TEXT:  
   
  TROLL-BLADE 
  2nd edition 
   
   
   
  “With sword and spell we conquer hell, 
  With spell and sword are legends forged.“ 
  - attributed motto of the Sons of War 
   
  LIST OF CONTENTS 
  ZERO - game mechanics 
  ONE - character generation  
  1.1 - Generate abilities 
  1.2 - Determine dice values 
  1.3 - Action points   
  1.4 - Choose a race 
  1.5 - Choose a class 
  1.6 - Determine combat bonus 
  1.7 - Personal details  
  1.8 - Equipment  
  TWO - tasks 
  2.1 - passive task rolls 
  2.2 - opposed task rolls  
  2.3 - task penalties 
  THREE - combat 
  3.1 - the combat round 
  3.2 - full move  
  3.3 - hand-to-hand combat  
  3.4 - mounted combat 
  3.5 - missiles 
  3.6 - recovering missiles  
  3.7 - special manoeuvres 
  3.8 - versus large and small opponents  
  FOUR - adventuring  
  FIVE - spell casting 
  5.1 - to cast a spell 
  5.2 - priests 
  5.3 - the spell list 
  5.4 - wryds  
  5.5 - magic item creation 
  SIX - character development 
  SEVEN - referee’s guide 
  7.1 -  monsters (universal) 
  7.2 - non humanoid monsters 
  7.3 - humanoid monsters 
  7.4 - monster traits 
  7.5 - monster treasure 
  7.6 - experience points 
  7.7 - monster examples 
  EIGHT - the Thousand Kingdoms 
   
   
  0 - Game Mechanics 
   
  “A process cannot be understood by 
  stopping it. Understanding must move with 
  the flow of the process” - Mentat proverb 
   
  Troll-Blade determines the success or failure of 
  attempted actions with the roll of a twenty sided die 
  or d20. 
   
  In combat, the HIGHER the roll the better with any 
  bonus adding to the roll and any penalty subtracting 
  from it. 
   
  For any other action, referred to as a TASK, the 
  LOWER the roll the better with any bonus subtracting 
  from the roll and any penalty adding to the roll.   
   
   
   
  The effects of actions are often cumulative. The table 
  below determines this. 
   
   
     
   
   
  COMBAT  
  TASK 
  Roll  
  High  
  Low  
  Bonus  
  Add  
  Subtract  
  Penalty  
  Subtract  
  Add  
  Level  
  Cumulative  
  1 
  1 
  2 
  3 
  3 
  6 
  4 
  10 
  5 
  15 
  6 
  21 
  7 
  28 
  8 
  36 
  9 
  45 
  10 
  55 
  11 
  66 
  12 
  78 
  13 
  91 
  14 
  105 
  15 
  120 
  16 
  136 
  17 
  153 
  18 
  171 
  19 
  190 
  20 
  210 
  
   
   
  1 - Character Generation  
   
  “Be thy one and wisdom to, 
  And grew and joyed in my growth, 
  From a word to a word I was led to a word 
  From a deed to another deed.” 
  -  poem of ancient Britain 
      
  1.1 - GENERATE ABILITIES : 
   
  Each character has 6 abilities. They are:  
   
  Strength (or STR) 
  Dexterity (or DEX) 
  Endurance (or END) 
  Intellect (or INT) 
  Willpower (or WILL) 
  Charisma (or CHA)   
   
  �
  STR represents physical, muscular power as it 
  relates to such activities as swimming, climbing 
  and lifting. A high STR makes it easier to hit an 
  opponent in hand-to-hand combat and also 
  determines how much damage can be inflicted 
  with a hand weapon by the character.   
  �
  DEX measures a character‘s agility and grace 
  with regard balancing, riding and ability to react 
  quickly. A high DEX means a greater ability to 
  hit a target with a thrown or missile weapon, 
  inflict damage with same and a character’s 
  prowess with a shield.    
  �
  END is physical toughness and resilience. END 
  measures a character’s ability to withstand 
  damage through hit points and deflect damage 
  by wearing armour. A high END character is 
  less likely to suffer the worst effects of poison 
  and  disease.  
  �
  INT is a character’s intelligence, ability to learn 
  and use knowledge. INT is the major 
  requirement for Sorcerers both in casting and 
  powering their spells. A high INT character is 
  likely to be literate and know many languages.  
  �
  WILL is awareness, mental strength and 
  resistance. WILL is a requirement for Priests to 
  channel divine power through them.  
  �
  CHA measures a character’s charm, grace and 
  presence (or lack thereof).    
   
  Roll 1d6 + 12 for one ability.  
  Roll 2d6 + 6 for another two abilities.  
  Roll 3d6 for each of the three additional abilities. 
   
  Don’t worry about the ability scores for the moment 
  as they can be increased as a character progresses 
  in experience.  
   
  To determine an ability’s value with regard to a TASK 
  roll (it‘s TASK INDEX or TI score), double the value 
  of the ability. 
   
   
   
  1.2 - DICE VALUES  
   
  The value of a given ability reflects directly on a 
  character’s combat skills.  
   
  Check the table below to determine.  
   
   
   
  �
  Hit Points (HP) per Rank. Compare END to C. 
  �
  Damage inflicted with hand weapons. Compare 
  STR. A = small weapon, B = medium weapon, C 
  =  large weapon.  
  �
  Damage inflicted with missile weapons. 
  Compare DEX. A = throwing weapon / sling. B = 
  bow. C = crossbow. 
  �
  Damage resistance (DR) from wearing armour. 
  Compare END. A = leather. B = chain-mail. C = 
  plate-mail.   
  �
  Deflection bonus (DB) when using a shield. 
  Compare DEX. A = small shield. B = normal 
  shield. C = large shield.   
  �
  Initiative. Compare DEX to B.  
   
  1.3 - ACTION POINTS  :  
   
  Each character begins at  RANK 1 with 1 action point 
  (AP).  
   
  An AP can be spent at any time and allows the 
  character to make his next roll TWICE with the better 
  roll being chosen each time.  
   
  Only 1 AP may be spent in a single round. 
   
  Ordinarily all AP’S are recovered 24 hours after the  
  AP total is reduced to 0, however after a AP is spent 
  a character may attempt to recover the spent AP 
  immediately by rolling the highest score on a rolled 
  die. 
    
  For humans the die is a d8.  
   
  For non-humans the die is a d4 for a FAVOURED AP 
  roll (FAP) and d12 for all other AP spending. 
   
  A FAP is a circumstance in which the character has a 
  racial / cultural advantage when attempting a 
  particular action and are listed in the races section.  
   
  1.4 - CHOOSE A RACE 
   
  There is a choice of five character races. They are - 
   
  Dwarf  
  Elf 
  Half-ling 
  Half-orc 
   Human  
   
  Each race, except for humans, has FAP for certain 
  circumstances. These are -  
   
  DWARF.  
  �
  Any END TASK roll.  
  �
  Any combat use of an axe, hammer, crossbow, 
  or armour.  
  �
  Any combat roll to hit or damage goblinoids or 
  giants. 
  �
  Any TASK roll appraising the value of metal or 
  ABILITY  
  A 
  B 
  C  
  6 or less 
  d2 
  d4 
  d6 
  7 to 10 
  d4 
  d6 
  d8 
  11 to 14 
  d6 
  d8 
  d10 
  15 plus 
  d8 
  d10 
  d12 
  
   
   
  stone goods. 
  �
  Any TASK roll concerning the detection, crafting 
  or appraising of stonework or stone working. 
   
