TEXT: RQII Leshan Campaign Character Generation Guide
  1
  Rules: 
  RQII Rules - Slight modifications to fit setting
  Setting:  Akurta, starting in Leshan, Year 612 CR
  Premise: 
  Characters are responding to an advertisement in 
  various major newspapers which reads: 
   
  ==============================
  ARCHAEOLOGICAL TEAM NEEDED!
  Privately funded team needed to handle discreet 
  archaeological work in varied and dangerous 
  locales.   The following skills are needed by one or 
  more individuals on the team:
  Archaeologists and Anthropologists
  Linguists (Specific knowledge of Korish, Aubaric, 
  Nagashi and Lakarsi would be most helpful to securing 
  a position on the team)
  Animal Handlers
  Healers
  Guards
  Individuals capable in the Outdoors in various climes.
  Watercraft use
  Sorcerers could prove useful
  All individuals applying MUST speak Corycc!
  If interested, be at the Silver Dolphin Inn in Port 
  Croslyn on Ree 3rd of this year and ask for Master 
  Quince.
  ==============================
  Rules for Character Creation:
  The following guidelines will be followed for 
  creating your character:
  Roll 2d6+6 seven times, placing the results as 
  desired on the following characteristics:
  Strength, Constitution, Size, Intelligence, Power, 
  Dexterity and Charisma.
  Attributes are derived from Characteristics:
  Magic Points
  Starting Magic points are equal to POW 
  characteristic
  Combat Actions
  Average of DEX and INT 
  Combat Actions
  6 or less 
  1
  7–12 
  2
  13–18 
  3
  For every additional 6 points 
  +1
  Damage Modifier
  STR + SIZ 
  Damage Modifier
  1–5 
  –1D8
  6–10
   –1D6
  11–15
   –1D4
  16–20 
  –1D2
  21–25 
  +0
  26–30 
  +1D2
  31–35 
  +1D4
  36–40 
  +1D6
  41–45 
  +1D8
  Improvement Roll Modifier
  CHA 
  Improvement Roll 
  Modifier
  6 or less 
  –1
  7 – 12 
  0
  13 – 18 
  +1
  For every additional 
  6 points of CHA
  +1
  Movement
  All characters have a base move of:
  4m + (SIZ+DEX)/5 [round up]
  example: Joe has a Size of 14 and a Dex of 10, so 
  his base move is 4+(14+10)/5 or 9m, while Erica 
  has a Size of 14 and a Dex of 18 and thus has a 
  base move of 4+(14+18)/5 or 11m
  Base Strike Rank
  (INT + DEX)/2 [round up]
  This is modified by armor worn:
  Total AP/5 [round up] is subtracted for total SR
  
  RQII Leshan Campaign Character Generation Guide
  2
  Hit Points per Location
  LOCATION
  CON + SIZ
  1–5 
  6–10 
  11–15 
  16–20 
  21–25 
  26–30 
  31–35 
  36–40 
  +5
  Each Leg 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  +1
  Abdomen 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  +1
  Chest 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  +1
  Each Arm 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  +1
  Head 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  +1
  Skills
  All characters know the following Common Skills 
  at the base percentage listed.  These percentages 
  may be modified due to background and/or 
  profession.
  Common Skills
  COMMON SkILLS 
  BASIC PERCENTAGE
  Athletics 
  STR+DEX
  Brawn 
  STR+SIZ
  Culture (Own) 
  INT x2
  Dance 
  DEX+CHA
  Drive 
  DEX+POW
  Evade 
  DEX x2
  Evaluate 
  INT+CHA
  First Aid 
  INT+DEX
  Influence 
  CHA x2
  Insight 
  INT+POW
  Lore (Regional) 
  INT x2
  Perception 
  INT+POW
  Persistence 
  POW x2
  Resilience 
  CON x2
  Ride 
  DEX+POW
  Sing 
  CHA+POW
  Sleight 
  DEX+CHA
  Stealth 
  DEX+INT
  Swim 
  STR+CON
  Unarmed 
  STR+DEX
  Common Magic
  POW+CHA
  Close Combat Styles
  STR+DEX
  Ranged Combat Styles
  DEX x2
  Determine Character’s Starting Age:
  Characters in this game will have starting ages 
  ranging between 16 and 22.   Roll 2d4+14 for 
  starting age.
  Choose Character’s Culture
  This is more the place the character was raised 
  rather than where he was born.  This has an effect 
  on some of the character’s skills, giving him a 
  handful of skills and choices that were available to 
  him as a youth.
  The following areas (and the ‘culture’ choices 
  they represent) are available for characters in this 
  campaign:
  •  Leshan, Baalbekis, Clest, Djarr
   
  (Rural, Urban, Noble_Feudal)
  •  Yarlan Tribes 
   
  (Nomads similar to native american tribes)
  •  Fenlanders  
   
  (Swamp/Marsh dwellers in south Leshan)
   •  Adysan  (Desert Nomads)
  
  RQII Leshan Campaign Character Generation Guide
  3
  CULTURES
  All characters gain the following bonuses 
  regardless of culture:
  +30 Culture (own)
  +30 Lore (regional)
  +50 Language (native)
  Player’s choice of a 1 Magnitude Common Spell 
  Feudal
  Rural
  +10 Athletics
  +10 Resilience
  +10 Brawn
  +10 Perception
  +10 Ride OR Drive
  +10 Stealth
  Choose 3 different combat styles from the 
  following list with a +10 bonus to each:
  2h Axe, 2h Hammer, 2h Spear, Bow, Crossbow,
  Dagger, 1h Axe & Shield, 1h Hammer & Shield, 
  1h Spear & Shield, Sling, Staff, Unarmed
  Advanced Skills:
  Survival
  Choose two of the following:
  Craft (any), Lore (any), Play Instrument (any), 
  Track
  Starting Equipment:
  Knife with sheath
  Sturdy, plain clothing (x3)
  Waterskin or Canteen
  1 average quality weapon appropriate to choices 
  made above & 1d10+10 ammo if a ranged weapon 
  was chosen.
  4d6 x 30 Silver Pieces
  Urban
  +20 Evaluate
  +20 Influence
  +10 Insight
  Choose one combat style from the following list 
  with a +10 bonus:
  2h Spear, Bow, Crossbow, Dagger, Polearm, 
  Rapier, 1h Hammer, 1h Hammer & Shield, 1h 
  Spear & Shield, Unarmed
  Advanced Skills:
  Courtesy
  Choose 5 of the following advanced skills:
  Art (any), Craft (any), Language (any), Lore (any), 
  Mechanisms, Play Instrument (any), Streetwise
  Starting Equipment:
  Knife with Sheath
  Average, possibly colorful Clothing (x3)
  4d6 x 40 Silver Pieces
  Noble
  +5 Evaluate
  +20 Influence
  +10 Insight
  +15 Ride
  +10 Dance
  Choose 3 combat styles from the following list 
  with a +10 bonus to each:
  1h Sword & Shield, 2h Sword, 1h Hammer & 
  Shield, 2h Hammer, 1h Axe & Shield, 2h Axe, 
  Bow, Lance & Shield, Dagger, Rapier
  Advanced Skills 
  Courtesy
  Choose 2 of the following advanced skills:
  Art (any), Language (any), Lore (any), Play 
  Instrument (any)
  Starting Equipment:
  Riding Horse with Tack and harness
  Nice quality clothing (x1d6+4)
  Dagger with Sheath
  2 average quality weapons appropriate to the 
  choices made above & 1d10+10 ammo if 
  appropriate.
  a total of 6 points worth of armor (players choice)
  4d6 x 100 Silver Pieces
  
  RQII Leshan Campaign Character Generation Guide
  4
  Yarlan Tribes or Adysan Nomad
  +10 Athletics 
   
  +10 Perception
  +15 Resilience  
  +25 Ride
  +10 Brawn
  Choose three different combat styles from those 
  listed below, with a +10 bonus to each:
  Lance, Axe and Shield, Blowgun, Bow, Dagger, 
  Hammer and Shield, Spear and Shield, Lance and 
  Shield, 1h Spear, Unarmed (Adysan may add 1h 
  Sword, 1h Sword and Shield to these options)
  Advanced Skill
  Survival
  Choose one advanced skill from the following list:
  Craft (any), Language (any), Boating, Lore (any), 
  Play Instrument (any), Track, 
  Starting equipment
  Knife with Sheath
  Riding Horse
  Saddle Bags
  Bedroll
  1 Melee Weapon appropriate to above choices
  1 ranged weapon (or a second melee weapon if 
  no ranged weapons chosen), and 1d10+10 ammo 
  appropriate to choices made above.
  Soft Leather Tunic (Armor 1 Chest and Abdomen), 
  Soft Leather Leggings and Boots (Armor 1 Legs 
  and Feet) [Total Armor of 6 (-2 SR)]
  Firestarter
  Waterskin
  2d6 x 20 Silver Pieces
  Fenlanders
  +10 Athletics 
   
  +10 Perception
  +15 Resilience  
  +10 Common Magic
  +5 Stealth 
   
  +10 Swim
  Choose two different combat styles from those 
  listed below, with a +10 bonus to each:
  1h Axe, 2h Axe, Blowgun, Dagger, 1h Spear, 
  Unarmed, 1h Sword, 2h Spear, Staff
  Advanced Skill
  Survival,   Boating
  Choose two advanced skill from the following list:
  Craft (any), Language (any), Lore (any), Play 
  Instrument (any), Track, Healing, Track
  Starting equipment
  Knife with Sheath
  Small Boat  (or 150 SP)
  Oilskin Bag
  Hammock
  1 Melee Weapon appropriate to above choices
  Firestarter
  Waterskin
  2 Magnitude of Common Spells
  1d6 x 20 Silver Pieces
  
