Sister/Brother     1-11    Born into family 
  or adopted. 
  Chief             12-16    Service to family 
  temple or business for 1 year. 
  Director          17-24    Fulfill quest. 
  Master             25+     Upon death of 
  elders, become head of family. 
  Sidhe 
  Once, the world was a lovely place, but it was 
  not enough to occupy Dagda's attention. So he 
  created a consort for himself, using bits of the sky, 
  sea and the mountains to form a perfect spouse. 
  This was Dana, and she was beautiful and loved him 
  well. 
  For a time they were happy, but then Dana 
  grew restless. Her eyes wandered to the world and 
  she thought, if my consort can create such a 
  beautiful, living being as myself, why can't I? She 
  went to work, and with clay, water and her own 
  sweet breath, she formed the sidhe race. Delighted 
  with her handiwork, she proudly showed her 
  husband 
  her 
  creations. 
  Though 
  he 
  feigned 
  disregard, he secretly feared her powers might be 
  stronger than his. Undaunted, Dana brought the 
  sidhe to Skyreach, home of the gods, and made 
  them her servants, infusing them with magic and 
  charm. 
  Dagda ordered Dana to destroy the sidhe, but 
  she would not. In a rage, he locked her inside a vault 
  and hid it inside a volcano. For a year and a day she 
  wept inside her cramped prison. The sidhe loved 
  Dana very much, and swore to avenge their mother. 
  One evening, they drugged Dagda's wine, and stole 
  his most precious magic books while he lay 
  sleeping. With his blade Sharpsteel, they pried the 
  lock off of Dana's prison and set her free. 
  To reward them for their loyalty, Dana gave the 
  sidhe sovereignty over the vast tracks of forest and 
  hills that stretched across the face of the earth. 
  When Dagda saw this, he roared in anger, and sent 
  great hordes of crafty warriors to destroy the sidhe. 
  Dana taught her worshippers the secrets of magic 
  so they could defend themselves, and when Dagda 
  saw that his anger was useless, he forgave his wife, 
  and gave gifts to the sidhe. 
  A 1d6 on the Sidhe Starting Religion table to 
  determine which deity a sidhe worships. 
  Sidhe Starting Religion 
   d6     Deity
   d6     Deity
   d6     Deity
   d6     Deity    
  1-2     Dana 
   3     Angus 
   4     Lugh 
   5     Brigit 
   6     Finvarra 
  
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  Dana
  Dana
  Dana
  Dana    
  Also called the Mother of the sidhe, Dana is 
  highly revered. Like the spriggan goddess Thana, 
  Dana can drive away evil and bestow life. She is 
  shown as a delicate sidhe with pale skin and hair. 
  Her eyes and fingertips are silver and she can move 
  like the wind while wearing her magic girdle. 
  Dana's temples are underground chambers 
  built beneath rolling hills. On feast days, her 
  worshippers arise at midnight to dance and sing her 
  praises until dawn. Her altar is always covered with 
  dew-scented 
  flowers 
  or 
  evergreen 
  boughs. 
  Worshippers offer bowls of sweet milk and bread to 
  her, which is blessed by her priestess. The food is 
  then donated to the poor. While both men and 
  women are allowed into her cult, only women can 
  achieve the title of priestess. Upon reaching this 
  level, characters wear the "Girdle of Dana" as a 
  symbol of their rank. 
  Dana's consort Dagda has no cult of his own. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-14    Declare Faith. 
  Devotee           15-19    Serve temple for 1 
  year. 
  Renown One        20-24    Fulfill 1d6 quests 
  for temple. 
  Priestess          25+     Build temple to 
  Dana worth 100 gold. 
                             Wear girdle of 
  Dana. 
  Angus
  Angus
  Angus
  Angus    
  The god of beauty and youth. He is shown as a 
  pale but hardy young man. In one hand he carries a 
  harp and in the other a scroll. This scroll contains 
  every spell, song, and legend that ever existed. If 
  Angus finds favor with you, he may show you a 
  portion of his magic scroll. Musicians, poets and 
  other artists are typical worshippers of Angus. 
  The son of Dana and Dagda, Angus tricked his 
  father into giving him his rightful heritage. When 
  Dagda was apportioning out his underground 
  palaces, he kept two for himself, and one each to his 
  sons Lugh and Ogme. However, since Angus was 
  away, he was forgotten. When he returned, he 
  convinced his father to turn over one of his palaces 
  to him for a night and a day. After the allotted time, 
  Angus refused to return it, saying that "all time is 
  but a night and day." 
  Worshippers play instruments, sing or recite 
  legends in the temple halls of Angus to curry favor 
  with the god. A good performance will be rewarded 
  by the priests of Angus, but a bad performance will 
  cause their wrath, and a penance may be assigned. 
  Worshippers also promise to uphold the ideals of 
  beauty, and strive to be handsome and clean. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Devotee            1-9     Declare Faith. 
  Entertainer       10-14    Perform 
  successfully 3 times in temple. Requires 15+ 
  Entertain. 
  Storyteller       15-19    Fulfill 1d6 
  quests. Tell adventures in temple. 
  Bard              20-24    Become Bard type. 
  Priest/ess         25+     Build temple worth 
  100 gold. 
  Lugh of the Long Arm
  Lugh of the Long Arm
  Lugh of the Long Arm
  Lugh of the Long Arm    
  Brother of Angus, Lugh is also called the 
  "many-skilled." He is a carpenter, smith, warrior, 
  poet, harper, historian, hero and sorcerer. A 
  handsome man, he is often shown wearing leather 
  armor, carrying a mighty bow. Lugh is most often 
  worshipped in his warrior guise, though it is his 
  brother Ogme the champion who is most bellicose. 
  However, Ogme has no following of his own. 
  Worshippers of Lugh try to emulate him by 
  having a variety of skills and abilities. Unlike most 
  sidhe, they worship above ground, in a round-
  shaped temple symbolizing the never-ending cycle 
  of life and death. 
   
  Title   
  Title   
  Title   
  Title            Devotion  Requirements
           Devotion  Requirements
           Devotion  Requirements
           Devotion  Requirements    
  Worshipper         1-9     Declare faith. 
  Craftsman         10-11    Must have 
  Mechanical skill of 13+ 
  Warrior           12-14    Must have 2 
  weapons skill of 14+ 
  Poet              15-19    Must have Legends 
  skill of 15+ 
  Historian         20-21    Must have Literacy 
  of 16+ 
  Hero              22-24    Fulfill 1d6 
  quests. 
  Sorcerer           25+     Become magic user 
  type. 
  Brigit
  Brigit
  Brigit
  Brigit    
  Sister of Angus, she is the goddess of poetry 
  and healing, and is also known for her ability to 
  create useful tools and implements upon her forge. 
  Brigit is depicted as a young woman, half of her face 
  breathtakingly beautiful, the other half wizened and 
  
  Chapter 4: Religions 
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  Player’s Primer 
  110 
  ugly. She carries a bow, and every arrow she shoots 
  bursts into flames that cannot be extinguished. 
  Worshippers of Brigit meet in sacred forests, 
  where they grow healing herbs and bury their dead. 
  Anyone who disturbs this ground or desecrates it 
  will be cursed to suffer burning pains in all his 
  limbs until he does penance. 
   
  Title            Devotion  Requir
  Title            Devotion  Requir
  Title            Devotion  Requir
  Title            Devotion  Requirements
  ements
  ements
  ements    
  Worshipper         1-14    Declare faith. 
  Herbalist         15-19    Tend and protect 
  sacred forest for one year. 
  Minister          20-21    Serve as healer 
  for 1 year. 
  Poet              22-24    Compose and 
  perform song before congregation. Must have 
  20+     Entertain. 
  Priest/ess         25+     Fulfill 1d6 
  Quests. 
  Finvarra
  Finvarra
  Finvarra
  Finvarra    
  The god of the dead is shown as a handsome 
  man dressed in black, riding a black stallion. He 
  lives underground in the land of Knockma, along 
  with the souls of those who have died. He is a great 
  womanizer, though his wife Oonagh (oona) is very 
  beautiful. In fact, she wears a silver veil over her 
  face, for those who see her beauty are so awed they 
  might follow her to Knockma before their time. 
  Children born out of wedlock are often called 
  children of Finvarra, and are shunned by other 
  sidhe. However, his devotees adopt and raise such 
  children on the off-chance they really are his 
  offspring. 
  When travelling with his wife, Finvarra drives a 
  black coach pulled by four white horses. Both black 
  and white stallions are the favorite steeds of 
  Finvarra's worshippers, and his priests are 
  expected to be expert horsemen. Often, horses are 
  used in ceremonies to garner favor from the god, so 
  many temples also raise horses. 
  Finvarra's temples are simple underground 
  affairs, lined with torches. Worshippers pray for the 
  souls of the dead, and offer sacrifices of incense and 
  bronze. This money is kept in a fund to pay for the 
  burials of the penniless, and for the upkeep of 
  orphans and horses. 
  Finvarra's consort Oonagh has no cult of her 
  own. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-9     Declare faith. 
  Novice            10-14    Must have Ride of 
  13+ 
  Sister/Brother    15-19    Donate $25+0 to 
  temple or adopt and raise homeless child. 
  Rider             20-24    Donate 5 horses or 
  $500 worth of stable equipment to temple. 
  Priest/ess         25+     Build underground 
  temple worth 100 gold. 
  Spriggan 
  In the beginning of time, the world was 
  overrun by evil creatures who howled and 
  screamed into an eternal night. The great goddess 
  Thana breathed upon the earth and immediately, 
  the light of the sun burst forth and warmed the 
  desolate lands. Trees, hills, and rivers sprang forth. 
  The hideous monsters fled into the wastelands, and 
  Thana created the spriggans to guard the new 
  world from harm. 
  Raids made by the evil ones brutally savaged 
  the spriggans, but always they routed the invaders 
  through superior cunning and bravery. For a 
  thousand years they guarded the wasteland 
  borders, and not a single creature escaped their 
  notice. The world flourished, and Thana awarded 
  them with the power to grow in size whenever they 
  wished. 
  "Someone shall take your place as guards," said 
  Thana. "For you have proven yourself worthy. Go, 
  and enjoy the fruits of your labor." The spriggans 
  happily left the wasteland borders and set up 
  households in the grassy mountains. Unfortunately, 
  their happiness was short-lived, for the humans 
  who took up the watch were a slovenly bunch, and 
  the evil creatures swarmed over the lands. Although 
  the elves and humans fought the invaders, it wasn't 
  until the spriggans joined the fray that the evil ones 
  were driven back. Only fifty spriggans were left 
  after this fierce battle, and they are the ancestors of 
  every spriggan living today. 
  Spriggans worship a pantheon of gods. Roll 1d6 
  on the Spriggan Starting Religion table to determine 
  which cult a spriggan belongs to. 
  
  Chapter 4: Religions 
  111 
  Player’s Primer 
  111 
  Spriggan Starting Religion 
   d6     Deity Requirements
   d6     Deity Requirements
   d6     Deity Requirements
   d6     Deity Requirements    
   1      Gwydion Spell users only 
          Thana All others 
  2-3     Thana 
   4      Gofannon 
   5      Ariana 
   6      Arawn 
  Thana
  Thana
  Thana
  Thana    
  The mother goddess, she is depicted as a dark, 
  mysterious figure. In one hand she holds a magic 
  wand made of rowan; in the other hand she holds a 
  wand of ash. The rowan wand bestows life, while 
  the ash wand drives away malignant spirits. Shrines 
  to Thana are built from intertwining saplings 
  covered with leaves and violets. Within this small 
  shelter, worshippers pray and meditate. If a non-
  believer enters the shelter, he must roll Good on 
  Fate or else be cursed with a hideous blight unless 
  he immediately becomes a follower of Thana. 
  Devotees are expected to help the homeless and 
  poor, especially children. The rowan and ash trees, 
  as well as violets are sacred to them. 
   
  Title            Devotion  Requireme
  Title            Devotion  Requireme
  Title            Devotion  Requireme
  Title            Devotion  Requirements
  nts
  nts
  nts    
  Devotee            1-9     Declare faith. 
  Novice            10-14    Build shrine to 
  Thana worth $50. 
  Sister/Brother    15-19    Adopt homeless 
  child. 
                             Pay $20 monthly 
  upkeep. 
  Priest/ess         20+     Wear violet robes. 
                             Fulfill 1d6 quests 
  for faith. 
  Gwydion the Wizard
  Gwydion the Wizard
  Gwydion the Wizard
  Gwydion the Wizard    
  Gwydion is the oldest son of Thana. He wears a 
  magic cape made of swan feathers, which allows 
  him to fly. Gwydion also carries a staff of power. 
  With just a wave and a magic word, it can move 
  castles through the air or create beautiful women 
  from flowers. He lives in a marvelous oak tree that 
  grows upside down, so its roots are above the 
  ground. Inside, there are 20 rooms as large as 
  houses, each one containing a magic item. He has no 
  temples or shrines, but his followers recite a prayer 
  of reverence to him before retiring. Most believers 
  are magic users. High level members are awarded a 
  cape of swan feathers (non-magical) as a sign of 
  their rank. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Acolyte           1-14     Declare faith. 
  Student          15-19     Study with Master 
  for 1 year. 
  Master           20-24     Become a spell 
  user type. 
                             Awarded the Swan 
  cloak. 
  Wizard             25+     Complete 1d6 
  quests. 
  Gofa
  Gofa
  Gofa
  Gofannon the Smith
  nnon the Smith
  nnon the Smith
  nnon the Smith    
  Second son of Thana, Gofannon is a master 
  craftsman, particularly skilled at forging weapons. 
  Proud and fierce, he once challenged a monster 
  from the wastelands to a test of stamina and 
  strength. Each of them grasped a red-hot bar of iron 
  and held it over their heads. They agreed that the 
  first to let go would forfeit his possessions to the 
  other. For three days and three nights the monster 
  gnashed its teeth and whimpered while it held the 
  bar aloft. At the dawn of the fourth day, the monster 
  threw down the bar, and thrust his blistered hand 
  into a river, but Gofannon held on until his hand 
  burned away. The monster turned over his treasure 
  and vowed never to challenge the gods again. With 
  his reward, Gofannon fashioned a golden hand, and 
  his brother Gwydion magically grafted it to his arm. 
  Gofannon is shown carrying a hammer and a 
  two-pronged sword. His shrines are lined with 
  braziers and incense is burned in his honor. Instead 
  of an altar, a mighty forge burns night and day. 
  Weapons created on this forge are said to be 
  blessed with miraculous powers. The forge may 
  only be used by a master, however, and anyone else 
  using it will be severely punished. 
  The followers of Gofannon believe that the 
  body as well as the soul must be nurtured, and 
  therefore they seek to perfect one physical and one 
  mental skill in the name of Gofannon. For example, 
  a devotee might vow to increase his Intelligence 
  and Brawling skills. Each time one of the chosen 
  skills goes up, a sacrifice of 1 silver must be placed 
  on a burning brazier and offered to the god. Anyone 
  found stealing these coins will be put to death. 
  High-ranking devotees wear miniature swords 
  similar to the one Gofannon wears. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-14    Declare faith. 
                             Dedicate 2 skills 
  to Gofannon. 
  Craftsman         15-19    Reach 14+ Build. 
  
  Chapter 4: Religions 
  112 
  Player’s Primer 
  112 
  Smith             20-24    Create Superior 
  weapon on Gofannon's forge and dedicate it to 
  him. 
  Master             25+     Skill in 
  Gofannon's weapon reaches 20+. 
                             Wear two-pronged 
  sword. 
  Ariana
  Ariana
  Ariana
  Ariana    
  Daughter of Thana, she is the goddess of love, 
  poetry and legends. Shown as a chubby woman 
  with curly dark hair and serious eyes, Ariana is 
  often 
  depicted 
  as 
  reading 
  or 
  singing. 
  Her 
  worshippers are the historians of the spriggan race, 
  and pride themselves on their literary skills. Their 
  knowledge is learned by rote, yet devotees also 
  keep a journal of legends they have learned. When 
  they meet, worshippers share the legends they have 
  collected. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Devotee            1-13    Declare faith. 
  Scribe            14-17    Write a great pome 
  (requires Literacy of 15+). 
  Memora            18-21    Recite history of 
  spriggans before Historians. Requires Memory 
  of 18+ 
  Seeker            22-24    Discover and 
  confirm 4 new legends. 
  Historian          25+     Find 1d6 ancient 
  artifacts of the spriggan race. 
  Arawn
  Arawn
  Arawn
  Arawn    
  God of the dead. He lives in an underground 
  wilderness called Annwn (anoon). Here the souls of 
  warriors and maidens sigh and weep for their lost 
  lives. They are forced to serve Arawn for all 
  eternity. If Arawn invites you to his home, you may 
  delay the visit by offering him another soul in your 
  place. 
  Arawn always speaks the truth. If he appears, it 
  is wise to avert one's eyes, for his glance can cause 
  paralysis or even death. He carries a small drum 
  that entrances people when it is played, calling 
  them to his side. He is fond of dogs, and a pack of 
  silent hounds often accompany him on his journeys. 
  Worshippers of Arawn build small cairns of 
  stone, which they dedicate to their ancestors. 
  Larger cairns, which may take years to build, are 
  created in honor of Arawn. When a high-ranking 
  spriggan dies, he is often buried in the presence of 
  such a cairn. Worshippers meet at these places to 
  perform ceremonial dances and sing dirges. 
      
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-14    Declare faith. 
  Devotee           15-19    Build 1d6 cairns 
  to ancestors. 
  Dedicator         20-24    Build Cairn to 
  Arawn worth $500. 
  Traveller          25+     Travel to the Land 
  of Annwn and 
                             convince him of 
  your worthiness 
                             as his messenger. 
  Roll Awesome 
                             on Bargain or 
  remain in Annwn. 
  Vikings 
  The Nordic gods live in a great hall called 
  Valhalla. They eat golden apples daily, which 
  confers upon them eternal youth; without them, 
  they age and die. Valkyries, warrior maidens who 
  serve Odin, bring the spirits of dead warriors to 
  Valhalla so that they may feast and make merry for 
  eternity. Those who are deemed unworthy are sent 
  to the netherworld, a terrible place of eternal 
  suffering. Vikings strive to die in battle so that they 
  will not suffer this terrible fate. 
  Asgard (where Valhalla can be found) can only 
  be reached via the Bifrost bridge. This bridge is a 
  vast rainbow guarded by the god Heimdall. It is 
  known that at the end of time, evil giants will invade 
  Valhalla and destroy the gods. This last battle is 
  known as Ragnarok. 
  Roll 1d6 on the Viking Starting Religion table to 
  determine which deity a viking worships. 
  Viking Starting Religion 
   d6     Deity Requirements
   d6     Deity Requirements
   d6     Deity Requirements
   d6     Deity Requirements    
  1-2     Odin 
   3      Thor 
   4      Freya (Females only) 
          Thor (Males only) 
   5      Loki 
   6      Heimdall 
  Odin
  Odin
  Odin
  Odin    
  Ruler of the gods. He is shown as a powerfully 
  built warrior with one eye. He sacrificed his other 
  eye so that he might learn all the mysteries of the 
  world. He carries a mighty spear that also acts as a 
  healing wand. Around his head fly two ravens, 
  Thought and Memory. Every day, they fly across the 
  world, reporting back to Odin everything they have 
  
  Chapter 4: Religions 
  113 
  Player’s Primer 
  113 
  seen and heard. Odin rides an eight-legged horse 
  called Sleipner. This steed is very strong and 
  extremely swift. It travels through the sky as well as 
  upon land. 
  Odin takes a great interest in his people, and 
  sometimes disguises himself as an old man, so that 
  he may walk amongst them undetected. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Devotee            1-9     Declare faith. 
  Worshipper        10-15    Serve temple for 1 
  year. 
  Brother/Sister    16-23    Fulfill quest. 
  Seer               24+     Blood sacrifice, 
  as named by seers. 
  Thor
  Thor
  Thor
  Thor    
  Thor is a mighty fighter, often shown with his 
  throwing 
  hammer, 
  Mjolner. 
  This 
  hammer 
  unerringly hits its mark, returning to his hand after 
  the damage has been done. He rides through the sky 
  in a chariot pulled by two goats; wherever he goes, 
  thunder and lightening follow. Thor has a volatile 
  temper, and he is quick to champion the oppressed. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Devotee            1-9     Declare faith. 
  Contender         10-15    Champion the 
  oppressed 3 times. 
  Warrior           16-21    Fulfill quest. 
  Champion           22+     Lead 3 battles of 
  20 or more. 
  Freya
  Freya
  Freya
  Freya    
  The goddess of love. She wears a cloak made of 
  falcon feathers that allows her to fly at will. She can 
  also transform herself into any bird that she 
  chooses. Freya is a healer as well, and can even 
  rouse someone from death with a touch of her hand. 
  Freya wears an enchanted necklace that confers 
  everlasting beauty to its wearer. 
   
  Ti
  Ti
  Ti
  Title            Devotion  Requirements
  tle            Devotion  Requirements
  tle            Devotion  Requirements
  tle            Devotion  Requirements    
  Worshipper         1-9     Declare faith. 
  Sister            10-14    Serve temple for 1 
  year. 
  Lady              15-19    Must have Charm, 
  Entertain & Medical skills of 13+ 
  Mistress           20+     Fulfill quest. 
  Loki
  Loki
  Loki
  Loki    
  God of mischief. Loki is a handsome youth, who 
  enjoys playing tricks on others. He is rather 
  unthinking, and many of his tricks end in tragedy. 
  He is blood brother to Odin, and therefore cannot 
  be removed from the council of the gods, but he is 
  often banished until he can make amends. 
  Loki is a master of thievery, illusion and 
  persuasion. Even those who know his habits are 
  often fooled by his air of innocence and goodwill. He 
  is the patron god of thieves and illusionists. 
   
  Title            Devotion  Requir
  Title            Devotion  Requir
  Title            Devotion  Requir
  Title            Devotion  Requirements
  ements
  ements
  ements    
  Worshipper         1-14    Declare faith. 
  Fellow            15-19    Perform 3 
  practical jokes of legendary worth. 
  Brother/Sister     20+     Fulfill 1d6 
  quests. 
  Heimdall
  Heimdall
  Heimdall
  Heimdall    
  Heimdall guards Bifrost, the bridge to Valhalla. 
  He is very alert and can move like lightening. He 
  carries a mighty sword of silver, and wears silver 
  armor as well. He seems to shine with an inner light. 
  Heimdall carries a magical horn with him. 
  When it is blown, the gods will gather in order to 
  fight the last great battle, Ragnarok. 
   
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements
  Title            Devotion  Requirements    
  Worshipper         1-9     Declare faith. 
  Guardian          10-17    Give gifts worth 
  $400 to temple. 
  Protector         18-23    Undergo test of 
  faith. 
  Gatekeeper         24+     Fulfill 1d6 
  quests. 
  Wolfling
  Wolfling
  Wolfling
  Wolfling    
  Long ago, a forester boy named Talbot found a 
  wounded wolf cub. He named it Chaney, and after 
  he healed it, they became an inseparable pair. 
  Talbot left the company of his people to live in the 
  wilderness with his furry friend. 
  As time went on, Talbot grew to be a fine young 
  man. He was so handsome that he attracted the 
  attention of a sidhe sorceress called Terriselle. She 
  fell madly in love with him, but nothing she did 
  could entice Talbot to leave his wolf friend or his 
  forest home. Terriselle threw spells, begged and 
  pleaded, but Talbot was unmoved. 
  For the first time in her life, the beautiful 
  Terriselle was rejected. Humiliated, her love began 
  to turn to hatred, until finally she plotted to take 
  revenge. Terriselle convinced Talbot that Chaney 
  had only one wish-to become a human just like 
  
  Chapter 4: Religions 
  114 
  Player’s Primer 
  114 
  Talbot-and that the only way he could transform 
  was if he ate the waxy, white petals of the Nex 
  flower. Chaney trustingly gulped down the plant 
  offered to him, then promptly died of poisoning. 
  With horror, Talbot realized he'd been tricked into 
  murdering his friend. In despair, he too ate a fistful 
  of petals and expired. 
  Terriselle watched the whole incident intently, 
  but instead of malicious glee, she felt only sorrow. 
  Suddenly, she realized her actions were evil, and 
  regret filled her heart. But what could she do? 
  Those she had wronged were dead. 
  Appealing to her mother, Terriselle obtained a 
  magic potion which she sprinkled over their bodies. 
  Slowly they merged together, and the form of 
  Chaney disappeared into the body of Talbot, until 
  only Talbot remained. She touched him gently on 
  his shoulder, and he awoke, without any memory of 
  his past life. He was left only with the strange ability 
  to turn into a wolf at will. 
  Teriselle became the wife of Talbot, and all 
  their children inherited the ability to change into a 
  wolf. Wolflings are taught that they are a living 
  memory of a time when man and animal lived 
  together as friends. Many wolflings still believe that 
  if a wolfling eats the Nex flower, he will become 
  either completely human or completely wolf. 
  Wolflings believe that a balance between 
  nature and humanity is the ideal, and they strive to 
  maintain it. Any misuse of nature is evil in their 
  eyes, and they will try to prevent it. Therefore, 
  hunting for sport is frowned upon, while hunting 
  for food and other necessities is considered a form 
  of bonding with nature. 
  Wolflings do not recognize an afterlife. When a 
  member of the tribe dies, his body is usually buried 
  or left as carrion. 
  While most wolflings do not belong to an 
  organized religion, a few belong to a relatively 
  recent cult known as "The Ever-changing One." Roll 
  1d6 on the Wolfling Starting Religion table to 
  determine a wolfling's faith. 
  Wolfling Starting Religion 
   d6     Religion
   d6     Religion
   d6     Religion
   d6     Religion    
  1-4     No organized religion 
  5-6     The Ever-Changing One 
  The Ever
  The Ever
  The Ever
  The Ever----Changing One
  Changing One
  Changing One
  Changing One    
  This cult was founded by a wolfling named 
  Sabra. She was killed by foresters who believed that 
  she and her small band of followers were 
  werewolves. Since then, the faith of the Ever-
  changing One has grown in numbers. 
  Sabra taught that the one, true god was a 
  manifestation of nature. Devotees celebrate the 
  continuous change in nature, and the nature of 
  change. Their rites are usually conducted in the 
  forest. They hope that by revering nature they will 
  eventually join the Ever-changing One in paradise. 
  When a wolfling dies, he is reborn as a creature 
  of nature. The form he returns in and the quality of 
  his life are determined by the things he did in his 
  past lives. Sabra taught that the Ever-changing One 
  was a wolfling for several lives before obtaining 
  divine status. Once a wolfling maintains a life of 
  harmony with himself and nature, he will join the 
  Ever-changing One in the great Forest of Time, the 
  wolfling paradise. 
  All worshippers strive to obtain certain powers 
  of transformation via miracles. Few are worthy of 
  such honor, for the Ever-changing One must deem 
  them just. The first level, or Low transformation, 
  allows the wolfling to alter his body and take on the 
  appearance of a different person, animal or plant 
  for (Passable vs Stamina) x 2 minutes. The second 
  level is called High transformation, and the wolfling 
  may transform himself into more than one form for 
  the same amount of a time. The highest level of 
  transformation has only been granted a few times. 
  This is the power to change into the form of any 
  living being indefinitely. This is known as Zenith 
  transformation. 
  The symbol of the Ever-changing One is 
  rainbow glass, or prisms. Three ranks of clergy can 
  be recognized by the color of their robes: Learners 
  (blue), Educators (green), and Teachers (brown). 
   
  Title   Devotion Requirements
  Title   Devotion Requirements
  Title   Devotion Requirements
  Title   Devotion Requirements    
  Devotee    1-9   Declare faith. 
  Learner   10-14  Serve faith for one year. 
  Educato   15-19  Fulfill 1d6 quests. 
                   Gain the Low Transformation. 
  Teacher   20-24  Make 20 Converts. 
                   Gain the High Transformation 
  Master      25+  Spread the teaching of the 
                   Ever-changing One. 
                   Become Druid type. 
                   Gain the Zenith 
                   Transformation. 
   
  
   
  115 
  Player’s Primer 
  115 
  Chapter 5 
  Character History 
   
   
  Appearance 
  The way your character looks will go a long 
  way toward determining how you will play him. 
  Record this data on the back of your character 
  sheet. You may either design your character's 
  appearance yourself, or roll on the tables in this 
  chapter. 
  If you aren't comfortable with what you roll, 
  feel free to roll again, or, for that matter, make up 
  anything you like. You are not necessarily limited to 
  the tables. As long as your character's appearance is 
  accepted by the referee, she may be as outlandish as 
  you like. 
  The 
  same 
  applies 
  to 
  your 
  character's 
  personality. You may either roll every aspect of 
  your character, or simply create his personality 
  yourself. If you already have a personality in mind, 
  then don't follow the die rolls. They are meant 
  merely as a stimulus for your imagination. 
  Here 
  is 
  an 
  explanation 
  of 
  various 
  characteristics: 
  Sex: Choose the sex of your character. These 
  rules make no distinction between males and 
  females. 
  Eye Color, Hair Color: If you roll a 
  combination you deem unlikely, feel free to roll 
  again. Always consider your character's race. 
  Draconians and serpentines do not have hair, so 
  "Hair Color" would automatically be "bald." 
  Hair Style: This is really a matter of personal 
  choice. Your character is free to change her hair 
  style as she desires. Characters who do not have 
  hair do not roll for a Hair Style. 
  Values: This is a quality or characteristic that 
  your character admires or wishes to emulate. 
  Idolizes: This is the type of person that your 
  character respects most. Invent a specific person 
  that your character idolizes, giving them a name, an 
  identity, and a reason your character feels this way. 
  Your character's hero does not have to be someone 
  they've met or even someone who is still living. 
  Treasures: This is your character's most 
  prized possession. You must decide the exact item 
  and why it is so valued by your character. Most 
  characters carry their treasured item on their 
  person, or else hide it in a secure, yet easily 
  accessible place. 
  Key Feature: Every character has a distinctive 
  mark, or key feature. Be certain that you are 
  comfortable with your character's key feature 
  before you begin play. 
  Personality Traits: Every character has two 
  traits to help define her emotional outlook. Traits 
  serve as a guideline for role playing. During play, 
  your character will develop other traits as well. 
  Lifeline
  Lifeline
  Lifeline
  Lifeline    
  The Lifeline table is used to determine what 
  has happened to your character before she started 
  adventuring. Your character's Lifeline will reveal 
  people your character has met, people who could be 
  of help or hindrance in the future. 
  Roll d100 on the Lifeline table five times, and 
  write the results on the back of your character 
  sheet. If your result is written in ALL CAPITALS, go 
  to that sub-table on the following pages and roll 
  d100 again for more details. 
  If you receive a bonus to a skill, such as 
  "Mentor bestows +1 to Intelligence skills," you 
  receive +1 to both your base skill (in this case 
  Intelligence) and all the skills listed below it (which 
  would be Business, Literacy, Medical, Memory, and 
  Sanity). 
  
  Chapter 5: Character History 
  116 
  Player’s Primer 
  116 
  Any time the Lifeline mentions a number of 
  years (for instance, "Imprisoned for 2 years"), add 
  these years to your character's age. 
  Spend a few minutes deciding how these 
  events have affected your character, how they are 
  interrelated, and how they might still have an 
  influence on your character's life. They need not to 
  have occurred in the order that you rolled them. 
  You may wish to write a brief biography for your 
  character, adding even more details. 
  Naming Your Chara
  Naming Your Chara
  Naming Your Chara
  Naming Your Character
  cter
  cter
  cter    
  The name of your character is of great 
  importance. Since your fellow players can't see your 
  character, a name acts as a first impression. Try to 
  make your character's name appropriate for his 
  race, type and background. A name such as 
  "Ironhand" denotes a strong viking-type, while 
  "Silverthena" might be the name of a female sidhe. 
  You can get good ideas for character names from 
  fantasy novels, mythology, or a telephone book. 
  Example: Mike names his dwarf Dolin because 
  it sounds like a dwarf, sort of round and roly-poly. 
  Quirks
  Quirks
  Quirks
  Quirks    
  A quirk is something unique about your 
  character. A quirk can be something your character 
  likes or dislikes. If your character likes cats, then 
  he'll have a hard time turning down someone who 
  offers him a box full of kittens. 
  Quirks can help establish a character. A 
  daughter of a nobleman who favors bootlickers and 
  fears poverty instantly brings to mind a certain type 
  of personality. 
  A favorite hobby makes a good quirk. Some 
  barbarians have a hobby of collecting the teeth of 
  their kills. A wizard might collect amulets. The 
  desire to complete a collection can propel your 
  character into many adventures. 
  An alchemist who says "Elementary" at every 
  opportunity has a definite quirk, as well as an 
  annoying personal habit that can be quite fun to 
  play. 
  The thing to remember about quirks is that 
  they should be consistent. While a quirk may 
  develop into a strong passion or fear, it shouldn't 
  become so dominate that your character is crippled 
  by it. It's up to you to play your quirks, not the other 
  way around. 
  Because quirks are so unique and personal, 
  there are no tables to create them. Instead, you 
  must invent your own. Simply think of something 
  interesting about your character and write it down 
  on the back of your character sheet. 
  Goals
  Goals
  Goals
  Goals    
  A character with a goal is much easier to play. 
  What is your character's motive for being an 
  adventurer? It should tie into your character's 
  values, type, race, and history. If your character 
  consistently works toward a goal, it will be easier 
  for you decide what kinds of actions your character 
  will take.  
  Your character's goal can be as simple as 
  building a library, or as challenging as becoming 
  queen. A goal can also be personal, such as avenging 
  a wrong done by an enemy. On the other hand, it 
  can be as public as protecting an area from 
  loathsome beasts. In any case, your goal will give 
  the game greater dimension and continuing 
  purpose. 
  Character Personality
  Character Personality
  Character Personality
  Character Personality    
  A character is more than just numbers on a 
  piece of paper. In Legendary Lives, you are playing a 
  complete person, someone with a personality all 
  their own. No compilation of charts can create such 
  a unique being. 
  It's up to you to flesh out the skeletal 
  personality you have created. As you play, you will 
  provide your character with an individualism of 
  thought and action that makes him believable and 
  fun to play. This is an essential part of role playing, 
  and it's very easy. 
  Only a rough idea of the character's personality 
  is needed at first-about as much as you have already 
  created. Your character will soon develop nuances 
  on his or her own, based on his abilities and your 
  own whims. Once a character's personality has been 
  established, it will tend to resurface whenever that 
  character is played. 
  
  Chapter 5: Character History 
  117 
  Player’s Primer 
  117 
  Sample Character 
  Once all of Dolin's skills and specialties have 
  been determined, it's time to find out more about 
  Dolin the person. 
  Mike rolls for Dolin's appearance. His first 
  d100 roll is for Dolin's eye color; a roll of 40 means 
  Dolin has green eyes. Mike writes this in the space 
  provided on the back of his character sheet. The roll 
  for hair color is 77, giving Dolin white hair. The 
  hairstyle roll is 59, so Dolin has long and straight 
  hair. 
  A roll of 72 indicates Dolin values his heritage. 
  Dolin is quite proud to be the son of a engineer. Like 
  most dwarves, he idolizes (92) Royalty. Dolin 
  treasures (37) a picture. 
  A features roll of 87 suggests that Dolin wears 
  body paint. Mike thinks about it, and decides Dolin 
  is too civilized for this feature. He rolls again, 
  getting 15, a fancy hat. Mike decides Dolin wears a 
  tall, pointed purple hat. 
  Dolin's personality rolls are (96) grim, and (29) 
  miserly. Mike thinks this is a dandy description of a 
  dwarf. But a purple hat would be too cheerful for a 
  grim, miserly dwarf. To contrast it with Dolin's 
  white hair, Mike changes it to a tall, pointed black 
  hat with a raven's feather. 
  Mike now moves to the Lifeline table. The first 
  roll is 78. Dolin is known for what he values, his 
  heritage. 
  The second roll (59) gives Dolin a pet. Thinking 
  of Dolin's grim nature and his black hat, Mike gives 
  him a raven. 
  The next roll (96) shows that Dolin lived in the 
  mountains, giving him +1 to his Stamina and all 
  related skills. Dolin's Stamina is now 14. 
  A roll of 8 indicates Dolin has a relative who 
  needs his financial support. A second roll on the 
  Relative table (47) shows it is Dolin's grandfather. 
  Mike rolls on the Occupation table to find out more 
  and gets a 54. Dolin's grandfather was a mercenary. 
  The last roll is a 57. On the Lifeline table, this 
  shows Dolin is associated with a society. Mike 
  decides he is a member of the Inventor's Guild. 
  Looking over Dolin's character sheet, Mike 
  thinks that it would be fun to stress Dolin's 
  miserliness. For a quirk, Dolin is always making 
  references to money. Dolin's goal is to discover an 
  invention that will make him rich and famous. 
  Thus, Dolin enters the game as a complete 
  character, with a history, goals, and personality 
  Using his rolls as a guide, Mike writes up a 
  biography for Dolin. While not necessary, you may 
  want to do this with your own character. 
  Dolin's Biography 
  Dolin's father was Gwando the Great, a dwarf 
  renowned for having engineered the Khazum 
  bridge. 
  This 
  magnificent 
  bridge 
  spanned 
  a 
  subterranean chasm that linked the dwarven 
  kingdom. 
  As a child, Dolin invented marvelous toys such 
  as wind-up goblins and clockwork dragons. He was 
  Gwando's favorite son, and would have inherited 
  the family fortune. But disaster struck. When Dolin 
  was still a lad, there was a great celebration 
  commemorating the 100th anniversary of the 
  Khazum bridge. The royal family planned to present 
  Gwando with the coveted title of Royal Engineer. 
  Thousands of dwarves congregated on the 
  bridge to watch the ceremony. But at that time, the 
  wind passing through the chasm hit the same 
  frequency as the length of the bridge and the span 
  began to twist and tear itself apart. Hundreds died, 
  including Dolin's mother and two brothers. Dolin 
  barely escaped with his young life, and when it was 
  over, his hair had turned snowy white.  
  Gwando lost his fortune paying wergeld for 
  those who died on the bridge. Since he could no 
  longer find work as an engineer, Gwando could only 
  make a living by slaving in the tin mines of the 
  Razorback mountains. He and Dolin lived in poverty 
  as miners-cast from near nobility to infamy. 
  Disaster struck again when a mine shaft collapsed. 
  Dolin risked his own life to run back into the cave to 
  pull his father from the rubble. 
  Dolin's noble deed was too late, for his father 
  had already been crushed by a massive block of 
  granite. Before he died, he gave Dolin an engraving 
  of his great-grandfather, who was a minor noble 
  and the first of Dolin's line to achieve greatness as 
  an engineer. "Carry on the tradition," Gwando 
  gasped, "and build!" 
  Gwando died a pauper, and was buried on the 
  surface, where dwarves traditionally bury the 
  penniless. Dolin spent many long hours beside his 
  father's grave, growing more and more grim with 
  every passing day as he reflected upon the ill fate of 
  his family. One evening, exactly one year after the 
  burial, a raven landed on Gwando's grave. It seemed 
  
  Chapter 5: Character History 
  118 
  Player’s Primer 
  118 
  totally fearless. Dolin started talking to it as though 
  it were a trusted friend. And when Dolin left the 
  grave, the raven came with him. Strangely enough, 
  Dolin never again felt compelled to visit his father's 
  grave in the Razorback mountains. Dolin named the 
  raven Edgar, and used one of the bird's feathers to 
  adorn his black hat. 
  One day a man rode into the mining camp on 
  the back of a wagon. It was Babu, Dolin's 
  grandfather. Dolin hadn't seen him since before the 
  bridge fell. Babu was a mercenary who had traveled 
  in faraway lands, but in his last battle he had lost 
  one of his legs. Crippled and broke, Babu had sought 
  out his only relative: Dolin. 
  Since Babu was crippled, it fell to Dolin to 
  support 
  him. 
  Dolin 
  freely 
  shouldered 
  the 
  responsibility for the care of his grandfather. After 
  all, Dolin valued his heritage too much to disappoint 
  Babu. They left the mining camp and Dolin found a 
  job as a blacksmith's helper in a forester settlement. 
  On the side, Dolin stays up late trying to make extra 
  bronze with his inventions. But ever since the fall of 
  the Khazum bridge, Dolin has been incapable of 
  making an invention that works. His most infamous 
  inventions include a piggy bank that can't be 
  opened, and a coin counter that can't count past five 
  (because that's how many coins Dolin had to test on 
  it). Dolin joined the inventor's guild, but even they 
  couldn't help him market his inventions. 
  Despite the fate of his family, Dolin still 
  believes that he can bring honor to his family name 
  by making a wonderful invention that will help all 
  of dwarf-kind. It would make him rich, so he would 
  no longer fear being buried in a pauper's grave. And 
  if the invention was wonderful enough, the king 
  would grant Dolin a title. In this way, Dolin would 
  redeem his family name as well as become rich. 
  In return for his keep, Babu regaled Dolin with 
  stories of his amazing adventures. He told tales of 
  mysterious artifacts with stupendous powers that 
  he had witnessed in distant lands. Dolin realized 
  that if he couldn't create a worthwhile invention, he 
  could at least find something that no one else had 
  seen and copy it. This would be just as good as an 
  invention, and no one would know where the idea 
  came from. 
  So Dolin and Edgar left Babu and headed off 
  into the world to find an invention to call his own. 
  Dolin always sends as much bronze as possible to 
  Babu. This really puts a pinch on Dolin's 
  pocketbook, and it has made him even more 
  miserly. 
  What's Next? 
  You're almost done creating your character! 
  Turn now to Chapter 6: Skills for information on 
  choosing your free specialties. 
  Eye Color 
  d100   Eye Color
  d100   Eye Color
  d100   Eye Color
  d100   Eye Color    
  01-10  Light blue 
  11-20  Black 
  21-30  Gray 
  31-40  Green 
  41-50  Hazel 
  51-60  Violet 
  61-70  Dark blue 
  71-80  Light brown 
  81-95  Dark brown 
  96-97  Amber 
   98    Silver 
   99    Golden 
   00    Roll once for each eye  
  Hair Color 
  d100   Hair Color
  d100   Hair Color
  d100   Hair Color
  d100   Hair Color    
  01-10  Dark brown 
  11-20  Light brown 
  21-30  Sandy 
  31-40  Black 
  41-50  Golden 
  51-55  Red 
  56-60  Strawberry blonde 
  61-70  Auburn 
  71-75  Gray 
  76-80  White 
  81-95  Blonde 
  96-00  Bald  
  Hair Style 
  d100 Hair 
  d100 Hair 
  d100 Hair 
  d100 Hair Style 
   01    Mohawk 
   02    Spiked 
  03-04  Shaved 
   05    Dredlocks 
  06-10  Braided 
  11-16  Crew Cut 
  17-22  Long & flowing 
  23-28  Long & ratty 
  29-37  Short & wavy 
  38-46  Long & wavy 
  47-55  Short & straight 
  56-64  Long & straight 
  65-73  Short & frizzy 
  74-82  Long & frizzy 
  83-91  Short & curly 
  92-00  Long & curly  
  
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  119 
  Player’s Primer 
  119 
  Values 
  d100   Values
  d100   Values
  d100   Values
  d100   Values    
  01-08  Wealth 
  09-15  Honor 
  16-23  Glory 
  24-31  Status 
  32-38  Knowledge 
  39-46  Vengeance 
  47-54  Love 
  55-62  Friendship 
  63-69  Power 
  70-77  Heritage 
  78-85  Magic 
  86-92  Respect 
  93-00  Control  
  Idolizes 
  d100 Idolizes a
  d100 Idolizes a
  d100 Idolizes a
  d100 Idolizes a    
  01-08 Relative 
  09-15 Outlaw 
  16-23 No one 
  24-31 Friend 
  32-38 Self 
  39-46 Teacher 
  47-54 Benefactor 
  55-62 Craftsman 
  63-69 War hero 
  70-77 Spell user 
  78-85 Musician 
  86-92 Royalty 
  93-00 Race  
  Treasures 
  d100   Treasures a
  d100   Treasures a
  d100   Treasures a
  d100   Treasures a    
  01-08  Lucky piece 
  09-15  Tool 
  16-23  Garment 
  24-31  Book or scroll 
  32-38  Picture 
  39-46  Letter 
  47-54  Pet 
  55-62  Heirloom 
  63-69  Place 
  70-77  Weapon 
  78-85  Jewelry 
  86-92  Knickknack 
  93-00  Musical instrument 
  Key Feature 
  d100   Feature
  d100   Feature
  d100   Feature
  d100   Feature    
  01-02  Earring 
  03-05  Distinctive scar 
  06-07  Tattoo 
  08-09  Buck teeth 
  10-12  Pierced nose or ear 
  13-15  Fancy hat 
  16-17  Staff 
   18    Third nipple 
  19-20  Disfigurement 
  21-22  Long fingernails 
   23    Eye patch (50% chance of either eye) 
  24-26  Wears one color 
  27-28  Cloak 
  29-31  Birthmark 
  32-35  Facial hair 
  36-38  Bad breath 
  39-40  Wrinkles 
  41-42  Warts 
  43-44  Nasal voice 
  45-46  Leather boots 
  47-48  Unusual voice 
  49-51  Strong accent 
  52-61  Left-handed 
   62    Ambidextrous 
   63    Extra digit (50% hand, 50% foot) 
  64-65  Flashy scarf 
   66    Color blind 
   67    Double-jointed 
  68-69  Large nose 
  70-71  Small chin 
  72-73  Dimpled chin 
  74-76  Freckles 
  77-78  Missing teeth 
  79-80  Body odor 
   81    Speech impediment 
  82-83  Deep voice 
  84-85  Squeaky voice 
  86-87  Wears body paint 
  88-89  Missing digit (50% hand, 50% foot) 
  90-91  Acne 
  92-93  Dimpled cheeks 
  94-95  Wears jewelry 
  96-97  Facial tic 
  98-99  Big feet 
   00    Albino  
  
  Chapter 5: Character History 
  120 
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  120 
  Personality Traits (roll 2) 
  d100   Trait
  d100   Trait
  d100   Trait
  d100   Trait    
  01-02  Shy 
  03-04  Rebellious 
  05-06  Violent 
  07-08  Arrogant 
  09-10  Aloof 
  11-12  Morose 
  13-14  Rash 
  15-16  Stubborn 
  17-18  Friendly 
  19-20  Fussy 
  21-22  Nervous 
  23-24  Serious 
  25-26  Patriotic 
  27-28  Sneaky 
  29-30  Miserly 
  31-32  Emotional 
  33-34  Detached 
  35-36  Indecisive 
  37-38  Trustworthy 
  39-40  Helpful 
  41-42  Cynical 
  43-44  Idealistic 
  45-46  Calculating 
  47-48  Cowardly 
  49-50  Brave 
  51-52  Egotistical 
  53-54  Humorous 
  55-56  Traditional 
  57-58  Innovative 
  59-60  Flippant 
  61-62  Jealous 
  63-64  Rude 
  65-66  Lecherous 
  67-68  Curious 
  69-70  Slovenly 
  71-72  Tardy 
  73-74  Spendthrift 
  75-76  Lying 
  77-78  Talkative 
  79-80  Trusting 
  81-82  Diplomatic 
  83-84  Honest 
  85-86  Calm 
  87-88  Patient 
  89-90  Gullible 
  91-92  Polite 
  93-94  Skeptical 
  95-96  Grim 
  97-98  Restless 
  99-00  Forgetful  
  Lifeline (roll 5 times) 
  d100 Event
  d100 Event
  d100 Event
  d100 Event    
  01 You and a FRIEND have a common ENEMY. 
  02 You and a FRIEND have a common goal. 
  03 You and a FRIEND have common interests. 
  04 RELATIVE hid a fortune in family home. 
  05 FRIEND idolizes you. 
  06 FRIEND killed by unknown parties. 
  07 RELATIVE provides financial support. 
  08 RELATIVE needs your financial support. 
  09 RELATIVE owes you a favor. 
  10 RELATIVE mysteriously vanished. 
  11 FRIEND needs your financial support. 
  12 FRIEND needs your protection. 
  13 FRIEND owes you a favor. 
  14 FRIEND provides financial support. 
  15 FRIEND saved your life. 
  16 FRIEND treats you like a child. 
  17 FRIEND wants to protect you. 
  18 FRIEND. Former LOVER. 
  19 Helped a criminal FRIEND. 
  20 Worked for a RELATIVE for d6 years. 
  21 You owe a FRIEND a favor. 
  22 You owe a FRIEND d6 x $1,000. 
  23 You saved FRIEND's life. 
  24 LOVER dated your friend. 
  25 LOVER dated your sibling. 
  26 LOVER needs your financial support. 
  27 LOVER tried to kill you. 
  28 Met LOVER at a festival. 
  29 Met LOVER at a religious meeting. 
  30 Met LOVER during a crisis. 
  31 Met LOVER on an adventure. 
  32 You and LOVER had common interests. 
  33 You and LOVER were co-workers. 
  34 You and your LOVER have common ENEMY. 
  35 You and your LOVER married. 
  36 You and your LOVER met at a festival. 
  37 You dated a LOVER. 
  38 You just got back together with your 
  LOVER. 
  39 You were engaged to your LOVER. 
  40 ENEMY is a cult leader. 
  41 ENEMY tried to kill you. 
  42 ENEMY works for the government. 
  43 ENEMY is a co-worker. 
  44 ENEMY is a RELATIVE. 
  45 ENEMY is a stranger. 
  46 ENEMY is a former friend. 
  47 ENEMY is a former LOVER. 
  48 ENEMY is an ex-boss. 
  49 ENEMY hates your family. 
  50 ENEMY is an ex-servant. 
  51 Made ENEMY on an adventure. 
  52 A near death experience changes you. 
  53 Amnesia for d6 years. 
  54 Associated with a criminal group. 
  55 Associated with a military group. 
  56 Associated with a religious group. 
  57 Associated with a society. 
  58 Family killed when you were young. 
  59 Get a pet. 
  60 HABIT. 
  61 Haunted by a dark secret from the past. 
  62 Hunted by a powerful individual. 
  63 Hunted by a religious group. 
  64 Hunted by a secret sect. 
  65 Hunted by a society. 
  66 Hunted by another race. 
  67 Hunted by outlaws. 
  68 RELATIVE treats you like a child. 
  
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  69 Hunted by the local law. 
  70 Imprisoned for murder for 2d6 years. 
  71 Imprisoned for theft for d6 years. 
  72 Inherit d100 bronze. 
  73 Inherit special item. 
  74 Join a disfavored political party. 
  75 Join a strange cult. 
  76 Known for a personality trait. 
  77 Known for highest skill. 
  78 Known for what character values. 
  79 MENTAL ILLNESS. 
  80 PHOBIA. 
  81 Political prisoner for d6 years. 
  82 Scandal caused family to be snubbed. 
  83 Sold into slavery for d6 years. 
  84 STRANGE BELIEF. 
  85 Suffer flashbacks of a bad experience. 
  86 You have a mystical vision. 
  87 You have a twin separated at birth. 
  88 Mentor bestows +1 to Intelligence skills. 
  89 Apprenticed, +1 to Mechanical skills. 
  90 Hunt frequently, +1 to Alertness skills. 
  91 Schooling, +1 to Knowledge skills 
  92 Learn seduction, +1 to Charm skills. 
  93 Drafted, +1 to Weapon skills. 
  94 Join Circus, +1 to Agility skills. 
  95 Hard labor, +1 to Strength skills. 
  96 Mountain life, +1 to Stamina skills. 
  97 Druid training, +1 to Nature skills. 
  98 Run away from home, +1 to Cunning skills. 
  99 Thief training, +1 to Dexterity skills. 
  00 Born on a sacred day, +1 to Fate skills.  
  Lover 
  d100   Lover
  d100   Lover
  d100   Lover
  d100   Lover    
  01-02  Lover died of illness. 
  03-04  Lover killed on an adventure. 
  05-06  Lover committed suicide. 
  07-08  Lover betrothed to another. 
  09-10  You killed lover by accident. 
  11-12  Lover died in an accident. 
  13-14  Lover murdered. 
  15-16  Lover's family drove you apart. 
  17-18  Your family drove lover away. 
  19-20  You were two-timing. 
  21-22  Lover was two-timing. 
  23-24  You argued constantly. 
  25-26  Lover vanished without a trace. 
  27-28  Lover was kidnaped. 
  29-30  Lover went insane. 
  31-32  You personal habits drove lover away. 
  33-34  Split apart by personal goal. 
  35-36  Love was unrequited. 
  37-38  Rival stole lover's affections. 
  39-40  Lover imprisoned. 
  41-42  Your work drove you apart. 
  43-44  Lover's work drove you apart. 
  45-46  Lover's personal habits drove you away 
  47-55  Grew apart, parted friends. 
  56-57  Driven apart by money problems. 
  58-60  You moved away. 
  61-63  Lover moved away. 
  64-65  Driven apart by sexual problems. 
  66-79  A happy relationship. 
  80-89  Have a son. 
  90-99  Have a daughter. 
   00    Have twins.  
  Relative 
  d100   Relationship
  d100   Relationship
  d100   Relationship
  d100   Relationship    
  01-15  Father 
  16-30  Mother 
  31-32  Sister-in-Law 
  33-34  Brother-in-Law 
  35-36  Niece 
  37-38  Nephew 
  39-40  Uncle 
  41-42  Aunt 
  43-44  Great Uncle 
  45-46  Great Aunt 
  47-48  Grandfather 
  49-50  Grandmother 
  51-60  Cousin 
  61-70  Younger Sister 
  71-80  Younger Brother 
  81-90  Older Sister 
  91-00  Older Brother  
  Mental Illness 
  d100   Illness
  d100   Illness
  d100   Illness
  d100   Illness    
  01-10  Schizophrenia 
  11-20  Compulsive Lying 
  21-30  Paranoia 
  31-40  Hallucinations 
  41-50  Hysteria 
  51-60  Manic Depressive 
  61-70  Suicidal 
  71-80  Neurotic 
  81-90  Megalomania 
  91-00  Obsessive Behavior  
  Phobia 
  d100   Phobia
  d100   Phobia
  d100   Phobia
  d100   Phobia    
  01-08  Being alone 
  09-15  Animals 
  16-22  Theft 
  23-29  Fire 
  30-37  Water 
  38-45  Open Spaces 
  46-52  Heights 
  53-59  Darkness 
  60-67  Insects/Spiders 
  68-74  Rats/Mice 
  75-81  Snakes 
  82-88  Enclosed Places 
  89-94  Filth 
  95-00  Children  
  
  Chapter 5: Character History 
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  122 
  Friend 
  d1
  d1
  d1
  d100   Occupation
  00   Occupation
  00   Occupation
  00   Occupation    
  01-02  Derelict 
  03-04  Slave 
  05-06  Beggar 
  07-09  Outlaw 
  10-12  Serf 
  13-15  Servant 
  16-18  Poacher 
  19-23  Farmer 
  24-28  Herdsman 
  29-33  Fisher 
  34-36  Trapper 
  37-39  Town Laborer 
  40-41  Bookkeeper 
  42-43  Messenger 
  44-45  Townsman 
  46-50  Guard 
  51-55  Mercenary 
  56-60  Soldier 
  61-63  Cobbler 
  64-66  Tailor 
  67-69  Innkeeper 
  70-71  Slaver 
  72-76  Merchant 
  77-78  Carpenter 
  79-80  Blacksmith 
  81-82  Brewer 
   83    Artist 
  84-85  Scribe 
  86-88  Craftsman 
   89    Pretender 
   90    Tax Collector 
   91    Sheriff 
   92    Mayor 
   93    Judge 
   94    Gentry 
   95    Acolyte 
   96    Monk 
   97    Preacher 
   98    Theologian 
   99    Priest 
   00    Roll on ROYALTY table.  
  Royalty 
  d100   Title
  d100   Title
  d100   Title
  d100   Title    
  01-40  Knight or Lady 
  41-60  Noble 
  61-75  Baron or Baroness 
  76-85  Count or Countess 
  86-95  Earl 
  96-98  Duke or Duchess 
  99-00  King or Queen  
  Habit 
  d100   Habit
  d100   Habit
  d100   Habit
  d100   Habit    
  01-10  You have a favorite saying. 
  11-20  You pick your teeth. 
  21-30  You twist your hair around your finger 
  31-40  You whistle at inopportune times. 
  41-50  You talk to yourself. 
  51-60  You clean compulsively. 
  61-70  You are fascinated by weapons. 
  71-80  You pace. 
  81-90  You love to gamble. 
  91-00  You crack your knuckles.  
  Strange Belief 
  d100  Strange Belief
  d100  Strange Belief
  d100  Strange Belief
  d100  Strange Belief    
  01-10 You believe you are the heir of a king. 
  11-20 You're convinced the world is flat, and 
        if you travel over the horizon, you'll  
        fall off. 
  21-30 You think all life is a dream. 
  31-40 You believe all small animals are evil. 
  41-50 You think you're always right. 
  51-60 You believe you are a famous person. 
  61-70 You think you're an angel. 
  71-80 You're positive all members of the 
        opposite sex are attracted to you. 
  81-90 You are highly superstitious. 
  91-00 You're certain that strange men are  
        following you everywhere you go.  
  Enemy 
  d100   Enemy
  d100   Enemy
  d100   Enemy
  d100   Enemy    
  01-05  You humiliated enemy. 
  06-10  Enemy humiliated you. 
  11-15  You stole enemy's lover. 
  16-20  Enemy stole your lover. 
  21-25  You betrayed enemy. 
  26-30  Enemy betrayed you. 
  31-35  You spurned enemy. 
  36-40  Enemy spurned you. 
  41-45  You caused enemy to be imprisoned. 
  46-50  Enemy caused you to be imprisoned. 
  51-55  You injured enemy. 
  56-60  Enemy injured you. 
  61-65  You stole from enemy. 
  66-70  Enemy stole from you. 
  71-75  Enemy hurt/killed your loved one. 
  76-80  You hurt/killed enemy's loved one. 
  81-85  You owe enemy d6 x $1,000. 
  86-90  Enemy owes you d6 x $1,000. 
  91-00  You are professional rivals.  
  
   
  123 
  Player’s Primer 
  123 
  Chapter 6 
  Skills 
  Defense 
  Defense is a combination of your character's 
  resistance to injury and his ability to avoid harm. 
  Your character's Base Defense equals the average of 
  his Agility and Stamina, rounded down. Write this 
  number in the space provided at the top of the 
  Defense section of your character sheet. After your 
  character is created, Defense is treated as 
  completely separate from Agility and Stamina-
  changes to those skills will not affect your 
  character's Defense. 
  The Defense section contains a list of body 
  parts: Head, Chest, L. Arm, R. Arm, L. Leg, and R. Leg. 
  These are the locations in which your character can 
  be wounded (L. Arm stands for left arm, R. Arm 
  means right arm, and the same applies to the leg 
  entries). Each region is given its own Defense score. 
  Write the Defense for each body part in the 
  column marked "Nude." A character's Head Defense 
  equals half his Base Defense rounded down, his 
  Chest Defense equals his Defense +2, his Arm 
  Defenses each equal his Defense - 1, and his Leg 
  Defenses equal his Defense +1. 
  Later, you will have the opportunity to buy 
  equipment. Armor and shields will increase your 
  character's Defense for the body part covered. In 
  the column labeled "Armor," you will fill in the 
  Defense bonus for any armor worn. In the column 
  labeled "Shield," you will note the bonus for a 
  shield. In the column labeled "Total," you will fill in 
  the sum of the other three columns for each body 
  location. Armor and shields are explained in detail 
  in Chapter 7: Equipment. 
  Free Specialties
  Free Specialties
  Free Specialties
  Free Specialties    
  At the top of your character sheet, you should 
  have some tally marks indicating a number of free 
  specialties. These specialties represent skills that 
  your character has acquired through training and 
  practice, as opposed to natural talents. 
  Now take some time to examine your 
  character. What sort of person is he or she 
  becoming? What skills does your character need to 
  improve? Chances are, you'll see lots of areas that 
  you would like to improve, but as in real life your 
  character can't be an expert in everything. It's up to 
  you to decide which skills are most important for 
  this character. Your choice of specialties will 
  directly affect what your character can do best. 
  You cannot pick a base skill as a specialty. Nor 
  can you choose a skill that is already a specialty. 
  Nor can you select the defense of a body location. 
  Nor can you pick the Devotion skill. Nor may you 
  choose a spell (spells are those skills with a * dot 
  before them). Yet this still leaves you with plenty of 
  choices! 
  The Skills & Base Skills table shows all skills 
  used in the game and which base skills they are 
  dependent upon. For instance, the base skill Agility 
  determines the skills of Dodge, Quickness, and 
  Stealth. You will find a detailed explanation of all 
  skills later in this chapter. 
  Specialties equal the base skill listed above 
  them on the character sheet. Everything that is not 
  a specialty equals half the base skill above it, 
  rounded down. Except spells-they are equal to zero 
  (for simplicity's sake, you can leave them blank). 
  This means a character has a chance to do 
  something even if it's outside her field of specialty. 
  She might not do it as well as someone else, but in a 
  pinch she can try! 
  When your character is first created, you may 
  buy additional specialties for 100 bronze each. The 
  bronze is subtracted from your character's starting 
  money. Specialties may not be purchased later. 
  Example: Mike has six tally marks at the top of 
  his character sheet, meaning that he has six free 
  specialties to choose for his dwarf. Mike decides to 
  
  Chapter 6: Skills 
  124 
  Player’s Primer 
  124 
  give the dwarf Medical, Run, Legends, Languages, 
  Aim and Will as his free specialties. On his character 
  sheet, these skills now equal the base skills listed 
  above them. 
  Mike also buys his dwarf the Filch specialty, at 
  a cost of 100 bronze. The cost is deducted from the 
  dwarf's starting funds, leaving him with $210. Mike 
  fills in the dwarf's Filch skill with a 14, which is the 
  same as his Dexterity. 
  Mike then completes the skills that have not 
  already been filled in. Spell skills equal zero. Mike 
  writes 0 next to Move Self, Divination, and the other 
  skills with dots next to them. The remaining skills 
  equal half their base skill, rounded down. The 
  dwarf's Dodge, for instance, is not a specialty. So it 
  equals half the dwarf's Agility of seven, rounded 
  down to three. Mike repeats this for all the skills 
  that have not already been filled in. 
  What's Next 
  Once you have selected your free specialties, 
  you must equip your character for his first 
  adventure. Turn now to Chapter 7: Equipment. 
  Skills & Base Skills 
  Skill             Related Base Skill
  Skill             Related Base Skill
  Skill             Related Base Skill
  Skill             Related Base Skill    
  Aim               Dexterity 
  Arcane Lore       Fate 
  Artistry          Fate 
  Bargain           Charm 
  Boating           Mechanical 
  Bow               Dexterity 
  Brawling          Strength 
  Build             Mechanical 
  Bully             Strength 
  Business          Intelligence 
  Caves             Nature 
  Climb             Strength 
  Conceal           Cunning 
  Contacts          Cunning 
  Crossbow          Dexterity 
  Customs           Knowledge 
  Direction         Nature 
  Disguise          Cunning 
  Dodge             Agility 
  Empathy           Alertness 
  Entertain         Charm 
  Filch             Dexterity 
  Flexible          Strength 
  Forage            Nature 
  Forgery           Dexterity 
  Hafted            Strength 
  Interrogate       Charm 
  Intuition         Fate 
  Jump              Agility 
  Languages         Knowledge 
  Legends           Knowledge 
  Lie               Cunning 
  Listen            Alertness 
  Literacy          Intelligence 
  Medical           Intelligence 
  Memory            Intelligence 
  Mimic             Cunning 
  Plants            Nature 
  Poisons           Knowledge 
  Pole Arm          Strength 
  Preach            Charm 
  Quickness         Agility 
  Repair            Mechanical 
  Ride              Strength 
  Run               Stamina 
  Sanity            Intelligence 
  Search            Alertness 
  Siege             Mechanical 
  Sincerity         Charm 
  Stealth           Agility 
  Swim              Stamina 
  Sword             Strength 
  Tame              Nature 
  Theology          Knowledge 
  Track             Alertness 
  Traps             Mechanical 
  Unlock            Dexterity 
  Wagoning          Strength 
  Will              Stamina 
                  
                  
   
  
  Chapter 6: Skills 
  125 
  Player’s Primer 
  125 
  Spell Skills      Related Base Skill
  Spell Skills      Related Base Skill
  Spell Skills      Related Base Skill
  Spell Skills      Related Base Skill    
  *Air Mastery      Knowledge 
  *Alter            Nature 
  *Bewitch          Charm 
  *Bind             Stamina 
  *Commune          Fate 
  *Conjure          Mechanical 
  *Control          Nature 
  *Divination       Alertness 
  *Earth Mastery    Stamina 
  *Enchant          Mechanical 
  *Fire Mastery     Intelligence 
  *Heal             Fate 
  *Illusion         Intelligence 
  *Morph            Knowledge 
  *Move             Stamina 
  *Plant Mastery    Nature 
  *Protection       Intelligence 
  *Shapeshift       Cunning 
  *Summon           Fate 
  *Transform        Knowledge 
  *Transmute        Mechanical 
  *Water Mastery    Agility 
  Skills 
  This is an alphabetical listing of all the skills. 
  Using skills is explained in Chapter 8: How to Play. 
  Agility
  Agility
  Agility
  Agility    
  Agility reflects a character's balance, physical 
  grace and limberness. It's used when dancing, 
  walking a tightrope, squeezing through a narrow 
  space, or wiggling free from bondage. A character 
  can kick an object (Passable vs Agility) x 3 feet. 
  Aim
  Aim
  Aim
  Aim    
  This is your character's hand-eye coordination 
  and accuracy with thrown objects. It's used when 
  throwing a grapnel or tossing an item to a friend. 
  See Chapter 8: How to Play for instructions on 
  using Aim to throw a weapon. Aim is not used for 
  bows or crossbows. 
  Alertness
  Alertness
  Alertness
  Alertness    
  Characters use Alertness to see or notice 
  things. Distance, light, and weather conditions can 
  affect the outcome of an Alertness roll. 
  A character who fails an Alertness roll may be 
  ambushed by a foe. A surprised character cannot 
  attack. On the following turn, the character may 
  react normally. 
  The referee should ask players to make 
  Alertness rolls if their characters have the 
  possibility of noticing something that is not obvious. 
  If a character is specifically looking for a hidden 
  object or person, the Search skill is used instead.  
  Example: Without knowing it, Malajusta 
  passes a concealed door. The referee asks her to 
  make an Alertness roll without telling her why. The 
  door is well concealed, so the referee sets the roll 
  required to spot it at Superior. He does not tell 
  Malajusta the roll required. Malajusta makes a Great 
  roll. The referee figures that this is good enough for 
  Malajusta "To notice something is not quite right 
  about the wall on the left." 
  Malajusta stops and searches the wall. The 
  referee now makes a hidden Search roll for 
  Malajusta. Since she is specifically searching for the 
  door, the referee drops the roll required to Good. 
  His roll for Malajusta is Poor.  
  "You must have been wrong," the referee tells 
  her. "You find nothing unusual." 
  Malajusta tries searching again, but since she's 
  already failed her roll, it won't do her any good. The 
  secret door is beyond her ability to locate.  
  Arcane Lore
  Arcane Lore
  Arcane Lore
  Arcane Lore    
  This is the character's knowledge of magic and 
  the occult. A character will use this skill to 
  determine whether an item is magical and (to some 
  degree) what it's purpose is. It is also used to figure 
  out the magical qualities of a person or object. 
  People with low or moderate Arcane Lore skills will 
  have a difficult time dealing with sorcery. 
  Example: Dolin finds a bracelet that glows 
  faintly in the dark. Thinking that it must be 
  enchanted, Dolin uses his Magic skill of 3 to 
  ascertain its use. He gets an Inferior roll. To Dolin, 
  it's just another glow-in-the dark bracelet. He gives 
  it to Malajusta as a gift. 
  Examining it closely, Malajusta makes a Great 
  Magic roll and discovers that the bracelet confers 
  night vision on its wearer. She surprises Dolin by 
  giving him a big hug. 
  