  ELF. 
  �
  Any INT TASK roll. 
  �
  Any combat use of a long-sword or bow.  
  �
  Any WILL TASK roll to listen, spot or search.       
  �
  Any TASK roll to resist the effects of spells or 
  spell-like effects. 
   
  HALF-LING 
  �
  Any DEX TASK roll. 
  �
  Any STR TASK roll to climb or jump. 
  �
  Any use of thrown or sling weapon.  
  �
  Any WILL TASK roll to resist the effects of spells 
  or spell-like effects. 
   
  HALF-ORC 
  �
  Any STR TASK roll. 
  �
  Any combat use of a large weapon. 
  �
  Any CHA TASK roll to intimidate another.  
   
  1.5 - CHOOSE A CLASS 
   
  Each character has a choice of 4 careers or 
  CLASSES. These are - 
   
  WARRIOR - a professional fighter trained in all 
  aspects of warfare and combat. 
  THIEF - common name for a rogue, thug, scout or 
  spy.  
  PRIEST - a servant of the divine able to wield both 
  weapons and spells in their god’s name.   
  SORCERER - a learned spell caster who seeks  
  power through the use of magical spells and lore.      
   
  �
  Any roll a WARRIOR makes concerning the 
  damage inflicted by a weapon, the DB of a 
  shield or the DR of armour, is 1 die higher than 
  it should be. I.E. a d4 becomes a d6, a d6 
  becomes a d8 etc. 
   
  �
  A THIEF doubles any TASK roll penalties (TP) 
  with regard to wearing metal armour or 
  excessive weight. 
  �
  A THIEF makes his initiative roll in combat at 1 
  die higher. . I.E. a d4 becomes a d6, a d6 
  becomes a d8 etc. 
  �
  A THIEF can backstab an opponent if he is able 
  to sneak up on his opponent (requires a DEX 
  TASK roll with a difficulty equal the opponent’s 
  WILL) or if he manages to hit an opponent in a 
  first round of combat before his opponent has 
  acted. A backstab ignores armour or shield rolls 
  and inflicts initial damage equal to the die roll 
  plus the THIEF’S RANK.  
   
  �
  A PRIEST may cast spells and has a number of 
  spell points (SP) equal to his RANK plus his 
  WILL. 
  �
  A PRIEST may cast healing and turning spells 
  without a TASK roll and casts them as if 4 
  RANKS higher than he is. 
   
  �
  A SORCERER may cast spells and has a 
  number of spell points equal to his INT plus his 
  cumulative RANK. 
  �
  Any roll a SORCERER makes concerning the 
  damage inflicted by a weapon, the DB of a 
  shield or the DR of armour, is 1 die lower than it 
  should be. I.E. a d4 becomes a d2, a d6 
  becomes a d4 etc. 
  �
   A SORCERER doubles any TASK roll penalties 
  (TP) with regard to wearing armour. 
   
   
   
  1.6 - DETERMINE COMBAT BONUS 
   
  A COMBAT BONUS (CB) is a measure of a 
  character’s better skill with hand-to-hand weapons 
  and missile weapons based on his martial training 
  and  high ability scores. 
   
  A WARRIOR’S CB is equal to his RANK. 
   
  A SORCERER’S CB equals half his RANK rounded 
  down. 
   
  A PRIEST or THIEF’S CB equals the SORCERER’S 
  CB plus 1 at RANK’S 1 to 4, plus 2 at RANK’S 5 to 8, 
  plus 3 at RANK’S 9 to 12, plus 4 at RANK’S 13 to 16 
  and so on. 
   
  In addition CB is increased for - 
   
  �
  CB hand-to-hand combat = + 1 for every 2 
  points STR above 10. 
  �
  CB missile / thrown weapons  = + 1 for every 2 
  points DEX above 10.   
   
  1.7 - PERSONAL DETAILS  
   
  HEIGHT 
  44” + 6d6” . 
  Multiply by the following racial modifiers. 
   
  HALF-ORC - 1.1 
  DWARF - 0.85 
  HALFLING - 0.7  
   
  WEIGHT  
  Multiply the height in inches by the racial modifiers 
  below to get the weight in pounds. 
   
  DWARF - 2.5 
  HALF-ORC - 2.3 
  HUMAN - 2.1 
  ELF - 1.7 
  HALFLING -1.5 
   
  Multiply all figures by 0.95 if the character is female. 
   
  AGE 
  The average age for a human is 3d6 plus 10.  
   
  Double the age for half-lings, triple it for dwarves and 
  quadruple it for elves.     
   
  LANGUAGES  
  Each character can speak TRADE-TALK, their own 
  racial language and their own class language. 
   
  TRADETALK is a common or commercial language 
  which is good mainly for description, costs and basic 
  emotions and quite useless for anything subtle or 
  poetic. 
   
  The Racial languages are - 
   
  
   
   
  Dwarf - Kuruk  
  Elf - Falaran  
  Half-ling - Smoot 
  Half-orc - Gurn 
   
  The class languages are a combination verbs and 
  grammar related to the skills and actions of the 
  various classes. They are - 
   
       THIEVES - Mumble 
   WARRIORS - Clarion 
   SORCERERS - Ar’cant 
   PRIEST - Solemn 
   
  A character with a high INT can speak an additional 
  language for every 2 points his INT is above 12.  This 
  may be any other racial language and may include 
  the languages of monsters listed below. 
   
  Gnash - orcs, goblins, hobgoblins, bugbears. 
  Bellow - ogres, giants, trolls, minotaurs. 
  Growl - beast-men     
  Roar - dragons, dragon-kin, wyverns. 
  Hiss - lizard men and  snake-men. 
  Disturb - abominations  
  Smother - un-living    
  Celeste - angels  
  Dominate - devils 
  Debase - demons 
   
  A character is literate in any language that he can 
  make an INT TASK roll for except for SORCERERS 
  and PRIESTS who need only roll for additional 
  languages. 
   
  1.8 - EQUIPMENT   
   
  WEIGHT  
  Each character can carry #  items equal to STR. 
  Items listed as A, B or C equal 1, 2 or 4 items 
  respectively. 50 coins or 10 arrows/bolts equal 1 
  item. 10 sling stones equals 2 items. 
   
  COST  
  Each character has 3d6 coins to purchase items.  
   
  Items listed as A, B and C cost  = 5, 10 and 20 coins 
  respectively.  
   
  Ordinary equipment (50’rope, pick axe, lantern, litre 
  of oil, 10 arrows etc.) cost 2 coins each.  10 sling 
  stones = 1 coin. 
   
  2 - Tasks 
   
  “The body gives form.  
  Form permits action. 
  Action reveals the person.”  
  - from the Formulas of Being 
   
  2.1 - PASSIVE TASK ROLLS  
   
   Anytime a character wishes to attempt something 
  such as climb a wall or whatever, choose the most 
  relevant ability and compare it’s TI value to the 
  difficulty of the task at hand.  
   