  RQII Leshan Campaign Character Generation Guide
  5
  Next Step:  Choose a profession
  Choose a profession from the lists below and add 
  the skills and equipment listed to the character.  
  This is the primary profession the character has 
  followed up to this point.  There may be other 
  skills that he has learned (more about that later), 
  but for now, choose a profession.  Each one will 
  list homelands and/or cultures that are appropriate 
  for it.
  Acrobat
  Feudal, Seafaring, Magicentric, Insular, Viking
  +15 Athletics   
  +15 Evade
  +10 Sleight 
  Advanced Skills:
  Acrobatics
  Equipment:
  Colorful Costume
  Animal Trainer
  All culture types
  +5 Driving 
   
  +5 First Aid
  +20 Lore (regional) 
  +10 Persistence
  +5 Resilience 
   
  +5 Riding
  Equipment:
  1 trained common animal, smaller than a horse 
  (subject to GM approval), 30’ rope
  Archaeologist
  Feudal, Seafaring, Magicentric, Insular
  +10 Evaluate 
   
  +5 Perception
  +5 Athletics
  Advanced Skills:
  Lore (Archaeology), Culture (any), Language 
  (any)
  Equipment:
  folding shovel, small brush, 1d4+3 small bags, 
  small blank book and writing implements, 
  Jeweler’s Loupe
  Bard/Storyteller
  All cultures
  +5 Influence 
   
  +5 Lore (regional)
  +5 Perception  
  +10 Sing
  +5 Sleight 
  Advanced Skills (Choose two)
  Dance, Play Instrument (any), Language (any), 
  Lore (any)
  Equipment:  Appropriate Instrument if skill was 
  chosen, Colorful clothing, blank book and writing 
  implements, slingbag
  Blacksmith
  All except Primitives and Nomadic
  +15 Brawn 
   
  +5 Evaluate
  +10 1h Hammer 
  +10 Resilience
  Advanced Skills
  Craft: Blacksmith
  Equipment:
  Assortment of metal files in leather case, Thick 
  leather apron and gloves (2 point armor if worn in 
  combat, but -10 to Evade), Smiths Hammer
  Champion/knight/Noble Warrior
  All cultures
  +5 Influence
  +5 choice of Brawn, Athletics, or Riding
  +10 to any two combat styles appropriate to your 
  culture.
  Advanced Skills (Select Two of the following):
  Courtesy, Culture (other), Oratory, Play Instrument 
  (any), Language (any)
  Equipment:
  1 Excellent Quality Weapon (with one 
  enhancement of choice - See Arms and Equipment 
  page 115), 6 points of armor of choice
  
  RQII Leshan Campaign Character Generation Guide
  6
  Courtier
  Feudal, Magicentric, Insular, Seafaring, Viking
  +15 Influence  
  +5 Lore (regional)
  +5 Perception  
  +5 Sleight OR Dance
  Advanced Skills  (Select two)
  Courtesy, Lore (art), Lore (heraldry), Lore 
  (philosphy), Play Instrument (any), Seduction, 
  Streetwise
  Equipment:
  Fine clothing in the latest styles (x1d3+2)
  bottle of perfume (1d6+4 ounces)
  Craftsman
  All Cultures
  +20 Evaluate 
   
  +5 Influence
  +5 Persistence
  Advanced Skills
  Craft (any)
  Select one of the following
  Craft (other), Engineering, Mechanisms
  Equipment:
  basic tools appropriate to craft(s) selected.
  Diplomat
  Feudal, Magicentric, Seafaring, Viking
  +10 Culture (own) 
  +10 Influence
  +10 Perception
  Advanced Skills (choose two)
  Courtesy, Culture (other), Dance, Language 
  (other), Lore (any), Play Instrument (any)
  Equipment:
  Well Made Clothing in reasonably up to date styles 
  (x1d3+1)
  Blank book and writing materials
  Personal signet ring and sealing wax
  Explorer
  All Cultures
  +10 Culture (own) 
  +10 Influence
  +10 Perception
  Advanced Skills  (Select two)
  Language (other), Lore (astronomy), Lore 
  (geography), Shiphandling, Survival
  Equipment:
  Compass or Sextant, Spyglass, Sturdy Clothing 
  (x2), Backpack or Slingbag, Waterskin or Canteen, 
  Blank book and writing implements
  Farmer
  All but Nomadic cultures
  +5 Athletics 
   
  +10 Brawn
  +5 Driving 
   
  +10 Lore (regional)
  +10 Resilience 
  Advanced Skills
  Craft: Farming
  Equipment:
  Broad Brimmed Hat, Mule, Waterskin, 3d6 x10 
  pounds of fresh vegetables and/or fruit.
  Fisherman
  All Cultures
  +5 Athletics 
   
  +5 Lore (regional)
  +10 Resilience  
  +10 Swim
  Advanced Skills (Select Two):
  Boating, Craft (any), Shiphandling, Survival
  Equipment:
  Small Net (10’ x 10’), Fishing Pole, small box 
  of lures, hooks and lines, Broad Brimmed Hat, 
  Waterskin
  
  RQII Leshan Campaign Character Generation Guide
  7
  Hedge Wizard
  All Cultures
  +30 Common Magic 
  +10 Persistence
  +5 First Aid 
   
  +5 Lore (regional)
  Equipment:
  Small bag with 1d4+4 pounds of fresh herbs
  small, curved blade knife (pruning blade)
  1d4+4 magnitudes of Common Spells
  Herdsman
  Any Rural, Artagili, Primitive or Nomadic
  +5 First Aid 
   
  +10 Lore (regional)
  +10 Resilience  
  +10 Sling
  +5 Staff
  Advanced Skills:
  Survival
  Equipment:
  Herdsman’s Staff, Sling, pouch with 1d6+10 
  stones for sling, waterskin, broad brimmed hat.
  Hunter
  All Cultures
  +10 Lore (regional) 
  +10 Resilience
  +10 Stealth 
   
  +10 One missile weapon appropriate to your 
  culture
  Advanced Skills:
  Track
  Equipment:
  Appropriate missile weapon per choice made 
  above and container with 1d10+10 ammunition.
  Mercenary
  Feudal, Seafaring, Insular, Magicentric, Artagili, 
  Viking, Any Nomadic
  Pick any two different combat styles appropriate to 
  your culture, gaining a +10 to each.
  Select Two of the following and gain a +10 to 
  each:
  Athletics, Evade, Driving, Evaluate, Resilience, 
  Riding, Unarmed
  Advanced Skills: 
  Lore: Tactics
  Equipment:
  2 Average quality weapons as appropriate to 
  culture.
  5 points worth of armor
  backpack, waterskin, whetstone, bedroll
  
  RQII Leshan Campaign Character Generation Guide
  8
  Merchant
  Feudal, Insular, Magicentric, Artagili, Viking, 
  Seafaring
  +20 Evaluate 
   
  +5 Influence
  +5 Lore (regional)
  Advanced Skills (Select Two)
  Commerce, Language (other), Lore (logistics), 
  Shiphandling
  Equipment:
  4d6 x 60 Silver Pieces
  Miner
  Feudal, Insular, Magicentric, Artagili, Viking, 
  Seafaring
  +10 Athletics 
   
  +10 Brawn
  +10 2h Hammer 
  +10 Resilience
  Advanced Skills 
  Lore: Minerals
  Equipment:
  Helmet with Enchanted Lightstone (Armor 4 head 
  only), Miners Pick, Bandana
  Physician
  Feudal, Insular, Magicentric, Seafaring, Viking
  +5 Evaluate 
   
  +20 First Aid
  +5 Lore (regional) 
  +10 Perception
  Advanced Skills:
  Healing
  Equipment:
  Physick’s Kit (‘surgical’ tools, bandages, needles 
  and gut, etc.)
  Sailor
  All except Yarlan Tribes
  +10 Athletics 
   
  +5 Lore (regional)
  +5 Resilience 
   
  +10 Swim
  Advanced Skills (select two)
  Boating, Culture (other), Language (other), 
  Shiphandling
  Equipment:   1d6 x10 Silver Pieces
  Scholar
  Feudal, Seafaring, Insular, Magicentric, Viking
  +10 Culture (own) 
  +5 Evaluate
  +5 Lore (regional) 
  +10 Persistence
  Advanced Skills 
  2x Lore (any)
  Equipment: 
  Blank book and writing implements
  2 books on subject of choice (+20% bonus when 
  using as reference on that subject)
  Shaman
  Artagili, Orgara, Graelor, Yarlan 
  +5 First Aid 
   
  +5 Influence
  +5 Lore (regional) 
  +5 Persistence
  Advanced Skills:  Select one of the following:
  Healing, Lore (any), Survival
  Magical Skills: 
  Spirit Walking,  Spirit Binding
  Equipment:
  1 Fetish (players choice, subject to GM approval)
  Soldier / Warrior
  All Cultures
  +5 Athletics 
   
  +5 Brawn
  +5 Evade 
   
  +5 Resilience
  Choose any two combat styles appropriate for your 
  culture and gain a +10 bonus to each.
   
