TEXT: Betwixt reality and dreams lies the realms of our imagination 
   
  Betwixt reality and dreams lies the realms of our imagination 
   
   
   
   
   
   
   
  Campaign Setting 
   
  For Use with the Castles & Crusades 4
  th edition Roleplaying Game 
   
   
   
   
   
   
   
   
   
   
   
   
  By 
   
  Ian R. Craig 
   
  Edited by J.M. Reinhard 
   
   
   
   
   
   
  Betwixt Reality and Dreams Lies the Realm of Our Imagination 
  
  Betwixt reality and dreams lies the realms of our imagination 
  2 
   
   
  Table of Contents: 
   
  Foreword  
   
   
   
   
   
   
   
   
   
  page 3 
  The Westerlands 
   
   
   
   
   
   
   
   
   
  page 4 
   
  Lands of Abbernoth  
   
   
   
   
   
   
   
  page 4 
   
  Timekeeping in the Westerlands 
   
   
   
   
   
   
  page 5 
  Races of the Westerlands 
   
   
   
   
   
   
   
   
  page 7 
   
  Dwarves  
   
   
   
   
   
   
   
   
  page 7 
   
   
  Haladoror, True Dwarves 
   
   
   
   
   
   
  page 8 
   
   
  Yfirkind, Surface Dwarves 
   
   
   
   
   
   
  page 9 
  Elves 
   
   
   
   
   
   
   
   
   
  page 10 
   
   
  Elves of the House of Glamrielle 
   
   
   
   
   
  page 11 
   
   
  Elves of the House of Ilifar 
   
   
   
   
   
   
  page 12 
   
   
  Half Elves  
   
   
   
   
   
   
   
  page 13 
  Gnomes 
   
   
   
   
   
   
   
   
   
  page 14 
   
  Halflings  
   
   
   
   
   
   
   
   
  page 15 
   
  Mankind  
   
   
   
   
   
   
   
   
  page 16 
   
  Ogres 
   
   
   
   
   
   
   
   
   
  page 16 
   
  Half Trolls  
   
   
   
   
   
   
   
   
  page 18 
  Classes in the Westerlands 
   
   
   
   
   
   
   
   
  page 20 
   
  Fighters 
   
   
   
   
   
   
   
   
   
  page 20 
   
  Rangers 
   
   
   
   
   
   
   
   
   
  page 21 
   
  Rogues 
   
   
   
   
   
   
   
   
   
  page 21 
   
  Assassins  
   
   
   
   
   
   
   
   
  page 21 
  Barbarians 
   
   
   
   
   
   
   
   
  page 22 
   
  Wizards 
   
   
   
   
   
   
   
   
   
  page 22 
   
  Illusionists 
   
   
   
   
   
   
   
   
  page 22 
   
  Clerics 
   
   
   
   
   
   
   
   
   
  page 23 
   
  Knights 
   
   
   
   
   
   
   
   
   
  page 23 
   
  Paladins  
   
   
   
   
   
   
   
   
  page 24 
   
  Bards 
   
   
   
   
   
   
   
   
   
  page 24 
  Faiths and Religions of the Westerlands 
   
   
   
   
   
   
  page 25 
   
  The Old Ways 
   
   
   
   
   
   
   
   
  page 25 
   
  The Mlaenoriaid and their Children 
   
   
   
   
   
   
  page 28 
   
  The Priory of the Eternal Flame  
   
   
   
   
   
   
  page 38 
  Magick and the Realms of Existence 
   
   
   
   
   
   
   
  page 41 
   
  The Six Arcane Disciplines 
   
   
   
   
   
   
   
  page 42 
   
   
  Conjuration 
   
   
   
   
   
   
   
  page 42 
   
   
  Divination  
   
   
   
   
   
   
   
  page 42 
   
   
  Evocation  
   
   
   
   
   
   
   
  page 43 
   
   
  Incantation 
   
   
   
   
   
   
   
  page 44 
   
   
  Maleficium 
   
   
   
   
   
   
   
  page 44 
   
   
  Thaumaturgy 
   
   
   
   
   
   
   
  page 45 
   
   
  Petty Magick 
   
   
   
   
   
   
   
  page 46 
  The Three Orders of Magick 
   
   
   
   
   
   
   
  page 47 
   
   
  The White Order 
   
   
   
   
   
   
   
  page 47 
   
   
  The Grey Order 
   
   
   
   
   
   
   
  page 47 
   
   
  The Black Order 
   
   
   
   
   
   
   
  page 48 
  The Realms of Existence 
   
   
   
   
   
   
   
  page 48 
  The Peoples and Kingdoms of the Westerlands 
   
   
   
   
   
   
  page 50 
   
  The Abberlands 
   
   
   
   
   
   
   
   
  page 50 
   
  Calderland 
   
   
   
   
   
   
   
   
  page 50 
   
  Dalamath  
   
   
   
   
   
   
   
   
  page 51 
   
  The Dales  
   
   
   
   
   
   
   
   
  page 51 
   
  The Fadeterenuri 
   
   
   
   
   
   
   
   
  page 53 
   
  Fallrigh 
   
   
   
   
   
   
   
   
   
  page 53 
   
  The Free-Cities 
   
   
   
   
   
   
   
   
  page 53 
   
  Glamrielle  
   
   
   
   
   
   
   
   
  page 53 
   
  Gethlyn 
   
   
   
   
   
   
   
   
   
  page 53 
   
  The Grey Mountains and the Halls-Beneath-The-Mountains 
   
   
   
   
  page 54 
   
  Kelengia-Oade 
   
   
   
   
   
   
   
   
  page 54 
   
  Maidinfell  
   
   
   
   
   
   
   
   
  page 54 
   
  Morgarath  
   
   
   
   
   
   
   
   
  page 54 
   
  Old Cerilia 
   
   
   
   
   
   
   
   
  page 55 
   
  The United Kingdoms 
   
   
   
   
   
   
   
  page 55 
   
  Xax-Gro-Mar 
   
   
   
   
   
   
   
   
  page 55 
  Gazetteer of the Westerlands  
   
   
   
   
   
   
   
  page 56 
   
   
  Map of the Abberlands 
   
   
   
   
   
   
   
  page 58 
   
  Aielwer 
   
   
   
   
   
   
   
   
   
  page 59 
   
  Caerwen  
   
   
   
   
   
   
   
   
  page 61 
   
  Lordainia  
   
   
   
   
   
   
   
   
  page 65 
   
  Rosalin and Glamrielle 
   
   
   
   
   
   
   
  page 72 
   
  The Realm of Glamrielle 
   
   
   
   
   
   
   
  page 76 
  Personalities of the Abberlands 
   
   
   
   
   
   
   
  page 79 
  Appendix I: Equipment, Arms and Armour of the Westerlands 
   
   
   
   
  page 84 
  Appendix II: Monsters of the Abberlands 
   
   
   
   
   
   
  page 91 
  Appendix III: Abberlands Random Encounters 
   
   
   
   
   
   
  page 102  
  Map of the Westerlands 
   
   
   
   
   
   
   
   
  page 109 
  OGL 
   
   
   
   
   
   
   
   
   
   
  page 110  
  
  Betwixt reality and dreams lies the realms of our imagination 
  3 
   
   
  Foreword: 
   
   
  The warm late summer rain pounded, thunder rolled and lightning illuminated the night sky in a fabulous display. Pine and oak 
  trees that sprawled over the rolling countryside swayed with the storm, drawing long, every changing shadows in the flashes of lightning. 
  The remnants of an old watchtower jutted drawing out from the trees atop a rubble-strewn hillock. Two rotting wooden doors, reinforced 
  by rusted iron had fallen long ago at the tower‟s flanks, and brushy undergrowth had since claimed them in their embrace. Three 
  companions, all in heavy cloaks that the rain had nearly soaked through, carefully made their way up a narrow path that led up to the 
  entrance of the old tower, hoping to find some shelter for the night… 
   
   
  That is how it all began, in a rather long winded description of three companions making their way up 
  a hill to the promise of shelter from the rain. A little over a decade later that small idea has become what is 
  now before you, The Abbernoth Campaign Setting. This has been one part labour of love, one part dogged 
  determination, and at least three parts blind obsession but I am pleased with the result. This book, as it has 
  grown to the size where booklet no longer would accurately define it, details the races, lands, peoples, 
  monsters, and magick of the world of Abbernoth, and more particularly, the part of that world known as the 
  Westerlands.  
   
   
  The driving concept in the creation of The Abbernoth Campaign Setting has been what I have come to 
  refer to as understated fantasy, the idea that magick isn’t overt or common and that heroes and villains are 
  believable characters who are exceptional not necessarily for their preternatural strength or abilities, but 
  rather for their actions and their deeds. My goal has been to present a high fantasy setting in a recognizable 
  and relatable way in a world that is wholly believable and internally consistent. I sincerely hope that this 
  humble work is well received and that the Westerlands will be enjoyed by you, dear reader, as much as it is 
  for this humble author. So welcome to Abbernoth and may the sun shine down upon you as you travel its 
  roads, and may the shadows be forever kept at bay… 
   
  Ian R. Craig, February 8th, 2011 
   
   
  A Note on the Rules: 
   
  This supplement is designed to be used with the 4th edition of the Castles & Crusades roleplaying 
  game published by Troll Lord Games. All references to rulebooks within this text are referring to the Castles & 
  Crusades Player’s Handbook 4th printing by Davis Chenault and Mac Golden, Monsters and Treasure 3rd 
  printing by Robert Doyel and Stephen Chenault, or to the Black Libram of Nartarus by Casey Christofferson.  
   
   
   
   
   
  This work is dedicated to Jack Wawrzynski for teaching me the power of imagination 
   
  to 
   
  Samuel Dixon for being the caretaker of my works, the first to read them, and for teaching me the joy of writing 
    
  and to  
   
  Ian Richard Phelps for teaching me the true meaning of strength and perseverance, a hero by any standards. 
   
   
   
   
   
   
   
  All material not covered by the OGL Version 1.0a (found on pg110 of this document) is © Ian R. Craig 2011 
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  4 
   
   
  The Westerlands: 
   
  he Westerlands is the name given to the lands of western Abbernoth the continent at the heart of the 
  world of Torâlia. It is a place of temperate to arctic climes populated by a plethora of races and creatures 
  from the various kingdoms of men to the terrible and maleficent race of Morgar, bloodthirsty creatures 
  cursed by the gods for their betrayal in the tumultuous and terrible time of the Long Twilight where even the 
  sun shunned the world. It is a land of ancient ruins and magick, of great cities and sylvan forests, a place 
  where fairies frolic through forgotten glades, and dragons slumber away the centuries, and men of courage 
  stand undaunted in the face of beasts that stalk in shadow. Welcome to Abbernoth and the realms of the 
  Westerlands! 
   
  The Lands of Abbernoth: 
   
   
  The continent of Abbernoth is perhaps the largest landmass upon Torâlia but is not the only one. The 
  planet is comprised of Three known landmasses broken into five regions with Abbernoth broken into the 
  Westerlands or those lands on the western banks of the Inner Sea, and the Farlands (as they are known to 
  the people of the Westerlands) on the eastern shores of the Inner Sea comprising primarily of the Empire of 
  Galeron, and the frozen lands of Norn north of the Westerlands across the Sea of Starfall. South and east of 
  Abbernoth lays Bajazâr, and to the far east of the Farlands is the near-mythical continent of Pheneb.  
   
  Bajazâr: 
   
  Far to the south of Abbernoth across the Endless Ocean lies Bajazâr, the golden land of shifting sands 
  ruled over by the enigmatic Bajâr, a proud, dark skinned people who serve the gods of the Asalam and their 
  prophets, the immortal lammasu. In the Westerlands the Bajâr are best known for their occupation of the 
  former kingdom of Dalamath a century ago. Since then ships from the “Golden Lands” have been seen in 
  ports across the Westerlands. 
   
  The Farlands: 
   
  The people of the Westerlands have little contact or knowledge of the lands beyond the Inner Sea save 
  for occasional trade ships traversing the waters to trade in the distant ports of the Empire of Galeron which 
  seems to spread across most of the land. The people of Galeron are unlike the men of the Abberlands, a 
  brown skinned race with straight black hair and amber eyes. It is said that their culture is ruled by an 
  inflexible code of law enforced by the Judges as willed by their seemingly immortal God-Emperor.  
   
  Norn: 
   
  To the north of the Westerlands lies the uncivilized and harsh wilderness of Norn, birthplace of the 
  fierce men of the Norn tribes, intrepid raiders whose long ships have been a symbol of fear for coastal 
  communities on the Sea of Starfall for hundreds of years. It is a land where giants roam and terrible serpents 
  haunt the icy depths of the sea. It is a land of long and brutal winters, a place of rocky beaches and high 
  mountains, ancient coniferous forests, and barren tundra.  
   
  Pheneb: 
   
  In the Westerlands the word Pheneb is synonymous with magick and mystery. Little is known about 
  this distant land, few even truly believe in its existence. It is supposedly a land of dark magick where men can 
  kill with a touch and unfathomably powerful sorcerer-kings rule immense city-states from ancient citadels 
  built upon the bones of slaves.  
   
  The Westerlands:  
   
  The Westerlands is the heart of the Abbernoth Campaign Setting and the area in which the rest of this 
  work focuses. The Westerlands consists of the countries of the Abberlands, Calderland, Dalamath, Gethlyn, 
  the Fadeterenuri, Fallrigh, Morgarath, and the United Kingdoms. It is bounded in the east by the Inner Sea 
  and the unexplored wilderness of the Wîlderlunds, to the south by the Endless Sea, to the north by the 
  tumultuous waters of the Sea of Starfall, and by the Sea of Dusk in the west. The Westerlands also 
  encompasses the off shore island nation of Kelengia-Oade. 
  T
  
  Betwixt reality and dreams lies the realms of our imagination 
  5 
   
   
  Timekeeping in the Westerlands: 
   
   
  A Torâlian year consists of 480 days broken down into 12 months of 40 days (due to the cycle of 
  Aluna, Torâlia’s moon) which are further broken down into 4 “tendays” which are known variously as eves, 
  quarters, falls, or weeks across the Westerlands. While the term eve is used in the United Kingdoms, fall is 
  used exclusively by the dwarves and men of Fallrigh and tenday is most commonly used across the 
  Abberlands as well as this text.  
   
  The history of the Abberlands is broken into eras which begin and end with events of great significance 
  as declared by the Aesthetics of Câlis, the lore keepers of the Westerlands. Each era lasts for an indeterminate 
  number of years. Currently it is the 560th year of the 3rd era (expressed 560.3Ea.r). This system of dating is 
  known as Aesthetics Reckoning (a.r.).  
   
  The Calendar of Câlis: 
   
  The Calendar of Câlis, named for the old god of knowledge, is summarized below. The months are 
  presented in the order in which they occur, followed by their Gregorian equivalent and any significant 
  holidays noted after it are detailed below.  
   
  Table 01: The Calendar of Câlis 
  Order: 
   
  Name: 
   
   
   
  Holidays: 
  1 
   
  Twilightfall (Nov) 
   
   
  Aeafa Nos (1
  st) Marks the beginning of the Long Twilight 
  2 
   
  Wintertide (Dec) 
   
   
  Yule (21
  st-23
  rd) Winter Solstice 
  3 
   
  Deepwinter (Jan) 
   
   
  Candlemas (1
  st) Marks the end of the Long Twilight 
  4 
   
  Hearthseek (Feb) 
  5 
   
  Thawingtide (Mar)  
  6 
   
  Seedfall (April) 
   
   
  Beltane (40
  th) Marks the ½ year 
  7 
   
  Flowertide (May) 
   
  8 
   
  Highsummer (June)  
   
  Litha (20
  th-23
  rd) Midsummer 
  9 
   
  Summerfall (July)  
  10 
   
  Autumntide (Aug)  
   
  Lammas (1
  st) First Reaping 
  11 
   
  Harvesttide (Sept)  
   
  Alban Eluned (21
  st-23
  rd) Autumn Equinox 
  12 
   
  Moortide (Oct) 
   
   
  Saimhain (40
  th) New Year 
   
  Aeafa Nos: 
   
  Aeafa Nos, meaning winter night, in the fey tongue marks the day the cold dark of Long Twilight first 
  enveloped the lands of Abbernoth and is sacred to the gods of evil called the Bariaeth in the Old Faith. 
  Traditionally it is a day marked by solemn revere and sacrifice to the gods for protection through the darkest 
  days of winter.  
   
  Alban Eluned: 
   
  Alban Eluned is the autumn equinox. It is celebrated by followers of the Old Ways as the second 
  harvest a time when the acorns fall from the oaks and are planted in fertile soil. It is the time of year when 
  day and night are equal and is celebrated with feasting and revelry. In the Abberlands the druids lead in 
  rituals of the harvest in the name of the gods and goddesses of the Naturiaeth.  
   
  Beltane: 
   
  Beltane (along with Saimhain) is one of the most important holidays in the Abberlands. It marks the 
  half year point and as well as the arrival of summer. Beltane is a time for honouring life and renewal. To 
  followers of the Old Ways it is the time when the fey return from their winter respite and dance again among 
  the fields and boughs of trees. It is a time for love and lovers marked by marriages and betrothals. It is said 
  that the Æther between the mortal realm and the fey realm is at its weakest on Beltane Eve and that Aluna 
  and her court ride through the ancient forests and vales and her bell can be heard ringing crisp and clear on 
  the wind. It is a time where fey magick is at its zenith.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  6 
   
   
  Candlemas: 
   
  The first day of Deepwinter is known as Candlemas and serves to mark the day that the elf king 
  Andurîal drove the alicorn into the Witch King’s heart and ended the darkness of the Long Twilight. It is a day 
  of renewed hope and remembrance, a time when the promises of the return of light and renewal of life made 
  during Yule become manifest. During Candlemas the folk of the Westerlands (especially in the Abberlands) 
  light candles and place them in each window of their home, they clean their hearths and light a new fire, 
  telling stories of old and reflect on hopes for the coming year.  
   
  Lammas: 
   
  Lammas is the festival of the first fruits of the harvest and marks the first day of autumn. It is a time 
  sacred to the old god Iltyd the Father of the Fields as the time of his birth.  It is a time of feasting and 
  celebration in the Westerlands. It is an occasion when people honour the gods for the gift of the first harvest 
  and reflect, perhaps with a bittersweet pleasure that like the harvest all men’s time is finite upon the world 
  and will eventually wane and pass on. Less prominently but perhaps more importantly it is also a time of 
  honouring mothers and their integral role within the community.  
   
  Litha: 
   
  Litha is the festival of the summer solstice, also known as Midsummer across the Westerlands. It is 
  the time when the sun is at its highest apex, a day when light overcomes darkness and a day of power to 
  practitioners of magick. Litha marks the middle of the summer months and is a sacred day to the old gods of 
  the Ddwirnod most especially Aouragon the King in the Heavens. Litha is celebrated with the lighting of great 
  bonfires and with song and dance, great agricultural fairs are held in towns and villages across the 
  Westerlands. It is believed by the folk of the Abberlands that Midsummer Eve is a good time to commune with 
  field and forest fairies.  
   
  Saimhain: 
   
  Saimhain marks the beginning of winter as well as the beginning of a new year. To those who follow 
  the Old Ways light is born first from darkness, so Saimhain marks the beginning of the New Year at the 
  commencement of the dark months of winter. During Saimhain the Æther separating the mortal realm from 
  Ebergofiant, the realm of dreams and oblivion is thinnest allowing for the spirits of the dead to be felt upon 
  the mortal realm once more. It is a time when black magick is at its zenith. Saimhain is a time to honour the 
  dead where the folk of the Abberlands place extra chairs at the table for the spirits of their ancestors and 
  apples are buried by the side of the road for spirits who are lost or have no descendants remaining to provide 
  for them. Turnips are carved out and made to resemble protective spirits for Saimhain is a night of dark 
  magick and chaos. The fey folk become very active and mischievous, pulling pranks on unsuspecting 
  humans.  It is a time when travelling after dark is ill advised and if it must be done, a traveller should wear 
  white to resemble a spirit or disguise themselves in some other way to fool nature spirits whose mischief 
  would do them harm.  
   
  Yule: 
   
  Yule takes place upon the night of the winter solstice when the dark of winter finally begins to give 
  way to the light of spring and starting with the next sunrise, the sun will climb a little higher and the day will 
  last a little longer. Bonfires are lit in fields and crops and trees are wassailed with toasts of spiced cider. In 
  the Abberlands children are escorted from house to house with gifts of clove spiked apples laid in baskets of 
  evergreen boughs and wheat stalks dusted with flour. The apples represent the sun, while the boughs are 
  symbolic of immortality, the wheat stalks symbolize the harvest, and the flour represents light and life.  
  The greatest tradition of Yule is the burning of the Yule log which must be either harvested from the 
  farmstead or given as a gift, but never bought. Once brought into the house the log is decorated with seasonal 
  greenery and doused with cider or ale and dusted with flour before being set ablaze by a piece of the previous 
  year’s log. The log will burn throughout the night and then smoulder for a tenday before being ceremonially 
  put out. Yule is a sacred day to many of the old gods, most especially the gods and goddesses of the 
  Naturiaeth.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  7 
   
   
  Races of the Westerlands: 
   
  bbernoth is home to innumerable beings from the strange and magickal races of the fey that were born 
  of Tylwyth Teg and crossed the Æther to the mortal realm long ago, to the proud and bestial trolls of 
  Xax-Gro-Mar, and not least of all the enigmatic race of men who have come to dominate the Westerlands 
  since the sinister years of the Long Twilight. The most prevalent of Abbernoth’s races are defined below, 
  detailing their appearance, culture and beliefs, racial traits and abilities, as well as their place in the 
  Westerlands.  
    
  Dwarves: 
   
  Dwarves who name themselves dvergr are a race born of the old gods Dîlîn and Grâth and are distant 
  cousins of the fey, though they are born of the mortal realm and not Tylwyth Teyrnas. Dwarves have 
  exceptional longevity for a mortal race living for as long as 500 years before they return to the bosom of the 
  dwarf mother.  They are a proud people who are known to be honourable and strong. They are fine craftsmen 
  and metallurgists who delve deep within the earth in search of jewels and precious metals. Dwarven society is 
  based upon a rigid code of honour and obligations that places them in eternal debt to kin and clan from the 
  day of their birth. They are indebted to their parents for bringing them into the world and teaching them what 
  it means to be a dwarf. They are beholden to their clan because it serves as guardian and as a source of 
  succour. These birth-debts, called buror-skuld in the dwarven tongue of dvergr-mal, are considered 
  irredeemable and remain outstanding for a dwarf’s entire life. At its most severe, a dwarf is expected to 
  sacrifice everything for kin and clan even if the cause is hopeless or unjust.  
  There is a second code to which all dwarves are bound called the virding-skuld, which roughly 
  translates to the debt of respect that at its simplest, requires a dwarf to offer just compensation for a service 
  justly and faithfully rendered. This code is the rule and guide of all dwarven transactions in life, both in 
  business and interpersonal dealings.  
  To outsiders dwarves come across as extraordinarily stubborn, but this is little more than an 
  expression of dwarven honour, loyalty, obligation, and tenaciousness they project into everyday life. Dwarves 
  can come across as greedy and callous when dealing with outsiders and this is simply because the buror-
  skuld and virding-skuld are so deeply ingrained into a dwarf from the moment of his birth that they have 
  extreme difficulty with accepting the fact that not all races are so obliged.  
  Dwarves value fine craftsmanship and their skills in metallurgy are unequalled. Dwarves are 
  meticulous, patient, and all possess a keen attention to detail and incredible determination regardless of the 
  task at hand. They are painstaking in their dedication to whatever craft they take up, be it metal-working, 
  masonry, or the arts of war.  
  The dwarven race can be divided into two branches which are divided on cultural lines, the Haladoror, 
  or true dwarves who dwell as dwarves always have, within the Halls-Beneath-the-Mountains, and the 
  Yfirkind, or surface dwarves who have left their ancestral homes to begin anew in the world above.  
   
  An average dwarf stands a somewhere between 4 ½ and 5 feet tall and weighs a little over 160 lbs. 
  They are broad at the shoulders and in the stomach, with heavy set brows and ruddy, leathery flesh. Dwarves 
  are not comely creatures with large noses and generally grizzled features marred by the scars of a hard life. 
  Dwarven eyes are most commonly of light hue, grey, blue, or green being most common, though hazel or 
  amber eyes are not unheard of. Dwarves are shaggy folk with thick wiry hair covering most of their bodies 
  though strangely enough they are prone to baldness as they age. Most dwarves have blond or sandy coloured 
  hair that goes grey as they mature. To a dwarf his beard is a status symbol, the longer a dwarf’s beard the 
  greater his station within his clan. Dwarven women are nearly as hairy as their male counterparts though 
  they are less inclined to baldness and although they can grow beards it is unusual for them to do so, 
  preferring instead to maintain thick, braided mutton chops or bushy sideburns.  
   
   
  A
  
  Betwixt reality and dreams lies the realms of our imagination 
  8 
   
   
  Dwarven clothing tends to be practical and sturdy, fashioned from thick wool or spun strands of fungi 
  found deep in the tunnels below the earth. Dwarven garments are designed to keep them warm in the depths 
  of their clanholds where it can get very cold, leading to them lining most articles with fur. Dwarves favour 
  thick belts and heavy boots of leather tanned from the hides of cattle or giant lizards that prowl the tunnels 
  and caverns below the mountains. Many dwarves wear distinct stocking style caps of wool and fur called hattr 
  that further help to ward off the cold. Dwarves don’t make use of heraldry to identify individual clans or 
  families but instead make use of a heavy plaid garment called a sveigja made from 6 yards of pleated fabric 
  and bound by a heavy brooch commonly fashioned from silver. The particular pattern of a sveigja denotes a 
  dwarf’s clan and family. These complex patterns look very similar if not indistinguishable to outsiders but to a 
  dwarf they are as clear as any shield blazon or signet.   
  In war dwarves garb themselves with heavy chain hauberks or plate armour and carry hefty round 
  shields constructed of interwoven hardwood and covered by steel called a skjoldr and prefer spears, throwing 
  axes, and short stabbing swords  that can easily be employed in constricted spaces.  
   
   
   
  Haladoror, True Dwarves: 
   
  The Haladoror, or true dwarves, is the name given to those dwarves who dwell within the ancient 
  clanholds in the Halls-Beneath-the-Mountains. They are staunch traditionalists who have few dealings with 
  the outside world beyond occasional trade. The Haladoror are respected as stalwart warriors. 
  In the years since the Long Twilight the Haladoror have seen a great deal of war and bloodshed below 
  the Grey Mountains. When the Witch King was defeated those morgar under his command fled from the sun 
  deep below the earth where they waited and licked their wounds. Eventually their numbers grew for the 
  morgar breed quickly. War with the dwarves was inevitable and for the last 1000 years or more the Haladoror 
  have been in constant conflict with these feral morgar for survival, which has become known as the folcvig-
  niori, the war below. Though the dwarves have been resolute, the morgar have reaped a bloody toll on the 
  Haladoror and many clanholds have fallen. The dwarven natural slow rate of reproduction compounded by 
  constant losses to the morgar has put the continued survival of their race in jeopardy. Today the Haladoror 
  are in losing a war, teetering on genocide that few outside their own race even know is being fought.  
   
  Racial Traits and Abilities: 
  Distrust of Outsiders: True dwarves are naturally suspicious of outsiders and will most often come across as 
  stubborn, harsh, and greedy to those who are not familiar with their traditions. As a result true dwarves 
  suffer a -2 penalty to charisma checks when dealing with members of other races who are unfamiliar with 
  dwarven customs and traditions. Due to their disdain for the svivirding, true dwarves suffer a -4 penalty to 
  charisma checks when interacting with them.  
  Deepvision: As described on page 34 of the Player’s Handbook.  
  Determine Depth and Direction: As described on page 34 of the Player’s Handbook. 
  Enmity (Morgar): Over centuries of conflict with the morgar true dwarves have fostered an undying crucible 
  of hatred for these vile shadowspawn. When in combat against morgar, this fury and hatred allows dwarves a 
  +1 bonus to hit these creatures. Additionally dwarves suffer a -4 charisma penalty when interacting with 
  morgar. 
  Defensive Expertise (Giants): As described on page 35 of the Player’s Handbook except it only applies to 
  giants and not to ogres.  
  Resistant to Arcane Magick: As described on page 35 of the Player’s Handbook.  
  Resistant to Fear: As described on page 35 of the Player’s Handbook. 
  Resistant to Poisons (Constitution): As described on page 35 of the Player’s Handbook.  
  Stonecraft: As described on page 35 of the Player’s Handbook.   
  Languages:  Dvergr-Mal, Tylwyth Teg, Trader’s Tongue (common), Pigeon Old Abborn, Pigeon Chysgoda Balog 
  (the black tongue) 
  Size: Small 
  Movement: 20 feet 
  Typical Classes: Fighter, Rogue, Cleric, Bard 
  Attribute Modifiers: +1 Constitution, -1 Dexterity 
  Rogue and Assassin Modifier: +2 find traps in structures only 
    
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  9 
   
   
  Yfirkind, Surface Dwarves: 
  The Yfirkind, meaning surface dwarves in dvergr-mal is the name given to those dwarves who have left 
  their ancestral Halls-Beneath-the-Mountains to dwell in the world above. Many of the Yfirkind originally 
  hailed from the clanholds in what are the modern day Mountains Grim and were forced to flee during the 
  grave years of the Long Twilight, and others are the descendants of the clans lost to the folcvig-niori, the war 
  below. Yfirkind live in small, scattered communities across the Westerlands where they try desperately to hold 
  on to the traditions of their people and pray for the day they can return to their ancestral clanholds and 
  reclaim them from the shadow. Others have taken up residence in the cities of men leaving behind much of 
  their culture and traditions. To the Haladoror these Yfirkind are no longer dwarves at all and they call them 
  svivirding, meaning disgraced in the dwarven tongue. These disgraced dwarves are looked upon as miserable 
  and dirty by their mountain dwelling kin. The Yfirkind are the most common dwarves encountered in the 
  Westerlands and most men are unaware there is any difference between the surface dwarves and their 
  mountain dwelling kin at all.  
  Despite their distance from the Halls-Beneath-the-Mountains, Yfirkind are still craftsmen without 
  equal, though many have diversified into carpentry and fine woodworking, and many surface dwarves are 
  sought after for their skills as armorers and jewellers. Yfirkind who leave their clans in the hills find employ as 
  guards for merchant caravans, who value dwarves for their sense of loyalty and dutifulness or as mercenaries 
  working for the highest bidder. 
   
  Due to the centuries living in the world above, surface dwarves tend to be a bit taller and leaner than 
  their mountain dwelling kin standing between 5 and 5 ½ feet tall and weighing somewhere between 130-150 
  lbs.  Yfirkind tend have skin of a deep tan colour with ruddy cheeks and bright eyes. Surface dwarves tend to 
  exhibit greater variation in hair colour, shades of brown or auburn being most prevalent and they are less 
  prone to baldness as they age. Many of the Yfirkind maintain similar beard traditions as their mountain kin 
  but those who have left their clans for human settlements are less inclined to be as well groomed as their 
  more traditional brethren.  
   
   
  Racial Traits and Abilities:  
  Deepvision: As described on page 34 of the Player’s Handbook except that surface dwarves Deepvision range 
  is reduced to 60 feet. 
  Enmity (Shadowspawn): Over centuries of conflict against shadowspawn and the loss of their ancestral 
  clanholds has resulted in a burning hatred for these vile creatures. When in combat against any creature 
  touched by shadow, this fury and hatred allows dwarves a +1 bonus to hit these creatures. Additionally 
  dwarves suffer a -4 charisma penalty when interacting with any creature touched by the shadow, be them 
  monster or maleficar.  
  Defensive Expertise (Giants): As described on page 35 of the Player’s Handbook except it only applies to 
  giants and not to ogres.  
  Resistant to Arcane Magick: As described on page 35 of the Player’s Handbook.  
  Resistant to Fear: As described on page 35 of the Player’s Handbook. 
  Resistant to Poisons (Constitution): As described on page 35 of the Player’s Handbook.  
  Stonecraft: As described on page 35 of the Player’s Handbook except that surface dwarves must be within 5 
  feet of the surface in question and his wisdom check is reduced to +1. 
  Languages: Dvergr-Mal, Trader’s Tongue (common), Old Abborn or Fallrish, and one of the following; Pigeon 
  Chysgoda Balog (the black tongue), Pigeon Troll Tongue, Pigeon Tylwyth Teg 
  Size: Small 
  Movement: 20 feet 
  Typical Classes: Assassin, Fighter, Ranger, Rogue, Cleric, Bard 
  Attribute Modifiers: +1 Constitution, -1 Dexterity 
  Rogue and Assassin Modifier: +2 find traps in structures only 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  10 
   
  The Three Schools of Chleddawnsywr: 
   
  There are three distinct styles employed by elvish 
  chleddawnswyr, meaning blade dancer in the fey 
  tongue, which have been passed down since time 
  immemorial:  
   
  Saethudawnswyr or fire dancer style is based upon the 
  traditional elvish dance of the same name and 
  characterized by swift, flowing movements, with 
  precisely timed feints and counter-strokes. It is said that 
  a master of this style is capable of facing as many as 9 
  foes simultaneously. 
   
  Nghurylldawnswyr, or the falcon dance style, focuses on 
  displacement, sudden feints, parries, and ripostes to 
  create an opening for an unexpected, elegant, and 
  unrelenting assault. This was the preferred style of the 
  chleddawnswyr during the wars with the Witch King 
  during the Long Twilight and is still favoured by the 
  older generations of elves today.  
   
  Chidwmdawnswyr or wolf dance style is based off of the 
  chleddawnswyr Elladrin‟s observations of wolves in the 
  wilds. It perhaps the fiercest of the traditional elvish 
  styles relying on brutal and swift offense; there are no 
  truly defensive techniques employed by practitioners of 
  this style but rather they rely on in-fighting to keep their 
  enemies off balance and answer every strike with a 
  counter-attack.  The Chidwmdawnswyr style is favoured 
  by the chleddawnswyr in Ilifar who have found it to be 
  incredibly effective against the Dalamathi who favour 
  spears and heavy slashing swords which require space to 
  effectively wield.  
   
  Elves: 
   
  Elves are an ancient and timeless race of fey that came to the mortal realm from Tylwyth Teyrnas. 
  They call themselves the ellyll and are born of the dreams of the goddess Aluna. Elves embody the beauty of 
  the natural world; they personify its grace and magick, its strength, and at times its unbridled wrath. Elves 
  have a strong connection to the fey realm and reside where that realm converges with the mortal world. In 
  these places an elf might live for thousands of years without showing the least signs of aging. When away 
  from these magickal places elves are still exceedingly long lived existing for as long as 500 years. Near 
  immortality affords elves an almost infinite patience and a vast wealth of knowledge and experience. This 
  makes elves sage-like in their perspective and combined with their preternatural dexterity and lithe movement 
  they appear almost ethereal to those who behold them for the 
  first time.  
  The overriding sense of near immortality colours an elf’s 
  every thought and action which grants them a tremendous 
  patience and a cool aloofness that men see as indolence and 
  insensitivity. What men rarely understand is that elves have 
  centuries to act where their lives begin and end in a blink of an 
  eye. Although when the time for action is upon them, elves are 
  capable of acting with such speed and alacrity that few can 
  match. It was the elf king Andurîal after all, who united the last 
  of the free folk against the Witch King to put an end to the Long 
  Twilight all those centuries ago. Elves revel in both the beauty 
  of nature and of crafts. Where the minds of men look to the 
  present, elvish thought focuses on what will be, and what could 
  be. This mind-set allows elves to shape the natural world 
  around them, watching a sapling grow and with care and 
  patience, melding it into a massive tree with arching branches 
  coaxed with magick over many centuries into works of exquisite 
  living beauty. This art is known by elves as colfen caneuon, tree 
  song, a gift taught to them by the ysgeifiog before men ever trod 
  upon the world. Today the art of colfen caneuon is fading away; 
  few are capable of mastering it and even fewer have been born 
  with the gift for it. Elves take the same sagacious approach in 
  all their crafts. One thing elves have is time and they are keenly 
  aware of that. Time is the anvil upon which all elven arts are 
  honed, be it music, metal working, sword play, or magick.  
  Their timeless frame of mind allows elves to see both the 
  unsurpassed loveliness and unfathomable sorrow in all things, 
  for as time allows them to see what beauty will come they also 
  realize that all things are fleeting and will eventually fade and 
  pass from the world. It is this duality which imbues the race of 
  elves with a sincere fatalism. Their agelessness creates in their hearts a distinct apprehension to death for 
  their attachment to the living world is so profound and deeply felt. These contradicting notions of time create 
  an almost paradoxical desire to control or even halt its advancement. Time is the source of their magnificent 
  and lovely handiworks, and its passing, the unavoidable path to their inevitable doom. In many respects this 
  leads elves to become mired in the past, in days long past from the world as everything else changes around 
  them.  
  Elves in the mortal realm maintain a bond to Tylwyth Teyrnas which grants them their near 
  immortality. When an elf leaves Glamrielle there is an overwhelming sense of emptiness that grows with each 
  passing day until the last of their grace fades away, leaving them mortal and destined to die well before their 
  time. An elf will not make such a decision lightly and those few who choose a mortal life do so only for the 
  most momentous reasons.  The gradual loss of elven immortality is known as yn diflannu in the fey tongue, or 
  the fading. Apart from prolonged absences from points where Tylwyth Teyrnas touches the mortal realm, the 
  only other way an elf will experience yn diflannu is if they choose to bind themselves to a mortal. The binding  
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  11 
   
   
  or rhwymiad in tylwyth teg is an elvish rite, a gift from Aluna to her favoured children, where an elf forms a 
  magickal bond with another being, whether mortal or fey, and from that point onwards their souls are as one.  
  What joys and sorrows one feels, so does the other, their triumphs and disappointments, their ecstasy and 
  agony. It is an act of true love which cannot be broken even in death.  From the point an elf binds themself to 
  a mortal yn diflannu will begin and cannot be halted.  
   
  Elves stand approximately 5 ½ feet tall and weigh somewhere around 115 lbs. They are of slight build 
  and their “ethereal” nature lends them a preternatural grace and beauty. Elves have thin, sharp facial 
  features with large, bottomless eyes that shine with the light of centuries of experience. Their ears are long 
  and slender, tapering to points at their ends. Elves most often wear their hair long and unrestrained.  
  Elves prefer loose, flowing garments of light materials and intricate brocade featuring winding motifs of 
  flowers, vines, and animals. Typically elves garb themselves in loose-fitting knee length tunics with pleated 
  skirts, cinched by long thin belts, with heavier brocade vests called a nghrys over this tunics, and well 
  cobbled boots crafted of supple doeskin on their feet. When traveling, elves favour long yet light cloaks with 
  wide hoods which are most often embellished with fine embroidery. Elves favour elegant jewellery that follows 
  delicate, natural lines and curves, crafted from the purest silver, white gold, or very rarely mythril.  
  Like all elvish arts perfected upon the anvil of time, elves are masters of the art of war, though they 
  their aversion to death makes them loathe taking life. When forced into conflict however elves garb themselves 
  in coats of delicate mail that is as hard as steel and prefer to strike at range with finely wrought bows and 
  arrows, long, leaf-headed spears, or with long, thin, single-edged, slashing swords called lleascledau.  
   
  Eves in Abbernoth can be divided into three sub-races; those of the House of Glamrielle or the Aelwyd 
  Glamrielle, those of the House of Ilifar called Aelwyd Ilifar, and half elves born of human and elven parents 
  called hanner in the fey tongue.  Each sub-race is detailed below. 
   
  Elves of the House of Glamrielle: 
  The Elves of the House of Glamrielle, or Aelwyd Glamrielle in the fey tongue, are those elves who reside 
  within the sylvan realm of Glamrielle. They exist in the ancient elvish cities of Thal-Aluna, and Thal-Iridis and 
  have long been bound to the people of the Abberlands, united long ago when the elf king Andurîal wed the 
  human girl Delwyn Llyr who became the first queen of the Abborn. Many of the elves of the Aelwyd Glamrielle 
  live for a time amongst the humans of Rosalin and Lordainia to experience the world beyond the seclusion of 
  their fey realm. Due to this closeness with the men of the Abberlands, the elves of the Aelwyd Glamrielle are 
  by far the most commonly encountered of their kind. 
  The elves of the Aelwyd Glamrielle are the epitome of fey grace and splendour. Their skin is the colour 
  of fresh cream, with eyes the colours of the evening sky; amber, blue, or lavender. Elvish hair is the colour of 
  a wheat field in Autumntide. The only signs of aging exhibited by these elves can be seen in their eyes which 
  slowly begin to dim once they have passed their 500th year, so slightly at first it barely noticeable even among 
  other elves but eventually the joy begins to fade and is replaced with deep sorrow and longing for what once 
  was. Elves who reach this point in their life often leave the mortal realm and return to Tylwyth Teyrnas where 
  they will continue on forevermore.  
   
    
   
  Racial Traits and Abilities: 
  Enhanced Senses: As described on page 36 of the Player’s Handbook. 
  Twilight Vision: As described on page 36 of the Player’s Handbook. 
  Move Silently (Dexterity): As described on page 36 of the Player’s Handbook. 
  Spell Resistance: As described on page 36 of the Player’s Handbook. 
  Spot Hidden Doors: As described on page 36 of the Player’s Handbook. 
  Weapon Training: As described on page 36 of the Player’s Handbook except that the elf must choose from 
  either the lleascledau, long bow, or long spear.  
  Languages: Tylwyth Teg, Dvergr-Mal, Trader’s Tongue (common), Old Abborn, Nua Abber, Chysgoda Balog 
  Movement: 30 feet 
  Typical Classes: Fighter, Ranger, Cleric, Druid, Illusionist, Bard, Fighter/Illusionist 
  Attribute Modifiers: +1 Dexterity, -1 Constitution 
  Ranger Modifier: +2 move silent, +2 find traps 
  Rogue and Assassin Modifier: +2 listen, +2 move silent, +2 find traps 
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  12 
   
   
  Elves of the House of Ilifar: 
  The Aelwyd Ilifar are those elves whose realm is the shadowy forest of Ilifar in the southeast of the 
  Westerlands. They were once a part of the Aelwyd Glamrielle when the great forest sprawled across the 
  Westerlands in all its magnificence before the Witch King cast the Charm of Unmaking and broke the world. 
  During the Long Twilight the elves of Ilifar suffered most acutely, many died by morgar blades, but it was not 
  death which caused them to suffer so profoundly, it was the loss of their immortality. The cataclysmic magick 
  the Witch King released into the world at the dawn of the Long Twilight wreaked havoc upon Ilifar, destroying 
  their ancient cities and severed them from Tylwyth Teyrnas forever stealing from them their immortality. This 
  tremendous loss left an unfathomable emptiness in their hearts resulting in the elves of the Aelwyd Ilifar to 
  recede even further from the outside world, even from their kinsfolk in Glamrielle. Over the centuries this 
  dreadful void within the them has been filled by sorrow, bitterness, and an intense mourning for what was 
  lost.  
  In the last fifty years the elves of the Aelwyd Ilifar have been locked in bitter war against the men of 
  Dalamath who have named the elves of Ilifar Şyrâle, which roughly translates to forest spirit or demon in their 
  language. It was the Dalamathi who brought their axes and torches to ancient Ilifar and began to clear away 
  great swathes of forest much like the vile morgar had done before them. It was the Aelwyd Ilifar who struck 
  first blood and have taken to the resulting war with grim purpose, even after it became clear that it would 
  inevitably end in their doom. For the elders of the Aelwyd Ilifar this war brings them a measure of solace, an 
  outlet for their rage, and in death they find an end to their insatiable longing and sorrow.  
  Despite the fatalist outlook of the elders, the younger generations are slowly becoming a voice of hope 
  and reason among the Aelwyd Ilifar. They talk of reuniting with their kin in Glamrielle, they look to the future 
  of their people and a return to what once was. They desire and end to the bloody war with the Dalamathi, and 
  some have gone so far as to actively seek aid from the men of Aielwer and Caerwen to see it done. They have 
  dared to chance where the elders can only perceive their races inevitable ruin. It is in these young elves that a 
  glimmer of hope remains for the Aelwyd Ilifar.  
  Where the Aelwyd Glamrielle embody the grace and beauty of the elvish race, the Aelwyd Ilifar 
  represent the stoic side of the elvish psyche. There is a palpable aura of sorrow and longing that follows these 
  creatures and to be in their presence is like admiring a rose but knowing that its splendour is finite and 
  eventually its delicate pedals will wither and die until nothing of it remains.  
  Where the elves of the Aelwyd Glamrielle still dwell within the ancient cities of their race, the Aelwyd 
  Ilifar favour a more nomadic existence. The elves of Ilifar live in family groups called ciwdod in the fey tongue 
  which typically consist of no more than twenty or so individuals who are related by birth or marriage. Each 
  ciwdod is led by the eldest among them and their people are governed by a council composed of all the elders 
  who meet annually during Moortide within the ruined halls of the ancient city of Thal-Ilifar. It is from these 
  meetings that the future of the Aelwyd Ilifar is decided. Each ciwdod is not only beholden to the laws of their 
  people as set down by the elders, but also the traditions of their individual group, making each of these family 
  groups unique amongst themselves.  
   
  Physically the elves of Ilifar are slightly taller and heavier of build, but otherwise closely resemble their 
  kin in Glamrielle although their skin is more the colour of bark than cream and their hair the colour of leaves 
  in autumn just before they fall from the branch. The Aelwyd Ilifar prefer to wear clothing of darker hues to 
  their kinsfolk, favouring earthy tones of brown and blues akin to the night sky. Their bodies are marked by 
  tattoos called fena, ritualistically drawn with inks mixed from local flowers and roots in intricate and flowing 
  patterns which denotes which ciwdod an elf belongs to as well as their place within it.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  13 
   
   
  Racial Traits and Abilities: 
  Enhanced Senses: As described on page 36 of the Player’s Handbook. 
  Twilight Vision: As described on page 36 of the Player’s Handbook. 
  Move Silently (Dexterity): As described on page 36 of the Player’s Handbook. 
  Spell Resistance: As described on page 36 of the Player’s Handbook. 
  Spot Hidden Doors: As described on page 36 of the Player’s Handbook. 
  Weapon Training: As described on page 36 of the Player’s Handbook except that the elf must choose from 
  either the lleascledau, long bow, or long spear.  
  Languages: Tylwyth Teg, Trader’s Tongue (common), Chysgoda Balog , Pigeon Old Abborn, Pigeon Dâlam, 
  Pigeon Bâjab, Pigeon Dvergr-Mal  
  Size: Medium 
  Movement: 30 feet 
  Typical Classes: Fighter, Ranger, Rogue, Cleric, Druid  
  Attribute Modifiers: +1 Dexterity, -1 Charisma 
  Ranger Modifier: +2 move silent, +2 find traps 
  Rogue and Assassin Modifier: +2 listen, +2 move silent, +2 find traps 
   
  Half Elves: 
  For an elf to bond themselves to a human bears a heavy price, the sacrifice of their immortality. It is a 
  choice born from unique circumstances or events and is almost unheard of outside the Abberlands. Elves, 
  like all fey, maintain a guarded approach toward the race of men and for love to be born of these two races, an 
  elf must find a human of surpassing worth and beauty. Thus half elves are the rarest of all the races of 
  Abbernoth. 
   
  Half elves, called hanner in the fey tongue, vary greatly in appearance, acquiring characteristics of 
  both parents. One commonality among half elves however is that each significantly favours either their 
  human or elvish lineage, inheriting many more characteristics from one parent than the other. In some cases 
  the traits of one lineage are so prevalent that the half elf could pass as a full member of that lineage unless 
  closely scrutinized.   
   
  Like their elven kin, half elves possess intelligence, perceptiveness, and mental alacrity. They are quick 
  to master many skills and trades and have an almost preternatural empathy with the world around them, 
  granting them an extraordinary ability to read people and are likewise exceedingly tricky to deceive.   
   
  Half elves are long lived by the standards of men but compared to the near immortality of the elves 
  their lives are relatively brief. Because of this half elves exist apart from both races, not entirely comfortable in 
  either culture. Elves tend to look on them as curious creatures, treating them with mild indifference while 
  human reactions are as varied as their race. In the Abberlands half elves are accepted with little note, while in 
  Calderland or any area the Priory of the Eternal Flame holds sway, half elves are greeted with prejudice or 
  outright hostility.  Much of the reaction a half elf experiences is determined by their pedigree. Half elves that 
  favour their human lineage can vary widely in personality while those of elven lineage tend to strongly exhibit 
  elvish values and mind-set and possess a greater longevity.  
   
  Their permanence often presents problems. Human friends often age and die before a half elf has 
  reached his middle years. Conversely half elves find elvish farsightedness obscure and often difficult to fully 
  comprehend. Because of this half elves often have tendencies toward loneliness and melancholy which is at 
  times exasperated by manifestations of the fatalism so pronounced in their elvish kin. This often causes half 
  elves to wander and to avoid spending too much time among either race. Some even choose to find solace 
  away from both elves and men, preferring to live out their lives in the company of gnomes or surface dwarves. 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  14 
   
   
  Racial Traits and Abilities: 
   
  The mixed lineage of half elves affects the specific traits that a half elf inherits; Players choose to have 
  either their human or elvish to be dominant. Racial abilities and modifiers are based on the chosen lineage. 
   
  All half elves possess the following three abilities: 
   
  Empathy: As described on page 37 of the Player’s Handbook. 
  Move Silently (Dexterity): As described on page 37 of the Player’s Handbook. 
  Spot Hidden Doors (Wisdom): As described on page 38 of the Player’s Handbook. 
   
  Half elves of human lineage possess these abilities: 
   
  Attribute Check Modification: As described on page 38 of the Player’s Handbook. 
  Spell Resistance: As described on page 38 of the Player’s Handbook. 
   
  Half elves of elven lineage possess these abilities: 
   
  Attribute Modification: Either +1 to dexterity, and -1 to constitution if descended from the Aelwyd 
  Glamrielle, or +1 dexterity, and -1 charisma, if descended from the Aelwyd Ilifar. 
  Enhanced Senses: As described on page 38 of the Player’s Handbook 
  Spell Resistance (Wisdom): As described on page 38 of the Player’s Handbook 
  Languages: Tylwyth Teg, Old Abber, Nua Abber (human lineage), Pigeon Chysgoda Balog (elf lineage) 
  Size: Medium 
  Movement: 30 feet 
  Typical Classes: Any 
  Ranger Modifiers: +2 move silently, +2 find traps 
  Assassin and Rogue Modifier: +2 listen (elf lineage), +2 find traps, +2 move silently 
   
  Gnomes: 
   
   
  Gnomes are fey creatures more akin to ogres and elves but often misconstrued as an offshoot of the 
  dwarven race. Though they are related to dwarves as much as any fey creature, gnomes are born of Tylwyth 
  Teg. They are creatures born of the god Malcorr during the dream of creation and exist in hidden, ancient 
  groves where the connection to the fey realm is strong. They live their exceptionally long lives deep in these 
  natural places where few ever find their way. They are masters of glamour and they use magick to remain 
  largely hidden from the rest of the world. Gnomes are deeply bonded to the natural world; they are the 
  caretakers of the woods and converse with the animals that call the forests home.  
  Contrary to their natural shyness and their reclusive inclinations, gnomes are very curious races who 
  possess an immense thirst for knowledge of all things which often leads them to take great interest in lost 
  mortals who stumble too deeply into their ancient woodland homes.  Gnomes will often use their magick to 
  safely observe their “guests” before making their presence known. There are many tales told throughout the 
  Abberlands of lost woodsmen stumbling upon communities of gnomes where they are treated with songs and 
  wine. Gnomes encourage their guests to sit with them and discuss all manner of things as they try and glean 
  as much information as they can. Gnomes are very careful in their speech and are skilled in extracting all 
  manner of information from their guests, whether their guests intended to tell it or not. This skill is not 
  limited to simply civil conversation and gnomes have been known to glean secrets and even concessions from 
  others. Conversely, gnomes loathe giving up information and rarely do so without a price. 
   