  Generally tasks are rated in difficulty as - 
   
   
   
   
   
   
  Subtract the difficulty # from the ability‘s TI . 
   
  This is the figure that must be rolled EQUAL or 
  UNDER to be successful.  
   
  A roll of 1 always succeeds and a roll of 20 always 
  fails. 
   
  If something calls for a task roll without giving a 
  difficulty then the attempt has a difficulty equal to the 
  ability’s value.     
   
  2.2 - OPPOSED TASK ROLL 
   
  If the TASK is being directly and actively opposed by 
  another being, then the difficulty of the TASK can be 
  rated with the value of the most relevant opposing 
  ability. 
   
  For example, a character involved in an arm wrestle 
  with a town guard would use the guard’s STR as the 
  difficulty rating of the STR TASK roll he must make to 
  win. 
   
  Different abilities can be used to oppose each other. 
  A character holding his breath under water in a 
  fountain while a guard searches the courtyard could 
  make an END TASK roll using the guard’s WILL as 
  the difficulty rating. OR a character trying to undo 
  locks on a treasure chest before a guard makes it 
  down a stairs to fight him would make a DEX TASK 
  roll with the guard’s STR as the difficulty rating.   
   
  2.3 - TASK PENALTIES  
   
   A character has a task penalty (TP) to STR and DEX 
  TASK  rolls depending on what he is carrying and 
  wearing.  
   
  The TP total to both equals -1 for leather, -2 for  
  Chain-mail, -3 for plate mail and an additional - 1, -2 
  and - 3 for carrying half, three-quarters or total 
  number of items allowed (round up).   
   
  Other class related penalties may also apply.  
   
   
   
   
   
  DIFFICULTY  
  RATING 
  Easy  
  5 
  Normal  
  10 
  Hard  
  15 
  Very hard 
  20 
  Nigh impossible 
  25 
  
   
   
  3 - Combat   
   
   
  3.1 - THE COMBAT ROUND 
   
  At the start of each round the characters must roll for 
  initiative. The highest roll goes first. Equal rolls must 
  roll until somebody goes before another.    
   
  Each round (6 seconds. there are 10 rounds in a 
  Turn or minute) a character may move a distance in 
  feet equal his DEX or STR (whichever is higher) and 
  perform an action such as a hand-to-hand attack, 
  open a door, grab an item, jump over an item etc. 
  OR 
  Not move and perform a full round action such as use 
  a missile weapon or cast a spell. 
  OR  
  Make a full move but do nothing else.    
   
  3.2 - FULL MOVE 
   
  A FULL MOVE depends on what armour the 
  character is wearing. 
   
  It is 5 times the normal move if not wearing armour. 4 
  times if wearing leather. 
  3 times if wearing chain-mail. 
  2 times for wearing plate mail. 
   
  3.3 - HAND-TO-HAND COMBAT  
   
   In hand-to-hand combat both parties roll 1d20 and 
  add their CB (melee).  
   
  If either side is using a shield then roll the shield’s DB 
  at the same time and subtract that from the 
  opponents roll.  
   
  The highest score wins.  
   
  After damage is rolled  the opponent may make a DR 
  roll which either deflects ALL the damage by rolling 
  EQUAL or HIGHER than the damage roll or  NONE 
  at all by rolling lower.  
   
  Death occurs for monsters at 0 HP.  
   
  Characters who are reduced to 0 or less HP must 
  make a END TASK roll each round or die under they 
  are healed above 0 HP. 
   
  3.4 - MOUNTED COMBAT 
   
  A rider must make a DEX TASK roll at the start of 
  each round of combat.  
   
  A successful roll means that the rider can choose 
  whether he or his mount attacks. The rider can also 
  breakaway from combat without rolling as a special 
  manoeuvre.  
   
  A failed roll means the opponent chooses whether he 
  fights the mount or the rider.   
   
  3.5 - MISSILES 
   
  To hit a target with missile weapon roll 1d20 and add 
  their CB (missile). 
   
  This must roll EQUAL or OVER 10, 15 or 20 at close, 
  medium and long range respectively.  
   
  The range in yards equals the difficulty number for 
  thrown weapons.  
   
  For bows and crossbows the range is the difficulty x2 
  for close range , x3 for medium range and x4 for long 
  range.  
   
  For slings the distance = difficulty x1.5, x2 and x2.5 
  respectively.  
   
  A character’s DB roll is subtracted from the to hit roll.   
   
  3.6 - RECOVERING MISSILES  
   
  Roll 1d6 for each missile.  
   
  A thrown weapon is recovered on a 2+. A sling stone 
  on a 4+ and a 6+ for an arrow or crossbow bolt.    
   
  3.7 - SPECIAL MANOUEVERS  
   
  A character may wish to attempt an action in combat 
  which doe not involve not inflicting damage on the 
  opponent, such as disarming, breaking away from 
  combat, breaking past an opponent etc. 
   
  The attack roll in such a case is made with a -4 
  penalty. 
   
  A successful hit requires a STR or DEX TASK roll 
  (whichever is lower) using the opponents STR or 
  DEX (whichever is higher) in order to be successful . 
   
  Special manoeuvres are full round actions. 
   
  3.8 - VERSUS LARGE AND SMALL OPPONENTS  
   
  There a 5 basic sizes that any being may be. They 
  are (in order) - 
   
  Tiny  
  Small  
  Medium 
  Large  
  Huge 
   
  The characters are all in the medium size bracket. 
   
  Attempting to hit a larger being than oneself is done 
  with a +1 bonus for each size bracket higher the 
  other being is. 
   
  Attempting to hit a smaller being than oneself is done 
  with a  -1 penalty for each size bracket lower the 
  other being is. 
  
   
   
   
  It is possible that a larger opponent is big and tough 
  enough to shrug off the blows. This is called SIZE 
  NEGATION and it applies to any damage inflicted  
  with missiles or in hand-to-hand combat. 
   
  For every hit roll a 1d20. If the opponent is larger the 
  cumulative difference is size brackets must be rolled 
  higher than in order to inflict damage. This is in 
  addition to any DR or DB rolls. 
   
  EXAMPLE - a man (medium) and a sprite (tiny) fight 
  a dragon (huge). The man gains a  +2 to hit the 
  dragon but any damage inflicted his word is negated 
  on a 1d20 roll of 3 or less. The sprite gains a +4 to hit 
  the dragon but her damage is negated on a 1d20 roll 
  of 10 or less. The dragon suffers a - 2 and -4 to hit 
  the man and the sprite respectively . 
   
  4 - Adventuring  
  “The mystery of life is not a problem to 
  solve, but a reality to experience” - the 
  Orange Catholic Bible  
   
  HEALING - Characters heal 1 HP every 24 hours or 
  1d4 HP ever 24 hours of FULL rest with a cost of 1d4 
  coins per day. 
   
  FALLING - characters suffer the following damage in 
  a fall - 
   
   
  JUMPING DOWN - a jump down is a controlled fall. a 
  DEX task roll taken at a difficulty equal to half the 
  drop in feet. Halve the damage taken if successful. 
   
