TEXT: Færie Tales  
  & Folklore 
  A Roleplayer’s Guide to the 
  Mythological Earth 
  Morgan Tilden Corey
  X
  C
  W
  
  ”Lo I the man, whose Muse whilome did maske, 
  As time her taught, in lowly Shepheards weeds, 
  Am now enforﬆ a far unﬁtter taske, 
  For trumpets ﬆerne to chaunge mine Oaten reeds, 
  And sing of Knights and Ladies gentle deeds;  
  Whose prayses having slept in silence long, 
  Me, all too meane, the sacred Muse areeds 
  To blazon broade emongﬆ her learned throng: 
  Fierce warres and faithfull loves shall moralize my song. 
  Helpe then, O holy Virgin chiefe of nine 
  Thy weaker Novice to performe thy will; 
  Lay forth out of thine everlaﬆing scryne 
  The antique rolles, which there lye hidden ﬆill, 
  Of Færie knights and faireﬆ Tanaquill, 
  Whom that moﬆ noble Briton Prince so long 
  Sought through the world, and suﬀered so much ill, 
  That I muﬆ rue his undeserved wrong: 
  O helpe thou my weake wit, and sharpen my dull tong. 
  And thou moﬆ dreaded impe of higheﬆ Jove, 
  Faire Venus sonne, that with thy cruell dart 
  At that good knight so cunningly didﬆ rove, 
  That glorious ﬁre it kindled in his hart, 
  Lay now thy deadly Heben bow apart, 
  And with thy mother milde come to mine ayde; 
  Come both, and with you bring triumphant Mart, 
  In loves and gentle jollities arrayd, 
  Aﬅer his murdrous spoiles and bloudy rage allayd.” 
  The Færie Quenne - Edmund Spenser, 1590
  
  Færie Tales & Folklore 
  A Roleplayer’s Guide to the Mythological Earth 
  By Morgan Tilden Corey
  
  The contents of this tome are dedicated to my son, Revan 
  Tilden Lee Corey. I can only hope that through these pages, 
  he may come to know more about his highly peculiar, if not 
  completely daﬅ father.
  
  Table of Contents I: 
  Warning* 
   
   
   
   
  1 
  Foreward* 
   
   
   
   
  2 
  The Beginning* 
   
   
   
  3 
  • Polyhedral Nomenclature 
   
   
  3 
  • A Glossary of Terminology  
   
  4 
  • An Inspection of Troop Types 
   
  7 
  • Democracy & Rule Zero 
   
   
  8 
  Three Methods of Play* 
   
   
  9 
  • The War Game 
   
   
   
  9 
  • The Narrative Tale  
   
   
  10 
  • Cooperative Narration 
   
   
  11 
  • Additional Materials  
   
   
  13 
  • A Note About Research 
   
   
  14 
  The Dramatis Personæ* 
   
   
  19 
  The Six Attributes*  
   
   
  20 
  • Strength 
   
   
   
   
  20 
  • Intelligence  
   
   
   
  21 
  • Wisdom 
   
   
   
   
  21 
  • Dexterity  
   
   
   
  21 
  • Conﬆitution 
   
   
   
  22 
  • Charisma  
   
   
   
  22 
  • Experience Bonus 
   
   
   
  23 
  • Attribute Checks & Saves  
   
  23 
  The Lineages* 
   
   
   
  25 
  • Common Men 
   
   
   
  29 
  • High Men  
   
   
   
  30 
  • Low Men  
   
   
   
  34 
  The Classes*  
   
   
   
  38 
  • Fighting-men 
   
   
   
  41 
  • Magic-Users 
   
   
   
  45 
  • Sneak-Thieves 
   
   
   
  49 
  Færie Tales & Folklore
  
  Table of Contents II: 
  Hits, Injury, & Death* 
   
   
  53 
  • Convalescence & Healing 
   
   
  54 
  • Death & Retirement 
   
   
  54 
  • Maiming, A Death Option  
   
  56 
  The Origin Story* 
   
   
   
  58 
  • Cultural Upbringing  
   
   
  58 
  • Professions & Backgrounds  
   
  59 
  • Business & Income  
   
   
  62 
  • Knacks & Knowledges 
   
   
  63 
  • The Details 
   
   
   
  64 
  • The Introduction Line 
   
   
  66 
  • Notes on Skills & Attribute Checks  
  67 
  • Accumulation of Experience  
   
  69 
  Talents 
   
   
   
   
  70 
  • Basic Talents 
   
   
   
  70 
  • Standard Talents 
   
   
   
  71 
  • Expert Talents 
   
   
   
  72 
  • Maﬆery Talents 
   
   
   
  73 
  The Beneﬁts of Virtue & Vice  
   
  74 
  • The Review 
   
   
   
  75 
  • Story Beneﬁts 
   
   
   
  75 
  The Random Lives of People  
   
  78 
  • Deﬁning Events 
   
   
   
  84 
  • Writing the Tale  
   
   
  89 
  Magic & Miracles 
   
   
   
  95 
  • Spell Caﬆing* 
   
   
   
  95 
  • Learning New Spells 
   
   
  99 
  • Grimoire of Spells & Incantations 
   
  100 
  • Miracles*  
   
   
   
  132 
  • Spontaneous Magic*  
   
   
  136 
  • Magical Laws* 
   
   
   
  146 
  Færie Tales & Folklore
  
  Table of Contents III: 
  • Hybrid Magic-Users  
   
   
  147 
  • Magical Research  
   
   
  149 
  Expanded Caﬆing Options 
   
   
  150 
  • Magical Correspondence 
   
   
  153 
  Note: Prejudice & Magic* 
   
   
  168 
  Economics & The Adventurer* 
   
  173 
  Gear, Holdings, & Property*  
   
  175 
  • Quality & Workmanship 
   
   
  185 
  • Damage & Deﬆruction of Items 
   
  187 
  • Encumbrance, Weight, & Movement  
  187 
  • Hirelings & Salaries 
   
   
  191 
  • Loyal Followers & Henchmen 
   
  195 
  • Deeds & Properties  
   
   
  195 
  Treasure & Wondrous Items  
   
  201 
  • Potions 
   
   
   
   
  203 
  • Potions & Alchemy  
   
   
  206 
  • Scrolls 
   
   
   
   
  206 
  • Protection Scroll Descriptions  
   
  209 
  • Spell Scrolls & The Magical Mishap  
  209 
  • Magic Arms & Armor 
   
   
  210 
  • Cursed Arms & Armor 
   
   
  212 
  • Magical Armor 
   
   
   
  213 
  • Magical Weapons  
   
   
  213 
  • Missile Weapons & Their Missiles 
   
  214 
  • Additional Weapon Abilities  
   
  215 
  • Unusual Armor & Shields 
   
   
  217 
  • Unusual Weapons  
   
   
  220 
  • Other Items of Magic 
   
   
  224 
  • Lesser Rings 
   
   
   
  224 
  • Greater Rings 
   
   
   
  225 
  • Lesser Wands 
   
   
   
  229 
  Færie Tales & Folklore
  
  Table of Contents IV: 
  • Greater Wands 
   
   
   
  230 
  • Magical Staves 
   
   
   
  231 
  • Miscellaneous Magic Items 
   
   
  236 
  • Cursed Items 
   
   
   
  249 
  • Creating Magical Items 
   
   
  251 
  • Artifacts & Relics  
   
   
  251 
  The Quirks of Enchantment  
   
  253 
  • A Tale of Two Quirks 
   
   
  253 
  • Cuﬆomized Quirks  
   
   
  256 
  Exploration & The Wilds* 
   
   
  261 
  • Traveling the Map  
   
   
  261 
  • Movement of Individuals & Units 
   
  264 
  • Fortiﬁcations & Ruins 
   
   
  267 
  • Encounters in the Wilds 
   
   
  270 
  • Hazards of the World 
   
   
  277 
  • Weather 
   
   
   
   
  278 
  The Otherworld* 
   
   
   
  280 
  • The Veil  
   
   
   
  280 
  • The Otherworldly Realms 
   
   
  282 
  • As Above, So Below 
   
   
  286 
  • Otherworldly Threats 
   
   
  286 
  • Otherworldly Considerations  
   
  288 
  • Intoxication, Near Death, & The Veil 
  289 
  What Lies Beneath 
   
   
   
  290 
  • Abandon Hope 
   
   
   
  290 
  • Filling the Void 
   
   
   
  297 
  • Residential Hazards  
   
   
  204 
  • Notes from the Underground  
   
  310 
  The Rules of Engagement 
   
   
  315 
  • Move & Counter Move* 
   
   
  315 
  • Simultaneous Move*  
   
   
  316 
  Færie Tales & Folklore
  
  Table of Contents V: 
  • A Note on Initiative 
   
   
  317 
  • Movement & Terrain* 
   
   
  317 
  • Facing & Formation 
   
   
  318 
  • Missile Fire* 
   
   
   
  319 
  • Melee Engagements*  
   
   
  325 
  • Fatigue 
   
   
   
   
  328 
  • Morale* 
   
   
   
   
  329 
  • Taking Prisoners 
   
   
   
  332 
  • Single Combat* 
   
   
   
  333 
  • Duels & Jouﬆing  
   
   
  348 
  • Unarmed Combat*  
   
   
  355 
  • Artillery Fire 
   
   
   
  356 
  • The Siege  
   
   
   
  359 
  • Air Battles  
   
   
   
  363 
  • Naval Battles 
   
   
   
  366 
  All Creatures Great & Small  
   
  377 
  • Creature Entries 
   
   
   
  377 
  • Animals of the World 
   
   
  379 
  • Men & Women of the World 
   
  392 
  • Great Beaﬆs of the World  
   
  404 
  • Skin-Changers of the World  
   
  416 
  • Known Eaters-of-Men 
   
   
  422 
  • Giants of the World 
   
   
  430 
  • Dragons of the World 
   
   
  436 
  • Animated Objects of the World 
   
  443 
  • Walking Corpses of the World 
   
  448 
  • Spirits of the Otherworld 
   
   
  454 
  Creature Quick Stats*  
   
   
  479 
  • The Legend 
   
   
   
  479 
  Creature Experience Values* 
   
   
  491 
  Random Creatures 
   
   
   
  493 
  Færie Tales & Folklore
  
  Table of Contents VI: 
  • Physical Form & Movement  
   
  493 
  • Combat & Fighting Ability  
   
  496 
  • Additional Abilities & Weaknesses 
   
  498 
  • Putting the Pieces Together  
   
  501 
  The Villain*  
   
   
   
  502 
  • Character Villains  
   
   
  502 
  • Creature Villains 
   
   
   
  504 
  • What’s My Motivation? 
   
   
  505 
  • Frequency & Magnitude 
   
   
  506 
  • The Odious Malediction of Cursing  
  508 
  The Mythic Earth*  
   
   
  517 
  • The Otherworld 
   
   
   
  517 
  • The Mundane & The Otherworldly  
  522 
  • Culture & The Otherworld  
   
  528 
  The Great Literary Works 
   
   
  530 
  • Shutur Eli Sharri, 2100 BCE 
   
  530 
  • Odysseia, 1188 BCE 
   
   
  534 
  • The Execution of a Spirit, 33 CE  
  539 
  • Mabinogion, 480 CE 
   
   
  540 
  • Kitãb ‘Alf Layla Wa-Laylã, 600 CE 
  544 
  • The Kalevala, 850 CE 
   
   
  549 
  • Shui Hu Zhuan, 1110 CE  
   
  552 
  • Popol Vuh, 1225 CE 
   
   
  557 
  • A Hiﬆory of the Pyrates, 1690 CE  
  561 
  • The Michelson-Morley Experiment, 1887 CE 566 
  • Dracula, 1897 CE  
   
   
  567 
  • Peter and Wendy, 1911 CE  
   
  577 
  Other Mythic Works  
   
   
  581 
  • Rw Nw Prt M Hrw, 2613 CE 
   
  581 
  • Rãmãyanam, 650 BCE 
   
   
  583 
  • The Aesopica, 564 BCE 
   
   
  584 
  Færie Tales & Folklore
  
  Table of Contents VII: 
  • Táin Bó Cúailgne, 20 BCE  
   
  587 
  • Alethe Diegemata, 150 CE  
   
  588 
  • La Chanson de Roland, 778 CE 
   
  591 
  • Genji Monogatari, 975 CE  
   
  592 
  • Poetic Edda, 1275 CE 
   
   
  593 
  • Divina Commedia, 1300 CE  
   
  597 
  • Don Quixote, 1581 CE 
   
   
  599 
  • The Crucible, 1692 CE 
   
   
  600 
  • Frankenﬆein, 1818 CE 
   
   
  601 
  • Additional Plot Points & Themes 
   
  602 
  • Setting & Era Notes 
   
   
  606 
  Random Realms & Worlds*  
   
  607 
  • Features of Intereﬆ  
   
   
  610 
  • Civilization, Life, & Population 
   
  615 
  • Setting the Stage 
   
   
   
  618 
  Armaments of the World 
   
   
  623 
  Archetypes of Mythology 
   
   
  625 
  • Archetypes by Lineage 
   
   
  626 
  Example of Play & Scenario  
   
  634 
  • Background  
   
   
   
  634 
  • Setup 
   
   
   
   
  635 
  • The Conditions of Victory  
   
  637 
  • The Session Text  
   
   
  638 
  • Final Bits  
   
   
   
  650 
  Bibliography  
   
   
   
  662 
  * Read these whole sections or individual sub-sections first. 
  Færie Tales & Folklore
  
  A Labor of Love… 
  Without a nearly impossible group of friends, acquaintances, 
  and perfect ﬆrangers, I would have never had the chance, nor 
  the fortitude to ﬁnish this little tome. I am very grateful to 
  my critics who helped improve the work, those who guided 
  me through improving its layout and production, and to those 
  online who helped me edit the blaﬆed thing! 
  Inspiration: Alexander Nikolayevich Afanasyev, Alexandre 
  Dumas, Edmund Spenser, Elias Lönnrot, Frank Herbert, 
  Gaius Plinius Secundus, George Lucas, Gruﬀudd ap Arthur, 
  Hazãr Afsãn, Homéros, Jacob & Wilhelm Grimm, The 
  Lebor Gabála Érenn, Lucian of Samosata, Õ no Yasumaro, 
  Snorri Sturluson, Taliesin, Valmiki, Vyasa, Sir Walter Scott, 
  W.B. Yates, Wú Chéng’en, Xu Zheng 
  Special Thanks: Gary Gygax, Jeﬀ Perren, Dave Arneson, 
  Matthew J. Finch, James M. Spahn, Ryan J. Thompson, 
  Ron Ray Cuﬆer, Douglas Corey, Revan Corey, Roberta F. 
  Corey, A. Stanley Corey, Karina Ates, Henry “Hank” 
  Bernard Wesselman PhD., along with Google and Wikipedia 
  for simplifying the research. 
  To All the Gamers I Have Loved Before: David “The 
  Babbling Hobbit” Grossman, Joel “The Sleepless” Strauss, 
  Joshua “Stumpy” Ruppert, Theodore “Wash Your Hands” 
  Roberts, Tai “Tells Tales” Freligh, Luke “Use the Force” 
  George, Emily “Miss Cellaneous” Autumn, Chris “Um… I 
  Kill Him” Chaﬆain, Jason “The Unnamed Soldier” Thomas, 
  Gabriel “Hold My Blue Milk” Hugueley, and Dave “I Gets 
  to Rip His Arms Oﬀ” Dodge. For those no longer with us, 
  I miss you deeply.
  Færie Tales & Folklore
  
  [  ]
  1
  Warning 
  This game deals with topics some may ﬁnd diﬃcult. For all 
  potential readers, I urge you to consider a few points before 
  going forward. If any of these are a bother to you, your 
  morality, or your sensibilities, I would simply ask you to put 
  this volume down with haﬆe and not look back, Leﬆ ye be 
  turned to salt! 
  The following is a liﬆ of possibly contentious ideas which are 
  raised within these pages. 
  • Atheism. Færie Tales & Folklore makes the assumption 
  that there are no actual gods. Rather, the Earth and her 
  common men have been exploited by spirits for greater 
  temporal control since man rose from the great primates. 
  Care has been taken not to be directly insulting to the 
  modern faiths of men beyond this view. The lack of deities 
  is an important theme within the presented setting. 
  • Dark Magic. The world presented herein is rife with both 
  benevolent and malevolent magical forces. Some of what is 
  presented ventures into the religious sacriﬁce of animals or 
  men, and is thus inappropriate for a younger audience. 
  • Intoxication. Drugs and their eﬀects are detailed within. It 
  is a portion of human life throughout hiﬆory and in the 
  world of Færie Tales & Folklore, there is even purpose 
  for intoxication. As with “dark magic" above, some of the 
  material is intended for an adult audience. 
  • Violence. This game is built upon the core of a hiﬆorical 
  war gaming engine thus, battle and nearly all other forms 
  of violence are likely to appear within. There are many 
  syﬆems that focus less on combat, this is not one. 
  • Gender Reference. In moﬆ places, the terms man or men 
  have been used as the common term for people. This was 
  done for hiﬆorical reasons, the intent was not to oﬀend.
  Færie Tales & Folklore
  
  [  ]
  2
  Foreword 
  Within these pages are a set of rules used to play a game. As 
  with many games of its type, this game seeks to accomplish a 
  seemingly impossible task, it has tried to make sense of the 
  fantaﬆic. If one follows the rules and guidelines presented, it 
  is possible to engage in a proper, ordered foray of mythical 
  proportion. In truth, the rules of this game are equally likely 
  to seem rather daﬅ. 
  Drawing inspiration from early fantasy roleplaying games, as 
  well as miniature war gaming, these rules can be complex and 
  oﬅen subjective. There are ample tables and neﬆed syﬆems to 
  ﬁll a wide range of needs. Furthermore, almoﬆ any aspect of 
  the game can be randomized and thus utilized swiﬅly in times 
  of limited preparation. However, all of these rules and syﬆems 
  are not an end themselves, they are a means to an end. 
  Færie Tales & Folklore was created to explore the hiﬆorical 
  and mythological traditions of our collective anceﬆry. It seeks 
  to utilize the ubiquitous nature of either topic to conjure forth 
  an immediately underﬆandable setting. Many of the tales from 
  these hiﬆoric and mythic ﬆories occurred in places near where 
  we live, or they can be viewed in photographs and video. We 
  can perform exhauﬆive searches and ﬆudies on all matters of 
  our paﬆ. Each of these tools aids in our ability to visualize, 
  and thus relate to both our hiﬆory, as well as the ﬆories that 
  shall be told through playing this game. 
  Our hiﬆory and mythology is equal, if not greater, in scope 
  and majeﬆy then the beﬆ of modern ﬁction. Such tales have 
  oﬅen shaped our deepeﬆ thoughts and values. In earlier days 
  we would gather around ﬁres or within dingy taverns to tell 
  such tales. This volume hopes to rekindle this tradition, as the 
  true purpose of moﬆ games, is to bring people together.
  Færie Tales & Folklore
  
  [  ]
  3
  The Beginning 
  Færie Tales & Folklore is a set of rules intended to provide 
  a group of players the ability to simulate battles of hiﬆorical 
  fantasy and engage in narrative roleplaying within a hiﬆorical 
  fantasy setting. If you have played either type of game prior 
  to this, many of the rules contained herein should be of a 
  familiar tone. 
  If you are not familiar with playing either type of game, one 
  of the ﬁrﬆ things to eﬆablish is a working vocabulary of the 
  common vernacular such games use. 
  Polyhedral Nomenclature 
  As with many similar games, Færie Tales & Folklore makes 
  use of a variety of unusual die and other methods of random 
  number generation. 
  D2: If a roll requires a d2, simply ﬂip a coin. Heads equals 
  1 and tails equals 2. This is used for rolls againﬆ even odds. 
  D3: The easieﬆ way to roll a d3 is to use a ﬆandard six-
  sided dice and treat 1-2 as 1; 3-4 as 2; and 5-6 as 3. 
  D4: A four-sided die which resembles a small pyramid. If 
  rolled, the same number at the top of the three upright faces. 
  This number is the result. 
  D6: A ﬆandard cubic random number generator. 
  D8: A die composed of two pyramids set bottom to bottom. 
  D10: An unusually shaped die, labeled from 0-9. The 0 is 
  commonly be read as a 10. 
  Færie Tales & Folklore
  
  [  ]
  4
  D12: A larger die composed of pentagon faces. 
  D20: One of the moﬆ commonly used die types in the rules. 
  A d20 is a larger die with triangular faces. 
  D100: A less commonly used “die”. The d100 actually uses 
  two d10s rolled in tandem. When rolled one die serves as the 
  tens and one die the ones of a two digit number. If both dice 
  read “0” then the result is a 100. Some d10s are numbered 
  to be either the tens or ones place, in other cases a player is 
  required to ﬆate before the roll which is to serve which place. 
  Note: If a number liﬆed before a die type, such as 3d6, roll 
  that number of the liﬆed die type. 
  A Glossary of Terminology 
  These terms appear frequently within the rules, and should be 
  underﬆood before continuing. 
  Adventure: When playing a narrative ﬆyle game, the current 
  queﬆ or long term objective is oﬅen called an adventure. An 
  adventure may oﬅen span more than a single session of game 
  play (such as an evening’s gathering). 
  Attribute: The quantiﬁcation of a character’s natural ability 
  in one of six main areas. Attributes measure such factors as: 
  quickness, endurance, likability, mental acuity, etc. 
  Campaign: A series of linked adventures. A campaign spans 
  a large number of game sessions and is likely to occur over 
  the course of months, or years. The campaign is the largeﬆ 
  adventuring format used in roleplaying. 
  Færie Tales & Folklore
  
  [  ]
  5
  Character: The dramatis personæ a player takes to be their 
  representation in the game world. A character almoﬆ always 
  has a real person making its choices. 
  Class: The term class can have multiple meanings in Færie 
  Tales & Folklore. It can refer to a character’s function (such 
  as ﬁghting-man or magic-user). It may also pertain to relative 
  combat ability (such as a light footman or medium horseman). 
  It could also refer to armor or weapon class. 
  Combat Roll: A d20 roll used to determine the success of 
  an attack. If a player is allowed an additional die, it can be 
  seen as an additional attack or a more powerful single attack 
  depending upon the situation or narration. 
  Company: A small group of private adventurers, mercenaries 
  or soldiers. This term is commonly used during war games. 
  Creature: Animals, monﬆrous beaﬆs, and spirits are both 
  examples of creatures within the game. Otherworldly creatures 
  are encountered less oﬅen during play then animals or men. 
  Engagement: A single battle, usually of a grand scale. 
  Experience (XP): An abﬆract measurement used to gauge a 
  characters advancement toward greater skill. 
  Hits: A numeric value indicating the total punishment a given 
  character or creature is able to withﬆand before it gives in to 
  unconsciousness and eventually death. 
  Level: This term generally refers to the acquired abilities of 
  a character. Level is improved through acquiring experience. 
  Færie Tales & Folklore
  
  [  ]
  6
  Non-Player Character (or NPC): A character, encountered 
  commonly in narrative games, who would usually be controlled 
  by a player but is inﬆead guided by whoever is acting as the 
  narrator. A non-player character is oﬅen used to advance the 
  narrative or act as an information source. 
  Narrative Play: A ﬆyle of war gaming where some form of 
  ongoing ﬆory ties the adventures and game sessions together. 
  Narrative play is commonly referred to as roleplaying. Each 
  player is responsible for narrating all actions or reactions their 
  character makes. 
  Party: Similar to a company, though more oﬅen used during 
  roleplaying sessions or cooperative narration. 
  Save: One or more ability checks made to determine if a 
  character suﬀers an unfortunate fate. A save oﬅen precedes a 
  dangerous or unpleasant eﬀect. 
  Scale: The scale of the game varies depending upon where a 
  scene occurs. Outdoors, 1 hex equals 5 miles and in combat 
  1” is equal to 10 yards. Indoors, or in other conﬁned spaces, 
  1” equals 10 feet. 
  Turn: A turn in relation to game time is equal to: 1 minute 
  in combat; 10 minutes in interior movement and exploration; 
  or 1 day in overland and sea travel. 
  Unit: This represents a group of soldiers or other, less skilled 
  troops. A unit generally functions as a single entity. 
  War Game: A game format oﬅen devoid of narration used to 
  simulate large engagements within a predeﬁned setting. 
  Færie Tales & Folklore
  