  Gnomes are small creatures standing little more than 3 feet tall. They have ruddy, earthy skin that 
  seems worn by lives in the wild and marked by age. Gnomes have large, long noses and their wide eyes shine 
  with a childlike gleefulness and mirth. Gnomish hair is most often curly and the colour of freshly dug earth. 
  Male gnomes wear thick, bushy beards and moustaches which are usually quite long with adult beards 
  reaching down to within an inch of the ground.  
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  15 
   
   
  Gnomish clothing is a simple affair crafted from wool or fabrics spun from woodland flora. They prefer 
  dark, earth-toned clothing, mixing dark greens and browns with embellishments dyed with saffron or woad to 
  produce deep blues and burnt yellows. Gnomes tend to wear simple deerskin shoes or low boots and favour 
  unadorned belts. Gnomes have few armaments and rarely resort to violence when their glamor can keep them 
  safe; the only weapons a gnome might carry are simple cudgels, daggers, or blowpipes and slings that they 
  employ in hunting birds and hares.  
   
  Racial Traits and Abilities: 
  Animal Empathy: As described on page 37 of the Player’s Handbook except that this ability extends to any 
  mundane forest creature, not just burrowing animals.  
  Dark Vision: As described on page 37 of the Player’s Handbook. 
  Enhanced Hearing: As described on page 37 of the Player’s Handbook. 
  Spells: As described on page 37 of the Player’s Handbook but additionally gnomes add Faerie’s Glamour and 
  Hypnotism to their list of innate spells. Furthermore gnomes may cast Invisibility once per week as if they 
  were a second level caster. Note that these spells are in addition to any spells available to gnomes of 
  spellcasting character classes. 
  Languages: Tylwyth Teg, Dvergr-Mal, Trader’s Tongue (common), Pigeon Chysgoda Balog (the black tongue) 
  Size: Small 
  Movement: 20 feet 
  Typical Classes: Rogue, Illusionist, Druid, Bard, Druid/Illusionist, Bard/Illusionist 
  Attribute Modifiers: +1 Intelligence, -1 Strength 
  Rogue and Assassin Modifier: +3 listen 
   
  Halflings: 
   
   
  Of all the races who call Abbernoth home, the halflings are perhaps the most curious. No one knows 
  where the little folk came from or when they first appeared, not even the halflings themselves, who really don’t 
  care. To them their race has always lived as they do in the Dales. They speak their own peculiar dialect of 
  anglish and have no specific religious beliefs. They find pleasure in the simple things in life; strong ale, a good 
  pipe, and the company of friends. Their crafts tend to be ordinary and practical with farmers, millers, 
  innkeepers, weavers, brewers, tailors, bakers, and merchants being common in halfling society.  
   
  Upon first sight halflings look much like small, well-nourished humans. They share similar 
  mannerisms and habits with men, but closer inspection will reveal leathery hair-covered feet, and large wily 
  eyes. Halflings are a jovial race, friendly, courteous, and hospitable, yet they prefer the company of their own 
  kind to those of other races though in the last few decades more and more young halflings stricken by 
  wanderlust have begun to explore the neighbouring lands of men and few who leave ever choose to return to 
  their rural homeland. These halflings often find themselves in unexpected places and mixed up in the most 
  unusual escapades. It is in these situations that one of their least known qualities comes to the fore; hearts 
  as stout as the most hardened warriors, and an almost foolhardy courage. 
   
  Halflings are small of stature standing a little over 3 feet in height and have wide, round eyes, and 
  hairy, leathery feet. Halflings rarely wear shoes, only needing them in the coldest winter months. Long days in 
  the summer give a halfling’s naturally pale skin a ruddy tan. They have curly hair that ranges in colour from 
  blond to dark brown which changes to grey and eventually white as they age.  
   
  Halflings prefer to dress in muted colours derived from saffron, indigo, woad, weld, and the like. They 
  garb themselves in simple rustic attire, preferring breeches and loose fitting tunics, vests, and well-worn frock 
  coats.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  16 
   
   
  Racial Traits and Abilities: 
  Fearless: As described on page 38 of the Player’s Handbook. 
  Hide (Dexterity): As described on page 38 of the Player’s Handbook. 
  Natural Linguists: Though few halflings travel far enough afield to be exposed to many different languages, 
  those that do quickly realize they have a natural knack for linguistics. Halflings who spend more than two 
  weeks in a foreign land may take an Intelligence test to learn a pigeon form of the native dialect. A halfling 
  may learn a number of pigeon dialects equal to their intelligence modifier.  
  Move Silently (Dexterity): As described on page 38 of the Player’s Handbook. 
  Duskvision: As described on page 39 of the Player’s Handbook. 
  Resistant: As described on page 39 of the Player’s Handbook. 
  Languages: Anglish, Trader’s Tongue (common) 
  Size: Small 
  Movement: 20 feet 
  Typical Classes: Fighter, Ranger, Rogue, Bard  
  Attribute Modifiers: +1 Dexterity, -1 Strength 
  Ranger Modifier: +2 conceal, +2 move silent 
  Assassin and Rouge Modifier: +2 hide, +2 move silent 
   
  Mankind: 
   
   
  The race of men is young by the standards of the elder races of Abbernoth. The Old Faith teaches that 
  men were the last race born of the Dream of Creation and the Priory believe that men are the children of the 
  One True God, his chosen whose light is destined to illuminate the whole world. Whatever the truth might be 
  the race of men is by far the most prolific. They are a diverse and individualistic people whose strength is 
  born of their adaptability to varied environments, cultures, and societies. Diversity is truly the hallmark of the 
  race of men.  
  From what scholars have been able to uncover all of mankind can trace its origins to one of eight 
  ancient tribes; the Abborn, Bajazâr, Cerii, Fall, Goths Kelts, Norn, and Slavs. From each of these great tribes 
  the modern nations of men were born.  
   
  Racial Traits and Abilities: 
  Primary Attributes: As described on page 40 of the Player’s Handbook. 
  Languages: Trader’s Tongue (common), and any languages common to their respective homeland  
  Size: Medium 
  Movement: 30 feet 
  Typical Classes: Any (note that humans are able to combine up to 3 classes when multi-classing with the 
  approval of the CK) 
  Attribute Modifiers: None  
   
  Ogres: 
   
   
  Ogres are a race of large and cumbersome fey whose overall size belies a natural gentleness and grace. 
  They are an exceedingly wise people who live exceptionally long lives despite their mortality and possibly due 
  to this, their minds are careful and methodical. They are slow of speech and choose their words carefully and 
  come across as somewhat formal and reserved even when among close friends and relations. Ogres are the 
  children of Silvâin the Princess of Wildflowers and Bâlis the White Brother, they are cousins of elves and 
  gnomes and most often live amongst these races. Ogres generally portray the virtues of the gods whose 
  dreams bore them; they are calm, generous, and generally passive creatures who delight in tending gardens 
  and roaming the wild places of Abbernoth, though if threatened their sheer strength and unexpected speed 
  makes them incredibly perilous opponents.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  17 
   
   
  Ogres are on average approximately 7 to 8 feet in height, with strong, well-muscled bodies weighing 
  more than 400lbs, thick necks, and heavy set faces with long pointed ears. These creatures are not ugly per 
  say but rather have a certain humble magnificence about them with skin the colour of rich soil, large eyes of 
  lavender, emerald, or sage, and thick fur-like hair with a tendency toward thick sideburns and tufts of fuzz 
  growing from their ears. Many older ogres wear thick and luxurious beards much like their distant dwarven 
  cousins. Unlike dwarves however, ogre women do not grow facial hair and tend to be much smaller and more 
  comely than their male counterparts.  
   
  Ogres enjoy sturdy and simple dress with simple adornments using floral patterns on brocade vests or 
  skirts. Ogre men often wear wide-brimmed hats or heavy, voluminous cloaks of natural colours, while women 
  dress in loose fitting tunics with long flowing skirts. Few ogres are trained combatants but many are skilled 
  hunters, who are very keen shots with slings and bows. Most ogres carry with them heavy oaken walking 
  staves that double as a defensive weapon if they are threatened, but very care to know the ways of swords or 
  axes, which to ogres are used only for murder, which is their general outlook on warfare. 
   
  Few ogres stray far from their families, they are naturally territorial creatures who are prone to intense 
  homesickness when away for too long, though for an ogre time is a much broader concept and a decade to an 
  ogre is more akin to a year to a human. However there is a tradition amongst ogres that they should 
  experience the world beyond their home to learn what they can. Upon attaining adulthood at the age of 100 
  years, an ogre will take to the roads and forests of the Westerlands on what is called a crwydra, or wander in 
  the fey tongue. A crwydra lasts for 20 years after which the ogre returns to their family and recounts what 
  they have learned and experienced, and if found deserving is allowed to marry and start a family of their own.  
   
  Ogres are naturally magickal beings like all fey and many take to druidic magick with astonishing 
  ease. Ogres who show a knack for magick are trained to be noethineb, wisdoms of their people who act as the 
  spiritual guides, teachers, and leaders. These ogres spend most of their time wandering between various ogre 
  families preforming wedding ceremonies, funerals, teaching the young the ways of nature, history, and music, 
  as well as acting as the protectors of their people in times of need.  Ogre noethineb are treated with great 
  respect by all the fey and are especially well received by the human folk of the Abberlands who maintain such 
  close ties to the Old Ways. 
   
  Racial Traits and Abilities: 
  Nature Empathy: An ogre’s closeness to nature and growing things allows them a sort of empathic 
  communication with plants and trees. This ability manifests itself as more of an aptitude to feel the emotions 
  of the natural world around them than true communication. This ability allows an ogre to instinctively feel 
  simple emotions such as fear or sadness, or it can exhibit as knowing what a plant requires such as sunlight 
  or water. This ability does not allow an ogre to discern more than basic feelings and could not, for example, be 
  used to determine if a creature had recently passed by or to understand the exact nature of what might be 
  causing a tree to feel uneasy, only to perceive its feeling of unease.  
  Twilight Vision: Ogres can see well in starlight, moonlight, or torchlight, retaining the ability to discern 
  colour and detail in these conditions up to a half mile but only if they are outdoors.  
  Spells: Like all fey ogres possess a few inherent magickal abilities and may use each of the following once per 
  day as a 1st level caster; Purify Food and Drink, Entangle, and Pass Without Trace. Additionally an ogre may 
  use Warp Wood once per tenday as a 2nd level caster.  
  Languages: Tylwyth Teg, Old Abber, Nua Abber, Pigeon Chysgoda Balog (the black tongue)  
  Size: Large 
  Movement: 30 feet 
  Typical Classes: Illusionist, Ranger, Druid, Bard, or Bard/Illusionist 
  Attribute Modifier: +2 Strength, +1 Wisdom, -2 Charisma, -1 Dexterity 
  Ranger Modifiers: +2 Track 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  18 
   
   
  Half Trolls: 
   
    
  Half trolls are perhaps the most pitiable race in all of Abbernoth. They are creatures descended from 
  both humans and trolls, most often a forced union imposed upon a human slave, though others are born 
  from rape. In either case these poor offspring are forced to live on the edge of society, little cared for by 
  humans, trolls, or anyone else. In the Westerlands half trolls find themselves afforded varying degrees of 
  acceptance, from cautious suspicion by the folk of the Abberlands, to persecution and outright hatred by the 
  folk of Calderland. Those half trolls who are raised in Xax-Gro-Mar, the ancestral lands of the trolls, find their 
  lives aren’t much easier; to trolls these half breed offspring are not as strong, skilled, or courageous as a full 
  blooded troll and find themselves constantly needing to prove their worth to their warlord and clans in order 
  to survive. In either case half trolls tend to be a dispirited and bitter lot, who keep to themselves and are often 
  prone to violent and intense mood swings. Half trolls typically keep few friends or allies and live in constant 
  fear and suspicion of those around them. The social stigma encountered throughout their lives coupled with 
  the might and bellicosity of trolls and the competitiveness of humans make half trolls audacious and 
  relentless combatants. 
   
  Physically half trolls are massive creatures by human standards standing between 6 ½ and 7 ½ feet 
  tall with the strength and resilience granted to them by the troll blood in their veins.  Regardless their size 
  and impressive physique half trolls combine the worst physical traits of both men and trolls, often having 
  thick necks and large hooking noses, rough cracking flesh, massive jawlines, and deep, receded brows. Their 
  bodies are more often than not covered in thick wiry fur and most male half trolls tend to wear gruff, gnarly 
  beards to better hide their wholly unpleasant features.  Half troll flesh varies a great deal, with some having 
  skin that closely resembles their human parent; albeit dry and leathery to the touch. Others will have the 
  mottled complexion typical to full blood trolls. Like their flesh tone, half troll eyes run the gamut from the 
  natural colours common to men all the way to the sanguine, wine coloured eyes that trolls possess. Half trolls 
  who are closer to their human lineage typically do not possess true claws though their nails are exceptionally 
  thick and grow swiftly, nor do they grow horns typical to full blood trolls. Half trolls whose blood runs in line 
  with their troll lineage do however grow claws sufficient enough to use as weapons as well as minor horns, 
  though nothing like those grown by their full blooded kin.  All half trolls possess, to some degree, a 
  preternatural regeneration rate and are able to suffer gruesome wounds that would kill a lesser creature or in 
  some cases even regrow lost limbs.  
   
  Racial Traits and Abilities: 
   
  The mixed lineage of half trolls affects the specific traits that a half troll inherits; Players choose to 
  have either their human or troll ancestry to be dominant. Racial abilities and modifiers are based on the 
  chosen lineage. 
   
  All half trolls possess the following two abilities: 
   
  Darkvision: In a similar manner to dwarves, half trolls can see in complete darkness up to 60 feet. 
  Darkvision produces images that are in shades of grey, but it is otherwise like normal sight. Half trolls can 
  function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. 
  A half troll requires one turn to adjust his or her eyes when a light source is extinguished before gaining for 
  use of darkvision.  
  Enhanced Sense of Smell: This ability allows half trolls to detect the presence, but not specific location, of 
  creatures within 30 feet or within 60 feet if the creature is upwind. Strong scents, such as smoke or rotting 
  garbage, can be detected at twice those ranges. Overpowering scents, such as skunk musk, can be detected at 
  three times these ranges. If a half troll becomes familiar with an individual, he can learn the individual’s scent 
  and recognize it. It should further be noted that false, powerful odours can easily mask other scents and 
  completely spoil this ability.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  19 
   
   
  Half trolls of human lineage possess these abilities: 
   
  Attribute Modification: +1 Constitution, +1 Strength, -2 Charisma 
  Racial Stigma: Due to the natural distrust half trolls are afforded by other races they gain a -2 charisma 
  modifier when dealing with other races which is increased to a -4 when dealing with humans. 
  Regeneration: Half Trolls of human lineage possess a preternatural vitality which allows them to heal at a 
  significantly increased rate. Half trolls regenerate at a rate of 1/2 hit point per turn, and will eventually 
  regenerate lost limbs and organs. Half trolls must still make a constitution save if poisoned, as the poison will 
  simply keep killing the half troll over and over again until the toxin is removed. This ability is continuously 
  active. Subdual (non-lethal) damage heals at a rate of 1 point of damage every round. Acid, fire, or similar 
  damage cannot be regenerated.  
   
  Half trolls of troll lineage possess these abilities: 
   
  Attribute Modification: +2 Constitution, +2 Strength, -4 Charisma  
  Claws: Half trolls of troll lineage are able to grow thick, sharp claws which may be used as a weapon in melee. 
  A half troll’s claws deal 1d4 damage and the half troll and is considered proficient in their use and does not 
  suffer the usual penalties for fighting with an offhand weapon. These advantages only apply if a half troll is 
  fighting without a weapon in either hand, if a half troll wishes to use one of his claws while fighting with a 
  single handed weapon the normal offhand penalties apply.  
  Racial Intolerance: Due to the intolerance and prejudice half trolls are afforded by other races they gain a -4 
  charisma modifier when dealing with members of other races which is reduced to a -2 charisma modifier 
  when dealing with full blooded trolls.  
  Regeneration: Half Trolls of troll lineage possess a preternatural vitality which allows them to heal at a 
  significantly increased rate even compared to half trolls of human lineage. Half trolls regenerate at a rate of 1 
  hit point per turn, and will eventually regenerate lost limbs and organs. Half trolls must still make a 
  constitution save if poisoned, as the poison will simply keep killing the half troll over and over again until the 
  toxin is removed. This ability is continuously active. Subdual (non-lethal) damage heals at a rate of 1 point of 
  damage every round. Acid, fire, or similar damage cannot be regenerated.  
  Languages: Trader’s tongue, Troll Tongue, and any one of the following; Anglish, Nua Abber, Low Gothic, 
  Slavlimba, or Chysgoda Balog  
  Size: Medium 
  Movement: 30 feet 
  Typical Classes: Fighter, Ranger, Rogue, Assassin, Cleric, Fighter/Assassin  
  Ranger Modifiers: +2 Track 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  20 
   
   
  Classes in the Westerlands: 
   
  ost of the classes presented in the Player’s Handbook can be found in the Westerlands with the 
  exception of the Monk class which is not represented in the Abbernoth Campaign Setting.  How each 
  of the various classes fit within the milieu is presented below.  
  A Note on Multi-classing: 
   
  This text assumes the use of the multi-classing rules presented Appendix A: Optional Rules on page 
  140 of the Player’s Handbook. This means that demi-humans are allowed to combine up to two classes, and 
  humans are allowed to combine up to three classes. However the CK is final arbitrator of what multi-classing 
  combinations he will allow in his campaign.  
   
  Fighters: 
   
   
  Given the dangerous nature of the Westerlands, fighting men are a common sight in every land and 
  among every race. In the Westerlands fighters fill the ranks of town watches, live as mercenaries, 
  roadwardens, bodyguards, or in the households of local nobility as men-at-arms. Those fighters of an evil bent 
  or who fall upon hard times can find their way as brigands and highwaymen, or as thugs or enforcers among 
  the secret guilds of thieves in cities like Ardporth, Lhandinas, Eloria, or Torlin. Norn raiders who sail their 
  long ships across the Sea of Starfall are almost exclusively of the fighter class.  
   
  Castle Keeper’s Notes: 
   
  Fighters in the Westerlands are identical to those presented on page 11 the Player’s Handbook.  
   
  Table 02: Weapons Common to the Westerlands 
  Race / Region: 
   
  Weapons: 
  Abberlands 
  Bastard sword, broad sword, club, dagger, godentag, long bow, quarterstaff, short sword, spear, short bow, sickle, 
  sling 
  Calderland 
  Bearded axe, broad sword, club, dagger, flail (any), flamberge, horseman‟s axe, light crossbow, light mace, 
  quarterstaff, short bow, sickle, sling, spear, throwing axe, wolf spear 
  Dalamath 
  Battle axe, club, dagger, halberd, horseman‟s axe, jambiya, long spear, mace (any) , quarterstaff, short bow, sling, 
  tulwar 
  Dwarves 
  club, crowbill, dirk, hand axe, knife, pick (any), sling, short bow, short sword, spear, throwing axe, war hammer 
  Elves 
  Club, dagger, hand axe, lleascledau, long bow, long spear, quarterstaff 
  Fadia 
  Battle axe, club, composite short bow, dagger, hand axe, konchar, light crossbow, myech sword, javelin, 
  quarterstaff, sabre, spear, mace (any), morningstar, throwing axe, war hammer, wolf spear 
  Fallrigh 
  Bearded axe, broad sword, club, crowbill, dirk, hand axe, light mace, lucerne hammer, maul, short bow, short 
  sword, sling, spear, throwing axe, two-handed sword, war hammer 
  Free-Cities 
  Battle axe, bec de corbin, broad sword, cestus, club, crossbow (any), dagger, flail (any), fauchard,  glaive, godentag, 
  guisarme, light pick, mace (any), main gauche, morningstar, pike, pole axe, quarterstaff, rapier, ranseur, sap, short 
  sword, spear, two-handed sword, voulge, war hammer 
  Gethlyn  
  Club, dagger, hand axe, horseman‟s axe, knife, quarterstaff, short bow, short sword, sling, sling staff, spear throwing 
  axe 
  Gnomes 
  Blowpipe, club, dagger, knife, quarterstaff, sling, spear 
  Halflings 
  Club, dagger, dart, hand axe, light mace, quarterstaff, short bow, short sword, sling, sling staff, spear 
  Maidinfell 
  Broad sword, bill, club, crowbill, dagger, godentag, flail (any), horseman‟s axe, heavy crossbow, light lance, light 
  mace, light pick, morningstar, quarterstaff, short bow, short sword, war hammer, wolf spear 
  Norn 
  Bearded axe, broad sword, club, dagger, knife, hand axe, javelin, quarterstaff, sling, spear, throwing axe, winged 
  spear 
  Ogres 
  club, quarterstaff, sling 
  Trolls (half trolls) 
  Battle axe, club, dagger, flails (any), javelin, morningstar, pole axe, sling, spear, spiked gauntlet, throwing axe, two-
  handed sword, whip,  
  United Kingdoms 
  Battle axe, bardiche, bastard sword, broad sword, club, crowbill, dagger, flail (any), godentag, heavy crossbow, 
  heavy lance, heavy mace, horseman‟s axe, light lance, light mace, light crossbow, light pick, long sword, quarterstaff, 
  short bow, short sword, sling, spear, two-handed sword, war hammer 
   
   
  M
  
  Betwixt reality and dreams lies the realms of our imagination 
  21 
   
  The Ministry of Shadows: 
   
  Many believe the mysterious organization known as the 
  Ministry of Shadows is just a myth, a conspiracy theory 
  speculated by city folk, or a story thieves spin as a 
  warning to their children and nothing more.  If the 
  stories are to be believed the Ministry is a network of 
  assassins, and thieves originally from the vast metropolis 
  of Bâgard that has infiltrated influential trade cities 
  across Abbernoth with agents in all walks of society 
  from beggars to kings. The Ministry of Shadows has its 
  hand in many pots; assassination, banditry, drugs, 
  gambling, information brokering, racketeering, and 
  manipulation just to name a few. Thieves plying their 
  trade within Ministry territory pay their dues or else 
  meet their end bleeding out pitiful and forlorn in some 
  dank alley.   
   
  In the Abberlands there have been rumours for 
  decades about the Ministry of Shadows infiltrating cities 
  like Gwenporth, Letyr, and Lhandinas and some dare 
  to go so far as to suggest the Ministry has sway in 
  Delwyncarteffi, perhaps even at the court of the Ever-
  Queen herself.  
    
   
  Rangers: 
   
   
  Rangers are a breed of warriors well suited for life in the wilds while maintaining strong ties to civilized 
  society. Rangers are commonly pulled from agricultural settlements or villages removed from the main 
  thoroughfares and trade routes of the Westerlands. Rangers are most commonly found wandering the wilds of 
  the Abberlands or primeval dales of the Deeping Vale in the United Kingdoms. 
   
  Rangers tend toward good alignment and work to protect farmsteads, travellers, and villages from the 
  dangerous beasts and monsters which lurk in the shadows of the wilds. In the Deeping Vale these rangers 
  work alone or in small bands, but in the Abberlands many rangers belong to the infamous Grey Watch, a 
  brotherhood of rangers dedicated to protecting the Ever-Queen’s domain. It is also rumoured that many of the 
  Ever-Queen’s enigmatic Gwydih are recruited from the ranks of the ranger class.  
   
  Castle Keeper’s Notes: 
   
  Rangers remain the same as presented in the Player’s Handbook on page 12.  
   
  Rogues: 
   
   
  Rogues are more common in the Westerlands than most 
  good folk care to admit. Wherever coins can be found or where a 
  man can be down on his luck, there will invariably be rogues. In 
  the Westerlands the rogue class is a catch-all for all varieties of 
  thieves, ne’er-do-wells, and scoundrels. Rogues are most 
  commonly encountered in cities and towns where trade is 
  conducted and in these cases they often work as thieves, cut-
  purses, burglars, fences, or confidence men. In more rural areas 
  rogues tend to prey upon travellers as bandits, brigands, or 
  highwaymen.  
   
  Rogues operating within a city or large town are 
  frequently associated with some form of “thieves’ guild” to which 
  they pay dues in exchange for protection and the privilege to 
  operate within the guilds territory. These thieves’ guilds organize 
  in the shadows of human society; some exist in complete 
  anonymity, utterly unknown to the greater populace. Others, 
  such as the infamous Ministry of Shadows are spoken of in awed 
  whispers across the Westerlands, their legend often being larger 
  than the truth. Thieves working within the territory of any of 
  these organizations would do well to pay their due else fate can 
  be a fickle thing and misfortune can end an aspiring rogues 
  career. 
   
  Castle Keeper’s Notes: 
  Rogues in the Westerlands are identical to the class presented on page 14 of the Player’s Handbook.  
   
  Assassins: 
   
   
  There are many places across the Westerlands where those who deal in death can make their way. The 
  guild houses of the Free-Cities utilize assassins regularly in their internecine struggles. In Dalamath there are 
  holy orders of assassins who kill as the threads of fate decry. Some assassins are no more than two bit killers 
  willing to do whatever it takes to earn a few coins, others murder for murders sake, and there are yet some 
  who serve as agent to lords and kings.  
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  22 
   
   
  Barbarians: 
   
   
  Barbarians are uncommon in the Westerlands, being found almost exclusively in the plains of Gethlyn 
  and Old Cerilia. These plains tribesmen live a nomadic existence amongst ancient ruins, surviving in shadow 
  haunted, windswept grasslands. These tribes are the remnants of the men of Cerilia who survived the cold of 
  the Long Twilight and the fall of their ancient civilization. These barbarians stand tall and proud with ruddy, 
  wind burned skin, long and straight silvery hair, and lavender or amber eyes. They garb themselves in hides 
  and adorn their hair and bodies with feathers, bones, beaten silver, and jewels found amongst the rubble of 
  age-old ruins. They are master horsemen, exceptional hunters and courageous warriors who follow the Old 
  Ways and pay homage to the spirits of the earth and sky.  
   
  Castle Keeper’s Notes: 
   
  Barbarians in the Westerlands vary slightly from the class presented on page 18 of the Player’s 
  Handbook. Barbarians do not possess the intimidate ability but instead gain horsemanship which mirrors the 
  knight ability of the same name found on page 28 of the Player’s Handbook with one notable exception. 
  Barbarians uses a spear, rather than a lance, for the purposes of the charge action.  
   
  Wizards: 
   
   
  Magick is a potent force in Abbernoth, its ebb and flow permeating everything from the smallest stone 
  to the most terrible monster. Magick is everywhere and wizards are those who have learned some of the 
  ancient secrets to harness this power and mould it to their will. Wizards in the Westerlands are all trained 
  from a young age. Children gifted with magickal ability are either freely given or sometimes taken by a master 
  wizard of one of the clandestine Orders of Wizardry upon the discovery of their gift. These children are taught 
  in secret how to utilize their powers. Upon reaching adulthood and mastering the rudiments of magick, these 
  apprentice wizards leave their master to make their own way.   
   
  Castle Keeper’s Notes: 
   
  Wizards in the Westerlands have all the abilities described on page 22 of the Player’s Handbook but 
  additionally must belong to one of the orders of wizardry described on page 47 of this text.  Wizards have 
  additional special rules based upon the disciplines of magick practiced by their Order. Wizards in the 
  Westerlands are exclusively humans or half-elves, the fey races practice illusion magick exclusively and give 
  little credence to the Orders of Wizardry that govern mortal magicks.  
   
   
  It should be noted that arcane magick works slightly differently in Abbernoth than described in the 
  Player’s Handbook and players wishing to play a wizard character should familiarize themselves with the 
  changes described in Magick and the Realms of Existence starting on page 41 of this text.   
   
  Illusionists: 
   
   
  Illusionists, like wizards are able to tap into the ebb and flow of magick and bend it to their will. The 
  greatest difference between wizards and illusionists is the way in which they manipulate magick and the 
  effects they are able to achieve.  Illusionists are primarily found among the fey and those men whose magickal 
  talent was discovered by the fairy folk rather than by a wandering wizard. In the case of gnomes and fairies 
  illusion magick is a gift that every member of the race has at least some degree of ability. Human children 
  who are born with the gift to work illusion magick are often discovered by the fey folk and carried off to be 
  taught by the gnomes, pixies, or sprites. To the fey these children are considered blessed by Aluna, the Fey 
  Queen and are treated like honoured kin. These disappearances are the basis for countless tales told by men 
  across the Abberlands of fairy’s abducting sleeping babes.  
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  23 
   
   
  Castle Keeper’s Notes: 
   
  Illusionists maintain all of the abilities presented on page 23 of the Player’s Handbook. Additionally 
  human illusionists are automatically fluent in the fey tongue of tylwyth teg. Illusionists are restricted to 
  certain races and may only be elves, gnomes, half-elves (either lineage), humans, or ogres. Unlike wizards, 
  illusionists are never members of one of the Orders of Magick.  
   
  It should be noted that illusion magick works slightly differently in Abbernoth than described in the 
  Player’s Handbook and players wishing to play an illusionist character should familiarize themselves with the 
  changes described under illusion magick on page 41 of this text. 
   
  Clerics: 
   
   
  Clerics are those devout followers of the gods who are 
  capable of channelling their faith into magickal effects. To some 
  faiths these spells are gifted from the gods themselves, 
  magickal blessings granted via divine intervention. To others, 
  clerical spells are merely an alternate method of manipulating 
  the ebb and flow of magickal energy.    
   
  Castle Keeper’s Notes: 
   
  Clerics in the Westerlands are identical to the class 
  presented on page 24 of the Player’s Handbook.  
   
   
  Players wishing to play a cleric character should 
  familiarize themselves with their chosen faith described in the 
  Faiths and Religions of the Westerlands starting on page 25 of 
  this text.  
   
  Knights: 
   
   
  It is upon the pitches of windswept battlefields where 
  the knights of the Westerlands earn their daily bread. These 
  are the professional fighting men who are bound to serve kings, 
  lords, nobles, merchants, guilds, or faiths. To a knight of the 
  Westerlands war is their vocation, the battlefield their home, 
  and death their constant companion.  
   
  Knights are most commonly found among the noble 
  houses of the United Kingdoms, a land born of constant internal strife where knights earn honour and glory 
  both on the field of battle and at tourney. These warriors are the archetypical military leaders bedecked in 
  shining plate and mounted upon mighty warhorses; men who hold themselves to an unflinching code of 
  military conduct. In Calderland many scions of noble houses send their sons to serve in the templar orders of 
  the Priory of the Eternal Flame, and in the Abberlands the marchog, the abborn term for knight, are 
  professional fighting men and expert horsemen whose courage and skill at arms are without peer.  
   
   
   
  The Arfoll Marchog, Oath of the Marchog: 
   
  I shall dutifully serve my liege with temperance and 
  humility.  
   
  Discretion is the watchword of the wise man and my 
  tongue shall know not but the truth. 
   
  My sword shall be my guide and my strength. I will not 
  forsake it nor shall it forsake me. 
   
  I shall not give quarter nor expect it from my foes 
   
  Death shall be my companion and I shall embrace him 
  as a brother. 
   
  My heart shall know only valour. 
   
  My soul shall suffer no fear. 
   
  And mine enemies shall know I have come for them.  
   
  I will stand against the shadow, undaunted wherever it 
  may fall. 
   
  For I am marchog and honour is my guide. 
   
  And my blood will be freely spent for Caerwen and the 
  Ever-Queen. 
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  24 
   
  The Laws of the One True God: 
   
  As there is but one world, one life, one death 
  There is but One True God and he is our Creator 
  All others are false and cower in the darkness 
   
  Order is the blessing of the light and those who dwell in 
  harmony with their fellow man are loved by Him 
   
  Magick is the manifestation of the shadow 
  Those born of it are pawns of the darkness and 
  repugnant in His sight 
   
  Faith is the ointment that soothes the soul 
  And he who is faithful shall bask in the warmth of His 
  protection and shall not be left in darkness 
   
  Mankind is his Creation and their flame shall burn 
  eternal 
   
  A flame that will banish the cold and darkness and its 
  light will illumine the entire world 
   
  So it has been revealed to us by Sigismund the Blessed 
  and so we shall spread the word of the One True God 
   
  -Wilhelm 3:10 
   
   
  Castle Keeper’s Notes: 
   
  The knight class is similar to that presented on page 27 of the Player’s Handbook with the following 
  exceptions; Knights must either be human, or half-elf (human lineage). Knights who hail from the United 
  Kingdoms or Fallrigh are bound to the Knightly Virtues presented in the class description in the Player’s 
  Handbook on page 29, while the marchog are held to the Arfoll Marchog, the oath of the marchog.  Marchog 
  are permitted to wield the following weapons, which supersedes the list presented in the class description: 
  broad sword, dagger, horseman’s axe, short bow, and spear. Marchog use a spear, rather than a lance, when 
  charging on horseback. Knights who serve the Priory of the Eternal Flame are bound by the Laws of the One 
  True God and their ranks are exclusively made up of humans of noble descent. 
   
  Finally, across the Abberlands hedge knights who wander the land without a master are not 
  uncommon. These men often make their way to tourney grounds to prove their worth in hopes of finding 
  employment; others get by less scrupulously. These knights, called “robber knights” by the folk of the 
  Westerlands, have given hedge knights a bad name and these down on their luck fighting men are often 
  mistrusted as a result. These knights follow a code of honour often of their own design.  
  PC hedge knights begin play with half their starting funds (rounding up) which must be used to 
  purchase starting equipment, with any gold remaining being forfeit. Additionally until they find a master, a 
  hedge knight is only able to inspire half the number of creatures (rounding up) that their level would 
  otherwise indicate. PC hedge knights should design their own knightly code of conduct subject to the approval 
  of the CK.  
   
  Paladins:  
   
   
  In the Westerlands paladins are an exclusively human 
  phenomenon belonging to The Brothers-Militant of the Priory of 
  the Eternal Flame. They are warrior-priests of the Priory 
  dedicated to bringing his light to all mankind and his fiery 
  wrath to those steeped in shadow. The faith of these templar 
  have endowed them with supernatural abilities, gifts from the 
  One True God to aid in their crusade. They are often hard men 
  of unwavering faith and devotion to their god and the Priory. 
  Most often paladins travel alone across the Westerlands 
  bringing the wrath of The One True God to the enemies of man.  
   
  Castle Keeper’s Notes:  
   
  Paladins in the Westerlands are uniquely human and 
  serve the One True God and the Priory of the Eternal Flame. 
  Paladins of the Priory must be either of lawful good, lawful 
  neutral, or lawful evil alignment. With the notable exception of 
  racial and religious restrictions paladins have identical to the 
  class presented on page 30 of the Player’s Handbook.  
   
  Bards:  
   
  Across the Westerlands bards go by many names, the 
  people of Lorn and Calderland refer to their storytellers as skalds, who are the keepers of the sagas and 
  ancient stories of their people. Troubadours, minstrels, and merrymakers roam from town to town performing 
  across the United Kingdoms often secretly brokering information and acting as spies or even assassins for the 
  lords and ladies of the land, and the bards of the Abberlands are granted a special respect as the caretakers 
  of the oral traditions beloved by the commons and nobility alike.  
   
  Castle Keeper’s Notes: 
   
  Bards in the Westerlands are identical to the class presented on page 31 of the Player’s Handbook. 
  
  Betwixt reality and dreams lies the realms of our imagination 
  25 
   
   
  Faiths and Religions of the Westerlands: 
   
  aith across Abbernoth is as diverse as its people. In cold and harsh Norn they worship warlike gods 
  called the Aesir who reward the courageous with eternal life in the halls of Odin their king, while the 
  people of the Abberlands follow the Old Ways, revering the Elder Gods and forest spirits. In conquered 
  Dalamath the word of Asalam has taken root, brought from across the Endless Ocean by the enigmatic 
  Bajazâr, and among humans across the Westerlands the Priory of the Eternal Flame spreads its belief in a 
  One True God. Below, the faiths most common to the Westerlands are described in detail; the Old Ways and 
  the teachings of the Priory of the Eternal Flame.  
   
  The Old Ways: 
   
  The Old Ways is a term used by the folk of the Westerlands for the worship of the Mlaenoriaid and 
  their children as taught to men by the elves. They teach of three pantheons; the Naturiaeth, the children of 
  Aluna the Fey-Queen who are the gods and spirits of nature who reside within the fey realm of Tylwyth 
  Teyrnas, The Nosweithiau, the children of the goddess Liliath, the Queen of Oblivion who dwell in the 
  darkness of Ebargofiant, the realm of oblivion, and the Ddwirnod, the gods of the heavens.  
   
  The Mlaenoriaid and the Dream of Creation: 
  According to the Hanesiaeth, meaning “the history” in the fey tongue, the God Rûnba fathered four 
  children collectively known as the Mlaenoriaid, the elders; the twins called Aluna and Malcorr who personify 
  Magick and Nature, and their siblings Aouragon and Liliath who personify light and darkness. To Aluna and 
  Malcorr the Creator gave sovereignty over Tylwyth Teyrnas, what is now known as the fey realm.  Aouragon 
  was given the heavens called Nefoed and it is he who rules wherever light shines on the mortal realm, and to 
  his youngest child Liliath, the Creator bestowed the realm of Ebargofiant, meaning dreams or oblivion, the 
  realm of darkness where mortals travel when they dream and where all souls must return when they die. It 
  was from the collective dreams of the Mlaenoriaid that the mortal realm took shape betwixt the realms of the 
  gods. 
  There was harmony in among the Mlaenoriaid for thousands of years. Their dreams began to take 
  shape in the mortal realm, many children were born, and their children had children, each lending their 
  dreams to the elders. It was during these years of harmony that the youngest of the Mlaenoriaid, Liliath began 
  to foster her greed and paranoia. The Creator had given to her the sovereignty over dreams and because of 
  this she began to believe that the power of creation should be hers alone. As time passed and the dream of 
  creation continued to bring new life to the mortal realm, Liliath’s jealousy and greed began to twist her 
  thoughts into madness. Liliath devised a plan to take the power she desired from the slumbering Creator. So 
  it was that Liliath went to the resting place of Rûnba and murdered him as he slept. With the creator 
  destroyed there was war between the Mlaenoriaid, a war that ended with Liliath being torn from the heavens 
  by the combined might of her siblings. Unwilling to kill their sister, Aluna, Aouragon, and Malcorr decided to 
  imprison her within the mortal realm where they chained her deep beneath the earth where she would remain 
  for all eternity.  
  With the destruction of the Creator the dream of creation was ended. It was a gift only the Creator 
  could bestow, and upon his death the power of creation was forever lost. The Mlaenoriaid could still affect 
  their own realms but the fate of mortals and of their realm was in their hands alone.  
   
  The Long Twilight: 
  The Long Twilight refers to a span of approximately 100 years towards the end of the first era when the 
  Bariaeth led by the goddess Sin conspired to free Liliath from her imprisonment in the mortal realm. The 
  Mlaenoriaid believed the secret of Liliath’s imprisonment was known only to them, but Demorod the god of 
  secrets and forbidden knowledge, also knew. Sin the goddess of lies and deception wanted that knowledge for 
  herself but knew Demorod would never share one of his secrets so she seduced Ceroth and convinced him 
  that Demorod wanted to take her from himself. In a fit of rage Ceroth murdered his twin brother and Sin 
  drank of the dead god’s blood and thus stole his secrets.  
   
   
  F
  
  Betwixt reality and dreams lies the realms of our imagination 
  26 
   
   
  Sin discovered the truth; that only a mortal could shatter the seals that kept Liliath chained below the 
  mortal realm. Sin chose noble Moraxis, King of the Cerilian city-state of Thrax-Morgar to be the key to her 
  mother’s freedom. She went to him in his dreams, twisting his thoughts and seducing him with glimpses of 
  power not meant for mortal hands.  
  Moraxis vanished for six years, six months, and six days. When he returned noble Moraxis was no 
  more, he had become something more wicked and terrible than anyone could have imagined. He had 
  mastered the secrets of the Charm of Unmaking, a forbidden spell never meant for the hands of men. But as 
  with all forbidden knowledge it was not hidden from Sin and she had taught it to Moraxis. It was the Charm 
  of Unmaking that was the key to Liliath’s freedom.  
  When Moraxis returned to Thrax-Morgar he did so upon the back of the Agronthraxias, greatest of the 
  dragons of old. Moraxis demanded his people cast off the shroud of lies wrought by the gods who had 
  conspired against their mother Liliath and bring death to those who would not see the light of truth. Many in 
  the city-state took up his banner and marched against brother and countryman in the name of the Queen of 
  Oblivion. The southern lands of the Cerilian Empire fell to Moraxis and his armies quickly, with each life 
  taken bringing him one step closer to freeing Liliath.  
  In less than two years Moraxis conquered the southern Cerilian city-states killing anyone who would 
  not see the truth behind the twisted lies of the elder gods. After unifying the south under his banner Moraxis 
  marched his armies north, through the mountains, into the heart of the Cerilian Empire. On the fields of 
  Thrax-Ceria the armies of the Cerilian king Ildâin opposed Moraxis and it was here that he cast the Charm of 
  Unmaking. The skies darkened and the ground was rent asunder for hundreds of miles, cities were swallowed 
  whole, and thousands upon thousands of lives were ended. The tremendous magick of the Charm of 
  Unmaking caused a breaking in the flow of time, the world stood still, trapped in perpetual darkness and 
  winter. The spell had weakened the chains holding Liliath, but they did not break and those that survived the 
  horror had been marked by its magick. Where once stood men now stood cruel mockeries of men with 
  blackened claws, and barbs of bone piercing their flesh, with cracked, leathery skin, and bestial features, they 
  were the morgar, the foot soldiers of Moraxis who they hailed as the Witch King.  
  The Witch King’s armies waged war across Abbernoth for nigh 90 years as Liliath and her Bariaeth 
  waged war in the heavens. Liliath bestowed her Witch King with many gifts, the most precious being a suit of 
  chainmail that was impervious to all mortal weapons. There was only one thing in the entire world that could 
  do Moraxis harm, an alicorn of a unicorn mare whose purity and innocence no dark magick could turn aside. 
  With this knowledge Moraxis sent his morgar to hunt down every last unicorn and bring its horn to him.  
  In the 95th year of the Long Twilight, Moraxis finally turned his attention toward the forested realm of 
  Glamrielle. The morgar came upon the forest with fire and axes, hacking and burning their way toward the 
  city of Thal-Iridis at its heart. For five years Moraxis sent his morgar warriors into the depths of Glamrielle 
  only to have them butchered by the fey of the woods. 
  It was Andurîal the elf king of Thal-Iridis who led the fey who opposed the Witch King. He was a 
  warrior without peer whose lleascledau, Cysgod Melltith, had become synonymous with death among morgar 
  foot soldiers. His Gwydih arrows had butchered thousands of the morgar before Moraxis himself dared come 
  to Glamrielle and take command from his favoured lieutenant, the dreadlord Shargazaron.  
  The rage of the Witch King and Agronthraxias knew no bounds and the armies of his Morgar struck 
  harder than Andurîal had anticipated. Moraxis struck deep, his armies hacked and burned their way to the 
  gates of Thal-Aourai between the rivers Danwin and Dudwyfr. The Witch King’s armies arrived before the last 
  of the cities inhabitants could flee. The city was laid to ruin and all who failed to escape were callously 
  murdered. Before the dust could settle among the ruins of Thal-Aourai, the Witch King ordered his Morgar 
  onward toward Thal-Iridis, the seat of Andurîal, and the greatest city of fey.  
  As Thal-Aourai fell, King Andurîal held council in the east of Glamrielle at the city of Thal-Aluna with 
  those who still could stand to oppose Moraxis and his dark goddess. They met within the halls of the 
  Cwnselystafell. It was during this meeting between Andurîal, the ysgeifiog Hen Colfennau, the dwarven king 
  called Gilor, and Orâil, the last heir of the Cerilian crown, that the unicorn Gwirioniaid appeared and told the 
  council of the Witch King’s weakness. She offered her alicorn to Andurîal who removed it from her brow with 
  one stroke from his lleascledau. Gwirioniaid sacrificed herself for the sake of all the world.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  27 
   
   
  Andurîal led a combined army of fey folk, dwarves, and men against the Witch King on the 1st day of 
  Deepwinter in the last year of the first era of the world, and upon the burnt ashes of the forest of Glamrielle 
  the Witch King was slain. Andurîal drove Gwirioniaid’s alicorn straight through Moraxis’ heart. As he died so 
  did the hopes of Liliath and the Bariaeth. As Moraxis lay dying the power of the Charm of Unmaking which 
  freed Liliath was fading away. She was cast back down from the heavens and chained once again deep below 
  the mortal realm. This period became known by the elves as Terfynol Rhyfeloedd, the final war.   
  As Moraxis’ body burned to ashes, the sun began to rise in the east and brought with it the light of a 
  new day. The breaking of the cycles was undone and day became night, and winter turned into spring. This 
  marked the end of the Long Twilight and the beginning of the second era of the world.  
   
  The Naturiaeth, the Children of Aluna and Malcorr: 
  The Naturiaeth are the gods and spirits of nature, magick, and the fey. They are the children and 
  grandchildren of the twins Aluna the Fey-Queen, and Malcorr the Forest Father. They dwell within the realm 
  of Tylwyth Teyrnas. The Naturiaeth are worshipped by those who were born of the fey realm; elves, gnomes, 
  fairies, and ogres, and are the foremost gods known to those men who follow the Old Ways.  
   
  The Nosweithiau, the Children of Liliath: 
  The Nosweithiau are often referred to as the orphaned gods, the children of Liliath who still remain in 
  the realm of Ebargofiant, the realm of dreams, and oblivion. They are not worshipped regularly like the gods of 
  the Naturiaeth but rather invoked for specific reasons. Many of the Nosweithiau, who are collectively known as 
  the Bariaeth, which translates to “evil” from the fey tongue, are not openly worshipped at all but rather in 
  secret by the corrupt, and vile. These are the gods like deceitful Sin, and bloody Ceroth Kinslayer who 
  conspired to free Liliath from her imprisonment, instigating  the terrible years of the Long Twilight. These are 
  dark gods whose provinces are too terrible to invoke openly.  
   
  The Ddwirnod, the Children of Aouragon: 
  The Ddwirnod are the gods of light and the heavens, the sons of noble Aouragon the King in the 
  Heavens. They are the gods of the dwarves,  who were born of Dîlîn and Grâth, whose provinces are that of 
  stone and honour. Their home is the realm of Nefoed, meaning the heavens in the language of the fey.  
   
  Clerics and Druids of the Old Ways: 
  The old gods are most typically revered as a pantheon. A cleric will invoke different gods for different 
  spells. For example, a cleric might invoke Bâlis while attempting to cure a wounded companion, or call upon 
  Aluna to cast a silence spell. Less frequently a cleric will dedicate themselves entirely to a single god to with 
  whom they feel a profound connection to. It is only those clerics who dedicate themselves unto a single deity 
  who will wield their deity’s favoured weapons. Otherwise clerics are restricted to the use of simple weapons, 
  those employed by common folk such as daggers, clubs, quarterstaves, slings, spears, or short bows.  
   
  All druids in Abbernoth follow the Old Ways but focus their attention upon the gods of the Naturiaeth 
  almost to the exclusion of all others. They follow the ancient traditions, living in harmony with nature and the 
  fey. Druids are most commonly found in the Abberlands and the Deeping Vale where the traditions of the Old 
  Ways are still strong. Some druids live in hamlets or small villages where they act as guides for the people 
  much like a cleric would, others choose to live as hermits deep within the ancient forests and glens that cover 
  these regions. All druids in Abbernoth, despite where they choose to live are members of a druidic circle led 
  by a Grand Druid. There are two druidic circles in the Westerlands, the circle of Glamrielle in the east to 
  whom all druids in the Abberlands belong, and the Circle of the Vale in the west that encompasses all the 
  druids in the Deeping Vale as well as the few who wander across Calderland and the United Kingdoms.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  28 
   
   
  The Mlaenoriaid and their Children: 
   
  Aouragon, The King in the Heavens (Son of Rûnba): 
  Mlaenoriaid (Greater God) of the Ddwirnod 
  Provinces: Light, the sun, and nobility 
  Alignment: Lawful good 
  Symbol(s): The Huan, meaning “sun” in Tylwyth Teg, a circle with four points radiating from its centre. This 
  is most commonly worn by clerics as a pendant or upon a band on the forehead.  
  Clergy: Clerics  
  Clergy Alignment: lawful good, neutral good, lawful neutral, and neutral good 
  Preferred Weapon: Long spear 
  Sacred Day(s): Litha (the 20th- 23rd of Highsummer), and before the coronation of a new king-beneath-the 
  mountain, known as Málstefna Kjósa Vár Hár Konunger, which roughly translates from dvergr mál to “the 
  conference to choose our king” (a holiday also observed by the people of Fallrigh upon the death of a  high 
  king which they call the Kingsmoot.) 
  Ceremonies: Praying at both dawn and dusk to thank the King in the Heavens for the day to begin and to 
  remember the dark days of the Long Twilight when the sun did not rise for 100 years.  
  Superstitions: “Oaths in shadows are abolished when they come to light” 
   
   
  Aouragon is the god of light and nobility. He is the personification of the sun who banishes the 
  darkness when it rises each morning. He rules over the realm of Nefoed. Aouragon is the patron of rulers and 
  kings, and he is the protector of the good and pure. Aouragon and his clerics despise the undead in all their 
  forms and are ever vigilant for signs of the Queen of Oblivion’s return to the mortal realm. 
   
  Aluna, The Fey-Queen (Daughter of Rûnba and Twin Sister of Malcorr): 
  Mlaenoriaid (Greater Goddess) of the Naturiaeth 
  Provinces: Magick, the moon, and fey beings 
  Alignment: Neutral (with chaotic tendencies) 
  Symbol(s): The Ilaer, meaning star in the fey tongue, represented by an eight pointed star inside a ring. This 
  is often wrought of silver and worn by clerics in the form of a pendant or a ring.   
  Clergy: Clerics, and druids 
  Clergy Alignment: Any neutral as well as chaotic good 
  Preferred Weapon: Lleascledau (the elvish long blade) 
  Sacred Day(s): Any night in which the moon is full, Beltane (the 40th day of Seedfall) 
  Ceremonies: all rites are performed through song and under the moonlight 
  Superstitions: Old oak groves, standing stones, and toadstool rings are all considered sacred places, 
  offending forest spirits (fairies, sprites, pixies, nymphs, etc.) 
   
  Aluna is the goddess of magick, and the fey. She is symbolized by the moon in the mortal realm which 
  the fey believe to be the closest star in the heavens. She resides within the realm of Tylwyth Teyrnas. She is 
  depicted as an ageless woman of terrifying beauty, with flowing silver hair that runs beyond her feet, and 
  gossamer, silvery, wings similar to those of a dragonfly. She is the patron goddess of the elves and fairy folk, 
  and is called upon by those who study the arts of fey magick, mages, and thaumaturgists. 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  29 
   
   
  Bâlis the White Brother (Son of Aouragon and Aluna and Twin Brother of Câlis): 
  Lesser God of the Ddwirnod 
  Provinces: Healing, purity, and love (more specifically the covenant of marriage) 
  Alignment: Chaotic Good 
  Symbol(s): A circle comprised of sprigs of parsley (to soothe pain), sage (representing strength of spirit), 
  rosemary (representing faithfulness), and thyme (symbolizing courage). This is most often made of actual 
  sprigs of the aforementioned herbs, less frequently the circle will be symbolically etched upon a wooden 
  token. 
  Clergy: Clerics 
  Clergy Alignment: Any good 
  Preferred Weapon: Quarterstaff 
  Sacred Day(s): Beltane (the 40th day of Seedfall), and weddings 
  Ceremonies: The giving of a circlet of parsley, sage, rosemary, and thyme to ones betrothed during weddings.  
  Superstitions: Taking life 
  Bâlis is the son of Aluna and Aouragon, twin brother to Câlis the Divine Scholar, and is bound to 
  Silvâin. He is of the Ddwirnod and resides within the realm of Nefoed. When the goddess Veera was blinded by 
  Ceroth Kinslayer, it was Bâlis who tended her wounds. He is the personification of compassion. Bâlis is most 
  often depicted as a young man with tussled hair and kind eyes with a laurel of parsley, sage, rosemary, and 
  thyme upon his brow. He is the patron god of healers and lovers and the ogres are his children upon the 
  mortal realm.  
   