  Advanced Skills 
  Lore: Tactics
  Equipment:
  2 average weapons of choice appropriate to culture
  6 points worth of armor
  backpack, bedroll, whetstone, waterskin
  
  RQII Leshan Campaign Character Generation Guide
  9
  Spy
  Feudal, Seafaring, Insular, Magicentric, Artagili, 
  Viking
  +5 Evade 
   
  +5 Insight
  +5 Lore (regional) 
  +5 Perception
  +5 Persistence  
  +5 Sleight OR Stealth
  Advanced Skills (Choose two)
  Disguise, Culture (other), Language (other), Track
  Equipment:
  Clothing appropriate to culture(s) known (x 
  1d6+3)
  Blank book and writing implements
  Thief
  All cultures
  +10 Evaluate 
   
  +10 Perception
  +10 Sleight 
   
  +10 Stealth
  Advanced Skills (Select one):
  Disguise, Mechanisms, Streetwise
  Equipment:
  Lockpicks (if Mechanisms skill known)
  1d3+2 Sets of clothing appropriate to different 
  social strata of own culture
  Tracker
  Any Rural, Artagili, Yarlan, Orgara, Graelor
  +10 Athletics 
   
  +10 Perception
  One combat style appropriate to your culture +10
  Advanced Skills:
  Survival, Track
  Equipment:
  Sturdy, Comfortable clothing, including head and 
  footgear appropriate to culture, bedroll, waterskin
  Witch
  All Cultures
  +10 First Aid 
   
  +5 Insight
  +5 Lore (regional)
  Advanced Skills (select one)
  Healing, Lore (any), Survival
  Magical Skills (choose one of the following sets):
  Spirit Walking, Spirit Binding
  OR
  Lore (Specific Theology), Pact (god or Cult)
  OR
   
  Manipulate, Sorcery (Grimoire)
  [See GM for specifics available]
  Equipment:
  Staff, small bag with 1d4+4 pounds of fresh herbs
  waterskin, athame (ritual knife), 1d3+1 spells from 
  grimoire (if applicable)
  Sorcerer
  Magicentric, Feudal, Seafaring, Viking, Insular
  +5 Insight 
   
  +5 Lore (regional)
  +10 Persistence
  Advanced Skills (choose one)
  Language (other), Lore (any)
  Magical Skills:
  Manipulate, Sorcery (Grimoire)
  Equipment:
  Blank Book and Writing Implements
  1d3+2 spells from Grimoire
  
  RQII Leshan Campaign Character Generation Guide
  10
  Woodsman
  All Rural, Artagili, Orgara, Graelor
  +10 Athletics 
   
  +10 2h Axe
  +10 Brawn 
   
  +5 Lore (regional)
  +5 Resilience
  Advanced Skills
  Survival
  Priesthood
  Leshan, Sahabrai, Empire of Coryll, Wayla
  Order of the Holy Aegis
  +15 wpn & Shield 
  +5 Resilience 
   
  +10 Persistence
  Magic Skills:
  Lore (Order of the Holy Aegis)
  Pact (Order of the Holy Aegis)
  Equipment:
  Pewter Holy Symbol, Medium Shield with Symbol 
  on Boss
  Order of the Huntress (female only)
  +5 Perception  
  +5 Persistence
  Pick two combat styles appropriate to your cultural 
  background and gain +10 bonus in each.
  Magic Skills
  Lore (Order of the Huntress)
  Pact (Order of the Huntress)
  Equipment:
  Pewter Holy Symbol, Facial Tattoo, One average 
  quality weapon (and 1d10+10 ammo if applicable) 
  appropriate to your culture, Hunting Horn
  Order of Justice
  +5 Lore (regional) 
  +5 Culture (own)
  +10 Persistence
  Advanced Skill: 
  Lore: Law
  Magic Skills 
  Lore (Order of Justice)
  Pact (Order of Justice)
  Equipment:
  Pewter Holy Symbol, Blank Book and Writing 
  Implements, Book of Secular and Church Law 
  (+20 to Lore: Law if used to find information)
  Order of the Undefiled
  +10 Persistence
  +10 to one of the following Combat Styles:
  Staff, 1h Hammer, 1h Hammer & Shield, 2h 
  Hammer
  Advanced Skill: 
  Lore: Undead
  Magic Skills
  Lore (Order of the Undefiled)
  Pact (Order of the Undefiled)
  Equipment
  Silver Holy Symbol, 1 Excellent Quality Weapon 
  of type appropriate to above selection (with one 
  enhancement of choice - See Arms and Equipment 
  page 115),
  
  RQII Leshan Campaign Character Generation Guide
  11
  Order of Valen’s Gift
  +10 First  Aid  
  +10 Evade
  Advanced Skill: 
  Healing
  Magic Skills:
  Lore (Order of Valen’s Gift)
  Pact (Order of Valen’s Gift)
  Equipment:
  Robes appropriate to status in Order, Pewter Holy 
  Symbol
  Order of the Eye of Oberon
  +10 Persistence  
  +5 Culture (own)
  +5 Insight 
   
  +10 Influence
  Magic Skills:
  Lore (Order of the Eye of Ober) 
  Pact (Order of the Eye of Ober)
  Equipment:
  Pewter Holy Symbol, Robes appropriate to status 
  in Order
  
  RQII Leshan Campaign Character Generation Guide
  12
  Free Skill Points
  Every RuneQuest character receives an additional 
  275 skill points to spend on their Adventurer.
  The player can add these free skill points to his 
  skills in the following ways:
  •  Add to a Common skill or Combat Style skill 
  score.
  •  Add to an Advanced skill score, as long as the 
  character already possesses the skill.
  •  Buy an Advanced skill. This costs 10 free skill 
  points and the Advanced skill starts at its basic 
  characteristic-derived score.
  •  Buy skills enabling Magic to be cast. If 
  Common Magic is supported in the RuneQuest 
  setting (Which it is), then the character will 
  already have this as a Common skill. The other 
  magic enabling skills are Pact (Deity) and Lore 
  (Specific Theology) – for Divine cult members; 
  Spirit Walking and Spirit Binding – for Shamans 
  and Spirit Cultists; Manipulation and Sorcery 
  (Grimoire) for Sorcerers.
  Important Note: No single skill can benefit from 
  more than 30 free skill points. This means that an 
  Advanced skill purchased with free skill points 
  cannot be increased by more than 20 points.
  Advanced Skills List  
   
   
  Acrobatics . . . . . . . . . . . . . . . Str+Dex
  Art*  . . . . . . . . . . . . . . . . . . Pow+Cha
  Boating  . . . . . . . . . . . . . . . . Str+Con
  Commerce . . . . . . . . . . . . . . . .Int+Cha
  Courtesy . . . . . . . . . . . . . . . . .Int+Cha
  Craft*  . . . . . . . . . . . . . . . . . .Dex+Int
  Culture* . . . . . . . . . . . . . . . . . . Int x2
  Disguise . . . . . . . . . . . . . . . . .Int+Cha
  Engineering . . . . . . . . . . . . . . . . Int x2
  Gambling.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  Int+Pow
  Healing.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  Int+Pow
  Language* . . . . . . . . . . . . . . . .Int+Cha
  Lore*.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . Int x2
  Mechanisms . . . . . . . . . . . . . . .Dex+Int
  Meditation . . . . . . . . . . . . . . . . Pow x2
  Oratory.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . Pow+Cha
  Play Instrument*.  .  .  .  .  .  .  .  .  .  .  . Dex+Cha
  Seduction.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .Int+Cha
  Shiphandling .  .  .  .  .  .  .  .  .  .  .  .  .  .  INt+Con
  Streetwise . . . . . . . . . . . . . . . Pow+Cha
  Survival . . . . . . . . . . . . . . . . Pow+Cha
  Treaching  . . . . . . . . . . . . . . . .Int+Cha
  Track .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .Int+Con
  Magical Skills                                                      
  Lore (Specific Theology)  . . . . . . . Int+Pow
  Pact (Specific Cult or Entity) . .Cha+ Ded. Pow
  Spirit Walking . . . . . . . . . . . . .Pow+Con
  Spirit Binding . . . . . . . . . . . . . Pow+Cha
  Sorcery (Grimoire).  .  .  .  .  .  .  .  .  .  .  .  . Int x2
  Manipulation.  .  .  .  .  .  .  .  .  .  .  .  .  .  Int+Pow
  *Requires a specific focus for the skill
  
  RQII Leshan Campaign Character Generation Guide
  13
  Community
  The final stage of Adventurer creation is to 
  discover something of the Adventurer’s back-story. 
  What has happened in the formative years of
  their life? Who are their family and friends? Has 
  the Adventurer made any rivals or enemies? How 
  well known is he or she? This section of
  Adventurer generation aims to answer these 
  questions.
  to his skills in the 
  skill score.
  he character already 
   skill points and the 
  stic-derived score.
  Common Magic is 
  antha, for instance), 
  as a Common skill; 
  Advanced Skill. The 
  ) and Lore (Speciﬁ c 
  Spirit Walking and 
  ltists; Manipulation 
  from more than 30 
  skill purchased with 
  han 20 points.
  points, chose to buy 
  kill points to buy the 
  e Edric’s INT+CON, 
   to spend more than 
  e chose to raise it, the 
   points in the 
    New Skill 
  70%
  46%
  49%
  55%
  55%
  58%
  54%
  70%
  61%
  34%
  52%
  ross a range of 
  and Common 
  anced Lore skill 
   any one skill.
  Adventurers.
   
  The table opposite lists the ways a Games Master should alter 
  character creation in order to create Adventurers of an advanced 
  experience level.
   