   
   
  DROWNING/SUFFOCATION - characters stuck in a 
  situation were they cannot breathe, such as in a 
  cloud of poison gas or underwater,  take cumulative 
  damage per round.   
  After damage is taken the character can attempt to 
  escape their circumstances if possible. This requires 
  a STR, DEX or END (whichever is lowest) TASK roll 
  at a penalty equal to the number of rounds the 
  character has been stuck in the circumstances.  
   
  POISON - poison effects characters for 3d6 hours. 
  An END TASK roll each hour is required to avoid 
  losing 1d4 HP. Character suffers -2 penalties to all 
  rolls while poisoned.  
   
  DISEASE - as POISON except replace hours with 
  days and an initial END roll to avoid catching it. 
   
  5 - Spell Casting  
   
  “I have no sword. What use a blade when 
  one’s words can cut flesh and break the 
  minds of men.“ 
  - Agnon Steff. Order of the Green Tower 
   
   
  Both PRIESTS and SORCERERS can cast spells. 
   
  5.1 - TO CAST A SPELL 
   
  To cast a spell successfully requires an INT TASK 
  roll for a SORCERER and a WILL TASK roll for a 
  PRIEST. 
   
  A successful spell costs spell points to power. The 
  exact SP cost depends on the spell level that the 
  caster chooses compared to the RANK of the caster.  
   
  RANK                                Spell Level  
   
     
  RANK                              Spell Level  
   
   
  A successful TASK roll to cast a spell reduces the 
  caster’s SP total by the rolled amount. At 0 SP the 
  caster cannot cast any spells for 24 hours.  
   
  SORCERERS have an SP total equal to their INT 
  plus their cumulative RANK. A PRIEST has an SP 
  total equal to their WILL plus their RANK. 
    
  A failed TASK roll to cast a spell results in a increase 
  to the SP cost equal to the amount that the roll was 
  failed by. 
   
  1 
  2 
  3 
  1 - 4 
  1d4 
  2d6  
  3d8 
  5 - 8 
  1d4 
  1d6 
  2d8 
  9 - 12 
  1 
  1d6 
  1d8  
  13 - 16 
  1 
  1 
  1d8 
  17 - 20 
  1 
  1 
  1 
   
  4 
  5 
  6 
  1 - 4 
  4d10 
  5d12 
  6d20 
  5 - 8 
  3d10 
  4d12 
  5d20 
  9 - 12 
  2d10 
  3d12 
  4d20 
  13 - 16 
  1d10 
  2d12 
  3d20 
  17 - 20  
  1d10 
  1d12 
  2d20 
  FALL (up to) 
  DAMAGE 
  10’ 
  1d4 
  20’  
  2d6 
  40’ 
  3d8 
  80’ 
  4d10 
  160’ 
  5d12 
  160+ 
  6d20 
  
   
   
   
  Should the cost of a spell reduce the caster’s SP total 
  to less than zero. The additional points to power the 
  spell come off the character’s HP on a 1 for 1 basis. 
   
  5.2 - PRIESTS 
   
  A PRIEST always casts TURNING or HEALING 
  spells as if 4 RANKS higher than he really is and is 
  not required to make a WILL TASK roll to do so. 
  These are known as INFLUENCE spells as they 
  relate to a gods sphere of influence.   
   
  PRIESTS may occasionally worship gods who are 
  not so concerned with healing the sick or turning 
  back the un-living. Such PRIESTS will have 1 or 2 
  different INFLUENCE spells.    
   
  A PRIEST begins with 3 spells, 1 of which must be 
  HEALING or TURNING. The PRIEST gains an 
  additional spell at RANKS 3, 6, 9, 12 etc. 
   
  A SORCERER begins with 4 spells. He gains an 
  additional spell at RANKS 2, 4, 6, 8 etc.   
   
  5.3 - SPELL LIST 
   
  Both SORCERERS and PRIESTS have access to 
  the same list of spells. 
   
  1.
  (energy) BARRAGE - fires a number of energy 
  bolts ( flame, frost, lightning or acid. Chosen 
  with spell. ) equal to 1 plus the spell level plus 
  half the caster’s RANK. Each bolt has a range of 
  5’ per caster’s RANK multiplied by the spell 
  level. Each bolt inflicts 1d4 damage at spell level 
  1 and increases by 1 die type at each additional 
  level (I.e. d6 at level 2, d8 at level 3 etc.) Each 
  bolt may only hit a single target within range. A 
  DEX TASK roll halves the damage. Does not 
  damage inanimate objects.   
  2.
  (energy) BLAST - fires a single ball of energy 
  bolts ( flame, frost, lightning or acid. Chosen 
  with spell. ) that has a range of 5’ per caster’s 
  RANK multiplied by the spell level. It explodes 
  with a radius of 5’ per caster RANK. The blast 
  inflicts 1d4 damage at spell level 1 and 
  increases by 1 die type at each additional level 
  (I.e. d6 at level 2, d8 at level 3 etc.). An END 
  TASK roll halves the damage.  Does not 
  damage inanimate objects.  
  3.
  BOOST - the character increases a chosen 
  ability of a touched being by the cumulative total 
  of the spell level for the same amount of turns. 
  The maximum the ability can be raised to is 18 
  but the extra points become bonus points and 
  are added to an related TASK rolls. They are 
  also added to damage inflicted (STR for hand-
  to-hand and DEX for missiles) were appropriate.      
  4.
  (energy) BOLT - fires a single energy bolt bolts 
  ( flame, frost, lightning or acid. Chosen with 
  spell. ) at a single target within a range 10’ per 
  caster’s RANK multiplied by the spell level. The 
  bolt inflicts the caster’s RANK in damage plus 
  2d4 at spell level 1 and increases by 1 die type 
  at each additional level (I.e. 2d6 at level 2, 2d8 
  at level 3 etc.). A DEX TASK roll  halves the 
  damage.  Does not damage inanimate objects. 
  5.
  CHARMING - the caster gains control of a being 
  that fails a WILL TASK roll with a penalty equal 
  to the spell level. The being will follow any order 
  without fail unless the action would directly harm 
  the being or do something that the being would 
  normally consider wrong, at which point another 
  WILL TASK roll is allowed. The spell lasts for a 
  number of hours equal to the cumulative spell 
  level and must be cast on an opponent that is 
  within the caster’s RANK in feet.   
  6.
  CRIPPLE - the character reduces a chosen 
  ability of a touched being by the cumulative total 
  of the spell level for the same amount of turns. 
  The character is allowed to make a END TASK 
  roll to resist with a penalty of 1 per spell level. 
  The minimum the ability can be lowered  to is 3 
  but the extra points become penalty points and 
  are subtracted to an related TASK rolls. They 
  are also subtracted to damage related rolls 
  (STR for hand-to-hand, END for armour and 
  DEX for missiles and shields) where 
  appropriate. 
  7.
  DESTRUCTION - inflicts damage on inanimate 
  objects within the cumulative RANK of the 
  caster in feet. The damage amounts to the 
  spell’s cumulative level multiplied by the caster’s 
  RANK in cubed feet is totally disintegrated in a 
  single round. Magic items reduce the spell’s 
  level by 1 for each bonus point they have. If this 
  reduces the spell level to 0 then the spell has no 
  effect. 
  8.
  DETECT (object / being) - the caster becomes 
  aware of any of the listed objects or beings 
  within a radius of the caster’s RANK multiplied 
  by the spell level in feet. Examples of detectable 
  items include (and must be chosen with the 
  spell) : magic (items and magic users), un-living, 
  monsters, humanoid monsters,  traps etc. The 
  caster will always be aware of the items 
  whereabouts within the spell’s range for his 
  RANK in turns.     
  9.
  DISPEL - used to cancel a spell that has a 
  lasting effect such as TURNING or WARDING. 
  The spell is automatically cast at the spell level 
  of the other spell. A failed INT / WILL TASK in 
  casting this spell sees the loss of SP but not the 
  cancelling of the other spell.      
  10.
  FLIGHT - the touched character can fly at a 
  speed of up to 10’ multiplied by the cumulative 
  spell level every round as a move action. The 
  character has complete control over this flying 
  an may stop/start/ hover as he sees fit. This 
  lasts for number of turns equal to the caster’s 
  INT / WILL. The character may attempt to fly at 
  much faster speeds as a full action. In such a 
  case the speed is 10 times faster but any 
  turning greater than 45° requires a DEX TASK 
  roll or the character falls from the sky.          
  11.
  HEALING - heals 1d4 damage at level 1, 2d6 at 
  level 2, 3d8 at level 3 etc. the caster must be 
  able to touch the being for 1 whole round. 
  12.
  HOLDING - the caster holds another being 
  within a skin tight “cage” of energy.  The range 
  equals the caster’s RANK multiplied by 5’ and 
  lasts for a number of turns eqaul to the caster’s 
  RANK. An END TASK roll resists this but the roll 
  suffers a penalty equal to the spell level. A held 
  being has a DB to all damage equal to the 
  caster’s RANK.   
  13.
  INSUBSTANTIAL - the touched being can pass 
  through solid matter at a normal move pace, 
  cloth at spell level 2, wood/brick at level 2, 
  common metal at level 3, hard metal alloys at 
  level4, solid stone at level 5 and gemstones at 
  level 6. The spell lasts for a cumulative spell 
  level in turns. The character cannot fight, cast 
  spells or physically manipulate objects while 
  under the spells effects and can only be harmed  
  by magic or energy attack and even then the 
  damage is halved.     
  14.
  INVISIBLE - the subject touched becomes 
  invisible for a number of minutes equal to the 
  