  [  ]
  7
  An Inspection of Troop Types 
  There are several diﬀerent troop & unit types that are oﬅen 
  mentioned within the rules. These types or classes of unit are: 
  light, heavy and armored footmen; as well as light, medium 
  and heavy horsemen. The name denotes certain equipment and 
  thus the eﬀectiveness of a given troop or unit. Each of these 
  troops or units is detailed below. A horseman cannot use long 
  bows or heavy crossbows. 
  Light Footman: A light footman dons no greater than 
  leather armor and bears no shield. Weaponry is likely to 
  consiﬆ of: hand axes, swords or spears. 
  Heavy Footman: A heavy footman dons leather and bears a 
  shield, or wears mail without the aid of a shield. Weaponry is 
  commonly: battle axes, pole weapons or great swords. 
  Armored Footman: An armored footman dons chain or plate 
  and bears a shield. Weaponry is likely a combination of arms 
  common to both light and heavy footman. 
  Light Horseman: A light horseman rides upon a riding 
  horse, which is either unarmored or bears only simple padded 
  barding. The rider is commonly equipped as a light footman. 
  Medium Horseman: A medium horseman rides upon a light 
  warhorse, that bears either leather or mail barding. The rider 
  is commonly equipped as a medium footman. 
  Heavy Horseman: A heavy horseman rides upon a heavy 
  warhorse, bearing mail or plate barding. The rider is oﬅen 
  equipped as either an armored or heavy footman. 
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  8
  Democracy & Rule Zero 
  The rules of any game can be modiﬁed. Aﬅer all, the players 
  are simply playing a game. However, maintaining a sense of 
  fair play is very important in any game, especially so in such 
  games of imagination as fantasy war gaming and roleplaying. 
  In many roleplaying games, there is a rule oﬅen referred to as 
  Rule Zero. This rule ﬆates that the rules of the game may 
  be modiﬁed as the referee or narrator sees ﬁt. In Færie Tales 
  & Folklore, this is handled a bit diﬀerently. 
  Narrative Democracy: In a narrative ﬆyle game, changes of 
  little eﬀect on the game’s ﬆructure, such as a spell conjuring 
  smoke inﬆead of miﬆ, are of no consequence and can be made 
  without much ado. Any alteration that can make a noticeable 
  change to the ﬆructure of the rules, even if subtle, should be 
  put to a vote of all the players. In such situations, all players 
  muﬆ be unanimous in their opposition to a change suggeﬆed 
  by the player acting as the narrator or referee. 
  The War Council: In a war game match, the use of a vote 
  is very similar to that of narrative democracy. The only real 
  diﬀerence is any rules modiﬁcation of consequence only requires 
  a majority to be allowed for the span of the current session. 
  Enjoy the Game: Keep in mind, a game is intended to be 
  fun and enjoyable. When it ceases to be either, it can become 
  tedious for the players (if not downright irritating). Such 
  situations should be avoided. If certain rules are causing true 
  duress in a group of players, amend the rules to avoid the 
  conﬂicts. When changes made lead to later issues, you can 
  always rollback the change. The players of Færie Tales & 
  Folklore should not allow the rules to deﬆroy their enjoyment 
  of the game, nor cause undue conﬂict. 
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  9
  Three Methods of Play 
  The game of Færie Tales & Folklore is ﬆructured for three 
  basic ﬆyles of play. Firﬆ is to use the rules as a syﬆem for 
  simple war gaming. Second is to use these rules for a more 
  ﬆory-driven ﬆyle of narrative roleplaying. Third is a form of 
  cooperative ﬆorytelling/world building, where all players take 
  turns acting as narrator or referee. Each ﬆyle of play receives 
  greater detail below. 
  The War Game 
  This is the moﬆ simpliﬆic use of the rules provided, and they 
  oﬅen require the leaﬆ preparation. Players in this game format 
  compete in simulations of hiﬆorical fantasy battles, and an 
  ongoing narrative is not required to ﬆage the conﬂict. In such 
  games, simply follow the pertinent rules in a given situation 
  and play the simulation through to its end. 
  Player Weighted: The biggeﬆ diﬃculty in a war game is 
  that all the players should have a reasonable underﬆanding of 
  the rules. A new player can be guided through a game session 
  by another player to familiarize them with the rules, though 
  this should not become common. 
  Setup: Players settle on a total value of units involved in the 
  battle, as well as a map upon which the battle takes place. 
  Aﬅer this is decided, the units are placed upon the map by 
  the players, in an ordered and reasoned way. All of a player’s 
  characters, creatures, and units muﬆ be placed before the 
  battle begins. At this point, simply follow the “Rules of 
  Engagement” to the conclusion of the conﬂict. In a classic 
  war game there is no character evolution as they are chosen 
  from the beginning based on their value. 
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  10
  The Narrative Tale 
  This type of game is what moﬆ refer to as roleplaying, and 
  it is the basis of many games which followed the creation of 
  the genre in the mid to late 1970s. In a narrative ﬆyle 
  game, a player creates a speciﬁc alter ego or character who is 
  their avatar in the tale being told. One player takes the role 
  of the narrator or referee, and begins to tell the players a 
  ﬆory. The players react to the tale being told and the cycle 
  continues for the life of the campaign. 
  The Referee’s Role: In narrative games, a player is chosen 
  to act as both arbiter of the rules, as well as narrator of the 
  ongoing tale being told. This player takes on the role of all 
  NPCs (or non-player characters) encountered during a game, 
  along with being responsible for all of the tactics used by the 
  foes of the other players during battle. Since the player acting 
  as the referee or narrator does not always portray a character, 
  they do not gain experience. 
  When & Where: It becomes of greater importance to deﬁne 
  both the chronological era and geographical area in which a 
  game is set. Further, as part of a narrative ﬆory, it is wise 
  to deﬁne why the characters have formed a group and what 
  they are seeking to accomplish. This provides a framework 
  for the collective ﬆorytelling which is to follow. The rules 
  presented here allow adventure around much of the globe, and 
  across a range of hiﬆory from the Bronze Age, before the 
  classical Greek era, through the Renaissance of Europe and 
  beyond. Within this span of time and location, only minor 
  alterations need to be made to exiﬆing rules. 
  Experience: Players in a narrative game gain experience to 
  reﬂect the evolution of their character’s skills and abilities. 
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  11
  Cooperative Narration 
  The ﬁnal ﬆyle of play for which Færie Tales & Folklore 
  may be used is in a form of cooperative narration. Players in 
  this type of game each take turns as simple players and as the 
  narrator or referee. Such games require that each player is 
  very familiar with both the rules and the chosen setting. The 
  advantage of cooperative narration is that each player becomes 
  more inveﬆed in the ongoing tale by directly shaping it. 
  Cooperative narration closely follows the ﬆandard narrative or 
  roleplaying game format. The current narrator describes the 
  situation at hand, and the remaining players are then allowed 
  to react to the narration. At certain predeﬁned points, the 
  player who is acting as the narrator hands oﬀ the task to one 
  of the other players and the process repeats. 
  Setup: This ﬆyle of game requires a few additional ﬆeps 
  before play begins to help facilitate a smoothly functioning 
  campaign. 
  • All players muﬆ agree upon the era in which the game is 
  set, along with a location. It is also wise to acquire a good 
  map of the area where the narrative begins. 
  • Each player places their character’s residence on the map 
  and the players determine how each of their characters are 
  connected or what relationships exiﬆ within the group. 
  • Players divide up the creature categories (including men, but 
  not animated objects or walking corpses) to determine who 
  acts as referee for each category during random encounters.  
  • Each player should also create some form of major villain 
  drawn from creature choices given them in the ﬆep above. 
  This villain acts is the player’s main antagoniﬆ when they 
  are acting as the game’s narrator.  
  • Players may wish to determine if they are going to create 
  some prepared ﬆoryline or use the random adventure rules. 
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  Changing the Narrator: All the players should decide when 
  it is appropriate to change narrators during the course of the 
  game. Since each player controls a certain number of creature 
  categories, encounters with particular creatures may cause a 
  temporary change in the narrator. This only aﬀects random 
  encounters in moﬆ games, thus it is necessary to decide when 
  to change the current narrator aside from such occurrences. 
  The following are some simple ideas. 
  • At the end of each major encounter. This is moﬆ useful in 
  sandbox ﬆyle open exploration games. 
  • With the completion of a minor plot line. This is useful in 
  narrative games which feature multiple plot lines or a series 
  of events beﬆ experienced without interruption. 
  • When there is an appropriate lull in the action, combined 
  with a good point to take the ﬆory another direction. If 
  possible, this is usually the easieﬆ method to use. 
  Characters & Narrators: There are several ways to deal 
  with characters that belong to the current narrator. To keep 
  things fair, these characters should not be available when the 
  player who controls them is acting as the narrator. 
  • Find a narrative out for the characters involved and any 
  NPCs the player controls, examples such as “Sir Drake 
  and his hussars are oﬀ scouting ahead…” or possibly “Your 
  company loﬆ track of one another in the woods…” are all 
  acceptable narrative outs. 
  • Find a narrative out for only the character involved, while 
  allowing NPCs usually controlled by the narrating player 
  to be controlled by another. Having a character otherwise 
  disposed is an eﬀective way to utilize this idea. 
  • Allow another player to control both the characters and 
  NPCs of the current narrator. This method takes a good 
  amount of truﬆ, but is oﬅen the easieﬆ to narrate. 
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  13
  The Sandbox: Using the rules in this book, it is possible to 
  randomize almoﬆ any portion of the adventuring process. 
  Everything from what type of terrain exiﬆs in a hex, to the 
  types of encounters, may all determined by the dice. In this 
  way, quickly creating a ﬆory or encounter for the other 
  players in a group can be handled swiﬅly by the narrator. Of 
  course, a narrator is free to choose such details themselves if 
  desired. This option can allow a game to continue through a 
  change of narrators even when there is a lack of preparation. 
  Experience: All players involved gain experience. Any player 
  who serves as a narrator gains the same amount of experience 
  as the character who gained the leaﬆ, though bonuses from 
  high attributes are applied individually. 
  Loot & Treasure: All monetary gains by the players should 
  be diﬆributed in equal shares in this ﬆyle of game. Players 
  should be allowed to trade their monetary gains for fantaﬆic 
  or magical items at the time such gains are found. Any such 
  trades are decided upon by each player, and the results are 
  determined randomly. Players are then free to trade found 
  items if they so wish. 
  Additional Materials 
  A proper game session requires certain special items and other 
  sundries to assure a proper good time is had by all. 
  • A set of polyhedral dice (d4, d6, d8, d10, d12 & d20). 
  • Some hex paper for maps and miniatures if available. 
  • Writing implements of various types. 
  • Note paper and/or index cards. 
  • Copies of the character sheet in the back of the book. 
  • A small group of friends or complete ﬆrangers. 
  • Ale or mead and a setting appropriate soundtrack (optional).
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  14
  A Note About Research 
  Due to the natural conﬆraints placed on the printed word, it 
  is advised that all players, especially the one acting as referee, 
  to do as much research as possible on the current setting. All 
  manner of research materials should be used, from books and 
  encyclopedias, to documentaries and the internet. A player is 
  advised to keep a few things on hand to aid in their sense of 
  immersion and underﬆanding. 
  • If the player has a book, movie or other bit of media that 
  depicts the setting in a way they like, they should keep it 
  on hand. Moﬆ laptops, smart phones, and tablets will oﬀer 
  a way to ﬆore media (though a nice book is hard to beat). 
  • If a physical resource such as an encyclopedia which oﬀers 
  a detailed depiction of the era can be obtained, such an 
  item can be of immeasurable assiﬆance. Being able to see 
  the art work of the cultures involved, gaze at old maps of 
  the areas in queﬆion, even reading literary works from such 
  cultures is tremendously helpful. Physical copies of material 
  can go a long way toward improving a sense of immersion. 
  • It is advised that all players who have the ability, keep 
  some form of web surﬁng technology available and a search 
  engine window open. Making a search upon such a device 
  should be encouraged as much as possible, provided it does 
  not slow down the game’s tempo too much. The more such 
  searches occur, the more knowledge and underﬆanding can 
  be acquired by the group as a whole. This improves the 
  immersion of all the players, not simply the one searching. 
  • The player acting as referee should keep any literature on 
  hand which they ﬁnd inspirational. Juﬆ a glance at a well 
  liked book can oﬀer ideas for plot lines and campaigns. 
  Our Hiﬆory, Our Tales: The main beneﬁt of this research 
  is a deeper underﬆanding of all people and our hiﬆory.
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  19
  The Dramatis Personæ 
  In narrative games all players other then the referee, begin by 
  creating a dramatis personæ who shall represent them in this 
  ﬁctional world. A character is a mixture of simple numeric 
  values and explanatory language used to deﬁne the dramatis 
  personæ of the player. The syﬆem for creating a character is 
  intended to be ﬂexible and open in Færie Tales & Folklore. 
  With the rules provided, a player should be able to create a 
  character from nearly any culture of man and in the likeness 
  of nearly any hero or anti-hero from literature. From Achilles 
  to An-Nasir Salah ad-Din Yusuf ibn Ayyub, through Myrrdin 
  Wylit and Väinämöinen, are all examples of characters that 
  can be created through this process and later experience. The 
  referee should be able to answer the following queﬆions before 
  the beginning of any narrative to aid in the creation of this 
  character or dramatis personæ. 
  1. Where in the world are we? To begin, all players should 
  know the kingdom, or nation, that is the setting for the 
  current game. Ideally, the referee should be able to name 
  the village, or city, where the characters reside. This sets 
  the ﬆage for the coming narrative. 
  2. When do these events occur? It is important for the players 
  to know the current year of the game’s setting, BCE or 
  CE is used when presenting the year. Ideally, the referee 
  should be able to provide the exact date in which play 
  begins. This can shape both character and narrative. 
  3. Who are these people? All players should underﬆand what 
  cultures are represented within the chosen setting. Ideally, 
  the referee should be able to liﬆ a few of the moﬆ 
  common cultures from which a character might choose to 
  belong. The players should be sure they have a reasonable 
  underﬆanding of the culture they represent.
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  20
  The Six Attributes 
  All characters possess scores between 3 and 18 in each of the 
  six attributes. The attributes themselves represent natural areas 
  of ability possessed by the character, and the score is numeric 
  gauge of ability in each attribute. The six attributes are: 
  Strength, Intelligence, Wisdom, Dexterity, Conﬆitution and 
  Charisma. To generate the values, roll 3d6 and sum the 
  resulting rolls. The total is recorded under Strength and the 
  process is repeated for the remaining attributes, in order. If 
  desired, one of two methods can be used to alter the original 
  rolls for each attribute, these methods is outlined below. 
  The Swap: Chooses two attributes and swaps the values. 
  Two-to-One: Points can be taken from one attribute (cannot 
  be reduced below 9) and added to another at a 2 to 1 ratio. 
  Any number of attributes may be manipulated in this way. 
  Strength 
  Strength is a measure of a character’s physical power and raw 
  muscle. A ﬆrong character hits hard, can more easily smash 
  down doors, and they may carry more weight. 
  Combat Rolls: If ﬆrength is 7 or lower, subtract 1 from 
  all combat rolls involving the use weaponry. A ﬆrength of 13 
  or greater, adds 1 to combat rolls using ﬁﬆicuﬀs, melee, and 
  thrown weaponry. 
  Encumbrance: 10 pounds is subtracted from maximum 
  weight for every point of ﬆrength less then 8. 20 pounds is 
  added to maximum weight for every point of ﬆrength above 
  12. Strength does not aﬀect how cumbersome an item is. 
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  21
  Intelligence 
  Intelligence is a measure of a character’s smarts, education and 
  ability to think rationally. An intelligent character can think 
  swiﬅly and is better able to deal with new information. 
  Languages: If intelligence is 7 or lower, a character can 
  only speak their native language and is not be able to read 
  nor write. A character knows an additional language for each 
  point of intelligence above 12. 
  Spells Known: If intelligence is 7 or lower, a character 
  cannot use spells. An intelligence of 13 or greater, grants the 
  character an additional spell to ﬆart the game. 
  Wisdom 
  Wisdom is a measure of a character’s judgement, will and the 
  awareness of the world around them. A wise character is oﬅen 
  shrewd, diﬃcult to fool, and is rarely shaken. 
  Spell Complexity: If wisdom is 7 or lower, subtract 1 from 
  all spell complexity rolls made by the character. If wisdom is 
  13 or greater, add 1 to such rolls. 
  Skills: If wisdom is 7 or lower, a character has a penalty 1 
  to any attribute check made to determine if a skill’s use was 
  successful. A wisdom of 13 or greater oﬀers a bonus of 1 to 
  attribute checks to determine if a skill’s use was successful. 
  Dexterity 
  Dexterity is a measure of a character’s physical prowess, speed 
  and hand-eye coordination. Dextrous characters are agile, 
  graceful, and possess quick reﬂexes. 
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  Defense: If dexterity is 7 or lower, add 1 to combat rolls 
  made againﬆ the character. If dexterity is 13 or greater, 
  subtract 1 from such rolls. 
  Combat Rolls: If dexterity is 7 or lower, subtract 1 from 
  combat rolls using missile weapons or melee weapons of class 
  2 or less. If dexterity is 13 or greater, add 1 to such rolls. 
  Conﬆitution 
  Conﬆitution is a measure of a character’s toughness, health 
  and endurance. A character with high conﬆitution is hearty, 
  able to survive great adversity, and is seldom ill. 
  Fatigue: If conﬆitution is 7 or lower, subtract 1 from each 
  value needed before fatigue sets in. If conﬆitution is 13 or 
  greater, add 1 to those values. 
  Hits: If conﬆitution is 7 or lower, the character’s hit penalty 
  is 2 per hit taken. A conﬆitution of 13 or greater provides a 
  character with an additional hit to ﬆart. 
  Charisma 
  Charisma is a measure of a character’s personal magnetism, 
  likability and natural leadership. A charismatic character is 
  socially skilled, a capable commander, and well known. 
  Hirelings: One hireling is allowed per 2 points of charisma 
  up to 12, and another per point of charisma above 12. 
  Morale: If charisma is lower then 7, morale checks for 
  hirelings subtract 1 from each roll. If charisma is 13 or 
  greater, morale checks for hirelings add 1 to each roll. 
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  Experience Bonus 
  Each class and lineage presented uses one of the six attributes 
  as its primary attribute. Any character who has a score of 
  13 or better in their class or lineage’s attribute gains an 
  experience bonus of 5%. If the attribute’s score is 16 or 
  better, a 10% bonus to experience is awarded. Bonuses from 
  both attributes may be added together, providing up to a 20% 
  bonus to earned experience. 
  Bonus Attributes: A common man’s attribute is dexterity, a 
  high man’s attribute is charisma, a low man’s attribute is 
  conﬆitution, a ﬁghting=man’s attribute is ﬆrength, a magic-
  user’s attribute is wisdom, and a sneak-thieves’ attribute is 
  intelligence. 
  Attribute Checks & Saves 
  To determine the success of an action, ﬁrﬆ determine which 
  attributes governs the action: ﬆrength is used to bash down 
  doors, intelligence to recall some small forgotten detail, etc. A 
  d20 is rolled, and if the result is less then the attribute in 
  queﬆion, the action is a success. A save is handled in much 
  the same way, except that a save is speciﬁc as to which 
  attribute is used. In either case, a penalty of up to 10 can be 
  placed by the referee to modify the diﬃculty. 
  Skill Bonus: Each class has a skill bonus entry. This bonus 
  is applied whenever an attribute check relates to knowledge or 
  skills acquired from a character’s class, lineage or profession. 
  Saves: Characters gain their skill bonus on certain attribute 
  checks made as saves. The two attributes aﬀected are based 
  on the class and lineage experience bonuses liﬆed above. 
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  Extraordinary Feats: A character who possess a value of 18 
  in any attribute is allowed to perform extraordinary feats when 
  making checks which concern that attribute. An extraordinary 
  feat is deﬁned as an action that pushes the bounds of what a 
  man or woman should be capable of. Smashing down a barred 
  oak door (using ﬆrength); falling from a great height and 
  remaining unhurt (using dexterity); or tracking a foe during a 
  blizzard (using intelligence) are all examples of extraordinary 
  feats. To qualify, the desired action should be considered 
  nearly but not truly impossible. Moﬆ could not smash through 
  a barred oak door, though some of the ﬆrongeﬆ could, as an 
  example. Once an action is decided, the acting referee sets a 
  diﬃculty (from 1 to 10) which is added to the characters roll 
  when making the attribute check. If the roll succeeds, the 
  extraordinary feat is accomplished. 
  When Bad is Good: If a character has an attribute that is 
  7 or less, the character is allowed to deﬁne something about 
  themselves which makes that low attribute useful at times. A 
  weak character (with a ﬆrength of 7 or less) may write that 
  they are “Never considered a threat”. In this example, the 
  character may escape notice in combat because they do not 
  seem very dangerous. Another character might be terribly dim 
  (with an intelligence of 7 or less) writing, “Too dumb to be 
  convinced otherwise”. In this example, an NPC trying to 
  convince the character of something diﬀerent then what they 
  currently believe is extremely diﬃcult, if not impossible. As 
  with an extraordinary feat, these beneﬁts are coupled to an 
  attribute check. In this case however, falling the check causes 
  the written ability to take eﬀect. Each attribute with a value 
  of 7 or less provides a diﬀerent descriptive. This is intended 
  to provide greater incentive for players to embrace a more 
  ﬂawed character.
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  The Lineages 
  A character’s lineage may be interpreted as their race, though 
  it is not truly a matter heredity. To underﬆand lineage, two 
  things should be known. Firﬆ, all lineages are homo sapiens. 
  Second, lineage is equally an aﬀectation of the Otherworld’s 
  inﬂuence upon homo sapiens as it is a matter of biology and 
  genealogy. 
  All the lineages of men can vary in size from under three to 
  over eight feet in height, and they may weigh over a half ton 
  in the moﬆ extreme of examples. They range in form from 
  sculpted to rolling and soﬅ, beautiful to ugly and bent. Skin 
  tones range from sickly pale to inky black, while hair ranges 
  from silvery-white to black and even into shades of red. The 
  eyes of men can run a broad range of colors: pink, grey, 
  blue, green, hazel, brown and nearly black. Sometimes such 
  odd shades as violet or near yellow appear, but such colors are 
  exceedingly rare. 
  From this base, the three lineages of men diﬀer. High men 
  are likely to seem like idealized men or women, evoking 
  reactions of fear and miﬆruﬆ, or adoration and awe. Low men 
  tend to seem as though their color has faded away, and oﬅen 
  look old beyond their years. Popular myths tell of pointed 
  ears and short ﬆatures, but these details are no more true for 
  high and low men then they are of common men. 
  There are members of each lineage from across the globe. 
  Each culture has their own variations, though many traits 
  remain similar. Additionally, a lineage is more akin to a trait. 
  Thus, common women can birth high or low men and vice 
  versa, though such lineages muﬆ exiﬆ in the anceﬆry of a 
  character regardless of how recent. These unusual births have 
  perpetuated many changeling myths, where ﬆrange creatures 
  replace a child at birth with one of their own.
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  High & Low Men: Having ﬆrong ties to the Otherworld, 
  both high and low men share some peculiarities. Because of 
  that connection, high and low men may revive dormant items 
  of magic. Any dormant magic item found can be “revived” 
  by rolling under charisma (for high men) or wisdom (for low 
  men). This does not function for any item which has loﬆ its 
  enchantment. The very presence of high or low men within a 
  group increases the probability of encountering monﬆrous or 
  otherworldly creatures. 
  High and low men oﬅen appear to change, in subtle ways, 
  with their emotions and the current environmental conditions. 
  Although this is likely an illusionary seeming, there is no way 
  to see beyond it. High men may slowly change color by 
  season and current temperament. Low men are oﬅen made to 
  appear frightening by the nature of their “mad” genius, or to 
  appear of greater age and weather. As such characters gain 
  experience, this eﬀect ﬆrengthens and eventually begins to 
  eﬀect their immediate surroundings. At level six, this eﬀects a 
  1” radius around them, gaining another 1” in radius every 
  level aﬅer. This eﬀect should not provide much of a beneﬁt, 
  if any, and is more thematic. Changes may include: a subtle 
  shiﬅ in temperature, illumination, or odor. The surroundings 
  may look more vibrant or dull, sharp or soﬅ, even wondrous 
  or wicked. All are but reﬂections of the Otherworld on their 
  immediate environment as ﬁltered by emotion and personality. 
  Deaths of the Monﬆrous and Otherworldly: All creatures 
  of a monﬆrous, or otherworldly nature do not decompose in 
  the same way as mundane beaﬆs and men. Monﬆrous creatures 
  dissipate into duﬆ within roughly a century, bones and all. 
  An otherworldly creature undergoes a relatively rapid transition 
  to a natural element, such as ﬆone or wood, or they take to 
  ﬂame roughly three days from death.
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  Common Men 
  Homo Sapiens Mundanus: Anglo-Saxons, Danes, Huaxia, Maya, 
  Nubians, Romans, Scythians, etc. 
  Classes & Progression: A common man may advance as a 
  ﬁghting-man or sneak-thief, obtaining up to 10th level in the 
  chosen class. 
  Anathema: If common men outnumber spirits and monﬆrous 
  creatures by a ratio of 100 to 1, no magic may be used nor 
  spells caﬆ in that area until the ratio tightened. Under heavy 
  scrutiny, this ratio becomes 20 to 1. 
  Miracles: A common man has a base 1% chance to call a 
  miracle at any given point. See more on the possible eﬀects of 
  a miracle in the section “Magic & Miracles”. 
  Turning: A common man may attempt to turn away spirits 
  by ﬁnding the diﬀerence between the common man’s level and 
  the spirit’s value and adding the result to a d20 roll. If the 
  total exceeds 15, the spirit muﬆ ﬂee and may not approach 
  again for one hour. If the roll was a natural 20 as well as a 
  successful turning, the spirit is banished to the Otherworld for 
  a full week. If there are multiple spirits present, the amount 
  the total exceeded 15 is divided by the value of the spirits 
  that are nearby. The rounded down result is the number of 
  spirits that may be turned. This ability is declared when 
  spells are declared and resolved during the spell phase. High 
  men are not aﬀected by this ability. 
  Example: A 5th level common man is trying to turn 5 value 
  1 spirits. He roles a 16, since the spirits have a value of 1 
  and he is level 5, he only needs a roll of 11 to turn one. A 
  roll of a 16 indicates that all the spirits ﬂed for a full hour.
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  High Men 
  Homo Sapiens Spiritum: Aos Sí and Daoine Sidhe; Dökkálfar, 
  Ljósálfar and Svartálfar; Elf; Hemitheoi; Nephil; etc. 
  Classes & Progression: A high man may advance as both a 
  ﬁghting-man and magic-user ﬆarting at 1ﬆ level in each. The 
  high man chooses which class gains experience at the ﬆart of 
  each session. Though the high man cannot switch that class 
  during a session, they can freely use abilities from either class 
  without penalty. A high-man can advance to 6th level as both 
  a ﬁghting-man and magic-user. 
  Preternatural: A high man may make a split move & shoot 
  attack even as footman. When armed with magical weapons, a 
  high man adds an additional die in normal combat (two with 
  common or under men, and three with animals). If so armed, 
  high men may engage the following mythic creatures: great 
  heroes, roll 19+; giants & wizards, roll 17+; heroes & skin-
  changers, roll 15+; great beaﬆs, roll 13+; man-eaters, roll 
  10+; and walking corpses, roll 6+ (see the section on mythic 
  combat for results). A high man may wear magical armor 
  while sill caﬆing spells as a magic-user. 
  Options: If a high man chooses to advance as a single class, 
  they may obtain 10th level and choose one of the following. 
  Impervious: A magical weapon is required to hit a high man 
  with this ability. A critical hit with a nonmagical weapon is 
  ﬆill resolved as a conﬆitution save or die roll. This does not 
  grant immunity to all forms of mundane injury (such as from 
  a fall or from falling boulders), it only prevents injury from 
  nonmagical weapons. For narrative purposes, the character can 
  designate a weak spot on their bodies (such as the ankle), that 
  spot becomes the location when they are critically hit.
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  Strength: A high man with this ability gains the ﬆrength of 
  an ogre, and may engage in combat as such. This ﬆrength 
  doubles the amount of weight the high man may carry and 
  provides the ability to perform extraordinary feats of ﬆrength 
  (as though it were an 18). With this ﬆrength, a high man 
  can wield a two-handed weapon in one hand (without gaining 
  the two handed beneﬁt). Those blessed with such ﬆrength all 
  have some weakness capable of robbing them of it. Choose a 
  prohibited act (such as cutting one’s hair, consuming the meat 
  of a dog, etc), if the high man engages in the prohibited 
  action it causes their ﬆrength to revert to its normal value for 
  a month. 
  Unearthly: Some high men have such a powerful presence, that 
  it can eﬀect the minds of those around them. High men with 
  this ability aﬀect other men (common, high, low, or under) as 
  though they were under the eﬀect of the charm spell, provided 
  the high man can speak with the men in queﬆion and makes 
  successful charisma check. Targets with no desire to talk are 
  likely to be unaﬀected. If the high man, or their friends, 
  cause harm to any of the targets, the eﬀect ends for the 
  current scene or engagement. Any target with more hits then 
  the high man is allowed a wisdom save to avoid the eﬀect. 
  Wirework: High men who possess this ability are capable of 
  truly uncanny feats of athletics. These characters are capable 
  of leaping great diﬆances, and can almoﬆ ﬂy through a series 
  of such leaps; they can also perform aﬆounding feats of 
  acrobatic prowess. Additionally, a high man with wirework 
  can attempt extraordinary feats of dexterity even if they do 
  not possess an 18 dexterity. Such feats can blur the boundary 
  of the possible and allow the high man to perform feats such 
  as: running on tree limbs too small to bare the weight; 
  ﬆanding on the blade of a sword held in an outﬆretched arm; 
  or running on walls and across water brieﬂy.
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  Low Men 
  Homo Sapiens Monstrosus; Dvergr, Dwarf and Hulder; Koro-
  Pok-Guru; Spriggan and Trows, etc. 
  Classes & Progression: A low man may advance as either a 
  magic-user or sneak-thief, and may obtain 6th level in either. 
  Resiﬆant: A low man gains a bonus of 4 on any save made 
  to prevent a magical eﬀect, or damage from a magical source. 
  Sunless: A low man can see in darkness or daylight as if it 
  were torchlight, and dim light or torchlight as though it were 
  bright light or daytime. 
  Tireless: A low man can carry half again as much as others 
  of equal ﬆrength. Additionally, a low man working alone or 
  with other low men, performs twice the amount of labor in 
  the same amount of time as others. 
  Options: A low man may choose one of the following. 
  Enchantment: A low man with this ability can create items of 
  magical power. At 1ﬆ level, a low man may create: scrolls 
  at a coﬆ of 10 gold and one weeks work per CR; or potions 
  at a coﬆ of 10 gold and two weeks of work. At 2nd level, 
  50 gold trade items can be created for 100 gold and 2 
  months of work. At 4th level, 500 gold trade items can be 
  created, coﬆing 1,000 gold and six months. At 6th level, 
  5,000 gold trade items can be created, coﬆing 10,000 gold 
  and a year of work. The creation of such items oﬅen requires 
  unusual materials and, in rare cases, research. If the item to 
  be created is a scroll containing a spell that is not known to 
  the low man, researching the spell before the scrolls creation 
  is unavoidable.
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  Experience: There are a few low men who display a greater 
  capacity to focus on their chooses class. Low men of this sort 
  may reach 10th level at the expense of any additional special 
  abilities. 
  Growth: Some low men possess the ﬆartling ability to increase 
  their size in dramatic fashion. A low man with this ability 
  may grow to the size of a giant (along with their equipment) 
  and is treated as one for a number of turns per day equal to 
  their conﬆitution score. When the low man reaches 4th level 
  the available duration increases to twice their conﬆitution score 
  in turns. A low man may increase their size and return to 
  their normal size any number of times, so long as the total 
  time spent at the size of a giant does not exceed the number 
  of turns they are allowed to remain at that size. When a low 
  man is giant-sized, they throw boulders as if by catapult, 
  cause 3 damage points per turn to ﬆructures, and muﬆ be 
  engaged in mythic combat, though they retain their normal 
  number of hits. 
  Shapechange: A low man with this ability is able to take the 
  form of any animal or man, gaining its physical abilities, at 
  will. There is no limit to the duration that any particular 
  form can be maintained, nor is there a limit to how oﬅen this 
  ability can be used. However, there are a few limits on what 
  a low man may become during such transformations. They 
  cannot assume the form of huge animal; or an animal or man 
  that is a spirit, or of monﬆrous origin. Low man transformed 
  in this way gain all of the natural abilities of the form they 
  assume, for example: a ﬁsh can swim and breath underwater, 
  a wolf or hound can track by scent; an owl or raven can ﬂy, 
  etc. If the low man chooses to limit their shapechange abilities 
  to one animal form, they retain any ability derived from class 
  or lineage while in their animal forms provided such abilities 
  do not speciﬁcally require hands or a human shape to perform.
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  The Classes 
  A character’s class is not a profession, rather an archetype or 
  role. It provides a set of basic abilities that deﬁne the way a 
  character approaches the world. Depending upon the lineage of 
  a character, there are three classes available to choose from: 
  ﬁghting-men, magic-users, and sneak-thieves. Diﬀerent lineages 
  may advance in one of two classes to varying levels of ability. 
  Uniquely, high men can advance in two classes simultaneously. 
  This is refereed to as multi-classing. A multi-class character 
  chooses the beﬆ values for: ﬁghting ability, hits and skill 
  bonus, but may use the abilities of both classes freely. A 
  multi-class character has a more broad set of skills, but they 
  cannot attain the same level of maﬆery as a character who 
  ﬆays in a single class. Each class entry follows the layout 
  outlined below and includes descriptions of that class’s abilities. 
  Level: This is a simple measure of the scope of a character’s 
  ability. Character level is useful when determining the contents 
  of an encounter, etc. 
  Experience: The amount of experience required to gain the 
  next class level (liﬆed as an experience range by level). 
  Fighting Ability: Determines the characters abilities in both 
  normal combat and engagements with mythic creatures. 
  Hits: The total number of hits a character can endure before 
  lapsing into unconsciousness. Beginning with the level marked 
  by an “*” hits become simultaneous. 
  Skill: A bonus applied to attribute checks for skilled actions 
  and certain attribute checks made as saves.
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  Fighting-Men 
  From the legionnaires of Rome, to the bushi of Nippon, those 
  who follow the path of war are known as ﬁghting-men. 
  Advancement of Fighting-Men
  Level
  Experience
  Fighting Ability
  Hits
  Skill
  1
  Beginning to 
  1,999
  man +1
  1
  1
  2
  2,000 to 
  3,999
  2 men +1
  2
  1
  3
  4,000 to 
  7,999
  hero -1 or 3 men
  3
  2
  4*
  8,000 to 
  15,999
  hero or 4 men
  4
  2
  5
  16,000 to 
  31,999
  hero +1 or 5 men
  5
  3
  6
  32,000 to 
  63,999
  hero +1 or 6 men
  6
  3
  7
  64,000 to 
  119,999
  great hero -1 or 
  7 men
  7
  4
  8
  120,000 to 
  199,999
  great hero or 8 
  men
  8
  4
  9
  200,000 to 
  299,999
  great hero +1, 2 
  heroes, or 9 men
  9
  5
  10
  300,000 or 
  greater
  great hero +1, 2 
  heroes, or 10 men
  10
  5
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  Combat: A ﬁghting-man is an elite troop, and they may use 
  any magical armaments available. One of the following options 
  may be selected at 1ﬆ level: archer, berserkr, commander, 
  dueliﬆ, mounted archer and shield wall. These abilities are 
  covered in later sections. If an enemy makes a missile attack, 
  or caﬆs a spell within 1” to the front and sides of a ﬁghting-
  man, that ﬁghting-man is allowed a free combat roll againﬆ 
  the target with no chance of a return attack. If currently 
  engaged, this attack is not possible. At 4th level, enemies 
  within charging diﬆance of a ﬁghting-man muﬆ check morale 
  as though they had suﬀered excessive casualties. 
  Second or Squire: At 4th level, a ﬁghting-man may take on 
  a loyal second, or squire. This second can be of any lineage 
  and of the ﬁghting-man or sneak-thief classes. A second takes 
  a share of experience and treasure. At 6th level, the second 
  gains the abilities of a sergeant. 
  War Band: At 6th level, a ﬁghting-man gathers a war band 
  of loyal troops. The size of the band is 10 times the number 
  of hirelings allowed by charisma. At 8th level, the troops of 
  this war band become elite. These troops are of a class 
  appropriate to their equipment ranging from light footmen to 
  heavy horsemen. Any casualties are replaced at one per week 
  when in the ﬁeld, or returned to full ﬆrength aﬅer the 
  ﬁghting-man returns to their home. 
  Lands: Upon reaching 10th level, a ﬁghting-man gains the 
  rights to land. Perhaps the land is claimed from the wilds, or 
  possibly taken from another. These lands are roughly twenty 
  square miles and contain several settlements. A ﬁghting-man 
  may choose to build fortiﬁcations on such lands including 
  ﬆrongholds, which are detailed later.
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  Magic-Users 
  From the drui of Ériu, to the taoiﬆ wu of Huaxia, those who 
  follow the path of magic are known as magic-users. 
  Advancement of Magic-Users
  Level
  Experience
  Fighting Ability
  Hits
  Skill
  1
  Beginning to 
  2,499
  man
  1
  1
  2
  2,500 to 
  4,999
  man +1
  1
  1
  3
  5,000 to 
  9,999
  2 men
  2
  2
  4
  10,000 to 
  19,999
  2 men +1
  2
  2
  5
  20,000 to 
  34,999
  3 man
  3
  3
  6
  35,000 to 
  49,999
  3 man +1
  3
  3
  7
  50,000 to 
  74,999
  hero -1 or 3 men 
  +1
  4
  4
  8*
  75,000 to 
  99,999
  hero or 4 men
  4
  4
  9
  100,000 to 
  199,999
  hero +1 or 5 men
  5
  5
  10
  200,000 or 
  greater
  wizard or 6 men
  5
  5
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  Combat: During combat, a magic-user is considered a peasant 
  until they reach 4th level, and they may use magic weapons, 
  scrolls, ﬆaves and wands. A magic-user halves fatigue limits if 
  they wear armor greater then a gambeson or leather, or use a 
  weapon of a class greater then 4 (a sword). If both are done, 
  fatigue limits are a quarter of normal. If a known magic-user 
  approaches within charging diﬆance of an enemy, all enemy 
  units muﬆ check morale as though they had suﬀered excessive 
  casualties. 
  Magical Abilities: A magic-user may caﬆ spells. This is be 
  covered in the section “Magic & Miracles”. The number of 
  spells a magic-user knows is 1+ half their level rounded up, 
  and ﬆarting spells are randomly determined. Aﬅer play begins, 
  new spells can only be acquired through research, scrolls, or 
  by being taught by other magic-users. At 2nd level, a magic-
  user can see all things magical (except illusions or invisibility) 
  whenever they choose. At 4th level, a magic-user may choose 
  between the spells Lightning or Meteor. At 8th level, the 
  magic-user becomes immune to non-magical missiles. 
  Apprentice: At 6th level, a magic-user takes an apprentice 
  of any lineage and class (the magic-user does not need to be 
  actually teaching the apprentice anything). The apprentice is 
  given a share of the experience and treasure. If killed, a new 
  apprentice approaches the magic-user within a month. 
  Sanctuary: At 10th level, a magic-user builds or is granted 
  possession of some form of sanctuary. It could be a barrow, a 
  broch, a roundhouse in the woods, etc. A sanctuary cannot be 
  found without magical aid, even if one is ﬆanding right next 
  it. Such a sanctuary generally has all the needed supplies for 
  the magic-user to conduct research on new spells.
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  Sneak-Thieves 
  From Robyn Hod, to the hashashin of Erãnshahr, those who 
  follow the path of thuggery are known as sneak-thieves. 
  Advancement of Sneak-Thieves
  Level
  Experience
  Fighting Ability
  Hits
  Skill
  1
  Beginning to 
  1,199
  man
  1
  1
  2
  1,200 to 
  2,399
  man +1
  1
  2
  3
  2,400 to 
  4,799
  2 men
  2
  3
  4
  4,800 to 
  9,499
  2 men +1
  2
  4
  5
  9,500 to 
  19,999
  3 men
  3
  5
  6
  20,000 to 
  39,999
  3 man +1
  3
  6
  7
  40,000 to 
  59,999
  hero -1 or 3 men 
  +1
  4
  7
  8*
  60,000 to 
  89,999
  hero or 4 men
  4
  8
  9
  90,000 to 
  124,999
  hero +1 or 5 men
  5
  9
  10
  125,000 or 
  greater
  great hero -1 or 
  6 men
  5
  10
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  Combat: It is suggeﬆed that sneak-thieves obey the rules of 
  mercenaries, no matter the level attained. A sneak-thief halves 
  fatigue limits if they wear armor greater then mail. When a 
  sneak thief makes an attack while hidden, they may make an 
  additional Dexterity check to remain hidden (sneaking-thieving 
  bonus applies). When making an attack from behind, a sneak-
  thief will score a critical on a combat roll that exceeds the 
  value needed to cause a hit by 5 or more. 
  Sneak-Thieving: When engaged in burglary, skullduggery, 
  and thuggery, a sneak-thief subtracts their skill bonus from 
  the result. This bonus applies to attempts at hiding or moving 
  quietly, and discovering traps. At 4th level, a sneak-thief has 
  a chance to use any magical item they ﬁnd. To use a magical 
  item, a sneak-thief makes a Charisma check. If successful, the 
  item may be used. For armor and weapons, this roll is only 
  made once. For items with useable powers, a check muﬆ be 
  made each time the item is used. 
  Henchmen: At 6th level, a sneak-thief has access to a small 
  company of men at all times. A sneak-thief can call on one 
  man per level beyond 5th. In any adventuring situation, these 
  men muﬆ travel with the sneak-thief. However, when in a 
  settlement of people friendly to the sneak-thief, henchmen may 
  be called up seemingly at will. The henchmen may be from 
  any profession and they do not count againﬆ the number of 
  hirelings available. To ﬆart the henchmen are considered 
  mercenaries, but aﬅer 8th level they are considered elite. 
  Company: A sneak-thief gains control of a small area and is 
  able to draw taxation and favor from it. The sneak-thief is 
  not seen as the leader of the area, but rather the head of a 
  gang or guild. The inﬂuence of such sneak-thieves is vaﬆ.
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  Hits, Injury, & Death 
  As ﬁrﬆ described in “A Glossary of Terminology” from the 
  beginning of this volume, hits are “A numeric value indicating 
  the total punishment a given character or creature is able 
  withﬆand before it gives in to unconsciousness or death.” 
  In the moﬆ simpliﬆic terms, a hit is considered to be a fatal 
  blow againﬆ a man-sized creature. Over time, characters gain 
  additional hits, and many of the threats they may face have 
  additional hits as well. A character’s total hits muﬆ be 
  reduced to 0 for that character to fall unconscious. These 
  additional hits can be seen however a player wishes from a 
  narrative sense. A character may be more agile, thus avoiding 
  the full power of each blow. Perhaps they are simply that 
  much tougher then an average man. In all cases, more hits 
  makes any creature or character harder to kill. 
  Cumulative Hits: Some creatures and minor characters have 
  additional cumulative hits. Each hit suﬀered by such creatures 
  accumulates over time. Without healing, magical or natural, 
  these beings perish when they reach zero hits. 
  Simultaneous Hits: Higher level characters and some more 
  powerful creatures have simultaneous hits. All hits againﬆ 
  creatures of this nature are removed from turn to turn. If a 
  hero has four simultaneous hits, they muﬆ take four hits in a 
  single turn to be rendered unconscious. 
  Hit Penalty: As characters are hit, they are penalized when 
  performing moﬆ actions. Each hit taken results in a penalty 
  of 1 being applied to all d20 rolls made, until they receive 
  proper healing. This is called the hit penalty and its eﬀects 
  are applied to both cumulative and simultaneous hits. 
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  Convalescence & Healing 
  It is common during the course of adventuring for characters 
  to require reﬆ or healing. Many factors aid one’s ability to 
  heal, but hits are always healed before hit penalty. 
  Natural Healing: Without chirurgy or magic, an injured 
  character makes a conﬆitution save each week. If the save is 
  successful, a single hit or point of hit penalty is removed. 
  Chirurgy & Herbalism: If the character has the beneﬁt of 
  a chirurgeon or other such healer, one hit or point of hit 
  penalty is automatically regained each week. 
  Magical Healing: If a character has beneﬁtted from magical 
  healing, that character cannot beneﬁt from magical healing 
  again until the magically healed wounds would have healed 
  normally, use the Chirurgy & Herbalism entry to ﬁnd the 
  number of weeks it would have taken for a wound to heal. 
  Record Keeping: Any hit penalty that has been accrued for 
  a given character is recorded separately from hits. 
  A Brush With Death: If a character is reduced to 0 hits, 
  simple healing alone does not return the character to full 
  ability. In such inﬆances, the character retains a hit penalty 
  of 1 for a full month aﬅer being healed to full hits. 
  Death & Retirement 
  There comes a time when any character should be retired and 
  death visits the Earth everyday. In Færie Tales & Folklore, 
  there are several considerations and options on how to deal 
  with these moments. 
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  Death in War Games: In this type of game, it is usually 
  beﬆ to ignore the death of a character beyond the current 
  battle or scenario. In these games, armies are built to battle 
  one another and death does not need to be a permanent end to 
  a beloved character. These games rarely focus on an ongoing 
  ﬆoryline, thus permanent death serves little purpose. During a 
  war game campaign however, death should be permanent. 
  Death in Narrative Games: In narrative games, death 
  should be permanent. However, there are many ways to either 
  reverse the plight (such as the raise spell), or to change the 
  narrative to an otherworldly setting until the dead members 
  can be returned to the mortal realms. Because of this, it is 
  advised that players not throw away a character who as died, 
  even in the case of a total party kill. 
  The Death Spiral: When a character is reduced to 0 hits, 
  they fall unconscious. Each turn aﬅer this point, that player 
  muﬆ make a conﬆitution save. If the player fails a number of 
  saves equal to their conﬆitution score, they ﬁnally die. If the 
  dying character receives any treatment (mundane or magical) 
  within this time, the death spiral ends. 
  Where Do I Go: When a character dies, their spirit travels 
  to the higher or lower realms depending on their linage. The 
  spirit of a deceased common man goes to either the higher or 
  lower realms depending upon their beliefs. High men travel to 
  the higher realms when they die, though some travel to the 
  realm of dreams, and low men travel to the lower realms. 
  Next of Kin: A character who has died or retired may give 
  their possessions to a chosen heir or successor, oﬅen created by 
  the player whose character died or retired.
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  Maiming, A Death Option 
  A character or villain may avoid the inﬆant death of a failed 
  save or die roll by taking a grievous injury. If a character or 
  villain uses this option, they are placed into a death spiral and 
  muﬆ choose an appropriate injury. No known means, short of 
  a wish, can heal such an injury, and no character or villain 
  may use this option more then twice. A maiming is not going 
  to resolve all failed save or die rolls, logic should dictate the 
  situations this option is suited for. 
  Natural 20: If a natural 20 is rolled during the save or die 
  roll that resulted in an injury, two injuries muﬆ be chosen or 
  a single injury is suﬀered in its more severe form. 
  Speciﬁc Injuries 
  A character or villain who takes the option of a maiming is 
  required to choose the injury from the liﬆ below. The more 
  severe forms of an injury ﬆill suﬀer the penalties of the lesser 
  injury (lesser penalties are replaced by greater ones). A referee 
  may impose other penalties due to the disability. 
  Brain Injury: When such individuals fail a morale roll, they 
  act as though aﬀected by the confusion spell (see “Magic & 
  Miracles”) until the end of the next turn. 
  Deaf: The complete loss of hearing causes one to be surprised 
  on even odds, while spoken communication becomes diﬃcult at 
  beﬆ. All dexterity saves are made with a penalty of 1. 
  Disﬁgured: The disﬁgured take a penalty of 1 on all social 
  attribute checks (generally charisma) and all reaction rolls, as 
  well as a penalty of 1 to all conﬆitution saves. 
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  Disﬁgured, Severe: Those suﬀering a severe disﬁgurement are 
  oﬅen shunned by society and treated as monﬆers. All attribute 
  checks made for social reason take a penalty of 4. 
  Loﬆ Arm: This injury imparts a penalty of 1 to all combat 
  rolls and prevents the use of two handed weapons. Tasks that 
  require two hands are twice as diﬃcult (referee’s discretion). 
  Loﬆ Both Arms: Such injury makes combat or manipulating 
  items impossible without a proﬆhetic device. All ﬆrength and 
  dexterity checks are made at a penalty of 2, including saves. 
  Loﬆ Eye: This injury imposes a penalty of 1 on all missile 
  combat rolls for each 3” of range. Fighting-men lose either 
  the leﬅ or right side of their controlled area. 
  Loﬆ Both Eyes, Blind: The blind take a penalty of 10 to 
  all actions that would require the ability to see and they are 
  surprised on even odds. A blind character or villain muﬆ rely 
  on a guide in moﬆ situations. 
  Loﬆ Leg: This injury halves one’s speed if a proﬆhetic is 
  worn, or reduces it to 1/4 if no such device is used. All 
  dexterity checks are made at a penalty of 2, including saves. 
  Loﬆ Both Legs: Such an injury allows dragging oneself at a 
  rate of 1” and imposes a penalty of 4 on all ﬆrength and 
  dexterity checks, including saves. Those who have loﬆ both 
  legs are essentially immobile. 
  Weakened: This injury causes the character or villain to 
  become fatigued twice as quickly and imposes a penalty of 2 
  on all saves againﬆ deprivation (food, sleep, water, etc).
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  The Origin Story 
  A character should be more then a collection of abilities and 
  numbers. They are intended to be simulations of people, with 
  personal desires and hiﬆories. A character was born someplace 
  which exiﬆed here, on this Earth, though it may not exiﬆ 
  presently. They have birthdays, families, a home, and oﬅen 
  land. Origin ﬆories provide the underpinnings of a character’s 
  basic knowledge, along with a more complete underﬆanding of 
  their skill set as initially outlined by class and lineage. 
  An origin ﬆory encompasses both the culture and social class 
  in which the character was raised, as well as the profession 
  they have undertaken in adulthood. The choices available and 
  the eﬀects they have on a character are covered below. 
  Cultural Upbringing 
  When creating a character, a player should choose an earthly 
  culture in which their character was raised. Characters who 
  are the product of more then a single culture, such as a Gæl 
  and a Dane, or a Roman and a Hun are perfectly acceptable. 
  A character’s culture determines certain areas knowledge and 
  skill, that are intrinsic to that culture. Details including: 
  known languages, common arms or equipment, and religious 
  belief, may also be determined by cultural upbringing. 
  Property & Possessions: A character’s native culture and 
  the social class of their profession aﬀects the initial equipment 
  they receive. Though not required, any character should bear 
  armament appropriate to their culture. Many characters also 
  have a homeﬆead, of a size and decor beﬁtting their profession 
  and ﬆanding. Character’s of higher ﬆanding oﬅen own several 
  horses or other beaﬆs of burden, retain a number of servants, 
  and possess a more extensive wardrobe. 
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  Professions & Backgrounds 
  The profession of a character determines much about who that 
  character is, apart from adventuring and ﬁghting creatures of 
  myth. A profession or background provides a character with a 
  set of skills, as well as a deﬁned place within the culture and 
  community in which they reside. To determine a character’s 
  profession, choose an option from the liﬆ below or roll a d12 
  if no clear choice presents itself. 
  1. Animal Breeder: Skilled in the breeding and general care 
  of valued beaﬆs, members of this profession usually specialize 
  by animal type (dogs, falcons, horses, etc.). Animal breeders 
  begin with a prized, well trained animal of the character’s 
  choosing; a good number of breeding animals; a bit of land 
  to ply their trade, a modeﬆ home; a cart drawn by two draﬅ 
  horses; a patron who values their work; and 1d6x10 silver. 
  2. Cunning Urchin: These folk are sneaky and prone to 
  every manner of skullduggery. Known to squat in abandoned 
  homes, an urchin is oﬅen a packrat of sorts. They begin with 
  a well hidden squat in or near a town; a large number of 
  salvaged items (when at their squat, an urchin has a 20% 
  chance of having any simple, though well worn, item gained 
  through salvage); and 1d6x10 worth of beggars copper. 
  3. Experienced Seaman: Skilled boatman and sailors, these 
  seaman are at home upon the water. They may be explorers, 
  ﬁshermen or even raiders. Such folk oﬅen have a keen sense of 
  the seas and the weather. An experienced seaman begins with: 
  a small sailboat or oared riverboat; a small home and dock on 
  the seashore, or a major river; ﬁshing gear; a map with a 
  few local ports; a cultural peculiarity (such as an unusual 
  piercing, tattoo, pet, etc.), and 1d8x10 silver. 
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  4. Farming Herdsman: These are simple, ruﬆic folk who 
  till the soil and raise liveﬆock. They are keen to the health 
  of both animal and crop, as well as wise to weather. A 
  farming herdsman begins with: a small farm inhabited by 
  their family; roughly a dozen heads of various liveﬆock; farm 
  tools; a cart drawn by two oxen; and 1d4x10 silver. 
  5. Landed Noble: Titled by birth and deeded lands, or 
  possibly a chieﬅain’s son, the landed nobility dwell in another 
  world from the lower classes. Though usually well educated, a 
  noble oﬅen lacks practical skill. A landed noble begins with a 
  tract of family lands upon which they live (but is owned by 
  the family); a full ﬆable and possibly kennels or an aviary; a 
  ﬁne exhauﬆive wardrobe; near inﬁnite credit in their own 
  village; a majordomo; and 3d10x10 gold on hand. 
  6. Merchant Trader: Though viewed by many as 
  unscrupulous opportuniﬆs, merchants and traders are a vital 
  lifeline to many of the commodities people need, or desire. 
  Merchants are skilled salesmen and oﬅen highly educated. As 
  traders, they begin with either a merchants caravan owned 
  outright, or a small trading ship they are paying oﬀ; a ﬁne 
  wardrobe of personal garments; a map detailing the routes to 
  several far away places; a small amount of exotic goods leﬅ 
  over from the laﬆ expedition; a clerk; and 1d10x10 gold. 
  7. Ordained Prieﬆ: These men and women are oﬅen the 
  moral centers of the village or city in which they dwell. In 
  many cultures, they are unusually well oﬀ, in others they are 
  poor, but they always seem to wield great social inﬂuence. A 
  prieﬆ begins with: a room in a local church or monaﬆery, 
  the faith of the local believers; veﬆments; a holy symbol; an 
  alms box; a collection of sacred items; and 1d8x10 silver. 
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  8. Professional Soldier: Guardsmen, men of ﬆanding armies 
  and mercenaries, all are examples of professional soldiers. Moﬆ 
  are wise to terrain and its use, the maintenance of armaments, 
  and setting camp. A professional soldier who is both equipped 
  and ﬁghting in a manner consiﬆent with their culture gains a 
  +1 on all combat rolls. Professional soldiers begin with: armor 
  and weaponry appropriate to their culture; a light warhorse or 
  two riding horses and a chariot; quarters in the house of the 
  soldier’s patron; and 2d6x10 silver. 
  9. Retained Artisan: These skilled tradesmen are craﬅers 
  and artisans of ﬆeady employ. They may be smiths, jewelers, 
  shipwrights, masons, even sculptors or tailors. They are well 
  skilled in their trade and more worldly then moﬆ townsfolk. 
  An artisan begins with: a home and business front where they 
  may ply their trade; tools appropriate to their profession; a 
  cart drawn by two draﬅ horses or oxen; and 2d4x10 silver. 
  10. Skilled Ranger: Rangers scout the roads and wilds. A 
  ranger may be a huntsman, a messenger, a trapper, etc. They 
  are skilled at surviving out in the wilds, as well as tracking 
  and felling all manner of animal. A ranger begins with: a 
  well built home in the woods; a riding horse; a hunting dog 
  or falcon; a personal map of the area; and 1d6x10 silver. 
  11. Traveling Entertainer: From bards and minﬆrels, to 
  jeﬆers and charlatans, entertainers are generally well regarded 