  All advanced characters are created normally, including choosing 
  cultural background and profession, until the time comes to spend 
  free skill points, which they can distribute freely without limitation.
   Community
  The ﬁ nal stage of Adventurer creation is to discover something of the 
  Adventurer’s back-story. What has happened in the formative years of 
  their life? Who are their family and friends? Has the Adventurer made 
  any rivals or enemies? How well known is he or she? This section of 
  Adventurer generation aims to answer these questions.
   Families
  All Adventurers have families. Family ties might still be close or 
  severed long ago. The family might be large and rambling or small 
  and close-knit. The family might have a reputation that has been 
  a help or hindrance to the Adventurer, or its connections might be 
  useful for all sorts of reasons now or in the future.
  Roll 1D100 on each column of the Family Ties Table to determine 
  the parental status, number of siblings and what the general, 
  extended family structure is like.
  For large families it is recommended that details be left deliberately 
  vague. Part of the fun is introducing that roguish or well-connected 
  uncle or cousin at strategic points in a campaign or scenario, 
  and keeping family details at a high level allows for considerable 
  ﬂ exibility in developing interesting and intriguing plot twists.
  Family Ties Table
  1D100
  Parents/Guardians
  Siblings
  Family Size
  01–20
  Both Parents present
  None
  Self Contained
  21–40
  No Living Parents
  1D4
  1D4 Aunts and 
  Uncles on each 
  parent’s side
  41–60
  One birth parent plus 
  step–parent
  1D6
  1D6 Aunts and 
  Uncles on each 
  parent’s side
  61–80
  Single Parent – Father 1D8
  1D8 Aunts and 
  Uncles on each 
  parent’s side
  81–00
  Single Parent 
  – Mother
  2D6
  1D10 Aunts and 
  Uncles on each 
  parent’s side
  a shamanic cult, if 
  appropriate.
  in a shamanic cult, if 
  appropriate.
  in a shamanic cu
  appropriate.
  Hero Points
  3
  6
  9
  Heroic Abilities
  None
  One, if requirements 
  are met
  Two, if requirem
  met
   Family Reputation
  1D100
  Reputation
  Contacts, Enemies and Rivals
  01–20
  Poor reputation
  1D3 Enemies or Rivals
  21–50
  Average 
  reputation, but 
  a few skeletons 
  and secrets in the 
  background
  1 Enemy or Rival
  51–65
  Average reputation —
  66–85
  Good reputation, 
  but a few skeletons 
  and secrets in the 
  background
  1 Contact or Ally
  85–00
  Reputation of 
  excellent standing
  1D3 Contacts or Allies
   Family Connectio
  1D100 Connection
  01–20
  No connecti
  worth menti
  21–80
  Family has r
  connections 
  the commun
  81–90
  Family is co
  well connect
  other familie
  persons hold
  power
  91–95
  Family is co
  well connect
  other familie
  persons hold
  and regional
  96–00
  Family is co
  well connect
  other familie
  persons hold
  local, region
  national po
  How well is the family connected? Is it important or run-of-the-
  mill? Is it well liked or does the family name carry with it a stigma? 
  The following tables help decide how well known the family is and 
  what kind of weight it carries at local, regional and national levels.
  As an optional stage for the Adventurer’s background, is he married? 
  Roll 1D100 and compare it with the Adventurer’s Inﬂ uence skill. If the 
  result is equal to, or less than, Inﬂ uence then the Adventurer is married, 
  should the player wish it. If the result is higher than the Inﬂ uence skill 
  he is unmarried. How happily the Adventurer is married is up to the 
  player to decide – similarly, children. If the Adventurer wants to have 
  children by his spouse then he may roll 1D3–1, giving a result of 
  between 0 and 2 children, about right for Adventurers in these kinds 
  of cultures and starting ages. The age of any children will be, again, 
  1D3–1, with a result of 0 indicating a new-born.
   Allies,  Contact
  Through both his fami
  may make acquaintanc
  The Family Reputatio
  determined if Allies, C
  Adventurer’s life and, if
  Advanced Adventurers Table 
  Seasoned
  Veteran
  Master
  Hero
  Minimum Age
  21
  28
  35
  42
  Free Skill Points
  350 
  450 
  550 
  650 
  Money
  Double that for Cultural 
  Background
  Fives times that for 
  Cultural Background
  10   times that for Cultural 
  Background
  20   times that for Cultural 
  Background
  Characteristics
  1D3 additional 
  Characteristic points, 
  which may be split 
  between Characteristics 
  as desired.
  1D4+1 additional 
  Characteristic points, 
  which may be split 
  between Characteristics 
  as desired.
  1D6+2 additional 
  Characteristic points, 
  which may be split 
  between Characteristics as 
  desired.
  1D8+4 additional 
  Characteristic points, 
  which may be split between 
  Characteristics as desired.
  Status
  May be an initiate 
  member of a cult, a 
  journeyman in a sorcery 
  order, or a votary in 
  a shamanic cult, if 
  appropriate.
  May be an acolyte 
  member of a cult, 
  an adept in a sorcery 
  order, or a shaman 
  in a shamanic cult, if 
  appropriate.
  May be either a Rune 
  Lord or a Rune Priest of a 
  cult, a Mage in a sorcery 
  order, or a high shaman 
  in a shamanic cult, if 
  appropriate.
  May be either a Rune Lord 
  or a Rune Priest of a cult, a 
  Mage in a sorcery order, or a 
  high shaman in a shamanic 
  cult, if appropriate.
  Hero Points
  3
  6
  9
  12
  Heroic Abilities
  None
  One, if requirements 
  are met
  Two, if requirements are 
  met
  Three, if requirements are 
  met
   Family Reputation
  1D100
  Reputation
  Contacts, Enemies and Rivals
  01–20
  Poor reputation
  1D3 Enemies or Rivals
  21–50
  Average 
  reputation, but 
  a few skeletons 
  and secrets in the 
  background
  1 Enemy or Rival
  51–65
  Average reputation —
  66–85
  Good reputation, 
  but a few skeletons 
  and secrets in the 
  background
  1 Contact or Ally
  85–00
  Reputation of 
  excellent standing
  1D3 Contacts or Allies
   Family Connections
  1D100
  Connections
  Contacts, Enemies and Rivals
  01–20
  No connections 
  worth mentioning
  —
  21–80
  Family has reasonable 
  connections within 
  the community
  —
  81–90
  Family is considered 
  well connected with 
  other families and 
  persons holding local 
  power
  1 Contact and 1 Rival
  91–95
  Family is considered 
  well connected with 
  other families and 
  persons holding local 
  and regional power
  2 Contacts, 1 Rival and 1 
  Enemy
  96–00
  Family is considered 
  well connected with 
  other families and 
  persons holding 
  local, regional and 
  national power
  2 Contacts, 2 Rivals and 2 
  Enemies
  How well is the family connected? Is it important or run-of-the-
  mill? Is it well liked or does the family name carry with it a stigma? 
  The following tables help decide how well known the family is and 
  what kind of weight it carries at local, regional and national levels.
  As an optional stage for the Adventurer’s background, is he married? 
  Roll 1D100 and compare it with the Adventurer’s Inﬂ uence skill. If the 
  result is equal to, or less than, Inﬂ uence then the Adventurer is married, 
  should the player wish it. If the result is higher than the Inﬂ uence skill 
  he is unmarried. How happily the Adventurer is married is up to the 
  player to decide – similarly, children. If the Adventurer wants to have 
  children by his spouse then he may roll 1D3–1, giving a result of 
  between 0 and 2 children, about right for Adventurers in these kinds 
  of cultures and starting ages. The age of any children will be, again, 
   Allies,  Contacts,  Enemies and  Rivals
  Through both his family and his personal dealings, an Adventurer 
  may make acquaintances that will help or hinder him in the future. 
  The Family Reputation and Family Connections tables will have 
  determined if Allies, Contacts, Enemies or Rivals are present in the 
  Veteran
  Master
  Hero
  28
  35
  42
  450 
  550 
  650 
  al Fives times that for 
  Cultural Background
  10   times that for Cultural 
  Background
  20   times that for Cultural 
  Background
  s 
  1D4+1 additional 
  Characteristic points, 
  which may be split 
  between Characteristics 
  as desired.
  1D6+2 additional 
  Characteristic points, 
  which may be split 
  between Characteristics as 
  desired.
  1D8+4 additional 
  Characteristic points, 
  which may be split between 
  Characteristics as desired.
  y 
  May be an acolyte 
  member of a cult, 
  an adept in a sorcery 
  order, or a shaman 
  in a shamanic cult, if 
  appropriate.
  May be either a Rune 
  Lord or a Rune Priest of a 
  cult, a Mage in a sorcery 
  order, or a high shaman 
  in a shamanic cult, if 
  appropriate.
  May be either a Rune Lord 
  or a Rune Priest of a cult, a 
  Mage in a sorcery order, or a 
  high shaman in a shamanic 
  cult, if appropriate.
  6
  9
  12
  One, if requirements 
  are met
  Two, if requirements are 
  met
  Three, if requirements are 
  met
  nemies and Rivals
  s or Rivals
  Rival
  r Ally
  ts or Allies
   Family Connections
  1D100 Connections
  Contacts, Enemies and Rivals
  01–20
  No connections 
  worth mentioning
  —
  21–80
  Family has reasonable 
  connections within 
  the community
  —
  81–90
  Family is considered 
  well connected with 
  other families and 
  persons holding local 
  power
  1 Contact and 1 Rival
  91–95
  Family is considered 
  well connected with 
  other families and 
  persons holding local 
  and regional power
  2 Contacts, 1 Rival and 1 
  Enemy
  96–00
  Family is considered 
  well connected with 
  other families and 
  persons holding 
  local, regional and 
  national power
  2 Contacts, 2 Rivals and 2 
  Enemies
  rtant or run-of-the-
  arry with it a stigma? 
  wn the family is and 
  and national levels.
  round, is he married? 
  s Inﬂ uence skill. If the 
  dventurer is married, 
  an the Inﬂ uence skill 
  s married is up to the 
  enturer wants to have 
  1, giving a result of 
  nturers in these kinds 
  ildren will be, again, 
  .
   Allies,  Contacts,  Enemies and  Rivals
  Through both his family and his personal dealings, an Adventurer 
  may make acquaintances that will help or hinder him in the future. 
  The Family Reputation and Family Connections tables will have 
  determined if Allies, Contacts, Enemies or Rivals are present in the 
  Adventurer’s life and, if so, how many are out there.
  