   
   
  cumulative spell level multiplied by then caster’s 
  RANK.  While the character cannot be seen he 
  can still be detected by making noise, handling 
  items or taking actions that require him to use 
  physical contact. In order to avoid detection he 
  must make a DEX TASK roll with the spell level 
  as a bonus, using the opponent’s WILL as the 
  difficulty number. Should he be engaged in 
  fighting each round the opponent must make a 
  WILL TASK roll, the spell level as a penalty,  
  using the character’s DEX as the difficulty 
  number. Should the character sneak up on a 
  creature unnoticed he may inflict double the 
  maximum amount of damage on the creature in 
  the first round.       
  15.
  ILLUSION - the caster can create an illusion 
  surrounding either a living creature (which can 
  move with the being) or an inanimate object 
  (which remains inanimate). An illusion is 
  counted in rounds at level 1, turns at level 2, 
  hours at level 3 and son on. The illusion lasts for 
  a number of rounds /  turns / hours / days / 
  months / years, equal to the caster’s INT / WILL 
  multiplied by the caster’s RANK and again by 
  the spells level. The maximum radius of effect of 
  an illusion equals the cumulative spell level 
  multiplied by 10. To actively disbelieve an 
  illusion requires a WILL TASK roll at a penalty 
  equal to the cumulative level of the spell (-1 at 
  level 1, -3 at level 2 etc.)     
  16.
  SHAPING - the caster can manipulative solid 
  inanimate matter as a full action the size of the 
  affected matter depends on the spell level. It 
  starts off at 2 square feet at level 1 and squares 
  again at each additional level. The materials that 
  can be effectuated at each level are the same 
  as what can be passed through with an 
  INSUBSTANTIAL spell. 
  17.
  SHIELDING - the spell creates a visible barrier 
  around someone touched for a number of 
  rounds equal to the caster’s INT / WILL 
  multiplied by the spell level. The spell acts as a 
  DB and DR equal to 1d4 at level 1, 1d6 at level 
  2 etc. The spell also changes TASK rolls against 
  magic or energy attacks. A failed TASK roll 
  halves the damage and a successful TASK roll 
  cancels all damage completely.  
  18.
  STRIKE - a touched weapon gains the spell 
  level as a bonus to hit and the cumulative spell 
  level as a bonus to damage. The weapon 
  carries this magical ability for a cumulative spell 
  level number of turns.   
  19.
  SUMMON - the caster calls forth a physical 
  manifestation of an creature from another plane 
  of existence. The creature with has a HP, 
  damage, DR and DB depending on the spell 
  level. At level 1 it’s d4, at level 2 it’s d6, and so 
  on all the way up to d20 at level 6. The 
  creature’s RANK equals the caster.  The 
  creature will have 1 random special  monster 
  trait per 2 levels of spell although a missile 
  attack may be chosen by the referee instead. 
  The creature will stay until dismissed by the 
  caster or for a total of turns equal to the caster’s 
  INT / WILL multiplied by his RANK. The 
  summoned creature will have looks that reflect 
  the caster’s class and personality and will never 
  do anything that the caster would not do himself.    
  20.
  TELEPORT - the character can teleport himself 
  to a chosen place in the blink of an eye. The 
  range in miles of the teleport is the character’s 
  INT / WILL multiplied by the spell level. A failed 
  casting roll results in the character arriving 1d6 
  miles away in a random direction. A failed roll of 
  20 also results with the character teleporting into 
  something and suffering a number of d20 
  damage equal to the spell level. Anyone held by 
  or touching the caster is teleported as well but 
  each person adds a -1 penalty to the casting of 
  the spell. 
  21.
  TRANSFORM - the caster changes the physical 
  appearance of a being with touch. An END 
  TASK roll prevents this but suffers a penalty 
  equal to the spell level. The character gains no 
  special traits by being changed and his abilities 
  remain the same. The character retains the 
  same mass but can be reduced or increased in 
  height by cumulative 1d6% per spell level. The 
  spell lasts for a number of hours equal to the 
  cumulative level of the spell.       
  22.
  TURNING - when used successfully against the 
  un-living they are held back from the caster a 
  distance in feet equal to the caster’s INT / WILL 
  plus, the caster’s RANK multiplied the spell 
  level. The spell affects a number of un-living 
  ranks equal the caster’s RANK plus 1d4 at spell 
  level 1, 2d6 at spell level 2, 3d8 at spell level 3 
  etc. The effect lasts for a number of turns equal 
  to the INT / WILL multiplied by the spell level.   
  23.
  WARDING - creates a visible barrier around an 
  object. The barrier has a maximum radius in feet 
  equal to the caster’s INT / WILL multiplied by 
  the spell level. The warding lasts for a number 
  of days equal to the caster’s INT / WILL 
  multiplied by his RANK and multiplied again by 
  the spell level. Any attempt to pass through the 
  warding requires a number of rounds equal to 
  the caster’s INT / WILL and an END TASK roll 
  at a penalty equal to the cumulative spell level 
  of the warding (-1 at spell level 1, -3 at spell 
  level 2, -6 at spell level 3). A failed attempt 
  inflicts the spell level in damage.         
   