  Bâlanna, the Mistress of Agony, Misery (Daughter of Ceroth and Sin):  
  Lesser Goddess of the Nosweithiau (Bariaeth) 
  Provinces: Suffering, lust, chaos 
  Alignment: Chaotic evil 
  Symbol(s): A black rose. Clerics who have secretly devoted themselves to Bâlanna often have her symbol 
  tattooed in an easily concealable place. In rituals an actual black rose is used (and must be present to invoke 
  clerical spells and abilities associated with the Mistress of Agony) 
  Clergy: Clerics 
  Clergy Alignment: Chaotic evil, neutral evil, or rarely chaotic neutral 
  Preferred Weapon: Cat o’ nine tails, and dagger 
  Sacred Day(s): None recognized 
  Ceremonies: Her followers must participate in rituals of self-mutilation and hedonism to receive their 
  prayers. 
  Superstitions: Suppressing base desires 
   
  Bâlanna is the daughter of Ceroth Kinslayer and the goddess Sin. She is of the Bariaeth, one of the 
  dark gods who are not worshipped openly. She is a wicked and beautiful goddess who delights in the torment 
  of mortals. Her provinces are that of pain and lust, making her the hated enemy of Bâlis god of healing and 
  love. Her followers are narcissists, sadists, and masochists. 
   
  Câlis, the Divine Scholar, the Lore Keeper (Son of Aouragon and Aluna and Twin Brother of Bâlis): 
  Lesser God of the Ddwirnod  
  Provinces:  Knowledge, order, and divination 
  Alignment: Lawful neutral 
  Symbol(s): Owls, an owl feather. Often clerics serving Câlis will be accompanied by an owl as an animal 
  companion and wear one of its shed feathers as a pendant and focus for their clerical spells. 
  Clergy: Clerics 
  Clergy Alignment: Any lawful or neutral 
  Preferred Weapon: Dagger 
  Sacred Day(s): Saimhain (the 40th day of Moortide)  
  Ceremonies: The use of dreamwine during the initiation into the monastic order of the Aesthetics of Câlis, a 
  powerful elixir which is made using secret methods. It induces a preternatural state of consciousness, 
  allowing the imbiber to glimpse into the past, present, and possible futures simultaneously.  
  Superstitions:  The destruction of lore in any form, oath of silence 
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  30 
   
   
  Câlis is the son of Aluna and Aouragon and the twin brother of Bâlis. He is one of the Ddwirnod and 
  his home is the realm of Nefoed. Câlis is most often depicted as a young man with bottomless grey eyes 
  garbed in plain robes with his owl Gwybod, meaning “knowledge” in the fey tongue, upon his shoulder. He is 
  the chronicler of history, and the keeper of all knowledge His devoted clerics, called the Aesthetics of Câlis, 
  are the historians of Torâlia who, through the use of dreamwine, are granted the unique gift to glimpse the 
  skeins of time; past, future, and present. This gift comes at a price; those who imbibe dreamwine are 
  beholden to a strict oath of silence. Within the walls of the Tower of Câlis it is said the entire history of all the 
  ages is written and catalogued. It is the Aesthetics who determine the end of one age and the beginning of a 
  new one.  
   
  Ceroth Kinslayer, the Red Lord (Son of Aouragon and Liliath and Twin Brother to Demorod): 
  Lesser God of the Nosweithiau (Bariaeth)  
  Provinces: War, destruction, and murder 
  Alignment: Chaotic evil  
  Symbol(s): A bloody blade. Clerics of Ceroth Kinslayer often keep a dagger stained with the blood of an 
  innocent on their person which acts as the focus for their clerical spells.  
  Clergy: Clerics 
  Clergy Alignment: Any evil 
  Preferred Weapon: Bearded axe, and dagger 
  Sacred Day(s): The night of the first full moon in Twilightfall, known as Yn Lladd Nos commemorating the eve 
  that Ceroth murdered his twin brother Demorod.  
  Ceremonies: To gain Ceroth’s favour a prospective cleric must first murder one of his relatives in cold blood. 
  All clerical spells granted by Ceroth require blood of an innocent as a material component.  
  Superstitions: Dying while asleep 
  Ceroth Kinslayer is the son of Aouragon and Liliath, the twin brother of the dead god Demorod and 
  father to Bâlanna and Lazeroth. He is one of the Bariaeth who conspired to release Liliath from her eternal 
  prison. During the Long Twilight Ceroth murdered his own twin brother while he slept becoming known as 
  Kinslayer forevermore. Ceroth is most often depicted as an older man encased in blood drenched, blackened 
  mail. It was Veera who discovered the truth of what Ceroth had done to Demorod and it was Ceroth’s axe 
  called Ladwyr, meaning “slayer” in the fey tongue that robbed Veera of her eyes. 
  Like Sin, Ceroth was judged by the Mlaenoriaid at the end of the Long Twilight and was cast out of the 
  heavens to wander the endless ways of the Æther, the place between realms where his time is consumed by 
  hunting down Sin and taking his revenge for her lies and treachery. His worship is forbidden and those who 
  do pay him service do so secretly. Most often his cult draws from brigands, mercenaries, and soldiers who 
  revel in spilling blood. 
   
  Demorod, The Silent, The Dead God (Son of Aouragon and Liliath and Twin Brother of Ceroth): 
  Lesser God of the Noswethiau (now dead)  
  Provinces: Forbidden knowledge, secrets, and dreams 
  Alignment: Neutral 
  Symbol(s): A raven. Often this took the form of a necklace of raven feathers. 
  Clergy: Clerics 
  Clergy Alignment: Neutral, and lawful neutral 
  Preferred Weapon: Dagger 
  Sacred Day(s): None recognized 
  Ceremonies: None 
  Superstitions: Giving away secrets, sharing dreams 
   
  Demorod was the son of Aouragon and Liliath and is the twin brother of Ceroth Kinslayer. Demorod 
  was murdered by his twin during the Long Twilight. Prior to his death, Demorod was one of the Noswethiau 
  and resided in the realm of Ebergofiant. Demorod was depicted as a tall, brooding figure, with pale skin and 
  long, dark hair, dressed in a robe crafted of raven’s feathers. He was the god of forbidden knowledge and 
  dreams. After his death, his knowledge was stolen by Sin, the Mistress of Lies. 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  31 
   
   
  Dîlîn, The Shieldmaiden, Dwarfmother (Daughter of Aouragon and Aluna):  
  Lesser God of the Ddwirnod 
  Provinces: Peace, protection, stone, mothers and children, and dwarves 
  Alignment: Neutral good (with lawful tendencies) 
  Symbol(s): A round shield crafted from stone. Clerics of Dîlîn often wear small stone shields upon a leather 
  thong around their necks.  
  Clergy: Clerics 
  Clergy Alignment: Any good 
  Preferred Weapon: War hammer 
  Sacred Day(s): Candlemas (the 1st of Deepwinter), the eve before a battle, and whenever a child is born 
  Ceremonies: Standing vigil for the dead after a battle, overseeing births (this is especially prevalent in 
  dwarven society) 
  Superstitions: Resorting to violence when avoidable, killing a child, leaving the dead without due ceremony 
   
  Dîlîn is the daughter of Aouragon and Aluna and is bound to Grâth. She is one of the Ddwirnod and 
  resides in the realm of Nefoed. Dîlîn is the goddess of peace, protector of children and the mother of the 
  dwarves who are her children. She is most often depicted as a dwarf woman bearing a stone shield with stern 
  but kind blue eyes, and fiery red hair, worn in a long braid reaching down to her feet. She is the patron of 
  mothers and children, and the protector of the Halls-Beneath-The-Mountains.  
   
  Eledeleth, the Thorn Lord, Master of the Wild Hunt (Son of Aluna and Malcorr) 
  Lesser God of the Naturiaeth 
  Provinces: magickal beasts, thorns and poisonous flora, worgs, werewolves, and malignant forest spirits 
  Alignment: Neutral evil 
  Symbol(s): A ring of thorns. Most often Eldeleth’s symbol is formed with poison ivy. The thorns must pierce 
  the flesh in order to act as a focus for spell.  
  Clergy: Clerics, and druids 
  Clergy Alignment: Neutral evil, chaotic evil, neutral, or chaotic neutral 
  Preferred Weapon: Sickle 
  Sacred Day(s): The wild hunt begins on the first day of Alban Elued (the 21st of Harvesttide) and end on the 
  first night of Yule (the 21st of Wintertide) 
  Ceremonies: To gain the favour of Eledeleth druids must hunt and kill a predatory beast alone on a night 
  devoid of moonlight. 
  Superstitions: Slaying a werewolf, civilized places 
   
  Eledeleth is the son of Aluna and Malcorr. He of the Naturiaeth and resides in the fey realm of Tylwyth 
  Teyrnas. He is the personification of the cruelty of nature. He is the fury of the wilds, lord of magickal beasts 
  and wicked forest spirits. Eledeleth is depicted as a wild eyed, naked elf, his body wrapped in thorns and 
  accompanied by a pack of yeth hounds collectively known as the wild hunt. Eledeleth is invoked to punish 
  those who transgress against nature or to stave off malicious forest spirits. Werewolves are considered sacred 
  to Eledeleth.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  32 
   
   
  Fâlion, the Walker of Paths, the Bard (Son of Aluna and Moorgail): 
  Demigod of the Naturiaeth  
  Provinces: Music, wanderers, fortune, wind, lakes, and rivers 
  Alignment: Chaotic neutral (with good tendencies) 
  Symbol(s): A harp, rivers, and hawks. Followers of Fâlion often wear a feather of a hawk, a vial of water from 
  a flowing river, and a charm shaped as a harp upon a necklace.  
  Clergy: Clerics 
  Clergy Alignment: Any neutral 
  Preferred Weapon: Quarterstaff 
  Sacred Day(s): The 7th day of every month is considered lucky and is the traditional day to begin a long 
  journey.  
  Ceremonies: Adding small charms to their necklaces during their travels, throwing a coin into a well or 
  stream to invoke Fâlion’s blessing prior to setting off on a journey.  
  Superstitions: Spending your last coin is considered to be very unlucky, walking backwards down a trail 
   
  Fâlion is the son of Aluna and Moorgail. He is a demigod born after Liliath murdered Rûnba and the 
  dream of creation ended. Fâlion travels between the mortal realm and the realm of Tylwyth Teyrnas via a 
  magickal gateway hidden somewhere in the vicinity of the massive crater lake in the south of the Hag 
  Marshes known as Fâlion’s Well. He is the patron of wanderers, of bards, and people who rely on luck to get 
  by.  
   
  Furiak, the Firebrand (Son of Grâth and Dîlîn):  
  Lesser God of the Ddwirnod 
  Provinces: Fire, strength, and virtue 
  Alignment: Lawful Good  
  Symbol(s): A flaming sword. This symbol is often made from tempered steel and copper and worn as a 
  necklace. Clerics dedicated to Furiak will often coat their swords in oil and ignite them prior to joining battle. 
  Clergy: Clerics  
  Clergy Alignment: Any good 
  Preferred Weapon: Bastard sword 
  Sacred Day(s): Litha (the 20th-23rd of Highsummer) 
  Ceremonies: Clerics of Furiak must pray by the fireside in order to receive their spells.  
  Superstitions: Abhorrence of the undead in all their forms, allowing a fire to go out before the first light 
   
  Furiak is the son of noble Grâth and Dîlîn and serves as his father’s squire. He is of the Ddwirnod and 
  resides in the realm of Nefoed. Furiak is the personification of the valiant warrior, and those who pursue 
  noble causes. He is depicted as a young man with auburn hair and fierce coppery eyes. Furiak wears 
  chainmail and wields the sword Fflamia, which translates to “flame” from Tylwyth Teg.  
   
  Grâth, the Honour Bound, Oath Keeper (Son of Bâlis and Veera): 
  Lesser God of the Ddwirnod 
  Provinces: Duty, oaths, and soldiers 
  Alignment: Lawful Neutral 
  Symbol(s): Eagles, two right hands engaged in a brotherly grip. Eagles are sacred to Grâth and are often 
  emblazoned upon shields of clerics in his service. His symbol is usually crafted from iron (symbolizing 
  physical strength as well as the need to temper primal urges) and worn as a pendant.  
  Clergy: Clerics 
  Clergy Alignment: Lawful neutral, lawful good, lawful evil 
  Preferred Weapon: Heavy mace 
  Sacred Day(s): the 33rd of Autumntide is traditionally a day to renew vows or enter into new contracts 
  Ceremonies: Confession of broken oaths prior to entering battle, praying for the fallen including enemies 
  Superstitions: Breaking an agreement, dishonourable actions, giant eagles are said to be the children of 
  Grâth 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  33 
   
   
  Grâth is the son of Bâlis and Veera and is bound to the goddess Dîlîn and he is the father of the 
  dwarves. He is of the Ddwirnod and resides within the realm of Nefoed. Grâth is depicted as an old and 
  grizzled warrior garbed in mail, and bearing a battered shield with his eagle called Nyledd, meaning “duty” in 
  the fey tongue, perched upon it. He is the patron of soldiers and his name is invoked whenever entering into a 
  contract, or renewing oaths of fealty.  
   
  Iltyd, the Father of the Fields (Son of Aluna and Malcorr): 
  Lesser God of the Naturiaeth  
  Provinces: Agriculture, shepherds, the seasons, and the fey of the fields 
  Alignment: Neutral (with good tendencies) 
  Symbol(s): three sheaves of grain; barley, hops, and wheat twisted around one another. His holy symbol most 
  often takes the form of a bundle comprised of equal parts of the aforementioned grains worn at the belt.  
  Clergy: Clerics, and druids 
  Clergy Alignment: Neutral, neutral good and neutral evil 
  Preferred Weapon: Sickle and quarterstaff 
  Sacred Day(s): Beltane (the 40th day of Seedfall), Lammas (1st of Autumntide), Alban Elued (the 21st-23rd of 
  Summerfall), and Saimhain (the 40th day of Moortide) 
  Ceremonies: The last shock harvested during Alban Elued is formed into the shape of a man and dressed in 
  clothes and then carried around by the priests of Iltyd from field to field before being burnt as an offering to 
  their god and the fey of the fields at Saimhain.  
  Superstitions: Rats are considered to be evil; a frost after Beltane is an omen of a poor harvest 
   
  Iltyd is the son of Aluna and Malcorr. He is of the Naturiaeth and resides within the realm of Tylwyth 
  Teyrnas. Though a lesser god of the fey, Iltyd is perhaps the most important of the gods to the men of the 
  Abbernoth for he is the god of grains, the harvest, and the seasons. He is depicted as a rotund and elderly 
  man wearing a cloak of wheat upon his back and bearing the crook of a shepherd. He is the patron god of 
  farmers, shepherds, and those folk who live off the land. Iltyd is the enemy of Lazeroth who brings unnatural 
  plague and famine 
   
  Lazeroth, the Rat Father, the Plague Bearer (Son of Ceroth and Sin): 
  Lesser God of the Nosweithiau (Bariaeth) 
  Provinces: Disease, corruption, famine, rats and wererats, and the undead 
  Alignment: Neutral evil 
  Symbol(s): Rats, a clawed hand. Followers of Lazeroth most often carry the claw of a plague rat upon a thong 
  around their necks which acts as the conduit for their clerical spells.  
  Clergy: Clerics 
  Clergy Alignment: Any evil 
  Preferred Weapon: Heavy flail 
  Sacred Day(s): None recognized 
  Ceremonies: To gain the favour of Lazeroth his followers willingly submit themselves to plague and if they 
  survive it is because Lazeroth has chosen them to. 
  Superstitions: Allowing the dead to be burned 
   
  Lazeroth is the son of Ceroth Kinslayer and Sin. He is of the Bariaeth who conspired to free the Queen 
  of Oblivion from her eternal prison causing the terrible years of Long Twilight. He resides within the realm of 
  Ebergofiant. Lazeroth is the god of plague and pestilence. He is depicted as a pox ridden man, bald, with 
  glowing green eyes. He wears a robe of living rats. Wererats are the sacred children of Lazeroth considered by 
  his worshippers to be the god’s favoured children.    
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  34 
   
   
  Liliath, the Queen of Oblivion, the Betrayer, the Chained Goddess (Daughter of Rûnba): 
  Mlaenoriaid (Greater Goddess) of the Noswethiau (Bariaeth) 
  Provinces: Darkness, greed, oblivion, serpents, evil dragons, winter, and the morgar  
  Alignment: Chaotic evil 
  Symbol(s): The Sarff Choeten, meaning “Serpent Disc” in the fey tongue, a disk of obsidian encircled by nine 
  serpents. The Sarff Choeten commonly takes the form of an amulet with each of the serpents being crafted 
  from a different precious metal.  
  Clergy: Clerics 
  Clergy Alignment: Any evil 
  Preferred Weapon: Poisoned Spear 
  Sacred Day(s): The 1st day of Twilightfall called Aeafa Nos, meaning “winter night” in Tylwyth Teyrnas which 
  marks the day when the seals on Liliath’s prison were weakened and the Long Twilight began, and Candlemas 
  (the 1st day of Deepwinter) which marked the end of Long Twilight 100 years later.  
  Ceremonies: Drinking the blood of serpents which are considered her messengers on the mortal realm 
  Superstitions: Invoking the true name of the Queen of Oblivion will draw her attention 
   
  Liliath is the daughter of Rûnba and youngest of the Mlaenoriaid. Before she murdered the Creator, 
  Liliath ruled over the realm of Ebergofiant. She is most often depicted as an intensely beautiful woman, long 
  flowing hair of pure darkness flowing wildly down her back, and with nine serpents coiling around her form. 
  After slaying Rûnba and ending the dream of creation she was chained deep in the earth where she would be 
  sealed for all eternity. She was freed during the bitter years of the Long Twilight only to find herself 
  imprisoned once more at its conclusion. Currently Liliath’s power is incredibly limited, though she can still 
  grant spells to the clerics of the Cabal of Nine her influence is hardly felt beyond Morgarath. Despite her 
  waning power it is considered a terrible offense to openly name the Queen of Oblivion for it may call her 
  attention.   
   
  Malcorr, the Forest Father, Old Leaf Beard, the Green Man (Son of Rûnba): 
  Mlaenoriaid (Greater God) of the Naturiaeth 
  Provinces: Forests, wisdom, forest animals, gnomes, and the ysgeifiog 
  Alignment: Neutral 
  Symbol(s): The oak tree, and the crown of leaves.  Druids carry oaken staves crafted from fallen branches of 
  ancient oaks which, in their hands, act as a holy symbol to Malcorr, and the crown of leaves is the traditional 
  headdress of the grand druid.  
  Clergy: Clerics, and druids (for whom Malcorr is their most prominent god) 
  Clergy Alignment: Any neutral 
  Preferred Weapon: Quarterstaff 
  Sacred Day(s): Beltane (the 40th day of Seedfall), and Saimhain (40th day of Moortide). On both days the 
  druids gather within their circles to give prayer to the gods and to discuss any matters which might come 
  before them.  
  Ceremonies: Ancient oak groves are the most sacred of places to Malcorr and it is in these sites that the 
  druidic circles convene.  
  Superstitions: taking from the forest without giving back in return 
   
  Malcorr is the son of Rûnba and the twin brother of Aluna. He is one of the Naturiaeth and rules the 
  realm of Tylwyth Teg at Aluna’s side. Malcorr is most often depicted as a weatherworn old man with wise eyes 
  and a lengthy beard of leaves. He leans on his staff called Nghallineb, which means wisdom in Tylwyth Teg, 
  and in his right hand he sows seeds of learning. Malcorr is the god of the forests and growing things. He is the 
  father of the gnomes, and ysgeifiog and is the wisest of all the Mlaenoriaid.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  35 
   
   
  Moorgail, the Keeper of the Keys, the Forgotten Son (Son of Liliath and Malcorr): 
  Lesser God of the Noswethiau  
  Provinces: Death, judgment of the dead, shadows, ravens, and time 
  Alignment: Lawful Neutral (evil tendencies) 
  Symbol(s): An hourglass, wolves, and ravens. The symbol of the hourglass is worn as a charm on a necklace 
  while many clerics who dedicate themselves to Moorgail will keep the company of a wolf or raven as an animal 
  companion.  
  Clergy: Clerics, and druids 
  Clergy Alignment: Lawful neutral, neutral, lawful evil 
  Preferred Weapon: Broad sword 
  Sacred Day(s): Yule (the 21st- 23rd of Wintertide), and he is invoked during funeral rites  
  Ceremonies: burning white sage to keep the spirits of the dead away, it is customary to burn the dead upon 
  a funeral pyre which must be anointed and blessed prior to the ceremony or the soul might not find its way to 
  Moorgail.  
  Superstitions: A raven entering a home is considered an omen of death; if the deceased are not burned their 
  souls cannot leave their bodies and will be trapped 
   
  Moorgail is the son of Liliath and Malcorr. He is one of the Noswethiau and resides in the realm of 
  Ebergofiant. He is the judge of the dead, and the master of time. Moorgail is depicted as an albino garbed in 
  blackened chainmail and wearing a skull-faced helm. He carries the broad sword Amsera, which translates 
  from the fey tongue as “time”. Moorgail’s is called the forgotten son because of his utter lack of involvement 
  during the Long Twilight. Like their god, clerics dedicated to Moorgail are often overlooked as they wander in 
  small bands from place to place, appearing only to perform the lasts rites for the dead before moving on.    
   
  Morcant, the Rune Maker, the Craftsmen (Son of Dîlîn and Grâth): 
  Lesser God of the Ddwirnod 
  Provinces: Minerals, metals, metalworking, heath, and home 
  Alignment: Lawful neutral 
  Symbol(s): Two rings crafted of iron, one tempered and one cold forged. These two rings are most often hand 
  forged by the bearer and worn as a pendant about the neck.  
  Clergy: Clerics 
  Clergy Alignment: Any lawful 
  Preferred Weapon: Light hammer 
  Sacred Day(s): None recognized 
  Ceremonies: To gain Morcant’s favour a cleric must sacrifice something of metal and of use, that he forged 
  himself.  
  Superstitions: Hanging a horseshoe above the hearth is thought to bring good fortune to a person’s home.  
   
  Morcant is the son of Dîlîn and Grâth. He is one of the Ddwirnod and resides within the realm of 
  Nefoed. Morcant is the god of metalworking and of hearth and home. He is depicted most often as a strong 
  man with stern yet not unkind features. He is garbed in trews and a lambskin, and carries a common 
  blacksmiths hammer. He is the patron of blacksmiths and the warden of the homestead. Morcant is a central 
  god to the dwarves 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  36 
   
   
  Moira, the Mistress of the Hunt, the Soul Guide (Daughter of Aluna and Moorgail):  
  Demigod of the Naturiaeth 
  Provinces: Hunting, centaurs, lynx, and death 
  Alignment: Neutral good 
  Symbol(s): A stalking lynx, a black arrow, and thistle. Clerics who wish to invoke Moira will require a black 
  arrow as their focus. Clerics who devote themselves to Moira will often carve a lynx from a fallen yew branch 
  and wear it as a charm.  
  Clergy: Clerics, and druids 
  Clergy Alignment: Neutral good, chaotic good, neutral, chaotic neutral 
  Preferred Weapon: Long bow  
  Sacred Day(s): Yule (the 21st- 23rd of Wintertide) 
  Ceremonies: Placing a thistle in the mouth as part of the last rites prior to lighting the funeral pyre so that 
  Moira can find their soul and guide them through the Æther to be judged by Moorgail.  
  Superstitions:. Lynxes are considered to be Moira’s servants in the mortal realm 
   
  Moira is the daughter of Aluna and Moorgail. She is a demigod, born after Liliath murdered the 
  Creator and the Dream of Creation ended. She resides between the mortal realm and the Æther where she 
  guides souls to their final judgment. Moira is the personification of the hunt and is depicted as a beautiful fey 
  maiden cloaked by leaves and bearing a quiver of black arrows that fly with unerring precision. Moira is the 
  patron goddess of hunters, and is closely tied to Moorgail.  
   
  Silvâin, the Princess of Wildflowers (Daughter of Aluna and Malcorr): 
  Lesser Goddess of the Naturiaeth  
  Provinces: Unicorns, plants, earth, and ogres 
  Alignment: Neutral Good 
  Symbol(s): A unicorn, a sprig of holly, and a crown of wildflowers. It is customary for woman to wear a crown 
  of wildflowers during Beltane. Druids will often carry sprigs of holly on their belt.  
  Clergy: Clerics, and druids 
  Clergy Alignment: Neutral Good, chaotic good, or neutral 
  Preferred Weapon: Sickle  
  Sacred Day(s): Beltane (the 40th of Seedfall) 
  Ceremonies: Silvâin is called upon when a druid desires to make the bond with an animal using animal 
  friendship which must be done within a place sacred to the fey.  
  Superstitions: A mortal touching a unicorn is considered the greatest of blasphemies 
   
  Silvâin is the daughter of Aluna and Malcorr and bound to Bâlis. She is of the Naturiaeth and resides 
  within the realm of Tylwyth Teyrnas. She is the guardian of unicorns and mother of the ogres. Silvâin is 
  invoked by druids for spells dealing with animals or the earth, and is the patron of gardeners and herbalists. 
   
  Sin, the Daughter of Deception (Daughter of Liliath and Moorgail and Twin Sister of Veera): 
  Lesser Goddess of the Noswethiau (Bariaeth)  
  Provinces: Deception, forbidden knowledge, dark magick, and spiders 
  Alignment: Neutral evil  
  Symbol(s): Spiders, and spider webs. Clerics who secretly worship Sin will often have a spider web tattoo in a 
  concealable place. When invoking Sin a cleric must use a living poisonous spider as the focus for their spells.  
  Clergy: Clerics 
  Clergy Alignment: Neutral evil, chaotic evil and chaotic neutral 
  Preferred Weapon: Poisoned dagger 
  Sacred Day(s): The month of Twilightfall is considered sacred   
  Ceremonies: To gain the favour of Sin a cleric must convince someone to kill a sibling and drink the victim’s 
  blood as Sin did to steal Demorod’s secrets. Followers of Sin keep their identities secret even from the faithful. 
  To conceal their identities Sin’s cultists wear velvet robes and identical white masks when congregating.  
  Superstitions: Telling the complete truth 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  37 
   
   
  Sin is the daughter of Liliath and Moorgail and she is the twin sister of Veera. She is one of the 
  Bariaeth and the catalyst for the terrible years of the Long Twilight. Prior to the Long Twilight, Sin resided 
  within the realm of Ebergofiant but for her terrible crimes she has been cast from the heavens and now is 
  imprisoned within the labyrinthine paths of the Æther, where she hides from Ceroth who hunts for her 
  tirelessly. She is the goddess of lies, and forbidden knowledge who corrupted Moraxis and shared with him 
  the Charm of Unmaking.  
   
  Sîrene, the Drowned Goddess, the Storm Bringer (Daughter of Liliath and Malcorr): 
  Demigod of the Noswethiau  
  Provinces: Seas, storms, fish, and sirens. 
  Alignment: Chaotic neutral 
  Symbol(s): A conch shell. Clerics will craft these into horns which they will sound when they wish to invoke 
  the Drowned Goddess.  
  Clergy: Clerics 
  Clergy Alignment: Any chaotic 
  Preferred Weapon: Cudgel 
  Sacred Day(s): None recognized 
  Ceremonies: Giving a sacrifice of beer and grain to the sea before beginning a voyage, offering up 1/10th of 
  the bounty taken from the sea to give thanks 
  Superstitions: To drown at sea is to be given over to Sîrene to serve her for 100 years before being allowed to 
  move on for Moorgail’s judgment. Never save a drowning man else risk the ire of Sîrene 
   
  Sîrene is the daughter of Liliath and Malcorr. She is a demigod of the Noswethiau, born after the death 
  of the Creator and the end of the dream of creation. She resides within the mortal realm deep under the Sea 
  of Dusk in what is known as the Sîrene Abyss. Sîrene is depicted with the upper torso of a beautiful maiden, 
  with a cruel countenance. Her lower half is that of a seahorse. She is the goddess of the seas and bringer of 
  storms. Sîrene is the patron of sailors and is revered by those who live on the shores of the sea. 
   
  Veera, the Blind Daughter (Daughter of Liliath and Moorgail and Twin Sister of Sin): 
  Lesser Goddess of the Noswethiau  
  Provinces: Justice, prophecy, and truth 
  Alignment: Lawful neutral 
  Symbol(s): A black cloth, a blindfolded maiden. Clerics who wish to invoke Veera must blindfold themselves 
  with specially prepared black cloth which acts as the conduit for their spells. The symbol of the blindfolded 
  maiden is most commonly worn as a pendant around the neck.  
  Clergy: Clerics 
  Clergy Alignment: Lawful neutral and neutral 
  Preferred Weapon: None 
  Sacred Day(s): None recognized 
  Ceremonies: Magistrates will be ceremonially blindfolded to invoke Veera’s blessing and “better hear the 
  truth” during a trial. 
  Superstitions: Women born blind are considered to be blessed by Veera 
   
  Veera is the daughter of Liliath and Moorgail and twin sister of Sin. She is of the Noswethiau and 
  resides within the realm of Ebergofiant. She is the goddess of justice and prophecy, a gift she acquired after 
  her eyes were taken from her by Ceroth just before the Long Twilight. She is depicted as a regal woman, often 
  nude, with her eyes hidden behind a cloth of sable.  
  
  Betwixt reality and dreams lies the realms of our imagination 
  38 
   
  Hierarchy of the Priory of the Eternal Flame: 
   
  The Priory is organized into a strict hierarchy of clergy, warriors, 
  and laymen which can seem convoluted to outsiders. Below is a 
  detailed list of the various titles, honorifics, and responsibilities of 
  various members of the faith in hierarchal order: 
   
  Patriarch “His Resplendent Holiness”: Title bestowed upon the 
  head of the Priory of the Eternal Flame who is the One True 
  God‟s representative in the mortal realm. The Patriarch has 
  absolute power over all facets of the Priory and his word is the 
  word of the One True God himself.  
   
  Cardinal “His Eminence”: Clerics appointed by the Patriarch 
  himself to act as advisors and administrators. Cardinals choose 
  bishops who oversee various dioceses throughout the Westerlands. 
  When a Patriarch dies a new Patriarch is elected by the cardinals 
  from amongst their ranks.  
   
  Grand Master Militant “Worshipful Grand Master Militant”: The 
  title bestowed upon the master of the Paladins of the Priory of the 
  Eternal Flame who is chosen by the Patriarch to serve for life. The 
  Grand Master Militant is equivalent to a cardinal in regards to his 
  station within the Priory.  
   
  Archbishop “His Grace or Most Illumine”: Archbishops are 
  chosen from among the bishops to oversee the day to day 
  administration of either an archdiocese consisting of multiple 
  dioceses or the heads of metropolitan areas such as the city of 
  Calder, or Ardenporth in Eloria.  
   
  Grand Seneschal “Right Worshipful Brother Militant”: The Grand 
  seneschal is appointed by the Grand Master Militant to act as a 
  deputy and oversee the administration of the Paladins of the 
  Eternal Flame. A Grand Seneschal is of equivalent rank to an 
  archbishop.  
   
  Bishop “His Excellency or Right Illumine”: Bishops are the 
  appointed heads of given diocese. Bishops are appointed by 
  Cardinals or in rare cases by archbishops to assist in the 
  administration of an archdiocese.  
   
  Commander Militant “Worshipful Brother Militant”: 
  Commanders Militant are appointed by the Grand Master Militant 
  to head various Paladin chapters operating in various dioceses. A 
  commander Militant is of equivalent rank to a bishop.  
   
  Provost “His Illumine”: Provost is the title given to clerics whose 
  duty is to establish a foothold for the Priory in lands who have yet 
  to accept the return of the One True God. They are technically 
  below a bishop but their duties give them a great deal of freedom 
  to act independently.  
   
  Inquisitor “Worshipful Father, or Worshipful Mother”: Inquisitors 
  are Priors who have taken the Oath of the Redeemer and are 
  charged with bringing those who blasphemy against the laws of the 
  One True God to justice utilizing whatever means necessary. They 
  exist outside of the Priory‟s hierarchy answering only to a cardinal 
  but technically are of equivalent rank to a Prior.   
   
  Marshall “Right Brother Militant”:  The title given to a Paladin 
  responsible for a garrison within a given diocese.  
   
  Prior “Father or Mother”: Prior is the title given to the clerics who 
  see to the day to day spiritual needs of a given community and 
  make up the largest portion of the clergy in the Priory. Priors 
  answer to the bishop responsible for the diocese in which they 
  operate.  
   
  Paladin “Brother Militant”: Paladins are the elite fighting men of 
  the Priory who are charged with banishing the darkness and 
  protecting the faithful.  
   
   
  The Priory of the Eternal Flame: 
   
   
  The Priory of the Eternal Flame are the followers of the 
  One True God who revealed himself to the prophet Sigismund 
  towards the end of the Second Troll War of 450-472.3Ea.r. They 
  believe that there is but one omnipotent deity whose mandates 
  are courage, honesty, purity, and obedience in return for 
  protection from the shadows. Followers of the Eternal Flame 
  believe in the manifest destiny of men and that their god has 
  come to take the throne of the heavens from the old gods of 
  fairies, elves and dwarves. They teach that only through self-
  sacrifice and submission to the laws of the One True God will a 
  person find peace and their soul find rest in the afterlife.   
   
  Sigismund the Prophet of the One True God: 
  What is known of Sigismund’s early life is shrouded in 
  mystery from all accounts he was born a farmer in the east of 
  Calderland although his exact birthplace is a topic of great 
  theological debate. What is known from the Brandhæm roll of 
  470.3Ea.r. is that Sigismund served as a thegyn to the Graf 
  Drakenberg during the later years of the Second Troll War and 
  fought in no less than three campaigns from Highsummer 
  470.3Ea.r. to Seedfall 471.3Ea.r. From the pay records it is 
  clear that Sigismund was a skilled enough fighter to survive, 
  but otherwise of no particular note. It was during the Siege of 
  Eldenbrand in the year 472.3Ea.r. that One True God revealed 
  himself to Sigismund and through him the Eternal Flame 
  brought the Fire of Heaven down upon the troll army camped at 
  the castle’s walls. According to the Priory’s teachings Sigismund 
  received a vision on the eve before battle where the One True 
  God spoke to the prophet telling him that his people would be 
  delivered from the darkness that enshrouded their land. That 
  mankind’s flame would not be put out, but rather burn on 
  eternally for their father had returned to them.  
  When Sigismund awoke to the sound of horns he strode 
  forth to the battlements of the Eldenbrand and told his fellow 
  Caldermen of what he had seen and bade them to put their 
  faith in the Eternal Flame of man and he promised them 
  deliverance. The troll army came crashing down upon the walls 
  of the Eldenbrand like a primal storm and just as hope began to 
  fade, Sigismund called out to the god of men and He answered. 
  The sky was illuminated by white light as fire rained down from 
  the heavens. By the time the terrible storm had ended, every 
  troll had been reduced to little more than cinders. The One True 
  God had kept his word, returning to men, through his prophet, 
  Sigismund. 
  Days later Sigismund was brought before King Wilhelm 
  III who, after hearing of what had transpired at Eldenbrand, 
  knelt before Sigismund and swore his life to the One True God. 
  King Wilhelm gave command of the armies of Calderland to 
  Sigismund. With the prophet of the One True God at the head, 
  the armies of Calderland marched upon Xax-Gro-Mar and 
  wrought their revenge with sword and fire. Even today the trolls 
  of Xax-Gro-Mar have not recovered from the terrible toll of those 
  bloody days.  
  
  Betwixt reality and dreams lies the realms of our imagination 
  39 
   
  A Partial List of Saints of the Priory of the Eternal 
  Flame: 
   
  St. Edmund: patron saint of honour and duty 
   
  St. Elzibet: patron saint of mothers 
   
  St. Gomeric the Troll-Slayer: patron saint of soldiers 
   
  St. Hludwod the Blessed: patron saint of servants and 
  farmers 
   
  St. Ingrid the Devout: patron saint of healers and 
  midwives  
   
  St. Sebastian: the patron saint of children 
   
  St. Sigihard the Martyred: patron saint of lost causes 
   
  St. Tibults: patron saint of shepherds and gardeners 
   
  St. Wilhelm the Pious: patron saint of nobility and just 
  causes 
   
   
  Sigismund’s Departure: 
  Just as his early life has been a topic of debate amongst 
  the theologians of the Priory, the last days of his life are equally 
  so.  What is agreed is that Sigismund was called to the side of 
  the One True God after his purpose as saviour and herald was 
  fulfilled. The Priory teaches that after the trolls had been 
  beaten back and Graf Gomeric Drakenberg had slew the troll 
  king Gorgannon upon the fields of Brandhæm, Sigismund went 
  before King Wilhelm III once more and laid down his axe at the 
  king’s feet. Sigismund took the king by the hands, whispered 
  something and departed from the audience chamber, never to 
  be seen nor heard from again.  
  Moments later King Wilhelm took to his chambers and 
  summoned his privy council who remained cloistered away for 
  the better part of a month. When the King and his council 
  came out of seclusion they declared that Sigismund had come 
  to King Wilhelm in a glorious vision and now sat at the right 
  hand of God. His last wishes were that Caldermen would 
  continue his works by spreading word of the return of the One 
  True God of men. Through Sigismund, King Wilhelm was 
  commanded to commit the teachings of their creator to words 
  in what has become known as the Manifesto Eternal, the holy 
  scriptures of the Priory of the Eternal Flame.  
   
  The Priory Today: 
  The Priory of the Eternal Flame was established after the departure of Sigismund and the writing of 
  the Manifesto Eternal as the official Priory of the One True God with the mission of spreading word of his 
  return to all men. The Priory has become one of the most prominent political and religious bodies in the 
  Westerlands. In Calderland the Patriarch of the Priory, Hildebrandus II, is second only to the king. Across the 
  United Kingdoms men have turned away from the Old Ways and embraced the teachings of the One True 
  God. In recent years the Priory has begun to establish priories on the edges of the Abberlands where the Old 
  Ways are strongest in all of Abbernoth. Priories dedicated to the One True God can be found in many of the 
  Free-Cities.  
   
  The Brothers-Militant of the Priory of the Eternal Flame: 
  The Brothers-Militant of the Priory of the Eternal Flame is the name given to the martial branch of the 
  Priory who are more commonly known as paladins. Paladins are elite soldier-priests whose duty is to protect 
  the faithful from darkness.  
  Most often paladins are recruited from those who are orphaned and left in the care of the Priory. They 
  are indoctrinated from an early age with the church’s teachings. At the age of 10 these chosen children begin 
  a brutal regime of training that test their physical and spiritual strength to the breaking point. Those children 
  that survive gain preternatural powers and are initiated into the Brothers-Militant at the age of 16 where they 
  serve until death; few paladins ever live beyond the age of 40.  
  The Brothers-Militant are charged with two primary tasks within the Priory; they act as the personal 
  guard for high-ranking clergy and make up the bodyguard of the Patriarch himself, and they are charged with 
  seeking out enemies of the Priory and cleansing them from the sight of the One True God. This second sacred 
  duty most commonly involves hunting down monsters or alleged magick-users and destroying them.    
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  40 
   
   
  The Order of Inquisitors: 
  As the Brothers-Militant are given the task of protecting the faithful from the darkness without, the 
  Order of Inquisitors are charged with the task of rooting out darkness within the Priory itself. They are a 
  secretive sect who operate outside the strict hierarchy of the Priory, answering only to the cardinals and the 
  Patriarch himself.  
  Inquisitors are grim figures who are rightfully feared by the faithful and un-illumined equally. They are 
  chosen much like paladins, from amongst orphans left in the care of the Priory who show an exceptional 
  zealousness and cold intellect. They are charismatic individuals who use drama, fear, manipulation, torture, 
  and open violence to root out heretics and traitors, exact their confession, and send their corrupt spirit back 
  to the One True God for his judgment.  
  The symbol of the Order of Inquisitors is an open hand shrouded in flame and adorned with a single 
  fire opal for every heretic they have made confess. The badge of an Inquisitor is one of the most powerful 
  objects a member of the Priory can carry.  
   
  Saints of the Priory: 
  Since Sigismund ascended to the right hand of the One True God there have been a number of 
  exceptional individuals whose faith and sacrifice for the Priory has been so profound that upon their death 
  the One True God has chosen them to stand beside Him for eternity.  Those who have been chosen by the 
  Creator are referred to as saints and their names are invoked by the faithful for aid in times of importance or 
  great need. Saints have no power of their own but are believed to hold the ear of the One True God. The 
  names of saints are called upon for many things; some are associated with certain cause or profession, while 
  others are invoked to ward off illness or famine.  Many Priories and other Priory buildings are named in 
  honour of a specific saint.  
   
  Knightly Orders of the Priory: 
  Though the paladins of the Brothers-Militant are the official military arm of the Priory of the Eternal 
  Flame there are numerous orders of knights who are not officially members of the Priory but have dedicated 
  themselves to the holy mission of protecting the faithful against the darkness. These orders are made up of 
  knights who have been given leave by their lords to serve their God.  
   
  The One True God: 
  Lesser God 
  Provinces: Fire, law, mankind, vengeance 
  Alignment: Lawful neutral 
  Symbol(s): A stylized flame most commonly worn as a pendant made of precious metals.  
  Clergy: Clerics and paladins 
  Clergy Alignment: Any lawful 
  Preferred Weapon: Axe (representing the axe Sigismund wielded and then left at the feet of King Wilhelm III 
  before disappearing), the flamberge (the favoured weapon of the Brothers-Militant), clerics are permitted to 
  carry any common weapons to better protect themselves against the shadow. 
  Sacred Day(s): The last day of each tenday is considered a day of rest and worship to give thanks to God for 
  his protection in the preceding tenday and ask for his blessing in the next. The 30th of Autumntide is called 
  Sigismundsday is remembered as the day the One True God revealed himself to Sigismund and the Siege of 
  Eldenbrand was broken by the Fire from the Heavens. 
  Ceremonies: Worshippers of the Eternal Flame pray by candlelight every evening to invoke their deity’s 
  protection against the coming darkness of night. Sacrificing a portion of grain from each meal to the hearth 
  before partaking. Bathing new-borns in ashes from the fire on the morning after their birth by a Prior in a 
  ceremony called “ashing”.  
  Superstitions: The Priory teaches that non-humans are born of shadows, magick is inherently an evil and 
  corruptive force and those that study its use are tainted by shadow, trolls are considered the most vile 
  abhorrent of the children of shadow. Naming a child Sigismund is considered blasphemous. Dousing a fire 
  before it has burned itself out is taboo. 
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  41 
   
   
  Magick and the Realms of Existence: 
   
  agick is like the sea, it ebbs and flows around everything in the mortal realm. It is the essence of life; 
  the residual energy left by the dream of creation that binds the mortal realm together. It is a force 
  which is easily manipulated by the fey creatures or those beings born from the realms beyond but 
  may also be mastered by humans who are born with what is called “the gift”. There is no rhyme or 
  reason to which humans manifest this gift but many speculate and theorize. Some believe that humans born 
  with the gift of magick possess fey or otherworldly ancestry at some point in their family line. Others theorize 
  that these children’s souls act as conduits for magick, attracting its ebb and flow to a far greater extent than 
  ordinary folk. Others believe that the gift of magick is wrought of pacts with fairies, shadowspawn, or even Sin 
  herself.   
   There are essentially three kinds of magick practiced across Abbernoth; arcane magick used by 
  wizards, divine magick which is the province of clerics and druids, and illusion which is the subtle magicks of 
  the fey.  
  Arcane Magick: 
    
  The magick practiced by wizards in Abbernoth is known as arcane magick because it is from ancient 
  knowledge that these practitioners gain their ability to bend the flow of magick to their will. Practitioners of 
  the arcane arts are able to take the flow of magick and use it to create and give form. Arcane magick is broken 
  down into six distinct disciplines; different methods and ideology of how to manipulate and control the ebb 
  and flow of magickal energy. Every wizard in the Westerlands must choose one of the three Orders of Wizardry 
  to belong to; the White Order, Grey Order, or Black Order. The order to which a wizard belongs governs the 
  arcane disciplines he has learned and the spells he may employ.  
   
  Divine Magick: 
   
  Those who practice the divine arts, sometimes called theurgy are able to manipulate the ebb and flow 
  of magick through sheer will and belief in their faith. Some believe their powers are direct manifestations of 
  divine intervention, others believe their power is a gift from their gods for their faith and service, and others, 
  most notably the druids, believe that the flow of magick is an aspect of nature which can be tapped by those 
  with the knowledge and sufficient will to do so. 
   
  Illusion Magick (Fey Magick): 
   
  Illusionists practice  the magick of the fairy folk which relies on influencing the mind rather than 
  direct conjuration or forceful manipulation. It is a more natural form of magick that can only be mastered by 
  those of fey descent. Due to fey magick focusing on deception and trickery it is known as illusion magick by 
  men.  
   
  Illusion magick works through subtlety and the ability for the practitioner to manipulate another’s 
  perceptions, using magick to influence the mind more than to directly manipulate energy. Where wizardry 
  relies on ancient rituals and practices to produce magickal effects, illusion magick is natural and free flowing. 
  Unlike wizards who need to prepare spells each day, an illusionist may simply use any spell they know up the 
  number of times allowed by their spells per day. So a 6th level illusionist could cast up to 2 third level, 3 
  second level, 4 first level, and 5 zero level spells each day without having to prepare specific spells. An 
  illusionist knows a number of spells of each level equal to their number of spells per day. When an illusionist 
  advances an experience level and gains access to new spells per day he may choose a new illusionist spell. 
  These spells may be chosen freely by the illusionist but after they are chosen the choice is permanent. 
  Furthermore illusionists may learn additional spells from scrolls in the standard way presented on 52 of the 
  Player’s Handbook.  
   
   
   
   
   
   
  M
  
  Betwixt reality and dreams lies the realms of our imagination 
  42 
   
   
  The Six Arcane Disciplines: 
   
   
  As described above, human magick-users rely on ancient knowledge; rituals, formulae, and study to 
  shape their spells and effects and these methods are divided into six categories or disciplines; conjuration, 
  divination, evocation, incantation, maleficium, and thaumaturgy. Each of these disciplines are detailed below 
  along with any relevant game information or milieu specific rules governing the use of such magicks.  
   
  Conjuration: 
   
  The practice of conjuration focuses on summoning spirits and compelling them to do the conjurers 
  bidding. The art of conjuration is most commonly used to bring forth spirits from the realms beyond or to call 
  forth familiars, creatures bound by magickal pacts to serve their wizard masters. 
   
  Conjuration relies upon preparation, elaborate rituals, and the knowledge of names to harness the 
  flow of magick and is very closely linked with the discipline of incantation.  
   
  Table 03: Conjuration Spells by Level 
  Level 
  Conjuration Spells 
  1 
  Summon Familiar, Unseen Servant 
  2 
  Blink, Darkness, Fog Cloud, Magic Mouth, Web 
  3 
  Gust of Wind, Stinking Cloud, Summer Lesser Monster, Tiny Hut 
   
  4 
  Arcane Eye, Fire Shield, Ice Storm, Minor Globe of Invulnerability, Wall of Fire, Wall of Ice 
  5 
  Bind Elemental, Cloudkill, Faithful Hound, Secret Chest, Summon Monster, Wall of Iron, Wall of Stone 
  6 
  Globe of Invulnerability 
  7 
  Instant Summons, Phase Door, Summon Greater Monster 
  8 
  Binding 
  9 
  Gate, Meteor Swarm, Prismatic Sphere 
   
  True Names: 
   
  A core concept in the practice of conjuration is the power a creature’s true name has over it. Every 
  creature in the Realms of Existence has a name or a series of names that can be used by conjurors to call 
  them forth and bind them to their will. A conjuror who knows the true name of a creature may use it as a 
  somatic component when casting a summoning spell to immediately bring forth the being so named. The 
  summoning spell cast must be powerful enough to summon the named creature (e.g. a conjuror cannot 
  summon a lich using a Summon Lesser Monster spell). Summoning a creature using its true name is a 
  dangerous undertaking especially when used to call forth powerful beings from the realms beyond. Using a 
  beings true name is formidable and invasive magick which forces a creature to submit for a time to the 
  conjuror’s will. Many of these beings, unless a bargain has been previously reached, will go to great lengths to 
  annihilate anyone who would dare summon them in such a way. 
   
  Divination: 
   
  Divination relies on rituals and foci such as bones, cards, stones, or even the stars themselves to gain 
  knowledge or insight. Divination magick focuses on the mind and allows a wizard to gain knowledge he 
  previously lacked, to read omens, commune with spirits of the realms beyond, and foretell the future.  
   
  Table 04: Divination Spells by Level 
  Level 
  Divination Spells 
  1 
  Change Self, Comprehend Languages 
  2 
  Detect Thoughts, Invisibility, Locate Object, Mirror Image, See Invisibility 
  3 
  Clairaudience/Clairvoyance, Invisibility Sphere, Nondetection 
  4 
  Detect Scrying, Hallucinatory Terrain, Locate Creature, Scrying 
  5 
  Contact Other Plane, Telekinesis, Telepathic Bond 
  6 
  Legend Lore, Project Image 
  7 
  Greater Scrying,, Mass Invisibility, Sequester 
  8 
  Mind Blank 
  9 
  Astral Projection 
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  43 
   
   
  Wizard’s Sight: 
   
  Diviners spend much of their existence peering through the shroud of the mortal realm, trying to 
  discern what knowledge they can from the ebbing tides of magick. As such, wizards who study the arts of 
  divination are able to perceive magickal energies as clearly as a farmer sees his fields.  
   
  Wizards who practice divination are able to see the flow of magick. This allows a diviner to determine if 
  a creature has magickal talent and what kind of magick (arcane, divine, or illusion) the creature can wield. 
  Although they cannot determine the exact level of another spell caster they are able roughly gauge their 
  power. Through the use of Wizard’s Sight a diviner can immediately recognize which of the Order of Magick 
  another wizard belongs to.  
   Diviners are also able to see magickal auras surrounding enchanted objects and can determine which 
  of the six disciplines of magick wrought the enchantment.  
   
  Evocation: 
   
  Evocation is the practice of willing the flow of magick into constructs of energy or constructs of matter. 
  Evocation is perhaps the  most straight forward of the magickal arts with its effects being direct and often 
  dramatic. Evocation expels a great deal of power which requires a foci such as a wand or staff to safely 
  channel and direct.  
   
  Table 05: Evocation Spells by Level 
  Level 
  Evocation Spells 
  1 
  Burning Hands, Feather Fall, Floating Disc, Hold Portal,  Jump, Magic Missile, Shield, Shocking Grasp 
  2 
  Acid Arrow, Continual Flame, Enhance Attribute, Knock, Levitate,  Pyrotechnics, Rope Trick, Shatter 
  3 
  Dispel Magic, Fireball, Fly, Haste, Lightning Bolt 
  4 
  Dimension Door, Shout, Resilient Sphere, Shout 
  5 
  Cone of Cold, Telekinesis, Teleport, Wall of Force 
  6 
  Antimagic Shell, Disintegrate, Move Earth 
  7 
  Delayed Blast Fireball, Teleport Without Error 
  8 
  Incendiary Cloud, Clone, Teleport Circle 
  9 
  Disjunction, Meteor Swarm,  Time Stop 
   
  Foci: 
   
  The practice of evocation requires wizards to call upon incredible amounts of energy in order to cast 
  their spells which is a very dangerous prospect without a means of distilling that energy into the desired 
  effect. Evokers make use of foci to accomplish this. These foci most commonly take the form of a wand, staff, 
  or rod.  
  All evocations require a foci to be safely cast. These items are most commonly crafted by the evoker 
  himself. The simplest foci are wands crafted from simple ash or oak and ritually linked to the caster with a 
  mixture of a few drops of the caster’s blood or locks of hair, or something similar, and anointing oil. Crafting a 
  basic wand takes 1 day and costs 50 gold pieces. Naturally higher level spells require more potent foci to 
  safely cast. The exact materials, rituals, and reagents required to craft a given foci is up to the discretion of 
  the Castle Keeper but as a general rule the construction of a foci should cost 50 gold x the level of experience 
  and take 1 day per level to complete. 
   
  Just as there are expertly crafted weapons and armour, there are also expertly crafted foci. These 
  exceptional items are wrought from the most exotic materials and crafted by master evokers over the course 
  of months. Expert foci cost 10 times the amount it would normally cost to construct and requires 10 times as 
  long to craft. These items should require very rare materials such as the feather of a phoenix or dragon blood 
  to make. A wizard may craft an expert foci, but those they create may only be used for spells that are 3 levels 
  below their current casting ability. For example a 5th level wizard would only be able to craft expert foci usable 
  for 1st level spells. Expert foci for spells of greater than 5th level are very rare and can only be crafted using 
  ancient rituals that very few have ever uncovered. An expert foci grants a wizard the ability to cast evocation 
  spells as if they were 1 level higher than they actually are.  
   