  RQII Leshan Campaign Character Generation Guide
  14
   Background Events
  When an Adventurer is created he usually begins life as a young 
  man but this does not mean his previous childhood and adolescence 
  was lived in an uneventful bubble. We all undergo life-shaping 
  experiences that deﬁ ne who we are, what we do and what approach 
  we have to life. Games Masters are strongly recommended to 
  spend time with their players developing the previous lives of the 
  characters. This does not need to be especially detailed and neither 
  does it need to be too speciﬁ c. Past experiences can be ﬂ eshed-
  out during the course of play or even be ignored all together. 
  Establishing the background events to a character’s life can be 
  extremely rewarding and provide the fuel for countless future 
  adventures, if the Games Master desires it.
  Of course the cultural background of the character will have 
  some say in what these previous experiences were, or, at the 
  very least, determine where they took place. But the general 
  nature of life experiences tends to be universal. The following 
  table offers a wide selection of possible background events and 
  some suggested game effects that the players and Games Master 
  may wish to apply to the Adventurers during character creation. 
  Every Adventurer should roll once on the Background Events 
  table; if the player is feeling very adventurous, then he may roll 
  twice. If an event is thought to be restrictive or inappropriate 
  for either the Adventurer or the campaign, it can either be 
  ignored, or re-rolled.
  Background Events Table
  1D100
  Event
  01
  Accidentally injured or killed a childhood friend.
  02
  Afﬂ icted by visions of a God or Goddess.
  03
  Afﬂ icted by visions of the future.
  04
  Amnesia. No memory of life before age of 18. Unsure if current family is real or bogus.
  05–06
  Attacked or chased by a creature or monster – harbour a deep fear of the creatures as a result.
  07–08
  Battle – character witnessed a great battle or other conﬂ ict.
  09
  Birth Mark. Character has a prominent and unusual birth-mark that has been mistaken for the holy sign of a 
  particular god.
  10
  Blind. Character either born blind or struck by blindness later. Other senses have compensated.
  11
  Body Double. The character is either a very close likeness or almost identical double of someone famous (or infamous).
  12
  Born Runetouched.
  13–15
  Brother or Sister died or killed.
  16–18
  Bullied viciously by one or more youths.
  19–20
  Childhood sweetheart – character was once married to childhood sweetheart.
  21–22
  Childhood sweetheart lost – character’s childhood sweetheart married a friend or rival.
  23
  Deaf. Character either born deaf or struck by deafness later. Other senses have compensated.
  24
  Destitution – the character’s family fell into destitution.
  25
  Disappearance. A family member disappeared 1D10 years ago and character is on a quest to ﬁ nd them.
  26
  Discovery – character discovered, by accident, some long-lost lore, formula or piece of knowledge that various agencies 
  are now hunting.
  27–29
  Disease or Plague – character suffered disease or grave illness as a child.
  30
  Family Secret – the character’s family harbours a great secret.
  31
  Family Treasure – the character’s family are the custodians of a great treasure.
  32–35
  Father died or killed.
  36
  Feud and Romance. Character’s family has a long-standing feud with religious/trade/political rivals. Character has fallen 
  in love with son/daughter of the rival family/organisation – something which must be kept secret.
  37
  Feud. Character’s family has a long-standing feud with religious/trade/political rivals that has recently turned to 
  bloodshed.
  38
  Foundling – character was abandoned by birth parents and brought up by adoptive guardians.
  39–40
  Fraud – the character has been part of a fraud or scam: or the victim of one.
  41
  Fugitive – character gave secret help to a known fugitive. 
  42
  Gender Change – character was once a member of the opposite sex but changed to current gender through a curse or 
  powerful magic.
  43
  Identity change – the character has adopted a new identity for some reason.
  44
  Inadvertent Comments. Something the character did or said resulted in a ﬁ ght, battle or war. The remark or action was 
  innocent but the repercussions tragic.
  
  RQII Leshan Campaign Character Generation Guide
  15
  45–46
  Inheritance or Legacy Denied. Character has been cheated out of a huge legacy left by a parent or relative.
  47–48
  Inheritance or Legacy. Character is set to inherit a huge legacy from a parent or relative.
  49
  Kidnapped and/or indentured by a powerful sorcerer who needed an apprentice.
  50
  Kidnapped or press-ganged into military service.
  51
  Last Will. Character is on a quest to fulﬁ l the dying wish of a relative or loved one.
  52
  Local Coward. Well-known in local community for a particularly unheroic deed.
  53–54
  Local Hero. Well-known in local community for a particularly heroic deed.
  55–56
  Major Wound – character suffered a major wound as a child that leaves a permanent scar or other sign of injury.
  57
  Merchant Dynasty. Character is born into a powerful mercantile family or dynasty.
  58
  Met a great hero at a time when he or she was relatively unknown.
  59
  Met a villain at a time when he or she was relatively unknown.
  60
  Mistaken Identity – Case of mistaken identity resulted in a period of imprisonment or some other punishment.
  61–63
  Mother died or killed.
  64
  Mute. Character either born mute or struck mute later. Fluent sign language communicator.
  65
  Orphaned. The character lost both parents either through illness, an accident or some other tragedy.
  66–67
  Ostracised from family.
  68
  Penance. Character is undergoing penance for some insult or slight committed against someone in power or authority.
  69
  Personal Treasure – found a great treasure and hid it for safekeeping.
  70
  Physical deformity of a random location. No ill effects, as character has learned to adapt.
  71–72
  Pioneers. Family moved to a new country as settlers, refugees or pioneers.
  73
  Political Family. One parent is a high ranking political ofﬁ cial.
  74
  Prosperity – the character rises from destitution to great wealth.
  75
  Raised by a cult or monastic order.
  76
  Raised by a Guild or Military order.
  77
  Raised by distant relatives.
  78
  Raised by inhumans (trolls, for example, or dwarves).
  79
  Ran away to sea or to join a travelling troupe.
  80
  Religious Family. One parent is a high-ranking religious ofﬁ cial.
  81
  Sect or Cult. Discovered that family is part of a secret sect or cult and disagrees with their views. Trying to escape both 
  family and those who hunt them.
  82
  Shipwrecked or stranded as a youth and lived alone for several years before rescued or found.
  83
  Sidekick. Somehow the character has picked up a loyal companion or retainer. This does not make the companion a 
  welcome presence, necessarily, but the relationship has somehow endured over the years.
  84
  Slavery. Spent childhood and young adulthood as a slave before escaping or being freed.
  85
  Sole Survivor – family wiped out by some tragedy.
  86
  Sole survivor of a tragedy that wiped out the character’s entire settlement/community.
  87–88
  Squire – character indentured as a vassal or squire to a famous knight or warrior.
  89–90
  Twin. Character has a twin brother.
  91–92
  Twin. Character has a twin sister.
  93
  Visited by ghosts or spirits.
  94–95
  Well-travelled. The character either singly or with family/friends, has travelled widely.
  96
  Wicked Step-Parent. One parent died and the other remarried. The step-parent is cold, calculating and brutal towards 
  the character. A typical evil step-parent.
  97–98
  Roll again and take both events
  99–00
  Roll twice more and take all events
  1D100
  Event
  Work with the GM to determine the specifics of your background if needed.
  GM retains the right to veto or alter any results that don’t fit the setting.
  