   
   
  5.4 - WYRDS 
   
  A WYRD is an area or item within that area that casts 
  a particular spell on whoever enters the area or 
  touches the item. The caster or anybody specifically 
  noted at the time of the WYRDS creation is 
  unaffected. 
   
  To create a WYRD costs the caster must do a 
  number of things - 
  1.
  Choose the spell that will have an effect and at 
  what level. 
  2.
  Choose an item that is symbolic of the spell ( a 
  shield for shielding, a sword for strike etc.) that 
  is destroyed to create the WYRD along with 
  materials equal in value to the cumulative spell 
  level multiplied by 100 in gold coins and name 
  
   
   
  the conditions which will prevent the WYRD 
  from taking effect (such as not effecting female 
  elves or being carrying swords in both hands for 
  example).  
  3.
  Cast the spell successfully. The spell takes a 
  number of hours to cast equal to the cumulative 
  spell level. Failure to do this means that the 
  WYRD has not taken effect. 
  4.
  If the spell is cast successfully the character will 
  recover all his SP over time EXCEPT for a 
  number equal to the spell’s level. These are 
  permanently lost. 
  5.
  The area of effect cannot be greater in space 
  than the cumulative spell level multiplied by the 
  caster’s cumulative RANK in square feet. 
  6.
  A WYRD lasts for an amount of time equal to 
  the character’s cumulative RANK. The 
  measures of time depend on the spell’s level, as 
  shown below. 
   
   
         
  5.5 - MAGIC ITEM CREATION 
   
  A magic item is empowered with a bonus with regard 
  to the TASK it is used with. It may also be loaded 
  with a spell or spells.  In order to create a magic item 
  the caster must - 
   
  1.
  Determine the total bonus of the item and the 
  number of spells it contains. This may be no 
  higher than a combined total of 6 (spells plus 
  bonus) and this is also the level of the spell that 
  is directly creating the item. 
  2.
  Materials valuing the cumulative total of the 
  creation spell level multiplied by 100 coins, must 
  be used and destroyed in the creation. 
  3.
  Cast the spell successfully. The spell takes a 
  number of hours to cast equal to the cumulative 
  spell level. Failure to cast the spell also fails to 
  create the item.    
  4.
  If the spell is cast successfully the character will 
  recover all his SP over time EXCEPT for a 
  number equal to the spell’s level. These are 
  permanently lost. 
  5.
  A magic item will always resist being used 
  initially. The character must make a CHA TASK 
  roll using a difficulty number equal to 2d6 plus 
  the bonus. This takes 1d6 rounds.     
  6.
  Each spell begins with a number of charges 
  equal to the caster’s RANK. Each use of the 
  spell is a full round action and uses 1d4 of the 
  item’s charges. The item gains an additional 1d6 
  charges each time the character gains a RANK. 
  If the amount of charges runs out the item loses 
  that spell.   
  7.
  Each spell is cast as if the character had a 
  casting RANK equal to the item’s bonus plus the 
  character’s RANK divided by 2.  
   
   
  6 - Character 
  Development 
   
  Each character goes up a RANK when he gains an 
  amount of experience points (XP) equal to the next 
  RANK multiplied by 100. 
   
  In turn each character gains  
   
  �
  an additional die of HP  
  �
  gains an additional AP  
  �
  may increase his lowest ability score by 1. He 
  may increase any other ability by 1 instead, if he 
  decides to permanently lose an AP. 
  �
  PRIESTS  and  SORCERERS gain additional  
  SP. 
   
  This is accompanied by a cost of 10 coins x new 
  RANK which covers day to day expenses such as 
  study, training, equipment repair, rent etc.   
   
   7 - Referee’s Guide  
   
  "What is best in life? To crush your 
  enemies, to see them driven before you, 
  and to hear the lamentations of their 
  women." 
  -Ghengis Khan 
   
  7.1  - MONSTERS (UNIVERSAL INFO) 
   
   A monster’s HP per RANK depend on it’s size. This 
  amounts to - 
   
  Tiny - d4 
  Small - d6 
  Normal - d8 
  Large - d10 
  Huge - d12 
   
   A monster’s CB melee equals it‘s RANK x 1.5 (round 
  down). A monster’s CB missile = RANK x 1. 
   
  A monster’s initiative depends on it’s size. 
   
   
  For the purposes of  TASK rolls only, assume 
  monsters have the following ability values. 
   
  STR 
  tiny 1d6, small 2d6. Medium 3d6, large 3d6 + 6,  
  huge 4d6 + 12 
  DEX 
  tiny 3d6 + 6, small 2d6 + 6, medium 3d6, large 2d6, 
  huge 1d6 
  END  
  tiny to medium 3d6, large 2d6 +6, huge 1d6 + 12 
  INT, WILL and CHA  
  1 at 1d6, 1 at 2d6 and 1 at 3d6   
   
  SPELL LEVEL 
  TIME PERIOD 
  1 
  Hours  
  2 
  Days  
  3 
  Weeks  
  4 
  Months  
  5 
  Years  
  6 
  Decades  
  SIZE 
  INITIATIVE 
  Tiny  
  d12 
  Small  
  d10 
  Medium  
  d8 
  Large  
  d6 
  Huge  
  d4 
  
   
   
  7.2 - MONSTERS (NON-HUMANOID) 
   
  A non-humanoid monster’s melee damage (and 
  missile but only if appropriate) and DR = the HP per 
  RANK die.  
   
  Non-humanoid monsters don’t usually have a DB. 
   
  7.3 - HUMANOID MONSTERS 
   
  Melee damage, missile damage, DR and DB is determined 
  on the chart below.  
   
  A equals a small or thrown weapon, small shield and 
  leather armour.  
   
  B equals a normal or bow weapon, normal shield and 
  chain mail.  
   
  C equals a large weapon or crossbow, large shield 
  and plate-mail. 
   
   
   
  7.4 - MONSTER TRAITS 
   
  Many monsters have special qualities that make 
  them harder to fight and shape their tactics. 
   