  among the old world. They bring news and rumor, as well as 
  much needed levity and mirth. Entertainers are skilled in their 
  manner of entertainment, as well as reading and working other 
  people. An entertainer begins with: a ﬁne musical inﬆrument; 
  room and board at moﬆ inns; a caravan home drawn by a 
  draﬅ horse; and 1d6x10 silver. 
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  12. Wanted Outlaw: Brigands or thugs, an outlaw is oﬅen 
  a simple bully. However, tales tell of outlaws who are the 
  heroes of the people. An outlaw is skilled at evading capture, 
  maintaining false pretenses, and surviving in less then ideal 
  situations. It needs to be noted, outlaws will be targeted by 
  guardsmen and other ﬁgures of authority. Unlike the other 
  professions or backgrounds, an outlaw may choose a second 
  profession or background to represent their life before they 
  ended up on the wrong side of the law. It is up to the other 
  players and the referee to decide if the character may keep 
  any lands provided by a second background, but they gain all 
  the other ﬆarting possessions. Additionally, an outlaw begins 
  with: a hideout, somewhere out of the way and inconspicuous; 
  basic armaments; a menacing peculiarity (such as an eyepatch, 
  obvious scar, or unusual pet); and 1d100x10 silver. 
  Note: when an outlaw enters a populated area they muﬆ make 
  a charisma check. If the check is successful, the outlaw has 
  an encounter with some lawful force. 
  Business & Income 
  Many characters are provided a means of income as part of 
  their chosen profession or background. The amount of silver 
  provided per month is found by rolling the same number of 
  dice used to determine ﬆarting wealth, though the result is not 
  multiplied by ten. Thus, 1d6x10 becomes 1d6 silver each 
  month. This is the total available silver aﬅer the characters 
  basic needs are met. If the player choses, they may teﬆ their 
  luck by rolling a single d6. A result of 1 or 2, indicates no 
  wealth is made that month. If the result is 6, the character 
  makes twice the usual amount of wealth that month. In moﬆ 
  situations, the family of a character cares for both the aﬀairs 
  and business ventures of the character while they are away, 
  though this is not always necessary nor possible.
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  Knacks & Knowledges 
  Moﬆ characters learn a few things outside their predeﬁned 
  skill sets. In Færie Tales & Folklore such minor skills are 
  considered knacks and knowledges. At creation, a character is 
  allowed to choose a number of knacks or knowledges equal to 
  the number of bonus languages provided by their intelligence 
  plus one. These knacks and knowledges do not count toward 
  the number of languages a character knows, though the player 
  muﬆ have a good explanation for how they were learned. 
  When determining the success or failure of some undertaking, 
  these knacks and knowledges oﬀer the character half of their 
  skill bonus (rounded up) to all related attribute checks. In 
  situations where a skilled craﬅsman can simply produce a high 
  quality product, a knack may require a roll. A knowledge 
  should be handled in similar fashion. In moﬆ cases, a player 
  may simply deﬁne any knack or knowledge known by their 
  character. This is commonly a single word and should be 
  relatively narrow in scope. Knacks and knowledges are not 
  professional skills, inﬆead they represent hobbies and intereﬆs 
  of the character. Examples of knacks and knowledges, as well 
  as the diﬀerences between the two are detailed below. 
  Knacks: A knack is a practical skill, such as ﬁshing or the 
  craﬅing of pottery. A knack expands what a character can do 
  or create. Examples are: blacksmith, brewer, carpentry, cook, 
  ﬁsherman, herbalism, huntsman, mason, musicianship, painter, 
  sculptor, sportsman (choose sport), tanner, wainwright, etc. 
  Knowledges: A knowledge is exactly that, a ﬁeld of ﬆudy a 
  character has some familiarity in. A knowledge expands what 
  a character knows and underﬆands. Examples are: anatomy, 
  apothecary, aﬆrology, chirurgy, cosmology, heraldry, hiﬆory, 
  law, religious ﬆudies, science, tactics, writing, zoology, etc.
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  The Details 
  Age and language can become minor, but important details in 
  a game session or adventure. Both are covered below. 
  Age: In moﬆ circumﬆances, age does not become an issue 
  during the span of a game. However, during longer campaigns 
  or ongoing narratives, some characters may move through the 
  later ﬆages of life. The table below outlines the impact of 
  age on characters of various lineages. 
  Middle Age: Roll saves for ﬆrength, dexterity and conﬆitution. 
  If a save fails, subtract 1 from that attribute. 
  Old: Strength, dexterity and conﬆitution lose 1 point each. 
  Roll saves for intelligence and charisma. If a save fails, 1 
  point is subtracted from that ability. 
  Venerable: Strength, dexterity and conﬆitution lose 1 each. 
  Make saves for intelligence and charisma. If a save fails, 1 
  point is subtracted from that ability. 
  Languages: A character knows how to speak the language of 
  their culture, plus any additional languages learned through 
  high intelligence. All of the various languages of man are 
  available, setting permitted, and no common tongue exiﬆs. 
  Age Categories by Lineage
  Lineage
  Middle Age
  Old
  Venerable
  Common man
  40-59
  60-69
  70+
  High man
  50-149
  150-199
  200+
  Low man
  50-99
  100-124
  125+
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  * Complexion is based on movement from the character’s natural 
  hereditary skin tone.
  Hair Color (1d20)
  Roll
  Color
  1
  Blond or Red (even odds of either)
  2-3
  Brown
  4-19
  Black
  20
  Roll twice and blend the results
  Eye Color (1d20)
  Roll
  Color
  1-12
  Brown or black (1 in 10)
  13-15
  Hazel
  16
  Green
  17-19
  Blue or grey (1 in 10)
  20
  Roll twice and blend the results
  Complexion (2d6)*
  Roll/Roll
  1
  2-5
  6
  1
  Deep tint
  Deep
  Deep shade
  2-5
  Median tint
  Median
  Median shade
  6
  Shallow tint
  Shallow
  Shallow shade
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  The Introduction Line 
  A character’s introduction is an important ﬁnal touch during 
  the creation of a character. The introduction line oﬀers the 
  player a chance to deﬁne their character in more detail then 
  the basic mechanics allow. When writing an introduction line, 
  a character might go from a magic-user, to a “witch” maybe 
  even a “druid”. A ﬁghting-man might be a “samurai” or a 
  high man could be deemed “hemitheoi”. 
  The introduction line can be conﬆructed by using a template 
  and ﬁlling in the blanks. For example: 
  “I am (name) of (hometown/nation), heir of (father’s/mother’s 
  name). I am a (alternative class name), and a (profession) by 
  (birth, oath or trade)” 
  Thus, when ﬁlled out, the result would sound like this. 
  “I am Lucian of Francia, son of Roland. I am a knight and 
  noble by birth.” 
  If needed, the exact wording of the line, or lines, can be 
  altered to ﬁt a player’s individual needs. 
  What an Introduction Says: A well composed introduction 
  line serves a multitude uses. An introduction deﬁnes: cultural 
  skills and trappings; variations upon the basic lineages, classes 
  and backgrounds; and oﬅen, a bit of family hiﬆory. It can 
  even aﬀect such factors as the residence a character inhabits 
  and where it is located within their hometown. During play, a 
  character’s introduction line may be referenced when deciding 
  what a character knows and how well they know it. The 
  introduction line is likely to be repeated when making formal 
  introductions, so it should not be terribly long. 
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  Notes on Skills & Attribute Checks 
  Attribute checks should not become a crutch to facilitate poor 
  roleplaying. However, it is important to have a good idea of 
  when an attribute check should be used during a game and 
  when success should simply be assumed. There should also be 
  an underﬆanding how one determines what a character actually 
  knows to better underﬆand what they are capable of. When 
  deciding how to determine the success or failure of a given 
  action, follow the outline liﬆed below. 
  • All characters have the basic knowledge and skills that any 
  member of their culture, lineage, class, and background are 
  thought to possess. This should also include any knacks and 
  knowledges a character has acquired. The introduction line 
  provides additional clarity to this implied set of capabilities. 
  A samurai is oﬅen a skilled calligrapher and a mekubbal 
  commonly posses greater knowledge about the Otherworld, 
  as examples. 
  • A character should not be allowed to perform actions that 
  would require knowledge or complex skills they would not 
  possess due to the factors liﬆed above. A character should 
  not be allowed to smelt iron and forge a sword from it 
  during the early Bronze Age, nor is it likely that a ﬆeppes 
  nomad would be capable of sailing a ship. There are some 
  circumﬆances where such limitations can be ignored, but 
  this should only be allowed in certain rare situations, and 
  even then a heﬅy penalty should be applied to the check. 
  • When a character attempts an action in an area where they 
  have some skill, an attribute check should only be required 
  if the roll would beneﬁt the narrative tension, otherwise 
  success should be assumed. A smith would not be required 
  to make an attribute check to forge a sword but, they may 
  need to make such a roll to forge a sword from the metal 
  found within a meteor. 
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  • The attribute used to determine the success of an action is 
  to be determined by the action, not the skill or knowledge 
  needed. A smith who needs to complete a complicated item 
  on short notice may need to make conﬆitution checks aﬅer 
  so many hours of work, for example. The same smith may 
  need to make intelligence checks to learn something useful 
  from a failed project. 
  • The referee may add a penalty to the check based upon 
  the perceived diﬃculty of the task being attempted. This 
  penalty can range from 1 to 10, and is applied to the 
  attribute check being rolled. 
  • Attribute checks should not be used as the common method 
  of solving problems or navigating the perils of the world in 
  which the characters exiﬆ. Though such checks can and 
  oﬅen should be a portion of such solutions, they should not 
  be a subﬆitute for taking the time to ﬁnd clues and puzzle 
  out situations through logic or discovery. Do not make a 
  check to ﬁnd a trap and a check to disarm it, though this 
  is ﬁne in some cases, it is preferable to have the characters 
  work to solve their problems without such rolls.
  Example difficulty
  Diﬃculty
  Example
  +1 or 2
  A woodworker performing carpentry
  +3 or 4
  Playing an unknown musical inﬆrument
  +5 or 6
  Maintaining a disguise under close scrutiny
  +7 or 8
  Sailing a ship through a violent ﬆorm
  +9 or 10
  Trying to work with iron in the Stone Age
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  Accumulation of Experience 
  During narrative ﬆyle games, characters acquire greater power 
  through their actions. This is abﬆracted through the process 
  of gaining experience points (or XP), which allow characters 
  to gain further levels in the class they have chosen. The two 
  primary sources of experience are defeating foes and collecting 
  treasure, though several other sources are available. 
  Treasure: Gold, silver and jewels provides experience equal to 
  its monetary value in experience (1 gold is worth 1 experience 
  point). However, the acquisition of any magical, special or 
  other unusual items does not grant experience points 
  Positive Participation: Any player who is engaged in the 
  game and cooperative gains an experience bonus of 5% over 
  the course of any given session. 
  Good Roleplaying: A player who represents the character 
  they are playing in a way that is true to the character’s 
  culture, lineage and profession, or the player’s description of 
  said character, gains an experience bonus of 10% over the 
  course of any given session. 
  Creative Solutions: A player who devises a highly creative 
  or unusually eﬀective plan, or makes a brazenly heroic ﬆand, 
  should receive twice the experience for the engagement. If a 
  plan made it possible to avoid a tough battle, the characters 
  should receive experience for defeating the foes in queﬆion. 
  Educating: A player who provides a pertinent and previously 
  unknown fact to the game which relates to myth or hiﬆory, 
  gains a 1% bonus to experience per fact (10% maximum).
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  Talents 
  Some characters have abilities which reside outside those of 
  class or lineage. These abilities are oﬅen referred to as talents 
  and they allow players to cuﬆomize their characters in a more 
  directly mechanical way. Talents are purchased by expending 
  experience, which if spent in this way is loﬆ and does not 
  count toward obtaining one’s next level. A character may use 
  experience to buy a talent at any time, provided the talent’s 
  experience coﬆ does not exceed the amount the character needs 
  to obtain their next level. Thus, if a character needs 2,000 
  experience to gain a level, they may not purchase talents. 
  Coﬆ: Talents are liﬆed in tiers that correspond to their coﬆ. 
  The four tiers are: a basic talent coﬆs 2,000 experience; a 
  ﬆandard talent coﬆs 5,000; an expert talent coﬆs 10,000; 
  and a maﬆery talent coﬆs 50,000. 
  Basic Talents 
  The ﬁrﬆ tier of available talents have relatively limited eﬀects 
  and can be learned by moﬆ characters aﬅer a session or two. 
  Pugiliﬆ: The character’s unarmed attacks are deadly and 
  treated as maces with a penalty of 3 on all combat rolls. 
  Resiﬆant: The character gains a bonus of 1 on all attribute 
  checks made as saves related to a single chosen attribute. 
  Swiﬅness: The character’s movement rate is increased by 3” 
  for all natural methods of movement possessed. 
  Wreﬆler: The character adds 50% to their total hits when 
  determining the number of dice rolled for grappling. 
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  Standard Talents 
  The second tier or, ﬆandard talents, are ﬆill of a relatively 
  limited eﬀect and scope. Some ﬆandard talents require a lesser 
  talent to have been purchased previously. 
  Accurate: The character gains a bonus of 1 on all combat 
  rolls when making attacks with missile weapons. 
  Hardened: When making attacks, the character’s hit penalty 
  is considered half its current value. (Muﬆ possess Resiﬆant) 
  Knack: The character chooses one new knack or knowledge, 
  or improves an exiﬆing one to a professional skill. 
  Legerdemain: The character can use spontaneous magic to 
  create complexity 0 spell eﬀects known as tricks. 
  Militia: Choose one of the following combat options: archer, 
  berserkr, commander, dueliﬆ, or mounted archer. 
  Rider: The character is adept in the saddle and almoﬆ never 
  falls from their mount (referee’s discretion), no normal means 
  may unseat the rider. 
  Stamina: The character adds 1 to all totals before they are 
  considered fatigued. 
  Training: The character no longer suﬀers from a reduction 
  in ﬆamina (to avoid fatigue) from using armor and weapons of 
  a size or type not permitted by their class. 
  Warrior: The character gains a bonus of 1 on all combat 
  rolls when making attacks with melee weapons. 
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  Expert Talents 
  The third tier, or expert talents, begin to have a more serious 
  impact on a character and their capabilities. A few expert 
  talents require certain lesser talents to have been purchased at 
  a previous point. 
  Attribute: The character adds 1 to a single chosen attribute 
  permanently. This talent can be purchased three times, but no 
  attribute may be raised more then twice. 
  Evade: The character may attempt to hide even in situations 
  which seem improbable. Any attempt that can be considered 
  impossible, such as hiding while naked in broad daylight for 
  example, ﬆill cannot succeed. (Muﬆ possess Knack, hiding) 
  Learned: The character adds 50% to their skill bonus when 
  making attribute checks related to basic knowledge and lore. 
  Merchant: The character may haggle over the coﬆ of goods. 
  For basic purchases, a merchant gains a 10% discount with 
  even odds of 20%. Buying or selling large quantities of goods 
  has a favorable discount or markup of 1d4x10%. 
  Natural: The character chooses a single spell they currently 
  know. When caﬆing this spell the character does not need to 
  make a complexity roll for the spell to be caﬆ immediately. 
  Sharpshooter: The character suﬀers only half the normal 
  penalty to combat rolls when attempting a called shot during 
  missile combat. (Muﬆ possess Accurate) 
  Tireless: The character may double all totals before they are 
  considered fatigued. (Muﬆ possess Stamina) 
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  Maﬆery Talents 
  The ﬁnal tier, or maﬆery talents, can have a radical impact 
  on the capabilities of a character. Many maﬆery talents may 
  only be purchased if a particular expert talent was purchased 
  perviously. 
  Ageless: The character no longer ages, nor may they be 
  aged by any eﬀect, magical or otherwise. A common man 
  may not purchase this talent. 
  Blessed: The character is always considered to be wielding a 
  magical weapon. If this talent is taken a second time, the 
  character may only be harmed by a magical weapon. 
  Font: The character is able to make half again the number 
  complexity rolls to create spontaneous magic spells then their 
  level normally allows. 
  Giﬅed: The character learn one spell, determined randomly. 
  They can caﬆ this spell at half their level if they are not a 
  magic-user. (Muﬆ possess Legerdemain) 
  Leader: The character may double the number of hirelings 
  they may retain at any given time. The range of any ability 
  related to command is also doubled. 
  Specialization: The character chooses a single weapon type 
  (dagger, sword, great sword, etc.). Combat rolls made with 
  such weapons score a critical if the roll hits by ﬁve more then 
  needed and totals 20. (Muﬆ possess Accuracy or Warrior) 
  Watchful: The character cannot be surprised. The diﬆance 
  at which creatures may be perceived is also doubled. 
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  The Beneﬁts of Virtue & Vice 
  In Færie Tales & Folklore, virtue and vice are the basis of 
  many tales. Stories oﬅen hinge upon the protagoniﬆ’s morality 
  or lack thereof. To represent this, each player should write a 
  virtue and a vice for their character. These traits are intended 
  to provide a way for the players to encourage role playing. 
  The virtues and vices written by the players come into play 
  through the ongoing narrative. At the end of each session, the 
  players and referee vote on how well each character adhered 
  to their introduction line, virtue, and vice. Those who get the 
  beneﬁt of the vote gain a beneﬁt during the next session. 
  Virtues: A virtue is something about the character that shows 
  their positive nature. The character’s heroic nature is likely to 
  be the ﬆrongeﬆ if the task at hand relates to their virtue. A 
  well written virtue is beﬆ when it is clear and concise. Some 
  examples: “I always aid a lady in distress” or “I try to help 
  ease the suffering of the poor and downtrodden” or “I nurture the 
  natural world around me” or “A bully always finds my boot in 
  their arse”. Each of these are ﬁne virtues and is broad enough 
  to be generally applicable to a character and their ﬆory. 
  Vices: A vice is the greateﬆ weakness of the character. The 
  vice of a character is very important in underﬆanding what it 
  is that brings out the darkeﬆ, moﬆ negative portions of who 
  they are as people. A well written vice should also be clear 
  and concise. Some examples: “Greed is smart, and I am worth 
  every copper” or “I commonly drink until I pass out” or “The 
  truth and I do not agree” or “I hurt things, to see how they 
  react”. While maintaining clarity, creativity is encouraged in 
  the wording of a vice (or virtue) provided it adds color and is 
  not unnecessarily confusing. 
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  The Review 
  At the end of any given session, the players should review the 
  session along with the referee. This review is used to decide if 
  each player maintained the characterization of their dramatis 
  personæ. Aﬅer a brief discussion of the character’s actions, the 
  players hold a vote. The referee’s vote is worth has the same 
  value as the remaining players minus 1 (In a game with four 
  players, the referee counts as three votes). Characters who get 
  a majority vote gain a ﬆory beneﬁt. This process works beﬆ 
  if the players and referee follow a few simple ﬆeps. 
  Pay Attention, Take Notes: During a game session, when 
  a player narrates an action which typiﬁes the character they 
  are playing, make a note of it. These notes are handy when 
  trying to decide on how to vote on a character’s actions. 
  Know the Other Characters: It is useful to make notes of 
  the other characters introduction line, virtue, and vice. This is 
  very helpful in determining if a character is indeed acting in a 
  manner consiﬆent with their characterization. 
  About the Referee: This syﬆem is intended to be a player 
  driven form of reward. Though the referee has a ﬆrong vote, 
  this is a way for players to reward players. 
  Story Beneﬁts 
  Each time a character gets a majority vote during an end of 
  session review, they are granted a ﬆory beneﬁt. Story beneﬁts 
  are used during a game to bend both mechanics and narrative 
  in the character’s favor. Story beneﬁts can be saved up from 
  session to session, or spent immediately. There are only certain 
  allowed uses for these beneﬁts which are detailed below. 
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  Plot Armor: A ﬆory beneﬁt can prevent the eminent death 
  of a character, such as from a failed save or die roll. When 
  using a ﬆory beneﬁt in this way, the character does not avoid 
  what was their impending cause of death, rather it juﬆ fails 
  to kill them. The character is placed into a death spiral and 
  they muﬆ get attention soon or they ﬆill parish. This beneﬁt 
  can only be used once per in game month. 
  Improve a Trade: When a ﬆory beneﬁt is used to improve 
  a trade, it is spent by the player as treasure is diﬆributed but 
  only if the player is making a gold trade. In this situation, 
  increase the trade to the next higher value. 
  Introduce Facts: The laﬆ, and possibly moﬆ ﬂexible use of 
  a ﬆory beneﬁt is to introduce a fact into the narrative when 
  not acting as the narrator. Such facts are usually but minor 
  details and should not be used to move the ﬆory forward all 
  on their own. Facts should also retain a sense of plausibility. 
  For example, a party has arrived in neighboring town and it 
  is important they ﬁnd out some information quickly. One of 
  the players ﬆates they are using a ﬆory beneﬁt to create the 
  following fact. 
  “I know the keeper of the inn one town over.” 
  This fact does not directly further the ﬆory, it is plausible in 
  the current narrative, and it oﬀers some lingering color to the 
  campaign. The intent of an introduced fact is narrative rather 
  then something providing a beneﬁt to the game’s mechanics. A 
  fact of this nature should not create a major impact, though 
  it should oﬀer some. With any introduced fact, the referee is 
  the ﬁnal arbiter in what is acceptable. Once a fact has been 
  accepted, it is considered permanent unless later overruled.
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  Factual Examples: The following examples are provided for 
  the purpose of clarifying the scope of an introduced fact. 
  “My family’s cattle always wins the prize at harvest.” 
  This is a good example of a fact that serves little meaning in 
  the game, but is useful for narrative reasons. A fact of this 
  nature may have implications beyond the character’s intent be 
  they good or bad. If a player asks for the introduction of a 
  fact that seems to juﬆ add intereﬆ to the narrative, the referee 
  or narrator is encouraged to utilize that potential intereﬆ. 
  “I always keep a barrel of my finest mead around, never know 
  when you might have company. Join us for a drink!” 
  This is a more speciﬁc use of a fact. Here, the party ﬁnds 
  themselves in an encounter with a traveling mercenaries and 
  they hope to avoid trouble. This is a handy fact considering 
  the character had no such barrel of mead liﬆed. The creation 
  of such a minor item is not outside the capabilities of a fact. 
  A fact of this nature is also a good place to be reminded that 
  an introduced fact needs to be plausible. If the party had juﬆ 
  crossed a desert, that barrel of mead becomes highly unlikely. 
  Such facts should hold up to some scrutiny from the referee if 
  not the other players. 
  “There is a well hidden cave around the next bend. I used to 
  hide there as a child and it should allow us to regroup.” 
  In this inﬆance, a fact was used to provide an obvious beneﬁt 
  though it does not provide a way to move the ﬆory forward. 
  As mentioned earlier, the cave can be used at other times as 
  well (and by more then juﬆ the character).
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  The Random Lives of People 
  The following tables may be used to generate any manner of 
  in-game persons, including a character. The odds are weighted 
  to maintain the scarcity of certain backgrounds, classes, and 
  lineages. The tables can also be used to quickly generate the 
  many people encountered in a fantasy game world. If agreed 
  by all the players, a player may make one roll during this 
  process a second time and choose the result they prefer. 
  Generate Attributes: Unlike the more ﬆandard method used 
  to generate a characters attribute values, a person created with 
  this syﬆem rolls 1d6+6 for each of the six attributes. These 
  values are further altered during this process (18 max). 
  Low Men: A low man rolls a d6. 1 & 2 results in the 
  enchanting ability; 3 & 4 results in the growth ability; and 
  5 & 6 results in the shapechange ability. 
  Era: Aﬅer the 16th century, all results above 18 require an 
  additional roll of a d10. If the roll is a 10, the individual is 
  indeed a member of the rolled lineage. All other results are 
  treated as a common man. Aﬅer the year 1887, a 100 is 
  required from a d100 roll. 
  Lineage (1d20)
  Roll
  Lineage
  1-18
  Common Man (+2 dexterity)
  19
  Low Man (+2 conﬆitution)
  20
  High Man (+2 charisma)
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  Parents: There is 1 in 4 odds that either parent has died by 
  the time the individual reached adulthood. Hiﬆorically, many 
  mothers died in child birth, and many fathers in war. There 
  is a 1 in 20 chance that the death was an act of foul play. 
  If this is the case there is only a 1 in 100 chance that the 
  individual has any real idea who was involved in the act. 
  Siblings: Roll a d4 to determine the number of siblings. If 
  the result is a 4, roll again and add the result. Repeat this if 
  necessary. There are even odds of each sibling being male or 
  female, and a 1 in 6 chance for them to die before reaching 
  adulthood. To determine the individual’s birth order, roll a die 
  that is closeﬆ to the number of siblings (any results above the 
  number of siblings can be rolled again). 
  Spouse: There are even odds for any character to be married 
  and a 1 in 10 chance that the character’s spouse has already 
  died. A spouse has even odds to practice the same profession 
  as the character (usually as part of a family business). If the 
  spouse is not practicing the same profession, they have a 1 in 
  4 chance of practicing another randomly determined profession. 
  If a spouse has no profession, they are assumed to care for the 
  family home (male or female). 
  Children: If they have not been married, a character has a 
  1 in 6 chance of being a parent and a married character has 
  even odds of being a parent. If a character is a parent, the 
  number of children is determined in the same manner used to 
  determine the number of siblings. Each child has a 1 in 10 
  chance of having died. A child’s age is determined by rolling 
  1d10, adding the result to 13, and subtracting that from the 
  character’s age (minimum of 0). If a character (age 24) rolls 
  a 4 (4+13=17), then the age of the child is 7 (24-17-7). 
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  Family Reputation: All families have a reputation within 
  their community. Roll on the table below. 
  Friends & Rivals: Any character has social connections in 
  the community they call home. A friend is a local inhabitant 
  the character knows and is on good terms with. A rival is a 
  local who dislikes the character. Characters gain a number of 
  friends equal to their allowable hirelings. However, for every 
  two friends chosen, the referee chooses a single rival from the 
  local inhabitants. To choose a friend, a player may claim an 
  NPC as a friend upon ﬁrﬆ meeting them only. If the referee 
  does not object, the character and that NPC are friends. It is 
  wise to follow social convention and the like to avoid abuse of 
  the syﬆem (an urchin should a very good reason to be friends 
  with a king). The scope of fried and rival is clariﬁed below. 
  • Friend: A friend is an NPC from within a character’s home 
  community (no more then 50 miles away) who is on good 
  terms with the character. A friend is not an adventurer, nor 
  a companion on such escapades. However, a friend is likely 
  to help a character in whatever way they are able (without 
  risking too much). 
  Reputation (1d20)
  Roll
  Community Opinion
  1
  Feared and avoided by those who know
  2-6
  Spurious and untruﬆworthy, but not dangerous
  7-14
  They keep to themselves, or are nondescript
  15-19
  Popular, upﬆanding members of the community
  20
  Respected paragons of local culture
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  • Rival: A rival is not a villain, a rival is an NPC within a 
  character’s home community or a neighboring one (within a 
  100 miles) who dislikes or opposes the character on a social 
  level. A rival is likely to spread rumors or work againﬆ a 
  character, but a rivalry is not oﬅen directly confrontational. 
  A rival may oﬀer material aid or information to a villain, 
  but they are unlikely to become one. 
  Friends and rivals exiﬆ in Færie Tales & Folklore to bring 
  a character closer to their community, to make them part of 
  something more then juﬆ an adventure. Friends should only be 
  chosen upon meeting an NPC for the ﬁrﬆ time. This is an 
  important safeguard againﬆ choosing friends aﬅer their value is 
  assessed. It needs to be said, friends should be treated as such. 
  Profession & Background: Roll 1d12 and consult page 39 
  through 42. If the “outlaw” background is the result, roll 
  for the individual’s original profession. Each profession adds 2 
  to a certain attribute as follows (wanted outlaws may choose 
  between two possible attributes). Early modern eras require a 
  shiﬅ in professions and backgrounds, liﬆed in parenthesis. 
  • Strength: Farming Herdsman & Professional Soldier; (Early 
  Modern: Laborer & Tough) 
  • Intelligence: Merchant Trader & Retained Artisan; (Early 
  Modern: Professional & Scientiﬆ) 
  • Wisdom: Animal Breeder & Ordained Prieﬆ; (Early 
  Modern: Occultiﬆ & Watchman) 
  • Dexterity: Cunning Urchin & Wanted Outlaw; (Early 
  Modern: Craﬅsman & Doctor) 
  • Constitution: Experienced Seaman & Skilled Ranger; (Early 
  Modern: Explorer & Military) 
  • Charisma: Landed Noble & Traveling Entertainer; (Early 
  Modern: Ariﬆocrat & Religious) 
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  High Men: A single class high man rolls a d6. 1 & 2 
  results in the impervious ability; 3 & 4 results in the 
  ﬆrength ability; and 5 & 6 results in the wirework ability. 
  Class Attribute Bonus: A ﬁghting-man adds 2 to ﬆrength, 
  a magic-user adds 2 to wisdom, and a sneak-thief adds 2 to 
  intelligence. A multi-class ﬁghting-man/magic-user may add 2 
  to either ﬆrength OR wisdom. 
  Gear Provided by Class: A character’s class oﬀers a bit of 
  gear to ﬆart, as outlined below. Multi-class characters begin 
  with both sets of gear. The amount of ﬆarting wealth gained 
  from the character’s profession is not multiplied by ten. 
  • Fighting-Man: A primary & secondary melee weapon; two 
  throwing weapons (axes, javelins, etc) or a bow & quiver 
  of arrows; mail armor & shield; backpack & bedroll 
  • Magic-User: A spell book, rune ﬆicks, talismans, etc with 
  which spells are recorded; implements of the art (mortar & 
  peﬆle, small vials & pouches, herbs & reagents, etc); a 
  small pet (cat, owl, raven, snake, etc) 
  • Sneak-Thief: A bow & quiver of arrows or a crossbow & 
  bolts; a dagger; hand axe or other small melee weapon; a 
  gambeson or leather jerkin; a hood or mask; a tiny “hole-
  in-the-wall” hideout somewhere in, or near, their hometown. 
  Class by Lineage (1d20)
  Roll
  Common Man
  High Man
  Low Man
  1-5
  Sneak-thief
  Fighting-man
  Magic-user
  6-15
  Fighting-man
  Multi-class
  Sneak-thief
  16-20
  Sneak-thief
  Magic-user
  Magic-user
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  Knacks & Knowledges (1d20)
  Roll
  Knack
  Knowledge
  1
  Blacksmith
  Anatomy
  2
  Brewer
  Apothecary 
  3
  Carpentry
  Aﬆrology
  4
  Cook
  Chirurgy
  5
  Farming
  Cosmology
  6
  Fishing
  Engineering
  7
  Herbalism
  Gardening
  8
  Hunting
  Heraldry
  9
  Mason
  Hiﬆory
  10
  Mining
  Law
  11
  Musician
  Lore
  12
  Outdoorsmanship
  Mechanics
  13
  Painting
  Navigation
  14
  Sailing
  Occult
  15
  Sculpting
  Politics
  16
  Sportsman
  Religion
  17
  Tailor
  Science
  18
  Tanning
  Tactics
  19
  Tinker
  Writing
  20
  Wainwright
  Zoology
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  Knacks & Knowledges: The table on the previous page is 
  used to generate random knacks or knowledges. It is usually a 
  better idea to simply choose appropriate knacks or knowledges 
  based on an individual’s deﬁning events (see below), or another 
  aspect of the character, such as class or lineage. If a player 
  chooses to randomly determine their knacks and knowledges, a 
  rational explanation muﬆ be provided for how they were 
  learned. A broad skill set becomes much more common as the 
  centuries pass and education improves. 
  The table is used to generate either a knack or a knowledge 
  from a single roll. A player, or referee, chooses which of the 
  two is being determined before any roll is made. 
  Deﬁning Events 
  All individuals experience events which come to deﬁne them in 
  signiﬁcant ways. Such events shape who an individual becomes 
  and oﬅen place them upon a path toward the heroic. The 
  following table provides a random method to determine these 
  events and with the agreement of the referee, or other players, 
  new deﬁning events may be created using the preexiﬆing ones 
  as an outline for what is allowed. The number of events any 
  individual has experienced during the course of their life is 
  determined by referencing the liﬆ below. 
  • None: Moﬆ non-player characters 
  • One: Heroes, great heroes, and wizards, etc 
  • Two: Individuals with a character class, including villains 
  Beneﬁts: Each deﬁning event provides a couple of beneﬁts. 
  Firﬆ, each event oﬀers a single point bonus in one attribute. 
  Second, each event oﬀers some small material beneﬁt, such as 
  a pet or nice weapon, etc. Knacks or knowledges implied by 
  a deﬁning event muﬆ ﬆill be learned at another point, but the 
  narrative rational already exiﬆs. 
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  * High men add 5 to each 2d20 roll, low men add 2. 
  Defining Events (2d20)*
  Roll
  Event
  2
  Loﬆ as a child & raised by wild animals: +1 
  conﬆitution, suﬀers from lycanthropy
  3
  Champion athlete: +1 dexterity; +1” to jump, 
  movement rate, thrown range; and a trophy
  4
  Read or memorized a vaﬆ collection of tales: 
  +1 wisdom, some form of journal & tip jar
  5
  Sailed the seas with relatives: +1 conﬆitution; 
  a ﬆrange keepsake from a ﬆrange land
  6
  Renowned drunken pugiliﬆ: +1 ﬆrength, never 
  considered too drunk to ﬁght eﬀectively
  7
  Successful gambler: +1 intelligence, a 50 gold 
  trade & more then a few enemies
  8
  Born in the saddle: +1 dexterity, ﬁne & loyal 
  heavy war horse with bridle & saddle
  9
  A skilled hunter: +1 wisdom, an animal 
  trophy, a scar & a “lucky” missile weapon
  10
  Traveled with merchants: +1 charisma; +50% 
  ﬆarting funds, knows someone everywhere
  11
  Raised by the medicine man or chirurgeon; +1 
  intelligence, healer’s tools & a ﬆrong ﬆomach
  12
  Legendary appearance: +1 charisma, renown 
  thought land (both adoration & hatred)
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  * High men add 5 to each 2d20 roll, low men add 2. 
  Defining Events, Continued I (2d20)*
  Roll
  Event
  13
  Apprenticed to a smith: +1 ﬆrength, self made 
  melee weaponry & a surly disposition
  14
  Ran messages as a child: +1 conﬆitution, a 
  local map & other people’s secrets
  15
  Raised hunting or messenger birds; +1 wisdom, 
  your ﬁneﬆ animal (knows 6 tricks)
  16
  Spent summers building the homeﬆead; +1 
  ﬆrength, homeﬆead is lightly fortiﬁed
  17
  Talented climber & tumbler: +1 dexterity, 
  can climb at 50% of movement, no roll
  18
  Ran errands for an apothecary: +1 intelligence,  
  knows locations & look of important herbs
  19
  Knows many spirits: +1 charisma, knows 
  names and ways to trick moﬆ local spirits
  20
  Eats a ﬆrongman’s diet: +1 ﬆrength, ability 
  to eat almoﬆ anything & liﬅ +25%
  21
  Traveled to a far oﬀ land: +1 wisdom, an 
  additional language & unusual clothing
  22
  Foﬆered by learned men: +1 intelligence, a 
  modeﬆ collection of knowledge (scrolls, etc)
  23
  Giﬅed dueliﬆ: +1 dexterity, a dueling weapon 
  of superior quality & a reputation
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  * High men add 5 to each 2d20 roll, low men add 2. 
  Defining Events, Continued II (2d20)*
  Roll
  Event
  24
  Served as a watchman: +1 conﬆitution, proof 
  of authority, helmet & ﬁne lantern
  25
  Found to be a ﬁne tactician: +1 intelligence, a 
  chess or go set, a ﬁne light warhorse
  26
  Musical prodigy: +1 dexterity, an inﬆrument 
  of remarkable quality, a reputation
  27
  Learned to brew or craﬅ wine: +1 wisdom, 
  always seems to have a drink & a secret
  28
  Spent time out in the wilds: +1 ﬆrength, has a 
  hut or cabin in the woods unknown to all
  29
  Family was adamant about education: +1 
  intelligence, friends at a temple or library
  30
  Grew up on a boat: +1 dexterity, owns a 
  small watercraﬅ and ﬁshing tackle
  31
  Strong throwing arm: +1 ﬆrength, add 3” to 
  the range of any thrown weapon
  32
  Grew up around troubadours: +1 charisma, an 
  unusual set of clothes & a cart or wagon
  33
  Educated by monks and acolytes of faith: +1 
  wisdom, trappings of the faith, alms box
  34
  Hired out as a mercenary: +1 ﬆrength, 50% 
  greater ﬆarting funds, heavy armor
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  * High men add 5 to each 2d20 roll, low men add 2. 
  Defining Events, Continued IV (2d20)*
  Roll
  Event
  35
  Loved tending the orchards: +1 conﬆitution, 
  can get nearly any plant to grow
  36
  Has a way with animals: +1 wisdom, a ﬁne 
  pet, can teach animals 1 additional trick
  37
  Military schooling: +1 ﬆrength, a ﬁne weapon, 
  renown or rank in local military
  38
  Developed a taﬆe for burglary: +1 dexterity, 
  simple tools to force doors, cheﬆs, etc
  39
  Felled a great beaﬆ: +1 conﬆitution, a 50 
  gold trade & a great ﬆory
  40
  Shrewd businessman: +1 intelligence, twice the 
  ﬆandard amount of beginning property
  41
  Relative of the earth: +1 wisdom, hair & 
  nails, etc made from plant, ﬆone, etc
  42
  Touched by the wilds: +1 ﬆrength, a subtle 
  beﬆial visage & animals treat as animal
  43
  Tutored by spirits: +1 intelligence, has a lesser 
  spirit friend (hob, irshi, little folk, etc)
  44
  A cycle of reincarnation (as spell): +1 wisdom, 
  reincarnates in 1d100 years aﬅer each death
  45
  Secretly a changeling: +1 charisma, can make 
  subtle changes to visage & has a real family
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  Note on Attributes: It is not possible to ﬁnish this process 
  with an attribute greater then 18. In fact, all of the results 
  from these tables would have to aﬀect a single attribute for 
  an individual to ﬆart play with an 18. 
  The Finishing Touches: If this syﬆem is being used for 
  the creation of player characters, some elements of character 
  creation ﬆill need to be handled by the player. Of these, the 
  introduction line is the moﬆ vital. It should be ﬁnished before 
  play begins. 
  Writing the Tale 
  Once the process is ﬁnished, the narrative language used in the 
  descriptions can be used as the basics of a personal hiﬆory or 
  background. As many of the generated parts of the individual 
  should be included in this short background tale. It is possibly 
  moﬆ important to include an individuals deﬁning events in this 
  background tale, as their introduction line covers moﬆ of the 
  other important details. 
  This background tale should not get terribly wordy or overly 
  involved. However, if conﬆructed and written correctly, there 
  is no need to describe the eﬀects further, or in another area 
  on the character sheet. If an individuals background has 
  “Hired out as a mercenary and traveled with merchants” the 
  player can juﬆ record the in-game beneﬁts of both events and 
  move on. 
  Adding to the Tale: As a player continues to play a single 
  character, that individual begins to accumulate memorable and 
  amusing tales beyond their beginnings. Players are encouraged 
  to keep a record of such tales, and those who use this method 
  of creation are even more so. This ongoing narrative is used 
  to create a more permanent world.
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  Connections: It is suggeﬆed that the players on an adventure 
  or campaign share something in their backgrounds which binds 
  them together. To help facilitate this beneﬁcial process, any 
  characters who ﬁnd a way to link their ﬆory to another, in a 
  manner supported by the rolls, may opt to use any of the 
  beneﬁts of a linked character (sense willing). Thus, characters 
  with professions capable of producing a product or providing 
  service may oﬀer these products and services to characters who 
  share some common link through their backgrounds. 
  Here is one example of how a link is supported by a die roll. 
  Two characters grow up in a village together, one becomes a 
  smith as a profession and the other simply apprentices with the 
  local smith. In a small village it can be assumed they were 
  both trained by the same older smith. This link is supported 
  by the dice rolls and their results. To further the example, if 
  the character who juﬆ apprenticed with the smith was also an 
  adept animal trainer, the smith character could also have well 
  trained animals because of the abilities of a friend. 
  Players should describe such connections in their written ﬆories 
  so they are integrated into both characters background tales. 
  Though it is a good idea to intertwine the characters lives a 
  bit, only those that are linked in this way gain an advantage 
  from the coincidence. 
  Fudging Things: The process described above was craﬅed to 
  ﬁt a wide range of hiﬆorical settings. However, in a modern 
  setting, some entries may seem out of place. In such inﬆances 
  it becomes necessary to fudge the language of an entry to suit 
  the current need. When possible, changes to these descriptions 
  should maintain the spirit of the result, altering only as much 
  as is required. If no simple solution is found that maintains the 
  entries intent, the player should work with the referee to write 
  something that as acceptable to all involved.
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  Magic & Miracles 
  In Færie Tales & Folklore, there are three primary forms of 
  magic: spells, which are predeﬁned supernatural eﬀects invoked 
  by personal power; miracles, which are supernatural eﬀects 
  invoked on the caller’s behalf by external powers; and ﬁnally 
  spontaneous magic, which can create cuﬆomized supernatural 
  eﬀects similar to spells. Each form of magic is detailed in this 
  section. 
  A Recap of the Save: As ﬆated previously, a save is a type 
  of attribute check used to avoid a detrimental eﬀect. To make 
  a save, a single d20 is rolled againﬆ the liﬆed attribute. If 
  the total is equal to, or less then the attribute the save is 
  based on, or a creatures hits +5, it is considered successful. 
  Some eﬀects require a save or die roll. Such a save is repeated 
  for each hit the target has, and the series of saves ends with 
  the death of the target (no death spiral), or with the ﬁrﬆ 
  successful save. Thus, if a character with 5 hits is within the 
  area of eﬀect of a catapult, they make a save. If unsuccessful, 
  They mark the hit and repeat the save. If the next save is 
  unsuccessful, they mark another hit, and so on. A magic-user, 
  or other spell user, may use their skill bonus, or total hits, as 
  a penalty to any saves a target makes againﬆ their spells, 
  miracles, or other magical eﬀects. 
  Spell Caﬆing 
  The moﬆ common form of magic is spell caﬆing. A Spell 
  caﬆer learns a speciﬁc number of spells which accomplish very 
  speciﬁc things. Each spell has a complexity rating, which 
  indicates how diﬃcult the spell is to caﬆ. The caﬆer’s level 
  determines how skilled they are at caﬆing spells. The caﬆing 
  of spells is ultimately resolved with a complexity check. 
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  Complex. = The spells complexity level. 
  Level = the greater of 1/2 a creatures total hits or the number 
  of spells the creatures knows, for spell casters with mo level. 
  I = The spell immediately takes effect (during the spell phase). 
  D = The spell requires a number of turns equal to its complexity. 
  N = The spell negated, add 1 to the caster’s hit penalty. 
  Spell Complexity Check & Effect (1d20)
  Complex. 
  /Eﬀect
  Level 
  1-2
  Level 
  3-4
  Level 
  5-6
  Level 
  7-8
  Level 
  9-10
  1/I 
  1/D 
  1/N
  13+ 
  12-6 
  5-
  10+ 
  9-5 
  4-
  7+ 
  6-4 
  3-
  5+ 
  4- 
  -
  4+ 
  3- 
  -
  2/I 
  2/D 
  2/N
  15+ 
  14-8 
  7-
  13+ 
  12-6 
  5-
  10+ 
  9-5 
  4-
  7+ 
  6-4 
  3-
  5+ 
  4- 
  -
  3/I 
  3/D 
  3/N
  17+ 
  16-11 
  10-
  15+ 
  14-8 
  7-
  13+ 
  12-6 
  5-
  10+ 
  9-5 
  4-
  7+ 
  6-4 
  3-
  4/I 
  4/D 
  4/N
  19+ 
  18-14 
  13-
  17+ 
  16-11 
  10-
  15+ 
  14-8 
  7-
  13+ 
  12-6 
  5-
  10+ 
  9-5 
  4-
  5/I 
  5/D 
  5/N
  20 
  19-16 
  15+
  19+ 
  18-14 
  13-
  17+ 
  16-11 
  10-
  15+ 
  14-8 
  7-
  13+ 
  12-6 
  5-
  6/I 
  6/D 
  6/N
  - 
  20 
  19-
  20 
  19-16 
  15-
  19+ 
  18-14 
  13-
  17+ 
  15+ 
  10+
  15+ 
  14-8 
  7-
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  Spell Complexity Rolls: When a spell caﬆer chooses to 
  caﬆ a spell, they roll a d20 and consult the above table. 
  The result of the roll determines how the chosen spell takes 
  eﬀect, from nearly inﬆant, to a failed caﬆing. 
  Natural 20, Complexity Roll: A spell complexity roll that 
  results in a natural 20 applies a penalty of 4 to saves againﬆ 
  the spell’s eﬀects, provided the result is an “I” or immediate. 
  Natural 1, Complexity Roll: A spell complicity roll that 
  results in a natural 1 prevents the spell from being attempted 
  again until the next day. 
  Caﬆing Requirements: When caﬆing spells, the caﬆer muﬆ 
  not be diﬆurbed through an attack on their person nor are 
  they permitted to move during the caﬆing. If the spell caﬆer 
  is attacked while caﬆing, or continuing a spell, the spell ends 
  or the caﬆing fails. 
  Continuation of Spells: Some spells may be continued longer 
  then one turn, provided the caﬆer does not engage in melee 
  combat nor attempt caﬆing another spell. The diﬆance at 
  which a spell can be continued is modiﬁed by the level of the 
  caﬆer. A complexity roll is not required to continue a spell. 
  Spell Continuation Range
  Level
  Range
  Level
  Range
  1
  -
  6-7
  48”
  2-3
  24”
  8-9
  72”
  4-5
  36”
  10
  unlimited
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  Material Components: Moﬆ spells oﬀer the option to use a 
  material component as they are caﬆ. The use of a material 
  component generally improves or alters the spell in some way. 
  Perhaps more importantly however, such components allow the 
  caﬆer to avoid the spell’s side eﬀect. 
  Side Eﬀect: All spells cause some form of side eﬀect when 
  they are caﬆ. A side eﬀect usually resolves itself in due time, 
  or with some action by the character. However, until a side 
  eﬀect has ended or been resolved, the character emanates a 
  disconcerting aura. For each active side eﬀect, the caﬆer adds 
  1” to the aura’s radius and applies an additional penalty of 1 
  to all morale checks made within the radius. This aura may 
  have other eﬀects, see below. 
  Disconcerting Aura Effects
  Penalty
  Other Eﬀects
  1 or 2
  No additional eﬀects or considerations beyond 
  those of the aura itself.
  3 or 4
  Those within the aura suspect the character 
  has something do with their uneasiness. At this 
  level, animals react poorly to the character.
  5 or 6
  Those within the aura can easily identify the 
  character is the source of their discomfort. At 
  this point, animals become openly hoﬆile.
  7 or 8
  Those within the aura experience revulsion 
  toward the character and may become violent.
  9 or 10
  The unnatural aura of the character is now 
  terrifying to all living things, morale fails.
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  The aura caused by the side eﬀects of magic accelerates in its 
  severity quickly. Animals are aﬀected by the aura much more 
  readily then others, but monﬆrosities and spirits of more hits 
  then the spell caﬆer are immune to the aura’s eﬀects. 
  A Breach: If a character exceeds an aura value of 10, the 
  deiﬁed spirits begin to take notice. An aura of this level ﬆarts 
  what is known as a breach, which reality seeks to close with 
  haﬆe. During such a breach there is a cumulative 5% chance 
  per hour of attracting an angry deiﬁed spirit and a cumulative 
  1% chance per hour of experiencing a major, localized natural 
  disaﬆer. Both seek to return balance to the area and, at the 
  very leaﬆ, result in the immediate death of the spell caﬆer. 
  Learning New Spells 
  All magic using characters and creatures begin with a number 
  of spells based on their class, or creature type. The spells a 
  character or creature begins knowing are always determined in 
  random fashion and some characters may gain more spells by 
  way of a high intelligence score. These spells can be thought 
  of as a character or creature’s natural magical talent. 
  Over time, characters are likely to gain the ability to caﬆ a 
  greater selection of spells. Beyond the spells acquired when a 
  character is created, new spells need to be located and learned 
  from sources such as scrolls or the from spell books of other 
  caﬆers. A magic-user who wishes to learn a spell they have 
  found, muﬆ succeed at an intelligence check modiﬁed by the 
  following conditions. 
  Skill Bonus: A magic-user subtracts their class skill bonus 
  from the intelligence check. However, if the spell is recorded 
  in a form not known to the caﬆer (rune ﬆicks or talismans 
  for example), only half the bonus is subtracted from the roll. 
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  Spell Complexity: The spell’s complexity is added to the 
  intelligence check. If the spell the caﬆer is attempting to 
  learn is of greater complexity then half the caﬆers level, the 
  complexity penalty is twice spell’s complexity. This penalty is 
  ignored for spells within the character’s aﬆrological sign. 
  Sanctuary: If the caﬆer attempting to learn the spell has a 
  sanctuary (the level 10 magic-user beneﬁt). The intelligence 
  check automatically succeeds, so long as the attempt to learn 
  the spell occurs within the sanctuary. 
  Previous Attempts: Each previous attempt a magic-user has 
  made to learn a certain spell subtracts 1 from the roll. 
  Grimoire of Spells & Incantations 
  Spell caﬆing is based around the acquisition spells from various 
  sources, as well as the ﬆudy of their application and caﬆing. 
  Each of the spells provided below are arranged alphabetically 
  and each entry contains the following information. 
  Note: At the end of the spell descriptions is a table used to 
  determine a given spell at random. The determination of spells 
  should always be handled randomly. 
  Name: Spells have names. 
  Complexity: This the complexity rating of the spell, and is 
  followed by the spells ruling aﬆrological sign. 
  Description: Following the name is an explanation of the 
  spell and how it functions. The description also contains notes 
  on the spells material components and side effects.
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  Alacrity: For 10 minutes, all of the caﬆers allies within 6” 
  gain initiative, roll one additional combat roll each turn, and 
  may always ﬆrike ﬁrﬆ if desired. 
  Complexity: 3 / i 
  Material Component: If the caﬆer bears a heraldic banner, all 
  those sporting the same heraldry add 2 to morale rolls and 
  double fatigue requirements while the spell is active. 
  Side Effect: Once the spell’s duration ends, all aﬀected targets 
  add 2 to their hit penalty and subtract 2 from morale rolls 
  until a nights reﬆ is had. 
  Animate: Raises two skeletons or walking corpses per level 
  of the caﬆer. The type is determined by the condition of the 
  bodies before the spell is caﬆ. The caﬆer can control a 
  number of undead equal to the maximum number of henchmen 
  their charisma allows, this includes current living hirelings. 
  Complexity: 5 / h 
  Material Component: If caﬆ in a crypt, graveyard, or at the 
  site of a great battle the number of undead raised is doubled. 
  Side Effect: For one week, a portion of the caﬆer’s body takes 
  on a deathly visage. If Animate is caﬆ again within a week, 
  the change to that body part is permanent. 
  Aqualung: Grants the ability to breath water inﬆead of air 
  to one willing target per level. The caﬆer muﬆ touch each 
  target during the caﬆing and the spell’s duration is one hour. 
  Complexity: 2 / i 
  Material Component: If the target draws breath from a ﬁsh as 
  the spell is caﬆ, the spell laﬆs as long as the ﬁsh draws 
  breath upon land (the ﬁsh now breaths air). If the ﬁsh dies 
  the eﬀect ends immediately. 
  Side Effect: The target cannot breath air while the spell is in 
  eﬀect. If not submerged, the target slowly dies. 
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  Blizzard: This spell may only be caﬆ outdoors. A ﬂurry of 
  snow and icy wind rapidly ﬁlls a 24” radius around the caﬆer 
  over 3 turns (requires continuation). On the 4th turn and each 
  thereaﬅer any being within that radius: reduces movement by 
  3”, takes a hit (unless prepared for cold weather), and reduces 
  its vision to half the usual diﬆance. Furthermore, missile ﬁre 
  into, out of, or through the blizzard is ineﬀective. The spell 
  can be continued. 
  Complexity: 4 / h 
  Material Component: If the sky is currently ﬆorming, the spell 
  does not need the initial 3 turns of continuation. 
  Side Effect: Each turn the spell is continued adds a penalty of 
  1 to any save againﬆ adverse weather conditions or deprivation 
  made by the caﬆer for one week. 
  Camouﬂage: Alters the appearances of up to a hundred men 
  creating the illusion they are rocks and vegetation common to 
  current location. This illusion even fools local wildlife. 
  Complexity: 4 / l 
  Material Component: If each man carries a bit of local rock 
  and vegetation, the illusion can aﬀect an entire army. 
  Side Effect: The caﬆer and all aﬀected targets take a penalty 
  of 2 on all saves againﬆ ﬁre for a full day. 
  Charm: If a chosen target within 6” fails its wisdom save, it 
  treats the caﬆer as if they were a known friend. This eﬀect 
  ends if the caﬆer, or the caﬆer’s allies, harm the target. 
  Complexity: 1 / l 
  Material Component: If the target willingly accepts a giﬅ from 
  the caﬆer, no save is allowed. 
  Side Effect: The caﬆer’s next NPC encounter that should have 
  been friendly is inﬆead unusually tense or bellicose, and the 
  caﬆer’s next reaction roll is made at a penalty of 2. 
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  Confusion: This spell muﬆ be continued for 5 turns before 
  it takes eﬀect, causing 2d6 creatures within 12” of the caﬆer 
  to behave erratically. Only targets with more than one hit are 
  allowed a wisdom save to avoid the spells eﬀect. Each turn, 
  each aﬀected target rolls on the table below. The eﬀect laﬆs 
  as long as the spell is continued. 
  Complexity: 4 / d 
  Material Component: If caﬆ upon a group in the process of 
  becoming intoxicated, add 3 to each roll. 
  Side Effect: All characters, creatures, and units within 24” 
  take a penalty of 1 on any morale checks for a full day. 
  Cure: Removes any mundane diseases or poison from a target 
  and revives a target that has fallen to poison within 3 turns. 
  The caﬆer muﬆ be able to touch the target. 
  Complexity: 3 / c 
  Material Component: If caﬆ alongside traditional chirurgy, 
  maladies like lycanthropy or vampirism can be treated. 
  Side Effect: If the caﬆer rolls an “N” or negated result on 
  the complexity roll, they become infected with the disease. 
  Results of Confusion (3d6)
  Roll
  Action
  3-5
  Attacks the caﬆer or his allies.
  6-9
  Dances wildly and laughs hyﬆerically.
  10-14
  Turns on his own, attacking another enemy.
  15-17
  Becomes sexually assaultive toward neareﬆ thing.
  18+
  Suﬀers crushing depression and attempts suicide.
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  Dispel: The caﬆer has a 100% chance to end a spell caﬆ 
  by another caﬆer of equal level or less. The odds are reduced 
  by 10% for each level the targeted spell’s caﬆer has over the 
  caﬆer attempting to dispel. Odds are even to dispel a curse. 
  Complexity: 3 / j 
  Material Component: Touching a spell or curse’s eﬀected area, 
  item or person with a sizable amount of forged iron as the 
  spell is caﬆ assures success, but deﬆroys the item. 
  Side Effect: The caﬆer muﬆ make a conﬆitution save or be 
  unable to caﬆ a spell until for a full week. 
  Divination: If used in a narrative game, the player can ask 
  the narrator a single queﬆion about an action, event or other 
  endeavor that shall occur within one week. The narrator muﬆ 
  answer truthfully, though the answer may be cryptic. If the 
  spell is used in any other ﬆyle of game, the spell provides the 
  caﬆer with one of the following options. 
  1. If used while making a hex crawl or using sandbox rules, 
  the spell allows the caﬆer to determine what is in a hex 
  before traveling through it. 
  2. If used before a known battle, it allows the caﬆers allies 
  to place their troops or units aﬅer the enemy has placed 
  theirs and with full knowledge of the enemies position. 
  3. If all players agree, the spell can allow a whole battle to 
  be re-fought. This can only be done once per month. 
  Complexity: 4 / k 
  Material Component: If a traditional form of divination is used 
  as the spell is caﬆ, the caﬆer may choose where an enemies 
  troops are placed in a battle. The caﬆer may also choose to 
  divine the contents of all adjacent hexes inﬆead. 
  Side Effect: Until the divined scenario is resolved, the caﬆer 
  suﬀers a penalty of 2 on all save or die rolls. 
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  Dowse: While the spell is continued, the caﬆer can sense the 
  direction of one speciﬁc person, place, or thing named during 
  caﬆing, provided it is within the same realm. 
  Complexity: 1 / k 
  Material Component: Using a dowsing rod always the spell to 
  be continued automatically until the target is found. 
  Side Effect: While dowsing, the caﬆer adds 1 to their chances 
  of being surprised. 
  Dream: The caﬆer may enter and shape the dreams of a 
  known target. Once begun, the caﬆer cannot leave the dream 
  realms until the spell is completed. As soon as the target falls 
  asleep, the caﬆer may inﬂuence their dreams with the intent to 
  communicate, leaving when successful. Optionally, the caﬆer 
  may create a horriﬁc dream in the attempt harm or kill the 
  target. In this case the target makes a wisdom save or die 
  roll, if successful the caﬆer muﬆ save or die (wisdom). 
  Complexity: 5 / d 
  Material Component: If the caﬆer possesses some small portion 
  of the target (a lock of hair, drop of blood or possibly a 
  prized item), the caﬆer need not know the target. 
  Side Effect: Each caﬆing of dream creates a 1% chance of 
  garnering the attention of an angry greater spirit. 
  Duﬆ: Turns a single target of up to the size of a draﬅ horse 
  or wagon to duﬆ. Living targets make a dexterity save or die 
  roll. The target cannot be raised or their body animated, nor 
  can any magic bring back an item deﬆroyed this way. 
  Complexity: 6 / a 