  RQII Leshan Campaign Character Generation Guide
  16
  Purchase Additional Equipment.
  If your character needs additional equipment and 
  has funds from character creation, those items 
  may be purchased here.  Prices printed here do not 
  necessarily reflect prices to be found in individual 
  areas after the game begins.  These are simply for 
  outfitting purposes.
  Anything listed here may be purchased, regardless 
  of the character’s background, if they possess the 
  funds, since they have all at least recently arrived 
  in the city of Port Croslyn, where these items are 
  available.
  Monetary Breakdown:
  5 Lead Bits (LB) = 1 Copper Penny (CP)
  10 Copper Pennies = 1 Silver Piece (SP)
  20 Silver Pieces = 1 Gold Crown (GC)
  Clothing (prices are for undyed, see dyeing costs)
  Shirt, Linen . . . . . . . . . . . . . . . . . . . . . . . . . .2 cp
  Shirt, Silk . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 sp
  Shirt, Wool . . . . . . . . . . . . . . . . . . . . . . . . . . .5 cp
  Shirt, Cotton. . . . . . . . . . . . . . . . . . . . . . . . .15 cp
  Cloak, Linen. . . . . . . . . . . . . . . . . . . . . . . . . .8 cp
  Cloak, Silk . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 sp
  Cloak, Wool . . . . . . . . . . . . . . . . . . . . . . . . .15 cp
  Cloak, Cotton. . . . . . . . . . . . . . . . . . . . . . . .12 cp
  Cloak, Oilcloth. . . . . . . . . . . . . . . . . . . . . . . . 3 sp
  Cloak lining, silk . . . . . . . . . . . . . . . . . . . . . . 5 sp
  Coat, Linen. . . . . . . . . . . . . . . . . . . . . . . . . . . 2 sp
  Coat, Silk . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 sp
  Coat, Wool . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 sp
  Coat, Cotton. . . . . . . . . . . . . . . . . . . . . . . . .35 cp
  Coat, Oilcloth. . . . . . . . . . . . . . . . . . . . . . . .  6 sp
  Coat Lining, Silk . . . . . . . . . . . . . . . . . . . . . 10 sp
  Pants or Skirt, Linen . . . . . . . . . . . . . . . . . . .8 cp
  Pants or Skirt, Silk . . . . . . . . . . . . . . . . . . . . . 6 sp
  Pants or Skirt, Wool . . . . . . . . . . . . . . . . . . .15 cp
  Pants or Skirt, Cotton. . . . . . . . . . . . . . . . . . . 3 sp
  Dress or Robe, Plain, Linen. . . . . . . . . . . . .15 cp
  Dress or Robe, Plain, Silk . . . . . . . . . . . . . . 25 sp
  Dress or Robe, Plain, Wool . . . . . . . . . . . . . . 3 sp
  Dress or Robe, Plain, Cotton . . . . . . . . . . . . .5 cp
  Hat or Hood, Linen . . . . . . . . . . . . . . . . . . .  8 cp
  Hat or Hood, Silk. . . . . . . . . . . . . . . . . . . . .  5 sp
  Hat or Hood, Wool. . . . . . . . . . . . . . . . . . .  15 cp
  Hat or Hood, Cotton. . . . . . . . . . . . . . . . . . .25 cp
  Hat or Hood, Oilcloth . . . . . . . . . . . . . . . . . . 3 sp
  Gloves, Linen. . . . . . . . . . . . . . . . . . . . . . .  15 cp
  Gloves, Silk . . . . . . . . . . . . . . . . . . . . . . . . . . 6 sp
  Gloves, Wool . . . . . . . . . . . . . . . . . . . . . . .  25 cp
  Gloves, Cotton . . . . . . . . . . . . . . . . . . . . . .  35 cp
  Gloves, Padded Linen . . . . . . . . . . . . . . . .  25 cp
  Gloves, Soft Leather . . . . . . . . . . . . . . . . . .  2 sp
  Gloves, Thick Leather . . . . . . . . . . . . . . . .  50 sp
  Belt or Sash, Linen. . . . . . . . . . . . . . . . . . . .  4 cp
  Belt or Sash, Silk . . . . . . . . . . . . . . . . . . . . .  4 sp
  Belt or Sash, Wool . . . . . . . . . . . . . . . . . . . .  8 cp
  Belt or Sash, Cotton. . . . . . . . . . . . . . . . . .  15 cp
  Belt or Baldric, Leather . . . . . . . . . . . . . . .  25 cp
  Clothing Upgrades (per item)
  Fancy (adornments, embellishments) . . . . .+5 sp
  Dying (green, brown, gray, yellow). . . . . .+25 cp
  Dying (red, blue, emerald). . . . . . . . . . . . . .+8 sp
  Dying (purple, black, crimson) . . . . . . . . .+25 sp
  Footwear 
  Slippers, Linen. . . . . . . . . . . . . . . . . . . . . . . .5 cp
  Slippers, Silk . . . . . . . . . . . . . . . . . . . . . . . .  4 sp
  Slippers, Wool . . . . . . . . . . . . . . . . . . . . . .  12 cp
  Slippers, Cotton . . . . . . . . . . . . . . . . . . . . . .  8 cp
  Slippers, leather . . . . . . . . . . . . . . . . . . . . . .25 cp
  Shoes, Hard Leather. . . . . . . . . . . . . . . . . . .45 cp
  Shoes, Soft Leather . . . . . . . . . . . . . . . . . . .35 cp
  Sandals, Leather bindings . . . . . . . . . . . . . .25 cp
  Sandals, Linen bindings. . . . . . . . . . . . . . . . .5 cp
  Sandals, Silk bindings . . . . . . . . . . . . . . . . .75 cp
  Calf Boots, Hard Leather. . . . . . . . . . . . . . . 15 sp
  Calf Boots, Soft Leather . . . . . . . . . . . . . . .90 cp
  
  RQII Leshan Campaign Character Generation Guide
  17
  Armor
  Armor is priced by material and hit locations 
  covered. (legs and arms count as two locations 
  each).
  Armor Material 
  AP 
  Cost per Hit Location
  Soft Leather 
  1 
  50 sp
  Hard Leather 
  2 
  100 sp
  Quilted Linen 
  2 
  75 sp
  Ringmail 
  3 
  200 sp
  Scalemail 
  4 
  250 sp
  Chainmail 
  5 
  400 sp
  Plate 
  6 
  1,200 sp
  Common Armor Pieces and Materials
  Leg  and Abdomen Armor
  Pants or Trews 
  Soft Leather, Chainmail,
   
  Quilted
  Legs Only Armor
  Greaves  
  Hard Leather, Plate
  Leggings (chaps) 
  Soft Leather, Quilted, 
   
  Chainmail
  Abdomen Only
  Girdle 
  All Materials
  Skirt/Kilt 
  All Materials
  Chest And Abdomen
  Hauberk 
  Soft Leather, Ringmail,
   
  Scalemail, Chainmail
  Chest, Arms and Abdomen
  Coat 
  Soft Leather, Ringmail, 
   
  Scalemail, Chainmail
  Chest Only
  Breastplate 
  Hard Leather, Plate
  Byrnie 
  Soft Leather, Quilted,
   
  Ringmail, Chainmail
  Arms Only
  Sleeves 
  Soft Leather, Quilted,  
   
  Ringmail, Chainmail, Scalemail
  Vambraces 
  Hard Leather, Plate
   Head Only
  Coif or Hood 
  Soft Leather, Quilted
   
  Ringmail, Chainmail
  Helm or Cap 
  Soft Leather, Hard Leather,
   
  Quilted, Plate
  Note:  Soft and Hard leather used for armor are 
  much thicker than Soft and Hard leather used for 
  clothing (For example, Hard leather gloves are 
  the equivalent of soft leather Armor in thickness)
  
  RQII Leshan Campaign Character Generation Guide
  18
  Common Close Combat Weapons
  Main Gauche
  1D4
  –/11
  S
  S
  Bleed
  —
  6/7
  180 SP
  Military ﬂ ail
  1D10
  13/11
  L
  L
  Stun Location
  3
  4/10
  250 SP
  Military pick
  1D6+1
  11/5
  M
  M
  Stun Location, 
  Sunder
  3
  6/10
  180 SP
  Morningstar
  2D4
  9/9
  M
  S
  Stun Location
  2
  4/10
  150 SP
  Net
  1D4
  10/11
  S
  L
  Entangle
  3
  2/20
  200 SP
  Poleaxe
  1D8+2
  11/9
  L
  L
  Impale, Stun 
  Location, Sunder
  2
  6/10
  150 SP
  Poniard
  1D4
  –/7
  S
  S
  Bleed, Impale
  —
  4/5
  60 SP
  Quarterstaff
  1D8
  7/7
  M
  L
  Stun Location
  2
  4/8
  20 SP
  Rapier
  1D8
  7/13
  M
  L
  Impale
  1
  5/8
  100 SP
  Sabre
  1D6+1
  7/7
  M
  M
  Bleed, Impale
  1
  6/8
  225 SP
  Scimitar
  1D8
  7/11
  M
  M
  Bleed
  2
  6/10
  200 SP
  Shortspear
  1D8+1
  5/5
  M
  L
  Impale
  2
  4/5
  20 SP
  Shortsword
  1D6
  5/7
  M
  S
  Bleed, Impale
  1
  6/8
  100 SP
  Target
  1D6
  9/–
  L
  S
  Impale
  2
  4/12
  150 SP
  Trident
  1D8
  10/7
  M
  L
  Impale
  2
  4/10
  155 SP
  War sword
  1D8
  9/7
  M
  M
  Bleed, Impale
  2
  6/10
  175 SP
  1 This weapon may be set against a charge
  2 This weapon suffers no penalty when thrown
  3 This weapon may Parry ranged weapons
   Ranged Combat Weapons
  Just as close combat weapons are deﬁ ned by certain qualities, so 
  are ranged weapons.
  Category: The type of weapon this is. This is used as a basis for 
  Combat Styles.
  Damage Dice: The damage the weapon deals on a successful attack.
  ENC: The weight and bulk of the weapon. See page 59 for more 
  details on Encumbrance and its effects on characters.
  AP/HP: The Armour Points and Hit Points possessed by the 
  weapon. When Hit Points reach 0, the weapon is broken and 
  useless.
  Cost: The average cost in silver pieces to purchase this weapon.
  Ranged Combat Weapon Descriptions
  Arbalest: This is a metal-armed crossbow that when stood on its 
  Weapon
  Damage Dice
  STR/DEX
  Size
  Reach
  Combat Manoeuvres ENC
  AP/HP
  Cost
  Weapon
  Damage Dice
  STR/DEX
  Size
  Reach
  Combat Manoeuvres ENC
  AP/HP
  Cost
  Ball & chain
  1D6+1
  9/11
  M
  M
  Entangle, Stun 
  Location
  2
  6/8
  250 SP
  Battleaxe
  1D6+1
  1D8+1
  11/9
  9/9
  M
  M
  Bleed, Sunder (2H 
  only)
  1
  4/8
  100 SP
  Buckler
  1D3
  –/5
  M
  S
  —
  1
  6/8
  50 SP
  Chain
  1D4
  7/12
  M
  M
  Entangle
  1
  8/6
  10 SP
  Club
  1D6
  7/–
  M
  S
  Stun Location
  1
  4/4
  5 SP
  Dagger
  1D4+1
  –/–
  S
  S
  Bleed, Impale
  —
  6/8
  30 SP
  Dirk
  1D3+2
  –/–
  S
  S
  Bleed, Impale
  —
  6/6
  50 SP
  Falchion
  1D6+2
  7/9
  M
  M
  Bleed
  1
  6/10
  200 SP
  Garrotte
  1D2
  –/9
  S
  T
  —
  —
  1/2
  15 SP
  Great axe
  1D12+2
  13/9
  H
  L
  Bleed, Sunder
  2
  4/10
  125 SP
  Great club
  2D6
  12/9
  H
  L
  Stun Location
  3
  4/10
  50 SP
  Great hammer
  1D10+3
  11/9
  H
  L
  Stun Location, 
  Sunder
  3
  4/10
  250 SP
  Great sword
  2D8
  13/11
  H
  L
  Bleed, Impale, 
  Sunder
  4
  6/12
  300 SP
  Halberd
  1D8+2
  7/7
  L
  VL
  Entangle, Impale, 
  Sunder
  4
  4/10
  250 SP
  Hatchet
  1D6
  –/9
  S
  S
  Bleed
  1
  3/6
  25 SP
  Heater shield
  1D4
  9/–
  L
  S
  —
  2
  6/12
  150 SP
  Hoplite shield
  1D4
  11/–
  H
  S
  —
  3
  6/18
  300 SP
  Kite shield
  1D4
  13/–
  H
  S
  —
  3
  4/18
  300 SP
  Knife
  1D3
  –/–
  S
  S
  Bleed, Impale
  —
  5/4
  10 SP
  Lance
  1D10+2
  9/9
  H
  VL
  Impale, Sunder
  3
  4/10
  150 SP
  Longspear
  1D10+1
  5/5
  L
  VL
  Impale
  2
  4/10
  30 SP
  Longsword
  1D8
  1D10
  13/9
  9/9
  M
  L
  L
  L
  Bleed, Impale, 
  Sunder (2H only)
  2
  6/12
  250 SP
  Mace
  1D8
  7/7
  M
  S
  Stun Location
  1
  6/6
  100 SP
  