  An evoker who is without a foci risks great physical harm to himself as raw magickal energy wracks 
  his soul, but it can be done. When casting an evocation without a foci, a wizard must first make a wisdom 
  attribute check with a difficulty level equal to the level of the spell in order to harness the magick into the 
  required effect. If the check is passed the wizard is able to cast the spell normally, if failed the wizard’s spell 
  fails and he takes 1 hit die of damage per level of the failed spell.  
  
  Betwixt reality and dreams lies the realms of our imagination 
  44 
   
   
   
  For example Eldred the 3rd level wizard tries to cast acid arrow without the aid of a foci. Eldred has a 
  wisdom of 14 and it is a primary attribute. In order to successfully cast acid arrow, Eldred first needs to pass a 
  wisdom attribute check. Because Eldred has wisdom as a primary attribute the challenge base of the check is 
  12. The difficulty level of the test is equal to the level of the spell, in this case 2. Adding the challenge base of 12 
  and the difficulty level of 2 gives a challenge level of 14. Eldred’s player rolls a d20 and scores a 10, he then 
  adds his level of 3 for a final score of 13. Since 13 is below the challenge level of 14 Eldred fails to cast acid 
  arrow and then suffers 2 hit dice of damage since acid arrow is a 2nd level spell.  
    
  Incantation: 
   
  Incantation is the practice of creating magickal effect through the use of words. Incantation magick 
  can charm a living creature, bending its mind to a wizard’s will. Incantation is sometimes referred to as 
  charm, execration, or enchantment 
   
  Table 06: Incantation Spells by Level 
  Level 
  Incantation Spells 
  1 
  Charm Person, Sleep 
  2 
   
  3 
  Hold Person, Suggestion, Tongues 
  4 
  Charm Monster, Confusion 
  5 
  Hold Monster 
  6 
  Geas, Mass Suggestion 
  7 
  Power Word Stun 
  8 
  Mass Charm, Power Word Blind 
  9 
  Power Word Kill 
   
  Wizard’s Voice: 
   
  Practitioners of incantation have an uncanny understanding of words and their power. Those who 
  spend enough time practicing the arts of incantation develop the ability to use their voice to subtly compel 
  others. This ability is known as the Wizard’s Voice. Once per day an incanter may call upon the Wizard’s 
  Voice to compel another sentient being in a small way, such as to have a guard turn a blind eye, or have the 
  barkeep change his mind about withholding whether or not he saw a person of interest. The target of the 
  Wizard’s Voice is allowed a charisma savings throw with a challenge level equal to the wizard’s level to resist 
  its effect. It should be noted that the voice cannot be used to compel a target to do something that would be in 
  strong opposition to their nature.  
   
  Maleficium: 
   
  Maleficium is the practice of harmful or malevolent magick. It is the darkest and most horrible of the 
  disciplines which is said to have been taught to men by the dark goddess Sin herself. Maleficium is 
  sometimes referred to as black magick, sorcery, or necromancy and its power is in the manipulation of the 
  soul itself.  
   
  Maleficium requires sacrifice from those who would wield its power and often relies on blood to fuel its 
  dark and tainted magick.  
   
  Table 07: Maleficium Spells by Level 
  Level 
  Maleficium Spells 
  1 
  Swarm of Skulls 
  2 
  Claws from the Grave, Ebon Bands of Binding, Ghoul Touch, Ray of Enfeeblement, Salts of Sorrow, Scare 
  3 
  Command Undead, Form of the Swarm, Lurking Doom 
  4 
  Fear, Curse, Shadow Hand, Thirst for Blood 
  5 
  Animate Dead, Dissolve Flesh, Liar‟s Tongue, Magic Jar, Rise as the Dead, Vampire‟s Curse 
  6 
  Changeling Curse, Circle of Death, Ghostly Grip, Skeleton Pull, Summon Undead 
  7 
  Enfeebling Blast, Finger of Death, Grave to the Cradle, Limited Wish, Summon Greater Undead, Wraith Aura 
  8 
  Marrow Crack, Maze, Trap the Soul 
  9 
  Great Soul Shriek, Savage Blooding, Summon Lich, Wish 
  Spells listed in italics can be found in the Black Libram of Nartarus (R3).  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  45 
   
   
  Blood Magick: 
   
  In blood magick, the maleficar uses blood, either their own or that of another, to empower their 
  magick.  
   
   
  The most common use of blood magic is to make the spells one casts more powerful. The blood used 
  must be fresh and come from a living source, though their survival after the process has begun is 
  inconsequential. The victims need not be willing, merely living.  
   
  When the sacrificial victim’s blood is harvested, the blood can be used to power magick the caster 
  already has access to. For each hit die its victim has, the caster increases his caster level by 1 for 1 hour. If 
  the victim was an innocent or of fey blood, the caster’s level is increased by 2. A single victim cannot increase 
  the caster level more than this, but additional sacrifices can. Each victim increases the caster level of the 
  maleficar by 1 for a number of hours equal to the hit dice of the victim. Blood magick cannot raise a 
  maleficar’s level more than 50% of his original level. The increased caster level does not grant the caster 
  additional spells when used this way, but all variable effects ( range, duration, area, damage, etc.) are 
  calculated using the increased caster level.  
   
  Sometimes a maleficar does not have access to another creature’s blood and must instead settle for 
  his own to fuel his black magicks. A maleficar can sacrifice their own blood to empower their spells. In this 
  case the maleficar chooses how many of their hit dice they are going to sacrifice to empower their spells. For 
  each hit die sacrificed the maleficar takes damage equal to the max roll for that hit die. Maleficar using their 
  own blood empowers their magick in the same way as if they had sacrificed another’s in all other respects.   
   
  Animal sacrifices may be used instead of humans, but they are not as effective. Animal sacrifices can 
  never increase the caster level by more than 1, no matter how many animals are sacrificed, and the caster 
  level increase only lasts for 1 hour for every 2 hit dice the animal had. Animals of less than 2 hit dice cannot 
  be effectively used for blood magick, though multiple animals can be offered up to make the 2 hit dice 
  minimum.  
   
   
  For example, Cadwallon is an 8th level maleficar who is preparing to face off against a hated foe. 
  Cadwallon gathers two slaves to sacrifice to enhance his magickal ability. The first victim, an old veteran fighter 
  (4th level) he captured after finding him wounded on the road. Cadwallon performs a blood sacrifice and kills the 
  old fighter gaining a caster level of +1 for 4 hours since the fighter had 4 Hit Dice. The second victim is a young 
  child, an innocent, but only has 1 hit dice. Cadwallon gains +2 to his caster level for the innocent victim, but it 
  only lasts for 1 hour. So, for the first hour Cadwallon casts as an 11th level wizard (8th +3 for the sacrificed 
  victims), and casts as a 9th level wizard for 3 hours after that. After 4 hours have passed Cadwallon returns to 
  his normal caster level. If Cadwallon had another victim, he could increase his caster level by up to +4, but no 
  more than that as he is only an 8th level wizard.  
   
   
  Thaumaturgy: 
   
  Thaumaturgy is the practice of creating magickal links between objects and people. Magick flows 
  through one object as is attached to another. This can be accomplished through alchemy and the 
  manipulation of the four classic elements of air, earth, fire and water, through artifice, suspending magickal 
  energies within a focal item carried by the magick-user, or geomancy which utilizes complex symbols and 
  diagrams of mystical significance to focus magickal power. 
   
  Table 08 Thaumaturgy Spells by Level 
  Level 
  Thaumaturgy Spells 
  1 
  Erase, Protection from Chaos law Good Evil, Spider Climb 
  2 
  Locate Object, Protection from Arrows, Reduce Attribute 
  3 
  Explosive Runes, Magic Circle, Water Breathing 
  4 
  Fire Trap, Mnemonic Enhancer, Polymorph, Remove Curse 
  5 
  Transmute Mud and Rock 
  6 
  Guards and Wards, Transmute Flesh to Stone 
  7 
  Phase Door, Vanish 
  8 
  Antipathy, Polymorph Any Object, Symbol 
  9 
  Imprisonment, Shapechange, Refuge, Temporal Stasis 
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  46 
   
   
  Artifice: 
   
  Wizards who practice thaumaturgy are adept at creating links between magick and objects, a practice 
  known as artifice. Thaumaturgists may choose to suspend spells in items while preparing their spells each 
  day. This practice requires a suitable vessel to accept the magick as well as the expenditure of any requisite 
  material components and takes approximately 20 minutes per level of spell being stored. For every spell being 
  suspended through artifice the wizard temporarily loses access to a daily spell slot of the suspended spells 
  level until the suspended magickal energy is released. It should be noted that an evocation foci cannot be 
  used as a vessel in artifice since evocation magick is discordant to thaumaturgic magic.  
   Once suspended the wizard, and the wizard only, is able to release the suspended spell at any time 
  simply by willing the bond holding the spell broken. The wizard need only be within the spells range and have 
  sight of the vessel to release its magick, he does not necessarily have to be in contact with it. In game terms 
  this means that suspended spells casting time is effectively 0 and require no verbal or somatic components to 
  cast (the time required to prepare a vessel and suspend the spell takes into account any required spell 
  components).  Exactly what spells are able to be suspended with artifice is at the CK’s discretion.  
  The actual form of the vessel being used to suspend a spell should be representative of the spell being 
  stored and cost at least 50gp per level of the spell. Typically a vessel is not damaged upon the release of the 
  magick suspended within, but in the case of inferior vessels or extraordinary circumstances the vessel could 
  be destroyed. 
   
  Petty Magick: 
   
   
  Petty magick are those spells practiced by all wizards regardless of their order. Petty magick consists 
  of  simple spells and cantrips. They are fundamental, relatively simple to cast, and are the building blocks by 
  which all magick-users hone their craft. The first level spells identify and read magic, and all cantrips are 
  considered petty magicks by wizards of the Westerlands and are known by anyone who practices the arcane 
  arts. These spells do not need to be memorized and may be called upon at any time  provided that the wizard 
  has a spell slot available to cast it. Wizards may sacrifice a memorized first level spell at any time in order to 
  cast identify or read magic. Cantrips need never be memorized and a wizard may freely cast any cantrips up 
  to his allowed spells per day.  
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  47 
   
   
  The Three Orders of Magick: 
   
   
   
  As the art of wizardry is broken into six different disciplines, wizards themselves are broken into three 
  distinct orders; the White Order called Gwynnwy Archeba in old abborn, who call themselves thaumaturgists  
  the Grey Order or Arianna Archeba who are often refer to themselves as mages, and the Black Order or Ddua 
  Archeba who call themselves sorcerers. Every wizard belongs to one of the three orders without exception. 
  Those magick-users who choose to break from their order will find themselves hunted and inevitably 
  destroyed by their former brethren.  
   
  The White Order (Wizards of Good Alignment): 
   
  Wizards of the white order, or thaumaturgists are wizards of good alignment who believe that magick 
  is a tool to protect and serve, and to maintain order in the world. These wizards most often live near small 
  towns or villages living peacefully within isolated cottages or old towers. Wizards of the white order 
  communicate with one another through the use of carrier pigeons, passing news back and forth, notes on 
  magickal research, or to warn each other of danger.  
   
  Thaumaturgists who discover a child with the gift for magick will ask to take the child for it and its 
  family’s safety and will only force the issue if leaving the child would end in tragedy. A single thaumaturgist 
  will never have more than a few apprentices at a given time. Upon reaching adulthood and being able to prove 
  rudimentary competency with their magick, an apprentice will be sent off into the world to seek knowledge 
  and understanding for themselves, only to return to their master on occasion to share what they have learned 
  and in return learn from their master’s wisdom and insight.   
   
  Thaumaturgists traditionally wear white, or in practice off white or even ivory robes but most eschew 
  these garments save for important occasions. More commonly they garb themselves in simple, practical, 
  garments. Since thaumaturgists rely so heavily upon the practice of artifice, most wizards of the White Order 
  wear any number of rings, charms,  or bracelets. The symbol of the White Order is the Ouroboros, a serpent 
  biting its own tail, representing the eternal unity of all things, and the natural cycle for which thaumaturgists 
  draw their power from. Most thaumaturgists wear this symbol as a medallion which serves as a vessel for 
  their artifice. Wizards of the White Order practice the disciplines of conjuration, incantation, and 
  thaumaturgy.  
   
  The Grey Order (Wizards of Neutral Alignment): 
   
  The mages of the Grey Order are an esoteric lot, whose power is in foresight and knowledge. They are 
  masters of divination and incantations that enthral the mind. Wizards of the Grey Order are wanderers who 
  travel the Westerlands in search of knowledge and are closely associated with the twin gods of the Ddwirnod 
  Bâlis and Câlis. Mages hold the belief that magick should be used to guide and shape events and as a tool in 
  the unending quest for erudition.  
   
  Mages who encounter a child with the gift will secret them away from their families and retreat into 
  the wilderness for a number of years. During this time the mage will raise the child as their own and teach 
  them the ways of nature and magick. When the young apprentice  is old enough to wander themselves they 
  will set off on their own quest for knowledge. Unlike thaumaturgists, mages do not keep in touch once a 
  master and apprentice part ways unless, fate happens to have the two cross paths again. 
   
  The traditional trappings of a mage is a walking staff, which often acts as a foci for their magicks, and 
  weather stained robes. Many traveling mages wear wide brimmed hats and carry numerous pouches and 
  sacks about their person to hold the necessary paraphernalia for life on the road. All mages keep exhaustive, 
  nearly obsessively detailed journals filled with notes on magickal formulae, phenomena observed in nature, 
  and of people and places encountered during their travels. The symbol of the Grey Order is the pentacle, a 
  circumscribed five point star, with each of the points representing one of the five senses. Some mages who 
  have studied the modern sciences of mathematics also point out that the pentacle is representative of 
  perfection, a state which all mages aspire. Mages practice the magickal disciplines of divination, incantation, 
  and evocation.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  48 
   
   
  The Black Order (Wizards of Evil Alignment): 
   
  Sorcerers of the Black Order, as they style themselves have made pacts with Sin the goddess of deceit 
  and forbidden knowledge to attend her in return for power. These black wizards, known as maleficar by 
  everyone outside their order, have dominion over the soul and even death itself. Sorcerers believe that magick, 
  like any power, should be used to for personal gain. Sorcerers lust for power, and the blood magick of 
  maleficium is power indeed.  
   
  Maleficar often abduct children who show magickal potential and secret them away to hidden schools, 
  most often caves deep in the wilderness or within ancient ruins, to learn the secrets of black magick. 
  Sorcerers grow up in a harsh environment where the weak are sacrificed so that the strong may thrive and 
  grow in power. Finally when a sorcerer can learn no more they leave these hidden schools to serve their 
  masters in the wider world, patiently awaiting the day when they can annihilate those they attend and 
  become masters themselves. 
   
  Traditionally Maleficar wear dark robes with deep hoods while assembled amongst their brethren. 
  Most of the time however, wizards of the Black Order are indistinguishable from anyone else. Sorcerers use 
  the crow as their symbol, representing cunning, single-mindedness, and hidden knowledge. Sorcerers often 
  wear a ring, medallion, or bracelet incorporating crows or crow feather motifs. Wizards of the Black Order 
  practice the disciplines of conjuration, evocation, and maleficium.  
   
  Table 09: The Orders of Magick 
  Order of Magick 
   
  Names:  
   
   
  Alignment: 
  Symbol:  
  Disciplines of Magick: 
  The Black Order 
   
  Sorcerers, Necromancers, Maleficar 
  Any Evil  
  Crows 
   
  Conjuration, Evocation, Maleficium 
  The Grey Order 
   
  Mages, Diviners 
   
   
  LN, N, CN 
  Pentacle  
  Divination, Evocation, Incantation  
  The White Order  
  Thaumaturgists, Magicians 
   
  Any Good 
  Ouroboros 
  Conjuration, Incantation, Thaumaturgy  
   
  The Realms of Existence:  
  The mortal realm is but one of four Realms of Existence forged from the Dream of Creation the others 
  are Ebergofiant, the realm of dreams, Nefoed, the realm of the heavens, and Tylwyth Teyrnas the realm of the 
  fey. All of these Realms of Existence are separated from one another by the veil of the Æther, an in between 
  realm of swirling mists. The realms that exist beyond the mortal world are collectively referred to as the 
  Realms Beyond. Each of these realms and how they interact with the mortal realm are describe in detail 
  below. 
   
  The Æther the Realm In Between: 
   
  The Æther is the misty veil that separates the Realms Beyond from the mortal world. It is where souls 
  before they find their way to Ebergofiant and Moorgail’s judgement. It is possible for mortals, through the use 
  of magick to cross into the Æther through magickal portals known as Waygates as well as through the use of 
  such spells as gate or phase door. Entities such as ghosts or spectres are spirits trapped between the Æther 
  and the mortal realm.  
   
  From all accounts the Æther is a shadowy mirror of the mortal realm in all respects where the light of 
  Nefoed perpetually coexists with the blackness of Ebergofiant. From all accounts the Æther is a place of cold 
  half-light where the souls of the mortals can be seen as mists and light and nightmarish entities stalk 
  through the swirling haze. Monsters such as bodaks, devourers, and invisible stalkers are native to the Realm 
  in Between.  
   
  Castle Keeper’s Notes: 
   
  Monsters which would otherwise reside within the ethereal planes or demi-plane of shadow are instead 
  native to the Æther in the Abbernoth Campaign Setting. Likewise any magick that would cause a creature to 
  become ethereal or otherwise enter the ethereal planes instead enter into the Æther.  
   
   
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  49 
   
   
  Ebergofiant the Realm of Dreams: 
   
  Ebergofiant is the realm of darkness and dreams where all creatures’ souls go while they sleep, and 
  where all souls return when a mortal dies. It is a place of nothingness where the gods of the Noswethiau 
  reside. There are ways for mortals to consciously enter the Realm of Dreams such as employing a dream spell. 
  Those who do so will find that Ebergofiant to be a realm that reacts to the thoughts of those who dare travel 
  its blackness; constantly changing, matter being created and annihilated in the blink of an eye.  
  Ebergofiant is the native realm of creatures born of chaos and dreams. These entities are referred to as 
  shadowspawn by mortals; entities commonly associated with the morgar and the cursed Queen of Oblivion. 
  These creatures include imps, hellhounds, nightmares, and quasits. 
   
  Castle Keeper’s Notes: 
   
  Monsters and spells that would otherwise be associated with the nether planes or demi-plane of 
  dreams are instead connected to Ebergofiant the Realm of Dreams.   
   
  Nefoed the Realm in the Heavens: 
   
  Nefoed is the Realm of the Ddwirnod ruled over by Aouragon the King in the Heavens. It is a realm of 
  order where the Gods look down upon the mortal realm amongst the stars, the shining scales of the slain 
  Creator. Of all the realms Nefoed is the least accessible as it the furthest afield from the mortal realm, as it 
  circumscribes all the Realms of Existence and acts as the boundary of reality. The only real way for a mortal 
  to enter Nefoed is through the use of an astral projection spell.  
   
   
  Castle Keeper’s Notes: 
   
  Nefoed is home to those beings that would normally exist within the astral plane or the hither realms. 
  Wizard’s employing a gate spell cannot use it to enter Nefoed.  
   
   
  Tylwyth Teyrnas the Fey Realm: 
   
  The Fey Realm of Tylwyth Teyrnas is the home of Aluna the Fairy Queen and her brother and consort 
  Malcorr the Forest Father and their children. Of all the Realms of Existence, Tylwyth Teyrnas exists closest to 
  the mortal realm and in places where the veil of the Æther is thinnest, the two realms coincide, such as 
  within the depths of the forest of Glamrielle. Due to the close proximity to the mortal realm, beings born of 
  Tylwyth Teyrnas can easily cross into the mortal realm and are likewise the easiest beings for conjurers to 
  summon. Creatures like dryads, pixies, satyrs, and unicorns are native to Tylwyth Teyrnas.  
   
  Castle Keeper’s Notes: 
   
  All fey type monsters are native to Tylwyth Teyrnas. Additionally elves, gnomes, and ogres are 
  considered native creatures of the Fey Realm regardless of whether or not they were born within the mortal 
  ream. Tylwyth Teyrnas is the easiest of the Realm Beyond and can be accessed through the use of any spell 
  which allows planar travel. Elves and other fey creatures are capable of leading non-fey creatures into the Fey 
  Realm from gateways where Tylwyth Teyrnas coincides with the mortal realm such as in the depths of 
  Glamrielle.  
   
   
  The Elemental Planes: 
   
  According to those who study magick, everything is constructed at its most basic level of some 
  combination of the four base elements; earth, air, fire, and water. To the four base elements, a fifth is added 
  by the mages of the Grey Order; spirit, representing the life force of all living things. Many mages believe that 
  there are five planes that exist in unison with the mortal realm, each made up entirely of a given base element 
  distilled down to its purest form. This of course is purely speculation on the part of mages from their studies 
  into the natural world. 
   
  Castle Keeper’s Notes: 
   
  There are five elemental planes that exist in tandem to the mortal realm. These are the planes of air, 
  earth, fire, water, and spirit. Unlike the realms of existence which exist apart from the mortal realm, 
  separated by the veil of the Æther, the elemental planes are a part of the mortal realm and cannot be entered 
  by any means, although elemental creatures may be summoned from these planes by spells such as summon 
  elemental, or summon extraplanar ally. 
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  50 
   
  The Rulers of Calderland: 
   
  HOUSE OF CALDER: 
  Calder I  
  The Conqueror 
  95-118.2Ea.r. 
  Calder II  
  The Peacemaker 
  118-198.2Ea.r. 
  Hwrothgar 
  The Warmonger 
  198-222.2Ea.r. 
  Era of Regency (Joachim Reinhold) 
  222-240.2Ea.r. 
  Calder III  
   
   
  240-253.2Ea.r. 
   
  ERA OF FOUR KINGS 
   
  254-266.2Ea.r. 
   
  HOUSE OF AEDELRICK: 
  Adlar I 
  The Unifier (The Undying) 
  266-355.2Ea.r. 
  Varin I 
   
   
   
  355-410.2Ea.r. 
  Varin II  
   
   
  410-490.2Ea.r. 
  Varin III  
   
   
  490-552.2Ea.r. 
  Agin 
   
   
   
  552-13.3Ea.r. 
  Varin IV  
   
   
  13-90.3Ea.r. 
  Queen Engelgard 
  The Shieldmaiden 90-175.3Ea.r. 
  Adlar II  
  The Lost King 
  175-212.3Ea.r. 
  Wulfgrim I 
   
   
  212-300.3Ea.r. 
  Wilhelm I 
  The Greater 
  300-390.3Ea.r. 
  Wilhelm II 
  The Lesser 
  390-470.3Ea.r. 
  Wilhelm III 
  The Sainted 
  470-548.3Ea.r. 
  Wulfgrim II 
   
   
  543.3Ea.r. - 
   
  the People and Kingdoms of the 
  Westerlands 
   
  he human kingdoms on the eastern shores of the Inner Sea, to the Sea of Dusk in the west, the 
  Wîlderlunds in the north, and the Endless Ocean in the south are collectively referred to as the 
  Westerlands.  These kingdoms of men have grown over the centuries upon the ruins of ancient Cerilia. 
  Each of the nine realms of men are outlined below along with an overview of the fey realms of Glamrielle and 
  Ilifar, the troll realm of Xax-Gro-Mar and the dwarven Halls-Beneath-The-Mountains. 
   
  The Abberlands: 
   
   
  The Abberlands is the name given to those lands ruled over by the Ever-Queen Aeronwen. These were 
  the ancestral homelands of the Abborn tribes to whom most men in the Westerlands can trace their lineage. 
  The Abberlands are described in great detail in the Gazetteer of the Abberlands section of this text.  
   
  Calderland: 
   
  The Kingdom of Calderland lies beyond the Grey 
  Mountains upon the rocky shores of the Sea of Lŷria in the 
  west, and Sea of Starfall in the north. It is a land of craggy hills, 
  rolling countryside, and fertile moors. It is a country born from 
  the vision of one man called Calder, a Norn Thane who led his 
  warriors across the tumultuous Sea of Starfall with the promise 
  of conquest and glory. 
  Today Calderland is ruled over by King Wulfgrim II and 
  is one of the most significant kingdoms in the Westerlands, due 
  in large part to it being the birthplace of the prophet Sigismund 
  and the centre of power for the Priory of the Eternal Flame. It is 
  a country of traditions, and its people are headstrong, 
  determined, and proud of their heritage. They live their lives as 
  they always have, simply, piously, and with honour.  
   
  Calderland is dominated by moors, saltwater marshes, 
  blanket bogs, and craggy hills. For the better part of the year 
  the country experiences heavy mists rolling south off the Sea of 
  Starfall, and frequent rains making the growing season 
  considerably shorter than in other parts of the Westerlands. 
  Due to the weather Caldermen rely heavily on farming oats and 
  tubers, hunting and gathering in more rural areas, and the domestication of cattle, goats, horses, pigs and 
  sheep which are often salted or processed into sausage. The sea provides for much of the food eaten in coastal 
  Calderland where they sustain themselves through fishing, shell fishing, farming seaweeds, and seal hunting.  
   
  The bogs and moors of Calderland are covered with innumerable species of ferns, grasses, rushes, 
  sedges, and trees including; alders, bell heather, black bog rushes, bracken, brambles, bog cotton, celandine, 
  common reeds, cranberries, deer grass, dwarf willows, foxglove, hawthorns, heart’s tongue fern, heath 
  orchids, heath and soft rushes, holly, ivy, marsh violets, roseroot, yews, and willow trees.  
  Calderland is home to a number of beasts and mammals including; badgers, various bats, blink dogs, 
  calder hares and rabbits, cockatrices, fallow and sika deer, goats, hedgehogs, hippogriffs, mice, minks, 
  mundane and giant rats, otters, pine martens, red and grey squirrels, red foxes, shrews, stoats, wild boars, 
  and wolves. The marshes in the north and west of Calderland are home to a number of amphibians and 
  reptiles with mundane and giant adders and asps, lizards, and toads being the most common. Cormorants, 
  various ducks, geese, gulls, herons, kingfishers, larks, magpies, mundane and giant owls, pheasants and 
  partridges, ravens, sparrows, swifts, thrushes, and warblers inhabit the wetlands and moors, and many 
  predatory birds including buzzards, ospreys, peregrine falcons, and sparrowhawks hunt the skies across 
  Calderland.  
  T 
  
  Betwixt reality and dreams lies the realms of our imagination 
  51 
   
   
   
  Dalamath: 
   
   
  The country of Dalamath lies on the south-eastern tip of the Westerlands. It is a land of rolling hills 
  and pastures in the north, and windswept coastal desert dominates the southlands. The verdant Aeroth river 
  valley bisects the country beginning in the Kazilik mountain range in the north and traveling southwards 
  until it reaches the sea at the Bay of Faramorn in the south east.  Dalamath was first inhabited by the Abborn 
  tribes who were subsequently conquered by the dark skinned warriors of the Bajazâr Empire long before the 
  fall of Cerilia. The Dalamathi were subsequently cut off from their new rulers before the end of the second era.  
  Just over a century ago in 478.3Ea.r. the Bajazâr returned to Dalamath to reunite the so called “forgotten 
  colony” with the greater empire.  
   
   
  The Dalamathi are a breed of amber skinned warriors, scholars, and craftsmen who follow the 
  teachings of Asalam; the pantheon of the Bajazâr that decrees that every man has his place within the divine 
  order as laid down by their gods as decreed by the Lammasu, their divine messengers and prophets. 
     
   
  Since the return of the Bajazâr to Dalamath there has been unrest. There is a growing faction of the 
  Dalamathi who believe that the Bajazâr are oppressors who have only returned to exploit the Dalamathi for 
  coin and resources. These so called-freedom fighters refer to themselves as the Mujahi, meaning simply the 
  fighters in the Bâjab tongue. These warriors fight to restore the Dalamathi kings to the throne and a return to 
  what they refer to as the “Old Kingdom”.  
   
  A further struggle has been fought for the last fifty years against the elves and fey spirits of the Forest 
  of Ilifar which the Dalamathi call Şyrâle, which roughly translates as spirit, or more closely as daemon. This 
  bloody conflict was instigated by the Aelwyd Ilifar when the Dalamathi began to harvest the ancient lumber of 
  the forests southern reaches by decree of their Bâjab rulers. In the years since, the conflict within the ancient 
  forest has been pronounced a holy war by the Lammasu and can only be resolved with the utter destruction 
  of the Şyrâle. 
   
  The Dales: 
   
   
  The Dales is the name given to the rolling countryside 
  and woodlands around the Ciderwine River Valley where the 
  race of halflings make their home. The north shires are blessed 
  with rich, loamy soil that is highly suitable for growing 
  pipeweed, barely, hops, and wheat which is used to brew some 
  of the finest beers and ales crafted in all the Westerlands. While 
  the north shires are blessed with abundant farmland, the south 
  shires are situated among deep woods and grassy dells where halflings live a pastoral existence; herding 
  sheep, goats, and pigs. Despite its idyllic setting however, the Dales are not altogether safe lands, with ruins 
  of fallen Cerilia poking up in fields and among the branches of the Briarwoods, and the threat of worgs and 
  worse beasts is ever present.  
   
    
   
   
  Eldermoots: 
   
  The Dales are governed by a council of elders who 
  meet biannually at Beltane and again at Alban Elued, 
  two of the most important days of the halfling calendar, 
  not for their religious significance but because they 
  mark the begging and end of the growing seasons. 
  These meetings are referred to as eldermoots and occur 
  in the village of Mootshire on the banks of the 
  Ciderwine. 
  
  Betwixt reality and dreams lies the realms of our imagination 
  52 
   
  Spirits in the Mists: 
   
  The outlying farmsteads have been all but abandoned in 
  the last few years with the families who lived in them 
  either moving behind the walls of towns or cities like 
  Amlas or Sworzniumiasta or disappearing in the mists. 
  There have been a number of accounts whispered of 
  regarding strange, horrifying figures roaming within the 
  mists at night, some say these creatures bring an 
  unnatural cold with them, others say that the mists are 
  haunted by blue motes of light that drain the very 
  essence from those that are touched, if either is true, 
  none of the townsfolk can truly say, but they all agree 
  that there is something haunting the mists and whatever 
  it is has killed many of their kin in the last few years. 
   
  The Winged Hussars of Arandane: 
   
  Until the battle of Rzekakrawedz and the Fadian 
  occupation in 542.3E.a.r. the armies of the Tsars of 
  Arandane had fought of invasions from Fadia and 
  earlier still from the Norn raiders whose longships 
  would haunt the northern coastlands. The most notable 
  of the Tsars soldiers were the elite light cavalry known 
  as the Winged Hussars. These men wore great wing-like 
  crests of heron feathers upon their backs and were 
  deadly with bows from horseback, so deadly in fact, to 
  be initiated into the Winged Hussars an aspirant would 
  have to be able to land three accurate shots into a 
  moving target while riding at full gallop. These warriors 
  rode swift steppe horses and wore fine, and light 
  armour consisting of tanned leather over which was 
  worn a vest of lamellar. They carried recurve bows most 
  often crafted from whale bone and wood, and were 
  skilled with long, lancing spears. Even today the name 
  of “hussar” is used by Aranmen to describe men and 
  women who stand up against the Fadian oppressors as a 
  token to their fighting spirit.  
   
  The Fadeterenuri: 
   
  The eerie lands called the Fadeterenuri, meaning the 
  faded land in the native tongue, are situated north of the 
  Abberlands with the marshlands of Xax-Gro-Mar to the west, 
  the icy waters of the Langervik to the north, and the endless 
  wilderness of the Wîlderlunds to the east. It is a land of fog 
  and mist with harsh winters and short summers. The 
  Fadeterenuri is a place where men live their lives within the 
  strictures of a rigid caste system under the watchful eyes of 
  the Fadian sorcerer-priests called the Varázsló who are the 
  messengers of their dragon-god Halál Sárkány, the Endless-
  One.  
   
  There is only one god worshipped by the men of Fadia, 
  Halál Sárkány, the Endless-One. Halál Sárkány is a creature of tremendous power, once a dragon but 
  transformed into something greater by the colossal magick released by the Charm of Unmaking. He is a 
  tyrannical being infused by the dark magick that transformed him. Halál Sárkány is a skeletal dragon of 
  immense size and stature who resides deep within the earth below the black tower of Dracpiatră. The dragon-
  god has knowledge of the dark and secret magick of necromancy and has immense power over the souls of 
  those who die within the Fadeterenuri. The mists that perpetually cover the land is called the dragon’s breath 
  and the Varázsló teach that the souls of the dead serve Halál Sárkány within the mists even beyond death.  
   
  The Varázsló are the faceless caste of sorcerer-priests of Halál Sárkány who rule the Theocracy of 
  Fadia in the name of their god. Little is known of the Varázsló by the common people, only that they have 
  impressive power, and the price of disobedience is ones soul. The Varázsló wear heavy, layered, black robes 
  often lined with sable and upon their faces they wear faceless white masks. 
   
   
  The Varázsló rule over the Endless-One’s realm from 
  the foreboding tower of Dracpiatră in the southern moors of 
  Fadia, a bleak and foreboding place shunned by all life save for 
  the crows who are the eyes and ears of the sorcerer-priests 
  across the Fadeterenuri. Varázsló are accompanied at all times 
  by creatures called wraiths, incorporeal spirits of wickedness 
  who have shed all bonds of the flesh. These wraiths are rarely 
  seen, preferring to haunt the deepest shadows but their 
  presence is felt by anyone near a Varázsló. When traveling 
  beyond Dracpiatră the Varázsló do so with a guard of 
  hobgoblin soldiers. 
   
  The people of Fadia look upon the Varázsló as the 
  blessed of their god, feared and respected. They consider them 
  to be their rightful betters chosen by Halál Sárkány to lead his 
  people. The undead are also considered to be blessed by the 
  Endless-One with life eternal. The people of Arandane are 
  terrified of the Varázsló and secretly pray to the Old Gods for 
  strength and protection. To the Aranmen, Halál Sárkány is a 
  guise for the gods of the Bariaeth, and they consider the 
  Varázsló to be creatures of the shadow. 
   
  The lands of the Fadeterenuri consist of great swathes of barren moors and rocky tundra dotted by 
  rocky hills from which flow thousands of tiny brooks and streams whose edges are covered by mosses, 
  lichens, and tiny shrubs. Deep coniferous forests of pines, firs and birches in the north, and of ash, elms, 
  walnut and pines in the southern reaches. With the countries cold climate, short summers, and harsh 
  winters the land is ill suited for farming but the Tăran still eke out what they can in terms of tubers and root 
  vegetables, but survive primarily through pastoralism with goats and sheep being the most common livestock, 
  and through hunting brown hare, chamois, foxes, reindeer and wild boar. 
  
  Betwixt reality and dreams lies the realms of our imagination 
  53 
   
   
  Beside the human civilizations of the Fadeterenuri there are a few humanoid species that exist on the 
  edges of civilization; the ugly and capricious jermlaine, a race of gremlins that live in small clans within 
  ancient cave systems like those that run below the plateau known as the jagged edge who are so rarely seen 
  by men that they have become little more than pitiful and cruel creatures in children’s stories, as well as the 
  malicious clans of kobolds who hide within the boughs of the Nălucă Padŭre and other forests across 
  Arandane and Fadia. These small scaly humanoids have caused problems for centuries by attacking hunters 
  and furriers in the woods, or in a few instances when their numbers were great, raiding villages and 
  farmsteads on the outskirts of the forest. Today these creatures mostly keep to themselves in fear of the dark 
  magick that enshrouds these lands, but are still cause for concern for travellers within the confines of the 
  forests of the Fadeterenuri. 
   
  The mists of the dragon’s breath that cover the lands of the Fadeterenuri are a wholly unnatural thing 
  wrought from the dark magick of Halál Sárkány and its power grants the spirits of the dead unnatural unlife 
  within its confines. Terrible undead creatures lurk within the mists guarding the borders of the Fadeterenuri 
  from those who would enter or to keep in those who would try to escape them. These undead guardians are 
  called shadows, thralls bound by the dark will of their god to serve him for all 
   
  Fallrigh: 
   
   
  The kingdom of Fallrigh lies in the south of the Westerlands beyond the jagged mountains of the 
  Broken Peaks. Fallrigh is dominated by crag ridden countryside with the northern part of the kingdom 
  dominated by the Lurinwood, a thick deciduous forest marked by numerous dales and river valleys. The 
  country is best known for its fine lumber, and abundance of rich mineral veins.  
   
  The people of Fallrigh are a resolute race of stalwart fighters, the descendants of the Fall barbarians 
  who have lived as allies and friends to the dwarves of the Broken Peaks, who were forced to abandon their 
  ancestral holds many centuries ago. Today Fallrigh is a kingdom where dwarves and men stand side by side 
  within the walls of magnificent cities of stone, where the High King chosen from among the noble families 
  (both human and dwarven) rules his people from the Alabaster Tower at the heart of the city of Torlin, 
  perhaps one of the greatest marvels of masonry since the Fall of Cerilia.  
   
   
  The Free-Cities: 
   
   
  The Free-Cities are a loose confederacy of merchant city-states along the coast of the Inner Sea. It is a 
  country best known for its wealth and near constant internecine wars between neighbouring city-states and 
  among the Great Merchant Houses who are perpetually jockeying for station and power.  
   
  Glamrielle: 
   
   
  The fey realm of Glamrielle dominates the eastern lands of Rosalin in the Abberlands. It is a magickal 
  realm where the veil separating the mortal realm from Tylwyth Teyrnas is thin. It the home of the elves of the 
  Aelwyd Glamrielle and all variety of fey creatures both benevolent and malign. Glamrielle is presented in great 
  detail in The Gazetteer of the Abberlands section of this text.  
   
  Gethlyn: 
   
   
  Gethlyn, an appellation which remains from the days of the Cerilian Empire, is the name given to the 
  plains beyond Old Cerilia in the west of the Westerlands between the United Kingdoms, Maidinfell, and the 
  shadow realm of Morgarath. It is a land of endless grasslands where plains barbarians, the descendants of 
  the Cerii, live out a nomadic existence among the crumbling ruins of their once magnificent empire. Gethlyn 
  is a troubled land of monster haunted ruins, where morgar raiding parties are a constant threat. Few realize 
  that it is only through the blood and a sacrifice of the Cerii tribesmen that the more civilized lands of the 
  Westerlands remain relatively safe from the shadow of Morgarath.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  54 
   
   
  The Grey Mountains and the Halls-Beneath-The-Mountains: 
   
   
  The Grey Mountains are the predominant mountain range that spans nearly 1,000 miles running 
  north to south through the centre of the Westerlands. At its zenith, the Grey Mountains reach skywards in 
  excess of 12,000 feet with the highest point supposedly being at the peak of Mt. Thorgarak where the dwarven 
  King sits upon the mythril throne, ruling over the dwarven clans of the Halls-Beneath-The-Mountain.  
   
  For thousands of years the race of dwarves has existed upon the craggy slopes of the Grey Mountains 
  where their masons have crafted mighty strongholds that delve deep into the heart of the mountains 
  themselves, each connected to the next via a series of ancient thoroughfares carved from the stone itself and 
  stretching the length and breadth of the Grey Mountains. These thoroughfares are collectively known as the 
  Stigr Medli Fell, which roughly translates to the ways among the mountains.  
   
  The Stigr Medli Fell were once well travelled with many dwarves journeying between the various halls 
  of their kin, trading goods and for festivals and gatherings. Today the ways between the mountains are a 
  desolate place, haunted by monsters and feral morgar tribes who hide where the light of day will never shine. 
  The thoroughfares between Thorgarak, Drakag-Dor, and Ballak-Dor remain in use today, though they are 
  only travelled in well-armed bands. The remainder of the Stigr Medli Fell from Ballack-Dor to where the so-
  called Dwarven High Road enters the ways between the mountain at the gates of the fallen hall of Karrak-Dor 
  have been blocked off by the Mikill Gata, meaning the great or mighty gate, in dvergr mal.  
   
  Kelengia-Oade: 
   
   
  At the heart of the tumultuous Sea of Starfall are three large islands that gave birth to the human 
  tribes of the Kelts who migrated to what is modern day Keltis in the northwest of the United Kingdoms. On 
  the mainland there is little known of the mystical islands of Kelengia-Oade but stories tell of primeval forests 
  of magnificent elms and towering pines, of fertile glens, and giant haunted wilds. Stories talk of giants 
  roaming the hills, and of warriors, called the Fhianna who are supposedly capable of taking on a dozen 
  warriors with little more than a shield and a switch that collect the heads from their fallen foes.  
   
  Maidinfell: 
   
  Maidinfell is situated between the grasslands of Gethlyn and Old Cerilia. It is a small kingdom of 
  fisherman and farmers around the Wealdtaern, a large lake with a length of close to 100 miles and a breadth 
  of roughly half that. It is a country of open fields and pastures, and temperate woodlands. Maidinfell is not so 
  much a nation proper as it is a loose collection of self-governed towns and villages who come together for 
  mutual defence. The folk of Maidinfell are self-reliant, determine and stubborn folk who treasure their 
  freedom above all and have little concern for the world beyond the Wealdtaern.  
   
  Morgarath: 
   
   
  Beyond the twisted peaks of the Mountains Grim and the Bogs of Sorrow lie the Swamps of Sârax and 
  the dread realm of Morgarath. It is a domain of soot and ash belched from the bowels of primordial volcanoes 
  and of stinking marshland, where the Cabal of Nine, the witch-priestesses of the Queen of Oblivion rule over 
  the morgar from the crumbling spires of Thrax-Morgar. Little is known about this wretched land by the men 
  of the Westerlands save that it is a place anyone who enters does not return.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  55 
   
   
  Old Cerilia: 
   
   
  The desolate plains that lie in the centre of the Westerlands are known as Old Cerilia. It is in the 
  centre of this desolation where now there is a gargantuan rift that the city of Thrax-Ceria once stood, where 
  the Witch-King faced down the armies of King Ildâin and unleashed the magick of the Charm of Unmaking 
  that tore the earth asunder and broke the world for 100 years. Today what remains is a rift over a hundred 
  miles long and unknowably deep that the men of the Westerlands call the Wound in the World, and the 
  crumbling remains of the city-states of old rising from the grasslands like the bones of some great beast left to 
  degradations of time.  
   
  The United Kingdoms: 
   
   
  The United Kingdoms are a collection of five feudal 
  states; Eloria, Gilsland, Keltis, Lûndain, and Lorn which were 
  unified under the banner of the Elorian Kings of the Noble 
  House of Lark in 438.3Ea.r. after decades of bloody war. This 
  Grand Alliance has held despite growing tensions between the 
  five kingdoms over trade rights, land, taxation, and there are 
  those kings who once ruled in their own right, many of these 
  men await only the opportunity to strike down High King 
  Reinhold and the House of Lark to take the Griffon Throne for 
  themselves.  
   
  The lands of the United Kingdoms are many and varied 
  as the country covers nearly 500 miles both in length and 
  breadth, with fertile farmland and rolling countryside in 
  western Gilsland and Eloria, the vast moors of thick forests of 
  Keltis and Lorn, to the woods and dales that cover comprise the Deeping Vale.  It is a land where the 
  peasantry till fields and herd sheep, where bandits, outlaws, and highway men prey upon unwary travelers, 
  where noble houses vie for station, and where knights are a never-ending competition to prove their courage 
  and skill at arms, both on the field of battle and at tourney.  
   
  Xax-Gro-Mar: 
   
  North of the Abberlands between Calderland and the haunted tundra of the Fadeterenuri lay the 
  marshes of Xax-Gro-Mar the ancestral homeland of the race of trolls. Xax-Gro-Mar is a vast wetlands 
  spanning for 300 miles north to south and close to 200 miles, at its widest, from east to west. The wide open 
  landscape is dotted by ancient mangroves, with thousands of grasses and sedges protruding from the 
  marshes still waters.  
   
  The Trolls of Xax-Gro-Mar live in tribes ruled over by a warlord who is chosen by ritual trial by combat 
  ending when one troll can no longer lift his blade, which usually means having both arms torn from their 
  bodies, only to regrow days later. Troll tribes live within the spire and ruins left since the time when the 
  sylvan Realm of Glamrielle still covered the lands of the north. These ancient fey ruins are all but forgotten 
  now, and have been renamed by the trolls such things as Bagroth-Grom, meaning place of Grom, one of the 
  most influential and ancient chieftains of the troll people who rules over hundreds of lesser tribes from the 
  halls of that ruined city. From time to time, one warlord will rise to such prominence and power that he can 
  unite all the tribes under his rule. The last to take the mantle of troll king was Gorgannon, who was slain by 
  St. Gomeric the Troll Slayer during the Second Troll Wars.  
   
  Government in the United Kingdoms: 
   
  The United Kingdoms are governed by the High King 
  and a small council of the most influential members of 
  the nobility whose seats are hereditary. The Council of 
  Nobles votes on all issues of state, from taxation and 
  budgeting to foreign affairs and the High King cannot 
  act without the consent of the Council except in the case 
  of governing his family lands and holdings. This system 
  was established as part of the Grand Alliance which 
  unified the five kingdoms in 438.3Ea.r. 
   
  Below the Council of Nobles is a convoluted structure 
  of dukes, marquis, barons, and lords each owing some 
  fealty or obligations to the other, and each granting 
  lands, favours, and protection to the people living within 
  their realms in exchange for their loyalty, military 
  service, and tribute. 
  
  Betwixt reality and dreams lies the realms of our imagination 
  56 
   
  A Timeline of the Abberlands: 
   
  110.2Ea.r. The Abborn begin to migrate from the Inner Sea 
  across western Abbernoth. 
   
  220.2Ea.r. Men begin to encroach upon the borders of 
  Glamrielle. 
   
  222.2Ea.r. King Andurîal of Thal-Iridis razes Abborn 
  settlements within Glamrielle. War ensues. 
   
  225.2Ea.r. King Andurîal bonds himself to the human child 
  Delwyn Llyr forsaking his immortality at Caeth Llennyrch 
  ending the war between the Abborn and elves. Delwyn Llyr is 
  crowned the first Queen of the Abborn.  
   
  232.2Ea.r. Birth of Eirwen Half-Elven daughter of Delwyn and 
  Andurîal. 
   
  225.2Ea.r. Construction of the fortress of Caer-Glas is 
  completed.  
   
  302.2Ea.r. Death of Queen Delwyn after 80 years of rule. 
  Eirwen Half-Elven is crowned Ever-Queen of Rosalin and 
  Princess of Thal-Iridis 
   
  310.2Ea.r. Death of the Elf King Andurîal who gave up his 
  immortality when he chose to bond himself to Delwyn. Prince 
  Byrllandwil crowned King of Glamrielle. 
   
  573.2Ea.r. The Gallic Tribes are defeated at Gwron‟s Hill by 
  the Marchog of Caerwen. Marchadwed founded. 
   
  589.2Ea.r. Death of Ever-Queen Eirwen Half-Elven. Crown 
  Princess Gwenyffer becomes Ever-Queen. 
   
  192.3Ea.r. Battle of Blaid Cas fought between Aielwer and 
  Lordainia 
   
  212.3Ea.r. Third Battle at Bagnell between Calderland and 
  Rosalin. 
   
  214.3Ea.r. Aielmen capture Caer Maen from Lordainia. 
   
  219.3Ea.r. Death of the Ever-Queen Gwenyffer by a Morgar 
  blade. Crown Princess Aeronwen becomes Ever-Queen.  
   
  232.3Ea.r. Treaty of Eyrir Ffynon signed ending over 40 years 
  of hostilities between Aielwer and Caerwen.  
   
  234.3Ea.r. Unification of the Abberlands under the rule of the 
  Ever-Queen Aeronwen.  
   
  411.3Ea.r. Town of Ceulon established as a rest stop for 
  merchants negotiating the Vale Gap. 
   
  510.3Ea.r. Nua Abber is adopted as the official language of 
  Aielwer and Caerwen.  
   
   
  Gazetteer of the Abberlands 
   
  he Abberlands is the moniker given to the countries 
  within the shadow of the fey realm of Glamrielle; Aielwer, 
  Caerwen, Lordainia, and Rosalin. The region is named 
  after the human tribes of the Abborn who are said to have 
  originated in these lands in times of yore. It is a domain of vast 
  and deep forests, rushing rivers, and abundant farmland, a 
  land of poetry and song, of forgotten places buried deep within 
  sylvan forests, and of secrets lost to time. It is a domain 
  steeped in rich history, where mischievous fey deceive the 
  incautious with fairy glamour, and where wretched beasts stalk 
  the shadows. 
   
  The Abborn: 
  The Abborn are dubbed the “First Men” by scholars who 
  theorize that it is from them that most humans across 
  Abbernoth can trace their lineage. The Abborn originated on 
  the clement shores of the Inner Sea from whence they would 
  migrate across Abbernoth, along the western coast of the Inner 
  Sea, south alongside the borders of the Cerilian Plains and 
  west over the Grey Mountains, settling what is today the 
  Deeping Vale, Eloria, Gilsland, and Lûndain. Scholars named 
  Abbernoth in honour of the Abborn people.  
   
  Religion in the Abberlands: 
   
  The folk of the Abberlands tend to worship the Old Gods 
  and show reverence to the myriad of woodland spirits and 
  demigods of the Old Abborn faith. There is a rising minority in 
  the southern Abberlands who have begun to convert to the 
  monotheistic teachings of the Priory of the Eternal Flame. 
  Small Priory chapels have begun to spring up in Caerwen, and 
  parts of Aielwer.  
  The encroachment of the Priory into the Abberlands and 
  the spreading of their prejudiced beliefs is becoming a threat to 
  the peace that the Ever-Queen and her court at Delwyncarteffi 
  have maintained for nearly 400 years. The Ever-Queen has not 
  formally denounced the Priory due to their increasing support 
  and the potential for unrest in the south, but rumour has it 
  that the Ever-Queen’s clandestine agents, the Gwydih, have 
  been called upon to take a committed interest in the Priory’s 
  activities in the Abberlands.  
   
  Languages of the Abberlands: 
   
  There are two primary dialects spoken throughout the 
  Abberlands, old abborn, and nua abber both with notable 
  influence from tylwyth teg, the language of the fey. Old abborn 
  has been the language spoken across the Abberlands since 
  time immemorial. Today it is used in religious services, in 
  songs and poetry, by scholars and the nobility. Old abborn still remains the official language of Lordainia and 
  Rosalin.  
   
  Nua abber is the contemporary dialect of the Abberlands, a bastardized form of old abborn with 
  variations of inflection and pronunciation, heavily influenced by the trade tongue. Nua abber was adopted as 
  the official language of Aielwer, and Caerwen in 510.3Ea.r. Nua abber is also referred to as peasant’s abborn 
  or low abborn.   
  T
  
  Betwixt reality and dreams lies the realms of our imagination 
  57 
   
   
  Aside from nua abber, and old abborn, the fey tongue, tylwyth teg, is common enough given the 
  sizeable proportion of elves and ogres residing within the Ever-Queen’s domain. It is customary for human 
  nobility to have their children study tylwyth teg as a part of their schooling. More rarely dvergr mál, the 
  dwarven tongue, will be encountered in the streets of cities and towns throughout the Abberlands. 
   
  Costume: 
   
  Clothing in the Abberlands has always been utilitarian in nature favouring simplicity and practicality, 
  made from either linen, or wool. A loose fitting, linen tunic which skirts around the knee and is loose around 
  the wrist, called a léine is the traditional garment worn by both men and women in the Abberlands.  
  Commoners wear simple léines, often dyed with saffron, and belted at the waist by either a length of rope, or a 
  thick leather belt. Those worn by the upper classes are crafted of finer fabrics, satin, scarlet, or velvet, and 
  pleated at the skirt, commonly with embroidered embellishment in the elvish style. The finest léines are often 
  lined with ermine or sable and crafted of the finest elvish brocade.  
   
  Over the léine commoners customarily wear short woollen jackets, while men of means will often don 
  sleeveless, quilted doublets with buttons of engraved bone, pewter, or silver. Mantles or hooded cloaks are 
  worn about the shoulders and held in place with brooches commonly crafted of oak or pewter, with very fine 
  examples being made from silver, or gold and displaying intricate engraving and inlay work. In the Abberlands 
  the length and quality of a man’s cloak is a status symbol, a commoners cloak would be made from wool in a 
  twill weave, and typically fall just above the knee, while a cloak belonging to a noble would be fur-lined, and 
  crafted of fine material, falling just above the ground. 
   