  Material Component: Crushing a fossil increases the size of the 
  targeted area to that of a house or a large elephant. 
  Side Effect: Caﬆing this spell ages the caﬆer one year and a 
  day, and the caﬆer adds 1 to their hit penalty for a full day. 
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  Elemental: This spell summons an elemental of any type to 
  a location within 24”. The summoned elemental follows the 
  caﬆer’s commands for as long as the spell is continued. If the 
  caﬆer cannot continue the spell, or there is not enough of the 
  appropriate element near, they lose control of the elemental 
  which then attempts to deﬆroy everything around it. 
  Complexity: 5 / varies 
  Material Component: If the elemental attribution of the caﬆer’s 
  aﬆrological sign is the same as the summoned elemental, there 
  is no possibility of the caﬆer losing control. 
  Side Effect: The caﬆer muﬆ make a wisdom save or die roll. 
  Entangle: Creates a tangle of root and vine that covers a 
  10” x 10” area per level and laﬆs until dawn. A man with 
  blade and torch can hew through the area in 10 minutes, a 
  creature larger then a horse in 30, while an ill-equipped man 
  would require an hour or more to pass through. 
  Complexity: 1 / i 
  Material Component: If a rose is crushed during caﬆing, all 
  who move within the area muﬆ save or take a hit each turn. 
  Side Effect: The caﬆer moves through dense vegetation at half 
  speed while the spell is in eﬀect. 
  Excavate: Allows the caﬆer to shape earth and ﬆone within 
  24” at a rate of a 2” cube per turn. The spell laﬆs as long 
  as it is continued, and its eﬀects are permanent. 
  Complexity: 6 / b 
  Material Component: A summoned earth elemental doubles the 
  rate of modiﬁcations, which seem in all ways to be natural 
  occurrences. 
  Side Effect: If an earth elemental is not aiding the caﬆer, 
  there is a cumulative 1% chance per turn of attracting an 
  enraged earth elemental bent on deﬆruction. 
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  Fate: One target within 6” can be aﬀected by a blessing or 
  curse. Blessed targets add 1 to all combat rolls and morale 
  checks, cursed targets subtract 1. The duration is an hour. 
  Complexity: 2 / g (bless) or j (curse) 
  Material Component: Reciting a comforting prayer or terrible 
  curse allows the spell to be caﬆ without a complexity roll. 
  Side Effect: When a caﬆer has a blessing or curse active, their 
  chance of experiencing a random encounter is doubled. 
  Feaﬆ: Creates a grand meal for as many as two dozen men, 
  all of whom are satisﬁed for one full day. Those who partake 
  of the meal cannot fail a morale check during the next battle 
  they face together. 
  Complexity: 4 / f 
  Material Component: If the caﬆer has a cauldron and a simple 
  ﬆone, the spell produces enough to feed a whole army, their 
  animals and the needed support crew. The normal eﬀects of 
  the spell ﬆill apply. 
  Side Effect: The spell blights local lands in reciprocal amount 
  to the food created. Though the land slowly recovers, if the 
  spell is caﬆ again within the same hex in the same year, the 
  blight laﬆs for a full generation. 
  Flight: The caﬆer gains the ability to ﬂy at the speed of a 
  light horseman for one full hour. The caﬆer’s maneuverability 
  during ﬂight equal to that of a common man. 
  Complexity: 3 / d 
  Material Component: If the caﬆer burns a crow’s feather, the 
  spell’s duration becomes one day. If used only for travel that 
  day, the caﬆer covers ground as a greater spirit, or 15 hexes 
  per day of continual ﬂight. 
  Side Effect: For the duration of the spell, the caﬆers movement 
  rate while walking or running is reduced by 6”. 
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  Fog: Creates a fog bank roughly 2” x 2” x 2” per level of 
  the caﬆer for as long as the spell is continued. The fog is 
  visually impenetrable but dissipates in ﬆrong winds. 
  Complexity: 2 / l 
  Material Component: If the caﬆer smokes a pipe as the spell is 
  caﬆ, the fog can be shaped into simple animated forms. 
  Side Effect: Until the next dawn, the caﬆer’s range of sight is 
  reduced by half. 
  Fume: The caﬆer exhales a poison fume in a 2” radius that 
  causes all beings (except the caﬆer) within its area to make a 
  conﬆitution save or die roll. The fume moves with the wind 
  at a rate of 6” per turn and is only dissipated by 3 turns of 
  ﬆrong wind. The fume lingers for an hour in ﬆagnant air. 
  Complexity: 5 / h 
  Material Component: Burning poison on charcoal made from a 
  dead man and succeeding on a conﬆitution save or die roll, 
  doubles the area of the fume. 
  Side Effect: Until the next dawn, the caﬆer’s touch causes a 
  save or die roll for friends only. 
  Geas: The caﬆer deﬁnes a task for the target to complete. If 
  a wisdom save is unsuccessful, the target muﬆ work toward 
  fulﬁlling the task and if avoided, the target begins to die. If 
  the target does not resume observing the geas, they parish in 
  one month. The geas ends with the task’s completion. Geas 
  only eﬀects targets of fewer hits then the caﬆer has levels. 
  Complexity: 5 / j 
  Material Component: If caﬆ on a newborn, the spell creates a 
  lifelong taboo (such as not consuming dog), but permanently 
  blesses the target (as the spell). If the target breaks their 
  taboo, they are inﬆead cursed for 1 month (as the spell). 
  Side Effect: Add 1 to the caﬆer’s hit penalty for 1 month.
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  Gigantism: Causes one animal or man per level of the caﬆer 
  to grow to giant size. All targets gain 2 additional hits and 
  make combat rolls as great beaﬆs if animals, or as giants if 
  men. Aﬀected animals underﬆand simple spoken commands, 
  and aﬀected men can throw boulders as catapults. 
  Complexity: 5 / b 
  Material Component: If totems are created for each animal, the 
  eﬀect is permanent while that animal’s totem remains whole. 
  Side Effect: Each creature aﬀected by this spell is considered a 
  hireling for the spells duration. If the number aﬀected exceeds 
  the caﬆer’s maximum hireling total, all additional targets are 
  openly hoﬆile toward the caﬆer. 
  Grow: Extremely dense vines rapidly overtake a 10” x 30” 
  area making passage near impossible. The caﬆer can alter the 
  shape of the area, provided the total area is not aﬀected. The 
  spell requires the presence of living plants within the area and 
  unless recaﬆ, these magical vines decay over the next year. 
  Complexity: 4 / f 
  Material Component: If an area of soil is fertilized with blood 
  from common men, that land produces twice what is normal 
  when it is farmed. For each hit of blood oﬀered, an acre of 
  land is aﬀected. This replaces the ﬆandard eﬀect. 
  Side Effect: For the span of a week, all plants near the caﬆer 
  grow at a visibly perceptible rate. 
  Heal: This spell heals one creature to full hits, though the 
  target’s hit penalty remains unchanged. No target may beneﬁt 
  from this spell more then once per month. 
  Complexity: 1 / c 
  Material Component: When caﬆ during traditional chirurgy, all 
  hit penalty is removed as well. 
  Side Effect: Target is be unable to naturally heal for a week. 
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  Hold: The caﬆer bars a door or lid holding it in its current 
  position for one hour, unless forced by giant’s ﬆrength. 
  Complexity: 1 / b 
  Material Component: If the caﬆer carves wards on the door or 
  lid, the eﬀect becomes permanent until dispelled or ended. 
  Side Effect: The next door or lid the caﬆer faces is locked, or 
  any single door or lid belonging to the caﬆer is unlocked. 
  Idiocy: Causes a single target who fails a wisdom save to 
  have their intelligence reduced to 6. The target may not caﬆ 
  spells nor perform complex skills until dispelled. 
  Complexity: 5 / k 
  Material Component: If the caﬆer creates a talisman using a 
  portion of the target, such as blood or hair, the target is not 
  be allowed a save. Deﬆroying the talisman ends the eﬀect. 
  Side Effect: The caﬆer sacriﬁces one hit for the duration. 
  Invisibility: The caﬆer renders a willing target within 6” 
  invisible until the target attacks or the spell in canceled. An 
  invisible target cannot be attacked unless it can be perceived. 
  Complexity: 2 / g 
  Material Component: If the target dons a deadman’s shroud 
  they cannot be perceived by any mundane means. 
  Side Effect: Any men under the caﬆers command subtract 2 
  from their next morale roll. 
  Kill: One creature per level of up to 7 hits is killed outright 
  with no save. The spell has a range of 24”. 
  Complexity: 6 / j 
  Material Component: If the caﬆer uses some non-magical way 
  to amplify their voice, the range is doubled. 
  Side Effect: The caﬆer is ﬆunned and cannot act for a number 
  of turns equal to the number of targets killed. 
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  Light: Illuminates a 3” radius centered on a point within 6” 
  of the caﬆer, for one hour. Any invisible creatures in the area 
  when the spell is caﬆ become visible and my not become 
  invisible again until the spell ends. 
  Complexity: 1 / a 
  Material Component: If the spell is caﬆ upon a mundane light 
  source, such as torch, it provides illumination indeﬁnitely. 
  Side Effect: For one day, the caﬆer cannot light a candle, 
  campﬁre, torch, etc using mundane means. 
  Lightning: While continued, the caﬆer may call a lightning 
  ﬆrikes with the attack value and rate of ﬁre of a heavy 
  cannon. Each ﬆrike targets a point within 24” from which 
  the lightning extends in a 6” by 1” line any single direction. 
  Targets within the area of the ﬆrike muﬆ make a dexterity 
  save or die roll. Called lightning may be direct or indirect 
  ﬁre. The spell has no eﬀect unless caﬆ outdoors. 
  Complexity: 3 / a 
  Material Component: If the sky is already ﬆorming, the caﬆer 
  may engage in combat while continuing the spell. 
  Side Effect: The caﬆer becomes enraged, and cannot relinquish 
  the ﬁeld until the caﬆer or all known enemies are dead. 
  Make: This spell uses nearby materials to fashion complex 
  objects. The quality and appearance of such objects depends 
  upon the resources on hand and the skill of the caﬆer. The 
  ﬁnal volume cannot exceed 1” cubed per level. Before caﬆing, 
  the caﬆer muﬆ deﬁne which nearby materials are required. 
  Complexity: 5 / j 
  Material Component: If the caﬆer is able to draw, sculpt or 
  write about the creation, its maximum size is doubled. 
  Side Effect: The next time the caﬆer rolls a natural 1 on any 
  combat roll, the weapon breaks unless it is unbreakable. 
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  Mentalism: The caﬆer can read the surface thoughts of any 
  creature within 6” provided there is no more then two feet of 
  ﬆone or a thin layer of lead between them. The eﬀect laﬆs 
  for as long as the spell is continued. 
  Complexity: 2 / k 
  Material Component: If the caﬆer holds a portion of the target 
  when caﬆing this spell (blood, hair, or a personal aﬀectation), 
  the range is eﬀectively unlimited. 
  Side Effect: During the next encounter, the caﬆer muﬆ explain 
  their actions before the other players do, including the referee. 
  However, they resolve their actions aﬅer the other players and 
  the referee decide upon and resolve theirs. 
  Meteor: While continued, the caﬆer calls down ﬁery meteors 
  as if they controlled a fully manned bombard making indirect 
  ﬁre, this includes rate of ﬁre and range. 
  Complexity: 3 / n 
  Material Component: If ﬆars are visible, the hit area of each 
  meteor increases by a 1/2”. 
  Side Effect: The caﬆer grants a bonus of 2 on all combat 
  rolls made againﬆ them while caﬆing or continuing the spell. 
  Mirage: Make large illusionary changes to the current locale, 
  including the weather, out to a quarter mile. All witnesses are 
  allowed a wisdom save, failure indicating an unqueﬆioned belief 
  in the illusion. If exposed to real danger that is hidden by the 
  illusion, witnesses may make another wisdom save. The spell 
  does not disguise wildlife. 
  Complexity: 4 / c 
  Material Component: If the caﬆer can draw, orate, sculpt or 
  write about the illusion being presented, any save againﬆ its 
  eﬀects is made with a penalty of 4. 
  Side Effects: The caﬆer is surprised during the next encounter. 
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  Pentacle: Creates a magical circle with a 2” radius which 
  no spirit or its magic may cross. Monﬆrous creatures subtract 
  2 from all combat rolls againﬆ targets inside the circle and 
  anyone inside gains a bonus of 2 on saves againﬆ magic. The 
  spell laﬆs until the circle is broken. 
  Complexity: 4 / b 
  Material Component: If the pentacle is drawn in the blood of a 
  common man, conﬆructed from iron or silver, or poured out 
  of salt, the size can be as large as there is material to draw. 
  Side Effect: A pentacle is a beacon to otherworldly beings, as 
  long as the caﬆer is within the hex containing the pentacle, 
  there will be even odds of a random encounter every turn. If 
  an encounter occurs, add 5 to the roll determining what sort 
  of creature appears. 
  Petrify: Turns a chosen target within 12” to ﬆone if a 
  conﬆitution save fails. While ﬆone, damage the target suﬀers 
  remains when returned to ﬂesh. 
  Complexity: 6 / i 
  Material Component: If a bit of ﬆone is used while caﬆing the 
  spell, the target turns into that type of ﬆone. 
  Side Effect: The caﬆer’s movement rate is reduced by 6” for 
  a full day, and they have diﬃculty ﬂoating or swimming. 
  Phantasm: Creates a realiﬆic illusion within 24” that is 
  visible to all, but dissipates if touched. If an illusion attacks a 
  target, that target is allowed a wisdom save. If unsuccessful, 
  the target takes damage as if the illusion was real. 
  Complexity: 2 / l 
  Material Component: If the caﬆer is able draw, sculpt, sing or 
  write of the desired illusion, saves are made at penalty of 4. 
  Side Effect: The caﬆer takes a penalty of 4 on saves againﬆ 
  all illusions for a full day. 
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  Poltergeiﬆ: The caﬆer telekinetically hurls a small object 
  within 1” at a target within 12”. The spell is save or die 
  for any target of fewer hits then the caﬆer, but only causes a 
  hit on any creature with greater maximum hits. 
  Complexity: 1 / h 
  Material Component: If the hurled object is intended to be a 
  missile weapon, the maximum range becomes 24”. 
  Side Effect: The next turn aﬅer the spell is caﬆ, any melee 
  combat rolls made againﬆ the character gain a bonus of 2. 
  Possession: The caﬆer takes control of the body of another 
  creature within 6” provided the target fails a wisdom save or 
  die roll. If the save is unsuccessful, the target’s mind is pushed 
  aside and the caﬆer controls the body. The physical attributes 
  (ﬆrength, dexterity and conﬆitution) of the possessed are used, 
  but the caﬆer’s mental attributes (intelligence, wisdom and 
  charisma) are used. The caﬆer’s body lays unconscious where 
  the spell was caﬆ until their spirit returns, or the body is 
  killed. Once the caﬆer has leﬅ a possessed body, the original 
  spirit regains control, remembering everything that transpired 
  when the caﬆer was in control. 
  Complexity: 5 / c 
  Material Component: If the caﬆer creates a phylactery using a 
  portion of themselves (blood, hair, etc), they no longer require 
  a body. The caﬆer may possess any being that touches their 
  phylactery and fails a wisdom save or die roll. If a possessed 
  body dies, the caﬆer’s spirit returns to the phylactery. If the 
  phylactery is deﬆroyed, the caﬆer permanently dies. 
  Side Effect: While active, the character is considered a spirit. 
  If the caﬆer has loﬆ their physical body permanently, and is 
  using a phylactery to maintain their life, the caﬆer is forever 
  considered a spirit. A spirit may linger in a phylactery for an 
  eternity waiting to be released. 
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  Purify: Removes poison or spoilage from enough food and 
  water to satisfy a dozen men. 
  Complexity: 1 / a 
  Material Component: If the caﬆer sprinkles salt and local herbs 
  on the meal, it satisﬁes all who partake for a full day. 
  Side Effect: The next meal consumed by any aﬀected person 
  requires twice the amount of food to be satisfying. 
  Pyrotechnics: Creates explosions of ﬁre, light and sound for 
  one hour. In battle, enemies subtract 2 from morale checks. 
  Complexity: 2 / a 
  Material Component: If the caﬆer is near an open ﬂame, they 
  may command this display to take on simple, animated forms. 
  Side Effect: Animals are uneasy near the caﬆer for a full day. 
  Quickness: Increases the caﬆer’s movement by 50% and 
  allows horizontal leaps equal to half the caﬆer’s movement and 
  vertical leaps equal to a quarter of the cater’s movement. The 
  spell has a duration of 10 minutes. 
  Complexity: 2 / i 
  Material Component: If the caﬆer consumes an insect when the 
  spell is caﬆ, they may run upon a vertical surface so long as 
  the move ends on ﬂat ground. 
  Side Effect: For one hour aﬅer the eﬀect ends, the caﬆer 
  subtracts 1 from all values before becoming fatigued. 
  Raise: Returns life to one target who has been dead no more 
  then a week. The caﬆer muﬆ touch the intended target and it 
  takes one month for the target to regain their full ﬆrength. 
  Complexity: 6 / f 
  Material Component: If used along with traditional chirurgy, it 
  requires but a fortnight to return the target to full ﬆrength. 
  Side Effect: Add 2 to the caﬆer’s his hit penalty for a month. 
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  Reincarnated Creature (1d20)
  Roll
  Creature
  1
  Deer
  2
  Horse
  3
  Fox
  4
  Wolf
  5
  Wild boar
  6
  Great cat
  7
  Bear
  8
  Raven
  9
  Common man (same culture)
  10
  Common man (diﬀerent culture)
  11
  Common man (mixed culture)
  12
  Low man
  13
  Under man
  14
  High man
  15
  Mer-folk
  16
  Doppelgänger
  17
  Skin-changer
  18
  Ogre
  19
  Giant
  20
  Wurm
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  Reincarnate: Calls the spirit of a man or woman, who has 
  been dead no longer then a fortnight, into the body of a 
  random, unborn creature. The spirit and its new body run to 
  term, and are birthed as a member of the new lineage. Roll 
  once on the table above to determine the type of creature the 
  target reincarnates into. If the players agree, roll twice and 
  accept the preferred result. 
  Complexity: 6 / j & k 
  Material Component: If a willing female, from one of the 
  above types agrees to the ritual, she becomes the mother of 
  the reincarnated spirit, carrying the target until birth. 
  Side Effect: Each time the spell is caﬆ, there is a 5% chance 
  of attracting the negative attention of a deiﬁed spirit. 
  Note: A high man reincarnates as either the rolled creature 
  type with aﬀectations of a high man, or as a high man with 
  aﬀectations of the rolled creature type. 
  Sanctuary: This spell conjures a hall, manor, or tower from 
  the realm of dreams complete with necessary ﬆaﬀ, foodﬆuﬀs, 
  and any desired facilities. Once the caﬆer enters the sanctuary 
  along with their chosen gueﬆs, it vanishes back into the realm 
  of dreams where none may follow. Anyone who leaves will be 
  returned to the mundane world near the place where they ﬁrﬆ 
  entered the sanctuary, and the spell ends when everyone has 
  leﬅ. For all intents and purposes, everything in the sanctuary 
  is real, though anything taken from it vanishes. Such places 
  are always identiﬁable to those who have visited before. 
  Complexity: 6 / d 
  Material Component: If the caﬆer has a drawing, sculpture, or 
  writing detailing the sanctuary, the conﬆruct and its contents 
  can be reshaped inﬆantly by altering the original descriptive. 
  Side Effect: The caﬆer’s mundane residence is considered within 
  the border realms while the sanctuary exiﬆs. 
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  Scry: The caﬆer gazes into a pool of water to see and hear 
  any location within ﬁve miles (or one hex) while the spell is 
  continued. Searching a hex this way takes a full day. 
  Complexity: 3 / d 
  Material Component: If the caﬆer possesses a bit of a target, 
  such as blood, hair or a prized item, diﬆance is no longer a 
  factor and the area the target is in becomes the scrying area. 
  Side Effect: For the duration of the spell, the caﬆer is always 
  surprised and sighting diﬆance is reduced by half. 
  Shapechange: This spell changes the form of a single target 
  within 12” into any other form of similar mass chosen by the 
  caﬆer. The basic abilities of the new form are acquired, such 
  as physical attacks, armor, improved senses, movement, etc but 
  no supernatural capabilities are gained. Unwilling targets may 
  make a conﬆitution save and the spell has a duration of one 
  hour, or until it is ended by the caﬆer. 
  Complexity: 4 / i 
  Material Component: If the caﬆer places this enchantment on a 
  meal, all who partake are transformed into another type of 
  living being for as long as the food is within them. 
  Side Effect: Any target of the spell displays some aspect of the 
  change (such as elongated ears if they were changed into a 
  rabbit) for a full week aﬅer the spell has ended. 
  Shrink: Reduces the size of a touched creature or object to 
  one-tenth its original size, ﬆrength and movement are equally 
  reduced. An unwilling target may make a conﬆitution save. 
  The spell has a duration of one hour. 
  Complexity: 5 / i 
  Material Component: If the target eats an insect as the spell is 
  caﬆ, the spells duration becomes a full day. 
  Side Effect: The caﬆer fails their next morale check. 
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  Sight: The caﬆer can see all things made invisible or hidden 
  by magic. This spell can be continued as long as is needed. 
  Complexity: 2 / d 
  Material Component: Consumption of a carrot or intoxication 
  from alcohol or marĳuana increases the duration to a full day 
  without the need for continuation. The amount of intoxicant 
  consumed should be of detriment to the caﬆer. 
  Side Effect: For the duration of the spell, the caﬆer adds 1 to 
  his chance of being surprised. 
  Slumber: Causes a number of targets within 12” to fall into 
  a magical sleep, no save is allowed. The number of targets 
  the spell aﬀects is shown on the table below. Creatures who 
  are aﬀected by the spell awaken if attacked or heavily joﬆled, 
  and may join (or rejoin) a battle the following turn. 
  Complexity: 1 / d 
  Material Component: The caﬆer may create a special toxin for 
  a target provided they have some portion of that target (hair, 
  blood, etc). If exposed to the toxin, the target falls into an 
  ageless, eternal sleep and they wake only when a very speciﬁc 
  condition is met (kissed by a prince, death of a sadiﬆic queen, 
  etc). No harm can befall the target during this sleep. 
  Side Effect: The next reﬆ taken by the caﬆer provides none of 
  the ordinary beneﬁts of such reﬆ. 
  Number of Sleeping Creatures by Hits
  Hits
  Number of Sleepers
  1
  3d6
  2-3
  2d6
  4
  1d6
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  Spirited: The caﬆer beseeches some minor spirit to fetch a 
  nearby unattended item. The item cannot weigh more then 5 
  pounds and muﬆ ﬁt into one’s pocket or pack. The chosen 
  item simply appears on the caﬆer’s person within the hour. 
  Complexity: 1 / h 
  Material Component: If caﬆ as knucklebones are thrown, the 
  item may be taken from a person on a failed dexterity save. 
  Side Effect: The caﬆer loses one random possession during the 
  day the spell is caﬆ. 
  Spiritualism: The caﬆer may ask up to three queﬆions of a 
  well known spirit. The spirits tend to tolerate no more then 
  the three queﬆions per week. All queﬆions are answered 
  truthfully, to the beﬆ of the spirits knowledge but queﬆions 
  about the future are always ignored. 
  Complexity: 5 / k 
  Material Component: If the caﬆer meditates over a relic of an 
  anceﬆor or other favored spirit, any number of queﬆions can 
  be asked per week (only three per caﬆing). Spirits who are 
  consulted too oﬅen rapidly grow irritated with the caﬆer. 
  Side Effect: At some important moment in the near future, an 
  NPC lies to the caﬆer with negative consequences. 
  Strength: A target touched by the caﬆer gains a ﬆrength of 
  18 for one hour. 
  Complexity: 2 / b 
  Material Component: If the target dons the pelt of a bear, or 
  similar animal known for its ﬆrength, they gain the beneﬁts 
  of a berserkr (see “All Creatures Great & Small”). 
  Side Effect: When the spell ends, the target suﬀers from rage 
  similar to that of a berserkr until the next dawn. 
  Note: This spell is easily modiﬁed for other attributes. Simply 
  change the material component, but keep the side eﬀect. 
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  Suggeﬆion: This spell implants a course of action into a 
  target’s mind within 3” on a failed wisdom save. The action 
  cannot be exceedingly complex nor involve ﬆrong emotion, but 
  may take up to a week to complete. 
  Complexity: 3 / l 
  Material Component: If the caﬆer shares a food or drink with 
  the target, the target’s save is made with a penalty of 4. 
  Side Effect: The caﬆer ﬁnds it impossible to tell the truth the 
  next time it is important to do so. 
  Summon: This spell causes a random encounter, the contents 
  of which are determined by the appropriate random encounter 
  table (see “Exploring the Wilds”). The encountered animals, 
  men, or creatures are compelled to aid the caﬆer for one hour 
  and may enter the scene as the caﬆer desires. 
  Complexity: 6 / f 
  Material Component: If a portion of some creature (a dragon’s 
  tooth, bear’s claw, etc) is presented at caﬆing, that creature 
  type is summoned. 
  Side Effect: For one day, the caﬆer is aﬀected by the turning 
  ability of common men. 
  Swarm: This spell only works outdoors or in natural caves. 
  A mass of bats, birds, ﬁsh, or insects roughly 2” x 2” x 2” 
  gathers under the direction of the caﬆer. Any creature with 1 
  maximum hit ﬂees in terror. Some creatures carry disease (even 
  odds if appropriate) or are venomous. 
  Complexity: 5 / n 
  Material Component: If the caﬆer has some way to attract the 
  creatures, such as a favored smell, the swarm’s size is doubled. 
  Side Effect: The caﬆer is plagued by small animals and insects 
  for a full day aﬅer caﬆing this spell. During this time there 
  are even odds of being poisoned or contracting a disease. 
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  Tame: The caﬆer magically tames an animal within 3” and 
  may treat it as a domeﬆicated pet or mount. The spell eﬀects 
  animals with hits equal to or less the caﬆers level. Once 
  tamed the animal can be taught up to three tricks, such as 
  bearing a rider, tracking by scent, or underﬆanding speech. 
  Complexity: 1 / n 
  Material Component: The caﬆer can call speciﬁc native animals 
  to be tamed by bringing a meal the desired animal prefers. 
  Side Effects: The caﬆers voice takes on a beaﬆly tone for one 
  week aﬅer caﬆing the spell, others react accordingly. 
  Terrify: All creatures in a cone, 12” long by 6” wide at 
  the apex, muﬆ make a wisdom save or ﬂee in abject terror. 
  There are even odds that any aﬀected creature drops anything 
  carried in its hands. 
  Complexity: 4 / h 
  Material Component: If caﬆ along with frightening music, the 
  spell aﬀects all who oppose the caﬆer within earshot. 
  Side Effect: Allies of the caﬆer who are not characters take a 
  penalty of 3 on their next morale check. 
  Tides: The caﬆer may raise or lower the waters within a 
  league. The spell aﬀects the water level juﬆ as high or low 
  tide would. If the spell is caﬆ to raise the tide at high tide, 
  the tide is twice as deep. If caﬆ during low tide to lower the 
  tide, it drops twice as far. This spell also aﬀects fresh water 
  sources and laﬆs as long as continued. 
  Complexity: 6 / d 
  Material Component: If the caﬆer has a bit of sponge, taken 
  from the sea, the eﬀect is doubled. 
  Side Effect: There is a cumulative 1% chance of summoning 
  an enraged water elemental for every 10 minutes the spell is 
  continued by the caﬆer. 
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  Tongues: The caﬆer can speak, underﬆand and write an 
  unknown language determined at caﬆing, for a full day. 
  Complexity: 1 / g 
  Material Component: If the caﬆer consumes something with an 
  unknown language on it, or the tongue of an animal, they 
  become capable of underﬆanding and communicating in that 
  language, or animal’s banter, for one week. 
  Side Effect: While the spell is aﬀecting the caﬆer, a random 
  language currently known is forgotten. 
  Transﬁx: A single target within 12” is immobilized if it is 
  smaller then a horse and fails a wisdom save. The spell laﬆs 
  as long as it is continued. 
  Complexity: 3 / j 
  Material Component: Squeezing an eﬃgy of the target causes a 
  single hit per turn. 
  Side Effect: The caﬆer is ﬆunned for 1d3 turns aﬅer the next 
  time they suﬀer a hit. 
  Unlock: Picks any non-magical lock the caﬆer touches. 
  Complexity: 2 / g 
  Material Component: If the caﬆer possesses the ﬁnger bone of 
  a dead thief, a lock may be picked at a range of 6”. 
  Side Effect: The next cheﬆ, door or gate will be ﬆuck in its 
  current position and require a feat of ﬆrength to manipulate. 
  Virulence: Infect a touched target with a severe illness (see 
  “Hazards of the World”). This illness is not magical. 
  Complexity: 3 / h 
  Material Component: If the caﬆer makes a save or die roll 
  during caﬆing, all targets within 6” are infected. 
  Side Effect: The caﬆer cannot cure this illness with any magic 
  they know personally. 
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  Vision: Allows a single target the caﬆer touches to see in 
  absolute darkness as though daylight. The target may also see 
  through fog, miﬆ or smoke out to the range of normal vision. 
  This spell may also be used to grant a blinded (permanent or 
  temporary) person the ability to see. The eﬀects laﬆ for one 
  hour. 
  Complexity: 3 / i 
  Material Component: If the target consumes the egg of an owl, 
  hawk, eagle, etc, visual range is doubled in all conditions. 
  Side Effect: For the duration of the spell, the caﬆer fails any 
  save againﬆ illusions. 
  Wall: This spell creates an elemental wall of a type chosen 
  bellow within 24”. The wall can be a line 2” high by 5” 
  long, 1” high by 10” long, or a ring 3” in diameter and 
  1” high. A large amount of the wall’s element muﬆ be near 
  to caﬆ the spell and it may be continued. 
  • Flame: This wall causes all who pass through it to make a 
  conﬆitution save or die roll, and it burns like boiling oil. 
  • Stone: This wall has the defense points of a caﬆle wall and 
  is permanent until deﬆroyed. 
  • Waves: This wall prevents passage by boats or ships and 
  can absorb all direct ﬁre missiles including artillery. 
  • Wind: This wall turns aside small missiles, grounds ﬂying 
  creatures, lays prone man-sized targets, and small items are 
  blown about with even odds of becoming loﬆ. 
  Complexity: 4 / varies 
  Material Component: If caﬆ within the border realm, this spell 
  has no side eﬀect but gains no additional beneﬁt. 
  Side Effect: There is a cumulative 1% chance per turn the 
  spell is continued of summoning an enraged elemental of the 
  type similar to the wall. 
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  Ward: Otherworldly creatures who choose to attack a warded 
  caﬆer take a penalty of 2 from their combat rolls, and the 
  caﬆer gains a bonus of 2 on saves againﬆ the magic of such 
  creatures. The ward laﬆs for one hour. 
  Complexity: 1 / b 
  Material Component: If the caﬆer encircles themselves with salt 
  (1” radius maximum), the eﬀect becomes permanent until the 
  circle is broken or leﬅ by the caﬆer. 
  Side Effect: While the ward is functioning, the caﬆer takes a 
  penalty of 2 on all non-magical saves. 
  Wayfare: Transports the caﬆer to a well known location so 
  long as a cave mouth, door, færie ring, or other portal exiﬆs 
  at both points and no one witnesses the event. 
  Complexity: 4 / f 
  Material Component: The sacriﬁce of a common man provides 
  a portal between the higher or lower realm and the mundane. 
  Side Effect: The caﬆer takes a penalty of 1 on their next save 
  or die roll. Crossing realms tends to attract deiﬁed spirits. 
  Weather: The caﬆer can alter the local weather across an 
  area of several square acres. The more radical the change 
  from the current conditions, the longer the change requires to 
  complete. Making a hot day oppressively hot, takes minutes. 
  Bringing rain during a hot day, would take several hours or 
  more. Each caﬆing alters the weather for one full day. 
  Complexity: 6 / n 
  Material Component: If the caﬆer has a coin from a ship that 
  wrecked during a ﬆorm, or a glass made from when lightning 
  hits the sand, or other such object, the controlled weather can 
  be used to accomplish simple goals, such as directing a ship. 
  Side Effect: The next time some particular weather condition 
  would aid the caﬆer, the opposite occurs.
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  Wish: This is an impossibly powerful spell which allows the 
  caﬆer to reshape reality as they see ﬁt. Though caﬆ as a 
  complexity 6 spell, the Wish spell is not quantiﬁable by the 
  normal conﬁnes of complexity. When caﬆ, the wish is uttered 
  aloud and is then realized within the beﬆ judgement of the 
  referee, or player vote. Almoﬆ anything is possible for a wish 
  provided it does not break the fundamental laws of magic (see 
  “Spontaneous Magic” below). Some things to keep in mind 
  when making a wish:  
  1. All deiﬁcation, or creation of immortal beings, causes the 
  created being to be removed from play.  
  2. Giving a being powers above and beyond the scope of the 
  game results in that beings removal from play.  
  3. Creating unusually powerful items inevitably attracts angry 
  deiﬁed spirits and results in large scale devaﬆation. 
  4. The wording of the wish is exceedingly important as the 
  spell itself is famed for twiﬆing the wording of the wish 
  in unpredictable and undesired ways. 
  5. The greater the wish, the heavier the ﬆrain is upon the 
  caﬆer, possibly resulting in death (referee’s discretion).  
  6. With each caﬆing there is a cumulative 5% chance that 
  the caﬆer cannot caﬆ the spell again.  
  7. There is a 1% chance of a wish permanently draining a 
  level (or one hit) from all life within 24” and causing all 
  plant life in the radius to wither and die within one week.  
  8. In no circumﬆances can wish be caﬆ by the same caﬆer 
  more then once a year, the ﬆrain is irrevocably deadly.  
  Complexity: 6 (special, see above) 
  Material Component: There are no known material components 
  for the Wish spell. 
  Side Effects: See above. 
  Note: A scroll never contains the wish spell. 
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  Yearn: This spell creates deep longing for a person, place or 
  thing, chooses by the caﬆer, in one target of the caﬆer’s 
  choice. On a failed wisdom save, the target seeks out the 
  object of yearning to the exclusion of all else. A creature 
  under the inﬂuence of this spell tends to ignore their needs for 
  suﬆenance and reﬆ, yet they rarely risk their lives in pursuit 
  of the spell’s desire. Each time the targeted creature takes a 
  negative eﬀect from ignoring their needs, they can make an 
  additional wisdom save to end the spell’s eﬀect. This eﬀect 
  continues until the target makes a successful save. 
  Complexity: 3 / l 
  Material Component: If the spell is caﬆ as a part of a musical 
  performance, the number of targets aﬀected is equal to the 
  caﬆer’s maximum number of hirelings. 
  Side Effect: All of the caﬆer’s basic needs are doubled for a 
  day, this includes food, reﬆ, sleep, and water. 
  Zone: This spell creates a zone with a 6” radius around a 
  point within 12” determined by the caﬆer. This zone applies 
  one of the following eﬀects within that area for as long as 
  the spell is continued (alarm laﬆs 8 hours). 
  • Alarm: Anyone not known by the caﬆer who enters the 
  area of eﬀect causes the caﬆer to be alerted, even awoken if 
  needed, to the intruder’s presence. 
  • Silence: No sound escapes the zone. Sound whose source is 
  outside the zone may ﬆill be heard by those within it. 
  • Truth: No one within the zone may knowingly utter a lie. 
  Complexity: 2 / b 
  Material Component: If the caﬆer is able to draw or etch the 
  radius, the spell laﬆs until the circle is marred. 
  Side Effect: For one day, the caﬆer subtracts 1 from each of 
  their values before fatigue sets in.
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  Random Spell Determination (1d100)
  Roll
  Spell
  Roll
  Spell
  1
  Alacrity
  27-28
  Fog
  2
  Animate
  29
  Fume
  3-4
  Aqualung
  30
  Geas
  5
  Blizzard
  31
  Gigantism
  6
  Camouﬂage
  32
  Grow
  7-8
  Charm
  33-34
  Heal
  9
  Confusion
  35-36
  Hold
  10-11
  Cure
  37
  Idiocy
  12-13
  Dispel
  38-39
  Invisibility
  14
  Divination
  40
  Kill
  15-16
  Dowse
  41-42
  Light
  17
  Dream
  43
  Lightning
  18
  Duﬆ
  44
  Make
  19
  Elemental
  45-46
  Mentalism
  20-21
  Entangle
  47
  Meteor
  22
  Excavate
  48
  Mirage
  23-24
  Fate
  49
  Pentacle
  25
  Feaﬆ
  50
  Petrify
  26
  Flight
  51-52
  Phantasm
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  Random Spell Determination Continued (1d100)
  Roll
  Spell
  Roll
  Spell
  53-54
  Poltergeiﬆ
  79-80
  Tame
  55
  Possession
  81
  Terrify
  56-57
  Purify
  82
  Tides
  58-59
  Pyrotechnics
  83-84
  Tongues
  60-61
  Quickness
  85
  Transﬁx
  62
  Raise
  86
  Unlock
  63
  Reincarnate
  87
  Virulence
  64
  Sanctuary
  88
  Vision
  65
  Scry
  89
  Wall
  66
  Shapechange
  90-91
  Ward
  67
  Shrink
  92
  Wayfare
  68-69
  Sight
  93
  Weather
  70-71
  Slumber
  -
  Wish
  72-73
  Spirited
  94
  Yearn
  74
  Spiritualism
  95
  Zone
  75
  Strength
  96-97
  Any complexity 1
  76
  Suggeﬆion
  98
  Any complexity 2
  77
  Summon
  99
  Any complexity 3
  78
  Swarm
  0
  Roll again
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  Miracles 
  The second form of magic used in Færie Tales & Folklore, 
  is the calling of miracles. A miracle can only be called by 
  common men, as only common men have adopted gods as their 
  higheﬆ of rulers. A miracle is diﬀerent then other types of 
  magic, in that the caller of a miracle is not the source of the 
  magic’s power. It is deiﬁed, greater, and lesser spirits, who 
  are the power behind such miracles. 
  Base Chances: A common man has a base 1% chance to 
  call a miracle. A common man who’s profession is that of an 
  ordained prieﬆ has a 5% chance to call a miracle. The base 
  chance is modiﬁed by the variables on this table. 
  Miracle Modifiers
  Cause
  Modiﬁer
  If profession is prieﬆ
  +1% per level aﬅer 1ﬆ.
  Requeﬆing a spell eﬀect
  -1% per complexity rating.
  Sacriﬁcing valuables or lives
  +1 per 100 gold/1 hit.
  More then 1 requeﬆ per day
  Impossible.
  More then 1 requeﬆ a month
  -25% each.
  Outside spirits realms of rule
  Impossible.
  Life threatening need.
  +5%
  Direct service to a spirit
  +10%
  Per holy relic owned
  +10%
  Heroic self-sacriﬁce
  +25%
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  Calling a Miracle: To call a miracle, the caller asks for 
  the content of their miracle in whatever their native (or 
  religious) tongue is. The player rolls a d100 againﬆ the 
  character’s base chance, as modiﬁed by the above table. No 
  modiﬁer can drop the chance below 1%. If the roll is a 
  success, the eﬀect transpires during the ﬆandard spell phase. A 
  particular miracle may only be requeﬆed once. 
  Sacriﬁce: If the miracle’s caller makes a set of sacriﬁces over 
  a span of time no longer then a month, the chance of calling 
  the miracle is improved. A sacriﬁce can be in the form of 
  riches and treasure, or in lives and blood. Evil spirits require 
  the lives of men, but more benevolent spirits tolerate large 
  numbers of liveﬆock or unusual animals. 
  Eﬀects Not Covered: Sometimes, a miracle is called for that 
  is not easily resolved by a spell or other exiﬆing solutions. In 
  such circumﬆances, it becomes necessary to use the narrative 
  democracy or war council rules to decide on a fair solution. 
  Such miracles always require the roll of a natural 1 on the 
  “miracle check”. A miracle of this nature can overcome the 
  time limit on raising the dead. 
  Miracles & Magical Law: In times of extreme devotion or 
  great need, a miracle can break the basic laws of magic (see 
  below). Though miracles of such magnitude should only occur 
  on a roll of a natural 1 on the “miracle check”. 
  Spiritual Governance: It is vital to consider the religious 
  beliefs of the man calling for a miracle. Some of the spirits 
  who illicit worship may not answer some requeﬆs, because the 
  requeﬆ falls outside the spirits area of patronage. A spirit of 
  death, for example, is unlikely to answer prayers for healing. 
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  Spontaneous Magic 
  A ﬁnal type of magic known as spontaneous magic is usually 
  reserved for the referee. This form of magic follows the rules 
  of spell caﬆing. However, rather then pre-deﬁned spells, a 
  caﬆer conﬆructs their spells on the ﬂy. To use spontaneous 
  magic, follow these ﬆeps. Player’s may opt to allow high 
  men to use this syﬆem inﬆead of spell caﬆing. 
  1. At the ﬆart of a round or turn, the magician ﬆates the 
  desire to use spontaneous magic, along with the sort of 
  eﬀect sought: charm, damage, protection, etc. 
  2. The magician rolls a d20 and adds their level, along 
  with any bonuses that would eﬀect a complexity roll (see 
  the “Spell Caﬆing” section). This total is divided by 5 to 
  determine the magician’s currently available complexity. 
  3. The magician expends available complexity to complete 
  the spell, to be used. Area of eﬀect, damage, magnitude 
  of eﬀect, range, etc can each be altered through the use 
  of available complexity. 
  4. During the spell phase of a turn, the spontaneous magical 
  spell occurs, along with more common spells and miracles. 
  Combat & Movement: Unlike ﬆandard spell caﬆers, the 
  spontaneous magician is not hindered by movement or combat, 
  though taking a hit ﬆops a spontaneous magic attempt. 
  Use Penalty: A spontaneous magician can make a number of 
  complexity rolls equal to their hits, between each period of 
  reﬆ. For each complexity roll made beyond that allowance, 
  the caﬆer adds 1 to their hit penalty. This penalty fades aﬅer 
  a full night’s sleep. 
  Natural 1, Complexity Roll: A natural 1 on a complexity 
  roll prevents further rolls until a night’s reﬆ is had.
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  Spontaneous Spell Creation: A spontaneous magician follows 
  the following ﬆeps in the creation of a spontaneous spell. The 
  eﬀects presented explain what a spontaneous spell is doing but, 
  they do not explain how the spell is accomplishing the task. 
  It is the responsibility of the player caﬆing the spell to deﬁne 
  the spell’s narrative appearance. A spell that causes a save or 
  die roll may call lightning from the sky or amplify a weapon 
  hit into something decidedly more deadly. 
  1. The magician decides on a single eﬀect, declared aﬅer the 
  complexity roll. The eﬀect is chosen from “Spontaneous 
  Eﬀects by Type” liﬆed below (provided the complexity 
  requirement is met). 
  2. The magician chooses a range or speed from the table 
  below. If the magician is improving movement (foot speed, 
  ﬂight, or swimming for example), range muﬆ be self or 
  touch. The magician then choses the speed for the new or 
  improved movement type by using the range values below.  
  * Indicates maneuverability if a spell provides the ability to fly. 
  3. The magician chooses an area of eﬀect, a target, or an 
  amount by weight from the table below. Treat pounds as 
  ounces for valuable inanimate weight (gold, silver, etc). 
  Spontaneous Range & Speed Costs
  Coﬆ
  Base Range or Speed/Improvement (misc.)
  0
  Self or touch
  1
  9”/3” (maneuverability as roc, glide only*)
  2
  18”/6” (maneuverability as wyvern*)
  3
  36”/12” (maneuverability as large bird*)
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  * Maximum area allowed for an effect that causes damage. 
  4. The magician chooses a duration from the table below, an 
  inﬆantaneous spell may also choose an onset or trigger. If 
  the magician spends 10 minutes per complexity level, or 
  an onset time is needed, the duration in parenthesis is used. 
  5. Provided the complexity does not exceed 6, the spell takes 
  eﬀect during the spell phase. If the total complexity of a 
  spell remains 0, the spell is caﬆ without a complexity roll 
  and does not count toward the use penalty (see above). 
  Complexity 0 eﬀects are referred to as tricks. 
  Spontaneous Area/Target/Weight Costs
  Coﬆ
  Area/Targets/Inanimate Weight
  0
  1 target/no area/5 pounds (or ounces)
  1
  Small group/3” radius/50 pounds (or ounces)
  2
  Single unit/12” radius*/500 pounds (or ounces)
  4
  An army/one acre/1 ton (or 2,000 oz/125 lb.)
  Spontaneous Duration Costs
  Coﬆ
  Duration or Onset (maximum)/Trigger
  0
  Inﬆantaneous
  1
  10 minutes (1 day)/touching the target
  2
  1 hour (1 week)/on command (requires whole turn)
  4
  1 day (1 month)/a predeﬁned event (such as death)
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  Spontaneous Eﬀects by Type 
  The following is a liﬆ of possible spontaneous eﬀects grouped 
  by type and complexity. This liﬆ is fairly comprehensive but 
  by no means exhauﬆive. If other eﬀects are needed, simply try 
  to extrapolate the eﬀects complexity using the entries below. 
  Battle: The following liﬆ of eﬀects relates to the oﬀensive 
  and defensive uses of spontaneous magic. 
  • Complexity 0: Treat hands and feet as daggers; render the 
  target prone or ﬆunned; treat clothing or skin as leather 
  armor and cloaks, packs, or other such gear as a shield 
  • Complexity 1: Cause 1 hit; render a target blind, deaf, or 
  unconscious (but not asleep); treat clothing as mail; immune 
  to a speciﬁc method of attack such as arrows, daggers, etc 
  • Complexity 2: Cause a save or die roll; paralyze or petrify a 
  target; treat clothing as plate; immune to a narrow group 
  of attack methods such bladed or blunt weapons 
  • Complexity 4: Cause death, no save; immune to a broad set 
  of attack methods such as artillery, melee or missile, though 
  immunity can never extend to magical weapons 
  Conjuration: The following liﬆ of eﬀects relates to the use 
  of spontaneous magic to summon creatures and things. Eﬀects 
  of this type do not simply appear and disappear, they enter a 
  scene in the moﬆ plausible fashion. 
  • Complexity 0: Conjure objects of a single material (ceramic, 
  iron, etc); summon mundane animals of all types 
  • Complexity 1: Conjure objects of multiple materials (an iron 
  and wood hammer, a pendant, etc); summon common men 
  • Complexity 2: Conjure objects of a valuable nature (precious 
  gems, gold, etc); summon monﬆrosities 
  • Complexity 4: Conjure complex multi-material objects which 
  may include mechanical components; summon spirits 
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  Divination: The following liﬆ details the use of spontaneous 
  magic as a method of gleaning information. 
  • Complexity 0: Dowse for a broad group (water or under 
  men, etc) or scry over a very small area (a room, etc); ﬁnd 
  a loﬆ personal object; predict the next days weather, etc 
  • Complexity 1: Dowse for a narrow group (an army or gems, 
  etc) or scry over an area the size of a small home; sense 
  the presence of magic or the inﬂuence of the Otherworld 
  • Complexity 2: Dowse for a speciﬁc group (a family or a loﬆ 
  party) or scry over a larger area (such as small meadow or 
  farm); ask the referee a yes or no queﬆion 
  • Complexity 4: Dowse for a speciﬁc target or scry over an 
  area the size of a square mile; ask the referee a queﬆion of 
  a complex nature (requiring more then a yes or no answer) 
  which avoids directly spoiling a myﬆery 
  Enchantment: The following liﬆ of eﬀects relates to the use 
  of spontaneous magic to alter thoughts or mental ﬆates. 
  • Complexity 0: Cause subtle shiﬅs in the current mood; trick 
  target into believing a minor untruth (such as having paid 
  for a drink or meeting someone long ago) 
  • Complexity 1: Cause a target to fall asleep, or to treat the 
  caﬆer as a friend; decrease or increase base emotions such as 
  fear, wonder, rage, etc trick a target into believing a major 
  lie (such as ﬁghting in a campaign together long ago, etc) 
  • Complexity 2: Cause the target to follow a suggeﬆion, even 
  complex ones; cause or remove base emotions such as fear, 
  wonder, rage, etc; trick a target into believing an amazing 
  lie (you’re their long loﬆ sibling, etc) 
  • Complexity 4: Cause geas-like eﬀects that prohibit or force 
  certain courses of action; Cause confusion, panic, luﬆ, etc; 
  trick a target into believing an unbelievable lie (you are the 
  avatar of a deiﬁed spirit, or they are in Hell, etc) 
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  Environmental: The following liﬆ of eﬀects details the use 
  of spontaneous magic to directly alter one’s surroundings. 
  • Complexity 0: Cause a seed to sprout, a plant to wilt, or to 
  revive a wilted one; cause a mild breeze; ward oﬀ small 
  natural peﬆs; freshen the air, purify water, or clean an 
  area; create light or shadow; ignite ﬂammable material 
  • Complexity 1: Cause a plant to bloom or drop its leaves, 
  bear or spoil its fruit, or to produce seed; warm or cool the 
  surrounding area a small amount (5 to 10°); call fog 
  • Complexity 2: Cause a plant to grow at a greatly increased 
  rate; cause minor seismic activity; call or dismiss clouds, 
  moderate waves or winds; warm or cool an area a moderate 
  amount (15 to 25°); rapidly expand or extinguish a ﬁre 
  • Complexity 4: Cause plants to permanently die; cause major 
  seismic activity; call or dismiss gale force winds, heavy 
  precipitation, and lightning; warm or cool an area by a 
  severe amount (30 to 50°); create infernos, or cause huge 
  waves and massive shiﬅs in the tides 
  Healing: The following liﬆ of eﬀects outlines the capabilities 
  of healing through spontaneous magic. 
  • Complexity 0: Consider the caﬆer a chirurgeon or herbaliﬆ 
  when useful; ﬆop the death spiral; treat minor ills such as a 
  hangover or food poisoning 
  • Complexity 1: Heal one hit or point of hit penalty; cure 
  minor mundane illnesses and infections 
  • Complexity 2: Heal each hit on a successful save; remove the 
  eﬀects of paralyzation, petriﬁcation, etc; cure any mundane 
  disease or poison 
  • Complexity 4: Return a creature to life; reﬆore a character 
  level or hit ﬆolen by a creature (commonly the undead); 
  cure magical or extraordinary diseases (lycanthropy or the 
  zombi contagion) 
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  Illusion: The following liﬆ of eﬀects outlines the capabilities 
  of using spontaneous magic to create hallucinations or illusions. 
  • Complexity 0: Create obvious and simple illusions that aﬀect 
  one sense, such illusions muﬆ be ﬆatic or move very little; 
  allow for preﬆidigitations to move juﬆ beyond the plausible 
  • Complexity 1: Create believable illusions that aﬀect multiple 
  senses, though at leaﬆ one muﬆ remain unaﬀected, limited 
  amounts of complex motion is possible 
  • Complexity 2: Create believable illusions that aﬀect all of 
  the senses and contain a large amount of complex motion; 
  make something invisible 
  • Complexity 4: Create perfect illusions (no save) that aﬀect all 
  the senses and appear in all ways real; allow an illusion to 
  cause real harm or hide a source of harm (making it a trap) 
  Manipulation: The following liﬆ outlines the capabilities of 
  using spontaneous magic to alter creatures and things. 
  • Complexity 0: Change the color or pattern of a creature or 
  object; push or pull a creature or object; increase movement 
  rate or improve the basic function of an exiﬆing sense (see 
  further, hear quieter sounds, etc) 
  • Complexity 1: Change the texture of a creature or object, or 
  make small alterations to a creature or object’s shape; grab 
  a creature or object and bend, rotate, twiﬆ, etc; increase an 
  attribute to 18; add new capabilities to exiﬆing senses (see 
  in the dark, or hear like a bat, etc) 
  • Complexity 2: Change the shape of a creature or object in 
  radical ways; liﬅ a creature or object and perform all lesser 
  object manipulations while liﬅed; acquire a new form of 
  movement (burrowing, ﬂying, etc) 
  • Complexity 4: Change the shape and mass of a creature or 
  object; throw a creature or object; gain giant-like ﬆrength 
  or immateriality of a gáﬆ, etc 
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  Sorcery & Unclassiﬁed: The following liﬆ outlines the use 
  of spontaneous magic in unusual and oﬅen queﬆionable ways. 
  • Complexity 0: Consecrate bodies to prevent necromancy and 
  undeath; minor alterations of fate (bonus or penalty of 1 on 
  a d20); cause a minor mishap to occur outside of combat 
  (cause someone to trip, hit their head, ﬆep in feces, etc) 
  • Complexity 1: Consecrate items (such as water or veﬆments); 
  moderate alterations to fate (re-roll a d20); ask queﬆions of 
  recently deceased bodies (dead no more then a day); extend 
  sight into the boarder realms or peer into one’s own dream 
  realm while awake; cause some troublesome mishap to occur 
  (a chair breaks when someone is sitting in it, a mechanical 
  device ﬆops functioning temporarily, etc) 
  • Complexity 2: Animate dead bodies; dispel non-spell magical 
  eﬀects (cursed items, etc); considerable modiﬁcations of fate 
  (re-roll a d20 and keep the better result); consecrate an 
  area; cause the veil to weaken in an area to reduce the 
  aﬀect of common men, or increase the eﬀect of high and 
  low men (or other spirits and monﬆrosities) by the target 
  size (unit, army, etc) 
  • Complexity 4: Commune with spirits in other realms; banish 
  spirits; cause a vile plague (such as the black plague); move 
  from the border realm to the Otherworld proper (excluding 
  the dreaming realms) or back; ask queﬆions of long dead 
  bodies (and their original spirit) or of greater spirits who are 
  currently in another realm; preserve the spirit of a being 
  that has recently died within a valuable object or even a 
  weapon* (such a spirit can be raised as though newly dead, 
  or the spirit can be saved for a sacriﬁce, etc) 
  * A spirit preserved in this way retains the memories of the 
  dead creature, without the ability to possess however, it has 
  little ability to aﬀect the world. 
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  Notes on Spontaneous Eﬀects: There are important details 
  to cover when resolving a spontaneous magic eﬀect.  
  • Magic that alters the whole form of a creature is resiﬆed 
  by a save or die roll. However, the target creature does not 
  die or suﬀer hits, but is inﬆead transformed. The number of 
  failed saves compared to total hits determines the percentage 
  of change experienced. Thus, a character with 4 hits fails 
  2 saves which results in only a 50% transformation. 
  • There are no saves againﬆ environmental uses of spontaneous 
  magic. Eﬀects caused by the changes (cold, heat, lightning, 
  etc) may oﬀer a save, but not the magic itself. 
  • If an illusion is used to cause harm or to hide an impending 
  source of harm, the targets of that illusion are allowed to 
  make a save to prevent such harm. 
  • The caﬆer chooses the save attribute: ﬆrength, dexterity, or 
  conﬆitution for physical eﬀects; and intelligence, wisdom, or 
  charisma for mental eﬀects. 
  • Healing magic of any form (other then by potion) can only 
  be used on any given target once during any single month. 
  This does not include eﬀects which simply allow a caﬆer to 
  gain the beneﬁts of chirurgy, etc. 
  Magical Laws 
  There are three magical laws which cannot  be broken, even 
  by magic-users caﬆing spells. 
  1. Magic cannot induce deep feelings like love, hate or true 
  loyalty. Magic has no power over the heart of another. 
  2. Magic cannot create nor deﬆroy the “spark of life” that 
  is commonly known as the spirit. Though magic certainly 
  can kill, the spirit continues as always. 
  3. Magic muﬆ have some plausible believability. A magician 
  does not throw lightning from their ﬁngers, they call it 
  down from the clouds. A villain is exempt from this law.
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  Hybrid Magic-Users 
  An option available to the player’s of magic-users is that of a 
  hybrid caﬆer. A hybrid caﬆer is capable of using of both 
  spells and spontaneous magic. This option is only allowed if 
  the referee and the other players agree. Such magic-users are 
  not be capable of the same level of maﬆery in either type of 
  magic use, but they oﬀer the player the ability to experience 
  more of the possibilities oﬀered by the rules. The following 
  entries outline how a hybrid caﬆer utilizes the rules of magic 
  diﬀerently then the more ﬆandard magic-user. 
  Number of Starting Spells: A magic-user using this option 
  can learn a number of spells equal to half their level rounded 
  up, plus any additions to this total from a high intelligence. 
  As with the ﬆandard rules for a magic-user, the hybrid caﬆer 
  rolls to randomly determine the spells available at the ﬆart of 
  play. As they gain the ability to caﬆ more spells, they muﬆ 
  be acquired using the same methods previously explained for a 
  ﬆandard magic-user. 
  Ritual Magic: A hybrid caﬆer is only allowed to caﬆ spells 
  in a ritualized form (see “Enhanced Caﬆing Options”), though 
  they do not gain a bonus to the complexity roll for the spell 
  being made a ritual. Because of this, a hybrid caﬆer does not 
  have the advantage of a signature spell, nor may they utilize 
  the option to rush the caﬆing of a spell. 
  Spontaneous Complexity: When a hybrid caﬆer attempts a 
  spontaneous magical eﬀect, they muﬆ make a complexity roll 
  as normal. However, inﬆead of dividing the roll by 5, hybrid 
  caﬆers divide the roll by 6, then subtract 1 from the total. 
  Due to this, it is possible for a complexity roll to total zero 
  which means the attempt to create a spontaneous eﬀect failed. 
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  Use Penalty: Unlike a purely spontaneous magic-user, hybrid 
  caﬆers are only allowed to make half their level (rounded up) 
  in total complexity rolls between periods of reﬆ. For each roll 
  beyond that total, they take on hit penalty as is ﬆandard for 
  spontaneous magic. If however, the player chooses a relatively 
  speciﬁc area of eﬀect to limit their spontaneous caﬆing, such 
  as weather based magic, magic related to ﬁre and heat, or the 
  enchantment and manipulation of another’s mind, the number 
  of complexity rolls made between periods of reﬆ remains equal 
  to their level (as is ﬆandard for spontaneous magic). In games 
  where spontaneous magic is already limited in a similar way, 
  this option is considered ﬆandard. As such, a hybrid caﬆer is 
  allowed a number of complexity rolls equal to their level. 
  Complexity Rolls of a Natural 1: If a hybrid caﬆer rolls 
  a natural 1 when using spontaneous magic, no further attempts 
  can be made to use spontaneous magic until a nights reﬆ is 
  had. If a complexity roll results in a natural 1 when caﬆing 
  a ﬆandard spell, that spell may not be attempted again until 
  the following day. 
  Correspondence: If the syﬆem of aﬆrological correspondence 
  is being used, there are no changes to its implementation for a 
  hybrid caﬆer. 
  Disconcerting Aura: A hybrid caﬆer begins to manifeﬆ a 
  disconcerting aura (see “Spell Caﬆing” above) when caﬆing 
  both spells and spontaneous magic. The use of a spell can be 
  oﬀset by a material component, thus preventing the growth of 
  this aura. However, spontaneous magic does not allow for the 
  use of material components and as such, each complexity roll 
  made by a caﬆer adds to the aura as if they had caﬆ a spell 
  without using a material component.
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  Magical Research 
  Research of a magical nature is undertaken by all enchanters 
  and magic-users. Though for many, this activity is generally 
  leﬅ to those of greater skill and means, even the moﬆ humble 
  of practitioner may have need to conduct such research. Magic 
  is a vaﬆ art and its knowledge requires ﬆudy. 
  There are many reasons to engage in research, low men need 
  to learn the ﬆrange processes of enchantment, the magic-user 
  may seek to modify a known spell, or create an utterly new 
  one. Moﬆ magical research is beﬆ handled through narrative 
  and adventure. Simple war games have little need for adding 
  more spells or enchanted items. Thus, any creation a group or 
  individual seeks, should be handled during a narrative game, 
  where the issues can be sorted in a fair and reasoned manner. 
  The researcher need not be the only person searching for the 
  answers. Hirelings are oﬅen employed, and mercenaries hired 
  to seek dangerous knowledge or special ingredients. This can 
  oﬅen spawn intereﬆing side adventures, that if undertaken by 
  secondary characters, can oﬀer a useful change of pace. 
  Realities of Research: When attempting to create a spell or 
  a new magical item, care muﬆ be taken to avoid unbalancing 