  RQII Leshan Campaign Character Generation Guide
  19
  Weapon
  Damage
  Damage 
  Modiﬁ er
  Range
  Load
  STR/DEX
  SIZ
  Combat 
  Manoeuvres
  ENC
  AP/HP
  Cost
  Arbalest
  1D12
  N
  180m
  4
  10/9
  E
  Impale, 
  Sunder
  3
  6/10
  500 SP
  Blowgun
   —
  N
  15m
  1
  –/9
  —
  Impale
  —
  1/4
  30 SP
  Bolas
  1D4
  Y
  15m
  — 
  –/9
  —
  Entangle
  —
  2/2
  10 SP
  Dagger
  1D4
  Y
  10m
  —
  –/9
  S
  Impale
  —
  4/6
  30 SP
  Dart
  1D4
  Y
  20m
  —
  –/9
  S
  Impale
  —
  2/1
  10 SP
  Discus
  1D4+1
  Y
  50m
  —
  –/9
  L
  Stun Location —
  2/3
  30 SP
  Hatchet
  1D6
  Y
  10m
  —
  7/11
  S
  Bleed
  1
  4/6
  25 SP
  Heavy crossbow
  1D10
  N
  150m
  3
  7/9
  H
  Impale, 
  Sunder
  2
  4/8
  350 SP
  Javelin
  1D8
  Y
  30m
  —
  5/9
  H
  Impale, Pin 
  Weapon 
  (Shield)
  1
  3/8
  20 SP
  Light crossbow
  1D8
  N
  100m
  2
  5/9
  L
  Impale
  1
  4/5
  150 SP
  Long bow
  1D8
  Y
  175m
  1
  13/11
  H
  Impale
  1
  4/7
  200 SP
  Net
   —
  N
  2.5m
  —
  10/11
  —
  Entangle
  3
  2/20
  200 SP
  Recurve bow
  1D8
  Y
  175m
  1
  13/11
  H
  Impale
  1
  4/8
  225 SP
  Short bow
  1D6
  Y
  80m
  1
  9/11
  L
  Impale
  1
  4/4
  75 SP
  Sling
  1D8
  Y
  200m
  1
  –/11
  L
  Stun Location —
  1/2
  5 SP
  Staff sling
  2D6
  Y
  100m
  3
  –/11
  H
  Stun Location 2
  3/6
  20 SP
  Trident
  1D8
  Y
  10m
  —
  10/7
  L
  Impale
  2
  4/10
  155 SP
  Weapon
  Damage
  Damage 
  Modiﬁ er
  Range
  Load
  STR/DEX
  SIZ
  Combat 
  Manoeuvres
  ENC
  AP/HP
  Cost
  Ranged Weapon Ammunition
  The following table lists speciﬁ c types of ammunition, how sturdy 
  they might be, whether they weigh enough to have an ENC score 
  and their cost. Please note that unless an entry has a (#) after its 
  name, the price listed is for a single item.
  Arbalest bolts: Made of metal-shod hardwood roughly as thick as 
  a man’s thumb, arbalest bolts are tipped with heavy metal heads 
  that resemble a stiletto or dagger. They use small ﬂ etching from 
  Arrow, Broadhead: While a normal arrow can cause quite a 
  wound, these arrows have a broad cutting surface which inﬂ ict 
  greater damage, at the expense of range. Using a broadhead arrow 
  reduces the distance it can be ﬁ red by 25% but inﬂ icts an extra 2 
  points of damage on unarmoured opponents.
  Arrow, Fishing: More of a tool than a weapon, the ﬁ shing arrow 
  is a thin-headed arrow that has a set of three small barbs facing 
  backwards to catch and hold a wriggling ﬁ sh. It also has almost 
  no ﬂ etching at all (it interferes with underwater propulsion) but 
  Common Ranged Combat Weapons
  Tent, 4 person This folding animal hide or fabric tent can be set up in just a few minutes 
  and will keep up to four human-sized people dry. It is not exceptionally 
  comfortable, which is why so many adventurers invest in good bedrolls 
  and warm clothing for long journeys.
  Barbarian, 
  Civilised, Nomad
  2
  10 SP
  Tent, 8 person Held up by ﬁ ve poles that must be securely driven into the ground, 
  this tent can be set up in just under an hour by two men. Once erected 
  properly, up to eight human-sized individuals can sleep inside without 
  fear from most normal weather conditions. 
  Barbarian, 
  Civilised, Nomad
  5
  50 SP
  Torch, 1 hour
  A torch has one end wrapped in cloth and dipped in pitch or a similar 
  ﬂ ammable substance. It can be lit with ﬂ int and tinder in one round 
  and will burn for one hour. A torch illuminates a three metre radius. If 
  used as a weapon, it is considered a club (wielded with a –10% penalty), 
  except that it does not inﬂ ict normal damage – instead, it inﬂ icts 1D4 
  ﬁ re damage and a fumble or critical hit will also extinguish the brand.
  All
  —
  4 CP
  Torch, 6 hour
  As for previous but treated with longer-lasting materials.
  All
  1
  8 CP
  Torch, 
  waterproof
  As for previous but the materials are treated with inﬂ ammable and water 
  dispelling chemicals so that, even when wet, the torch still lights. It will 
  not burn underwater, however.
  Barbarian, 
  Civilised, Nomad
  —
  2 SP
  Waterskin
  A lined bladder or sewn leather pouch designed to contain liquids, with 
  a wooden or bone spout at one end for pouring. A typical waterskin can 
  hold enough water to sustain an adventurer for two days but can also be 
  used to hold wine, poison or other liquids equally well.
  All
  1
  5 CP
  Wax, block
  Used for a variety of reasons in several professions, beeswax is much 
  like rope in that many adventurers ﬁ nd ways to put it to inventive use. 
  Thieves will press keys into it in order to make effective forgeries, mages 
  might need it to seal up potions or component bottles and so on.
  All
  1
  2 CP
  Writing kit
  The basic writing kit contains several vials of black ink, as well as brushes, 
  quills and pens used for calligraphy and scribing. The largest part of the 
  kit is a thin sheet of wood, the same dimensions as a piece of papyrus. 
  For an additional cost writing kits can also contain other coloured inks.
  Civilised
  1
  45 SP
  Item
  Description
  Cultures
  ENC
  Cost
   Mounts and  Beasts of Burden
  A good horse is a treasured possession; a good cow or ox can be every 
  bit as valuable, depending on how the owner makes his livelihood.
  Mounts and Beasts of Burden
  Animal
  Cost
  ENC Carried
  Ass/Mule
  125 SP
  30
  Donkey
  200 SP
  40
  Cart Horse
  250SP
  45
  Plough Horse
  400 SP
  70
  Poor Quality Riding Horse
  350 SP
  40
  Reasonable Quality Riding Horse
  400 SP
  50
  Good Quality Riding Horse
  450 SP
  60
  War Horse
  500 SP
  80
  Ox/Bison
  200 SP
  70
  Cow
  150 SP
  50
  Chickens (per half dozen)
  6 SP
  —
  Ducks (per half dozen)
  10 SP
  —
  Geese (per half dozen)
  15 SP
  —
  Pig
  50 SP
  25
  Goat
  50 SP
  25
  Falcon (or similar trained bird of prey) 400 SP
  —
  The normal amount the animal can carry without being overloaded 
  is given in the ENC Carried column. As for Adventurers, mounts 
  and beasts of burden can become overloaded if this ﬁ gure is 
  exceeded, suffering a –20% penalty to skill rolls and Fatigue tests. 
  No animal can carry more than double the ENC Carried value.
  Riding & Animal Supplies
  The Riding & Animal Supplies table shows a number of items 
  and supplies that characters could ﬁ nd very useful when dealing 
  with animals (like those found in the Beasts & Cohorts chapter 
  of this book), how much they weigh in ENC and their general 
  market cost.
   Transportation
  Whether owned or rented as needs see ﬁ t, basic transportation 
  (other than a mount or beast of burden) needs to be considered 
  when travelling long distance.
  Riding and Animal Supplies
  Bit & Bridle . . . . . . . . . . . . . . . .15 sp
  Crop . . . . . . . . . . . . . . . . . . . .15 sp
  Driver’s Whip . . . . . . . . . . . . . . .25 sp
  Falconer’s Kit . . . . . . . . . . . . . . .30 sp
  Saddle, Pack . . . . . . . . . . . . . . . .65 sp
  Saddle, War  . . . . . . . . . . . . . . . .90 sp
  Saddle Riding . . . . . . . . . . . . . . .60 sp
  Saddlebag . . . . . . . . . . . . . . . . .20 sp
  Shoes, Horse .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .10 sp
  Transport
  Cart.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .75 sp
  Wagon . . . . . . . . . . . . . . . . . . 300 sp
  