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  Artistry
  Artistry
  Artistry
  Artistry    
  Artistry is used in all creative endeavors, such 
  as painting, sculpting, or writing poetry. If a 
  character with a high Artistry draws a picture and 
  rolls Superior, the picture is a near masterpiece. 
  Likewise, an Inferior Artistry roll indicates that the 
  character could only make childish scrawls. This 
  skill is important when drawing maps or writing 
  accurate descriptions. 
  Bargain
  Bargain
  Bargain
  Bargain    
  Bargain is used to negotiate with others, make 
  bribes, and develop compromises. A successful 
  Bargain roll will make everyone feel like they've 
  come out ahead. 
  Bargaining is most commonly used when a 
  character is purchasing or selling equipment. If they 
  do not want to bargain, players can always buy gear 
  (if available) at list price (see Chapter 7: 
  Equipment). Players may not Bargain when buying 
  their starting equipment. 
  By bargaining, a character can purchase an 
  item for (Bargain vs Awesome) x 20% of its list 
  price. 
  A character can sell an item for (Feeble vs 
  Bargain) x 10% of its list price. 
  Boating
  Boating
  Boating
  Boating    
  The Boating skill is used when a character 
  attempts to pilot any ship, boat, or other watercraft 
  (including a raft, rowboat, canoe, sailboat or even a 
  galley). Boating reflects a character's seamanship, 
  but it does not indicate camaraderie with crew 
  members. A character may need to use another skill 
  to prevent a mutiny, or convince fellow sailors to 
  obey him. 
  Corsairs and vikings are born to sail the seas. 
  Corsairs receive +1 column when piloting wind-
  driven boats, while vikings receive +1 column when 
  piloting galleys. 
  Example: Dolin tries to canoe across a river. 
  Canoes are notoriously unstable, so the referee sets 
  the RR at Good. Dolin makes a Great roll and crosses 
  the river without difficulty. 
  Bow
  Bow
  Bow
  Bow    
  This skill is used when a character fires a bow 
  (but not a crossbow). It may be used to hunt or 
  compete in an archery contest. See Chapter 8: How 
  to Play for instructions on using a bow to attack. 
  After combat, a character can recover (Passable 
  vs Search) x 2 arrows, up to the total number fired. 
  The rest are broken or lost. 
  Arrows cannot be parried except by shields. 
  Brawling
  Brawling
  Brawling
  Brawling    
  The success of a kick, punch, or bite are all 
  determined by the Brawling skill. The damage of an 
  unarmed attack equals the player's Brawling roll, 
  with a maximum of Good damage. Thus, a player 
  who swings a punch and rolls Superior would do 
  only Good damage. 
  Makeshift weapons, such as a chair, broken 
  bottle, or brass spittoon (and anything else that 
  might be grabbed on the spur of the moment) are 
  considered brawling weapons. See Chapter 8: How 
  to Play for instructions on using brawling weapons 
  in combat. 
  Build
  Build
  Build
  Build    
  The Build skill is used when designing and 
  constructing anything, from a castle to a trap. 
  Making something requires time, tools and 
  materials. Even an Awesome Build roll will fail if the 
  proper elements are not available. 
  The roll required to make an item depends 
  upon its list price. It takes a Passable roll to make an 
  item of up to $50 value. For each additional $50, 
  increase the RR by one column. An object of $250 
  value or greater requires an Awesome roll. The 
  referee may modify the RR as he sees fit. 
  The cost to build an item equals the List Price Ö 
  (RR vs Build) +1. Failure means the character 
  wastes several hours before he discovers he cannot 
  build the item. 
  The time required to build an item equals the 
  cost to build the item in man hours. 
  Example: Dolin intends to make a war axe. The 
  list price is $50. The referee sets the RR at Passable. 
  Dolin's roll is Good. It costs him 50 Ö (2+1) = 17 
  
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  bronze and takes him 17 hours to forge and hone 
  the axe to perfection. 
  Bully
  Bully
  Bully
  Bully    
  A character uses his Bully skill when he tries to 
  intimidate others, but intimidation wears off fast. 
  Bullying makes enemies, not friends, and a 
  Catastrophic result usually means that the character 
  has a fight on his hands. 
  Bullying often includes threats of violence, and 
  is most effective against the helpless (such as slaves 
  or prisoners) or brutal, stupid folk who believe that 
  bullying is a sign of authority. A Bully roll may be 
  enhanced if the character can back up his threats 
  with a show of strength or cruelty. 
  Example: Dolin brandishes his war axe at a 
  goblin. "Surrender or die!" he demands as he makes 
  a Great Bully roll. The goblin surrenders. 
  Business
  Business
  Business
  Business    
  This skill covers running a business, getting 
  credit, assessing the value of an item and investing 
  money wisely. A successful Business roll will also 
  allow a character to read and interpret accounting 
  records and receipt books. This is a good way of 
  finding out how someone earned their money, and 
  how they spent it. 
  A character can get up to (Passable vs 
  Business) x $20 worth of credit from any one 
  lender, but most loans must be paid back within 1 
  month at (Bargain vs Awesome) x 2% interest! 
  Characters who work must rely on a certain 
  skill for their daily bread. For example, a mercenary 
  may sell his Sword skill, a thief would use his Filch 
  skill, and a minstrel might employ his Entertain 
  skill. At the end of each month, the character earns 
  (Catastrophic vs Skill) x (Catastrophic vs Business) 
  x $5. Don't forget to deduct for the character's living 
  expenses! If the Skill roll is Catastrophic, then you 
  may wish to invent a potentially dangerous 
  situation and role play it. 
  Running a business can be a good way to 
  finance adventures. Make sure the business is 
  acceptable to your referee before the character 
  invests time and money into the project. 
  To start a business, a character must first 
  invest some capital. This money will cover 
  inventory, production, taxes, rent, advertising, and 
  so on. It does not cover salaries, which must be paid 
  separately. Total monthly salaries may not be less 
  than 10% of the value of the company. 
  At the end of each month, the value of the 
  business will change by 50% - (Bargain vs 
  Awesome) x 10%. This will determine how much 
  money the business has made or lost, salaries 
  excluded. 
  Example: Dolin opens a little shop, in the 
  hopes of selling some of his inventions. He invests 
  $2,000 into the business and hires his grandfather 
  for $200 a month to run the store. At the end of a 
  month, he makes a Business roll and achieves a 
  Great result. His investment grows by 50% - 30% = 
  20%. The value of his business increases to $2,400. 
  However, Dolin must take $200 out to pay his 
  grandfather, reducing the value to $2,200. 
  The next month, Dolin rolls Pathetic, and loses 
  50% - 90% = -40% of his capital, bringing it down 
  to $2,200 - 40% = $1,320. Paying his grandfather 
  costs him another $200, reducing the value of the 
  business to $1,120. He hopes next month the 
  business will do better! 
  Caves
  Caves
  Caves
  Caves    
  This skill is used to detect earthquake faults, 
  cave areas, and landslide zones. It includes 
  spelunking, the detection of underground passages 
  and the ability to ascertain if cave formations are 
  natural or man-made. The Caves skill is useful when 
  escaping crypts, catacombs, and underground 
  warrens. 
  Charm 
  Charm 
  Charm 
  Charm     
  This is your character's appearance, charisma, 
  manners, sex appeal, and style. It's the impression 
  he makes on others. Not only is Charm used for 
  making friends and seducing others, but it is also 
  employed when a character must exhibit tactfulness 
  in a delicate situation. 
  Clothing, race, and cleanliness should all be 
  considered when a player makes a Charm roll. 
  Never forget that Charm is greatly in the eyes of the 
  beholder, and what appears lovable to one person 
  may seem utterly repulsive to another. Think of in-
  laws. Award column shifts when appropriate. 
  Example: While exploring a little-known cave, 
  Dolin stumbles upon a giant toad. "Ho, ho!" chortles 
  
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  the toad "Looks like dwarf nibbles for dinner 
  tonight!" 
  Dolin thinks fast. "Pwease don't eat me!" he 
  says in a childish lisp. "I came fwom faaar away to 
  see you." He opens his eyes as wide as they'll go and 
  smiles hugely. "I think you're gweat! Can I have 
  your autogwaph?" Crossing his fingers, his player 
  rolls against his Charm skill of 7 and gets a Super 
  roll!  
  The giant toad blushes and looks down at his 
  webbed toes. "Well, sure." he stammers. "Sorry I 
  was so rough on you, but I didn't realize what a cute 
  kid you were at first. I just love kids. No hard 
  feelings, huh?" But Dolin is no longer there to 
  respond. 
  Climb
  Climb
  Climb
  Climb    
  This skill is required for climbing walls, cliffs, 
  and other steep surfaces. Climbing stairs or ladders 
  does not require a Climb roll unless there are 
  extenuating circumstances, such as climbing a 
  ladder covered in oil. 
  The referee sets the RR depending on the 
  distance being scaled and the condition of the 
  surface. Climbing a twenty foot cliff with many 
  hand-holds and crannies might take only a Passable 
  roll, while ascending a 100 foot tower wall might 
  take a Superior roll. A character receives +1 column 
  on his climb roll if he is using a rope. 
  The greater a character's success, the faster he 
  will climb the surface. Failure means the character 
  falls. The worse the roll, the further the character 
  falls, up to the distance being scaled. If the roll is 
  barely failed, the referee may decide the character 
  is stuck half way instead. 
  The distance a character falls determines the 
  amount of damage he takes, as shown on the Falling 
  table. The damage is applied to a random body part. 
  Falls from a height of 30 feet or more result in two 
  wounds, as shown on the table. 
  Example: Dolin tries to climb a 30' stone wall. 
  The referee sets the RR at Passable. Dolin rolls 
  Inferior. The referee decides he climbed 15 feet 
  before losing his grip and plummeting back to earth. 
  He takes Passable damage to random body part. 
  The player rolls a 6 for the location, a right leg hit. 
  His defense roll is Good, and so he is not wounded.  
  Falling 
  Distance   Damage
  Distance   Damage
  Distance   Damage
  Distance   Damage    
   10'-14'   Poor 
   15'-19'   Passable 
   20'-29'   Good 
   30'-39'   Passable & Good 
   40'-49'   Passable & Great 
   50'-59'   Good & Great 
   60'-69'   Good & Superior 
   70'-79'   Great & Superior 
   80-89'    Great & Awesome 
   90-99'    Superior & Awesome 
    100'+    Awesome & Awesome 
  Conceal
  Conceal
  Conceal
  Conceal    
  Conceal is used when a character wishes to 
  hide something. This could be as simple as tucking 
  an object into a coat pocket, or as elaborate as 
  smuggling a political dissident out of the country. 
  Conceal is also used when a character wishes to 
  camouflage himself or another. The camouflage 
  remains effective as long as the character doesn't 
  move. Moving while concealed requires a Stealth 
  roll. 
  Contacts
  Contacts
  Contacts
  Contacts    
  This skill covers the ability of a character to 
  locate a thief, poison shop, fence, or loan shark. It's 
  also the character's knowledge of illegal activity in 
  the area. A character may use his shady connections 
  to gain information, although a contact may require 
  a bribe or favor in return for his services. Contacts 
  is also used when dealing with criminal types. A 
  high 
  Contacts 
  roll 
  will 
  gain 
  the 
  character 
  acceptance; a low roll means the character will be 
  viewed with suspicion. 
  Example: In her home town, Malajusta 
  attempts to locate a fence. Her player rolls Good on 
  her contacts skill. It is increased by +1 column 
  because she is in her home town, for a total of Great. 
  The referee announces that her old friend Scuzzini 
  has a shop right down the street, and that it is open 
  for business. 
  Crossbow
  Crossbow
  Crossbow
  Crossbow    
  This skill is used when a character fires a 
  crossbow. It is most often used in combat (see 
  Chapter 8: How to Play for instructions on using a 
  
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  129 
  crossbow in combat), but it may also be used to 
  hunt or compete in archery contests. 
  After combat, a character can recover (Passable 
  vs Search) x 2 bolts, up to the total number fired. 
  The rest are broken or lost. 
  Crossbow bolts cannot be parried except by 
  shields. 
  Cunning 
  Cunning 
  Cunning 
  Cunning     
  This measures how devious and sly the 
  character is. It's used when cheating, fast-talking, 
  and committing other acts of deceit. It does not 
  include out-and-out lying, which is a separate skill. 
  Cunning is also used when trying to misdirect or 
  manipulate 
  someone 
  with 
  innuendo 
  or 
  psychological tricks. It is also used to fake emotions 
  such as respect, devotion, and so on. 
  Example: Malajusta comes to a castle gate 
  after sunset. "The gate is closed," the guard says. 
  "It's curfew..." 
  "How's it going?" Malajusta says before he can 
  finish. "Whew, what a night! Did you see those 
  ghouls out there? Yeah, you better go check, it could 
  be trouble. Me, I gotta visit the baron and tell him 
  what kind of job you've been doing. I'll be right 
  back. Hey, pal, your shoe's untied." 
  The guard looks at his feet, and then looks up 
  and says "I'm wearing boots." But by this time 
  Malajusta has stepped past him and is already far 
  up the street. 
  Customs
  Customs
  Customs
  Customs    
  This is your character's knowledge of the 
  customs, laws, and politics of various communities 
  and 
  races. 
  It's 
  useful 
  when 
  dealing 
  with 
  bureaucracies and the legal system. 
  A Customs roll can be used to learn the proper 
  way to get a merchant's permit, the punishment for 
  tax evasion, and many other important facts. 
  A character may deduce the laws of a foreign 
  place based upon it's social structure and the 
  behavior of it's inhabitants, but there will always be 
  a chance that she'll accidentally break the law and 
  end up in a foreign court. 
  Defense 
  Defense 
  Defense 
  Defense     
  Defense is a combination of your character's 
  resistance to injury and his ability to avoid harm. 
  Characters have six distinct defense skills, one for 
  their Chest, Left Arm, Right Arm, Left Leg, Right Leg, 
  and Head. Each one is treated separately. Whenever 
  a character has the potential to take damage, the 
  player rolls the character's defense for the body 
  part which has been hit. The Defense roll 
  determines how heavily the character is wounded. 
  This is explained fully in Chapter 8: How to Play. 
  Dexterity 
  Dexterity 
  Dexterity 
  Dexterity     
  This skill rates a character's ability to work 
  with his hands. Tying and untying knots, building a 
  fire, catching a ball, weaving a basket, and drawing 
  a weapon are all examples of Dexterity. 
  Character may use their Dexterity to cut gems. 
  Cutting a gem will result in (Great vs Dexterity) +1 
  gems, each worth 75% of the original stone. Failure 
  means 
  the 
  jewel 
  shattered 
  into 
  worthless 
  fragments. 
  Direction
  Direction
  Direction
  Direction    
  Your character's sense of direction will help 
  her determine which way is north, or how to get 
  from one town to another when the signpost is 
  down. At night, a character studies the stars to 
  determine where she is and the direction she 
  wishes to travel. During the day, she uses the 
  position of the sun, the wind, and the growth of 
  moss on trees to guide her. When at sea, the 
  currents and water temperature may help her stay 
  on course. Underground, the Caves skill is used. 
  Disguise
  Disguise
  Disguise
  Disguise    
  This skill governs a character's ability to create 
  disguises. It can be used to make a character look 
  like a different type, race or person. A disguise roll 
  should be made if a character tries to blend in with 
  a crowd. 
  To test whether a Disguise is effective, a player 
  must make a Disguise roll versus the Intelligence of 
  anyone who is closely examining him. The Disguise 
  
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  roll is made at the time the character is examined, 
  not at the time the Disguise is applied. 
  Example: Dolin and Malajusta are going into 
  the secret guild hall of the dwarven jewelers. Since 
  only dwarves are allowed, Malajusta must disguise 
  herself. She wears a hood, glues a piece of fur to her 
  upper lip, and slouches to hide her height. At the 
  door of the guild hall, her player must make a 
  Disguise roll to see if Malajusta fools the guards. She 
  rolls Poor, and Malajusta is stopped at the threshold 
  by a burly dwarf who demands, "Where do ya think 
  you're goin'?" 
  Dodge
  Dodge
  Dodge
  Dodge    
  Dodge is used to escape combat, avoid a falling 
  object, or dodge his attackers. When a character 
  dodges in combat, he cannot be hit by any opponent 
  with a damage rating which is less than or equal to 
  his Dodge roll. In addition, he receives +1 column 
  on his Defense rolls versus all other foes this turn. 
  If a character rolls a Catastrophic Dodge, he 
  stumbles and must roll Passable on Agility or else 
  fall down. Because he is concentrating on avoiding 
  harm, a character cannot attack on the same turn he 
  dodges. 
  Dodge is also used for tumbling. A character 
  who rolls out of the way of a stampeding horse 
  would make a Dodge roll. So if a character did a 
  back flip out a window, he would use Dodge to 
  determine the outcome. 
  Empathy
  Empathy
  Empathy
  Empathy    
  Your character uses Empathy to determine 
  how another character feels by interpreting 
  gestures, tone of voice, and body language. Empathy 
  reveals a foe's emotional state (such as fear, love, 
  hatred, suspicion, or anger). Empathy cannot be 
  used on animals (use the Nature skill instead). 
  Criminal tendencies, phobias, and mental 
  illnesses can be detected by Empathy, provided the 
  character has time to study the patient. 
  Example: "Psst!" hisses a man in an alley as 
  Malajusta passes. "Scuzzini sent me. He says he's 
  got a job for you." 
  Her player makes an Empathy roll to 
  determine if Malajusta can tell if the sinister looking 
  man really was sent by her friend. She gets a Great 
  roll. The referee tells her that the man sounds like 
  he's hiding something. She doesn't know what, but 
  it puts her on her guard. 
  Entertain
  Entertain
  Entertain
  Entertain    
  This covers a character's ability to sing, tell 
  jokes, dance professionally, play an instrument, tell 
  stories, and otherwise entertain. 
  To draw a crowd away from another 
  entertainer, the character must achieve a roll at 
  least one column above the Entertain level of the 
  competition. On a good street corner, a character 
  can usually collect (Passable vs Entertain) x 2 
  copper pieces in a half hour. 
  Example: With an Entertain roll of Great, 
  Dolin's juggling has attracted quite a crowd of 
  penny-throwing people. Malajusta is miffed at all 
  the attention (and money!) he's getting, and decides 
  to lure the crowd away from him with her sensuous 
  dancing. She will need to beat Dolin's roll of Great 
  with a Super or more. Can she do it? 
  Nope! With an Inferior result, Malajusta's 
  clumsy movements only capture the attention of 
  some street urchins, who immediately throw mud. 
  Malajusta storms off in a huff, thoroughly 
  humiliated.  
  Fate 
  Fate 
  Fate 
  Fate     
  Fate measures the fortune of a character. It's 
  generally used when the referee wants to make an 
  arbitrary decision. How many bronze pieces did the 
  thief find in the pouch? Roll Fate. Who will the 
  dragon attack next? Roll Fate. On whose watch did 
  the ogre attack? Roll Fate. 
  Fate is also used to determine a character's 
  luck when gambling. If she cheats, a Cunning or 
  Dexterity roll should be made instead. 
  Filch
  Filch
  Filch
  Filch    
  This is used any time a character tries to pick a 
  pocket, or steal something without getting caught. 
  The referee sets the RR according to the Alertness 
  of nearby foes, the size of the item, and the security 
  of the area. The better a character's Filch roll, the 
  more he or she can get away with. Failure means 
  the character gets nothing or is caught in the act. 
  
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  Flexible
  Flexible
  Flexible
  Flexible    
  If a character uses a flexible weapon, he will 
  need to roll against this skill to determine his 
  success. Flexible weapons include whips, chains and 
  flails. Flexible weapons may not parry or be parried 
  (except by shields). Some flexible weapons can be 
  used as makeshift rope as well. See Chapter 8: How 
  to Play for instructions on using flexible weapons to 
  attack. 
  Forage
  Forage
  Forage
  Forage    
  This covers a character's ability to obtain food 
  and water. In a country setting, it includes hunting 
  and trapping small animals, fishing and collecting 
  fruit, roots, mushrooms, and edible grubs. In the 
  city, Forage is used when rooting through garbage 
  for discarded food, begging (for food, not money), 
  or finding a charity soup kitchen. 
  A character can feed (Passable vs Forage) 
  characters per day with this skill. Extra food may be 
  saved for later consumption. 
  A player may buy food instead of foraging if 
  food is sold in the area and he has the money to pay 
  for it. Of course, he always has the option to Filch 
  food. 
  For
  For
  For
  Forgery
  gery
  gery
  gery    
  This is used when a character attempts to forge 
  signatures, create false documents, counterfeit 
  money and copy works of art. To create a successful 
  forgery, a character will need a high Forgery roll as 
  well as the genuine item to copy from. A character 
  attempting to make a Forgery based on memory 
  should receive a -2 column shift, while a person 
  who has never seen the original must take a -3 
  column shift. Forgery is also used when a character 
  is trying to detect a forgery. 
  Hafted
  Hafted
  Hafted
  Hafted    
  This skill is used whenever a character makes 
  an attack with a hafted weapon. Axes, maces, and 
  other weapons with long handles are examples of 
  hafted weapons. See Chapter 8: How to Play for 
  instructions on using hafted weapons to attack. 
  Intelligence 
  Intelligence 
  Intelligence 
  Intelligence     
  This is your character's swiftness of thought 
  and understanding of complex ideas. Intelligence 
  measures a character's ability to figure things out, 
  while Knowledge reflects what he already knows. 
  Intelligence shows how easy it is for your character 
  to solve difficult puzzles and codes. It's also your 
  character's ability to understand mathematics, 
  science, and logic. Use the Intelligence skill to 
  determine how much information a character gains 
  when he is doing research at a library or hall of 
  records. 
  This skill also covers assessing the value of an 
  item. 
  Interrogate
  Interrogate
  Interrogate
  Interrogate    
  Interrogate is used to gain information from a 
  reluctant source. Use it to wheedle state secrets out 
  of a spy, or to find out why the tight-lipped villagers 
  are afraid to go out on the moors at night. It 
  determines how much useful information is 
  obtained during an interrogation. Information may 
  only be obtained from intelligent life forms. In 
  addition, both the victim and the interrogator must 
  be able to understand one another. 
  A poor Interrogate roll might result in little or 
  useless information, or the foe being questioned 
  may lie. The referee may wish to make Interrogate 
  rolls in secret to keep the players guessing.  
  Don't overuse the Interrogate skill-most foes 
  will readily answer questions. Constantly requiring 
  rolls will bog down an adventure. 
  Intuition
  Intuition
  Intuition
  Intuition    
  Intuition gives characters a keen insight for no 
  logical reason at all. A successful Intuition roll 
  allows a character to sense the "rightness" or 
  "wrongness" of a situation. 
  Intuition allows the referee to provide a player 
  with 
  information 
  and 
  guidance 
  that 
  might 
  otherwise be unavailable. Unlike most other skills, a 
  player does not ask to use Intuition. Instead, the 
  referee asks the player to make an Intuition roll 
  when the situation calls for it. 
  There are many cases when Intuition could 
  come into play. The referee may ask a player to 
  
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  make an Intuition roll when he thinks something 
  the character is about to do is extremely foolish or 
  dangerous. He could call for an intuition roll to 
  determine whether a character can sense he is 
  being watched (the hair stands up on the back of his 
  neck). It also can be used to ascertain whether or 
  not a character realizes when he is about to enter a 
  dangerous situation. 
  If the players are badly frustrated and don't 
  know what to do, ask them to make Intuition rolls. 
  On a high roll, he could give them a hint that will get 
  the adventure moving. 
  Example: Malajusta is deep inside an evil 
  wizard's castle. She wants to find her way out badly, 
  but she keeps getting lost. The wizard's nasty 
  minions are only a few rooms away. It's only a 
  matter of minutes before they catch her and drag 
  her off to the torture chamber. 
  Malajusta is faced with three doors. All the 
  doors are locked, and she has time to pick only a 
  single lock. She's sure that one of the doors leads 
  outside, but which should she choose? She quickly 
  listens at all the doors, but she can hear nothing. 
  Her player is at a complete loss as to what to do. 
  The referee makes a hidden Intuition roll for 
  her. He gets a Great roll, but doesn't tell her. 
  Instead, he says, "You get a good feeling about the 
  door to the left. It just seems like the obvious 
  choice." Quickly Malajusta picks the lock on that 
  door, and slips out into a dark forest. 
  Jump
  Jump
  Jump
  Jump    
  The Jump skill is used to determine how far a 
  character can leap. The roll required to make a 
  jump depends upon the distance, as shown on the 
  Jump table. Increase the roll required by one 
  column if the character does not have a running 
  start. 
  A character who tries to jump over a pit and 
  barely makes it might fall down on the far side. A 
  character who barely fails will find himself hanging 
  from the far edge. He must roll Passable on Strength 
  to pull himself out-or else fall in. 
  Jumping 
  Distance   Roll Required
  Distance   Roll Required
  Distance   Roll Required
  Distance   Roll Required    
     3'      Inferior 
     5'      Poor 
     8'      Passable 
    10'      Good 
    15'      Great 
    20'      Superior 
    30'      Awesome 
  Knowledge 
  Knowledge 
  Knowledge 
  Knowledge     
  While Intelligence measures your character's 
  ability to figure things out, Knowledge reflects what 
  she already knows. It covers both general and 
  specific knowledge such as geography, astronomy, 
  and so on. Your character's background will 
  influence the type of knowledge she has. For 
  instance, a feral who spent her childhood frolicking 
  with bears will know a lot more about these beasts 
  than an easterling who spent his life cloistered in a 
  school. Likewise, a sidhe who was tutored in the art 
  of 
  astronomy 
  will 
  know 
  more 
  about 
  the 
  constellations than a dwarf who has never seen the 
  sky. 
  Languages
  Languages
  Languages
  Languages    
  This is your character's ability to speak and 
  understand foreign or arcane languages. It's also 
  used to interpret local slang and secret cants. 
  Languages is used only for spoken communication, 
  use the Literacy skill when reading or writing. 
  All characters speak a common, universal 
  tongue, but most races have their own language as 
  well. The roll required to understand the various 
  tongues is shown on the Languages table. All 
  characters speak common and their native language 
  perfectly. A Pathetic or Catastrophic roll may result 
  in a completely misunderstood message. 
  
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  Languages 
  Race          
  Race          
  Race          
  Race          Roll Required
  Roll Required
  Roll Required
  Roll Required    
  Avian         Passable  
  Barbarian     Inferior 
  Brownie       Inferior 
  Bush Person   Passable 
  Corsair       Common 
  Draconian     Passable 
  Dwarf         Good 
  Easterling    Good 
  Elf           Passable 
  Elfin         Common 
  Entomolian    Good 
  Firbolg       Poor 
  Forester      Common 
  Goblin        Poor 
  Gypsy         Inferior 
  Hill Folk     Common 
  Hob           Poor 
  Netherman     Poor 
  Nomad         Poor 
  Ratling       Poor 
  Sidhe         Good 
  Serpentine    Passable 
  Spriggan      Passable 
  Viking        Inferior 
  Wolfling      Poor 
  Legends
  Legends
  Legends
  Legends    
  Legends are stories and rumors about the past. 
  A character with a high Legends roll may know the 
  history of an area, item, person, or event. A 
  character with a low Legends skill will probably 
  accept unfounded gossip as the gospel. 
  A legend normally has a nugget of truth to it, 
  though the referee may embellish it as much as he 
  likes. Legends may give just the clue needed to help 
  a character defeat a terrible monster, or locate a 
  lost treasure. 
  Lie
  Lie
  Lie
  Lie    
  Lie is used whenever a character lies to a foe or 
  companion. A high Lie roll means a character can 
  tell tall tales and be believed. Lie is generally used 
  to fast talk one's way out of (or into!) trouble. Lying 
  always entails speech. 
  Lying can be used to con people into believing 
  something or into doing something that is not 
  necessarily in their best interests. 
  Listen
  Listen
  Listen
  Listen    
  Used primarily when eavesdropping, Listen can 
  also be used to distinguish garbled sounds or track 
  distance via sound waves. Use it to see if a character 
  notices the chains rattling in the basement, or the 
  eerie moaning behind the attic door. But don't 
  overuse this skill. Normal sounds can be easily 
  heard by anyone who isn't too distracted. 
  Literacy
  Literacy
  Literacy
  Literacy    
  A Literacy roll is required whenever a 
  character tries to read or write. Assign the roll 
  required based on the obscurity of the language 
  (see the Languages table). A Catastrophic or 
  Pathetic roll means the message is misunderstood. 
  Reading or writing common requires a Passable 
  roll. 
  A single Literacy roll can be used to determine 
  how much information a character receives from a 
  book or an entire library. The time required 
  depends on the roll and the amount of material 
  being researched. 
  Mechanical 
  Mechanical 
  Mechanical 
  Mechanical     
  If a character attempts to use a complicated or 
  unfamiliar mechanical device, he must make a 
  Mechanical roll. An unsuccessful roll indicates that 
  the character cannot operate the device correctly. A 
  Catastrophic roll may mean the item is damaged. A 
  character should also use this skill when trying to 
  identify an unknown device and to discover how it 
  operates. 
  Medical
  Medical
  Medical
  Medical    
  The medical skill is used to diagnose diseases, 
  and to tend the sick and injured. Unsuccessful 
  Medical rolls can result in mis-diagnosis, and ill-
  prepared drugs. 
  A Medical roll is needed to determine whether 
  a foe is dead, unconscious, or merely playing 
  possum. It can also be used to determine how a 
  character died and how long ago. 
  Most importantly, the Medical skill is used to 
  heal injured characters. The character doing the 
  healing must have bandages or other first aid 
  equipment. 
  You may heal up to (Passable vs healer's 
  Medical) + (Passable vs patient's Stamina) levels of 
  
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  damage. If either roll is Catastrophic, then no 
  wounds are healed. 
  Healed wounds are erased from the character 
  sheet. Only wounds that have been received since 
  the last time the character was treated may be 
  healed. You should put an "X" through the 
  remaining wounds to show that they may not be 
  healed by future Medical rolls, although they may 
  still be restored through natural healing, plants and 
  magical remedies. 
  Example: Dolin has a light and medium wound 
  to his chest and a heavy wound to his right leg. 
  Malajusta tries to tend his wounds. She uses her 
  bandages and gets a Superior roll on her Medical. 
  Dolin rolls Passable on his Stamina. Malajusta can 
  heal up to 5 levels of damage. She heals the heavy 
  wound to his leg (3 levels) and the medium wound 
  to his chest (2 levels) for a total of 5 levels of 
  damage. Dolin's player erases the heavy and 
  medium wounds from his character sheet and puts 
  an "X" through the light wound on his chest. 
  Memory
  Memory
  Memory
  Memory    
  Memory is used when a character is trying to 
  remember something complex. The character's 
  Memory roll indicates the amount of information 
  retained and the accuracy of his recall. 
  Characters do not make Memory rolls to 
  remember mundane things such as their names or 
  how to tie their shoes. Use it when a character tries 
  to recall something they have seen or heard only 
  briefly-such as a map glimpsed in a pirate's hand or 
  the plans of an enemy heard through a door. 
  Example: Malajusta gives Dolin directions to 
  the bakery and a bronze piece to buy a loaf of bread. 
  Dolin sets off, but gets distracted by a cleverly 
  constructed water wheel. A half hour later he 
  recalls his mission. The referee asks Dolin to make a 
  Memory roll. Dolin rolls Poorly. He knows the 
  bakery is to the south, but he can't quite remember 
  how to get there. 
  Mimic
  Mimic
  Mimic
  Mimic    
  This skill allows a character to impersonate 
  someone else's voice, gestures, and mannerisms. As 
  such, it is also a measure of the character's acting 
  ability. If a character tries to pass herself off as a 
  guard, she needs a successful Mimic roll. A good 
  disguise is usually necessary when impersonating a 
  known person (such as the King). 
  To test whether an impersonation is effective, a 
  character must make a Mimic roll versus the 
  Intelligence of anyone who interacts with him. 
  Mimic is also used to make realistic animal or 
  bird noises. 
  Nature 
  Nature 
  Nature 
  Nature     
  Nature 
  covers 
  the 
  character's 
  general 
  knowledge of weather, animals, farming, and simple 
  woodcraft. Using Nature, a character can predict 
  tomorrow's weather, or locate the best place to 
  make camp during a storm. 
  This is also your character's knowledge of 
  animals and their habits. It does not cover the 
  ability to handle animals, which falls under the 
  Tame skill. A successful Nature roll will allow a 
  character to deduce the habits, abilities, and 
  possible actions of any natural animal. 
  Plants
  Plants
  Plants
  Plants    
  This covers the knowledge of plants and herbs, 
  their properties, where to find them and how to 
  apply them. A player must roll his character's Plants 
  skill versus the rarity of a plant to recognize it. 
  Special plants may have medicinal, poisonous, or 
  magical properties. Chapter 12: Treasures lists a 
  number of special plants and their effects. 
  The Plants skill is not used to obtain food; this 
  is reserved for the Forage skill. The Plants skill can 
  be used to find common, everyday plants. 
  Characters can use it to locate rushes for basket 
  weaving, pitch for sealing the bottoms of canoes, 
  hemp for making rope, and so on. 
  Poisons
  Poisons
  Poisons
  Poisons    
  This is the character's ability to prepare and 
  apply poisons. 
  Poison may be extracted from plants, animals, 
  snakes, spiders and other poisonous creatures. 
  Extracting poison from animals is usually a 
  dangerous process. A failure indicates that the 
  character has been bitten, stung or otherwise 
  poisoned. 
  
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  Metallic poisons, such as arsenic, can be found 
  but they are extremely rare, and unrecognizable as 
  a poison by most people. It is also possible for a 
  person to create a totally new poison by blending 
  plants, metals and even magic. 
  Chapter 12: Treasures lists many poisonous 
  plants your character may acquire during an 
  adventure. 
  Pole Arm
  Pole Arm
  Pole Arm
  Pole Arm    
  This skill is used when a character is using a 
  long thrusting or slashing weapon, such as a spear. 
  The advantage of a pole arm is in its length, 
  allowing it to be used through a barricade or from 
  the second rank of fighters in battle. See Chapter 8: 
  How to Play for instructions on using a pole arm in 
  combat. 
  Preach
  Preach
  Preach
  Preach    
  This skill is used to sway an individual or a 
  group by playing upon their emotions. It can 
  persuade an individual or a group to accept an idea 
  or certain course of action. 
  Example: Dolin prepares to do battle with a 
  dreaded afanc, while Malajusta tries to dissuade 
  him: "What will happen to me if you're killed?" she 
  wails "I'll lose my best friend, and I won't be able to 
  eat, and life will be icky! Dolin, it isn't fair to do this 
  to me!" She continues to plead, and her player 
  makes a roll against her Preach skill. With a 
  Superior result, she convinces Dolin that it would be 
  wrong for him to leave. He puts down his battle-ax 
  and wipes the tears away from her eyes. 
  Quickness
  Quickness
  Quickness
  Quickness    
  This skill governs a character's speed and 
  reflexes. It is used to determine if your character 
  can react before some event occurs. Use it to draw 
  your weapon before your opponent, or to grab an 
  item before it falls out a window. Quickness may 
  also be used to decide which player can act first 
  during a turn. The players involved both roll their 
  Quickness. The high roller goes first. 
  Example: Dolin hears a scream from the hotel 
  room next to his. He races into the hall, pulls the 
  dagger from his belt, and kicks open his neighbor's 
  door. In the darkness, a hulking figure fills the 
  window. Will Dolin have time to hurl his dagger at it 
  before it escapes? The referee asks the player to 
  make a Passable Quickness roll. He rolls Feeble, and 
  before Dolin can even raise his arm, the shape 
  vanishes into the night. 
  Repair
  Repair
  Repair
  Repair    
  Your character's Repair skill can be used to fix 
  almost anything, from replacing the wheel of a 
  wagon to fixing a broken lock. This skill can help 
  your character jerry rig something until it can be 
  fixed properly. Of course, you'll need the proper 
  tools and materials. A character could not sew a 
  ripped tunic unless he had a needle and thread. 
  A repair job can take anywhere from a few 
  minutes to a few days, depending on the character's 
  skill roll. The referee must set the roll required 
  depending on the complexity of the item being 
  repaired, and how badly it has been damaged. Some 
  broken objects are beyond repair. A shattered 
  sword would have to be completely re-forged. 
  Ride
  Ride
  Ride
  Ride    
  This is the ability to ride any mount, normal or 
  fantastic. Anyone can sit on a horse as it walks, but 
  to stay on while galloping or in combat requires a 
  roll against the character's Ride skill. If two or more 
  people ride an animal, one should be designated the 
  pilot. 
  A character can ride (Catastrophic vs Ride) x 
  40 feet per turn, and travel (Catastrophic vs Ride) x 
  5 miles per day (modified for terrain). 
  A character on foot receives a -2 column Run 
  penalty when racing a character on horseback. 
  Example: With a whoop, Malajusta playfully 
  steals Dolin's hat from his head and rides off on her 
  horse. Dolin storms after her on foot. The referee 
  decides Dolin must roll his run at -2 columns versus 
  Malajusta's ride to catch her. 
  Malajusta makes an Inferior ride roll. She has 
  problems with her horse, and it refuses to go any 
  faster than a trot. 
  Dolin rolls Great on his Run. The -2 columns 
  reduce it to Passable, which is still good enough for 
  him to catch Malajusta as she tries fruitlessly to 
  urge her stubborn horse to greater speed. 
  
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  Run
  Run
  Run
  Run    
  This skill is used for sprinting as well as 
  marching or hiking cross country. Always adjust a 
  character's speed due to rough terrain, inclement 
  weather or heavy burdens. 
  If in doubt about whether a character can 
  attack after moving, have him make a Run roll-
  success means he can also attack. 
  During a chase, both the pursuer and the 
  pursued make only one Run roll each. Whoever 
  rolls higher achieves his goal, whether it be catching 
  up with the other character or getting away. The 
  greater the column difference, the more quickly it is 
  accomplished. 
  If a character is racing a time limit, the referee 
  sets a roll required to beat the clock. If two 
  characters are trying to get out of a building before 
  the roof caves in, the referee can simply decide that 
  the characters need a Good Run roll to get out 
  without injury. 
  If you need exact distances, assume a character 
  can sprint (Catastrophic vs Run) x 20 feet per turn 
  and hike (Catastrophic vs Run) x 3 miles per day 
  along a road, or (Catastrophic vs Run) miles cross 
  country. 
  Example: Dolin is being chased by a hob with a 
  Run of Good. Dolin rolls his Run skill and gets Poor. 
  The hob slowly gains on Dolin, and unless 
  something happens to intervene, it will eventually 
  catch up with him. 
  Sanity
  Sanity
  Sanity
  Sanity    
  This skill measures the character's resistance 
  to insanity. When characters are confronted by 
  extremely dangerous and unnatural situations, the 
  referee may require them to make Sanity Checks. 
  This may be because of an extreme shock, such as 
  finding a loved one horribly mutilated. The player 
  rolls on the Sanity Check table. A column 
  adjustment should be applied by the referee to 
  reflect the situation. 
  The column adjustment is based upon three 
  factors: the degree of personal danger, the 
  proximity of the source of fear, and the awfulness of 
  the situation. 
  +2 columns: Disgust. Example: Find a mangled 
  corpse unexpectedly. 
  +1 column:  Shock. Example: Find the mangled 
  corpse of a loved one. 
  +0 columns: Fright. Example: Witness a horrifying 
  event: river runs with blood, body parts rain 
  from the sky, etc. 
  -1 columns: Fear. Example: Attacked by a 
  loathsome and obviously dangerous creature. 
  -2 columns: Terror. Example: Faced by own 
  worse fear. 
  -3 columns: Mind numbing horror. Example: 
  Confronted by a greater demon. 
  Sanity Check 
  Awesome  
  You've coughed up scarier things than this. 
  Superior 
  You're disturbed, but you keep your cool. 
  Great 
  You grit your teeth and swallow your rising 
  panic. 
  Good 
  You are paralyzed with fear for 1 turn. 
  Passable 
  You flee in terror for (Will vs Awesome) 
  turns. 
  Poor 
  Cry, whimper, scream, or huddle in a corner 
  until slapped or shaken. 
  Inferior  
  You faint for (Stamina vs Superior) x 2 
  turns, and lose all memory of the event that 
  frightened you for (Memory vs Awesome) 
  days. If reminded of the event before then, 
  you refuse to believe it. 
  Feeble 
  You faint for (Stamina vs Superior) minutes, 
  and are unable to speak for (Will vs 
  Awesome) hours. 
  Pathetic  
  Gain a phobia (related to the event which 
  frightened you, decided by referee). In 
  addition, go catatonic for (Stamina vs 
  Superior) hours. During this time, you 
  cannot move or speak. 
  Catastrophic 
  Gain a permanent mental illness (rolled 
  from the Mental Illness table) and go 
  completely insane for (Will vs Superior) 
  days. A player may still control his insane 
  
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  Player’s Primer 
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  character, but he must behave in an 
  irrational fashion. The referee may require 
  the insane character to do certain things or 
  to behave in a certain way. He might require 
  the character to plot against his former 
  friends, or go into a violent frenzy. 
  Search
  Search
  Search
  Search    
  Search is used when your character is actively 
  looking for something hidden, such as a secret door 
  or a letter stashed in a desk (except tracks which 
  require the Track skill). Search is also used to find, 
  salvage or scrounge up equipment that might 
  otherwise not be found. A referee may even allow a 
  character to Search a town for an inn. 
  The referee may wish to make Search rolls for 
  his players to keep the results hidden from them. 
  On a successful Search, the character finds the 
  hidden object, or if there is no object, the character 
  is certain there is nothing to be found. On a failed 
  Search roll, the character is certain there is nothing 
  to be found whether there is or not. Optionally, the 
  referee may have the character find a misleading 
  clue she thinks is important, when it is actually a 
  red herring. 
  Example: Dolin searches a deserted cottage. 
  The referee rolls Dolin's Search skill, and gets a 
  Feeble result. The referee tells Dolin that he finds a 
  scrap of paper in the fireplace. It looks like it was 
  torn from a diary, and when read it reveals the 
  location of a secret gold mine in the mountains. 
  Secretly, the referee knows that this is a red herring 
  and that the gold mine doesn't exist. 
  Malajusta searches the same cottage and gets a 
  Great roll. The referee tells her she finds a silver 
  dagger in a kitchen cupboard. 
  Siege
  Siege
  Siege
  Siege    
  A siege is the surrounding and attacking of a 
  fortified place in order to capture it. The Siege skill 
  is also used when a character defends the building 
  he occupies. One character is chosen to be the 
  leader, and she is the only one who will make a 
  Siege roll. The referee sets the RR depending on 
  how well fortified the defenders are and how well 
  armed the attackers are. 
  The Siege skill reduces the outcome of a large 
  scale fight to one roll of the dice. If you want to play 
  out every aspect of a siege, you may do so. This is 
  especially true for small battles. For instance, a 
  character wishing to get at three goblins who have 
  barricaded themselves in a room does not roll his 
  Siege skill. He merely rolls his Strength to kick open 
  the door. Normally, sieges entail no fewer than 10 
  persons on a side and a structure no smaller than a 
  two-story house. 
  Characters will need to make a Siege roll when 
  attacking with siege machinery such as ballistae, 
  catapults, and so on. 
  Example: Sir Muggles declares war on 
  Michaelmas Breakbones, the evil conjurer. He hires 
  a 
  group 
  of 
  mercenaries 
  to 
  capture 
  Castle 
  Breakbones and puts Dolin in charge. "You'll be my 
  general, dear fellow," he declares with a flourish 
  "After all, you probably know Castle Breakbones 
  better than Mickey himself!" As Dolin was once lost 
  within it's maze-like structure for several days, he is 
  not comforted. 
  The referee declares that Castle Breakbones 
  has a fortification of Great. With a Siege of 16, his 
  player is pretty sure that Dolin can accomplish the 
  task. Dolin rolls Great. It takes time, but Dolin and 
  his valiant men finally manage to breach the walls. 
  Sincerity
  Sincerity
  Sincerity
  Sincerity    
  A character uses Sincerity to convince foes and 
  companions that he is telling the truth. This is 
  different from the Lie skill, because Sincerity can 
  only be used if the character is telling the truth (or 
  what he believes to be the truth). It is a combination 
  of credibility, innocence and honesty. Even if a 
  Sincerity roll is successful, a foe does not 
  necessarily have to follow through with a suggested 
  action. A Preach or Bully roll may be called for as 
  well. 
  Example: While walking down a small side 
  street in Redrosia, Dolin is suddenly seized by a 
  band of pink kangaroos. His bag of bronze coins is 
  torn from his grasp, and before he can react, the 
  kangaroos go hopping off, leaving him sprawled in 
  the mud. 
  Quickly he runs for the sheriff. "A band of 
  kangaroos just robbed me!" he tells him excitedly 
  "I'll show you which way they went! It should be 
  easy to find them--they're all pink!" The sheriff 
  looks at his deputy, who nods knowingly. They've 
  seen the effects of Hooter's Redeye Ale before. 
  
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  Dolin tries to pull them along, but they just 
  won't respond. Desperately, his player makes a roll 
  against Dolin's Sincerity of 5. With a Passable result, 
  the sheriff finally believes that Dolin has been 
  robbed -- but by pink kangaroos? At any rate, he's 
  now willing to check out his story. 
  Stamina 
  Stamina 
  Stamina 
  Stamina     
  Stamina measures a character's endurance and 
  ability to withstand adverse conditions. It is used 
  when resisting disease or poison, recovering from 
  wounds, or regaining consciousness. While a 
  character needs to make a Strength roll to lift a 
  large stone above his head, holding it there would 
  require a Stamina roll. 
  A character can drink (Pathetic vs Stamina) 
  mugs of ale before becoming drunk, and twice that 
  much before passing out. On a Catastrophic roll, the 
  character becomes sick. 
  A character must make a Stamina roll to 
  survive starvation, blistering desert conditions, or 
  arctic cold. The longer the character is exposed to 
  the harsh conditions, the greater the roll required to 
  survive. 
  Stealth
  Stealth
  Stealth
  Stealth    
  This is the character's ability to move on foot 
  without being noticed. It is used when hiding, 
  sneaking up on someone, or shadowing a foe. Since 
  a foe cannot counterattack during the turn in which 
  he is surprised, a successful Stealth roll can give a 
  character the advantage he needs to subdue his 
  opponent. 
  When following someone, the Stealth roll is 
  required as long as the victim is in sight, otherwise 
  the Track skill is used. A character can follow a foe 
  for (Alertness vs Stealth) x 10 minutes without 
  being noticed before a second roll is required. 
  Failure means detection. A character following 
  within thrown range gets -1 column on his roll. 
  Strength 
  Strength 
  Strength 
  Strength     
  This is a character's physical power, used when 
  trying to lift or carry heavy objects, break down 
  locked doors, bend iron bars, dig a hole, or perform 
  any other strenuous feat. The Lifting table gives 
  some common RRs for hoisting heavy objects. 
  Lifting 
   Weight         Roll Required
   Weight         Roll Required
   Weight         Roll Required
   Weight         Roll Required    
   30-50  lbs     Inferior 
   51-70  lbs     Poor 
   71-100 lbs     Passable 
  101-150 lbs     Good 
  151-200 lbs     Great 
  201-300 lbs     Superior 
    301+  lbs     Awesome 
  Swim
  Swim
  Swim
  Swim    
  A character gets -1 on his Swim skill for every 
  point of armor he is wearing over his Strength. He 
  can strip off (Passable vs Swim) pieces of armor per 
  turn in the water. 
  Whenever a character tries to swim, the 
  referee must set a roll required depending on the 
  distance the character intends to travel and the 
  strength of local currents. In still water, the RR is 
  Passable. In swift moving rapids or freezing rough 
  seas, the RR could be as high as Awesome. 
  Failure means the character drowns for (Swim 
  vs RR-1) x 2 minutes before being washed ashore or 
  reaching some other form of safety. While 
  drowning, a character can do nothing but struggle 
  for survival. 
  Once he reaches safety, the player must check 
  to see if his character survives the ordeal. The 
  length of time the character spent in the water 
  translates to the amount of damage he takes to his 
  chest, as shown on the Drowning table. A player 
  may not include armor when rolling Defense versus 
  drowning damage. 
  Example: Malajusta tries to swim across a lake. 
  The referee sets the RR at Passable. She rolls Feeble 
  and swims only a short way before starting to 
  drown. She'll founder for 6 minutes before 
  returning to shore. 
  Dolin dives in to rescue her. Because he is 
  wearing 11 points worth of armor, and his Strength 
  is 10, Dolin will be at -1 on his Swim skill. This 
  reduces his Swim from 7 to 6. 
  The referee sets the RR to rescue her at 
  Passable. Dolin's swim roll also comes up Passable, 
  so the referee decides it takes Dolin 4 minutes to 
  haul her to safety. Malajusta was in the water for a 
  total of 4 minutes, so she takes Good damage to her 
  
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  chest. She makes a Poor Defense roll (not counting 
  armor) which equals a medium wound. 
  Drowning 
  Time in Water       Chest Damage
  Time in Water       Chest Damage
  Time in Water       Chest Damage
  Time in Water       Chest Damage    
  1-2  minutes        Passable 
  3-4  minutes        Good 
  5-6  minutes        Great 
  7-8  minutes        Superior 
  9-10 minutes        Awesome 
  Sword
  Sword
  Sword
  Sword    
  This skill is used to make attacks and parries 
  with a sword. See Chapter 8: How to Play for 
  instructions on using a sword to attack. 
  Tame
  Tame
  Tame
  Tame    
  Tame 
  is 
  used 
  to 
  train 
  animals 
  and 
  communicate with beasts on a very limited basis. It 
  includes the art of falconry. 
  This skill is more successful with domestic 
  animals rather than wild creatures. Give a character 
  a -2 column shift when trying to tame a wild animal. 
  Insects, fish, and other low intelligence creatures 
  are too stupid to train.  
  Theology
  Theology
  Theology
  Theology    
  This is the character's knowledge of religions, 
  myths and deities. A character does not have to 
  practice a religion to know about it. A character 
  receives a +2 column shift when rolling for 
  information about his own religion. 
  Track
  Track
  Track
  Track    
  Tracking 
  is 
  the 
  finding, 
  following, 
  and 
  interpreting of tracks and other signs of passage. 
  It's used to follow someone, or to tell what 
  happened in an area by the footprints left in the 
  dirt. 
  The referee sets a roll required depending on 
  the terrain and age of the tracks. A character can 
  follow the tracks for (RR vs Track) hours before 
  another tracking roll must be made. The referee 
  may require a character to make another Track roll 
  if the person being followed climbed a tree or swam 
  a river. 
  In order for a character to overtake a victim, 
  the character's Track roll must exceed the victim's 
  Run by two columns or more. For example, to catch 
  up with a foe with a Run of Good, a character would 
  need a Track roll of Superior. 
  Example: While traveling through a forest, 
  Dolin and Malajusta become separated. With a 
  Great roll against his Track skill, Dolin spots the 
  spriggan's footprints in only 5 minutes. The roll will 
  allow him to Track her for 6 hours at a speed of one 
  and a half miles per hour. After two hours, Dolin 
  comes to a creek, and must roll again. 
  This time he gets Passable. After 15 minutes of 
  searching both banks, he concludes that she waded 
  across. Yes, the smell of "Ogre's Delight," her 
  favorite perfume, seems to be wafting toward him. 
  He crosses the stream and continues his pursuit of 
  Malajusta. But the trail is no longer as clear, and he 
  creeps along at a half mile per hour. 
  Dolin comes to a place where the tracks show 
  there was a fight. With his Passable roll, Dolin 
  concludes that Malajusta was recently carried off by 
  two man-like creatures. Dolin draws his weapon 
  and follows after them. 
  Traps
  Traps
  Traps
  Traps    
  This skill is used to deactivate traps. Unless it is 
  obvious, a trap must first be located with the Search 
  skill. The referee sets the roll required to remove or 
  circumvent the trap depending on its complexity. 
  The higher the character's success, the quicker he 
  deactivates the trap (the time required can range 
  from less than a minute to fifteen minutes). On a 
  failed roll, the character wastes time trying 
  unsuccessfully working on the trap, and on a very 
  low roll, the character accidentally sets the trap off. 
  Unlock
  Unlock
  Unlock
  Unlock    
  If something is locked, the Unlock skill is used 
  to open it. This includes lock picking, safe cracking, 
  and even jimmying a window latch. 
  Simple locks can be opened with a dagger or 
  hairpin, but using such bulky tools will limit a 
  character's abilities. Without a lock pick kit, a 
  character has a maximum Unlock skill of 10. 
  The referee sets the roll required to open a lock 
  depending on its complexity. The higher the 
  character's success, the quicker he opens the lock 
  
  Chapter 6: Skills 
  140 
  Player’s Primer 
  140 
  (the time required can range from less than a 
  minute to fifteen minutes). On a failed roll, the 
  character wastes time unsuccessfully working on 
  the lock. 
  Wagonin
  Wagonin
  Wagonin
  Wagoningggg    
  This skill is used when driving a wagon, cart, 
  carriage, or chariot. In most cases, a roll is required 
  only when the character is attempting a maneuver 
  under difficult circumstances. For instance, a 
  character making a hairpin curve at a gallop would 
  have to make a Wagoning roll to avoid rolling his 
  cart. 
  If you need exact distances, assume a wagon 
  can go (Catastrophic vs Wagoning) x 30 feet per 
  turn and travel (Catastrophic vs Wagoning) x 4 
  miles per day along a road, or (Catastrophic vs Run) 
  miles cross country. This is only a generalization, 
  and the referee will need to adjust the results 
  according to the type of animal used, weight of the 
  wagon and how large a team is pulling it. 
  A character driving a cart is at +1 column when 
  racing a character on foot, and -1 column when 
  racing a character on horseback. 
  Will
  Will
  Will
  Will    
  Will encompasses a character's self-awareness, 
  self-control and confidence. It is used when 
  resisting temptation, seduction, interrogation and 
  mental torture. It frequently comes into play when 
  resisting the persuasion of others and the mental 
  manipulation of supernatural forces. 
   
  
   
  141 
  Player’s Primer 
  141 
  Chapter 7 
  Equipment 
  Buying Equipment 
  Before you run out and start adventuring, you 
  will need to equip your character. Good equipment 
  will augment his natural skills. A character with a 
  battle axe will be a more effective warrior than 
  someone with a stick, just as a character with a lock 
  pick will be a better thief than someone with a hair 
  pin. 
  Players use their starting money to buy their 
  beginning equipment from the lists in this chapter. 
  This is the gear that your character has picked up 
  on his journey through life, up to this point. You 
  may not use your Bargain skill to buy your starting 
  equipment, instead you must play the prices shown 
  on the equipment list. You may wish to save a few 
  bronze pieces so your character won't start the 
  game copperless. 
  If your character started with only a few 
  bronze, you'll have to make do with what you have. 
  At least you'll have the clothes on your back, since 
  all characters are assumed to start with clothes 
  appropriate to their background and race. A bush 
  person might start with a loin cloth (unless he 
  purchases other clothes), while a forester would 
  start with a simple tunic. 
  Carrying Capacity
  Carrying Capacity
  Carrying Capacity
  Carrying Capacity    
  All gear (except clothing) must be listed on 
  your character sheet. If it isn't on your sheet, your 
  character doesn't have it. The only exception is that 
  characters 
  are 
  assumed 
  to 
  have 
  clothing 
  appropriate for their type and sex. Typical clothing 
  (robe, cloak, boots, etc.) need not be written down 
  on your character sheet. Unusual apparel (such as 
  armor) must be noted. 
  You can carry up to 2 items at hand, 4 items on 
  your belt, 8 items slung over your shoulder or about 
  your body, 10 items in a backpack or sack, and 2 
  items in your boots. Items at hand are instantly 
  available, those on your belt or in your boot take 
  one action to get out. Slung items take two actions 
  to ready, and those in a sack or pack take three 
  actions to ready. 
  Each item carried fills a slot in the Gear section 
  of your character sheet. The number of items your 
  character can carry depends on your Strength and 
  Stamina, as shown on the Carrying Capacity table. 
  Of course, there are limits. A character could never 
  carry a halberd in his boot, although he could hide a 
  dagger there. 
  Multiple small items can be carried in one slot. 
  For instance, 10 iron spikes can be carried in a 
  pouch and hung from your belt. You would write 
  this down as "Pouch w/ 10 spikes." Likewise, a 
  bundle of five torches would fill only one slot, as 
  would a quiver with 20 arrows. 
  Characters can make a kit of associated items, 
  and then put the kit in one slot. A kit of medical 
  supplies would fill one slot, as would a writing kit of 
  parchment, reed pen, and ink. Objects carried 
  together must be small and easily stored in a pouch 
  or box. The referee has the final say as to what 
  objects can be carried together in one slot. 
  If you're carrying an extra heavy item, such as 
  an unconscious companion, you'll first have to use 
  your Strength to lift your friend, and then you'll be 
  terribly hampered should you have to do some 
  climbing, fighting, or jumping. An overburdened 
  character should have -1 column on all physical 
  actions (column penalties are explained in Chapter 
  9: How to Play). 
  The same applies to characters who insist on 
  carrying more than their carrying capacity. In any 
  case, a character can never carry more than twice 
  the number of items allowed by their carrying 
  capacity. 
  A player who wants to be well prepared will try 
  to take two of everything. Such a character will find 
  
  Chapter 7: Equipment 
  142 
  Player’s Primer 
  142 
  himself horribly weighted down. A creative player, 
  will take only a few items and improvise what he 
  needs on the spot. He'll use the items he finds in his 
  surroundings, or else apply the equipment he 
  carries in unusual ways. Such ingenuity should be 
  rewarded by the referee at the end of an adventure. 
  Carrying Capacity 
  Strength + Stamina      Maximum items carried
  Strength + Stamina      Maximum items carried
  Strength + Stamina      Maximum items carried
  Strength + Stamina      Maximum items carried    
          1-5                          10 
          6-10                         12 
         11-15                         14 
         16-20                         16 
         21-30                         20 
         31-40                         25 
         41-50                         30 
  Money
  Money
  Money
  Money    
  In these rules, a dollar sign ($) means a bronze 
  piece, the base unit of money in the Legendary Lives 
  world. Copper, silver, and gold coins are also used 
  according to the following rate of exchange: 
  Rate of Exchange 
  1 copper = $0.1 
  10 copper = 1 bronze = $1 
  10 bronze = 1 silver = $10 
  10 silver = 1 gold = $100 
   
  Just finding one gold piece is a great treasure. 
  Mostly, characters will deal in bronze and silver. 
  Coins come in a variety of sizes, and are minted in 
  exotic lands around the world. You may find silver 
  triangles, gold wheels, or bronze pentacles. But it's 
  still only money, and the characters may lump it in 
  with the rest of their cash. 
  The acquisition of money should not be the 
  sole goal of a character's life. It's nice to have, and it 
  should be easy enough to come by for the character 
  to survive. But money won't buy the character 
  higher skills or greater abilities. Nor will the 
  accumulation of imaginary wealth please a player as 
  much as winning even a small real-life lottery. 
  Money should be treated as a means to finance 
  even greater adventures. It should never be too 
  plentiful, nor should it be so scarce that the 
  characters are constantly wondering where their 
  next meal will come from. 
  Buying Equipment
  Buying Equipment
  Buying Equipment
  Buying Equipment    
  As your character earns money, she may drop 
  by the village merchant during the course of play 
  and buy more or better equipment. Of course, you 
  won't be able to buy anything if you're in the middle 
  of a forest far from any civilization. Before you 
  write down any equipment, make sure your referee 
  knows what you are buying. If he says it's not 
  available, then you cannot list it on your character 
  sheet. 
  Write the equipment you acquire on your 
  character sheet in the Equipment section. Each item 
  fills a slot in the location where it is carried. Be sure 
  to record everything you think will be important. 
  Most referees follow this rule: if it's not written 
  down on your character sheet, your character 
  doesn't have it. Just because it's logical to have 
  rations when going on a long trip doesn't mean the 
  referee won't declare that you are dying of hunger if 
  those rations are not listed on your sheet. 
  Your character can also make purchases 
  between adventures at the list price presented in 
  the equipment list. 
  Example: Dolin buys 30 feet of rope and slings 
  it over his shoulder. Under "slung" on his character 
  sheet, Dolin's player writes "30' rope." He also 
  subtracts the cost of the rope ($6) from his wealth. 
  Next, Dolin buys a water skin ($1) which he hangs 
  from his belt. His player writes "water skin" under 
  the On Belt section. Dolin then says he is buying a 
  Tome of Legends. The referee intervenes and says 
  that none are available. Dolin will have to start the 
  adventure without the tome. 
  Animals
  Animals
  Animals
  Animals    
  The abilities of many common animals are 
  shown in Chapter 11: Foes. A cat is good for 
  company or for catching mice. A dog can make a 
  fine guard. Mules move about as fast as a human, 
  but they can carry a lot more. They are sure-footed 
  and don't mind being led along treacherous ledges 
  or into dark caves. A hawk is useful in hunting. 
  Horses will shy away from ledges and they are too 
  big and nervous to take underground. The price of 
  the horse includes the saddle, harness, and tack. A 
  character traveling on horseback will move twice as 
  fast as a character on foot. 
  
  Chapter 7: Equipment 
  143 
  Player’s Primer 
  143 
  A warhorse is a big horse that's been trained to 
  fight. They have iron shod hooves and wear barding 
  armor to protect them. They are smarter than a 
  typical horse, and will kick and bite to protect their 
  rider. A favorite tactic of a warhorse is to knock 
  over an opponent and trample him. Warhorses are 
  trained not to bolt when in combat. Many 
  warhorses are trained for a single rider, and cannot 
  be ridden by anyone else. 
  Books
  Books
  Books
  Books    
  Books offer a wealth of knowledge. You must 
  make a Literacy roll to determine how much 
  information you gain. Your referee will determine 
  the roll required based on the obscurity of the 
  information you are seeking. The information must 
  be appropriate for the book you are consulting. 
  Example: Malajusta hears a strange wailing in 
  the forest. It sounds like a chorus of crying souls. 
  She consults her Beastiary, makes a Superior roll, 
  and discovers that it is most likely a wailer-in-the 
  woods. With her Superior roll, she also gets 
  extensive information on the creature's abilities, 
  weaknesses, and appearance. 
  Clothing
  Clothing
  Clothing
  Clothing    
  What your character wears is a reflection of 
  your character's personality. Dress your character 
  as your character would want to be dressed. Your 
  character starts with one suit of common clothes 
  appropriate to his race, type, and background. 
  During the game, you may buy new clothes. 
  Your character's Charm may be limited by the 
  kind of clothing she wears. For example, even a 
  character with a 25 Charm would only have a 
  Charm of 7 if wearing filthy rags. The maximum 
  Charm for clothing also applies to all skills listed 
  under 
  Charm, 
  including 
  Bargain, 
  Entertain, 
  Interrogate, and Persuade. The referee should feel 
  to reduce the maximum Charm for soiled or torn 
  clothes (to a minimum of 7). 
  You may wish to describe your character's 
  clothing in greater detail. An appropriate wardrobe 
  for an adventurer includes a shirt, breeches or 
  tights, a jacket, cloak, or cape. Often it's all topped 
  by a hat. Spell users frequently wear robes. 
  Containers
  Containers
  Containers
  Containers    
  Containers are good for carrying other items. 
  All characters begin the game with a pack and a 
  sack. A pack is strapped to your back; a sack may be 
  carried in hand or slung over your shoulder. If you 
  lose your pack or sack, you will have to replace it at 
  the cost shown on the equipment list. 
  Belt pouches are used for carrying small items 
  on your belt. For instance, you could put all your 
  coins in one belt pouch. Belt pouches (in reasonable 
  numbers) are free. For instance, if your character 
  buys 10 iron spikes, he also receives a free pouch in 
  which to carry them. 
  An iron box is a sturdy container for valuables. 
  A quiver is a handy way to carry your arrows 
  or crossbow bolts. You can carry up to 20 in your 
  quiver, and then sling the quiver over your 
  shoulder. A quiver comes complete with 20 arrows 
  or bolts. 
  Scroll cases protect your maps, magical scrolls, 
  and other valuable pieces of paper. An iron case is 
  much more sturdy than a leather case. 
  Food & Lodging
  Food & Lodging
  Food & Lodging
  Food & Lodging    
  Characters will often find themselves sleeping 
  and eating at inns. The prices here will give you 
  some idea of the costs. Living expenses are also 
  given for a character to survive for one month. Each 
  month, a character living poorly must roll Inferior 
  on Stamina or else lose 1 point from both his 
  Strength and Stamina. A character living in poverty 
  must roll Passable on Stamina or else lose 1 point 
  from those same skills. This represents the ravages 
  of illness and exposure.  
  A drink may be of ale, beer, or cider. Hard 
  liquor or fine wines will cost more. 
  Rations consist of dried fruit, fish, meat and dry 
  biscuits. They can last for weeks in the bottom of a 
  sack, and are commonly used as trail rations by 
  travelers. 
  Gear
  Gear
  Gear
  Gear    
  A bedroll is useful for sleeping on the road. 
  Without a bedroll, the quality of sleep will be less 
  and you may catch a cold. 
  
  Chapter 7: Equipment 
  144 
  Player’s Primer 
  144 
  A boat can carry 700 pounds, or about 4 adult 
  males. Use your Boating skill to pilot the boat. 
  Bolts are used in crossbows. Arrows are used 
  in bows. 
  An iron cage is good for pets and prisoners. Its 
  door includes a Great lock. A wooden cage costs 
  only $20, but you must buy the lock separately. 
  Caltrops look like oversized jacks with 
  sharpened points. They are scattered across an area 
  so 
  that creatures walking past will injure 
  themselves. It takes 10 caltrops to cover a 10' x 10' 
  area. They can be easily avoided if they are spotted, 
  and they can't penetrate heavy riding boots. Anyone 
  crossing the area takes a Passable leg wound. 
  Canvas can be used as a tent, or a tarpaulin to 
  keep off the rain, or to cover a pit. 
  Candles give off a weak radius of light for one 
  hour. A candle is very poor illumination. It's hard to 
  see much more than ten feet with a candle, making 
  it impossible to do a careful search. A dropped 
  candle will go out. 
  A cart is a good way of carrying heavy goods. It 
  can either be pushed by hand, or you can hook it up 
  to a horse or mule and have them pull it. If you need 
  even more room, you can buy a wagon. Use your 
  Wagoning skill to drive a cart. 
  Chariots 
  are 
  the 
  usual 
  method 
  of 
  transportation for serpentines. They are pulled by 
  one or more horses. There is enough room for one 
  passenger and one driver. Use your Wagoning skill 
  to dive a chariot. 
  Crowbars are used to pry open doors. 
  Generally, a Passable Strength roll is required, 
  although the referee may adjust the roll required as 
  the circumstances dictate. A crowbar can also be 
  used as a Brawling weapon with a damage rating of 
  10. 
  Flint and steel are used to start fires. It takes a 
  Passable Dexterity roll to start a fire, and requires 
  about five minutes. 
  A grapnel is usually tied to a rope and thrown. 
  The Grapnel table shows the roll required on Aim to 
  throw a grapnel and have it successfully hook on a 
  ledge or outcropping. 
  Grapnel 
  Distance   Roll Required
  Distance   Roll Required
  Distance   Roll Required
  Distance   Roll Required    
     10'       Inferior 
     20'       Poor 
     30'       Passable 
     40'       Good 
     50'       Great 
     60'       Super 
     70'+      Awesome 
   
  On a Catastrophic roll, you either forget to hold 
  onto the rope or else the rope comes untied from 
  the grapnel. If the roll barely succeeds, the grapnel 
  may come loose while it is being climbed, at the 
  referee's option. 
  Hourglasses are fairly accurate. You can also 
  buy half-hour glasses, and the like. In a fantasy 
  setting, time keeping devices are a novelty. Most 
  people keep time with the rising and setting of the 
  sun. 
  Iron spikes are good for wedging doors shut. 
  They can be driven into place by mallets, hammers, 
  or other blunt instruments. You may install one 
  spike per turn. When a foe tries to smash open the 
  spiked door, the character who installed the spikes 
  rolls his Strength against the strength of the foe. 
  The player gets +1 column if he installed 4 to 6 
  spikes, and +2 columns if he installed 7 or more. It 
  takes (foe's Strength vs player's Strength) hours to 
  smash down the door. If the player's roll is less than 
  the foe's Strength, the door is smashed open in one 
  turn. 
  A lantern illuminates the local area for four 
  hours on a flask of oil before it needs refueling. A 
  dropped lantern may spill or break on a 
  Catastrophic Fate roll. 
  A typical lock requires a Passable Unlock roll to 
  pick. Better locks will cost more, if they are 
  available at all. Small locks will also cost more. 
  Combination locks are very rare and are usually 
  primitive. 
  Without a lock pick, a character has a 
  maximum Unlock skill of 10. With a lock pick, his 
  maximum Unlock is 25. 
  A mess kit includes cooking and eating utensils. 
  Without a mess kit, its even harder to make a 
  decent meal on the road. If, for some reason, you 
  wish to determine the quality of food cooked, roll 
  the character's Knowledge, -1 column if he's not 
  using a mess kit. 
  
  Chapter 7: Equipment 
  145 
  Player’s Primer 
  145 
  Small mirrors are good for peering around 
  corners without being seen, or checking to see if 
  that gentleman in the cape is really a vampire. 
  A musical instrument could be a flute, lute, 
  small harp, or even a kazoo. They're a handy way to 
  make some extra money. You can play your 
  instrument on a street corner and maybe you'll be 
  thrown a few coins, usually about (Passable vs 
  Entertain) x 2 copper pieces per half hour. 
  A net can be used to catch fish, animals, or 
  enemies. When throwing your net at a foe, he will 
  be entangled for (target's Strength vs your Aim) 
  turns. A foe with edged weapons can cut himself 
  free in one turn. You can also buy a net with hooks 
  for three times the normal price. This doubles the 
  duration that the foe is entangled, and does 
  Passable damage. 
  An oil flask is filled with a pint of oil. Not only 
  can it be used to fill a lantern, it can also be used to 
  make a wall of fire. Carefully spread, the oil from 
  one flask can cover a 3' by 3' area with fire for 10 
  minutes. Multiple flasks will increase the area. It 
  does Good damage to anyone passing through. 
  Parchment is used to write spells books or to 
  draw maps. 
  You need a pick to dig through (Passable vs 
  Strength) x 3 inches of stone per hour. It can also be 
  used as a two-handed Hafted weapon with a 
  damage rating of 15. 
  Never leave home without some rope. It can be 
  used to tie up captives, or make a rope bridge, or a 
  hundred other things.  
  A rope ladder is easier to climb than a plain 
  rope. 
  With your shovel, you can dig through 
  (Passable vs Strength) x 2 feet of earth every hour. 
  It can also be used as a two-handed Hafted weapon 
  with a damage rating of 12. 
  A 
  torch, 
  specially 
  treated 
  with 
  pitch, 
  illuminates the local area for 1 hour. It's light 
  flickers and is dimmer than that of a lantern. If a 
  player drops a torch, it will go out unless he rolls 
  Passable on his Fate. A lit torch can be used as a 
  Brawling weapon with a damage rating of 14. 
  A wagon is good for carrying a heavy load. You 
  need one or two horses to pull the wagon. It can 
  carry up to 10 people. Use your Wagoning skill to 
  drive the wagon. 
  A wax seal is a unique, ornate piece of bronze 
  bearing a signet of your design. You press it into 
  molten wax to leave an imprint of your mark. It's 
  used to seal letters. 
  A water skin is an airtight leather bag that can 
  hold 2 days worth of water. If you ration your 
  water, it can last up to 8 days. 
  Medical Supplies
  Medical Supplies
  Medical Supplies
  Medical Supplies    
  Bandages allows you to tend wounds using the 
  Medical skill. If you make your own bandages on the 
  battlefield out of strips of cloth, you are at -1 
  column to tend a wound. Bandages come in rolls 
  long enough to last an adventure. 
  A compress will give you +1 column on your 
  Medical 
  roll 
  when 
  tending 
  wounds. 
  Unlike 
  bandages, a compress is a single use item. Only five 
  compresses may be carried per slot on a character 
  sheet. 
  Building A Home
  Building A Home
  Building A Home
  Building A Home    
  Eventually, your characters may want to settle 
  down. You may design your own home. Draw it on 
  graph paper with each square equaling 10'x10'. The 
  total number of squares determines the cost. 
  The cost per 10'x10' area depends on the 
  material you are using, as shown on the equipment 
  list. There is also a multiplier for whether you are 
  building in the country, a town, city or within a 
  castle or keep. If you just want to buy some land in 
  the country, it will cost $300 per square mile. This is 
  for unpopulated, wild land. You have to clear it 
  yourself. 
  Weapons
  Weapons
  Weapons
  Weapons    
  The different types of weapons shown on the 
  equipment list are categorized by the skill required 
  to use them. The list also shows the damage ratings 
  for the weapons. When attacking with a weapon, 
  use the weapon's damage rating or the character's 
  skill, whichever is lower. 
  This rule simulates the fact that not all 
  characters can use the same weapon with equal 
  ease. A strong character wields a two-handed sword 
  more effectively than a weak character. However, 
  both a strong and weak character can use a short 
  sword with full effectiveness because it is such a 
  light weapon. 
  