  eﬀects, as well as breaking the basic rules of magic (see the 
  entry for “Magical Laws” in the previous section). There 
  should be a good reason for the creation, and other solutions 
  should always be explored ﬁrﬆ. 
  Low Men & Creating Items: A low man need not engage 
  in such research to create moﬆ magical items. However, those 
  of particular power, or items never before seen, should involve 
  some amount of research. Unusual materials are very common 
  during the creation of magic items and for narrative games, 
  the acquisition of such materials is a good adventure source.
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  Expanded Caﬆing Options 
  The rules presented below oﬀer additional depth to magic of 
  all forms. From rushing a caﬆing, or using ritual magic, to a 
  caﬆers moﬆ iconic spells, and the inﬂuence of aﬆrology upon 
  the myﬆical forces of the universe, these options can add a 
  great deal of ﬂavor the magic within a game. These rules are 
  presented on their own to keep the basic magical syﬆem easier 
  to learn in the beginning. 
  Ritual Magic: To ritualize a spell, the caﬆer agrees upfront 
  to allow the spell to take a number of turns to caﬆ equal to 
  the spells complexity x2. In trade, the caﬆer adds a bonus of 
  4 to the complexity roll. All “I” or “D” results are treated 
  as the spell requiring the same time to caﬆ. 
  Rushed Caﬆing: To rush a spell, the caﬆer agrees upfront 
  to ignore all “D” results on a spell’s complexity roll, but a 
  bonus of 2 is added to the roll. This makes it a bit more 
  likely to caﬆ the spell quickly, but the spell becomes more 
  diﬃcult and more likely to fail outright. 
  Signature Spells: Any character who is capable of caﬆing a 
  ﬆandard spell commonly has one spell, usually gained when 
  they began their training, which that character is more skilled 
  at caﬆing. A signature spell as they are called, is chosen 
  from the spells a caﬆer gained during creation and may be 
  caﬆ swiﬅly if needed. When a signature spell is used, the 
  caﬆer may treat all “D” results as “I” results provided they 
  add the complexity of the spell to their total hit penalty. Hit 
  penalty gained in this way cannot be removed by any magical 
  means however, and requires reﬆ to bring the caﬆer to full 
  ﬆrength again.
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  Magical Correspondences 
  This syﬆem provides an alternate method to generate needed 
  complexity values for caﬆing spells and spontaneous magic. In 
  this syﬆem, magic-users and other caﬆers muﬆ utilize magical 
  “correspondences” to power their magic. Such correspondences 
  are related to the attributions of the twelve aﬆrological signs, 
  having roots that ﬆretch across age and culture. When using 
  this syﬆem to caﬆ a spontaneous magical eﬀect, follow the 
  procedure liﬆed below. 
  1. Amass the available correspondences. 
  2. Find the total complexity a caﬆer may currently utilize. 
  3. Decide on a spell eﬀect (along with the other perimeters) 
  which is equal to or less then that complexity, and note 
  the ﬁnal complexity (see “Spontaneous Magic” above). 
  4. Succeed on a wisdom check using any bonuses that would 
  be gained for complexity rolls. 
  Correspondences are only useful at creating eﬀects based upon 
  the aﬆrological sign they correspond to. Thus, lead could not 
  be used to derive an Aries based magical eﬀect. Each sign 
  governs certain magical eﬀects which is be covered a bit later. 
  Information about what these correspondences actually are does 
  not need to be made readily available, and players should be 
  encouraged to discover all of the correspondences on their own 
  if possible. It should be noted that any living thing used as a 
  correspondence is either sacriﬁced during the caﬆing, or dies 
  supplying the energy for the magic. This is likely the root of 
  an all too pervasive fear of magic. 
  This syﬆem can be used to create magical eﬀects even during 
  the era of “waining wonder” and paﬆ the year 1887. During 
  this time, the amounts required of any given correspondence 
  should be ﬆeadily increased as the years pass (though exact 
  amounts are leﬅ to the referee’s discretion). 
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  Available Complexity: A spell caﬆer muﬆ amass a certain 
  amount of correspondences to caﬆ spells of various power. It 
  is readily underﬆood that the greater the spell’s complexity, 
  the more of any given correspondence is needed in any given 
  caﬆing. The other important factor is that a category of 
  correspondence, if met, never provides more then one additional 
  complexity level (to a maximum of 6). Thus, the caﬆing of a 
  complexity 6 spell would require a total of six correspondences 
  to be provided at the time the spell is caﬆ. Moﬆ materials 
  supplied as correspondences are not consumed by the spell’s 
  caﬆing, thus they can be used repeatedly. 
  Determination of Birth Date: To determine the date any 
  particular character was born, simply take the current year 
  and subtract: 13 +1d8 for ﬁghting-men; 16 +1d8 for magic-
  users; and 13 +1d6 for sneak-thieves. This provides the year 
  the characters was born. To determine the month, roll a 
  single d12. Finally, to determine the day, roll a d10 and a 
  d4-1. The d10 is read in the 1’s place as if rolling a d100, 
  and the d4-1 is read as the 10’s place (providing a range of 
  0 to 3). Thus if the d4 roll as a 2 and the d10 a 7, the 
  day of birth would be the 17th. If the roll for the day of 
  the month totals 30, there are even odds of the result being 
  31 for months with 31 days. 
  Aﬆrological Confusion: Though many among common men 
  would argue, aﬆrology and its venerated zodiac have no pull 
  upon the actions of people nor the fate of the world. Common 
  men, having witnessed the practice of aﬆrology by high and 
  low men, sought to divine its purpose. To this endeavor they 
  created complex syﬆems in an attempt to give the practice a 
  meaning. In truth, the various heavenly bodies only exert pull 
  upon the forces of magic, but little else.
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  The Magic of the Zodiac 
  Each of the aﬆrological signs governs some area of magical 
  knowledge. If a spell caﬆer evokes some magical eﬀect which 
  corresponds to their own aﬆrological sign, the required amount 
  of any given correspondence can be heavily reduced (again, at 
  the discretion of the referee). The signs are liﬆed below along 
  with the magical eﬀects they control. If a particular eﬀect is 
  not on the liﬆ, do some research and if all else fails, have the 
  players make a determination as to which sign governs it. 
  k Aquarius: (Huaxia: the Tiger) Divination, mentalism, and 
  magic used for malediction, or words of power. 
  l Pisces: (Huaxia: the Rabbit) Bewitching enchantments, the 
  manipulation of emotions, and illusions of all types. 
  a Aries: (Huaxia: the Dragon) Evocation, consecration and 
  puriﬁcation magics of all sorts. 
  b Taurus: (Huaxia: the Snake) Strength or bolﬆering magic, 
  geomancy, sigil creation, and protection. 
  c Gemini: (Huaxia: the Horse) Prophecy, possession, magic 
  that heals, replicates or colocates something. 
  d Cancer: (Huaxia: the Sheep) Enchanting, scrying, magic 
  that relates to dreams or madness. 
  n Leo: (Huaxia: the Monkey) Command and control over 
  beaﬆs or animals, pyromancy, material acquisition. 
  f Virgo: (Huaxia: the Rooﬆer) Magic that: conceals, creates 
  matter, reﬆores life, or aids in traveling the Otherworld. 
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  g Libra: (Huaxia: the Dog) Magic which seeks to balance 
  forces, bring juﬆ due, or acquire knowledge. 
  h Scorpio: (Huaxia: the Boar) Necromancy, and any magic 
  related to vengeance, curses, and procreation. 
  i Sagittarius: (Huaxia: the Rat) Transmutation, blessings, 
  and magic that improves upon the caﬆer or a target. 
  j Capricorn: (Huaxia: the Ox) The evil eye, temporal and 
  death magic, as well as projection into the higher realms. 
  The liﬆs above will be used to determine the correspondences 
  necessary to invoke certain magical eﬀects. Eﬀects related to a 
  caﬆer’s zodiac sign are not intended to be the only eﬀects 
  they may invoke, the caﬆer simply ﬁnds such eﬀects easier to 
  invoke. Once the sign of a given eﬀect is determined, a caﬆer 
  may go about gathering any available correspondences. 
  Order of Correspondence 
  A spell of complexity 1 or 2 requires correspondences from 
  table 1; 3 or 4 requires at leaﬆ 1 from table 2; and 5 or 6 
  requires at leaﬆ 1 from each table. This makes spells of 
  greater complexity much more diﬃcult to caﬆ. 
  A Note on Amounts: When caﬆing spells paﬆ complexity 
  1, all of the needed correspondences muﬆ be procured in the 
  amounts necessary for the complexity of the spell. A 3rd level 
  spell will require each of the correspondences used to caﬆ the 
  spell be of amounts appropriate for a 3rd level spell. A spell 
  will require an amount of any given correspondence ranging 
  from: a small, common amount, for a complexity 1 spell; to 
  a nearly impossible quantity for a complexity 6 spell.
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  Day-Month: If a spell is caﬆ between the day-month shown 
  and the next, the beneﬁt of this correspondence is gained. 
  Element: To gain the beneﬁt of this correspondence a sizable 
  amount of the appropriate element will be required. The more 
  rare an element, such as ﬁre, the smaller the required amount 
  becomes to gain the beneﬁt. 
  Numbers: To gain the beneﬁt of a numeric correspondence, a 
  caﬆer muﬆ have a total amount of another correspondence that 
  is exactly equal to the number in queﬆion. 
  Magical Correspondence Table I
  Aﬆrology
  Day-Month
  Element
  Number
  Aquarius
  1-20 to
  air (wood)
  1, 3, 4
  Pisces
  2-19 to
  water (wood)
  3, 4, 9
  Aries
  3-21 to
  ﬁre (wood)
  1, 6, 7
  Taurus 
  4-20 to
  earth (ﬁre)
  2, 8, 9
  Gemini
  5-21 to
  air (ﬁre)
  2, 3, 7
  Cancer
  6-21 to
  water (earth)
  3, 4, 9
  Leo
  7-23 to
  ﬁre (metal)
  1, 7, 8
  Virgo
  8-23 to
  earth (metal)
  5, 7, 8
  Libra
  9-23 to
  air (earth)
  3, 4, 9
  Scorpio
  10-23 to
  water
  2, 5, 8
  Sagittarius
  11-22 to
  ﬁre (water)
  2, 3
  Capricorn
  12-22 to
  earth
  9, 1
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  Color: In general, a very large amount of any single color is 
  required to beneﬁt from such a correspondence. A completely 
  black outﬁt may suﬃce for a complexity 1 spell, but the full 
  sky being blue might ﬁll a complexity 6 spell. 
  Metal & Stone: The amounts of either correspondence which 
  is required to gain the beneﬁt is directly proportional to the 
  value and rarity if the correspondence. A far larger amount of 
  tin will be required to caﬆ a complexity 1 spell then gold. A 
  ﬆone used in a complexity 6 spell will crack, and metal used 
  in such spells will grow brittle. 
  Magical Correspondence Table II
  Aﬆrology
  Color
  Metal
  Stone
  Aquarius
  blue, gray
  lead
  amethyﬆ
  Pisces
  green, pink
  tin
  bloodﬆone
  Aries
  hoary, red
  iron
  diamond
  Taurus
  pink, yellow
  copper
  sapphire
  Gemini
  purple, yell.
  mercury
  agate
  Cancer
  gray, green
  silver
  emerald
  Leo
  orange, white
  gold
  ruby
  Virgo
  brown, gold
  mercury
  sardonyx
  Libra
  green, pink
  copper
  chrysolite
  Scorpio
  gray, maroon
  iron
  opal
  Sagittarius
  blue, gold
  tin
  topaz
  Capricorn
  black, red
  lead
  garnet
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  Plants: The amount of any plant correspondence required for 
  a desired magic eﬀect varies from one seed, for complexity 1 
  spells, to acres of orchard or foreﬆ, for complexity 6 spells. 
  Animals & Organs: The amount of any given animal or 
  organ required to gain the beneﬁt from either correspondence 
  increases disproportionately as the desired eﬀect becomes more 
  complex. A single animal or organ is likely to fulﬁll the 
  requirement of a complexity 1 spell, with each increase of the 
  spells complexity doubling the amount needed. Of note, organs 
  cannot be supplied by the same sacriﬁce as an animal. 
  Magical Correspondence Table III
  Aﬆrology
  Plants
  Animals
  Organ
  Aquarius
  mosses
  man
  arteries, veins
  Pisces
  ﬁg, willow
  ﬁsh
  lymph nodes
  Aries
  thorn trees
  ram
  brain
  Taurus
  apple, orchid
  bull
  thyroid
  Gemini
  jasmine, nut
  hybrids
  lungs
  Cancer
  sap trees
  crab
  ﬆomach
  Leo
  citrus, palm
  lion
  heart
  Virgo
  gladiola, nut
  virgin
  inteﬆines
  Libra
  ash, rose
  elephant
  kidneys
  Scorpio
  daisy, shrub
  scorpion
  sexual organs
  Sagittarius
  birch, lily
  horse
  liver
  Capricorn
  peach, pine
  goat
  bones
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  Additional Correspondences 
  The various sources of information on the topic of aﬆrology 
  and the zodiac can oﬀer a wide array of additional entries for 
  each type of correspondence liﬆed. If an enterprising player is 
  able to ﬁnd the same referenced item as a correspondence in 
  two or more sources, the referenced item can be used to gain 
  beneﬁt from the closeﬆ category of correspondence. The use 
  of other correspondences should never break the outline that is 
  presented by the three tables. The tables are organized to put 
  more value on rare and hard to obtain correspondences. 
  Huaxia Correspondences: Each of the signs of the zodiac is 
  presented with its counterpart in the animal zodiac of Huaxia, 
  which is referred to as the Shengxiao. This syﬆem basses the 
  sign an individual is born under by their birth year, which 
  produces a twelve year cycle. To ﬁnd a spell caﬆer’s animal, 
  count backwards from the current year’s animal. 
  Kabbaliﬆ Correspondences: Each of the correspondence liﬆs 
  above includes entries which also relate to a signs element or 
  planetary inﬂuences. When a player seeks out information on 
  additional correspondences, they may include entries from either 
  of these additional factors (element & planet). It should be 
  said that even the areas of magic controlled by each zodiac 
  sign contain some inﬂuence from each of these factors. If the 
  players and referee agree, the magical eﬀects ruled by each of 
  the signs can be expanded using similar ideas as those oﬀered 
  here, in additional correspondences. 
  Other Correspondences: There are other magical traditions 
  in hiﬆory which oﬀer syﬆems of correspondence, if all players 
  agree, any of these other syﬆems may be used. Jyotisha, or 
  Hindu aﬆrology, is one such example.
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  The Elements 
  There are a number of elements from which magic draws its 
  power. In the weﬆern world, these elements are: air, earth, 
  ﬁre, and water. In the lands of Huaxia and other parts of the 
  eaﬆern world the elements are: ﬁre, earth, metal, water, and 
  wood. These two models will be given some brief detail. 
  The Weﬆern Elemental Model: The weﬆern elements have 
  a simple but thorough interaction of beneﬁt and hinderance. 
  • Air: Opposes earth. A spell caﬆer from a sign ruled by air 
  gains a bonus of 1 on saves againﬆ magical eﬀects that 
  relate to air, including: gas, lightning, and spoken words. 
  Such a caﬆer will also have a penalty of 1 on all saves 
  againﬆ elemental eﬀects of earth. 
  • Earth: Opposes air. A spell caﬆer from a sign ruled by 
  earth gains a bonus of 1 on saves againﬆ magical eﬀects 
  that relate to earth, including death magic and paralysis. 
  Such a caﬆer will also have a penalty of 1 on all saves 
  againﬆ elemental eﬀects of air. 
  • Fire: Opposes water. A spell caﬆer from a sign ruled by 
  ﬁre gains a bonus of 1 on saves againﬆ magical eﬀects that 
  relate to ﬁre, including: blinding ﬂashes, smoke and speed. 
  Such a caﬆer will also have a penalty of 1 on all saves 
  againﬆ the elemental eﬀects of water. 
  • Water: Opposes ﬁre. A spell caﬆer from a sign ruled by 
  water gains a bonus of 1 on saves againﬆ eﬀects that relate 
  to water, including: froﬆ, ice, and sleep eﬀects. Such a 
  caﬆer will also have a penalty of 1 on all saves againﬆ the 
  elemental eﬀects of ﬁre. 
  The Eaﬆern Elemental Model, Wu-Hsing: The eaﬆern 
  elements have a slightly more complex, yet similar interaction 
  as the weﬆern syﬆem. The syﬆem uses ﬁve elements. 
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  • Fire: Gains a bonus of 1 on saves againﬆ ﬁre eﬀects, a 
  penalty of 1 on saves againﬆ water eﬀects, and imposes a 
  penalty of 1 to other’s saves againﬆ ﬁre magic if suﬃcient 
  wood is nearby. 
  • Earth: Gains a bonus of 1 on saves againﬆ earth eﬀects, a 
  penalty of 1 on saves againﬆ wood eﬀects, and imposes a 
  penalty of 1 to other’s saves againﬆ earth magic if 
  suﬃcient ﬁre is nearby. 
  • Metal: Gains a bonus of 1 on saves againﬆ metal eﬀects, a 
  penalty of 1 on saves againﬆ ﬁre eﬀects, and imposes a 
  penalty of 1 to other’s saves againﬆ metal eﬀects if 
  suﬃcient earth is nearby. 
  • Water: Gains a bonus of 1 on saves againﬆ water eﬀects, 
  a penalty of 1 on saves againﬆ earth eﬀects, and imposes a 
  penalty of 1 to other’s saves againﬆ water eﬀects if 
  suﬃcient metal is nearby. 
  • Wood: Gains a bonus of 1 on saves againﬆ wood eﬀects, a 
  penalty of 1 on saves againﬆ metal eﬀects, and imposes a 
  penalty of 1 to other’s saves againﬆ wood eﬀects if 
  suﬃcient water is nearby. 
  The Choice of Flavor: The elemental syﬆem used is moﬆ 
  oﬅen a function of the current campaign or adventure. Moﬆ 
  European games use the weﬆern syﬆem and moﬆ Asian games 
  use the eaﬆern syﬆem. This does not always have to be the 
  case, but it is the general rule. 
  Æther, Spirit, & The Missing Element: Some versions of 
  elemental thought give credence to an additional element called 
  æther, or spirit. This element seems to only be generated by 
  forces within the otherworld yet exiﬆs only within the mortal 
  realms. For game purposes, it is intended to be a myﬆery of 
  unsolvable, and unfathomable implications.
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  Aﬆrology & the Standard Spell 
  The syﬆem described above functions in much the same way 
  when used with the more common syﬆem of predeﬁned spells. 
  When used in this manner, correspondences only aid in the 
  ritual caﬆing of any given spell. In the description of each 
  spell, aﬅer the entry for complexity, there is a small symbol 
  that indicates which aﬆrological sign governs that spell. The 
  caﬆer checks the complexity of the spell, then attempts to 
  amass the necessary correspondences based upon the governing 
  sign. As with the spontaneous syﬆem above, once the needed 
  correspondences are gathered, the caﬆer makes a wisdom check 
  modiﬁed by any bonuses they gain on complexity checks. A 
  successful roll indicates a successful caﬆing. All the previous 
  rules on the acquisition and use of correspondences apply. 
  Material Component: The material components for a spell 
  are not altered. In order to avoid a side eﬀect, the material 
  component muﬆ be supplied. It is possible, if applicable, for 
  the material component of a spell to aid in fulﬁlling some of 
  the spell required correspondences. This is only possible if the 
  material component of a given spell contains a correspondence 
  of the spell’s ruling sign. 
  Side Eﬀect: As with material components, the side eﬀect of 
  a spell does not change nor is it avoided through the use of 
  aﬆrological correspondences. 
  Learning Spells: When a spell caﬆer is granted the ability 
  to learn a new spell (including at creation), they may choose 
  to learn one of the spells ruled by their aﬆrological sign. The 
  spell to be learned cannot have a complexity greater then half 
  the character’s level rounded up.
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  Note: Prejudice & Magic 
  Throughout the hiﬆory of man, magic is oﬅen maligned and 
  misunderﬆood. This hiﬆorical detail is important to remember 
  during any session of Færie Tales & Folklore. The few who 
  seek its maﬆery are commonly met with fear and prejudice by 
  unsympathetic common men. This forms the basis of a major 
  source of conﬂict in the world of the mythological Earth and  
  is a major issue in the life of a practitioner of the magical 
  arts. Magic has enjoyed periods of greater acceptance among 
  the people of certain portions of the world, and other periods 
  of intense prejudice and violence againﬆ all things magical. It 
  is this prejudice which is diﬃcult to enforce through a game’s 
  mechanics and inﬆead needs to be maintained by the narrative 
  of the tale being told. To aid in accomplishing this, a quick 
  overview of this prejudice is liﬆed below. 
  Common Men: Almoﬆ exclusively prejudiced about all things 
  magical, common men are made uneasy by all forms of magic 
  beyond miracles. Few common men move beyond this prejudice 
  and many become fanatical in their opposition. 
  Monotheisms: In cultures dominated by powerful monotheiﬆic 
  traditions, magic rouses deep suspicion. Religious ﬁgures oﬅen 
  prey on the fear magic causes in the mundane population and 
  they use this fear as a catalyﬆ for bigotry and zealotry. 
  Authorities: Nobles; town watchmen and guards; as well as 
  moﬆ other ﬁgures of authority tend to diﬆruﬆ practitioners of 
  magic. Moﬆ such individuals see magic as a threat to their 
  authority, or to the culture and people they represent. Those 
  who use magic are seldom given the beneﬁt of the doubt and 
  can expect to be given to quarter by the law.
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  Economics & The Adventurer 
  The various people within Færie Tales & Folklore reside in 
  a society, complete with an economy. The characters who are 
  controlled by the players are no exception. Moﬆ of the people 
  encountered have a profession, or other source of income, and 
  they engage in some form of commerce to acquire what is 
  needed or desired. For moﬆ playable settings in these rules, a 
  silver ﬆandard is used for such commerce. However, two other 
  syﬆems of commerce are brieﬂy discussed below. 
  Trade & Barter: It is common in ancient and rural settings 
  for two parties to engage in trade and barter for goods and 
  services. In settings of this nature, characters are more likely 
  to ﬁnd treasure in the form of prized breeding animals, good 
  land, or other various sundries, then they are to ﬁnd cheﬆs of 
  gold or silver coin. This economic ﬆructure requires more 
  work from both players and the referee to function in a 
  believable way. A referee or narrator needs to ensure players 
  get worthwhile trade goods and even land as they adventure, 
  and players need to record all they ﬁnd to use as experience 
  and for general commerce. As a rule, used goods are traded 
  for 1/2 the liﬆed value, while new goods fetch 3/4 the 
  value, and liveﬆock fetches full value. In such settings, all 
  commerce is trade and wealth is measured by one’s possessions. 
  Monetary Syﬆems: In modern settings, and some ancient or 
  primitive cultures, there is some abﬆraction used to carry value 
  in the local economy. This abﬆraction is oﬅen referred to as 
  a ﬁat currency. The US paper Dollar, or Chao from Huaxia 
  are both examples of such a ﬁat currency. In these syﬆems, 
  the carried monetary unit is but a representation of worth and 
  has little value outside of its home culture.
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  * Monetary value compared to a Roman libra of silver. 
  * Monetary value compared to a Roman libra of silver. 
  The Silver Standard: The tables above attempt to eﬆablish 
  a silver ﬆandard that ﬁts traditional fantasy copper, silver, and 
  gold model. For authenticity, several ancient currencies along 
  with certain commodities are compared to this ﬆandard.
  World Currency Values*
  Currency
  Value
  1 livres, pound, “gold”
  1 libra
  1 crown, ducat, ﬂorin
  1/4 of a libra
  1 teal, “silver”
  1/10th of a libra
  1 qián, shilling, or sol
  1/20th of a libra
  1 dirham, drachm, “copper”
  1/100th of a libra
  1 denarii or pence
  1/240th of a libra
  Commodity Value*
  Commodity
  Value
  Fowl, cloth per yard, or 
  iron per pound
  1/100th of a libra
  Mortgage on 1 rod of land, 
  quarter of wheat, or a sheep
  1/10th of a libra
  Cow, saﬀron per pound, or 
  silk per yard
  1/2 of a libra
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  Gear, Holdings, & Property 
  Each character begins with some coin, as provided by their 
  background. This is used to buy additional equipment. Copper 
  has a value one-tenth that of silver, silver one-tenth that of 
  gold. With enough silver, very little is out of reach except 
  magic, magical things are almoﬆ never available for purchase. 
  * A weapon which lists “yes” may be thrown as a missile. A 
  weapon used as such has a 3” range, or 6” for javelins. 
  Melee Weapons
  Weapon
  Thrown*
  Weight
  Coﬆ
  Battle axe
  no
  4.5 lb.
  1 silver
  Dagger
  yes
  1 lb.
  1 copper
  Flail
  no
  3 lb.
  7 copper
  Hand axe
  yes
  2 lb.
  2 copper
  Lance
  no
  8 lb.
  5 copper
  Mace
  no
  2 lb.
  3 copper
  Pike
  no
  6 lb.
  4 copper
  Pole Arm
  no
  9 lb.
  15 copper
  Spear
  yes
  3 lb.
  2 copper
  Spiked mace
  no
  3.5 lb.
  8 copper
  Sword
  no
  2.5 lb.
  12 silver
  Sword, great
  no
  5 lb.
  3 gold
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  Battle Axe: This two handed chopping weapon consiﬆs of a 
  long shaﬅ with a heavy, bladed head ﬁxed to one end. 
  Dagger: This group of bladed weapons ranges in size from a 
  knife to a seax, many of which are eﬀective thrown weapons. 
  Flail: A group of bludgeoning weapons with a heavy head 
  attached to a handle by way of a chain or pivot. 
  Hand Axe: These one handed chopping weapons consiﬆ of a 
  short shaﬅ with a bladed head ﬁxed to one end. A hand axe 
  is an eﬀective thrown weapon. 
  Lance: This heavy one handed spear-like weapon is intended 
  for use by a mounted combatant. 
  Mace: These bludgeoning weapons consiﬆ of a shaﬅ with a 
  weighted ﬆriking end which is oﬅen ﬂanged or shod. 
  Pike: This long spear is used with two hands and can be set 
  to receive a charge. 
  Pole Arm: This group of two handed pole weapons is oﬅen 
  employed by footmen and features a variety of designs. 
  Spear: A spear is a versatile, pole weapon which can be used 
  both one or two handed and thrown if needed. 
  Spiked Mace: This is a more brutal version of the mace. 
  Sword: A versatile, one handed weapon with a long blade. 
  Sword, Great: These larger swords are used with two hands. 
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  * Indicates a black powder weapon, which is only available in 
  later centuries. 
  Arquebus: This early two handed ﬁrearm uses black powder, 
  requiring ignition, and metal shot for ammunition. 
  Composite Bow: These shorter bows are made from layered 
  materials to improve performance. 
  Granada: These early grenade-like bombs make use of black 
  powder and muﬆ be ignited before being thrown. 
  Heavy Crossbow: This cumbersome mechanically drawn bow 
  weapon is slow to ﬁre and requires two hands to use. 
  Horse Bow: A small, oﬅen oﬀset bow used by horsemen. 
  Missile Weapons
  Weapon
  Weight
  Range
  Coﬆ
  Arquebus*
  11 lb.
  18”
  10 gold
  Composite bow
  2.5 lb.
  24”
  1 silver
  Granada*
  2 lb.
  as thrown
  5 silver
  Heavy crossbow
  12 lb.
  24”
  15 silver
  Horse bow
  2.5 lb.
  18”
  7 copper
  Light crossbow
  5.5 lb.
  18”
  3 silver
  Longbow
  3 lb.
  21”
  8 copper
  Short bow
  2 lb.
  15”
  5 copper
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  Light Crossbow: A mechanical bow weapon, requiring two 
  hands to cock, but only one to ﬁre. 
  Longbow: A large, wooden bow nearly as tall as the archer. 
  Short bow: A small, low power bow that may be used while 
  mounted. 
  Banded: This armor is conﬆructed from overlapping bands of 
  hard leather or metal worn over a gambeson. 
  Full Harness: A heavy form of armor made from articulated 
  plates worn over a gambeson and sometimes mail. 
  Gambeson: These padded, protective jackets are oﬅen worn 
  under a heavier suit of armor. 
  Leather: A basic jerkin made from ﬆiﬀ, sometimes boiled, 
  leather which oﬅen includes greaves and bracers. This is one 
  of the oldeﬆ forms of armor. 
  Armor & Shields
  Armor
  Weight
  Coﬆ
  Gambeson or 
  leather armor
  15 lb.
  3 silver
  Banded, ﬆudded 
  leather or mail
  30 lb.
  5 gold
  Full harness
  45 lb.
  10 gold
  Shield
  15 lb.
  2 silver
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  Mail: A ﬂexible armor made from interwoven, and sometimes 
  riveted, metal links worn over a gambeson. 
  Shield: A hand held defensive device made of wood or metal. 
  Studded Leather: As leather above, but reinforced with small 
  plates or ﬆuds. 
  * Black powder devices are not available until later centuries. 
  Expeditionary Equipment
  Equipment
  Coﬆ
  Equipment
  Coﬆ
  Arrows (24)
  1 copper
  Rations, per day
  1 copper
  Backpack
  2 copper
  Rope, 50 feet
  4 copper
  Bolts (20)
  2 copper
  Sack, leather
  1 copper
  Container, small
  5 copper
  Shovel
  1 copper
  Grapple
  3 copper
  Skyrocket*
  7 silver
  Hammer & pins
  2 copper
  Spell book
  1 gold
  Lantern
  2 copper
  Staﬀ
  -
  Mirror, ﬆeel
  1 silver
  Tent, four man
  1 silver
  Musical Inﬆ.
  5 silver
  Tools, armorer
  14 gold
  Oil, pint
  1 copper
  Torches (6)
  1 copper
  Pick
  1 copper
  Whetﬆone
  1 copper
  Powder & shot*
  2 silver
  Wineskin
  1 copper
  Quiver
  5 copper
  Winter furs
  5 silver
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  Arrows (24): The ﬆandard ammunition for bows. Moﬆ have 
  bodkin heads, though unusual varieties do exiﬆ. (3 lb.) 
  Backpack: A pack with ﬆraps intended to be worn on one’s 
  back. Includes a bedroll and simple mess kit. (6 lb.) 
  Bolts (20): The ﬆandard ammunition for a crossbow. (3 lb.) 
  Container, Small: Includes anything from a small bottle or 
  clay pot, to a small wood or metal box. (weight varies) 
  Grapple: A large hook tied to rope and used to scale walls 
  or pull ships together during boarding. (4 lb.) 
  Hammer & Pins: A small bludgeon and a half-dozen metal 
  pins which are useful for a variety of purposes. (3 lb.) 
  Lantern: Burns for three days on a pint of oil and lights a 
  3” radius, or a 6” x 3” cone for a bullseye lantern. (1 lb.) 
  Mirror, Steel: A simple metal reﬂecting device. (2 oz) 
  Musical Inﬆrument: Anything from bagpipes, to a hurdy 
  gurdy; a zither, to all forms of drum. (weight varies) 
  Oil, Pint: This common lantern fuel can be lit and thrown, 
  covering a 1” radius in ﬂame that burns for 2 turns. Anyone 
  in the radius takes 1 hit per turn until extinguished. (8 oz) 
  Pick: A useful tool for digging, tunneling or mining. (8 lb.) 
  Powder & Shot (16): The ﬆandard ammunition for an 
  arquebus, which muﬆ be kept dry. (1 lb.) 
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  Quiver: A long sheath worn on the back or at the hip and 
  used to carry arrows. (1 lb.) 
  Rations: Cured meats and dried fruits for travel. (1 lb.) 
  Rope, 50 feet: A thick cord fashioned of hemp and useful 
  for a multitude of purposes. (4 lb.) 
  Sack, Leather: A large bag used to carry loot. (1 lb.) 
  Shovel: A simple digging device. (5 lb.) 
  Skyrocket: An early ﬁrework which when lit travels for 15” 
  then explodes in a colorful display over a 1” radius. (1 lb.) 
  Spell Book: A spell book can be an actual book, a set of 
  rune ﬆicks, or a collection of scrolls for example. (10 lb.) 
  Staﬀ: A long wooden pole used for walking. A ﬆaﬀ makes 
  attacks as a mace with a combat roll penalty of 2. (1-2 lb.) 
  Tent, Four Man: A tent provides shelter for four men and 
  is usually made from leather or furs. (10 lb.) 
  Tools, Armorer: A complete set of tools used in making 
  armor and weapons. This set can serve as a model for other 
  professions that require a subﬆantial number of tools. (NA) 
  Torches (6): A primitive form of illumination with burns for 
  three hours once lit. (3 lb.) 
  Whetﬆone: A simple bit of ﬆone used to keep a blade 
  sharp, as moﬆ blades need sharpening aﬅer use. (2 oz) 
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  Wineskin: A simple hide bladder used to ﬆore liquid, wine 
  being common, though ale, mead, or water are ﬁne. (6 oz) 
  Winter Furs: A set of fur-lined cloths for travel through the 
  colder climates. (10 lb.) 
  Cat: A small feline predator, useful in keeping common peﬆs 
  under control. 
  Cow or Ox: Cows provide several dietary ﬆaples and an ox 
  can be an eﬀective beaﬆ of burden. 
  Draﬅ Horse: A large horse bred for pulling heavy loads. 
  Guard Dog: A larger breed, such as an Irish Wolfhound, 
  that is trained to protect its owner, or his possessions. 
  Hunting Dog: A medium or larger breed of dog, such as a 
  Saluki, who is trained to aid their maﬆer when hunting. 
  Livestock & Pets
  Animal
  Coﬆ
  Animal
  Coﬆ
  Cat
  2 copper
  Hunting falcon
  3 silver
  Cow or Ox
  5 silver
  Mule
  11 silver
  Draﬅ horse
  13 silver
  Raven
  5 copper
  Goat or sheep
  1 silver
  Riding horse
  2 gold
  Guard dog
  2 silver
  Warhorse, heavy
  40 gold
  Hunting dog
  1 gold
  Warhorse, light
  10 gold
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  Hunting Falcon: A sign of nobility in many cultures, these 
  well trained hunting birds develop a ﬆrong bond with their 
  owners. A hunting falcon needs to be hooded when they are 
  not currently being used to hunt. 
  Mule: These beaﬆs of burden are known to be ﬆubborn, yet 
  are surprisingly eﬀective across rough or mountainous terrain. 
  A mule can carry roughly a quarter of its weight across long 
  diﬆances. This entry is used for the ass, burro, or donkey. 
  Raven: These black corvids have been used by sailors to spot 
  land for as long as can be remembered. If well trained, they 
  can even be truﬆed to deliver messages. Some can be taught 
  to imitate speech. Pigeons are sold for a similar amount. 
  Riding Horse: A horse of a moderate size, capable of 
  bearing a rider comfortably for an extended period. Some are 
  trained for battle and are the horses used by light cavalry. 
  Warhorse, Heavy: These massive, well trained horses known 
  as a deﬆriers are the largeﬆ of the chargers. Such horses are 
  capable of bearing a rider in full harness, along with their 
  own barding. Only a heavy warhorse has the ﬆrength to bear 
  heavy barding. 
  Warhorse, Light: Coursers and rounceys are, like the larger 
  deﬆrier, chargers. These lighter warhorses are generally more 
  agile then their massive cousins. Such horses can bear light or 
  medium barding and may be trained for mounted archery. If 
  needed, a light warhorse may be used as a riding horse. 
  Note: In rare inﬆances, other animals are tamed for riding or 
  to bear load. Treat such creatures as horses of equal size. 
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  Boat: A small watercraﬅ from 10 to 20 feet in length and 
  powered by oar or sail. 
  Cart: A single axle vehicle, usually pulled by a single draﬅ 
  animal. A chariot is a cart pulled by from 2 to 4 horses and 
  is oﬅen used in battle or racing. 
  Galley, Large: A warship capable of travel on the open 
  ocean and up deeper tributaries. Powered by oar or sail, a 
  large galley is usually conﬆructed for naval combat. 
  Galley, Small: A smaller galley with a reasonably sized 
  hold that is powered by oar or sail. 
  Vehicles & Vessels
  Vehicle
  Crew
  Coﬆ
  Boat
  4
  4 silver
  Cart
  2
  2 silver
  Galley, large
  175
  100 gold
  Galley, small
  100
  50 gold
  Longship
  75
  25 gold
  Merchant, large
  20
  150 gold
  Merchant, small
  15
  100 gold
  Raﬅ
  2
  1 silver
  Wagon
  4
  5 silver
  Warship, sailing
  75
  200 gold
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  Longship: A low draﬅ warship capable of travel on the open 
  ocean as well as up tributaries. They are powered by oarsmen 
  or sail but have no internal hold. 
  Merchant Ship, Large: A deep draﬅ vessel well suited to 
  the task of carrying cargo across the open ocean. Powered by 
  sail alone, a large merchant ship uses a small crew and needs 
  a proper harbor to dock. If no dock is available, an anchored 
  vessel may send a dingy ashore. 
  Merchant Ship, Small: These smaller merchant ships require 
  fewer men for a full crew and have a smaller hold. 
  Raﬅ: A simple water craﬅ that is unﬁt for rough water and 
  is commonly powered by only an oar or pole. 
  Wagon: A two axle vehicle, sometimes covered, that is pulled 
  by 1 to 4 draﬅ animals. 
  Warship, Sailing: Though similar in many ways to the 
  large merchant ship, these large ships are intended for full 
  naval warfare and not the transport of cargo. A warship has 
  a crew of near a hundred men and requires a harbor. 
  Quality & Workmanship 
  Equipment, including liveﬆock, may be procured in varying 
  degrees of quality and workmanship. Any such variation comes 
  at a coﬆ. The ﬁrﬆ such modiﬁcation to any piece of gear 
  doubles its price, the second multiplies the previous total by 
  ﬁve. Only two such modiﬁcations can be placed on any given 
  item. The following liﬆ oﬀers many examples of the types of 
  modiﬁcations available for a variety of items. 
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  • Armor: Weight can be reduced by 25% or 33%. The 
  player chooses either: bludgeoning (hammers, maces, etc.), 
  piercing (arrows, spears, etc.), or slashing (axes, swords, 
  etc.), all combat rolls againﬆ the wearer by that weapon 
  type are reduced by 1. The second modiﬁcation reduces all 
  combat rolls againﬆ the wearer by 1. 
  • Equipment: Weight can be reduced by 25% or 33%. If 
  the item is used to aid in a roll againﬆ an attribute, the 
  user can subtract 1 or 2 from the roll. 
  • Fortifications: Improve defense points by 25% or 33%. 
  • Livestock: The animal’s movement rate is improved by 3” 
  or 6”. The animal gains 1 or 2 hits. The animal learns 
  1 or 2 tricks (come when called, guard, track, etc.). 
  • Vehicles: A vehicles movement rate can be increased by 3” 
  or 6”. Defense points can be increased by 25% or 33%. 
  • Weapons: Weight can be reduced by 25% or 33%. Range 
  can be increased by 25% or 33%. The player chooses 
  either: leather, mail or plate. Againﬆ that type of armor, 
  the weapon adds 1 to all combat rolls, and the modiﬁcation 
  adds 1 to all combat rolls if applied a second time. 
  Each aspect on the above liﬆ has two possible values, +1 or 
  +2 for example. These two values are for a single modiﬁcation 
  to a certain aspect, and for a second (remember only two are 
  possible on any piece of equipment). Both modiﬁcations need 
  not be from the same aspect. For example, weight could be 
  reduced on a weapon by 25%, and add 1 to all combat rolls 
  when it is used to ﬆrike mail. The player should ﬁnd a 
  sensible alteration to the appearance of the modiﬁed equipment 
  that ﬁts the modiﬁed abilities. 
  Quality & Magic: The beneﬁt of improved quality is added 
  to those of any magical enchantment (+3 maximum). 
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  Craﬅy Beginnings: If a character is capable of producing a 
  piece of gear, by belonging to the appropriate profession, they 
  are allowed to choose one modiﬁcation for any piece of gear 
  or liveﬆock they could produce. This is only oﬀered during 
  the creation of a character, and all such modiﬁcations desired 
  aﬅer creation muﬆ be paid for accordingly. 
  Damage & Deﬆruction of Items 
  If an item meets with a deﬆructive force, common sense is the 
  ﬁrﬆ method of determining the items survival. Paper thrown 
  in a ﬁre burns, yarn used as climbing rope breaks. A player 
  vote can handle moﬆ other situations if needed. 
  Magical Items: If such a fate befalls an item of magic, the 
  item could be allowed a save. 
  Encumbrance, Weight, & Movement 
  Both the weight and bulk of an item aﬀect the ability of the 
  character to move easily through their environment. 
  Weight: The average common man may carry 50 pounds of 
  weight before feeling any eﬀects. The total weight carried by 
  a character aﬀects the rate at which they move.
  Magic Item Saves
  Save
  Items
  10
  +1 armor, shield or weapon; moﬆ rings & wands
  12
  +2 armor, shield or weapon; moﬆ ﬆaves
  14
  +3 armor, shield or weapon; items of protection
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  * Lew men can carry twice as much as common or high men. 
  All speeds are based on the current unit type represented by 
  the character. If no choice is ﬁtting, use peasant. The type 
  of movement undertaken will also aﬀect the total speed of the 
  character. This table assume average ﬆrength (see above). 
  Encumbrance: An item’s weight is only part of its aﬀect on 
  a character, the items bulk has a major impact as well. Small 
  items are easier to carry then larger bulkier ones. There are 
  ﬁve sizes of item a character may carry and the referee’s 
  discretion to determine an item’s actual size. The ﬁve sizes are 
  given below, along with an outline of the requirements for 
  each size and examples what ﬁts within that size. 
  Encumbrance & Movement Rate-1
  Weight
  Common
  High
  Low*
  0-50
  as man
  +3”
  -3”
  51-100
  -3”
  as man
  -3”
  101-200
  -6”
  -3”
  -3”
  201-300
  -9”
  -9”
  -6”
  Movement Modifiers-1
  Movement Type
  Adjuﬆment
  Careful or sneaking
  half normal
  Jogging, walking
  unmodiﬁed
  Charging or running
  twice normal
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  • Inconsequential: An item of this size has almoﬆ no impact 
  on the character carrying it. Such items rarely weigh more 
  then 1 pound and moﬆ can ﬁt in a pouch or be hidden in 
  one’s cloths. Inconsequential items include: a comb, a needle 
  and thread, a small mirror, or a bit of jewelry. 
  • Minor: Items of this size are not very cumbersome and thus 
  are easily carried about. These items generally weigh under 
  5 pounds and can be carried on a belt, tucked in a boot, 
  or placed within a pack. Minor items include: lanterns and 
  torches; small, one-handed weapons; and wineskins. 
  • Moderate: An item of this size is noticeably cumbersome and 
  can oﬅen get in the way. These items are generally weigh 
  no more then 15 pounds and are carried, slung on one’s 
  back, or worn on a belt. Moderate items include: large one-
  handed weapons, quivers, round shields, and spell books. 
  • Bulky: Items that are considered bulky are diﬃcult to deal 
  with in tight quarters. Such items commonly weigh less then 
  45 pounds and are carried by hand or slung on one’s back. 
  Bulky items include: a longbow; a tower shield; two-handed 
  melee weapons; or a large sack. 
  • Awkward: An awkward item is very diﬃcult to manipulate 
  or move around. Such items weigh 45 pounds or more and 
  can only be carried in two hands or ﬆrapped to one’s back. 
  Awkward items include: a canoe, a large cheﬆ, the body of 
  a friend, or small boulder. Characters carrying an awkward 
  object gain no ﬆrength or dexterity bonuses which apply to 
  combat rolls, nor do they gain any skill bonus for ﬆrength 
  or dexterity based saves. 
  Location: There are many spots on a character’s person that 
  a given item may be carried or ﬆored. Each such location is 
  able to hold but a certain amount of gear. These amounts are 
  liﬆed by location below. 
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  • Armor/Clothing: All armor or clothing is treated as only 
  weighing half its liﬆed weight while worn. Though only a 
  single suit of armor can be worn, some armor is actually a 
  composite of several suits. Plate is oﬅen ﬆrapped over mail, 
  that is worn over a gambeson for example. Clothing is not 
  oﬅen worn with armor, though there are some exceptions. A 
  cloak may always be worn. 
  • Backpack: These packs can contain up to four minor items 
  and a single moderate item. Items carried in a backpack are 
  treated as though they weigh half as much. 
  • Bag, large (sack): A large bag holds three moderate items or 
  six minor items, and a subﬆantial amount of coin. 
  • Bag, small: A small bag or coin purse can hold up to three 
  inconsequential items or a reasonable amount of coin. 
  • Bandoleer/Belt: A belt may hold two moderate items, one 
  minor item or pouch, and a coin purse. As many as two 
  bandoleers can be worn, each holding four minor items. 
  • Carried: A character can carry one awkward, two moderate, 
  four small, or several inconsequential items at a time at the 
  expense of being ready for battle (if not carrying weapons). 
  • Legs: Two small items can be tucked in boots or shoes. 
  • Slung: A single awkward or bulky item; or two moderate 
  items can be slung across the back. 
  Hirelings & Salaries 
  Characters have numerous reasons for employing a great verity 
  of hired men. Artisans, chirurgeons, sailors and soldiers, are 
  all available at a price. Soldiers, or other military hirelings, 
  follow the rules for mercenary units found in the section “All 
  Creatures Great & Small”. 
  The amounts liﬆed assume the character seeks to employ the 
  hireling for the span of a single week. 
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  Alchemiﬆ: A learned man capable of many feats of ancient 
  science. An alchemiﬆ could create black powder or greek ﬁre 
  if the era allows. 
  Armorer: A specialized smith who is capable of creating all 
  manner of armaments, according to the culture in which they 
  reside. A low man armorer can fetch several times the coﬆ. 
  Assassin: Not simply a hired blade but rather a loyal, silent, 
  professional killer who will use any available advantage. 
  Chirurgeon: A well trained healer and early surgeon. Many 
  chirurgeons are members of religious orders and thus likely to 
  refuse service to those outside their faith. 
  Engineer: An engineer can plan and oversee the conﬆruction 
  of all forms of fortiﬁcations, residences, and siege gear. They 
  can improve exiﬆing mines and buildings as well. 
  Horseman: A mounted soldier who is armed according to the 
  culture from which they are hired. 
  Hireling Salaries
  Profession
  Coﬆ
  Profession
  Coﬆ
  Soldier
  2 silver
  Ship’s captain
  15 silver
  Horseman, sailor
  4 silver
  Chirurgeon
  3 silver
  Servant
  2 copper
  Engineer, sage
  4 silver
  Smith
  1 silver
  Alchemiﬆ
  1 gold
  Armorer
  2 silver
  Assassin
  3 gold
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  Sage: A highly learned man, specialized in the sciences and 
  humanities. Moﬆ are polyglots and well read. The beﬆ sages 
  have published their own works. 
  Sailor: These men are experienced seamen and oﬅen a capable 
  ﬁghters in a pinch. Sailors usually hire by the month for only 
  three times the liﬆed weekly rate. 
  Servant: Includes cooks, maids or ﬆablehands, as well as the 
  majordomo of a large household. 
  Ship’s Captain: A ﬆern leader of rough men. The job of a 
  ship’s captain is not easy. These are tough, gritty men with 
  the ﬆrength of personality to be heard across a deck amid the 
  din of battle. They are equipped as the beﬆ footmen of their 
  culture and era. 
  Smith: More farrier then maker of weapons, a smith is able 
  to produce commonly used items from the harder metals. Aﬅer 
  the invention of horseshoes, they shoe horses as well. Though 
  not the craﬅers of ﬁne weapons, a smith can create axes and 
  arrow heads, along with other simple weaponry if needed. 
  Soldier: A professional man-at-arms, soldiers oﬅen make up 
  the bulk of any ﬁghting force. Moﬆ soldiers gain the abilities 
  of other warriors native to their culture. Any given soldier 
  can be equipped as his patron desires, though it is common to 
  follow cultural ﬆandards. 
  If a hireling is oﬀered tenancy as a portion of employment, 
  the liﬆed rate will hire them for a month. This discounted 
  rate is only available for long engagements, ranging in span 
  from years to a lifetime of service.
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  Loyal Followers & Henchmen 
  Any apprentice, follower or henchmen who is acquired as part 
  of progressing through a class, is considered a feature of that 
  class. If a follower is killed or in some other way loﬆ, a new 
  follower or henchmen takes their place within a week’s time. 
  If the follower’s description provides another method, or time 
  frame for such replacements, use those rules inﬆead. 
  Deeds & Properties 
  The following rules deal with the lands and organizations a 
  character gains through their class. These rules are used unless 
  contradicted by those of the character’s class. If a character 
  manages to gain land in other ways, use these rules as well. 
  Land & Taxation: Each character class gains a bit of 
  land, or an organization, as a capﬆone for reaching the tenth 
  level of their chosen class. Each class has certain rules and 
  guidelines which govern how this land, or organization, is 
  built or set up. Such property usually generates revenue in an 
  amount based upon population. 
  The lands belonging to a character usually have from 1 to 8 
  (d8) settlements of 1d4x100 people. Each villager muﬆ pay 
  the amount of one gold in taxes per year. This provides a 
  maximum income of 2,560 gold per year, if the maximum 
  population is available. Taxes can be paid in silver or through 
  trade of goods or services. 
  Fortiﬁcations: Many characters may wish to add fortiﬁcations 
  or other such buildings to the lands they hold. Beyond the 
  coﬆ in gold, such improvements can take considerable time to 
  complete. The following table provides the basic coﬆ of such 
  improvements. 
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  * Indicates a black powder weapon which is only available in 
  later centuries. 
  Cost of Fortifications & Outbuildings
  Fortiﬁcation
  Coﬆ
  200’ x 200’ hillfort or keep
  1,000 gold
  200’ x 200’ caﬆle
  5,000 gold
  10 x 20 x 10 ﬆone wall
  10 gold
  A gate or portcullis
  35 gold
  A 20 x 30 ﬆone building
  15 gold
  A 20 x 30 wooden building
  10 gold
  A 30 foot diameter tower
  350 gold
  A moat or ditch 180 x 20 x 10
  3 gold
  Earthwork for 1 acre
  5 gold
  180 feet of wooden palisade
  5 gold
  Catapult or portable ram
  3 gold
  Trebuchet or siege tower
  5 gold
  Oil & cauldron
  5 silver
  Light cannon*
  35 gold
  Heavy cannon*
  100 gold
  Bombard*
  240 gold
  Harbor or port
  200 gold
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  Inveﬆments & Trade: Any character who has obtained 
  land through their class, may accumulate additional funds or 
  greater resources through inveﬆments, and trade. The primary 
  beneﬁt of inveﬆing in the land, as well as its settlements and 
  induﬆries, is to attract a greater population or to increase the 
  size of one’s lands. A character may make one inveﬆment per 
  settlement within their lands. Inveﬆments should be selected 
  from the choices below. 
  * Optionally, these methods may instead add to the character’s 
  area of land which belongs to the chosen settlement. Provided 
  the expanded land is not currently owned. 
  Each inveﬆment requires 50 gold or the equivalent in other 
  resources. The inveﬆment takes a full year to reach fruition, 
  aﬅer which the character rolls for each inveﬆment on the 
  following chart. It is important to note that the gold, or 
  other property, used in the inveﬆment process is not returned, 
  as it is the coﬆ of business. Inveﬆing is a great deal like 
  gambling, only much more expensive. It is possible to gain 
  lands or settlements from diﬀerent cultures. 
  Investment Choices
  Inveﬆment
  Inveﬆment
  Inveﬆment
  Roads*
  Armories
  Ship building
  Canals
  Liveﬆock
  Sea trade*
  Inns
  Farming*
  Land trade
  Hunting
  Fishing
  Trapping
  Otherworldly
  Exploration*
  Raiding*
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  * A character must subtract 1 from this roll for each attribute: 
  charisma, intelligence and wisdom which is 7 or less and must 
  add 1 for each that is 13 or greater. 
  If a new settlement is gained, its population is determined by 
  rolling a 1d4 and multiplying the result by 50. Inveﬆments 
  are made by settlement, and all population changes aﬀect only 
  the settlement which made the inveﬆment in queﬆion. 
  Protection of Law: The population of a character’s lands or 
  members of his organization are going to expect the character 
  provides for the adjudication of law as well as the protection 
  of the population. This includes facing any threat to the land 
  as a whole, or in part. 
  Pitchforks & Torches: A population that is neglected or 
  who is treated poorly, is rife for demagoguery and possible 
  revolt. Care should be taken in the rule of one’s lands.
  Investment Outcome (d20)
  Roll*
  Proﬁt/Loss
  Natural 1
  Lose a whole settlement.
  2-3
  -20% population/or 2 square miles of land.
  4-7
  -10% population/or a square mile of land.
  8-13
  No change.
  14-17
  +10% population/or a square mile of land.
  18-19
  +20% population/or 2 square miles of land.
  Natural 20
  Gain a new settlement.
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  Treasure & Wondrous Items 
  Moﬆ treasure, comes in the form of coin, raw metals, or 
  basic equipment. A player may choose to forego a portion of 
  their spoils to roll for extraordinary items. Either 50, 500 or 
  5,000 gold may be swapped in the way. A player may make 
  one trade per encounter, however each character may acquire 
  no more then one magical item per game session. 
  Monetary vs. Magical Treasure: Treasure of a value that 
  can be measured in gold, silver, or copper provides experience. 
  Treasure of a magical nature does NOT provide experience. 
  The 50 Gold Swap: If the player chooses to forego 50 
  gold, they may roll once on the following table. 
  The 500 Gold Swap: If the player chooses to forego 500 
  gold, they may roll once on the following table. 
  Minor Magic & Valuables
  Roll
  Treasure
  1-6
  Gems or jewelry worth 1d20 gold
  7-14
  Gems or jewelry worth 1d100 gold
  15-16
  Gems or jewelry worth 1d100 x 5 gold
  17
  Roll once on the Potions table
  18
  Roll 1d100-30 (minimum 1) on the Scrolls table
  19
  Roll 1d6 on the Armor & Weapons table
  20
  Roll 1d10 on the Miscellaneous table
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  The 5,000 Gold Swap: If the player chooses to forego 
  5,000 gold, they may roll on the following table. 
  Moderate Magic & Valuables
  Roll
  Treasure
  1-6
  Gems or jewelry worth 1d20 x 10 gold
  7-14
  Gems or jewelry worth 1d100 x 5 gold
  15-16
  Gems or jewelry worth 1d100 x 10 gold
  17
  Roll 3 times on the Potions table
  18
  Roll 1d100-15 (minimum 1) on the Scrolls table
  19
  Roll 1d12 on the Armor & Weapons table
  20
  Roll 1d20 on the Miscellaneous table
  Major Magic & Valuables
  Roll
  Treasure
  1-6
  Gems or jewelry worth 1d100 x 20 gold
  7-14
  Gems or jewelry worth 1d100 x 50 gold
  15-16
  Gems or jewelry worth 1d100 x 100 gold
  17
  Roll 6 times on the Potions table
  18
  Roll 1d100 on the Scrolls table
  19
  Roll 1d20 on the Armor & Weapons table
  20
  Roll 2d20 on the Miscellaneous table
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  Potions 
  Moﬆ potions have a duration of roughly one hour. A potion 
  such as healing or poison, etc has no duration as the eﬀects 
  induced are inﬆantaneous. 
  Control: This potion allows the imbiber to control a creature 
  from the types on the table below as if they were charmed. 
  Potions (1d20)
  Roll
  Potion Found
  1
  Control
  2
  Cure
  3
  Diminution
  4
  Divination
  5
  Fireproof
  6
  Flying
  7
  Growth
  8-14
  Healing
  15
  Heroism
  16
  Invisibility
  17
  Invulnerability
  18
  Poison
  19
  Slipperyness
  20
  Strength
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  Cure: The imbiber is cured of all diseases of a mundane sort 
  and all poisons within the body are neutralized. This potion 
  can revive a creature who died from poison no more then 
  three turns ago. A creature so revived needs a full week’s reﬆ 
  to recover their full ﬆrength. 
  Diminution: The imbiber is reduced in size to that of an 
  insect. Their hits remain unchanged, though all other physical 
  abilities are appropriately altered for their smaller size. 
  Divination: The imbiber lapses into a catatonic ﬆate for 10 
  minutes, aﬅer which they experience the eﬀects of a divination 
  spell (see “Magic & Miracles”). 
  Fireproof: This potion muﬆ be poured onto the user, and it 
  protects them from ﬁre and heat. The user does not suﬀer any 
  hits or other ill eﬀects from these sources for the duration of 
  the potion. 
  Flying: The imbiber gains the ability to ﬂy at the rate of a 
  light horseman for the potion’s duration. When in ﬂight, the 
  user cannot carry a passenger. 
  Control Creature Types (1d6)
  Roll
  Type
  1-2
  Animals/Men (even odds)
  3
  Dragons/Great Beaﬆs (even odds)
  4-5
  Giants/Man-Eaters (even odds)
  6
  Lesser Spirits/Walking Corpses (even odds)
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  Growth: The imbiber grows to the size of a giant. For the 
  duration of the potion, the user gains all of the beneﬁts of the 
  gigantism spell. 
  Healing: When this potion is consumed, the imbiber makes a 
  save. If the save is successful, a single hit or point of hit 
  penalty is regained and the save is repeated. This process is 
  repeated until fully healed or a save fails. 
  Heroism: For the duration of the potion, all of the imbiber’s 
  attacks are save or die on a successful hit. 
  Invisibility: The imbiber is rendered invisible for the potion’s 
  duration. Attacking or otherwise interacting with the world 
  does not cause the imbiber to become visible. 
  Invulnerability: The imbiber cannot be hit by any non-
  magical melee or missile attack for the duration of the potion. 
  If a save or die attack using a weapon reduces the user to 0 
  hits, the potion’s eﬀect does not save them. 
  Lubrication: This ﬂask contains an oil so slippery, few can 
  ﬆand upon it, nor can one hold anything coated in the oil. 
  Standing requires a save. An item simply cannot be held. The 
  oil remains slippery for the span of a full day, or until it is 
  lit ablaze (at which point it burns oﬀ in a turn). It is of 
  note, imbibing this potion can be a “ﬂushing” experience. 
  Poison: This potion causes a save or die roll if imbibed or if 
  placed upon a weapon and used in an attack. 
  Strength: The imbiber gains the eﬀects of the ﬆrength spell 
  for the duration of the potion. 
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  Potions & Alchemy 
  Any two potions can be mixed, though the outcome is rarely 
  as predicted. When a mixture of potions is attempted, roll on 
  the table below for the result. This table should also be used 
  if a character or creature consumes a second potion while one 
  is currently in eﬀect. 
  * Some potion effects cannot be made permanent (healing or poison 
  for example). In such cases either use the other potion’s effect, or 
  the result is changed to a 10-17. 
  Scrolls 
  A scroll is generally a bit of rolled parchment which contains 
  a magical formula, or spell. Though the form is a common 
  one, it is certainly not the only: runes carved upon rock, 
  small talismans, etc are all examples of other formats for a 
  scroll. The format has little aﬀect upon the game. 
  Potion Mixture Results (1d20)
  Roll
  Resulting Mixture
  1-2
  Poison, save or die
  3-4
  Neither potion remains eﬀective
  5-6
  One of the potions loses its eﬀectiveness (even odds)
  7-9
  Both potions are only half as eﬀective
  10-17
  Both potions function normally
  18-19
  One potion is twice as eﬀective (even odds)
  20
  One potions eﬀect becomes permanent* (even odds)
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  * A spell scroll may either be copied into a spell book, or cast a 
  single time. Either option destroys the scroll. 
  Scrolls (1d100-30, 1d100-15, or 1d100)
  Roll
  Scroll Found*
  01-29
  A single complexity 1 spell
  30-39
  A single spell with a complexity of 1-3
  40-49
  Two spells with a complexity of 1-2 each
  50-65
  Three spells with a complexity of 1
  66-69
  Cursed
  70-77
  Protection (normal)
  78
  A single spell with a complexity of 1-5
  79
  Two spells with a complexity of 1-4 each
  80-83
  Three spells with a complexity of 1-3 each
  84
  Four spells with a complexity of 1-2 each
  85-89
  Cursed
  90-94
  Protection (double duration)
  95
  A single spell with a complexity of 1-6
  96
  Two spells with a complexity of 1-5 each
  97
  Four spells with a complexity of 1-4 each
  98
  Six spells with a complexity of 1-3 each
  99
  Cursed
  100
  Protection (triple duration, double eﬀect)
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  Cursed Scrolls: Any scroll bearing a curse, levies its eﬀect 
  upon whoever reads, or even glances at it. The reader allowed 
  a save, if applicable. If unsuccessful, the reader is aﬀected by 
  one of the following curses. 
  1. The reader adds 2 to their hit penalty for as long as the 
  curse remains in eﬀect. 
  2. All attacks made againﬆ the reader add 2 to the combat 
  roll, for as long as the curse remains in eﬀect. 
  3. The reader is treated as a peasant, and muﬆ roll to take 
  action during an engagement (see “All Creatures Great & 
  Small”). If the reader is currently a peasant, all roles are 
  made at a penalty of 2. This eﬀects laﬆ for as long as 
  the curse remains in eﬀect. 
  4. Anytime the reader is required to roll under an attribute 
  on a d20, he takes a penalty of 2 to the roll for as long 
  as the curse remains in eﬀect. 
  Protection Scrolls: A protection scroll oﬀers safety from one 
  type of creature or threat determined on the table below. 
  Protection Scroll Type (1d8)
  Roll
  Protection from
  1
  Arms
  2
  Greater spirits
  3
  Lesser spirits
  4
  Magic
  5
  Skin-changers
  6
  Walking corpses
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  Protection Scroll Descriptions 