  1.
  CONSTRUCTION - the monster is a 
  manufactured creation. Any time they take 
  damage roll 1d20. If this equals or less than 
  their RANK they only suffer 1 point of damage.  
  Constructions are immune to poisons, disease 
  and any spell or effect that requires a WILL 
  TASK roll to resist. A DESTRUCTION spell will 
  damage a construction at a cumulative rate to 
  the spell’s level (1d4 at level 1, 2d6 at level2, 
  3d78 at level 3 etc).       
  2.
  CRUSH or TRAMPLE - if the monster hits the 
  character must make a DEX TASK roll. If this 
  fails the character is held/pinned. At the start of 
  each round after that the character takes double 
  the normal damage before he attempts another 
  DEX TASK roll to escape.  
  3.
  DAMAGE REDUCTION - unless hit with a 
  particular type of weapon damage is halved 
  after DR roll.  
  4.
  ENERGY BLAST- every 1d4 rounds the 
  monster can automatically hit a number of 
  beings equal to half it’s RANK within 10’ per 
  RANK. Damage equals # damage die = half it’s 
  RANK but a successful END TASK roll will half 
  the damage.  
  5.
  ENERGY DRAIN - when touched by this 
  monster the character must make a successful 
  TASK roll of the appropriate ability or suffer a 
  permanent loss of a 1 point of that same ability. 
  For 24 hours afterward the character cannot add 
  AP to any rolls involving that ability.    
  6.
  ENERGY RAY -every 1d4 rounds the creature 
  can automatically inflict # damage die = half it’s 
  RANK on a single being within 10’per RANK. 
  Only a successful DEX TASK roll halves the 
  damage.  
  7.
  FAST HEAL - the monster regains 1d4 HP at 
  the start of each round. One type of damage 
  always ignores this.   
  8.
  FAVOURED ENVIRONMENT - the monster 
  gains a +4 bonus to hit another creature that 
  doesn’t share this ability when in this 
  environment. 
  9.
  FLIGHT- the monster can leave combat at any 
  time without harm unless his opponent makes a 
  DEX TASK roll. Monsters fly at a speed of 
  10’per round per RANK.  
  10.
  INVISABLE or PHASING - the characters must 
  make a WILL TASK roll or suffer -1d12 to hit the 
  monster. 
  11.
  POISONOUS - the creature inflicts a poison 
  attack anything it inflicts damage.  
  12.
  PROTECTIVE AURA - an opponent must make 
  a TASK roll based on a appropriate ability due 
  to the monster’s aura which has a radius of the 
  cumulative RANK total in feet (1’at RANK 1, 3’ 
  at RANK 2, 6’at RANK 3 and so on. Failure 
  results in a -4 penalty to all rolls will in the aura’s 
  radius.  
  13.
  UN-LIVING - Un-living are animated by negative 
  energy and are always assumed to make their 
  saving throws. Any time they take damage roll 
  1d20. If this equals or less than their RANK they 
  only suffer 1 point of damage.  Un-living are 
  immune to poisons, disease and any spell or 
  effect that requires a WILL TASK roll to resist.    
   
  7.5 - TREASURE  
   
  There is 3 types of treasure. Coins, goods and magic 
  items. Treasure may not necessarily carried by the 
  monster. It may be hidden or kept in a lair or simply 
  within radius of the monsters lair. 
   
  COINS - each monster or group of monsters has an 
  amount of coins = cumulative RANK x 1d6. So a 4th 
  RANK monster would have between 10 and 60 coins. 
   
  GOODS - the amount of goods, including weapons 
  and armour is normally twice the value of coins 
  owned. 
   
  MAGIC ITEMS - there is a percentage chance  equal 
  to the creature’s cumulative RANK (or the highest 
  RANKING monster in the group, is in posession of  a 
  number of magic items equal to half  of the highest 
  RANK ING monster in the group. There is also a n 
  equal cumulative chance per  item, that the magic 
  item is actually in by one of the monsters   
   
  �
  Roll 1d6 to see what type of item it is.  
  1-weapon 
  2-bow 
  3-shield 
  4-armour 
  5-worn items 
  6-carried item. 
  �
  To determine if the items, such as arms, armour 
  or shields, are A, B or C roll 1d6.  
  1 to 3 = A 
  4 or 5 = B  
  6 = C 
  �
  Items designated as worn or carried must be 
  used so to gain their bonus. 
  �
   The bonus of an item is determined by rolling 
  2d6.  
  6, 7 or 8 = +1 
  5 or 9 = +2 
  4 or 10  = +3 
  3 or 11 = +4  
  2 or 12  = +5 
  �
  A worn or carried item gives it’s bonus to a 
  randomly determined, but specific,  ability TASK 
  rolls such as STR / climbing or riding/DEX. 
  �
  A magic item will always resist being used 
  initially. The character must make a CHA TASK 
  Siz
  T 
  S 
  N 
  L  
  H  
  A 
  1 
  d2 
  d4 
  d6 
  d8 
  B 
  d2 
  d4 
  d6 
  d8 
  d10 
  C 
  d4 
  d6 
  d8 
  d1
  d12 
  
   
   
  roll using a difficulty number equal to 2d6 plus 
  the bonus. This takes 1d6 rounds.     
  �
  Roll 1d20 for any magic item. On a roll of 20 it 
  has the power to cast a random spell (roll 1d100 
  and divide by 4) at a level equal to the item’s 
  bonus and as if the character had a casting 
  RANK equal to the item’s bonus plus the 
  character’s RANK divided by 2. This is a full 
  round action. It costs no SP rather it uses up 
  1d4 of the item’s charges. Each item has 3d6 
  charges and gains 1d6 charges every time the 
  character gains a RANK. Should it run out of 
  charges, it loses it’s ability.  
  �
  A character can never carry more items with a 
  combined bonus greater than his/her RANK.     
   
  7.6 - EXPERIENCE POINTS (XP) 
   
  A defeated monster has a number of XP . To 
  determine the amount first check the following table- 
   
   
   
  Then multiply it by (RANK + # of monster traits). 
   
  7.7 - MONSTER EXAMPLES 
  �
  Goblin - rank 1 small humanoid  
  �
  Orc - rank 2 normal humanoid.  
  �
  Black orc - rank 3 normal humanoid.  
  �
  Ogre - rank 4 large humanoid 
  �
  Troll - rank 5 large humanoid, fast heal 
  �
  Minotaur - rank 6 large humanoid, trample, 
  favoured environment (dungeons) 
  �
  Hill giant - rank 7 huge humanoid   
  �
  Harpy - rank 5 normal monster, flight, protective 
  aura (song, 15’, CHA to save) 
  �
  Skeleton - rank 1 monster, un-living 
  �
  Zombie - rank 2 monster, unliving 
  �
  Ghoul - rank 3 monster, un-living, poisonous 
  �
  Wight - rank 4 monster, un-living, energy drain 
  (STR) 
  �
  Wraith - rank 5 monster, un-living, energy drain 
  (END), damage reduction (magic weapons) 
  �
  Ghost - rank 6 monster, un-living, damage 
  reduction (magic weapons), protective aura 
  (fear, 21’, WILL to save)   
  �
  Manticore - rank 6 large monster, flight, 4d6 
  missiles   
  �
  Wyvern - rank 7 large monster, flight, poisonous 
  �
  Young dragon - rank 10 large monster, flight, 
  energy blast (fireball, 100’, 5d10), protective 
  aura (fear, 64’,WILL to save)  
   
  8 - the Thousand 
  Kingdoms  
   
  “All claimed the crown. With sword and 
  flame was it shattered and laid at the feet 
  of a thousand lords. The wisdom of one 
  was lost to a multitude of folly and pride.“ 
   