  Chapter 7: Equipment 
  146 
  Player’s Primer 
  146 
  Example: Malajusta, with a Sword skill of 11, 
  buys a scimitar for $40. A scimitar has a damage 
  rating of 15, which exceeds her Sword skill. When 
  attacking with a scimitar, Malajusta uses her Sword 
  skill of 11. 
  A cutlass has a damage of 9, which is less than 
  Malajusta's Sword skill. When using a cutlass, 
  Malajusta uses the weapon's damage rating of 9, 
  thus gaining the full potential of the sword. 
  Missile Weapons
  Missile Weapons
  Missile Weapons
  Missile Weapons    
  Missile weapons are those weapons with a 
  range. Thrown weapons require only one hand to 
  use. Bows require two hands. Crossbows require 
  two hands to load, but they may be fired one 
  handed. The price of a bow or crossbow includes a 
  quiver and twenty arrows or bolts. 
  Bows and crossbows may be used on any 
  visible target within missile range. 
  Weapons that can be thrown are marked with 
  an asterisk (*) on the Equipment list. When 
  throwing a weapon, use the character's Aim skill or 
  the weapon's damage rating, whichever is lower. 
  Weapons may not be thrown beyond thrown range. 
  A bola doesn't do damage, instead it entangles 
  its target for (target's Strength vs user's Aim) turns. 
  A boomerang returns if you miss with a roll 
  greater than Feeble. If you hit, or your attack roll is 
  Feeble or less, then the boomerang does not return. 
  Fire bombs are flasks of highly inflammable oil 
  with fuses that can easily be lit by a torch. They do 
  Great damage to everyone within five feet of where 
  they land. To throw a fire bomb accurately, a 
  character must make an Aim roll. The roll required 
  depends upon the distance and the difficulty of the 
  throw. Failure means the bomb missed its intended 
  target, possibly hitting someone else at the referee's 
  discretion. 
  A character may hurl up to Dexterity/2 
  throwing stars at one time. The damage rating 
  equals 7 + 1 per star thrown. A character with a 16 
  Dexterity could hurl 8 stars at a time, with a damage 
  rating of 7 + 8 = 15. 
  Armor
  Armor
  Armor
  Armor    
  Armor is purchased by the piece, as shown on 
  the equipment list-except gauntlets and boots 
  which are purchased in pairs. Armor is listed by the 
  body part that it protects. The list also shows the 
  defense bonus that the armor gives to the location it 
  covers. By adding to your character's defense, 
  armor helps protect against all types of damage, 
  including fire, falls, and missiles. 
  Note the Defense bonus of armor that your 
  character wears under the Armor column of the 
  defense section of your character sheet. In the total 
  column, write the sum of your character's Defense 
  plus the armor's defense bonus. 
  At the bottom of the defense section there is a 
  note that says, "Total Armor must be < Strength + 
  Stamina." This is a reminder that all together, the 
  defense bonuses of your character's armor must be 
  less than your character's Strength plus Stamina. A 
  character who insists on wearing more armor than 
  his limit allows is at -2 columns on all physical 
  actions. 
  Armor restricts a character's movements. Each 
  piece of armor limits a specific base skill as well as 
  all the skills dependent upon it. The equipment list 
  shows the skill each piece of armor limits. For 
  example, ringmail greaves have a maximum Agility 
  of 16. A character wearing them could have an 
  Agility, Dodge, Jump, Quickness, and Stealth of no 
  more than 16 each. 
  Armor cannot be layered; your character may 
  not wear a leather cuirass under a chain cuirass. 
  Armor blocks the power of magic. Characters 
  may only wear Fate - 10 points of armor and still 
  cast spells. 
  Example: Dolin pays $30 for a studded cuirass, 
  $20 for a pair of leather gloves, $20 for two leather 
  boots, and $50 for a chain hood. His armor costs a 
  total of $120. 
  In the Defense section of his character sheet, 
  Dolin's player writes "+5 chain" next to "head" in 
  the armor column. He repeats this procedure for 
  each of Dolin's body parts. He then calculates the 
  total armor Dolin is wearing: 5+3+2+2+2+2 = 16. 
  Dolin's Strength plus Stamina equals 24, so he has 
  no problem wearing this much armor. 
  A chain hood has a maximum Alertness of 13. 
  Since Dolin's Alertness is only 10, the armor doesn't 
  hamper him. 
  A studded cuirass has a maximum Agility of 19. 
  With his Agility of 7, Dolin is well below the 
  maximum. The same applies to the leather boots 
  which have a maximum Agility of 22. 
  
  Chapter 7: Equipment 
  147 
  Player’s Primer 
  147 
  Dolin's leather gauntlets have a maximum 
  Dexterity of 22. Since Dolin's Dexterity of 14 is 
  under the maximum, he is unimpaired. 
  Shields
  Shields
  Shields
  Shields    
  Shields must be carried in one hand to do any 
  good. Your character's Dexterity plus the size of the 
  shield determines your Defense adjustment, as 
  shown on the Shields table. Locate your character's 
  adjusted Dexterity on the left column. The other 
  columns show the character's defense bonus for his 
  chest, shield arm, and other body parts. A 
  character's shield arm is the arm that the character 
  wears the shield on. A right-handed character 
  wears a shield on his left arm; a left-handed 
  character wears his shield on his right arm. Shields 
  help protect against most attacks, but they do not 
  help against falls and surprise attacks. 
  Shields have a Strength required to use them 
  properly. For every point of Strength you lack, 
  reduce the shield's size rating by 1. 
  Shields may be used as Brawling weapons with 
  a damage rating of 7. Spiked shields have a damage 
  of 10, but they cost double the list price. 
  A one-handed weapon may be used as a 
  makeshift shield. 
  Example: Dolin buys a +6 buckler for $30. It's 
  Strength required of 10 equals Dolin's Strength, so 
  there is no penalty. 
  Dolin's Dexterity is 14. His Dexterity plus the 
  shields's size is 14 + 6 = 20. Checking on the Shields 
  table, Dolin's player finds Dolin receives +2 Defense 
  to his chest, shield arm, and head. For Dolin's 
  Defense totals, see his character sheet on page 125. 
  Shields 
                           DEFENSE BOUNS
                           DEFENSE BOUNS
                           DEFENSE BOUNS
                           DEFENSE BOUNS    
    Dexterity               Left           Left
    Dexterity               Left           Left
    Dexterity               Left           Left
    Dexterity               Left           Left    
  + Shield Size  Chest Head  Arm  Arm  Leg  Leg
  + Shield Size  Chest Head  Arm  Arm  Leg  Leg
  + Shield Size  Chest Head  Arm  Arm  Leg  Leg
  + Shield Size  Chest Head  Arm  Arm  Leg  Leg    
       1-5          -    -    1    -    -    -  
       6-8          1    -    1    -    -    -  
       9-11         1    1    1    -    -    -  
      12-14         1    1    2    -    -    -  
      15-17         2    1    2    -    -    -  
      18-20         2    2    2    -    -    -  
       21           2    2    3    -    -    -  
       22           3    2    3    -    -    -  
       23           3    3    3    -    -    -  
       24           3    3    3    -    1    -  
       25           3    3    3    -    1    1  
       26           3    3    4    -    1    1  
       27           4    3    4    -    1    1  
       28           4    4    4    -    1    1 
       29           4    4    4    -    2    1  
       30           4    4    4    -    2    2  
       31           4    4    4    1    2    2  
       32           4    4    5    1    2    2 
       33           5    4    5    1    2    2  
       34           5    5    5    1    2    2 
       35           5    5    5    1    3    2 
       36           5    5    5    1    3    3 
       37+          5    5    5    2    3    3 
  Animals 
    $5 Cat/Dog 
   $25 Mule 
   $50 Hawk 
   $50 Horse 
  $500 Warhorse 
  Books 
  $100 Atlas 
  $100 Beastiary 
  $150 Catalog of Plants 
  $150 Genealogy of Kings 
  $100 Grimoire of Arcane Knowledge 
  $100 Handbook of Laws & Customs 
  $200 Manual of Poisons 
  $100 Tome of Legends 
  Clothing 
    $0 Rags (7 Charm) 
   $20 Common tunic & sandals (10 Charm) 
  $100 Well dressed (13 Charm) 
  $200 Finely dressed (16 Charm) 
  $300 Gentry clothing (19 Charm) 
  $400 Noble's garb (22 Charm) 
  $500 Royal raiment (25 Charm) 
  Containers 
    $0 Belt pouch 
   $50 Iron box 
    $5 Pack 
    $5 Quiver with 20 arrows/bolts 
    $2 Sack 
   $50 Scroll case, iron 
    $5 Scroll case, leather 
  
  Chapter 7: Equipment 
  148 
  Player’s Primer 
  148 
  Food & Lodging 
    $1 Drink (with refills) 
    $1 Meal, poor 
    $2 Meal, average 
    $5 Meal, good 
    $2 Rations, 1 day's 
    $2 Room per night 
    $1 Stable & grain for 1 day 
  $0.2 Communal sleeping per night 
    $2 Suite per night ($2 per room) 
   $25 Poverty conditions for 1 month 
  $100 Poor living conditions for 1 month 
  $200 Average living conditions for 1 month 
  $300+ Good living conditions for 1 month 
  Gear 
    $2 Bedroll 
  $100 Boat 
    $1 Bolt/Arrow, 10 
  $100 Iron Cage (7' x 4' x 4') 
    $1 Caltrops, 5 
    $1 Candles, 10 
    $5 Canvas (10' x 10') 
   $25 Cart 
  $100 Chariot 
   $10 Crowbar 
    $5 Flint & steel 
   $10 Grapnel 
   $30 Hourglass 
    $1 Iron spikes, 5 
   $20 Lantern 
   $75 Lock 
   $50 Lock pick 
    $5 Mess kit 
    $5 Mirror, small 
   $50 Musical instrument 
   $10 Net (10' x 10') 
    $5 Oil flask 
   $10 Parchment (10 pages), reed pen, ink 
   $25 Pick 
    $2 Rope, 10' 
   $10 Rope ladder, 10' 
   $25 Shovel 
    $1 Torch, 2 
   $50 Wagon 
   $10 Wax seal 
    $1 Water skin (holds 2 days water) 
  Medical Supplies 
    $1 Bandages, roll 
    $3 Compress 
  Building A Home (per 10' x 10' area) 
    $5 Straw or Mud 
   $10 Wood 
   $50 Brick or Stone 
  $100 Underground 
    x1 In the country 
    x2 In a town 
    x5 In a city 
   x10 In a castle 
  $500 1 square mile of land (wilderness) 
  $1,000 1 square mile of land (near town) 
  $2,000 1 square mile of land (near city) 
  Weapons 
  Brawling                 Damage Rating
  Brawling                 Damage Rating
  Brawling                 Damage Rating
  Brawling                 Damage Rating    
   $10 Dagger*                   9 
    $0 Club/Makeshift Weapon     8 
    $0 Large Club               11 
   
  Flexible                 Damage Rating
  Flexible                 Damage Rating
  Flexible                 Damage Rating
  Flexible                 Damage Rating    
   $10 Whip                      9 
   $20 Chain                    11 
   $30 Cat 'o Nine Tails        13 
   $40 Bullwhip                 15 
   $50 Ball & Chain             17 
   $60 Flail                    19 
   $70 Morning Star             21 
   $80 Spiked Flail             23 
   $90 Great Morning Star       25 
   
  Hafted 
  Hafted 
  Hafted 
  Hafted                   Damage Rating
                    Damage Rating
                    Damage Rating
                    Damage Rating    
   $10 Hammer*                   9 
   $20 Hatchet*                 11 
   $30 Hand Axe*                13 
   $40 Mace*                    15 
   $50 War Axe                  17 
   $60 Sledge Hammer            19 
   $70 Military Pick            21 
   $80 War Hammer               23 
   $90 Battle Axe               25 
   
  Pole Arm                 Damage Rating
  Pole Arm                 Damage Rating
  Pole Arm                 Damage Rating
  Pole Arm                 Damage Rating    
   $10 Quarterstaff              9 
   $20 Javelin*                 11 
   $30 Spear*                   13 
   $40 Spetum*                  15 
   $50 Trident*                 17 
   $60 Harpoon*                 19 
   $70 Pike                     21 
   $80 Halberd                  23 
   $90 Lance                    25 
   
  Sword                    Damage Rating
  Sword                    Damage Rating
  Sword                    Damage Rating
  Sword                    Damage Rating    
   $10 Cutlass                   9 
   $20 Short Sword              11 
   $30 Rapier                   13 
   $40 Scimitar                 15 
   $50 Long Sword               17 
   $60 Broad Sword              19 
   $70 Bastard Sword            21 
   $80 Flamberge                23 
   $90 Claymore                 25 
   
  Aim                 
  Aim                 
  Aim                 
  Aim                      Damage Rating
       Damage Rating
       Damage Rating
       Damage Rating    
   $10 Bola               not applicable 
   $30 Boomerang                13 
    $1 Dart                      7 
   $10 Firebomb           not applicable 
    $5 Throwing Star       7+1 per star 
   
  Bow                      Damage Rating
  Bow                      Damage Rating
  Bow                      Damage Rating
  Bow                      Damage Rating    
   $40 Short Bow                11 
   $80 Composite Bow            15 
  $180 Long Bow                 25 
   
  Crossbow                 Damage Rating
  Crossbow                 Damage Rating
  Crossbow                 Damage Rating
  Crossbow                 Damage Rating    
   $40 Hand Crossbow            11 
   $80 Light Crossbow           15 
  $120 Medium Crossbow          19 
  $180 Heavy Crossbow           25 
   
  * May be thrown one handed using the Aim 
  skill 
  Requires two hands. -1 column if used one-
  handed. 
  
  Chapter 7: Equipment 
  149 
  Player’s Primer 
  149 
  Armor 
  Shield           Size    Strength Req.
  Shield           Size    Strength Req.
  Shield           Size    Strength Req.
  Shield           Size    Strength Req.    
    $0 Makeshift     0          0 
   $10 Leather       2          4 
   $20 Wicker        4          7 
   $30 Buckler       6         10 
   $40 Kite          8         14 
   $50 Target       10         18 
   $60 Tower        12         22 
   
  Head Armor               Max Alertness
  Head Armor               Max Alertness
  Head Armor               Max Alertness
  Head Armor               Max Alertness    
   $10 +1 Padded helmet        25 
   $20 +2 Leather helmet       22 
   $30 +3 Studded skullcap     19 
   $40 +4 Ringmail helmet      16 
   $50 +5 Chain hood           13 
   $60 +6 Scale helmet         10 
   $70 +7 Plate helmet          7 
   
  Chest Armor               Max Agility
  Chest Armor               Max Agility
  Chest Armor               Max Agility
  Chest Armor               Max Agility    
   $10 +1 Padded coat          25 
   $20 +2 Leather cuirass      22 
   $30 +3 Studded cuirass      19 
   $40 +4 Ringmail cuirass     16 
   $50 +5 Chain shirt          13 
   $60 +6 Scale cuirass        10 
   $70 +7 Plate cuirass         7 
   
  Arm Armor                Max Dexterity
  Arm Armor                Max Dexterity
  Arm Armor                Max Dexterity
  Arm Armor                Max Dexterity    
   $10 +1 Padded gloves        25 
   $20 +2 Leather gloves       22 
   $30 +3 Studded gauntlets    19 
   $40 +4 Ringmail gauntlets   16 
   $50 +5 Chain mail gauntlets 13 
   $60 +6 Scale gauntlets      10 
   $70 +7 Plate gauntlets       7 
   
  Leg Armor                Max Agility
  Leg Armor                Max Agility
  Leg Armor                Max Agility
  Leg Armor                Max Agility    
   $10 +1 Padded shoes         25 
   $20 +2 Leather boots        22 
   $30 +3 Studded boots        19 
   $40 +4 Ringmail skirt       16 
   $50 +5 Chain mail skirt     13 
   $60 +6 Scale greaves        10 
   $70 +7 Plate greaves         7 
   
  
   
  150 
  Player’s Primer 
  150 
  Chapter 8 
  How to Play 
  Time & Distance 
  Ranges
  Ranges
  Ranges
  Ranges    
  Because the action of Legendary Lives occurs in 
  the imagination of the participants, and not on a 
  playing board, it is unnecessary to measure distance 
  in exact feet. The distance between characters, or 
  the size of a room, is set by the referee using one of 
  four range classifications: brawling, thrown, missile, 
  and "too far away." The referee is always the final 
  arbitrator in deciding ranges. 
  Brawling range means a character is close 
  enough to something to strike it with a brawling 
  weapon. Characters within five feet of each other 
  are within brawling range. 
  Characters are within thrown range if they are 
  outside brawling range but are close enough to hurl 
  an object at one another without obstruction. In a 
  football field, this would be about fifty feet, on a 
  crowded street it could be as little as twenty feet. 
  A character who is outside thrown range, but 
  who is still within bow shot, is at missile range. 
  Missile range extends to no more than 500 feet, or 
  less in obstructed areas. 
  Characters who are too far away may be within 
  sight, but they are too far away to interact with. 
  They may be on the horizon, or atop a castle tower. 
  The local area is the immediate region. It can 
  be a room, a forest clearing, or a stretch of open 
  field. It is always easy to interact with a character in 
  the local area. The local area normally extends no 
  further than thrown range. 
  Time
  Time
  Time
  Time    
  All role playing games take into account the 
  difference between "real" time and "game" time. 
  Actions that take place within the framework of an 
  adventure occur in game time, which is arbitrarily 
  set by the referee. The referee tells the players what 
  time of day it is, how long it takes to accomplish a 
  task, when a spell wears off, and so on. It may take 
  only a few minutes of real time to play out what 
  happens in a day of game time. These rules always 
  express time in game time. 
  Turns
  Turns
  Turns
  Turns    
  A turn is one complete cycle around the gaming 
  table. It represents just enough time for each 
  character present to perform a single action. 
  During a fight, a turn might represent a few 
  seconds-long enough for a character to swing a 
  sword or fire a bow. But during an overland march, 
  a turn could be as long as a day. It's up to the 
  referee to pace the game so that time doesn't go by 
  too fast (preventing the players from doing all they 
  would like) or too slowly (resulting in tedious 
  detail). 
  Starting with the player on his left, the referee 
  goes clockwise around the table, resolving each 
  player's action as he comes to her. The players 
  should sit around the table in order of their 
  characters' Quickness. The player with the highest 
  Quickness sits on the referee's left, and so on 
  around the table, with the player with the lowest 
  Quickness situated on the referee's right.  
  Once all the players have had a chance to act, 
  the referee explains what the foes are doing, if any 
  are present. Then he begins the next turn by 
  describing how the situation has changed or stayed 
  the same. 
  Special Cases
  Special Cases
  Special Cases
  Special Cases    
  As long as characters perform actions which 
  require about the same length of time, each player 
  
  Chapter 8: How to Play 
  151 
  Player’s Primer 
  151 
  receives one action per turn. If the characters are 
  doing things that require widely different times, a 
  turn is based upon the action that requires the 
  shortest time to complete. 
  Example: A draconian attacks Dolin and 
  Malajusta while they are exploring an underground 
  temple. Dolin fights the enemy, while Malajusta 
  attempts to pick the locked door at their back. Since 
  making an attack takes only a few seconds, and 
  picking a lock takes at least a minute, Dolin will 
  have to fight for several turns before Malajusta 
  finishes with the lock. Each turn the referee should 
  give her the opportunity to stop working on the 
  lock in order to help Dolin. 
  At times, only one character will act during a 
  turn. If one character is questioning a foe while the 
  others watch, the game will involve only the active 
  player until another character does something that 
  requires the referee's attention. 
  Occasionally, a character may be separated 
  from the party or unconscious. A player whose 
  character is not present or is incapacitated cannot 
  participate (in effect, he misses his turn). 
  Actions 
  There are three types of actions a character can 
  attempt: those that result in automatic success, 
  those that result in automatic failure, and those that 
  require a skill roll to resolve. The referee must 
  decide whether an action requires a skill roll. 
  Automatic success
  Automatic success
  Automatic success
  Automatic success    
  • 
  The character is performing a routine action 
  under normal conditions (walking, opening 
  an unbarred door, etc.).  
  • 
  Failure would have no substantial effect on 
  the game.  
  • 
  A die roll would cause more of a break in the 
  game than it is worth.  
  • 
  The character's success benefits the flow of 
  the adventure.  
  • 
  The character has succeeded at the task so 
  well once before that she never again has to 
  roll to do it. Example: A character who rolls 
  Awesome to read an archaic text would 
  never again have to roll to read that 
  particular book. She has already proven her 
  mastery of it. 
  Automatic Failure
  Automatic Failure
  Automatic Failure
  Automatic Failure    
  • 
  The action is impossible (such as an unaided 
  human jumping over a 100 foot wide 
  chasm).  
  • 
  The character has attempted the action 
  before and failed. 
  Using Skills 
  It's not always easy to tell if an action is an 
  automatic success or failure. Some actions could go 
  either way. To determine the outcome of such an 
  action, a skill roll must be made on the ART. 
  ART stands for Action Results Table. This is the 
  table that you will use whenever you play 
  Legendary Lives. It's so important that we've 
  printed it in the lower left corner of every character 
  sheet. 
  Frequently, players will be asked by the referee 
  to roll against one for their character's skills. The 
  skill will relate to the task at hand; for example, if 
  you are trying to arm wrestle an opponent, the 
  referee would ask you to make a "Strength Roll." 
  When making a skill roll, find the value of your 
  skill on the left hand side of the ART (the side that 
  ranges from 1 to 25). Roll percentile dice and read 
  across the chart to find the die range in which the 
  roll falls. The column you roll indicates the degree 
  of success or failure your character has achieved. A 
  roll can range from Catastrophic (a low roll) to 
  Awesome (a high roll). 
  Example: A player who has a character with a 
  Strength of 12 rolls 37. Finding 12 on the left hand 
  column of the ART, the player reads across that row 
  until he finds the range labeled "30-42." Since his 
  roll of 37 falls within this range, he looks at the top 
  of the column to discover he has made a "Poor" 
  Strength roll. 
  
  Chapter 8: How to Play 
  152 
  Player’s Primer 
  152 
   
  Action Results Table 
  Roll  Cata  Pathetic Feeble Inferior  Poor Passable  Good    Great Superior Awesome
  Roll  Cata  Pathetic Feeble Inferior  Poor Passable  Good    Great Superior Awesome
  Roll  Cata  Pathetic Feeble Inferior  Poor Passable  Good    Great Superior Awesome
  Roll  Cata  Pathetic Feeble Inferior  Poor Passable  Good    Great Superior Awesome    
   1    1-30   31-56   57-73   74-86   87-95   96-97     98      99     00      - 
   2    1-20   21-48   49-66   67-80   81-90   91-93   94-96   97-98    99      00 
   3    1-15   16-39   40-59   60-74   75-85   86-90   91-94   95-97   98-99    00 
   4    1-12   13-29   30-52   53-68   69-80   81-87   88-93   94-97   98-99    00 
   5    1-10   11-24   25-45   46-62   63-75   76-84   85-91   92-96   97-99    00 
   6    1-9    10-22   23-36   37-56   57-70   71-80   81-88   89-94   95-98   99-00 
   7    1-8     9-19   20-32   33-50   51-65   66-76   77-85   86-92   93-97   98-00 
   8    1-7     8-17   18-29   30-43   44-60   61-72   73-82   83-90   91-96   97-00 
   9    1-6     7-15   16-26   27-39   40-55   56-68   69-79   80-88   89-95   96-00 
  10    1-6     7-14   15-24   25-36   37-50   51-64   65-76   77-86   87-94   95-00 
  11    1-5     6-12   13-21   22-32   33-46   47-61   62-75   76-86   87-94   95-00 
  12    1-5     6-11   12-19   20-29   30-42   43-58   59-73   74-84   85-93   94-00 
  13    1-4     5-10   11-17   18-26   27-38   39-55   56-71   72-83   84-93   94-00 
  14    1-4     5-9    10-16   17-24   25-35   36-51   52-69   70-82   83-93   94-00 
  15    1-3     4-8     9-15   16-22   23-32   33-47   48-66   67-80   81-92   93-00 
  16    1-3     4-7     8-13   14-20   21-29   30-43   44-63   64-78   79-91   92-00 
  17    1-3     4-7     8-12   13-18   19-26   27-39   40-55   56-76   77-90   91-00 
  18    1-2     3-5     6-10   11-16   17-23   24-35   36-50   51-72   73-89   90-00 
  19    1-2     3-4     5-8     9-13   14-20   21-31   32-45   46-68   69-87   88-00 
  20     1      2-3     4-6     7-11   12-17   18-27   28-40   41-61   62-85   86-00 
  21     1       2      3-5     6-9    10-14   15-23   24-35   36-56   57-82   83-00 
  22     1       2      3-4     5-7     8-11   12-19   20-30   31-50   51-78   79-00 
  23     -       1      2-3     4-5     6-8     9-16   17-26   27-45   46-71   72-00 
  24     -       -       1      2-3     4-5     6-12   13-22   23-40   41-66   67-00 
  25     -       -       -       1       2      3-9    10-18   19-36   37-61   62-00 
      
  Assigning the Skill
  Assigning the Skill
  Assigning the Skill
  Assigning the Skill    
  The referee must decide which skill a player 
  rolls against. To help the referee, quite a few tasks 
  and the skills related to them are listed in Chapter 
  6: Skills. 
  The referee asks the player to roll against the 
  skill that seems most appropriate. Characters only 
  use base skills when there's no skill that covers 
  what they're attempting to do. The referee should 
  strive to be consistent and fair in his choice. He 
  shouldn't ask one player to make a Dexterity roll 
  and another to make an Unlock roll when both are 
  trying to accomplish the same thing. 
  A player never decides which skill he will use. 
  He may offer suggestions, but the final decision is 
  left up to the referee. 
  Describing the Results
  Describing the Results
  Describing the Results
  Describing the Results    
  The ten possible results listed on the ART are 
  guidelines. Part of the craft of being a referee is in 
  adapting the quality of a character's roll to actions 
  not specifically covered in the rules. Simply saying 
  an action is "great" or "feeble" is not enough. The 
  referee must describe what happens in terms of 
  physical events. 
  Example: Dolin wants to ride a horse. Since 
  Dolin has a low Ride skill (5), the referee requires 
  him to make a skill roll. He rolls a 14, indicating a 
  Pathetic result. The referee does not tell him: "Since 
  you rolled Pathetic, you can't ride the horse." 
  Instead she says: "You make a mighty leap, but 
  you're just a little too short to mount the horse. You 
  manage to grab a few hairs from the mane before 
  tumbling to the ground." 
  Not all referees will make the same judgement 
  call in the same situation. Faced with the above 
  example, a different referee might have declared 
  that Dolin's foot was stuck in the stirrup or that the 
  horse shied away from him at the last instant. There 
  is no "right" answer. However, the referee should 
  strive to be consistent and fair. If a player makes a 
  Poor roll, the referee would be unjustified in having 
  complete disaster befall him. As a rule, disaster only 
  happens on a Catastrophic roll, while an Awesome 
  roll brings about unexpected benefits. 
  
  Chapter 8: How to Play 
  153 
  Player’s Primer 
  153 
  By interpreting the degree of success and 
  failure, the referee controls the tone of the game. He 
  may make the game as comical or serious as he 
  likes. His individual creativity is at work here, so he 
  should let his imagination flavor the game 
  according to his own views of what is appropriate 
  and fun. 
  In many situations, a player will suggest an 
  interpretation for the referee. If it's acceptable, the 
  referee should let it stand! This takes the burden off 
  the referee and gives the players a strong sense of 
  participation. Their contribution can only enrich the 
  story, making it more enjoyable for everyone. 
  Example of Play
  Example of Play
  Example of Play
  Example of Play    
  Here's an example of how the ART might be 
  interpreted for a common undertaking. Malajusta is 
  trying to get information from a bartender. The 
  referee asks her to roll her Interrogate skill. 
  Depending on what Malajusta rolls, the following 
  results might occur: 
   
  Awesome: 
  Proving 
  to 
  be 
  a 
  storehouse 
  of 
  information, the bartender answers all of 
  Malajusta's questions, plus gives her helpful, 
  detailed information that surprises even 
  Malajusta. 
  Superior: The bartender answers all of Malajusta's 
  questions, plus gives her additional unsolicited 
  advice of moderate value. 
  Great: The bartender answers all of Malajusta's 
  questions to the best of his ability. 
  Good: The bartender answers most of Malajusta's 
  questions, but forgets an important detail. 
  Passable: 
  The 
  bartender 
  answers 
  most 
  of 
  Malajusta's questions, but without many 
  specifics. The bartender obviously doesn't care 
  much for talking to Malajusta. 
  Poor: The bartender answers a few of Malajusta's 
  questions, but cuts off the conversation early 
  before 
  answering 
  the 
  most 
  important 
  questions. 
  Inferior: The bartender replies with only a few 
  words, and is virtually no assistance. Some of 
  his 
  answers 
  might 
  be 
  misinformed 
  or 
  misleading. 
  Feeble: The bartender refuses to speak to 
  Malajusta. 
  Pathetic: The bartender lies to Malajusta, giving 
  her 
  false 
  information 
  that 
  could 
  cause 
  Malajusta harm in the future. 
  Catastrophic: For some reason, the bartender 
  hates Malajusta's intrusion. He might even 
  attack her! 
  The One Roll Rule
  The One Roll Rule
  The One Roll Rule
  The One Roll Rule    
  A player is allowed one roll to accomplish an 
  action. If she fails the first time, the task is beyond 
  her abilities. If she tries to repeat the action, she will 
  automatically fail. She must wait until the next 
  adventure before receiving another chance to 
  succeed. 
  For instance, picking a lock requires a 
  successful Unlock roll. If the roll is failed, the 
  character cannot open that lock no matter how hard 
  she tries. However, she could still attempt to pick 
  other locks. 
  Likewise, if a character succeeds at a task by a 
  wide margin, she should never again have to roll to 
  do it. So if Malajusta rolls Awesome to pick a lock, 
  she would never again need to roll to pick that 
  particular lock. She has already proven her mastery 
  of it. 
  By the same token, a player should only have to 
  make one roll to avoid something unpleasant. A 
  player who has made her roll to resist a foe's spell 
  should not have to roll again to withstand that same 
  power should the foe attempt it again. 
  The only exceptions to the One Roll Rule are 
  combat actions. A character may attempt to strike a 
  foe repeatedly. Each attack is considered a separate 
  action. 
  Many 
  situations 
  allow 
  a 
  character 
  to 
  accomplish the same task using different skills. If a 
  character can't pick a lock, she could try using her 
  Strength to break it. Players should be encouraged 
  to attempt a variety of tactics. 
  Roll Required 
  The roll required (RR) is the absolute lowest 
  roll needed to succeed at a specific task. Most 
  actions have an RR of Passable. Difficult tasks have 
  greater RRs (such as Good or Superior), while 
  easier tasks have lower RRs. Any roll equal to or 
  
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  Player’s Primer 
  154 
  greater than the roll required results in success. 
  Any roll below the roll required will fail. 
  When setting an RR, the referee considers how 
  difficult the task is compared to a Passable task. For 
  instance, if juggling two balls requires a Passable 
  Dexterity roll, juggling six balls might require a 
  Superior roll. The referee should consider any 
  unique circumstances. Juggling three balls in a 
  strong wind might require a Good roll, while a 
  professional juggler might need only an Inferior 
  roll. 
  The referee doesn't have to tell the players the 
  roll required for a task, but it will help to keep her 
  honest. At the very least, she should warn the 
  players when they are undertaking something she 
  consider especially difficult. In such cases, she 
  should allow the players a chance to change their 
  minds before attempting the action. 
  Example: Fleeing from a troll, Malajusta races 
  to the edge of a chasm. It's 25 feet to the other side, 
  over a fifty foot precipice. Malajusta backs up for a 
  running start with the intention of jumping. 
  Before she leaps, the referee warns her that 
  Malajusta will need a Superior Jump to get across 
  the chasm. Malajusta reconsiders her leap at the last 
  moment and skids to a stop. Wisely, she chooses to 
  find a narrower place to make her jump. 
  Example: Malajusta wishes to tame a hound. 
  The referee decides she needs to make a Good roll 
  on her Tame skill to gain the hound's trust. 
  Malajusta's Tame skill is 11. She finds 11 on the left 
  hand side of the ART and rolls percentile dice, 
  getting a 78. By cross-referencing 78 on the ART, 
  she finds out that her result is Great. Malajusta 
  successfully tames the hound. 
  Example: During an adventure, Malajusta 
  attempts to scale a tower. The referee decides she 
  needs a Passable Climb roll to make it to the top. 
  Malajusta's Climb skill is 9, and she rolls 26 on her 
  percentile dice. Looking up her roll on the ART, she 
  finds she has failed with a Feeble result. 
  Example: Dolin challenges Grimlock, a hob foe, 
  to an arm wrestling competition. To win, Dolin must 
  roll his Strength versus Grimlock's. Since Grimlock 
  has a Great Strength, Dolin must roll over Great to 
  win. Dolin has a Strength of 10. By rolling 90, he 
  achieves a Superior roll, and barely defeats 
  Grimlock. 
  Assigning The RR
  Assigning The RR
  Assigning The RR
  Assigning The RR    
  To help the referee, here are some guidelines 
  for setting the roll required: 
  Catastrophic: The action is so routine that it is 
  automatically successful. There is no reason for 
  the player to make a skill roll. Example: 
  Walking up a flight of stairs. 
  Pathetic: The action is almost automatic, but the 
  referee feels there is small chance of failure. 
  Example: Walking up stairs with one bootlace 
  untied. 
  Feeble: The action requires only nominal ability to 
  accomplish. Example: Walking up stairs while 
  carrying an arm load of potions. 
  Inferior: The action is very easy. Example: Walking 
  up stairs with a sprained ankle. 
  Poor: The action is easy. Example: Walking up a 
  flight of rickety stairs. 
  Passable: The action is moderate. This is the 
  default for all actions. Example: Walking up a 
  flight of icy stairs. 
  Good: The action is fairly difficult. Example: 
  Walking up a flight of icy stairs without a 
  banister. 
  Great: The action is difficult. Example: Walking up 
  a narrow flight of icy stairs. 
  Superior: The action is very difficult. Example: 
  Walking up stairs with a broken leg. 
  Awesome: The action is almost impossible. 
  Example: Ascending a flight of burning stairs, 
  covered in oil, with your legs tied together and 
  no banister available. 
  Inhuman: The action is impossible. There is no 
  reason for the character to make a skill roll. He 
  has no chance of success. Example: An 
  unconscious person walking up a flight of 
  stairs. 
  Interpreting the Result
  Interpreting the Result
  Interpreting the Result
  Interpreting the Result    
  How well a player rolls determines the degree 
  of success or failure. The following guidelines are 
  designed to help the referee decide what happens. 
   
  4 columns over the RR (Awesome): The character 
  succeeds with outrageous excess. Not only did 
  he accomplish everything he wanted, he looked 
  good doing it and gained an unexpected benefit 
  in the process! Frequently, the character has 
  
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  Player’s Primer 
  155 
  acted so quickly that he should be allowed a 
  second action in the same turn. 
  3 columns over the RR (Superior): The character 
  succeeds without difficulty, making the action 
  look easy. He also gains a small, unexpected 
  advantage. 
  2 columns over the RR (Great): The character 
  succeeds completely. Nothing fancy, just solid 
  success. 
  1 column over the RR (Good): The character cannot 
  do all he wanted. There is some small part left 
  undone. This is more of a nuisance than 
  anything else. 
  0 
  columns 
  over 
  the 
  RR 
  (Passable): 
  With 
  considerable difficulty, the character finishes 
  most of what he attempted, but there is much 
  left undone. Frequently, a Passable success 
  results in a complication that will require 
  another skill roll to overcome. 
  1 column under the RR (Poor): The character fails 
  more than he succeeds. Most of what he tried 
  to do is not finished. 
  2 columns under the RR (Inferior): The action is 
  25% accomplished. The character only did a 
  small fraction of what he wanted. 
  3 columns under the RR (Feeble): 100% failure. The 
  character failed completely, and looked foolish 
  in the process. 
  4 columns under the RR (Pathetic): Not only did the 
  character fail, he caused some additional, 
  embarrassing complication which must be 
  resolved. 
  5 columns under the RR (Catastrophic): A 
  spectacular blunder. The character's screw up 
  causes significant problems, possibly even 
  physical harm. A second roll must be made 
  immediately to avoid the mishap. 
  Skill Shorthand 
  Throughout this manual, we use a shorthand 
  method for noting the possible results of a skill roll. 
  Skill shorthand looks like this: (X vs Y) where X and 
  Y equal columns on the ART. 
  Starting with X on the ART, count the number 
  of columns to the right to Y. Be sure to include both 
  X and Y in your count. This is the result of the roll. If 
  Y appears to the left of X on the ART, the result is 0. 
  This will become easier to understand with a 
  few examples: 
  Example: During a struggle, Dolin's pouch 
  bursts open and his bronze coins spill onto the 
  floor. Now the fight is over and he wants to recover 
  his coins. The referee decides that Dolin will find 
  (Passable vs. Search) coins. Dolin has a Search skill 
  of 10 and rolls an 82, for a Great result. Starting 
  with the Passable column, the referee counts the 
  number of columns to the right until he reaches 
  Great. This equals 3, so Dolin recovers 3 coins.  
  If Dolin had rolled 27 (Inferior) he would not 
  have found any coins at all. 
  Example: Malajusta has swallowed a strange 
  concoction. The referee informs her that she will fall 
  unconscious for (Stamina vs Poor) x 2 hours. 
  Malajusta's Stamina is 6 and she rolls a 19 
  (Pathetic). Starting with Pathetic, she counts to the 
  right until she reaches Poor. She counts 4 columns, 
  and since 4 x 2 is 8, Malajusta is unconscious for 8 
  hours. 
  If Malajusta had rolled Passable or better she 
  would have resisted the concoction and not fallen 
  unconscious at all. 
  Example: A hob with a Strength of Great 
  grapples Dolin, pinning him for (Strength vs Great) 
  turns. Dolin has a Strength of 10, but only manages 
  to roll 53, a Passable result. Since the number of 
  columns from Passable to Great is 3, Dolin will be 
  pinned for three turns.  
  Adjusting The ART 
  There are two ways to modify the ART: Column 
  Shifts and Skill Adjustments. The die roll itself is 
  never modified. 
  Column Sh
  Column Sh
  Column Sh
  Column Shifts
  ifts
  ifts
  ifts    
  Sometimes your character will receive an 
  adjustment to the column you roll. If you roll your 
  character's Strength at +1 column, and you make a 
  Good roll, the roll is adjusted one column to the 
  right, making the result Great. 
  A positive column shift means to move to the 
  column on the right. A negative adjustment means 
  to move to the column on the left. 
  
  Chapter 8: How to Play 
  156 
  Player’s Primer 
  156 
  The referee should be free with her column 
  shifts. If she thinks a plan will work, she should give 
  a column bonus, or else make the RR easier. If she 
  thinks it's hopeless, she should give a column 
  penalty, or make the RR higher. The point is, the 
  players should feel that by using their wits they can 
  augment 
  their 
  chances 
  of 
  success, 
  while 
  thoughtlessness will increase their chances of 
  failure. 
  The referee should always tell the player the 
  column shift before the roll is made. As a rule, the 
  player must apply the shift to his roll before telling 
  the referee the result. A column shift cannot 
  increase a roll beyond Awesome, nor below 
  Catastrophic. 
  Example: Dolin comes upon the hound that 
  Malajusta tamed earlier. He happens to have some 
  dried meat which he hopes will help him tame the 
  hound. Like Malajusta, he must roll Good to achieve 
  his goal. His doggie treats give him a +1 bonus. He 
  makes a Poor Tame roll, and though the +1 column 
  increases the roll to Passable, it still isn't good 
  enough to tame the mastiff. 
  Skill Adjustments
  Skill Adjustments
  Skill Adjustments
  Skill Adjustments    
  Skill adjustments are added or subtracted from 
  your character's skill before making a roll. Skill 
  adjustments cannot increase a skill above 25 or 
  below one. 
  Skill 
  adjustments 
  are 
  written 
  with 
  the 
  adjustment appearing before the skill. A leather 
  jacket that grants (+2 Defense) would increase the 
  Defense of the character who wore it by 2 points. 
  Most skill adjustments are specified in these 
  rules. A referee will almost never grant a skill 
  adjustment (they should bestow column shifts 
  instead). 
  Special Skill Rolls 
  Cooperative Rolls
  Cooperative Rolls
  Cooperative Rolls
  Cooperative Rolls    
  When two or more characters are trying to 
  accomplish the same task simultaneously, the 
  players make separate skill rolls. The highest roll is 
  used as the result, unless either player rolls a 
  Catastrophic. If this happens, the task cannot be 
  successfully completed due to some sort of mishap, 
  bad luck, or incompetence. 
  Increase the high roll by +1 column if the other 
  player rolls Good or better. Decrease the high roll 
  by -1 column if the other player rolls Inferior or 
  worse. 
  The maximum number of characters who can 
  combine their efforts must be set by the referee, 
  following the rules of common sense. For example, 
  two characters can batter down a locked door, but 
  only one character at a time can pick a lock. 
  Example: Malajusta is helping Dolin to weave a 
  net for catching fish. Since neither is particularly 
  skilled at weaving, the referee sets their RR at Good 
  versus Dexterity. Malajusta makes an Inferior roll, 
  while Dolin rolls Passable. Dolin's Passable weaving 
  is dragged down to Poor because of his inept 
  companion. Instead of a net, they end up with a dish 
  towel. 
  Competitive Rolls
  Competitive Rolls
  Competitive Rolls
  Competitive Rolls    
  When a character pits himself against another 
  character, each player makes the appropriate skill 
  roll. The character with the higher result achieves 
  his goal. If a tie occurs, the character with the 
  highest skill wins. If both skills are identical, the 
  result is a tie. 
  Both characters do not always roll against the 
  same skill. A character seducing someone would 
  roll his Charm, while the character being seduced 
  would roll her Will to resist. 
  A player should not be forced to obey another 
  character because of a skill roll. The referee simply 
  tells the affected player what his character thinks or 
  feels. The player still has final control over his 
  character. If he doesn't consider his "feelings," the 
  referee may wish to penalize him for playing out of 
  character by giving him no inspiration points at the 
  end of the adventure. 
  Example: Dolin challenges Malajusta to a foot 
  race. Both have a Run skill of 7, and they tie with 
  identical Great rolls. There is no winner. The race 
  must be run again. 
  Example: Dolin's most prized possession, an 
  engraving of his great-grandfather, is missing! He is 
  positive that Malajusta stole it. He makes his 
  accusation, and threatens to bop her a good one if 
  she doesn't cough it up. Malajusta lies to cover her 
  theft.  
  
  Chapter 8: How to Play 
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  Player’s Primer 
  157 
  Malajusta rolls Passable on her Lie, while Dolin 
  makes a Feeble Empathy roll to detect the lie. 
  Dolin's Feeble roll serves to increase Malajusta's 
  roll by 3 columns, to Superior. Dolin's player still 
  suspects that Malajusta stole the watch, but Dolin 
  firmly believes Malajusta's denials. 
  Hidden Rolls
  Hidden Rolls
  Hidden Rolls
  Hidden Rolls    
  Sometimes, a situation requires the referee to 
  make a roll against a character's skill without the 
  player knowing the true result. This happens when 
  the referee doesn't want a player to know that his 
  character has failed. 
  Hidden rolls are the exception. In most cases, 
  the players should be allowed to make their own 
  rolls. 
  Example: Dolin searches a room for a secret 
  door. Though the referee knows there is no door, he 
  makes a hidden roll against Dolin's Search. Rolling 
  Catastrophic, the referee tells Dolin that he's certain 
  there's a secret door. He can even see a faint outline, 
  but he just can't find the means to open it. 
  Inspiration Points 
  Whenever you roll a Catastrophic or Awesome 
  result on a roll the referee asked you to make, put a 
  check mark (in pencil) next to the skill you rolled 
  against. Check marks indicate that your character 
  has the possibility of learning from his mistake or 
  outstanding success. For this reason, they are called 
  inspiration points. 
  You may gain only one inspiration point per 
  skill per adventure. If you roll another Catastrophic 
  or Awesome against a skill that already has a check, 
  you do not gain a second check. 
  You only gain inspiration points for rolls the 
  referee asked you to make. In addition, you only 
  receive 
  inspiration 
  points 
  for 
  unadjusted 
  Catastrophic or Awesome rolls. In other words, a 
  character with a +1 column bonus who rolls 
  Superior, giving him an Awesome result, does not 
  receive an inspiration point. 
  If you gain an inspiration point while using a 
  weapon, you place the check next to the skill for 
  that weapon type. If you make an Awesome attack 
  with a spear, you would gain a check next to your 
  Pole Arm skill. 
  If you gain an inspiration point on a Defense 
  roll, place the check next to the body location you 
  were rolling for. If you made a Catastrophic head 
  Defense roll, you would gain a check next to your 
  head Defense. 
  If you gain an inspiration point while casting a 
  spell, you place the check next to the spell you were 
  casting. 
  If you gain an inspiration point while using the 
  Devotion skill, you place the check next to Devotion. 
  Increasing Skills
  Increasing Skills
  Increasing Skills
  Increasing Skills    
  At the end of an adventure, roll to increase 
  those skills with check marks next to them. If you 
  roll Awesome to Passable, there is no improvement. 
  The check mark is erased without changing your 
  skill. "Success" in this case means the inspiration 
  was something the character already knew. 
  If you roll Poor to Catastrophic, you still erase 
  the check mark, but you also get to increase the skill 
  by one point. Rolling to increase a skill is the only 
  time a "failure" is good for your character. This way, 
  a character with a low skill has a greater chance of 
  increasing his skills. It's harder for someone who is 
  good at something to improve. It's easy to pick up 
  the basics of a skill, but it takes time to master the 
  finer points. 
  When rolling to improve skills, Awesome and 
  Catastrophic rolls do not give you additional 
  inspiration points. 
  After your character is created, Defense is 
  totally separate from Agility and Stamina and is not 
  affected by increases to those skills. 
  Bonus Points
  Bonus Points
  Bonus Points
  Bonus Points    
  Legendary Lives' advancement system is self 
  regulating. If the players seem to advance too 
  quickly, it probably means the referee is asking 
  them to make too many skill rolls. Instead of having 
  them roll for everything, he should make some of 
  their actions automatically successful. As a general 
  rule, each character should go up in one to five skills 
  per gaming session. 
  The referee should award bonus inspiration 
  points at the end of an adventure. For each bonus 
  point he receives, a player may make an additional 
  
  Chapter 8: How to Play 
  158 
  Player’s Primer 
  158 
  roll to increase a skill. It doesn't matter whether the 
  rolls are made against a single skill or divided 
  between different skills-a player can even use the 
  bonus points on a skill which has already been 
  increased due to an inspiration point. 
  As a rule of thumb, the referee should never 
  give out more than three bonus points for an 
  adventure-and then only if the players did well and 
  justly deserve to be rewarded. It's easiest to give all 
  players the same number of bonus points based on 
  their role playing as a group, not as individuals. This 
  thwarts the possibility of bitterness and encourages 
  cooperation. However, a player who is highly 
  uncooperative should receive no bonus points at all. 
  In this case, the referee must explain her decision to 
  him after the game. This will help him to 
  understand how he can earn bonus points next 
  time. 
  Example: At the end of an adventure, Dolin has 
  an inspiration point next to Medical and an 
  inspiration point next to Dodge. The referee gives 
  Dolin two bonus inspiration points. 
  First his player rolls to increase Dolin's Medical 
  skill. He makes an Awesome roll, so he does not 
  increase this skill (nor does he gain a new inspiration 
  point). He erases the check mark next to Medical. 
  Next, he rolls to increase his Dodge. He rolls Feeble, so 
  he erases the inspiration point and increases his 
  Dodge from 3 to 4. 
  Dolin's player uses his first bonus point to try to 
  increase Dolin's Strength. He rolls Poor on his 
  Strength, and so he increases his Strength from 10 to 
  11. He uses the second bonus point to try to raise his 
  Medical skill. He rolls Inferior, which allows him to 
  increase him Medical from 13 to 14. 
  Gaining Spell Skills
  Gaining Spell Skills
  Gaining Spell Skills
  Gaining Spell Skills    
  All characters begin the game with many, if not 
  all, of their spells at zero. A spell which is at zero 
  cannot be increased in the normal fashion. Instead, 
  a player must expend five bonus points to increase 
  a spell to half the base skill listed above it on the 
  character sheet (rounded down). The five points 
  may be accumulated from different adventures, but 
  must be spent all at the same time. There is no roll 
  to raise the skill. 
  Once a spell has been increased above zero, it is 
  raised in the same way as any other skill. 
  Example: Dolin has a Conjure of 0. At the end of 
  an adventure, he gains three bonus points. He applies 
  two of them to Conjure, recording them as a pair of 
  check marks on his character sheet. After his next 
  adventure, he gains three more bonus points. He 
  applies all of them to Conjure, giving him a total of 
  five points on Conjure. His Conjure skill is 
  immediately raised from 0 to 8, which is equal to half 
  his Mechanical skill of 16. 
  Re
  Re
  Re
  Re----Using A Character
  Using A Character
  Using A Character
  Using A Character    
  Over the course of several adventures, a 
  successful character's abilities will increase, making 
  the character more powerful. At the same time, the 
  referee must develop greater challenges for the 
  character to face. 
  A character who survives an adventure does 
  not have to be used again. Unless the same 
  character is necessary to connect interrelated 
  adventures, the referee should allow players the 
  option of creating new characters. Some people 
  even create stables of characters, and run a 
  different one in every adventure. While it can be fun 
  to play different roles, it doesn't allow the 
  characters much chance to improve. Nor does it 
  allow for their personalities to develop fully. 
  If you become dissatisfied with a character, 
  work at making him into the kind of character you 
  want. Don't abandon him, or else you may find your 
  gaming life littered with a trail of half formed 
  characters. 
  Although players are encouraged to reuse their 
  characters, this is not always possible. It'd be hard 
  for you to participate if the referee's running an 
  adventure that takes place 100 years before your 
  character was born! Likewise, your character may 
  not fit the plot of a certain adventure. If the 
  adventure concerns a group of elves escorting a 
  fairy princess to a magical festival, the referee may 
  decide a goblin is inappropriate for the party. The 
  referee should also prohibit characters that are too 
  powerful for the adventure, or those that are 
  significantly 
  more 
  powerful 
  than 
  the 
  other 
  characters. 
  Taking Damage 
  During an adventure, your character will be 
  exposed to frequent danger. Things that could 
  
  Chapter 8: How to Play 
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  Player’s Primer 
  159 
  possibly injure your character are given a damage 
  rating from Catastrophic to Awesome, with 
  Awesome being the greatest possible rating. It 
  doesn't matter what the source of the danger is. It 
  could be falling into a pit, or it might be an attack 
  from a monster. 
  Determining how badly your character is hurt 
  requires a number of steps. Foes do not take 
  damage in the same fashion as player characters. 
  The referee should consult Chapter 11: Foes for 
  more information on injuring foes. 
  • 
  The referee rolls a random hit location on 
  the Hit Location table. He tells the player to 
  roll his Defense for the location.  
  • 
  The player rolls his defense and tells the 
  referee the result.  
  • 
  The character takes (Defense vs Damage) 
  points of damage to the body part that was 
  targeted. If the Defense roll is greater than 
  the damage roll, then the character takes no 
  damage at all. Points of damage are 
  immediately converted to one of four levels 
  of injury, as shown on the Wounds table. If 
  the wound level is heavy the character loses 
  his next turn. On a critical wound, the 
  character is incapacitated. 
  Example: Dolin is fighting a warrior who does 
  Passable damage. The warrior attacks Dolin. The 
  referee rolls for the hit location and gets a 3; the 
  warrior strikes at Dolin's left arm. Dolin rolls his left 
  arm Defense and gets an Inferior result. Since this is 3 
  columns to the left of Passable, He takes 3 points of 
  damage to his left arm, which equals a medium 
  wound. 
  Recording Wounds
  Recording Wounds
  Recording Wounds
  Recording Wounds    
  The Defense section on your character sheet 
  includes a list of wound levels for each body part. 
  Use it to keep track of how much damage your 
  character takes. As your character is wounded, 
  circle the appropriate wound next to the injured 
  body part. If the wound level is already circled, 
  circle the next highest unmarked wound level. 
  After combat, the Medical skill may be used to 
  tend wounds (see Chapter 6: Skills). 
  Example: Malajusta takes a medium wound to 
  her head. Her player circles the M next to "Head." 
  Later, a goblin sneaks up behind her and beans her 
  with a club, delivering a heavy wound to her head. 
  Her player circles the H next to "Head." During the 
  fight, she takes another medium wound to her head. 
  Since the M and H are already circled, Malajusta 
  must increase the wound to the next highest 
  unmarked level, which is C. The medium wound is 
  increased to critical. 
  Critical Wounds
  Critical Wounds
  Critical Wounds
  Critical Wounds    
  A character who reaches "critical" wound level 
  is incapacitated until the wound is healed. An 
  incapacitated character falls down and cannot move 
  at more than a crawl. He can talk, but he cannot 
  perform any action requiring the use of a skill or 
  spell. A character who is incapacitated can be 
  dispatched by anyone in just one round. 
  In addition, the character immediately loses a 
  point from one group of skills as determined by the 
  Critical Wounds table. The skill loss is permanent, 
  and cannot be regained through healing. Critical 
  wounds can reduce skills to a minimum of one; 
  spells to zero. 
  You may wonder why the Critical Wounds 
  table allows for some strange combinations, such as 
  a critical leg injury that causes a reduction in a 
  character's Intelligence. This is to prevent any one 
  skill from being reduced too quickly. If every critical 
  leg wound caused a loss of Agility, a character's 
  Agility would quickly plummet. 
  Example: Dolin takes a critical wound to his 
  head and immediately collapses. His player consults 
  the Critical Wounds table and rolls d100. Getting a 
  63, he determines Dolin suffers slight amnesia, 
  causing him to lose one point from his Knowledge 
  skills. Dolin's Knowledge, Languages and Legends 
  drop from 15 to 14. His Customs, Poisons and 
  Theology go from 7 to 6. His Air Mastery, Morph, and 
  Transform spells remain at zero. Dolin's player 
  makes these changes immediately to his character 
  sheet. Now that he is incapacitated, Dolin is 
  completely at the mercy of his enemies. They tie him 
  up and take him prisoner. 
  Death
  Death
  Death
  Death    
  A dead character is gone. You may not reuse 
  him. There is much sorrow at seeing an adventurer 
  die, but don't think of it as losing a character. Think 
  
  Chapter 8: How to Play 
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  Player’s Primer 
  160 
  of it as an opportunity to create a new and different 
  character! 
  Playing a variety of races and types will help 
  you diversify your characters and make them 
  distinct from each other. Seeing the game through 
  the eyes of a spell user is much different than 
  playing a non-spell user. 
  If your character dies during an adventure, the 
  referee should let you roll up a new persona and 
  reenter the game as soon as he is able to work in 
  your character. 
  Natural Healing
  Natural Healing
  Natural Healing
  Natural Healing    
  Natural healing is a slow process. At the end of 
  every two days of complete rest, a player may 
  reduce one wound by one level. 
  It is assumed that between adventures, a 
  character spends time recuperating from any 
  injuries he has taken. All damage is erased from the 
  character sheet. Skill penalties due to critical 
  wounds 
  are 
  not 
  recovered 
  except 
  through 
  inspiration points, as explained earlier in this 
  chapter. 
  Hit Location 
  d6    Location
  d6    Location
  d6    Location
  d6    Location    
  1     Head 
  2     Chest 
  3     Left Arm 
  4     Right Arm 
  5     Left Leg 
  6     Right Leg 
  Wounds 
  Damage  Level     Effects
  Damage  Level     Effects
  Damage  Level     Effects
  Damage  Level     Effects    
  1-2     Light     A mere scratch or bruise. 
  3-4     Medium    A deep cut. 
   5      Heavy     A severe injury. The  
                    Character loses his next  
                    turn as he recovers. 
  6+      Critical  The character is 
                    incapacitated and suffers a 
                    permanent skill loss as 
                    shown on the Critical 
                    Wounds table. 
  Critical Wounds 
  d100    Penalty
  d100    Penalty
  d100    Penalty
  d100    Penalty    
  01-08   -1 Agility and all related skills. 
  09-15   -1 Alertness and all related skills. 
  16-23   -1 Charm and all related skills. 
  24-31   -1 Cunning and all related skills. 
  32-38   -1 Defense on body part hit. 
  39-46   -1 Dexterity and all related skills. 
  47-54   -1 Fate and all related skills. 
  55-62   -1 Intelligence and related skills. 
  63-69   -1 Knowledge and all related skills. 
  70-77   -1 Mechanical and all related skills. 
  78-85   -1 Nature and all related skills. 
  86-92   -1 Stamina and all related skills. 
  93-00   -1 Strength and all related skills. 
  Combat 
  Characters can only attack opponents who are 
  in range. A character using a brawling weapon can 
  only strike at foes within brawling range; those 
  with thrown weapons can attack foes within 
  thrown range; and those with missile weapons can 
  attack foes at missile or thrown range. A character 
  coming within brawling range of a foe must deal 
  with that foe if it blocks or attacks him. 
  Player Attacking
  Player Attacking
  Player Attacking
  Player Attacking    
  The weapons in Chapter 7: Equipment are 
  given damage ratings. For example, a rapier has a 
  13 damage. When attacking, a player rolls either his 
  weapon's damage rating or his character's skill, 
  whichever is lower. So a character with a 15 Sword 
  skill who was using a rapier would roll against 13. 
  The player's attack roll equals the damage he 
  inflicts on the target. 
  A foe does not roll to determine his damage. 
  Instead, the player must roll his Defense to avoid 
  being hurt. Foes automatically inflict a set amount 
  of damage each attack. For instance, a goblin might 
  do Poor damage, while a giant would do Great 
  damage. See Chapter 11: Foes for information on 
  how to record damage to foes. 
  Example: Malajusta swings her claymore at 
  Dolin. A claymore has a damage rating of 25, but 
  Malajusta's Sword skill is only 13, so she rolls 
  versus the 13. She gets a Poor roll, which means she 
  does Poor damage to Dolin. 
  
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  Player’s Primer 
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  Because Dolin is a player character, Malajusta 
  must roll a hit location. She rolls a 3, indicating she 
  struck at Dolin's left arm. 
  Dolin rolls his left arm Defense and gets a Poor 
  roll. Since (Poor vs Poor) = 1, Dolin takes a light 
  wound to his left arm. 
  Example: Dolin is attacked by a specter. The 
  specter has a damage rating of Passable. The referee 
  rolls for the hit location and gets a 1, a head attack. 
  If Dolin rolls Passable or less on his head Defense, 
  he will be injured. Dolin rolls a Pathetic result, 
  which is five columns under Passable. Dolin takes 
  five points of damage, which equals a heavy wound 
  to his head. 
  Catastrop
  Catastrop
  Catastrop
  Catastrophic Attacks
  hic Attacks
  hic Attacks
  hic Attacks    
  If a player rolls Catastrophic on his attack, he 
  must roll Passable on Dexterity or else drop his 
  weapon. If his Dexterity roll is also Catastrophic, his 
  weapon breaks. 
  A character who uses a missile on a foe who is 
  adjacent to a friend will hit his friend on a 
  Catastrophic or Pathetic attack. The friend takes 
  Passable damage to a random location. 
  Combat Modifiers
  Combat Modifiers
  Combat Modifiers
  Combat Modifiers    
  Your players' tactics will have an effect on how 
  well they fight. Foolish maneuvers should result in a 
  -1 column penalty, while imaginative attacks should 
  be given a +1 column bonus. Here are some 
  suggestions: 
  +1 column when attacking a prone foe. 
  +1 column if attacking an unsuspecting foe. 
  -1 column when attacking while prone. 
  -2 columns if attacking foe you can't see. 
  -1 column if targeting a specific body part. 
  +1 column if taking 1 complete action to aim. 
  Unconscious foes are automatically dispatched 
  by a player with a weapon. 
  Combat Options 
  Besides attacking, there are a number of other 
  actions a character may attempt during a fight. This 
  section covers some of the most common actions. 
  Using Two Weapons
  Using Two Weapons
  Using Two Weapons
  Using Two Weapons    
  A character may use two one-handed weapons 
  to attack. An attack with his right handed weapon is 
  at -1 column, while an attack with his left handed 
  weapon is at -2 columns (this is reversed if the 
  character is left-handed). A character may attack 
  once per turn with each weapon. 
  Shield Parry
  Shield Parry
  Shield Parry
  Shield Parry    
  A player may try to parry a foe with his shield 
  while attacking with his other hand. When making 
  this maneuver, the player receives +1 column on his 
  Defense roll versus the parried foe, but suffers -1 
  column on his attack roll. 
  Example: Dolin is fighting a serpentine. Dolin 
  has a shield in his left hand and an axe in his right. He 
  decides to parry the serpentine while attacking with 
  his axe. He rolls his attack at -1 column and gets a 
  Good roll which is reduced to Passable. The 
  serpentine takes Passable damage. Now Dolin rolls 
  his Defense versus the serpentine's attack. Dolin rolls 
  Good which is increased to Great because of his +1 
  column bonus for actively parrying. Dolin is missed. 
  Standing Up
  Standing Up
  Standing Up
  Standing Up    
  A prone character can rise to his feet in one of 
  two ways: 
  1. The character uses the entire turn to stand. 
  2. The player rolls Passable on Agility. If made, 
  the character can also act that turn. If failed, 
  the character cannot stand. 
  Example: Dolin finds himself on the ground, a 
  large demon hovering above him. He tries to stand 
  and attack the demon in one turn. Dolin rolls 
  Passable on his Agility, and manages to get to his 
  feet. He has just enough time to take a swipe at the 
  demon before his turn ends. 
  Drawing a Weapon
  Drawing a Weapon
  Drawing a Weapon
  Drawing a Weapon    
  A character can draw or pick up a weapon in 
  one of two ways: 
  
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  Player’s Primer 
  162 
  1. The character uses his entire turn to draw a 
  weapon. 
  2. The player rolls Passable on Dexterity. If 
  made, the character can also act the same 
  turn. If failed, the new weapon is dropped. 
  Fleeing Combat
  Fleeing Combat
  Fleeing Combat
  Fleeing Combat    
  While engaged in combat, a character cannot 
  simply leave. First of all, he must be standing. He 
  may disengage from combat if his foe is being 
  blocked by another character. Or, he can escape by 
  rolling Passable on Dodge. The final way to escape 
  is to knock his opponent back (see Bashing below). 
  A character escaping from combat must roll his 
  Run over the Run of his opponent to get away. If a 
  foe does not pursue, he automatically gets away. 
  Bashing
  Bashing
  Bashing
  Bashing    
  A character may knock a foe back (foe's 
  Strength vs Character's Strength) yards. This may 
  be used to maneuver the foe into a bad position 
  (into a cage or off a balcony) or to enable the 
  character to flee. If the target is knocked back 3 or 
  more yards, he falls down. If the bash fails, the 
  attacker must roll Passable on Agility or else fall 
  down himself. 
  Blocking
  Blocking
  Blocking
  Blocking    
  A character may wish to protect a companion 
  by blocking a foe's attack. The character must roll 
  Great on his Agility to interpose himself. If made, 
  the character jumps in front of his friend and must 
  roll his Defense to avoid being harmed instead of 
  the intended target. Of course, the referee must 
  judge whether or not the character is close enough 
  to make this maneuver. 
  Grapple
  Grapple
  Grapple
  Grapple    
  A character can try to pin his opponent. First, 
  the character must roll his Agility over the 
  defender's Agility. If this roll is made, the attacker 
  can hold him for (target's Strength vs attacker's 
  Strength) turns. At the end of this time, the 
  character must make another Strength roll to 
  continue holding his opponent. If the attacker rolls 
  Awesome, or the target rolls Catastrophic, the 
  target is held until the attacker lets him go. 
  Grabbing a Weapon
  Grabbing a Weapon
  Grabbing a Weapon
  Grabbing a Weapon    
  A character may try to take an opponent's 
  weapon away from him. First, the attacker must roll 
  his Dexterity over the defender's Dexterity. If this 
  roll is made, the attacker has grabbed the weapon. 
  He must then roll his Strength over the defender's 
  Strength to pull the weapon away. If made, the 
  attacker has the weapon. The same process may be 
  used to disarm an opponent. 
  Attacking Objects
  Attacking Objects
  Attacking Objects
  Attacking Objects    
  Some objects, such as mirrors and pottery, can 
  be easily smashed-there is no roll required. For 
  more sturdy objects, such as a barricaded door, the 
  referee assigns a roll required to destroy the object, 
  based on how sturdy the object is and how large of 
  a weapon the player is using. Unlike living 
  creatures, an object is either destroyed or 
  unharmed. 
  Example: Dolin wants to smash an amulet with 
  his long sword. The referee decides that Dolin will 
  need a Good roll to destroy the amulet. Dolin makes 
  his attack roll, and gets a Passable result. He dents 
  the amulet, but it remains intact. 
  Now Malajusta tries to smash the amulet. She is 
  using her bare fist, so the referee sets her RR at 
  Superior. She rolls Awesome on her Brawling and 
  crushes the amulet.  
  Foe vs. Foe 
  Sometimes, foes fight between themselves. If 
  the players are not involved, the referee controls 
  the fight completely. She decides how badly the 
  combatants are wounded, who wins, how long it 
  takes, and so on, according to logic and the dramatic 
  necessities of the adventure. 
  
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  Player’s Primer 
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  Mass Combat 
  A war can be an exciting adventure, but it is 
  also quite possible for the players to become lost in 
  the swirl of action. 
  If the players are merely pawns in the battle, 
  the referee should let them fight as much as they 
  wish, giving them plenty of adversaries to fight, as 
  well as opportunities to retreat. Unless the 
  characters do something significant to change the 
  balance of the fight (like assassinating the 
  commander of an army), the outcome of the battle 
  is totally up to the referee, according to the 
  dramatic needs of the story. 
  Player Leaders
  Player Leaders
  Player Leaders
  Player Leaders    
  A character in charge of troops has a chance of 
  affecting the course of a battle. A character may lead 
  his troops with his Bully or Preach skills. For 
  purposes of this discussion, this is called the 
  character's Leadership skill. A character can lead up 
  to (Leadership - 8) x 10 people. 
  Before a large battle begins, the referee must 
  set the odds. This is done by comparing the type of 
  troops involved and the tactical situation. For 
  instance, 10 armored soldiers on a castle wall are 
  more than a match for 50 unarmed peasants on the 
  ground below, while one dragon may be equal to 20 
  knights. 
  The odds of the battle determine the 
  Leadership RR for the player's side to win. This is 
  shown on the Combat Odds table. If the player 
  makes his Leadership roll, his side will have (RR vs 
  Leadership) x 20% survivors. All of the foes will be 
  killed, routed, or captured. 
  If the player fails his Leadership roll, the foes 
  will have (Leadership vs RR-1) x 20% survivors, 
  and all of the player's troops will be killed, routed, 
  or captured. The player must make a Run roll 
  versus the roll required to win the battle. If made, 
  the player's character flees the field of combat. If 
  failed, or if he decides not to flee, the character is 
  captured. 
  Usually, 70% of the losing side will be killed, 
  20% will be routed, and 10% will be captured. 
  Leaders normally fight with their troops. Any 
  character who fights in a mass battle will have to 
  fight a number of foes equal to the odds. For 
  instance, if the odds are 2:1 in favor of the foes, the 
  player will have to fight at least 2 foes by himself. A 
  character may opt to fight more foes than is 
  required, and he must always fight at least one. Any 
  additional foes that he kills are subtracted from the 
  number of foes who survive the battle. 
  A leader may hang back from the battle, but he 
  suffers -1 column from his Leadership roll. By 
  hanging back, the character need not fight any foes 
  and may flee at any time without making a Run roll. 
  If a leader flees combat, his side automatically 
  loses the battle. 
  Example: Dolin is leading 40 dwarves. They 
  encounter 20 hill folk. The referee decides the odds 
  are 2:1 in favor of Dolin's dwarves. 
  Dolin leads his troops with his Bully skill, 
  ordering them to hack and slash the foes into 
  pieces. Because the odds are 2:1, all Dolin needs to 
  win the battle is a Bully roll of Poor or better. 
  Dolin rollsÉ and gets a Feeble result. Instead of 
  taking advantage of their greater numbers, the 
  dwarves hang back. A few, who hate Dolin's 
  tyranny, break and flee. Dolin yells at them to 
  charge, but they won't listen to him. Dolin doesn't 
  even think to have his superior forces surround the 
  enemy. The hill folk form a wedge and plow into the 
  dwarves. 
  During the battle, Dolin must fight one hill folk. 
  Dolin easily dispatches him. 
  Many hill folk die. In fact, only 20% survive. 
  That leaves only 4 hill folk standing at the end of the 
  battle. Subtracting the one that Dolin killed leaves 
  only three. 
  However, since Dolin failed his Bully roll, his 
  side loses the battle. 70% of his troops are killed. 
  That makes 28 dead. 20% of his troops are routed, 
  so 8 dwarves flee while their brethren are being 
  killed. And 4 dwarves (10%) are captured. The 
  referee decides three were knocked unconscious 
  during the battle and one surrendered. 
  Was Dolin among the captured? The referee 
  asks his player to make a Poor Run roll (remember, 
  Poor was the RR to win the battle). His player rolls 
  Good, so Dolin was among those who escaped. 
  At this point, Dolin may regroup the survivors 
  and make another attack on the three surviving hill 
  folk. Or Dolin could try to kill the hill folk on his 
  own. Or the hill folk might hold the four captives as 
  hostages, demanding safe passage. Anything is 
  possible. 
  