  Each protection scroll functions diﬀerently. The particularities 
  of each scroll is explained below. 
  Arms: A magical weapon is required to harm the reader for 
  the span of 1 hour. Magic and attacks from otherworldly 
  creatures, as well as all other forms of mundane damage, can 
  ﬆill harm the reader. 
  Magic: Within a 2” radius around the reader, no spell or 
  other magical eﬀect may pass in, nor out for the span of one 
  hour. Permanent magical items are unaﬀected, though if such 
  an item creates a magic eﬀect at range, that eﬀect ﬆill may 
  not cross into, nor out of the area. 
  Skin-changers: For one hour, the reader cannot be touched, 
  or attacked, by skin-changers (lycanthropes, werewolves, etc.). 
  Spirits: Protects the reader from being touched, attacked or 
  aﬀected by the magic of one spirit, named at the reading, for 
  a full hour. If the spirit is actually named in the scroll 
  (HIGHLY unlikely), the scroll also banishes that spirit for a 
  year and a day upon the completion reading. 
  Walking Corpse: Reading the scroll prevents any walking 
  corpses from touching or attacking the reader for one hour. 
  Spell Scrolls & The Magical Mishap 
  A spell scroll may be used to caﬆ the spell it contains as a 
  one use item. Only magic-users and sneak-thieves can use spell 
  scrolls. A sneak-thief muﬆ roll below wisdom to caﬆ spells 
  from a scroll. Failure requires a roll on the table below. 
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  The Rule of 1’s: If all the players agree, this table can be 
  used to determine what happens when a caﬆer rolls a 1 on a 
  complexity check (for spells and spontaneous magic). 
  Magical Arms & Armor 
  A magical weapon, suit of armor, or shield has a bonus of 1 
  to 3. For the sake of a better narrative experience, they can 
  be given the following titles. 
  Magical Mishap (1d6)
  Roll
  Occurrence
  1
  Reader takes a hit
  2
  The spell eﬀects a nearby ally (random)
  3
  The spell eﬀects a nearby location (random)
  4
  The spell’s eﬀect is reversed
  5
  The reader suﬀers a random eﬀect related to the 
  spell attempted which laﬆs for 1d10 turns
  6
  The spell takes aﬀect in 1d12 hours, if the target 
  is not in range, the spell targets their direction
  Grades of Arms & Armor
  Bonus
  Title
  +1
  Good quality (even odds to be mundane)
  +2
  High quality (1 in 6 odds to be mundane)
  +3
  Maﬆerwork (always magical)
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  Armor & Weapon Bonus: A bonus on armor subtracts the 
  liﬆed amount from the combat roll of an attacker. A bonus 
  on a weapon adds to the liﬆed value to combat rolls when the 
  weapon is used to attack. 
  Magical Armor & Weapons (1d6, 1d12, or 1d20)
  Roll
  Item
  1
  Cursed armor or shield
  2
  Cursed weapon
  3-4
  Good quality armor or shield
  5-7
  Good quality melee weapon
  8-9
  Good quality missile weapon
  10
  Melee weapon with an additional ability
  11
  Missile weapon with an additional ability
  12
  High quality armor or shield
  13
  High quality melee weapon
  14
  High quality missile weapon
  15
  Maﬆerwork armor or shield
  16
  Maﬆerwork melee weapon
  17
  Maﬆerwork missile weapon
  18
  Unusual armor or shield
  19
  Unusual melee weapon
  20
  Unusual missile weapon
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  Cursed Arms & Armor 
  Cursed armor, shields and weapons cannot be removed without 
  the use of dispel, or similar magics. Oﬅen, the possessor of a 
  cursed item does not realize they are so cursed. 
  Curse Penalties: A cursed weapon subtracts its value from 
  all combat rolls made using the weapon. Cursed armor and 
  shields add their value to all combat rolls made againﬆ the 
  wearer. 
  Bull’s Eye: Attracts missiles ﬁred at any target within 1” 
  and adds 1 to missile combat rolls made againﬆ the wearer. 
  Weapon of Rage: The wielder acquires the penalties of a 
  berserkr. When enraged, the wielder cannot leave the ﬁeld of 
  battle until he or his enemies are dead. 
  Cursed Armor & Weapons (1d20)
  Roll
  Item
  1
  Bull’s Eye armor or shield (even odds)
  2-3
  Armor or shield with a -3 penalty
  4-6
  Armor or shield with a -2 penalty
  7-10
  Armor or shield with a -1 penalty
  11-14
  Melee or missile weapon with a -1 penalty
  15-17
  Melee or missile weapon with a -2 penalty
  18-19
  Melee or missile weapon with a -3 penalty
  20
  Weapon of Rage
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  Magical Armor 
  To determine the type of armor found, roll on the following 
  table. Magical armor slowly resizes itself to a new wearer 
  over the course of a week, but mundane armor should be sized 
  before the item’s bonus takes eﬀect. 
  Weight: Magical armor has its weight reduced by its bonus 
  x 10 as a percentage in weight reduction (for example, +3 
  armor reduces the weight by 30%). 
  * Each shield is functionally the same. 
  Melee Weapons 
  To determine the type of melee weapon found, roll on the 
  following table. A magical weapon feels as though it was 
  craﬅed speciﬁcally for any user who wields it. 
  Magical Armor Type (1d8)
  Roll
  Armor Type
  1
  Banded or brigandine
  2
  Full harness (if available) or plate
  3
  Gambeson or padded
  4
  Leather, or other cured hide
  5
  Mail, chain or scale
  6
  Shield*, round or kite
  7
  Shield*, scutum or tower
  8
  Studded leather
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  Weapon Class & Magical Bonuses: Magical melee weapons 
  may add or subtract their magical bonus from a weapons class 
  when determining ﬁrﬆ ﬆrike and possible additional attacks. 
  Missile Weapons & Their Missiles 
  To determine the type of missile weapon, found, roll on the 
  following table. Missiles do not lose their enchantment if used. 
  Missile Range & Magical Bonuses: The range of a magic 
  missile weapon increases by its bonus x10 in percent. 
  Magical Melee Weapon Types (1d12)
  Roll
  Melee Weapon Type
  1
  Battle axe (cleaver, khopesh, etc.)
  2
  Dagger (long knives, seax, wakizashi, etc.)
  3
  Flail (ball & chain, nunchaku, etc.)
  4
  Hand axe (sickle, tamahaac, etc.)
  5
  Lance (or kontos)
  6
  Mace (hammers and shod clubs)
  7
  Pike (doru, long spear, etc.)
  8
  Pole arm (glaive, halberd, etc.)
  9
  Spear (assegai, javelin, yari, etc.)
  10
  Spiked mace (great spiked clubs and picks)
  11
  Sword (arming, gladius, jian, katana, etc.)
  12
  Sword, great (beidhänder, õdachi, etc.)
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  Additional Weapon Abilities 
  Some weapons are described as having an additional ability. 
  This ability may be determined by rolling on the table blow. 
  Magical Missile Weapon Type (1d10)
  Roll
  Missile Weapon Type
  1-2
  Arrows
  3-4
  Bolts
  5
  Composite bow
  6
  Crossbow, heavy
  7
  Crossbow, light
  8
  Horse bow
  9
  Longbow
  10
  Short bow
  Weapon Abilities (2d6)
  Roll
  Ability
  2
  Bane, attacks are save or die versus creature type
  3-7
  Craﬅed by high or low men (even odds)
  8-9
  Elemental, causes an eﬀect based on element type
  10-11
  Light (or extinguish light sources) within 2”
  -
  Otherworldly, may make attacks across the veil
  12
  Unbreakable, the weapon is indeﬆructible
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  Bane: These weapons deal lethal hits to certain creatures. If 
  a combat roll succeeds againﬆ the type of creature named, the 
  attack becomes save or die. The type of creature aﬀected is 
  determined by any means the players deem acceptable. 
  Craﬅed by High Men: These weapons are conﬆructed from 
  bronze and wood of otherworldly sources, and thus considered 
  magical. The metal portion of such a weapon is an alchemical 
  bronze, that is as ﬆrong as ﬆeel. Wooden portions of such 
  weapons seem to never die, and slowly grow back any harm. 
  Any high man with the skills of a smith can create such 
  weapons at 10x the coﬆ to buy one of mundane manufacture. 
  These weapons have no magical bonus and are not treated as 
  bronze weapons when used againﬆ iron or ﬆeel. 
  Craﬅed by Low Men: These weapons are made from ﬆeel 
  and other materials from otherworldly sources, thus they are 
  considered magical. Any metal is treated as both iron and 
  silver, if either is beneﬁcial. A low man with the skills of a 
  smith can create such weapons at 10x the coﬆ to buy one of 
  mundane manufacture. These weapons have no magical bonus. 
  Elemental: These weapons provide an additional eﬀect besides 
  causing simple hits on a successful combat roll. This eﬀect is 
  one of the four below (choose or roll a 1d4). 
  1. An air weapon ﬆuns all creatures within 1” of the target 
  for 1 turn if the combat roll for the attack is a natural 
  20. A ﬆunned target cannot act nor move. All air 
  weapons cause mild air currents in the direction swung. 
  2. An earth weapon knocks a target prone if a combat roll 
  is successful. The target is allowed a ﬆrength save. All 
  earth weapons cause mild shock waves when they ﬆrike 
  any creature, object, or the ground. 
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  3. A ﬁre weapon ignites any ﬂammable items touched. The 
  target of a successful combat roll burns for a hit per turn 
  until they succeed on a wisdom save (one per turn). When 
  drawn, ﬁre weapons glow as if pulled from the forge. 
  4. A water weapon freezes solid any creature it reduces to 0 
  hits by its attacks. If properly revived, the frozen target 
  may survive (provided they make a successful conﬆitution 
  save). The air within 2” of the wielder becomes chill 
  when the weapon is drawn. 
  Light: Weapons of light cause all light sources with 2” to 
  seem brighter, oﬀering twice the normal illumination. A rare 
  weapon of this ilk, 1 in 6 chance, extinguishes all man-made 
  sources of light within 2” when drawn (though large ﬁres are 
  not put out). 
  Otherworldly: These weapons can ﬆrike across the realms, 
  allowing one in the mundane world to cause harm to a target 
  in the boarder realms and vise versa. An otherworldly weapon 
  is only created when a weapon craﬅed by high men has been 
  used to killed 1,000 common men by its current owner. 
  Unbreakable: These weapons cannot be broken or deﬆroyed 
  by any known force. Each unbreakable weapon has a single, 
  and oﬅen extreme, method of deﬆroying it. However, such a 
  task should be of a near epic scale and scope. 
  Unusual Armor & Shields 
  Some magical armor or shields possess unusual abilities. If such 
  a result is indicated, roll on the table below. Unusual armor 
  abides by all rules governing magical armor, including the 
  determination of type, and the reduction in weight due to the 
  armor’s magical bonus. 
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  Craﬅed by High Men: Armor craﬅed by high men is much 
  like their weapons. All metal is an alchemical bronze and all 
  leather is taken from the hides of otherworldly beaﬆs. The 
  armor is considered magical and it weighs half that of similar, 
  mundane armor. A high man wearing such armor is considered 
  to be one additional high man for each character level when 
  determining the ratio between spirits and common men. Any 
  high man with the skills of a smith can create such armor at 
  10x the coﬆ to buy similar armor of mundane manufacture. 
  Craﬅed by Low Men: Armor that has been craﬅed by low 
  men is much like their weapons. All metal is considered both 
  iron and silver, if either is beneﬁcial. Such armor is considered 
  magical, and never deteriorates as long as it is owned by low 
  men. When found, there are even odds the armor has a +1 or 
  +2 bonus. A low man with the skills of a smith can create 
  such armor at 10x the coﬆ to buy similar armor of mundane 
  manufacture. Armor craﬅed is this way has no magical bonus 
  unless enchanted by the low man who originally created in. 
  Unusual Magical Armor & Shields (2d6)
  Roll
  Unusual Armor Type
  2-5
  Craﬅed by high or low men (even odds)
  6-7
  Deﬂection, cannot be targeted by direct ﬁre
  8-9
  Illusion, may appear as clothing
  10
  Legendary, the armor of mythic entity
  11
  Magic resiﬆance, even odds to avoid magic
  12
  Shinning
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  Deﬂection: Anyone wearing such armor cannot be the target 
  of a direct or indirect missile attack. However, such a man 
  can ﬆill be hit by indirect ﬁre in large scale combat, when 
  targets are not chosen. This armor’s magical bonus is +1. 
  Illusion: Such armor can appear to be any other armor in its 
  class, or as an outﬁt of clothing. The armor retains its 
  eﬀectiveness regardless of its appearance. The armor changes 
  its appearance based on the desires of the user, however no 
  one muﬆ see the change. If others can witness the change, it 
  happens in a slow, imperceptible fashion over 10 minutes or 
  more. This armor has a +1 magical bonus. 
  Legendary: The legendary armor worn by mythic creatures 
  possess unique abilities according to the origin of the creature 
  to whom it originally belonged. Choose (or roll 1d6) one of 
  the options below. Legendary armor has a +3 magical bonus. 
  1. Angel, Deva & Malãk: This armor protects the wearer 
  and all allies within 2” as if a pentacle spell was active. 
  Though illumination does not change, all creatures within 
  that 2” are considered to be ﬆanding in sunlight. 
  2. Asura, Demon & Oni: This armor causes all creatures 
  within 6” to aﬀected by a confusion spell (see “Magic & 
  Miracles”). Outside combat, the eﬀect requires the usual 
  onset time. Once combat begins, the eﬀects are immediate. 
  3. Jinn: This armor renders the wearer immune to ﬁre, heat, 
  and non-magical weapons. In addition, the wearer recovers 
  one hit or point of hit penalty each hour. 
  4. Lycanthrope, Selkie & Were: A lycanthrope skin provides 
  the abilities of a lycanthrope when worn. Alone, the hides 
  are treated as leather or ﬆudded leather (even odds). The 
  animal type should be determined when found, but is moﬆ 
  likely to be bear, seal, swan, or wolf. 
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  5. Tuatha Dé & Tylwyth Teg: This armor allows a wearer 
  to become and remain invisible while attacking or taking 
  other actions. Armor of this nature renders the wearer 
  immune to non-magical weapons and causes the wearer to 
  appear as they would in the higher or lower realms. 
  6. Valkyrja: This armor allows the wearer to cross between 
  the realms using the death of a common man as a portal. 
  This method can be used to travel either way, and may 
  take the wearer into the higher or lower realms, but not 
  the dreaming realms. Creatures with otherworldly lineage 
  are always be able to cross into the boarder realms when 
  wearing such armor. 
  Magic Resiﬆance: The wearer of such armor has even odds 
  to avoid any magical spell or similar eﬀect. This armor has a 
  magical bonus is +2. 
  Shinning: This armor is not magical in any normal sense. It 
  ampliﬁes a common man’s usual ability to ﬆiﬂe magic and all 
  things otherworldly. A common man who wears such armor is 
  considered to be 101 men. Thus, a single common man can 
  overcome the magic of a single high man, etc. If a common 
  man wearing such armor calls for a miracle, his chances are 
  improved by 10%. This armor’s magical bonus is +2, though 
  such armor is not considered magical. 
  Unusual Weapons 
  Some magical weapons are rare or unusual. If such an item is 
  indicated, roll on the following table. Such unusual weapons 
  abide by all the previous rules for magical weapons including: 
  the determination of type; the improvement of range and 
  reduction to class from magical bonus, etc. 
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  Blessed: A blessed weapon is not magical in a normal sense. 
  Such weapons magnify a common man’s ability to ﬆiﬂe all 
  things magical and otherworldly. A common man who wields 
  a blessed weapon is considered to be 101 men. Thus, a single 
  common man can overcome the magic of a single high man, 
  etc. If a common man wielding a blessed weapon calls for a 
  miracle, his chances are improved by 10%. These weapons 
  have a magical bonus of +2, though they are not considered 
  magical. These beneﬁts ﬆack with those of shinning armor. 
  Legendary: Legendary weapons are used by mythic creatures 
  and possess unique abilities according to the origin of the 
  creature to whom it originally belonged. Choose (or roll 1d6) 
  one of the options below. Legendary weapons have a magical 
  bonus of +3. 
  1. Angel, Deva & Malãk: These weapons appear to burn 
  when within the boarder realms or beyond. Weapons of 
  this type banish any spirit they reduce to 0 hits, for a 
  year and a day. The weapon appears to burn brighter in 
  the border realms neareﬆ a guilty man, or fell spirit. 
  Unusual Magical Weapon Types (2d6)
  Roll
  Unusual Weapon Type
  2
  Blessed, similar to shinning armor
  3
  Legendary weapon, similar to legendary armor
  4-6
  Quick, make an addition combat roll each turn
  7-9
  Returning, will come back to thrower
  10-11
  Slaying, save or die for one creature type
  12
  Special, intelligent weapon
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  2. Asura, Demon & Oni: These weapons induce great fear in 
  the foes of the wielder. Any creature who witnesses the 
  wielder kill another creature, muﬆ check morale as though 
  they had suﬀered excessive casualties (or hits). The wind 
  howls cold when such a weapon is near an innocent. 
  3. Jinn: If so commanded, these weapons ﬁght as animated 
  objects, and ﬂy at the rate of light horsemen. They can 
  take a single hit before falling to the ground inert. An 
  inert weapon cannot animate again for an hour. 
  4. Nãgá: These weapons are always considered poisoned, and 
  each hit becomes a conﬆitution save or die roll. No snake 
  can harm the wielder of such a weapon, for any reason. 
  5. Tuatha Dé & Tylwyth Teg: These weapons kill outright 
  (no save) any creature hit by a combat roll with a natural 
  20 result. Such weapons also possess all of the abilities of 
  a weapon “craﬅed by high men”. 
  6. Valkyrja: These weapons can call lightning, as the spell 
  of the same name (see “Magic & Miracles”). The spells 
  origin point is where the weapon ﬆrikes, and the bolt’s 
  area continues for 6” in a single direction chosen by the 
  wielder. This ability may be used three times during any 
  given day, and muﬆ be done outside. 
  Quick: These weapons allow a wielder to make an additional 
  combat roll each turn. Such weapons have a magical bonus of 
  +2, and wielder always acts ﬁrﬆ, unless confronted with a 
  similarly enchanted weapon. 
  Returning: These weapons always return to the wielder when 
  thrown. Furthermore, the owner of such a weapon may “call” 
  it to their hand. A returning weapon eventually ﬁnds its way 
  back to the owner, no matter the intervening obﬆacles. The 
  greater the diﬃculty of the return trip, the longer it takes. 
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  Slaying: These weapons are fatal to any target within a 
  narrow type (such as ﬁre-breathing wurms, or wizards). Any 
  successful hit with the weapon againﬆ the named type of 
  creature is inﬆantly fatal, provided the target has hits equal to 
  or lower then the wielder. If the target has more hits then 
  the wielder, a successful hit becomes conﬆitution save or die 
  roll. Such weapons have a +1 magical bonus. 
  Special, Intelligent Weapons: These rare magical weapons 
  are possessed of their own will and personality. Such weapons 
  have certain abilities in common, which are as follows. 
  • Roll 1d3 to determine the weapons magical bonus. 
  • Such weapons have the ability to communicate in simpliﬆic, 
  and sometimes empathic, ways with its owner. This can be 
  singing, vibrating, and other subtle methods. 
  • These weapons are always created with a special purpose, 
  they seek to forward. It could be a desire to be wielded by 
  a king, or to slaughter common men, etc. An intelligent 
  weapon inﬂuences its wielder however it can in the pursuit 
  of this cause. 
  • Weapons of this type are considered “unbreakable” (see the 
  unbreakable entry above). 
  Furthermore, these weapons have the possibility of possessing 
  additional abilities. The liﬆ below explains how such powers 
  are acquired for each weapon. 
  • An intelligent weapon has a 1 in 10 chance of being able 
  to caﬆ a single spell of a complexity 1 to 3. The spell is 
  caﬆ at the level of the wielder. 
  • An intelligent weapon has a 1 in 20 chance of gaining an 
  ability from the additional weapon abilities table. 
  • These weapons have a 1% chance of having an additional 
  unusual ability (ignoring special, intelligent). 
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  Other Items of Magic 
  If a result requires a miscellaneous roll, use the table below. 
  Lesser Rings 
  Only one magic ring can be used at a time, roll below. 
  Miscellaneous Items (1d10, 1d20. or 2d20)
  Roll
  Sub-Category
  2
  Lesser ring
  3-4
  Lesser wand
  5-15
  Miscellaneous lesser item
  16
  Staﬀ
  17-25
  Miscellaneous moderate item
  26-30
  Greater wand
  31-34
  Greater ring
  35-40
  Miscellaneous greater item
  Lesser Magic Rings
  Roll
  Ring
  1
  Invisibility, as spell
  2
  Protection, even odds of +1 or +2
  3
  Resiﬆance, even odds of ﬁre or poison
  4
  Tame, as spell
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  Invisibility: This ring functions as the spell invisibility when 
  worn. Unlike the spell, making an attack or taking other 
  such action does not negate the invisibility. For every turn the 
  ring is worn however, there is twice the chance of having a 
  random encounter from the border realms. Roll each turn. 
  Protection: These rings subtract either 1 or 2, depending on 
  the value found, from combat rolls made againﬆ the wearer. 
  Unlike all other rings, a ring of protection can be worn with 
  one other magical ring, though each ring muﬆ be worn on a 
  diﬀerent hand. 
  Resiﬆance: These rings provide the wearer a +5 bonus to 
  any save againﬆ ﬁre or poison, depending on the type found. 
  Both rings oﬀer immunity to basic forms of whatever they 
  oﬀer resiﬆance to. If the ring oﬀers resiﬆance to poison, a 
  wearer is unharmed by mundane snake or spider bits. A ring 
  that oﬀers resiﬆance to ﬁre would allow a man to reach into 
  a bonﬁre without suﬀering harm. 
  Tame: This ring function much like the magic-user spell of 
  the same name. The wearer may have as many tamed animals 
  as he has hits. There is a 1 in 6 chance that such a ring 
  will inﬆead call a ﬂock, school, or swarm of small creatures 
  of one type (such as ravens, salmon, etc.). Though not tamed, 
  the swarm is guided by the wearer for 1 hour and arrives in 
  1d10 minutes. The ring is usable once per day and the 
  gathering disperses immediately when the hour ends. 
  Greater Rings 
  These rings bear ﬆrong enchantments. Only one magical ring 
  may be worn at a given time, roll below. 
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  Charm: A ring of charm functions as the magic-user spell of 
  the same name. The wearer may have up to three charmed 
  men at any given time. The target of the charm is allowed a 
  save if they have fewer hits then the wearer has levels. 
  Additionally, 1 in 6 of these rings oﬀer the wearer greater 
  leadership. With such rings, unless an order would be suicide, 
  a friendly man is likely to both hear and obey it. This even 
  functions during battle. The eﬀect is not dramatic, inﬆead it 
  reinforces a characters air of authority. 
  Drain Life: When the wearer of this ring touches a target, 
  they may opt to permanently drain that target of a single hit 
  if they fail conﬆitution save. 
  Greater Magic Rings (1d100)
  Roll
  Ring
  1-19
  Charm, as magic-user spell
  20-29
  Drain life, as undead
  30-39
  Possession, similar to magic-user spell
  40-49
  Regeneration, 1 hit per turn
  50-59
  Spell ﬆoring, 1-6 spells
  60-69
  Spell turning, even odds with successful save
  70-79
  Summoning,
  80-89
  Telekinesis
  90-99
  Vision
  100
  Wishes
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  Possession: These rings allow the wearer to possess the body 
  of another, similar to the magic-user spell of the same name. 
  If a target succeeds on a save againﬆ the ring’s eﬀects, they 
  cannot be targeted by the ring’s power for seven days. 
  If a creature is killed while wearing such a ring, the spirit of 
  that creature is drawn into the ring itself. A spirit contained 
  in the ring may attempt to possess the body of any who place 
  the ring on a ﬁnger, or toe, etc. Any creature so possessed 
  may make further saves at the beginning of each day. A 
  creature who fails this save for a week ﬆraight, foregoes its 
  claim to its body, and that creatures spirit moves on. If this 
  occurs, the body begins to resemble the appearance the spirit 
  had in life. Such rings can only be used by common men. 
  Regeneration: The wearer of such a ring regains a single 
  hit or point of hit penalty at the beginning of each turn, even 
  when reduced to 0 hits. Limbs may be reattached should they 
  be severed, including the head. The wearer can only be killed 
  by being burned to ash, or by removing the ring and thus 
  ending the magic. 
  Spell Storing: Each of these rings contain from 1 to 6 
  spells of a complexity of 1 to 6. A magic-user may caﬆ any 
  these spells as though they knew them personally, and at their 
  full ability. A member of another class, or other creature 
  capable of speech, can caﬆ the spells within the ring as a 
  magic-user of ﬁrﬆ level (this never improves). 
  Spell Turning: These rings have even odds to turn a spell 
  upon its caﬆer, provided the wearer is successful on their ﬁrﬆ 
  save againﬆ its eﬀects. This aﬀects all spells which were caﬆ 
  directly at the wearer, including those from allies, but it does 
  not aﬀect spells that target an area. 
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  Summoning: The wearer of such a ring can conjure forth an 
  otherworldly creature of extreme power. The creature cannot 
  harm the ring’s bearer, but it is under no obligation to be of 
  assiﬆance either. However, many are open to bargaining and 
  some may choose to render aid based upon common goal. Such 
  a summons may only be made once per week, though the 
  ring’s summoned creature may appear of its own will. The 
  type of creature any given ring summons is determined on the 
  table below. Only magic-users may use such rings. 
  Telekinesis: This ring allows a wearer to move objects with 
  but a thought. The maximum weight which can be moved is 
  equal to the wearer’s level (or hits) x50 in pounds. A magic-
  user or high man can move level x200 in pounds. A wizard 
  (see “Men”) can move hits x250. These rings oﬀer limited 
  oﬀensive capability, as objects cannot be moved quickly. 
  Vision: This ring grants the wearer the ability to see in any 
  illumination level and grants immunity to all illusions. 
  Summoned Creature (1d6)
  Roll
  1
  Angel, Deva or Malãk
  2
  Asura, Demon or Oni
  3
  Elemental or Jinn
  4
  Nocnitsa or Rusalka
  5
  Rãkshasa or Troll
  6
  Tuatha Dé or Tylwyth Teg
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  Wishes: These rings grant one wearer three wishes (see the 
  spell “wish”). Each of the three wishes made are granted in 
  full, though wishes are renowned for creative interpretation and 
  unintended side eﬀects which become more terrible depending 
  on the greed of the wish made. All the rules of magic muﬆ 
  be followed when making these wishes. 
  Lesser Wands 
  Moﬆ such wands simply aid in the caﬆing of a certain spell 
  and are largely beneﬁcial only to magic-users. To determine 
  the wand found, roll on the table below. 
  Dowsing Wand: A dowsing wand points the user in the 
  direction of the one thing they need moﬆ at that time. The 
  user may, or may not know what that thing is. There is no 
  indication of diﬆance, altitude, or depth. 
  Spell Wand: A spell wand reduces the complexity of a spell 
  and makes its eﬀects harder to resiﬆs. Furthermore, such a 
  wand functions as the spells material component. Note, no 
  wand can reduce a spells complexity below 1. Spell wands are 
  usable only by magic-users. Choose the spell at random. 
  Type of Wand (1d6)
  Roll
  Wand
  1-2
  Dowsing wand
  3-4
  Spell wand +1, complexity -1 and +1 to saves
  5
  Spell wand +2, complexity -2 and +2 to saves
  6
  Spell wand +3, complexity -3 and +3 to saves
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  Greater Wands 
  These wands perform a single magical action with a greater 
  level of power then a lesser wand. To determine the type of 
  wand found, roll on the table below. 
  Detection: On command, a wand of detection guides the user 
  to the neareﬆ example of a named thing, such as magical 
  weapons, or under men, etc. The wand shakes forcefully until 
  it is pointed in the direction of the requeﬆed object, at which 
  point it pull on the users hand. Once the person, place or 
  thing is found, the wand becomes inert again. 
  Spell Wand, Greater: These wands have all the abilities of 
  lesser spell wands. A greater wand may also power the spell. 
  Thus they may be used by anyone to caﬆ the spell named as 
  though a 1ﬆ level magic-user, once every 10 minutes. 
  Greater Wands (1d10)
  Roll
  Wand
  1
  Blizzard, as spell, needs 10 minutes to charge
  2
  Detection, shows way to named item
  3
  Fume, as spell, needs 10 minutes to charge
  4
  Lightning, as spell, needs 10 minutes to charge
  5
  Meteor, as spell, needs 10 minutes to charge
  6
  Petrify, as spell, needs 10 minutes to charge
  7
  Shapechange, as spell, needs 10 minutes to charge
  8
  Virulence, as spell, needs 10 minutes to charge
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  Magical Staves 
  A magical ﬆaﬀ may only be used by a magic-user. If a 
  magical ﬆaﬀ is indicated, roll on the table below. 
  Death: These ﬆaves grant the wielder control over walking 
  corpses, as well as providing the ability to create them from 
  the bodies of the dead. The wielder may control or create a 
  number of walking corpses equal to the number of hirelings 
  they may have (including living hirelings). A walking corpse 
  cannot harm the wielder of such a ﬆaﬀ and other living dead 
  try to avoid confrontation. 
  Healing: If touched to a wounded creature, these ﬆaves heal 
  the creature to full hits and remove any hit penalty. No 
  creature can beneﬁt from such healing more then once per 
  week. The ﬆaﬀ can be used no more then once a day. 
  Magical Staff Type
  Roll
  Staﬀ
  1
  Death, animates or controls walking corpses
  2
  Healing, target regains loﬆ hits
  3
  Power, lightning or meteor & telekinesis
  4
  Resurrection, once per month
  5
  Snake, turns into conﬆrictor
  6
  Striking, cause a defense point per turn
  7
  Withering, ages target 10 years on hit
  8
  Wizards, reduce complexity of all spells by 1
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  Power: A ﬆaﬀ of power allows the wielder to caﬆ the spells 
  lightning and meteor. If the wielder is not a magic-user, they 
  caﬆ the spells as if they were 1ﬆ level in that class. These 
  ﬆaves can alter the illumination of the current location, as a 
  weapon of light (see above) with both uses. Laﬆly, they can 
  move objects as a ring of telekinesis. 
  Resurrection: A ﬆaﬀ of this type can bring a creature back 
  from death, no matter how long they have been so. The user 
  muﬆ provide some small portion of the body, or at the very 
  leaﬆ a prized memento or possession, for the ﬆaﬀ to function. 
  No creature can be brought back more then once using such 
  a ﬆaﬀ. The ﬆaﬀ can only be used once per year. 
  Snake: These ﬆaves, when commanded, transform themselves 
  into a large conﬆrictor snake which is set upon a foe. If the 
  target fails its save, it is immobilized and cannot take further 
  action for an hour. Once the eﬀect ends, the ﬆaves ability 
  may be used again. 
  Striking: A ﬆaﬀ of ﬆriking can be used to make attacks on 
  buildings and fortiﬁcations. The wielder may cause one defense 
  point per turn to any ﬆructure attacked. Such ﬆaves are also 
  capable of ﬆriking as a spiked mace +2. 
  Withering: When commanded, this ﬆaﬀ causes any target 
  touched to rapidly age 10 years. Though extremely painful, 
  the ﬆaﬀ causes no other damage besides the aging. 
  Wizardry: These ﬆaves reduce the complexity of any spell 
  caﬆ by 1. Furthermore, the wielder may choose a single spell 
  per character level that the ﬆaﬀ now acts as the material 
  component for. 
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  Lesser Miscellaneous Magic Items (1d20)
  Roll
  Item (usable by)
  1
  Arrow of the Hunt (ﬁghting-men, high men)
  2
  Bag of Porter, (all)
  3
  Boots of Speed & Springing (all)
  4
  Bracers of Defense (all but ﬁghting-men)
  5
  Chime of Locks (all)
  6
  Cloak of Protection (all but ﬁghting-men) 
  7
  Cursed item (see below)
  8
  Decanter of Endless Water (all)
  9
  Duﬆ of Discovery (all)
  10
  Gloves of Water & Wood (all)
  11
  Hat of Disguise (high men, sneak-thieves)
  12
  Horseshoes of Racing (all)
  13
  Illusion’s Cloak (high men, sneak-thieves)
  14
  Lucky Stone (all)
  15
  Manual of Exercise (ﬁghting-men)
  16
  Rope of Climbing (sneak-thieves)
  17
  Rope of Tangling (sneak-thieves)
  18
  Sewer Pipes (minﬆrels, sneak-thieves)
  19
  Snuﬀ (all)
  20
  Spade of Earth Moving (low men)
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  Moderate Miscellaneous Magic Items (1d20)
  Roll
  Item (usable by)
  1
  Band Againﬆ Scrying (all but magic-users)
  2
  Boots of the Airwalker (all)
  3
  Bracers of Defense (all but ﬁghting-men)
  4
  Cloak of Protection (all but ﬁghting-men)
  5
  Deck of High Arcana (all)
  6
  Displacing Shroud (magic-users, sneak-thieves)
  7
  Flying Carpet (all)
  8
  Gauntlets of Ogre’s Might (all but magic-users)
  9
  Helm of Tongues (all but magic-users)
  10
  Horn of Ravens (high men, low men, entertainers)
  11
  Horn of Valhalla (ﬁghting-men, entertainers)
  12
  Jug of Concoctions (low men, magic-users)
  13
  Manual of Quickness (high men, sneak-thieves)
  14
  Many-eyed Robe (high men, magic-users)
  15
  Mirror of Scrying (magic-users)
  16
  Portable Hole (all)
  17
  Robe of the Chameleon (all)
  18
  Silver Wolves (all)
  19
  Talisman of Thoughts (all)
  20
  Wizard’s Robes (magic-users)
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  Greater Miscellaneous Magic Items (1d20)
  Roll
  Item (usable by)
  1
  Cryﬆal Ball (high men, magic-users)
  2
  Demon Torc (magic-users, ordained prieﬆs)
  3
  Elemental Device (high men, magic-users)
  4
  Gem of Sight (all)
  5
  Giant’s Belt (all but magic-users, sneak-thieves)
  6
  Golden Lions (all)
  7
  Helm of the Sun & Moon (all but sneak-thieves)
  8
  Horn of Angels (ﬁghting-men, entertainers)
  9
  Inﬆrument of Renown (magic-users, entertainers)
  10
  Jinn Bottle (all)
  11
  Magical Libram (high men, magic-users)
  12
  Manual of Intelligence (sneak-thieves)
  13
  Manual of the Golem (low men, magic-users)
  14
  Manual of Wisdom (magic-users)
  15
  Mask of Charm (all)
  16
  Nimble Gloves (high men, sneak-thieves)
  17
  Potion Vial (low men, magic-users)
  18
  Scarab of Madness (all)
  19
  Shiﬅing Crown (all)
  20
  Torc of Falling Stars (all but magic-users)
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  Miscellaneous Magic Items 
  The three tables above provide for results of greater, lesser or 
  moderate miscellaneous magical items. The items are detailed 
  below, in alphabetical order. 
  Arrow of the Hunt: If this arrow is loosed as the name of 
  a desired target is called, the arrow itself takes the form of a 
  well trained hawk and seeks the target, almoﬆ without error. 
  The hawk follows its designated target until the target is 
  taken by the arrow’s owner, or when the target enters a 
  building or underground area. When this happens, the hawk 
  circles at the entrance until its owner arrives. Once any 
  tracking has been accomplished, the arrow is found ﬆuck in 
  the ground at the spot where the hawk was laﬆ seen. 
  Bag of Porter: This satchel can hold 100 pounds of weight 
  but only feels like 10 pounds when full. The opening of the 
  bag is about the size of a common man’s foot, so anything 
  ﬆored in the bag muﬆ pass through that opening. 
  Band Againﬆ Scrying: This decorative armband protects 
  the wearer from all forms of divination or scrying. Any spell 
  or other magical eﬀect used to gain information about the 
  wearer, even if friendly, fails. Even attempts at reading the 
  wearer’s mind simply oﬀer haze and obfuscation. 
  Boots of the Airwalker: These boots allow the wearer to 
  ﬂy at the same speed they move on land. There is no limit to 
  the duration of a ﬂight. Additionally, the boots do not allow 
  a wearer, conscious or not to suﬀer a deadly fall. Such a fall 
  is slowed by the boots and becomes essentially harmless. These 
  boots slowly adjuﬆ ﬁt moﬆ any foot placed inside them. 
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  Boots of Speed & Springing: These boots allow a wearer 
  to move at twice their usual rate, but they muﬆ reﬆ an equal 
  length of time when a move is completed. This includes long 
  diﬆance runs, thus the wearer should be leery of exhauﬆion. 
  Additionally, the boots allow a man to leap 3” (30 feet) 
  horizontally, and 1” (10 feet) vertically. 
  Bracers of Defense: Such bracers protect as leather if a 
  lesser item, or mail if a moderate item. They oﬀer no further 
  protection if they are worn with equal or superior armor. 
  Other items of protective magic, such as rings or cloaks, do 
  ﬆill oﬀer additional beneﬁt. 
  Chime of Locks: When ﬆruck with reasonable force, all 
  locks within 5” of the user reverse their ﬆate. Only ﬆrong, 
  magical locks can thwart the chime, which can be used as 
  oﬅen as needed. Note, the chime is quite loud. 
  Cloak of Protection: These cloaks cause a 1 point penalty 
  to all combat rolls made againﬆ the wearer. Additionally, the 
  wearer may subtract 1 from all saves. If such a cloak is 
  found as a moderate item, both bonuses are 2, rather then 1. 
  Cryﬆal Ball: These spheres allow the possessor to see what 
  they desire to see, even across great diﬆances. Such scrying 
  devices should not be used more then thrice per day, leﬆ the 
  viewer go mad for seven days. The user need only ﬆate what 
  they desire to see, and it is seen in the ball. Some cryﬆal 
  balls (even odds) can also provide sound. The moﬆ rare (1 in 
  6) can see what is within the minds of those who are the 
  targets of the scrying, though only surface thoughts are 
  revealed. A cryﬆal ball is notorious for showing the viewer 
  what they desire to see rather then what is asked. 
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  Decanter of Endless Water: These ﬆrange ﬆoppered vials 
  are thought to be portals to the bottom of deep lakes or even 
  oceans. When the ﬆopper is removed from such a decanter, a 
  geyser of water blows out from the mouth of the container 
  with an aﬆounding amount of force. A character is required 
  to roll under their ﬆrength to replace the ﬆopper, otherwise 
  the water continues to gush without end (20 gal. per minute). 
  Deck of High Arcana: This deck of cards is a ﬆrange and 
  powerful item. When found, a character may draw as they 
  wish from the deck, they may also allow others to draw from 
  the deck as they wish. However, to rid oneself of the deck, it 
  moﬆ be given to a willing person who underﬆands what the 
  deck is. The eﬀects of each card are as follows. 
  • The Fool: Draw again, the person drawing continues to do 
  so until a moﬆly positive eﬀect is obtained, it is this eﬀect 
  that occurs. If the card was reversed, the person drawing 
  the card muﬆ continue to draw until a moﬆly negative 
  eﬀect is obtained and it is this eﬀect that occurs. 
  • The Magician: Whoever draws this card gains 1 point of 
  intelligence and learns a spell. If not already a caﬆer, the 
  character is considered to be a 1ﬆ level magic-user when 
  caﬆing the spell. If reversed, 1 point of intelligence is loﬆ, 
  along with a single known spell (determined randomly). 
  • The High Priestess: Whoever draws this card gains 1 point 
  of wisdom and adds 1 to all turning rolls they make. If 
  reversed, 1 point of wisdom is loﬆ and the person who 
  drew the card subtracts 1 from all further turning rolls. 
  • The Empress: The next “gold trade” (page 145-146) the 
  player makes is at a bracket higher then they “paid” for, 
  thus a 500 gold trade equals a 5,000 gold trade. If 
  reversed, the next trade the player makes is for the next 
  loweﬆ value, a 5,000 gold trade equals 500 gold, etc. 
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  • The Emperor: The maximum number of hirelings the person 
  who drew the card can retain is doubled. If reversed, that 
  total number of hirelings which can be retained is halved. 
  • The Hierophant: The person who drew the card is absolved 
  of a single ongoing curse and is warded againﬆ the next 
  one faced. If reversed, the person who drew the card is not 
  allowed a save againﬆ the next curse faced. 
  • The Lovers: The person who drew the card tends to attract 
  the favor of those they prefer. Furthermore, morale rolls 
  made by loyal troops or units gain a bonus of 2. If 
  reversed, the person who drew the card tends to attract the 
  favor of those they deteﬆ. Additionally, morale rolls made 
  by units or troops under the command of said person take a 
  2 point penalty. 
  • The Chariot: Whoever drew the card gains immunity from 
  all forms of disease, and may add 3” to the movement of 
  all mounts and vehicles directly controlled directly by them. 
  If the card is reversed, whoever drew the card is aﬄicted 
  with uncontrollable lycanthropy. 
  • Strength: Hereaﬅer, the person who drew card gains a bonus 
  of 2 to all saves made againﬆ illusions or mental eﬀects 
  such as charm, fear, sleep, etc. If reversed, this bonus 
  inﬆead becomes a penalty. 
  • The Hermit: A map ﬁnds its way to whoever drew the card 
  by way of a long loﬆ family member. The map leads to a 
  great item or treasure. If reversed, whoever drew card loses 
  one-third of their age and 1 point of wisdom. 
  • The Wheel: Whoever drew this card gains a bonus of 1 to 
  all saves and a special magical item, determined as though 
  a 5,000 gold trade had been made. If reversed, the caﬆer 
  takes a penalty of 1 from all saves and a single random 
  magical item owned by whoever drew this cæd becomes 
  mundane immediately (the deck is immune to this). 
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  • Justice: The next good act performed by the character nets 
  twice the experience it should have. If reversed, the next 
  evil act performed nets twice the experience. 
  • The Hanged Man: Whoever drew this card gains the ability 
  to regenerate a single hit or point of hit penalty every 10 
  minutes, even if reduced to 0 hits, but they always act laﬆ 
  in a given turn. If reversed, whoever drew the card cannot 
  be surprised and they always act ﬁrﬆ in a turn, but they 
  naturally heal at half the normal rate. 
  • Death: Whoever draws this card automatically reincarnates 
  within 13 days of their death. If reversed, whoever drew 
  the card moves at 75% of normal and they muﬆ take a 2 
  point penalty on all initiative rolls (if used). 
  • Temperance: The person who drew the card gains 1 point 
  of wisdom and cannot ever harm an ally by accident. If 
  the card is reversed, 1 point of wisdom is loﬆ and the 
  person who drew the card subtracts 1 from all saves made 
  againﬆ charm eﬀects. 
  • The Devil: This card has the same eﬀect if reversed. At 
  the next moment of downtime, when such an occurrence is 
  deemed sensible, the card’s puller is challenged by a great 
  fell spirit to a game of skill. Should the spirit win, it 
  takes a full level of experience from whoever drew the 
  card. If the spirit be defeated, enough experience to raise a 
  single level is gained by whomever drew the card. 
  • The Tower: Whoever draws this card is reduced to level 1 
  and their experience is reduced to 0. If reversed, whoever 
  drew the card dies and is reincarnated in 13 days. 
  • The Star: Whoever draws this card shall be betrayed by 
  their own hireling, or hirelings, at the next moﬆ sensible 
  time. If reversed, the card’s puller loses a single, permanent 
  item of magic (determined at random). No force short of a 
  wish allows the item to ever be found again. 
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  • The Sun: If this card is drawn, its puller immediately gains 
  a level, and other people generally treat the beneﬁciary of 
  the card with respect and friendship. If reversed, whoever 
  drew the card is ﬆripped of a single level, and is abandon 
  by their hirelings. 
  • The World: Whoever draws this card adds 1 to each 
  attribute that is less then 18. If reversed, whoever drew the 
  card is gradually hit with mounting phobias, until they fear 
  the whole world. 
  Demon Torc: This necklace or armband functions much like 
  the pentacle spell. Additionally, the possessor may attempt to 
  charm a greater spirit. If the creature fails a save, it is bound 
  to the owner of the torc for one full cycle of the moon. The 
  use of this item tends to attract the attention of other spirits. 
  If used within the laﬆ month, add 2 to the character’s chance 
  of a random encounter (use the border realms entries). If an 
  encounter is indicated, there are even odds of it being with 
  either greater or lesser spirits. 
  Displacing Shroud: The wearer of this shroud appears to be 
  blurry or in a slightly diﬀerent location. The eﬀect of which 
  is more pronounced the further one is from the wearer. This 
  makes the wearer of the shroud eﬀectively immune to being 
  targeted directly or indirectly by missile weapons. The shroud 
  does nothing to protect the wearer from the indiscriminate 
  missile attacks of large scale combat. 
  Duﬆ of Discovery: This duﬆ is fund in small pouches. A 
  small pinch, when blown or thrown into the air, reveals any 
  illusions, invisible objects or hidden things wherever the duﬆ 
  spreads (roughly a single 1” cube). There will be 1d10 uses 
  within a pouch when found. 
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  Elemental Device: An elemental device is used to summon 
  elementals appropriate to the device: censers for air elementals, 
  mortar and peﬆle for earth elementals, braziers for elementals 
  of ﬁre, and cups for elementals of water. It takes roughly 10 
  minutes to use the device, at which point the elemental appears 
  and ﬁghts, or works, for the summoner. Such elementals have 
  all of the abilities liﬆed in “All Creatures Great & Small”. 
  Flying Carpet: This magical carpet can ﬂy at 30” if only 
  bearing a single rider. It may carry as many as three riders, 
  but in so doing reduces the speed to 18” (for any number of 
  riders beyond one). The carpet responds to verbal commands. 
  Gauntlets of Ogre’s Might: The wearer of these gauntlets 
  is considered to have an 18 ﬆrength for as long as they are 
  worn. A wearer will not “know their own ﬆrength”. 
  Gem of Sight: When one peers through such a gem, one 
  sees the world for what it is, no illusions, no invisible 
  creatures or things, and all the great many spirits within the 
  border realms are now visible. A single look terriﬁes moﬆ 
  common men into a panicked ﬂight. 
  Giant’s Belt: The wearer gains great ﬆrength and they can 
  throw boulders as a catapult, or cause damage to ﬆructures as 
  a giant. If a combat roll made by the character wearing such 
  a belt succeeds by 5 or more, the attack is resolved as a 
  conﬆitution save or die roll. 
  Gloves of Water & Wood: These gloves allow the wearer 
  to climb and swim at their normal movement rate. The gloves 
  do not provide the ability to breath underwater, nor do they 
  protect the wearer should they fall while climbing. 
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  Golden Lions: These ﬆylized gold ﬁgurines transform into 
  real lions when an activation word is spoken. Each ﬁgurine is 
  under the control of its owner and obeys simple commands. A 
  ﬁgurine remains active for a single engagement, or until it is 
  reduced to 0 hits, at which point it reverts back to the form 
  of a ﬁgurine. Such trinkets are found in quantities of 1d3. 
  Hat of Disguise: So long as the hat is worn, the character 
  may appear to be anyone and dressed in anything. This is an 
  illusion only, but is absolutely convincing (no save allowed). 
  Helm of the Sun & Moon: The wearer of this helm is 
  comfortable in the many climates of the Earth. They never 
  feel chill from the weather alone, nor sweat from the heat of 
  the sun. The wearer gains a bonus of 2 to all saves againﬆ 
  cold or heat based attacks, and no longer needs to breath. 
  The spell light may be caﬆ regardless of class, no complexity 
  roll required, and the light shed may be considered sunlight or 
  the light of a full moon. Laﬆly, the wearer may use the 
  meteor spell as though a magic-user of equal level. 
  Helm of Tongues: While worn, this helm allows the wearer 
  to underﬆand and speak any language they encounter. There 
  are even odds of each helm granting the ability to read and 
  write any encountered language. 
  Horn of Angels: Sounding this horn is extremely deﬆructive. 
  Blowing into it produces a cone-shaped area of deﬆructive 
  sound 10” long and 5” wide. Buildings and fortiﬁcations in 
  this area are treated as though they had been hit by a 
  trebuchet. All creatures within the area muﬆ make conﬆitution 
  save or die roll, trees under a foot in diameter are laid over, 
  and the sound can be heard for a great many leagues. 
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  Horn of Ravens: Sounding this horn summons an unkindness 
  of ravens. It takes up to 10 minutes for the birds to slowly 
  arrive and they follow the direction of the horn’s owner. The 
  birds ﬆay active as long as the horn is played. If the horn is 
  blown with any regularity, the birds begin to linger near the 
  owner of the horn even when it is not being played. Inﬆead 
  of ravens, some horns may summon other types of birds. 
  Horn of Valhalla: When blown, this horn summons a total 
  of 2d6 berserkr (see “All Creatures Great & Small”). A 
  berserkr ﬁghts to the death for the owner of the horn. If any 
  live at the end of the engagement, they run oﬀ into the wilds 
  screaming. This summons is only answered once per week. 
  Horseshoes of Racing: When attached to the hooves of a 
  trained horse, the movement rate of the horse is doubled. The 
  shoes never wear out nor is one ever thrown. 
  Illusion’s Cloak: These cloaks can create aﬆounding illusions 
  of inanimate things with which to conceal the wearer. A tree, 
  a boulder, a patch of briar bushes, etc all are examples of the 
  sorts of illusions the cloak can create. It takes a full turn to 
  use the illusion to hide, and a full turn to caﬆ oﬀ the cloak. 
  While so hidden, no magic can ﬁnd what is concealed by the 
  cloak’s illusion. During this time the wearer can take no 
  action nor move. 
  Inﬆrument of Renown: These ﬁne musical inﬆruments may 
  be of any type: ﬁddle, harp, horn, zither, etc. They can be 
  used as a material component for the spells: charm, confusion, 
  geas, legends and slumber. If played along with spontaneous 
  magic intended to manipulate emotions, all saves againﬆ the 
  magic are made at a penalty of 4. 
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  Jinn Bottle: These ﬆrange little bottles of unbreakable glass 
  contain a jinn of some form, usually an ifrit or jann though 
  not always. Any being who ﬁnds the bottle and conjures forth 
  its inhabitant (oﬅen by cleaning the bottle), gains the jinn’s 
  service for a year and a day. Bound in this way, a jinn does 
  as their maﬆer commands, though “creative interpretation” of 
  requeﬆs is common. Whatever the sort of jinn lives within the 
  bottle, there is a 1% chance it can grant wishes. However, 
  any wish granted by a jinn comes with terrible consequences. 
  Jug of Concoctions: This jug pours forth whatever liquid is 
  asked of it, except potions, in large quantities. If water is 
  chosen, the jug pours roughly 10 gallons per use. If oil is 
  desired, the jug pours roughly 1 gallon per use. Other liquids 
  generally fall between these two. The jug may be used up to 
  3 times in a given day and only creates the ﬁrﬆ liquid asked 
  of it during a single day. 
  Lucky Stone: This smooth worn ﬆone provides a bonus of 1 
  to any d20 roll made by the owner, provided the owner oﬀers 
  acknowledgement of the ﬆone’s luck prior to the roll (oﬅen 
  requiring a quick touch or vocal praise). 
  Magical Libram: These books, or collections of papyri oﬀer 
  the reader enough experience to gain a single level, then they 
  crumble to duﬆ. 
  Manual of Exercise, Knowing, Logic, or Quickness: A 
  character who reads one of these treatises, gains 1 point to an 
  attribute’s score, up to a maximum of 18. The manual of 
  exercise adds to a ﬆrength, knowing adds to wisdom, logic 
  adds to intelligence, and quickness adds to dexterity. Only a 
  single book may be read for any given attribute. 
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  Manual of the Golem: This tome outlines the conﬆruction 
  of a golem. The process coﬆs tens of thousands of gold, the 
  sacriﬁce of many hits of blood, and the creator muﬆ be 10th 
  level. The book may be used repeatedly. 
  Many-eyed Robe: When worn, the robe’s possessor cannot 
  be surprised, and is immune to illusions, including invisibility. 
  If the wearer concentrates, they are able to see into the 
  border realms. 
  Mask of Charm: When worn, this mask allows the wearer 
  to charm, as the spell of the same name, any person with 
  whom they speak. A wisdom saving throw is only allowed on 
  targets with more then a single hit. 
  Mirror of Scrying: These mirrors come in sizes from a 
  locket to a full-length wall mirror. They operate like cryﬆal 
  balls and provide audio from what is seen. Furthermore, the 
  mirror, or the spirit within, may be asked queﬆions about 
  what is seen. Only three are answered truthfully each day, 
  other answers are lies. The spirits which inhabit some of these 
  mirrors may seek company and conversation, to an annoying 
  or possibly madness inducing degree. 
  Nimble Gloves: The wearer of these gloves is considered to 
  have an 18 dexterity for as long as they are worn. 
  Portable Hole: A small piece of black cloth that when 
  placed unfolded upon the ground, creates a hole roughly 
  1/2” (or 5 feet) wide by 1” (or 10 feet) deep. Whatever 
  can be ﬆuﬀed in the whole, ﬆays when it is refolded and 
  picked back up. Living beings die within the hole rather 
  quickly, due to the lack of outside airﬂow. 
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  Potion Vial: These ﬆrange vials can produce 1d6 randomly 
  determined potions. The vial can produce a dose of a known 
  potion a number of times per week equal to the number of 
  potions it knows. 
  Robe of the Chameleon: When worn, and the hood is 
  drawn over the head, the possessor of the robe becomes 
  invisible for 10 minutes. During this time, the wearer may 
  attack without breaking the invisibility. 
  Rope of Climbing: When used for climbing, this 50 foot 
  rope obeys the needs and requeﬆs of the user. It can ﬆand on 
  end, tie or untie itself, and become taught or loose, etc. 
  Rope of Tangling: Upon command, this rope entangles up 
  to 1d10 targets a total of no greater then 5” apart. To hit 
  the rope, a combat roll of a natural 20 is required, causing a 
  single hit of damage. The rope is deﬆroyed if it takes 10 
  hits before being returned to its inert ﬆate. The owner can 
  command the rope to become inert. 
  Scarab of Madness: If openly presented, this carved totem 
  causes all within 5” to suﬀer temporary insanity for 2 hours. 
  Creatures with a single hit are not allowed a save (wisdom). 
  Treat the insanity as the spell confusion if a simple random 
  set of actions is needed. 
  Sewer Pipes: These minﬆrel’s pipes can summon and control 
  a swarm of rats when played. The longer a tune is played on 
  these pipes, the larger the swarm becomes (potentially reaching 
  tremendous sizes). However, there is a cumulative 1% chance 
  per turn of losing control of the swarm. A swarm dissipates 
  aﬅer a few turns once the pipes have gone silent. 
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  Shiﬅing Crown: The wearer of this crown may, if hidden, 
  teleport from one shadow to another so long as each shadow is 
  within 12” of the other and no one witnesses the event. 
  Silver Wolves: These silver ﬁgures look like ﬆylized wolves 
  and when a command word is spoken, they transform into real 
  wolves. The wolves remain active for 1 hour, or until reduced 
  to 0 hits, at which point they revert to silver ﬁgures. While 
  wolves they: obey their owner, track prey, and ﬁght until 
  death if needed. They are found in numbers of 1d6. 
  Snuﬀ: These pouches of duﬆ unusually contain enough for a 
  single dose. When thrown, they explode in a puﬀ of duﬆ and 
  all within 1” of the point of impact muﬆ make a conﬆitution 
  save or die roll. Those who sniﬀ the powder muﬆ also save 
  or die (conﬆitution). Those who die, do so laughing. 
  Spade of Earth Moving: This ordinary looking spade may 
  dig all on its own if so commanded. It is capable of moving 
  one cubic yard of earth every 10 minutes. 
  Talisman of Thoughts: This talisman oﬀers its owner the 
  abilities of the mentalism spell againﬆ any target within 3”. 
  Torc of Falling Stars: This torc, allows the wearer to use 
  the meteor spell as a magic-user of equal level. 
  Wizard’s Robe: When worn by a magic-user, these robes 
  take on a shade between black or white based on the owners 
  actions and paﬆ. Up to three times per day, the magic-user 
  can caﬆ a spell as though he possess the material component. 
  These robes protect like mail and subtract 2 from the wearers 
  saves againﬆ all forms of magic. 
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  Cursed Items 
  A cursed item cannot be dropped or put down without ﬁrﬆ 
  having the curse dispelled. If a cursed item is found, roll on 
  the following table. 
  Choking Cloak: Once this cloak is clasped around the neck 
  of a living creature, it animates and ﬆrangles them to death. 
  No save is allowed to prevent this fate. 
  Cryﬆal of Inﬂuence: Any who gaze within this cryﬆal ball 
  are given a geas, of a completely random nature (please, enjoy 
  this one). An individual can only be aﬀected by a single geas 
  at any given time from each such a device. 
  Cursed Items (1d10)
  Roll
  Item
  1
  Choking Cloak, death no save
  2
  Cryﬆal of Inﬂuence, gaze into gives geas
  3
  Dancing Boots, will jig or waltz in battle
  4
  Elemental Tormenter, summon hoﬆile elemental
  5
  Horn of Revelations, deﬆroys everything in 10”
  6
  Hungry Bag, consumes anything placed inside
  7
  Mindless Mask, leaves wearer permanently catatonic
  8
  Mirror of Opposition, attacked by evil self
  9
  Stoppered Flask, opening releases curse
  10
  Truth Bracelet, cannot lie and thoughts known
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  Dancing Boots: These boots seem ordinary, possibly of ﬁne 
  make if nothing else. When worn such boots are comfortable 
  however, when the wearer enters a battle, or is routed and  
  tries ﬂee, he inﬆead begins to dance a jig or waltz. 
  Elemental Tormenter: These devices summon elementals 
  much like an elemental device should. The elementals which 
  arrive though are out of control and enraged, attacking 
  anything in sight. Elementals in this ﬆate muﬆ be deﬆroyed 
  to avoid their continued rampage. 
  Horn of Revelation: When sounded, everything within 10” 
  of the horn is completely and forever deﬆroyed. Yes, that 
  includes whoever sounded the horn. 
  Hungry Bag: This cursed bag looks like any normal leather 
  pouch. Anything placed within the pouch vanishes forever the 
  moment attention is no longer on it. 
  Mindless Mask: Anyone who dons this ﬆrangely enchanting 
  mask is inﬆantly ﬆruck forever mindless. The victims of these 
  cursed masks may need help feeding themselves. 
  Mirror of Opposition: A being who gazes into this mirror 
  for the ﬁrﬆ time muﬆ ﬁght themselves as exact duplicates. If 
  a duplicate dies, the body and all its gear vanishes. If a being 
  undergoes a ﬆrong personal transformation, then looks into the 
  mirror again, they are again confronted by themselves. 
  Stoppered Flask: If the ﬆopper of this bottle is ever pulled, 
  a great and fell curse is released. This can be practically any 
  truly horrible curse imaginable, but the moﬆ common releases 
  the zombi contagion. 
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  Truth Bracelet: If placed around one’s wriﬆ, the wearer 
  will not be able to lie and their surface thoughts and feelings 
  will be obvious to even the dulleﬆ of men. 
  Creating Magical Items 
  The easy way to handle this is simply to modify an exiﬆing 
  item, usually as little as possible until the player is satisﬁed. 
  However, if no item exiﬆs that is close in terms of use, one 
  of the beﬆ approaches is to have another player write up the 
  ﬆatiﬆics of the item. One of the beﬆ places to look for 
  unusual new enchanted items is the literature of our own 
  people, across hiﬆory. Some of the moﬆ powerful magic items 
  are considered artifacts or relics (see below). 
  It’s a Democracy Remember: Keep in mind, any item can 
  be voted upon by the group. This can help keep power levels 
  from getting out of control. This option may also be taken if 
  a previously agreed upon item is found to be “broken”. 