  Men in more rural parts of the Abberlands tend to go barelegged and unshod, while simple shoes, or 
  knee-high leather boots are the norm among townsmen and city dwellers. In times of war and during the cold 
  winter months, tight fitting woollen pants, called trews are worn to cover the legs, and simple knee-high, soft 
  boots protect the feet of those who can afford them.  The nobility commonly wear hose attached to a doublet 
  by woollen straps, and fur-lined slippers, or tall, finely tooled boots.  
   
  The Ecosystem: 
   
  With its temperate climate and varied soils the Abberlands supports a diverse vegetation pattern. Oak 
  and elm forests cover the majority of lower Rosalin and Lordainia giving way to ancient, thick pine forests and 
  moorlands in the far north. The low country is dominated by rolling hills and woodlands of yew, alder, and 
  beech. Outside of the cities the land is dominated by farmland with many grasses, ferns, and flowering plants; 
  heather, thistle, and gorse being the most common.  
  With its diverse plant life and deep forests the Abberlands are also home to a number of species of 
  large and small mammals including; wolves, worgs, wild boars, mundane and giant lynxes, owlbears, 
  reindeer, and both red and roe deer. There are a number of small mammals that thrive in the woods and 
  farmlands including; foxes, hares, rabbits, hedgehogs, weasels, mundane and giant rats, stoats, field mice, 
  and shrews. Rivers and streams are inhabited by otters and a number of fish including; salmon, perch, pike, 
  dace, and graylings. There are innumerable species of birds that are indigenous, the most common being; 
  finches, blackbirds, sparrows, starlings, pheasants, partridges, falcons, owls, and both mundane and giant 
  eagles and many more migratory species can be seen throughout the year.   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  58 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  59 
   
  The Shadowy Rider: 
   
  Remember, remember the Shadowy Rider 
  Remember, remember on bleak, foggy night 
  Remember, remember the clickity clack 
  Clickity clack as he rides on bleak foggy night 
   
  Remember, remember the Shadowy Rider 
  Remember, remember not to glance back 
  Remember, remember the clickity clack 
  Clickity clack as he comes at your back 
   
  Remember, remember the Shadowy Rider 
  Remember, remember his ghostly visage 
  Remember, remember the clickity clack 
  Clickity clack when you‟re left dead on your back 
   
  Remember, remember the Shadowy Rider 
  Remember, remember when you‟re cold and alone 
  Remember, remember the clickity clack 
  Clickity clack as he rides on bleak, foggy night 
   
  -Old Aielwer Folk Tune- 
    
  Aielwer: 
   
   
  Official Name: Principality of Aielwer 
  Government: Confederate state of Rosalin, limited monarchy 
  with an assembly of barons granted by consent of the Ever-
  Queen 
  Ruler: His Majesty Royal Prince Cadwallon, Sovereign of Aielwer 
  Capital: Lhandinas  
  Heraldry: Per pale argent and vert, argent an oak tree dexter, 
  prupure three thistles sinister 
  Demographics: Primarily humans with a small minority of 
  dwarves, elves, and half elves 
  Economy: Manorialism  
  Major Exports: Ale and beer, oats, wool and wool goods 
   
  Aielwer is the agricultural heart of the Abberlands, with 
  rich soil, sweeping fields, and abundant brooks and streams the 
  land is ideal for an assortment of crops including oats, barley, 
  hops, and various vegetables while wide pastures and low rolling 
  hills facilitate raising cattle and sheep. Considered backwards by 
  many in the Abberlands, the Aielmen are a proud and strong 
  people, once warriors but put down their swords long ago. They retell their history with poems and songs and 
  enjoy the simple things in life; music, hard work, and family. Despite preferring a simpler way of life Aielmen 
  are not as behind the times as people seem to think. The University at Lhandinas is a well-respected 
  institution of the modern sciences of astrology and medicine, and the basis of modern Abborn poetry and 
  music is derived from a combination of elvish technique and Aielwer tradition.  
   
  Innumerable ancient ruins can be found in the midst of the farmlands and gentle hills of Aielwer, 
  remnants of Old Cerilia from the time before the cold and darkness of the Long Twilight. These are places the 
  locals consider cursed and treacherous, many superstitions and fireside tales tell of monstrous beasts and 
  ghastly spirits that haunt those grim stones. The Aielwer in the countryside will not stray far from their 
  homesteads after dusk for fear of what might lurk in the shadows and have strong superstitions warning 
  against spirits that haunt the mists. The countryside is troubled by vicious wolves and wretched worgs, and 
  in the hills much darker things stalk the crumbling stones, and forgotten places of Aielwer.  
   
  Hospitality in Aielwer: 
   
  Communities in Aielwer are quite spread out even in comparison to the rest of the Abberlands with the 
  majority of Aielmen living in small farmsteads many miles from towns and villages. It is custom that a 
  traveller who presents themselves at the door of one of these farmsteads asking for achlesa, meaning shelter 
  in old abborn, will be offered a place by the hearth, bread, and cheese for the night. In return, the guest will 
  leave something of value in return and leave by first light the following morning. The custom of achlesa is 
  most commonly associated with farmsteads but the tradition extends to anywhere there is food and warmth. 
   The custom of achlesa has led to many songs and tales of fey folk coming to a secluded farmstead and 
  leaving gold or magickal trinkets behind as payment. Likewise, the Aielmen tell of men being cursed, their 
  children stolen, or fields being sown with salt by jilted spirits that were denied achlesa.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  60 
   
  Nobility of the Abberlands: 
   
  The noble families of the Abberlands are very old and 
  proud, most tracing their lineage back to the times of 
  Delwyn, first Queen of the Abborn. There are a 
  number of titles used across the Abberlands to 
  delineate rank among the nobles. Titles are bestowed 
  upon a person for wealth, military obligation, heredity, 
  and service.  
   
  Ever-Queen “Her Eternal Majesty”: The title given to 
  the supreme monarch of Rosalin, and since the 
  unification all of the Abberlands. It is hereditary title of 
  the House of Llyr given to the eldest daughter who 
  must be of half-elven blood. There have been only 
  three women to bear the title of Ever-Queen in the 
  history of Rosalin and the Abberlands; Eirwen Half-
  Elven, Gwenyffer, and Aeronwen called the Unifier. 
   
  Crown Princess “Her Eternal Highness”: The title 
  bestowed upon the heir apparent of House Llyr. 
   
  Princess/Prince of Rosalin “Her Royal Highness”: Title 
  bestowed upon children of House Llyr who are not the 
  heir apparent.  
   
  Royal Prince/Princess “His Majesty”: The title given to 
  the Sovereigns of Aielwer, Caerwen, or Lordainia. A 
  hereditary title passed down since the unification of the 
  Abberlands under the Ever-Queen Aeronwen. A title 
  equivalent to king or queen in other nations.   
   
  Prince/Princess “Her Highness”: The title given to the 
  heir apparent of the Royal Princes. The title goes to the 
  eldest child in Caerwen irrespective of sex, and to the 
  eldest male in Aielwer and Lordainia and only to a 
  female child if there are no male heirs.  
   
  Baron/Baroness “His Lordship”: A title given to anyone 
  who holds land for the crown in exchange for a feudal 
  obligation or a marchog fee. In Aielwer the rank of 
  baron entitles a person to a voice in the Assembly of 
  Barons at Lhandinas.  
   
  Marchog „n Dal “Sir”:  A high ranking marchog who 
  owns at least 100 acres of land or holds land for a baron  
  in exchange for feudal service. The equivalent of a 
  bannerette in other lands.  
   
  Marchog “Sir”: A title given to any man who holds at 
  least 1 acre of land and can provide, a horse, shield, 
  byrnie, and spear when summoned for feudal service. A 
  title equivalent to knight. 
   
  Castle Keeper’s Notes: 
   
  Given the spread out nature of communities in Aielwer 
  proper patrols extend no more than a day’s ride from a major 
  town. These patrols are comprised of militia and consist of 2d12 
  1st level Fighters mounted on riding horses and armed with 
  either cudgels, hand axes, or spears, daggers, and shields with 
  50% carrying slings or short bows. These patrols are led by 3rd 
  level fighters who wear padded or leather armour and are 
  armed with broad swords, spears, and shields.  
   Patrols out of Lhandinas are comprised of the Royal 
  Prince’s personal men-at-arms and are typically larger, 
  superiorly armed, and better trained than town militia patrols. 
  These patrols consist of 3d10 2nd level fighters in leather 
  armour armed with spears (in which they are specialized), short 
  swords and shields, mounted on light war horses led by a 3-5th 
  level fighter equipped with ring mail, broad sword, spear, and a 
  shield. 50% of the fighters in these patrols will also be armed 
  with short bows.  
  In the countryside Aielmen are responsible for defending 
  their farmsteads and families and most keep at least a cudgel 
  and sling within easy reach.  
   
  Notable Locations:  
   
  Aiel Marshes: 
   
  In the north of Aielwer lies the Aiel Marshes, a vast 
  expanse of freshwater wetlands characterized by expansive 
  groves of alders, sycamores, and willows. The Aiel Marshes are 
  home to an incredible array of wildlife including various 
  waterfowl like heron and geese, mundane and giant reptiles, 
  and a menagerie of mammals. The marshes are also home a 
  number of vicious predatory monsters, most notably behirs, 
  hydras, and phase spiders.  
   
  In the spring of 225.2Ea.r. a small army of Aielmen was 
  secreted through the Aiel Marshes in an attempt to outflank the 
  Lordainian army marching south from Caer-Maen. The Aielmen 
  were betrayed by one of their own and walked into a brutal 
  ambush, not a single Aielman left the marshes alive.  
   
  Since that terrible day Aielmen have shunned the 
  marshes believing the place cursed. There are many stories told 
  of vengeful apparitions of long dead soldiers rising from their 
  watery graves. If the stories are to be believed these ghastly 
  phantoms hunt for the one who betrayed them long ago. 
  Whatever the truth might be the Aiel Marshes are a treacherous 
  place and best avoided.  
   
  Kilburn:  
   
  The town of Kilburn is located in the South of Aielwer on the boundaries of the Witching Woods and 
  the sinister realm of Ilifar. Kilburn is well known across Aielwer for its fine ale. The marshland around the 
  town provides rich soil for the growth of exceptional barely and hops.  Kilburn Amber can be found in taverns 
  across the Abberlands, Fallrigh, and the Free-Cities.  The town is governed by the Baron Meical Lanyr who 
  has held the lands for the Crown for over 40 years. He is a well-liked and respected individual among the 
  commons and nobility alike.  
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  61 
   
   
  The people of Kilburn have many legends about the Witching Woods and speak in hushed, revering 
  tones of the ghosts and fey that haunts those deep-rooted trees. They tell of pixies and sprites, of the Three 
  Hags who prey upon children who wander off, and of beautiful dryads who charm men with their fairy 
  glamour.  
   
  With war being fought in southern Ilifar between the elves of the forest and the Dalamathi, the people 
  of Kilburn have been keeping one eye toward the woods and preparing in case the fighting spills over into 
  their town. Rumour has it that Baron Kilburn has been receiving strange guests in the night. Some believe 
  the Baron is aiding the elves with foodstuffs and other supplies, others speculate that the Ever-Queen has 
  sent her Gwydih to assess the situation in Ilifar. Still others have gone so far as to hypothesize that Baron 
  Kilburn is aiding Dalamathi spies.  
   
  Lhandinas:  
   
  The walled city of Lhandinas is the capital of Aielwer built upon the ruins of ancient Thrax-Lhan, one 
  of the fallen cities of Old Cerilia. It is a small city compared to the rest of the Westerlands having a population 
  of merely 7000 but is a hub of commerce and learning. It is home to the University of Lhandinas, an institute 
  dedicated to the modern sciences of astrology, medicine, and alchemy.  Royal Prince Cadwallon governs 
  Aielwer from Castle Aiel, and it is here that the Assembly of Barons meets in council bi-annually.  
  Lhandinas is divided into four districts; the New City where the common folk and craftsmen hawk 
  their wares, the Old City which serves as the marketplace and is home to the merchant class, Aiel Hill is the 
  home of the nobility and seat of Aielwer government, and the slums of South Wall where the poor and the 
  downtrodden strain to get by. 
   
  As a focal point for trade between the Abberlands, Fallrigh, and trade routes north and west, 
  Lhandinas has always had problems with thieves but in the last few years the situation has become 
  increasingly worse and frequently violent. Rumours are abound that the Ministry of Shadows, a formidable 
  and treacherous guild of thieves said to operate out of the Free-Cities has come to Lhandinas and has begun 
  to reorganize the cities underworld, pushing out any elements that do not mesh with their plans.  
   
  There is a great many secrets hidden beneath the streets of Lhandinas within a vast underground 
  network left from ancient Thrax-Lhan and it is rumoured that this was the motive behind the University 
  choosing to establish itself within the city, hoping to uncover the treasure trove of lost lore that could be 
  hidden beneath the city. The ruins of the under-city have drawn many to Lhandinas in a hunt for treasure 
  and glory and a few have actually returned with some valuable trinkets but most don’t come back at all. The 
  depths of the under-city have drawn loads of beasts that have made their lairs within its pits over the 
  centuries, hidden from the light of day. There are uncountable stories told in taverns and at firesides across 
  the city about wretched monsters finding their way out of the labyrinthine corridors of the under-city and 
  attacking folk from gloomy alleyways and deserted streets.   
   
  Caerwen: 
   
  Official Name: Principality of Caerwen 
  Government: Confederate state of Rosalin, limited monarchy granted under the consent of the Ever-Queen 
  Ruler: Her Majesty Royal Princess Anwen, Warden of the South, and Sovereign of Caerwen 
  Capital: Marchadwedd 
  Heraldry: Per pale argent and sable, argent a horse rampant dexter, a portcullis surrounded by three spears 
  sable sinister 
  Demographics: Primarily human with a very small minority of elves and half elves (mostly refugees from 
  Ilifar). 
  Economy: Manorialism 
  Major Exports: Horses, Fine Wines from Ilun river valley, and silver from mines in the Broken Peaks.   
   
   
  Caerwen is the southernmost country of the Abberlands and is a realm of open plains and fertile river 
  valleys with the shadowy forest of Ilifar to the east and the majestic mountains of the Broken Peaks forming 
  the countries southern border.  The people of Caerwen have a long and proud warrior tradition and are some 
  of the most skilled horsemen in Abbernoth. The people of Caerwen are called “warrior-poets” by their kin in 
  the north and it is Caerfolk who guard the Abberlands southern frontier.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  62 
   
   
  With the west of Caerwen facing the untamed wilderness of Old Cerilia the marchog, an old abborn 
  title akin to knight, are tested time and again. They protect their people from inhuman beasts and warring 
  hobgoblin tribes.  
   
  Given Caerwen’s history for facing fearsome monsters and barbaric humanoids, the Priory of the 
  Eternal Flame has been able to gain a strong foothold among the commons and marchog in the last few years 
  and many chapels, and chapterhouses dedicated to the Eternal Flame have been erected in towns and villages 
  across the Westermark. Recently a paladin of the Eternal Flame, Sir Erimgard of Calderland has been very 
  close to the Royal Princess, and it’s whispered in court that she has taken him into her confidence, and bed. 
  Rumours at court suggest that one day soon the Royal Princess will name Sir Erimgard Marshall of the 
  Marchog despite vehement objections from the barons.  
   
  Swords in Caerwen: 
   
  The sword has traditionally been a weapon reserved for the nobility of Caerwen, a symbol of status 
  and service. Caerwen law and tradition dictate that only marchog are granted the privilege of openly wearing a 
  sword and any transgressors shall face no less a penalty than the confiscation of the sword,  the loss of their 
  right hand, imprisonment for no greater than a tenday, and/or a fine of no less than 50 shillings.  
   
  Foreigners carrying swords in Caerwen are likewise restricted in their bearing of arms. Nobles and 
  knights, may openly wear their swords without issue, however men of low birth are restricted like anyone 
  else, with the same penalties for transgression.   
   
  Castle Keeper’s Notes: 
   
  The marchog of Caerwen are the most skilled and best equipped warriors in the Abberlands. Marchog 
  patrols consist of 2d10+10 1st level knights wearing ring mail and carrying broad swords, spears, short bows, 
  and shields, mounted on light war horses. Marchog patrols are led by 3rd level knights and have a 20% 
  chance of being accompanied by at 5th-8th level “marchog’n dal”. Patrols out of Blaenstead, Caer-Marchog, and 
  Marchadwedd have a 30% chance of being accompanied by a 1st-3rd level cleric of the Priory of the Eternal 
  Flame equipped with a mail hauberk, a light mace and shield and mounted on a light war horse. 
   
    
  Notable Locations: 
   
  Axmouth:  
   
  Located where the river Andra splits off from the Ilun in 
  the heart of the Ilun river valley, Axmouth is considered to be 
  the centre of Caerwen wine country. Axmouth is a large town of 
  nearly 2000 people and enjoys mild weather year round 
  protected from the freezing winds of winter and the heat of 
  summer by the valley walls. The town is ruled over by His 
  Lordship Padrig Yule Baron of Axmouth, a warrior of some note 
  in his youth but has fallen out of favour with Her Royal 
  Highness in the last years especially after the paladin Sir 
  Erimgard of the Priory has had the Princess’ ear. It is no secret 
  that Lord Axmouth has little love for the Priory and vehemently 
  opposes the proposal of naming “a foreigner and Priory lapdog” 
  to command the Marchog.  
   
  Axmouth is most famously known for its vineyards 
  which produce the finest wine in the Abberlands and some 
  argue in all of the Westerlands. The entire Ilun Valley is 
  dominated by vineyards and every hamlet, town, and village 
  produces their own vintages, each year during the last tenday 
  of Harvesttide the people of the Ilun Valley come together at Axmouth for a festival where they share their 
  wines and celebrate the harvest. It has become a tradition for Her Royal Majesty to attend the festival where 
  she is presented with the first glass and leads the opening toast, giving her blessing to the vintners for the 
  coming year.  
   
   
   
  The Priory of the Eternal Flame: 
   
  The Priory of the Eternal Flame has its origins in city of 
  Calder almost 150 years ago during the Troll Wars and 
  has since grown across the United Kingdoms, 
  Maidinfell and has pockets of support in the 
  Abberlands. The Priory believes in a single omnipotent 
  deity who mandates obedience, courage, honesty, and 
  purity in return for protection from the cold and 
  shadow. The Priory is a militant faith crusading against 
  the enemies of humanity, cleansing Abbernoth with 
  sword and righteous fire. They teach that only through 
  self-sacrifice and submission to the laws of the Eternal 
  Flame can a person achieve salvation and eternal peace. 
  The Priory has no room for other faiths, who they 
  believe refuse to see the light of truth. Those who are 
  not counted among them are considered heathens lost 
  in shadow, they damn magick-users, and they have little 
  tolerance for demihumans and their “lost ways”. 
  Despite their racial dogma, common folk across 
  Abbernoth flock to the Eternal Flame hoping for 
  protection from monsters, and deliverance from the 
  darkness.  
  
  Betwixt reality and dreams lies the realms of our imagination 
  63 
   
   
  Blaenstead: 
   
  Meaning “Hill-Home” in old abborn, Blaenstead is one of the oldest towns in Caerwen. Originally it was 
  the site of a watchtower and a few outbuildings. After the construction of Caer-Marchog, and Caer-Cadorn, 
  Blaenstead grew into the heart of the Westermark.  Today Blaenstead has grown to a large town with a 
  population of nearly 1500 and is the hub of trade for the surrounding villages. Blaenstead is ruled by His 
  Lordship Yorath Parry, Baron of Blaenstead, Castellan of Caer-Marchog, and Caer-Cadorn. He is a brooding 
  veteran, exacting with his subjects, but fair and respected.  
  Blaenstead is the heart of the Priory of the Eternal Flame in the Abberlands and many of the townsfolk 
  have converted from the Old Ways to the teachings of the Eternal Flame. The Priory has established a templar 
  chapterhouse for the Order of the Burning Heart  just outside town and a chapel, called the chapel of St. 
  Sigihard the Martyr, has been erected in the town centre. The Lord Blaenstead has not yet converted to the 
  Priories beliefs but he has openly welcomed the Provost Baldomar Hludmund, his priors, and templar to his 
  domain.  
   
  Bradfirth:  
   
  Bradfirth stands among old peat bogs in the silhouette of the Witching Wood. Bradfirth’s economy is 
  based almost solely on peat mining, providing fuel for most of western Caerwen where lumber is scarce, and 
  it’s used in drying barely for use in distilling whiskey, a peaty, earthy, and strong native spirit. The people of 
  Bradfirth and its nearby hamlets and throps have more in common with Aielmen than the Caerfolk of the 
  west holding on to the old ways and traditions of the Abborn, paying respect to nature and its spirits. The rule 
  of Bradfirth and the surrounding lands falls on Her Ladyship Tegwen Alden, Baroness of Bradfirth, a young 
  and naïve women new to her role and dissatisfied with being recalled to Bradfirth from the Ever-Queen’s court 
  in distant Delwyncarteffi.  
   
   
  There is an ancient circle of stones at the heart of Bradfirth believed to be an archaic elvish holy place 
  dedicated to the Old Gods and is used today as meeting place for the people of the town and outlying villages 
  as their place of worship. Legend tells of a fey creature bound to the Stones of Bradfirth, a satyr like being 
  called Cern who the locals revere as their patron and protector. According to the people of Bradfirth Cern is 
  an old creature long forgotten by the rest of the world, perhaps once a demigod in his own right lost to time? 
  He is a patron of druids, and hunters, and some even go so far as to say he was once the master of the fey in 
  Ilifar. On nights when the moon is full and the sky clear the Stones of Bradfirth glow with a strange light, a 
  testament to Cern’s presence.  
   
  Caer-Cadorn:  
  The Castle of Caer-Cadorn lies on the western border of Caerwen south of Blaenstead. It is the sister 
  fortress to Caer-Marchog in to the North and houses the largest garrison of Marchog in the country. Caer-
  Cadorn was built upon the foundations of an old Cerilian Fortress at the beginning of what is known as the 
  Old Road that runs across the plains all the way past the Wound in the World to the distant city of Myr in the 
  west. Today Caer-Cadorn is called the Gate Castle by merchants traveling across the plains as it either marks 
  the end of civilization or the beginning depending on the way you are traveling. Because of its location the 
  castle has sprouted a small village of coaching inns, stables, and tradesmen within its walls to service 
  merchants taking the dangerous trek across the plains.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  64 
   
  The Gallic Tribes: 
   
  The Gallic tribes were a proud warrior people from the 
  plains of what is today the southern Abberlands holding 
  lands in what are now Aielwer and Caerwen. Historians 
  write that the Gallic people were one of the ancestral 
  enemies of the Cerii before the fall during the years of 
  the Long Twilight. When Cerilia fell and endless winter 
  blanketed Abbernoth the Gallic people lost much of 
  what they once had been. By the dawn of the Second 
  Era they had become little more than raiders and 
  barbarians.  
   
  When the Abborn began to conquer Gallic lands lost in 
  the First Era. They had survived in the ruins of fallen 
  Cerilia through the darkness and cold and made 
  exceptionally brutal opponents. It was the Marchog of 
  the Abborn who would spell the doom of the Gallic 
  tribes. Though once masters of chariot and horse those 
  things had been lost to the Gallic during the Long 
  Twilight and on foot they stood little chance against the 
  might of a cavalry charge in open the plains. They were 
  swiftly overcome. 
   
  Today the remnants of Gallic society can be found  
  across the countryside; old stones engraved with archaic 
  runes crumbling in the grass, lost torcs or bangles found 
  while tilling fields, ancient burial cairns in the hills, and 
  the occasional child born with silvery-grey “Gallic eyes”, 
  a symbol that the child will grow up to be a proud and 
  strong person, a true warrior.  
   
  Caer-Marchog:  
   
  Caer-Marchog meaning “Castle of Horsemen” in old abborn is the sister fortress of Caer-Cadorn to the 
  south and acts as the base of Marchog command on the border of Caerwen and the wilderness of Old Cerilia.  
  Caer-Marchog is a Priory strongpoint in Caerwen with a chapterhouse recently erected with the permission of 
  His Lordship the Baron of Blaenstead. It is garrisoned by twenty Knights of the Burning Heart stationed with 
  the Marchog to aid in the defence of the borderlands.  
   
  Farchclun:  
   
  Located in the plains of southern Caerwen on the River 
  Farch, the walled town of Farchclun is home to the finest horse 
  breeders in the Abberlands. The people see Baron Farchclun as 
  a distant and aloof master, more concerned with the royal 
  horses than his people. His Lordship is well loved by the 
  nobility and holds great favour at court.   
   
  Marchadwedd:   
   
  The capital of Caerwen Marchadwedd means 
  “horsemen’s home” in old abborn. Marchadwedd is a walled 
  city built upon a large hill overlooking the surrounding 
  countryside. It was on this hill where the last of the Gallic 
  tribes fell to the advance of the Abborn in 573.2Ea.r. It is said 
  that the Caerfolk hero Gwron and his marchog rode down from 
  the top of the hill and with spear and shield and shattered the 
  lines of their enemies, Gwron’s spear piercing the heart of the 
  Gallic chieftain, pinning him to the earth. Today that hill is 
  called Gwron’s Hill and is the site of Castle Caerwen and on the 
  spot where the last Gallic chieftain was slain stands a 
  monument to his tribes memory with the inscription atgofia 'r 
  ddynion a bucheddedig rhagom a 'r ddewrder chan their 
  brenhinedd which means “remember the men who lived before 
  us and the bravery of their kings” in old abborn.  
   
  Marchadwedd is the largest Abborn city in south of 
  Gwenporth boasting a population of approximately 10,200 
  people. The city itself is built upon Gwron’s Hill and sprawling 
  downward, spilling out into the plains below. The districts of Marchadwedd radiate away from Castle Caerwen 
  with the nobility residing in their estates on the Top of the Hill, Middle Hill is home to the merchant class and 
  wealthy craftsmen. It is the location of various religious structures, inns, and warehouses, as well as the 
  Marchog Commandery. Below Middle Hill is Low Hill where the commons live their lives, and below that, 
  beyond the walls of the city are the Outskirts where the poor toil through their days in the cities silhouette.  
   
   
   
  Marchadwedd is the centre of trade and commerce in Caerwen and is the first major stop for 
  merchants from Fallrigh going north to the Free-Cities or toward Lhandinas in Aielwer. It is also the jumping 
  off point for merchant caravans risking land route across Old Cerilia to the United Kingdoms, and Maidinfell 
  making the Marchadwedd a place for mercenaries to find work and for thieves to ply their trade. The 
  Outskirts and Low Hill are rough places if you have a loose tongue or purse strings.  
   
  The Priory of the Eternal Flame as begun to make its way into the city with representatives at court 
  and preachers in the streets calling upon the poor and downtrodden to hear the call of the Eternal Flame and 
  accept salvation. Their presence is causing some unrest among the small demihuman minority in the city and 
  if things keep up there could be bloodshed.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  65 
   
  The Dragon Agronthraxias: 
   
  Few dragons remain today, most had died out in the 
  centuries before the dawn of the First Era. Those that 
  survived had become reclusive isolationists preferring to 
  slumber away the centuries in obscurity than be part of 
  a world that was no longer theirs.  
   
  Once the most magnificent of his kind and old even by 
  dragon standards, Agronthraxias had watched his kind 
  rise and fall. By the dawn of the First Era he had grown 
  resentful and morose, it was a simple matter for the 
  Witch King to turn the dragon‟s sorrow into hatred, 
  hatred against the Gods who he believed had 
  abandoned him and his kind,  and hatred for all life still 
  favoured by them. 
   
  Agronthraxias was blinded by the Witch Kings will and 
  believed his lies. It was from the back of the mighty 
  dragon that the Witch King waged his war against the 
  world. Ancient Agronthraxias raged in the name of 
  Liliath and her Witch King, Agronthraxias the 
  destroyer, Agronthraxias the deceived.  
   
  When the Witch King was felled by the alicorn and 
  banished from the world at the end of the Long 
  Twilight his spell over Agronthraxias was shattered and 
  the dragon was faced with the horror of what he had 
  become. It was then that Agronthraxias, once the most 
  magnificent of his kind, hid himself in the ruin that he 
  wrought to sleep once more, to slumber away the ages 
  until the end of time.  
   
   Thrax-Andra:  
   
  In the north of Caerwen on the east banks of the River 
  Andra lie the sprawling ruins of the ancient Cerilian city of 
  Thrax-Andra, one of the remnants from the cataclysm and the 
  dark years of the Long Twilight. Little is known of the city before 
  the fall, its theorized that it was the capital of one of the eastern 
  provinces the Cerii named Arntaria a land described as the 
  heart of Glamrielle in old texts. Now the city lies strewn among 
  fields of tall grasses, and under hills. Deep below the surface 
  legends tell that Thrax-Andra is the lair of one of the ancient 
  dragons called Agronthraxias who now slumbers away the ages 
  on a bed of gold and jewels since the cold of Long Twilight 
  enveloped Abbernoth.  
  The aesthetics of Câlis believe that below Thrax-Andra 
  lies one of the ancient Waygates, portals between Abbernoth and 
  the paths of the Æther. The only thing certain about the ruins 
  of Thrax-Andra is that they are haunted by wicked things that 
  hide in the dark of the world and is best left undisturbed.  
   
  Lordainia: 
  Official Name: Principality of Lordainia 
  Government: Confederate state of Rosalin, limited monarchy 
  granted under the consent of the Ever-Queen 
  Ruler: Lord Protector Allithadra, Regent of Lordainia during the 
  minority of His Majesty Royal Prince Aled II of the House of 
  Siorus  
  Capital: Blaidd Cas 
  Heraldry: Checky argent and vert, on a bend sable three harps 
  or 
  Demographics: Mostly human, with a large minority of elves, half elves, and dwarves, and a very small 
  minority of ogres, and half trolls 
  Economy: Manorialism  
  Major Exports: Crafts, furniture, harps, lutes, and mandolins, wool, and wool goods.  
   
   
  Lordainia, the veiled land of ancient oak groves, and deep elm forests, rushing rivers, and serene lakes 
  between the countries of Aielwer and Rosalin, it’s a country of mystery, of stories and storytellers. The people 
  of Lordainia have strong Abborn traditions deeply influenced by the elves.  Like the Aielwer they worship the 
  Old Gods, and revere the spirits of brooks and trees. Lordainians are very superstitious and cautious of 
  outsiders, a trait learned from long years of war with the Aielmen prior to the unification of the Abberlands. 
  To foreigners, Lordainians come across proud, but somewhat distant and their traditions and seemingly odd 
  habits set them apart. Lordainians leave offerings for brownies each night to give thanks for help around the 
  homestead, they tell stories of the Cwn Anwn, phantom dogs whose howls are a portent of death, they avoid 
  toadstool rings, and old oak trees, and they are wary of the Old Man of the Woods with his long beard 
  dragging through the underbrush, who they say can bestow all the wisdoms of the ages in his riddles, or drive 
  a man mad with his ramblings. To other Abberlanders, Lordainians are simply stalwart traditionalists keeping 
  to the old ways and their heritage.  
   
  Lordainia is best known for some of the finest string instruments in the world be it a harp, lute, or 
  mandolin. Lordainian craftsmen were taught by the elves of Glamrielle the art of harp making long ago and in 
  the centuries since have become true masters of their craft. Each instrument is an individual piece of art, 
  painstakingly engraved with Abborn knots and facades of fey beings, with strings made of the finest sinews in 
  time-honoured elvish fashion. A Lordainian harp is a bard’s most prized possession, each one of a kind with a 
  quality and timbre in each note that no other instrument will ever replicate.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  66 
   
  Arms and Armour in the Abberlands: 
   
  Weapons and armour are common in the Abberlands; 
  threat from beasts, bandits, and war are ever-present 
  realities and weapons play a daily role for its people. 
  Different countries have different laws regarding 
  weapons and military obligation. In Caerwen military 
  service is determined by the value of land a man owns, 
  in Aielwer every man is expected to be prepared to 
  defend his family and home regardless of land value, in 
  Lordainia towns and villages maintain militias at their 
  expense, and in Rosalin men in the countryside have 
  the right to arms but there are stringent restrictions 
  within towns and cities regarding who may carry arms. 
   
  With the exception of Caerwen where swords are 
  restricted to the Marchog, there are no laws restricting 
  who is allowed to carry a certain type of weapon 
  although there are clear differences in what a 
  commoner can afford and the armaments of a baron.  
   
  The most common form of protection used in the 
  Abberlands is shields crafted from hard wood and 
  reinforced with leather and iron or steel. There are two 
  forms Abborn shields take two forms; large kite shields, 
  and smaller round shields with a central iron or steel 
  boss.  
   
  Armour in the Abberlands is most often fashioned from 
  leather and reinforced with plates, rings, or rivets of iron 
  or steel. Given that the ore used in much of the 
  Abberlands is imported from Fallrigh, or Calderland, 
  armour crafted entirely of metal is not common and 
  when available the cost is steep.  
   
   
  Intrigue at Court: 
  Recently there has been a terrible tragedy in Lordainia. 
  The Royal Prince Llywelyn and his wife the Lady Aderyn, the 
  Ever-Queens half-sister and a Princess of Thal-Iridis were 
  found slain in their bed, leaving their three-year-old son Prince 
  Aled as Royal Prince of Lordainia. While the boy is in his 
  minority the Ever-Queen has personally stepped in and named 
  the elf prince Allithadra, brother to Aderyn and half-brother to 
  the Ever-Queen, Regent and Lord Protector of Lordainia. 
   
  The choice of Allithadra, as regent has caused some 
  trouble in court, many support the new Lord Protector and 
  hope to move away from this murder nonsense as quickly as 
  they may, but a margin of Lordainian nobility support the 
  claims of Prince Neirin, brother to Llywelyn and are displeased 
  that proper protocol and his claim for regency was ignored by 
  the Ever-Queen. Prince Neirin is a strong willed man, not used 
  to being ignored. He has many influential supporters among 
  the nobility of Lordainia and at the court of the Ever-Queen in 
  Delwyncarteffi and he has quietly begun to assert that 
  influence against Allithadra.   
  So far the political situation has not boiled over and an 
  investigation into the murders of the former Royal Prince and 
  his Lady are underway by the Ever-Queen’s Gwydih but there 
  is scarcely concealed discontent spreading through the nobility 
  in Blaid Cas. Prince Allithadra has lived a long time and 
  played the great game of princes and politics for many 
  centuries. Thus far he has simply continued to rule Lordainia 
  making no overt moves against Prince Neirin and his 
  supporters, instead focusing his attention on the investigation 
  into the murder of the Royal Prince and his sister, seeing to 
  the care and safety of young Aled, and the governance of his 
  people.  
   
  Castle Keeper’s Notes: 
   
  In Lordainia the defence of towns, villages and towns is the responsibility of the ruling Baron with 
  arms and training varying from settlement to settlement. The roadways and wilderness of Lordainia is the 
  jurisdiction of the roadwardens, men and women in the service of the House Siorus who are the law in the 
  countryside. 
   Roadwarden patrols consist of 2d10 human and half-elf (human lineage) fighters of 1st -4th level 
  mounted on light warhorses and equipped with leather armour or ring mail, broad swords, shields, and short 
  bows (in which they are specialized in the use of). For every 5 roadwardens present at one of them will be a 
  ranger of 1st-4th level who will be armed identically to the rest of the patrol.  There is a 20% chance that a 
  cleric of 1st-3rd level will be accompanying a patrol of 5 or more roadwardens armed with a cudgel, or light 
  mace and shield, or quarterstaff, wearing leather armour or ring mail, and mounted on a riding horse.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  67 
   
   
  Notable Locations: 
   
  Blaidd Cas:  
   
  Blaidd Cas meaning “wolf castle” in old abborn, is the 
  capital city of Lordainia. In ages past Blaidd Cas was the site of 
  a terrible battle between the Aielmen and Lordainians in the 
  summer of 192.3Ea. in which the city held but it was a bloody 
  day for both sides with thousands dead. Today it is a centre of 
  arts and learning with a growing economy and deep cultural 
  roots. The city itself grew organically over the years around the 
  fortress which lends its name to the city giving the Blaid Cas a 
  maze like character with twisting streets, and dark alleyways.  
   
  The city has the largest demihuman population of any 
  settlement south of Delwyncarteffi, with a thriving elvish and 
  ogre community and a dwarven quarter where they practice 
  their traditional crafts and are free to celebrate their cultures. 
  Blaidd Cas is a diverse blend of art and tradition and is home 
  to some of the most talented bards, and taletellers in the 
  Westerlands, to the College of Lordainia an institution 
  dedicated to the modern sciences of alchemy, anatomy, and astrology. The current headmaster of the college, 
  a wizened sage called Callineb was, in his youth, the personal astrologer and soothsayer to the Ever-Queen 
  Gwenyffer and it is speculated that he is a master of the alchemical sciences and a magician of some skill. 
  There have been rumours for years throughout the city that Callineb is secretly the grandmaster of the 
  Gwydih.   
   
  Blaidd Cas is divided into six districts; Wolf Gate which is built up around the north gate to the city 
  bearing the same name and acts as the hub for trade and commerce in the city, Castle Grove where the 
  nobility live their lives among ancient oaks and beautiful wild gardens, Harp Gate where the lower class live 
  and practice their trades, the Dwarf Quarter located in west of the city where the dwarven population has 
  their community, Old Grove located beyond Castle Grove in the northeast of the city where the elves live their 
  lives and practice traditional arts, and the Scholars District dominated by the College of Lordainia and its 
  various administrative buildings, dormitories, and libraries.  
   
  Brán Cilfach: 
   
  Brán Cilfach is a small town on the moors of eastern Lordainia. Its name is old abborn meaning 
  “crow’s nook” due to the many crows that roost throughout the countryside. There are many stories told by 
  the people of Brán Cilfach about the crows and their omens. They believe that they are the eyes to the spirit 
  world and that a crow in your home is an omen of death. The people of Brán Cilfach are considered 
  superstitious even by the Lordainian standards.  
   
  Despite its dismal reputation Brán Cilfach is important to trade from Ladoris in the Free-Cities up to 
  the ports of Gwenporth to the north. The people of the town are mostly shepherds, and cattle farmers making 
  their living through wool and wool goods.  
  Brán Cilfach is ruled over by His Lordship Roderick Kyffin, the Baron of Cilfach, an old man entering 
  into his 60th year. It was said that in his youth the Baron Cilfach was well travelled and a swordsman of 
  unsurpassed skill until he lost his hand in a duel with Grigor Eluned, now Baron Gwenporth over a woman. 
  Today Baron Cilfach is a bitter, cold man who cares little for the affairs outside his shire and less about the 
  current situation at court.  
   
  Caer-Duon:  
   
  Caer-Duon, meaning “castle black” in old abborn stands upon a high ridge overlooking the old 
  dwarven high road in the Cairn Vale far into the west of Lordainia. It is an old fortress built upon the ruins of 
  a long forgotten keep. It was built to stand guard against the trolls of the Black Marshes, and hobgoblin tribes 
  from the Grey Mountains in the latter years of the Second Era.  
   
   
   
  The Ever-Queen‟s Gwydih: 
   
  Gwydih, meaning “owl” in elvish, is the name given to a 
  secret society of clandestine agents who answer only to 
  the Ever-Queen herself. They are her eyes and ears 
  across Abbernoth, often acting from behind the scenes 
  to maintain the peace and unity that has blessed the 
  Abberlands since the unification. Each of the Gwydih is 
  invested with the power to speak with the Ever-Queen‟s 
  voice and act with her authority. The Gwydih need 
  recognize no title save the Ever-Queens and even the 
  most lauded prince must submit to their command. 
   
  There are innumerable tales regarding the exploits of 
  Gwydih over the centuries some painting them as 
  heroes concealed among the masses, other stories 
  painting sinister and bloody portraits of these enigmatic 
  figures. The truth is that Gwydih walk a winding path 
  between both perspectives. 
  
  Betwixt reality and dreams lies the realms of our imagination 
  68 
   
  Coins in the Abberlands: 
   
  There are innumerable coins in circulation across the 
  Abberlands of various sizes and shapes that it can 
  become very confusing quickly. Since the unification in 
  233.3Ea.r. coins have begun to become more 
  standardized using a silver standard. Below is a list of 
  the most common coins used in the Abberlands and 
  their relative values: 
   
  2  farthings = 1halfthistle  
  2 halfthistles = 1 penny (1cp) 
  3 pence = 1 thruppence  
  6 pence = 1 sixpence or “tanner”  
  10 pence = 1 shilling or “oak” (1sp) 
  2 shillings =  1 florin or “two oak bit” 
  5 shillings = 1 half mark 
  10 shillings = 1 mark (1gp) 
  5 marks = 1 half sovereign 
  10 marks = 1 sovereign (1pp) 
   
  Caer-Maen:  
   
  The fortress of Caer-Maen was constructed before the unification during the years of war with Aielwer. 
  It was the jumping off point of Lordainian raiding into northern Aielwer for years until it was captured in 
  214.3Ea.r. by the Aielmen and was later returned along with all captured territory north of the Aiel Marshes 
  as part of the Treaty at Eryr Ffynon which ended the hostilities in the autumn of 232.3Ea.r. Today Caer-Maen 
  serves as a base of operations for roadwardens, and as a resting place for merchants and travellers walking 
  the Abber Road that runs across the Abberlands connecting the cities of Marchadwed, Lhandinas, Blaid Cas, 
  and Delwyncarteffi. 
   
  Cafn Clwydydd: 
  Meaning “ferry gate” in old abborn, Cafn Clwydydd sits 
  upon the southern bank of the river Arithin and, as its name 
  implies, is a ferry point for goods moving down river to Ilan 
  Maen, and across into Rosalin. It is a large town of close to 
  1200 with a noteworthy dwarven population. The ferrymen of 
  Cafn Clwydydd know the Arithin like the back of their hands 
  and have mastered its strong currents and harsh temperament 
  with many being able to navigate its waters even during the 
  darkest nights or most terrible rainstorms. 
  The townsfolk have many stories of river fairies causing 
  mischief and harm to the unwary using their fairy glamour to 
  seduce men and will them into a watery grave. The ferrymen 
  believe these beings are terribly fearful of fire and will light 
  small lanterns, called nixie lamps, around the edge of their 
  vessels as afternoon becomes evening in hopes of warding them 
  away. Many a widow in Cafn Clwydydd has lost their husband 
  to the trickery of nixies.  
   
  Cain Ywen Forest: 
  Cain Ywen translates from old abborn as “fair yew”. It is an ancient forest of massive oaks, elms, and 
  yew trees, a remnant of the days when Glamrielle covered all of the Abberlands. There are many legends 
  associated with the Cain Ywen involving lumberjacks losing their way in the forest for what they swear had 
  been days only to discover less than an hour had passed.  
   
  At the heart of the Cain Ywen is a handful of small gnome throps built under the roots of ancient oaks 
  in virgin groves that they share with their fairy kin. There are many stories of hunters or lumberjacks from 
  Gwyraidd and surrounding villages becoming hopelessly lost in the deep woods only to stumble upon one of 
  these settlements. From all accounts the gnomes of the Cain Ywen are very hospitable folk, sharing their 
  stories and wine. Finally when the lost person has had their fill and told their tales the gnomes lead their 
  guest to the forests edge and vanish back from whence they came.  
   
  Darker tales tell of haunting shadows stalking amid the boughs of trees. In these stories the lost 
  hunters do not find an acorn cup of fairy wine and a kind smile to help them home but instead they meet 
  their end forlorn and in the dark. These stories talk about an old hag they call Black Annis who haunts the 
  deep forests. Some say she is the spirit of a witch run out of her home in ages past swearing a bloody oath of 
  vengeance, others believe once she was a dark goddess from before the Long Twilight forgotten by the world. 
  Black Annis is described as a wizened crone with immense strength, long black claws, tearing teeth, and a 
  ghastly blue face. She hides in the branches of tall oak trees and waits for her prey, and only when the 
  moment is right, she drops down from her perch to rend and devour the unwary.  She is said to delight in all 
  human flesh but she is especially keen to the taste of innocence and loves devouring children most of all. 
  Black Annis hangs the flesh of her prey like grizzly trophies within a dark cave under the most ancient of oaks 
  at the heart of Cain Ywen, called the Derw Du, the black oak.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  69 
   
   
  Carw Cesail:  
   
  Carw Cesail, meaning “stag hollow” in old abborn, is a village on the east bank of the river Danwin and 
  is the centre of trade in the Ceulan Vale, a deep forested valley between the Danwin and Dudwyfr rivers 
  known for its abundance of game, and skilled bowyers. Bows crafted in the Ceulon Vale are sought after 
  across Lordainia for their durability and surpassing accuracy. 
  The town has developed around an old monastery called Carw Abbey which is home to a small order of 
  cloistered aesthetics dedicated the twin gods Bâlis, patron of healing, herbalists, and the arts, and Câlis, the 
  god of knowledge and divination. The monks of Carw Abbey are still a part of the community today although 
  the order is dying out with fewer and fewer candidates making the journey to Carw Cesail each Beltane to 
  take the cloth. The brothers of the Abbey are considered some of the most knowledgeable herbalists and 
  healers in the Abberlands and it’s said that they have the ability to cure illnesses that mundane remedies 
  have no effect on. It is rumoured that the healing powers of these monks are so great that they can go so far 
  as to stave off death itself, Gods willing.  
   
  Ceulon: 
   
  Ceulon is a small town on the banks of the river Danwin roughly 50 miles north of where it splits into 
  the river Cadno. Ceulon is a small town consisting mostly of cattle herders, and shepherds who tend their 
  flocks in the hilly countryside surrounding the town.  The people of Ceulon survive mostly from trading their 
  wool goods and crafts with passing merchants going to and from the Deeping Vale via the Vale Pass in 
  autumn and spring each year.   
   
  Ceulon itself has existed for a little over eight generations now and was originally little more than a 
  walled coaching inn to service merchants and Grey Watchers traveling the Vale road.  Today Ceulon has 
  grown to a settlement of nearly 800 people. The Ceulon Inn still sits in the centre of town as it has for nearly 
  200 years. The inn is well known for its Ceulon Brown Ale, a hoppy brew, aged two years, with strong earthy 
  undertones of oak and pepper that is made in the local style by the Awbrey family, the proprietors of the 
  Ceulon Inn since its establishment in 411.3Ea.r.   
   
  Dafad Ffynon:  
   
  The small town of Dafad Ffynon lies on the eastern edge of the Cairn Vale where the Danwin splits into 
  the Cairn River. Dafad Ffynon means “sheep’s well” in the traders tongue and is home to shepherds and 
  vintners. The town is the centre of trade for the surrounding countryside and good heading to Caer-Duon are 
  shipped by ferry from Dafad Ffynon.  
   
  The town’s centre has grown around the ruins of an old watchtower dating back to before the Long 
  Twilight, all that remains today is the foundation and a deep pit resembling a well. The people of Dafad 
  Ffynon have many stories about the “well” as they call it dating back as far as the town’s founding nearly 300 
  years ago. One story is told more than the rest and it speaks of a stone door at the very bottom of the well 
  that cannot be opened. The people of Dafad Ffynon believe that it is a magickal gateway to Tylwyth Teyrnas, 
  the realm of the fey. The story goes on to talk about strange lights flitting about, of fairy songs being heard on 
  the wind on clear autumn evenings and the locals believe that on those nights the door at the bottom of the 
  well opens revealing a path to the realm of the fey.   
   
  Eryr Ffynon: 
   
  Eryr Ffynon is the southernmost town of Lordainia located in the gentle hills on the eastern edge of 
  the Ysgawen Forest. Eryr Ffynon grew around the castle of the same name which once stood guard against 
  Aielwer invasion during the years of war the proceeded the unification. Today the castle serves as rest stop for 
  roadwardens patrolling the countryside surrounding the Ysgawen Forest and roads south.  
  The castle at Eryr Ffynon was the site of the signing of the treaty that ended hostilities between the 
  people of Lordainia and Aielwer in the autumn of 232.3Ea.r.   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  70 
   
   
  Gwenporth: 
   
  The city of Gwenporth lies on the southern banks of the Bay of Roses and is the port of origin for 
  goods from the southern Abberlands and the Free-Cities going north to Letyr in Rosalin, and for merchant 
  ships making the treacherous run across the Inner Sea to trade in the far-off Galeron Empire. The city itself is 
  the largest in the southern Abberlands boasting a population of nearly 12,000. Often acting as an 
  independent entity from the rest of Lordainia the Noble House of Eluned has ruled the city from their 
  ancestral castle of Caer-Eluned for almost four centuries. It is a city of exotic splendours brought from across 
  the Inner Sea and of dangerous intrigue with numerous merchant cartels and guilds vying for station, wealth, 
  and power. Gwenporth has an ill reputation among the Abborn who regard the sprawling city more like one of 
  the Free-Cities than one of their own. A corrupt deal is known across the Abberlands as a “Gwenporth 
  promise”.  
   
  The current Baron Gwenporth is an utterly corrupt, callous and calculating man called Grigor, the 
  patron of the Noble House of Eluned and close friend of Prince Neirin. Now in his 67th year Baron Gwenporth 
  has grown ever more cynical and paranoid, so much so that in the last decade he has created his own 
  network of spies who operate throughout the city and perhaps beyond. These spies have no official title but 
  each carries a patent granting them the rights to act with the full authority of the Baron which they are 
  known to misuse with impunity, and are often misconstrued with members of the Ever-Queen’s Gwydih a 
  misconception these spies exploit to their advantage. These men are called Grigor’s Shadows by the people 
  and are only spoken of in hushed, fearful whispers if at all.  
   
  Gwyraidd: 
   
  Situated on the eastern edge of the Cain Ywen Forest the minor town of Gwyraidd is home to 
  lumberjacks and hunters who make their living from the forest. The town is the centre of trade for the 
  hamlets and throps that dot the landscape between the Cain Ywen and the Ysgawen Forests.  
   
  Ilan Maen: 
   
  Meaning “monastery stone” in old abborn the town of Ilan Maen rests upon the shores of Lake Dalna 
  and has developed around Maen Abbey, home to the monastic order of the Maen Mam, dedicated to the god of 
  agriculture Iltyd.   
   
  Ilan Maen has a healthy economy based on trade from ferries coming down the river Arithin from Cafn 
  Clwydydd to the northeast and the nearby lake communities. The port at Ilan Maen is a very prosperous place 
  throughout the summer and autumn months before the storms make travel across the lake far too 
  dangerous.   
   
  Magwyr Cadair: 
   
  Magwyr Cadair meaning “ruined seat” in old abborn is said to have been the ancient seat of power of 
  the elves of Glamrielle before the cataclysm and the centuries of the Long Twilight.  As the elves tell it, 
  Magwyr Cadair was once called Thal-Aourai, the city of the Sun and was the last place to fall to the Witch 
  King and his Morgar during the darkness of Long Twilight. They say that after the siege at Thal-Aourai the 
  last of the elven survivors fled the burning forests and Morgar slavers to Thal-Iridis where the Elf King 
  Andurîal would rally his people for Terfynol Rhyfeloedd, the final war, the elvish notion of the end of the 
  world.  
   
  Today the ruins of Magwyr Cadair are one of the most wretched places in all of Abbernoth and the 
  lands surrounding its skeletal towers and crumbling walls never recovered from the fire brought upon it by 
  the Morgar. Magwyr Cadair sits at the heart of a blasted waste of rock and ash that spans for miles around, a 
  terrible, haunted place where the souls of those who were slain have never found peace. Feral Morgar are 
  rumoured to still prowl the desolate halls of Magwyr Cadair awaiting the return of their wicked master to the 
  mortal world. Legends say that in heart of fallen city the twisted spirit of Shargazaron, one of the Witch Kings 
  most feared lieutenants, is trapped until the time when shadow falls upon Abbernoth once more.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  71 
   
   
  Thrax-Mora:  
   
  The Cerilian ruins of Thrax-Mora can be found about 30 miles south of the town of Gwyraidd on the 
  south eastern edge of the Cain Ywen Forest, its crumbling towers peering precariously through the tree line 
  casting their skeletal silhouette over the countryside.  
   
  Legends tell of an entity haunting the ruins of Thrax-Mora that the elves name Marwolaeth, meaning 
  “death”. They describe the Marwolaeth as a freezing, s spectral wind that sweeps through the forsaken streets 
  of Thrax-Mora devouring all life it touches. The Marwolaeth is believed to be the collective agony of every soul 
  snuffed out when the city was destroyed during the cataclysm, an embodiment of suffering, and hateful of all 
  life. First its victims notice a faint weeping or whisper on the wind which grows to maddening wails and 
  tormented laments as the Marwolaeth approaches ever closer, and then all goes cold. Finally the shadow wind 
  embraces its victims rending flesh and stripping bones. When it is over nothing but dust remains, the victim’s 
  soul bound everlastingly to the Marwolaeth, another anguished wail to join the rest echoing through the 
  desolate streets of Thrax-Mora.  
   