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  164 
  Combat Odds 
  Player:Foes     Roll Required
  Player:Foes     Roll Required
  Player:Foes     Roll Required
  Player:Foes     Roll Required    
       
       
       
       1:5        Awesome 
       1:4        Superior 
       1:3        Great 
       1:2        Good 
       1:1        Passable 
       2:1        Poor 
       3:1        Inferior 
       4:1        Feeble 
       5:1        Pathetic 
   
  
   
  165 
  Player’s Primer 
  165 
  Chapter 9 
  Magic 
  Spells 
  All magic is performed through the use of 
  spells. There are 22 spells in the game. They are 
  marked with an asterisk (*) in the skill section of 
  your character sheet. They are also shown on the 
  Spell List table. 
  Each spell can be used in a myriad of ways. For 
  instance, the Shapeshift spell can be used to make a 
  character taller, shorter, fatter, thinner, green-
  skinned or all of these effects at once. Different 
  characters can achieve the same effect by using 
  different spells. If a character wanted to turn 
  himself invisible, he could use the Shapeshift spell 
  to make himself transparent. Or, he could use the 
  Illusion spell to make light rays bend around him. 
  Or he could use the Bewitch spell to make people 
  unaware of his presence. The possibilities are 
  endless. 
  To perform magic, you must have a spell with a 
  score greater than zero. If all your spells are zero, 
  then you cannot cast spells. See Chapter 8: How to 
  Play for information on improving skills. 
  Armor blocks the power of magic. A character 
  may wear only Fate - 10 points of armor and still 
  cast spells. 
  Spell List 
  Skill           Related Base Skill
  Skill           Related Base Skill
  Skill           Related Base Skill
  Skill           Related Base Skill    
  Air Mastery     Knowledge 
  Alter           Nature 
  Bewitch         Charm 
  Bind            Stamina 
  Commune         Fate 
  Conjure         Mechanical 
  Control         Nature 
  Divination      Alertness 
  Earth Mastery   Stamina 
  Enchant         Mechanical 
  Fire Mastery    Intelligence 
  Heal            Fate 
  Illusion        Intelligence 
  Morph           Knowledge 
  Move            Stamina 
  Plant Mastery   Nature 
  Protection      Intelligence 
  Shapeshift      Cunning 
  Summon          Fate 
  Transform       Knowledge 
  Transmute       Mechanical 
  Water Mastery   Agility 
  Casting Spells
  Casting Spells
  Casting Spells
  Casting Spells    
  Magic is an uncertain art. In science, results are 
  reproducible; in sorcery, a spell never seems to 
  work the same way twice. 
  It takes about six seconds to cast a spell; about 
  the same length of time needed to make an attack. 
  Depending on a character's spell user type, casting a 
  spell requires anything from a subtle finger gesture 
  to elaborate motions and a booming incantation. 
  Non-spell user types employ both hand gestures 
  and incantations to cast spells. If using only one or 
  the other, their spell costs are doubled. 
  The process of spell casting is outlined here: 
  1. The player specifies the spell he would like 
  to use, his intended target(s), and the effect 
  he seeks. 
  2. The referee decides whether the spell is 
  appropriate for what the player is 
  attempting. If it is not, he tells the player 
  
  Chapter 9: Magic 
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  Player’s Primer 
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  that he cannot use the spell in the proposed 
  manner. 
  3. If the spell is appropriate, the referee 
  arrives at a cost to cast the spell. The cost 
  can be zero or more. Calculating the cost is 
  explained in the next section. 
  4. The player subtracts the cost from his spell 
  skill, rolls his spell skill on the ART and tells 
  the referee the result. 
  5. The referee interprets the results depending 
  on the roll. Generally a spell will succeed on 
  a Passable or better roll. If the spell is being 
  cast at an unwilling target, the referee 
  should use a skill of the target as the roll 
  required. As a default, the referee may wish 
  to use the target's Fate (or Magic Resistance 
  in the case of foes) -although another skill 
  may be substituted if the referee deems it 
  more suitable. Depending on the column 
  difference between the RR and the player's 
  roll, the referee may adjust the duration or 
  effects. 
  Example: Rigorous the necromancer has 
  captured an assassin and is trying to find out who 
  sent the fellow to cut his throat. The assassin is a 
  surly fellow, so the player asks the referee, "I want 
  to use my Bewitch spell to make him think I'm his 
  best friend." This sounds reasonable, so the referee 
  decides the cost is zero. With his Bewitch of 14, 
  Rigorous achieves a Passable result on the ART. The 
  referee tells him that the assassin is decidedly more 
  relaxed and seems willing to talk.  
  Spell Costs 
  The cost to cast a spell reflects the effort a 
  character must make to bend reality to his whim. 
  Using magic is a physically draining endeavor, and 
  it cannot be done for long. 
  It is up to the referee to decide upon the cost of 
  a spell at the time it is cast. The referee can control 
  the amount of magic in a game by adjusting the 
  spell cost. For a game with a lot of magic, the 
  referee should charge zero for most spells. For an 
  adventure where magic is rare, the cost could be as 
  high as five for a typical spell. 
  After the referee specifies the spell cost, a 
  player may decide not to attempt the spell. In this 
  case, he does not pay the cost, and instead may 
  choose to perform a different action that turn. 
  If the player decides to attempt the spell, he 
  must subtract the cost from the spell skill he is 
  using. If this reduces his spell below one, he may 
  not cast the spell. 
  The cost deduction is made whether or not the 
  spell is successful, and it lasts until the end of the 
  adventure. Consequently, the more spells a 
  character attempts, the weaker his magic becomes. 
  For this reason, players should keep track of two 
  values for each spell they have: a starting value and 
  a current value. 
  After an adventure, a character regains all 
  expended spell points. It takes weeks of rest and 
  research in a spell user's study to recover spell 
  points. The only way a character can regain spell 
  points during an adventure is through special 
  magical means (perhaps by drinking from an 
  enchanted fountain, receiving the blessings of a 
  fantastic creature, or some other extraordinary 
  event). 
  Setting the Cost
  Setting the Cost
  Setting the Cost
  Setting the Cost    
  While there is no upper limit on spell costs, 
  most spells will have a cost of 0 to 5. There are 
  three factors a referee must consider when setting 
  the cost of a spell: its effect, range, and number of 
  targets. 
  While we've provided extensive guidelines in 
  this chapter for setting costs, the referee should feel 
  free to use whatever cost he feels is right. He 
  needn't feel compelled to be consistent. A character 
  can cast a spell one turn with a cost of zero, and the 
  next turn attempt the same spell only to learn the 
  cost is now five. Perhaps the stars have changed 
  alignment, or the magical aura that permeates the 
  area has ebbed. 
  The real reason the referee is given free license 
  to set the spell costs is playability. Only the referee 
  can decide how a spell will potentially affect his 
  adventure. If a referee charges too little for a spell 
  one turn, he can correct his error by charging more 
  the next time the spell is used. Eventually, the 
  referee will find the right balance for his game-one 
  that will keep his players content without making 
  them too powerful. 
  There is one limitation on the referee: he 
  cannot change the cost of a spell after the player has 
  rolled to cast it. 
  
  Chapter 9: Magic 
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  Effect
  Effect
  Effect
  Effect    
  The cost of a spell mainly depends upon how 
  much of an advantage it will give the caster. Showy 
  spells that change the game little but add a bit of 
  personality or whimsy should be given a cost of 
  zero. For example, if a character uses his Fire 
  Mastery to light his pipe, it would cost zero. 
  Spells that have a major impact on the game 
  should have a much higher cost. A Conjure spell 
  used to create a castle would have a cost of at least 
  five. 
  The referee should reduce the cost of an 
  especially inventive spell or one with obvious 
  limitations. On the other hand, a blatant attempt to 
  surmount an obstacle through magic alone and not 
  creativity should have a high cost. 
  Range
  Range
  Range
  Range    
  The range of a spell is the distance between the 
  caster and the furthest target. Spells can be cast at 
  any distance. A spell user may use Heal on someone 
  he is touching; or he may wish to use Commune to 
  communicate telepathically with a friend miles 
  away. 
  The range modifies the cost of the spell only 
  insofar as it increases the advantage to the caster. 
  Clearly, a character who uses Fire Mastery to 
  incinerate a giant miles away should expect to pay 
  much more than a character who uses Fire Mastery 
  on a giant who is in the same room. In the first case, 
  the character is in no immediate danger-the giant 
  cannot retaliate even if the spell fails. But if the 
  target is in the immediate area, the character's 
  advantage is greatly reduced. 
  A character who tries to use a spell on a target 
  he cannot even see should pay an extremely high 
  cost. A character who tries to use Move to teleport 
  himself to the king's treasure vault-a room he has 
  never seen before-would have to pay at least ten 
  points. 
  As a rule of thumb, the referee may want to 
  charge slightly more for spells cast at missile range, 
  or reduce the cost if the caster is touching his target. 
  If the caster cannot see his target clearly, the cost 
  should be at least 2. 
  In most cases, spells can be cast at brawling or 
  thrown range without penalty. Spells at missile 
  range should have a slightly higher cost of at least 2. 
  Beyond that, the greater the range, the higher the 
  cost. The cost will also be more if the caster cannot 
  see his targets clearly-such spells should have a cost 
  of 3 or more. There are exceptions. For instance, a 
  Commune spell can be used at great ranges with 
  low cost. 
  If the caster is touching his target, the referee 
  may wish to reduce the cost slightly. 
  Number of Targets
  Number of Targets
  Number of Targets
  Number of Targets    
  A spell that influences multiple targets costs 
  more than one with a single target. This is directly 
  related, again, to the advantage the spell gives to the 
  player. Clearly, a spell that wipes out ten ogres is 
  more useful than one that harms a single ogre, and 
  hence the former would cost more. 
  Instead of trying to figure out how much the 
  spell would cost to affect one target and then 
  multiplying it by the number of targets (which 
  results in too high a cost anyway), the referee 
  should simply set the cost based upon what feels 
  right. If a Bewitch spell used to cause a goblin to fall 
  asleep costs zero, then the same spell used to cause 
  four goblins to sleep would cost about 2 points. If 
  it's used to put an entire army of goblins to sleep, 
  the cost might be as high as 20, unless the referee 
  doesn't mind, in which case he could lower the cost 
  to 10. 
  Duratio
  Duratio
  Duratio
  Durationnnn    
  While a player may tell the referee how long he 
  would like a spell to last, it's ultimately the referee 
  who decides the spell's actual duration. Some spells 
  have an obvious duration. For instance, the effects 
  of a healing spell are permanent. Other spells last a 
  variable length of time. Here are some suggestions 
  based upon the player's spell roll. The referee is 
  free to set the duration as he sees fit, and the caster 
  may always end the spell early at his discretion. 
  Passable: The spell lasts a few (d6) turns or 
  minutes. 
  Good: The spell lasts until the caster is attacked 
  or casts another spell or is otherwise distracted. 
  Great: The spell lasts until the caster takes any 
  damage or otherwise has his concentration broken. 
  Superior: The spell lasts until the caster takes 
  heavy or critical damage, or until he goes to sleep. 
  
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  Awesome: The spell lasts until the caster takes 
  critical damage. 
  Spell Effects
  Spell Effects
  Spell Effects
  Spell Effects    
  In a case where the referee cannot modify the 
  duration, he should change the potency of the 
  spell's effects to reflect the caster's roll. This is a bit 
  more tricky then adjusting the duration, and 
  requires the referee's judgement. It's normally a 
  process of reducing or increasing the spell's 
  intensity, depending on whether the player rolls 
  less than, or over Great. See the spell examples later 
  in this chapter for some ideas on how to modify 
  spell effects. 
  Often after a spell is cast, there will be some 
  question about how it works. For instance, if a 
  character casts a spell that allows him to breathe 
  underwater, does it also allow him to breathe when 
  submerged in a cask of wine? The referee must 
  decide these issues for himself, based upon how 
  well the player made his casting roll and the cost 
  originally assigned to the spell. 
  Spell Failure
  Spell Failure
  Spell Failure
  Spell Failure    
  Spells are limited by the One Roll Rule 
  explained in Chapter 8: How to Play. For example, if 
  a character tries to Bewitch a foe and fails, the foe is 
  immune to the character's Bewitch spell for the rest 
  of the adventure. 
  Magic warps the laws of nature, and fooling 
  with nature is not without its dangers. If the 
  player's roll to cast a spell is Catastrophic, the spell 
  user must immediately reduce the spell skill he 
  attempted to use by (Fate vs Great) x 2 points. The 
  lost points are regained at the end of the adventure. 
  Cost Reductions 
  Special circumstances can reduce the cost of a 
  spell. First of all, time and location can alter a spell's 
  cost. For instance, a full moon or an eclipse might 
  reduce the cost by -1 for a witch. A highly magical 
  place such as an enchanted forest might reduce the 
  cost by -2 (making many spells no charge). The 
  opposite is also true. In a cathedral, the cost for 
  spells might be doubled because of the non-magical 
  nature of the region. In the lair of a powerful 
  wizard, the spells of all other characters might be at 
  +2 cost. The referee will have to decide upon any 
  such special circumstances, and the affect they have 
  on the cost of casting a spell. 
  Group Castings
  Group Castings
  Group Castings
  Group Castings    
  A group casting is when a number of characters 
  get together to throw a spell. While it reduces the 
  cost of the spell, it also takes about one hour; any 
  interruption will ruin the spell. The maximum 
  number of participants equals the caster's (Charm -
  10) multiplied by five. A character with a Charm of 
  10 or less cannot perform a group casting. 
  Participants can be anyone, even non-spell 
  users, who have a strong desire for the spell to 
  succeed. They chant, hold candles, and otherwise 
  set the mood. All participants must be in the same 
  local area as the caster. For every three 
  participants, the cost to cast the spell is reduced by 
  one. Thus, if there were 12 participants, the cost 
  would be at -4. 
  Example: Matilda is hired by a small 
  community of nomads to make rain fall on their 
  parched crops. The referee sets the cost at 10. To 
  increase her chances, she gathers some townsfolk. 
  She has a Charm of 15, so she can gather together 
  (15 - 10) x 5 = 25 townsfolk to help her. The 
  townsfolk will reduce the cost to cast the spell by 25 
  Ö 3 = 8.33 (rounds down to 8). This makes the cost 
  of the skill 10 - 8 = 2. Matilda subtracts the cost of 2 
  from her Water Mastery skill and casts the spell. 
  She gets a Good roll, and the rains begin to fall. 
  Spell List 
  The character Matilda is used in all the 
  following examples. This is done simply for 
  convenience sake. No single character will possess 
  all the spell skills. 
  Air Mastery
  Air Mastery
  Air Mastery
  Air Mastery    
  This spell allows you to create, destroy, and 
  manipulate air or other gases. The normal roll 
  required equals Passable. With Air Mastery, you can 
  control sound, create areas of silence or send 
  
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  messages miles away on the breeze. You can create 
  a small but powerful tornado which can knock 
  people down, pull weapons from their grasp, and 
  even overturn carts (the caster rolls his Knowledge 
  to resolve actions made by the whirlwind). You can 
  create air underwater, enabling you to breathe 
  while submerged. It would also be possible to use 
  Air Mastery to create light, or to make the air 
  opaque, creating darkness. 
  Example: Finding her path blocked by a pit, 
  Matilda wants to create a wind to carry her across. 
  The referee sets the cost at 1. Matilda rolls her Air 
  Mastery and gets Passable. It's a rough ride, and the 
  wind dumps her before she reaches the far side of 
  the chasm. The referee asks her to make a Dexterity 
  roll to grab the far edge of the pit. 
  Alter
  Alter
  Alter
  Alter    
  This spell permits you to change the shape or 
  attributes of an animal. The normal roll required 
  equals the animal's Magic Resistance. With it, you 
  could give a horse wings, make a dog invisible, or 
  even turn a toad into a dragon. This spell confers no 
  special control over the altered creature. 
  Example: Matilda is fleeing the royal guard on 
  horseback. The soldiers are catching up, and 
  Matilda wants to give her horse wings on its feet so 
  it will move twice as fast. The referee sets the cost 
  at 1. Matilda rolls Great on her Alter spell. The horse 
  surges ahead, its winged feet kicking up puffs of 
  clouds. 
  As 
  long 
  as 
  Matilda 
  maintains 
  her 
  concentration, the horse will move twice as fast as a 
  normal steed. 
  Bewitch
  Bewitch
  Bewitch
  Bewitch    
  This spell allows you to control the mind or 
  movements of another intelligent humanoid. 
  Normally, the roll required equals the target's Magic 
  Resistance or Will. You can compel the victim to 
  perform a specific action, or to feel an emotion (love 
  or fear, for example). You can cause the target to 
  flee, or to pass out. You can also use this power to 
  soothe pain, allowing the target to ignore all 
  penalties for wounds. 
  Example: In a bar, a draconian picks a fight 
  with Matilda, calling her all sorts of despicable 
  names. Matilda wants to Bewitch him so he must 
  dance and tell jokes as though performing for a 
  crowd. The referee sets the cost at 0. Matilda rolls 
  Good on her Bewitch spell. The draconian has a 
  Magic Resistance of Good, so he is swayed for only a 
  few turns. The draconian's bad jokes incite a 
  barrage of rotten vegetables from his audience. 
  Wisely, Matilda flees the tavern during the 
  confusion. 
  Bind
  Bind
  Bind
  Bind    
  This spell allows you to control the mind or 
  movements of a supernatural, enchanted, or 
  magical being. The roll required is usually the 
  target's Magic Resistance. It's used to turn undead 
  creatures, preventing them from coming within 
  melee range of the caster. It can be used to force a 
  demon to do your bidding. 
  Example: Matilda sees a unicorn grazing by a 
  lake. She thinks he'd make a dandy steed. Hoping 
  not to spook the magnificent creature, she casts her 
  Bind spell from the cover of some trees. The referee 
  sets the cost at 2. Matilda rolls Poor on her Bind. 
  The unicorn, unaffected by her spell, lifts his head 
  and bolts. 
  Commune
  Commune
  Commune
  Commune    
  This spell allows you to communicate with 
  animals, people, magical beings, and even inanimate 
  objects. The roll required is Passable, or if used on 
  an unwilling victim, the victim's Magic Resistance or 
  Will. You may send your thoughts to another 
  character, read the target's mind, speak with 
  animals, or question the walls of a castle to find out 
  what has happened before it in the past. This power 
  can even be used to speak with the dead. 
  Example: 
  While 
  exploring 
  an 
  ancient 
  cemetery, Matilda finds the statue of a huge fist. The 
  statue appears strange and out of place. Matilda 
  uses her Commune spell to speak with the stone 
  fist. The referee sets the cost at 0. Matilda gets a 
  Good roll. The referee allows her to ask two 
  questions of the stone fist. She asks "Who made 
  you?" The fist answers that it was made by a famous 
  dwarf sculptor who is now long dead. Next Matilda 
  asks, "Why were you put here?" The fist answers, 
  quite honestly, "To conceal the secret passage that 
  lies beneath me." Now Matilda wishes she had a 
  third question so she could find out how to open the 
  secret passage! 
  
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  Control
  Control
  Control
  Control    
  This spell allows you to control the mind or 
  movements of a non-magical animal. The roll 
  required equals the animal's Magic Resistance. You 
  may control the actions of the target as long as it 
  remains within your line of sight.  
  Example: Matilda wants to learn what Baron 
  Scabious is plotting in his tower, but there's no way 
  she can get inside. Looking out the window of her 
  inn, she decides to possess a pigeon from the village 
  market on the street below. Since a pigeon is a very 
  weak creature, the referee sets the cost at 0. Matilda 
  rolls her Commune and gets a Superior result. 
  Leaving her body lying on a bed at the inn, her mind 
  enters the body of the bird. She can possess the bird 
  until she takes a heavy wound. Matilda the pigeon 
  flies for the windowsill of the baron's tower. She 
  doesn't notice the hawk circling overhead until its 
  shadow falls across herÉ 
  Conjure
  Conjure
  Conjure
  Conjure    
  This spell allows you to create an inanimate 
  object or objects out of nothing. Anything from a 
  thimble to a castle may be made. The roll required 
  is normally Passable. The object is only temporary, 
  and at the end of the spell's duration, it vanishes. 
  Example: Matilda is standing at the edge of a 
  twenty-foot wide pit she needs to cross. She wants 
  to use her Conjure spell to create a bridge. The 
  referee sets the cost at 2. Matilda rolls Conjure and 
  gets an Awesome result! The bridge will last until 
  Matilda takes a critical wound. 
  Divination
  Divination
  Divination
  Divination    
  This spell allows you to perceive distant or 
  future events, to detect hidden qualities or features, 
  or to gain otherwise unavailable knowledge. The 
  roll required is normally Passable. You can detect 
  the direction or distance of a specific object. You can 
  detect secret doors, magic items, or any other 
  specific feature. You can predict the most probable 
  future should a stated course of action be taken. 
  Example: Matilda knows there's a traitor in the 
  king's court, but she doesn't know who. At a 
  banquet, she wants to use Divination to determine if 
  anyone present holds ill will toward the king. 
  Because there are so many people in the room, and 
  Matilda is directing her gaze at them all, the referee 
  sets the cost at 3. Matilda rolls Passable on her 
  Divination. She spots quite a few people with ill will 
  toward the king, but her magic isn't powerful 
  enough to tell her who the traitor is. 
  Earth Mastery
  Earth Mastery
  Earth Mastery
  Earth Mastery    
  This spell allows you to create, destroy, and 
  manipulate earth and rock. The roll required is 
  normally Passable. With it, you may turn a pile of 
  rubble into a castle, open a passage through a stone 
  wall, animate a marble sculpture, or cause the earth 
  to open up. 
  Example: Caught in a mountain pass during a 
  snowstorm, Matilda knows she'll freeze unless she 
  finds shelter. She uses Earth Mastery to create a dry 
  cave-complete with a door-within a cliffside. The 
  referee sets the cost at 1. Matilda rolls Great. The 
  cave cottage will last as long as she maintains her 
  concentration. It doesn't appear Matilda will be 
  getting any sleep this night! 
  Enchant
  Enchant
  Enchant
  Enchant    
  This spell can be used to animate objects, 
  causing them to move on their own. You can control 
  their movements at will. Or it may be used to 
  manipulate objects as though you were touching 
  them. Typically, the roll required is Passable. 
  Example: The king's guards are after Matilda 
  again. She flees out the castle gate, turns and casts 
  an Enchantment to slam the gate and hold it closed. 
  The referee sets the cost at 0. Matilda rolls her 
  Enchant spell and gets a Good result. The gate will 
  remain closed until Matilda is distracted, or until 
  the guards can force it open by beating Matilda's 
  Good roll with their Strength. 
  Fire Mastery
  Fire Mastery
  Fire Mastery
  Fire Mastery    
  This spell allows you to create, destroy, and 
  manipulate fire, lightning, and other forms of 
  electromagnetic energy (such as visible light). The 
  roll required is normally Passable. The damage 
  caused by the fire is equal to the character's Fire 
  Mastery roll. You can specify damage of +1 column 
  or more, but the cost will be greater. For example, if 
  
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  you want a fireball that does damage equal to your 
  roll +1 column, you would pay a cost of 2. You can 
  also use Fire Mastery to turn a normal weapon into 
  a flaming weapon which does +1 column damage 
  when the flame is on. Fire Mastery can also be used 
  to create light. 
  Example: Hungry wolves are tracking Matilda! 
  She has no choice but to defend herself. She uses 
  her Fire Mastery to direct bolts of flame at the 
  wolves. There are four wolves so the referee sets 
  the cost at 1. Matilda rolls Good on her Fire Mastery. 
  Bolts of flame shoot from her hand. The wolves yelp 
  in pain as each takes Good damage. 
  Heal
  Heal
  Heal
  Heal    
  This spell allows you to heal any creature. At 
  high cost, it can even restore lost limbs and bring a 
  creature back from death. The roll required is 
  normally 
  Passable, 
  although 
  resurrecting 
  a 
  character may have a higher RR. The effects of 
  healing spells are permanent. Heal may also be used 
  to cure the effects of poison and disease. Generally, 
  a Heal spell has a cost of 1 and can heal (Passable vs 
  Heal) x 3 levels of damage. Healing magic can 
  remove any wound, even those that have been X'ed 
  out due to a failed Medical roll. 
  Example: Matilda wants to heal Dolin. The 
  referee sets the cost at 1. She rolls her Heal spell 
  and gets a Great result. The referee decides she may 
  reduce his wounds by 9 levels. Dolin's player erases 
  two critical wounds and a light from Dolin's 
  character sheet. 
  Illusion
  Illusion
  Illusion
  Illusion    
  This spell allows you to create, destroy, and 
  manipulate illusions. Illusions fool the senses of 
  sight, hearing, and smell. The roll required is 
  Passable. The cost depends on how "real" the 
  illusion is. 
  A character who sees an illusion may attempt 
  to disbelieve it by rolling his Intelligence (or Magic 
  Resistance for foes) versus the roll that created the 
  illusion. If the Intelligence roll is higher, the 
  character knows it isn't real. A character cannot be 
  influenced in any way by an illusion he successfully 
  disbelieves (although he can still see and hear it). A 
  player must specifically state he is trying to 
  disbelieve an illusion. Disbelieving requires a full 
  turn of concentration. 
  An image looks, acts, and sounds just like the 
  real thing, but it's under the control of the caster. If 
  touched, it is dispelled. Images have a cost of zero 
  or more, depending on size. 
  A phantasm is so realistic that it seems solid, 
  but it costs more to create. A phantasm will feel and 
  even taste real. A phantasy wall could not be passed 
  through, and a phantasy dragon could make people 
  actually believe they have been harmed by its fiery 
  breath. 
  The 
  damage 
  is 
  psychosomatic, 
  and 
  disappears once the spell ends. A character who is 
  "killed" by an illusion merely falls unconscious. 
  However, a phantasm has no real physical effect. 
  For instance, a phantasy bridge could not support 
  the weight of a real person. Phantasms have a cost 
  of two or more, depending on size. 
  A facade is an illusion cast on a person or 
  object to make it appear like something else. The 
  target gains none of the properties of its facade. For 
  instance, a character made to look like an eagle 
  could not fly. A facade has a cost of zero or one. 
  Example: Hiding in a closet, Matilda creates 
  the image of a wall in front of her so the king's 
  guard won't spot her. The referee sets the cost at 0. 
  Matilda rolls Good. She can maintain the wall for as 
  long as she isn't distracted. 
  Morph
  Morph
  Morph
  Morph    
  This spell permits you to change the shape or 
  attributes of a supernatural or magical being. The 
  roll required equals the target's Magic Resistance. 
  With it, you could turn a dragon into a toad, make a 
  unicorn invisible, or slow a demon so he can only 
  act once every other turn. This spell gives you no 
  control over the altered creature. 
  Example: "Who has disturbed my rest?" 
  groans a voice from the crypt. "The defilers must 
  die!" The sarcophagus opens and out shambles a 
  desiccated mummy. Matilda tires to use her Morph 
  spell to shrink the mummy to one foot tall. The 
  referee sets the cost at 1. Matilda rolls her Morph 
  spell and gets a Passable result. Since it's under the 
  mummy's Magic Resistance, he is unaffected. He 
  shuffles forward, his one good arm extended, the 
  fingers seeking Matilda's throat.  
  
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  Move
  Move
  Move
  Move    
  This spell allows you to physically move an 
  object, animal, or person. The actions of the target 
  cannot be controlled or finely manipulated. It is 
  simply picked up and moved to another location. At 
  high cost, this spell includes teleportation. The 
  normal roll required is Passable, or if the target 
  resists, its Magic Resistance (for foes) or Will (for 
  other characters). 
  Example: Matilda wants to teleport herself and 
  two friends out of a dungeon and back to their inn. 
  The referee sets the cost at 3. Matilda rolls Feeble 
  on her Move spell. The spell fails. 
  Plant Mastery
  Plant Mastery
  Plant Mastery
  Plant Mastery    
  This spell allows you to create, destroy, alter, 
  and control plants. The typical roll required is 
  Passable. 
  Example: While traveling through a forest, 
  Matilda is attacked by three barghests. She uses 
  Plant Mastery to summon powerful gripping vines 
  to entangle the legs of the hounds. The referee sets 
  the cost at 1. Matilda makes a Passable Plant 
  Mastery roll. Vines sprout beneath the barghests' 
  legs, holding them tight for just a few turns. 
  Protection
  Protection
  Protection
  Protection    
  This spell allows you to defend against a 
  specific circumstance, creature, spell, or other 
  hazard. The roll required is normally Passable. You 
  must state specifically what you are protecting 
  against. The more limited the protection, the lower 
  the cost. 
  Example: Matilda finds a pile of gnawed bones 
  outside a cave. Before advancing into the dark 
  recesses, she wants to protect herself against trolls, 
  so that she can take no harm from them. The 
  referee sets the cost at 0 (it's a powerful spell, but 
  very limited). Matilda rolls her Protection spell and 
  gets a Great result. She will be immune to trolls for 
  as long as she maintains her concentration. 
  Shapeshift
  Shapeshift
  Shapeshift
  Shapeshift    
  This spell allows you to change your own shape 
  or attributes. It can grant you exceptional 
  attributes, such as the ability to fly. The roll 
  required is typically Passable. The cost depends on 
  how much of an advantage the alteration gives the 
  character. 
  Shapeshifting usually gives a character a bonus 
  to one or more skills. For example, a character could 
  turn his skin into stone, giving him a bonus of +10 
  to his Defense. Or, he could change into an ogre, 
  giving him +5 on Strength and Stamina skills. 
  Another character might shapeshift his hands into 
  suction cups, giving him +5 on Climb. 
  As a general rule, a change that grants +5 to a 
  skill costs 1 point. A change that grants +10 costs 2 
  points, and a change that gives +15 costs 3 points. 
  Example: Matilda wants to fly to the nearby 
  town of Brundlebee. She uses Shapeshift to give 
  herself wings. The referee sets the cost at 1. Matilda 
  rolls Passable on her Shapeshift skill. Rather than 
  have the power last only a few minutes (the normal 
  duration for a Passable roll), the referee decides 
  Matilda flies only part way to the town before her 
  spell gives out and dumps her in the wilderness. 
  Summon
  Summon
  Summon
  Summon    
  This spell allows you to summon a living being. 
  It may be an animal, humanoid, or supernatural 
  creature. The summoned creature is not under your 
  control, and may be quite angry at being brought to 
  your location. The roll required equals the 
  creature's Magic Resistance. The cost depends on 
  how powerful the creature is. A summoned creature 
  disappears when the duration of the spell ends. 
  Example: Faced by two angry spriggans, 
  Matilda summons a firbolg in the hopes he will help 
  her fight. The referee sets the cost at 1. Matilda rolls 
  Good on her Summon spell. The firbolg appears, 
  clad in platemail with a broadsword in his hands. 
  "Protect me kind sir," Matilda pleads. "These 
  spriggans are agents of the Unseelie Court!" The 
  referee asks her to make a Lie roll to determine if 
  the firbolg believes her. She rolls Poor. "See here," 
  the firbolg says, "not all spriggans are with the 
  Unseelie Court. You two there, explain what you're 
  about." While he won't fight for Matilda, he won't let 
  the spriggans attack her either. As long as Matilda 
  isn't distracted, she can maintain the spell. But once 
  she tries to cast another spell, the firbolg will return 
  to wherever he came from. 
  
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  Transform
  Transform
  Transform
  Transform    
  This spell allows you to change the shape or 
  attributes of another intelligent humanoid. It may 
  not be used on yourself. The roll required is 
  Passable, or the target's Magic Resistance (for foes) 
  or Will (for characters) if they resist. You can also 
  use Transform to turn a person into a toad, or into a 
  troll. This spell gives you no control over the altered 
  person. The cost depends on how much of an 
  advantage, or disadvantage, you bestow upon the 
  target. 
  Example: During a fight, Matilda wishes to 
  slow her opponent so he can only attack every other 
  turn. She decides to use her Transform spell to turn 
  his feet to lead. The referee sets the cost at 1. 
  Matilda rolls Awesome on her Transform spell. The 
  target's feet turn to lead for the rest of the 
  adventure. 
  Transmute
  Transmute
  Transmute
  Transmute    
  This spell allows you to change the shape or 
  attributes of an inanimate object. The roll required 
  is normally Passable. It can turn food and drink into 
  poison, or turn corrupted food into an edible feast. 
  It can be used to change the size of an object, or its 
  mass. It can also be used to create temporary magic 
  armor, increasing a piece of armor's Defense bonus 
  by +2 for the duration of the spell. 
  Example: Matilda is attacked by a brigand with 
  a short sword. Wishing to disarm him, Matilda casts 
  Transmute to cause his sword to rust away. The 
  referee sets the cost at 2. Matilda rolls Good on her 
  Transmute spell. The referee decides the sword 
  rusts to a stub. He reduces the brigand's damage 
  rating with the sword from Passable to Inferior. 
  Water Mastery
  Water Mastery
  Water Mastery
  Water Mastery    
  This spell allows you to create, destroy, and 
  manipulate water, ice, and other liquids. It can be 
  used to cause a liquid to coagulate, turning a lake 
  into a quivering mass with the consistency of 
  rubber. With Water Mastery, you can part the 
  waters of a river, summon a thick fog, or cause it to 
  rain. 
  Example: Matilda needs to get past two trolls. 
  She uses Water Mastery to create a sheet of ice 
  beneath their feet. The referee sets the cost at 2. 
  Matilda rolls Good. The ice will as long as Matilda 
  isn't distracted. Since the trolls have an Agility less 
  than Good, they stumble and fall on the ice, 
  sprawling awkwardly as Matilda races around 
  them. 
   
  
   
   
   
   
   
   
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  Chapter 10 
  Running the Game 
  Encounters 
  Encounters are the building blocks of an 
  adventure, much like scenes in a movie or the 
  chapters of a book. Whenever a character interacts 
  with a foe, or confronts an obstacle, it is an 
  encounter. Describe the setting and situation to the 
  players and ask them how their characters respond. 
  Then play out the encounter until the obstacle is 
  overcome or avoided. 
  Every encounter requires a setting, conflict, 
  and a resolution. If it does not contain these 
  elements, it is a transition. 
  Settings
  Settings
  Settings
  Settings    
  As a rule of thumb, the more important an 
  encounter, the more detailed its setting should be. 
  But don't get carried away. Describing every item in 
  a room will bore your players. Instead, encourage 
  them to ask questions about their surroundings. If a 
  player asks what color the walls are, tell him, even if 
  you have to make it up on the spot. If you don't 
  know the color of the walls, who does? 
  Only tell the players what their characters can 
  see, hear, or otherwise sense. Ask your players to 
  make Alertness or Search rolls if you have any 
  doubts about what they can see. 
  For important encounters, you may wish to 
  sketch the location on paper. This is especially 
  helpful during combat, when you must track the 
  position of many characters. Outline the walls and 
  exits, and mark the position of characters, foes and 
  other noteworthy objects. This helps keep the 
  action straight in the minds of everyone involved, 
  and can prevent many disputes. 
  Conflict
  Conflict
  Conflict
  Conflict    
  Encounters must involve conflict of some kind. 
  To create conflict, simply frustrate a character's 
  goal. Perhaps the character must fight a foe to save 
  a princess, or cross a chasm to elude pursuit, or 
  make a difficult decision to save a friend. In each 
  case, there is a reason for the character to want to 
  succeed. Success brings the character a reward 
  (such as treasure or information) while defeat 
  results in a penalty (such as wounds or a lost clue). 
  An encounter should have the potential to 
  change a character in some fashion. It may leave 
  him wounded or healed, wealthier or poorer, closer 
  to his goal or further away. In any case, there is 
  always more than one possible resolution to every 
  encounter, based upon what the characters do and 
  how well they do it. The fate of the characters 
  depends on the choices of the players, not on your 
  whims. 
  If an event offers the players no choice, it's not 
  an encounter, it's a transition. 
  Resolution
  Resolution
  Resolution
  Resolution    
  Every encounter has a distinct ending where 
  the conflict has been resolved or the characters 
  have moved to a new setting. Once an encounter is 
  over, move to the next with alacrity. 
  Transitions
  Transitions
  Transitions
  Transitions    
  Transitions are little bits of business that link 
  encounters. A transition can be as simple as a 
  character stepping into the next room. Even a cross 
  country trip may be transitional, as long as nothing 
  of great importance occurs. Simply describe a few 
  details, ask the players if they want to do anything 
  
  Chapter 10: Running the Game 
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  Referee’s Rulebook 
  176 
  special (if they do, play it out), and then introduce 
  the next encounter. 
  Example: Dolin wishes to buy a +3 sword, and 
  is willing to pay the list price for it ($30). The 
  referee has no objection to the purchase, so he 
  simply says that Dolin steps into a nearby shop and 
  buys the sword. This is a transition. 
  Malajusta also wants to buy a +3 sword. She 
  goes to the same shop, but instead of paying list 
  price, she tries to bargain with the merchant. What 
  could have been a simple transition is now an 
  encounter. She wants something (a discount), and 
  the merchant doesn't want to give it to her. The 
  referee asks her player to make a Bargain roll. She 
  gets a Poor result, and the referee tells her, "the 
  merchant says, ÔI only have one sword left. It's 33 
  bronze, take it or leave it.'" 
  Pacing
  Pacing
  Pacing
  Pacing    
  Events should build one upon another to form 
  a story. No event should be random. 
  Pace your encounters carefully. If your players 
  have a combat, make the next event something that 
  doesn't require fighting. Encounters can be keyed to 
  certain locations, times, foes, or conditions. Some 
  events will be triggered by other events, and some 
  can happen whenever you choose. 
  Inventing Encounters
  Inventing Encounters
  Inventing Encounters
  Inventing Encounters    
  There is no possible way for an adventure to 
  predict all possible events. During play, you'll have 
  to create encounters on the fly, allowing your plot 
  to change as needed. The best events will twist the 
  plot in a new and unexpected direction. Perhaps the 
  players discover the person they thought was the 
  arch villain is actually an innocent dupe! 
  You can also create complications from other 
  encounters. The unexpected result of an action a 
  player took earlier in the adventure-or even in a 
  previous game-can be a fascinating event. 
  Example: While tramping through the woods, 
  Malajusta and Dolin come across a small, furry 
  animal. "Kitty!" exclaims Malajusta, hugging the 
  animal to her chest, "I'll call her Fluffy", and stuffs 
  the miserable animal into her pack. Dolin eyes the 
  creature suspiciously. It doesn't look like any cat 
  he's ever seen. 
  Later, Malajusta and Dolin are hired to sneak 
  into Baron Bibble's mansion and steal the famed 
  "Star of Raxi" jewel. Just as they jimmy open a 
  basement window, pouf! the unlucky pair is 
  enveloped in a hideous stench. Malajusta's "kitty" is 
  actually a skunk, and only time and a dozen baths 
  will eradicate the smell. How can they steal the 
  jewel now, when even a sleeping guard would be 
  awakened by their pervading odor?  
  Foreshadowing
  Foreshadowing
  Foreshadowing
  Foreshadowing    
  The weakest encounters are those that come 
  out of left field, such as a surprise attack by a 
  random foe. Such encounters serve only to slow the 
  game and strain the player's interest. For this 
  reason, 
  we 
  suggest 
  that 
  you 
  foreshadow 
  encounters. 
  Example: A party of adventurers is on its way 
  to Gowan Town. The referee decides that an attack 
  by a rabid tiger might be interesting, so he tells the 
  players: "You spot some weird-looking foam on the 
  bushes." A closer examination proves that the 
  "foam" is actually saliva. A little ways down the trail, 
  they meet a mauled peasant who babbles 
  incoherently about an awful beast. As they try to 
  help the peasant, the referee continues, "You hear a 
  noise off to the right. It sounds as if something's 
  lurching through the underbrush. It seems to be 
  getting closer. At the sound, the peasant goes into a 
  panic and passes out." A few minutes later he adds, 
  "All of a sudden you hear a terrific roar behind you! 
  As you turn, you see the crouching figure of a tiger, 
  its jowls flecked with blood and spit. It seems 
  somewhat unsteady, and with growing horror, you 
  realize that it is quite rabid!" 
  This is much more interesting than telling your 
  players, "A rabid tiger attacks you." The buildup can 
  be just as exciting and memorable as the actual 
  meeting! 
  Designing An Adventure 
  Once you become proficient at running pre-
  designed adventures, you'll probably want to design 
  one on your own. Perhaps you've been inspired by a 
  movie or a book, or maybe a foe description is so 
  intriguing, you simply must see it in action. 
  
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  Referee’s Rulebook 
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  Developing a challenging adventure isn't easy. 
  One way to increase player interest is to ask 
  beforehand what kind of adventure they want to 
  play. You can then create an adventure aimed at 
  their interests. Your job is not only simplified, but 
  improved. You can provide the entertainment they 
  want, yet retain enough creative control to keep the 
  adventure uniquely yours. It's also a great way to 
  create tailor-made adventures that relate to the 
  character's background and history. 
  Always have a goal in mind when you put 
  together an adventure. A story without a purpose is 
  confusing and frustrating, and is likely to bore the 
  players. At the start of an adventure, you must make 
  the goal clear to the players, and it must be 
  interesting enough for them to want to go on the 
  adventure (even though it may be a red-herring). 
  The weakest motivation is having a foe hire the 
  players to do a job. Even if they need the cash, 
  players know that their characters can quit any 
  time. You'll have a much more successful game if 
  players are motivated by their own desires: love, 
  revenge, pride, or even greed. A player is more 
  inclined to stay involved if his goal is personal. 
  Choosing Foes
  Choosing Foes
  Choosing Foes
  Choosing Foes    
  Human-like foes give the players more options 
  than unthinking monsters. Players have a chance to 
  bargain with an evil draconian, but they can't 
  negotiate with a bear. Also, the players won't 
  always know their enemies from their friends. A 
  dwarf may be either, but a nuckelavee is always a 
  threat. 
  If you cull most foes from the character races, 
  you can make encounters with supernatural or 
  fantastic creatures all the more exciting. If the 
  players keep bumping into mosslings, they will 
  soon become bored with them. But if a mossling is 
  encountered only rarely, then it will remain a 
  challenge, and the players will have to guess at its 
  abilities and motives based upon rumors and 
  legends. 
  The Climax
  The Climax
  The Climax
  The Climax    
  The climax is the big finale of the adventure. 
  Don't try to plan your climax in every detail. Often, 
  the players will come up with their own method of 
  resolving the adventure. If they try something 
  clever, allow it a chance to succeed even if you 
  didn't think of it first. Your players will feel more a 
  part of your adventure if you let them devise their 
  own solutions, instead of forcing them to follow a 
  pre-determined course of action. 
  Rewards
  Rewards
  Rewards
  Rewards    
  Adventures 
  should 
  offer 
  the 
  characters 
  tangible rewards. Treasure and items give players a 
  sense of accomplishment, and may even serve as 
  the goal of an adventure. 
  Not all rewards are monetary. If a character 
  collects sea shells, she may consider a rare 
  specimen a greater treasure than a handful of gems. 
  A character who is seeking his lost love would be 
  pleased to gain information as to her whereabouts. 
  Other characters might find spells or magic items 
  more important than money. Favors granted by a 
  powerful lord, the respect of a town, or the love of a 
  princess are also valuable rewards. The key is to 
  keep the reward equal to the dangers of the 
  adventure. 
  Be careful what you let your players get their 
  hands on. If they are attacked by a heavily armed 
  foe, his armor and weapons will be theirs once they 
  defeat him. If you don't want a character to have a 
  powerful item, simply don't include it in your 
  adventure. 
  Referee Tips 
  Player Decisions
  Player Decisions
  Player Decisions
  Player Decisions    
  Choices make role playing challenging, so 
  always give your players plenty of decisions to 
  make. 
  Players don't need to make decisions in real 
  time. Never say: "Okay, you're standing on the edge 
  of a cliff and a herd of giant iguanas is charging 
  toward you. What do you do? You've got five 
  seconds." Remember, a player is not his character. 
  He is not really experiencing the sights and 
  surroundings of his character, and therefore, it's 
  harder for him to decide what to do. He may have 
  questions about his options, such as, "How high is 
  the cliff?" 
  
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  This is especially true of players with very 
  intelligent characters. A player might not be able to 
  think with lightening speed, but a character with an 
  Intelligence skill of 20 certainly can! Always give 
  players with genius level characters a little more 
  time to make decisions. 
  Sometimes a situation will occur when a player 
  says his character is doing one thing, and then 
  changes his mind two turns later. This often 
  happens when a player discovers his choice wasn't 
  such a good one after all. He may plead that his 
  character is really too bright to make such a stupid 
  mistake. In such cases, figure that the character at 
  least started the first action. If this were something 
  irrevocable, like jumping off a cliff, the player 
  should not be allowed to change his mind. He must 
  play out the game according to his first decision (by 
  screaming, flapping his arms, and so on). 
  Communication
  Communication
  Communication
  Communication    
  Many referees insist that a character says 
  whatever his player says, even if the comment is 
  clearly said "out-of-character." 
  If you want a quiet, repressed game with little 
  banter and few laughs, then go ahead and employ 
  this rule. It's the quickest way to eliminate 
  interaction. We suggest a more casual approach-let 
  the player tell you what his character says, and treat 
  the rest as an internal monologue. 
  Note Passing
  Note Passing
  Note Passing
  Note Passing    
  You needn't always speak to a party of 
  adventurers as a unit. If a character makes a private 
  discovery, write his player a note giving him the 
  details. He can decide for himself whether to share 
  the information. 
  Players can reply or ask questions by writing 
  notes to you, but don't let this get out of hand. Keep 
  notes short, or else you'll spend all your time 
  writing. 
  Note passing creates tension between the 
  players, especially if they think you're favoring 
  someone. One of the quickest ways to generate 
  distrust between the players is to start passing 
  notes. This may be the very effect you desire! 
  Splitting the Group
  Splitting the Group
  Splitting the Group
  Splitting the Group    
  It's easiest to manage an adventure when you 
  keep the characters together, but inevitably the 
  party will split up. There are three ways to handle 
  this situation. The easiest way is to leave everyone 
  at the table and alternate between the different 
  groups. This keeps everyone involved, and lets you 
  jump between groups at dramatic moments: "You 
  lift the coffin lid and as the creature within leaps for 
  your throat, we switch over to Malajusta in the 
  chapel . . ." Not only does this create tension, it also 
  encourages the group to rejoin, especially if one 
  group is having all the fun! 
  Or, if the separation is brief, and you want to 
  create an air of mystery, simply take the separated 
  players into another room and role play their 
  actions in private. 
  If a player splits from the group in an attempt 
  to gain your uninterrupted attention, simply have 
  nothing interesting happen to his character. Focus 
  your attention on the larger group and virtually 
  ignore those who go off on their own. This is sure to 
  bring them back to the group. 
  Character Control
  Character Control
  Character Control
  Character Control    
  Just as the players can never directly run a foe, 
  you should never take control of a character or tell a 
  player what his character is doing (unless the 
  character is under the influence of a spell or drug). 
  After all, why should the players bother to play if 
  you run their characters for them? Foes will allow 
  you plenty of opportunity to role play. 
  There are some situations where you must 
  remind a player of how their character feels. If a 
  player forgets that his character is scared of spiders, 
  you should remind him. If the player refuses to play 
  accordingly, you should penalize him by not giving 
  him any bonus inspiration points at the end of the 
  game. 
  Arguments
  Arguments
  Arguments
  Arguments    
  Players will complain, especially when things 
  go badly for them. They may refuse to accept a die 
  roll or claim that a decision of yours is unfair. Let 
  them have their say, and then judge for yourself. If 
  you're convinced that you've made a mistake, 
  
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  Referee’s Rulebook 
  179 
  rectify it at once. Did you kill a character unfairly? 
  Have a wandering healer resurrect him. 
  But if you feel the player's case is unfounded, 
  be 
  firm 
  and 
  don't 
  change 
  your 
  decision. 
  Disagreements should be handled quickly, and 
  further debate reserved for after the game.  
  Some arguments will arise because a player 
  doesn't know all the facts. Simply tell him that you'll 
  explain why his character turned green after the 
  game, and let it go at that (and you better have a 
  reasonable explanation!). 
  If players argue among themselves, go ahead 
  and let them, especially if they're arguing about 
  what their characters will do. But if it gets personal 
  or is taking a long time to resolve, use your 
  authority as referee to end it. Try to be as fair and 
  impartial as you can. Don't side with a certain 
  player, and don't pick on one either. 
  Game Balance
  Game Balance
  Game Balance
  Game Balance    
  It is your job to keep the challenge of each 
  encounter on par with the abilities of the players 
  and their characters. Don't pit an adventurer 
  against a foe he can neither defeat nor escape. 
  Particularly tough foes should be saved for the 
  climax of a story, so that the players can use 
  everything they have in one last ditch effort to 
  defeat him. 
  Beware of overly powerful characters as well. 
  Legendary Lives is designed so that it's almost 
  impossible for a character to be good at everything, 
  but powerful characters will develop over time. To 
  prevent that character from dominating the 
  adventure, make sure his fellow characters are 
  equally advanced, and that the challenges of the 
  adventure equal their abilities. 
  If a character has an item that you consider too 
  powerful, ask the player not to take it along. If the 
  player insists, you should increase the difficulty of 
  the adventure, or simply separate the character 
  from the item during the game. Save this as a last 
  resort, for players don't like having their favorite 
  toys taken away. 
  Most importantly, try not to favor anyone, and 
  make sure that everyone gets a chance to 
  participate. 
  Killing Characters
  Killing Characters
  Killing Characters
  Killing Characters    
  The referee's job is to keep the game enjoyable, 
  not to kill the characters. Face it, you could squash 
  them like bugs at any time. Don't put them in 
  hopeless situations. Quick thinking should be 
  rewarded, and there should always be a way out. 
  When a character is in a situation that might 
  result in death, be impartial. Don't let him survive 
  just because you think he's a fine character. If the 
  player's learn that you won't really allow them to 
  die, they'll attack everything in sight with the 
  arrogance of immortality. The risk of death should 
  always be present. 
  When a character dies, his death should be 
  traceable to a choice the player made. If he attacked 
  a dragon single-handedly, without even trying to 
  sneak away, that player really can't complain when 
  his character goes up in a puff of smoke. 
  Wrapping Up The Game
  Wrapping Up The Game
  Wrapping Up The Game
  Wrapping Up The Game    
  After an adventure, let the characters reach a 
  safe location where they can rest and recuperate. 
  Have the players make their inspiration rolls, and 
  award bonus points as you see fit. Allow them to 
  ask questions about the game, and fill them in on 
  things that their characters missed or didn't fully 
  understand. In return, ask them what they liked or 
  disliked about the adventure. You can learn a lot 
  about how to run exciting adventures simply by 
  listening to your players. 
  After each game session, you may want to 
  make notes on what has happened. In this way you 
  can keep track of foes that the characters meet, the 
  things they've seen and done, and incidents that 
  may lead to future complications. Use the log to 
  recap what happened in the last session when you 
  are starting the next game. Not only will the log help 
  you maintain continuity, it is also fertile ground for 
  the genesis of new adventures. 
   
  
   
  180 
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  180 
  Chapter 11 
  Foes 
  Running Foes 
  Over the course of an adventure, the players 
  will meet many characters who are controlled by 
  the referee. These characters are called foes. While 
  foes normally provide conflict and challenge, they 
  are not all belligerent, and in fact many are quite 
  friendly. A foe can be anything from a bartender in a 
  tavern to the arch-villain of the adventure. Even 
  wolves and dragons are foes. 
  Using their skills, players can influence foes but 
  they won't be able to control them. That's your job. 
  Without the influence of the players, a foe will do 
  whatever you believe is reasonable, considering the 
  situation. 
  Many skills (including Bully, Charm, and 
  Preach) allow a player to influence a foe. However, 
  a player may never take direct control of a foe. As 
  the referee, you will always have the final say. 
  Having the arch-villain's personality switch from 
  cruel to friendly just because a player made a 
  successful Charm roll could bring your story to a 
  sudden halt. 
  Column Ratings
  Column Ratings
  Column Ratings
  Column Ratings    
  The biggest difference between foes and 
  characters is that foes have column ratings for their 
  skills instead of numerical values. The column 
  ratings correspond to the column results on the 
  ART. The Foe Skill Level table shows how a foe 
  compares to a player character. 
  Foe Skill Level 
  Foe Rating     Character Skill
  Foe Rating     Character Skill
  Foe Rating     Character Skill
  Foe Rating     Character Skill    
  Catastrophic          1 
  Pathetic             2-3 
  Feeble               4-5 
  Inferior             6-7 
  Poor                 8-9 
  Passable            10-12 
  Good                13-15 
  Great               16-19 
  Superior            20-24 
  Awesome              25 
  Inhuman              -- 
   
  For example, instead of a Strength skill of 13, a 
  foe would be assigned a Strength of Good. The foe 
  could then perform any task that required a Good 
  Strength roll. Once you set an RR for a task, it 
  applies equally to foes and characters alike. 
  By the same token, once you establish a foe's 
  skills, do not change them later without good 
  reason. If you give a foe Good Strength, it should 
  stay Good forevermore. It's this kind of consistency 
  that will help make your foes believable and 
  realistic. 
  Foes with a rating of Inhuman are beyond 
  Awesome. There is no way a character could out-
  muscle a dragon with Inhuman Strength, just as 
  there is no way she could outrun a gazelle with 
  Inhuman Speed. 
  Example: The referee wants an ogre with a 
  Great Strength skill to lift a large boulder. He does 
  not make a skill roll. If the referee wishes the ogre 
  to lift the boulder, the ogre can do it. This is done 
  simply by setting the Strength RR to move it at 
  Great. Should a character attempt to lift the boulder, 
  she would need a Strength roll of Great or better to 
  succeed. 
  If a character had tried to lift the boulder 
  earlier, and the referee had set the RR at Superior, 
  the ogre would not be able to accomplish the task. 
  The boulder would simply be too big for him to lift. 
  
  Chapter 11: Foes 
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  181 
  Interacting With foes
  Interacting With foes
  Interacting With foes
  Interacting With foes    
  Foes can't always have their way. When a foe is 
  interacting with a player, there is almost always a 
  die roll involved. The die roll is made by the player; 
  the referee never rolls against the foe's skill. Do not 
  think of it as the foe's chance to accomplish a task, 
  think of it as the player's chance to resist (or affect) 
  the foe. Foes are constants; the players are the 
  variables. 
  Example: Dolin challenges Jon, a foe, to an arm 
  wrestling competition. To win, Dolin must roll his 
  Strength versus his opponent's. Since Jon has a 
  Passable Strength, Dolin's roll required is Passable. 
  Dolin has a Strength of 12. By rolling 61, he achieves 
  a Good roll, barely defeating Jon. 
  Example: A hob with a Strength of Great 
  grapples Dolin, pinning him for (target's Strength vs 
  attacker's Strength) x 2 turns. Dolin has a Strength 
  of 14, but only manages to roll 34, a Passable result. 
  The result of (Passable vs Great) is 3 columns. Dolin 
  is pinned for 3 x 2 = 6 turns. 
  Example: While in a bookstore, Malajusta 
  grabs a copy of "The Decaying Morals of Society" 
  and makes a run for the door. Since she didn't even 
  attempt stealth, the proprietor spots her and leaps 
  over the counter. 
  The foe intends to catch Malajusta, while 
  Malajusta intends to run out the door. The referee 
  decides that if Malajusta rolls Passable on Run, she 
  will escape (this is because the proprietor's Run is 
  Passable). Her player rolls and gets a Poor result. 
  This isn't good enough for her to get out the door, 
  so the referee tells her that the proprietor has 
  caught up with her and will grab her unless she 
  does something fast! 
  Malajusta could either turn and fight, or she 
  could try to dodge out of reach. The choice is up to 
  her player. If Malajusta does nothing, the proprietor 
  will catch her. The foe wouldn't have to roll to catch 
  her because anyone can grab someone who isn't 
  resisting. 
  Malajusta 
  decides 
  to 
  dodge 
  under 
  his 
  outstretched arms. Her player makes an Awesome 
  Dodge roll against the proprietor's Passable Combat 
  skill. Malajusta dives under his arms and is out the 
  door in an instant. 
  Companions
  Companions
  Companions
  Companions    
  During an adventure, a foe may join the 
  characters. For instance, a foe who is lost in a cave 
  will gladly join the characters if she thinks they 
  know the way out. Or the players may invite a foe to 
  join them. It's easy to imagine adventurers inviting 
  a princess along after they've just rescued her from 
  a dragon - especially if her father is rich and 
  generous! 
  For purposes of this discussion, foes who join 
  the characters are called companions. They may 
  simply follow along, or they may actively help (or 
  secretly hinder) the players. 
  Player characters can tell their companions 
  what to do, but it's up to the referee to decide if the 
  foe obeys. For the most part, they'll keep their 
  mouths shut and their hands in their pockets, and 
  they'll always avoid fighting the player's battles. It 
  should be up to the players to protect their 
  companions, not the other way around. 
  Never allow more than one or two companions 
  into the game. For the most part, players should 
  rely upon their own resources After all, no one 
  wants to be upstaged by an extra. Besides, the more 
  companions scampering around, the harder it is to 
  keep track of them. Find some excuse to remove 
  excess 
  companions 
  (knocked 
  unconscious, 
  summoned to the deathbed of a grandfather, taken 
  ill, etc.) and resume play with an emphasis on 
  player interaction. 
  Creating Foes 
  There are four things you should know about a 
  foe: it's Name, Defense, Skills, and Combat. Most of 
  this information can be made up on the spur of the 
  moment. 
  Name
  Name
  Name
  Name    
  A foe's name should relate to his personality, 
  appearance, or function. An apt name will make him 
  easier to remember and more vivid in the player's 
  imagination. For instance, "Broomhilda" conjures a 
  specific image, while "Barney" creates a totally 
  different impression. Think about the foe's race and 
  occupation, then pick an appropriate name that 
  
  Chapter 11: Foes 
  182 
  Referee’s Rulebook 
  182 
  complements or reinforces his personality. And 
  don't forget the powers of irony. A giant named 
  "Tiny" is just as memorable as one called "Skull 
  Crusher." 
  Even non-intelligent creatures may have 
  names. A vicious wolf who hounds the hill folk may 
  be called "The Grey Stalker" by the locals. 
  Defense
  Defense
  Defense
  Defense    
  Since players sometimes attack even an 
  innocuous foe, all foes need a Defense rating. Foes 
  take damage in a completely different fashion from 
  player characters. First of all, the referee never rolls 
  hit location for foes; unlike player characters, 
  damage is not distributed between a foe's body 
  parts. 
  An average foe's Defense looks like this: 
  "Passable, Good, Great, Super, Awesome." Each time 
  the foe takes damage, mark off the corresponding 
  level on his Defense. For example, if the foe takes 
  Great damage, the word "Great" would be marked 
  off his Defense. If the appropriate damage level is 
  already marked off, mark off the next highest 
  available damage level. Once the right-most damage 
  level is marked off, the foe is dead, unconscious, or 
  otherwise incapacitated. It's up to you to decide 
  exactly how bad off the foe is. Perhaps he has a 
  broken arm, or maybe the fight's been knocked out 
  of him and he simply surrenders. One thing's for 
  sure, he won't be giving the players any more 
  trouble. 
  The same damage level may appear more than 
  once. For example, a centaur has a Defense of 
  "Passable, Passable, Good, Good, Great, Great, 
  Superior, Superior, Awesome." Though easy to hit, a 
  centaur is difficult to kill because he has so many 
  Defense levels. 
  The sample foes in this chapter are given a 
  Defense for the typical armor they wear. The 
  referee must modify the foe's Defense if his armor is 
  lighter or heavier than normal. 
  Example: Dolin and Malajusta are fighting a 
  corsair with a Defense of Passable, Good, Great, 
  Superior, Awesome and a scimitar (Passable 
  damage). 
  Dolin swings his war axe and gets a Good roll 
  on his attack. The referee marks off the word 
  "Good" on the corsair's Defense. Malajusta attacks 
  and also gets a Good roll. Since Good is already 
  marked off the corsair's Defense, the referee marks 
  off Great. The corsair attacks back, swinging at 
  Dolin's head (a roll of 1 on the hit location die). 
  Dolin rolls Poor on his head Defense and takes a 
  light wound to his noggin. 
  Dolin attacks again and misses with a Poor roll, 
  which is less than the corsair's Defense. Now 
  Malajusta swings and gets an Awesome roll. The 
  referee marks off Awesome on the corsair's 
  Defense. Since his highest Defense level has been 
  crossed off, the corsair is defeated. 
  Magic Resistance
  Magic Resistance
  Magic Resistance
  Magic Resistance    
  Magic resistance represents a creature's 
  vulnerability to the arcane arts. Whenever a 
  character directs a spell against a foe, the player 
  must use the foe's Magic Resistance as the roll 
  required to cast the spell. See Chapter 9: Magic for 
  more information on casting spells. 
  Skills
  Skills
  Skills
  Skills    
  During an adventure, most foes use less than a 
  half dozen skills. For this reason, foes are given only 
  those skills that they will most likely use during a 
  game. 
  A foe whose main purpose is to fight only 
  needs Damage and Defense. You can set his other 
  skills when they are required. If a foe needs to use 
  his Stealth, and you haven't determined it already, 
  you can assign any value you like. Just try to keep it 
  reasonable and in character. A horribly clumsy foe 
  would have a low Stealth, and you could expect a 
  very alert foe to have a high Track. If in doubt, 
  assign your foe a Passable skill. 
  Some foes don't even need skills. These are the 
  people a character sees on the street or talks to in 
  passing. They provide atmosphere and little else. If 
  it becomes necessary to know their skills, you can 
  make them up on the spot. 
  For comparison purposes, the intelligence of 
  most animals is Pathetic. Fish and insects have a 
  Catastrophic Intelligence. A Feeble Intelligence 
  equates to a small child or smart chimpanzee. 
  Foes have a Run skill to denote how quickly 
  they move. Some foes have many different means of 
  moving, and hence several movement skills such as 
  Fly, Swim, and Tunnel (through solid earth). 
  Many foes have a Hostility skill to indicate how 
  they react to characters. For instance, a foe with 
  
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  Awesome Hostility will almost always attack. A foe 
  with Pathetic Hostility will usually be friendly (or 
  cowed). A player rolls Charm versus the foe's 
  Hostility to elicit a positive response. 
  Combat
  Combat
  Combat
  Combat    
  Foes have many different forms of attack, each 
  with its own damage rating. When a foe attacks a 
  character, the player must roll his Defense versus 
  the damage rating of the foe. The foe does not roll to 
  hit the character. 
  For example, a goblin might attack with a short 
  sword for Poor damage. When a goblin attacks a 
  character, the player must roll Passable or better on 
  Defense to avoid being hit. 
  Foes listen in this chapter have a damage rating 
  that takes into account the type of weapon the foe is 
  using, and the size of the foe. If a foe is using a 
  heavier weapon than the one specified, you will 
  want to increase his damage rating-or reduce it if he 
  is using a lighter weapon. Damage ratings range 
  from Pathetic to Inhuman. 
  Some foes can make more than one attack per 
  turn, and are so noted. 
  Notes
  Notes
  Notes
  Notes    
  Appearance: A foe's appearance should be 
  something that distinguishes him from all others. It 
  may be something about his appearance that 
  indicates his disposition, or it may be a habit that 
  gives him a bit of distinction. A quick description of 
  a man wearing a slouched hat, biting his finger nails 
  and intermittently chuckling "Heh, heh, heh," will 
  vividly portray a foe to your players, one that they 
  will not soon forget, and neither will you. Even one 
  distinguishing mark can do wonders. Saying "The 
  hob with the wart on his nose attacks you" is much 
  more colorful than saying "Hob number 3 attacks." 
  Personality: This can be a key trait, or an 
  elaborate description. For the most part, a foe's 
  personality can be summed up in a few choice 
  words (you may even want to use the Personality 
  Traits table from Chapter 2: Character Creation.). 
  Try to make the foe react to situations according to 
  his personality. A cheerful foe would not act morose 
  without reason. Keeping your foes consistent will 
  make them, and your game, more realistic. 
  A short quotation can give a strong impression 
  of a foe's personality, as well as supplying a sample 
  of how he thinks and talks. Not only will the words 
  you use convey the foe's personality, so will your 
  tone of voice and gestures. For instance, a little old 
  lady may have a high, quavering voice, while a 
  tavern ruffian always speaks in menacing tones. 
  Try 
  to 
  quote 
  foes 
  directly 
  instead 
  of 
  paraphrasing. Don't say, "The brigand tells you to 
  surrender your money." Say, "The brigand growls, 
  ÔGimme yer gold, or yer face is meat pie!'" 
  Motivation: A foe's goal will give you an idea of 
  what the foe wants and the purpose he serves in the 
  game. A foe's motivation can be as simple as 
  preventing characters from entering a room, or as 
  complicated as taking over an empire. His 
  motivation will generally be determined by the 
  needs of the adventure. A foe with a specific goal is 
  a lot easier to play than one who just wanders by. 
  Knowing his motivation will help you decide how 
  he will react in different situations, and it will help 
  you direct the course of your adventure through the 
  actions of your foes. A foe will freely participate in 
  activities that help him achieve his objective, and 
  will resist events that hinder him. 
  Powers: Many foes have spell-like powers. 
  Remember, foes do not roll to use their powers; 
  players roll to resist them. If a player character 
  resists a foe's power, he is immune to that 
  particular power for the rest of the encounter. 
  Because foe powers are radically different from 
  those of player characters, it's important to clearly 
  define what a foe is capable of, and how often they 
  can use their powers. Examine the foes in the 
  following section to determine how spells are 
  adapted for foes. For instance, foes never roll for 
  duration. The power may have a pre-determined 
  duration, or the target may have to roll to see how 
  long he is affected. 
  Example: A brownie has dropped her locket 
  down a sewer. She approaches Dolin, and asks him 
  to retrieve it for her, but he's not interested. The 
  brownie uses her special Friends ability, hoping to 
  change his mind. The referee asks Dolin to make an 
  Intelligence roll to resist. The result is Poor. Dolin 
  suddenly takes a shine to the curly-haired brownie, 
  and lowers himself into the sewer muck. 
  Gear: Note the armor your foe is wearing (if 
  any) his weapons, and any other special items he is 
  carrying. Some foes, such as animals, do not have 
  any gear at all. 
  