  Rarity: All magical items should be seen as incredibly rare. 
  Players should not really come to expect “cuﬆomized” items. 
  This rarity of items is fundamental to the game’s scope. 
  Artifacts & Relics 
  Some items are of such great magic, they break the normal 
  rules. Such items are of such great power, they should never 
  be found through accident, but by way of queﬆing and trial. 
  Artifacts and relics follow no ﬆandard syﬆem of rules. As 
  such their power is limited only by the ability of the players 
  to agree, as well as the scope of the Færie Tales & Folklore 
  environment. The following are but simple outlines for some 
  artifacts and relics of myth. 
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  Ārôn Habbərît: The famed “arc of the covenant” said to 
  have felled the walls of Jericho and parted the waters of the 
  Jordan. This relic is certainly of angelic make. 
  Brahmashirsha Aﬆra: This divine weapon is said to be able 
  to deﬆroy the whole of the earth, possibly all of the mortal 
  realms. It is thought to be a mantra, not an actual item. 
  Claíomh Solais: The “sword of light” from Irish myth. It’s 
  shinning blade can cut or pierce any material or defense and 
  it cuts, it kills, without exception. 
  Lancea Longini: The Spear of Deﬆiny is the weapon that 
  ﬆruck the blow to end all magic. No otherworldly thing can 
  bear its presence nor survive its cut. Magic holds no sway 
  within 100 feet of the spear and its touch ends any magical 
  curse, eﬀect, or enchantment. 
  Mjölnir: The great hammer of the otherworldly being known 
  as Thor. It is capable of leveling a mountain or directing the 
  full might of a thunderﬆorm. 
  Pandora Pithos: A famed box, or rather jar, of Helleniﬆic 
  folklore. Said to contain all the evils of imagining, it is in 
  reality a permanent portal through which the otherworld may 
  ﬂow. If leﬅ open, no one could be sure the result nor extent 
  of the transformation. 
  Rw Nw Prt M Hrw: The “Book of the Dead” originally 
  called the “Papyri of Coming Forth by Day”. It is said to 
  hold great power over the veil between the mortal realm and 
  that of the otherworld, or aﬅerlife. It is capable of returning 
  life to the long dead, possibly even awakening all the dead.
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  The Quirks of Enchantment 
  It is extremely common for any enchanted item to cause some 
  form of magical quirk to aﬀect the user of the item. An item 
  has even odds of carrying a quirk, but the quirk itself varies 
  depending upon the user of the item. When a new owner ﬁrﬆ 
  decides to use or equip an item, a new quirk is determined for 
  the new owner of the item in queﬆion. These quirks are an 
  aﬀectation of the ever-changing nature of magic, as such they 
  are diﬀerent for each individual. 
  Unaﬀected Magic Items: Artifacts, cursed items, potions, 
  and scrolls do not possess quirks, nor do weapons and armor 
  made by high or low men. 
  A Tale of Two Quirks 
  There are two basic forms of quirk which can aﬀect a given 
  item of magic. These two types of quirk are detailed in the 
  following entries. Entries that oﬀer multiple eﬀects have even 
  odds (in parentheses) of providing one eﬀect or the other. 
  Activated Quirks: If a quirk is shown to be present and a 
  magical item needs to be activated to take eﬀect, then the 
  nature of the quirk is determined by rolling on the activated 
  quirk table. Activated quirks only take aﬀect aﬅer each time 
  the item is used and only for the liﬆed duration. 
  Permanent Quirks: If a quirk is shown to be present and a 
  magical item causes a permanent eﬀect, then the nature of the 
  quirk is determined through a roll on the permanent quirk 
  table. A permanent quirk takes eﬀect when the owner of the 
  item equips it for the ﬁrﬆ time. The quirk remains in eﬀect 
  until the item has a new owner. 
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  Activated Quirk Table (1d20)
  Roll
  Quirk
  1
  Subtle personal color changes for 1 hour
  2
  Greatly exaggerated emotions for 1 hour
  3
  Increased greed or selﬂessness for 1 day (even odds)
  4
  Overconﬁdence or self doubt for 1 hour (even odds)
  5
  Random phobia for 1 hour (referee’s choice)
  6
  Subtle changes in form for 1 hour
  7
  Hair grows subﬆantially for 1 day
  8
  Double food or water needs for 1 day (even odds)
  9
  Feverish or chills for 1 hour (even odds)
  10
  Attracts random small animals for 1 hour
  11
  Nightmares for 1 night each use
  12
  Appear younger or older for 1 hour (even odds)
  13
  Minor hallucinations for 1 hour
  14
  Will try to give item away aﬅer each use
  15
  Becomes paranoid for 1 day
  16
  Owner gains or loses a pound each use (even odds)
  17
  Flash or puﬀ of smoke each use (even odds)
  18
  Owner takes on a deathly paler for 1 hour
  19
  Stretches or dilates time brieﬂy, no game eﬀect
  20
  Warms or cools area for 1 hour (even odds)
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  Permanent Quirk Table (1d20)
  Roll
  Quirk
  1
  Owner takes on an unusual aroma
  2
  Owner gains a subtle animaliﬆic visage
  3
  Owner treats the item as a moﬆ prized possession
  4
  A prominent feature of the owner is exaggerated
  5
  Owner is seen as rich or poor (even odds)
  6
  Others see owner as supernatural in some way
  7
  Item seems mundane, no one believes it’s magical
  8
  Owner becomes allergic to an animal or plant
  9
  Item seems far more valuable then it actually is
  10
  Owner cannot tell the whole truth when queﬆioned
  11
  Owner feels manic or depressed (even odds)
  12
  Owner becomes carnivore or herbivore (even odds)
  13
  Owners hair tuns ghoﬆ white
  14
  Owner acts a bit more like the opposing gender
  15
  Owner treated like hero or villain (even odds)
  16
  Owner will bicker with the item (item is silent)
  17
  Item seems as though it is cursed, even it is not
  18
  Owner’s worﬆ physical feature is magniﬁed
  19
  Item conﬆantly shiﬅs its appearance in subtle ways
  20
  Item glows faintly when functioning
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  Cuﬆomized Quirks 
  In many cases, the referee may wish to provide a cuﬆomized 
  quirk with certain magic items. Perhaps the desire is a ring 
  that feeds the moﬆ terrible of covetousness in its owner, or a 
  giant’s belt that attracts the ire of giants, maybe the need is 
  for a horn of ravens that brings nightmares of death to the 
  owner. All such quirks are great ideas and fall under cuﬆom 
  quirks. If possible, a cuﬆom quirk should directly relate to 
  the powers and abilities of the item. These quirks are tied to 
  the fate of the item itself and thus do not change with each 
  new owner. Here are a few points to consider when creating a 
  quirk of this type. 
  • A quirk should not cause a signiﬁcant side eﬀect. Though 
  moﬆ are inconvenient, the eﬀects should not be draﬆic. 
  • A quirk should not provide a generally positive eﬀect. Each 
  quirk is intended as a colorful, minor problem, not a hidden 
  beneﬁt to be exploited. 
  • When creating a quirk, the referee may wish to consult the 
  other players, including the items owner. A player vote can 
  be used to decide on a quirk if necessary. 
  Examples of Cuﬆom Quirks: The liﬆ below provides some 
  basic examples of cuﬆom quirks which ﬁll the criteria above. 
  • A suit of mail that causes its owner to conﬆantly sweat no 
  matter the temperature. 
  • A magic sword that slowly dulls other blades belonging to 
  the owner. 
  • A shiﬅing crown which prevents the owner from caﬆing a 
  shadow in any illumination level. 
  • A ﬆaﬀ of death that makes its owner appear more like a 
  walking corpse the more the item is used. 
  • A ring of regeneration that causes its owner to experience a 
  voracious appetite while regenerating.
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  Once the original terrain is determined, variation from one hex 
  to the next is likely of a minor, incremental nature then a 
  more draﬆic change. The table below provides a random way 
  to determine the amount of variation between hexes. 
  Any variations in terrain should be kept within the reasonable 
  limits of possibility. The liﬆ below oﬀers a few considerations 
  for each terrain type. 
  Random Terrain (1d8)
  Roll
  Terrain
  Roll
  Terrain
  1
  Ocean
  5
  Forreﬆs or jungle
  2
  Shoreline or dunes
  6
  Foothills or ﬆeppes
  3
  Wetlands or swamp
  7
  Lakes or rivers
  4
  Plains or desert
  8
  Mountains
  Random Terrain Variation (1d20)
  Roll
  Variation
  1
  Move three ﬆeps down the random terrain table.
  2-3
  Move two ﬆeps down the random terrain table.
  4-7
  Move one ﬆep down the random terrain table.
  8-13
  No change
  14-17
  Move one ﬆep up the random terrain table.
  18-19
  Move two ﬆeps up the random terrain table.
  20
  Move three ﬆeps up the random terrain table.
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  • Desert & Plains: Dry and oﬅen barren, such terrain causes 
  creatures to make a conﬆitution save each day to avoid an 
  additional 1 point being added to their hit penalty. 
  • Dunes & Shoreline: There is a 1% chance per day of the 
  group encountering quicksand. Each creature muﬆ make a 
  dexterity save or die roll to avoid the hazard. 
  • Foothills & Steppes: These areas oﬀer very little protection 
  from the elements. Without the aid of a tent or something 
  similar, reﬆ oﬀers no beneﬁt during foul weather. 
  • Forests & Jungles: There is a 1% chance per day of some 
  random party member being bitten by something. Roll on 
  the table below to determine what and the eﬀects. 
  • Lakes & Rivers: There are no special rules for these areas 
  unless currently on, or in the water (see Ocean & Seas). 
  • Mountains: There is a 1% chance per day of some random 
  party member falling. The aﬀected character muﬆ make a 
  dexterity save or die roll to avoid harm. 
  • Ocean & Seas: Creatures not native to water muﬆ make a 
  conﬆitution check every 10 minutes to ﬆay aﬂoat. If such 
  a check fails, a conﬆitution save or die roll muﬆ be made. 
  • Swamps & Wetlands: This terrain is treated as both lakes 
  & rivers and foreﬆs & jungles. During twilight 2 is added 
  to all rolls made to determine what a random encounters is.
  Type of Bite (1d3)
  Roll
  Biting Creature
  1
  Poisonous snake or spider (conﬆitution save or die)
  2
  Disease carrying insect (see disease entry below)
  3
  Plant toxin, -1 hit penalty for 1d3 days
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  Revealing an Exiﬆing Map: This method of keeping a 
  map is moﬆ useful during narrative ﬆyle adventures and 
  campaigns. In this method, the whole of the surrounding 
  terrain is ﬁgured by the player who is acting as narrator and 
  referee, then it is slowly revealed as the players move from 
  hex to hex. Using this method requires a good deal more 
  preparation, but oﬅen leads to more realiﬆic maps. 
  Movement of Individuals & Units 
  Moving the player’s characters across the map takes time and 
  resources. At this scale, diﬀerent rates of movement are used 
  to measure the diﬆances traveled per day. 
  Movement Rates
  Movement Type
  Rate
  Movement Type
  Rate
  Footmen
  3
  Greater spirit
  15
  Wagon
  4
  Dragon
  24
  Draﬅ horse
  5
  Griﬀon
  30
  Heavy horse
  6
  Hippogriﬀ
  40
  Medium horse
  8
  Roc
  48
  Light horse
  10
  Winged horse
  48
  Raﬅ
  10/3
  Broom
  40
  Boat
  15/5
  Carpet
  30
  Merchant ship
  12
  Jinn
  20
  Galley or longship
  20/6
  Elemental (air)
  30
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  Movement of Large Groups: Parties of men that number 
  greater then a hundred suﬀer a 1 hex penalty to movement. 
  A party that numbers greater then a thousand suﬀer a penalty 
  of 2 hexes to movement. 
  Terrain Penalties: Certain terrain slows down the progress 
  of a group due to the diﬃculty of moving through that type 
  of terrain. These penalties are covered below. 
  Reﬆ & Recuperation: All creatures muﬆ reﬆ for one full 
  day every six. The main exceptions to this rule are undead, 
  who never tire, and dragons. A dragon that walks for three 
  weeks, muﬆ reﬆ for one, and a dragon who ﬂies for that 
  amount of time muﬆ reﬆ an equal amount of time. 
  Forced March: Individuals or units placed at a forced march 
  will add 50% to their movement. However, if three full days 
  pass moving at this rate, a full day of reﬆ muﬆ be taken as 
  if six normal days of normal movement had transpired. 
  Time Scale: A turn, when traveling at this scale, is a full 
  day of movement and the corresponding nights reﬆ. 
  Movement Penalty by Terrain Type
  Terrain
  Penalty to Movement
  Mountain or swamp
  -3 hexes
  Fording a river
  -3 hexes
  Desert or foreﬆ
  -2 hexes
  Maintained road
  +1 hex
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  Random Events: When a new hex is entered, roll on the 
  table below to determine if there are any encounters, events or 
  unusual places (civilized areas have even odds of rolling below). 
  * Encounters are covered later under “Encounters in the Wilds” 
  below and they are dependent on composition of a party, as 
  well as the terrain. Fortifications are covered under the header 
  “Fortifications & Ruins” below. 
  Becoming Loﬆ: If a result indicates the party has become 
  loﬆ, they begin to move in a random direction determined by 
  rolling a d8: 1 is north; 2 is north-eaﬆ; 3 is eaﬆ; 4 is 
  south-eaﬆ; 5  is south; 6 is south-weﬆ; 7 is weﬆ; and 8 is 
  north-weﬆ. A party may not make unnecessary turns when 
  loﬆ. If the party has a skilled ranger by profession, they may 
  attempt to roll under their wisdom to cease being loﬆ. 
  Random Events (1d20)
  Terrain
  Loﬆ
  Encounter*
  Caﬆle*
  Ocean
  10 or less
  11-16
  -
  Shoreline
  3 or less
  4-9
  19-20
  Wetlands
  10 or less
  9-19
  20
  Desert
  10 or less
  11-16
  20
  Foreﬆ
  6 or less
  7-12
  20
  Foothills
  3 or less
  4-6
  19-20
  Lakes
  3 or less
  4-9
  19-20
  Mountains
  6 or less
  7-14
  20
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  Fortiﬁcations & Ruins 
  When a fortiﬁcation or ruins is found within an unknown hex, 
  the occupants are determined randomly. If characters pass near 
  such a place, there is a chance the characters are greeted by 
  an envoy. If the characters are three squares away, there is a 
  1 in 6 chance of being greeted. If the characters are two 
  squares away, there is a 2 in 6 chance of being greeted. If 
  the characters are but a single square away, there is a 3 in 6 
  chance of being greeted. The inhabitants of a fortiﬁcation or 
  ruins always come forth to greet a party if they seem to lack 
  ﬆrength, nor present a visibly bellicose air. A fortiﬁcation is 
  nearly always be populated by men. However, ruins have a 
  greater chance of being populated by creatures of a monﬆrous 
  or otherworldly nature. 
  * These occupants usually inhabit ruins only. 
  Fortifications & Ruins Occupants (1d6)
  Roll
  Leader
  Men-at-Arms
  Special
  1-3
  Fighting-man
  Footmen
  Knights
  4
  Wizard
  Mercenaries
  Elementals 
  5
  Ordained prieﬆ
  Levies
  Knights
  6*
  Sneak-thief
  Footmen
  Traps
  7
  High man
  Elite footmen
  Cataphracts
  8
  Low man
  Elite footmen
  Giants
  9*
  Under man
  Peasants
  Eaters-of-men
  10*
  Undead
  Walking corpse
  Lesser spirits
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  Modiﬁers: If the party has a member who is a high or low 
  man, add 1 to the roll. If the party has a member who is a 
  magic-user, add 1 to the roll. If the location is a ruin, add 1 
  to the roll. Finally, if the party has more then one permanent 
  magic item per party member, add 1 to the roll. 
  Fighting-Men: A fortiﬁcation or ruin led by a ﬁghting-man 
  will demand a duel with any other ﬁghting-man who passes 
  near, see above for chances. If a duel is not forthcoming, or 
  there is no ﬁghting-man (a professional soldier is acceptable) to 
  accept the duel, the fortiﬁcation charges a toll of 1d6x100 
  silver to pass. If a duel does occur, the leader of the fort or 
  ruin claims the ﬁghting-man or soldier’s armor provided the 
  leader wins. If the leader of the fortiﬁcation loses, they hoﬆ 
  the party for up to a month, and provides a heavy horse to 
  all the gueﬆs who may need one. 
  High & Low Men: A fortiﬁcation or ruin held by high or 
  low men functions as if lead by a ﬁghting-man, magic-user, 
  or sneak-thief depending on the class of the leader. 
  Magic-Users: A magic-user who leads a fortiﬁcation or ruin 
  oﬅen uses magic such as a geas to compel visitors to seek 
  treasure or dispatch enemies for them. In all other cases, a 
  magic-user demands a toll of either a permanent magical item 
  suitable for a magic-user, or 1d4x1000 silver to pass without 
  incident. 
  Prieﬆs: A fortiﬁcation or ruin held by members of a religion 
  or cult require a tithe of 10% of the total treasure (silver, 
  gold and jewels) possessed by all members of the party. If a 
  tithe is not possible, the party becomes the target of a geas 
  and is sent oﬀ queﬆing for relics. 
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  Sneak-Thieves: If a fortiﬁcation or ruin becomes overrun and 
  under the control of sneak-thieves, the thieves attempt to rob 
  all who pass near. If by ﬆealth or ﬆrong-arm tactics, they 
  usually come in the night, or set up an ambush during the 
  day. Sneak-thieves prefer to leave their marks living, though 
  they trap any fortiﬁcation or ruin they have overrun. 
  Undead: A fortiﬁcation or ruin overrun by walking corpses is 
  moﬆ unnatural. If there are no special units or leaders in the 
  fortiﬁcation, the walking corpses attack anything that comes 
  near. If accompanied by lesser spirits, such as a gáﬆ or even 
  a vampyre, these fortiﬁcations and ruins can act as if led by a 
  ﬁghting-man or a magic-user (even odds). Such places always 
  have a weak veil, and little separates them from the inﬂuence 
  of the Otherworld (treat as within the border realm). 
  Under Men: A fortiﬁcation or ruin that has been overrun by 
  under men functions similarly to one overrun by sneak-thieves. 
  However, under men attempt to kill any who travel near if 
  they believe they can prevail in a pitched battle. Under men 
  accompanied by eaters-of-men become exceedingly bellicose. If 
  under men are equaled or outmatched by a party, they resort 
  to trickery in an attempt rob or extort them. 
  Men-at-Arms: A fortiﬁcation or ruin is defended by between 
  30 and 180 (3d6x10) men of a type liﬆed above. The basic 
  defender of a fortiﬁcation is a light footman commonly armed 
  with light crossbows or short bows, along with their ﬆandard 
  arms. One-third of these defenders are heavy footmen, provided 
  the entry above does not read “peasants”. All men-at-arms are 
  usually of the same lineage as their leader, and they gain any 
  abilities common to that lineage. Moﬆ men-at-arms can ride 
  and are treated as horsemen of similar equipment if mounted. 
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  Special Guards: There are even odds, that a fortiﬁcation or 
  ruin contains special guards or units. If these units are from a 
  lineage of men (common, high or low), they number of these 
  special troops is determined by rolling 3d6. Special units who 
  are not from a lineage of men roll 1d4 to determine their 
  numbers. If these special troops are from the lineages of men, 
  their level is determined by a roll of 1d6. 
  Type of Location: A fortiﬁcation can signify any fortiﬁed 
  area which is settled by another group. If desired, players can 
  roll to determine the nature of the fortiﬁcation: 1, a caﬆle; 
  2-5, a hillfort; 6, ruins. 
  Encounters in the Wilds 
  If an encounter is indicated when moving into an unexplored 
  hex, there are a few additional considerations. When used as a 
  war game, the engagement is “preset” and begins the moment 
  play ﬆarts. When playing in a narrative ﬆyle, these following 
  ﬆeps or considerations precede the usual ﬂow of battle. 
  Sighting: The range that moﬆ creatures are able to perceive 
  other creatures is between 4” to 24” (4d6) outdoors and 4” 
  to 8” (1d6+3) indoors. If it is night time, use the indoor 
  range. A skilled ranger, animal, dragon, eater-of-men, great 
  beaﬆ, or skin changer adds 4” to each of those values. 
  Surprise: When two or more groups come within sight of one 
  another, a d6 is rolled by each group. A result of a 1-2 on 
  this roll means that group is surprised. An individual or group 
  with the advantage of surprise, gains an additional movement 
  segment before the usual ﬂow of battle. This free segment can 
  be used to ﬂee, caﬆ a spell, or move to engage the enemy. 
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  Chances of an Encounter: Aﬅer each turn of movement, 
  roll a d6. If the result is a 6, an encounter has occurred. 
  Roll on the appropriate table as determined by the current 
  terrain. If within 5 hexes of a settlement of common men, 
  subtract 5 from the roll. For each high or low man in a 
  group, add 1 to the roll (to a maximum of +4). See the 
  section “All Creatures Great & Small” for the results. 
  Random Encounters, Ocean & Lowlands (1d20)
  Encounter
  Ocean*
  Shore
  Swamp
  Desert
  Animal
  1-8
  1-4
  1-6
  1-7
  Men
  9-10
  5-10
  7-8
  8-10
  Heroes
  11
  11
  9
  11
  Great heroes
  12
  12
  10
  12
  Wizards
  13
  13
  11
  13
  Great beaﬆs
  14-19
  14-15
  12-15
  14-15
  Skin-changers
  -
  16
  16
  16
  Eaters=of-men
  -
  17-18
  17-18
  17
  Giants
  -
  19
  19
  18-19
  Dragons
  20
  20
  20
  20
  Animated objects
  21
  21
  21
  21
  Walking corpses
  22
  22
  22
  22
  Lesser spirits
  23
  23
  23
  23
  Greater spirits
  24
  24
  24
  24
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  * A result indicating any type of man (including heroes, great 
  heroes and wizards) who is encountered at sea, will be aboard 
  a boat or ship and combat begins as a naval engagement. 
  * A result indicating any type of man (including heroes, great 
  heroes and wizards) who is encountered upon a lake, has even 
  odds to be aboard a boat (see above), or on the shore. 
  Random Encounters, Highlands & Lakes (1d20)
  Encounter
  Foreﬆ
  Hills
  Lakes*
  Mount.
  Animals
  1-9
  1-5
  1-4
  1-9
  Men
  10
  6-10
  5-10
  10
  Heroes
  11
  11
  11
  11
  Great heroes
  12
  12
  12
  12
  Wizards
  13
  13
  13
  13
  Great beaﬆs
  14-15
  14-15
  14
  14-15
  Skin-changers
  16-18
  16
  15-16
  16
  Eaters-of-men
  19
  17-18
  17-18
  17
  Giants
  -
  19
  19
  18-19
  Dragons
  20
  20
  20
  20
  Animated objects
  21
  21
  21
  21
  Walking corpses
  22
  22
  22
  22
  Lesser spirits
  23
  23
  23
  23
  Greater spirits
  24
  24
  24
  24
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  Reactions of Random Encounters: Not all encounters muﬆ 
  lead to combat. Some, more intelligent opponents, may seek a 
  less antagoniﬆic meeting. If a random encounter is with 
  creatures capable of reasonable communication with the 
  characters, they may seek to hide, or speak with characters 
  who do not seem overly aggressive. Roll on the table below 
  to see the sort of reaction taken by the encountered party. 
  Random Encounters, Populated & Unusual (1d20)
  Encounter
  Rural
  Urban
  Caves
  Graves
  Animals
  1-6
  1-2
  1-10
  1-2
  Men
  7-10
  3-13
  11
  1-6
  Heroes
  11
  14-15
  12
  7-8
  Great heroes
  12
  16
  -
  9
  Wizards
  13
  17
  13
  10-11
  Great beaﬆs
  14-15
  -
  14-16
  -
  Skin-changers
  16-17
  18
  17
  12
  Eaters-of-men
  18
  -
  18
  13
  Giants
  19
  -
  -
  -
  Dragons
  20
  -
  20
  -
  Animated objects
  21
  -
  21
  -
  Walking corpses
  22
  19
  22
  14-18
  Lesser spirits
  23
  20
  23
  19
  Greater spirits
  24
  21+
  24
  20+
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  Creatures of like lineage or type add 1 to the roll, add an 
  additional 1 if there is some greater bond (i.e., loyal to the 
  same lord, family members, from the same town, etc.). A 
  high man may add 1 to the roll but a low man muﬆ subtract 
  1. Charisma of 7 or less subtracts 1 from the roll, and 13 
  or greater adds 1. Some opponents can be inﬂuenced through 
  bribery and ﬆrong-arm tactics thus overriding the roll. 
  Avoidance: In some conﬂicts, players might ﬁnd it prudent 
  to ﬂee and avoid an engagement altogether, though this is not 
  always possible. Provided the characters have not been noticed, 
  avoiding an engagement is not diﬃcult. If the characters have 
  been noticed, an opponent is likely to give pursuit. Reasonably 
  intelligent creatures are unlikely to chase a superior force, and 
  some may even notice when their pursuit is leading them into 
  an ambush. There is no chance of avoiding an opponent who 
  has surprised the characters and is within 12”. If the 
  characters choose to ﬂee, an opponent continues to follow until 
  there is 9” or more between them and all the ﬂeeing 
  characters. If the characters round a corner or pass through a 
  door, an opponent only follows on a roll of 1-2 (d6), and the 
  chance drops to 1 in 6 (d6) if the door passed is secreted or 
  locked. Extended pursuit is handled below under “Evading the 
  Enemy”. 
  Random Encounter Reactions (1d20)
  Roll
  Reaction
  1-6
  Negative (attack or move away)
  7-14
  Neutral (hide or keep diﬆance)
  15-20
  Positive (communicate or approach)
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  Evading the Enemy: If an encounter is set to occur on the 
  larger scale hex map used in venturing through the wilds, the 
  encounter can be evaded. This is inﬂuenced by the size of 
  both the evading and pursuing parties, as well as surprise and 
  terrain. The following table may be used as a guideline for 
  the chances of successfully evading an engagement. 
  If the characters have the advantage of surprise, reduce all the 
  above numbers to roll above by half. If the creatures have the 
  advantage of surprise, add 5 to the players evasion roll. 
  Evasion Chances (d20)
  Party Size
  Enemy #’s
  Roll
  1-3
  1/4 of maximum or less
  11+
  1-3
  1/4 to 3/4 of maximum
  7+
  1-3
  Over 3/4 of maximum
  3+
  4-9
  1/4 of maximum or less
  15+
  4-9
  1/4 to 3/4 of maximum
  11+
  4-9
  Over 3/4 of maximum
  7+
  10-24
  1/4 of maximum or less
  18+
  10-24
  1/4 to 3/4 of maximum
  15+
  10-24
  Over 3/4 of maximum
  11+
  25+
  1/4 of maximum or less
  20
  25+
  1/4 to 3/4 of maximum
  17+
  25+
  Over 3/4 of maximum
  13+
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  Woods and swamps allow the player to subtract 5 from the 
  die roll, while also allowing a roll of 19 0r 20 to execute a 
  successful evade maneuver when the player is surprised. High 
  men gain a similar beneﬁt when in natural terrain, this ﬆacks 
  with the beneﬁts of woods but not swamps. 
  If the evading group is twice as faﬆ (in inches of movement) 
  then the creatures they are evading, they may subtract 5 from 
  the roll. This includes attempts to evade even when surprised. 
  If the evading group is half as faﬆ, they add 5 to the roll. 
  Pursuit: A pursuit is likely to occur when characters fail to 
  evade an engagement. During a pursuit, the characters roll a 
  d6 to determine the direction (around a hexagon). Creatures 
  that are faﬆer then the characters have even odds to overtake 
  the characters. If the characters are not overtaken, the pursuit 
  continues with the same odds of being overtaken. Creatures 
  seldom give pursuit for more then 5 hexes. As with all 
  movement in the wilds, getting loﬆ is possible for all parties 
  involved. If the pursuers become loﬆ, the pursuit ends. 
  For each hex traveled during a pursuit, a half-day (or night) 
  muﬆ be used to reﬆ. During such periods, roll twice for the 
  possibility of random encounters. 
  Deterrence & Diﬆraction: Burning oil, caltrops, food, as 
  well as treasure can be used to thwart a pursuit, with varying 
  degrees of success. Burning oil can deter creatures not immune 
  to ﬁre, and caltrops can deter creatures who do not ﬂy. Food 
  deters non-intelligent creatures on a 3+ (d20), semi-intelligent 
  creatures 11+ (d20), or intelligent creatures on a 19+ (d20). 
  Treasure deters intelligent creatures on a 3+ (d20), semi-
  intelligent creatures 11+ (d20), and non-intelligent creatures on 
  a 19+ (d20). What conﬆitutes a suﬃcient amount of food or 
  treasure depends upon the situation. 
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  Hazards of the World 
  Adventuring through the wild parts of the world is fraught 
  with danger even if one does not consider monﬆrous beaﬆs or 
  otherworldly spirits. Many such perils are outlined below. 
  Falling: Aﬅer a height of 1” (or 10 feet), any character or 
  creature muﬆ make a dexterity save to avoid injury. Every 
  additional 1” fallen subtracts 1 from the roll. A fall from 
  1” causes a character to fall unconscious for 1d3 turns. A 
  fall from any greater height will cause 1 hit per 1” aﬅer the 
  ﬁrﬆ 1”. A conﬆitution save will negate the unconscious eﬀect 
  and reduce the number of hits taken by half. 
  Catching Fire: Any creature that catches ﬁre, muﬆ make a 
  dexterity save each turn or take a hit. Creatures or characters 
  may subtract 5 from the roll if they drop and roll upon the 
  ground. If aided by another in attempting to extinguishing the 
  ﬂames an additional 5 can be subtracted from the roll. 
  Disease & Sickness: If exposed to a source of sickness or 
  disease, a creature makes a conﬆitution save. If the save fails, 
  the creature becomes infected. Aﬅer each passing of a speciﬁed 
  period of time, the creature muﬆ make another save, to avoid 
  losing 1 point of conﬆitution. 
  Disease Severity & Onset Times
  Type
  Onset
  Save
  Infect
  Cold
  1/week
  -
  20%
  Severe
  1/day
  -2
  50%
  Long-term
  1/month
  -4
  10%
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  Failing this save by 5 or more causes the loss of 1 hit along 
  with the previously ﬆated eﬀects of failure. Success indicates a 
  full recovery and a natural 20 provides the infected creature 
  with immunity to that particular disease. Moﬆ diseases cause a 
  loss of conﬆitution, though some aﬀect additional attributes. A 
  hit with a weapon requires a save to avoid a severe infection. 
  Dehydration & Starvation: A character who is not able to 
  consume the necessary food or water is required to make a 
  conﬆitution save at regular intervals: once per day for water; 
  and once per week for food. If a save fails, the character 
  becomes too weak to continue and muﬆ have help from others 
  to ﬆay alive. If the save is successful, the character takes a 
  penalty of 1 from all d20 rolls until the required suﬆenance 
  is obtained and proper reﬆ undertaken. 
  Lack of Sleep: A character who foregoes sleep muﬆ make a 
  conﬆitution save. Failure imposes a penalty of 1 to all d20 
  rolls made by the character, until a proper nights reﬆ can be 
  had. This penalty is cumulative up to 5. 
  Weather 
  If the choice of weather has not been made for narrative or 
  other reasons, it can be randomly determined. Each morning, 
  the basic weather pattern is determined with the roll of a d6. 
  The result of the ﬁrﬆ roll sets the tone of the weather for 
  the whole day. 
  Every other turn, ﬆarting with the ﬁrﬆ of the morning, the 
  current weather conditions are determined by rolling a second 
  d6 and checking the table below. Any roll made during the 
  months of summer subtracts 2 from both die rolls. Any roll 
  made during the months of winter adds 2 to both die rolls. In 
  both cases 6 is the maximum and 1 the minimum. 
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  * If temperatures are cold enough, hail and snow will replace 
  rain. 
  ** Fatigue values doubled, high possibility of fire. 
  *** 3 turns of hard rain brings mud, all movement halved. 
  Desert environments subtract 2 from both rolls and mountains 
  add 2 to both rolls. 
  Speed of Change: Even when aided by magic, a shiﬅ in the 
  base weather pattern requires at leaﬆ an hour, if not more to 
  take hold. A shiﬅ in the current pattern requires one turn to 
  take eﬀect. 
  Exposure: Any character who ventures into weather they did 
  not properly prepare for, makes a conﬆitution save. If the 
  save fails, the character subtracts 1 from all d20 rolls until 
  they ﬁnd the proper shelter. If the character fails 5 saves, 
  they take a damage equal to a hit. If the character is reduced 
  to 0 hits they fall unconscious from exposure and will die in 
  a day if they do not receive the proper aid. 
  Random Weather (1d6 x2)
  Roll
  Calm (1-3)
  Cloudy (4-5)
  Rain* (6)
  1
  excessive heat**
  no change
  light rain
  2
  no change
  no change
  light rain
  3
  no change
  ‹ clears up
  ‹ cloudy
  4
  no change
  no change
  ‹ cloudy
  5
  no change
  no change
  hard rain
  6
  cloudy ›
  darkens ›
  hard rain***
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  The Otherworld 
  Some adventures, battles or scenarios may take place in some 
  portion of the Otherworld. Such games need to contend with 
  some important diﬀerences in how the Otherworld functions in 
  comparison to the mundane. 
  The Veil 
  The mundane, mortal world is separated from the Otherworld 
  by a curtain of perception. To pierce this “veil” a character 
  muﬆ meet certain conditions. Lineage will play a large roll in 
  determining what these conditions are, as such common men 
  have the greateﬆ diﬃculty seeing, or moving, beyond this veil. 
  Common Men: In practical terms, a common man may only 
  enter the Otherworld by way of their own death, or through 
  great magic. Though they can be pulled into the border 
  regions by great numbers of beings with Otherworldly origins 
  or ﬆrong, localized magical eﬀects (such as powerful items or 
  places of great power), they cannot do so of their own will. 
  Any common man who travels to the Otherworld proper, is 
  considered to have died. Furthermore, any time common men 
  outnumber both items of magic and creatures of Otherworldly 
  origins by a ratio of 100 to 1, no travel may be made to or 
  from the Otherworld. 
  High Men: If a high man is alone, or outnumbers common 
  men in the area, they are considered to exiﬆ on the border 
  realms or the mundane. In such situations, a high man may 
  choose which realm they inhabit. Too many common men 
  (100 to 1) can pull a high men into the mortal realm, the 
  reciprocal is also true. To pull common men into the border 
  realm, High men muﬆ ﬆill outnumber common men the area. 
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  Low & Under Men: These beings do not cause a shiﬅ in 
  and of themselves, but they do not interfere with these eﬀects 
  caused by others. In the moﬆ basic terms, low men are native 
  to the mundane and under men to the Otherworld. However, 
  the ties either has to both realms oﬀers a certain neutrality in 
  where they consider “home”. 
  Magical Items: Items of permanent enchantment also weaken 
  the veil. A common man in possession of such an item is 
  treated as a low, or under, man. A low, or under, man who 
  possesses such an item is treated as a high man. A high man 
  with such an item is treated as an additional high man, when 
  trying to overcome a common man’s eﬀects on magic or 
  movement between the worlds. This bonus is cumulative, more 
  items of magic a high man possesses, the easier it becomes to 
  overcome the eﬀects of common men. 
  Other Creatures: Moﬆ other creatures, aside from spirits (see 
  below) have little eﬀect upon the ﬆate of reality. More oﬅen, 
  a monﬆrous creature’s exiﬆence in the mortal realms is a 
  byproduct of the veil becoming weakened. 
  Places of Magic: Some locations, particularly those which 
  had great magical happenings; or vaﬆ emotional occurrences 
  such as a war, legendary battle or the site of human sacriﬁce, 
  are always considered within the boarder realms. Any hex that 
  is either a foreﬆ, mountain, ocean or swamp and is 5 or more 
  hexes away from a settlement of common men (20 if aﬅer the 
  16th century), will be considered within the boarder realms. 
  A site such as a graveyard or some temples and religious 
  locales may also be considered in the border realms, though 
  such places are oﬅen warded by great magic, or through some 
  powerful miracle enacted by deiﬁed spirits. 
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  Sprits: A spirit acts much as a common man does except 
  with relation to the Otherworld. Within the border realm, or 
  the Otherworld proper, a spirit nulliﬁes the aﬀect of the 
  presence of common men. Spirit have similar diﬃculty ﬆepping 
  into the mortal realm, that a common man has ﬆepping into 
  the Otherworld. Under moﬆ circumﬆances, a spirit may only 
  cross into the mortal realms if summoned or otherwise pulled 
  across by a traumatic event. 
  The Otherworldly Realms 
  There are four realms which all make up some portion of the 
  Otherworld. Each of the realms have a particular set of laws 
  unique to that realm which are described bellow. 
  The Border Realms: Being simply an extension of the 
  mortal or mundane realms, the border realms seem familiar 
  but unusual. These are the important diﬀerences to note when 
  traveling the border realms. 
  • When traveling within areas on the border between the 
  worlds, characters may add 3” to their movement rate for 
  each mental attribute (intelligence, wisdom and charisma) 
  which is 13 or greater. 
  • Though the border realm mirrors the mundane world, no 
  character, creature or item my aﬀect another person, place 
  or thing across the veil of worlds, unless expressly ﬆated in 
  the item or ability’s description. 
  • Characters or creatures who exiﬆ for lengthy periods of 
  time in the border realms require one-tenth the commonly 
  required suﬆenance, and age at similar rate of one of tenth 
  normal. 
  • It always seems to be twilight in the boarder realms and 
  though the sun does rise and set, The level of illumination 
  remains relatively unchanging when outside. 
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  The Realm of Dreams: This is possibly the moﬆ undeﬁned 
  area in all the realms, both mortal and otherwise. There are 
  a few important diﬀerences between the lands of dreams and 
  the mundane that are worthy of detail. 
  • Firﬆ and moﬆ importantly, there is no death here. Dying 
  in a dream, does not cause the death of your mortal body. 
  Dying during a dream does however awaken the sleeper and 
  there is even odds that the night’s sleep is interrupted. 
  • Movement rate when dreaming is a function of wisdom. A 
  character moves at 3” per 3 points of wisdom. This basic 
  rate is modiﬁed by the characters charisma and intelligence. 
  A character with an intelligence of 13 or greater, 
  subtracts 6” from the total. A character with a charisma 
  of 13 or greater, adds 6” to the total. 
  • Dreams can oﬅen oﬀer limited prognoﬆication, allowing a 
  dreaming character to gain glimpses of diﬆant events, or 
  events yet to happen. This sort of dream may occur at 
  times during narrative play to foreshadow or allow players 
  an “otherworldly” source of information about a current 
  problem. The exact eﬀects are handled purely within the 
  narrative of the ﬆory. 
  • Challenges faced in the realms of the dreaming are oﬅen of 
  a “metaphorical” sort. Moving a great weight in fact, may 
  require force of will, as an example. In many inﬆances, a 
  roll againﬆ an attribute may not yield the expected result. 
  • Either the dreaming character (if aware) or the character 
  with the higheﬆ wisdom (if somehow there are characters in 
  the dream beyond the one having the dream) has control of 
  the general surroundings within a dream. Any character 
  within a dream may roll againﬆ their wisdom to invoke 
  some eﬀect or change some detail in a dream. Such changes 
  may be undone if the original dreamer is aware. 
  • Everyone’s dreams are realm of their own. 
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  The Lower Realms: These places can be seen as an 
  extension of the border realms, however they do reach into 
  lands not mirrored in the mortal worlds. Other then the few 
  diﬀerences outlined below, the lower realms function much like 
  the border realms. 
  • If a character is traveling in the lower realms, they have 
  either leﬅ this mortal coil in death, or have physically 
  crossed into the Otherworld. 
  • “Death” in the lower realms is not permanent, and those 
  who “die” slowly reconﬆitute themselves. The process may 
  take days, months, or years but it is inevitable. 
  • Any creature which is not of otherworldly origins, that 
  crosses over to the Otherworld, will be considered to have 
  died. They may only return to the mortal realms by way 
  of powerful magic. 
  • Movement in the lower realms, is a function of charisma. 
  A character moves at 3” per 3 points of charisma. If the 
  character has an intelligence of 13 or greater, they may 
  add 6” to the total. If the character’s wisdom is greater 
  then 13, subtracts 6” from the total. 
  • Nothing in the lower realms ages unless it wishes to and no 
  change is permanent there. 
  • Any given character views the lower realms based on the 
  cosmology they have been taught to believe in. The lower 
  realms to a Chriﬆian appear to be Hell, but to a Viking, 
  it would appear to be Valhalla. If two or more creatures in 
  an area follow the same beliefs the eﬀect is ﬆrengthened. 
  Over time, the lower realms begin to appear in accordance 
  with the views of the largeﬆ population present. 
  • Suﬆenance is not required while within the lower realms but 
  may be partaken of for pleasure. 
  • Spirits in the lower realms can hear anything spoken to 
  them from the mortal realm, provided they are named ﬁrﬆ. 
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  The Higher Realms: The “Heavens” or the higher realms 
  share greater similarity to the realms of dream, then to the 
  boarder or lower realms. The basic “laws” of these exalted 
  places are as follows. 
  • Common men can “project” their conscious selves into these 
  realms (much like dreaming), but may not travel to them 
  except through death. Characters and creatures who are of 
  an otherworldly nature may travel to the higher realms 
  with their physical bodies. 
  • Death, including that of the projected self, is permanent in 
  the higher realms. Here, all that a being is can be killed 
  similar to a body of ﬂesh and blood. 
  • Movement through the higher realms, is a function of 
  intelligence. A character moves at 3” per 3 points of 
  intelligence. If wisdom is 13 or greater, add 6” to the 
  total. If charisma is 13 or greater, subtract 6” from the 
  total. 
  • Again, nothing in the higher realms ages, ever. 
  • The higher realms appear in a manner that is similar to 
  the cosmology a given character has been taught to believe 
  in. A group of people with the same cosmology or religion 
  ﬆrengthen that view of the higher realms. However, juﬆ as 
  with the dreaming realms, a character can roll under 
  intelligence to manifeﬆ some change in the details of the 
  setting, or invoke some form of eﬀect or thing. Unlike 
  dreams, no one can undo such changes unless they have an 
  intelligence greater then whoever invoked the eﬀect and 
  they muﬆ roll under their intelligence. 
  • Suﬆenance is not required while traveling in the higher 
  realms, but may be partaken of for purposes of pleasure. 
  • Spirits currently exiﬆing within the higher realms are able 
  to hear anything spoken to them from the mortal realms 
  provided their name is spoken ﬁrﬆ. 
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  As Above, So Below 
  One simple rule to keep in mind is this. When in the border 
  realms, traveling underground eventually does lead to the lower 
  realms, if one travels deep enough. Conversely, if one climbs 
  or ﬂies high enough, one eventually ends up in the heavens. 
  The process by which this happens is diﬀerent for the higher 
  and lower realms, but usually involves death. 
  Stairway to Heaven: Climbing any mountain with a height 
  of greater then 20,000 feet oﬀers a character or group a 1% 
  chance per day of climbing into the higher realms. Add 5% 
  to this roll at times when the Moon seems unnaturally large. 
  If a character or group is capable of ﬂying 20 leagues above 
  the Earth, they automatically enter the higher realms, but the 
  journey is fatal to all things mortal. 
  Road to Hell: If a character or group travels underground 
  to a depth of 1 mile or more, there is a 5% chance per day 
  that they descend into the lower realms. 
  Depths of the Abyss: Diving or sinking to the depth of 1 
  league beneath the ocean, automatically causes the character or 
  group to cross into the lower realms. 
  Otherworldly Threats 
  A random encounter when traveling within the Otherworld is 
  much the same as one within the mortal realms. The chances 
  of an encounter are the same, as are the chances of surprise. 
  The following table should be used to determine the type of 
  creature encountered. Unlike the mortal realms, the chances of 
  encountering a monﬆrous beaﬆ or some form of spirit are 
  much greater. 
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  Sighting: The moﬆ important diﬀerence to note during any 
  form of encounter within the otherworldly realms is the range 
  at which a creature or other foe comes into visual range. Any 
  creature that is not of some otherworldly lineage sees at the 
  common indoor or nighttime range when traveling in any of 
  the otherworldly realms. Any creature of otherworldly origin 
  sees using the daytime or outdoor ranges when traveling within 
  these realms. 
  Random Encounters, The Otherworld (1d20)
  Encounter
  Boarder
  Lower
  Higher
  Dreams
  Greater spirits
  1
  1-2
  1-3
  1-2
  Lesser spirits
  2-3
  3
  4-7
  3
  Walking corpses
  4
  4
  -
  4
  Animated objects
  5-6
  5-6
  8-9
  5-6
  Dragons
  7
  7
  -
  7-8
  Giants
  8
  8-9
  10-11
  9
  Eaters-of-men
  9-10
  10
  12
  10
  Skin-changers
  11
  11
  -
  11
  Great beaﬆs
  12
  12
  -
  12
  Wizards
  13
  13
  13-14
  13-16
  Great heroes
  14-15
  14-16
  15-16
  17
  Heroes
  16-17
  17-18
  17-19
  18
  Men
  18
  19
  20
  19
  Animals
  19-20
  20
  -
  20
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  Otherworldly Considerations 
  There are a few unusual considerations when traveling to and 
  fro across the realms. The relationship between the mundane 
  realms and the Otherworld is uneven at beﬆ, and terrifying at 
  its worﬆ. 
  Time & Diﬆance: If any signiﬁcant time is spent in the 
  Otherworld, roll on the table below to determine the variation 
  in time between the worlds. Use the moﬆ preferable modiﬁer 
  of the individuals within a group. 
  The Black: Large cities with dense populations of common 
  men oﬅen become great expanses of nothingness within the 
  border realm. If a city’s population reaches one million, that 
  area within the border realms becomes a great, all-consuming 
  void that slowly expands with the march of men. No creature 
  of spirit will choose to enter such an area unless suicidal. No 
  traveler of in border realms willingly approaches such an area, 
  and spirits consider beings loﬆ to such places the worﬆ of all 
  fates. Those loﬆ to The Black are forever gone. Rome 133 
  B.C.E was the ﬁrﬆ such place in all of hiﬆory. 
  Time Alteration Ratio Between Realms (1d12)
  Type
  1-2
  3-5
  6-8
  9-11
  12
  Common man
  x3
  x2
  x1.5
  x1.25
  -
  Monﬆrous
  x2
  x1.5
  x1.25
  -
  x.75
  Magic-users
  x1.5
  x1.25
  -
  x.75
  x.5
  High men
  x1.25
  -
  x.75
  x.5
  x.25
  Spirits
  -
  x.75
  x.5
  x.25
  x.125
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  Intoxication, Near Death, & The Veil 
  Imbibing alcohol in large amounts, smoking hemp or hashish, 
  or consuming of hallucinogenic drugs, all have an impact upon 
  a character and how they view the veil between realms. The 
  eﬀects these subﬆances cause are detailed below. 
  Alcohol: A common man who has had a number of alcoholic 
  beverages (beer, wine, etc.) equal to half their conﬆitution, is 
  able to see into the border realms. Being drunk does not oﬀer 
  the ability to interact with the border realms, however. Any 
  who are this drunk, makes all d20 rolls at a penalty of 4. 
  Hashish & Hemp: A common man who smokes hashish or 
  hemp can see into the border realms without the detrimental 
  eﬀects of alcohol. This is a double-edged sword however as 
  the smoke attracts spirits, who may use it to inﬂuence the 
  mundane realms. Again, neither subﬆance grants the ability to 
  interact across the veil, juﬆ simply to perceive. 
  Hallucinogens: If such subﬆances are consumed in suﬃciently 
  high quantities, they can take a common man across the veil 
  and into the border realms. The quantities need to be rather 
  large, forcing a save or die roll. If successful, the common 
  man has been transported to the corresponding location within 
  the border realm. 
  Near Death: A creature who is currently within the throws 
  of the “death spiral” is able to see across the veil. The closer 
  to death the creature is, the less of the mortal world is 
  visible. Creatures native to the Otherworld, do not experience 
  this eﬀect, as they are familiar with the veil and moﬆ can at 
  leaﬆ peek beyond it naturally.
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  What Lies Beneath 
  In the eﬀort of providing a completely randomized experience,  
  a syﬆem has been included to create crypts, barrows or other 
  underground “dungeons” where an adventurer may ﬁnd fame 
  and fortune. The syﬆem is not terribly elaborate, but should 
  provide suﬃcient detail to be narratively expanded upon. 
  Keep in mind, when determining the events of a game, or the 
  contents of a tomb, common sense should prevail over mere 
  dice rolls. The results should be mapped upon graph paper, as 
  well as notes of any contents, encounters, or special ﬁnds. All 
  encountered creatures can be generated using the “caves” entry 
  from “Encounters in the Wilds”. 
  Of ﬁnal note, such underground locals are rare in hiﬆory, but 
  not unheard of. Thus, moﬆ games should not generally focus 
  around a dungeon crawl. 
  Scale: As perviously noted, diﬆance indoors and underground 
  is equal to 1” per 10 feet, rather then the 1” per 10 yards 
  that is common outdoors. 
  Sighting: Without some form of light, a man is unable to 
  see underground. Creatures native to the caves under the earth 
  are oﬅen able to sense heat, and thus perceive other creatures 
  within 5” that give oﬀ any heat whatsoever. Under men and 
  dragons are examples of creatures which sense heat. 
  Abandon Hope 
  The ﬁrﬆ thing to determine when creating a barrow, crypt, 
  tomb, or other underground landscape, is the entrance. From 
  this ﬆarting point, the dice may be allowed to determine the 
  reﬆ. The ﬆarting point, or entrance, should be a simple cave, 
  door, or other portal.
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  Passages (1d20)
  Roll
  Feature
  1
  Stairs, roll on the ﬆair table below.
  2-3
  Passage goes 1”, door on leﬅ, continue 1”.
  4-5
  Passage goes 1”, door on right, continue 1”.
  6-7
  Passage goes 1”, passage on leﬅ, continue 1”.
  8-9
  Passage goes 1”, passage on right, continue 1”.
  10
  Passage goes 2” and dead ends.
  11-12
  Passage goes 1”, makes a 90° leﬅ, continue 1”.
  13-14
  Passage goes 1”, makes a 90° right, continue 1”.
  15-19
  Room, roll on the room table below.
  20
  Passage continues for 2”, no features (roll again).
  Passage Width & Height (1d20)
  Roll
  Feature
  1
  1/2” x 1/2” creatures of man size muﬆ crawl.
  2-3
  1/2” x 1” combat limited due to space.
  4-10
  1” x 1”
  11-17
  2” x 2”
  18-19
  2” x 3”
  20
  4” x 3” with pillars.
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  Doors & Portals (1d20)
  Roll
  Feature
  1-10
  Wooden door, even odds of open or closed.
  11-12
  Locked wooden door, barred if a “pre-lock” era.
  13
  Stone door, even odds of open or closed.
  14
  Locked ﬆone door, barred if a “pre-lock” era.
  15
  Iron bound, even odds of open or closed.
  16
  Locked iron bound, barred if a “pre-lock” era.
  17
  Portcullis, even odds of open or closed.
  18
  Stuck portcullis, cannot be open or closed.
  19
  Hidden or trap door.
  20
  Locked hidden door, barred if a “pre-lock” era.
  Beyond the Portal (1d20)
  Roll
  Feature
  1
  Passage goes 1", then T’s, going 1” each way.
  2
  Passage goes 1”, then dead ends.
  3-8
  Passage goes 2” ﬆraight ahead.
  9-18
  Room, roll on the room table.
  19
  Stairs, roll on ﬆairs table.
  20
  False passage and trap, roll on the trap table.
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  Rooms (1d20)
  Roll
  Feature
  1-13
  Square or rectangle, 1d6” x 1d6”
  14-16
  Circle or ovoid, 1d6” x 1d6”
  17
  Octagon, 1d6”
  18
  Trapezoid, 1d4” x 1d6”
  19
  Roll again, multiply size by 2, ignore 19 & 20.
  20
  Roll again, multiply size by 5, ignore 19 & 20.
  Egresses & Exits (1d20)
  Roll
  Feature
  1-9
  None; even odds for 1 if large.
  10-14
  One; even odds for 2 if large.
  15-17
  Two; even odds for 4 if large.
  18-19
  Three; even odds for 6 if large.
  20
  Four; even odds for 8 if large.
  Egress & Exit Type (1d20)
  Roll
  Feature
  1-10
  Passage goes 1”.
  11-19
  Door, roll on doors table.
  20
  Passage goes 1”, then roll on the trap table.
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  Egress & Exit Location (1d20)
  Roll
  Feature
  1-7
  Wall opposite the entrance.
  8-10
  Same wall as the entrance.
  11-15
  Wall to the right of the entrance.
  16-20
  Wall to the leﬅ of the entrance.
  Stairs & Shafts (1d20)
  Roll
  Feature
  1-5
  Down one ﬂoor, even odds for room or 1” passage.
  6
  Down two ﬂoors, even odds as above.
  7
  Down three ﬂoors, even odds as above.
  8-12
  Up one level, even odds for room or 1” passage.
  13
  Up two levels, even odds as above.
  14
  Down one level to a dead end.
  15
  Up one level to a dead end.
  16
  Air shaﬅ to surface.
  17
  Mine shaﬅ, 1 ﬂoor, even odds for liﬅ.
  18
  Mine shaﬅ, 2 ﬂoors, even odds for liﬅ.
  19
  Mine shaﬅ, 3 ﬂoors, even odds for liﬅ.
  20
  Shaﬅ-like pit trap, fall for 1d20”.
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  Connecting the Dots: A referee may wish to attach areas 
  of an underground ﬆructure to others, even if the dice had not 
  oﬀered such a route. Generally this creates no issues, though a 
  referee may wish to be sure the change does not circumvent a 
  critical event, or encounter. 
  Filling the Void 
  A map alone does not provide an adventure, the various rooms 
  and passages need to be populated with creatures, traps and 
  other such obﬆacles. Roll on the following tables to ﬁnd out 
  the what the ﬆructure was originally conﬆructed for, as well 
  as the purpose and contents of the rooms. 
  Purely Random Beginning: If this random creation syﬆem 
  is being used during play, the ﬆructures purpose should be the 
  ﬁrﬆ ﬆep in creating a ﬆructure. 
  General & Purpose Based Rooms: When determining a 
  rooms purpose, the general purpose table may always be used. 
  Structures Purpose (1d20)
  Roll
  Feature
  1-5
  Abandon mine.
  6-9
  Great barrow.
  10-12
  Lair of a great threat.
  13
  Myﬆerious maze.
  14-19
  Tomb of the dead.
  20
  Vault of another age.
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  * An above ground room should have an appropriate method of 
  entry and exit (i.e., ladder, lifts, stairs, etc.). 
  Rooms Within Abandon Mines (1d20)
  Roll
  Room Purpose
  1-2
  Miner’s quarters, oﬅen above ground.*
  3-4
  Overseer’s quarters, oﬅen above ground.*
  5
  Ciﬆern for ﬆorage of drinking water.
  6-7
  Guard poﬆ to prevent theﬅ by miners.
  8
  Mess hall for miners, even odds of above ground.*
  9-15
  Mineral lode, where the mining occurs.
  16
  Overseers oﬃce.
  17
  Smithy and forge for repairing tools.
  18
  Storage room for mining tools.
  19-20
  Vault for ﬆorage of mined minerals.
  What is Being Mined (1d20)
  Roll
  Mineral
  1-7
  Copper
  8-15
  Tin
  15-17
  Silver
  18-19
  Gold
  20
  Precious ﬆones
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  Fortiﬁcations: The table for great barrows may be used to 
  quickly create fortiﬁcations such as: caﬆles, hill forts, and all 
  manner of large, above ground ﬆructures. Though not ideally 
  suited for the purpose, the results should be usable, with some 
  amount of modiﬁcation. Again, common sense should be the 
  ﬁnal arbiter in what works and what does not. 
  Rooms Within A Great Barrow (1d20)
  Roll
  Room Purpose
  1
  Armory, containing high quality gear.
  2
  Barracks, for guardsmen.
  4
  Bedroom, used by the lord or gueﬆs.
  5
  Ciﬆern, for the ﬆorage of water.
  6
  Gallery, for treasures and trophies.
  7-10
  Great hall, for celebration and courtly needs.
  11
  Guard poﬆ, for the watch.
  12
  Kitchen, to prepare food for the inhabitants.
  14
  Library or sitting room.
  15
  Pantry or larder, for the ﬆorage of food.
  16
  Stables and kennels, for liveﬆock and pets.
  17-18
  Storage room, for sundries and other necessities.
  18
  Vault, for the ﬆorage of wealth.
  19
  Waﬆe-room, for talking to men about horses.
  20
  Entrance to tomb, continue to roll on tomb tables.
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  Rooms in the Lair of a Great Threat (1d20)
  Roll
  Room Purpose
  1-2
  Ciﬆern or pool to ﬆore water and/or bath.
  3-5
  Communal area.
  6-9
  Den for extended family or pack mates.
  10-12
  Den for primary occupant.
  13-14
  Latrine or waﬆe-dump.
  15-18
  Makeshiﬅ larder or food ﬆorage.
  19
  Safe room or hideout, even odds for escape route.
  20
  Sentry, or scout poﬆ.
  Rooms Within a Mysterious Maze (1d20)
  Roll
  Room Purpose
  1-3
  Barracks for guards or other inhabitants.
  4-6
  Guard poﬆ.
  7-9
  Lair for one of the maze’s guardians.
  10-13
  Pen for animals, or a prison for men.
  14
  Shop, used to maintain the maze.
  15-17
  Storage room of food and sundries.
  18-19
  Trap, to capture or kill those within the maze.
  20
  Well that provides water.
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  Rooms Within a Tomb (1d20)
  Roll
  Room Purpose
  1-3
  Chamber to pay respect to the dead.
  4-8
  Crypt for the burial of less important.
  9-12
  False crypt, trapped to catch thieves.
  13-14
  Gallery dedicated to the life of the deceased.
  15-16
  Grand crypt of the tomb’s owner.
  17
  Guard poﬆ, likely abandoned.
  18-19
  Shrine to the dead’s deity.
  20
  Tomb for the wealthieﬆ of the dead.
  Rooms Within a Vault (1d20)
  Roll
  Room Purpose
  1-2
  Armory for use by the guards.
  3-4
  Barracks for guards.
  5
  Ciﬆern for the ﬆorage of water.
  6
  Kennels for guard animals (or beaﬆs).
  7
  Latrine for guards.
  8-10
  Mess hall and ﬆorage for sundries.
  11-16
  Strong room or vault for held treasure.
  17-20
  Trap to catch thieves.
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  General Purpose Rooms (1d100)
  Roll
  Room Purpose
  Roll
  Room Purpose
  1-3
  Armory
  51
  Lounge
  4-5
  Audience chamber
  52-56
  Mess hall
  6-8
  Barracks
  57
  Nursery
  9-10
  Bath or latrine
  58-59
  Observatory
  11-13
  Cell
  60
  Oﬃce
  14-15
  Chapel
  61-66
  Pen
  16-17
  Chirurgeon’s room
  67
  Receiving room
  18-19
  Ciﬆern
  68
  Refectory
  20-21
  Closet
  69-72
  Shrine
  22-23
  Court
  73-75
  Smithy
  24-30
  Crypt or tomb
  76-78
  Stable
  31-32
  Divining chamber
  79-81
  Storage room
  33-34
  Dormitory
  82-85
  Strong room
  35
  Entry
  86-89
  Temple
  36-40
  Great hall
  90
  Throne room
  41-45
  Guard poﬆ
  91-92
  Torture chamber
  46-47
  Kennel
  93-94
  Trophy room
  48
  Kitchen
  95
  Waiting room
  49
  Laboratory
  96-97
  Well
  50
  Library
  98-00
  Workshop
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  Implied Trappings: Rooms should contain enough evidence, 
  and possibly equipment, to determine the room’s original use. 
  Some amount of what ﬁlls any given space should be assumed, 
  as die rolls alone cannot tell the whole tale. 
  State of Contents: A room may randomly end up being 
  deﬆroyed in one form or another. In these circumﬆances, look 
  at how the room was damaged, and make an assessment of the 
  room’s contents. Books, for example, are usually be deﬆroyed 
  by ﬁre, furnishings can be deﬆroyed by battle, etc. 
  Structural Damage: Some entries indicate major damage to a 
  ﬆructure, and a judgement should be made as to their safety.
  State of a Room (1d20)
  Roll
  State or Condition
  1-2
  Burned out and ash, moﬆ contents are deﬆroyed.
  3
  Ceiling collapse, even odds to see ﬂoor above.
  4-6
  Converted to another use (roll on general rooms).
  7-9
  Furniture deﬆroyed and room searched.
  10
  Holes in ceiling, to the outside or the ﬂoor above.
  11
  Pool of water with drip feed or ﬆream.
  12
  Priﬆine and in original condition.
  13-15
  Site of an epic battle, room deﬆroyed.
  16-18
  Stripped bare.
  19-20
  Used as a campsite.
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  Residential Hazards 
  The hazards presented in any underground setting range from 
  creatures, to traps, or magical dangers. The tables that follow 
  aid in the determination of such threats. 
  Primary Inhabitant: Moﬆ of the inhabitants of a ﬆructure 
  are of a single type, determined randomly. 
  Primary Room Contents & Hazards (1d20)
  Roll
  Contents
  1-2
  Creature (primary inhabitant).
  3-6
  Creature (primary inhabitant), with treasure.
  7
  Creature (pet or ally).
  8-9
  Creature (pet or ally) guarding treasure.
  10
  Creature (random)
  11
  Creature (random) with treasure.
  12
  Random hazard and unguarded treasure.
  13
  Random obﬆacle.
  14
  Random trap.
  15-16
  Random trap with unguarded treasure.
  17
  Random oddity.
  18
  Empty room.
  19
  Empty room with a hidden hazard (muﬆ search).
  20
  Empty room with unguarded treasure.