  Another story tells of the Shadow Man of Thrax-Mora who watches the city from atop ruined towers 
  waiting for the credulous to cross the threshold of his domain. Tales say he was once a king in Thrax-Mora or 
  a close advisor to the king whose soul was perpetually bound to the city at the time of its fall. He is described 
  as wizened and crippled with age, dressed in a tattered and fading cloak of sable that envelops his decrepit 
  form. He is able to travel throughout the city within the shadows like portals appearing or vanishing at his 
  pleasure. When the Shadow Man finds his quarry he will observe them from the shadows; whispering secrets, 
  taunting them, playing upon their desires, driving them ever deeper into Thrax-Mora, and ever closer to 
  madness. When the torment is at it its sweetest the Shadow Man will devour his victims soul and take their 
  body as his own. When the body begins to fail, the Shadow Man of Thrax-Mora will search for a new victim, a 
  wicked cycle that has perpetuated his existence throughout the centuries and may do so forevermore. 
   
  There is a lot of speculation that the Marwolaeth and the Shadow Man are one in the same. Others 
  conjecture that the Shadow Man controls the Marwolaeth. Whatever the case may be Thrax-Mora is a place 
  marked by death and woe to any who dare its shadowy halls. 
   
  Ysgawen Forest: 
   
  Ysgawen means “elder-tree” in old abborn and is derived from the elvish word ysgeifiog. The Ysgawen, 
  like the Cain Ywen was once a part of the Glamrielle, a survivor of Morgar torch and axe. It is a vast and wild 
  place of ancient elms, and oaks, chestnuts, and hemlocks. The Ysgawen is home to many creatures both 
  mundane and fey. It is a place of old majesty and has many tales associated with it. The Ysgawen is most 
  well-known because it is one of the few remaining places which unicorns run free protected by the gnomes 
  and centaur tribes who reside deep within the forest shielding these most precious beasts with their lives. 
   
  During the Long Twilight the Witch King had placed a high bounty on alicorns cut from unicorn mares 
  in an attempt to wipe the species out entirely and stop the prophecy that would be his undoing, for it was 
  with an alicorn that the Witch King was slain, it was the power of pure innocence that brought back the light 
  of day to a frozen and dark world. Despite their survival the Morgar did their butchers work well and only two 
  mares and a few dozen stallions remain in Abbernoth today.  
  At the heart of the Ysgawen grow the trees for which the forest gets its name, ancient trees who have 
  existed upon the mortal realm since Malcorr first planted his seeds during the Time of Creation. They are 
  called ysgeifiog by the elves and men of the Abberlands but are known by other names across Abbernoth. 
  These ysgeifiog are sentient trees, the sons and daughters of Malcorr, and they are the mothers and fathers of 
  the woods. It is from these creatures that all trees were born. Today they stand dormant, sleeping away the 
  ages, only waking occasionally to tend to their wards and it has been nearly an entire era since the last of the 
  ysgeifiog awoke in the Ysgawen.  
   Ysgeifiog are slow to act even by elvish or ogre standards, taking as long as a year to finish a sentence 
  in their own language and taking decades to decide on a course of action. They are wise beyond belief and 
  their memories span back to the beginning of time. 
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  72 
   
  The Grey Watch: 
   
  The Grey Watch is a brotherhood of rangers who have 
  sworn an oath to leave behind family and title to stand 
  guard against beast and shadow. They originated during 
  the early years of Rosalin. By royal decree of Queen 
  Delwyn each first born son would swear an oath of 
  chastity, honour, and duty eschewing their worldly titles 
  to protect Rosalin against the beasts of the forest and 
  guard against the threat of the Witch Kings return. 
  Service in the Grey Watch is a lifelong commitment 
  and desertion from the Watch is punishable by death. 
  These are men who live out the majority of their lives in 
  the wilderness, with little comfort and the perpetual risk 
  of death. They are expert swordsmen, and crack shots 
  with a bow. They are hard men, often grim and of few 
  words.  
   
  It has not been a requirement to send men to the Grey 
  Watch since the reign of the Ever-Queen Eirwen Half-
  Elven centuries ago. Today few choose to willingly give 
  up the comforts of home for the hard life of the Watch. 
  Many are forced to take the vows to avoid punishment 
  for a crime, bastard sons of nobles are often sent to the 
  Watch to save face, and others simply have nowhere 
  else to go. Those few who willing choose a life in the 
  Grey Watch bring honour to themselves and their 
  families. 
   
  Rosalin and Glamrielle: 
  Official Name: The Queendom of Rosalin 
  Government: Absolute Monarchy  
  Ruler: Ever-Queen Aeronwen, Sovereign Protector of the 
  Abberlands, Princess of Thal-Iridis  
  Capital: Delwyncarteffi  
  Heraldry: Vert, an oak tree argent crowned or 
  Demographics:  Mostly human and half elves, with a large 
  minority of elves, and small minorities of dwarves, ogres, and 
  half ogres 
  Economy: Manorialism  
  Major Exports: Ale and beer, elvish crafts, grains, and 
  livestock 
   
   
  To the north of Lordainia, across the river Arithin is 
  the Queendom of Rosalin, the heart of the Abberlands and 
  home of the Ever-Queen Aeronwen who has ruled all the 
  Abborn people for a little over 400 years. Rosalin is a land of 
  ancient elms, pines, and oaks, of babbling brooks, fertile 
  rolling countryside, and serene glades hidden within the 
  shadows of the fabled realm of Glamrielle.  
   
  It is from Rosalin that all of Abborn culture stems, 
  they keep to the old ways taught by the elves but are not as 
  traditional as Lordainians or superstitious as Aielmen, they 
  are cautious of strangers but are never unwelcoming. They 
  are gentle people but prove to be fierce opponents when threatened. Rosmen place high value on learning and 
  are generally well tutored for their station. Even common children can often read and write in both old abborn 
  and nua abber while high born children are required to study the elder languages of tylwyth teg and dvergr 
  mál, often achieving proficiency in one of the two before the age of 12.   
   
  Caerfolk tend to look upon Rosmen as soft, people who have forgotten what it means to hold a spear 
  and shield but consider them to be honest and Gods fearing if a little too full of themselves. Aielmen consider 
  most of them respectable but incautious and far too hasty for their own good, and Lordainians have a 
  tendency to feel obligated to remind traveling Rosmen of the old ways for lest they come to harm; to shun 
  toadstool rings, and old oak trees, and to remember to leave brownies their due.   
   
  Castle Keeper’s Notes: 
   
  Within settlements in Rosalin order is maintained by watchmen who are in the employ of the 
  settlements ruling body be it a village council or baron. By royal writ every village, town, and city within the 
  Ever-Queen’s domain must train and equip watchmen. In cities like Ardporth or Delwyncarteffi watchmen 
  travel in groups of 2d6 consisting of 1st level fighters led by a 2nd level sergeant equipped with leather armour, 
  cudgels, spears and shields, while in more rural areas watchmen patrols number 1d4+1 men (statistics as 
  human in Monsters and Treasure) armed with cudgels or quarterstaves. In a typical settlement the watch 
  numbers approximately 20% of the total population with only half that number on duty at any given time.  
   
   
   
  Outside of settlements the defence of Rosalin falls solely on the shoulders of the rangers of the Grey 
  Watch who patrol the wilds of Rosalin and all of the Abberlands in small bands for years at a time. These 
  ranger bands are comprised of 1d6+1 rangers or 1st-4th level. Bands of Grey Watchers of 5 or more are led by 
  a master ranger of 6th-10th level, men who have spent decades in the wilderness of Rosalin. Each ranger is 
  armed and armoured uniquely but most carry a sword or axe of some kind and a shield, or fight with sword 
  and dagger and carry either a long or short bow. Ranger bands are rarely mounted in the wild and are most 
  often encountered on foot.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  73 
   
  The Death of King Adlar II: 
   
  There is one story I heard while in Calder, regarding 
  the death of their old King Adlar II while he was 
  marching home from the third battle of Bagnell back in 
  212.3Ea.r. As the story goes the King was asleep in his 
  pavilion when the camp came under attack in the black 
  of night. No sentries raised the alarm and no one saw 
  the attackers enter the camp until it was far too late; the 
  attack literally came out of nowhere. Before the 
  Caldermen could mount a defence the attack ended just 
  as suddenly as it began. Over half of their forces were 
  slain in less time than it took most men to realize what 
  was happening. The King was gone and the crown of 
  Calderland stolen; only a blood stain remained to tell of 
  his fate. With over half of the Caldermen lying bloody 
  and dead they fled back through the Gap of Calder to 
  Drakenberg without even breaking camp. To this day 
  no one knows what happened that night or what fate 
  truly befell King Alder II or his crown. 
   
   
  Ranger bands encountered within a day’s ride of a Grey Watch garrison (Caer-Bogach, Caer-Cadair, 
  and Caer-Glas) consist of 2d10 1st level rangers led by a ranger of 3rd-8th level. These are groups of less 
  experienced rangers who have yet to earn the honour of joining a band in the wilds led by an experienced 
  mentor, most often injured in the field or of an age where life in the wilderness is no longer feasible. In these 
  cases there is a 20% chance that the entire group will be mounted on riding horses.   
   
  Notable Locations: 
    
  Ardporth: 
   
  Ardporth, meaning “high port” in old abborn, sits upon the tip of the Abber Straights leading into the 
  Bay of Roses from the Inner Sea. Ardporth is a large and diverse city of nearly 10,000 residents and one of the 
  wealthiest cities in the Abberlands.  Ardporth is ruled over by the famously studious Baron Iolyn Atherton, an 
  insular man known for his knowledge of history and linguistics. The city is home to large shipping operations 
  with almost a quarter of the docks being leased out to foreign trade companies from the Free-Cities, as well as 
  to trade interests from as far as the Galeron Empire. Ardporth harbour is a maze of warehouses, shipyards, 
  shops, inns, and ale houses the locals refer to as the Labyrinth. The people of Rosalin have a saying “if you 
  cannot buy it in Ardporth then you simply cannot buy it anywhere”. 
   
  Ardporth is home of the acclaimed University of Ardporth which teaches the disciplines of astrology, 
  cartography, geometry, and theology. It is nigh impossible to find a tavern within the city without a group of 
  young would be scholars debating the credibility of one theory or another over a few pints of Ardporth Salt 
  Ale.  
   
  Armoira: 
   
  The town of Armoira is situated deep within the northern borders of the Glamrielle upon the river 
  Varia in the foothills of the Grey Mountains. Armoira is home to hunters, lumberjacks, and tanners. With 
  little in the way of usable farmland for crops or cattle-rearing the people of Armoira rely upon trading their 
  timber, furs, and leather goods at market down river in Claklyth during the autumn months.   
   
  Armoira is best known as the setting of an old abborn ballad called The Lass in the Woods which tells 
  a tragic tale of romance and loss between an elf maid and her human lover. As the story goes the elf maid’s 
  lover passed to old age and the she was so grief-stricken at the thought of eternity alone that she ended her 
  own life, an unforgivable sin in the eyes of the elves.  
   
   
  The people of Armoira claim that the forlorn spirit of 
  the Lass in the Woods still walks through bough and glade 
  alone to this day and at least a handful of townsfolk every year 
  will claim to have caught a glimpse of her while hunting in the 
  woods, or while unaccompanied on a clear summer night. 
  Some believe she waits for her love to return for her and see 
  the Lass in the Woods as a testament to everlasting love, 
  others believe that she was cursed by the gods for her sin, her 
  spirit constrained to the forest, condemned to wait out eternity 
  alone. 
   
  Bagnell: 
   
  Bagnell is a small town located on the eastern side of 
  the Pass of Calder in the Grey Mountains near the base of Mt. 
  Thorgarak. Bagnell is waypoint for merchants crossing the 
  Gap of Calder and once a year in autumn dwarven traders 
  come down from the Halls-Beneath-the-Mountains to trade 
  silver, iron, and dwarven steel for grains, lumber, and wool.  
   
  The people of Bagnell have long ties to the dwarves of the Grey Mountains since the end of the Long 
  Twilight when many dwarven refugees from the wars of that era came to live within the town, bringing with 
  them their races talents for masonry and metalwork. Today the people of Bagnell are highly regarded for the 
  skills the dwarves taught them and Bagnell made tools are considered some of the finest in the Abberlands.  
  
  Betwixt reality and dreams lies the realms of our imagination 
  74 
   
   
   
  Many times in history the Pass of Calder has been the site of battle between the men of Rosalin and 
  Calderland and is littered with thousands of unmarked graves and burial cairns from those bitter conflicts.  
  There are many stories of spectres, and ghouls haunting the old battlefields of the pass and these places are 
  avoided after night fall by the people of Calderland and Rosalin alike.  
   
  Over the last year the Priory of the Eternal Flame has begun to send missionaries from Drakenberg to 
  Bagnell to try and secure a foothold in northern Rosalin. So far they have met with little success and on 
  occasion outright hostility. Though nigh two generations since the last battle, the years of war fought in and 
  around Bagnell against the Caldermen have not been forgotten and the townsfolk have little interest in the 
  religious ramblings of their old foe.  
   
  Caer-Bogach: 
   
  The fortress of Caer-Bogach stands upon the hills overlooking the expansive marshes of Xax-Gro-Mar, 
  the ancestral homeland of the trolls. Caer-Bogach was built during the last years of the Second Era to defend 
  the north against troll invasion and serves the same purpose today. Caer-Bogach is an imposing citadel built 
  upon the foundations of an ancient ogre fortress that fell before the cataclysm. 
   There are many stories told by soldiers garrisoned at Caer-Bogach of hidden doors in the lowest levels 
  of the citadel leading into ancient catacombs within which there is said to be treasures and artefacts dating 
  back to the First Era. From time to time adventurous soldiers will try and find the catacombs but there is no 
  record of anyone actually finding the entrance, though there are a few old garrison stories that tell of soldiers 
  who have gone looking for the catacombs never to be seen or heard from again.  
   
  Caer-Cadair: 
   
  The castle of Caer-Cadair stands stark against the northern moors overlooking the Fadian 
  borderlands. The castle was built prior to the unification by the Grey Watch in the early years of the Third Era 
  to defend against Fadian incursion after their conquest of Arandane in 208.3Ea.r.  
   Caer-Cadair is referred to as the accursed castle because Grey Brothers who remain stationed there 
  long return changed, almost hollow, telling maddening tales of horrors witnessed in the bleak countryside of 
  the Fadian border. If these stories are to be believed the dead do not rest peacefully in Fadia, they of skeletal 
  soldiers patrolling the foggy moors, of blood drinking wolves, and of dark magick at work against them. It is 
  widely believed that the isolation of Caer-Cadair plays tricks on the mind and that these poor souls and they 
  take to imagining things that aren’t there. Grey Brothers who have been there understand that the stories 
  told by these unfortunate men are entirely true. 
   
  Claklyth: 
   
  The town of Claklyth rests upon the southern banks of the river Varia within the north eastern 
  borders of Glamrielle. Claklyth is best known for hosting the autumn markets where farmers and craftsmen 
  throughout the Varia river valley come to trade their goods and wares with merchants making the trek north 
  through the Gap of Calder or south to Ardporth and Delwyncarteffi. The town is home to honest and 
  hardworking craftsmen, farmers, and shepherds.  
    
  Delwyncarteffi:  
   
  Delwyncarteffi means Delwyn’s Home in old abborn. It was the birthplace of Delwyn Llyr the first 
  Queen of the Abborn and has been the capital of Rosalin since her coronation in 225.2Ea.r. Situated on the 
  eastern borders of Glamrielle on the southern banks of the Unicorn Run the tall spires of Delwyncarteffi can 
  be seen rising over the tree line for miles around.  
   
  Delwyncarteffi has grown over the centuries from a small farming community into a sprawling city of 
  stone that elegantly intermingles with the surrounding forest. The city itself was laid out in such a way as to 
  work around nature and not against it. Ancient oaks and ash trees stand proud across the cities wooded 
  vistas and winding streets. At the heart of Delwyncarteffi upon the top of Delwyn’s Hill stands the palace of 
  Caer-Llyr the home of the House of Llyr and the Ever-Queen’s seat of power.  
   
  Delwyncarteffi is perhaps the most diverse city in Abbernoth with large populations of elves, half elves, 
  dwarves, and ogres. Delwyncarteffi is an amalgamation of each races architectural style; the clean geometry 
  common to the dwarves intermingled with the tall delicate lines used by the elves, seamlessly incorporating 
  the natural forms loved by ogres and the sharp roofed structures of men coming together to shape a unique 
  and marvellous city. To a visitor Delwyncarteffi is truly breath-taking to behold.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  75 
   
   
  The city itself is divided into five wards, the High Ward surrounding Caer-Llyr where the nobility reside 
  surrounded by various and magnificent government buildings, the Low Ward or the Market Ward where the 
  majority of craftsmen ply their trade and the masses make their home, River Gate where the common folk live 
  out their lives on the banks of the Unicorn Run, Delwyn’s Gate where the majority of the ogre population 
  makes their living, and Dvergr Home built into the face of Delwyn’s Hill where dwarves toil at forges, and raise 
  their families while struggling to maintain their ancestral traditions in the world above.  
   
  Letyr: 
   
  Letyr is located upon the northern shores of the Bay of Roses in eastern Rosalin and is a major trade 
  hub for goods coming in and out the country from Gwenporth and the surrounding bay communities.  Most of 
  the town is owned by various merchant cartels mostly out of Gwenporth and many of the towns inhabitants 
  are in their employ. Letyr’s reputation is only marginally more pleasant than that of Gwenporth and like 
  anywhere where with a great deal of trade and wealth there is corruption and Letyr is no exception.   
  The streets and alleyways of Letyr are owned by the local thieves’ guilds; the Black Cloaks of Letyr, 
  and the Brotherhood of Night. The Black Cloaks originated in the docks of Letyr roughly 40 years ago founded 
  by an enigmatic man known as Black Cloak Urien, and the Brotherhood of Night arrived in Letyr about 15 
  years back coming across the Bay of Roses from Gwenporth. Normally these two factions are at each other’s 
  throats but in the last year things have quieted down considerably. Some think that the Brotherhood has 
  killed Black Cloak Urien and assumed control of his organization; other rumours indicate that the two guilds 
  have called a truce in the face of a new threat. If these rumours are to be believed the Ministry of Shadows 
  has begun to infiltrate Letyr and the local guilds are readying for the worst. If it’s true there will soon be war 
  in the streets and alleys of Letyr.  
   
  Llydantreff: 
   
  The town of Llydantreff is situated deep within the eastern borders of Glamrielle where the Unicorn 
  Run splits into the river Clynnog close to the grove where Queen Delwyn met the ancient ysgeifiog Hen 
  Colfennau. Llydantreff was originally a druid grove centred on a circle of standing stones sacred to the Old 
  Gods. Today Llydantreff is a thriving town of perhaps 600 people including a number of elves, half elves, and 
  ogres. The townsfolk make their living through hunting, wood crafts, and gathering herbs for poultices and 
  remedies which they sell in Claklyth each autumn. The Stones of Llydantreff still stand today tended by the 
  descendants of the druids who first settled here nearly 500 years ago.   
   
  The people of Llydantreff have a close relationship with the fey of the forest and on the evening of the 
  summer solstice the townsfolk celebrate the traditional festival of Alban which honours the spirits of the 
  forest with offerings of wine, holly, and mistletoe. It is a night of stories, of song and dance, of rejoicing in life 
  and freedom. It is a night sacred to the goddess Aluna the Queen of the Fey, the Moon Maiden.  
   
  Caer-Glas: 
   
  The fortress of Caer-Glas stands defiantly upon the hills known as the Watchers. Completed in the 
  year 225.2Ea.r. Caer-Glas has been the seat of the Commander of the Grey Watch for close to 1000 years. 
  The castle is built into the hillside itself with numerous sublevels that penetrate deep into the earth. Caer-
  Glas is said to be one of the strongest fortifications in all of Abbernoth.    
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  76 
   
   
  The Realm of Glamrielle: 
   
   
  The sylvan realm of Glamrielle dominates the west of Rosalin, covering almost 450 square miles from 
  the shores of the Inner Sea all the way into the foothills of the Grey Mountains. Once Glamrielle spanned 
  thousands of miles but the forest suffered tremendously during the cataclysm and again at the hands of the 
  Morgar during the cold darkness of the Long Twilight. What remains today is but a shadow of what the forest 
  once was.  
   
  Glamrielle exists betwixt worlds, partway between the mortal realm and Tylwyth Teyrnas. Because of 
  this the rules of the mortal realm are malleable in the deepest glades and oldest groves. Time runs differently 
  within Glamrielle waxing and waning with the Flow of Magick which permeates everything from stones and 
  leaves to babbling brooks and ancient trees. It is no surprise that since men first came to Glamrielle’s borders 
  they have looked upon it with both awe and fear.  
   
  The boughs of ancient Glamrielle are home to a myriad of fey and magickal beings both malicious and 
  benign. It’s a place where sprites hide in hollows, and pixies dance in toadstool rings, where ferocious worgs 
  haunt the shadows and monstrous owlbears hunt for prey. It is the realm of Malcorr the Forest Father and 
  Aluna the Fairy Queen, it is a place of magick and wonder, a realm of mystery and ancient secrets, and it is a 
  place of incredible danger for those who wander too deep.  
   
  Delwyn and Andurîal: 
  There was not always peace between the Abborn and elves of Glamrielle. During the earliest years the 
  two races fought one another in bloody war. In the years following the Long Twilight the Abborn began to 
  encroach deeper and deeper into the borders of Glamrielle, clearing land for their settlements unaware of the 
  forests nature or of its inhabitants.  
   
  The Elf King Andurîal was the first to act hoping to bring about a quick resolution to the 
  problem by driving the Abborn from the borders of Glamrielle with a series of sudden raids, razing villages 
  and burning fields. The elf king’s tactic was a successful one and the Abborn fled Glamrielle. However what 
  Andurîal had not anticipated was man’s determination in the face of adversity. The Abborn clans returned to 
  Glamrielle to take back what they had lost. What ensued was years of bloodshed that took a terrible toll on 
  both men and elves.  
   
  It was sometime during this period of war that a young girl called Delwyn Llyr was separated 
  from her family after an elvish raid. The details of her time lost within Glamrielle are unclear and there are 
  many variations of the tale. What is known is that a band of elves came across the human child deep within 
  an ancient grove where she was pleading with an oak tree asking it how to find her way home. The elves 
  watched in awe from a distance as the ancient tree began to stir from its age long slumber at Delwyn’s behest. 
  The tree was in reality called Hen Colfennau by the elves, one of the most ancient Ysgeifiog of Glamrielle. It 
  had become apparent to the Gwydih that the race of men was not intrinsically destructive if they were born 
  with such innocence and that it was ignorance, not malice that drove them to harm Glamrielle.  
  The elves escorted young Delwyn to Thal-Iridis, the elvish city at the heart of Glamrielle, where her 
  story was told to King Andurîal who took the child into his home for one year and a day. During this time she 
  learned the ways of the forest and of elves, of the Old Gods, and spirits of the woods. Delwyn was returned to 
  her people and she revealed to them all she had learned of elves and the fey, and of ancient Glamrielle. 
  It wasn’t soon after Delwyn’s return that the elves and Abborn came together and Andurîal, some say 
  the most mighty of Elf Kings, bonded himself in the ancient elvish rite, to a human child who would be the 
  first Queen of the Abborn. In the years that followed there would be a child, the daughter of Delwyn and 
  Andurîal, called Eirwen Half-Elven, who would become the first Ever-Queen, forever binding the royal houses 
  of Rosalin and Glamrielle as one 
   
   
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  77 
   
   
  Castle Keeper’s Notes: 
   
  PC’s traveling through the depths of Glamrielle without an elf of the Aelwyd Glamrielle or a creature of 
  Tylwyth Teyrnas to guide them will quickly become turned around or hopelessly lost. For every day spent 
  traveling off the beaten path through Glamrielle there is a 5 in 10 chance that the pcs have travelled in a 
  complete circle and end up where they began the day before and there is a 1 in 10 chance that the PC’s are 
  actually 2d10 miles away from their intended location in a random direction. Without a guide it is impossible 
  to stumble upon the elvish cities of Thal-Aluna and Thal-Iridis. 
   
  Furthermore time within the depths of Glamrielle is fluid following the tides of the flow of magick. For 
  every days travel into Glamrielle there is a cumulative 10% chance that the PC’s will experience some degree 
  of time distortion so the deeper into the forest they travel the more likely time will distort. If time is distorted 
  roll on the table below. Note that the effects of the distortion table are cumulative.   
   
  Table 10: Time Distortion in Glamrielle 
  Dice Result (on 1d4) 
   
  Effect: 
  1 
   
   
   
  Time is sped up. The day was actually 1d4+1 days 
  2 
   
   
   
  Time is slowed down. The day was actually 2d12-1 hours 
  3 
   
   
   
  Time is sped up. The day was actually 1d8+1 days 
  4 
  Time is slowed down. Subtract 1d4 days to a minimum of 1.  
   
   
  Due to the magickal nature of Glamrielle a wizard or cleric employing a detect magic spell will be able 
  to see a vibrant, glowing, chromatic mist flowing throughout the forest. This is the barrier between the mortal 
  realm and that of Tylwyth Teyrnas. This mist will obscure the ability of the spell caster to accurately detect 
  magickal auras within the forests borders. This mist is referred to by the fey as the 'r caddug, meaning simply 
  the fog.  
    
  The elves of the Aelwyd Glamrielle maintain patrols throughout their forest realm traveling in small 
  bands of 3d4 3rd-5th level elvish rangers wearing elven chainmail and cloaks of elvenkind and armed with long 
  bows, and lleascledau or long spears. Patrols numbering 5 or more elves will be accompanied by either an 
  illusionist (20%) of 2st-5th level, or a cleric (80%) of 2nd-9th level. These patrols will most likely help lead lost 
  travellers to the road or nearest human settlement but will attack hostile or irreverent trespassers without 
  hesitation or mercy. Lost travellers refusing aid will be left to their fate.  
   
  Notable Locations: 
  Thal-Aluna: 
   
  Hidden deep within the trees of southern Glamrielle is the elvish city of Thal-Aluna, the city of the 
  moon.  It is built high within the branches of tall and ancient oaks that were coaxed over the centuries by fey 
  magick to grow to incredible size and strength. This art is known by elves as Colfen Caneuon, tree song, a gift 
  taught to them by the ysgeifiog. Those few elves with the gift are able to shape living wood like clay with their 
  songs, melding branches with their will.  
   
  Thal-Aluna was the destination for many refugees during the years of the Long Twilight and acted as 
  King Andurîal’s base of operations during the last battles against the Witch King. Today the city boasts a 
  small but growing population of ogres, descendants of those that fled the cataclysm and the armies of 
  Morgarath.  
   
  At the heart of Thal-Aluna stands the Cwnselystafell a dome of sung wood under which the annual 
  council between the Ever-Queen and Elf King takes place. It was within the Cwnselystafell that King Andurîal 
  planned his war against the Morgar during the Long Twilight, and it was here that his ashes were laid to rest.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  78 
   
   
  Thal-Iridis: 
   
  Thal-Iridis, the veiled city, hidden deep within the north of Glamrielle is considered the heart of elvish 
  culture. It is a city of sung wood and slender towers of stone constructed when Glamrielle was young and ran 
  the length and breadth of western Abbernoth.  Thal-Iridis is the home of the Elf King Byrllandwil son and 
  Andurîal who has ruled his people from the spiralling towers of the Elyllbrenhinoedd for close to 900 years. 
  Thal-Iridis is called the veiled city it is concealed by Glamrielle itself, existing like much of the forest 
  between the mortal world and Tylwyth Teyrnas. Thal-Iridis can only be found by those of fey blood and only 
  by those who know the way. To this day the only human ever to set food within Thal-Iridis was Delwyn Llyr, 
  the first Queen of the Abborn. 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  79 
   
   
  Personalities of the Abberlands: 
   
  Allithadra, Prince of Thal-Iridis, Lord Protector of Lordainia: 
  Neutral Good, Elf (Aelwyd Glamrielle), 8th level Fighter/Illusionist (specializing in the lleascledau)  
   
   
  Prince Allithadra of Thal-Iridis is the half-brother of the Ever-Queen, and his sister was the murdered 
  Lady Aderyn, Princess of Lordainia.  Allithadra has been named Lord Protector of Lordainia and guardian to 
  the Royal Prince Aled during his minority. Allithadra is considered hasty by elvish standards, hot tempered 
  and quick to act but has thus far been able to subdue his passion and keep a cool head during the 
  investigations into his sister and the Royal Prince Llywelyn’s murder. Allithadra shares the Ever-Queen’s 
  suspicions regarding the guilt of Prince Neirin and has been quietly scrutinizing his movements, waiting for 
  him to make a mistake. Allithadra has played the great game at court for many centuries and is confident 
  that Neirin will slip before he does, and when that day comes all of the repressed emotions burning within the 
  elf prince will come to the surface and his fury will know no bounds.   
   
  Allithadra is of average height and size for his race with sharp, comely features, with long dark hair 
  that he wears loosely about his waist, and vibrant lavender eyes. The elf prince moves with preternatural 
  grace and noble bearing. He is a renowned master of the lleascledau, the elvish long blade, and skilful 
  practitioner of the elvish style of Saethudawnswyr, or fire dancer style, that is based upon the traditional 
  elvish dance of the same name and characterized by swift, flowing movements, with precisely timed feints and 
  counter-strokes.  
   
  Allithadra dresses in the traditional fashion of his people preferring, loose garments embellished with 
  intricate vine and leaf motifs, soft, knee high boots, and fine cloaks. As befits his station, Allithadra wears his 
  lleascledau, known as Cysgod Melltith, the Shadow Bane, in its scabbard wrought of finely tooled leather 
  inlaid with mythril scroll work, whenever in public.  
   
  Aeronwen Llyr, Ever-Queen of Rosalin, and Sovereign of the Abberlands: 
  Chaotic Good, Half-Elf (Elvish Lineage), 17th level Cleric of the Mlaenoriaid/Illusionist 
   
   
  Aeronwen Llyr, eldest daughter of the Ever-Queen Gwenyffer and the Elf Prince Delûgeni, unified the 
  Abberlands and has ruled her people as Ever-Queen for the last 381 years.  Aeronwen was schooled, as all 
  women of her family, in the ways of the Old Gods by the Cyfriniwr, elvish clerics of the Naturiaeth at Thal-
  Aluna. She is a woman of surpassing intellect juxtaposed by a childlike naiveté born from an incredibly 
  sheltered life spent entirely at court. Aeronwen is a woman who knows what it is to rule, and entire nations 
  are beholden to her will.  
   
  The Ever-Queen is a woman of gossamer, almost ethereal beauty, the kind that that overwhelms an 
  onlooker, most who have stood before her cannot recall the details of her countenance, but can only describe 
  the combined feeling awe, exultation, and fear of being in the presence of such a magnificent being. Aeronwen 
  is a tall woman, lithe, and willowy when she moves, as if walking on air.  Her emerald eyes are said to glow 
  with the light of innocence but are at the same time burdened with the weight of duty. Her silvery blond hair 
  flows to her feet adorned with hundreds of delicate braids, and her skin is like purest alabaster. Upon her 
  brow Aeronwen bears the weight of Delwyn’s Crown, a gift from the Elf King Andurîal to his love. It is a tiara 
  of purest mythril crafted to resemble a wreath of vines and oak leaves, and at its heart is a crescent moon 
  inlaid with three star sapphires. Legends tell that the crown is in truth an artefact from the First Era and 
  possessed of incredible enchantment.  
   
   
   
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  80 
   
   
  Baldomar Hludmund, Provost of the Priory of the Eternal Flame: 
  Lawful Evil, Human, 8th level Cleric of the Priory of the Eternal Flame 
   
   
  Provost Hludmund has the honour of administrating the Priories activities in Caerwen and Aielwer. He 
  is a zealous believer in the strict adherence to the laws of the Eternal Flame and staunch supporter of the 
  Patriarch Hildebrandus II and hopes that his dutiful service in his current capacity will lead to his promotion 
  to the rank of bishop. Hludmund is a firebrand and talented orator. When Hludmund preaches he captures 
  his audience, and inspires men to see the truth in his sermon. Believers see Provost Hludmund as a man of 
  righteousness, a beacon of light shining brightly in the face of the shadow. To those who oppose the Priories 
  beliefs Hludmund is a dangerous demagogue who spreads a dogma of intolerance and suspicion. Regardless 
  of the side they are on all men agree that the Provost is an utterly dedicated man who has the power to 
  compel and inspire.  
   
  Contrary to his commanding personality, Baldomar Hludmund is not an imposing man. An aging man 
  in his early 60’s, He is of average height and has the build of an aesthetic that has spent more years in study 
  and contemplation than brandishing arms. His bespectacled, wizened face, tonsured wispy hair, sharp stare 
  and prominent hooking nose give the Provost an almost vulture like countenance which is usually half hidden 
  under the heavy hood of his ermine frock. The Provost has the right to bear two badges of office which he 
  displays prominently; the Flame of Truth, a golden brooch shaped in the image of a hand shrouded in flame 
  and adorned with a string of 12 fire opals each representing a heretic he has driven to confess in his years as 
  an Inquisitor, and the Provostal Staff, a 6’ ash pole with a stylized topper shaped in the image of the Eternal 
  Flame.  
   
  Baldomar Hludmund grew up much like Sir Erimgard as an orphan in the care of the Priory of the 
  Eternal Flame. The novice who would become Provost trained under the watchful brothers at the Brytturm in 
  the city of Brythæm, the former spiritual heart of the Priories faith until the completion of the Cathedral of the 
  Resplendent Flame in 558.3Ea.r. Even as a novice his faith was inscrutable and his determination obvious. 
  Hludmund holds himself to a near unattainable standard and has been prone to penance through self-
  flagellation when he feels he has fallen short and holds his Priors to the same standards. He is a man of 
  single-minded determination and unshakable resolve.   
  Previous to his appointment in the Abberlands, Hludmund was one of the most successful of the 
  Priories Inquisitors rooting out heresy and corruption within the church, hunting down and ending the 
  debasement of non-human influence, and burning magick-users for their sins against nature.  Since taking 
  command in the Abberlands Hludmund has realized the need to take on a more moderate persona and has 
  restrained his fanaticism for the sake of his mission, biding his time until the Priories position in the 
  Abberlands is secure. Hludmund waits patiently until Sir Erimgard is named Marshall of Caerwen and 
  commands the country’s Marchog. Once the Priory has total influence over Caerwen’s knights he can resume 
  his good works in rooting out false superstitions and the corruption of non-humans from the Abberlands.  
   
  Black Cloak Urien, Guildmaster of the Black Cloaks of Letyr: 
  Neutral, Human, 9th level Rogue 
   
   
  Little is known concerning Black Cloak Urien’s origins and his story changes with each telling. Some 
  say he is was the son of a nobleman who was disenchanted with life at court; others believe Black Cloak 
  Urien was born in Letyr to a merchant who lost his life in a deal gone sour. The truth of the matter will 
  probably never be brought to light, nor does it really matter, today the man they call Black Cloak Urien is the 
  Guildmaster of the Black Cloaks of Letyr and perhaps the most renowned thief in the Abberlands. 
   
  Black Cloak Urien is tall for a half elf, standing just shy six feet. He has the countenance of a kindly 
  old man, with soft blue-grey eyes, bushy white eyebrows, and a well sculpted beard. With the exception of a 
  deep scar running just under his left eye and across his nose, there is nothing about Urien that would 
  suggest the violence he is capable of.  Urien always garbs himself in simple clothing with little adornment and 
  is never without his namesake black cloak. Urien’s cloak is rumoured to be a magickal garment that allows 
  wearer to alter his appearance at will.  
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  81 
   
   
  Urien has always been hard to read, making him an exceptional gambler and liar, the former a vice 
  that has caused him nothing but trouble, the latter a talent that has quite possibly allowed this rogue to be as 
  successful as he has been and to survive as long as he has. To those who don’t know who they are dealing 
  with, Black Cloak Urien comes across as a kind, grandfatherly figure, the type of person who you instinctively 
  trust. Some who truly have known Urien say that the kind old man is his true façade and the cruel, 
  calculating, killer in him is the mask crafted to survive in the harsh underworld of Letyr. 
  Urien and his thieves have controlled the docks of Letyr for close to 40 years now. Going on 15 years 
  ago the Brotherhood of Night moved into Letyr from Gwenporth and what began was what locals call the 
  “Rivalry of Black and Night”, a bloody war for territory in the underbelly of Letyr. Urien and his Black Cloaks 
  have always maintained the upper hand over the Brotherhood of Night but the cost in lives has been great 
  and Urien lost his taste for it a long time ago. Now a new threat to his territory is looming on the horizon, 
  Urien’s sources in Gwenporth say that the Ministry of Shadows has begun to quietly move into Letyr over the 
  last few months. Urien has facilitated a truce between his Black Cloaks and Brotherhood of the Night in order 
  for two guilds to come together to face the serious threat the Ministry presents to both guilds. 
   
   
  Callineb, Headmaster of the College of Lordainia 
  Lawful Good, Human, 12th level Wizard of the White Order 
   
   
  The sage called Callineb, in his youth, served the Ever-Queen Gwenyffer as her personal astrologer, 
  and soothsayer. He was one of the tutors of the Ever-Queen Aeronwen, and has served her and the 
  Abberlands in the capacity of Grandmaster of the Gwydih for close to 350 years. Now Callineb is in the 
  twilight of his years, living far longer than he feels he had any right to, and has retired from service to Blaid 
  Cas where he oversees the College of Lordainia as its headmaster. Finally he has had the time to begin writing 
  his book where he plans to publish his research into the sciences of alchemy, and astrology, as well his 
  theories regarding the nature of magick.  
   
  Callineb is an ancient man with a wizened, but not unkind face, shrouded beneath an enormous, 
  unkempt beard and moustaches, and bright grey eyes. He wears his hair as long and wild as his beard and is 
  incessantly puffing a pipe given to him by the ogre Seodag, his long-time friend and assistant. Callineb wears 
  the long robes made from brocade lined with ermine, and the mantle of his office.  
   
  Grigor (Neifion), Eluned Baron Gwenporth: 
  Neutral Evil, Vampire (Sanguine Prince), 13th level Wizard of the Black Order 
   
   
  The creature that calls itself Grigor Eluned has existed for nearly 800 years and has ruled over the city 
  of Gwenporth as its baron for close to 400 years. In truth the Baron Gwenporth is a powerful vampire called 
  Neifion with connections to the Ministry of Shadows, some say he is in fact one of the mythic Shadow 
  Ministers, the secret masters of the secretive organization. Neifion has lived in the guise of Grigor for nearly 
  67 years and has called himself many different names over the centuries; he was Mabon during the reign of 
  Eirwen Half-Elven, he was called Iorwerth at the dawn of the Third Era, and Cadell when Aeronwen was 
  crowned Ever-Queen.  Neifion is an utterly evil creature possessed of a cruel cunning, and a faultless 
  attention for detail. As Grigor, Neifion plays the role of the callous, paranoid, cynic which has served him well. 
  His agents the locals call Grigor’s Shadows do not know the truth of their master’s identity and have done 
  well to silence any threats to his secret, the keep his subjects in line, and give the vampire a way to gather 
  prey without having to risk  exposure by actively hunting.  
   
  Neifion is not the only vampire among the House of Eluned and many of his family have been made his 
  thralls over the centuries, the most notable being his daughter Elain who has stood loyally by his side for 
  close to 200 years. For every vampire among the House of Eluned there are three mortals who remain 
  ignorant of the truth. Neifion has always taken a mortal wife with every persona he has donned, never turning 
  them, allowing them to live out their lives oblivious to the monstrous nature of their lover. For this reason, 
  and with continuous caution and restraint, the House of Eluned has been able to avoid detection over the 
  centuries.  
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  82 
   
   
  Like many of his age and power, Neifion has the ability to manipulate his appearance through 
  magickal means. In his current guise as Grigor, Neifion appears as a once handsome man who has begun to 
  truly fall under the weight of time, with proud features and cold eyes. Grigor’s right leg was “crippled” from a 
  wound received in a duel some 30 years ago against Enfys Blackwell, the young scion of a lesser family of 
  Gwenporth, over the hand of his last wife, Gwen, and has required the aid of a cane ever since. In his 
  declining state Grigor has taken to wearing loose garments made of warm materials, favouring fur lined robes 
  of sable with fine embellishments in silver and gold.  
   
  Neifion has never found much enjoyment in physical confrontation and has always left wet work to 
  those more suited for it, preferring instead to deal with his opponents indirectly with the aid of his 
  supernatural abilities and, if pressed, with his considerable magickal skills.  
   
  Meuric Awbrey, Proprietor of the Ceulon Inn: 
  Neutral Good, Half-Elf (Human Lineage), 3rd level Fighter (specializing in the broad sword) 
   
   
  Meuric Awbrey was a restless rambler in his youth traveling the length and breadth of the Abberlands 
  in search of what he called his purpose, hoping against hope that there was more to his destiny than 
  inheriting his families Inn and living out the rest of his days as his father, and grandfather had before him, in 
  the quiet of Ceulon. It turned out that the Awbrey family tradition was more than that of simple innkeepers 
  and brewers, in truth Meuric’s father and grandfather before him, all the way back as could be remembered 
  were actually members of the Ever-Queen’s Gwydih and the Ceulon Inn has traditionally been a safe house 
  for members of that enigmatic organization since its construction 200 years ago. Once Meuric was privy to the 
  truth, everything came together in one great epiphany. He looked back on his youth; all the travellers, and his 
  father’s “old friends”, all the strange, cryptic conversations, the odd rhymes, and puzzles he was taught as a 
  child came together for the first time. Meuric Awbrey was being trained to take over the family business 
  alright, but not in the way he had imagined, he was being prepared to become a member of the Gwydih.  
   
  That was nearly a decade ago and since then Meuric’s father passed away silently in the night. On his 
  death bed Meuric’s father handed Meuric a small silver ring in the shape of an owl in flight and with that, left 
  the world. Meuric has taken to his new role with pride and determination, if still a little baffled at how he 
  could have missed so much for so long.  
   
  At the age of 42 Meuric is still a young man by half elf standards though the first grey hairs have 
  begun to show through his shoulder length auburn hair. He has the sharp features and pointed ears 
  inherited from his mother and grandmother, and wide hazel eyes that the ladies claim to be the source of his 
  charm. He isn’t a terribly imposing man but carries himself well with the natural grace of his fey kin, and is a 
  fine musician and spinner of tales. A consummate romantic with a penchant for delicately avoiding the 
  constraints of monogamy without breaking too many hearts, Meuric has a carefree outlook toward life, and a 
  compelling personality.  Though not likely to willingly rely on it, Meuric has become a fairly accomplished 
  swordsman during his travels and is capable enough with a blade when pressed but prefers to talk his way 
  out of  a situation, or if that fails, to run away. Meuric Awbrey has been known to defend his manhood on 
  numerous occasions by citing the famous Lordainian proverb, “discretion is the better part of valour”. 
   
  Neirin Siorus, Prince of Lordainia: 
  Neutral Evil, Human, 5th level Cleric of the Bariaeth/Fighter (specializing broad sword) 
   
   
  Neirin Siorus is the brother of the murdered Royal Prince Llewellyn of Lordainia and uncle to the babe 
  heir Aled. Neirin is a cautious calculator, and incessant schemer, and his thirst for power borders on the 
  neurotic. Despite the monster within, Neirin is a charismatic man, well-schooled in the ways of court, and 
  manages to hide behind a mask of courtesy and feigned sincerity, the very definition of a wolf amongst sheep.  
   
  Neirin Siorus is an imposing man standing a head taller than most men with broad shoulders and 
  muscular frame honed by years of training with sword and spear.  He has the strong features that favour the 
  royal line of Lordainia, he wears his dark hair long and loose, and his brown eyes shine with ambition. Like 
  all noblemen of Lordainia he is an accomplished harpist and is regarded for his strong singing voice and 
  effortless charm.  Never a man for modesty, Neirin garbs himself as befits his station, preferring tight 
  garments of dark, luxurious fabrics, and always in taste with current court fashion. Neirin has always fancied 
  himself a warrior and is rarely seen without his favoured bastard sword, ironically dubbed “Honour”, 
  sheathed at his side.  
  
  Betwixt reality and dreams lies the realms of our imagination 
  83 
   
   
   
  Over the last decade Neirin’s neurosis has reached new heights and he has sold his very soul to the 
  Shadow for the promise greater power. Neirin forsook the light and dedicated himself to the dark gods of the 
  Bariaeth. Unknown to most of Lordainia there is a growing cult dedicated to the goddess Sin, the Mistress of 
  Lies, festering within the echelons of the nobility with Prince Neirin at its head, and it was by his command 
  that his brother and sister-in-law were murdered in an attempt to seize the throne for himself. To his growing 
  frustration the Ever-Queen foiled his plans by sending Allithadra to take the mantle of Lord Protector instead 
  of following tradition which would have the regency bestowed upon Neirin, placing yet another obstacle in the 
  way of the Princes ambitions.  
   
  Neirin is not a fool and realizes the danger Allithadra presents, and the implications of his presence 
  which has forced him to bide his time until he can safely take action against his new foe. Despite the setback, 
  Neirin and his followers have not lost sight of their goal and will not rest until Allithadra has been dealt with 
  and Neirin sits upon the Lordainian throne.  
   
  Sir Erimgard of Calderland, Paladin of the Priory of the Eternal Flame: 
  Lawful Good, Human, 6th level Paladin of the Priory of the Eternal Flame 
   
   
  The paladin, Sir Erimgard hails from the city of Oxenburg in distant Calderland, an orphan who grew 
  up in the care of the Priors of the Priory of St. Sebastian. Erimgard’s entire life has been one of service and 
  pious devotion. He is a charismatic figure whose presence is palpable, and words inspire. To the public 
  Erimgard is a leader, a man of action, and peerless swordsmen, but in truth he is a man of quiet piety that 
  takes pleasure in scholarly pursuits, he is a bit of a poet, and a dabbler in history.  
   
  Sir Erimgard is a tall and well-built man in his mid 30’s. He is a handsome despite a number of scars, 
  with chiselled features, closely cropped greying hair, with a piercing stare and bright blue eyes. Erimgard 
  walks with a natural grace and beauty that belies the paladin’s sheer strength. Erimgard always wears his 
  pendent of the Eternal Flame, a beautifully crafted holy symbol of engraved gold inlaid with brass and copper, 
  and is rarely seen without his sword, at his side. 
   
  Sir Erimgard has spent the last year at court at Marchadwedd and enjoys the favour of Her Majesty, 
  the Royal Princess Anwen who values his council and company. Despite rumours that have ignited in court, 
  Sir Erimgard has not forsaken his vows and taken the Royal Princess to bed, although the tension between 
  the two is obvious. Erimgard is the Royal Princess’ favourite to be the next Marshall of the Marchog, an 
  immensely unpopular decision amongst Caerwen nobility who see this as selling their countries most lauded 
  title for personal gain. Erimgard is torn between doing what he thinks is right by declining the position and 
  leaving Caerwen, escaping before he is consumed by his desire for the Royal Princess, and doing what is best 
  for his Priory by becoming Marshall of the Marchog and firmly securing the Priory’s place in Caerwen.   
   
  Trahaearn Ithell, Commander of the Grey Watch: 
  Lawful Good, Human, 12th level Ranger  
   
   
  Trahaearn Ithell was born the eldest son of the House of Ithell, a lesser noble family of Ardporth and 
  was forced to join the Grey Watch after an indiscretion involving another man’s wife. He served as a ranger in 
  the north of Rosalin for over 20 years before being voted into his current role of Commander of the Grey 
  Watch by his brothers in 540.3Ea.r. Since taking command of the Grey Watch Trahaearn has proven himself 
  on numerous occasions, most notably in thwarting troll raiders along the northern borders of Rosalin and 
  uncovering the Fadian plot driving them.  He is a grim man, hardened by decades in the wild. He is a man of 
  few words and brave action. Now in his 66th year, Trahaearn has retired to Caer-Glas where he has taken to 
  overseeing the training of novices, and has laboured diligently to return the brotherhood of the Grey Watch to 
  its former honour.  
   
  Commander Trahaearn is an imposing figure with hard, weather-worn features marred by the scars 
  earned fighting beasts, and trolls in the harsh north. His right eye is nothing more than a milky sphere, 
  blinded by the claws of an owl bear during his early years as a Grey Brother, his remaining eye is slate blue 
  and still looks out upon the world with the longing of a warrior who has come to accept that age has finally 
  caught up with him and his story is all but at its end. Trahaearn still wears the trappings of a ranger, sturdy 
  weatherworn garments and a coat of rings that has been patched dozens of times, and his trusted, battle-
  worn swords hang at his waist, all hidden under the folds of the same weather stained, grey cloak that he first 
  donned upon taking the Grey Vows nearly 40 years ago.  
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  84 
   
   
  Appendix I: 
  Equipment, Arms and Armour of the Westerlands 
   
   
  The following tables detail the armour, weapons, and equipment and relative availability of these items 
  in the Westerlands. These tables supersede those presented on pages 43-46 of the Player’s Handbook. 
   
  Table 11: Helms 
  Item 
   
  Cost 
  AC* 
  Weight 
   
  EV 
  Availability 
  Bacinet  
  15gp 
  +4 
  7lbs 
   
  1 (w) 
  Uncommon (abundant in the United Kingdoms) 
  Coif, Chainmail 
  15gp 
  +4 
  5lbs 
   
  1 (w) 
  Uncommon 
  Coif, Leather 
  4gp 
  +1 
  2lbs 
   
  1 (w) 
  Abundant 
  Helm, Camail 
  3gp 
  +4** 
  3lbs 
   
  1 (w) 
  Uncommon 
  Helm, Great 
  20gp 
  +7 
  8lbs 
   
  2 (w) 
  Scarce (uncommon in the United Kingdoms) 
  Helm, Norn 
  8gp 
  +3 
  7lbs 
   
  1 (w) 
  Scarce (uncommon in Calderland and Lorn) 
  Helm, Pot 
  5gp 
  +2 
  6lbs 
   
  1 (w) 
  Abundant 
  * Armour Class only applies to strikes against the head, and do not otherwise adjust Armour Class 
  ** Armour Class only applies to strikes against the neck and must be attached to a bacinet, or helm.  
   