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  184 
  Foe List 
  Afanc (avanc)
  Afanc (avanc)
  Afanc (avanc)
  Afanc (avanc)    
  Defense: Good, Good, Great, Great, Superior, 
  Awesome 
  Magic Resistance: Good 
  Skills: Inferior Intelligence, Good Hostility, 
  Super Strength, Good Swim, Poor Run. 
  Combat: The afanc attacks with two bear-like 
  paws (Good damage each) or a flesh-rending bite 
  (Great damage). 
  Notes: This cross between a giant beaver and a 
  crocodile has a squat head, furry body and long flat 
  tail. An afanc is between 10 and 25 feet in length, 
  and stands about four feet high. Foresters hunt the 
  afanc for its luxurious fur. Like the unicorn, it can be 
  tempted to place it's head in the lap of a virgin 
  maiden. This practice is rare, for once the afanc 
  senses danger, it will slaughter the girl. 
  Afancs live near rivers and small lakes. They 
  never roam far from water. 
  By vigorously beating its tail, an afanc can 
  create a whirlpool that will drown swimmers who 
  fail a Passable Swim roll and capsize small boats 
  unless the pilot makes a Passable Boat roll. 
  Characters in the boat must roll Passable on Agility 
  or else fall into the water. An afanc can maintain the 
  whirlpool for five minutes. 
  Amazon
  Amazon
  Amazon
  Amazon    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Good Strength, Good Agility, Great 
  Charm, Good Run, Good Hostility. 
  Combat: Long sword (Passable damage) and 
  long bow (Passable damage). Amazons wear leather 
  armor. 
  Notes: Amazons are warrior women well-
  known for their beauty, bravery and arrogance. 
  They view men with disdain, but will capture them 
  for procreation purposes. To prevent slaves from 
  escaping, the amazons cut their tendons so that 
  they are permanently hobbled. Special potions may 
  also be used to keep a man docile. Male children are 
  treated as slaves or killed at birth, while female 
  children are raised as warriors. 
  Amazons fiercely guard their forest homelands, 
  and are always on the alert in case of invasion. 
  Strangers (particularly men) travelling through 
  their lands are often attacked, captured or killed 
  without 
  provocation. 
  However, 
  they 
  admire 
  courage and good fighting skills, and a man showing 
  these traits may be allowed safe passage. 
  Asari
  Asari
  Asari
  Asari    
  Defense: Poor, Good 
  Magic Resistance: Superior 
  Skills: 
  Inferior 
  Strength, 
  Poor 
  Cunning, 
  Awesome Charm, Passable Intelligence, Great Swim, 
  Pathetic Hostility. 
  Combat: Although normally passive, an asari 
  will defend himself with his fists if attacked, doing 
  Feeble damage. 
  Notes: The asari are gentle, shy folk who live in 
  oceans, lakes and placid rivers. They are between 
  two and four feet tall, and have green hair as well as 
  webbed feet. They wear no clothing and are 
  immune to cold. 
  Asari appear to be children, though in reality 
  they are fully grown. They come to the surface of 
  the ocean only at night when the moon is full. They 
  cannot live in the daylight, and will melt into a pool 
  of water if a ray of sunshine touches their delicate 
  skin. 
  Asari are so beautiful that anyone who sees one 
  will be compelled to capture him. A character must 
  roll Great on Will to resist the compulsion to take 
  the asari from it's natural habitat. 
  Aughisky (agh
  Aughisky (agh
  Aughisky (agh
  Aughisky (agh----iski) 
  iski) 
  iski) 
  iski)     
  Defense: Great, Great, Superior, Superior, 
  Awesome 
  Magic Resistance: Great 
  Skills: Superior Strength, Good Agility, Poor 
  Intelligence, Great Run, Great Swim, Great Hostility. 
  Combat: An aughisky attacks with its teeth 
  (Passable damage) and hooves (Good damage). 
  Notes: The aughiska are magical horses that 
  normally live under the ocean. They are extremely 
  beautiful, strong and swift, but quite dangerous if 
  not handled properly. This is because the aughiska 
  are carnivorous creatures. Usually feeding on fish, 
  
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  they will attack larger animals and even humans at 
  times.  
  The aughiska come out of the ocean in the late 
  fall to mate. Hundreds of them cavort along the 
  sands during this time, and an intrepid soul may 
  capture one and ride it inland. If he succeeds, the 
  aughisky will become a faithful mount, fearless in 
  combat and swift in pursuit. They have a telepathic 
  link with their rider, and will stick with him even in 
  moments of extreme danger. However, the rider 
  must always keep the aughisky far from the ocean. 
  If it catches even the slightest whiff of sea air, it will 
  ride frantically towards it. Once within it's waves, 
  the aughisky will devour its rider without a second 
  thought. 
  Avian
  Avian
  Avian
  Avian    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Great Alertness, Good Charm, Good 
  Intelligence, Inferior Mechanical, Poor Hostility, 
  Superior Fly. 
  Combat: Avians use javelins (Poor damage) and 
  crossbows (Poor damage). 
  Baavan Sidhe
  Baavan Sidhe
  Baavan Sidhe
  Baavan Sidhe    
  Defense: Passable, Great, Superior 
  Magic Resistance: Great 
  Skills: Poor Strength, Good Cunning, Superior 
  Charm, Great Hostility, Great Illusion. 
  Combat: A baavan sidhe normally uses a rapier 
  (Passable damage) and wears light leather armor. 
  In non-combat situations, a baavan sidhe can use 
  it's ability to put a victim to sleep by breathing on 
  him. The victim will fall asleep for (Will vs Good) x 
  10 minutes. 
  Notes: Members of the Unseelie Court, these 
  vicious elves are astonishingly beautiful sidhe. They 
  drain the blood from their victims to gain magical 
  power. Without a daily intake of blood, they are 
  incapable of casting spells. For this reason, most 
  baavan sidhe carry a small vial of blood. 
  The baavan sidhe sucks the blood directly 
  through the skin. This causes painful bruising and 
  tender patches on the victim's body. 
  Baavan sidhe can drain 1 pint of blood every 10 
  minutes. For each pint of blood drained, the 
  character loses -2 points from his Strength and 
  Stamina (and all skills dependent upon them). Once 
  either skill is reduced below zero, the character 
  dies. A survivor will be pale, anemic, and weak, and 
  will recover his lost skill points at the rate of 2 
  points per day. 
  Barbarian
  Barbarian
  Barbarian
  Barbarian    
  Defense: Good, Great, Great, Superior, Superior, 
  Awesome 
  Magic Resistance: Good 
  Skills: Good Alertness, Good Nature, Great 
  Stamina, Great Strength, Poor Intelligence, Good 
  Hostility, Good Run. 
  Combat: Barbarians normally use battle axes 
  and claymores (Passable damage) and wear chain 
  mail or ring mail. Twice per day, a barbarian can go 
  berserk for 5 minutes. While berserk, the barbarian 
  has Good damage. 
  Barghest
  Barghest
  Barghest
  Barghest    
  Defense: Good, Good, Great, Superior, Awesome 
  Magic Resistance: Good 
  Skills: Great Strength, Poor Intelligence, Great 
  Run, Passable Hostility. 
  Combat: Barghests attack with their bite (Poor 
  damage) and horns (Poor damage). 
  Notes: This fierce dog stands 3 feet at the 
  shoulder, and has a shaggy black coat, fiery red 
  eyes, and a set of 6 inch long horns protruding from 
  its forehead. Barghests are untiring trackers, and 
  can follow a scent that is weeks old. Barghests can 
  see ghosts of all kinds, and are rumored to drive lost 
  spirits to the underworld. For this reason they are 
  especially disliked by spiritualists. 
  A barghest's howl can summon 2d6 dogs. 
  These dogs will attack the barghest's foes even at 
  the cost of their own lives. 
  Basilisk
  Basilisk
  Basilisk
  Basilisk    
  Defense: Good, Great, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Inferior Agility, Inferior Intelligence, 
  Feeble Run, Great Hostility. 
  Combat: Although the basilisk can attack with a 
  bite (Poor damage) and sharp claws (Poor damage), 
  
  Chapter 11: Foes 
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  it is best known for its ability to turn people into 
  stone. Once per turn, a basilisk can gaze at a single 
  character. The character is turned to stone for 
  (Alertness vs Passable) hours. On a Catastrophic 
  roll, the petrification is permanent. 
  Once per hour, the basilisk may emit a cloud of 
  poison from it's mouth. All characters in the local 
  area fall ill for (Stamina vs Poor) x 10 minutes. 
  During this time, they are at -1 column on all skill 
  rolls. 
  Notes: This sluggish, four foot long lizard has a 
  spiny crest running along its back and tail. It prefers 
  warm, southern lands, and often makes it's home in 
  rocky crags. 
  Bauchan (buck
  Bauchan (buck
  Bauchan (buck
  Bauchan (buck----awn)
  awn)
  awn)
  awn)    
  Defense: Passable, Good, Great 
  Magic Resistance: Great 
  Skills: Inferior Strength, Great Agility, Passable 
  Intelligence, Poor Hostility, Passable Run. 
  Combat: Bauchans can only be hurt by magic 
  weapons and spells. Since they are invisible and 
  highly agile, they are almost impossible to hit unless 
  their attacker can somehow take the bauchan by 
  surprise. A cornered bauchan will attack by 
  scratching and biting (Inferior damage). 
  Notes: A bauchan is a spirit that adopts a 
  person and refuses to leave. It looks like a small 
  goblin, with greenish skin and webbed fingers, but 
  it is rarely seen by anyone other than it's host. 
  A bauchan loves to play tricks. Since the 
  bauchan is usually invisible, these tricks are hard to 
  detect before it is too late. Tying bootlaces together 
  or putting great quantities of salt in the soup are the 
  mildest of his antics. A bauchan will think nothing of 
  replacing an entire pack of rations with straw, or 
  detaching a sword hilt from the blade so that it 
  cannot be drawn from the sheath. These are 
  dangerous tricks, but the bauchan will not 
  understand why a character is angry at him. If he 
  feels unjustly persecuted, he may resort to truly 
  nasty pranks, like showering the character with 
  sharp stones. 
  Having a bauchan as a friend is not always a 
  bad thing. The bauchan does feel some loyalty for 
  his companion, and he will do things to help him in 
  times of trouble. He may bring a character the key 
  to his prison cell, or provide him with food when 
  he's starving. 
  A bauchan may stay with a character for 
  months, even years, and then inexplicably leave. No 
  one knows what attracts a bauchan to a person, or 
  what makes him depart. Some people believe that 
  they die and simply waft away. Others believe that a 
  bauchan lives forever, moving restlessly from 
  person to person.  
  Bauchans have the following special abilities: 
  Mud-sling: Twice a day, a bauchan can 
  magically throw 3 gallons of swamp mud at a 
  specific target. The victim will be blinded for 
  (Dodge vs Poor) turns. Victims must also roll Great 
  on Agility or fall into the muck.  
  Rain of Stones: Once a day, a bauchan can cause 
  stones to fall from the sky. Ranging from pebbles to 
  fist-sized rocks, these stones will fall in the local 
  area for up to 3 minutes. Unsheltered victims will 
  take (Dodge vs Poor) wounds, each of Passable 
  damage.  
  Bear
  Bear
  Bear
  Bear    
  Defense: Great, Great, Superior, Awesome, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Awesome Strength, Pathetic Intelligence, 
  Passable Run, Good Hostility. 
  Combat: Bears attack with their powerful claws 
  (each claw does Good damage). If both claws do 
  damage, the bear also delivers a bone-crushing bite 
  (Great damage). 
  Notes: Bears have poor eyesight and rely 
  heavily on their sense of smell. A bear can weigh up 
  to half a ton and stand four feet tall at the shoulder. 
  They run faster than a man for short distances, and 
  can climb trees as well. They are generally solitary, 
  though a mother will never be far from her cubs. 
  Grizzly 
  bears 
  are 
  especially 
  large 
  and 
  temperamental. 
  Beyonie
  Beyonie
  Beyonie
  Beyonie    
  Defense: Passable, Passable, Good, Good, Great, 
  Great, Superior, Awesome 
  Magic Resistance: Awesome 
  Skills: Awesome Intelligence, Pathetic Charm, 
  Poor Run, Passable Hostility. 
  Combat: The beyonie can lash out twice with 
  her hands, doing Passable damage with each strike. 
  Just by doing damage to a limb, she will cause it to 
  
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  become totally useless until she touches it again and 
  makes it whole. If she touches a character's head, he 
  goes into a coma. Her touch has no special effect on 
  a character's chest. 
  Notes: This creature portends great sadness 
  and death. She usually appears before battles, 
  wailing and pulling her hair. After the dead have 
  fallen, she sweeps up their blood-stained clothing in 
  a basket and carries them away. Sometimes she can 
  be found at a stream, trying to scrub the blood from 
  the shirts and cloaks that she's collected. 
  The beyonie appears to be a wizened old lady, 
  all dressed in green. She can be instantly recognized 
  by her red, webbed feet. She is said to be an ancient 
  magician who knows all the secrets of the world. If 
  the beyonie is busy washing clothes at a riverside, 
  and a person can get between her and the water 
  before she sees him, she will answer three 
  questions put to her. However, she will also ask 
  three questions, which must be answered truthfully. 
  If the beyonie likes a character, she may accept 
  him as a friend. Quite often this includes receiving a 
  magical garment from her ever-full basket of bloody 
  clothing. 
  Boar
  Boar
  Boar
  Boar    
  Defense: Passable, Good, Great, Great, Superior, 
  Superior, Awesome 
  Magic Resistance: Poor 
  Skills: Great Strength, Poor Agility, Pathetic 
  Intelligence, Good Run, Good Hostility. 
  Combat: Boars attack with large tusks which 
  grow upwards from their lower jaws. Some tusks 
  are up to a foot long. Their tusks do Poor damage. 
  Notes: A boar can be up to four feel long, and 
  three feet in height. This wild swine is grayish black, 
  with short, bristly hair growing along its spine. 
  Bobcat
  Bobcat
  Bobcat
  Bobcat    
  Defense: Good, Great, Superior 
  Magic Resistance: Passable 
  Skills: Great Agility, Pathetic Intelligence, Good 
  Run, Good Hostility. 
  Combat: A bobcat attacks with its claws (Poor 
  damage) and a bite (Poor damage). 
  Notes: Bobcat is the common name for a lynx, 
  especially one with a short or bobbed tail. They are 
  stout wild cats, up to three feet in length, with a tuft 
  of hair at the tip of each ear. 
  Boggart
  Boggart
  Boggart
  Boggart    
  Defense: Passable, Good, Great, Great 
  Magic Resistance: Good 
  Skills: Passable Strength, Passable Intelligence, 
  Great Cunning, Passable Run, Good Hostility. 
  Combat: A boggart attacks with a short sword 
  or hatchet for Poor damage. They do not wear 
  armor. 
  Notes: Like a brownie, a boggart's four foot tall 
  frame is covered in soft brown fur. They wear rags, 
  and live in secluded family units rather than towns 
  and villages. Boggarts specialize in robbery, and are 
  known to waylay isolated travellers. They use their 
  magic to confuse and terrorize their victims. 
  Although they do not study magic, they have the 
  following special abilities: 
  Move Object: Once per day, a boggart can will 
  an item within the local area to move for five 
  minutes. If the item is one pound or less, it will 
  move with a speed of Great, if it is over one pound, 
  it will move with a speed of Passable. The item must 
  weigh under five pounds. 
  Sounds of Mystery: Twice per day, a boggart 
  can create the illusion of noise. All creatures in the 
  local area will hear ringing bells, thunderclaps or 
  shrieks. Although a boggart cannot create the 
  illusion of distinct words, it can create the effect of 
  murmuring voices.  
  Spectral Lights: Once per day, the boggart can 
  create brilliant lights that dance before the eyes of 
  the target. The target will be blinded for (Alertness 
  vs Good) x 2 turns. 
  Invisibility: Once per day, a boggart can turn 
  invisible for up to 10 minutes. Any successful hit 
  upon an invisible boggart will break the spell. 
  Characters are at -2 columns to hit an invisible 
  boggart. 
  Bo
  Bo
  Bo
  Bone Warrior
  ne Warrior
  ne Warrior
  ne Warrior    
  Defense: Passable, Passable, Good, Good, Great, 
  Superior, Awesome 
  Magic Resistance: Good 
  Skills: Good Agility, Poor Intelligence, Good 
  Cunning, Good Run, Great Hostility. 
  
  Chapter 11: Foes 
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  Combat: Bone warriors wield scimitars or 
  bullwhips (Poor damage), and many have a short 
  bow as well (Poor damage). Although they do not 
  wear armor, most carry a buckler. 
  Small missiles simply pass through a bone 
  warrior's skeletal body. They ignore Passable or 
  Good damage from arrows, bolts, and similar 
  missiles. 
  Bone warriors radiate an aura of fear. In order 
  to attack a bone warrior with a melee weapon, a 
  character must overcome his revulsion by rolling 
  Good on Sanity. A character who fails cannot come 
  within five feet of the bone warrior. 
  Notes: A bone warrior is a reanimated skeleton 
  with a single purpose: to kill and drive off living 
  creatures. Most bone warriors have been created by 
  wizards to guard treasures or important areas. 
  Some bone warriors remain ceaselessly on guard, 
  long after the original spell caster has died. 
  Bo
  Bo
  Bo
  Boobrie
  obrie
  obrie
  obrie    
  Defense: Good, Great, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Good Strength, Feeble Intelligence, Great 
  Hostility, Poor Run, Passable Fly. 
  Combat: The boobrie attacks with its sharp 
  beak (Passable damage) and its webbed talons 
  (Poor damage). The boobrie's harsh cry causes all 
  those in the local area to flee for (Good vs Will) x 2 
  minutes. Those who make their roll are unaffected 
  by the boobrie's cry for the rest of the day. 
  Notes: This vicious, six foot tall swamp bird has 
  a long neck, black feathers and a hooked beak. It's 
  legs are very short and end in tremendous webbed 
  talons. It's stubby wings allow it to fly for short 
  distances only, not more than 50 feet or so. 
  Brownie
  Brownie
  Brownie
  Brownie    
  Defense: Poor, Passable, Good, Great 
  Magic Resistance: Passable 
  Skills: Poor Strength, Good Alertness, Great 
  Charm, Good Mechanical, Passable Intelligence, 
  Poor Run, Passable Hostility. 
  Combat: Brownies use short swords (Inferior 
  damage), hammers (Inferior damage) and slings 
  (Inferior damage). They wear padded armor at 
  most. 
  Notes: Twice per day, a brownie can use his 
  friendship ability on a character. The person 
  affected will think of the brownie as a friend for 
  (Intelligence vs Good) hours.  
  Bush Person 
  Defense: Passable, Good, Great, Superior, 
  Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Great Agility, Good Alertness, Good 
  Nature, Passable Intelligence, Good Strength, Good 
  Run, Inferior Hostility. 
  Combat: Bush people carry hatchets (Poor 
  damage), spears (Poor damage), and boomerangs 
  (Poor damage). They wear no armor, but many 
  carry wicker shields. 
  Notes: Twice per day, a bush person can use 
  animal vision to see and hear through an animal. 
  The bush person controls where the animal goes, 
  but cannot force it to attack or perform any 
  unnatural action. This power lasts 15 minutes per 
  use. 
  Cait Sidhe
  Cait Sidhe
  Cait Sidhe
  Cait Sidhe    
  Defense: Great, Superior, Awesome 
  Magic Resistance: Superior 
  Skills: Poor Strength, Superior Agility, Good 
  Cunning, Passable Intelligence, Good Run, Passable 
  Hostility. 
  Combat: A cait sidhe attacks with claws and 
  bite. When biting, its jaw distends to monstrous 
  proportions (Poor damage). Its claws are very long 
  and sharp enough to rend chain mail (Passable 
  damage). A person who suffers from a claw wound 
  may contract cat scratch fever and become 
  incapacitated for (Stamina vs Poor) hours. The 
  fever and delirium will occur in one hour. 
  In human form, the cait sidhe attacks with a 
  poisoned dagger (Poor damage). The poison causes 
  (Stamina vs Good) hours of paralysis to anyone who 
  is injured. A cait sidhe's dagger is normally coated 
  with three doses. They do not wear armor. 
  Notes: The cait sidhe is the favorite companion 
  of witches. It can appear as a large black cat with a 
  white spot on it's back or as a thin, dark-haired 
  elfin. As a cat, the cait sidhe has remarkable agility, 
  balance and quickness. A witch and cait sidhe have 
  a telepathic link with each other (with a range of 
  about one mile), and may communicate without 
  speaking. 
  
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  In elfin form, most cait sidhe are mute or speak 
  in purring whispers. They cannot abide dogs, and 
  may revert to cat form to attack their natural 
  enemy. They can also be detected by their unusual, 
  cat-like eyes.  
  By gazing into a character's eyes, the cait sidhe 
  can form a telepathic link. For the next (Fate vs 
  Great) x 2 hours, anything the character sees, hears, 
  or experiences will be known to the cait sidhe. Once 
  per hour, the cait sidhe can give the affected 
  character a command. The character will feel 
  compelled to do as the cait sidhe directs unless he 
  makes a Passable Will roll.  
  Cat
  Cat
  Cat
  Cat    
  Defense: Good 
  Magic Resistance: Passable 
  Skills: Superior Agility, Pathetic Intelligence, 
  Good Run, Inferior Hostility. 
  Combat: Cats latch onto their victim and attack 
  with small claws and sharp teeth. Each turn, the 
  victim must roll his Defense for the body part being 
  attacked. A roll of Poor or less means he takes light 
  damage. 
  Notes: House cats are often kept as pets, 
  particularly by witches. Wild cats live in packs of 
  ten to thirty; however, they do not normally hunt in 
  a group. 
  Centaur 
  Defense: Passable, Passable, Good, Good, Great, 
  Great, Superior, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Great Strength, Poor Agility, Good 
  Intelligence, Great Run, Passable Hostility. 
  Combat: Centaurs prefer to use long bows 
  (Poor damage) and broad swords (Passable 
  damage). They wear studded armor on their human 
  parts. If needed, they can kick with their hind legs 
  for Inferior damage. 
  Notes: Centaurs have the body of a horse and a 
  human torso, arms and head. Most of them are a 
  barbaric lot who enjoy raiding settlements and 
  molesting helpless women; however, some centaurs 
  are very cultured and renowned for their wisdom 
  and musical ability. In fact, it is considered a sign of 
  prestige among noble families to have a centaur 
  tutoring their children. Female centaurs are 
  extremely rare, which may account for the male 
  centaurs' interest in human women. 
  Cheetah
  Cheetah
  Cheetah
  Cheetah    
  Defense: Good, Great, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Good Strength, Pathetic Intelligence, 
  Great Agility, Inhuman Run, Great Hostility. 
  Combat: A cheetah attacks with its claws (Poor 
  damage) and a bite (Poor damage). 
  Notes: Cheetahs are four feet in length 
  (discounting the tail), with short, non-retractable 
  claws. They are yellowish-brown with black spots, 
  and have rather small heads. The cheetah is an 
  incredibly fast animal, sprinting up to 70 miles per 
  hour. Like all cats, they are carnivorous, and 
  normally hunt in small packs. Cheetahs are 
  sometimes trained by bush people as "hunting 
  leopards." 
  Chimera
  Chimera
  Chimera
  Chimera    
  Defense: 
  Superior, 
  Superior, 
  Awesome, 
  Awesome 
  Magic Resistance: Good 
  Skills: Superior Strength, Poor Intelligence, 
  Good Agility, Passable Run, Good Hostility. 
  Combat: Each turn, the chimera attacks with its 
  lion bite (Passable damage), its front claws 
  (Passable damage), a bite from the serpent tail 
  (Poor damage), the horns of its goat's head (Inferior 
  damage), and a bite from its dragon's head (Good 
  damage). 
  Every third turn, the dragon's head can breathe 
  a thin column of fire on any one character in the 
  local area. The flame does Good damage. 
  The serpent's bite is poisonous. A character 
  injured by the bite must make a Passable Stamina 
  roll or else they will die in just a few minutes, unless 
  treated with a Great Medical roll. 
  Notes: A chimera has the body of a lion, the 
  hind legs of a goat, and a serpent for a tail. It has 
  three heads- that of a lion, goat and dragon- and can 
  fly when propelled by it's huge bat wings. A chimera 
  is a hideous and exceedingly dangerous monster. 
  Chyown (chow
  Chyown (chow
  Chyown (chow
  Chyown (chow----'n)
  'n)
  'n)
  'n)    
  Defense: 
  Good, 
  Good, 
  Great, 
  Superior, 
  Awesome, Awesome 
  Magic Resistance: Good 
  
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  Skills: Superior Strength, Passable Intelligence, 
  Passable Run, Good Hostility. 
  Combat: The chyown tears his victims apart 
  with his razor-like fingers, doing Passable damage. 
  A chyown's skin is as impenetrable as plate mail. 
  Notes: The "headless trunk" appears to be a 
  human male, but he has no head. Instead, his face is 
  embedded in his chest. He will not attack women or 
  children, and prefers to attack lone men. 
  Cockatrice
  Cockatrice
  Cockatrice
  Cockatrice    
  Defense: Good, Great, Superior 
  Magic Resistance: Passable 
  Skills: Good Agility, Pathetic Intelligence, Poor 
  Run, Good Hostility. 
  Combat: A cockatrice attacks with its beak and 
  claws. Although it does very little damage, its mere 
  touch causes flesh to wither. Anyone attacked by a 
  cockatrice must roll Defense for a random body 
  part. On a roll of Poor or less, the character takes 
  heavy damage. A cockatrice gets two attacks per 
  turn. 
  Notes: A cockatrice looks somewhat like a large 
  rooster, but it's feathers are unnaturally scaly, and 
  its tail is like that of a lizard. It can only be found in 
  desert lands. This is because anything that the 
  cockatrice touches withers and dies. Even water 
  evaporates in the presences of a cockatrice. 
  Corsair
  Corsair
  Corsair
  Corsair    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Good Agility, Passable Intelligence, Good 
  Charm, Good Dexterity, Good Mechanical, Passable 
  Run, Passable Hostility.  
  Combat: Corsairs attack with a cutlass or 
  scimitar (Poor damage). They wear, at most, leather 
  armor. 
  Notes: Four times per day, a corsair can climb 
  almost any surface at Superior speeds (40 feet per 
  minute) for up to 5 minutes. 
  Crocodile 
  Crocodile 
  Crocodile 
  Crocodile     
  Defense: Good, Good, Great, Great, Superior, 
  Awesome, Awesome 
  Magic Resistance: Passable 
  Skills: Superior Strength, Inferior Agility, 
  Passable Run, Good Swim, Superior Hostility. 
  Combat: Crocodiles attack with a bone crushing 
  bite (Good damage) and their heavy tail (Poor 
  damage). A character who is hurt by the tail must 
  roll Good on Agility or else fall down. 
  Notes: Groups of these reptiles live in swamps, 
  marshes and riverbanks. Crocodile skin makes very 
  good leather. Most crocodiles are 15 feet long 
  (although some giant specimens have reached 30 
  feet!). 
  Cu Sidhe (coo shee)
  Cu Sidhe (coo shee)
  Cu Sidhe (coo shee)
  Cu Sidhe (coo shee)    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Great 
  Skills: Passable Strength, Feeble Intelligence, 
  Passable Agility, Good Run, Passable Hostility. 
  Combat: When attacking, the cu sidhe will use 
  his jaws to clamp down on a limb, pulling his 
  opponent to the ground. The target must roll Good 
  on Dodge to avoid being bit. A bit character must 
  roll Strength each turn to resist being pulled down. 
  Once this has been accomplished, the cu sidhe will 
  use his considerable weight to pin his attacker (it 
  takes a Great Strength roll to knock the dog off), and 
  tear at his throat with sharp teeth and claws (Good 
  damage). A cu sidhe will fight to the death, or until 
  his trainer calls him away. 
  Notes: Also known as a "fairy dog," these large 
  dogs are recognizable by their shaggy coats of green 
  fur (though a rare form of cu sidhe is white with red 
  ears). They have large flat feet, and an immense tail 
  that curls over their backs. The cu sidhe is rarely 
  seen outside of elven communities. 
  Cu sidhe make very good guard dogs, for their 
  hearing is acute. They are also favorites among elf 
  children, for they are gentle, patient creatures 
  unless trained to act otherwise. 
  A cu sidhe cannot stand to be confined, and will 
  become extremely agitated if chained or locked in a 
  room. The cu sidhe is an excellent tracking animal. 
  It moves with barely a sound, and is tireless in 
  pursuit.  
  
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  Cyclops
  Cyclops
  Cyclops
  Cyclops    
  Defense: Good, Good, Good, Great, Great, 
  Superior, Superior, Awesome, Awesome 
  Magic Resistance: Great 
  Skills: Inhuman Strength, Poor Agility, Poor 
  Intelligence, Passable Run, Great Hostility. 
  Combat: Cyclops use clubs or spears, doing 
  Great damage. They do not wear armor. 
  Notes: A cyclops has only one eye in the center 
  of his forehead. They stand about 12 feet tall, and 
  dress in filthy clothes made from cow or sheep 
  skins. They are quite brutal, and have been known 
  to feast upon human flesh. Gold or jewels mean 
  nothing to a cyclops. They live in isolated caves, 
  alone or with their brood. They raise sheep and 
  cattle for their food and clothing, and are known for 
  their excellent stock. 
  Dog
  Dog
  Dog
  Dog    
  Defense: Passable, Good, Great, Superior 
  Magic Resistance: Passable 
  Skills: Inferior Strength, Pathetic Intelligence, 
  Good Agility, Great Run, Passable Hostility. 
  Combat: Dogs attack with their bite for Inferior 
  damage. 
  Notes: Dogs come in all shapes and sizes, and 
  most are easily trained as pets or guards. Wild dogs 
  travel in packs, and will sometimes attack a 
  creature many times their size. 
  Doppelganger
  Doppelganger
  Doppelganger
  Doppelganger    
  Defense: Passable, Passable, Good, Great, 
  Superior, Awesome 
  Magic Resistance: Good 
  Skills: Passable on all. 
  Combat: If attacked, the doppelganger will take 
  the form of the attacker. No matter what his form, a 
  doppelganger's defense remains the same and his 
  attack always does Poor damage. 
  Notes: In it's natural state, a doppelganger 
  appears to be a fetus-like humanoid with mutable, 
  pulsing features. It is hairless, with translucent skin 
  and indistinct fingers and toes. It lurks in dark 
  corners or caves, for sunlight irritates it's 
  undeveloped flesh. 
  A doppelganger can take on the appearance of 
  any humanoid creature that it sees (but it cannot 
  increase its height beyond 7 feet or decrease it 
  below 4 feet). It even takes on the appearance of the 
  victim's clothing and equipment (although copied 
  magic items are non-magical). Doppelgangers are 
  not always perfect imitations; they may have 
  webbed fingers and toes or clammy flesh. They 
  often have abnormal heart beats or other internal 
  irregularities. 
  The 
  longer 
  a 
  doppelganger 
  imitates 
  a 
  character, the more perfect his imitation. At the 
  same time, the victim loses his memories as they 
  are drained by the doppelganger. This takes about 
  12 hours, and it will manifest itself as headaches 
  and forgetfulness on the victim's part. Once he has 
  stolen the victim's memories, the doppelganger will 
  try to kill the original and take his place. 
  Draconian
  Draconian
  Draconian
  Draconian    
  Defense: Good, Good, Great, Great, Superior, 
  Awesome 
  Magic Resistance: Good 
  Skills: Great Strength, Inferior Agility, Great 
  Intelligence, Good Run, Good Hostility. 
  Combat: Draconians normally use flails and 
  morning stars, doing Passable damage. They wear 
  studded armor, if any at all. 
  Notes: Three times per day, a draconian can 
  breathe a jet of fire at up to three characters within 
  melee range. The targets take Good damage. 
  Dragon
  Dragon
  Dragon
  Dragon    
  Defense: 
  Awesome, 
  Awesome, 
  Awesome, 
  Awesome 
  Magic Resistance: Awesome 
  Skills: Inhuman Strength, Inhuman Knowledge, 
  Good Run, Superior Fly, Great Hostility. 
  Combat: Dragon's fight with their fangs 
  (Superior damage) and their two immense claws 
  (each does Good damage), and their heavy tail 
  (Poor damage). Once every ten minutes, dragons 
  may breathe a jet of fire which does Good damage 
  to all characters in the local area. 
  Notes: Dragons are reptilian creatures between 
  25 and 60 feet long. Some have wings, and can fly at 
  Inhuman speeds. All dragons love treasure, and 
  many hoard it in their lairs. 
  
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  Roar: Twice a day, a dragon can roar. This is so 
  frightening that all characters in the local area must 
  flee for (Will vs Poor) x 3 minutes. 
  Drake
  Drake
  Drake
  Drake    
  Defense: 
  Superior, 
  Superior, 
  Awesome, 
  Awesome 
  Magic Resistance: Good 
  Skills: Inhuman Strength, Poor Agility, Feeble 
  Intelligence, Passable Run, Superior Fly, Poor 
  Hostility. 
  Combat: A drake's sharp claws do Good 
  damage, and its bite does Great damage. 
  Notes: A drake is a sleek reptile approximately 
  30 feet long. It is easily recognized by it's feathery 
  wings, which enables it to fly great distances. A 
  Drake may carry up to 500 pounds while in flight, 
  and up to 2,000 pounds while on the ground. 
  Drakes are vegetarians and feed primarily off of 
  grass and tree leaves. They are rather docile, and 
  can be tamed to act as mounts or pack animals. 
  Some drakes are even trained to carry soldiers into 
  battle. 
  Dryad
  Dryad
  Dryad
  Dryad    
  Defense: Passable, Good, Great, Superior 
  Magic Resistance: Good 
  Skills: Good Intelligence, Superior Charm, 
  Passable Run, Passable Hostility. 
  Combat: Dryads normally rely on their magic in 
  combat, but if forced to fight they do so with a 
  dagger or other small weapon (Inferior damage). 
  They do not wear armor. 
  Notes: These lovely women are tall, slender, 
  and have very pale skin. They dress in white and 
  gold. Upon reaching puberty, dryads are given a 
  strip of white cloth that is worn as a shawl, scarf, or 
  cloth belt. With it, the dryad gains the powers of 
  flight, healing, and the ability to command trees. 
  Without it, a dryad can do none of these things. 
  If a dryad loses her shawl, she will agree to 
  nearly anything to get it back. Some humans, 
  infatuated by a dryad's beauty, will try to steal the 
  shawl and hide it. The dryad is then forced to marry 
  the human, hoping that her shawl will be returned 
  some day. 
  Fly: Twice per day, a dryad can appear as a 
  whirlwind and can fly at Superior speeds for up to 
  15 minutes at a time. The dryad can bring one other 
  character with her. 
  Heal: A dryad's touch can heal (Passable vs 
  patient's Stamina) levels of damage. She can also 
  heal all sorts of mental afflictions (a character must 
  make a Passable Sanity roll to respond to a dryad's 
  ministrations). 
  Command Trees: A dryads can command tree 
  branches to bow down and entangle her enemies. A 
  character will be held by (Dodge vs Great) 
  branches. He is at -1 column for every branch that 
  holds him. It requires a Passable Strength roll to 
  escape the branches (remember to include the 
  column penalty). 
  Duergar
  Duergar
  Duergar
  Duergar    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Good Agility, Passable Intelligence, Good 
  Cunning, Good Run, Great Hostility. 
  Combat: Duergar attack with thorny whips or 
  spiked hammers, doing Poor damage. They mainly 
  wear chain mail; the few who wear plate mail have 
  a defense of Good, Great, Superior, Superior, 
  Awesome. 
  Notes: Duergar are four feet tall, with black 
  skin and teeth. They have long arms, short legs and 
  sharp features. They are very malicious, and hate all 
  elves and elf kin. Duergars are the champions of the 
  Unseelie Court and will do anything in their power 
  to advance its causes. They particularly hate the 
  firbolg who constantly thwart their nefarious plots. 
  As the defenders of the Unseelie Court, they are well 
  versed in all matters of intrigue, including 
  assassination, poison and combat. Even the Duergar 
  youth are taught to lie and spy for the sake of the 
  evil court. 
  Duergars often travel the lands, looking for 
  converts to their cause. They are treated with 
  suspicion and dislike, but most races tolerate their 
  presence. 
  Dwarf
  Dwarf
  Dwarf
  Dwarf    
  Defense: Good, Great, Superior, Awesome 
  Magic Resistance: Great 
  
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  Skills: Good Intelligence, Great Mechanical, 
  Great Stamina, Good Strength, Passable Run, 
  Passable Hostility. 
  Combat: Dwarves use war axes or maces 
  (Passable damage) and wear ring or chain mail. 
  Notes: Once per day, a dwarf can smell the 
  location of the largest treasure in the local area. 
  Eagle
  Eagle
  Eagle
  Eagle    
  Defense: Passable, Good, Great 
  Magic Resistance: Passable 
  Skills: Passable Strength, Superior Agility, 
  Inhuman Fly, Pathetic Intelligence, Poor Hostility. 
  Combat: Eagles fight with their talons and 
  beak. They prefer to dive at their victim, attacking 
  with an aerial strike which does Passable damage. If 
  the attack misses, the eagle will fly from danger, and 
  make another attempt. If an eagle hits a character's 
  leg, change to a head hit. 
  Notes: Eagles have a wing span of up to seven 
  feet and can easily carry ten pounds while in flight. 
  Unless defending a nest, an eagle will not usually 
  attack a man; however, it might mistake a brownie 
  for a rabbit, or a goblin for a lizard. Eagles have a 
  Run skill of Pathetic when on the ground. 
  Easterling 
  Defense: Passable, Good, Great, Superior 
  Magic Resistance: Good 
  Skills: Great Intelligence, Good Cunning, Poor 
  Strength, Poor Hostility, Poor Run. 
  Combat: Most easterlings use daggers (Inferior 
  damage) and throwing stars (Inferior damage). 
  They usually wear robes. Easterling warriors who 
  wear scale armor have a defense of Good, Good, 
  Great, Superior, Awesome, and use swords (Poor 
  damage) and light crossbows (Poor damage). 
  Notes: Twice per day, an easterling can 
  determine 1d6 pieces of information about a 
  touched object. 
  Elephant
  Elephant
  Elephant
  Elephant    
  Defense: 
  Superior, 
  Superior, 
  Awesome, 
  Awesome 
  Magic Resistance: Passable 
  Skills: 
  Inhuman 
  Strength, 
  Feeble 
  Agility, 
  Pathetic Intelligence, Good Run, Passable Hostility. 
  Combat: Elephants attack with their tusks for 
  Poor damage. A charging elephant does Passable 
  damage. Elephants can trample prone characters 
  for Good damage. 
  Notes: An elephant stands approximately 11 
  feet tall and weighs six tons. They have poor vision 
  and hearing, but their sense of smell is phenomenal. 
  Highly intelligent, elephants are often used as pack 
  animals and transportation. 
  Elf
  Elf
  Elf
  Elf    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Good 
  Skills: Great Charm, Good Dexterity, Good 
  Nature, Poor Stamina, Poor Strength, Passable 
  Hostility, Great Run. 
  Combat: Elves attack with long swords (Poor 
  damage), and long bows (Poor damage). They wear 
  enchanted chain mail that is virtually weightless. 
  Notes: Twice per day, an elf can use his speed 
  to attack twice per turn for d6 turns. 
  Elfin
  Elfin
  Elfin
  Elfin    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Great Agility, Good Intelligence, Good 
  Alertness, Poor Cunning, Poor Stamina. 
  Combat: Elfins use long swords (Poor damage), 
  composite bows (Poor damage), and wear leather 
  armor. 
  Notes: Once per day, an elfin can use true sight 
  for three minutes. 
  Entomolian
  Entomolian
  Entomolian
  Entomolian    
  Defense: Good, Great, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Good Agility, Great Strength, Good 
  Stamina, Good Run, Great Run. 
  Combat: Entomolians fight with claymores or 
  other large swords, doing Passable damage. They 
  do not wear armor, but those that carry shields 
  have a defense of Good, Good, Great, Great, 
  Superior, Awesome. 
  Notes: Four times per day, an entomolian can 
  leap up to 60 feet and attack from mid-air, doing 
  Great damage. 
  
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  Feral
  Feral
  Feral
  Feral    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Good Agility, Good Alertness, Good 
  Strength, Great Nature, Good Stamina, Poor 
  Intelligence, Good Run, Great Hostility. 
  Combat: Ferals attack with clubs for Passable 
  damage or with their teeth and hands (Inferior 
  damage). Ferals dislike armor, and will wear only 
  padded or leather armor. 
  Notes: Once per day, a feral can howl at one 
  target in the local area, paralyzing him for (target's 
  Strength vs Good) minutes. 
  Ferrish
  Ferrish
  Ferrish
  Ferrish    
  Defense: Good, Great 
  Magic Resistance: Passable 
  Skills: Poor Strength, Good Agility, Passable 
  Intelligence, Passable Run, Passable Hostility. 
  Combat: Ferrish attack with short swords 
  (Inferior damage) and small thrown darts (Inferior 
  damage). They wear light leather armor. 
  Notes: The ferrishyn are a tribe of small people 
  known for two things: their phenomenal hunting 
  ability and fantastic sense of hearing. When a 
  ferrish concentrates on a particular area up to 5 
  miles away, he can hear every word that is being 
  said. Ferrishyn cannot do this more than once per 
  day, as it is a painful process. 
  Ferrishyn are a closed mouth lot. It is said that 
  a ferrish will not tell a secret even if you roast his 
  toes over a fire. 
  Ferrishyn live in small communities where 
  they raise miniature horses. The horses stand no 
  higher than three and a half feet tall at the shoulder, 
  but are extremely swift and able to travel in the 
  bush where a normal-sized horse would hesitate to 
  go. Ferrishyn also raise cu sidhe (q.v.). Ferrishyn 
  are very protective of their animals, and rarely sell 
  or give them to outsiders. 
  Firbolg
  Firbolg
  Firbolg
  Firbolg    
  Defense: Passable, Good, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Great Charm, Good Intelligence, Good 
  Strength, Poor Agility, Good Run, Inferior Hostility. 
  Combat: Firbolgs wear ring or chain mail. They 
  normally carry shields and use broad swords 
  (Passable damage) and light crossbows (Poor 
  damage). 
  Notes: Once per day, a firbolg can use his 
  clairvoyance to see (or hear) what is happening up 
  to 5 miles away. The area must be known to the 
  firbolg, or nearby-for instance, behind a closed 
  door. The firbolg may also specify an object he has 
  touched within the past day and see what is 
  happening around it. The clairvoyance works for 
  only a few minutes. 
  Forester
  Forester
  Forester
  Forester    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Poor Agility, Great Nature, Good 
  Stamina, Good Strength, Passable Run, Passable 
  Hostility. 
  Combat: Foresters use war axes (Poor damage) 
  and composite bows (Poor damage). They wear 
  studded armor. 
  Notes: Once per day, a forester can summon a 
  woodland creature by giving a highly realistic 
  animal call. The creature will arrive in just a few 
  minutes, and will fight for the forester. A forester 
  can summon a bear (stays 2 turns), mountain lion 
  (stays 4 turns), or wolf (stays 6 minutes). 
  Gabriel Hound
  Gabriel Hound
  Gabriel Hound
  Gabriel Hound    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: 
  Great 
  Intelligence, 
  Superior 
  Run, 
  Superior Fly, Feeble Hostility. 
  Combat: If threatened, gabriel hounds will try 
  to fly away. If there is no escape, they will 
  reluctantly attack with their bite (Poor damage). 
  Any character damaged by a gabriel hound's bite 
  will fall asleep for (Stamina vs Good) x 2 minutes.  
  Notes: Also known as "sky yelpers," these 
  magical hounds have the bodies of huge mastiffs 
  with human heads. They can detect auras of death 
  or misfortune surrounding people. By gazing into a 
  character's eyes, the gabriel hound can tell the 
  
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  character's probable future. If it is a particularly 
  ominous future, the hound will howl mournfully 
  and fly away. 
  When a royal child is born, the gabriel hounds 
  will fly to the royal nursery to foretell the child's 
  probable future before returning to the clouds. 
  Ganconer
  Ganconer
  Ganconer
  Ganconer    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Great 
  Skills: Good Agility, Good Cunning, Great 
  Charm, Passable Run, Great Hostility. 
  Combat: Ganconers favor long bows (Poor 
  damage) and rapiers (Poor damage). They wear 
  studded armor. 
  Notes: This evil member of the Unseelie Court 
  is also known as "the Love-Talker." Most ganconers 
  are male, though a few are females. They are 
  generally handsome fellows with distinct elven 
  features, though dark rather than fair. 
  Ganconers are elvish assassins who use love as 
  a weapon. They have four special abilities, each of 
  which may be used once every four hours. 
  Wasting: The ganconer's touch causes the 
  victim to fall hopelessly in love with him for 
  (Intelligence vs Good) days. The ganconer will 
  immediately spurn his victim, causing her to pine 
  away. Each day that the spell lasts, the victim must 
  roll Passable on Sanity or else go mad. She may rush 
  into dangerous lands, hoping to finding the 
  ganconer. Some victims will even attempt suicide. 
  Charm: By blowing the smoke of his pipe upon 
  a character, a ganconer can cause her to fall 
  completely under his control for (Will vs Good) x 2 
  hours. While charmed, she will do whatever the 
  ganconer asks, including terrible crimes-even 
  murder. She will never betray the ganconer, and 
  when she recovers her own will, she will remember 
  him with wistful sadness. 
  Jealousy: Just by locking gazes with his victim, 
  a ganconer can cause her to become maniacally 
  jealous of anyone the ganconer flirts with. The 
  effects last for (Sanity vs Great) x 5 minutes. A 
  ganconer can easily entice his victim into violence 
  using this ability. 
  Low Blow: In combat, a ganconer who uses a 
  low blow does Great damage for a single attack. 
  Gargoyle
  Gargoyle
  Gargoyle
  Gargoyle    
  Defense: Good, Good, Great, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Great Strength, Superior Agility, Poor 
  Intelligence, Good Cunning, Poor Run, Good Fly, 
  Great Hostility. 
  Combat: Each turn, gargoyles may attack with 
  their claws (Poor damage), horns (Poor damage), 
  and bite (Poor damage). 
  Notes: Gargoyles are about six feet tall, but 
  their hunched posture makes them appear much 
  shorter. They have long fingers and toes ending in 
  sharp claws, and two horns protruding from their 
  foreheads. Gargoyles use their bat-like wings to 
  glide from shadow to shadow. They are incapable of 
  prolonged flights. 
  Gargoyles have large bulging eyes and can see 
  in darkness. They also have long tongues that loll 
  out of their mouths. A gargoyle's tongue is so 
  sensitive that it can detect changes in the air 
  currents, helping him track his prey. They make 
  their homes in nests built in the spires of castles or 
  in crannies deep within a cave. Gargoyles do not 
  like sunlight, and generally sleep during the day.  
  A gargoyle can remain so still that he will be 
  mistaken for a statue. A character must roll 
  Superior on Search if actively looking for a gargoyle; 
  otherwise, he will not recognized him for what he 
  really is. 
  If bullied, a gargoyle may agree to become a 
  servant, but he must be watched at all times. A 
  gargoyle is essentially a cowardly beast, and will 
  quickly fly away if outnumbered. 
  Ghost
  Ghost
  Ghost
  Ghost    
  Defense: Not applicable. 
  Magic Resistance: Superior 
  Skills: No Strength, Passable Agility, Passable 
  Intelligence, Passable Run, Passable Hostility. 
  Combat: Since ghosts are non-corporeal, they 
  cannot be harmed by weapons, nor can they 
  physically harm characters. Malignant ghosts who 
  wish to harm the living may do so by frightening 
  them. They can mutate their features at will, and 
  appear as fearsome beasts or demons. Their moans 
  and screeches are so terrifying that a character will 
  flee for (Sanity vs Great) x 5 minutes. On a 
  
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  Catastrophic roll, the character is driven mad. Often 
  a malignant ghost will manifest itself along a cliff or 
  in a high tower, in the hopes that a character will 
  fall to his death.  
  Notes: A ghost is the spirit of one who died 
  unhappily, violently or prematurely. It retains its 
  pre-death form, but seems to be made of smoke or 
  heavy mist. Sometimes they glow with a green or 
  golden light, or float above the ground. If anyone 
  attempts to touch a ghost, it will vanish. 
  A feeling of coldness pervades the area where a 
  ghost appears. Sometimes a low hum or sobbing 
  can be heard. Ghosts are compelled to perform the 
  same repetitive action night after night. These 
  actions relate to a traumatic event that occurred 
  during their lives. Most ghosts want release from 
  this existence, and may seek help from the living to 
  right some ancient wrong. Some benign ghosts will 
  actively help the living. They are rare and usually 
  appear only to spiritualists. Most benign ghosts are 
  silent, and they use hand and facial gestures to 
  indicate their messages and warnings. 
  Ghoul
  Ghoul
  Ghoul
  Ghoul    
  Defense: Passable, Passable, Good, Great, 
  Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Great Strength, Poor Agility, Inferior 
  Intelligence, Poor Run, Great Hostility. 
  Combat: When not lurking around a graveyard, 
  ghouls hunt in large packs, tearing their victims 
  apart with large teeth (Poor damage) and claws 
  (Poor damage). A character who takes damage from 
  a ghoul's bite must roll Passable on Stamina or else 
  contract a rare disease called "graverobber's curse." 
  See below for more information. 
  Notes: Ghouls live in crypts and underground 
  warrens. They have gelatinous grey flesh, jackal-like 
  muzzles, and a stooped gait. They move silently on 
  large feet, and when they stand still, they are 
  completely invisible. They are enormously strong 
  and a single ghoul can wrench the stone slab from a 
  crypt. 
  Ghouls have a well-developed taste for human 
  flesh. Although they prefer carrion, they may 
  occasionally seek a fresh meal. Their vocabulary is 
  limited, and when hungry, their desire for flesh 
  blots out all other thoughts and feelings. If properly 
  fed, they may serve as assistants for necromancers. 
  Graverobber's Curse: Anyone who takes 
  damage from a ghoul's bite must roll Passable on 
  Stamina or else contract this hideous illness. 
  Graverobber's curse is a progressive disease. At 
  first, the character will walk in his sleep to the 
  nearest graveyard and prowl around, returning to 
  his bed before daybreak. In the morning, he won't 
  remember anything about the experience. The next 
  time the disease flares up, he may actually exhume 
  a casket. On the third outbreak, the afflicted 
  character will exhume a casket and consume the 
  corpse. The outbreaks will become more and more 
  frequent, until every night the character is robbing 
  graves and wondering why he is so tired in the 
  mornings. There may be clues, though, such as 
  grave mold under his fingernails, a lack of interest 
  in 
  breakfast, 
  or 
  gore 
  on 
  his 
  night 
  shirt. 
  Graverobber's curse can only be cured by the 
  application of madwort or key flower, or by a healer 
  who makes a Great Medical roll. 
  Giant
  Giant
  Giant
  Giant    
  Defense: Awesome, Awesome 
  Magic Resistance: Good 
  Skills: Inhuman Strength, Poor Agility, Poor 
  Intelligence, Passable Run, Good Hostility. 
  Combat: Giants attack with barrel-sized fists 
  (Good damage). They may also wield huge clubs 
  (Great damage). Giants do not wear armor. 
  Notes: Giants range from 8 to 15 feet tall. Most 
  giants are easily offended, and view others with 
  suspicion. A few giants have proved friendly to 
  other races, helping them build dams, walls and 
  fortresses. These fellows travel around the country 
  seeking worthwhile employment. They ask for no 
  money, but take their wages in food. This can be 
  quite costly, for a giant can eat prodigious amounts. 
  In fact, most giants are always hungry, which is 
  why some of them add humans to their daily diet. 
  After a meal, the giant will empty the traveller's 
  pockets and steal what treasure he may have. 
  Glaistig
  Glaistig
  Glaistig
  Glaistig    
  Defense: Passable, Superior 
  Magic Resistance: Passable 
  Skills: Passable Strength, Passable Agility, 
  Passable Intelligence, Great Run, Good Hostility. 
  
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  Combat: Glaistigs favor spears (Poor damage), 
  darts (Inferior damage) and knives (Inferior 
  damage). The few that wear padded armor has a 
  defense of Passable, Great, Superior. 
  Notes: This creature has the body of a goat and 
  the torso and head of a human (usually female), 
  though it can appear in a completely goat form if it 
  so chooses. Glaistigs are revered by hill folk, for 
  they take it upon themselves to guard herd animals 
  from harm. In exchange for this protection, a 
  glaistig will take payment in the form of milk. In the 
  wilderness, glaistigs are usually found near streams. 
  Glaistigs are very fond of children, as well as 
  the elderly. They make wonderful nurses and 
  nannies. They are fiercely protective and will fight 
  to the death if one of their charges is threatened. 
  Glaistigs are humorless, and do not take kindly to 
  insults, either real or imagined. 
  Glaistigs can communicate with herd animals. 
  These 
  animals 
  will 
  instantly 
  obey 
  simple 
  commands, which may include stampeding. 
  Goblin
  Goblin
  Goblin
  Goblin    
  Defense: Good, Great, Superior 
  Magic Resistance: Passable 
  Skills: Good Agility, Poor Strength, Great 
  Cunning, Passable Intelligence, Passable Run, Good 
  Hostility. 
  Combat: Goblins attack with barbed whips 
  (Inferior damage) and javelins (Inferior damage). 
  They wear leather armor. 
  Notes: Twice per day, a goblin can fill the local 
  area with shadowy darkness for 6 minutes. 
  Gryffon
  Gryffon
  Gryffon
  Gryffon    
  Defense: Great, Great, Superior, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Great Strength, Good Agility, Pathetic 
  Intelligence, Good Run, Great Fly, Good Hostility. 
  Combat: Gryffons almost always attack from 
  the air. A gryffon rends it's victim with it's claws 
  (Passable damage) and beak (Passable damage). 
  Small creatures of 100 pounds or less may be 
  carried away to it's nest as food for fledglings. 
  Notes: This monster has the head, talons and 
  wings of a giant eagle, while it's body, hind legs and 
  tail are that of a lion. It is a keen-eyed creature that 
  preys on horses, cattle, sheep and even humans. It 
  makes its nest on top of inaccessible cliffs or in the 
  branches of giant trees. The shell of a gryffon's egg 
  is said to be pure gold. Because gryffons often 
  attack herd animals, they are particularly hated by 
  the glaistigs. 
  Shriek: Once per hour, a gryffon can emit a 
  resounding shriek. All non-gryffons in the local area 
  are paralyzed for (Intelligence vs Poor) turns. 
  Gypsy
  Gypsy
  Gypsy
  Gypsy    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Good 
  Skills: Passable Strength, Passable Agility, 
  Passable 
  Intelligence, 
  Great 
  Cunning, 
  Good 
  Dexterity, Passable Run, Passable Hostility. 
  Combat: Gypsies fight with daggers (Inferior 
  damage), spears (Poor damage), and scimitars 
  (Poor damage). They wear leather armor. 
  Notes: Twice per day, a gypsy can answer three 
  questions about a character. 
  Harpy
  Harpy
  Harpy
  Harpy    
  Defense: Good, Great, Superior, Awesome 
  Magic Resistance: Good 
  Skills: Passable Strength, Passable Agility, 
  Passable Intelligence, Inferior Run, Passable Fly, 
  Superior Hostility. 
  Combat: Harpies favor flaying knives as 
  weapons (Poor damage). They use nets to capture 
  victims alive. The target must roll Passable on 
  Dodge to avoid being entangled for (Superior vs 
  Strength) x 2 turns. Avians are among their 
  bitterest enemies, for they are immune to their 
  charming tunes and hideous screeches. 
  Notes: These terrible monsters have the body, 
  talons and wings of a giant bird of prey and the 
  torso, head and arms of a beautiful woman. They 
  stand approximately four and a half feet high, and 
  have a wing span of ten feet. 
  Harpies hate everyone and everything - even 
  fellow harpies. They love to torture their prey 
  before devouring them. Harpies favor sentient 
  beings over all other victims, for the thrill of killing 
  a pleading human is a greater pleasure than 
  slaughtering a dumb sheep. 
  
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  Mesmerize: Harpies have the ability, once per 
  hour, to mesmerize creatures by singing lovely 
  songs. Characters will stand transfixed for (Passable 
  vs Will) minutes. 
  Screech: Harpies can also screech twice per 
  day, causing those in the local area who are not 
  paralyzed to flee for (Sanity vs Great) turns. There 
  is a 1 in 6 chance that the screech will summon d6 
  more harpies to the scene. 
  Hill Folk
  Hill Folk
  Hill Folk
  Hill Folk    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Passable Strength, Good Alertness, Good 
  Intelligence, 
  Passable 
  Agility, 
  Passable 
  Run, 
  Passable Hostility. 
  Combat: Hill folk wear leather armor and wield 
  spears (Poor damage), hand axes (Poor damage), or 
  bull whips (Poor damage). A few carry light 
  crossbows (Poor damage). 
  Notes: Once per day, a hill folk can sense what 
  will happen up to 15 minutes into the future. This is 
  just a vague feeling of whether something beneficial 
  or disastrous will happen if a stated course of action 
  is taken. 
  Hippogriff
  Hippogriff
  Hippogriff
  Hippogriff    
  Defense: Passable, Passable, Good, Good, Great, 
  Great, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Great Strength, Passable Agility, Feeble 
  Intelligence, Great Run, Superior Fly, Poor Hostility. 
  Combat: When a hippogriff attacks, it swoops 
  down from the sky, landing some yards away from 
  the victim. Then it charges, attacking with it's sharp 
  beak (Poor damage) and talons (Passable damage). 
  Notes: The hippogriff has the head, talons and 
  wings of a giant eagle, and the body, hind legs and 
  tail of a horse. Its favorite prey is deer, and it will 
  rarely attack human types unless provoked or quite 
  hungry.  
  Easterling tribes have trained hippogriffs to act 
  as mounts for special militia groups and royalty. 
  Anyone found riding a hippogriff in an easterling 
  area who is not a soldier or royal family member is 
  subject to arrest for impersonating an official. The 
  penalty is death. 
  Hob
  Hob
  Hob
  Hob    
  Defense: Passable, Passable, Good, Good, Great, 
  Great, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Great Strength, Poor Agility, Inferior 
  Intelligence, Good Run, Good Hostility. 
  Combat: Hobs use battle axes (Passable 
  damage) and morning stars (Passable damage), and 
  great spiked clubs (Passable damage). They 
  normally wear studded armor or ring mail. 
  Notes: Once per day, a hob may use his 
  revulsion ability to prevent his enemies from 
  approaching within ten feet of him for (Strength vs 
  Great) minutes. 
  Homunculus
  Homunculus
  Homunculus
  Homunculus    
  Defense: Great, Superior 
  Magic Resistance: Good 
  Skills: Pathetic Strength, Great Agility, Poor 
  Intelligence, Good Run, Superior Fly, Inferior 
  Hostility. 
  Combat: A homunculus attack with it's bite 
  (Inferior damage) and sharp claws (Inferior 
  damage). The bite is especially deadly, for they have 
  a double set of retractable fangs. The referee 
  decides which set of fangs the homunculus uses. If a 
  character is damaged by a homunculus' attack, he is 
  affected as follows: 
  The first set causes a character's feet to turn to 
  lead for (Stamina vs Great) minutes. During this 
  time, the character is at -1 column on all maneuvers, 
  including attacks, dodges, and running. 
  The second set of fangs causes the body part 
  bitten to turn into a gas for (Stamina vs Great) 
  minutes. Any armor or equipment on that body part 
  will fall off, and that limb will be completely useless. 
  A character's leg will not be able to support him, 
  and his arm will not be able to hold a sword (or 
  shield). A character whose chest is turned to mist 
  will feel strange, but will not be adversely affected. 
  Having one's head turned to mist makes it very 
  difficult to see; for this reason, the character is at -1 
  column on Alertness, Attack, and Dodge rolls. Misty 
  body parts cannot be harmed by physical weapons. 
  Notes: This magical creature is created in an 
  alchemist's laboratory. Using various potions and 
  just a drop of his own blood, the alchemist can 
  create a tiny winged man (or woman) that stands 
  
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  only a foot tall. The homunculus is perfectly 
  proportioned, except for an outsized head. This 
  creature is fairly intelligent, and can understand the 
  common tongue. It can only express itself by chirps, 
  squeaks and purring noises, which are unintelligible 
  to all but it's creator. 
  A homunculus needs a drop of his master's 
  blood each day; without it, he will grow weak and 
  become a puddle of chemicals within 48 hours. 
  They will serve their creator faithfully by running 
  errands, spying, committing petty thefts and 
  delivering messages. If his master is killed, a 
  homunculus may accept a new master if he is given 
  a drop of blood and the character makes a Great 
  Cunning roll. If the Cunning roll is failed, the 
  homunculus may turn on the character and try to 
  kill him. 
  If a homunculus is killed, his master takes 
  Passable 
  damage 
  to 
  his 
  head 
  (caused 
  by 
  hemorrhaging). 
  Horse
  Horse
  Horse
  Horse    
  Defense: Passable, Passable, Good, Good, Great, 
  Superior, Awesome 
  Magic Resistance: Poor 
  Skills: Awesome Strength, Passable Agility, 
  Pathetic 
  Intelligence, 
  Awesome 
  Run, 
  Feeble 
  Hostility. 
  Combat: Horses are generally gentle creatures, 
  though they may bite or kick if frightened (Feeble 
  damage). 
  Notes: Horses are a standard form of 
  transportation and may also be used as pack 
  animals, or to pull wagons. 
  Horse, War
  Horse, War
  Horse, War
  Horse, War    
  Defense: Passable, Passable, Good, Good, Great, 
  Great, Superior, Superior, Awesome 
  Magic Resistance: Good 
  Skills: Inhuman Strength, Passable Agility, 
  Feeble Intelligence, Awesome Run, Great Hostility. 
  Combat: Each turn, a war horse may bite 
  (Inferior damage) and kick (Poor damage). 
  Notes: A war horse wears iron shoes and 
  banded armor and is trained not to panic in the heat 
  of battle. They are usually very hostile to anyone 
  but their owner. 
  Hydra
  Hydra
  Hydra
  Hydra    
  Defense (each head): Great 
  Defense (body): Passable, Passable, Passable, 
  Good, Good, Good, Great, Great, Superior, Superior, 
  Awesome, Awesome 
  Magic Resistance: Great 
  Skills: Inhuman Strength, Inferior Agility, Poor 
  Intelligence, Inferior Run, Superior Hostility. 
  Combat: Each head of a hydra bites for 
  Passable damage. A character who attacks a hydra 
  must specify whether he is attacking one of its 
  heads or its body. If its body is killed, the hydra dies. 
  Notes: This monster resembles a wingless 
  dragon with three to nine heads. They are rare 
  creatures, that live far from civilization. They are 
  quite belligerent, and will probably attack anyone 
  who invades their territory. 
  Some regenerating hydras replace any severed 
  head by quickly growing two in it's place. The 
  stump must be cauterized with fire, acid or magic 
  within three turns to prevent this from happening. 
  Knocker
  Knocker
  Knocker
  Knocker    
  Defense: Passable, Passable, Good, Good, Great, 
  Superior, Awesome 
  Magic Resistance: Good 
  Skills: Good Strength, Passable Agility, Passable 
  Intelligence, Passable Run, Passable Hostility. 
  Combat: Knockers normally carry picks and 
  shovels, which they will use as weapons if the need 
  arises (Poor damage). They wear metal armor, and 
  prefer scale mail. 
  Notes: The knockers were once members of the 
  dwarven working class. Unhappy with their lot in 
  life, they packed their bags and headed for the 
  surface. Near the end of their journey, they bumped 
  into some miners. When the humans explained that 
  they were digging for precious metals and gems, the 
  knockers made a deal. If the humans allowed them 
  to live in abandoned mine shafts and govern 
  themselves, they would use their expert skills to 
  help the humans mine. The humans agreed, and the 
  relationship has been mutually advantageous ever 
  since. 
  Knockers have very dark skin, and are 
  sometimes called "black dwarves." They are about 3 
  feet tall, and rather human in their outlook, having 
  shed much of their dwarven heritage. In fact, they 
  
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  are contemptuous of true dwarves, finding them 
  snobbish and arrogant. Knockers are excellent 
  miners and fine metalworkers. They often trade 
  their crafts for fresh vegetables and fruit. 
  High pitched sounds are very irritating to a 
  knocker. Their sensitive hearing is particularly 
  disturbed by whistling noises. In fact, humans who 
  work closely with the knockers are forbidden to 
  whistle or make any piercing sounds whatsoever. 
  This is not only a kindness to the knockers, but a 
  safety precaution for the humans, for a knocker can 
  easily be driven berserk by a prolonged whistling. 
  In such a state, the knocker is liable to attack his 
  fellow workers, upset lanterns and cause cave-ins. 
  Korrigan
  Korrigan
  Korrigan
  Korrigan    
  Defense: Passable, Passable, Good, Good, Great, 
  Superior, Awesome 
  Magic Resistance: Good 
  Skills: Passable Strength, Good Agility, Great 
  Intelligence, Passable Run, Passable Hostility. 
  Combat: Korrigans form magical weapons out 
  of "hard water." This is water that takes on the 
  appearance of glass, though it is much stronger. 
  They fashion swords (Passable damage), spears 
  (Passable damage) and darts (Poor damage) from 
  this material. 
  Unless a hard water weapon is re-enchanted on 
  a weekly basis, it will revert back to water. 
  Notes: Korrigans are a race of magic users who 
  take their power from water, particularly fountains 
  and springs. They sleep in underground caverns 
  and grottos during the day, but at night they gather 
  food and care for their fountains. A korrigan 
  fountain is known by the huge standing stones that 
  surround it. Korrigans can see the future in these 
  fountains, and can cause them to gush forth healing 
  waters. Every month or so, the korrigans bathe in 
  the sacred springs, and revitalize their powers. 
  Anyone who observes this secret ritual may be 
  turned into stone or glass. 
  At night, korrigans appear to be humans with 
  blonde hair and pale blue eyes. They dress in 
  flowing robes of white, green or blue. If seen in the 
  daylight, korrigans seem incredibly old, with white 
  hair, rheumy eyes and wrinkled skin. They are also 
  shape shifters who can appear in the likeness of a 
  spider, eel or snake. Their true appearance is 
  unknown. 
  Every spring the korrigans hold a magical 
  festival. At this time every korrigan drinks from a 
  crystal goblet which confers upon them the gift of 
  poetry and legends.  
  Korrigans have the following special ability: 
  Water wield: Once a day for up to 10 minutes, a 
  korrigan can cause jets of highly pressurized water 
  to spurt from her hands. Each stream is 10-20 feet 
  long. Characters must roll Great on Agility to stay on 
  their feet if hit by the water. 
  Lamia
  Lamia
  Lamia
  Lamia    
  Defense: Passable, Passable, Passable, Good, 
  Good, Great, Great, Superior, Superior, Awesome 
  Magic Resistance: Great 
  Skills: Superior Strength, Passable Agility, 
  Passable Intelligence, Good Run, Great Hostility. 
  Combat: 
  Lamiae 
  carry 
  bows 
  (Passable 
  damage). In melee, they use their front claws (Poor 
  damage) and a mace (Passable damage). They do 
  not wear armor. 
  Notes: Lamiae have the body of a lion, the hind 
  legs of a goat, and a woman's beautiful torso, arms 
  and head. The scaly skin of the lamia has a metallic 
  sheen. Lamiae are filthy creatures, and often carry 
  diseases. A character must roll Poor on Strength or 
  else become very ill within 24 hours after contact 
  with a lamia. Lamiae feed off the blood of their 
  victim, using their long, tubular tongue. Sometimes, 
  a lamia will drag victims to her lair and keep them 
  as a living larder, allowing them to gain back their 
  strength only to drain them again. In these 
  conditions, it may take many months before a 
  character actually dies. 
  Feeding: In combat, a hungry lamia may try to 
  pin a character instead of attacking. The victim 
  must roll Good on Dodge to avoid being knocked 
  down. Each turn, a pinned character may attempt to 
  roll Superior on Strength to dislodge the lamia. 
  Starting on the next turn, the lamia will drain blood 
  from a pinned character at the rate of 1 pint per 
  turn. For each pint of blood drained, the character 
  loses -2 points from his Strength and Stamina. Once 
  either skill is reduced to zero, the character dies. A 
  survivor will be pale, anemic, and weak, and will 
  recover his lost skill points at the rate of 2 points 
  per day. 
  