  BACKROUND : 
  �
  The TUROC empire once ruled the continent of 
  RAUX. From coast to coast it’s provinces were 
  the model of just, feudal rule. The people 
  supported the orders of knights that swore to 
  protect them as the lawful representatives of the 
  TUROC family. Trade flourished and schools 
  devoted to the study of the arts and magic 
  thrived under the patronage of the empires 
  many lords and ladies. All races lived in peace 
  under the rule of man. 
  �
  But it was the noble TUROC family which led to 
  the empires downfall.  Over the years it 
  attempted to consolidate it’s power through 
  marrying it’s children and cousins into every 
  noble house. The result was that hundreds of 
  nobles were able to claim a line of descent to 
  the throne. While this mostly consisted of petty 
  squabbles over land and titles, some came to 
  believe that the crown that was desired should 
  be taken by force. 
  �
  What started the bloodshed is now long 
  forgotten but it began a brutal cycle of raids and 
  reprisals between various houses and their 
  allies, until not a single province was not at war. 
  �
  As months of fighting became years of struggle, 
  some lords began to despair and turned to 
  wicked and cruel methods to achieve victory. 
  Foreign mercenaries were hired, often with orcs 
  and ogres in their pay. Dark powers were 
  summoned and bargained with. Terrible 
  creatures walked the land freely amid the 
  confusion of the age.  
  �
  The war raged for more than three decades with 
  no end in sight. Slowly the nobles began to 
  settle with the men and land they had. The 
  fighting for the crown of the empire gave way to 
  struggling against brigands and monsters in 
  order to rule at all, their petty kingdoms forever 
  under threat of extinction. 
  �
  Nearly two centuries have since passed and the 
  mighty TUROC empire has become The 
  THOSAND KINGDOMS. 
   
  The Thousand Kingdoms is designed as a setting 
  which allows for a lot of personal design. In order to 
  work out the details of any particular kingdom, follow 
  this method. 
   
  1.
  SIZE: roll 3d6 twice. For each 6 rolled roll 
  another 1d6 and add it to the total. These # are 
  how wide the kingdom is, in miles north-to-south 
  and east-to-west respectively.  
  2.
  POPULATION: multiply both size figures by 
  themselves and multiply again 100. This is the 
  base population. Roll 1d6. On a roll of 1 the 
  kingdom is underpopulated. On a roll of 6 the 
  kingdom is over populated. Respectively divide 
  and multiply the base population by 2. In both 
  cases the cost of goods and services is 
  DOUBLED due to scarcity of materials or 
  manpower.  
  3.
  RACES : 3d6% of the population will be non-
  human and will be split between the races of 
  half-lings/dwarves/elves/half-orcs in a ratio of 
  4/3/2/1. There will be a 1 in 20 chance of a non-
  human race being the kingdom’s rulers. Roll a 
  1d20 as follows - 1to10 - dwarf, 11to16 - elf, 
  17to19 -half-ling, 20 - half-orc.      
  4.
  NOBILITY :  2d6% of the population will belong 
  to the ruling noble class. 
  5.
  MILITIA : every able bodied man is expected to 
  serve at times of need in a militia. This amounts 
  to 25% of the population. Each militia man will 
  be RANK 1 to 4 and armed with a small shield, 
  leather armour and a hand weapon OR leather 
  HIT DICE 
  XP 
  d4 
  1 
  d6 
  3 
  d8 
  6 
  d10 
  10 
  d12 
  15 
  
   
   
  armour and a 2-handed weapon OR a small 
  weapon, leather armour and a bow.  
  6.
  SOLDIERS : each kingdom will have a # of 
  soldiers equal to 1% of the total population. 
  Each soldier will be RANK 3 to 8 and  armed 
  with a medium shield, chain mail  armour and a 
  hand weapon OR chain mail armour and a 2-
  handed weapon OR a hand weapon, chain mail 
  armour and a bow.  
  7.
  KNIGHTS : the ruling class is expected to lead 
  in times of war. 10% of nobles will be knights. 
  Each will be RANK 1 to 12 and be armed with a 
  medium shield, hand weapon, plate mail armour 
  and a cross bow. Roll 1d6 for each item. On a 
  roll of  6 the item is magic. 
  8.
  TOWNS : each kingdom has 2d6 towns or 
  villages. Each town will have 1d6% of the total 
  population living there. 1 town will be the 
  “capital”. 3d6% of the population will live there. 
  The rest of the population live alone in the 
  countryside in groups of 2d10 individuals.  
  9.
  WASTELANDS : 4d10% of the kingdom will be 
  wasteland. Double this for underpopulated 
  kingdoms. Around 1% of the population will live 
  in this unfarmed area. This will consist (roll 1d6) 
  woodland (1or2), hills/mountains (3or4) or 
  swamp/marshland(5or6). Each kingdom will 
  have a coastline on a roll of 1 on a 1d6. 
  10.
  NEIGHBOURS: each kingdom will have 2d3 
  neighbouring kingdoms. Their attitude towards 
  each other can be determined on a 1d6. On a 
  roll of1 they are openly hostile with each other. 
  On a roll of 2to5 they are unfriendly but not 
  hostile and on a roll of 6 they are allies. 
   
  THE GODS 
   
  There is no one who denies the existence of a 
  Creator God.  But his power is considered beyond 
  mortal concerns. In his place there exists a pantheon 
  of deities, all created to aid with the needs of men 
  and all vying to increase their power and influence.  
  The gods accept worshippers from all races, their 
  appearances humanoid but without being one race 
  over another. 
   
  The following list lists just some of the deities and 
  includes any INFLUENCE spells they bestow on their 
  priests. 
   
  AEYONUS -  the warrior god (strike, healing) 
  IBRATO - the trickster (illusion, transform) 
  MEH’DIAH - goddess of retribution (cripple, energy 
  bolt) 
  KUHL - god of war (energy blast, destruction)  
  NOL - god of learning (detect, dispel) 
  BELLOC - god of travellers (flight, teleport) 
  KHURN - god of strength (boost, holding) 
  SOLLAH - goddess of compassion (healing, warding)  
  MANAR - god of the dead (shielding, turning) 
   
   
   
   
  AUTHOR’S NOTE : TROLL-BLADE may be used 
  without charge or restrictions as long as (A) it’s 
  author is properly credited, (B) a link is provided 
  to an original, unaltered work of the rules and (C) 
  no money is ever made from it. Ever!  
     
        Any queries, advice, ideas, thoughts, feelings 
  or additional work concerning TROLL-BLADE 
  should be sent to bal3000@hotmail.com with a 
  title including the word “TROLL-BLADE”. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  NAME  ___________________________________ 
   
  RACE____________________________________ 
   
  CLASS___________________________________  
   
  SEX (M/F) AGE________HT________WT_______ 
   
  STR / TI _______/______DEX / TI______/______ 
   
  END / TI ______/_______INT / TI ______/_______ 
   
  WILL / TI ______/_______CHA / TI______/______ 
   
  RANK_______AP_______TP_______HP_______ 
   
  CB (melee/missile)____________/_____________  
   
  ARMOUR___________________DR___________  
   
  SHIELD_____________________DB___________ 
   
  WEAPON / damage________________/_________ 
   
  WEAPON / damage________________/_________ 
   
  WEAPON / damage________________/_________ 
   
  MISSILE / damage________________/__________ 
   
  MISSILE / damage________________/__________ 
   
  MISSILE / damage________________/__________ 
   
  EQUIPMENT_______________________________ 
   
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  SPELL POINTS _____________________________ 
   
  SPELLS ___________________________________ 
   
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  TROLL BLADE  
  character sheet  
   
  HISTORY and NOTES  
   
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  LANGUAGES_______________________________ 
   
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  Picture or symbol 
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Troll-Blade/Troll-Blade 2nd Edition.pdf