  Table 12: Horse Barding 
  Item 
   
   
  Cost 
  AC 
  Weight 
   
  EV 
  Availability 
  Padded   
   
  20gp 
  +1 
  25lbs  
   
  5 
  Uncommon (abundant in the United Kingdoms) 
  Leather   
   
  50gp 
  +2 
  50lbs 
   
  5 
  Uncommon 
  Ring Mail  
   
  145g 
  +5 
  80lbs 
   
  5 
  Uncommon (abundant in the Free-Cities) 
  Studded Leather  
   
  100gp 
  +3 
  60lbs 
   
  6 
  Scarce (uncommon in the Free-Cities) 
  Laminar   
   
  150gp 
  +3 
  65lbs  
   
  6 
  Scarce (abundant in Dalamath and Fadia) 
  Chainmail 
   
  500gp 
  +6 
  70lbs 
   
  6 
  Very Scarce (uncommon in the United Kingdoms) 
  Plate Mail 
   
  1200gp 
  +7 
  125lbs 
   
  6 
  Very Scarce (Scarce in the United Kingdoms and Fallrigh) 
   
  Table 13: Armour 
  Item 
   
   
  Cost 
  AC 
  Weight 
   
  EV 
  Availability 
  Padded Armour 
   
  5gp 
  +1 
  10lbs 
   
  2 (w) 
  Abundant 
  Leather Armour 
   
  10gp 
  +2 
  15lbs 
   
  2 (w) 
  Abundant  
  Ring Mail  
   
  30gp 
  +3 
  20lbs 
   
  3 (w) 
  Uncommon 
  Hide 
   
   
  20gp 
  +3 
  25lbs 
   
  4 (w) 
  Scarce (abundant among the Cerilian plainsmen) 
  Studded Leather 
   
  25gp 
  +3 
  20lbs 
   
  3 (w) 
  Uncommon (abundant in the Free-Cities and United Kingdoms) 
  Laminar, Leather 
   
  55gp 
  +3 
  25lbs 
   
  2 (w) 
  Very Scarce (abundant in Dalamath and Fadia) 
  Mail Shirt  
   
  100gp 
  +4 
  25lbs 
   
  3 (w) 
  Uncommon 
  Scale Mail 
   
  50gp 
  +4 
  30lbs 
   
  4 (w) 
  Very Scarce (abundant in Fadia) 
  Brigandine 
   
  85gp 
  +4 
  25lbs 
   
  4 (w) 
  Scarce (uncommon in the Free-Cities) 
  Mail Hauberk 
   
  150gp 
  +5 
  35lbs 
   
  4 (w) 
  Uncommon (Scarce in the Abberlands) 
  Coat of Plates 
   
  100gp 
  +5 
  45lbs 
   
  4 (w) 
  Scarce (Uncommon in Calderland and the United Kingdoms) 
  Plate Mail 
   
  600gp 
  +7 
  45lbs 
   
  4 (w) 
  Very Scarce (uncommon in Fallrigh, Scarce in the United Kingdoms) 
   
  Table 14: Shields 
  Item 
   
   
  Cost 
  AC 
  Weight 
   
  EV 
  Availability 
  Buckler/Targe 
   
  2gp 
  +1*
    
  2lbs 
   
  2 
  Abundant 
  Shield, Small Steel  
  9gp 
  +1* 
  5lbs 
   
  2 
  Uncommon 
  Shield, Small Wooden 
  3gp 
  +1* 
  3lbs 
   
  2 
  Abundant 
  Shield, Kite Wooden 
  5gp 
  +1** 
  6lbs 
   
  3 
  Uncommon 
  Shield, Heater Wooden 
  8gp 
  +1** 
  5lbs 
   
  3 
  Uncommon (abundant in the United Kingdoms) 
  Shield, Heater Steel  
  15gp 
  +1** 
  10lbs 
   
  3 
  Scarce (uncommon in the United Kingdoms) 
  Shield, Dwarven Skjoldr 
  20gp 
  +1** 
  6lbs 
   
  2 
  Very Scarce (uncommon among Dwarves) 
  * Armour Class bonus is applicable against one foe per round. 
  ** Armour Class bonus is applicable against two foes per round.  
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  85 
   
   
  Table 15: Weapons 
  Item 
   
   
  Cost 
  Damage:  
  Range:* 
   
  Weight 
   
  EV 
  Availability 
  Axe, Battle  
   
  10gp 
  1d8 
   
  - 
   
  7lbs 
   
  3 
  Uncommon 
  Axe, Bearded
  1** 
   
  20gp 
  3d4 
   
  - 
   
  15lbs 
   
  4 
  Uncommon 
  Axe, Hand/Throwing  
  4gp 
  1d6 
   
  10 ft.  
   
  4lbs 
   
  2 
  Uncommon 
  Axe, Horseman‟s (light) 
  5gp 
  1d8 
   
  - 
   
  6lbs 
   
  3 
  Scarce 
  Axe, Pole** 
   
  30gp 
  1d10 
   
  - 
   
  18lbs 
   
  4 
  Scarce 
  Bardiche** 
   
  15gp 
  2d4 
   
  - 
   
  10lbs 
   
  4 
  Scarce (uncommon in United King.) 
  Bec de Corbin** 
   
  60gp 
  1d10 
   
  - 
   
  4lbs 
   
  5 
  Scarce (uncommon in the Free-Cities) 
  Bill** 
   
   
  12gp 
  2d4 
   
  - 
   
  6lbs 
   
  5 
  Scarce (uncommon in Maidinfell)  
  Club 
   
   
  - 
  1d6+1 
   
  10ft 
   
  3lbs 
   
  2 
  Abundant 
  Crowbill 
   
   
  15gp 
  1d6 
   
  - 
   
  3lbs 
   
  2 
  Uncommon 
  Dagger 
   
   
  2gp 
  1d4 
   
  10ft 
   
  1lbs 
   
  1 
  Abundant 
  Dirk 
   
   
  3gp 
  1d4+1 
   
  - 
   
  1lbs 
   
  1 
  Uncommon 
  Fauchard** 
   
  6gp 
  1d6 
   
  - 
   
  6lbs 
   
  5 
  Scarce (uncommon in the Free-Cities) 
  Fauchard Fork** 
   
  15gp 
  1d8 
   
  - 
   
  6lbs 
   
  5 
  Very Scarce (scarce in the Free-Cities) 
  Fist 
   
   
  - 
  1d2 
   
  - 
   
  - 
   
  - 
  - 
  Flail, Heavy** 
   
  15gp 
  1d10 
   
  - 
   
  20lbs 
   
  4 
  Uncommon 
  Flail, Light  
   
  8gp 
  1d8 
   
  - 
   
  5lbs 
   
  3 
  Uncommon 
  Flamberge** 
   
  75gp 
  2d4+2 
   
  - 
   
  12lbs 
   
  4 
  Very Scarce (uncommon in Calderland) 
  Fork, Military** 
   
  10gp 
  1d8 
   
  - 
   
  7lbs 
   
  5 
  Scarce 
  Gauntlet, Spiked 
   
  5gp 
  1d3 
   
  - 
   
  2lbs 
   
  1 (w) 
  Very Scarce 
  Glaive**  
   
  8gp 
  1d8 
   
  - 
   
  15lbs 
   
  5 
  Scarce 
  Glaive Guisarme** 
   
  15gp 
  2d4 
   
  - 
   
  8lbs 
   
  5 
  Scarce (uncommon in the Free-Cities) 
  Godentag  
   
  15gp 
  1d6+3 
   
  - 
   
  7lbs 
   
  3 
  Uncommon 
  Guisarme** 
   
  10gp 
  2d4 
   
  - 
   
  15lbs 
   
  5 
  Scarce (uncommon in the Free-Cities) 
  Halberd**  
   
  10gp 
  1d10 
   
  - 
   
  15lbs 
   
  5 
  Scarce (abundant in the Free-Cities) 
  Hammer, Light 
   
  1gp 
  1d4 
   
  20ft 
   
  2lbs 
   
  2 
  Abundant 
  Hammer, War 
   
  6gp 
  1d8 
   
  - 
   
  8lbs 
   
  4 
  Uncommon 
  Jambiya 
   
   
  4gp 
  1d4 
   
  - 
   
  1lbs 
   
  1 
  Very Scarce (abundant in Dalamath) 
  Katar 
   
   
  3gp 
  1d4+1 
   
  - 
   
  1lbs 
   
  2 
  Very Scarce (uncommon in Dalamath) 
  Knife 
   
   
  3sp 
  1d2 
   
  10ft 
   
  1lbs 
   
  1 
  Abundant 
  Lance, Light
  2 
   
  6gp 
  1d6 
   
  - 
   
  5lbs 
   
  5 
  Scarce (uncommon in the United King.) 
  Lleascledau (elf longblade) 
  125gp 
  2d4+2 
   
  - 
   
  4lbs 
   
  2 
  Very Scarce (uncommon among elves) 
  Lucerne Hammer**  
  60gp 
  1d12 
   
  - 
   
  8lbs 
   
  5 
  Very Scarce (uncommon in Fallrigh) 
  Mace, Footman‟s (heavy) 
  12gp 
  1d8 
   
  - 
   
  12lbs 
   
  4 
  Scarce 
  Mace, Horseman‟s (light) 
  5gp 
  1d6 
   
  - 
   
  6lbs 
   
  3 
  Scarce 
  Main Gauche3
  3 
   
  25gp 
  1d4+1 
   
  - 
   
  1lbs 
   
  2 
  Very Scarce (Scarce in the Free-Cities) 
  Maul** 
   
   
  12gp 
  1d10 
   
  - 
   
  15lbs 
   
  5 
  Uncommon 
  Morningstar 
   
  8gp 
  2d4 
   
  - 
   
  8lbs 
   
  3 
  Scarce 
  Partisan**  
   
  10gp 
  1d8 
   
  - 
   
  5lbs 
   
  5 
  Scarce (uncommon in the Free-Cities) 
  Pick, Heavy 
   
  8gp 
  1d6 
   
  - 
   
  6lbs 
   
  4 
  Scarce 
  Pick, Light  
   
  4gp 
  1d4 
   
  - 
   
  4lbs 
   
  3 
  Scarce 
  Pike** 
   
   
  5gp 
  1d8 
   
  - 
   
  14lbs 
   
  6 
  Scarce (uncommon in the Free-Cities) 
  Poniard 
   
   
  25gp 
  1d4+1 
   
  - 
   
  1lbs 
   
  1  
  Uncommon  
  Quarterstaff 
   
  - 
  1d6 
   
  - 
   
  4lbs 
   
  4 
  Abundant 
  Ranseur**  
   
  8gp 
  2d4 
   
  - 
   
  15lbs 
   
  5 
  Scarce (uncommon in the Free-Cities) 
  Sap 
   
   
  1gp 
  1d3 
   
  - 
   
  1lbs 
   
  1 
  Abundant 
  Scythe**  
   
  12gp 
  2d4 
   
  - 
   
  12lbs 
   
  4 
  Abundant 
  Sickle 
   
   
  6gp 
  1d4 
   
  - 
   
  3lbs 
   
  3 
  Abundant 
  Spear
  2 
   
   
  1gp 
  1d6 
   
  20ft 
   
  3lbs 
   
  2 
  Abundant 
  Spear, Long4
  3 
   
  5gp 
  1d8 
   
  - 
   
  9lbs 
   
  4 
  Uncommon 
  Spear, Wolf (boar) 
   
  3gp 
  1d8 
   
  10ft 
   
  4lbs 
   
  3 
  Uncommon 
  Staff Sling  
   
  10cp 
  1d6(1d4 missile) 
  75ft 
   
  4lbs 
   
  4 
  Uncommon 
  Sword, Bastard
  5 
   
  25gp 
  1d10 
   
  - 
   
  10lbs 
   
  4 
  Scarce 
  Sword, Broad 
   
  12gp 
  2d4 
   
  - 
   
  8lbs 
   
  3  
  Uncommon 
  Sword, Konchar 
   
  25gp 
  1d6+2 
   
  - 
   
  4lbs 
   
  2 
  Very Scarce (Scarce in Fadia) 
  Sword, Myech 
   
  18gp 
  1d8 
   
  - 
   
  4lbs 
   
  3 
  Very Scarce (uncommon in Fadia) 
  Sword, Rapier 
   
  20gp 
  1d6 
   
  - 
   
  2lbs 
   
  3 
  Very Scarce (Scarce in the Free-Cities) 
  Sword, Sabre 
   
  17gp 
  1d6+1 
   
  - 
   
  5lbs 
   
  2 
  Very Scarce (uncommon in Fadia) 
  Sword, Short 
   
  10gp 
  1d6 
   
  - 
   
  3lbs 
   
  2 
  Uncommon 
  Sword, Two-Handed** 
  30gp 
  2d6 
   
  - 
   
  15lbs 
   
  5 
  Very Scarce 
  Tulwar 
   
   
  8gp 
  1d6 
   
  - 
   
  2lbs 
   
  2 
  Very Scarce (uncommon in Dalamath) 
  Voulge**  
   
  8gp 
  2d4 
   
  - 
   
  6lbs 
   
  5 
  Scarce (uncommon in the Free-Cities) 
   
  * Melee weapons with noted range can also be used as missile weapons 1- A bearded axe may be wielded in one hand by a character with strength of 16 or greater. 
  2- Deals double damage if used from a charging mount.  3- This weapon can be used as a melee weapon or confer +1 to AC. Choice must be made at start of round. 
  4- Deals double damage if firmly set to receive a charge. 5- A bastard sword wielded with two hands deals 1d12 damage. 
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  86 
   
   
  Table 16: Missile and Ranged Weapons 
  Item 
   
   
  Cost 
  Damage:  
  Range: 
   
  Weight 
   
  EV 
  Availability 
  Arrows, Hunting (20)
  1 
  2gp 
  as bow 
   
  - 
   
  3lbs 
   
  2 
  Abundant 
  Arrows, Sheaf (12)
  2  
  3gp 
  1d8 
   
  - 
   
  2lbs 
   
  1 
  Scarce 
  Arrows, Flight (20)  
  2gp 
  as bow 
   
  - 
   
  23lbs 
   
  2 
  Uncommon 
  Arrows, Flight (12)  
  15sp 
  as bow 
   
  - 
   
  23lbs 
   
  2 
  Uncommon 
  Arrows, Silver (2) 
   
  2gp 
  as bow 
   
  - 
   
  0.2lbs 
   
  1 
  Very Scarce 
  Blowpipe  
   
  1gp 
  1 
   
  10ft 
   
  1lbs 
   
  1 
  Very Scarce (abundant among gnomes) 
  Bolts (12)  
   
  1gp 
  as crossbow 
  - 
   
  1lbs 
   
  1 
  Scarce 
  Bow, Long 
   
  75gp 
  1d6 
   
  100ft 
   
  3lbs 
   
  4 
  Scarce 
  Bow, Short 
   
  30gp 
  1d6 
   
  60ft 
   
  2lbs 
   
  3 
  Abundant 
  Bow, Short Composite 
  75gp 
  1d8 
   
  70ft 
   
  2lbs 
   
  3 
  Very Scarce (Uncommon in Fadia) 
  Crossbow, Light 
   
  35gp 
  1d6 
   
  80ft 
   
  6lbs 
   
  4 
  Scarce 
  Crossbow, Hand 
   
  100gp 
  1d4 
   
  30ft 
   
  3lbs 
   
  2 
  Very Scarce  
  Crossbow, Heavy 
   
  50gp 
  1d10 
   
  120ft 
   
  9lbs 
   
  5 
  Very Scarce 
  Dagger, Throwing  
  5gp 
  1d4 
   
  10ft 
   
  1lbs 
   
  1 
  Scarce  
  Dart 
   
   
  5sp 
  1d3 
   
  20ft 
   
  0.5lbs 
   
  1 
  Scarce 
  Harpoon  
   
  1gp 
  1d6 
   
  20ft 
   
  4lbs 
   
  5 
  Scarce 
  Javelin 
   
   
  1gp 
  1d4 
   
  30ft 
   
  2lbs 
   
  3 
  Very Scarce  
  Rock 
   
   
  - 
  1d2 
   
  30ft 
   
  - 
   
  - 
  Abundant 
  Sling 
   
   
  - 
  1d4 
   
  50ft 
   
  - 
   
  1 
  Abundant 
  Whip 
   
   
  1gp 
  1d2 
   
  15ft 
   
  2lbs 
   
  2 
  Abundant 
  1- If a hunting arrow strikes metal armour, it does 1 hit point less damage than rolled; including none at all if a 1 is rolled before the penalty. 
  2- Sheaf arrows gain +2 to hit versus metal armour. Sheaf arrows are designed to be fired from a long bow and if used with any other bow, a -2 to hit is 
  suffered though damage remains the same.  
   
  Table 17: Transport and Tack 
  Item 
   
  Cost 
  Weight 
   
  EV 
   
  Availability 
  Bit and Bridle 
  1gp 
  1lbs 
   
  2 (w) 
   
  Abundant 
  Boat, Long 
  500gp 
  - 
   
  - 
   
  Very Scarce (Uncommon among Norsemen) 
  Boat, Row 
  50gp 
  75lbs 
   
  25 
   
  Uncommon 
  Boat, Skiff 
  300gp 
  - 
   
  - 
   
  Scarce 
  Boat, Small 
  250gp 
  - 
   
  - 
   
  Uncommon 
  Caracole  
  35gp 
  40lbs 
   
  20 
   
  Scarce (abundant in the Abberlands) 
  Cart 
   
  15gp 
  200lbs 
   
  -  
   
  Abundant 
  Coach 
   
  200gp 
  - 
   
  - 
   
  Scarce (uncommon in Dalamath, the Free-Cities, and the United Kingdoms) 
  Donkey  
  8gp 
  - 
   
  - 
   
  Abundant 
  Feed (per day) 
  5cp 
  10lbs 
   
  2 
   
  Abundant 
  Harness  
  1gp 
  2lbs 
   
  2 
   
  Abundant 
  Horse, Draught 
  200gp 
  - 
   
  - 
   
  Abundant 
  Horse, Riding 
  75gp 
  - 
   
  - 
   
  Uncommon 
  Mule 
   
  25gp 
  - 
   
  - 
   
  Abundant 
  Ox 
   
  18gp 
  - 
   
  - 
   
  Abundant 
  Pony 
   
  30gp 
  - 
   
  - 
   
  Abundant 
  Raft 
   
  100gp 
  100lbs 
   
  - 
   
  Uncommon 
  Saddle 
   
  20gp 
  30lbs 
   
  5 (w) 
   
  Abundant 
  Saddlebags 
  4gp 
  8lbs 
   
  3 (w) 
   
  Abundant 
  Saddle Blanket 
  5sp 
  1lbs 
   
  1 
   
  Abundant 
  Sled 
   
  20gp 
  300lbs 
   
  - 
   
  Scarce 
  Wagon 
   
  35gp 
  400lbs 
   
  - 
   
  Abundant 
  Warhorse, Heavy 400gp 
  - 
   
  - 
   
  Very Scarce 
  Warhorse, Light 
  150gp 
  - 
   
  - 
   
  Scarce 
  Warpony* 
  100gp 
  - 
   
  - 
   
  Very Scarce (scarce among halflings) 
  Yoke, Horse 
  3gp 
  15lbs 
   
  5 (w) 
   
  Abundant 
  Yoke, Ox  
  1gp 
  20 
   
  5 (w) 
   
  Abundant 
  * Barding for a pony is ½ the cost and 2/3 the weight of horse. Barding. Reduce EV by1 as well.  
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  87 
   
   
  Table 18: Equipment 
  Item  
   
   
   
  Cost 
  Weight 
   
  EV 
   
  Capacity  
  Availability 
  Armour and Weapon Oil 
   
  1gp 
  1lbs 
   
  1 
   
  - 
   
  Uncommon 
  Awl 
   
   
   
  1gp 
  0.5lbs 
   
  1 
   
  - 
   
  Abundant 
  Backpack  
   
   
  2gp 
  2lbs 
   
  2 (w) 
   
  8 
   
  Abundant 
  Bagpipes  
   
   
  35gp 
  8lbs 
   
  4 
   
  - 
   
  Very Scarce  
  Bandages (2 wounds) 
   
  1sp 
  0.5lbs 
   
  * 
   
  - 
   
  Abundant 
  Barrel, Large 
   
   
  4gp 
  45lbs 
   
  9 
   
  9 
   
  Abundant 
  Barrel, Small 
   
   
  2gp 
  30lbs 
   
  6 
   
  6 
   
  Abundant 
  Basket 
   
   
   
  4sp 
  1lbs 
   
  2 
   
  2 
   
  Abundant 
  Bedroll  
   
   
  1sp 
  5lbs 
   
  3 
   
  - 
   
  Abundant 
  Bell 
   
   
   
  1gp 
  - 
   
  * 
   
  - 
   
  Scarce 
  Belt Pouch, Large
  2  
   
  1gp 
  1lbs 
   
  1 (w) 
   
  2 
   
  Abundant 
  Belt Pouch, Small
  2  
   
  5sp 
  0.5lbs 
   
  * 
   
  1 
   
  Abundant 
  Belt Pouch, Spell Component
  1 
  10gp 
  0.5lbs 
   
  2 (w) 
   
  - 
   
  Very Scarce 
  Blanket, Winter 
   
   
  5sp 
  3lbs 
   
  2 
   
  - 
   
  Abundant 
  Block and Tackle  
   
  5gp 
  5lbs 
   
  3 
   
  - 
   
  Uncommon 
  Bottle 
   
   
   
  2gp 
  0.5lbs 
   
  1 
   
  1 
   
  Abundant 
  Broom 
   
   
   
  5cp 
  1lbs 
   
  3 
   
  - 
   
  Abundant 
  Bucket 
   
   
   
  5sp 
  2lbs 
   
  2 
   
  3 
   
  Abundant 
  Candle (5 sticks) 
   
   
  5cp 
  0.1lbs 
   
  * 
   
  - 
   
  Abundant 
  Case, Map or Scroll  
   
  1gp 
  0.5lbs 
   
  1
  1 
   
  10 sheets  
  Scarce 
  Casket 
   
   
   
  2gp 
  15lbs 
   
  4 
   
  6 
   
  Abundant 
  Chain (20 feet) 
   
   
  2gp 
  4lbs 
   
  12 
   
  - 
   
  Uncommon 
  Chalk (per piece) 
   
   
  1cp 
  0.5lbs 
   
  1 
   
  - 
   
  Scarce 
  Chest, Large 
   
   
  5gp 
  40lbs 
   
  12 
   
  8 
   
  Uncommon 
  Chest, Small 
   
   
  2gp 
  25lbs 
   
  4 
   
  6 
   
  Uncommon 
  Chisel 
   
   
   
  1gp 
  0.5lbs 
   
  1 
   
  - 
   
  Uncommon 
  Cord (50 feet) 
   
   
  5gp 
  8lbs 
   
  2 
   
  - 
   
  Uncommon 
  Crowbar/Prybar 
   
   
  2gp 
  5lbs 
   
  2 
   
  - 
   
  Uncommon 
  Cutlery, Silver 
   
   
  8sp 
  0.1lbs 
   
  - 
   
  - 
   
  Scarce 
  Cutlery, Wooden  
   
  1cp 
  0.1lbs 
   
  - 
   
  - 
   
  Abundant 
  Drum 
   
   
   
  9gp 
  8lbs 
   
  5 
   
  - 
   
  Scarce 
  Dust, Bag of 
   
   
  - 
  1lbs 
   
  1 
   
  - 
   
  Abundant 
  Fife 
   
   
   
  2gp 
  1.5lbs 
   
  1 
   
  - 
   
  Scarce 
  File 
   
   
   
  1gp 
  0.5lbs 
   
  1 
   
  - 
   
  Scarce 
  Firewood, Per Day  
   
  1cp 
  20lbs 
   
  8 
   
  - 
   
  Abundant 
  Fishing Gear (hook, line, etc.)  
  5sp 
  1lbs 
   
  2 
   
  - 
   
  Abundant 
  Flask 
   
   
   
  3cp 
  0.1lbs 
   
  1
  1 
   
  1 pint 
   
  Uncommon 
  Flint and Steel 
   
   
  1gp 
  0.5lbs 
   
  * 
   
  - 
   
  Uncommon 
  Flute 
   
   
   
  15gp 
  0.5lbs 
   
  1 
   
  - 
   
  Scarce 
  Grappling Hook 
   
   
  1gp 
  4lbs 
   
  2 
   
  - 
   
  Scarce 
  Grease, Crock (per pound) 
   
  2cp 
  1lbs 
   
  1 
   
  - 
   
  Abundant 
  Healer‟s Bag
  3 
   
   
  6gp 
  3.5lbs 
   
  3 
   
  - 
   
  Scarce 
  Hammer  
   
   
  1gp 
  2lbs 
   
  2 
   
  - 
   
  Uncommon 
  Hammer, Sledge 
   
   
  6gp 
  8lbs 
   
  4 
   
  - 
   
  Uncommon 
  Hammock 
   
   
  8gp 
  8lbs 
   
  4 
   
  - 
   
  Scarce 
  Harp 
   
   
   
  35gp 
  4lbs 
   
  4 
   
  - 
   
  Scarce 
  Harp, Lordainian  
   
  350gp 
  4lbs 
   
  4 
   
  - 
   
  Very Scarce (scarce in the Abberlands) 
  Holy Symbol, Silver  
   
  25gp 
  1lbs 
   
  1 
   
  - 
   
  Very Scarce 
  Holy Symbol, Wooden 
   
  1gp 
  0.5lbs 
   
  1 
   
  - 
   
  Abundant 
  Holy Water, Flask  
   
  30gp 
  1lbs 
   
  1
  1 
   
  - 
   
  Very Scarce 
  Hook, Iron 
   
   
  1gp 
  0.5lbs 
   
  1 
   
  - 
   
  Uncommon 
  Incense, Stick 
   
   
  1gp 
  - 
   
  * 
   
  - 
   
  Very Scarce 
  Ink (1 ounce) 
   
   
  8gp 
  0.1lbs 
   
  * 
   
  - 
   
  Scarce 
  Kettle, Iron 
   
   
  1gp 
  4lbs 
   
  3 
   
  - 
   
  Abundant 
  Lamp, Open 
   
   
  3gp 
  4lbs 
   
  2 
   
  - 
   
  Uncommon 
  Lantern, Bullseye  
   
  12gp 
  3lbs 
   
  2 
   
  - 
   
  Scarce 
  Lantern, Hooded  
   
  7gp 
  2lbs 
   
  2 
   
  - 
   
  Scarce 
  Lodestone 
   
   
  25gp 
  1lbs 
   
  1 
   
  - 
   
  Very Scarce 
  Magnifying Glass 
   
   
  100gp 
  1lbs 
   
  1 
   
  - 
   
  Very Scarce 
  Manacles  
   
   
  15gp 
  2lbs 
   
  1 
   
  - 
   
  Uncommon 
  Mandolin  
   
   
  10gp 
  4lbs 
   
  2 
   
  - 
   
  Very Scarce 
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  88 
   
   
  Table 18: Equipment (Continued) 
  Item  
   
   
   
  Cost 
  Weight 
   
  EV 
   
  Capacity  
  Availability 
  Mandolin, Lordainian 
   
  100gp 
  4lbs 
   
  2 
   
  - 
   
  Very Scarce (scarce in the Abberlands) 
  Marbles (pouch of 25) 
   
  1gp 
  0.1lbs 
   
  * 
   
  - 
   
  Uncommon 
  Mirror, Small Steel  
   
  10gp 
  0.5lbs 
   
  1 
   
  - 
   
  Scarce 
  Mortar and Pestle  
   
  3gp 
  2lbs 
   
  2 
   
  - 
   
  Abundant 
  Mug or Tankard 
   
   
  2cp 
  0.5lbs 
   
  - 
   
  - 
   
  Abundant 
  Nails, Iron (50) 
   
   
  5sp 
  1lbs 
   
  1 
   
  - 
   
  Uncommon 
  Oil, Flask of 
   
   
  1gp 
  1lbs 
   
  1
  1 
   
  1 pint 
   
  Uncommon 
  Pack, Shoulder 
   
   
  2gp 
  2lbs 
   
  3 (w) 
   
  10 
   
  Abundant 
  Padlock and Key 
   
   
  25gp 
  1lbs 
   
  1 
   
  - 
   
  Very Scarce 
  Panpipes  
   
   
  11gp 
  1lbs 
   
  1 
   
  - 
   
  Scarce 
  Paper (10 sheets) 
   
   
  10gp 
  - 
   
  * 
   
  - 
   
  Very Scarce 
   
  Parchment (10 sheets) 
   
  5gp 
  - 
   
  * 
   
  - 
   
  Very Scarce 
  Pickaxe, Miner‟s 
   
   
  3gp 
  10lbs 
   
  4 
   
  - 
   
  Uncommon 
  Pipe 
   
   
   
  5gp 
  0.1lbs 
   
  * 
   
  - 
   
  Uncommon 
  Piton/Spikes (5) 
   
   
  5sp 
  2lbs 
   
  1 
   
  - 
   
  Scarce 
  Pole (10 foot) 
   
   
  2sp 
  8lbs 
   
  5 
   
  - 
   
  Abundant 
  Pot 
   
   
   
  3gp 
  8lbs 
   
  4 
   
  - 
   
  Abundant 
  Prayer Beads, Priory 
   
  2gp 
  - 
   
  * 
   
  - 
   
  Abundant (Scarce in the Abberlands) 
  Quill 
   
   
   
  1gp 
  - 
   
  * 
   
  - 
   
  Scarce 
  Quiver, Dozen 
   
   
  2gp 
  1lbs 
   
  2 (w) 
   
  12 arrows/bolts 
  Abundant 
  Quiver, Score 
   
   
  4gp 
  1lbs 
   
  2 (w) 
   
  20 arrows/bolts 
  Abundant 
  Razor 
   
   
   
  5sp 
  - 
   
  * 
   
  - 
   
  Uncommon 
  Rogue‟s Tools 
   
   
  30gp 
  1lbs 
   
  1 
   
  - 
   
  Very Scarce 
  Rope, Hempen (50 feet) 
   
  1gp 
  15lbs 
   
  3 
   
  - 
   
  Abundant 
  Rope, Silken (50 feet) 
   
  10gp 
  5lbs 
   
  2 
   
  - 
   
  Very Scarce (Scarce in Dalamath) 
  Sack, Large 
   
   
  5sp 
  1lbs 
   
  2 
   
  10 
   
  Abundant 
  Sack, Small 
   
   
  1sp 
  0.5lbs 
   
  1 
   
  6 
   
  Abundant 
  Saw, Metal 
   
   
  5gp 
  1lbs 
   
  2 
   
  - 
   
  Uncommon 
  Sealing Wax 
   
   
  1gp 
  0.1lbs 
   
  * 
   
  - 
   
  Scarce 
  Sewing Kit (needle, thread, etc.) 
  5sp 
  1lbs 
   
  * 
   
  - 
   
  Abundant 
  Shovel 
   
   
   
  2gp 
  8lbs 
   
  3 
   
  - 
   
  Abundant 
  Signet Ring/Personal Seal 
   
  8sp 
  - 
   
  * 
   
  - 
   
  Scarce 
  Soap (per bar) 
   
   
  5sp 
  1lbs 
   
  1 
   
  - 
   
  Scarce 
  String (50 feet) 
   
   
  4sp 
  1lbs 
   
  2 
   
  - 
   
  Abundant 
  Tent, Large 
   
   
  45gp 
  50lbs 
   
  10 
   
  5 persons  
  Scarce 
  Tent, Medium 
   
   
  25gp 
  30lbs 
   
  7 
   
  3 persons  
  Scarce 
  Tent, Small 
   
   
  10gp 
  20lbs 
   
  4 
   
  1 person  
  Uncommon 
  Tinder Box (10 fires) 
   
  1gp 
  4lbs 
   
  2
  1 
   
  - 
   
  Abundant 
  Tongs 
   
   
   
  6cp 
  1lbs 
   
  1 
   
  - 
   
  Uncommon 
  Torch 
   
   
   
  1cp 
  1lbs 
   
  1 
   
  - 
   
  Abundant 
  Trap, Large Animal, Metal 
   
  35gp 
  25lbs 
   
  9 
   
  - 
   
  Scarce 
  Trap, Medium Animal, Metal  
  15gp 
  12lbs 
   
  6 
   
  - 
   
  Scarce 
  Trap, Small Animal, Metal 
   
  7gp 
  3lbs 
   
  3 
   
  - 
   
  Uncommon 
  Trunk, Travel 
   
   
  2gp 
  10lbs 
   
  3 
   
  5 
   
  Uncommon 
  Vellum (10 sheets)  
   
  15gp 
  - 
   
  * 
   
  - 
   
  Very Scarce 
  Vial (1 ounce) 
   
   
  1sp 
  0.1lbs 
   
  * 
   
  1 ounce  
  Scarce 
  Wineskin (1 gallon)  
   
  1gp 
  4lbs 
   
  3
  1 
   
  1 gallon  
  Abundant 
  Wedge, Splitting 
   
   
  2cp 
  - 
   
  * 
   
  - 
   
  Abundant 
  Whetstone 
   
   
  1gp 
  0.5lbs 
   
  1 
   
  - 
   
  Abundant 
  Whistle  
   
   
  5gp 
  - 
   
  * 
   
  - 
   
  Scarce 
  Wolvesbane (Belladonna) 
   
  2gp 
  0.1lbs 
   
  * 
   
  - 
   
  Uncommon 
  Items marked with an * have no appreciable EV. If carried in bulk (more than 10) treat the EV value as 1 per 10 items carried. 
  1- The EV for these items is listed as if they were full. If they are empty, reduce the EV by 2, to a minimum of 1. 
  2- A human sized character cannot place more than two large pouches and one small pouch on a belt. Large belt pouches equal one scabbard, one 
  quiver, two small pouches, or one spell components pouch in size.  
  3- A healer‟s bag consists of 30 bandages, 20 feet of rolled gauze, a tiny metal mixing bowl, a ceramic mortar and pestle, and 10 small jars of various 
  herbs useful to a healer. The kit also contains three curved needles (often made of gold to prevent rust) and a spool of white or black thread for stitching 
  wounds. Some kits may include several ceramic vials to be filled with clean water.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  89 
   
    
  Table 19: Clothing 
  Item 
   
   
   
   
  Cost 
   
  Weight 
   
  EV 
  Availability 
  Apron, Cloth 
   
   
   
  5sp 
   
  1lbs 
   
  1 (w) 
  Abundant 
  Apron, Leathern 
   
   
   
  8gp 
   
  3lbs 
   
  1 (w) 
  Uncommon 
  Baldric, Leathern (bandoleer)  
   
  7gp 
   
  1lbs 
   
  * 
  Uncommon 
  Baldric, Ornamental 
   
   
  30gp 
   
  1lbs 
   
  * 
  Very Scarce  
  Belt 
   
   
   
   
  6sp 
   
  1lbs 
   
  * 
  Abundant 
  Boots, Heavy 
   
   
   
  1gp 
   
  4lbs 
   
  1 (w) 
  Uncommon 
  Boots, Soft 
   
   
   
  4sp 
   
  2lbs 
   
  * 
  Uncommon 
  Breeches  
   
   
   
  2gp 
   
  2lbs 
   
  * 
  Scarce (abundant in the Dales) 
  Caftan 
   
   
   
   
  3sp 
   
  2lbs 
   
  1 (w) 
  Very Scarce (abundant in Dalamath)  
  Cap/Hat  
   
   
   
  4sp 
   
  - 
   
  * 
  Abundant 
  Cap, Dwarven Hattr 
   
   
  8sp 
   
  - 
   
  * 
  Very Scarce (abundant among Dwarves) 
  Cassock  
   
   
   
  8gp 
   
  4lbs 
   
  2 (w) 
  Uncommon 
  Caul 
   
   
   
   
  3gp 
   
  - 
   
  * 
  Scarce 
  Chemise (undertunic) 
   
   
  1gp 
   
  1lbs 
   
  * 
  Uncommon 
  Cloak, Baladrana 
   
   
   
  7sp 
   
  3lbs 
   
  1 (w) 
  Uncommon 
  Cloak, Fur-lined 
   
   
   
  25gp 
   
  5-12lbs 
   
  3 (w) 
  Scarce 
  Cloak, Mantle 
   
   
   
  4sp 
   
  3-5lbs 
   
  1 (w) 
  Abundant  
  Coif, Cloth 
   
   
   
  1gp 
   
  - 
   
  * 
  Uncommon 
  Dalmatic, Priory 
   
   
   
  5sp 
   
  4lbs 
   
  2 (w) 
  Scarce (uncommon in Calderland) 
  Doublet  
   
   
   
  4sp 
   
  3-5lbs 
   
  1 (w) 
  Scarce 
  Frock, Common 
   
   
   
  5sp 
   
  1-10lbs 
   
  2 (w) 
  Uncommon 
  Frock Coat, Halfling 
   
   
  3gp 
   
  3-4lbs 
   
  2 (w) 
  Very Scarce (abundant in the Dales) 
  Garnache  
   
   
   
  8sp 
   
  2-4lbs 
   
  1 (w) 
  Scarce (uncommon in the United Kingdoms) 
  Girdle 
   
   
   
   
  1gp 
   
  3lbs 
   
  1 (w) 
  Scarce 
  Gloves, Cloth 
   
   
   
  2sp 
   
  - 
   
  * 
  Scarce 
  Gloves, Leather Archery 
   
   
  4gp 
   
  - 
   
  * 
  Scarce 
  Gloves, Leather Common 
   
   
  8sp 
   
  - 
   
  * 
  Uncommon 
  Gloves, Leather Falconers 
   
   
  3gp 
   
  - 
   
  * 
  Scarce 
  Gloves, Ornate 
   
   
   
  25gp 
   
  - 
   
  * 
  Very Scarce 
  Gown 
   
   
   
   
  1gp 
   
  5-20lbs 
   
  4 (w) 
  Very Scarce 
  Hood 
   
   
   
   
  4sp 
   
  - 
   
  * 
  Abundant 
  Hose 
   
   
   
   
  2sp 
   
  - 
   
  * 
  Scarce (uncommon in the United Kingdoms) 
  Jewellery  
   
   
   
  varies 
   
  - 
   
  * 
  varies 
  Leggings (trews) 
   
   
   
  5sp 
   
  0.5lbs 
   
  2 (w) 
  Abundant 
  Liripipe  
   
   
   
  7sp 
   
  - 
   
  * 
  Scarce (abundant in the United Kingdoms) 
  Robes, Common 
   
   
   
  1gp 
   
  4lbs 
   
  2 (w) 
  Scarce 
  Robes, Ornamental  
   
   
  20gp 
   
  4lbs 
   
  2 (w) 
  Very Scarce 
  Scarf 
   
   
   
   
  5cp 
   
  0.5lbs 
   
  * 
  Uncommon 
  Shoes 
   
   
   
   
  2sp 
   
  1lbs 
   
  1 (w) 
  Abundant 
  Skirt, Hangerock 
   
   
   
  4sp 
   
  0.5lbs 
   
  1 (w) 
  Scarce (abundant in Calderland) 
  Surcote  
   
   
   
  7sp 
   
  2-6lbs 
   
  1 (w) 
  Scarce  
  Sveigja, Dwarven 
   
   
   
  12gp 
   
  6lbs 
   
  2 (w) 
  Very Scarce (abundant among Dwarves) 
  Tabard 
   
   
   
   
  6sp 
   
  1-4lbs 
   
  1 (w) 
  Uncommon 
  Trousers  
   
   
   
  4sp 
   
  0.5lbs 
   
  1 (w) 
  Scarce  
  Tunic, Common (léine or kyrtill, or tunica) 
  3sp 
   
  0.5lbs 
   
  1 (w) 
  Abundant 
  Tunic, Ornate 
   
   
   
  3gp 
   
  0.5lbs 
   
  1 (w) 
  Scarce 
  Vest, Common (jacheta) 
   
   
  2sp 
   
  0.5lbs 
   
  1 (w) 
  Uncommon 
  Vest, Ornate 
   
   
   
  10gp 
   
  0.5lbs 
   
  1 (w) 
  Uncommon 
  Vest, Elvish Nghrys (elvish brocade) 
   
  25gp 
   
  0.5lbs 
   
  1 (w) 
  Very Scarce (abundant among Elves) 
   
   
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  90 
   
   
  Table 20: Provisions, Lodging, and Services 
  Item 
   
   
   
   
  Cost 
  Weight 
   
  EV 
  Availability 
  Ale, Mug  
   
   
   
  5cp 
  1lbs 
   
  1 
  Abundant 
  Bath 
   
   
   
   
  3cp 
  - 
   
  - 
  Abundant 
  Beer, Mug 
   
   
   
  2cp 
  1lbs 
   
  1 
  Abundant 
  Cheese, Block 
   
   
   
  2sp 
  1lbs 
   
  1 
  Abundant 
  Clerk (per letter) 
   
   
   
  3sp 
  - 
   
  - 
  Scarce (uncommon in cities) 
  Doctor‟s Ministrations (per day) 
   
  3gp 
  - 
   
  - 
  Scarce (uncommon in cities) 
  Grains, Bag 
   
   
   
  4sp 
  5lbs 
   
  3 
  Abundant 
  Grain and Stabling (per day)  
   
  5sp 
  - 
   
  - 
  Abundant 
  Guide, City (per day) 
   
   
  2sp 
  - 
   
  - 
  Uncommon 
  Guide, Rural/Trail Guide (per day) 
   
  1sp 
  - 
   
  - 
  Uncommon  
  Lantern or Torchbearer in City (per night) 
  1sp 
  - 
   
  - 
  Uncommon 
  Laundry (by load)  
   
   
  1cp 
  - 
   
  - 
  Uncommon 
  Liquor, Cask 
   
   
   
  25gp+ 
  ½ gallon  
  5 
  Scarce 
  Liquor, Shot 
   
   
   
  2sp 
  - 
   
  - 
  Uncommon 
  Lodging, Common Inn 
   
   
  5sp 
  - 
   
  - 
  Abundant 
  Lodging, Good Inn  
   
   
  2gp 
  - 
   
  - 
  Uncommon 
  Lodging, Poor Inn  
   
   
  1sp 
  - 
   
  - 
  Abundant 
  Mead, Mug 
   
   
   
  2sp 
  1lbs 
   
  1 
  Scarce (Abundant in Calderland and Lorn) 
  Messenger, In City (per message) 
   
  1sp 
  - 
   
  - 
  Abundant 
  Minstrel (per performance) 
   
   
  1-3gp 
  - 
   
  - 
  Uncommon 
  Pipeweed, Common (20 pinches) 
   
  8sp 
  - 
   
  * 
  Abundant 
  Pipeweed, Halfling (20 pinches) 
   
  25gp 
  - 
   
  * 
  Very Scarce (Abundant in the Dales) 
  Rations (1 day) 
   
   
   
  5sp 
  1lbs 
   
  1 
  Abundant 
  Rations (tenday) 
   
   
   
  4gp 
  10lbs 
   
  5 
  Abundant 
  Room and Board, City Common (per month) 
  10gp 
  - 
   
  - 
  Uncommon 
  Room and Board, City Poor (per month) 
  6sp 
  - 
   
  - 
  Abundant 
  Tavern Meal, Common 
   
   
  2sp 
  - 
   
  - 
  Abundant 
  Tavern Meal, Good  
   
   
  1gp 
  - 
   
  - 
  Uncommon 
  Tea Leaves (1lbs)  
   
   
  5sp 
  1lbs 
   
  1 
  Uncommon 
  Teamster with Wagon (per mile) 
   
  1sp 
  - 
   
  - 
  Abundant 
  Wine, Common (bottle) 
   
   
  2sp 
  1lbs 
   
  1 
  Abundant 
  Wine, Fine (bottle)  
   
   
  10gp 
  1lbs 
   
  1 
  Scarce 
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  91 
   
   
  Appendix II: 
  Monsters of the Abberlands 
   
   
   
  The game statistics of new monsters presented in the Abbernoth Campaign Setting are detailed below. Each entry 
  is formatted identically to those found in Monsters and Treasure.  
   
  Dragons in Abbernoth: 
   
   
  In Abbernoth a dragon’s colour does not dictate its alignment, but rather each beast is unique unto itself. 
  Abbernothian dragons are mighty beasts that have existed for thousands of years, whose wings span such a distant as to 
  block out the sun itself when one of these beings takes to flight. All dragons that still exist within the Westerlands are the 
  survivors of the Long Twilight who now slumber away the centuries. Some such as mighty Agronthraxias exist in a state of 
  eternal longing and regret, hating himself for the part he played in the breaking of the world. Other ancient wyrms have 
  grown bitter and hateful, their souls utterly and irrevocably lost in shadow. It should be noted that there are no “young” 
  dragons remaining upon the face of Abbernoth, and only about a score of dragons still exist at all. Any dragon 
  encountered will be at the very least, age category 9 and more than likely age category 10 or 11. Agronthraxias is the only 
  known age category 12 dragon in the Westerlands.  
   
  Morgar: 
  Common: 
   
   
  Feral: 
   
  No. Encountered: 
   
  2-20 
   
   
   
   3-30 
  Size:  
   
   
   
  Medium  
   
   
  Medium 
  HD:  
   
   
   
  3 (d8) 
   
   
   
  3 (d8) 
  Move:   
   
   
  30ft 
   
   
   
  30ft 
  AC:  
   
   
   
  12 + armour worn 
   
  14 
  Damage:  
   
   
  Weapon (+2 damage) 
   
  2x claws (1d4+2), bite (2d4+2), or weapon (+2 damage) 
  Special: 
  Dark Vision120ft, Sunlight 
  Brutal Grapplers, Dark Vision120ft, Sunlight 
  Vulnerability, Twilight Vision  
  Vulnerability, Twilight Vision 
  Saves:   
   
   
  P 
   
   
   
  P 
  Int:  
   
   
   
  Average to High  
   
  Low 
  Alignment:  
   
   
  Neutral Evil 
   
   
  Chaotic Evil  
  Type:   
   
   
  Humanoid (shadowspawn) 
  Humanoid (shadowspawn) 
  Treasure:  
   
   
  2 
   
   
   
  1 
  XP:  
   
   
   
  30+3 (330+6 for dreadlord) 
  45+3 (80+4 for feral chieftains)  
   
   
   
  Common Morgar: 
   
  The twisted race known called Morgar are the remnants of those Cerilians who sided with the Witch-King and the 
  Queen of Oblivion. They are known by many names across the Westerlands; shadowspawn shades, forsaken. No matter 
  the name they are all synonymous with treachery and wickedness.  
  These creatures are immense beasts whose humanity has all but faded leaving nothing but dread and wickedness 
  in its wake. These wretched creatures have heinous bone spurs that project from their leathery hides, with those with the 
  greatest might having crowns of thorn-like bone projecting about their brows. Morgar have human-like faces distorted by 
  cruel cunning and savagery with dreadful fangs, stringy white hair, and pupil-less eyes that resemble buffed obsidian.  
   
   
  Morgar encountered in groups of 10 or more will be one with maximum hit dice and a +3 to hit (strength 18). If 
  more than 15 are encountered there is a 30% chance they will be led by a Dreadlord, a morgar of 6HD with an 18 AC, and 
  the ability to cast the following clerical spells 1/day: cause fear and darkness.  
   
  Combat: Morgar are creatures of cunning and will attack with surprise whenever able, giving their targets little or no 
  warning. Once combat begins Morgar are brutal adversaries who have no concept of mercy and, unless driven off, will 
  leave no survivors.  
   
  Sunlight Vulnerability: If a Morgar is ever exposed to true sunlight, or any effect creating true sunlight, it is instantly 
  turned to stone.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  92 
   
   
  Feral Morgar: 
   
  The term feral morgar refers to those shadowspawn who have been long separated from the draconian rule of the 
  Dreadlords and the Cabal of Nine and have since reverted into an animalistic existence.  These creatures exist in the dark 
  places of the world, hidden within crumbling ruins or deep within the earth, and have been the enemy of the dwarves of  
   
  the Halls-Beneath-the-Mountains for countless centuries. Feral morgar are physically similar to their kin in Morgarath 
  with a few notable exceptions; feral morgar have more and longer bone spurs projecting  
   
  from their joints which are commonly used as weapons with brutal efficiency. Furthermore feral morgar have long and 
  vicious claws at the tips of their fingers and toes, and their bodies have become far shaggier. These creatures have lost 
  much of their intellect, but remain able to communicate with one another through a debased form of the black tongue, 
  Chysgoda Balog, and anyone able to understand that language can make out what these creatures are saying to a point. 
  Despite their lack of intelligence, feral morgar are possessed of a cruel, animal-like cunning making them brutally 
  dangerous predators.  
   
   
  Unlike their kin, feral morgar no longer manifest the powers that make a dreadlord what it is, though they are still 
  led by those with the greatest crowns of horns and the largest in size. Anytime a group of feral morgar are encountered in 
  bands greater than 12 there will be at least one among them who is of maximum HD and has a +3 bonus to damage due 
  to its strength (18). If a band numbering 20 or more is encountered they will be accompanied by a feral morgar chieftain 
  who is significantly larger than his kin, possessing 4 (d8)HD,  and dealing 1d6+3 (18 strength) damage with its claws and 
  2d6+3 damage with its bite.  
   
  Combat: As explained above, feral morgar have little intelligence but possess a certain low cunning. Feral morgar attack 
  using pack-like tactics, surrounding their prey and attacking in numbers. Feral morgar will sit and wait, or even go so far 
  as to shadow their prey until they are in a position where the terrain is advantageous to their numbers and provides their 
  prey few, if any, routes of retreat. Once battle is joined, feral morgar go into a blood lust and are very hard to break. 
  Unless they sustain hideous casualties (75% or more), feral morgar packs will never flee from an enemy they outnumber.  
   
  Brutal Grapplers: Feral morgar are covered in sharp bone spurs which they have become exceptionally proficient at using 
  as weapons. If a feral morgar grapples with, or is grappled their opponent suffers 1d4 points of damage per round the 
  grapple is held. This damage occurs on the feral morgar’s turn and is suffered regardless of whether or not the hold is 
  then broken.  Furthermore, feral morgar are considered to have strength as a prime characteristic (16 strength) for the 
  purposes of grappling.  
   
  Sunlight Vulnerability: If Greater Dreadlord is ever exposed to true sunlight, or any effect creating true sunlight, it is 
  instantly turned to stone.  
   
   
  Morgar, Greater Dreadlord: 
  No. Encountered: 1 
  Size: Medium 
  HD: 8 (d8) 
  Move: 30ft 
  AC: 12 + armour worn 
  Attacks: 3x weapon (+3 damage) 
  Special: Dark Vision120ft, Sunlight Vulnerability, Spells, Twilight Vision 
  Saves: P+M 
  Int: High 
  Alignment: Neutral Evil 
  Type: Monstrous Humanoid (shadowspawn) 
  Treasure: 4 
  XP: 700+8 
   
  Greater Dreadlords are the chieftains and military leaders of Morgar society who answer only to the Cabal of Nine. 
  They are the rulers of the tribes of Morgarath and the most blessed attendants of the Bariaeth. Across the Westerlands the 
  name of dreadlord is as feared and taboo as naming the Queen of Oblivion herself.  
   
   
  Greater Dreadlords can be distinguished by the wicked thorn-like crowns of bone that project from their brows, 
  might horn-like protrusions reaching up to foot in length. Greater Dreadlords are armed and armoured in the finest and 
  most elaborate armour that is belched from the forges of Thrax-Ghar, often being garbed in blackened plate and heavy 
  mail and bearing brutal curved blades enchanted with the black magicks of maleficium.  
  
  Betwixt reality and dreams lies the realms of our imagination 
  93 
   
   
   
  Greater Dreadlords have a 50% change to be armed with a magick weapon of +1 enchantment or greater, those 
  who do not carry a magick weapon will either wield a scimitar (1d6), or a bearded axe (3d4). Greater Dreadlords cast spells 
  as if they were clerics of the Bariaeth of 8th level. Greater Dreadlords may also use the following clerical spells once per 
  day; cause fear, and darkness. 
   
  Combat: A greater dreadlord is never encountered alone and will either be attended by a cabal of 1d4+1 personal 
  bodyguards (teat as morgar with maximum HD and an 18AC.) or at the head of a morgar war party consisting of 20-50 
  morgar. When engaged in combat a Greater Dreadlord is a brutal and calculating opponent who will use both his physical 
  might and magickal ability to the greatest manageable effect. Like all Morgar a Greater Dreadlord has no concept of 
  compassion or mercy and will annihilate his foes with callous disregard for both his men and his enemies.  
   
  Sunlight Vulnerability: If Greater Dreadlord is ever exposed to true sunlight, or any effect creating true sunlight, it is 
  instantly turned to stone.  
   
  Ogre, Abbernothian:  
  No. Encountered:  1-4, 10-40 
  Size: Large 
  HD: 4 (d8) 
  Move: 30ft 
  AC: 10 + armour worn 
  Attacks: Slam (1d10), or weapon (+3 damage) 
  Special: Nature Empathy, Twilight Vision, Spells 
  Saves: P 
  Int: High 
  Alignment: Any Good 
  Type: Fey 
  Treasure: 3 
  XP: 80+4 
   
  Ogres are a race of large and cumbersome fey whose overall size belies a natural gentleness and grace. They are a 
  highly wise people who live exceptionally long lives despite their mortality and possibly due to this, their minds are careful 
  and methodical. They are slow of speech and choose their words carefully and come across as somewhat formal and 
  reserved even when among close friends and relations. Ogres are the children of Silvâin the Princess of Wildflowers and 
  Bâlis the White Brother, they are cousins of elves and gnomes and most often live amongst these races. Ogres generally 
  portray the virtues of the gods whose dreams bore them; they are calm, generous, and generally passive creatures who 
  delight in tending gardens and roaming the wild places of Abbernoth, though if threatened their sheer strength and 
  unexpected speed makes them incredibly dangerous opponents.  
  Ogres are on average approximately 7 to 8 feet in height, with strong, well-muscled bodies weighing more than 
  400lbs, thick necks, and heavy set faces with long pointed ears. These creatures are not ugly per say but rather have a 
  certain humble magnificence about them with skin the colour of rich soil, large eyes of lavender, emerald, or sage, and 
  thick fur-like hair with a tendency toward thick sideburns and tufts of fuzz growing from their ears. Many older ogres 
  wear thick and luxurious beards much like their distant dwarven cousins. Unlike dwarves however, ogre women do not 
  grow facial hair and tend to be much smaller and more comely than their male counterparts.  
   