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  Lammasu
  Lammasu
  Lammasu
  Lammasu    
  Defense: Passable, Passable, Good, Good, Great, 
  Great, Superior, Awesome 
  Magic Resistance: Superior 
  Skills: Great Strength, Inferior Agility, Good 
  Intelligence, Great Run, Great Fly, Inferior Hostility. 
  Combat: If a lammasu must defend himself, he 
  will use his claws (Poor damage). 
  Notes: Lammasu are gentle creatures with the 
  bodies of lions, large wings, and the faces of men. 
  Lammasu are great healers, poets and teachers. 
  They are welcome visitors to the Seelie Court, and 
  are especially friendly to the firbolg. 
  Because they look fierce and powerful, they are 
  often killed by ignorant people. Most lammasu live 
  in hiding for this reason. They form their own 
  communities and schools within a maze of lairs. 
  They have no written language, and all they know 
  has been memorized. Some lammasu are magic 
  users, but they usually require human assistance to 
  make potions and perform rituals for them. All 
  lammasu have the following spells: 
  Deflect weapon: This spell deflects any weapon 
  directed at the lammasu or his companions. Anyone 
  standing within 10 feet of the lammasu will be 
  protected from harm. Not effective against magical 
  weapons or spells. Can be used twice a day for up to 
  5 minutes per use. 
  Short-sighted: the victim becomes extremely 
  nearsighted and cannot see properly beyond a few 
  feet. Any skill requiring eyesight will suffer a -2 
  penalty for (Stamina vs Good) x 5 minutes. Can be 
  used twice a day. 
  Antidote: this spell will negate any poison 
  which has been introduced into the body of a 
  human or animal. Can be used once per day. It 
  cannot revive a character who has already died 
  from poisoning. 
  Lion
  Lion
  Lion
  Lion    
  Defense: Good, Good, Great, Great, Great, 
  Superior, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: 
  Awesome 
  Strength, 
  Good 
  Agility, 
  Pathetic Intelligence, Great Run, Good Hostility. 
  Combat: Lions attack with their sharp fangs 
  (Passable damage) and claws (Passable damage). 
  Notes: Lions are up to nine feet long. They have 
  a tawny hide, but some are brown or even grey. 
  Most lions live in a pride of 1-3 males and 2-12 
  lionesses. The males rarely hunt, and it is the 
  females who bring down the prey. 
  Lycanthrope
  Lycanthrope
  Lycanthrope
  Lycanthrope    
  Defense: As for human or animal form. 
  Skills: As for human or animal form. 
  Combat: As for human or animal form. In 
  animal form, a lycanthrope can only be harmed by 
  silver or magic weapons. A character wounded by a 
  lycanthrope in animal form must roll Passable on 
  Stamina. Failure means the character will become a 
  lycanthrope himself during the next full moon. A 
  Superior Medical roll will cure a lycanthrope. All 
  character races are susceptible to lycanthropy. 
  Notes: A lycanthrope is a humanoid who, under 
  stressful situations or during the full moon, will 
  change into a carnivorous animal (commonly a 
  wolf). In human form, the lycanthrope has the 
  defense, skills, and combat appropriate for his race. 
  When transformed, a lycanthrope has the 
  statistics for his animal form. He has no human 
  memories - all will be blotted out by a desire for 
  bloodshed. The lycanthrope must kill before he will 
  can revert to his true form. Often, the victim is 
  someone for whom the lycanthrope cares greatly. 
  The referee should play a lycanthrope player 
  character when in animal form. 
  Manticore
  Manticore
  Manticore
  Manticore    
  Defense: Good, Good, Great, Great, Great, 
  Superior, Superior, Awesome 
  Magic Resistance: Great 
  Skills: Awesome Strength, Great Agility, Poor 
  Intelligence, Good Run, Superior Hostility. 
  Combat: A manticore attacks with its tail (Good 
  damage), claws (Passable damage), and teeth (Poor 
  damage). A character hit by a manticore with a 
  scorpion's sting will also be poisoned. He will 
  immediately fall into convulsions and will die in 
  (Stamina vs Passable) hours. Five times per day, a 
  manticore with a tail of quills can hurl them at any 
  target within missile range for Poor damage. 
  Notes: The manticore is a huge lion with a 
  man's bearded face and a tail that ends in either a 
  scorpion's sting or a ball of spikes. The human face 
  
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  has huge jaws capable of severing a man's arm. Two 
  out of every six manticores have a pair of bat wings, 
  enabling them to fly at Superior speeds. They are 
  fairly intelligent, but have a limited vocabulary. 
  They view humanoids as both as their greatest 
  enemy and their main food source. 
  Medusa
  Medusa
  Medusa
  Medusa    
  Defense: Good, Good, Great, Superior, Awesome 
  Magic Resistance: Good 
  Skills: Good Strength, Good Agility, Passable 
  Intelligence, Passable Run, Great Hostility. 
  Combat: Medusae attack with their clawed 
  hands (Poor damage) and with the bite of the 
  snakes upon their heads (Inferior damage). If a 
  character takes damage from a snake bite, he will 
  fall unconscious for (Stamina vs Great) hours. 
  Notes: A medusa has a woman's torso, head 
  and arms, and the long, coiling body of a snake. Her 
  hair is a writhing mass of vipers. These snakes can 
  spit poison in the eyes of any character within 
  thrown range, causing him to fall unconscious for 
  (Stamina vs Poor) hours. 
  A medusa's eyes are large, luminous, and 
  blood-red. Her gaze causes those who look upon her 
  to turn into stone. A character fighting a medusa 
  must roll Passable on Alertness to avoid her gaze; if 
  the roll fails, the character turns to stone. 
  A medusa is especially vulnerable to her own 
  gaze. A character who holds up a mirror to a 
  medusa must make a Passable Dexterity roll to 
  position it correctly. If successful, the medusa will 
  instantly turn to stone. If he fails his roll, the 
  character must then make a Passable Alertness roll 
  to resist the power of the medusa's gaze. 
  Merrow
  Merrow
  Merrow
  Merrow    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Good 
  Skills: Passable Strength, Passable Agility, 
  Passable Intelligence, Inferior Run, Superior Swim, 
  Passable Hostility. 
  Combat: Merrow men defend themselves with 
  tridents (Passable damage). Females might carry a 
  dagger (Inferior damage), but normally defend 
  themselves by singing their charm song. 
  Notes: Merrows live under the ocean waves. On 
  land, they appear as humans, but when in water (or 
  even when doused with water), their legs join 
  together into a scaly fish tail. 
  Merrow women are especially beautiful, with a 
  Great Charm. While underwater, their hair is as 
  green as seaweed, but when they come to the 
  surface, it becomes a beautiful golden color. Male 
  merrows are not nearly so attractive. Their hair and 
  teeth are green both above and below the water. 
  They have tightly webbed hands, giving them the 
  appearance of fins, and their faces have a distinct 
  fishiness about them. Female merrows age much 
  slower than their male companions, and often leave 
  their ancient mates for younger ones.  
  Merrows are fickle folk. Sometimes they help 
  sailors by guiding them past treacherous routes; 
  other times they deliberately misdirect them in 
  order to sink a ship. The females are quite vain, and 
  often sing enchanting songs to human admirers. A 
  character will be drawn to the merrow for (Will vs 
  Good) x 10 minutes, even to the peril of his ship and 
  life. Merrows laugh with delight if they can entice 
  sailors to jump overboard to their deaths. The 
  males are capable of causing sea storms by 
  thrashing their tails violently, and often do so for 
  sport. 
  Mold
  Mold
  Mold
  Mold    
  Defense: None 
  Magic Resistance: Poor 
  Skills: None 
  Combat: Mold does not fight. Beating on a mold 
  with a weapon will not harm it, but it will surely 
  cause it to emit more spores. The only way to 
  destroy a mold is to burn it. Freezing mold will 
  cause it to become dormant. 
  Notes: Molds live off of decayed organic 
  material-they prefer flesh. When a living creature 
  approaches within five feet of a patch of mold, it 
  emits a cloud of spores (it can only do this once per 
  day). A character must roll Defense for a random 
  body part; a roll of Poor or less means the spores 
  have gotten through the character's armor to the 
  flesh beneath. It grow in moist, dark places, such as 
  a character's arm pits, feet, groin, or behind the 
  ears. 
  The mold grows beneath the character's skin, 
  so it is not immediately evident. This process is 
  painless, for mold injects a painkilling substance 
  
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  into the body. It may be many hours before it is 
  detected. 
  After an hour, the body part begins to smell like 
  mildew. After two hours, it takes on a greenish 
  pallor. After three hours, the mold breaks through 
  the character's skin and nothing can stop the agony 
  short of amputating the affected body part. After 
  four hours, the affected body part turns completely 
  to mold, and the infection spreads to any adjacent 
  body part. Once the character is completely 
  transformed into mold, it will again be ready to 
  spread its deadly spores. 
  One way to stop the spread of the mold is to 
  apply fire to the infected body part, doing Poor 
  damage to the body part-however, the victim 
  suffers -1 column from his Defense roll for every 
  hour the mold has been allowed to grow. Magic and 
  potions may also help retard the growth. 
  Mooly
  Mooly
  Mooly
  Mooly    
  Defense: Good, Great, Superior, Awesome 
  Magic Resistance: Good 
  Skills: Passable Strength, Good Agility, Good 
  Intelligence, Feeble Charm, Passable Run, Good 
  Hostility. 
  Combat: In human form, a mooly will attack 
  with a two-handed battle axe (Passable damage). In 
  giant form, he uses his battle axe one-handed (Good 
  damage). In lizard form, a mooly fights with its 
  small claws (Poor damage) and bite (Poor damage). 
  It can cast spells while in any shape. 
  Notes: This creature has two forms: that of a 
  hideous human being, or a four-foot long reptile. In 
  both forms the mooly is easily identifiable by a 
  blue-black face and a single eye set in it's forehead. 
  Moolies are sorcerers who specialize in wind and 
  water spells. They usually live in secluded enclaves 
  near the sea, though some individuals prefer lakes 
  and streams. They are proficient at creating magical 
  storms, and are often paid by unscrupulous pirates 
  to cause ship wrecks. In some areas, a mooly must 
  be paid to guarantee safety for ships coming in and 
  out of a harbor, though payment does not 
  necessarily render a merchant safe from a mooly's 
  malicious whim. 
  Moolies double in size and ferocity when 
  warmed by a fire. For this reason, most carry a flask 
  of oil and flint with them, so that they may induce 
  this growth if attacked. When enlarged, a mooly 
  doubles his Defense to Good, Good, Great, Great, 
  Superior, Superior, Awesome, Awesome. 
  Moolies have the following spells: 
  Control weather: This ability allows the mooly 
  to call forth any variation of the weather: sunshine, 
  rain, hail, snow, etc. The effects will last for up to 
  one hour and can be cast once per day. 
  Whirlpool: If this spell is used on an ocean, lake 
  or river, the mooly can create a powerful whirlpool 
  that will grow in size and intensity for up to 10 
  minutes. Can be used once a day. 
  Tempest: This spell calls forth a terrible storm. 
  If thrown over water, floods and whirlpools cause 
  considerable damage. If thrown over land, trees are 
  uprooted and homes are crushed due to powerful 
  winds. The storm lasts for up to 3 hours, and can be 
  thrown once a month. 
  Mossling
  Mossling
  Mossling
  Mossling    
  Defense: Great 
  Magic Resistance: Good 
  Skills: Inferior Strength, Great Agility, Good 
  Intelligence, Poor Run, Pathetic Hostility. 
  Combat: Mosslings never fight back. They will 
  run away or offer a bribe to an attacker. 
  Notes: Mossling are squat creatures standing 
  about three feet tall. Their skin is wrinkled, grey 
  and leather-like. They are covered in downy brown 
  fur and appear to be quite old. They make their 
  homes in ancient forests and rarely travel far. 
  Mosslings are very hard to see, and they can stand 
  motionless for hours. If a character is actively 
  looking for a mossling, he will need a Superior 
  Alertness roll in order to spot one. 
  Mosslings build their homes in the tops of 
  trees, using twigs, leaves and moss. They are led by 
  an old woman known to them as "grandmother," 
  who interprets their dreams and visions. 
  Mosslings weave wonderful clothing out of a 
  magical moss which they cultivate. It is completely 
  water resistant and anyone who wears it will be 
  nearly invisible when travelling through forests and 
  wooded areas. Garments made of mossling yarn last 
  a full year. 
  Mosslings are intimately familiar with the 
  medicinal and magical properties of all forest 
  plants. They are vegetarians and pacifists who 
  never carry weapons. 
  
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  Netherman
  Netherman
  Netherman
  Netherman    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Good 
  Skills: Passable Strength Passable Agility, 
  Passable Intelligence, Good Run, Poor Hostility. 
  Combat: Nethermen wear soft leather armor. 
  They use hatchets (Poor damage), spears (Poor 
  damage), and simple short bows (Poor damage). 
  Notes: 
  Twice 
  per 
  day, 
  nethermen 
  can 
  communicate with a single animal in their local area 
  for 6 minutes. 
  Nomad
  Nomad
  Nomad
  Nomad    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Poor Agility, Passable Strength, Good 
  Intelligence, Passable Run, Good Hostility. 
  Combat: Nomads use scimitars (Poor damage) 
  or bullwhips (Poor damage) and carry bucklers. 
  Notes: Nomads can survive the harshest 
  conditions for up to 15 minutes. They can resist fire, 
  poison gas, submergence, arctic cold, or desert heat. 
  Norggen
  Norggen
  Norggen
  Norggen    
  Defense: Passable, Good, Great 
  Magic Resistance: Good 
  Skills: Passable Strength, Passable Agility, Good 
  Intelligence, Poor Run, Passable Hostility. 
  Combat: Norggens prefer to use their magic to 
  avoid combat. They wield short swords (Inferior 
  damage) and wear padded armor. 
  Notes: Norggens are about three feet high. 
  They wear green and grey clothing and hats, but no 
  foot gear. Their most distinguishing features are 
  their bright red eyes. Male norggens quite often 
  sport luxurious black curly beards. The have a 
  pungent smell that can be detected up to 
  (Catastrophic vs Alertness) x 5 feet away. 
  Norggens can sicken animals with just a touch, 
  turn a road or pathway into ice, and lead people 
  astray. A character will be misled by the norggen for 
  (Fate vs Great) x 10 minutes. During this time, the 
  norggen can control where the character goes, 
  although the character will think he is going where 
  he intends. They can also control the wind, or shape 
  shift into a small dog, cat or rabbit. 
  Nuckelavee
  Nuckelavee
  Nuckelavee
  Nuckelavee    
  Defense: Great, Great, Superior, Superior, 
  Awesome, Awesome 
  Magic Resistance: Great 
  Skills: Superior Strength, Passable Agility, 
  Passable Intelligence, Great Run, Great Swim, 
  Superior Hostility. 
  Combat: The human part of a nuckelavee 
  attacks with a lance (Good damage), while the horse 
  part attacks with front hooves (Poor damage) and a 
  bite (Passable damage). 
  Notes: A nuckelavee is a twelve foot tall horse, 
  with the torso, hands and head of a one-eyed man 
  growing from it's back. It's arms dangle nearly to 
  the ground, and most horrible of all, it has no skin. 
  Because of this, the nuckelavee must bathe once 
  every twenty-four hours in salt water to keep it's 
  body supple and clean. They hate fresh water, and 
  will not cross a running stream (although they will 
  make use of bridges). 
  Nuckelavees live in the ocean, though they 
  often journey far inland. They are carriers of a 
  disease known as the "wasting plague." This disease 
  is transmitted by the nuckelavee's breath. If the 
  creature breathes on a character, the victim must 
  make a Good Stamina roll or else become instantly 
  nauseous and dizzy. Within a few hours, he 
  becomes feverish and unable to take food or drink. 
  After a day, large sores will become visible on his 
  face, hands and tongue. Each day, the character 
  must make a Stamina roll. On a roll of Pathetic or 
  Catastrophic, the character dies. On a roll of 
  Superior or Awesome, he recovers. 
  The disease is contagious, and all healthy 
  people in close contact with the sick character must 
  make a Stamina roll as though they had been 
  breathed on by a nuckelavee. A person who has 
  been infected and survives is forever immune to the 
  effects of the nuckelavee's breath. 
  Nuckelavees take great delight in spreading 
  this illness, and sometimes capture people in order 
  to make them carriers. To do this, the nuckelavee 
  captures a person and breathes directly into his 
  mouth. Although the character will not contract the 
  disease himself, he will spread it just as though he 
  were a nuckelavee. The nuckelavee then releases 
  him in the hopes that he will create an epidemic. A 
  
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  carrier can be cured using the key flower or by 
  magical means. 
  Ogre
  Ogre
  Ogre
  Ogre    
  Defense: Passable, Passable, Good, Good, Great, 
  Great, Superior, Superior, Awesome, Awesome 
  Magic Resistance: Good 
  Skills: Superior Strength, Poor Agility, Poor 
  Intelligence, Passable Run, Great Hostility. 
  Combat: Ogres favor heavy battle axes (Good 
  damage) or great morning stars (Good damage), 
  which they use one-handed. They wear ring mail. 
  Notes: Ogres are big, brutish creatures. Ogres 
  believe that their great strength gives them the 
  right to take what they want. They constantly raid 
  human settlements, slaughtering anyone who 
  makes a stand, and forcing those who are captured 
  into a life of slavery. Ogres are also known for their 
  cannibalistic tastes, and slaves are sometimes 
  treated like cattle. 
  Ogres live in unkempt hovels both above and 
  below the surface. They are ruled by the ogre who 
  can bully his way to the top and keep his position 
  through intimidation and threats. 
  Panther 
  Panther 
  Panther 
  Panther     
  Defense: Good, Great, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Great Strength, Pathetic Intelligence, 
  Great Agility, Superior Run, Great Hostility. 
  Combat: A panther attacks with its claws (Poor 
  damage) and a bite (Poor damage). If a panther 
  bites a character in the head, it is assumed that the 
  character has been held by the throat and must now 
  make a roll of Great Strength in order to escape 
  from the jaws of the beast (on a Pathetic or 
  Catastrophic roll, the character passes out). While 
  throttled, the character cannot use a weapon larger 
  than a dagger. 
  Notes: A panther is a large, black leopard. It is 
  four feet long, with a three foot tail. It is fiercer than 
  a tiger, and will attack a man without provocation. 
  Panthers frequently attack by leaping at their 
  victim from an overhanging tree. The victim must 
  make a Good Agility roll or be knocked down. 
  Pegasus
  Pegasus
  Pegasus
  Pegasus    
  Defense: Good, Good, Great, Great, Superior, 
  Superior, Awesome 
  Magic Resistance: Good 
  Skills: Inhuman Strength, Passable Agility, Poor 
  Intelligence, Awesome Run, Awesome Fly, Feeble 
  Hostility. 
  Combat: A pegasus fights with its hooves (Poor 
  damage) and bite (Inferior damage). 
  Notes: This is a beautiful horse with large 
  feathered wings. It is rarely seen by humans. Pegasi 
  tend to live in inaccessible valleys surrounded by 
  high mountains. They can sense hostility or 
  kindness, and will fly away at any hint of a threat. A 
  pegasus may serve as a mount, but only if he feels 
  his master is worthy. They are fearless creatures, 
  and will serve loyally, even unto death. 
  Phantom
  Phantom
  Phantom
  Phantom    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Great 
  Skills: Feeble Strength, Passable Agility, Good 
  Intelligence, Passable Run, Great Fly, Great Hostility. 
  Combat: Phantoms rely on their illusions to do 
  their fighting. All phantoms have a limited amount 
  of ectoplasm. An average phantom can create the 
  illusion of one troll, four man-sized creatures, or six 
  wolf-sized creatures. Illusions have all the skills and 
  abilities of the real thing. Once killed or disbelieved 
  (on a Good Sanity roll), an illusion disappears. It 
  takes a phantom five minutes to re-assimilate 
  ectoplasm and create a new illusion. 
  If a phantom is spotted, it can be attacked. Non-
  magical weapons inflict at best only Passable 
  damage, but magical weapons do full damage to its 
  ectoplasmic body. Phantoms defend themselves 
  with the chilling touch of their hands (Poor 
  damage). 
  Notes: A phantom is nearly invisible-it takes a 
  Good Search roll to spot one when actively 
  searching for it. They dwell in shadows and will 
  withdraw from harsh light. Phantoms rarely show 
  themselves, and when they do they disguise 
  themselves as beautiful women or children. Their 
  true form is that of a wavering shadow with large 
  hollow eyes. To the touch, a phantom feels like it is 
  made of cold jelly.  
  
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  In order to survive, phantoms must drain 
  ectoplasm from the bodies of the dying. This 
  invisible substance disappears within 2 minutes 
  after life ends, so phantoms are eager to be present 
  when a death occurs. In fact, they use a small 
  amount of their precious ectoplasm to create 
  illusions, hoping to entice people to their deaths. A 
  character who rolls Good on Sanity can disbelieve 
  an illusion, causing it to disappear. 
  Ratling
  Ratling
  Ratling
  Ratling    
  Defense: Passable, Good, Great, Superior 
  Magic Resistance: Passable 
  Skills: Inferior Strength, Passable Agility, 
  Passable Intelligence, Good Run, Passable Hostility. 
  Combat: Ratlings attack with hatchets (Poor 
  damage) and wear padded armor. 
  Notes: Once per day, a ratling's touch can cause 
  a flu-like disease that will last for (Stamina vs Great) 
  hours. It takes just a few minutes for the symptoms 
  to appear. 
  Red Cap
  Red Cap
  Red Cap
  Red Cap    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Good 
  Skills: Great Strength, Passable Agility, Poor 
  Intelligence, Poor Run, Awesome Hostility. 
  Combat: Red caps attack with their claws (Poor 
  damage) and crooked fangs (Poor damage). If a red 
  cap hits a character with his hands, he will use his 
  great strength to break the character's bones. The 
  next turn, the character must roll Good on Strength 
  or take a critical wound. 
  Notes: These are evil, gnome-like creatures, 
  about four feet tall. They have long, protruding 
  teeth, fiery red eyes and fingernails like talons. They 
  appear to be very old, due to their long grey hair 
  and crooked backs. They dress in drab colors, wear 
  iron boots and crimson caps. They are so malignant 
  and hateful that they will kill any creature on sight, 
  just for the sport of it. They soak their caps in the 
  blood of their victims, and then wear them as a sign 
  of their hideous accomplishment.  
  Red caps make their homes in lonely towers or 
  castles. They often open the doors to passersby, and 
  then brutally throw boulders at them when they 
  approach the gate. Red caps have also been known 
  to make their homes in old quarries. They have the 
  following special ability: 
  Flash: Twice a day, a red cap can cause a 
  blinding flash of light to appear before his victims' 
  eyes. Characters in the local area are blinded and 
  disoriented for (Alertness vs Good) x 2 turns. 
  Serpentine
  Serpentine
  Serpentine
  Serpentine    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Passable Strength, Passable Agility, Good 
  Intelligence, Great Cunning, Passable Run, Passable 
  Hostility. 
  Combat: 
  Serpentines 
  favor 
  flails 
  (Poor 
  damage). Those wear studded armor. 
  Notes: Twice per day, a serpentine can 
  hypnotize one character within the local area for 
  (Intelligence vs Great) x 2 minutes. During this time, 
  the victim will obey any simple command given to 
  him by the serpentine. The serpentine may give him 
  a new command each minute. 
  Sidhe
  Sidhe
  Sidhe
  Sidhe    
  Defense: Passable, Good, Great, Superior 
  Magic Resistance: Good 
  Skills: Inferior Strength, Passable Agility, 
  Passable Intelligence, Good Knowledge, Great 
  Charm, Poor Run, Passable Hostility. 
  Combat: Sidhe use short swords (Inferior 
  damage). They wear glistening robes, but no armor. 
  Notes: Four times per day, a sidhe's touch can 
  heal (Passable vs Nature) wounds levels. 
  Slime
  Slime
  Slime
  Slime    
  Defense: Great, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Passable Strength, Good Agility, Feeble 
  Intelligence, Good Run, Good Hostility. 
  Combat: The acidic touch of a slime does 
  Passable damage. In addition, anyone hurt by a 
  slime will have their armor reduced by one point. A 
  weapon that strikes slime will have its skill reduced 
  by one point. Normal weapons cannot harm slime, 
  but it is affected by all kinds of magic. Although it 
  will retreat from fire, it cannot be harmed by 
  
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  flames. Extreme cold will freeze a slime, but once 
  melted, it will again be a danger. 
  Notes: Slime is a semi-sentient layer of ooze 
  about ten feet in diameter. It moves quickly, and can 
  seep through the smallest cracks. Slime often lurks 
  above doorways, where it drops on the heads of 
  passersby. It lives off of the psychic vibrations that 
  emit from a person in great pain. 
  Sluagh (sloo
  Sluagh (sloo
  Sluagh (sloo
  Sluagh (sloo----ah)
  ah)
  ah)
  ah)    
  Defense: Passable, Passable, Good, Good, Great, 
  Superior, Awesome 
  Magic Resistance: Good 
  Skills: Passable Strength, Passable Agility, 
  Passable Intelligence, Great Cunning, Great Charm, 
  Great Run, Good Hostility. 
  Combat: Sluagh wear chain mail, carry 
  broadswords (Passable damage) and venomous 
  darts. Although the darts only inflict Inferior 
  damage, any character injured by a dart will fall into 
  convulsions for (Stamina vs Great) x 3 minutes. 
  Each minute, the character's Stamina will drop by 1 
  point. If the character's Stamina drops below zero, 
  he will die. Stamina lost this way is recovered 1 
  point for every 10 minutes of rest. 
  Each sluagh carries 1d6 doses of the venomous 
  dart antidote. If poured down a character's throat 
  or into the wound, the loss of Stamina will instantly 
  stop. 
  Notes: Sluagh are very similar in appearance to 
  firbolg, but their hair and eyes are deep black. Most 
  sluagh try to pass themselves off as elfins, elves, or 
  (with bleached hair), as firbolg. Also known as dark 
  elves, these formidable fighters are devotees of the 
  Unseelie Court, having rejected the authority of the 
  elven queen. They are well-trained fighters, spies, 
  and rabble rousers, and will not rest until the 
  downfall of the Seelie Court is assured. 
  From birth, sluagh are taught that the Seelie 
  Court is a powerful dictatorship that seeks to stunt 
  the will and potential of all creatures. Once they are 
  thoroughly indoctrinated, the youth are trained as 
  assassins, thieves, and spies. Upon maturity, a 
  sluagh is scarred with a star-shaped Ôbadge of 
  honor'. It is hidden in the inner thigh, back of the 
  neck, or in the armpit because detection could mean 
  death in certain circles. 
  Sluagh live in secret military communities, and 
  hierarchy of command is very important to them. 
  They may work solo or in small teams. Through 
  guile and treachery, they manipulate world events, 
  forever guiding the Unseelie Court into power while 
  hampering the efforts of the Seelie Court. 
  Sluagh may have the following spells: 
  Barricade: This spell effectively barricades any 
  door, trapdoor, passageway or gate by blocking it 
  with a large black stone. It is magic resistant, and 
  any spell cast upon it will not work unless an 
  Awesome is rolled. A Superior Strength roll is 
  needed to remove it. The stone will remain in place 
  for 30 minutes. 
  Sheep skin: Twice a day a sluagh can make it 
  appear as though he is not carrying any weapons 
  nor wearing any armor. Once he attacks or defends 
  himself, it will reappear. This spell may thrown on 
  someone else. 
  Snake, Constrictor
  Snake, Constrictor
  Snake, Constrictor
  Snake, Constrictor    
  Defense: Poor, Poor, Passable, Passable, Good, 
  Good, Great, Great, Superior, Awesome 
  Magic Resistance: Passable 
  Skills: 
  Superior 
  Strength, 
  Catastrophic 
  Intelligence, Pathetic Agility, Feeble Run, Passable 
  Hostility. 
  Combat: A constrictor drops on its victim from 
  above, quickly enfolds him in its coils, and squeezes 
  him to death. A constrictor's attack does Poor 
  damage initially. On each following turn, the snake 
  continues to constrict. The character must make a 
  Good Strength roll. Failure means the wound to the 
  hit body part is increased by one level. On a roll of 
  Superior or better the character breaks free. 
  A character who attacks a constrictor that is 
  coiled around a companion, and misses with a roll 
  of Catastrophic or Pathetic, has hit the snake's 
  victim. On a Catastrophic roll, the victim takes Great 
  damage; on a Pathetic roll, the victim takes Passable 
  damage. 
  Notes: A constrictor is a 15 to 30 foot long 
  snake that squeezes it's victim to death. It then 
  swallows it's kill whole. They are good swimmers, 
  and can also attack in water. They are so silent that 
  a character must roll Great on Alertness in order to 
  spot one before it attacks. 
  Snake, Poisonous
  Snake, Poisonous
  Snake, Poisonous
  Snake, Poisonous    
  Defense: Great 
  Magic Resistance: Passable 
  
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  Skills: Catastrophic Strength, Great Agility, 
  Pathetic Intelligence, Poor Run, Good Hostility. 
  Combat: Snakes strike with a lightning quick 
  lunge. A player must make a Passable Defense roll 
  or be injected with poison. The character is 
  incapacitated for (Stamina vs Great) days; the body 
  part swelling up and becoming quite useless. A 
  Catastrophic roll indicates death within one day 
  unless healed with a plant, spell or miracle. 
  Notes: Most poisonous snakes are about three 
  feet long. Their markings make them hard to see in 
  a natural setting. A character must roll Good on 
  Alertness to spot one. 
  Some snakes can spit their poison at any one 
  character within thrown range. The character must 
  roll Passable on Dodge or else be blinded for 
  (Stamina vs Good) hours. 
  Sphinx
  Sphinx
  Sphinx
  Sphinx    
  Defense: Good, Good, Great, Great, Superior, 
  Superior, Awesome, Awesome 
  Magic Resistance: Superior 
  Skills: Superior Strength, Poor Agility, Great 
  Intelligence, Great Run, Good Hostility. 
  Combat: A sphinx attacks with its claws 
  (Passable damage). 
  Notes: This creature has the body of a stone 
  lion and the torso and head of a human. Fifty 
  percent have wings, which allow them to fly at 
  Great speed. They are highly intelligent and quite 
  knowledgeable, but they are dedicated to cold-
  hearted logic and are uninterested in emotional 
  appeals. For this reason, Bind spells are useless 
  against them. 
  The sphinx has one great downfall: his 
  curiosity. They will sit in the middle of remote trails 
  and ask all those who pass for a piece of 
  information, a riddle, or a puzzle. If the traveller can 
  ask a riddle the sphinx cannot answer, or answer a 
  riddle asked by the sphinx, he may pass freely. 
  Otherwise, the sphinx will feel compelled to rid the 
  world of such an ignorant creature. Ignorance and 
  illogic are repugnant to them, and destroying one 
  stupid human or elf is of little consequence. 
  Spider, Poisonous
  Spider, Poisonous
  Spider, Poisonous
  Spider, Poisonous    
  Defense: Passable 
  Magic Resistance: Poor 
  Skills: Not applicable. 
  Combat: See below. 
  Notes: Poisonous spiders can be found 
  everywhere, even underground. They are usually 
  only a few inches long. They may crawl onto a 
  sleeping character, or drop on them from over 
  doorways. In some cases, entire pits are filled with 
  hundreds of spiders. 
  A character bitten by a spider must roll 
  Passable on Defense. Failure means the character is 
  affected by the poison. The character's Strength, 
  Agility, Stamina, and Attack skills are reduced by -1 
  for (Stamina vs Great) hours. 
  Spriggan
  Spriggan
  Spriggan
  Spriggan    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Passable Strength, Passable Agility, Good 
  Intelligence, Passable Run, Good Hostility. 
  Combat: Spriggans favor broad swords (Poor 
  damage), which they use two-handed while normal 
  sized and one-handed when enlarged (for Passable 
  damage). They wear ring mail, which they must 
  remove before growing. 
  Notes: Once per day, the spriggan can grow to 
  the size of an ogre. In their enlarged state, they have 
  Superior Strength, they do Good damage, and they 
  have a Defense of Passable, Passable, Good, Good, 
  Great, 
  Great, 
  Superior, 
  Superior, 
  Awesome, 
  Awesome. 
  Tiger
  Tiger
  Tiger
  Tiger    
  Defense: Good, Good, Great, Great, Superior, 
  Superior, Awesome 
  Magic Resistance: Good 
  Skills: 
  Awesome 
  Strength, 
  Good 
  Agility, 
  Pathetic Intelligence, Great Run, Great Hostility. 
  Combat: Tigers attack with their claws 
  (Passable damage) and a bite (Passable damage). 
  Notes: These felines are easily recognized by 
  their distinctive stripes. They are up to ten feet long 
  (tail included). 
  Troll
  Troll
  Troll
  Troll    
  Defense: Awesome, Awesome 
  
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  Magic Resistance: Great 
  Skills: Superior Strength, Poor Agility, Poor 
  Intelligence, Feeble Charm, Passable Run, Great 
  Hostility. 
  Combat: Trolls get one attack for each arm 
  (Poor damage) and each head (Poor damage). A few 
  also throw spears (Passable damage) up to missile 
  range. They do not wear armor; instead they trust 
  to their thick hides. 
  Trolls are only harmed by edged weapons. Only 
  Awesome attacks will hit a troll's torso, its only vital 
  region. A Superior attack severs a head. A Great 
  attack severs an arm, and a Good attack severs a leg. 
  Whenever a limb or head is severed, two new limbs 
  will sprout from the spot within two turns. 
  Cauterizing the wound will stop the growth of the 
  new limb. Severed limbs twitch and grasp, but do 
  not regenerate. If its torso is destroyed, a troll will 
  die. 
  Notes: Trolls are huge, hideous humanoids. 
  They are ten feet tall and five feet broad. Their flesh 
  is coarse and gray, and will change into stone if 
  sunlight touches it. Young trolls have two arms, two 
  legs, and a single head. Older trolls tend to sprout 
  new limbs and heads. A mature troll can have 1-3 
  heads, 1-6 arms, and 1-4 legs. They have a well 
  deserved reputation for cannibalism. 
  Trolls live under bridges, either alone or in 
  small families. They demand a toll of passersby, 
  usually 20 bronze a head. They have the ability to 
  create a mist, which shields them from sunlight. 
  Normal breezes will not budge the mist, but a 
  strong wind can blow it away. Trolls see through 
  the mist as though it wasn't there, but characters 
  will have their vision reduced to only thrown range 
  or less. 
  Trow
  Trow
  Trow
  Trow    
  Defense: Good, Good, Great, Great, Superior, 
  Superior, Awesome 
  Magic Resistance: Good 
  Skills: Great Strength, Poor Agility, Good 
  Intelligence, Poor Charm, Passable Run, Passable 
  Hostility. 
  Combat: Although not especially belligerent, 
  trows will fight with axes and maces (Passable 
  damage). Their thick hides protect them as though 
  they were wearing armor. 
  Notes: Trows are much maligned creatures. 
  They are similar in appearance to trolls, but have 
  regular features and are only 4 to 6 feet tall. 
  Unfortunately, many people believe trows are a 
  form of troll, and they are often attacked. For this 
  reason, trows are reluctant to mix with other races.  
  Trows live in warrens underneath large earth 
  mounds. Their day starts at sunset when they herd 
  magical cattle to the surface to graze. These cattle 
  are slightly bluish in color, making them nearly 
  invisible to humans. If a ray of sunlight touches one 
  of them, it will die and turn into mist.  
  A trow caught outside after sunrise must 
  remain on the surface until the following night. He 
  will not be able to sleep a wink, and will be very 
  grouchy. Sunlight irritates trows and turns them a 
  dark brown, but it does not harm them. 
  All trows are male. They take their brides from 
  human stock, and are loving husbands. However, 
  they can have only one child all their lives, and if 
  their wife should die, they never remarry. 
  A trow cannot die until his son has reached 
  maturity. If out of Defense, the trow is simply 
  knocked unconscious. If his body is burned or 
  otherwise destroyed, he will magically return a few 
  days later. Some trow purposefully refuse to have 
  children just so they may live forever. 
  Trows are very fond of dancing and music. All 
  trows know how to play the fiddle, and when they 
  play the "henking" tune, all characters within 
  thrown range must dance a lop-sided jig for (Will vs 
  Good) x 10 minutes, or until the music ceases. 
  Trows have been around for a long time and 
  have collected many great secrets. They know the 
  mystery of the Old Runes, which even the most 
  knowledgeable 
  sidhe 
  does 
  not 
  profess 
  to 
  understand. Once every two hours, a trow can cast a 
  reverse 
  intentions 
  spell 
  simply 
  by 
  walking 
  backwards. Any character who observes the trow 
  walking backwards will do the opposite of what he 
  intends for (Fate vs Good) x 2 minutes.  
  Lifeblood: Once per day, a live trow can cure a 
  dying creature by placing a drop of his blood into 
  it's mouth. All wounds are automatically reduced by 
  two columns. A dead character may be brought 
  back to life if the player makes a Great Stamina roll. 
  A Catastrophic roll indicates that the character 
  becomes a vampire! 
  Unicorn
  Unicorn
  Unicorn
  Unicorn    
  Defense: Good, Good, Great, Great, Superior, 
  Superior, Awesome 
  
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  Magic Resistance: Superior 
  Skills: Awesome Strength, Good Agility, Good 
  Intelligence, Superior Charm, Superior Run, Poor 
  Hostility. 
  Combat: If provoked, a unicorn will attack with 
  its horn (Poor damage), hooves (Inferior damage), 
  and bite (Inferior damage). A character damaged by 
  a unicorn's horn will fall into a magic sleep for (Fate 
  vs Passable) x 5 minutes. 
  Notes: The unicorn is a small horse with a 
  goat's beard and a long spiraling horn projecting 
  from it's forehead. Most unicorn's are pure white, 
  though some have golden manes and tails. A 
  character who sees a unicorn will be struck dumb 
  by its beauty for (Charm vs Good) x 2 minutes. The 
  character cannot move or act until the time is up or 
  the unicorn has passed from view. 
  Unicorns are extremely rare and tend to live far 
  from civilization. Although they can communicate 
  telepathically with anyone who makes a Good 
  Arcane Lore roll, they will deal only with characters 
  who exhibit honesty, trustworthiness, and loyalty. 
  If a virgin maiden sits before a unicorn, the 
  unicorn will be compelled to knell before her and 
  rest his head on her lap for (Good vs maiden's 
  Charm) x 2 minutes. If the roll is failed, the unicorn 
  is not impressed. Any attack upon the unicorn will 
  break the spell. 
  Their horns are highly coveted, and can bring 
  as much as $1,000 on the open market. The horn is 
  powdered into twenty doses of a unicorn dust. 
  Sprinkled on a wounded character, a dose of 
  unicorn dust will heal (Passable vs Medical) x 2 
  wound levels. If flicked on a character's eyelids, that 
  character can see through all illusions (including 
  invisibility) for (Passable vs Arcane Lore) x 5 
  minutes. Lastly, if eaten, a dose of unicorn dust 
  gives a character +3 Strength for (Passable vs 
  Stamina) x 10 minutes. 
  A unicorn has permanent true sight as an elfin. 
  Once per day a unicorn can heal (Passable vs 
  patient's Stamina) wounds completely simply by 
  touching his horn to an injured character. Once per 
  day, he can use his clairvoyance to see what is 
  happening up to 20 miles away (see the firbolg 
  special ability). 
  Vampire
  Vampire
  Vampire
  Vampire    
  Defense (spirit form only): Great, Superior, 
  Awesome 
  Magic Resistance: Superior 
  Skills: Awesome Strength, Good Agility, Great 
  Run, Good Intelligence, Great Hostility. 
  Combat: Vampires attack with their claws 
  (Good damage). If the claws do damage, the 
  vampire also uses his fangs (Passable damage). A 
  character who is injured by the vampire's fangs is 
  "bitten." See below for more information on a 
  vampire's bite. 
  Notes: A vampire is not a walking corpse, as 
  some assume. It is an evil spirit that takes the form 
  it possessed when alive in order to feed on the 
  blood of the living. As the centuries pass, the spirit 
  becomes less and less human, taking on a ghastly 
  appearance. A vampire can shape change into a 
  wolf, bat or mist at will. 
  Vampires can feed off of animals, though they 
  prefer the blood of their own kind (i.e. an elven 
  vampire will generally target elven victims). Their 
  favorite victims are their own relatives. Vampires 
  hypnotize their victim, then bite them with sharp 
  fangs. The favored entry point is the victim's neck, 
  but any exposed flesh will do. 
  Hypnotism: A vampire's gaze can hypnotize a 
  victim for (Will vs Good) x 2 minutes. During this 
  time, the victim becomes completely passive and 
  will follow where the vampire leads. When the 
  victim awakens, he will remember nothing of what 
  happened. 
  Vampire's Bite: A bitten subject will be under 
  the vampire's control for (Will vs Passable) hours. A 
  character who has been bitten twice is at -1 column 
  to resist the vampire. A character who is been bitten 
  three times becomes a vampire upon his own death. 
  He is now part of the vampire who killed him, 
  linking souls forever. He can no longer act under his 
  own direction, and suffers the torments of the 
  undead. Only when the master vampire is killed will 
  his soul be released. 
  Vampire's Body: A vampire conceals the 
  location of its body at all times. A vampire's spirit 
  must return to his body before dawn. At will, a 
  vampire may turn to mist and instantly return to its 
  body, even if its coffin is six feet under ground. 
  Destroying a Vampire's Spirit: Because it is not 
  a physical creatures, a vampire is nearly invincible. 
  Killing a vampire's spirit doesn't really destroy the 
  monster, it merely drives it back to its grave. The 
  spirit must stay in its body for at least three nights 
  before it can rise again, fully healed. 
  
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  Destroying a Vampire's Body: The only way to 
  eliminate a vampire is to find its grave and destroy 
  its body and spirit at the same time. A vampire will 
  know when its body is being disturbed, and will 
  return to protect it. 
  It takes several steps to permanently destroy a 
  vampire. First, a stake of either ash or iron must be 
  driven through its heart. This requires a Great 
  attack roll if the vampire is resisting. If the 
  vampire's spirit isn't already in its body, the stake 
  instantly summons it and joins spirit to flesh, 
  making it possible to destroy both. However, it 
  doesn't stop the vampire from fighting back in its 
  physical form! 
  The vampire's head must be severed with an 
  Awesome attack roll using an edged weapon. Once 
  decapitated, the vampire will cease fighting. His 
  mouth must be stuffed with garlic, his body burned, 
  and the ashes buried at a crossroad. If any step is 
  missed, the vampire may rise again, its body 
  reforming as the spirit rises to slake its thirst. 
  Weaknesses: 
  A 
  vampiric 
  spirit 
  may 
  be 
  prevented from returning to its body for 24 hours if 
  the coffin is splashed with holy water or sprinkled 
  with holy wafers (this does not stop the spirit from 
  returning if his body is staked). 
  A vampire may be repulsed by up to three of 
  these items, as selected by the referee: roses, garlic, 
  holy symbols, blessed water, silver, or iron. Many 
  vampires cannot enter a habitation without an 
  invitation. They cannot wade across running water 
  (although they can fly across in bat form) and their 
  body must rest in earth from their original grave. 
  Most vampires do not appear in mirrors (a side 
  effect of their ethereal state). The few who do 
  reflect appear as rotting corpses. 
  Viking
  Viking
  Viking
  Viking    
  Defense: Passable, Passable, Good, Good, Great, 
  Superior, Awesome 
  Magic Resistance: Passable 
  Skills: Great Strength, Poor Agility, Passable 
  Intelligence, Good Run, Great Hostility. 
  Combat: Vikings wield war hammers (Passable 
  damage) and claymores (Passable damage). Some 
  use their weapon one-handed, and carry a buckler 
  in the other hand. They normally wear chain mail. 
  Notes: Four times per day, a viking can frighten 
  away a single foe, causing him to flee for (Strength 
  vs Great) x 2 minutes. 
  Vily
  Vily
  Vily
  Vily    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Passable Strength, Passable Agility, Great 
  Intelligence, Good Charm, Passable Run, Great 
  Hostility. 
  Combat: Males carry daggers (Inferior damage) 
  but wear no armor; they rely on their magical 
  abilities for protection. The women wield scimitars 
  (Poor damage) or spears (Poor damage) and wear 
  leather armor. 
  Notes: The fair skinned vily live in forests or in 
  towers built on remote mountain tops. They wear 
  simple tunics of white linen, or coats woven from 
  leaves and moss. At birth, a vila is pledged to a tree. 
  If that tree ever dies, the vila will too - and vice 
  versa. 
  Female vily patrol the forests where the soul 
  trees live. They are very possessive of their lands, 
  and have been known to kill trespassers outright. 
  The males prefer to stay within the confines of their 
  fortress home, studying magic. Vily absorb magical 
  power through their red hair, which is always long 
  and flowing. Should a mortal pluck even a single 
  strand of a vily's hair (by making a Great Dexterity 
  roll), she loses all of her special powers. She will 
  regain them only when the strand of hair is 
  returned. 
  A brave woman who aids the vila may be asked 
  to become a vilenki-a friend of the vila. This takes 
  three years of intense training, during which the 
  woman is taught the language of seven animals and 
  the properties of all forest plants. The vilenki is 
  obligated to protect the vila from harm. In return, 
  she may always petition them for help or sanctuary. 
  A vily has the following special abilities: 
  Salmon swim: A vily can swim and breath 
  underwater at will. 
  Wilderness walk: The vily can pass swiftly and 
  quietly across any terrain, even if riding a horse. 
  She leaves no sign or scent as she passes. 
  Lynx eyes: This ability allows the vily to see 
  over great distances, as well as in the dark. Once a 
  day for 30 minutes, the vily can see up to 5 miles 
  away. She can see half this distance in the dark. 
  
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  Wailer
  Wailer
  Wailer
  Wailer    
  Defense: Great, Great, Superior, Superior, 
  Awesome 
  Magic Resistance: Great 
  Skills: Great Strength, Passable Agility, Good 
  Intelligence, Passable Run, Good Hostility. 
  Combat: A wailer attacks with its two long 
  arms. In addition to doing Passable damage, it holds 
  onto the body parts that it hit and pulls the 
  character to its mass of screaming faces. A character 
  must roll Great on Strength to break free (one 
  attempt is allowed per turn). If the roll is failed, the 
  character takes Poor damage from the multitude of 
  miniature mouths. The following turn, the wailer 
  lifts him to its great maw and chew off the top of his 
  head. The character takes Good damage to his head 
  each turn until he is killed or until he breaks free. A 
  character who dies in this way will have his life 
  force drained, and his face will join those on the 
  wailer's bulk. 
  Notes: A wailer is a twelve foot tall humanoid 
  whose body is covered with tiny faces which 
  protrude like blisters. Two arms and legs stick out 
  of this mass of faces, but the wailer has no head of 
  it's own. Instead, a large gaping maw lined with 
  teeth sits upon its shoulders. It is virtually 
  impossible to surprise, for it sees out of all of it's 
  eyes, and keeps at least two open at all times. 
  A wailer feeds by sucking the life essence from 
  it's victim's body. This essence manifests itself upon 
  the wailer's body in the form of the victim's 
  miniaturized face, which can easily be recognized. If 
  a character is originally from the local area, he must 
  roll Poor on Fate, failure means he recognizes a face 
  that he knows. The character will be at a -1 column 
  on all attacks made against the wailer.  
  The faces on a wailer continuously sob and cry. 
  The shrieks are so pitiful that anyone within missile 
  range will fall into a weeping fit for (Sanity vs Poor) 
  minutes. When a wailer dies, the faces on its body 
  shrivel into indistinct lumps, and the captive life 
  forces twist free. They disappear heavenward as 
  blue streaks of light. 
  Water
  Water
  Water
  Water----leaper
  leaper
  leaper
  leaper    
  Defense: Good, Great, Superior, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Passable Strength, Good Agility, Poor 
  Intelligence, Pathetic Run, Good Swim, Passable 
  Hostility. 
  Combat: Water-leapers attack with their 
  barbed tongues (Inferior damage). The body part 
  hit is immobilized. Each turn, the character must 
  make a Great Strength roll to pull free. On a Poor 
  roll or worse, the water-leaper pulls the character 
  underwater, where he will drown in just a few 
  minutes unless rescued. 
  Notes: This bizarre creature looks like a ten 
  foot long toad with a long tail and no legs. It lives in 
  the murky depths of lakes, pools, slow-moving 
  streams and rivers. A victim must roll Superior on 
  Alertness in order to spot a hidden water-leaper. By 
  using it's tail as a spring, the water-leaper jumps 
  out of the river, grabs an unwary passerby with its 
  sticky tongue, and drags him under the water, 
  holding him there until he drowns. 
  Wendigo
  Wendigo
  Wendigo
  Wendigo    
  Defense: Great, Great, Superior, Superior, 
  Awesome, Awesome 
  Magic Resistance: Great 
  Skills: Superior Strength, Good Agility, Good 
  Intelligence, Good Run, Superior Hostility. 
  Combat: Wendigo attack with claws (Passable 
  damage) and a terrible bite (Great damage). Their 
  claws are freezing cold, and inflict frostbite. A 
  character who has been wounded by a wendigo 
  may contract wendigo fever, which will last for 
  (Stamina vs Good) x 2 days. This disease causes the 
  victim to become absolutely ravenous. He will eat 
  everything in sight including the entire party's 
  supplies. Once the food runs out, the character will 
  turn to cannibalism. He will eventually try to 
  devour himself, resulting in a hideous death. 
  Another character can reduce the duration of the 
  fever by (Good vs Medical) days. Each companion 
  gets only one try to reduce the sick time. 
  The hide of a yeti protects against the 
  wendigo's freezing touch, reducing the damage to 
  Passable, and eliminating the chance of contracting 
  wendigo fever. 
  Notes: Wendigo are twelve foot tall humanoids 
  with pale blue skin. They are very lean, have 
  glowing green eyes and tufts of white fur on their 
  chest, arms and lower legs. They live high in the 
  mountains, favoring the snowy northern lands. 
  
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  Wendigos hibernate in caves until snow falls. 
  They usually feed on animals, but will hunt humans 
  if the opportunity arises. If snow is actually falling, 
  the wendigo can summon a blinding blizzard that 
  will last for one hour. With its wail of fear the 
  wendigo can cause any character within missile 
  range to flee in a random direction for (Sanity vs 
  Passable) x 10 minutes. Wendigo are not slowed 
  when travelling through snow. 
  Will O' The Wisp
  Will O' The Wisp
  Will O' The Wisp
  Will O' The Wisp    
  Defense: Superior 
  Magic Resistance: Awesome 
  Skills: Superior Agility, Poor Intelligence, 
  Superior Run, Great Hostility. 
  Combat: Will Ôo the wisps are not effected by 
  normal weapons, but bright light (such as sunlight) 
  will destroy one. They are unaffected by firelight. 
  Magic weapons can harm a will o' the wisp, if it can 
  be hit. When cornered, they fight back by firing tiny 
  bolts of energy at up to missile range (Inferior 
  damage). 
  Notes: Will o' the wisps delight in misleading 
  travellers into dangerous areas, usually to their 
  death. Will Ôo the wisps lurk in swamps, bogs or 
  along perilous mountain trails. They appear only at 
  night or in dark areas, and look like flashes of light 
  which dart through the air-or as flickering candles 
  or lanterns. The light compels characters to follow 
  for (Will vs Poor) x 10 minutes. Once a will Ôo the 
  wisp has enticed someone to follow, it will lead 
  them though all sorts of obstacles, such as 
  quicksand, sheer cliffs, or other hazards. 
  Wolf
  Wolf
  Wolf
  Wolf    
  Defense: Passable, Good, Great, Superior 
  Magic Resistance: Passable 
  Skills: Good Strength, Good Agility, Pathetic 
  Intelligence, Great Run, Good Hostility. 
  Combat: Wolves attack with their bite (Poor 
  damage). They are especially dangerous if attacking 
  in a group. 
  Notes: A wolf is a large canine found in the 
  colder, northern regions. Some barbarians capture 
  wolves and raise them as pets, but most wolves are 
  wild, and will attack a person if provoked or hungry. 
  Wolves can be found alone or in a pack of up to 
  twenty. They make their homes in caves, burrows, 
  or thickets. Wolves are cunning animals, and are 
  known for their ability to elude traps. 
  Wolfling
  Wolfling
  Wolfling
  Wolfling    
  Defense: Passable, Good, Great, Superior, 
  Awesome 
  Magic Resistance: Passable 
  Skills: Good Strength, Good Agility, Passable 
  Intelligence, Good Run, Passable Hostility. 
  Combat: When in human form, a wolfling 
  attacks with a spear or hand axe for Poor damage. 
  Most wolflings do not wear armor, but those who 
  wear studded have a Defense of Good, Great, 
  Superior, Awesome. In order to transform, a 
  wolfling must first remove his armor. 
  Notes: A wolfling can transform into a wolf 
  twice per day for up to 30 minutes at a time. It takes 
  three minutes to transform. While in wolf form, the 
  wolfing has the statistics of a very large wolf. When 
  in wolf form, the wolfling uses the wolf's statistics. 
  Wyvern
  Wyvern
  Wyvern
  Wyvern    
  Defense: Great, Great, Superior, Awesome, 
  Awesome 
  Magic Resistance: Good 
  Skills: Awesome Strength, Good Agility, Feeble 
  Intelligence, Poor Run, Superior Fly, Great Hostility. 
  Combat: Wyverns attack with a powerful bite 
  (Good damage) and a sting from their tail (Passable 
  damage). A character who is damaged by the sting 
  will pass out for (Stamina vs Poor) hours. On a 
  Catastrophic Stamina roll, the character turns green 
  and dies. 
  Notes: The wyvern looks somewhat like a small 
  dragon. It has a long, serpentine body, functional 
  bat wings, and only two legs. They are rather 
  clumsy on the ground, but are excellent fliers. 
  Wyverns have a reputation for gobbling up small 
  children. 
  Yeti, Brown
  Yeti, Brown
  Yeti, Brown
  Yeti, Brown    
  Defense: Passable, Passable, Good, Good, Great, 
  Superior, Awesome 
  Magic Resistance: Good 
  Skills: Great Strength, Passable Agility, Poor 
  Intelligence, Passable Run, Poor Hostility. 
  
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  Combat: If cornered, the brown yeti will fight 
  bravely with it's powerful hands (Inferior damage) 
  and bite (Inferior damage). 
  Notes: The shaggy, eight foot tall brown yeti 
  are reclusive creatures who inhabit isolated forests. 
  They live in small family groups, and are primarily 
  vegetarians, though they will eat an occasional 
  rabbit. They are non-aggressive, and will flee rather 
  than fight. Foresters tell of lost travellers guided by 
  brown yetis to the safety of hunting trails. 
  Yeti, White
  Yeti, White
  Yeti, White
  Yeti, White    
  Defense: Passable, Passable, Good, Good, Great, 
  Great, Superior, Awesome 
  Magic Resistance: Good 
  Skills: Great Strength, Passable Agility, Inferior 
  Intelligence, Passable Run, Great Hostility. 
  Combat: Yeti attack with their claws (Poor 
  damage) and long fangs (Poor damage). Their gaze 
  can cause snow blindness to one character in the 
  local area (the character need not be looking at the 
  yeti). The character will be blinded for (Stamina vs 
  Poor) hours. Yeti can use their gaze power once per 
  turn, even while fighting. 
  Notes: White yeti live in snowy regions to the 
  far north and atop high mountains. They are more 
  primitive than their cousins, the brown yeti, and 
  much more aggressive. They are immune to the 
  cold, and their heavy fur makes great insulation. 
  They travel swiftly in snow, and blend in so well 
  that a character must roll Great on Alertness to spot 
  one in the local area. 
  Zombie, True
  Zombie, True
  Zombie, True
  Zombie, True    
  Defense: Passable, Good, Great, Superior 
  Magic Resistance: Passable 
  Skills: Poor Strength, Poor Agility, Inferior 
  Intelligence, Inferior Run, Poor Hostility. 
  Combat: True zombies attack with rusty 
  swords and makeshift weapons for Poor damage. 
  Some attack with their bare hands, in which case 
  they do Inferior damage. 
  True zombies radiate an aura of horror. Any 
  character seeing one close up must make a Sanity 
  check. 
  Notes: True zombies are the reanimated 
  corpses of the newly dead. True zombies are very 
  pale, with greenish or grey skin. Their flesh may be 
  rotten, and they smell like rancid meat. They are 
  often dressed in rags. They stare, open mouthed, 
  and may possibly drool black bile. True zombies 
  move stiffly and slowly, and are rather weak. They 
  are incapable of speech. They have no memory of 
  their past life, and are only capable of obeying the 
  simplest of commands. 
  True zombies may be taught simple routines, 
  and are often used by unscrupulous plantation 
  owners to work in fields and orchards. They do not 
  need to eat or rest, and will perform their tasks 
  endlessly, unless ordered to do otherwise. After a 
  few years, a true zombie will wear out. 
  If a true zombie is fed salt or meat, he will 
  instantly realize that he is dead. He will run 
  screaming to the nearest cemetery, where he will 
  bury himself in the soft earth. 
  Zombie, Rogue
  Zombie, Rogue
  Zombie, Rogue
  Zombie, Rogue    
  Defense: Superior 
  Magic Resistance: Passable 
  Skills: Good Strength, Poor Agility, Inferior 
  Intelligence, Passable Run, Great Hostility. 
  Combat: Rogue zombies travel and attack in 
  groups, using their ragged claws (Poor damage) and 
  powerful teeth (Poor damage) to rip flesh into bite-
  sized 
  pieces. 
  They 
  seem 
  to 
  communicate 
  telepathically, and when one rogue zombie finds 
  fresh food, another will appear every 1d6 minutes. 
  Rogue zombies only take damage from blows 
  to the head, hence their high defense. On a Great roll 
  from a slashing weapon, a zombie's arm is severed, 
  reducing his claw damage to Inferior (if both arms 
  are severed, he can no longer make claw attacks). 
  Severed arms will continue to crawl on the ground, 
  grabbing at ankles and legs. 
  Notes: Rogue zombies are reanimated corpses 
  which have developed a strong craving for human 
  flesh. They normally have blood and gore smeared 
  over their clothing, arms and faces. No one knows 
  what causes whole cemeteries and crypts to be 
  infected at once, with up to a hundred corpses 
  lurching off to find victims. Rogue zombies are quite 
  strong, and though their movements seem stiff, they 
  are surprisingly fast. They moan and gibber, but 
  never speak. They do not recognize living friends or 
  relatives. 
  The bite of a rogue zombie is infectious. A 
  character who takes damage from a rogue zombie's 
  bite must make a Passable Stamina roll; failure 
  
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  means the character will become cold, his joints will 
  stiffen and he will feel nauseous. Unconsciousness 
  and death occur within a few hours. Upon death, the 
  victim reanimates as a rogue zombie, attacking 
  those nearest him. An infected character can be 
  cured with a Good Medical roll. 
   
  
   
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  Chapter 12 
  Treasures 
  Magic Items 
  Magic items can add spice to your adventures. 
  Normally, characters will not be able to find magic 
  items for sale. They are very rare, and must be 
  discovered in forgotten ruins or stolen from their 
  rightful owners. Magic items cannot be made by 
  characters. 
  Potions
  Potions
  Potions
  Potions    
  Most potions change the imbiber's skills. A 
  Climb (20) potion would grant the person who 
  drank it a skill of 20 in Climb. 
  Some potions magically transform the imbiber. 
  For instance, a growth potion might double the size 
  of the person who drinks it. 
  It takes one action to drink a potion. A potion's 
  effects start immediately and last for (Passable vs 
  Fate) minutes. 
  Potions come in vials containing one dose. If a 
  character drinks less than one dose, the potion has 
  no effect. A character who sips a potion and rolls 
  Good on Arcane Lore can determine its effects 
  without using it up. On a Catastrophic roll, the 
  character accidentally imbibes a full dose. 
  Gemstones
  Gemstones
  Gemstones
  Gemstones    
  Magic gemstones may be naturally occurring, 
  or enchanted by a powerful spell user. They may be 
  made into any form of jewelry-a bracelet, earring, 
  necklace, ring, or whatever. Whoever wears the 
  gemstone gains a skill bonus. The skill affected is 
  dependent upon the gemstone, as shown on the 
  Magic Gemstone table. The amount of the skill 
  adjustment depends the size of the stone. It may 
  add just +1 to the skill, or as much as +5. Other 
  gems do not grant skill bonuses.  
  Magic Gemstones 
  Gem            Skill Bonus
  Gem            Skill Bonus
  Gem            Skill Bonus
  Gem            Skill Bonus    
  Agate          +1 to +5 Defense (location 
                 stone worn) 
  Amber          +1 to +5 Tame 
  Aquamarine     +1 to +5 Swim 
  Bloodstone     +1 to +5 One Weapon Skill 
  Crystal        +1 to +5 Alertness 
  Diamond        +1 to +5 Intelligence or 
                 Knowledge 
  Emerald        +1 to +5 Bargain or Business 
  Garnet         +1 to +5 Empathy 
  Jade           +1 to +5 Entertain 
  Loadstone      +1 to +5 Direction 
  Pearl          +1 to +5 Defense (location  
                 stone worn) 
  Toadstone      +1 to +5 Fate (found in a  
                 toad's head) 
  Topaz          +1 to +5 Agility, Dodge, or  
                 Quickness 
  Turquoise      +1 to +5 Nature 
  Scrolls
  Scrolls
  Scrolls
  Scrolls    
  A scroll must be read aloud. It takes a character 
  (Literacy vs Awesome) turns to read a scroll; if the 
  roll is Poor or less, the spell is read incorrectly and 
  has no effect. If read correctly, a scroll allows a 
  character to use a spell skill. For instance, a 
  Divination (10) scroll would allow the person who 
  read it to immediately cast a single Divination spell 
  as though he had a skill of 10. The cost to cast the 
  spell is subtracted from the scroll's skill as normal. 
  After a scroll is read successfully, the words, 
  having released their magic, fade and the scroll 
  turns to ashes. 
  A character may read the title of a scroll 
  without casting it by rolling Passable on Literacy. 
  Failure means the character cannot understand the 
  title. A Catastrophic roll means the spell is cast 
  accidentally. 
  
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  Magic Jewelry 
  We've listed most of these items as rings, but 
  necklaces, bracelets, brooches, and other jewelry 
  may be infused with the same kind of magic. Such 
  items are usually activated by a touch or by a verbal 
  command. 
  Ring of Bedazzling: Once per day, the wearer 
  can cause this ring to emit a dazzling display of 
  lights that stuns all foes in the local area for 
  (Passable vs Arcane Lore) minutes. 
  Ring of Beckoning: When this ring is held 
  before the eyes of the victim, he will follow the 
  wearer for (victim's Will vs Wearer's Charm) x 5 
  minutes. During this time, the foe cannot attack, 
  speak, or perform any other action. Any attack on 
  the foe will break the trance. Usable twice per day. 
  Ring of Clasping: Whatever is held in the hand 
  that wears this ring cannot be dropped unless its 
  wearer chooses to release it. For instance, a ring of 
  clasping 
  would 
  allow 
  a 
  character to hang 
  indefinitely from a ledge, even if unconscious. 
  Ring of Deflection: Deflects all attacks on a 
  character for one turn. It must be activated at the 
  beginning of the turn. The character may attack on 
  the turn he uses the ring, or whatever else he 
  chooses. Usable twice per day. 
  Ring of Levitation: The wearer can float 
  straight up or down for (Passable vs Fate) x 5 
  minutes. He travels at 500 feet per minute (5 
  m.p.h.). Usable twice per day. 
  Ring of Invisibility: Confers invisibility upon 
  the wearer for (Passable vs Fate) x 5 minutes. 
  Usable once per day. 
  Necklace of Bones: This necklace is made of the 
  intricately carved bones of warriors fallen in battle. 
  When scattered before the wearer, they will 
  become bone warriors. For each handful of bones 
  tossed upon the ground, (Passable vs Magic) 
  skeletal warriors will spring up. Each warrior has 
  an Attack of 15 and a Defense of Passable, Good, 
  Great, Superior, Awesome. They will obey their 
  creator for one hour or until destroyed (after one 
  hour, they turn to dust). A necklace contains 1d6 
  handfuls of bone beads. 
  Necklace of Safety: When placed on the ground, 
  this long, beaded necklace forms a magic circle with 
  a diameter of three feet which protects anyone 
  standing in it from demons and undead creatures. 
  The necklace may not be moved, and it is usable 
  only once per day. 
  Weapons & Armor  
  Most magic weapons increase a character's 
  weapon skill. For instance, a +2 short sword would 
  grant the wielder +2 on his Sword skill. In addition, 
  the bonus is added to the weapon's damage rating. 
  If a normal short sword has damage 11, a +2 short 
  sword would have a damage rating of 13. 
  Magic armor simply has a greater Defense 
  adjustment than an unenchanted piece (for 
  example, +4 leather gauntlets). 
  Some weapons and armor have special 
  properties, as described below. 
  Death Dart: A seemingly normal dart. If this 
  dart does any damage to its target, the target will 
  die instantly. Usable only once. If it misses, it has no 
  effect and can be picked up and used again. 
  Dagger of Bleating: This +2 dagger has a handle 
  with a sheep's head on it. The sheep's head will 
  bleat whenever its wearer comes within missile 
  range of trolls, ogres, hobs, goblins, or other 
  humanoid creatures. 
  Flaming Weapon: Appears like a normal 
  weapon of its sort, but three times per day it may be 
  commanded to burst into flame. While flaming, its 
  wielder gains +1 column on his attack rolls. The 
  flame lasts for (Catastrophic vs Strength) minutes. 
  Frost Brand: This freezing cold blade is a +4 
  broad sword. 
  Giant Slayer: Gives the wielder an extra +4 on 
  his weapon skill when fighting foes twice his size or 
  larger. 
  
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  Jason's Short Sword: Normally a +2 short 
  sword, it becomes a +5 short sword when fighting 
  undead creatures. 
  Magic Arrow: An arrow that grants +1 to the 
  character's Bow skill when it is fired. 
  Ever Full Quiver: This quiver contains one 
  arrow. When this arrow finds its mark (or even if it 
  misses), it vanishes and reappears back in the 
  quiver, allowing it to be fired the following turn. A 
  great gift idea for people who always forget to keep 
  track of how many arrows they have left. 
  Hypnotic Shield: Twice per day, the spiral on 
  this 
  shield 
  may 
  be 
  commanded 
  to 
  whirl 
  hypnotically. His opponent will stand dumbfounded 
  for (foe's Strength vs user's Fate) x 2 turns. 
  Helm of Harrowing Visage: Once per day, the 
  wearer of this helmet can cause his appearance to 
  grow hideous. Up to six foes in the local area will 
  flee for (foe's Strength vs user's Strength) minutes. 
  Miscellaneous Items 
  These items will give you some idea of the 
  variety of items that you can include in your 
  campaign. Feel free to add your own ideas, yet 
  strive to make all magic items in your game unique. 
  Never give two characters the same item. 
  Mask of Many Faces: This mask allows the 
  wearer to appear as someone else, even a person of 
  a different race or sex. The wearer is not endowed 
  with new skills, abilities, or knowledge. It lasts 
  (Passable vs Arcane Lore) x 30 minutes, although it 
  can be terminated earlier by removing the mask. 
  Usable once per day. 
  Skeleton Key: This magic key locks or unlocks 
  any door, window, box, drawer, or other object that 
  may be opened. Even a door that has no discernible 
  lock will fly open at its touch. Usable once per day. 
  Cloak of Elemental Protection: This cloak is 
  specific to one element-earth, fire, air or water. The 
  wearer will not be harmed by that element for as 
  long as he is wearing the cloak. For example, a 
  person wearing a water elemental cloak could not 
  drown; a person in an earth elemental cloak could 
  not take damage from cave-ins; a character in a fire 
  elemental cloak could not be harmed by fire; and a 
  character in an air element cloak could not be 
  harmed by strong winds. Usable one hour each day. 
  Chameleon Cloak: If the wearer stands 
  perfectly still, he will blend into the background, 
  taking on the appearance of a wall, foliage, or 
  whatever is required. It remains effective until the 
  wearer moves. 
  Boots of Running: Grant +2 Agility, Dodge, 
  Quickness, Stealth, and Run. 
  Thieving Gloves: Grant +2 Filch, Forgery, 
  Unlock, and Traps. Both gloves must be worn to be 
  effective. 
  Belt of Brawn: Grants +2 to all Strength and 
  Stamina Skills (including Defense). 
  Flying Broom: The rider may fly on this birch 
  broom for (Passable Arcane Lore) x 5 minutes at 
  2,000 feet per minute (20 m.p.h.). Usable once per 
  day. 
  Ever Burning Candle: This candle burns 
  continuously, even if placed in a sealed jar or held 
  underwater. 
  Crystal Ball: Grants the power of far sight once 
  per day (see the special ability of firbolgs listed in 
  Chapter 2: Character Races). 
  Cloud of Dust: A cloud of dust is usually found 
  in a small pouch. If a handful is thrown into the air, 
  it quickly creates a dense cloud that fills the local 
  area. It is so thick that characters and foes alike can 
  see only a foot in front of them. It dissipates in 30 
  minutes. There are d6 handfuls of dust in a pouch. 
  Ointment of Healing: When rubbed on a 
  wounded character, it completely heals (Passable vs 
  Medical) wounds. 
  Harp of Happiness: When played, all those in 
  the local area will be compelled to dance and sing 
  for (victim's Stamina vs user's Entertain) x 3 
  minutes. Usable four times per day. 
  
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  Staff of the Undead: When waved over the 
  corpse of a man sized humanoid, this yew staff 
  allows a character to create a true zombie. The 
  zombie will be totally under its creator's control 
  until it is destroyed. The staff contains d6 charges. 
  After that, it loses its magic powers. Zombies 
  created by this staff have an Attack skill of 15 and a 
  Defense 
  of Passable, Good, Great, Superior, 
  Awesome. 
  Staff of Oak: This magic oak staff grants +1 to 
  Plants, Tame, and Plant Mastery. 
  Cursed Items 
  Cursed items are objects that were deliberately 
  made to cause harm. Once put on, they can only be 
  removed by a Great Arcane Lore roll or a Superior 
  Strength roll. The only other way to remove the 
  item is to perform a certain action. The required 
  action will become known to the wearer within 
  three days of donning the cursed item (for 
  Example: "You are cursed to wear this ring until 
  you bring the wizard Fobious the elixir of life!"). 
  The Emperor's Robe: This looks like Gentry 
  Clothing until it is worn. Then it vanishes, along 
  with the wearer's clothing! The wearer, and anyone 
  within 20 feet of him, will think he is still clothed. 
  To those outside of 20 feet, the character appears 
  perfectly naked. Weapons, trinkets, food stuffs, and 
  so on will all seem to float around him (they are 
  actually in invisible pockets, sacks, and bags). The 
  wearer cannot hide anything on his person, nor can 
  he cover up his nakedness with a cloak or blanket, 
  as the emperor's robe will cause it to disappear as 
  well. 
  Ring of Misfortune: Lowers one or more of the 
  wearer's skills by (Fate vs Awesome) points (the 
  referee chooses which skills are affected). 
  Ring of Insanity: The wearer is afflicted with a 
  mental illness rolled from the Mental Illness chart 
  (see Chapter 5: Character History). 
  Ring of Age: Causes the wearer to age one year 
  for every day that passes, until the item is removed 
  or the character dies. A more potent version ages 
  the wearer one year every hour. 
  Puppet String Necklace: This necklace is so thin 
  that it takes a Great Search roll to notice it around a 
  foe's neck. The person wearing it will obey the will 
  of whomever places it around his neck for (Will vs 
  Passable) days. They will respond to no one but that 
  person, and will not be able to speak. If the necklace 
  is removed, the enchantment disappears. 
  Helm of Attraction: A character who wears this 
  helmet is always hit in the head. It radiates a strong 
  magical tingle to the touch. 
  Artifacts 
  Artifacts are objects with religious significance, 
  or powerful items used by societies. Artifacts 
  marked with an asterisk (*) are mythical in nature, 
  and may or may not be found in the world of 
  Legendary Lives. See Chapter 4: Religions and 
  Chapter 13: Societies for more information on the 
  organizations which revere these artifacts. 
  Altar of Wisdom (Coalition of Wisdom) 
  Members of the Coalition of Wisdom maintain 
  temple-like halls of learning. The podium from 
  which the head scholar reads each night is called 
  "The Altar of Wisdom". It usually contains a locked 
  cupboard where precious and fragile books are 
  kept. 
  The Black Spear* (Hill Folk) This long, black 
  spear is carried by The Nightrider, a shadowy man 
  who rides a black stallion. By pointing the spear 
  upwards, clouds of locust will appear. As long as 
  one can hold up his arms, the locust will attack. If 
  the spear drags along the ground, the crops will 
  shrivel, and drought will visit the land. 
  Blood Wine (Serpentine) After the sacrifice of a 
  small animal or bird, the blood is mixed with herbs, 
  and everyone in the serpentine household is given a 
  sip. This is to confer the strength, wisdom and 
  knowledge of his ancestors to the drinker. The 
  Blood Wine ritual takes place once every ten days. 
  