  RQII Leshan Campaign Character Generation Guide
  20
  When ﬁ red (preferably upward into the air) the arrow corkscrews 
  and emits a distinct and piercing wail that can be heard on a 
  clear day for up to ﬁ ve kilometres. If actually ﬁ red at a target, 
  the arrow has a –20% penalty to hit and will cause half damage 
  if successful. 
  Blowgun Darts: Blowgun darts are small, thin needles or stubby 
  miniature arrowheads that often have a tuft of down or cotton at 
  the end in order to catch the rush of air in a blowgun. They are not 
  designed to do damage but can deliver a single dose of poison to a 
  target quite easily – if the ﬁ rer can manage to bypass his armour, 
  of course.
  Crossbow Bolts: Simple and stout, bolts are miniature arrows 
  with smaller ﬂ etching designed to carry the bolt on existing force 
  rather than keep it aloft. They tend to have thinner, more compact 
  heads of metal on them to drive deeper with the impact but some 
  have the wider hunting heads commonly seen on arrows. Bolts 
  tend to be thicker than arrows and are purchased to ﬁ t a speciﬁ c 
  type of crossbow – wrist, light, medium or heavy.
  Sling Bullets: Stone or lead ovals that can reach surprising 
  speeds and accuracy when hurled by a skilled user. Bullets can be 
  retrieved rather easily and most can even be hammered or rolled 
  back into a usable shape with little effort (as lead becomes soft 
  when heated slightly). 
  Ranged Weapon Ammunition
  Ammunition
  AP/HP
  ENC
  Cost
  Arbalest bolts (10)
  1/2
  1
  5 SP
  Arrow, bodkin (10)
  1/1
  —
  1 SP
  Arrow, broadhead (10)
  1/1
  —
  2 SP
  Arrow, ﬁ shing
  1/2
  —
  2 CP
  Arrow, signal
  1/1
  —
  3 CP
  Arrow, wood-headed
  1/1
  —
  2 CP
  Blowgun darts (10)
  1/1
  —
  2 SP
  Crossbow bolts (10)
  1/1
  —
  2 SP
  Sling bullets (10)
  1/1
  —
  5 CP
  Using Ranged Weapons in Close Combat
  Just as close combat weapons are not designed to be thrown, so 
  most ranged weapons are not generally designed to be used in 
  close combat. Sometimes, however, adventurers will be left with 
  no option but to club someone with a crossbow butt or stab an 
  enemy with an arrow…
  If used in close combat, a projectile weapon or its ammunition is 
  usually treated as an improvised weapon. Use the most applicable 
  combat skill the Adventurer has but apply a –2 modiﬁ er to any 
  damage rolled, reﬂ ecting the inappropriate use of the weapon.
   Food &  Lodging
  Merchants, explorers and adventurers can rarely expect to sleep 
  in their own beds every night if, indeed, they possess homes. The 
  following therefore illustrate the cost of living for those who are 
  perpetually on the road.
  Ranged Weapon Ammunition
  The following table lists specific types of 
  ammunition, how sturdy they might be, whether 
  they weigh enough to have an ENC score and their 
  cost. Please note that unless an entry has a (#) after 
  its name, the price listed is for a single item.
  Arbalest bolts: Made of metal-shod hardwood 
  roughly as thick as a man’s thumb, arbalest bolts 
  are tipped with heavy metal heads that resemble a 
  stiletto or dagger. They use small fletching from
  waxy-feathered fowl and are remarkably accurate, 
  if only due to the sheer force with which they are 
  fired.
  Arrows, Bodkin: These arrows are the most 
  commonly used ammunition in RuneQuest. They 
  possess narrow spikes for points.
  While not as simple to make as sling bullets, they 
  are far more popular for their multiple utilities.
  Arrow, Broadhead: While a normal arrow can 
  cause quite a wound, these arrows have a broad 
  cutting surface which inflict greater damage, at 
  the expense of range. Using a broadhead arrow 
  reduces the distance it can be fired by 25% but 
  inflicts an extra 2 points of damage on unarmoured 
  opponents.
  Arrow, Fishing: More of a tool than a weapon, 
  the fishing arrow is a thin-headed arrow that has 
  a set of three small barbs facing backwards to 
  catch and hold a wriggling fish. It also has almost 
  no fletching at all (it interferes with underwater 
  propulsion) but rather a small metal ring onto 
  which cord or twine can be tied to retrieve a shot 
  fish. Using fishing arrows to catch fish grants a
  +10% bonus to Survival Skill Tests.
  Arrow, Signal: Not made for combat at all, 
  signal arrows have a hollow head bored out in 
  the same fashion as a shrilling whistle. When 
  fired (preferably upward into the air) the arrow 
  corkscrews and emits a distinct and piercing wail 
  that can be heard on a clear day for up to ten miles. 
  If actually fired at a target, the arrow has a –20% 
  penalty to hit and will cause half damage
  if successful.
  Blowgun Darts: Blowgun darts are small, thin 
  needles or stubby miniature arrowheads that often 
  have a tuft of down or cotton at the end in order to 
  catch the rush of air in a blowgun. They are not
  designed to do damage but can deliver a single 
  dose of poison to a target quite easily – if the firer 
  can manage to bypass his armour, of course.
  Crossbow Bolts: Simple and stout, bolts are 
  miniature arrows with smaller fletching designed 
  to carry the bolt on existing force rather than keep 
  it aloft. They tend to have thinner, more compact
  heads of metal on them to drive deeper with the 
  impact but some have the wider hunting heads 
  commonly seen on arrows. 
  Bolts tend to be thicker than arrows and are 
  purchased to fit a specific type of crossbow – 
  wrist, light, medium or heavy.
  Sling Bullets: Stone or lead ovals that can reach 
  surprising speeds and accuracy when hurled by 
  a skilled user. Bullets can be retrieved rather 
  easily and most can even be hammered or rolled 
  back into a usable shape with little effort (as lead 
  becomes soft when heated slightly).
  
  RQII Leshan Campaign Character Generation Guide
  21
  Uncommon, Magical and Ancient 
  Languages
  These languages are typically only known to 
  scholars and/or sorcerers
  Korish  
  Ancient precursor of Corycc
  Aubaric 
   
  considered the root of all 
  other languages, possibly the language of the gods 
  themselves.
  Draconian 
  purported to be the language 
  spoken by Dragons, if anyone were around who 
  had spoken with one
  High Ady 
  The language of the ruling priest 
  class of the Caliphate of  Ady
  Fae 
  The language of creatures of Faerie
  Gromosh    The language of the element of Earth
  Pyranis       The language of the element of fire
  Aqashi     The language of the element of water
  Aevarish    The language of the element of air
  Talarai       Ancient language of the precursors of 
  the Tarant civilization
  Nagashi     Ancient language purported to be the 
  tongue of the legendary serpent-folk
  Aesarian   Supposedly the language of the Giants 
  reputed to live in the Northern Frosts
  Common Regional Languages
  Language 
  Native to:
  Corycc 
  Leshan, Empire of Coryll, 
   
  Sahabrai, Wayla
  Njordic 
  Njorden, Bullash
  Clybar (Njordic Dialect -15 penalty) 
  Clybari
  Raskani 
  Raskan, 
   
  Some Northern Steppes Tribes
  Qualish 
  Qual
  Lakarsi 
  Clest, Djarr, Artagili, 
   
  Formasai, Baalbekis
  Itarian 
  Itari
  Malosian 
  Malosia
  Orgari  
  Various dialects spoken 
   
  by tribes in Orgara Jungles 
   
  (-5 to -10 penalty between tribes)
  Adysi 
  Caliphate of Ady, Adysan Nomads
  Yarli (Lakarsi dialect -10 penalty) 
  Yarlan Tribes
  Taranti 
  Tarant
  Vuldaran 
  Vuldari Empire
  Graelish (Various dialects between
  tribes -5 to -10 penalty) 
  Graelor
  Horbani 
  Horban Archipelago
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Runequest 2 (Mongoose)/RuneQuest II - Leshan Campaign Character Generation.pdf