   
  Ogres, like all fey creatures have some grasp of magick and are capable of using each of the following druidic 
  spells once per day: purify food and drink, entangle, and pass without trace. An ogre can cast warp wood once per tenday. 
  Combat: Ogres are loathe to take part in violence and only do so when there is no alternative and the lives of themselves 
  or that of another is at stake. When pushed to fight ogres are powerful opponents using their size and surprising agility to 
  quickly subdue any would be assailants. Most commonly ogres will be armed with thick walking staves which act as 
  quarterstaves in combat (1d6), and many are skilled hunters with slings (1d4). In the cast of both weapons the ogre gains 
  a +3 to damage rolls due to their incredible physical strength.  
  Nature Empathy: Ogres closeness to nature and growing things allows them a sort of empathic communication with 
  plants and trees. This ability manifests itself as more of an ability to feel the emotions of the natural world around them 
  than true communication that allows an ogre to instinctively feel simple emotions such as fear or sadness, or it can be as 
  simple as knowing what a plant requires such as sunlight or water. This ability does not allow an ogre to discern more 
  than basic feelings and could not for example be used to determine is a creature had passed recently or to discern the 
  exact nature of what might be causing a tree to feel uneasy.  
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  94 
   
   
  Shadow, Lesser Abbernothian: 
   
  No. Encountered: 1-4 
  Size: Medium 
  HD: 3 (d12) 
  Move: 30ft, 40ft (fly) 
  AC: 13 
   
  Attacks: Incorporeal touch (1d4) 
  Special: Create spawn, strength damage, darkvision 60ft. incorporeal, blend, sunlight vulnerability 
  Saves: M 
  Int: Low 
  Alignment: Chaotic Evil 
  Type: Extraordinary Undead (shadowspawn) 
  Treasure: 3 
  XP: 80+3 
   
   
  Lesser shadows are a form of incorporeal undead native to Ebergofiant and often stalk the mortal realm wherever 
  the veil is weak, most commonly in locations where wicked deeds took place. They are creatures born of darkness; some 
  say they are the spirits of morgar who have returned from the grave to serve their Queen of Oblivion in death as they did 
  in life. Others believe that shadows are the manifestations of those who perpetuated great evils in life. Perhaps both have 
  a bit of truth to them, regardless lesser shadows come in two forms; they are either the aforementioned spirits, or they are 
  thralls created and bound to darkness by another shadow. When encountered in the mortal realm 1-4 lesser shadows will 
  be found haunting the same environ. Lesser shadows have an overwhelming hatred for all things living, and the presence 
  of life drives these creatures of darkness to kill.  
   
  Combat: Lesser shadows will use their lack of solidity to their advantage. They will walk through walls, crawl up through 
  floors, and attack from the shadows that give them their name. They are incorporeal and are only affected by physical 
  attacks made with a magickal weapon.  
   
  Create Spawn: A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise 
  again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A 
  victim rising as a lesser shadow is forever dead, and cannot be restored to life by any means short of wish spell.  
   
  Strength Drain: The touch of a shadow is draining, as the victim feels the agonizing shock of death. A creature so 
  touched suffers the loss of 1 point of strength; creatures without strength scores instead suffer a -1 to attack rolls, 
  effectively loosing 1 HD (the creature’s hit points and saves remain the same, as do all other hit dice-dependent abilities). 
  If the victim survives the encounter, lost strength returns at the rate of 1 point every 2d4 turns (2-8 minutes).  
   
  Blend: In darkness, a shadow is virtually undetectable, It is considered invisible, and it can attack without spoiling this 
  concealment. If several bright light sources are used, or magickal light is cast forth, a shadow can be seen and combated 
  normally.  
   
  Sunlight Vulnerability: If a shadow is exposed to true sunlight, or any effect creating true sunlight, it is instantly 
  destroyed.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  95 
   
   
  Shadow, Greater Abbernothian: 
   
  No. Encountered: 1  
  Size: Medium 
  HD: 6 (d12) 
  Move: 30ft, 40ft (fly) 
  AC: 18 
   
  Attacks: Incorporeal touch (1d8) 
  Special: Create spawn, strength damage, darkvision 60ft. incorporeal, blend, sunlight vulnerability 
  Saves: M 
  Int: Average to High 
  Alignment: Chaotic Evil 
  Type: Extraordinary Undead (shadowspawn) 
  Treasure: 6 
  XP: 480+6 
   
   
  Greater shadows are those shadows that have existed since the terrible years of the Long Twilight. These are 
  ancient spirits of spite and malice who seek to extinguish the flame of life wherever they find it. These maleficent shades 
  resemble twisted, incorporeal humanoids, often hunched with terrible long, arthritic fingers ending with claws. Greater 
  shadows haunt the most ancient places of the Westerlands, deep within ruins long forgotten, or within the fallen halls of 
  the dwarven kings. Greater shadows are always attended by 2-20 lesser shadows who are the thralls they have created 
  over their centuries of existence.  
   
  Combat: Much like lesser shadows, greater shadows will utilize their etherealness to their greatest advantage. 
  Furthermore, greater shadows are very intelligent and cunning spirits and are incredibly patient. They will often wait for 
  the best chance to strike and will rarely face a foe on their terms. Given their extreme age and high intelligence, greater 
  shadows have a propensity toward self-preservation and they often prefer to have their lesser shadow thralls engage an 
  enemy, only coming to the fore to deal the killing blow.  
   
  Create Spawn: A creature reduced to 0 strength by a shadow’s strength drain attack is slain. The deceased will raise 
  again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A 
  victim rising as a lesser shadow is forever dead, and cannot be restored to life by any means short of wish spell.  
   
  Strength Drain: The touch of a greater shadow is draining, as the victim feels the agonizing shock of death. A creature so 
  touched suffers the loss of 2 points of strength; creatures without strength scores instead suffer a -2 to attack rolls, 
  effectively loosing 2 HD (the creature’s hit points and saves remain the same, as do all other hit dice-dependent abilities). 
  If the victim survives the encounter, lost strength returns at the rate of 1 point every 2d4 turns (2-8 minutes).  
   
  Blend: In darkness, a shadow is virtually undetectable, It is considered invisible, and it can attack without spoiling this 
  concealment. If several bright light sources are used, or magickal light is cast forth, a shadow can be seen and combated 
  normally.  
   
  Sunlight Vulnerability: If a shadow is exposed to true sunlight, or any effect creating true sunlight, it is instantly 
  destroyed.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  96 
   
   
  Sprites, Abbernothian: 
   
   
   
  Atomie  
  Bramble: 
   
  Brownie: 
  Gorse:  
   
  Sprite: 
  No. Encountered: 
  20-80 
   
  2-16 
   
   
  4-16 
   
  4-40 
   
   
  10-60 
  Size: 
   
   
  Small 
   
  Small 
   
   
  Small 
   
  Small 
   
   
  Small 
  HD: 
   
   
  1 (d4) 
   
  1 (d4) 
   
   
  1 (d4) 
   
  1 (d4) 
   
   
  1 (d4) 
  Move:  
   
  20ft, 60ft (fly) 
  10ft 
   
   
  30ft 
   
  20ft, 80ft (fly) 
   
  20ft, 60ft (fly) 
  AC: 
   
   
  16 
   
  18 (12 no armour) 
  17 
   
  14 (18 if flying)  
  14 
  Attacks: 
   
  weapon  
  weapon  
   
  1-2 points 
  1 point   
   
  weapon 
  Special: 
   
  see below 
  see below 
   
  spells 
   
  see below 
    
  see below 
  Saves:  
   
  M 
   
  M 
   
   
  M (as 9 HD) 
  M 
   
   
  M 
  Int: 
   
   
  Average  
  Average  
   
  Average  
  Average  
   
  Average 
  Alignment: 
   
  CN 
   
  NE 
   
   
  LG 
   
  N 
   
   
  NG 
  Type:  
   
  Fey 
   
  Fey 
   
   
  Fey 
   
  Fey 
   
   
  Fey 
  Treasure: 
   
  1 
   
  1 
   
   
  2 
   
  1 
   
   
  1 
  XP: 
   
   
  25+1 
   
  19+1 
   
   
  15+1 
   
  16+1 
   
   
  20+1 
   
   
   
  Atomies:  
   
   
  Atomies have four-dragonfly like wings and possess delicate elvish features with pale skin that hints at a sylvan 
  green undertone. Atomie are innately magickal sprites who avoid most serious minded creatures, preferring to live deep 
  within sylvan glades and deep glens where they fraternize with elves and more especially gnomes whom they have a great 
  deal in common. If atomies are encountered there is a 30% chance that they will be found in the company of gnomes.  
   
  Atomies have exceptional hearing and are able to hear up to twice the distance as a human. Furthermore, atomies 
  have darkvision up to 60ft and possess twilight vision. Atomies speak with a very high pitched almost buzzing like voice 
  and can understand the trader’s tongue as well as being fluent in the fey language of tylwyth teg. 
   
  Combat: Atomies attack as if they were 3HD creatures. About 20% of atomies carry tiny crossbows and spears. Atomie 
  crossbows have a 3ft range and inflict 1d3 points of damage. Atomie spears cause 1d4 points of damage. The remaining 
  atomies will be armed with either spears (40%), or sprite swords which case 1d4 points of damage (40%). Atomies have the 
  following spell-like abilities which are cast at the 5th level of ability which can be used once per round; blink, invisibility, 
  pass without trace, speak with animals, and summon swarm.  
   
  Brambles: 
   
   
  Brambles are among the most aggressive and malicious of all faeries. They are ill tempered beings are rumoured 
  to have once been gorse fairies who were exiled from the fey realm for their wickedness.  
   
  Brambles resemble other fairies although their skin resembles crumbling, dried leaves and their fingers are 
  elongated and arthritic in appearance, each ending in a sharp claw. A bramble’s most distinctive physical trait is  that 
  they have a brace of spines running down their backs where wings should be. Under normal circumstances brambles 
  wear suits of spiked plate and mail with holes to accommodate their razor sharp spines. Brambles speak the fey tongue as 
  well as the black tongue of Chysgoda Balog.  
   
  Combat: Their spine-covered armour is a brambles best defence as well as his most effective weapon. Bramble plate mail 
  affords them an AC 18 (a bramble is AC 12 without armour),and the fairy’s barbs prevent any animals from coming to 
  close to it; any animal that attempts to bite or eat a bramble suffers an automatic hit for 1d4 points of damage, as would 
  any humanoid trying to pick a bramble up.  
   
  To attack with its spines , a bramble merely needs to hurl itself at an opponent, using normal attack and damage 
  rolls. A bramble will grapple with opponents close to its own height (1ft or less), causing 1d2 points of damage per round 
  in addition to the grappling result.  
   
  Furthermore, brambles often use badgers, hedgehogs or porcupines as mounts, making a wandering band of 
  brambles look like a group of fairy knights. They control their mounts with a charm monster spell that each bramble can 
  cast once per day. Mounted brambles carry barbed spears which cause 1d6 points of damage. Treat bramble mounts as 
  wild cats for statistical purposes (page 15 of Monsters and Treasure). 
   
  Poison: 1 bramble in 10 wields poison. The back spines of these brambles secretes a strong poison that causes extreme 
  irritation and burning. Treat bramble poison as type III as described under the assassin class on page 17 of the Player’s 
  Handbook. 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  97 
   
   
  Brownies: 
   
   
  Brownies are small, benign fey creatures who may be very distant relatives to gnomes or even halflings (though 
  halflings think the idea to be utter rubbish). Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning 
  for food.  
   
  Brownies stand no more than 2 feet tall, making them the largest of fairy kind. Brownies are exceedingly nimble 
  creatures who resemble small, thin elves or gnomes. Brownies wear brightly coloured garments made for wool or linen 
  with gold ornamentation. They normally carry small pouches with tools to repair  leather, wood, and metal goods.  
   
  Brownies most often live in small burrows or abandoned buildings. They often live close to farms, as they are 
  fascinated by farm life. Brownies subside off of harvested wild fruits and gleaning grains from a farmer’s fields. Being 
  honest creatures to their core, a brownie will always perform some kind of service in exchange for what he has taken. A 
  brownie might milk the farmer’s cow and only take a small amount in payment.  
   
  Some brownies go so far as to become what are known as “house brownies”. They will observe the families in a 
  given area, and if one meets their high moral standards, they will secretly enter the family’s home. During the evening, 
  while the family sleeps, the brownies will secretly perform a variety of helpful household tasks; spinning blankets, baking 
  bread, repairing a broken loom, keeping foxes from the hen house, etc.  
   
  All brownies ask for in exchange is a little milk, some bread, and occasional bits of fruit. Etiquette demands that 
  the residents take no notice of the brownies presence and not boast of them, else they will vanish.  
   
  Combat: Brownies loathe engaging in combat, and only doing so if threatened and having nowhere to run. Angry brownies 
  rarely meet their opponents in close combat, instead relying on magick to defeat their enemies. Since their senses are so 
  keen it is impossible to surprise a brownie. They are superb at blending into their surroundings and can become all but 
  invisible whenever they choose. This, combined with their preternatural agility gives them an AC 17. 
   
  Brownies use magick to harass and drive enemies away. They can use the following spells once per day as if they 
  were of the 3rd caster level; protection from evil, dancing lights, continual flame, mirror image, confusion, and dimension 
  door. If cornered and without the ability to employ their magick, brownies will resort to fighting with short swords.  
   
  Gorse: 
   
  Gorse are the smallest of the fairy folk , and in many respects the most beautiful. These tiny creatures are known 
  by elves and other fey as the handmaidens of the Fey Queen, as the gorse serve Aluna and often act as her messengers 
  among her subjects both in the Tylwyth Teyrnas and the mortal realm. Gorse live within the green, thorny, bushes from 
  which they take their name. Due to their minute size, gorse fairies must be secretive and unobtrusive in order to survive.  
   
  Gorse have the physical attributes and proportions of androgenise elvish children, though they are fully mature, 
  with the only real differences being their small stature, and their gossamer wings. Gorse prefer to garb themselves in 
  shades of green and yellow, if they garb themselves at all, and enjoy loose, free flowing garments.  
   
  Combat: Gorse use a number of weapons which they craft from the bushes in which they tend. They have tiny bows with 
  a 30ft range, miniature spears with a 10ft range, and miniscule swords all of which inflict 1 point of damage. The 
  weapon’s fine points combined with the skill in which the gorse wield them grants these tiny fey a +2 bonus to attack 
  rolls. Gorse arrows will be coated with a weak poison that causes confusion as per the spell for 2d4 rounds unless a 
  successful constitution save with a challenge level of 3 is successfully made.  
   
  In addition to their weapons gorse have a number of minor magickal abilities. Each day a gorse can cast mirror 
  image and may also use any 4 illusion cantrips of their choice as if they were a 2nd level illusionist   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  98 
   
   
  Sprites: 
   
   
  Sprites are reclusive and shy fairy folk who are closely related with brownies, gnomes, and ogres. Of all fairy folk 
  sprites are perhaps the most commonly encountered in the Westerlands. These creatures look very much like miniature 
  elves, standing just over a foot in height, with very long, sharp ears, and wings that either resemble those of a butterfly or 
  a dragonfly. These creatures are kind hearted and reclusive preferring woodland groves and wide open fields where they 
  frolic and dance. 
   
  Combat: Sprites hate evil and ugliness above all else and are vehement opponents of creatures touched by shadow. 
  Despite their size and stature, sprites can put up a stout defence in the face of danger. Sprites fight with long, slim swords 
  which cause 1d4 points of damage, and carry small short bows with half the range of a human bow and dealing half the 
  damage (1d3 points). Sprites coat their arrows in a special fey ointment that causes any creature struck regardless of race 
  or magick resistance to fall asleep for 1d6 hours unless a successful constitution savings throw with a challenge level of 3 
  is passed. Normally sprites will only disarm their foes and leave them in a place very far away, though shadowspawn or 
  other creatures of evil may be killed outright.  
   
  Sprites can become invisible at will as per the spell and can detect chaos, evil, good, or law  within 50 yards, so 
  they are very difficult to deceive, evade, or capture. When invisible sprites get a +2 bonus to attack rolls while their 
  opponents receive a -4 penalty to attack the sprites back in return.  
   
   
  Treant, Abbernothian (Ysgeifiog): 
   
  No. Encountered: 1 
  Size: Large 
  HD: 7 (d8) 
  Move: 10ft 
  AC: 20 
  Attacks: 2x Slam (2d8) 
  Special: Blend, Animate Trees, Trample, Twilight Vision, Vulnerability to Fire 
  Saves: P 
  Int: Genius 
  Alignment: Neutral Good 
  Type: Plant 
  Treasure: 6 
  XP: 585+7 
   
  Treants have existed since Malcorr first planted his seeds during the Time of Creation. They are called ysgeifiog by 
  the elves and men of the Abberlands but are known by other names across Abbernoth. These ysgeifiog are sentient trees, 
  the sons and daughters of Malcorr, and they are the mothers and fathers of the woods. It is from these creatures that all 
  trees were born. Today they stand dormant, sleeping away the ages, only waking occasionally to tend to their wards.  
  Ysgeifiog are slow to act even by elvish or ogre standards, taking as long as a year to finish a sentence in their 
  own language and taking decades to decide on a course of action. They are wise beyond belief and their memories span 
  back to the beginning of time. 
   
  Combat: Ysgeifiog are never far from their sylvan homes and resent any aggressive intrusion and will not tolerate 
  creatures of evil to walk among their boughs. In battle ysgeifiog use the forest itself as a weapon, rousing other trees to 
  fight at their side and crushing their foes beneath the weight of flailing branches.  
   
  Blend: Ysgeifiog are virtually undetectable when its native forest. It is considered invisible to all but fey beings unless it 
  chooses to reveal itself. Any fey creature may notice an ysgeifiog if they succeed at a wisdom check with a challenge level 
  of 5.  
   
  Animate Trees: If threatened, the average ysgeifiog can animate 1-12 trees. The effect is treated as the spell animate 
  object, but ysgeifiog may only affect trees. More ancient ysgeifiog such as the legendary Hen Colfennau are capable of 
  animating many more than 12 trees.  
   
  Trample: An ysgeifiog’s footfall can be devastating due to its heavy trunk and massive root network. Any creature caught 
  in the path of an ysgeifiog’s movement must make a successful dexterity save to avoid taking 4d4 points of damage.  
   
  Special: Fire attacks inflict double damage upon an ysgeifiog.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  99 
   
   
  Troll, Abbernothian: 
  No. Encountered: 2-12, 20-60 
  Size: Large 
  HD: 6 (d10) 
  Move: 30ft 
  AC: 14 + armour worn 
  Attacks: 2 claws (1d4), bite (2d6), or weapon (+3 damage) 
  Special: Rend, Darkvision 60ft, Twilight Vision, Regeneration 2 
  Saves: P 
  Int: Average 
  Alignment: Neutral (evil tendencies) 
  Type: Monstrous Humanoid 
  XP: 360+6 
   
  Trolls are a race of bestial warriors of unmatched ferocity. They are beasts born of violence whose tribes have 
  carved out an existence within the crucible of the marshes of Xax-Gro-Mar since time immemorial. Many troll warlords 
  hire out their warriors as mercenaries to those who can afford their services across the Westerlands, especially in Fadia 
  and the Free-Cities. Trolls are the sworn enemy of the kings of Calderland and the Priory of the Eternal Flame who believe 
  that they are the greatest enemy of men and their One True God.  
   
  Trolls are immense humanoids, standing more over 7 feet tall with warty, mottled flesh, elongated facial features, 
  sharp boar-like tusks protruding from their thick lower jaws, and razor sharp claws. They are hunched beasts with 
  sanguine almost wine coloured eyes Trolls have thick, wiry black hair growing over their bodies and their sweat has an 
  unsettling sulphur-like scent to it, making trolls rather unpleasant to be around. Trolls are most often garbed in heavy 
  armour crafted from tanned hides and chain and wield simple but well-crafted weapons, favouring axes, and javelins.  
   
  Rend: if a troll successfully hits with both of its claw attacks on the same opponent, it is able to make a fierce dig with 
  those claws to rip the victim’s flesh. This attack automatically hits causing 1d4+1 points of damage.  
   
  Regeneration: Three roads after a troll suffers damage, its body begins to repair itself. Trolls regenerate at a rate of 2 hit 
  points per round. Trolls cannot heal damage caused by fire or acid. Unless a troll is scorched with flame or dissolved by 
  acid, it is not permanently dead. A troll that falls in battle will reform 3d6 rounds after falling, and will continue to fight. 
  Total physical destruction is required; even a fingertip that survives destruction will all a troll to reform, at the location of 
  the piece that survived. Note that trolls cannot be “farmed”. If a troll is cut into a dozen pieces those pieces will attempt to 
  re-join to reform the original troll. However, if those pieces are prevented from re-joining the whole, they will simply die, 
  and the largest piece of the troll will begin to regenerate a single troll.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  100 
   
   
  Troll, Half: 
   
  No. Encountered: 1-4 
  Size: Medium 
  HD: 2 (d10) 
  Move: 30ft 
  AC: 10 + armour worn 
  Attacks: 2 claws (1d4), or weapon (+1 damage) 
  Special: Half Troll traits 
  Saves: P 
  Int: Low to High 
  Alignment: Chaotic Neutral 
  Type: Humanoid 
  XP: 17+2 
   
  Half trolls are perhaps the most pitiable race in all of Abbernoth. They are creatures descended from both humans 
  and trolls, most often a forced union imposed upon a human slave, though others are born from rape. In either case these 
  poor offspring are forced to live on the edge of society, little cared for by humans, trolls, or anyone else. In the Westerlands 
  half trolls find themselves afforded varying degrees of acceptance, from cautious suspicion by the folk of the Abberlands, 
  to persecution and outright hatred by the men of Calderland.  
  Physically half trolls are massive creatures by human standards standing between 6 ½ and 7 ½ feet tall with the 
  strength and resilience granted to them by the troll blood in their veins.  Regardless their size and impressive physique 
  half trolls combine the worst physical traits of both men and trolls, often having thick necks and large hooking noses, 
  rough cracking flesh, massive jawlines, and deep, receded brows. Their bodies are more often than not covered in thick 
  wiry fur and most male half trolls tend to wear thick, gnarly beards to better hide their wholly unpleasant features.  Half 
  troll flesh varies a great deal, with some having skin that closely resembles their human parent, albeit dry and leathery to 
  the touch, while others will have the dark olivine complexion typical to full blood trolls. Like their flesh tone, half troll eyes 
  run the gamut from the natural colours common to men all the way to the sanguine, wine coloured eyes that trolls 
  possess, it all depends on the half troll in question.  Half trolls who are closer to their human lineage typically do not 
  possess true claws though their nails are exceptionally thick and grow swiftly, nor do they grow horns typical to full blood 
  trolls. Half trolls whose blood runs in line with their troll lineage do however grow claws sufficient enough to use as 
  weapons as well as minor horns, though nothing like those grown by their full blooded kin.  All half trolls possess, to 
  some degree, a preternatural regeneration rate and are able to suffer gruesome wounds that would kill a lesser creature or 
  in some cases even regrow lost limbs. 
   
  Regeneration: Half Trolls of troll lineage possess a preternatural vitality which allows them to heal at a significantly 
  increased rate even compared to half trolls of human lineage. Half trolls regenerate at a rate of 1 hit point per turn, and 
  will eventually regenerate lost limbs and organs. Half trolls must still make a constitution save if poisoned, as the poison 
  will simply keep killing the half troll over and over again until the toxin is removed. This ability cannot be aided by any 
  heal spells and is continuously active. Subdual (non-lethal) damage heals at a rate of 1 point of damage every round. Acid, 
  fire, or similar damage cannot be regenerated.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  101 
   
   
  Worg, Shadow: 
   
  No. Encountered: 1 or 2-12 
  Size: Medium 
  HD: 4 (d12) 
  Move: 50ft 
  AC: 13 
  Attacks: Incorporeal bite (2d4) 
  Special: Blend, Create Spawn, Darkvision 60ft, Scent, Track, Strength Drain, Incorporeal, Sunlight Vulnerability 
  Saves: M 
  Int: Low 
  Alignment: Chaotic Evil 
  Type: Extraordinary Undead (shadowspawn) 
  Treasure: 0 
  XP: 180+4 
   
   
  Shadow Worgs appear as large black wolves formed entirely of gossamer threads of darkness and shadow with 
  eyes that burn with a blue-white fire. These beasts are nocturnal hunters existing between the veil of the Æther and the 
  mortal realm. As all shadows, shadow worgs hate all life and their eyes glow with ghastly flame as they approach their 
  prey.  
   
  Combat: Shadow worgs tend to attack from ambush when at all possible, using darkness and shadows to their 
  advantage. They will come upon their prey from hiding, or  by leading them into a shadow laden clearing where the rest of 
  the pack eagerly awaits the kill.  
   
  Create Spawn: A creature reduced to 0 strength by a shadow worg’s strength drain attack is slain. The deceased will raise 
  again as a lesser shadow within 1d4 rounds, losing all class abilities, and forever functioning as an ordinary shadow. A 
  victim rising as a lesser shadow is forever dead, and cannot be restored to life by any means short of wish spell.  
   
  Strength Drain: The touch of a shadow worg is draining, as the victim feels the agonizing shock of death. A creature so 
  touched suffers the loss of 1 point of strength; creatures without strength scores instead suffer a -1 to attack rolls, 
  effectively loosing 1 HD (the creature’s hit points and saves remain the same, as do all other hit dice-dependent abilities). 
  If the victim survives the encounter, lost strength returns at the rate of 1 point every 2d4 turns (2-8 minutes).  
   
  Blend: In darkness, a shadow is virtually undetectable, it is considered invisible, and it can attack without spoiling this 
  concealment. If several bright light sources are used, or magickal light is cast forth, a shadow can be seen and combated 
  normally.  
   
  Sunlight Vulnerability: If a shadow worg is exposed to true sunlight, or any effect creating true sunlight, it is instantly 
  destroyed.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  102 
   
   
  Appendix III: 
  Abberlands Random Encounter Tables 
   
  Table 21: Moorlands and Hills of Aielwer  
  Roll (2d10) 
   
  Encounter 
   
   
   
  2 
   
   
  1d4 Bodaks 
   
   
   
   
  3 
   
   
  Green Hag 
  4 
   
   
  1d4 Lesser Shadows 
  5 
   
   
  5d6 Pixies  
  6 
   
   
  4d6 Wolves 
  7 
   
   
  5d10 Giant Rats 
  8 
   
   
  1d3+1 Birds of Prey (Hawks or Falcons) 
  9 
   
   
  Merchant Caravan*** 
   
  10 
   
   
  Aielmen Patrol* 
  11 
   
   
  Herder and 1d100 Sheep or Cattle 
  12 
   
   
  2d6 Red Deer 
  13 
   
   
  Bandits** 
  14 
   
   
  4d10 Ravens 
  15 
   
   
  2d6 Worgs 
  16 
   
   
  3d4 Hobgoblins 
  17 
   
   
  1d3 Werewolves 
  18 
   
   
  Banshee 
  19 
   
   
  2d4 Shadow Mastiffs  
  20 
   
   
  3d10 Feral Morgar  
   
  * These patrols are comprised of militia and consist of 2d12 humans mounted on riding horses and armed with either cudgels, hand axes, or spears, 
  daggers, and shields with 50% carrying slings or short bows. These patrols are led by 3
  rd level fighters who wear padded or leather armour and are armed 
  with broad swords, spears, and shields.  
   Patrols out of Lhandinas consist of 3d10 2
  nd level fighters in leather armour armed with spears (in which they are specialized), short swords 
  and shields, mounted on light war horses led by a 3-5
  th level fighter equipped with ring mail, broad sword, spear, and a shield. 50% of the fighters in 
  these patrols will also be armed with short bows.  
  ** Bandit bands consist of 3d10 humans with 1 in every 10 being a half elf or half troll (50% chance for either). These brigands will be armed with 
  simple and inexpensive weapons they will be armed with any of the following; clubs, daggers, spears, slings, or short bows. 25% of the brigands will also 
  carry targe shields, and a further 10% will possess padded armour, leather armour, or ring mail. For Every 10 bandits encountered, 1 will be a 1
  st level 
  fighter or rogue equipped with leather armour of ring mail, a short sword or broad sword, targe shield, and either a sling or a short bow.  If more than 
  20 brigands are encountered they will be led by a robber knight of 1
  st-4
  th level equipped with ring mail, a broad sword, spear and a kite shield, mounted 
  on a light warhorse.  
  *** A merchant caravan will consist of 4d10 individuals, of which 10% will actually be merchants with 10% being drovers and the remaining men being 
  hired mercenaries. Of the mercenaries there is a 25% chance that 1 in 10 are trolls. Trolls will be armed with bearded axes or morningstars and shields 
  and wearing leather or ring mail. The rest of the mercenaries will either be mounted (50%) and equipped with leather armour, spears, horseman‟s axes 
  or short swords, and kite shields, of they will be on foot (50%) equipped with leather armour, spears or pole arms, and short swords or maces. 20% of 
  those on foot will be armed with light crossbows or short bows in place of spears.  
   
   
   
   
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  103 
   
   
  Table 22: The Aiel Marshes  
  Roll (2d10) 
   
  Encounter 
   
   
   
  2 
   
   
  Hydra 
   
   
   
   
  3 
   
   
  1d3 Will-O-Wisps 
  4 
   
   
  1d3 Wererats  
  5 
   
   
  1d6 Barghest 
  6 
   
   
  1d4 Phase Spiders 
  7 
   
   
  3d10 Striges 
  8 
   
   
  2d12 Giant Frogs 
  9 
   
   
  1d10 Skeletons* 
   
  10 
   
   
  1d100 Giant Rats 
  11 
   
   
  2d10 Red or Roe Deer 
  12 
   
   
  4d6 Hobgoblins 
  13 
   
   
  Venomous Snake 
  14 
   
   
  2d12 Ghouls* 
  15 
   
   
  2d6 Worgs 
  16 
   
   
  2d8 Brambles 
  17 
   
   
  2d10 Morgar 
  18 
   
   
  1-4 Shambling Mounds 
  19 
   
   
  1d4 Behirs 
  20 
   
   
   Annis 
  * These are the cursed spirits of those Aielmen and Lordainians who perished in the marshes centuries ago and many still bear the trappings and 
  tattered heraldry of their former homelands. Skeletons will be armed with either rusted old spears, broad swords and small shields, or bearded axes.  
   
  Table 23: The Caerwen Countryside  
  Roll (2d10) 
   
  Encounter 
   
   
   
  2 
   
   
  5d6 Pixies 
   
   
   
   
  3 
   
   
  4d4 Blink Dogs 
  4 
   
   
   Fleshcrawler 
  5 
   
   
  1d4 Wereboars 
  6 
   
   
   2d6 Worgs 
  7 
   
   
  2d12 Hobgoblins 
  8 
   
   
  1d3+1 Birds of Prey (Hawks or Falcons) 
  9 
   
   
  Merchant Caravan*** 
   
  10 
   
   
  Marchog Patrol* 
  11 
   
   
  Herder and 1d100 Sheep or Cattle 
  12 
   
   
  Bandits** 
  13 
   
   
  2d10 Travellers/Pilgrims 
  14 
   
   
  1d12 Wild Boars 
  15 
   
   
  4d6 Wolves 
  16 
   
   
  1d6 Wyverns 
  17 
   
   
  3d6 Werewolves 
  18 
   
   
  1d6 Griffons 
  19 
   
   
  Ghost 
  20 
   
   
   2d10 Morgar 
  * Marchog patrols consist of 2d10+10 1
  st level knights wearing ring mail and carrying broad swords, spears, short bows, and shields, mounted on light 
  war horses. Marchog patrols are led by 3
  rd level knights and have a 20% chance of being accompanied by at 5
  th-8
  th level “marchog‟n dal”. Patrols out of 
  Blaenstead, Caer-Marchog, and Marchadwedd have a 30% chance of being accompanied by a 1
  st-3
  rd level cleric of the Priory of the Eternal Flame 
  equipped with a mail hauberk, a light mace and shield and mounted on a light war horse. 
  ** Bandit bands consist of 3d10 humans with 1 in every 10 being a half elf or half troll (50% chance for either). These brigands will be armed with 
  simple and inexpensive weapons they will be armed with any of the following; clubs, daggers, spears, slings, or short bows. 25% of the brigands will also 
  carry targe shields, and a further 10% will possess padded armour, leather armour, or ring mail. For Every 10 bandits encountered, 1 will be a 1
  st level 
  fighter or rogue equipped with leather armour of ring mail, a short sword or broad sword, targe shield, and either a sling or a short bow.  If more than 
  20 brigands are encountered they will be led by a robber knight of 1
  st-4
  th level equipped with ring mail, a broad sword, spear and a kite shield, mounted 
  on a light warhorse.  
  *** A merchant caravan will consist of 4d10 individuals, of which 10% will actually be merchants with 10% being drovers and the remaining men being 
  hired mercenaries. Of the mercenaries there is a 25% chance that 1 in 10 are trolls. Trolls will be armed with bearded axes or morningstars and shields 
  and wearing leather or ring mail. The rest of the mercenaries will either be mounted (50%) and equipped with leather armour, spears, horseman‟s axes 
  or short swords, and kite shields, of they will be on foot (50%) equipped with leather armour, spears or pole arms, and short swords or maces. 20% of 
  those on foot will be armed with light crossbows or short bows in place of spears.  
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  104 
   
   
  Table 24: The Lordainian Countryside  
  Roll (2d10) 
   
  Encounter 
   
   
   
  2 
   
   
  5d6 Pixies or Sprites 
   
   
   
  3 
   
   
  1d4 Lesser Shadows 
  4 
   
   
  1d4 Dwarves*** 
  5 
   
   
  3d6 Werewolves 
  6 
   
   
  Werebear 
  7 
   
   
  2d6 Hobgoblins 
  8 
   
   
  1d4 Owlbears 
  9 
   
   
  2d4 Roe Deer 
  10 
   
   
  Roadwarden Patrol* 
  11 
   
   
  Brigands** 
  12 
   
   
  Merchant Caravan***** 
  13 
   
   
  4d6 Wolves 
  14 
   
   
  1d4 Black Bears 
  15 
   
   
  2d6 Worgs 
  16 
   
   
  2d6 Elves**** 
  17 
   
   
  1d4 Giant Eagles 
  18 
   
   
  Dryad 
  19 
   
   
  Banshee 
  20 
   
   
  Basilisk 
  * Roadwarden patrols consist of 2d10 human and half-elf (human lineage) fighters of 1
  st -4
  th level mounted on light warhorses and equipped with leather 
  armour or ring mail, broad swords, shields, and short bows (in which they are specialized in the use of). For every 5 roadwardens present at one of them 
  will be a ranger of 1
  st-4
  th level who will be armed identically to the rest of the patrol.  There is a 20% chance that a cleric of 1
  st-3
  rd level will be 
  accompanying a patrol of 5 or more roadwardens armed with a cudgel, or light mace and shield, or quarterstaff, wearing leather armour or ring mail, 
  and mounted on a riding horse.  
  ** Groups of brigands consist of 3d10 humans with 1 in 10 being either an Yfirkind dwarf, half-elf, or half-troll. 50% of the brigand band will be armed 
  with clubs, quarterstaves, or the like and carrying either slings or short bows, with the other 50% being better armed. They will be wearing either padded 
  (60%), leather (30%), or ring mail (10%) armour, and armed with either short swords, hand axes, or spears, targe shields, and short bows. Those 
  brigands armed with bows will have quivers of hunting arrows.  
  *** Dwarves encountered in Lordainia will be wandering Yfirkind dwarves (90%), or a merchant and his guards from the Haladoror hold of Karak-Dor. 
  If the dwarves are Yfirkind they will be armed with daggers, spears, small steel shields, and slings. If the dwarves are Haladoror they will be wearing 
  either leather armour (60%) or chain hauberks (40%), and armed with short swords, spears, and skjoldr with 50% of the dwarves present also carrying 
  short bows.  
  **** Groups of elves encountered will always be of the Aelwyd Glamrielle, most often being the retinue of a dignitary travelling between Thal-Aluna or 
  Thal-Iridis and Blaid Cas. These retinues are comprised of the dignitary, who will be either a cleric of the Mlaenoriaid or fighter/illusionist of 2
  nd-8
  th level, 
  with half the remaining elves being 1
  st-3
  rd level fighter/illusionists armed with long bows, long spears, and lleascledau, wearing elven chainmail and cloaks 
  of elvenkind. The remaining elves are the dignitary‟s personal retainers and hangers on.  
  ***** A merchant caravan will consist of 4d10 individuals, of which 10% will actually be merchants with 10% being drovers and the remaining men 
  being hired mercenaries. Of the mercenaries there is a 25% chance that 1 in 10 are trolls. Trolls will be armed with bearded axes or morningstars and 
  shields and wearing leather or ring mail. The rest of the mercenaries will either be mounted (50%) and equipped with leather armour, spears, 
  horseman‟s axes or short swords, and kite shields, of they will be on foot (50%) equipped with leather armour, spears or pole arms, and short swords or 
  maces. 20% of those on foot will be armed with light crossbows or short bows in place of spears.  
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  105 
   
   
  Table 25: The Caen-Ywen Forest   
  Roll (2d10) 
   
  Encounter 
   
   
   
  2 
   
   
  2d6 Shadow Worgs  
   
   
   
  3 
   
   
  1d6 Barghest 
  4 
   
   
  1d4+1 Large Spiders 
  5 
   
   
  5d6 Pixies  
  6 
   
   
  4d6 Gnomes 
  7 
   
   
  1d8 Ghouls 
  8 
   
   
  1d4 Wereboars 
  9 
   
   
  2d4 Roe Deer 
  10 
   
   
  3d12 Bugbears 
  11 
   
   
  1d6 Brown Bears 
  12 
   
   
  2d6 Wild Boars 
  13 
   
   
  4d6 Wolves 
  14 
   
   
  2d6 Worgs 
  15 
   
   
  1d6 Ettercaps 
  16 
   
   
  1d4 Centaurs 
  17 
   
   
  3d6 Werewolves 
  18 
   
   
  Dryad 
  19 
   
   
  4d6 Griggs or 4d10 Gorse 
  20 
   
   
  Night Hag* 
  * The night hag encountered is the powerful and treacherous Black Annis. Black Annis is a Night Hag with 10 HD (80hp) and is worth 2480 XP.  
   
  Table 26: The Ysgawen Forest   
  Roll (2d10) 
   
  Encounter 
   
   
   
  2 
   
   
  Unicorn  
   
   
   
  3 
   
   
  2d4x10 Atomies  
  4 
   
   
  Werebear 
  5 
   
   
  5d6 Pixies  
  6 
   
   
  4d6 Gnomes 
  7 
   
   
  2d4+1 Satyrs 
  8 
   
   
  2d6 Giant Ticks 
  9 
   
   
  1d6 Brown Bears 
  10 
   
   
  4d6 Wolves 
  11 
   
   
  2d4 Roe Deer 
  12 
   
   
  2d6 Wild Boars 
  13 
   
   
  2d6 Worgs 
  14 
   
   
  1d4 Owlbears 
  15 
   
   
  1d6 Barghest 
  16 
   
   
  2d4 Centaurs 
  17 
   
   
  4d6 Griggs 
  18 
   
   
  Dryad 
  19 
   
   
  2d10  Feral Morgar 
  20 
   
   
  Ysgeifiog 
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  106 
   
   
  Table 27: The Rosalin Countryside  
  Roll (2d10) 
   
  Encounter 
   
   
   
  2 
   
   
  1d3 Nymphs 
   
   
   
   
  3 
   
   
  2d10 Feral Morgar 
  4 
   
   
  Werebear 
  5 
   
   
   5d6 Pixies 
  6 
   
   
  2d6 Worgs 
  7 
   
   
  1d4 Giant Toads 
  8 
   
   
  1d4 Owlbears 
  9 
   
   
  3d4 Red Deer 
  10 
   
   
  Grey Watch Patrol* 
  11 
   
   
  Herder and 1d100 Sheep or Cattle 
  12 
   
   
  Merchant Caravan** 
  13 
   
   
  2d6 Wild Boars 
  14 
   
   
  Brigands*** 
  15 
   
   
  4d6 Wolves 
  16 
   
   
  2d6 Elves**** 
  17 
   
   
  1d6 Ankheg 
  18 
   
   
  1d4 Bodaks 
  19 
   
   
  1d6 Barghest 
  20 
   
   
  2d6 Shadow Worgs 
  * These ranger bands are comprised of 1d6+1 rangers or 1
  st-4
  th level. Bands of Grey Watchers of 5 or more are led by a master ranger of 6
  th-10
  th level, 
  men who have spent decades in the wilderness of Rosalin. Each ranger is armed and armoured uniquely but most carry a sword or axe of some kind 
  and a shield, or fight with sword and dagger and carry either a long or short bow. Ranger bands are rarely mounted in the wild and are most often 
  encountered on foot.  
  Ranger bands encountered within a day‟s ride of a Grey Watch garrison (Caer-Bogach, Caer-Cadair, and Caer-Glas) consist of 2d10 1
  st level 
  rangers led by a ranger of 3
  rd-8
  th level. These are groups of less experienced rangers who have yet to earn the honour of joining a band in the wilds led by 
  an experienced mentor, most often injured in the field or of an age where life in the wilderness is no longer feasible. In these cases there is a 20% 
  chance that the entire group will be mounted on riding horses.   
  ** A merchant caravan will consist of 4d10 individuals, of which 10% will actually be merchants with 10% being drovers and the remaining men being 
  hired mercenaries. Of the mercenaries there is a 25% chance that 1 in 10 are trolls. Trolls will be armed with bearded axes or morningstars and shields 
  and wearing leather or ring mail. The rest of the mercenaries will either be mounted (50%) and equipped with leather armour, spears, horseman‟s axes 
  or short swords, and kite shields, of they will be on foot (50%) equipped with leather armour, spears or pole arms, and short swords or maces. 20% of 
  those on foot will be armed with light crossbows or short bows in place of spears.  
  ***Groups of brigands consist of 3d10 humans with 1 in 10 being either an Yfirkind dwarf, half-elf, or half-troll. 50% of the brigand band will be armed 
  with clubs, quarterstaves, or the like and carrying either slings or short bows, with the other 50% being better armed. They will be wearing either padded 
  (60%), leather (30%), or ring mail (10%) armour, and armed with either short swords, hand axes, or spears, targe shields, and short bows. Those 
  brigands armed with bows will have quivers of hunting arrows. 
  **** Groups of elves encountered will always be of the Aelwyd Glamrielle, most often being the retinue of a dignitary travelling between Thal-Aluna or 
  Thal-Iridis and Delwyncarteffi. These retinues are comprised of the dignitary, who will be either a cleric of the Mlaenoriaid or fighter/illusionist of 2
  nd-8
  th 
  level, with half the remaining elves being 1
  st-3
  rd level fighter/illusionists armed with long bows, long spears, and lleascledau, wearing elven chainmail and 
  cloaks of elvenkind. The remaining elves are the dignitary‟s personal retainers and hangers on.  
   
   
   
   
   
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  107 
   
   
  Table 28: The Rosalin Coastlands   
  Roll (2d10) 
   
  Encounter 
   
   
   
  2 
   
   
  Roc 
   
   
   
   
  3 
   
   
  2d12 Nixies  
  4 
   
   
  2d4 Wights 
  5 
   
   
   2d6 Worgs 
  6 
   
   
  1d4 Giant Eagles 
  7 
   
   
  2d12 Giant Frogs 
  8 
   
   
  2d4 Gnolls 
  9 
   
   
  Grey Watch Patrol* 
  10 
   
   
  Merchant Caravan** 
  11 
   
   
  Brigands*** 
  12 
   
   
  4d10 Ravens 
  13 
   
   
  1d4+1 Birds of Prey (Hawks or Falcons) 
  14 
   
   
  1d100 Giant Rats 
  15 
   
   
  Highwaymen**** 
  16 
   
   
  4d6 Wolves 
  17 
   
   
  3d10 Sahuagin 
  18 
   
   
  1d8 Ghouls 
  19 
   
   
  2d6 Shadow Worgs 
  20 
   
   
  1d6 Barghest 
  * These ranger bands are comprised of 1d6+1 rangers or 1
  st-4
  th level. Bands of Grey Watchers of 5 or more are led by a master ranger of 6
  th-10
  th level, 
  men who have spent decades in the wilderness of Rosalin. Each ranger is armed and armoured uniquely but most carry a sword or axe of some kind 
  and a shield, or fight with sword and dagger and carry either a long or short bow. Ranger bands are rarely mounted in the wild and are most often 
  encountered on foot.  
  Ranger bands encountered within a day‟s ride of a Grey Watch garrison (Caer-Bogach, Caer-Cadair, and Caer-Glas) consist of 2d10 1
  st level 
  rangers led by a ranger of 3
  rd-8
  th level. These are groups of less experienced rangers who have yet to earn the honour of joining a band in the wilds led by 
  an experienced mentor, most often injured in the field or of an age where life in the wilderness is no longer feasible. In these cases there is a 20% 
  chance that the entire group will be mounted on riding horses.   
  ** A merchant caravan will consist of 4d10 individuals, of which 10% will actually be merchants with 10% being drovers and the remaining men being 
  hired mercenaries. Of the mercenaries there is a 25% chance that 1 in 10 are trolls. Trolls will be armed with bearded axes or morningstars and shields 
  and wearing leather or ring mail. The rest of the mercenaries will either be mounted (50%) and equipped with leather armour, spears, horseman‟s axes 
  or short swords, and kite shields, of they will be on foot (50%) equipped with leather armour, spears or pole arms, and short swords or maces. 20% of 
  those on foot will be armed with light crossbows or short bows in place of spears.  
  ***Groups of brigands consist of 3d10 humans with 1 in 10 being either an Yfirkind dwarf, half-elf, or half-troll. 50% of the brigand band will be armed 
  with clubs, quarterstaves, or the like and carrying either slings or short bows, with the other 50% being better armed. They will be wearing either padded 
  (60%), leather (30%), or ring mail (10%) armour, and armed with either short swords, hand axes, or spears, targe shields, and short bows. Those 
  brigands armed with bows will have quivers of hunting arrows. 
  **** Bands of highwaymen consist of 3d6+2 1
  st level fighters wearing leather (80%), or ring mail (20%) and armed with short swords, horseman‟s axes, 
  morningstars, or spears. Half of the highwaymen encountered will also have either a targe shield or a short bow. Highwaymen will be mounted on riding 
  horses 25% of the time. If 10 or more highwaymen are encountered they will be led by a robber knight of 2
  nd-5
  th level wearing ring mail and armed with a 
  spear, broad sword and kite shield. The robber knight will be mounted on a light warhorse.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  108 
   
   
  Table 29: Glamrielle   
  Roll (2d10) 
   
  Encounter 
   
   
   
  2 
   
   
  1d2 Ysgeifiog 
   
   
   
   
  3 
   
   
   2d4x10 Atomie or 1d4x10 Gorse 
  4 
   
   
  1d6 Barghest 
  5 
   
   
  1d3 Nymphs 
  6 
   
   
  1d20 Purple Fungus 
  7 
   
   
  Werebear 
  8 
   
   
  1d4 Giant Toads 
  9 
   
   
  4d6 Centaurs 
  10 
   
   
  4d6 Red or Roe Deer 
  11 
   
   
  4d6 Wolves 
  12 
   
   
  1d3 Giant Lynx 
  13 
   
   
  Elven Patrol* 
  14 
   
   
  2d4+1 Satyrs 
  15 
   
   
  Basilisk 
  16 
   
   
  1d3 Will-O-Wisp 
  17 
   
   
  2d12 Griggs or 2d8 Brambles 
  18 
   
   
  3d6 Werewolves 
  19 
   
   
  Dryad 
  20 
   
   
  1d4 Unicorns 
  * The elves of the Aelwyd Glamrielle maintain patrols throughout their forest realm traveling in small bands of 3d4 3
  rd-5
  th level elvish rangers wearing 
  elven chainmail and cloaks of elvenkind and armed with long bows, and lleascledau or long spears. Patrols numbering 5 or more elves will be 
  accompanied by either an illusionist (20%) of 2
  st-5
  th level, or a cleric (80%) of 2
  nd-9
  th level. These patrols will most likely help lead lost travellers to the road 
  or nearest human settlement but will attack hostile or irreverent trespassers without hesitation or mercy. Lost travellers refusing aid will be left to their 
  fate. 
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  109 
   
   
   
   
  
  Betwixt reality and dreams lies the realms of our imagination 
  110 
   
   
  OPEN GAME LICENSE (OGL) version 1.0a 
  This work is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, Inc. The Open Game Content appearing in this book is derived 
  from the 3.0 System Reference Document, copyright 2000 Wizards of the Coast, Inc., and the Castles & Crusades: Players Handbook, copyright 2004, Troll Lord Games. All 
  contents, excluding the OGL, is property of and copyright 2007 LoreWeaver. All Rights Reserved. DESIGNATION OF OPEN GAME CONTENT: The following is designated 
  Open Game Content pursuant to the OGL v1.0a: all text appearing in the following sections and subsections - "Dice", "The Six Attributes", "Generating Attribute Scores", "Attribute 
  Modifiers", and the attribute modifier table. "Class Description Terminology", the "Abilities" subsection of each class, the summary of class features (primary attribute, hit dice, 
  alignment, weapon and armor allowed, and abilities), and the class tables showing HD, BTH, and EPP per level, and the description of languages, size, movement, typical classes, 
  attribute modifiers, class modifiers. The "Abilities" subsection of each race. "Alignment", "Law and Chaos", "Good and Evil", "Alignments". "Starting Coin", and equipment lists. 
  "Determining Encumbrance", "Ad Hoc Encumbrance", "Encumbrance Formula", "Worn and Capacity Objects", " Effects of Encumbrance". All text appearing in the "Magic" section. 
  "Types of Saving Throws". All text appearing in the "Combat" section, "Damage", and "Turning Undead". "Experience Points", "Gaining Levels", "Treasure", "Movement", "Spell 
  Resistance", "Languages", "Vision", and "Time". All text in the "Monsters" section. Also, the following open game content related words, phrases, and abbreviations wherever they 
  appear: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), Charisma (Cha), Class, Cleric, Fighter, Rogue, Wizard, Race, Demi-human, Dwarf, Elf, 
  Halfling, Hit Dice (HD), Hit Points (HP), Alignment, Lawful Good (LG), Lawful Neutral (LN), Lawful Evil (LE), Neutral (N), Neutral Good (NG), Neutral Evil (NE), Chaotic Good 
  (CG), Chaotic Neutral (CN), Chaotic Evil (CE), Level, "to hit", Damage, Experience Point, Saving Throw, Player Character (PC), Non-player Character (NPC), Turn Undead, Spell, 
  Arcane, Divine, Magic, Spell Resistance, Item, Equipment, Armor, Weapon, Potion, Rod, Staff, Wand, Scroll, Ring, Wondrous Item, Artefact, Cursed,d4, d6, d8, d10, d12, d20, d%, 
  round, and turn. DESIGNATION OF PRODUCT IDENTITY: Product identity is not Open Game Content. The following is designated as product identity pursuant to OGL 
  v1.0a(1)(e) and (7): (A) product and product line names, including LoreWeaver, Testoria, thee Atlas of Testoria, b20 & Basic20, b20: Player's Guide, b20: Referee's Guide, b20: 
  Book of Beasts; (B) logos, identifying marks, and trade dress; (C) all artwork, logos, symbols, graphic designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual representations; (D) logos and trademarks, including b20 & Basic20, and LoreWeaver, or any other trademark or registered trademark clearly identied 
  as product identity by the owner of the product identity, and which specifically excludes the open game content. OPEN GAME LICENSE Version 1.0a The following text is the 
  property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other 
  computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the 
  game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; 
  artefacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the 
  logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By 
  Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority 
  to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to 
  the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or 
  co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of 
  that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you 
  distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its 
  designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
  Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: 
  If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open 
  Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright (SRD) 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden. Microlite20: Copyright 2007, GreyWulf b20 & Basic20: Copyright 2007, LoreWeaver. 
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Adventures & Settings/C&C Abbernoth/Abbernoth Campaign Setting (C&C).pdf