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  The Bones of Two-Bone Sam* (Hill Folk) 
  Anyone who throws these dice-like bones will be 
  lucky for a 24 hour period; nothing can go wrong 
  for him. 
  The Books of Kre-Usur (Draconian) The Last 
  Breath (collection of essays and spells that teach a 
  person how to control his life force in order to 
  perform magic); The Other, describing the death 
  throes of others for magical purposes; The Child, 
  mad rants concerning cannibalism and reanimation 
  of the dead. All of these books are very rare. In some 
  places, it is a criminal offense to own them. 
  The Books of Sing Li (Easterling) Words 
  Concerning Meditation, Magical Thought & Proper 
  Behavior. Copies are easily obtained in Easterling 
  country. 
  The Books of Sing Po (Easterling) Meditations, 
  Natural Learning and Formal Laws & Punishments. 
  Copies easily obtained in Easterling country. 
  The Crown & Necklace of Grunna* (Dwarf) 
  Created by her husband Auberim, the father god of 
  the dwarfs, these items are thought to be the most 
  precious and beautiful items ever to be seen by 
  mortal eyes.  
  Burning Disc* (Avian) Carried by the great god 
  Ler. This throwing disc relentlessly tracks down its 
  victim, then returns to the hand of its master. It's 
  flames are so hot that a mortal must be protected by 
  a spell or magical clothing before he can even 
  approach it. 
  The Casket of King Balthezar (Bowmen of 
  Balgravia) Before Balgravia became a principality of 
  the Seelie Court, it was ruled by King Balthezar. 
  Upon his death, his body was placed inside an ivory 
  chest and hidden inside the rock of Zigur. It is 
  hoped that a necromancer will soon be found who 
  will raise him from the dead. When this happens, he 
  is supposed to return Balgravia to it's former glory. 
  The Catalogue of Secrets (The Everyman's 
  Society) Members of this society often discover 
  scandalous information, which they are obliged to 
  turn over to the Society. It is then recorded in the 
  Catalogue of Secrets. For a fee, anyone may read a 
  page or two, but most of the time the volumes are 
  hidden away. 
  The Feio* (Hob) Magical cudgel carried by the 
  ancient ruler of the hobs, Rodas. 
  Freya's Cloak* (Viking) Made of falcon's 
  feathers, this allows the wearer to fly. 
  Freya's Necklace* (Viking) This enchanted 
  necklace confers everlasting beauty to it's wearer. 
  Gavran's Cap* (Avian) This tight-fitting cap is 
  made of shell. It allows the wearer to breathe and 
  travel underwater indefinitely. 
  Gavran's Horn* (Avian) With one long blast, the 
  horn summons sea creatures to the shore. It can 
  also summon wind, storms and small islands. 
  Grunna's Mirror* (Dwarf) This silver-backed 
  mirror is used by Grunna to spy on her husband 
  Auberim's activities. By gazing into it, one can see a 
  certain target, though he may be many miles away. 
  Heimdall's Horn* (Viking) When this horn is 
  finally blown, the gods will gather to fight the last 
  great battle, Ragnarok. 
  Ivair* (Goblin) A magical sword made of green 
  stone, carried by the mythical King Gower. It can cut 
  or pierce any material, and draw poison and 
  sickness out of a person. 
  Jessylou's Child (Hill Folk) This is a nickname 
  for any red-headed person. They are thought to be 
  very lucky, and confer luck to others. 
  Jewel Trilogy (Draconian) These famous 
  grimoires were written by the sorceress Merghena, 
  founder of the Jewel Path. They are Crystal, Emerald 
  and Ruby. Copies of the books are fairly common, 
  and some are heavily encrusted with jewels. 
  Morryen's Sword* (Avian) This sword can 
  cause a freezing or burning wound as the wearer 
  chooses. 
  Nex Flower (Wolfling) This poisonous plant is 
  very rare. Wolflings believe that if they eat it, they 
  will turn completely human or completely wolf. 
  Nictryi's Necklace* (Dwarf) Made from the 
  finger-bones of drowned dwarves, this necklace will 
  cure wasting diseases if placed around a person's 
  
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  neck. However, there is a 1 in 6 chance that the 
  cured person will be rendered insane. 
  Odin's Spear* (Viking) This mighty spear does 
  much damage, but also acts as a healing wand. 
  Odora's Crown* (Goblin) This circlet of gold 
  and green gems allows the wearer to see into the 
  future. 
  The Red Skull (Children of the Red Skull) The 
  warrior demon Diabolus was destroyed many years 
  ago, but necromancers who belong to this society 
  wish to find the seven sections of his crushed skull, 
  and resurrect him. They currently have three, and 
  are constantly on guard for the other pieces. A 
  person who carries a piece of the skull with him 
  gains a twenty on these skills: Quickness, Will, 
  Bully, Bargain, Preach, Strength, Lie, Mimic and 
  Authority. He will also become mad. See Society for 
  more info. 
  Roster of the Spiritually Aware (Society for the 
  Spiritually Aware) This huge listing contains names, 
  burial places and resurrection spells for various 
  dead persons. A fee is required before a person may 
  examine the roster. 
  The Seeker (The Cabal) This magical wand is 
  awarded to any demonologist who joins the Cabal. 
  It is a short wand of ebony or dark wood; it glows in 
  the presence of demons. 
  Silver Coin (Nightwalker) Those who are 
  marked for assassination may be sent a silver coin 
  with the figure of a cloaked man etched into it's 
  surface. Assassinated persons are often found with 
  these coins. They are a courteous gesture of the 
  Nightwalkers; the coin is to pay for a decent funeral. 
  Silver Ribbons* (Avian) Worn by Monnan, the 
  wife of Ler. If worn or carried, even an inch of this 
  ribbon will confer immortality on the wearer, and 
  protect him from any enchantments. The ribbon 
  cannot wear out, but it can be destroyed by fire. 
  Thor's Hammer* (Viking) This throwing 
  hammer is called Mjolner. It unerringly hits its 
  mark, and returns to his hand after the damage has 
  been done. 
  Torch of Marg* (Dwarf) This item is ever 
  burning, and cannot be extinguished, even in water. 
  It can, however, be rendered invisible. 
  True 
  Name 
  Talisman 
  (Brownie) 
  Some 
  brownies carry a small piece of parchment upon 
  which their true name is written. Anyone finding 
  this talisman will be able to rule over the brownie 
  until he obtains a new name. 
  The Wand of Gower* (Goblin) Made of the 
  purest ivory, this wand allows the bearer to always 
  make the right judgement. 
  Special Clothing
  Special Clothing
  Special Clothing
  Special Clothing    
  Below is a list of unique jewelry and clothing 
  worn by members of certain groups: 
  Brand: A Son of Battle who is found guilty of 
  cowardice is branded on the cheek with an X. See 
  also Chain necklace. 
  Ceremonial Wand: Members of the Glad-
  handers Club carry wooden wands tipped with gold 
  and brass during parades and other public 
  functions. 
  Chain Necklace: If a member of the Sons of 
  Battle is found guilty of cowardice, his sword is 
  melted down and forged into a chain, which is 
  fastened around his neck. An Awesome Strength 
  roll is needed to break it. See also Brand. 
  Dyes: Members of Runa's Ravens sometimes 
  dye their mustaches raven black. 
  Earring: Members of the Brotherhood of Oak 
  wear a small gold hoop in their left ear. 
  Green 
  Cap 
  with 
  Hawk 
  feather: 
  Worn 
  exclusively by members of the Fletcher's Club. 
  Green Cloak: Scholars who belong to the 
  Coalition of Wisdom wear cloaks of dusty gray. 
  Jewelry with Hand Motif: Members of the Glad-
  handers Club wear necklaces and armbands with a 
  repeating hand motif. 
  
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  Key of Justice: A gold key fastened to a long 
  silver chain is the sign of the Advocates of Justice. 
  Without it, members will not be admitted into the 
  Justice hall, or meeting place of the Advocates. 
  Raven Design: Rogues who belong to Runa's 
  Ravens 
  sometimes 
  wear 
  cleverly 
  designed 
  medallions, belt buckles and even embroidered 
  shirts with the raven motif skillfully hidden within 
  the design. This can be dangerous, for anyone 
  suspected of belonging to this nefarious crew may 
  find themselves hauled away to jail. 
  Red & Black: The heraldic colors of ancient 
  Balgravia, often worn by members of the Bowman 
  of Balgravia society. 
  Robes, Lavender & White: Worn by master 
  teachers of the Skarien Singers. 
  Sash, Green: Members of the Glad-handers Club 
  wear green sashes during public functions or 
  parades. 
  Sash, Yellow & Green: Members of the Jesters 
  wear a sash of yellow and green. When performing 
  before royalty, they are required to wear suits of 
  yellow & green motley. 
  Scar: Members of the Bloodbrothers cut a 
  distinctive mark (an X, circle, etc.) into the shoulder 
  of a fellow warrior, while he does the same. Ashes 
  are then rubbed into the wounds, causing a black 
  scar. 
  Seven-sided 
  Star: 
  Symbol 
  of 
  the 
  elfin 
  Companions, indicating the inconsistency of their 
  lives. 
  Silver Medallion: Awarded once their studies 
  are complete, the Skarien Singers wear this 
  medallion with pride. It is engraved with a picture 
  of Skarien, their founder. 
  Silver-Plated Weapons: Upon passing certain 
  requirements, a member of the Sons of Battle is 
  awarded 
  a 
  silver-plated 
  short 
  sword. 
  Non-
  combatant 
  members 
  are 
  given 
  silver-plated 
  daggers. Both weapons are for show rather than 
  battle. 
  Snakeskin Neckband: Awarded to an acrobat 
  who successfully completes his training at the 
  Vivari Dance Academy. It can be removed within 48 
  hours with a Passable Strength roll, but afterward it 
  melds into the acrobat's flesh, and becomes part of 
  his skin. This marks him as a Vivari, or snake friend. 
  No serpentine will harm him, and he cannot raise 
  his hand against any serpentine. 
  Tattoo, Flower: The tattoo of a yellow 
  buttercup on a person's left shoulder indicates that 
  he is a member of the illustrious Kiku Gymnasium. 
  A person who also has a tattoo of a red 
  chrysanthemum on his right shoulder is a graduate 
  of that school. The first is called a "Little Flower", 
  the second a "Bold Flower". 
  Tattoo, Sword: Those who join the Fellowship 
  of Fighters are tattooed with the sign of two crossed 
  swords in the palm of their left hand. 
  Triangle: 
  Dwarven 
  worshippers 
  of 
  The 
  Brothers wear a small triangle. It is also a sign 
  indicating direction, so that people will not become 
  lost in vast tunnel systems. 
  Witches Mark: Anyone who joins a coven is 
  marked with an unusual scar, mole, or wart. These 
  witch marks are usually hidden from general 
  observation, such as in the armpit or groin. 
  Yellow Tassels: Members of the Actor's Guild 
  often wear yellow tassels as a sign of their 
  membership. 
  Special Plants 
  The world is full of mundane plants such as 
  reeds and apple trees. Characters can use these 
  plants to weave baskets or for nourishment. But 
  characters will be most interested in plants with 
  magical, medical, and poisonous properties. 
  The plants that are listed in this chapter are 
  hard to find. They are not like dandelions that grow 
  everywhere. Searching for plants takes time, effort, 
  and luck. Treat a player who asks "Any special 
  plants around here?" the same way you would treat 
  a player who asks "Any magic items around here?" 
  
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  Using Plants
  Using Plants
  Using Plants
  Using Plants    
  To use a plant, a character must know how to 
  correctly prepare and apply it. All plants remain 
  fresh for one month after being harvested. In effect, 
  if a plant is not used on the adventure it is found or 
  purchased, it will have gone bad by the next 
  adventure. 
  Finding Plants
  Finding Plants
  Finding Plants
  Finding Plants    
  Normally, characters will stumble across plants 
  in much the same way as magic items. If the players 
  search for special plants, you must decide if there 
  are any in the vicinity, and if there are, you must 
  select a plant appropriate for the terrain. It takes 
  about one hour for a character to find (Rarity vs 
  Plants) x 2 doses of a plant. There is a -1 column 
  penalty if searching within two miles of a town or 
  along a trail. A character who finds a plant is 
  automatically considered to have recognized it and 
  to know how to prepare it. 
  Recognizing Plants
  Recognizing Plants
  Recognizing Plants
  Recognizing Plants    
  If, during an adventure, a character comes 
  across a special plant he did not find himself, he 
  must roll his Plants skill versus the rarity of the 
  plant to recognize it. Success means the character 
  knows how to apply it and its effects. 
  Buying Plants
  Buying Plants
  Buying Plants
  Buying Plants    
  You may allow characters to buy and sell plants 
  at an herbalist's shop. Herbalists are hard to locate, 
  and they will normally have limited stock. A 
  character who sells a plant must roll his Bargain as 
  though selling a used item. A herbalist can prepare 
  and explain the use of a plant. The list price for a 
  plant is (Passable vs Rarity) x $10 per dose. 
  Fields 
  Name                Rarity     Type
  Name                Rarity     Type
  Name                Rarity     Type
  Name                Rarity     Type    
  Amaranth            Passable   Medical 
  Banewort            Good       Poison 
  Cassilago           Passable   Poison 
  Chafeweed           Awesome    Medical 
  Darnel              Passable   Poison 
  Death Camus         Passable   Poison 
  Devil's Shoestring  Passable   Magic 
  Dittany             Passable   Magic 
  Eyebright           Great      Medical 
  Feverfew            Passable   Medical 
  Foxglove            Good       Poison 
  Garclive            Great      Magic 
  Healer's Violet     Passable   Medical 
  Hyacinth            Great      Medical 
  Lantana             Good       Poison 
  Lily                Passable   Magic 
  Lovage              Passable   Magic 
  Minarta             Great      Magic 
  Rainbow Spice       Great      Poison 
  Scaldberry          Passable   Medical 
  Sorcerer's Violet   Great      Poison 
  Star Balm           Good       Magic 
  Tetterwort          Passable   Magic 
  Whisper Weed        Great      Magic 
  Yerba               Passable   Magic 
  Mountains 
  Name  
  Name  
  Name  
  Name                Rarity     Type
                Rarity     Type
                Rarity     Type
                Rarity     Type    
  Bittersweet         Passable   Poison 
  Black Cohash        Good       Poison 
  Cassav              Awesome    Poison 
  Castor Beans        Superior   Medical 
  Dulse Herb          Passable   Magic 
  Goat's Rue          Passable   Magic 
  Key Flower          Awesome    Medical 
  Lion Herb           Good       Medical 
  Sleepwort           Good       Medical 
  Yellow Nightshade   Superior   Medical 
  Graveyard 
  Name                Rarity     Type
  Name                Rarity     Type
  Name                Rarity     Type
  Name                Rarity     Type    
  Mortification Root  Superior   Magic 
  Near Water 
  Name 
  Name 
  Name 
  Name                Rarity     Type
                 Rarity     Type
                 Rarity     Type
                 Rarity     Type    
  Cutweed             Passable   Medical 
  Swamp 
  Name                 Rarity     Type
  Name                 Rarity     Type
  Name                 Rarity     Type
  Name                 Rarity     Type    
  Bindweed             Passable   Poison 
  Bloodroot            Great      Poison 
  Convallaria          Superior   Medical 
  Gagroot              Great      Poison 
  Lupin                Passable   Poison 
  Madwort              Great      Medical 
  Masterwort           Superior   Magic 
  Red Squill           Great      Medical 
  Spinnet              Superior   Poison 
  Stagger Bush         Superior   Poison 
  Wild Succory         Awesome    Magic 
  Yellow Lotus         Awesome    Poison 
  
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  Woods 
  Name                 Rarity     Type
  Name                 Rarity     Type
  Name                 Rarity     Type
  Name                 Rarity     Type    
  Allssum              Good       Medical 
  Be-Still Mushroom    Passable   Poison 
  Better Berry         Passable   Medical 
  Black Hellebore      Good       Poison 
  Black Nightshade     Good       Poison 
  Boneset              Good       Medical 
  Brave Leaf           Passable   Medical 
  Cilantro Seeds       Good       Medical 
  Cinna Bush           Passable   Medical 
  Cloth-of-Gold        Passable   Magic 
  Crocus               Good       Poison 
  Death Cap Mushroom   Great      Poison 
  Dragon's Blood       Good       Magic 
  Elf Leaf             Good       Magic 
  Elf Root             Great      Medical 
  Elf Thorn            Good       Magic 
  Elf Wort             Good       Magic 
  Felon's Herb         Good       Medical 
  Hemlock              Good       Poison 
  Hulver Bush          Great      Magic 
  Inkberry             Passable   Poison 
  Larch                Passable   Magic 
  Lung Wort            Good       Medical 
  Manchineel           Passable   Poison 
  Mandrake             Good       Magic 
  Persa Fruit          Awesome    Magic 
  Plumeria             Superior   Poison 
  Snakeroot            Good       Magic 
  Stringy Bark Tree    Passable   Medical 
  Sweet Balm           Passable   Medical 
  Tingle Moss          Good       Medical 
  True Basil           Superior   Magic 
  Wisteria             Passable   Poison 
  Witches Herb         Great      Magic 
  Wormwood             Good       Magic 
  Plant List 
  Allssum 
  Type: Medical. Rarity: Good. Terrain: Woods. 
  Looks: A red flower with large green leaves and a 
  spindly stock. Apply: Leaves are soaked in cold 
  water and tightly packed into a compress and 
  placed on the head of a foe. Effects: The victim 
  becomes passive and helpful for (Stamina vs 
  Medical) x 10 minutes. 
  Amaranth 
  Type: Medical. Rarity: Passable. Terrain: Fields. 
  Looks: Flower with velvety red tufts growing from 
  its buds. Apply: Tufts are woven into a crown and 
  placed on the head of a wounded character. Effects: 
  Heals (Passable vs Medical) x 2 levels of damage. 
  Banewort 
  Type: Poison. Rarity: Good. Terrain: Fields. 
  Looks: Pretty flower with blue or white petals. 
  Apply: Leaves are boiled into a tea and imbibed by 
  the 
  victim. 
  Effects: 
  Causes 
  hyperactivity, 
  talkativeness, and pin-point irises for (Stamina vs 
  Poison) hours. On a Catastrophic Stamina roll or an 
  Awesome Poison roll, the victim dies from a heart 
  attack. 
  Be-Still Mushroom 
  Type: Poison. Rarity: Passable. Terrain: Woods. 
  Looks: A grey, mottled mushroom. Apply: Eaten 
  raw. Effects: The victim sleeps for (Stamina vs 
  Poison) x 5 minutes. 
  Better Berry 
  Type: Medical. Rarity: Passable. Terrain: 
  Woods. Looks: A squat bush with blue berries. 
  Apply: Drink the juice of the berry. Effects: Heals 
  (Passable vs Stamina) light wounds. There is no 
  effect on heavier wounds. 
  Bindweed 
  Type: Poison. Rarity: Passable. Terrain: Swamp. 
  Looks: A tall, resilient reed. Apply: Crush seeds into 
  a paste and rub onto a weapon. Each dose of 
  bindweed is good for three successful attacks. 
  Effects: Anyone injured by the weapon will be 
  paralyzed for (Stamina vs Poison) x 5 minutes, even 
  though totally conscious. 
  Bittersweet 
  Type: 
  Poison. 
  Rarity: 
  Passable. 
  Terrain: 
  Mountain. Looks: A bush with yellow fruit. Apply: 
  Drink an extract made from the fruit. Effects: Causes 
  depression that lasts for (Stamina vs Poison) days. 
  Each day, the character must roll Poor on Will or 
  else be overcome by despair, even to the point of 
  suicide. 
  Black Cohash 
  Type: Poison. Rarity: Good. Terrain: Mountain. 
  Looks: A tall flower with wiry roots. Apply: Ring a 
  red candle with black cohash and burn the candle to 
  a nub. Effects: For (Poor vs Poison) x 10 minutes, no 
  insects, spider, snakes, or poisonous animal may 
  come within thrown range of the burning candle. 
  
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  Black Hellebore 
  Type: Poison. Rarity: Good. Terrain: Woods. 
  Looks: A leafy flower. Apply: Bake into a black 
  powder and blow into the victim's face. Effects: 
  Causes a burning sensation in the eyes, nose, and 
  throat, giving the victim -1 column on all rolls for 
  (Stamina vs Poison) x 2 turns. 
  Black Nightshade 
  Type: Poison. Rarity: Good. Terrain: Woods. 
  Looks: A flowering plant with small white berries. 
  Apply: Mix leaves and berries into a paste and place 
  in the victim's belly button. Effects: Causes 
  abdominal pain, vomiting, and diarrhea for 
  (Stamina vs Poison) x 10 minutes. The victim will 
  do anything to relieve the pain. This includes giving 
  away secret information or money to anyone who 
  offers to release him from his torment. Because of 
  his agony, the victim can answer only one question 
  every five minutes. 
  Bloodroot 
  Type: Poison. Rarity: Great. Terrain: Swamp. 
  Looks: Bushy plant with red roots. Apply: Grind the 
  roots and dry into a powder that can easily be 
  added to food or drink. Effects: Causes internal 
  hemorrhaging for (Stamina vs Poison) hours. On a 
  Catastrophic to Pathetic Stamina roll, or an 
  Awesome to Superior Poison roll, the victim dies. 
  Boneset 
  Type: Medical. Rarity: Good. Terrain: Woods. 
  Looks: A bush with large, spiky leaves and small 
  blue flowers. Apply: Make a poultice from the leaves 
  and place on a broken limb. Effects: Heals (Passable 
  vs Medical) critical wounds. 
  Brave Leaf 
  Type: Medical. Rarity: Passable. Terrain: 
  Woods. Looks: A maple-like tree with reddish 
  orange leaves and a few golden leaves. Apply: Dry 
  the golden leaves and mix with wine. Effects: 
  Anyone who drinks the concoction will be immune 
  to pain for (Passable vs Medical) hours. During this 
  time, the character will not lose a turn for taking a 
  heavy wound. 
  Cassav 
  Type: Poison. Rarity: Awesome. Terrain: 
  Mountain. Looks: A fern. Apply: Powder the roots 
  and put in food or drink, or rub on a weapon. If 
  rubbed on a weapon, it lasts for two successful 
  attacks. Effects: If the poisoner rolls his Poison skill 
  over the victim's Stamina, the victim dies within a 
  few minutes. 
  Cassilago 
  Type: Poison. Rarity: Passable. Terrain: Fields. 
  Looks: A grass with tiny seeds. Apply: Bake the 
  seeds into small cakes and feed to the victim over 
  several days. The victim must make a Passable 
  Poison roll, failure means the victim notices the 
  cassilago in the cakes. Only one dose per day may 
  be applied, more and the victim will vomit the 
  poison from her system. Effects: Symptoms include 
  slowing of reflexes, convulsions, and ultimately 
  death by respiration failure. The victim dies in 
  (Catastrophic vs Stamina) x 2 days. He must be fed 
  the poison every day-if the administration stops, 
  the victim quickly recovers. 
  Castor Beans 
  Type: Medical. Rarity: Superior. Terrain: 
  Mountain. Looks: A vine with clusters of bean pods. 
  Apply: Place on the stomach of a poisoned creature. 
  Effects: These beans absorb the poison from the 
  victim's body. The character placing the beans must 
  make a Passable Medical roll to succeed. 
  Chafeweed 
  Type: Medical. Rarity: Awesome. Terrain: 
  Fields. Looks: A yellow grass. Apply: Make into a 
  soup. Effects: Confers youthful vigor, upping all 
  Agility, Alertness, Dexterity, Stamina, Strength, 
  Charm, Brawling, Aim, and Defense skills by +2 for 
  (Passable vs Medical) hours. 
  Cilantro Seeds 
  Type: Medical. Rarity: Good. Terrain: Woods. 
  Looks: A small bush with many brown seed pods. 
  Apply: Soak bandages in the cilantro seed oil and 
  place on a wounded character's forehead. Effects: 
  Heals (Passable vs Medical) wounds to a character's 
  head. 
  
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  Cinna Bush 
  Type: Medical. Rarity: Passable. Terrain: 
  Woods. Looks: A bush with thick, oily leaves. Apply: 
  The leaves are crushed into a strong smelling paste 
  and rubbed on the character's body. Effects: Confers 
  immunity to minor illnesses for (Passable vs 
  Medical) days. 
  Cloth-of-Gold 
  Type: Magic. Rarity: Passable. Terrain: Woods. 
  Looks: A lovely yellow flower. Apply: Rub the petals 
  on the character's ears. Effects: Grants the ability to 
  understand the language of birds and animals for 
  (Passable vs Arcane Lore) x 5 minutes. 
  Convallaria 
  Type: Medical. Rarity: Superior. Terrain: 
  Swamp. Looks: A reed with violet blossoms. Apply: 
  Stems are chewed to a pulp and swallowed. Effects: 
  Increases character's Memory and Alertness by +3 
  each for (Passable vs Medical) hours. 
  Crocus 
  Type: Poison. Rarity: Good. Terrain: Woods. 
  Looks: A flower with a white bulb. Apply: Bulbs are 
  boiled into a milky liquid and imbibed. Effects: 
  Causes vomiting for (Stamina vs Poison) hours, 
  starting in just a few minutes. 
  Cutweed 
  Type: Medical. Rarity: Passable. Terrain: Water. 
  Looks: A seaweed found along rivers, lakes, and 
  coasts. Apply: As a bandage. Effects: Heals (Passable 
  vs Medical) levels of damage to one body part. 
  Darnel 
  Type: Poison. Rarity: Passable. Terrain: Fields. 
  Looks: A fern with spiny leaves. Apply: The pollen is 
  dried and flicked into the eyes of the victim. Effects: 
  Causes 
  vertigo, 
  confusion, 
  and 
  incredible 
  hallucinations for (Stamina vs Poison) x 10 minutes. 
  Death Camus 
  Type: Poison. Rarity: Passable. Terrain: Fields. 
  Looks: A violet flower. Apply: Rub the pulp of the 
  bulb on a weapon. Each dose of death camus lasts 
  for two successful hits. Effects: Anyone hit by a 
  weapon coated in death camus suffers -2 columns 
  on all Strength rolls for (Stamina vs Poison) x 2 
  hours. During this time, they can hardly crawl, let 
  alone stand and heft a weapon. 
  Death Cap Mushroom 
  Type: Poison. Rarity: Great. Terrain: Woods. 
  Looks: A small brown mushroom. Apply: Eat raw or 
  cooked. Effects: Causes slowed breathing, loss of 
  coordination and general weakness. Within an hour, 
  the victim will fall into a coma for (Stamina vs 
  Poison) days. On a Catastrophic Stamina roll or 
  Awesome Poison roll, the character dies from liver 
  failure. 
  Devil's Shoestring 
  Type: Magic. Rarity: Passable. Terrain: Fields. 
  Looks: A small tangled grass. Apply: Mix with a 
  mixture of snake's blood and ale, and rub on a body 
  part. Effects: Confers +3 Defense to the affected 
  body part for (Passable vs Arcane Lore) x 2 hours. 
  Dittany 
  Type: Magic. Rarity: Passable. Terrain: Fields. 
  Looks: A flower with round petals and grassy 
  flowers. Apply: Dry and make into an incense, 
  which is then burned. Effects: Attracts the nearest 
  (Passable vs Arcane Lore) undead creatures, but it 
  does not make them any more manageable. 
  Dragon's Blood 
  Type: Magic. Rarity: Good. Terrain: Woods. 
  Looks: A tree with narrow red leaves. Apply: Put the 
  flower buds in a character's shoes. Effects: The 
  character moves soundlessly for (Passable vs 
  Arcane Lore) x 20 minutes. He is not capable of 
  speech at this time. 
  Dulse Herb 
  Type: 
  Magic. 
  Rarity: 
  Passable. 
  Terrain: 
  Mountain. Looks: A coarse, reddish brown weed. 
  Apply: Mix dulse herb with melted sugar to form 
  candy nuggets. Throw the nuggets in a body of 
  water. Effects: Attracts (Passable vs Arcane Lore) 
  aquatic creatures. The higher the magic roll, the 
  more impressive and powerful the creatures. If 
  provided with a dose of dulse, they will serve the 
  summoner for one hour. 
  
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  Elf Leaf 
  Type: Magic. Rarity: Good. Terrain: Woods. 
  Looks: Lavender flower. Apply: Rub on character's 
  clothes or skin. Effects: Grants +4 on all spell skills 
  for (Passable vs Arcane Lore) hours. 
  Elf Root 
  Type: Medical. Rarity: Great. Terrain: Woods. 
  Looks: A flowering tuber. Apply: Grind root into 
  paste and rub on injured body part. Effects: Heals 
  (Passable vs Medical) x 3 levels of damage. 
  Elf Thorn 
  Type: Magic. Rarity: Good. Terrain: Woods. 
  Looks: A thorny bush. Apply: Burn the thorns and 
  inhale the smoke. Effects: Increases Fate and Magic, 
  by +3 for (Passable vs Arcane Lore) hours. 
  Elf Wort 
  Type: Magic. Rarity: Good. Terrain: Woods. 
  Looks: A purple clover-like plant. Apply: Place the 
  petals in a bowl of water. It cases the water to 
  become hard and crystal-like. Effects: In the surface 
  of the water, the character may see any event 
  within (Passable vs Arcane Lore) miles or days in 
  the past. The vision lasts only a few moments, and 
  may be very blurred. 
  Eyebright 
  Type: Medical. Rarity: Great. Terrain: Fields. 
  Looks: A flower with spiny leaves. Apply: Cook the 
  leaves in water and use the strained liquid as an 
  eyewash. Effects: Cures any blindness or other eye 
  problem-even regenerates a missing eye. The 
  character applying the eyebright must make a Good 
  Medical roll. 
  Felon's Herb 
  Type: Medical. Rarity: Good. Terrain: Woods. 
  Looks: A vine with stubby flowers with yellow 
  blossoms. Apply: Mix the herb with milk and ale and 
  rub on the character's hands. Effects: Increases the 
  character's Dexterity, Filch, Forgery, and Unlock 
  skills by +3 for (Passable vs Medical) x 30 minutes. 
  Feverfew 
  Type: Medical. Rarity: Passable. Terrain: Fields. 
  Looks: A leafy plant with clusters of white flowers. 
  Apply: Sprinkle the pollen on the victim's forehead. 
  Effects: Breaks any fever provided the character 
  applying the feverfew makes a Passable Medical 
  roll. 
  Foxglove 
  Type: Poison. Rarity: Good. Terrain: Fields. 
  Looks: A tall plant with bell-like flowers. Apply: 
  Powder the roots and add to alcoholic drinks. 
  Effects: 
  Symptoms 
  include 
  nausea, 
  vomiting, 
  delirium, irregular pulse and convulsions. It takes 
  effect in about ten minutes and lasts for (Stamina vs 
  Poison) hours. On a Catastrophic Stamina roll or 
  Awesome Poison roll, the victim dies. 
  Gagroot 
  Type: Poison. Rarity: Great. Terrain: Swamp. 
  Looks: A potato-like tuber. Apply: The tubers are 
  cooked in a stew with carrots and peas. One dose 
  serves a family of four. Effects: Immediately causes 
  swelling of the gums, lips, and tongue. For (Stamina 
  vs Poison) x 2 hours, the victim cannot speak, and 
  can hardly breathe. 
  Garclive 
  Type: Magic. Rarity: Great. Terrain: Fields. 
  Looks: A small, scrub-like bush with tiny white 
  flowers. Apply: Carry the dried flowers in a leather 
  pouch hung around the neck. Effects: Any spell cast 
  on the character reverses upon the caster. Garclive 
  can work only three times, and then is useless. The 
  first time, the wearer must roll Good on Magic for 
  the garclive to take effect. The second time, he must 
  roll Great, and the third time he must roll Superior. 
  Goat's Rue 
  Type: 
  Magic. 
  Rarity: 
  Passable. 
  Terrain: 
  Mountain. Looks: Similar to clover. Apply: The 
  leaves are placed in a character's gloves. Effects: For 
  one hour, increases the character's Climb skill by 
  (Passable vs Arcane Lore) x 2 points. 
  Healer's Violet 
  Type: Medical. Rarity: Passable. Terrain: Fields. 
  Looks: A small purple flower. Apply: Use when 
  tending a wound. Effects: Grants +1 column when 
  tending a wound. 
  
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  Hemlock 
  Type: Poison. Rarity: Good. Terrain: Woods. 
  Looks: A mid-sized plant with clusters of leaves and 
  small white flowers. Apply: Distill the poison from 
  the leaves and twigs and add to wine or other 
  drinks. Effects: Causes a heavy feeling in the 
  extremities, followed by nausea and slowness of 
  breathing. The victim must roll his Stamina versus 
  the Poison skill of the person who applied the 
  hemlock. If the victim rolls lower, he dies in a few 
  hours. 
  Hulver Bush 
  Type: Magic. Rarity: Great. Terrain: Woods. 
  Looks: A shrub with shiny green leaves covered 
  with prickles; similar to holly. It exudes a smell that 
  is faintly unpleasant, but animals adore it. Apply: 
  Make an extract from the leaves and rub on a scrap 
  of leather. Effects: Animals will be attracted to the 
  leather. They'll play with it for (Passable vs Arcane 
  Lore) x 5 minutes before losing interest. The treated 
  leather is usable three times. 
  Hyacinth 
  Type: Medical. Rarity: Great. Terrain: Fields. 
  Looks: Bell-shaped flowers. Apply: Burn the tubular 
  roots and blow the smoke into the face of one or 
  more charmed characters. Effects: Cures up to 
  (Passable vs Arcane Lore) characters who have 
  been magically charmed. 
  Inkberry 
  Type: Poison. Rarity: Passable. Terrain: Woods. 
  Looks: Similar to the blackberry, but smaller. Apply: 
  Pulp the berries into a thick juice. Effects: Drinking 
  the juice causes sharp abdominal pains within one 
  hour, 
  followed 
  by 
  uncontrollable 
  spasms 
  throughout the body, totally incapacitating the 
  victim for (Stamina vs Poison) x 4 hours. 
  Key Flower 
  Type: Medical. Rarity: Awesome. Terrain: 
  Mountain. Looks: A tree with star-shaped blossoms. 
  The orange flowers have a sweet scent. Apply: Dry 
  the blossoms and sprinkle around the bed of an 
  injured character. Effects: Heals (Passable vs 
  Medical) x 2 wound levels. In addition, any illness or 
  poison is cured if a Passable Stamina roll is made. 
  Lantana 
  Type: Poison. Rarity: Good. Terrain: Fields. 
  Looks: An aromatic bush with clusters of small, 
  brightly-colored flowers. Apply: Soak the leaves in 
  brandy for 24 hours, then throw the liquid on the 
  victim (requires an Aim roll to hit the target). 
  Effects: Causes photosensitization for (Stamina vs 
  Poison) x 2 hours. For every five minutes that a 
  character is exposed to direct sunlight, he takes an 
  Inferior wound to a random body part. Even 
  diffused sunlight causes pain. 
  Larch 
  Type: Magic. Rarity: Passable. Terrain: Woods. 
  Looks: Similar to a pine tree. Apply: Mix the sap of 
  the tree with water and rub on one object (a book, 
  piece of armor, etc.). Effects: Items coated by the 
  mixture are invulnerable to fire for (Passable vs 
  Arcane Lore) x 10 minutes. During this time, it 
  cannot be harmed by fire. Does not work on living 
  tissue, but armor coated in the mixture will protect 
  the flesh beneath. 
  Lily 
  Type: Magic. Rarity: Passable. Terrain: Fields. 
  Looks: An herb with funnel-shaped blossoms. 
  Apply: Sleep with the lily under your pillow. Effects: 
  In his dreams, the character will receive a clue to a 
  crime committed within the last (Passable vs 
  Arcane Lore) x 2 days. The character can specify the 
  crime. The clue can take any form devised by the 
  referee. The better the magic roll, the stronger the 
  clue. 
  Lion Herb 
  Type: Medical. Rarity: Good. Terrain: Mountain. 
  Looks: A slender, grey-green grass. Apply: Smoke 
  the dried stalks in a pipe. Effects: Increases 
  Strength, Stamina, and Agility by +3 for (Passable vs 
  Medical) hours. Two doses taken in one day cause a 
  person to become a giggling, good-for-nothing fool 
  for (Stamina vs Good) hours. 
  Lovage 
  Type: Magic. Rarity: Passable. Terrain: Fields. 
  Looks: Lily-like flower with pink petals. Apply: Add 
  the petals to wine and have the victim drink. 
  Effects: The victim becomes passionate for (Will vs 
  Arcane Lore) x 10 minutes. 
  
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  Lung Wort 
  Type: Medical. Rarity: Good. Terrain: Woods. 
  Looks: Aromatic herb with small green leaves. 
  Apply: Mix with ale and drink. Effects: Heals 
  (Passable vs Medical) x 2 levels of chest damage. 
  Also cures any chest disease if the subject makes a 
  Passable Stamina roll. 
  Lupin 
  Type: Poison. Rarity: Passable. Terrain: Swamp. 
  Looks: A tall stalk with white flowers. Apply: Boil 
  the leaves in water and roll the sticky mass into a 
  ball. Hurl the ball at the victim (requires an Aim 
  roll). Effects: As it splatters against exposed skin, it 
  is absorbed into the bloodstream. The target is 
  incapacitated for (Stamina vs Poison) x 2 minutes, 
  during which time they suffer sever convulsions. 
  Madwort 
  Type: Medical. Rarity: Great. Terrain: Swamp. 
  Looks: Large, bright green leaves and spindly stocks 
  that wind around one another like twisted thread. 
  Apply: Make a compress of the leaves and place on 
  the victim's eyes. Effects: A Passable Medical roll 
  will cure a phobia. A Good roll will cure a mania. A 
  Great roll or better will cure any insanity. 
  Manchineel 
  Type: Poison. Rarity: Passable. Terrain: Woods. 
  Looks: Slender tree with red bark and drooping 
  branches. Apply: Rub the sap on a weapon. Effects: 
  Causes flesh to blister. The wielder of the weapon 
  gets a bonus of (Passable vs Poison) on his attack 
  skill due to the extra damage done by the sap. 
  Reduce the bonus by one each time the weapon hits, 
  until all the sap is rubbed off. 
  Mandrake 
  Type: Magic. Rarity: Good. Terrain: Woods. 
  Looks: Leafy herb with man-shaped root. Apply: 
  Make the forked root into an incense that is burned 
  and can be breathed by up to four characters. 
  Effects: A spell user regains (Passable vs Arcane 
  Lore) spell skill points. 
  Masterwort 
  Type: Magic. Rarity: Superior. Terrain: Swamp. 
  Looks: A small, grey-green herb. Apply: Powder the 
  root and mix with wine. The drink is imbibed by a 
  spell user. Effects: The spell user regains up to 
  (Passable vs Arcane Lore) x 4 spell skill points. 
  Minarta 
  Type: Magic. Rarity: Great. Terrain: Fields. 
  Looks: A small flower with orange petals. Apply: A 
  poultice is made from the flowers, orange seeds, 
  and cinnamon. The poultice is placed in cheese 
  cloth and hung from the character's neck. The 
  poultice lasts for three days. Effects: Undead 
  creatures cannot come within (Passable vs Arcane 
  Lore) x 2 feet of the wearer. 
  Mortification Root 
  Type: 
  Magic. 
  Rarity: 
  Superior. 
  Terrain: 
  Graveyard. Looks: A shrub with heart shaped roots. 
  Apply: Eat the roots over the grave of a spell user. 
  Effects: The spell user increases all spell skills by 
  (Passable vs Arcane Lore) x 2 points. The increase 
  lasts until the extra points are expended through 
  spell casting. 
  Persa Fruit 
  Type: Magic. Rarity: Awesome. Terrain: Woods. 
  Looks: A tree with fan-shaped leaves and a single 
  nectarine-like fruit. Apply: Eat the fruit. A single bite 
  will do (at which point the persa fruit loses its 
  magical properties). Effects: The character is 
  changed into a member of the opposite sex for (Fate 
  vs Arcane Lore) x 2 weeks. 
  Plumeria 
  Type: Poison. Rarity: Superior. Terrain: Woods. 
  Looks: A tree with black, plum-like fruit. Apply: The 
  fruit is made into a wine and imbibed by the victim. 
  Effects: The victim becomes dehydrated and thirsty 
  for (Stamina vs Poison) hours. He will go into a 
  frenzy of drinking until forcibly stopped. On a 
  Catastrophic to Pathetic Stamina roll or an 
  Awesome to Superior Poison roll, the victim will die 
  of thirst or drowning. 
  Rainbow Spice 
  Type: Poison. Rarity: Great. Terrain: Fields. 
  Looks: A resilient, multi-colored flower. Apply: 
  Grind the flower into a coarse spice and sprinkle on 
  food. Effects: Anyone eating the food will become 
  
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  ravenous for (Stamina vs Poison) x 2 hours. During 
  this time, they eat gluttonously unless forcibly held. 
  Red Squill 
  Type: Medical. Rarity: Great. Terrain: Swamp. 
  Looks: A tall weed with blue flowers. Apply: Sun dry 
  the weed (it turns reddish) and smoke it. Effects: 
  Confers +3 on all attack and Defense skills for 
  (Passable vs Medical) x 5 minutes. However, on a 
  Catastrophic 
  roll, 
  a 
  character 
  will 
  go 
  into 
  convulsions for one hour and will permanently lose 
  one point from his Intelligence and Knowledge 
  skills. 
  Scaldberry 
  Type: Medical. Rarity: Passable. Terrain: Fields. 
  Looks: Similar to a blackberry bush, except that the 
  berries are larger. Apply: Soak bandages in 
  scaldberry juice and apply to a burnt character. 
  Effects: Heals (Passable vs Medical) x 2 levels of 
  burn damage. 
  Sleepwort 
  Type: Medical. Rarity: Good. Terrain: Mountain. 
  Looks: A delicate white herb, faintly lemon scented. 
  Apply: The leaves are boiled into a paste, which is 
  rubbed on the character's eyelids. Effects: The 
  character can stay awake for (Passable vs Medical) 
  x 6 hours without sleep. During this time, the 
  character is immune to sleep spells and plants that 
  cause sleepiness. However, at the end of this time 
  he must sleep for (Stamina vs Awesome) x 2 hours. 
  Snakeroot 
  Type: Magic. Rarity: Good. Terrain: Woods. 
  Looks: A cabbage with fleshy, serpentine tubers. 
  Apply: The roots are ground into a powder and 
  added to alcohol. The mixture is imbibed by the 
  victim. Effects: The victim falls in love with the first 
  creature he or she sees. The effects last for (Will vs 
  Arcane Lore) x 2 hours. 
  Sorcerer's Violet 
  Type: Poison. Rarity: Great. Terrain: Fields. 
  Looks: Identical to healer's violet. Apply: Use when 
  tending a wound or rub the nectar on a weapon. 
  Effects: When used to tend a wound, it increases the 
  wound by one level. Sorcerer's violet rubbed on a 
  weapon will give its wielder a bonus of (Passable vs 
  Poison) + 2 on his attack skill due to the extra 
  damage done by excessive bleeding. After each 
  successful attack, reduce the bonus by two until the 
  poison is completely wiped off. 
  Spinnet 
  Type: 
  Poison. 
  Rarity: 
  Superior. 
  Terrain: 
  Swamp. Looks: Similar to a turnip. Apply: Made into 
  a stew with other vegetables. Each dose feeds four. 
  Effects: Causes complete paralysis of the lower 
  limbs for (Stamina vs Poison) hours. On a 
  Catastrophic Stamina roll or Awesome Poison roll, 
  the numbness is permanent. 
  Stagger Bush 
  Type: 
  Poison. 
  Rarity: 
  Superior. 
  Terrain: 
  Swamp. Looks: A large fern. Apply: Scrape the seeds 
  from the undersides of the leaves, crush them and 
  mix them with water in a ceramic flask. Seal the 
  flask and let sit for three hours. Forms an unstable 
  yellow gas. The flask is hurled at the target(s). It 
  affects (Passable vs Aim) foes. Effects: Causes the 
  victim(s) to pass out for (Stamina vs Poison) x 10 
  minutes. 
  Star Balm 
  Type: Magic. Rarity: Good. Terrain: Fields. 
  Looks: A small plant with yellow, star-shaped 
  flowers. Apply: Place the dried flowers under a 
  reclining person's head. Sometimes sewn into 
  pillows. Effects: The victim will sleep for (Stamina 
  vs Arcane Lore) x 2 hours, or until the star balm is 
  removed. 
  Stringy Bark Tree 
  Type: Medical. Rarity: Passable. Terrain: 
  Woods. Looks: A tree with narrow leaves and soft 
  wood. Apply: Make a thick soup from the sap. The 
  liquid is imbibed. Effects: Heals (Passable vs 
  Medical) wounds by one level each. 
  Sweet Balm 
  Type: Medical. Rarity: Passable. Terrain: 
  Woods. Looks: Yellow flower, with a strong scent 
  and sticky leaves. It is highly attractive to bees and 
  other insects. Apply: The leaves are soaked in wine 
  for several hours and the concoction is rubbed on a 
  character's chest. Effects: The character can ignore 
  
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  any pain or injury for (Passable vs Medical). He 
  does not lose a turn for taking a heavy wound. 
  Tetterwort 
  Type: Magic. Rarity: Passable. Terrain: Fields. 
  Looks: Long, pulpy stalks with grassy leaves. Apply: 
  Chew the stalks. Effects: The character's body 
  breaks out into a slick sweat, all muscles loosen, 
  joints become incredibly limber, and the character 
  grows taller and slimmer. He can now squeeze 
  through bars, small windows or twist free from 
  ropes or iron fetters. The effects last for (Passable 
  vs Arcane Lore) x 10 minutes. 
  Tingle Moss 
  Type: Medical. Rarity: Good. Terrain: Woods. 
  Looks: A gold-speckled moss. Apply: Chew the moss 
  for one hour. Effects: Heals (Passable vs Stamina) x 
  2 levels of damage. Only one dose may be taken per 
  day. 
  True Basil 
  Type: Magic. Rarity: Superior. Terrain: Woods. 
  Looks: Herb with rounded leaves. Apply: Make the 
  dried herb into a tea and drink it. Effects: Allows the 
  character to fly for (Passable vs Arcane Lore) x 10 
  minutes. The character fly at (Catastrophic vs 
  Strength) x 200' per minute. 
  Whisper Weed 
  Type: Magic. Rarity: Great. Terrain: Fields. 
  Looks: Long stalk topped by butterfly-shaped 
  orange and yellow flowers. Apply: Whisper a 
  message into a sprig of whisper weed. Effects: The 
  flower petals will flutter off and deliver a message 
  of no more than (Passable vs Arcane Lore) x 4 
  words (each petal carries a single word). Don't 
  forget to specify the person and where he might be, 
  otherwise the whisper weed will tell the first 
  person it comes across. Delivery time depends on 
  distance (one minute per mile). 
  Wild Succory 
  Type: 
  Magic. 
  Rarity: 
  Awesome. 
  Terrain: 
  Swamp. Looks: A bush with a pulpy root. Apply: 
  Crush the root into a potion which is imbibed. 
  Effects: Confers (Passable vs Arcane Lore) x 10 
  minutes of invisibility. 
  Wisteria 
  Type: Poison. Rarity: Passable. Terrain: Woods. 
  Looks: Climbing vine with clusters of pea pods. 
  Apply: The pods are dried and powdered. The 
  powder is hurled at the victim (requires an Aim 
  roll). Effects: The victim suffers a crying fit for 
  (Stamina vs Poison) x 5 minutes. 
  Witches Herb 
  Type: Magic. Rarity: Great. Terrain: Woods. 
  Looks: A narrow-bladed grass with a purplish tinge. 
  Apply: Place the herb in an inverted skull and burn 
  it. It burns for five minutes. Effects: Attracts 
  (Passable vs Arcane Lore) x 2 venomous snakes, 
  spiders, or insects within just a few minutes. The 
  creature(s) will be in a stupor and harmless for as 
  long as the witches herb is burning. 
  Wormwood 
  Type: Magic. Rarity: Good. Terrain: Woods. 
  Looks: A bush with soft, spongy leaves. Apply: Mix 
  the leaves with oil, place it in a lamp and light it in a 
  cemetery. Effects: The spirits will rise and speak for 
  (Passable vs Arcane Lore) minutes. Each minute, 
  the user can ask the spirits one question. The spirits 
  will answer all questions truthfully, although the 
  referee may wish to answer vaguely or in riddles. 
  Yellow Lotus 
  Type: Poison. Rarity: Awesome. Terrain: 
  Swamp. Looks: An aquatic plant with shield-like 
  leaves and solitary flowers. Apply: The yellow lotus 
  can be made into an incense which is breathed, or a 
  spice which is added to food. In either case, one 
  dose can affect up to four characters. Effects: The 
  characters lose their judgement for (Stamina vs 
  Poison) hours. During this time, they must make 
  Passable Will rolls to resist even the most ludicrous 
  suggestion. 
  Yellow Nightshade 
  Type: Medical. Rarity: Superior. Terrain: 
  Mountain. Looks: Similar to the tomato plant. Has 
  lavender berries. Apply: Rub the berries on the 
  victim's forehead. Effects: The victim's loses his 
  memory for (Stamina vs Medical) hours. 
  
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  Yerba 
  Type: Magic. Rarity: Passable. Terrain: Fields. 
  Looks: A spiny, cactus-like plant. Apply: Bathe in the 
  plant's oil. Effects: Increases Charm, Bargain, 
  Entertain, Preach, Question, and Sincerity by +2 for 
  (Passable vs Arcane Lore) hours. 
   
  
      
  233 
  Referee’s Rulebook 
  233 
  Chapter 13 
  Societies 
  Introduction 
  This chapter contains the major societies of the 
  Legendary Lives world. These organizations are 
  based on common interests rather than race or 
  religion. 
  All 
  societies 
  have 
  requirements 
  that 
  a 
  character must fulfill in order to join. Afterwards, he 
  must conform to the standards of the group, or lose 
  his status. Societies offer a variety of benefits to 
  characters, along with a number of obligations and 
  responsibilities. Characters who wish to rise within 
  the ranks of certain organizations will find the 
  criteria listed with each group. 
  Characters may join any number of societies 
  during the course of their career. All they must do is 
  locate one of its offices and meet the criteria listed 
  under requirements for that society. Characters can 
  begin the game belonging to a society only if one of 
  their Lifeline events calls for it. 
  Societies 
  Societies Table 
  Type           Available Societies
  Type           Available Societies
  Type           Available Societies
  Type           Available Societies    
  Acrobat        Vivari Dance Academy 
                 Kiku Gymnasium 
                 Circus Circuit 
  Alchemist      Alchemist's Guild 
  Archer         Fletcher's Club 
                 Bowmen of Balgravia 
  Assassin       Nightwalkers 
  Bard           Jesters 
                 Skarien Singers 
  Conjurer       Magicians Guild 
  Demonologist   The Cabal 
  Diplomat       Glad-handers Club 
                 United Diplomacy 
  Duelist        Royal Guard 
  Druid          Brotherhood of the Oak 
  Enchanter      Magicians Guild 
  Gladiator      Bloodbrothers 
  Healer         Gardening Club 
  Illusionist    Magicians Guild 
  Interrogator   Advocates of Justice 
                 United Diplomacy 
  Inventor       Inventor's Guild 
                 Master Builders 
  Knight         Fellowship of Fighters 
                 Royal Guard 
  Mercenary      Fellowship of Fighters 
                 Sons of Battle 
  Merchant       Guilds 
                 Friends of the City 
  Minstrel       Actor's Guild 
                 Order of Alzarian 
  Necromancer    Children of the Red Skull 
  Priest         None (use religion instead) 
  Psychic        Children of Fate 
  Ranger         The Bear Cubs 
  Rogue          Runa's Ravens 
  Sage           Knights of Knowledge 
  Scholar        Coalition of Wisdom, Knights 
  of Knowledge 
  Scout          Bear Cubs 
  Soldier        Fellowship of Fighters 
                 Royal Guard 
  Sorcerer       Magician's Guild 
  Shaman         None (use religion instead) 
  Spiritualist   The Spiritually Aware 
  Spy            Everyman Society 
  Thief          Pocketeers 
  Warrior        Fellowship of Fighters 
                 Sons of Battle 
                 Bloodbrothers 
  Witch          The Coven 
  Wizard         Magician's Guild 
    
  Note: Any character may join the Benevolent 
  Wayfarer's 
  Association. 
  Characters 
  are 
  not 
  necessarily limited to the societies of their type. 
  The Actor's Guild
  The Actor's Guild
  The Actor's Guild
  The Actor's Guild    
  This guild contains members who act, sing, 
  dance and entertain for a living. It is found in large 
  cities, but it regulates some travelling entertainers 
  as well. The Actors Guild is loosely affiliated with 
  the Circus Circuit. Guild members often wear yellow 
  tassels as a sign of membership. 
  Requirements: An applicant must make an 
  acceptable performance before guild officers by 
  making a Great Entertain roll. Members pay a 
  
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  234 
  Referee’s Rulebook 
  234 
  minimum of $10 per month, and 25% of the fee for 
  all jobs found through the guild. 
  Benefits: Excellent source for entertainment 
  jobs. Members are automatically awarded business 
  and travelling licenses, and cannot be arrested for 
  vagrancy. After six months of study at a guild hall 
  (at a cost of $150), the member's Charm and 
  Disguise skills are increased by 1 point (this can be 
  done only once). Motley clothing and costumes can 
  be purchased at the guild for half price. Travelling 
  entertainers can stay at the hall for a fee of $1 per 
  night for room and board. 
  Responsibilities: All guild members must 
  maintain high performance standards or lose their 
  status. Members must not interfere with another 
  performer's act, nor steal from one another. If a 
  guild member finds a patron through the guild, he 
  must pay a finder's fee of $50. 
  Advocates of Justice
  Advocates of Justice
  Advocates of Justice
  Advocates of Justice    
  Members swear to uphold the law, truth and 
  justice. They often hold minor positions of 
  authority-judge, 
  sheriff, 
  lawgiver, 
  etc. 
  The 
  Advocates of Justice and the Seelie Court sometimes 
  clash, for the Court views them as vigilantes, while 
  the Advocates view the Court as ineffective. The 
  Court has never taken decisive action against the 
  Advocates, for they are a strong and powerful 
  organization. 
  Requirements: Pledges must undergo a three 
  day ceremony to prove their sincerity. This consists 
  of vigorous questioning, sleep deprivation and 
  various temptations. The character must roll Great 
  on Will each day. If any of the rolls fail, the 
  character has broken under questioning and cannot 
  try again for 6 months. A candidate who fails three 
  times can never join. 
  Once accepted, the member is required to wear 
  a gold key fastened to a long silver chain around her 
  waist. This is the "Key of Justice." Without it, 
  members are not allowed in the Justice Hall. 
  Monthly dues are $50. Members found lying, 
  cheating, or abusing persons will be punished 
  harshly by the officers of the Justice Hall. Corsairs, 
  goblins, 
  gypsies, 
  hobs, 
  ratlings, 
  serpentines, 
  spriggans, and wolflings are rarely accepted. 
  Interrogators are often members of this society. 
  Assassins, thieves and rogues are not welcome. 
  Benefits: The law is almost always on your side 
  if you are a member. Enemies can be framed easily 
  if you convince fellow members that they deserve it. 
  Responsibilities: All members are required to 
  uphold the laws of the land. If they are found 
  breaking it, they will be whipped, tortured or even 
  killed within the private Justice Hall of the 
  Advocates. Members who object to such star 
  chamber proceedings will be punished themselves. 
  Advocates are required to help all those in need, 
  especially helpless women and children. 
  Alchemist's Guild
  Alchemist's Guild
  Alchemist's Guild
  Alchemist's Guild    
  This small guild encourages members to 
  explore energy, elements, and the transformation of 
  matter. Found only in the larger cities, the 
  Alchemist's Guild is sometimes paid to create an 
  item or develop a certain elixir, but for the most 
  part, it is a poor guild. Meetings are infrequent, and 
  it is rare for more than a few members to attend at 
  one time. 
  Requirements: Any alchemist may join, as long 
  as he can pay the monthly fee of $5. Experiments 
  and discoveries are to be shared with all members, 
  though in practice valuable information is rarely 
  shared. 
  Benefits: Meeting places consist of meager labs 
  which may be rented for $3 a day. Most guild halls 
  have a small library as well, which is open to 
  members only. The largest and finest can be found 
  on the island of New Cissaria, a corsair stronghold. 
  Responsibilities: Because alchemists basically 
  deal with the unknown, they do not always know 
  what the effect of their experiments might be. 
  Therefore, they are required to follow certain rules 
  of caution. They are not allowed to use humans in 
  their experiments, and any member doing so will be 
  turned over to the authorities. 
  The Bear Cubs
  The Bear Cubs
  The Bear Cubs
  The Bear Cubs    
  Rangers are solitary people, but some belong to 
  the Bear Cubs, a fraternal organization. Founded by 
  a feral ranger, the Bear Cubs meet once a year at 
  Yellow River Falls to feast and tell tall tales. 
  Anecdotes about animals are related, and fur and 
  leather goods are traded or sold. Members wear 
  bear claws and teeth, and greet each other with a 
  growl. 
  
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  Requirements: Open to all rangers and scouts. 
  Benefits: Knowledge derived from stories 
  heard at Yellow River Falls adds +1 to one of the 
  following skills: Caves, Direction, Forage, Tame or 
  Track (player's choice). Maps into unknown 
  territory are often sold or traded among Bear Cubs 
  (such information is not readily available to non-
  members). Upon joining, a new member is given the 
  item of his choice: a +1 dagger, a +3 leather cuirass, 
  or a jug of Better Berry juice (4 doses). 
  Responsibilities: Members must not divulge the 
  secret trails and routes of the rangers. They must 
  help their fellow members when in need. 
  The Benevolent Wayfarer's 
  The Benevolent Wayfarer's 
  The Benevolent Wayfarer's 
  The Benevolent Wayfarer's 
  Association
  Association
  Association
  Association    
  Ninety percent of this society is made up of 
  retired adventurers. Most of them are elderly, a 
  little slow and somewhat forgetful. They sometimes 
  hold charity luncheons or bazaars, but their main 
  activity is wandering around the countryside 
  helping people. They usually ask for a small 
  donation in return for these little services, which 
  they use to buy food and blankets for the poor and 
  unfortunate. 
  Requirements: Active adventurers may join 
  after swearing to help all persons in need that they 
  might meet on the road. They are expected to turn 
  over monthly donations of at least $5 per month. 
  Retired adventurers are assigned a small territory 
  to patrol each day, looking for persons to assist. 
  They are given a monthly stipend of $10 to pay for 
  food, blankets and medical supplies, though most 
  members supplement this with their own bronze. 
  Members wear a blue sash with the figure of an eye 
  prominently 
  displayed, 
  indicating 
  that 
  the 
  Benevolent Wayfarer's Association is always "on 
  the watch" for trouble. 
  Benefits: 
  A 
  feeling 
  of 
  camaraderie 
  and 
  compassion that outweighs treasure any old day. 
  Responsibilities: Helping those in need without 
  hesitation. 
  Bloodbrothers
  Bloodbrothers
  Bloodbrothers
  Bloodbrothers    
  Warriors who are teamed together often 
  become Bloodbrothers. This happens when they 
  have fought at least one successful battle together. 
  Survivors agree to become Bloodbrothers by 
  cutting a distinctive mark (an X, circle, star, etc.) 
  into the shoulder of a fellow warrior, while he does 
  the same. The blood is mixed, and everyone takes a 
  sip. Next, ashes are rubbed into the wounds, causing 
  a black scar. Now the warriors are Bloodbrothers, 
  and swear to protect each other with their lives. 
  Requirements: A Bloodbrother must be a 
  warrior or gladiator who has won a hard-fought 
  battle with his fellow fighters at his side. 
  Benefits: Barbarians and vikings think highly of 
  Bloodbrothers. Members will be treated with honor 
  by both races. Members of the brotherhood are 
  required to help other members virtually without 
  question. 
  Responsibilities: 
  A 
  Bloodbrother 
  must 
  immediately come to the aid of a fellow member 
  when summoned. If he refuses, he will be punished. 
  However, if a member asks for help under false 
  pretenses, he will be subject to punishment himself. 
  Bloodbrothers who are found guilty of theft or 
  cowardice are branded on the right hand. Members 
  who bear the same mark congregate at the 
  battlefield where they first met on the anniversary 
  of their confirmation. Many Bloodbrothers request 
  that their remains be buried at this site. 
  Bowmen of Balgravia
  Bowmen of Balgravia
  Bowmen of Balgravia
  Bowmen of Balgravia    
  Balgravia was once an independent nation, but 
  now it is a part of the Elven Empire. Thousands of 
  years ago, Balgravia was ruled by the Forester King 
  Balthezar. During a skirmish at his borders, 
  Balthezar realized that he needed more time to 
  mobilize his troops. He asked for volunteers to hold 
  back the hordes of elves threatening to invade, and 
  a squad of bowmen volunteered. For 24 hours these 
  brave men and women held back the enemy. All but 
  one died in the attempt. Later, the elves broke 
  through the Balgravian defenses and usurped the 
  throne of Balthezar, but the memory of those brave 
  Bowmen lives on today. 
  After the final battle, the body of King 
  Balthezar was placed inside an ivory chest, and 
  hidden inside the rock of Zigur. The Bowmen have 
  searched for hundreds of years, trying to find a 
  necromancer skilled enough to raise him from the 
  dead. When his body is found and revived, every 
  Bowman is expected to rally to his side, and fight 
  for the freedom of Balgravia. When the last battle is 
  won, members will be awarded a fiefdom of their 
  
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  own, and a chance to be named heir apparent by the 
  King. 
  Requirements: Must be proficient with bow or 
  crossbow (skill of 15+). Because this is a semi-
  secret society, only Bowmen can recruit new 
  members. Pledges must prove their bow or 
  crossbow skill with a Superior roll. They must also 
  swear undying allegiance to the Squad Leader. After 
  undertaking a quest to prove her bravery, the 
  applicant is told the secrets of the society. Bowmen 
  often wear red and black, the heraldic colors of 
  Balgravia. At the very least, they carry a 
  handkerchief or scarf with these colors. Elves are 
  not welcome, though some elfin have been 
  admitted. 
  Benefits: Bowmen are fiercely loyal, and will 
  lie, cheat, steal and even kill to protect one another. 
  Responsibilities: The Bowmen of Balgravia are 
  considered rabble rousers and malcontents by the 
  Seelie Court and many humans. They are subject to 
  huge fines or even imprisonment, depending on 
  current politics. Members tend to be critical of 
  government, and preach independence. Because 
  Bowmen are often persecuted, they use secret hand 
  signs or passwords to recognize each other. 
  How to Become Squad Leader: The Squad 
  Leader is the commander of all Bowmen, and his 
  word is law. The current Squad Leader is Jodell, a 
  forester who claims descent from King Balthezar 
  himself. He has Awesome Bow and Crossbow skills, 
  and a Great Aim. A new Squad Leader can be either 
  appointed by the current Squad Leader, or else 
  elected by the Bowmen upon the death of the Squad 
  Leader. Jodell has yet to name an heir to his 
  honorary title. 
  A character may challenge Jodell to a duel in 
  which both parties shoot arrows at each other from 
  25 paces until only one is left standing. Injuries 
  sustained in the duel must be healed by the 
  wounded person or not at all. The survivor is the 
  Squad Leader. 
  Brotherhood of the Oak
  Brotherhood of the Oak
  Brotherhood of the Oak
  Brotherhood of the Oak    
  This is a quasi-religious organization made up 
  of druids and other lovers of nature. They meet at 
  the beginning of every season to celebrate the 
  changes in nature. Invariably, this meeting takes 
  place near a large oak tree. 
  Requirements: Druids, or non-druids with a 
  Plant skill of 18+ may join. Before all the members, 
  an applicant must water the roots of an oak tree 
  with three drops of his own blood. He then shares a 
  cup of dandelion wine with the Head Druid. Lastly, a 
  crown of mistletoe is laid on his brow and his left 
  ear is pierced with a gold hoop. 
  Benefits: The character's Nature and Plants 
  skills are raised by 1 point. Nature-loving people, 
  such as elf-kin, will greet members warmly, and 
  invite them into their homes. 
  Responsibilities: 
  Members 
  must 
  never 
  wantonly destroy plants or trees, especially the oak 
  and mistletoe. To allow others to do so is also a 
  crime. 
  How to Become the Head Druid: This title 
  passes from the Head Druid to the next highest 
  ranking person upon his or her death. A Nature, 
  Plants and Forage skill of 25 is necessary. Only 
  druid types can become the Head Druid. 
  TTTThe Cabal
  he Cabal
  he Cabal
  he Cabal    
  The Cabal is a loose federation of dabblers in 
  the dark arts. Although they jealously guard their 
  secrets, members meet on occasion to flaunt their 
  powers before each other. Sometimes the Cabal 
  sponsors particularly horrible projects, many of 
  which end in madness or death. 
  Requirements: 
  Demonologists 
  only. 
  A 
  Demonologist needs a Stamina skill of 12+ and a 
  Will skill of 14+ before he will be accepted into the 
  Cabal. He must take a blood-curdling oath not to 
  reveal any secrets of the society. If he does, he will 
  instantly be teleported to the world of demons, 
  where he will be driven mad or consumed in flames. 
  Benefits: New members are awarded a black 
  wand known as a "seeker." It glows brightly in the 
  presence of demons. 
  Responsibilities: If an oath to the Cabal is 
  broken, the demonologist is killed, either by a hired 
  assassin or a nasty spell. Members must comply 
  with any laws or regulations set by the High Mage 
  or suffer the consequences. 
  How to Become High Mage: The High Mage 
  must be a demonologist with a Willpower, Stamina, 
  Magic, and Bully of 20+. To gain this position, a 
  character must assassinate the current Mage, or 
  defeat him in a demonic duel. 
  The 
  current 
  High 
  Mage 
  is 
  Terrendos 
  D'arguenta, a gypsy demonologist. Terrendos lives 
  in the city of Ironmist, and plots to become the 
  supreme ruler of the land. He is vain, but not stupid, 
  
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  and he chooses his friends and companions 
  carefully. Unmarried, Terrendos has an eye for a 
  pretty woman. His home is well-protected by evil 
  creatures and warriors. 
  Child
  Child
  Child
  Children of Fate
  ren of Fate
  ren of Fate
  ren of Fate    
  Males and females attend separate meetings, 
  but twice a year both the Sons and Daughters of 
  Fate join for a Grand meeting of the Fate society. 
  Meetings are sometimes held telepathically. 
  Requirements: Must be a psychic with an 
  Alertness skill of 12+ and an Intuition skill of 13+. 
  Members pay monthly dues of $10. 
  Benefits: Members increase their Intuition and 
  Empathy skills by 1 point. Although privacy is very 
  important to psychics, the temptation to gossip is 
  sometimes hard to resist, and stories and legends 
  may also be learned by attending a Fate meeting. 
  Responsibilities: A member must not use his 
  powers to warp the minds of innocent people, nor 
  should he bend them to his will. If he does, other 
  members will see to it that he is brought into line. 
  Children of the Red Skull
  Children of the Red Skull
  Children of the Red Skull
  Children of the Red Skull    
  Niccolo Darkling was a famed necromancer of 
  considerable 
  powers. 
  He 
  realized 
  that 
  his 
  knowledge had surpassed that of his teachers, but 
  he felt that his greatness would not be truly 
  revealed until he raised the spirit of the dreaded 
  warrior-demon, Diabolus and used him to take over 
  the world. For years Niccolo searched for the body 
  of this evil being, until he found it buried far 
  beneath the sea. It took years for him to piece 
  together the shriveled flesh and bones, but finally, 
  his work was complete. With the help of his 
  apprentice, Niccolo prepared to force life back into 
  the warrior-demon's body. As Diabolus twitched his 
  fingers and opened his eyes, the apprentice's nerve 
  broke. With a cry, he ran forward, smashing the 
  skull of the half-revived creature. Niccolo destroyed 
  the apprentice and tried to reconstruct the skull, 
  but it was no use. His old trembling hands were not 
  up to the task. 
  Knowing that he would soon die, Niccolo wrote 
  a book about his experiences. In it he stated that he 
  hid the body of Diabolus under the sea again, but 
  the shards of his red skull he buried around the 
  world. He challenged his fellow necromancers to 
  find these powerful relics and accomplish what he 
  had done, however briefly. The Children of the Red 
  Skull intend to do just that. 
  Requirements: Any necromancer who takes an 
  oath of loyalty to the order may join, but first he 
  must find a member to vouch for him. Make a 
  Superior Contacts roll to succeed. Members know 
  each other by secret phrases and passwords. During 
  secret ceremonies they wear red skull caps and 
  black capes lined with scarlet. Monthly dues of $50 
  are required to subsidize parties searching for the 
  remnants of Diabolus. 
  Benefits: 
  Necromancers 
  are 
  considered 
  criminals by many cultures, and if a member is 
  jailed, the society will do its best to help him escape. 
  Responsibilities: The first duty of a member is 
  to be always on the lookout for legends, spells or 
  relics concerning Niccolo or Diabolus. All finds must 
  be turned over to the society immediately, or the 
  member will be severely punished. Every member 
  must take an active part in at least one search party. 
  More About Diabolus: Diabolus was originally 
  Hane, a viking warrior of great strength and ability. 
  He returned home after a particularly long war to 
  find his entire village razed and all the people 
  murdered. 
  He 
  quickly 
  surmised 
  that 
  the 
  neighboring tribe was responsible, and he vowed to 
  take revenge. He presented himself to an old 
  woman with magic powers. Pouring a bag full of 
  gold before her eyes, he said: "Give me the power to 
  destroy my enemies!" The greedy hag agreed. She 
  summoned up a horrible demon, but her power was 
  not strong enough to control it. It entered the body 
  of Hane and he became Diabolus. For many seasons 
  Diabolus ruled the land, until a band of hardy 
  adventurers subdued him. Unable to destroy him, 
  they used magic to hide his body under the sea. 
  The skull of Diabolus was broken into 7 pieces. 
  The Children of the Red Skull have three pieces at 
  Quest's 
  End, 
  a 
  heavily 
  fortified 
  keep. 
  The 
  whereabouts of the remainder are unknown. 
  Anyone who carries a skull shard against his skin 
  will gain a 20 in the following skills: Quickness, Will, 
  Bully, Bargain, Preach, Strength, Lie, and Mimic. He 
  will also become mad (roll on the Mental Illness 
  chart, in Chapter 5: Character History). Twice a day, 
  the carrier can hypnotize a victim for (victim's 
  Intelligence vs user's Will) x 2 minutes. Once a day, 
  the carrier can cause flames to shoot up to 15 feet 
  from his fingertips (treat the same as the 
  draconian's breathe fire racial ability). 
  
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  Circus Circuit
  Circus Circuit
  Circus Circuit
  Circus Circuit    
  The Circus Circuit is a loose affiliation of circus 
  performers and travelling entertainers. They meet 
  every winter in the town of Baye to choose travel 
  routes (so that no two circuses arrive at the same 
  town together), purchase travelling visas, register 
  new performers and elect front runners-men and 
  women who journey ahead and make sure the 
  circuses are welcome. 
  Requirements: 
  Anyone 
  joining 
  a 
  circus 
  automatically becomes a member. The membership 
  fee is $10 per season, usually taken directly from 
  the member's pay. Acrobats may join a circus at any 
  time, as long as the Ringmaster agrees. Non-
  acrobats must have an Agility, Ride or Dexterity of 
  12+, plus an Entertain skill of 13 or more. 
  Benefits: Travelling performers are often 
  thrown into jail as vagrants, unless they belong to 
  the Circus Circuit. As a registered performer, a 
  character can appeal to any front runner (often 
  found in larger towns) to help him find a job, pay 
  bail, sneak out of town, or receive monetary 
  assistance. Registered acrobats may lodge for free 
  at any Actor's Guild hall. 
  Responsibilities: Members must always help 
  fellow members in times of need. A refusal will be 
  judged at the yearly meeting in Baye, and if the 
  others feel that the refusal was unwarranted, the 
  acrobat will be thrown out of the Circus Circuit. 
  Members are required to travel with one circus 
  exclusively, and must pay a fine of $100 to the 
  Ringmaster upon leaving. Performers may leave 
  without a fine at the end of each season. 
  How to Become a Ringmaster: Characters must 
  have Business and Entertain skills of at least 15 
  before becoming a Ringmaster of their own circus. 
  The cost to outfit a troupe requires the investment 
  of at least $100 per member as capital (for 
  information on running a business, see the Business 
  skill in Chapter 6: Skills); a starting troupe must 
  have at least five members. The new troupe must 
  put on a show before the other Ringmasters to gain 
  acceptance. Each performer must make a Good 
  Entertain 
  roll; 
  failure 
  indicates 
  that 
  the 
  Ringmaster's petition is denied. 
  The Coalition of Wisdom
  The Coalition of Wisdom
  The Coalition of Wisdom
  The Coalition of Wisdom    
  This is an international organization of 
  scholars founded by easterlings. Members revere 
  truth and knowledge above all else. Their reverence 
  is so strong that some members view the Coalition 
  as their religion. Their collection of grimoires and 
  magical scrolls is said to be the largest in the world. 
  Members wear cloaks of dusty green. 
  Requirements: Only scholars may apply. 
  Barbarians, goblins, hobs and vikings are not 
  allowed. Members must take an oath in front of the 
  others stating that he will never tell a lie. Members 
  are requested to donate at least $10 per month, 
  though this is not a requirement. 
  Benefits: This powerful society influences 
  kings, judges, and spell users. Travellers in 
  Easterling territory are awarded free lodging at 
  most inns. Travelling members will be given free 
  room and lodging at the temple. 
  Responsibilities: A member must tell the truth 
  (or say nothing) at all times, or have his tongue cut 
  out. Once a month, members are required to teach a 
  class at the temple school. Members must not 
  withhold secrets from each other if directly 
  questioned by a fellow member. 
  The Coven
  The Coven
  The Coven
  The Coven    
  This quasi-religious society is based on the idea 
  that the powers of nature can be utilized for 
  personal gain. Small Covens are controlled by a 
  large, world Coven. Members often do not know 
  each other. Some Covens wear masks to protect 
  their identities. 
  Requirements: Any witch with Cunning and 
  Nature skills of 14+. Members are scarred with a 
  witches mark as a sign of their affiliation, and must 
  willingly take part in secret rituals. Witches must 
  swear to secrecy, for many cultures condemn 
  witchcraft as evil. 
  Benefits: Upon joining, a character's Magic and 
  Poison skills are increased by 1 point. Powerful 
  witches in the Coven protect the others with spells 
  and influence-some even maintain other identities 
  in the community. After one year, members of a 
  Coven are awarded a familiar. Members of the 
  World Coven are given a silver-tipped wand which 
  reduces all spell casting costs by 1 point. 
  
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  239 
  Responsibilities: The Coven and its members 
  must be protected from exposure. Informers are 
  cursed or killed. Members must follow the dictates 
  of the World Coven without question. 
  How to Become a Member of the World Coven: 
  A character must have a Cunning, Nature, Plants 
  and Lie skills of 25+. She must also have four spell 
  skills each of 20 or more. Upon reaching this level, 
  she will be required to make a sacrifice to show her 
  loyalty to the World Coven. When this is complete, 
  she is granted a wand. 
  Everyman Society
  Everyman Society
  Everyman Society
  Everyman Society    
  Founded by the master spy, Billy the Brownie, 
  the 
  Everyman 
  Society 
  is 
  dedicated 
  to 
  the 
  development of master spies. Underground schools 
  provide apprentices with a place to live while they 
  learn the secrets of their art, emphasizing the ability 
  to blend in and appear completely innocuous. 
  Requirements: A hefty entrance fee of $200 is 
  required (non-refundable). Spies must pay a 
  finder's fee of 20% for any jobs secured through the 
  society. Since spying is considered a crime by many, 
  potential members are sworn to secrecy. 
  Benefits: Two of the following skills are raised 
  1 point (player's choice): Stealth, Alertness, 
  Question, Disguise, Lie, Mimic or Languages. Spying 
  jobs are readily available, as well as teachers. 
  Disguises may be rented at a nominal fee. A 
  carefully guarded book known as "The Catalogue of 
  Secrets" is a scandalmonger's delight, and a peek at 
  one of the pages may be had for a price. It is kept 
  under lock and key at Smith City. If a spy is caught, 
  the Everyman Society will do everything in their 
  power to free him. 
  Responsibilities: Spies are forbidden to switch 
  alliances if they have accepted a job via the 
  Everyman Society. Any information they uncover 
  must be turned over to the society so that it may be 
  listed in the Catalogue of Secrets. Spies who 
  habitually blackmail victims are stripped of their 
  membership (blackmailing once in a while is okay, 
  as long as 20% of the money is donated to the 
  society). 
  Fellowship of Fighters
  Fellowship of Fighters
  Fellowship of Fighters
  Fellowship of Fighters    
  This militia group was originally founded by 
  Firbolgs, but today it consists of many races. It is 
  found in towns and villages rather than cities. The 
  Fellowship sponsors archery contests and jousts. 
  Requirements: To become a member, a 
  character must pay a $40 entry fee and fight a 
  champion with the weapon of her choice. If she 
  disarms her opponent, she becomes a member of 
  the fellowship. She is then required to swear an 
  oath of loyalty to the reigning sovereign. Members 
  are tattooed with the sign of two crossed swords on 
  the palm of their left hand. 
  Benefits: Winning a Fellowship contest can 
  bring in a purse of up to $200. The Fellowship will 
  help adventurers find work. Most chapters maintain 
  a mini-barracks where members can stay for a 
  nominal fee or favor. 
  Responsibilities: If war is declared, members 
  must instantly respond. Not to do so is considered 
  desertion, and therefore treason. Traitors are put to 
  death or sold into slavery. 
  How to Become a Commander: There are nine 
  ranks in the Fellowship. A character must spend at 
  least one year at each rank before attempting to 
  progress to the next level. A character may attempt 
  only one roll to gain a promotion each year. 
  The ranks and the rolls required to achieve 
  them are listed here: Soldier (automatic), Corporeal 
  (Great on Stamina), Sergeant (Great on Bully), 
  Lieutenant (Great on Customs), Captain (Great on 
  Brawling), Major (Great on Knowledge), Colonel 
  (Superior on Intelligence), General (Awesome on 
  Cunning). 
  When 
  the 
  current 
  Commander 
  of 
  the 
  Fellowship dies, the generals will decide among 
  themselves who will become the new Commander. 
  The Fletchers Club
  The Fletchers Club
  The Fletchers Club
  The Fletchers Club    
  This group is found in many large towns and 
  villages. They meet monthly, hold contests, and 
  sponsor hunting parties. 
  Requirements: Membership is open to any 
  archer who pays a yearly fee of $30, or donates 100 
  arrows to the club. Fletchers wear green caps with a 
  hawk feather as a sign of their society. Non-archers 
  with a Bow skill of 15+ may also join. 
  Benefits: This club is found in nearly every 
  town and city, and is quite popular with elves and 
  humans. Nearly every Fletcher club maintains a 
  hostel, and members can stay for free. The hostel 
  posts wanted signs, rewards and job listings. 
  
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  240 
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  240 
  Responsibilities: Fletchers swear to be pure in 
  thought and deed. They agree to spend at least one 
  day a month in the service of the charity of their 
  choice. Fletchers also swear to lend assistance to 
  anyone who asks for their help. Members of the 
  Fletchers club scorn the use of crossbows. 
  Friends of the City
  Friends of the City
  Friends of the City
  Friends of the City    
  This group is open to any merchant with a 
  Business of 15+, no matter what her guild 
  affiliation. Decisions concerning international trade 
  and business expansion are made by the Friends of 
  the City. Business licenses must be approved by the 
  government as well as the Friends. It is a wealthy 
  and powerful organization. 
  Requirements: 
  Monthly 
  dues 
  are 
  $100. 
  Members must be willing to donate time, tools and 
  materials upon request. Most members are human, 
  though serpentines are not uncommon. 
  Benefits: Most merchants are limited to their 
  home town and outlying area, but the Friends of the 
  City maintains extensive trade routes throughout 
  the world. They provide protection from bandits 
  and raiders to all members in good standing. A 
  Friend of the City is given a tri-monthly pass, which 
  gives her a 20% discount at any inn or tavern that 
  bears the sign of the society (two trees with 
  intertwined branches standing before a rising sun). 
  Responsibilities: Merchant must sell goods only 
  to approved dealers at approved prices. They must 
  follow all laws, or else lose their permits. Selling 
  shoddy or stolen goods will be dealt with by 
  handing the culprit over to the local authorities. 
  How to Become President of the Friends: The 
  president is a very powerful figure with a 
  guaranteed income of $10,000 a year. To become 
  president is a two-level process; first, the candidate 
  must be elected by a majority vote by all members. 
  Second, he must be approved by the seven 
  members of the Seelie Court. Elections take place 
  once every four years. The current President is 
  Madame Restella, a hill folk woman who has held 
  office for nearly 25 years and intends to keep it. 
  To win, a character must campaign before a 
  meeting of the Friends and make an Awesome 
  Preach roll. He must then convince the Seelie Court 
  of his qualifications. If Restella is seriously 
  threatened by a candidate, she will offer him a bribe 
  to end the campaign. If that doesn't work, she may 
  have him assassinated. 
  The Gardening Club
  The Gardening Club
  The Gardening Club
  The Gardening Club    
  This club is made up of healers interested in 
  sharing their knowledge. It gets its name because 
  most healing is achieved through the application of 
  herbs. Chapters are usually quite small, and 
  meetings are irregular. However, most healers meet 
  at the Lark in the Meadow Planetarium (in the 
  brownie homeland) on the first day of spring. 
  Requirements: Must be a healer. No fees, but 
  donations gladly accepted. 
  Benefits: A character's Medical or Plants skill is 
  increased by 1 point (to a maximum of 20) each 
  time a member attends the yearly meeting at the 
  Planetarium. 
  Responsibilities: Members swear an oath that 
  they will never use their skills to harm any living 
  thing, and to prevent others from mistreating 
  plants. If the oath is broken, the member must halve 
  his Medical and Plants skills, and he becomes 
  deathly ill until healed by a fellow member. 
  The Glad
  The Glad
  The Glad
  The Glad----ha
  ha
  ha
  handers Club
  nders Club
  nders Club
  nders Club    
  Glad-handers are a very social group, and can 
  be found in nearly every town and city. They often 
  sponsor parades, feasts, plays and other forms of 
  entertainment. Most Glad-handers are involved in 
  either business or politics. 
  Requirements: Officers must be diplomats, but 
  merchants may belong as well. Dues are $30 per 
  month. Though anyone may join, Glad-handers are 
  mostly human. Draconians, entomolians, hobs, 
  ratlings, and serpentines will probably be black-
  balled, unless they can offer the organization a 
  special service or additional money. 
  Benefits: Money is loaned to members at only 
  5% monthly interest. Items purchased from a fellow 
  member will always be 10% below list price. If a 
  member is arrested, Glad-handers will use their 
  political powers to free him. 
  Responsibilities: Members must sign an oath 
  stating allegiance to their local government. If called 
  to arms, they must go willingly, or be accused of 
  treason. A Glad-hander must never turn down a 
  favor asked of him by another member. 
  Glad-handers wear necklaces or arm-bands of 
  gold, with a repeating hand motif. In public 
  functions, they must also wear a green sash and 
  carry a ceremonial wand. 
  
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  How to Become President: Characters may run 
  for office each year. Running for office requires a 
  minimum investment of $5,000. The player selects 
  which office he would like to try for and after the 
  election rolls his Bargain to see if he wins. The four 
  available offices and the rolls required to win them 
  are: Treasurer (Good), Secretary (Great), Vice-
  President (Superior), and President (Awesome). 
  Guilds
  Guilds
  Guilds
  Guilds    
  Guilds are associations of craftsmen or 
  tradesmen. These guilds are controlled by wealthy 
  merchants who guarantee quality and service to 
  their customers. They force out independent 
  businesses and corner the market in their specialty, 
  making huge profits. It is virtually impossible for a 
  merchant to run an independent business. There is 
  a guild for almost every service or item you can 
  imagine. Some possibilities are the Shipbuilders 
  guild, Entertainers guild, Artists guild, Courtesans 
  guild, Leathermakers guild, Weavers guild, Jewel 
  Smiths guild, Wine Merchants guild, etc. 
  Requirements: To join a guild, a character must 
  own a business of the appropriate type. For 
  example, a merchant who deals in gold would 
  belong to the Jewel Smiths guild, while one who 
  deals with horses would belong to the Teamsters 
  Guild. The fee to join is $100. If the appropriate 
  guild is not in your area, you may form a new guild. 
  It will take at least $5,000 and the cooperation of 
  two other merchants. 
  Benefits: Guild members are assigned jobs, and 
  protected from ruffians and thieves. The guild 
  provides help in times of need, and raises orphaned 
  children after a member dies. If he travels, he will 
  be given free room and board at any guild hall. 
  Guilds are likely to be found in large trade cities 
  rather than country villages. Some guilds feud 
  amongst themselves, but most work in harmony. 
  Responsibilities: Depending on his title, a guild 
  member must pay a monthly fee ranging from 1% 
  to 20% of his monthly income. An Apprentice must 
  pay 20% of his income to the guild. A Journeyman 
  (requires a Bargain and Business of 15+) pays only 
  10% of his income. A Craftsman (requires a Bargain 
  and Business of 20+) pays only 5% of his income. 
  Lastly, a Master (requires a Bargain and Business of 
  25+) pays only 1% of his monthly income to the 
  guild. 
  The Inventor's Guild
  The Inventor's Guild
  The Inventor's Guild
  The Inventor's Guild    
  Originally an exclusive Dwarven society, many 
  other races now belong to it. Members meet 
  irregularly. The largest Inventor's Guild is to be 
  found in the underground Dwarven city of Biffle. 
  Once every two years, guild members can enter 
  their inventions in a contest. To be one of the three 
  winners, a character must roll Awesome on Build 
  and Great on Intelligence. The winners are 
  presented to the Dwarven king who awards them 
  gems or metals worth $1,000 bronze. 
  Requirements: Must be an inventor. Monthly 
  dues are $10. 
  Benefits: The Guild hall posts the name of 
  possible patrons that inventors may petition for 
  sponsorship. Custom jobs are posted as well. Some 
  guilds even negotiate with a merchant to buy and 
  sell inventions (the guild takes a small percentage 
  of the sale as a fee). Most guild halls contain a few 
  cots, which are available to penniless inventors. 
  Responsibilities: Inventors are required to 
  build safe and useful contraptions. If they are not up 
  to guild code, the inventor will be denied 
  membership renewal. Magical devices are not 
  forbidden, but something depending purely on the 
  ingenuity of its creator is looked on with more 
  favor. 
  Jesters
  Jesters
  Jesters
  Jesters    
  The Jesters are musical entertainers who 
  specialize in court appearances and special 
  functions. They travel from town to town, and once 
  a year they congregate at the three day Festival of 
  Fancy, held in the brownie heartland. Here, 
  members compete for the title of King Jester. He 
  and his court will be awarded an open travelling 
  pass, and will spend the rest of the year travelling to 
  various noble houses to perform. 
  Requirements: To become a member, a bard 
  must compete at the Festival of Fancy before the 
  King Jester. If he is deemed worthy, he will be 
  awarded a sash of yellow and green, signifying his 
  acceptance. When performing before nobility, he 
  must wear an entire suit of yellow and green 
  motley, which he must pay for himself ($100 cost 
  minium). 
  
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  Benefits: The Jesters are highly regarded. 
  Innkeepers allow Jesters to stay free-of-charge, in 
  exchange for a song or two. 
  Responsibilities: The Jesters are a lenient lot, 
  but they take great pride in their abilities. A poor 
  performance, particularly before a noble, is 
  considered disgraceful. A Jester must wear the 
  colors of the order with pride, and a non-member 
  will be prosecuted for wearing yellow and green 
  motley. 
  How to Become King Jester: A character must 
  have Charm and Mimic skills of 20+ before he can 
  compete for the title of King (or Queen) Jester. He 
  must then challenge the current King at the Festival 
  of Fancy. An Awesome Entertain roll is necessary to 
  win the competition. 
  The Kiku Gymnasium
  The Kiku Gymnasium
  The Kiku Gymnasium
  The Kiku Gymnasium    
  The Kiku Gymnasium is in the heartland of 
  Easterling country. Here, athletes come to learn, 
  teach and compete. Every year, top athletes 
  compete in the arena. People from all over the 
  world visit to watch, bet and cheer their favorites. A 
  member of the Kiku Gymnasium is known as a 
  "Little Flower," and a yellow buttercup is tattooed 
  on his right shoulder. A champion of the arena is 
  known as a "Bold Flower," and his flower is a red 
  chrysanthemum. 
  Requirements: Applicant must have an Agility, 
  Strength, and Dodge of 14 or more. Draconians, 
  entomolians and serpentines are not accepted. The 
  monthly fee is $200, room and board included. 
  Many athletes are supported by patrons. Study will 
  take (Agility vs Awesome) + (Strength vs Awesome) 
  months. Players must roll Passable on Stamina each 
  month; failure indicates that the character is unable 
  to withstand the rigorous training and is expelled. 
  Benefits: Hundreds of people travel miles to 
  see the athletes compete, and merchants earn large 
  sums of money from these travellers. Easterling 
  innkeepers give hefty discounts to competitors, for 
  they know that without them they'd be out of work. 
  Athletes who achieve champion status are awarded 
  a purse of up to $1,000; they are also given 
  dignitary status by all easterlings for the next year. 
  Responsibilities: Easterling trainers take their 
  jobs very seriously. Those found goofing off will be 
  severely whipped and fined. If the monthly fee 
  cannot be paid, the member must leave. If he 
  returns, he must begin his training again. If an 
  athlete is caught cheating during a competition, he 
  will be put to death, or sold into slavery. 
  How to Become a Bold Flower: Before 
  competing in the arena, a person must have a skill 
  of 20 or more in a particular category. For example, 
  to enter the wrestling competition, a Strength skill 
  of 20 is required. Other contests include: weight-
  lifting (Strength), running (Run), javelin throwing 
  (Aim) and rope-walking (Agility). This last contest 
  requires the person to walk along a tightrope across 
  the length of the arena. A Superior roll or better is 
  necessary to succeed at these contests. 
  The most popular spectator sport at the arena 
  is bull-dodging, which requires the weaponless 
  participant to dodge three crazed bulls for up to five 
  minutes without being gored. An Awesome Dodge 
  roll is necessary to come through completely 
  unscathed. However, the winner is given an estate 
  worth $10,000 and a minor easterling title. 
  Knights of Knowledge
  Knights of Knowledge
  Knights of Knowledge
  Knights of Knowledge    
  Knights of Knowledge are roving scholars who 
  find lost cities, translate archaic scrolls and 
  excavate fallen temples. Some even capture unusual 
  beasts or take cuttings from rare plants. The 
  Knights are available for hire, and are often 
  affiliated with a library, museum or zoo. 
  Requirements: Any scholar or sage may join, or 
  any other character with an Intelligence and 
  Knowledge of 15+. The Knights believe that all 
  findings should be made public, and anyone who 
  uses his knowledge selfishly is a heinous criminal. 
  Joining costs $200, monthly dues are $10. 
  Benefits: A character's Languages and Legends 
  skills are increased by 1 point. Admittance to 
  libraries, museums and other places of learning are 
  free upon showing a signed membership card. 
  Responsibilities: If a Knight is hired to explore, 
  anything he finds is the property of his employer. If 
  he keeps any treasure or magical items for himself, 
  he may be criminally prosecuted as well as barred 
  from the society. Traditionally, Knights are allowed 
  to choose one item as their own at the end of a job 
  in lieu of payment. Descriptions and translations of 
  discoveries must be carefully written down and 
  sent to the Grand Temple of Knowledge so that they 
  may be catalogued. Ancient treasures must be 
  treated with care; to destroy such items wantonly is 
  a terrible crime. 
  
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  Magicians Guild
  Magicians Guild
  Magicians Guild
  Magicians Guild    
  Only the largest cities contain a Magicians 
  Guild. These guild halls are usually subsidized by 
  nobles, merchants or other wealthy persons who 
  wish to utilize the power of spell users for their 
  personal gain. Some magicians regard working for 
  hire as demeaning and shun the guild. 
  Requirements: 
  Any 
  conjurer, 
  enchanter, 
  sorcerer, wizard or illusionist who pays a monthly 
  fee of $50. If a spell user accepts a job via the 
  Magicians Guild, he must pay a finders fee of 20%. 
  Benefits: The guild will try to find out-of-work 
  magicians a job or a patron. Members are allowed 
  to stay at the hall for free. 
  Responsibilities: It is illegal to teach Spells 
  without the consent of the guild masters. An 
  unauthorized teacher may find himself cursed if he 
  does so. Taking part in evil rituals or using magic 
  for nefarious purposes is frowned upon, and may be 
  punished via magical means. 
  When a character first joins the guild, he 
  receives a magical tattoo that contains cryptic 
  symbols. When he pays his monthly dues, the spells 
  on the tattoo are reinforced so that it stays bright 
  and colorful. How dark the tattoo turns indicates 
  how long a member has gone without paying his 
  dues. After twelve months, the tattoo turns 
  completely black. A character whose dues have 
  lapsed can regain good standing by paying all past 
  dues. A character whose tattoo has turned black is 
  not allowed to rejoin. 
  Master Builders
  Master Builders
  Master Builders
  Master Builders    
  Master Builders mainly consist of weapon 
  designers, engineers, architects and city planners. 
  Many of its members are lavishly rewarded for their 
  work, and kings, queens and generals are among 
  their patrons. Master Builders frequently work with 
  magic users. 
  Requirements: A potential member must 
  submit three designs to the Master Builders. If they 
  are approved on a Great Mechanical roll, he is asked 
  to build one of the three inventions. If it is 
  completed within the time allotted (and it functions 
  satisfactorily), he is given complete membership. 
  Membership dues are $35 per month. Inventors or 
  anyone with a Build skill of 15+ may apply. 
  Benefits: Master Builders are never without 
  funds to build inventions. They either subsidize it 
  themselves, or find a wealthy patron. If the money 
  is used for other purposes, the member is banished 
  from the society. It is also likely that he will never 
  find a patron again. Master Builders sometimes ask 
  members to search for ancient devices or antique 
  machinery for their vast Museum of Contraptions 
  (found in the elven city of Tourmaline). 
  Responsibilities: Inventions must always be of 
  a superior quality, so as to reflect well on the 
  Master Builders. A member who introduces shoddy 
  work to the marketplace may find himself sued for 
  breach of contract. A builder may also be sued if he 
  does not complete a job, or refuses to accept a job. 
  Nightwalkers
  Nightwalkers
  Nightwalkers
  Nightwalkers    
  Nightwalkers are wealthy assassins who are 
  often involved in politics, business and organized 
  crime. They meet once a month in a secret chamber, 
  far from prying eyes. Sometimes they agree to train 
  others in the cold-blooded arts. These students are 
  known as Dark Ones. 
  Requirements: Only an assassin with a Poison, 
  Cunning and Contacts of 15+ can become a Dark 
  One. A Contacts roll of Superior or better is 
  necessary to find a Nightwalker and ask her for 
  patronage; otherwise the assassin must wait for a 
  Nightwalker to contact him. Once an assassin finds 
  a Nightwalker who agrees to be his patron, he must 
  give her half his earnings. If his patron dies before 
  he becomes a Nightwalker himself, the Dark One 
  must find a new teacher. 
  Once he becomes a Dark One, an assassin's 
  progress 
  and 
  skills 
  are 
  monitored 
  by 
  all 
  Nightwalkers, though he will not know their 
  identities until he himself becomes one. Secrecy is 
  very important to this group, and divulging secrets 
  will result in death by torture. 
  Benefits: An assassin's Contacts and Disguise 
  skills increase by 1 point when he becomes a Dark 
  One. If a member is caught, the Nightwalkers will do 
  their best to rescue him from justice. Nightwalkers 
  are widely regarded, and lavishly paid for their 
  services. Most are given titles by grateful noblemen 
  who have benefited from their services. A 
  Nightwalker can have up to three Dark Ones under 
  his tutelage at a time. 
  Responsibilities: 
  Nightwalkers 
  view 
  most 
  assassinations as a sort of sacred ritual, and any 
  
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  murder undertaken by a Nightwalker must be 
  approved by two others. The victim should be 
  "worthy" of execution (i.e., done something 
  despicable in the eyes of the Nightwalkers). The 
  sick, 
  dying, 
  or 
  mentally 
  deranged 
  are 
  not 
  acceptable; neither are children nor pregnant 
  women. The sign of the Nightwalker is a silver coin 
  etched with the figure of a cloaked man. This coin is 
  traditionally left behind, clutched in the victim's 
  hand. 
  This 
  tradition 
  was 
  started 
  when 
  a 
  Nightwalker, discovering that his victim was a poor 
  man, left a coin behind to pay for his funeral. 
  Amateur assassins who use this coin are put to 
  death. 
  How to Become a Nightwalker: A Dark One 
  completes his training when he has Contacts, 
  Disguise, Poison and Cunning skills of 25. He must 
  also have committed at least three assassinations 
  ordered and approved by the Nightwalkers. When 
  this is done, his patron will introduce him into the 
  inner circle, and he will be made a full-fledged 
  Nightwalker. 
  Order of Alzarian
  Order of Alzarian
  Order of Alzarian
  Order of Alzarian    
  Membership is limited to entertainers who 
  specialize in a musical instrument or song. 
  Members and apprentices meet quarterly at various 
  festivals. At this time, the finest musicians compete 
  for money and prizes worth up to $1,000. The Order 
  of Alzarian maintains a library of ancient scores and 
  magical instruments. 
  Requirements: Must have an Entertain skill of 
  15 or more. Characters train with a Virtuoso for 1d6 
  months before apprentice status is granted. 
  Afterwards, he is allowed to compete at festivals. 
  Benefits: Alzarians are highly paid and much 
  sought after. The most renowned music teachers in 
  the world can be found at the Alzarian library, and 
  only a member can enter. Bards often study here. 
  Musical instruments may be purchased for half 
  price. Keepers of the Alzarian library sometimes 
  hire members to search for music or instruments to 
  add to their collection. 
  Responsibilities: 
  Members 
  must 
  share 
  knowledge, scores and techniques with each other. 
  Stealing another musician's instrument or music, or 
  wantonly destroying such items, is punishable by 
  death. Magic is not allowed at the Alzarian 
  competition, and cheaters will be disabled so they 
  can never perform again. Their teachers and 
  patrons will be shunned as well. Members strive to 
  maintain their high standards, and vow never to 
  give a bad performance. 
  How to Become a Virtuoso: Virtuoso status is 
  granted if the character wins the yearly competition 
  held in the gardens of the Alzarian library. An 
  Awesome Entertain roll is needed to succeed. A 
  prize of $1,000 is awarded, and the character's 
  name is added to the roster of Virtuosos. The 
  winner will be invited to perform before the Seelie 
  Court and other noble persons. He is also awarded a 
  musical instrument of his choice. Masters wear red 
  cloaks and tight-fitting caps. 
  Pocketeers
  Pocketeers
  Pocketeers
  Pocketeers    
  This gang of thieves can be found in every 
  major town and city. In some instances, they have 
  become so powerful that they are recognized as a 
  Thieves Guild, and accepted by city officials. 
  However, most thieves are viewed as criminals 
  rather than businessmen. Their meetings take place 
  in dark, secret places, and strangers are treated 
  with suspicion. 
  Requirements: Candidates are invited to join, 
  they cannot petition directly. A Superior Contacts 
  roll is necessary before a friend of a friend mentions 
  the 
  character's 
  name 
  to 
  the 
  right 
  people. 
  Afterwards, the Prince of Thieves will require a test 
  before the applicant is fully accepted. This usually 
  entails the theft of some object within a certain time 
  frame. Upon succeeding, the thief must sign a 
  contract for 1, 2, 5, or 7 years of continual service. 
  Then he is taught the secret hand signs of the 
  thieves. 
  Benefits: Character's Filch and Contact skills go 
  up 1 point. Pocketeers will rescue any jailed 
  member. For each year that a thief signs up, he is 
  given a different item: One year = a pair of daggers, 
  Two years = a lock pick kit, Five years = Magic boots 
  of +4 Run, Seven years = 6 doses of Invisibility 
  powder. 
  Responsibilities: Members are not allowed to 
  sell stolen goods. Instead, they must be turned over 
  to the society, and the society pays the thief. 
  Thieves receive a 50% return on stolen items. 
  Therefore, a candlestick worth $6 would net the 
  thief $3. Items that were commissioned for a theft 
  are not sold, but turned over to the society for a flat 
  fee. Members are heavily fined if they break 
  Pocketeer law. Those who refuse to pay or 
  
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  cooperate will be framed for a crime. To inform the 
  authorities of the Pocketeers plans is the worst 
  crime possible. The Pocketeers will appeal to their 
  friends, the Nightwalkers to dispatch the stoolie. 
  How to Become the Prince of Thieves: A 
  character must first achieve Cunning, Contacts, 
  Dexterity, and Disguise skills of 20+, and Stealth, Lie 
  and Filch skills of 15+. He must then prove his skills 
  by 
  stealing 
  an object designated by other 
  Pocketeers within a certain period of time, usually 
  48 hours. After the theft, he must wait 3 days, then 
  return the object without being detected. 
  The Royal
  The Royal
  The Royal
  The Royal Guard
   Guard
   Guard
   Guard    
  These men and women are an elite group of 
  crack fighters. They are often hired to escort and 
  protect royalty, including nobles, judges and other 
  dignitaries. 
  Requirements: Members must have 14 or more 
  in two weapon skills (i.e., Flexible, Hafted, Pole Arm, 
  Shield, Sword). A hefty bribe to the Captain of the 
  Guard may be necessary to be accepted. Once a 
  character achieves 20 in three or more Brawling 
  skills, he becomes part of an elite force known as 
  the One Hundred. Soldiers and knights are likely 
  members of the Royal Guard. 
  Benefits: Visas and travelling passes are not 
  required if members are wearing royal coat-of-
  arms. Armor can be purchased at a 20% discount. 
  Members are awarded a weapon of their choice. 
  Members of the One Hundred are awarded a magic 
  weapon. 
  Responsibilities: 
  Members 
  not 
  currently 
  employed by the court may not wear royal insignia. 
  To do so is treason, and punishable by death. 
  Members must protect their charges with their life. 
  Dereliction of duty is also punishable by death. 
  How to Become Captain of the Guard: Once the 
  current Captain dies or is retired, the position is 
  open to a member of the One Hundred who proves 
  himself worthy. This is done by successfully 
  completing a secret mission or winning a public 
  joust. Afterwards, a vote must be taken by the One 
  Hundred. A character must roll Great on Bully, 
  Preach, and Intelligence to convince his fellow 
  fighters to elect him. 
  Runa's Ravens
  Runa's Ravens
  Runa's Ravens
  Runa's Ravens    
  Many years ago, a band of highwaymen and 
  rogues nearly succeeded in controlling all the major 
  roads and travel routes. They were led by a woman 
  called Black Runa, and her associates were called 
  the Ravens. For a fee, Runa would allow travellers 
  to pass; those who refused were set upon and 
  robbed of every penny. The Ravens were so clever 
  and cunning that they eluded the law for many 
  years. Finally, a band of warriors hired by the 
  Friends of the City managed to defeat them in 
  battle. They have yet to regain their power, but 
  continue to haunt the trade routes in search of 
  wealthy victims. Their leader is a woman also 
  known as Black Runa, grand-daughter of the 
  original. Many members wear mustaches which 
  they dye black. Most members wear medallions, 
  belt buckles or even embroidered shirts with the 
  figure of a raven etched upon it. All members 
  recognize each other by a distinctive whistle. 
  Requirements: Any rogue can join if he can find 
  the Ravens by rolling Great on Contacts. Non-rogues 
  must have a Filch or Cunning skill of 13 or more. 
  The candidate must rob someone of at least $500 in 
  the presence of a Raven, which is then offered to 
  Runa as a gift. He may also be challenged to a 
  wrestling or sword fight. If he is deemed unworthy, 
  he will be tarred and feathered, otherwise he is 
  accepted. 
  Benefits: The character's Contact skill is 
  increased by 1 point. He will never be robbed by 
  highwaymen as long as he wears the Raven insignia. 
  If a non-member is caught wearing this insignia, he 
  will be stripped naked, shaven of all hair, and left to 
  die on a lonely path. Members will be hidden from 
  the law, no questions asked. If a Raven is caught 
  committing a crime, others will help him escape 
  from prison. 
  Responsibilities: Must follow all commands of 
  Black Runa, leader of the Ravens. A quarter of all 
  earnings is given to her (this money is used to pay 
  bribes, etc.). 
  How to Become Black Runa: Traditionally, the 
  leader of the Ravens is a woman who takes on the 
  name Black Runa as soon as she proves herself 
  worthy of the title. First, she must drink any 
  challenger under the table by rolling Superior on 
  Stamina. Then, she must elude the entire band of 
  Ravens for 24 hours. She is given a one hour start 
  either in the city or forest. If caught, she has the 
  
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  remaining time to free herself and try to escape. 
  Last, she must duel with a champion chosen by the 
  Raven. The fight lasts until an opponent is disarmed 
  or surrenders. 
  The Skarien Singers
  The Skarien Singers
  The Skarien Singers
  The Skarien Singers    
  Skarien was a sidhe, born many years ago. She 
  was a sickly child, but sidhe a healer stabilized her 
  condition, and taught her exercises to strengthen 
  her muscles and lungs. To make the exercises more 
  pleasant, her healer gave her a flute to practice 
  upon. Skarien learned to play rapidly and her skill 
  astonished all who heard her. She developed a 
  lovely singing voice as well. In time, she broke away 
  from her overprotective family, and made her own 
  home in a small cottage at Uluthanthia Crossing. 
  Here she began a school, teaching others the 
  mysteries of music and singing. No one knows the 
  fate of Skarien-she walked away from home one 
  night and has yet to return-but her disciples 
  continue to teach her methods. 
  Requirements: Applicant must be a bard with 
  an Entertain skill of 14+, a Psychology skill of 13+, 
  and a Charm of 11+. Applicants must study for six 
  months with a Skarien Singer before achieving full 
  status. Upon doing so, they will be allowed to wear 
  a silver medallion. Master teachers wear lavender 
  and white gowns.  
  Benefits: Skarien Singers are revered by many 
  people, and can demand high prices for their 
  entertainment. They are often hired for their 
  abilities to charm people, and to heal victims of 
  depression or mental illness. Skarien Singers are 
  held in high regard by the Seelie Court. 
  Responsibilities: Skarien Singers tend to view 
  themselves as superior beings. Members are taught 
  to view others as incapable of appreciating the 
  beauty of the Skarien teachings. Anyone who 
  teaches Skarien's methods to someone outside the 
  order may be punished by having their vocal cords 
  cut. A person who abuses the memory of Skarien 
  may be punished in the same way. 
  Sons of Battle
  Sons of Battle
  Sons of Battle
  Sons of Battle    
  Members are all former soldiers, or persons 
  who have survived three or more battles or major 
  skirmishes involving 20 or more opponents. 
  Requirements: Potential members must submit 
  proof of their battle experience. This evidence can 
  consist of testimony, medals, citations, etc. Those 
  who are accepted are awarded a silver-plated short 
  sword which is to be worn at all times with pride. 
  Honorary members may consist of those who 
  helped win battles without actually fighting-spies, 
  diplomats, scouts, etc. These people are awarded a 
  silver-plated dagger. 
  Benefits: Reputation for bravery and integrity 
  makes members highly sought after for jobs. 
  Members are trained to perfect their skills by old 
  masters-all weapon skills are increased by 1 point. 
  Arms and armor may be purchased at a 20% 
  discount. 
  Responsibilities: To uphold the principles of 
  bravery at all times. If judged guilty of cowardice, a 
  member is branded on the cheek with an X, and 
  banished from the order. His sword is melted down 
  and made into a short chain that is fastened around 
  his neck. An Awesome Strength roll is needed to 
  break its links. 
  The Spiritually Aware
  The Spiritually Aware
  The Spiritually Aware
  The Spiritually Aware    
  The Society of the Spiritually Aware is made up 
  of spiritualists who are dedicated to teaching the 
  world that the dead are not necessarily vicious, evil 
  beings but are usually quite gentle. 
  Requirements: Any spiritualist who pays a 
  membership fee of $20 per month. 
  Benefits: Nightly seances at the meeting house 
  bring forth gossipy ghosts. A character's Intuition 
  and Legends skills are raised 1 point after six 
  months of attending meetings. The evil undead 
  ignore members, and will not harm them. The 
  Society keeps a huge roster of names, burial places 
  and resurrection spells for various dead persons, 
  but a fee of $50 is required before the information 
  is given out. 
  Responsibilities: Members must not abuse the 
  powers of the undead. They are strongly opposed to 
  necromancers and must report any necromantic 
  activity that they discover. 
  United Diplomacy
  United Diplomacy
  United Diplomacy
  United Diplomacy    
  This is an international organization that is 
  limited to diplomats who serve kings, queens, 
  emperors, and other rulers. Supposedly non-
  
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  partisan, it is suspected that United Diplomacy is 
  actually pulling strings to achieve its own ends, 
  namely, to control the world. They meet once every 
  quarter, in a different capitol city. 
  Requirements: The recruit must be a diplomat 
  associated with a kingdom or political group. 
  Occasionally, 
  independent 
  diplomats 
  or 
  interrogators are invited to join if their talents are 
  considered worthy. The recruit is asked to take part 
  in a debate. If he rolls Good on his Charm, Lie, and 
  Bargain skills, he will be admitted. The U. D. insignia 
  must be worn at all times. This embroidered patch 
  is shaped like a flaming torch above two clasped 
  hands and is worn on the right shoulder. When 
  appearing before dignitaries, members wear grey 
  robes. 
  Benefits: Members of United Diplomacy are 
  very well-informed. They often know when a war 
  will start even before it's been declared! This group 
  influences powerful people. Non-members offer 
  bribes and gifts in order to curry favors. Once per 
  year, members elect five Mediators to the High 
  Council. 
  Responsibilities: United Diplomacy controls 
  every aspect of a member's career. He cannot leave 
  the country, marry or purchase property without 
  the written consent of the High Council. If he does, 
  he will be dismissed from his post, and may never 
  find diplomatic work again. Members are required 
  to take an oath of loyalty to United Diplomacy, over-
  riding their oath to king and country. Members who 
  divulge secrets, or act against United Diplomacy 
  may be killed. It is said they have close ties with the 
  Nightwalkers. 
  How to Join the High Council: To join the High 
  Council, a character must work his way up the ranks 
  of United Diplomacy. He must gain each of the 
  following titles in order: Ambassador, Envoy, 
  Mediator, and finally High Council. An Ambassador 
  is a diplomat with a Charm of 15+ who has traveled 
  to a foreign country on a diplomatic assignment. An 
  Envoy must have a Charm of 19+ and he must fulfill 
  three quests requiring the delivery of government 
  documents or VIPs. A Mediator must have a Charm 
  of 23+ and he must win three U.D. sanctioned 
  negotiations or debates. To try for a seat on the 
  High Council, a character must have a Charm of 25+ 
  and must roll Awesome on Bargain to win a seat. 
  Vivari Dance Academy
  Vivari Dance Academy
  Vivari Dance Academy
  Vivari Dance Academy    
  This famous serpentine school is found just 
  outside the city of Kelkoi. It is the only metropolis in 
  the world that is inhabited completely by 
  serpentines-no 
  foreigners 
  are 
  allowed. 
  The 
  academy, however, will accept any race. Alumni are 
  known as Vivaris. 
  Requirements: The petitioner must be an 
  acrobat with Agility and Entertain skills of 14 or 
  more. He must be willing to live, work, and train at 
  the academy until the Dance Master deems him 
  worthy of Vivari status. Although there is no charge 
  for room or board, the student may be required to 
  perform special missions for the academy. After 
  (Agility vs Awesome) months of work, the student 
  must take a final test by rolling Great on Entertain 
  before the Dance Master. Failure means expulsion. 
  Success means he becomes a Vivari. 
  Benefits: When a student becomes a Vivari, he 
  is given a neck-band of snake skin to wear. In time, 
  it will meld into his throat, and become part of his 
  flesh. This marks him as a Vivari, or snake friend. 
  Most serpentines will be reluctant to harm him. 
  Once per day, a Vivari can charm an audience of up 
  to 10 characters with his sinuous dancing. The 
  audience will be entranced for (Passable vs 
  Entertain) x 5 minutes, even after the dancing has 
  stopped. 
  Responsibilities: A Vivari must take an oath 
  when he is given the snake band. He swears never 
  to harm a serpentine, and to act as their ally in 
  times of war. If he does not honor his vow, the 
  snake band will constrict, choking him to death. 
  Alumni of the Academy are requested to send 20% 
  of their income to the school. 
  How to Become a Dance Master: Only 
  serpentines may become Dance Masters. They must 
  have an Entertain, Agility and Charm skills of 20+. 
  Since serpentines view dancing as part of their 
  religious faith, they are also required to have a 
  Devotion of 20+ in a serpentine religion. Dance 
  Masters are revered by all serpentines and most 
  acrobats. 
  
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  Foe Societies 
  Character can only join foe societies during the 
  game, and only if invited by a foe. Not all foe 
  societies are open to player characters. 
  The S
  The S
  The S
  The Sisterhood (Amazon)
  isterhood (Amazon)
  isterhood (Amazon)
  isterhood (Amazon)    
  This elite fighting force is sworn to protect the 
  amazon queen. They often lead border patrols, 
  warily watching for the first sign of invasion. 
  Requirements: Characters are made honorary 
  members if they can beat a member of the 
  Sisterhood in a competition of strength or skill 
  (running, archery, fencing, etc.). Men are not 
  allowed to join, even if their skill and prowess is 
  equal to or greater than the requirements. 
  Benefits: Next to the queen, members of the 
  Sisterhood hold the highest rank in the amazon 
  culture. Characters who are made honorary 
  members will not be challenged and may escort 
  males and other undesirables safely through 
  amazon territory. 
  Responsibilities: Members wear a chain girdle 
  as a sign of membership. They are expected to 
  uphold the laws of the amazons when travelling 
  through their lands. 
  The Dark Friends (Duergar)
  The Dark Friends (Duergar)
  The Dark Friends (Duergar)
  The Dark Friends (Duergar)    
  Although closely affiliated with the Unseelie 
  Court, some duergar work outside its principles. 
  They are known as The Dark Friends. They believe 
  that all elves, including those that belong to the 
  Unseelie Court, should be exterminated. The Dark 
  Friends wish not only to destroy the Seelie Court, 
  but the entire Elven Empire. 
  Requirements: Membership is not open to 
  characters, though the Dark Friends have been 
  known to hire assassins, magic users and nefarious 
  deed-doers to further their cause. They do not 
  associate with elf kin. 
  The Cult of Cloog (Ogre)
  The Cult of Cloog (Ogre)
  The Cult of Cloog (Ogre)
  The Cult of Cloog (Ogre)    
  Cloog is the many-limbed god worshipped by 
  most Ogres. He is depicted with a sluggish body, 
  two crab-like limbs, a number of tentacles and two 
  heads. He wields both a club and a large hook. Cloog 
  can only be appeased by blood sacrifices, preferably 
  human or elven. His priests peer at the entrails of 
  the victims and determine the future. Membership 
  is not open to non-ogres. 
  Tzig'l, the Many
  Tzig'l, the Many
  Tzig'l, the Many
  Tzig'l, the Many----Headed One (Troll)
  Headed One (Troll)
  Headed One (Troll)
  Headed One (Troll)    
  Only trolls may belong to this organization. 
  Tzig'l was an ancient Troll warrior, now shrouded 
  in myth. Shrines to his memory can be found 
  underneath unusual earth mounds, tenderly cared 
  for by the trolls. Each shrine contains a statue or 
  portrait of Tzig'l showing his ten heads slavering 
  over a helpless victim. Unlike other trolls, he had 
  only two arms and legs, but his many heads made 
  him unique to the troll world. He would stride into 
  battle using only his teeth to rend and rip the flesh 
  of his enemies. He boasted that the talisman he 
  wore around his neck made him invincible. 
  Supposedly he had found one of the Old Runes, and 
  harnessed it's protective powers. 
  Tzig'l led the trolls against the great elven 
  armies shortly after the sidhe fled from the lands. 
  He came very close to completely defeating them, 
  but an unusual occurrence just before the final 
  battle changed the tide. A captive elf maiden vowed 
  to tell Tzig'l important battle plans in exchange for 
  her life. Ushered into his private headquarters, the 
  young woman stayed with Tzig'l until nightfall, 
  when the final battle was to occur. Suddenly, Tzig'l 
  burst forward from his tent, crying frantically that 
  the elf maiden was gone, taking his talisman with 
  him! Carefully questioned by his advisors, Tzig'l 
  could only remember feeling very sleepy as the 
  woman droned on and on. The next thing he knew, 
  he had awaken without the comforting charm 
  around his neck. 
  Tzig'l lost the battle and his life later that night 
  when the elves completely routed his people. His 
  body was recovered some days later, and buried in 
  a secret grave by his followers. Without his 
  leadership the troll warriors began to fight amongst 
  themselves and the great troll army was soon 
  disbanded. 
  
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  Henkers (T
  Henkers (T
  Henkers (T
  Henkers (Trow)
  row)
  row)
  row)    
  Though trows do not usually associate with 
  other races, they occasionally invite people to one 
  of their nightly festivals. Though they can magically 
  entice people to dance a jig, they also enjoy being 
  entertained by musicians. 
  Requirements: An invitation by the Trows to 
  play or sing. If a character successfully plays a tune 
  on his instrument or sings a merry song and rolls 
  Superior on Entertain, the Trows will award them 
  with a magical "henking" fiddle. 
  Benefits: When the fiddle is played, all who 
  hear it (except the player and Trows) must dance 
  for (Passable vs user's Entertain) x 10 minutes or 
  until the music ceases. 
  Responsibilities: None. 
  Vilenki (Vily)
  Vilenki (Vily)
  Vilenki (Vily)
  Vilenki (Vily)    
  Requirements: Only women may become 
  vikenki. They must be invited to become a blood 
  sister by a vila, and agree to train for three years 
  before taking this title. Many of these women dye 
  their hair red to emulate the vily, but this is not 
  actually required. 
  Benefits: At the end of training, vilenki will be 
  taught the language of seven animals and the 
  properties of all forest plants. They can petition the 
  vily for help or sanctuary at any time, and if they 
  decide to live within the vily community, they will 
  be given all the rights and privileges that true vily 
  receive. 
  Responsibilities: For the three year training 
  period, the character must obey her trainers 
  without question. Once she becomes a vilenki, she is 
  obligated to protect the soul trees from harm and 
  must swear to protect vily territory as though it 
  were her homeland. 
   
  
   
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  Chapter 14 
  The World 
   
  The Seelie Court 
  Forming The Court 
  Centuries ago, the elves consisted of rival 
  family 
  tribes. 
  These tribes bickered among 
  themselves, and minor wars were common. 
  Alliances were made and broken, and in time, even 
  the firbolg and spriggans were entwined in the 
  plots of the elf clans. Only the sidhe remained 
  removed from the turmoil; as advisors, they merely 
  observed. 
  While the elves fought with each other, certain 
  races took advantage of their preoccupation to 
  invade the elf lands. The foresters infiltrated deep 
  into sacred forests, cutting down trees and gouging 
  great roads through the woods. Appalled, the elf kin 
  (elves, firbolg, spriggans, and sidhe) met to discuss 
  how best to confront this challenge. It was the sidhe 
  advisors who proposed that a council made up of all 
  the elven races should rule during these troubled 
  times, and so the Seelie Court came into being.  
  Under the guidance of the sidhe, the elf kin 
  joined together as members of the Court, and 
  worked together to route the invaders. Though 
  some of the battles took many years, the elf kin 
  managed to drive back those who encroached upon 
  their lands. Flushed with success, they even 
  managed to wrest territory away from their 
  enemies, and the Elven Empire grew. 
  Finally, the power of the elves was too much 
  for any challenger, and peace reigned once more. 
  The Seelie Court became a political entity rather 
  than a coalition of fighters and strategists. The 
  Court made new laws and inter-tribal wars were 
  declared criminal. Commerce and trade were 
  carefully regulated, so that no one would be cheated 
  and the poor and sick were cared for. It was the 
  Seelie Court's golden age.  
  The Fall Of The Court 
  After years of peaceful rule, the Elven Empire 
  was attacked by forces more horrific than ever 
  before. Hordes of horribly mutated monsters 
  appeared from the mountains and trudged through 
  townships, leaving death and despair in their wake. 
  They were soon joined by other creatures who 
  normally hid in the shadowy wastelands. The sidhe 
  quickly surmised that powerful magic was behind 
  the assault, but who directed it? And how could it 
  be stopped? No one had the answer, and the elf kin 
  fled in a panic before the invaders. 
  The elf kin lost nearly all their warring forces 
  during a heated battle, and the spriggans found 
  themselves accused of cowardice. If they had not 
  retreated, the Seelie Court judged, the disaster 
  would have been averted. They were heavily fined 
  and censured for this act. Indignant, the spriggan 
  chieftain Shadow claimed that the fault lay with the 
  sidhe, but no one believed him. In anger, Shadow 
  pulled his people from the elf kin coalition. Soon 
  afterward, the sidhe fled the area and the Elven 
  Empire began to topple. 
  The firbolgs and elves fought valiantly, but 
  pestilence and hunger killed those that did not die 
  in the war itself. Just when all seemed lost, however, 
  the malicious beasts retreated back into the crags! 
  Obviously some powerful magic forces had routed 
  the creatures, but the cause was as mysterious as 
  their sudden appearance. To this day, no one knows 
  what caused the war, or why it ended. Some say 
  that the draconians or easterlings had a hand in it, 
  but the truth is still hidden. 
  Rebuilding the Court 
  The wars left the elf lands scarred and desolate. 
  In the bleak aftermath, the firbolgs established a 
  makeshift Seelie Court, and while it had little 
  
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  judicial power, it was a rallying point for the 
  remaining elf kin. The Elven Empire slowly 
  recovered, the scars of the war healing with time.  
  After many years, the first sidhe returned. 
  Claiming that they fled in order to save the elven 
  culture from inevitable destruction, they demanded 
  their place in society. The firbolgs welcomed them 
  back with open arms as friends and comrades, 
  while the elves viewed them with some suspicion. 
  After all, it had been a while since a sidhe had 
  actually been seen and these newcomers seemed 
  rather foreign. Still, the sidhe were accepted in time, 
  and managed to reinstate themselves in positions of 
  authority. 
  The Seelie Court Today 
  The Seelie Court guides the elf queen and 
  councils her before she makes an executive 
  decision. It has the power to veto any of her 
  commands, and serves as a judicial court as well. 
  The cases that appear before it are usually crimes 
  against the state, such as treason. 
  The Seelie Court can also make laws if a six to 
  one majority is achieved. These laws will be put into 
  effect even if the elf queen vetoes it. Perhaps the 
  most important duties of the Seelie Court consist of 
  the protection of the realm, and diplomatic 
  relations with other races. The elves maintain a 
  cordial, if not friendly relationship with all races, 
  and wish to keep it that way.  
  The court consists of four elves, appointed by 
  her majesty, one firbolg (elected by the warrior 
  elite), one sidhe and the elf queen herself, though a 
  proxy usually sits in for her. They hold their office 
  for life. The court often travels around the country, 
  but is rarely open to the public. Those who follow 
  the rules of the court often refer to themselves as 
  "Members of the Seelie Court." 
  Court Members 
  Queen Sisantra 
  The Elf Queen. Her consort died some years 
  ago, and she has taken no other, though rumors 
  concerning lovers abound. She has three living 
  daughters-Marigold, Rebella, and Jorinda Ð who all 
  wish to become the next elf queen. Still quite 
  youthful looking for a middle-aged elf, Sisantra is 
  rather vain. However, exaggerated flattery only 
  insults her. Sisantra is very shrewd and calculating. 
  Sometimes hampered by the Court's rulings, she 
  has learned to bide her time to get what she wants. 
  She is known for her fits of temper and dogged 
  determinism. 
  Dougal Durrana 
  Firbolg soldier. Upstanding and clean, Dougal is 
  a slow, patient, methodical man. Loved by the 
  warrior elite for his calm assessment in times of 
  danger, Dougal is somewhat infuriating to Queen 
  Sisantra, who finds him dull. He is known for his 
  sense of fairness and loyalty to the Court and his 
  kin. Dougal is unmarried, but has adopted a nephew 
  named Gorath to be his heir. Unbeknownst to him, 
  Gorath is actually a young woman. Cecily Durrana 
  has taken this name so that she can be near her 
  lover Kell, another member of the Court. 
  Kell of Brothnia 
  Elven warrior. The youngest member of the 
  Court, Kell is a fearless warrior, a champion rider 
  and a clever strategist. He is also known for his 
  tender poetry and lovely singing voice. A poor boy, 
  Kell made his fortune by marrying the wealthy 
  Theodora of Brothnia, a woman nearly twice his 
  age. They have an infant son named Lothian, but 
  Kell rarely visits his wife. Instead, his affections are 
  for Cecily Durrana (see above), an affair he must 
  keep secret for fear of Theodora's wrath.  
  Evain Dethbone 
  Elven Interrogator. Known as the "High Judge," 
  Evain is the senior member of the court. One of the 
  oldest elves in existence, she claims to have been 
  born before the Seelie Court ever existed. She is 
  quite spry and lucid, and manages to run a large, 
  boisterous family. Cranky and impatient, it is Evain 
  who gives the final verdict whenever the Court 
  makes a judgement. She collects ancient artifacts 
  and legends.  
  Baylor Sirrel 
  Elven Diplomat. Baylor is a large, pompous elf 
  who holds a position on the Court mainly because of 
  his ties with other races. Before becoming a Court 
  member, he was a widely travelled merchant with 
  contacts in nearly every major city. Though he can 
  
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  be petulant and difficult to please, Baylor is a 
  master of international diplomacy. Sometimes 
  involved with shady deals (which the Court 
  pointedly ignores) he always comes through 
  smelling like a rose. Baylor is married but maintains 
  several mistresses on the side. He is fond of luxury 
  and constantly plots to make more money. He is 
  probably the wealthiest (after the queen) of the 
  Court members. 
  Reina Terragild 
  Elfin Psychic. Sisantra's closest friend and 
  confidant, Reina has managed to hide her elfin 
  background even from the queen. Raised by her 
  forester mother, Reina was able to locate her father, 
  Nolo Terragild, with the aid of her psychic powers. 
  Seeing that his half-breed daughter was not only 
  lovely but intelligent as well, Nolo introduced her to 
  elven nobles as a distant cousin. Upon his death, the 
  queen elected Reina to his position on the Court. 
  She is respected for her calm, discerning manner 
  and superior magical skills. Reina fears that if her 
  true heritage is found out, she will be dismissed 
  from the Court; therefore, she spends little time in 
  the company of others, except the queen. She is 
  unmarried. Reina refuses to travel in the darkness, 
  knowing that her lack of night vision would give her 
  secret away. She sympathizes strongly with 
  foresters, ancient enemies of the elves.  
  Cullenfer Moonglammer 
  Sidhe Enchanter. Cullenfer is a very private 
  person, and appears to be shy and retiring. He tends 
  to sit back and observe, but when called upon for 
  action, he renders a swift and complete judgement. 
  The Moonglammer family is a very old and 
  prestigious one, and has ties with the original Court. 
  Members of the Unseelie Court believe that the 
  Moonglammers secretly control the Elven Empire 
  via 
  Cullenfer. 
  He 
  is 
  married 
  to 
  Cassia 
  Moonglammer, a third cousin. They have no 
  children.  
  The Unseelie Court 
  When the spriggans were found guilty of 
  cowardice during the Elf wars (see above), their 
  leader Shadow was incensed. He withdrew from the 
  battlefields, formed the Unseelie Court and invited 
  all those who felt they had been maligned or 
  mistreated by the Seelie Court to join. His invitation 
  attracted many elf kin, particularly spriggans. 
  At first, the Unseelie Court was a noble effort to 
  bring about an alternative to the high-handed 
  tactics of certain sidhe advisors. Unfortunately, 
  Shadow was a warrior and not an administrator, 
  and found control quickly slipping through his 
  hands. The Unseelie Court soon became a powerful 
  haven for evil magicians and power-hungry 
  politicians. It became so popular that the Seelie 
  Court finally declared that any member would be 
  executed or exiled if captured. The Unseelie Court 
  went into hiding. 
  Although Shadow had little power within the 
  Unseelie Court, he was kept on as a powerful 
  figurehead. In his memoirs The Book of Black 
  Secrets, he bitterly wrote: "Regard all others as your 
  enemy. Even the innocent will be made guilty." 
  Later, Shadow became insane, a fact kept secret by a 
  trusted group of friends and servants. He was 
  assassinated by an unknown person, dying a 
  martyr's death.  
  Today, the Unseelie Court is considered the 
  largest threat to the tranquility of the Elven Empire. 
  Since it's inception, the Unseelie Court has tirelessly 
  worked toward the downfall of the Seelie Court. 
  Secret members are everywhere, even in the palace 
  of the elf queen.  
  The Unseelie Court has seven members: four 
  minor judges, and three major judges. The minor 
  judges do not know the identity of the major judges, 
  and only communicate via message. The seven 
  never meet in the same town or the same place, 
  though they are never too far from each other. Like 
  the Seelie Court, the Unseelie Court travels 
  throughout the country. Those who ally themselves 
  with the Unseelie Court often refer to themselves as 
  "Members of the Unseelie Court"Ð though not in 
  public.  
  The identities of the Unseelie Court members 
  are unknown. 
  The World 
  The world is wild and untamed. Mostly, land is 
  controlled by the person who claims it and fights to 
  
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  keep that claim. Borders are ill-defined, and minor 
  wars are common. 
  The most diverse population can be found 
  within the Elven Empire, which encompasses elves, 
  sidhe, firbolgs, spriggans and many other races. The 
  elven territories are separated into provinces that 
  govern themselves. Officials include mayors, council 
  members, magistrates, constables, sheriffs and 
  deputies. Though peace has reigned for many years, 
  disputes between provinces sometimes erupt into 
  hostilities. These are hastily suppressed by order of 
  the Seelie Court.  
  The easterlings maintain the most cultured and 
  law-abiding communities. This is achieved by 
  severe restrictions and fierce retribution if the laws 
  are broken. Governed by a tight-knit group of 
  scholars and philosophers called the Great Circle, 
  the easterlings strive to remain ideologically pure. 
  Foreigners are often restricted in their travels, and 
  must follow local customs at all times. Easterlings 
  trade with nomads for slaves and perfume, but 
  maintain a distant relationship with other races.  
  The Draconian Kingdom is almost completely 
  shielded by foreboding mountains and marshy 
  swamps, and very few non-draconians have 
  explored it and returned. In the past, some 
  draconians raided human and elven settlements for 
  slaves or food. Within the last fifty years, the 
  draconian god-king has forbidden the practice of 
  flesh-eating. Tentative trade arrangements have 
  been made between the elves and draconians, but a 
  great deal of distrust still exists.  
  There are five major provinces in Brownie 
  Territory, each ruled by an elected official known as 
  the governor. For five years, the governor rules his 
  province, meeting once a year with other governors 
  for consultation. At the end of this period, anyone 
  who is married and has a household can vote for the 
  next 
  governor. 
  Brownies 
  have 
  a 
  peaceful 
  relationship with all races except hill folk, with 
  whom boarder disputes and skirmishes are 
  common. 
  The rolling hills and plains of the hill folk are 
  divided into commonwealths. Each commonwealth 
  is ruled by a judge, who presides over a number of 
  sheriffs and constables. In turn, these officials 
  answer to a military leader called the General. Like 
  foresters, the hill folk mete out a simple "eye for an 
  eye" justice. 
  Foresters do not have any political structure at 
  all, though they will band together if threatened. 
  Long ago, the foresters and elves fought over 
  disputed territory. Though the issue was resolved, 
  some foresters still hope to regain that land via 
  diplomacy or war. The Seelie Court continues to 
  ignore their request for a hearing. 
  Nomads follow the strict laws of Nirin, which 
  are interpreted by powerful priests known as the 
  Lawgivers. Nomads do not trust other races, 
  believing them to be evil spirits who hope to cause 
  their destruction. However, they actively trade with 
  others, particularly serpentines and corsairs. Tribal 
  warfare is frowned upon unless the issue is one of 
  honor. 
  Bush people, entomolians and nethermen live 
  in isolated communities. Trade is uncommon, and 
  none of them are particularly war-like, though they 
  will fight to defend themselves from attackers. 
  Nomads sometimes kidnap bush people and 
  nethermen and sell them as slaves. Both the bush 
  people and nethermen are ruled by a chieftain or 
  shaman, while the entomolians owe their allegiance 
  to their Queen. 
  Underground, 
  the 
  dwarven 
  king 
  reigns 
  supreme. The dwarves have a strict hierarchy 
  dictated by the wealth and title of each person. The 
  peasant class is looked upon as little better than 
  animals. While minor rebellions have erupted, the 
  King has so far managed to crush them all. For the 
  most part, dwarves have a good relationship with 
  human and elf kin. They are disliked by hobs, who 
  believe that the dwarves usurped their homeland. 
  Vikings, corsairs and barbarians are often 
  shunned by others because of their propensity for 
  raiding. Corsairs and vikings quite often attack one 
  another, vying to take control of the sea. Both 
  vikings and barbarians are ruled by a tribal 
  chieftain or shaman, while corsairs maintain a loose 
  affiliation of city states, each ruled by a "Mariner," 
  usually a woman. 
  Serpentines found themselves slowly pushed 
  out of their homelands by nomads. Unable to 
  protect their homes effectively, they simply 
  infiltrated into other societies; only a few purely 
  serpentine communities remain. Controlled by a 
  handful of families, they represent a powerful 
  underground community with great economic 
  strength. Along with the easterling nobility, the 
  serpentines are the richest of all the races. 
  Avians, elfin, ferals, goblins, gypsies, hobs, 
  ratlings and wolflings have no land or government 
  of their own. Like the serpentines, they can be 
  
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  found living among other races, or far from 
  civilization in isolated family groups. 
  Key to Map
  Key to Map
  Key to Map
  Key to Map    
  Abrakala  
  Seat of the Draconian Kingdom. The King's 
  palace is found here. Abrakala is bisected by 
  the river Braxa. 
  Alzarian 
  This tiny town houses the famed Alzarian 
  Library. 
  Balgravia  
  Ancient kingdom of King Balthezar. 
  Baye 
  Brownie town where Circus Circuit meets. 
  Blackfield Valley 
  Infamous valley where the spriggan tribe 
  was accused of cowardice, and broke with 
  the Seelie Court. It is believed that the 
  Unseelie Court meets in this area. 
  Blackheart Mountain 
  The rusting frame of a large ship rests high 
  atop this tall mountain. 
  Cliffs of Ler 
  The largest population of avians nest along 
  the Cliffs of Ler. This is where the annual 
  Cloud Climb is held. 
  Codswollop 
  Major corsair city-state found on Mid-island. 
  Crusado 
  former capital of the Firbolg Empire. Now 
  under elf control, it is still heavily populated 
  with firbolg. 
  Dunkling 
  Brownie trade city. 
  Fancy 
  This small brownie town hosts the annual 
  Festival of Fancy, where court entertainers 
  compete for titles and silver. 
  Farendale 
  Firbolg homeland. 
  Glem 
  Although most bush people live in tribal 
  units far from civilization, Glem is a fairly 
  large, though primitive, trade town. 
  Hythe 
  "The Landing Place." A corsair city-state that 
  has rarely been visited by outsiders. It is 
  situated on Wyvern island. 
  Kellshire 
  Largest trade town in hill folk region. 
  Kelkoi 
  A serpentine City. 
  Kesh Elkesh 
  The holy city of the nomads. The tomb of 
  Nirin lies here. 
  Kiku Gymnasium (Easterling). 
  Kippin 
  Though goblins rarely live together for long, 
  this tiny city has the largest goblin 
  population of any other.  
  Lark in the Meadow Conservatory 
  Found in the brownie town of Lark in the 
  Meadow (or "Lark," as it is also known). 
  Larune 
  Barbarian Stronghold. 
  Liu 
  The capitol city of the Easterling Empire. 
  Moy Dellothian 
  This sparsely populated dwarf town guards 
  the entrance to a vast underground 
  kingdom. 
  New Cissaria 
  A corsair port, it holds the finest alchemist 
  library in the world. 
  North Keep 
  Barbarian Stronghold. 
  Qes 
  Home of the Grand Temple of Knowledge, 
  where Knights of Knowledge record their 
  findings. 
  Quest's End 
  This well-fortified and remote fortress is 
  where the skull of Diabolus is kept by the 
  followers of Niccolo Darkling. 
  Rock of Zigur 
  Actually a small, barren island, this is where 
  the body of King Balthezar of Balgravia is 
  said to be buried. 
  Rodessa 
  The ancient underground city of Rodessa, 
  the hob homeland, is said to be in this area. 
  Seakeep 
  This small corsair port is found on 
  Behemoth Island. 
  Seven Wolves 
  Coastal home of the most powerful viking 
  tribe. 
  Silvi Woods 
  
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  It is said that the goddess Bluma runs within 
  this misty forest. Even foresters do not 
  venture here. 
  Smith City 
  This bustling town was named after the 
  many smiths who ply their trade here. The 
  Everyman Society has it's headquarters 
  here, and the "Catalogue of Secrets" is kept 
  securely under lock and key. 
  Syndula 
  The capitol city of serpentine territory. 
  Terrazona 
  A large corsair city-state. 
  Tey Shond 
  "Cavern of Lights." Sacred to the nethermen. 
  Tourmaline 
  "The Jewel of the Elven Empire." The Seelie 
  Court often meets here. Possibly the largest 
  city in the world, it also houses the Museum 
  of Contraptions. 
  Uluthanthia Crossing 
  The meeting place of Skarien singers. 
  Warnbridge 
  This small, defensive town is built upon an 
  island in the middle of Darvin's River, 
  known for its treacherous waters. Persons 
  who wish to pass into the Silvi Woods must 
  cross the Warnbridge (where they are 
  questioned and searched) or else travel a 
  hundred miles down river to a ferry. 
  Whisperly 
  This town is guarded by great magic, and is 
  populated almost entirely by sidhe. The 
  Seelie Court sometimes meets here. 
  Windwild Desert 
  Obviously unnatural, nothing will grow in 
  the Windwild Desert. Few will venture 
  within it, for the winds tend to confuse and 
  disorient the traveller. Goblins believe this 
  was once the site of the ancient goblin city 
  of Ulage. 
  Yellow River Falls 
  Members of the Bear Cubs Society meet 
  here twice a year. 
  Zerk 
  This is the largest hive in the entomolian 
  lands.
  
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  Calendar 
  January 
  Jan. 2 United Diplomacy Quarterly meeting 
  Jan. 18 Feast Day of Blekar (Avian) 
  Jan. 29 Feast Day of Sing Li (Easterling) 
  February 
  Feb. 11 Feast Day of Monnan (Avian) 
  Feb. 12 Feast Day of Grunna (Dwarf) 
  Feb. 28 Ancestor Day (Ratling) 
  March 
  Mar. 5 Feast Day of Gavran (Avian) 
  Mar. 13 Festival of the three Sisters 
  (Serpentine) 
  Mar. 20 New Year (Nomad) 
  April 
  Apr. 4 United Diplomacy Quarterly Meeting 
  Apr. 4-7 Cloud Climb (Avian) 
  Apr. 14 Feast Day of Brei (Dwarf) 
  Apr. 27 Yellow River Falls (Bear Cubs) 
  Apr. 29-30 Brandyford Competition 
  (Archery) 
  May 
  May 4 Feast Day of Two-Bone Sam (Hill 
  folk) 
  May 4 Feast Day of Ler (Avian) 
  May 17 Birthday of Merghena (Jewel Path) 
  May 19 Grand Meeting of the Fate Society 
  (Children of Fate) 
  June 
  June 1 Festival of Voice & Song (Order of 
  Alzarian) 
  June 5 Feast Day of Sing Po (Easterling New 
  Year) 
  June 20 Feast Day of Sessura (Avian) 
  June 30 King's Competition (archery, 
  jousting) 
  July 
  July 5 Yellow River Falls (The Bear Cubs) 
  July 10 Feast Day of Lonne (Dwarf) 
  July 18 United Diplomacy Quarterly Meeting 
  July 29 Feast Day of Jessylou (Hill Folk) 
  August 
  Aug. 8 Feast Day of Borir (Dwarf) 
  Aug. 13 Bear Ceremony (Barbarian) 
  Aug. 18 Day of Marg (Dwarf) 
  Aug. 30 Skarien Day (Skarien Singers) at 
  Uluthanthia Crossing 
  September 
  Sep. 12 Anniversary of the death of Kre-
  Usur, founder of the Blood Path (Draconian) 
  Sep. 18 Fellowship of Fighters Feast Day 
  Sep. 26-28 Festival of Fancy, 3 days (Jesters) 
  October 
  Oct. 5-7 Lady Luck Festival, 3 days (Corsair) 
  Oct. 10-12 Advocates of Justice Initiation 
  rites 
  Oct. 11 Feast day of Auberim (Dwarf) 
  Oct. 17 Grand Meeting of Fate (Children of 
  Fate) 
  November 
  Nov. 1 Day of the Dead (Coven) 
  Nov. 2 Feast Day of Morryen (Avian) 
  Nov. 16 The Brothers Feast Day (Dwarf) 
  Nov. 30 Feast day of Nictryi & Tu (Dwarf) 
  Nov. 30 United Diplomacy Quarterly 
  Meeting 
  December 
  Dec. 3 Lady of the Sea Feast Day (Corsair) 
  Dec. 22 Birthday of Vulge & Snyde, founders 
  of the Cloud Path (Draconian) 
   
  
SOURCE: textdata/thevault/Legendary Lives/Legendary Lives 2nd Edition.pdf