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  Note on Obﬆacles: An obﬆacle should prevent further travel 
  beyond the point at which the obﬆacle begins. These should 
  be absolute, until a suitable workaround is found. 
  Random Hazards (1d20)
  Roll
  Hazard
  1-4
  Air is too thin. Asphyxiate within 1d6 hours.
  5-9
  Air ﬁlled with poison gas. Save or die each turn.
  10-14
  Diseased bodies. Save or suﬀer a disease if touched.
  15-16
  Hallucinatory spores. Save or see the Otherworld.
  17-18
  Radiation. Save each hour, or lose 1 conﬆitution.
  19-20
  Undead contagion. Dead become contagion zombis.
  Random Obstacles (1d20)
  Roll
  Obﬆacle
  1-2
  Acidic pool. 1 hit per turn if swimming across.
  3-6
  Cave-in, rubble muﬆ be moved (1d6 hours).
  7-10
  Chasm or ﬁssure, 1d4” wide and 1d100” deep.
  11-14
  Flooding, rooms lower then this will be full.
  15
  Lava. A chasm of molten rock bisects room.
  16-17
  Overgrown with fungi, mushrooms or plants.
  18-19
  Poison fume, 1 hit per turn while in area.
  20
  Weakened ﬂoor, 500+ pounds causes one ﬆory fall.
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  Random Traps: Each trap requires an eﬀect, a severity of 
  eﬀect, and a trigger to be complete. Make sure to determine 
  each component to provide a functioning trap. 
  A Common Trap: Causes a single hit on a failed save, or 
  an inconvenient eﬀect (such as sleep or conﬁnement) 
  A Dangerous Trap: Causes hits over time (such as one per 
  turn, or hour) or a serious problem (such as petriﬁcation or a 
  major disease) on a failed save. 
  Trap Triggers (1d20)
  Roll
  Trigger
  1
  Looked upon (i.e. runes, or a tapeﬆry, etc.)
  2-5
  Moved (a ﬆatue, or a cheﬆ, etc.)
  6-10
  Moved through (a door, hall, or ﬆairs, etc.)
  11-14
  Opened (a cheﬆ, door, or ﬆorage container, etc.)
  15-18
  Stepped on (carved symbols, ﬂoor, or ﬆairs, etc.)
  19-20
  Touched (door handle, shrine or ﬆatue, etc.)
  Trap Severity (1d4)
  Roll
  Severity
  1-2
  Common
  3
  Dangerous
  4
  Lethal
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  A Lethal Trap: Causes a save or die roll, or creates an 
  insurmountable problem (such as collapsing a hill upon a vault) 
  if triggered. 
  Trap Effects (1d20)
  Roll
  Eﬀect
  1
  Alarm sounds, attracting local creatures.
  2-3
  Ceiling collapses, either in part or entirely.
  4
  Chute opens in ﬂoor, roll for deﬆination room.
  5
  Collapsing ﬆairs drops into a pit.
  6
  Darts ﬁre from opened cheﬆ or door.
  7
  Door or object coated with poison.
  8-9
  Floor collapses, dropping into a pit.
  10
  Item (chosen randomly) animates and attacks.
  11-12
  Kills magic as 1d100 x 100 common men.
  13
  Locks all doors and ﬁlls room with water.
  14
  Logs or large rocks fall from ceiling.
  15
  Miﬆ turns all dead into contagion zombis.
  16
  Pendulum blade swings across hall or room.
  17
  Pentacle spell inscribed on ﬂoor.
  18
  Spears or spikes ﬆab out from the ﬂoor or ceiling.
  19
  Steel or ﬆone jaws snap closed.
  20
  Wheeled ﬆatue or boulder rolls down hall.
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  Odd Objects, Etc. (1d20)
  Roll
  Source of Oddity
  1
  Book or papyri.
  2
  Burning censer.
  3
  Cracked cryﬆal or gem.
  4
  Door or portal.
  5
  Fresco or mosaic.
  6
  Furniture (bed, chair, table, etc.)
  7
  Glass mirror or sculpture.
  8
  Mushroom or “færie” circle.
  9
  Organs preserved in jars.
  10
  Painting or mural.
  11
  Plant or tree (where light is available).
  12
  Pool of water or a spring.
  13
  Practice or target dummy.
  14
  Runes engraved on the ﬂoor, ceiling and/or walls.
  15
  Skull (not necessarily of man).
  16
  Statue (of a random deity or creature).
  17
  Stone monolith or obelisk.
  18
  Strange magical or mechanical sphere.
  19
  Suit of armor or a weapon.
  20
  Tapeﬆry or rug.
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  Effects of the Oddity (1d20)
  Roll
  Eﬀect
  1
  Ages the ﬁrﬆ character to touch it (1d20 years).
  2
  Animate. Touched object is an animated object.
  3
  Beﬆows some resiﬆance or vulnerability (random).
  4
  Changes the characters appearance in a major way.
  5
  Changes anything into a single other subﬆance.
  6
  Confusion. Space causes confusion as the spell.
  7
  Contains an imprisoned creature (random).
  8
  Enlarges or shrinks any who touch the object.
  9
  Geas is caﬆ on any who touch the object.
  10
  Induces deep greed on those who touch the object.
  11
  Kills magic as if area succumbed to The Black.
  12
  Magic mouth oﬀers directions.
  13
  Magic mouth oﬀers a riddle for a reward (random).
  14
  Magic mouth speaks babble, insults or threats.
  15
  Object controls of any creature who touches it.
  16
  Presents a puzzle to avoid death.
  17
  Releases coins, gems or magic items (may be fake).
  18
  Release, summons or becomes a creature (random).
  19
  Transport any who touch to a random realm.
  20
  Wails loudly when touched, screams if moved.
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  Queﬆions of Eﬀect: Many of the oddities presented are 
  incomplete in the description of their eﬀects. In such inﬆances, 
  the referee (or players via vote) is encouraged to decide on an 
  appropriate set of perimeters for the eﬀect in queﬆion. 
  Notes from the Underground 
  Presented below are a few ﬁnal thoughts governing the use of 
  the random “dungeon” syﬆem. 
  Empty Rooms & Treasure: An empty room alone can 
  oﬀer a bit of respite for weary spelunkers. If such a room is 
  shown to have treasure, the value is determined as though the 
  characters had vanquished a foe comparable to their level. 
  Random Creatures: Creatures should be determined randomly 
  using the tables in “Exploration of the Wilds” or chosen. 
  Scale of the Structure: The idea of sprawling underground 
  areas is not common in the hiﬆory of the Earth. As such, a 
  referee or group of players is encouraged to keep each inﬆance 
  small. It is oﬅen better to use multiple smaller underground 
  sites, then a single large one. The general exception to this 
  rule, are the oﬅen vaﬆ tunnel syﬆems below more advanced or 
  older cities. 
  Other Uses: This generator, or its various portions, can be 
  used to create, or ﬂesh out, a wide variety of ﬆructures. A 
  trap could be generated on the ﬂy, a magical site within the 
  foreﬆ, etc. The syﬆem of fortiﬁcations from the section on 
  the “Exploration of the Wilds” can be enhanced with these 
  tables, thus providing more complete caﬆles or ruins. All are 
  useful examples of the syﬆems ﬂexibility.
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  The Rules of Engagement 
  The following section provides the rules needed to engage in 
  battles of all sizes, from man-to-man duels, to wars and sieges 
  of a truly grand scale. Many of the rules presented function 
  similarly no matter the size of battle being simulated, while 
  others may need further clariﬁcation. There are two primary 
  methods for determining the order of battle. A turn based 
  syﬆem referred to as “move & counter-move” and an orders 
  based method referred to as the “simultaneous move”. 
  Move & Counter-Move 
  This is the traditional order of engagement. It plays out in a 
  fashion similar to chess, in that each side of the engagement 
  takes turns performing their movement and actions. The order 
  of “move & counter-move” is as follows. 
  1. All parties involved the engagement roll a d6 to determine 
  initiative. The player with the loweﬆ roll has the option 
  to act ﬁrﬆ (move), or react to the other parties involved 
  in the engagement (counter-move). 
  2. Both sides make the declaration of any spells that shall be 
  caﬆ in a given round, should any plan to be used. 
  3. The side who was chosen to move, or act ﬁrﬆ (whether 
  by choice or force), then makes any move actions, as well 
  as any pass-through shots or split-move and shoot actions. 
  4. The side who was chosen to counter-move, or react (if by 
  choice or force), then makes any move actions, as well as 
  any pass-through shots or split-move and shoot actions. 
  5. Artillery and missile ﬁre is then resolved in order. 
  6. All melee engagements are resolved and morale is checked 
  if needed. 
  7. Any spells which were declared are caﬆ, if any were so 
  declared in ﬆep #2. 
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  Simultaneous Move 
  This alternate method for determining the order of a battle is 
  based on giving “orders” for the troops and units under your 
  control. This method oﬀers a greater possibility for actions to 
  take place simultaneously, as oﬅen occurs in the “real world”. 
  1. All parties involved in the engagement write down orders 
  for all of their units. These orders should include facing 
  and the units direction of movement, if any. 
  2. Both sides declare any spells that shall be caﬆ during this 
  round, should any be planned on being used. 
  3. Both sides move their units according to the orders given, 
  making any half moves, checking for unintended melee 
  contact, resolve any split-move and shoot actions, as well 
  as pass-through shots. 
  4. Artillery and missile ﬁre is then resolved. 
  5. All melee engagements are resolved and morale is checked 
  if needed. 
  6. Any spells which were declared by either side are caﬆ, if 
  any were so declared in ﬆep #2. 
  Note: Each unit muﬆ be provided exact orders. If a unit is 
  not provided orders, they simply ﬆand and defend themselves if 
  able, but no more. 
  Target Space: In the simultaneous move method, characters 
  may choose to target a space in anticipation of a target being 
  in the space when missiles are resolved. 
  Charge if Charged: This order may be given to cavalry 
  units, either on their own behalf or to defend a nearby unit. 
  The “charge if charged” action occurs during the half-move 
  segment of battle and only covers half the ordinary diﬆance of 
  a charge move. 
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  A Note on Initiative 
  The “move & counter-move” syﬆem makes use of initiative to 
  see who acts ﬁrﬆ. The “simultaneous move” syﬆem does not 
  use an initiative syﬆem, as the actions happen simultaneously 
  (hence the name). In single combat, deciding who makes the 
  ﬁrﬆ action as leﬅ open and oﬅen referred to as the attacker. 
  This allows the use of either syﬆem detailed above. 
  Movement & Terrain 
  Terrain aﬀects nearly every portion of a battle, from a units 
  ability to move, to the tactical advantages of higher ground 
  and fortiﬁcations. All troops and units have a general rate of 
  movement, as shown on the following table. 
  Standard Movement Rates
  Troop or Unit
  Move
  Road +
  Charge
  Peasant
  12
  -
  -
  Light footmen
  9
  -
  12
  Heavy footmen
  9
  -
  12
  Armored footmen
  6
  -
  6
  Elite footmen
  12
  -
  15
  Light horsemen
  24
  6
  30
  Medium horsemen
  18
  6
  24
  Heavy horsemen
  12
  3
  18
  Artillery
  6
  3
  -
  Wagons
  6
  6
  -
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  This ﬆandard rate of movement is then modiﬁed by the type 
  of move being taken, a half or quarter move for example, and 
  the terrain through which one is moving. 
  Facing & Formation 
  The exact positioning of your units is much less important in 
  small engagements then it is in larger ones. Troops moving as 
  a unit cannot as easily change facing, and the formation they 
  take as a unit becomes highly important as the scale of the 
  battle is increased. 
  Units pay a movement penalty to change their current facing 
  or formation. The penalty is doubled for poorly trained units, 
  such as peasants, and reduced by half for elite footmen and all 
  horsemen. 
  Effects of Terrain on Movement
  Terrain
  Eﬀect
  Hill
  movement -50%, no charging, speed 
  downhill is unaﬀected
  Wooded
  as “hill” above, prevents movement of 
  formations of troops
  Marsh
  as "hill" above, prevents entrance of 
  heavy equipment and artillery
  Rough
  prevents charging
  Ditch or rampart
  as "hill" above
  River or ﬆream
  treat individually, a ﬆandard ﬆream 
  will require 6” to cross and prevents 
  charging, a river requires a full ﬆop
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  * Units drawn into a melee engagement during a change in their 
  formation, are treated as though the unit was flanked. 
  Missile Fire 
  When troops engage in missile ﬁre, the number of arrows let 
  loose is a critical factor. Units engaged in missile ﬁre may 
  not consiﬆ of more then 10 troops and muﬆ be split if their 
  numbers are greater. 
  Missile ﬁre resolution is handled by a common d20 roll, and 
  the results are compared to the following table. Here, armor 
  applies only to mail or better. The maximum range of moﬆ 
  missile weapons has been covered in the section on equipment 
  and range is not divided further for larger battles. 
  Penalty for Changing Formation
  Formation
  Penalty
  Column to line
  1 move
  Line to column
  1 move
  Column to square*
  1 move
  Line to square*
  2 moves
  Penalty for Changing Facing
  Facing
  Penalty
  Oblique
  1/4 move
  Leﬅ or right face
  1/2 move
  About face
  1 move
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  Rate of Fire: Moﬆ missile weapons may be ﬁred, or thrown, 
  once per turn. If no more then a half move is taken, a unit 
  may ﬁre once. If more then a half move is taken, a unit may 
  only ﬁre once if it has initiative. 
  If a trained archer (including ﬁghting-men who have chosen 
  the ability) has not moved, nor engaged in melee, they may 
  ﬁre twice during the missile phase. 
  A heavy crossbowmen may only ﬁre every other turn. If they 
  make a half move or less (no charging), while ﬆill reloading 
  or ﬁring. If they make more then a half move, they muﬆ 
  have initiative to ﬁre and cannot reload. A heavy crossbow 
  adds 1 to missile ﬁre combat rolls. 
  Arquebus: Missile troops armed with this early black powder 
  weapon, regardless of the protection worn by a defender, kill 
  any men they hit. The arquebus has a rate of ﬁre equal to a 
  heavy crossbow and a ﬁring arc as that of a footman. When 
  making a combat rolls with this weapon, check the following 
  chart. Note, an arquebus, usually requires some form of direct 
  ignition of the ﬁring chamber. 
  Missile Fire & Number of Casualties (1d20)
  Number
  Firing
  No armor 
  7-/8+
  Armor/shield 
  10-/11+
  Full armor 
  13-/14+
  1-2
  1/1
  0/1
  0/0
  3-4
  1/2
  1/1
  0/1
  5-6
  2/2
  1/2
  1/1
  7-8
  2/3
  2/2
  1/2
  9-10
  3/3
  2/3
  2/2
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  Split-Move & Shoot: Trained mounted archers, and some 
  ﬁghting-men, are allowed to perform this type of movement 
  based attack. The troop or unit makes a half move, then 
  immediately resolves a missile ﬁre attack, ﬁnishing with taking 
  the balance of their move. Any archer who makes such an 
  attack, may be ﬁred upon by opposing troops during the same 
  phase, provided the opposing troops are also armed with missile 
  weapons. 
  Pass-Through Fire: A ﬆationary troop or unit armed with 
  missile weapons may elect to ﬁre at any troops or units who 
  are within their range during the half move portion of a turn 
  (such as an enemy is who is charging, or using the split-move 
  & shoot action, etc). 
  Arc of Fire: A footman has an arc of ﬁre extending roughly 
  45 degrees to their leﬅ and right. A horseman has an arc of 
  ﬁre that is 180 degrees on their leﬅ side and 45 degrees on 
  their right side (if leﬅ handed, this arc is reversed). 
  Firing Ranks: If the ﬁrﬆ rank of any unit is equipped with 
  missile weapons, then the second rank may also engage in ﬁre 
  if properly armed. Range is always measured from the ﬁrﬆ 
  rank of ﬁre. 
  Arquebus Accuracy (1d20)
  Range
  Result Needed
  13-18
  14+
  7-12
  11+
  0-6
  4+
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  Indirect Fire: An archer, though not a crossbowman nor an 
  arquibusier, may ﬁre over the heads of intervening troops. Said 
  troops muﬆ be 2” or more from the archer and may be both 
  friend and foe. A bow automatically makes an indirect attack 
  at half to maximum range and defending troops are considered 
  to have the next higher armor category: no armor, becomes 
  armor/shield; half armor or shield becomes full armor; and 
  fully armored troops are considered “arrow proof”. 
  Cover: All soﬅ cover, such as: brush, woods or high fences 
  and shield walls, reduce the casualties from missile ﬁre by half 
  (drop all fractions). Woods, roofs and other types of overhead 
  cover prevent indirect ﬁre, if such ﬁre is remains possible the 
  resulting casualties are not reduced by cover. Arrow slits in 
  walls and mantlets eﬀectively make the troops behind them 
  “arrow proof” unless indirect ﬁre is possible. 
  Granada: An early, thrown bomb. A granada is an indirect 
  ﬁre weapon and takes no penalty for such use. A player picks 
  a point within 5” and rolls a die. The result is compared to 
  the chart below. 
  Granada Accuracy (1d6)
  Roll
  Result
  1
  1” short
  2
  1" to the leﬅ
  3-4
  direct hit
  5
  1" to the right
  6
  1" long
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  Within 1” from the modiﬁed location, all troops are aﬀected 
  according to the protection they wear. Those who wear basic 
  clothing, a gambeson, or leather and bear no shield are killed. 
  Those who wear banded, ﬆudded or mail and bear no shield 
  are ﬆunned for three rounds, while those in plate armor are 
  ﬆunned for but a round. Any troop who bears a shield and is 
  aware of the granada, can use the shield for cover. This 
  eﬀectively eliminates any eﬀects from the granada. Any unit 
  of poorly trained troops is automatically routed if it suﬀers 
  casualties from the use of a granada. 
  Melee Engagements 
  The casualties of a melee are determined by rolling a certain 
  quantity of dice (d20’s) and evaluating the results of each sides 
  rolls on the combat tables below. Certain types of units, or 
  troops, are regularly discussed. For clarity each unit or, troop 
  type, has been detailed in “An Inspection of Troop & Unit 
  Types” earlier in this volume. This type of engagement is 
  usually called normal combat and rolls made are termed 
  combat rolls. 
  Combat Table I (1d20), Light Footmen vs.
  Light footmen
  1 die per man, 17+ kills
  Heavy footmen
  1 die per 2 men, 17+ kills
  Armored footmen
  1 die per 3 men, 17+ kills
  Light horsemen
  1 die per 2 men, 17+ kills
  Medium horsemen
  1 die per 3 men, 17+ kills
  Heavy horsemen
  1 die per 4 men, 17+ kills
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  * Men armed with pikes or polearms add an additional die. 
  All units in formation and armed with pole weapons, only 
  suﬀer melee casualties from similarly armed units. A knight 
  using a lance could attack a unit of polearms, but not pikes. 
  Elite units in formation are considered armored footmen and 
  they gain an additional die for every 2 men attacking. If 
  defending in formation, they are treated as heavy footmen and 
  if ﬂanked or scattered, they are light footmen. 
  Combat Table II (1d20), Heavy Footmen* vs.
  Light footmen
  1 die per man, 14+ kills
  Heavy footmen
  1 die per man, 17+ kills
  Armored footmen
  1 die per 2 men, 17+ kills
  Light horsemen
  1 die per 2 men, 17+ kills
  Medium horsemen
  1 die per 3 men, 17+ kills
  Heavy horsemen
  1 die per 4 men, 17+ kills
  Combat Table III (1d20), Armored Footmen* vs.
  Light footmen
  1 die per man, 11+ kills
  Heavy footmen
  1 die per man, 14+ kills
  Armored footmen
  1 die per man, 17+ kills
  Light horsemen
  1 die per man, 17+ kills
  Medium horseman
  1 die per 2 men, 17+ kills
  Heavy horsemen
  1 die per 3 men, 17+ kills
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  Reﬆing Cavalry: Any cavalry troops at a ﬆand defend as 
  normal, but they return casualties at the next lower class, i.e., 
  heavy horsemen become medium horsemen, etc. This does not 
  aﬀect troops aﬅer the ﬁrﬆ round of an engagement. A 
  ﬆanding cavalry unit is one that has not: 1, been ordered to 
  move during the turn combat was initiated (if simultaneous 
  move is being used); or 2, been moved during the turn prior 
  to melee being initiated (if the move/counter-move is being 
  used). 
  Combat Table IV (1d20), Light Horsemen vs.
  Light footmen
  2 dice per man, 14+ kills
  Heavy footmen
  2 dice per man, 17+ kills
  Armored footmen
  1 die per man, 17+ kills
  Light horsemen
  1 die per man, 17+ kills
  Medium horsemen
  1 die per 2 men, 17+ kills
  Heavy horseman
  1 die per 3 men, 17+ kills
  Combat Table V (1d20), Medium Horsemen vs.
  Light footmen
  2 dice per man, 11+ kills
  Heavy footmen
  2 dice per man, 14+ kills
  Armored footmen
  2 dice per man, 17+ kills
  Light horsemen
  1 die per man, 14+ kills
  Medium horsemen
  1 die per man, 17+ kills
  Heavy horsemen
  1 die per 2 men, 17+ kills
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  Charging: A charge can be made when a melee engagement 
  is expected by the end of the turn. A unit that has made a 
  charge move muﬆ continue to move at its normal speed on the 
  following turn. A charge move should take a fairly direct 
  route, though charging cavalry can veer up to 45 degrees. If 
  charging troops gain victory before engaging in melee, or 
  during the ﬁrﬆ round of melee, they muﬆ ﬁnish the remainder 
  of their move. Moﬆ troops add a die to all combat rolls when 
  charging on smooth, level terrain or down a slope. 
  Keeping Range: Any unit that has troops armed with missile 
  weapons interspersed with footmen armed for melee may, when 
  formed into a defensive line, refute a melee engagement and 
  pull back 3”. However, should the footmen involved in the 
  melee be driven oﬀ or killed, any missile armed units muﬆ 
  engage in melee if the enemy can continue the charge. 
  Fighting Ranks: The number of ranks in a unit that are 
  able to engage in a melee is usually one. However, if the 
  second rank is composed of pikemen, the second rank may 
  engage in the melee as well. 
  Combat Table VI (1d20), Heavy Horsemen vs.
  Light footmen
  4 dice per man, 14+ kills
  Heavy footmen
  3 dice per man, 14+ kills
  Armored footmen
  2 dice per man, 14+ kills
  Light horsemen
  2 dice per man, 14+ kills
  Medium horsemen
  1 dice per man, 14+ kills
  Heavy horsemen
  1 dice per man, 17+ kills
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  Flanking: Troops who attack from their enemies ﬂank are 
  considered the next higher class (i.e., light footmen become 
  heavy footmen, etc.). Heavy horsemen who are ﬂanking their 
  enemy add 1 to each combat die. 
  Attacking From Behind: Any troops who attack an enemy 
  from behind gain all the beneﬁts of ﬂanking, and may cause 
  casualties without receiving any in return. 
  Oﬀ Guard: Troops or units taking casualties from ﬂanking 
  enemies, or from enemies who attack from behind, treat any 
  morale check as the next worﬆ result. 
  Routed & Retreating: Troops who have been routed or 
  forced to retreat, muﬆ spend their next turn rallying and may 
  not move. If troops are attacked while attempting to rally, 
  roll a d6. If the result is a 1-2, then the troops quickly 
  rally to meet their foe. Troops who fail to rally, take 
  casualties without causing any in return. 
  Friendly Contact: When retreating troops contact a friendly 
  unit, the retreat is ﬆopped, but both groups muﬆ spend their 
  next turn rallying. If routed troops contact a friendly unit, 
  that unit is also routed and both muﬆ rally. In both 
  situations, the aﬀected units may be subject to the continued 
  rout or retreat rule below. 
  Continued Routing & Retreat: If routed or retreating units 
  continues to move, either by choice or force, they muﬆ make 
  rally rolls during later turns. If the required result is not met, 
  the unit muﬆ continue its retreat or routing. Any unit that is 
  routed or retreats from the map is removed from play. 
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  Controlled Area: All troops are considered to control the 
  area 1” to the front and sides of their location, prohibiting 
  moﬆ forms of inﬁltration. 
  Rendering Aid: Troops and units within 3” of an exiﬆing 
  melee engagement may be drawn into the melee if the unit’s 
  player so desires. The unit that seeks to join the engagement 
  may not have made more then a half move during the current 
  turn. 
  Fatigue 
  Anyone who engages in continued activity eventually tires, the 
  more ﬆrenuous the activity, the quicker fatigue sets in. The 
  average man has the following limits to their ﬆamina. 
  1. Caﬆing non-ritualized spells for 6 consecutive turns. 
  2. Moving for 5 consecutive turns. 
  3. Moving for 2 consecutive turns, then charging into melee. 
  4. Moving for a single turn, then charging into melee for 2 
  turns or caﬆing non-ritualized spells for 3 turns. 
  5. Engaging in melee for 3 full turns. 
  Routing & Retreat (1d6)
  Turn
  Roll to Rally
  1ﬆ
  automatically next turn if 
  not attacked
  2nd
  3-6
  3rd
  6
  4th
  automatically removed from 
  play
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  When anyone fulﬁlls one of the above activity limits, they are 
  considered fatigued. Fatigue causes troops to attack and defend 
  at the next loweﬆ class (light horsemen become armored 
  footmen, etc.). The morale value drops by 1 for all aﬀected 
  troops and morale rolls are made at a penalty of 1. 
  Elite Troops: All professional, elite troops double the 
  numeric values above before they become fatigued. 
  Uphill: Movement uphill causes troops and units to become 
  fatigued twice as quickly. 
  Respite: Anyone who is fatigued and spends a single turn 
  without moving or engaging in melee, is no longer fatigued. 
  Morale 
  As combat progresses and troops suﬀer casualties, they muﬆ 
  periodically check the ﬆrength of their morale. The moﬆ 
  commonly occurring morale check follows each turns melee 
  resolution phase, though other situations may call for such a 
  check. This check is performed as follows. 
  1. The side who suﬀered the feweﬆ casualties, makes note of 
  the diﬀerence in the casualties between the two sides, 
  multiplied by a single d6 roll. 
  2. Whoever has the greateﬆ number of men leﬅ ﬆanding, 
  makes a note of the diﬀerence in numbers of ﬆanding 
  troops on either side. 
  3. The two sides multiply their totals from the above ﬆeps 
  by a “morale rating” based on the troops training and 
  loyalty. The following is a liﬆ of common units and the 
  morale ratings possessed by each. A side who witnesses the 
  use of magic decreases the multiplier by 1, if they were 
  in some way harmed by that magic decrease it by 2. 
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  4. Each side totals the values generated from each of the 
  three previous ﬆeps, The side with the loweﬆ total muﬆ 
  check the following table and immediately perform as the 
  result suggeﬆs. The above totals should be doubled for 
  any battle of less then twenty combatants. 
  * The victorious side may continue charging if applicable, but they 
  must leave behind 1 guard for every 5 prisoners. If too few 
  guards are provided, prisoners rejoin the battle next turn. 
  Morale Rating Modifiers
  Troop Type
  Multiply
  Troop Type
  Multiply
  Peasants
  x3
  Light horsemen
  x6
  Light footmen
  x4
  Armored footmen
  x7
  Heavy footmen
  x5
  Medium horsemen
  x8
  Elite footmen
  x6
  Heavy horsemen
  x9
  Morale Check Results
  Diﬀerence
  Reaction
  0-19
  The engagement continues without pause
  20-39
  Fallback a half move in formation
  40-59
  Fallback a full move in formation
  60-79
  Retreat a full move
  80-99
  Routed, ﬂee a move & a half
  100+
  Surrender*
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  Excessive Casualties: A unit’s morale may be checked when 
  they have suﬀered a certain portion of loﬆ men. This check 
  should be made no matter the phase of the round. If a unit 
  remains ﬆable, they do not have to make this type of morale 
  check again. However, should a unit suﬀer the same portion 
  of losses again, that unit ﬂees the ﬁeld or surrenders. 
  Cavalry Charge: All troops muﬆ check morale in order to 
  withﬆand the charge of horsemen. Any troops that fail to roll 
  the required value retreat a move and a half, where they muﬆ 
  rally. In an inﬆance where both sides are charging, both muﬆ 
  check morale. Footmen add 1 to the die roll, horsemen add 2 
  to the die roll. A unit charged at its ﬂank subtracts 1 from 
  the roll or 2 if charged from the rear. Elite footmen who are 
  armed with pikes and facing the enemy automatically ﬆand a 
  charge. 
  Note, a unit of elite pikemen also force this type of morale 
  check. In such inﬆances, the elite pikemen are treated as light 
  horsemen. 
  Losses & Morale
  Unit Type
  Casualties
  Roll Needed
  Light footmen & horsemen
  1/4
  13+
  Heavy foot or medium horse
  1/3
  10+
  Armored & elite heavy foot
  1/3
  6+
  Elite pikemen
  1/2
  4+
  Heavy horse, early knight
  1/2
  6+
  Mounted knight
  1/2
  3+
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  Taking Prisoners 
  Before a losing side falls back aﬅer a melee engagement, both 
  players should roll a d6 to determine if the wining side has 
  claimed any prisoners. A defeated, retreating unit automatically 
  provides an additional prisoner. A defeated unit that has been 
  routed provides two additional prisoners. 
  Standing a Cavalry Charge
  Defending Unit
  Light
  Medium
  Medium
  Peasants
  15+
  17+
  19+
  Light footmen
  13+
  15+
  17+
  Heavy footmen
  10+
  13+
  15+
  Armored or elite footmen
  6+
  10+
  13+
  Light horsemen
  4+
  6+
  10+
  Medium horsemen
  3+
  4+
  6+
  Heavy horsemen
  2+
  3+
  4+
  Prisoners Taken (1d6)
  Winner/Loser
  Win die/Loss die
  Footmen/Horsmen
  positive diﬀerence is used
  Horsemen/Footmen
  both dice are totaled
  Footmen/Footmen
  winner’s die is used
  Horsemen/Horsemen
  winner's die is used
  Mixed/Mixed
  winner's die is used
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  A single guard should be provided for every ﬁve prisoners, or 
  the prisoners escape next turn and rejoin the ﬁght. 
  Single Combat 
  Small battles, no more then a few men, require alterations to 
  the preceding rules to simulate more dynamic combat. Any 
  rule from above not speciﬁcally altered below is ﬆill observed. 
  Critical Hits: Any combat roll resulting in a natural 20 is 
  a critical hit and requires a conﬆitution save or die roll. 
  Two-Handed Weapons: Any melee weapon that requires the 
  use of two hands forces a save or die roll on any successful 
  hit againﬆ an opponent with an armor class of 1, equal to no 
  armor; or 2, equal to padded or leather armor. Though used 
  in one hand, a lance gains this beneﬁt during a charge. 
  Fumble: A combat roll which results in a natural 1 is a 
  fumble and requires either a roll on the following table or for 
  the weapon used in the attack to be rendered useless. 
  * A character with a dexterity of 13 or greater subtracts 1. 
  Fumble Results (1d10)*
  Roll
  Eﬀect
  1-4
  Drop weapon within 1” in a random direction
  5-7
  Render weapon unusable (bent, broken, etc)
  8-9
  Suﬀer a self-inﬂicted hit
  10
  Repeat the combat roll againﬆ the neareﬆ ally
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  Within Reach of Melee: Many characters and creatures are 
  capable of making multiple combat rolls in a single turn. A 
  creature roughly the size of a man may attack any target in 
  a 3” radius provided they are not moving and they have an 
  available combat roll. Moving creatures can attack any target 
  within a 1” radius over the diﬆance of their move, provided 
  they have an available combat roll. For simplicity, all melee 
  combat rolls are resolved during the melee phase. If there is a 
  queﬆion of when an attack occurred during a turn, checking 
  the path of movement can help to determine the answer. 
  Missile Fire 
  In single combat, a missile weapons maximum range is divided 
  in thirds labeled: short, medium, and long (always an indirect 
  shot). Example, a bow with a range of 15” would breakdown 
  to: short, 0-5”; medium, 6-10”; and long, 11-15”. In the 
  following tables, each range’s roll is separated by a /. 
  Missile Weapons vs. Clothing (1d20)
  Weapon
  Basic Clothing, 
  No Armor
  Gambeson or 
  Leather
  Short bow
  6+/10+/13+
  6+/10+/13+
  Horse bow
  4+/6+/10+
  4+/6+/13+
  Light crossbow
  4+/6+/10+
  4+/10+/13+
  Longbow
  4+/6+/10+
  4+/6+/10+
  Composite bow
  4+/6+/10+
  4+/6+/10+
  Heavy crossbow
  3+/4+/6+
  3+/6+/10+
  Arquebus
  4+/6+/13+
  4+/6+/13+
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  Missile Weapons vs. Light Armor (1d20)
  Weapon
  Basic Clothing 
  & Shield
  Leather & 
  Shield
  Short bow
  6+/10+/13+
  10+/13+/15+
  Horse bow
  4+/6+/13+
  6+/10+/13+
  Light crossbow
  4+/10+/13+
  6+/10+/15+
  Longbow
  4+/6+/10+
  4+/6+/13+
  Composite bow
  4+/6+/10+
  4+/10+/13+
  Heavy crossbow
  3+/6+/10+
  4+/10+/13+
  Arquebus
  4+/6+/13+
  4+/6+/13+
  Missile Weapons vs. Medium Armor (1d20)
  Weapon
  Banded, ﬆudded 
  or Mail
  Banded or Mail 
  & Shield
  Short bow
  13+/15+/17+
  15+/17+/19+
  Horse bow
  13+/15+/17+
  15+/17+/19+
  Light crossbow
  13+/15+/17+
  17+/19+/-
  Longbow
  6+/10+/15+
  13+/15+/17+
  Composite bow
  6+/13+/17+
  13+/17+/19+
  Heavy crossbow
  6+/13+/15+
  10+/15+/17+
  Arquebus
  6+/10+/13+
  6+/13+/15+
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  * Unless otherwise noted, these values may be used to represent 
  other mundane mounts a creature could ride.
  Missile Weapons vs Heavy Armor (1d20)
  Weapon
  Plate Armor
  Plate & Shield
  Short bow
  19+/20/-
  20/-/-
  Horse bow
  19+/20/-
  20/-/-
  Light crossbow
  19+/20/-
  20/-/-
  Longbow
  15+/17+/-
  19+/20/-
  Composite bow
  15+/20/-
  19+/-/-
  Heavy crossbow
  10+/17+/19+
  17+/19+/20
  Arquebus
  10+/15+/17+
  13+/15+/20
  Missile Weapons vs Horse* (1d20)
  Weapon
  Bare Horse
  Barded Horse
  Short bow
  17+/20/-
  20/-/-
  Horse bow
  15+/17+/19+
  20/-/-
  Light crossbow
  15+/17+/-
  20/-/-
  Longbow
  10+/15+/20
  13+/19+/-
  Composite bow
  10+/17+/20
  17+/20/-
  Heavy crossbow
  10+/13+/20
  13+/19+/-
  Arquebus
  6+/13+/19+
  10+/17+/20
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  Melee Combat 
  When two opponents are within melee range, or 3”, one or 
  more blows are ﬆruck. The order of these blows depends on 
  several factors. The one ﬆriking ﬁrﬆ only receives a blow in 
  return if they fails to kill their opponent. During the ﬁrﬆ 
  round of a single melee, an attacker ﬆrikes ﬁrﬆ unless: 
  1. The defender has a weapon that is 2 classes higher.  
  2. The defender has the high ground, or ﬁghts from above. 
  During each subsequent round, the side who previously ﬆuck 
  ﬁrﬆ, may continue to unless: 
  1. The defender has a weapon that is 2 classes lower. 
  2. The defender has the high ground, or ﬁghts from above.  
  An attack from the rear prohibits a return blow during the 
  ﬁrﬆ round, and defenders automatically attack 2nd. Attacking 
  a foes oﬀ-hand ﬂank forces an opponent to attack 2nd during 
  the ﬁrﬆ round. 
  The following factors should be considered during any single 
  combat engagement. 
  1. Horsemen add 1 to combat rolls againﬆ footmen, footmen 
  subtract 1 from combat rolls againﬆ horsemen. During 
  the ﬁrﬆ round, the horseman adds 2 to all combat rolls. 
  2. On the second and subsequent rounds of an engagement, a 
  horse begins to attack independently. A horse may choose 
  diﬀerent targets then the rider and is armed according to 
  its size: a light horse is treated has having a single mace; 
  a medium horse is treated as having two maces; and a 
  heavy horse is treated as having two ﬂails. 
  3. An attack made from the rear adds 1 to the combat roll 
  and prevents a return blow. 
  4. Diﬀerences in weapon class have varying eﬀects on the 
  outcome of an engagement. 
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  • A weapon 2+ classes higher then the attacking weapon 
  may not be used to parry. 
  • A weapon from 1 class higher to 3 lower then that of 
  the attacker may be used to parry a blow. To parry, a 
  defender foregoes a return blow (or a combat roll) to 
  apply a penalty of 4 to the attackers combat roll. 
  • If a defender’s weapon is from 4 to 7 classes lower then 
  that of the attacker, a defender may parry the blow (see 
  above) or take the ﬁrﬆ ﬆrike. If a parried blow would 
  have scored a kill, the defending weapon is broken. A 
  successfully parried attack provides a return blow. 
  • A weapon 8+ classes lower then the attacker’s lets the 
  defender both ﬆrike ﬁrﬆ and parry a blow, or ﬆrike 
  second blow. This functions as the parry rules above but 
  provides only a penalty of 2 to the attacker’s combat 
  roll. During a charge lances, pikes and spears ﬆill make 
  the ﬁrﬆ ﬆrike againﬆ the lighter weapon. 
  Melee Tables: Each weapon entry has a value to indicate 
  the weapons class. Weapons of a lower class are shorter and 
  lighter, thus able to ﬆrike quickly and more rapidly. A man 
  armed with a weapon between 4 and 7 classes lower then his 
  attacker, may ﬆrike twice in a round. A man who is armed 
  with a weapon 8+ classes lower then his attacker, may ﬆrike 
  thrice in a round. 
  Using a weapon in each hand is possible with class 4 weapons 
  or lower. In so doing, an attacker may use the beﬆ aspects of 
  each weapon at any given time. If a weapon grants additional 
  attacks due to its class, that weapon muﬆ be used to make 
  the additional attacks. 
  A character using a weapon with which they are not skilled 
  (such as a peasant using a lance) takes a penalty of 4 on all 
  combat rolls made such a weapon. 
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  * A lance is a mounted weapon that cannot be used by footmen. 
  A hammer, or a shield being used as a weapon, is considered 
  a mace for the purposes of the combat rolls. If the shield is 
  spiked, it is considered a ﬂail inﬆead. All forms of pick are 
  considered spiked maces. 
  Pole arms include: a glaive, halberd, naginata, etc. 
  Spears, polar arms, and pikes are reach weapons and allow a 
  troop or unit to control an area 2” to front and either side of 
  themselves rather then the 1” which is ﬆandard. 
  A “Murder Stroke” with a sword is considered a mace. 
  Melee Weapons vs. Light & Medium Armor (1d20)
  Weapon
  AC 1
  AC 2
  AC 3
  AC 4
  AC 5
  1. Dagger
  8+
  10+
  13+
  13+
  15+
  2. Hand axe
  10+
  10+
  13+
  15+
  17+
  3. Mace
  13+
  13+
  13+
  15+
  13+
  4. Sword
  10+
  13+
  13+
  15+
  13+
  5. Battle axe
  12+
  12+
  13+
  13+
  10+
  6. Spiked mace
  6+
  6+
  10+
  10+
  6+
  7. Flail
  10+
  10+
  10+
  10+
  6+
  8. Spear
  13+
  13+
  15+
  15+
  17+
  9. Pole arm
  6+
  6+
  6+
  10+
  10+
  10. Sword, gr.
  6+
  6+
  6+
  6+
  4+
  11. Lance*
  4+
  4+
  4+
  4+
  6+
  12. Pike
  13+
  13+
  13+
  13+
  13+
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  AC or Armor Class: is based upon the protections worn or 
  carried. The meaning of the AC values is liﬆed below. It is 
  rare for other factors to aﬀect armor class. 
  1. Basic clothing (no armor or shield). 
  2. A gambeson or leather armor (no shield). 
  3. Basic clothing and shield (no armor). 
  4. A gambeson or leather armor and shield. 
  5. Banded, ﬆudded leather or mail.  
  6. Banded, ﬆudded leather or mail and shield. 
  7. Plate armor. 
  8. Plate armor and shield. 
  Melee Weapons vs. Heavy Armor & Horse (1d20)
  Weapon
  AC 6
  AC 7
  AC 8
  **
  ***
  1. Dagger
  17+
  20†
  20†
  13+
  17+
  2. Hand axe
  17+
  19+
  20
  15+
  19+
  3. Mace
  13+
  10+
  13+
  17+
  20
  4. Sword
  15+
  17+†
  19+†
  13+
  17+
  5. Battle axe
  10+
  15+
  17+
  10+
  15+
  6. Spiked mace
  10+
  13+
  13+
  13+
  13+
  7. Flail
  10+
  6+
  10+
  6+
  13+
  8. Spear
  17+
  19+†
  20†
  10+
  15+
  9. Pole arm
  13+
  15+†
  17+†
  6+
  13+
  10. Sword, gr.
  4+
  6+
  10+
  10+
  13+
  11. Lance*
  10+
  13+
  15+
  4+
  10+
  12. Pike
  13+
  15+
  17+
  4+
  10+
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  ** Column is for an unarmored horse. 
  *** Column is for a barded horse. 
  † If a man in plate armor is dismounted and laid prone, a 
  roll of 10+ scores a kill. 
  Creatures: How creatures ﬁght in single combat is based on 
  their equivalent unit or troop type. In single combat, treat a 
  creatures AC as the base value of the unit they ﬁght as (if 
  big and ﬆrong), or the unit they move as (if nimble and 
  quick). If the creature has a ﬆurdy skull, or extra thick hide 
  upon their backs they can be said to carry a shield. This is 
  method is used for creatures that are treated as horsemen as 
  well. However, creatures liﬆed as not ﬁghting have their AC 
  based upon the unit they move as only. 
  Leaders: Add 1 to all combat dice rolls. They should bear 
  the higheﬆ quality armaments of their culture and era. 
  Unhorsing: Any footman may seek to unseat a rider if his 
  intent is ﬆated before the combat roll. A hit, with no 
  modiﬁcation for being on foot, unhorses and possibly ﬆuns the 
  rider. Remounting a horse requires a half move, as does a 
  voluntary dismount. 
  Stun Chance from Unhorsing (1d6)
  Roll
  Eﬀect
  1-3
  no ﬆun
  4-5
  ﬆunned for 1 turn
  6
  ﬆunned for 3 turns
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  Mythic Combat Tables: Combat againﬆ extraordinary foes 
  is usually an extension of single combat. Creatures that can 
  raise the numbers needed for large scale battles, are usually 
  handled similarly to men. 
  * If the result of an opponents combat die roll is “no effect” the 
  attacker may withdraw from the engagement. 
  A +(n) aﬅer a liﬆed creature type modiﬁes the die roll. 
  Mythic Combat Table 1, vs. Men (1d20)
  Attacker
  Great 
  Hero
  Hero
  Skin-
  changer
  Wizard
  Great hero*
  13+
  4+
  6+
  15+
  Hero*
  17+
  10+
  13+
  19+
  Skin-changers
  17+
  10+
  15+
  17+
  Wizard*
  17+
  13+
  10+
  17+
  Dragons
  13+
  4+
  3+
  17+
  Giants
  15+
  6+
  4+
  17+
  Great beaﬆs
  13+
  4+
  6+
  17+
  Eaters-of-men
  19+
  13+
  13+
  19+
  Animated objects
  10+
  3+
  3+
  17+
  Greater spirits
  10+
  3+
  3+
  13+
  Lesser spirits
  17+
  13+
  15+
  20
  Walking corpses
  20
  15+
  13+
  17+
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  The result of any combat roll made on these tables has an 
  eﬀect based on the die roll. One of the following entries is 
  the result of the attack. 
  • If the roll is a natural 1, the attacker fumbles. 
  • If the roll is less then the value needed, there is no eﬀect. 
  • If the roll is equal to the needed result, the defender muﬆ 
  fallback 1”. 
  • If the roll is greater then the value needed, a hit is scored. 
  • If the roll is a natural 20, the target muﬆ make a save or 
  die roll (conﬆitution) as per a critical hit. 
  Mythic Combat Table II, vs Monstrosities (1d20)
  Attacker
  Dragon
  Giant
  Great 
  Beaﬆ
  Ogre, 
  Troll
  Great hero*
  17+
  15+
  13+
  4+
  Hero*
  20
  20
  17+
  15+
  Skin-changers
  20
  17+
  17+
  13+
  Wizard*
  15+
  17+
  15+
  13+
  Dragons
  13+
  15+
  13+
  4+
  Giants
  15+
  15+
  10+
  6+
  Great beaﬆs
  20
  17+
  15+
  6+
  Eaters-of-men
  20
  15+
  15+
  10+
  Animated objects
  20
  13+
  19+
  10+
  Greater spirits
  17+
  15+
  10+
  10+
  Lesser spirits
  20
  20
  10+
  15+
  Walking corpses
  20
  19+
  19+
  15+
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  Hits & Hit Penalty: Characters and some creatures oﬅen 
  require more then one hit to kill. Any character or creature 
  who takes a hit, is subject to a cumulative penalty of 1 on 
  all d20 rolls made. A hit penalty from a combat roll of a 
  natural 20 requires magical healing to remove. 
  Saves: A creature or NPC has a save score of 5+ the hits of 
  the creature or NPC. This score is used when making a save. 
  The opposing character’s level or total hits is applied as a 
  penalty to this roll (if applicable). 
  Mythic Combat Table III, vs Otherworldly (1d20)
  Attacker
  Ani. 
  Object
  Greater 
  Spirit
  Lesser 
  Spirit
  Walk 
  Corpses
  Great hero*
  19+
  13+
  13+
  3+
  Hero*
  20
  17+
  19+
  6+
  Skin-changers
  20
  20
  20
  6+
  Wizard*
  17+
  6+
  4+
  6+
  Dragons
  6+
  17+
  10+
  1+
  Giants
  10+
  17+
  10+
  3+
  Great beaﬆs
  15+
  20
  15+
  4+
  Eaters-of-men
  17+
  19+
  20
  17+
  Animated objects
  10+
  20
  17+
  2+
  Greater spirits
  10+
  19+
  17+
  1+
  Lesser spirits
  20
  10+
  10+
  19+
  Walking corpses
  20
  20
  13+
  10+
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  Called Shots: There are times when a character may desire 
  to attempt a highly speciﬁc shot or ﬆrike. To make a called 
  shot, the player ﬆates what the character is aiming at and a 
  ﬆandard combat roll is made. The base penalty applied to the 
  called shot attempt is 4 for melee or missile attacks. This is 
  increased to a penalty 8 if it is a missile attack at any but 
  the shorteﬆ range. An additional penalty of 2 is applied to 
  missile combat rolls againﬆ targets who are currently moving 
  (referee’s discretion). If the target is unaware of the attack, 
  the penalties are reduced by half. An inanimate target that is 
  not carried by another creature also reduces the penalties by 
  half. If the target is very small (roughly the size of a coin), 
  the penalty is doubled. Some possible eﬀects of a called shot 
  are as follows, none of which may replicate a critical hit. 
  • Avoid Cover: This called shot allows the attacker to hit a 
  target behind cover provided a part of the target is visible. 
  • Disarm/Knock from Hand: This called shot cause a target 
  to drop whatever is in a speciﬁc hand (no damage). 
  • Handicapped: This called shot reduces the targets rate of 
  movement by half until they receive the proper healing. 
  • Pinned to Object/Wall: This called shot requires that the 
  taggert be near a large object (such as a tree) or a wall of 
  wood, etc. If the roll succeeds, the target is pinned to that 
  object or wall until they can free themselves (full turn). If 
  a melee weapon was used, it cannot be used until freed. 
  Missile Attacks vs. Large Fliers: When making a missile 
  attack againﬆ a large ﬂying foe, a hero scores a critical hit 
  on a combat roll of 17+ and a great hero scores a critical hit 
  on a 13+. A critical causes the usual save or die roll with the 
  attackers level being applied as a penalty to the save. This 
  rule applies to anything that has the ﬁghting ability of a hero 
  or great hero as well.
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  Duels & Jouﬆing 
  In some situations, a greater amount cinematic ﬂair and detail 
  is desired for important man-to-man battles. A formal duel, or 
  a jouﬆing tourney being examples. In such circumﬆances, the 
  syﬆem below can oﬀer a colorful alternative to the ﬆandard 
  Rules of Engagement. 
  Jouﬆing: When engaged in a “friendly” jouﬆ, two warriors 
  in heavy armor bearing lances are set at each other in a series 
  of mounted charges. Each participant chooses an aim point, as 
  well as a defensive position, then the choices are compared on 
  the table below to determine a result. 
  • Aim: The upper third of the shield (horizontally) is called 
  the chief; the middle third is called the fess; the lower 
  third is called the base. The right third of the shield 
  (vertically) is called the dexter; the center is the pale; and 
  the leﬅ third is called the siniﬆer. These points of aim 
  each correspond to the directional aiming presented below, 
  when the base or head are the point of aim, leﬅ/right does 
  not matter when determining the result of an attack. 
  • Defensive Positions: Lowering the helm is equal to tucking 
  the head; lean right is equal to evade right; lean leﬅ is 
  equal to evade leﬅ; ﬆeady seat is equal to an even guard; 
  carrying your shield high is equal to high guard; carrying 
  your shield low is equal to low guard. 
  The results of each charge, or tilt, are scored and the winner 
  across all the participants is the rider with the higheﬆ score. 
  A broken lance coﬆs that rider 1 point; if a rider knocks the 
  helmet from his opponents head, that rider gains 3 points; a 
  rider who is injured loses 10 points; and ﬁnally, if a rider 
  unhorses his opponent, that rider gains 20 points. Each match 
  consiﬆs of three tilts, but can be ended by an unhorsing. 
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  Dueling 
  In order to use this syﬆem, both combatants muﬆ be of the 
  lineages of men, or of the class of creatures called men 
  (creatures who diﬀer from the basic form of man are also 
  excluded) and both participants muﬆ agree to the duel. During 
  a duel, each participant follows moﬆ of the rules presented in 
  single combat, including ﬆrike order. 
  Each turn, each participant chooses a number of aim points 
  and defensive positions equal to the number of men they ﬁght 
  as (this includes additional combat rolls granted from pertinent 
  sources). These choices are written down in order by each 
  dueliﬆ and compared in order. Thus, two 4th level ﬁghting-
  men will record four pairs of aim points and defense positions, 
  which are compared to each other (in order) to determine the 
  outcome of the turn. There are a few considerations to go 
  over when this method of combat is used. 
  • If one participant has a greater ﬁghting ability then their 
  opponent, that participant automatically scores the choice of 
  either: B, H, I, or U (see below) for each man’s worth of 
  diﬀerence between the two participants. These eﬀects are 
  occur at the end of the turn aﬅer the lesser participant has 
  depleted their available choices for the turn. Example, a 
  4th level ﬁghting-man dueling a 1ﬆ level ﬁghting-man: 
  comparing their ﬁrﬆ choices results in each missing, then 
  the higher level ﬁghting-man decides to knockdown his foe, 
  break his shield, and make him drop his weapon. This 
  would usually end the duel. 
  • A foe who has been knocked down and disarmed is usually 
  considered helpless. A helpless character may be felled by a 
  coup de gras if they fail a dexterity save or die roll. If the 
  roll is successful, the helpless character is allowed to escape 
  the melee. Though they may be chased down, moﬆ men of 
  honor will not pursue a ﬂeeing foe. 
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  • If a participant is missed by an attack, they may choose to 
  disengage from the duel by rolling a dexterity check. On a 
  successful roll, the participant exits melee range. The turn 
  is then reset, and the participants muﬆ choose to continue. 
  Duel & Jousting Aim
  Leﬅ
  Center
  Right
  Head
  Head
  Head
  Head
  High
  LH
  CH
  RH
  Low
  LL
  CL
  RL
  Base
  Base
  Base
  Base
  Dual & Jousting Results
  Aim
  1. 
  Tuck
  Head
  2. 
  Evade 
  Right
  3. 
  Evade 
  Leﬅ
  4. 
  Even 
  Guard
  5. 
  High 
  Guard
  6. 
  Low 
  Guard
  Head
  M
  M
  M
  H
  U
  M
  LH
  U
  B
  M
  B
  B
  M
  CH
  B,U,I
  U
  G
  B
  B,U
  B,I
  RH
  G
  M
  B
  G
  G
  U
  LL
  B
  B,U
  M
  B
  M
  B
  CL
  B,U
  G
  B
  B,U
  B,U,I
  B
  RL
  G
  U
  B,U
  G
  G
  G
  Base
  B
  G
  U
  B
  B,U,I
  B
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  B = Broken/dropped (even odds) weapon/shield (even odds). 
  G = Glancing blow, causes 1 point of hit penalty. 
  H = Helmet knocked oﬀ, or ﬆunned/critical hit (choice). 
  I = Injured, take a hit or juﬆ hit penalty (to subdue only). 
  M = Miss, no contact and no eﬀect. 
  U = Unhorsed, or knocked prone. 
  Aim & Defensive Positions: If a character aims for their 
  opponents head, only the defensive positions 4-6 may be used; 
  if a character aims leﬅ/high (LH), only defensive positions 
  3-6 may be used; if a character aims center/high (CH), any 
  defensive position may be used; if a character aims right/high 
  (RH), only defensive positions 2 and 4-6 may be used; if a 
  character aims leﬅ/middle (LM), only defensive positions 4-6 
  may be used; if a character aims center/middle (CM), any 
  defensive positions may be used; if a character aims right/
  middle (RM), only defensive positions 4-6 may be used; and 
  ﬁnally, if a character aims at the base of his opponent, only 
  the defensive positions of 1 and 4-6 may be used. In the case 
  of jouﬆing, any rider who has either broken their lance or 
  has had their helmet knocked oﬀ muﬆ take defensive position 
  4 during the next tilt. In a duel, a character who is without 
  a shield may only take the defensive positions of 1-3. 
  Fighting-Men: In a duel a ﬁghting-man may forgo their laﬆ 
  available aim point/defensive position combination to parry an 
  attack that would hit with consequence (B, H, I, or U). In 
  the case of a hit which causes multiple eﬀects, only one may 
  be parried. A parry may be used more then once per turn by 
  simply repeating this process. 
  Sneak-Thieves: Dexterity checks to disengage from a duel 
  are considered sneak-thieving and gain the beneﬁt for being so.
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  The Dueliﬆ: Some ﬁghting-men are renowned for their skill 
  as dueliﬆs. A dueliﬆ has a diﬆinct advantage during a duel in 
  that they may make subtle changes to their chosen aim points 
  and defensive positions aﬅer they have been chosen. Each turn, 
  a dueliﬆ may make a number of such changes equal to their 
  level as a ﬁghting-man. Such modiﬁcations are limited in the 
  following ways. 
  • Aim Points: A dueliﬆ can modify the row of a chosen aim 
  point by one ﬆep up or down. For example, a dueliﬆ who 
  originally chose CH (center/high), may change that aim 
  point to Head or CL (center/low). 
  • Defensive Positions: A dueliﬆ can modify a chosen defensive 
  position as follows: tucking the head is interchangeable with 
  a high guard; an even guard is interchangeable with a low 
  guard and evade right or evade leﬅ, though evade right and 
  evade leﬅ are not interchangeable nor can they be swapped 
  with a low guard. 
  To Hit Requirement: In order to successfully cause a hit to 
  a target in a duel, the oﬀensive participant is required to have 
  the ability to harm the defensive participant outside of a duel. 
  Thus, if a 1ﬆ level ﬁghting-man engages an enemy hero in a 
  duel, the ﬁghting-man is prohibited from scoring a hit (though 
  other eﬀects are unhindered) because the ﬁghting-man is not 
  yet able to engage in mythic combat. 
  Critical Hits & Dueling: The aim points: head and center 
  high score critical hits when they score a hit. A defender who 
  is wearing a helmet does not suﬀer a critical from a hit to 
  the head. 
  Hit Penalty: One aim point/defensive position choice is loﬆ 
  each turn for every point of hit penalty a participant suﬀers.
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  Unarmed Combat 
  When an attacker is unarmed, combat resolution changes. All 
  combat rolls made by an unarmed attacker are treated as if 
  made by a dagger. A target who reduced to 0 hits through 
  unarmed hits, is knocked unconscious for 20 - conﬆitution in 
  turns or 20 - hits in turns for creatures. Hits loﬆ to unarmed 
  ﬆrikes heal aﬅer a nights reﬆ. 
  Magical Armor: If a character is wearing magical armor 
  that includes gauntlets or gloves, the armor’s bonus adds to 
  the combat roll of unarmed attacks, treating them as magical. 
  Natural 20, Combat Roll: If a character rolls a natural 
  20 on a combat roll for an unarmed attack, the target muﬆ 
  save or be knocked unconscious for 20 - conﬆitution in turns 
  (a creature is unconscious for 20 - value in turns). 
  Natural 1, Combat Roll: If a character rolls a natural 1 
  on a combat roll for an unarmed attack, the character adds 1 
  to their hit penalty until the end of the battle. 
  Wreﬆling & Grappling: When a character or creature is 
  successful on an unarmed combat roll, they may choose to 
  grapple, inﬆead of dealing direct damage. Multiple creatures 
  may engage in a single grappling attempt. 
  To resolve a grappling attack, each side rolls a d6 for each 
  hit possessed by all of their characters or creatures involved in 
  the attack. If the total for the attacker is greater, the 
  attacker may pin the defender or defenders, doing as they 
  desire next turn. If the defender’s total is greater, they may 
  throw oﬀ each attacker, ﬆunning each for 20 - conﬆitution 
  in turns, or 20 - value in turns for a creature. 
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  Artillery Fire 
  Artillery ﬁre is resolved during the same phase as common 
  missile ﬁre, but is presented separately because it is used much 
  less oﬅen and is more complex. The primary forms of early 
  artillery are catapults and the trebuchet, though some black 
  powder weapons such as cannons may also appear, depending 
  on the era played. Some forms of artillery are indirect ﬁre 
  weapons, which will operate on very diﬀerent principles. 
  * A bombard may make both direct fire attacks as a cannon, or 
  indirect fire attacks as a catapult or trebuchet. 
  Ordinary troops within the hit area are killed, others make a 
  dexterity save or die roll. The eﬀects of artillery on other 
  artillery pieces, ﬆructures, etc is detailed later. 
  Cannons: Cannons are artillery powered by black powder. A 
  cannon is usually more of a direct ﬁre weapon, but a bombard 
  provides indirect ﬁre at the coﬆ of great size. Cannons may 
  be brought into large engagements, but a bombard is usually 
  reserved for a siege. 
  Artillery
  Weapon
  Min. Range
  Max. Range
  Hit Area
  Bombard*
  -
  42
  1
  Cannon, hvy.
  -
  36
  3/4
  Cannon, lt.
  -
  30
  1/2
  Catapult
  15
  30
  2
  Trebuchet
  24
  48
  3 1/2
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  Rate of Fire: With a properly trained crew, a catapult or 
  cannon may ﬁre every other turn and a trebuchet or bombard 
  every third turn. In order to be ﬁred eﬀectively, artillery 
  cannot have been moved within the laﬆ three turns. The rate 
  of ﬁre is reduced if a piece of artillery is short on crew, these 
  eﬀects are outlined below. 
  Additional crew does not increase the rate of ﬁre. 
  Firing Arc: All types of artillery have an arc of ﬁre that 
  extends 45 degrees to the leﬅ and right. 
  Indirect Fire: The catapult and trebuchet are indirect ﬁre 
  weapons and suﬀer no penalty for being used as such. The 
  bombard can make indirect ﬁre attacks as well, with a hit 
  area of 3 1/2” due to an explosive shell. Such an attack 
  from a bombard is also made without penalty. 
  Cover: Any subﬆantial overhead cover, such as a roof or a 
  cave, renders artillery ﬁre ineﬀective. However, moﬆ ﬆructures 
  suﬀer damage from these attacks, eventually deﬆroying the 
  source of cover, which may fall upon those once covered. 
  Artillery Crew Loss
  Total Crew
  Reduction to Rate of Fire
  Crew of 4
  none
  Crew of 3
  1 additional turn required
  Crew of 2
  2 additional turns required
  Crew of 1
  3 additional turns required
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  Method of Fire: When making an indirect ﬁre attack with 
  a catapult os trebuchet the player chooses both a direction and 
  a diﬆance. The player then rolls 2d6: 1) an undershot die; 
  and 2) an overshot die. Whichever die produced the greater 
  result, shows if the target point was over or undershot and by 
  how far. That modiﬁed point is the center of the hit area. 
  A cannon ﬁres in a ﬆraight line to a target determined by 
  the crew. A cannon muﬆ be ﬁred either short or long. Short 
  ﬁring allows targets at the closeﬆ ranges to be hit (less the 
  1/3 of the total range) but reduces the overall range by 
  half. A long ﬁred shot misses anything within short and 
  medium range (by ﬂying overhead), but may hit targets at the 
  weapons maximum range. When ﬁring a cannon, 2d6 are 
  rolled, an overshot die and an undershot die. The loweﬆ result 
  of the two dice determines if the ﬁre was under or overshot, 
  and by how much. 
  From the point of ﬁre (for a short ﬁre) or impact (for a long 
  ﬁre), to the end of the cannons range, is lethal to all hit by 
  the shot. Any physical object of suﬃcient size (such as higher 
  ground, or a ﬆone wall) ﬆops the shot early. 
  Mythic Creatures & Artillery: There are many creatures 
  of monﬆrous or otherworldly origins who are not subject to 
  the attacks of artillery, including the boulder-sized ﬆones 
  thrown by giants. These creatures, as well as those in their 
  type, are not aﬀected by artillery: dragons, giants, great 
  heroes, greater and lesser spirits or any creature of the general 
  size of a large ﬆructure. Dragons, giants and great heroes 
  suﬀer the attacks of cannons or bombards which are making 
  direct ﬁre attacks. When used in such a way, a cannon causes 
  a dexterity save or die roll. 
  Any artillery piece loaded with iron shot, may make attacks 
  againﬆ otherworldly creatures such as spirits. 
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  The Siege 
  The assault or defense of a fortiﬁcation is tricky to simulate, 
  and it is suggeﬆed that the following rules be used along side 
  the rules of single combat. Structures and targets at this scope 
  use defense points, rather then hits. A few basic ﬆructures are 
  outlined below along with their respective defense points. 
  Artillery, and larger vehicles such as ships, also use defense 
  points to measure damage taken. As a general rule, a man-
  sized creature usually has no way to cause enough ﬆructural 
  damage to warrant a loss of defense points. 
  Attack Values of Artillery: Each artillery piece deﬆroys a 
  certain number of defense points. When a ﬆructure has loﬆ 
  all of its defense points, it is deﬆroyed. The damage points 
  done by the various artillery pieces is outlined below. A 
  fortiﬁcation which has been bolﬆered through magic, requires 
  the use of iron shot to cause the liﬆed defense points worth of 
  ﬆructural damage, otherwise damage is reduced by half. 
  Structures & Defense Points
  Structure
  Defense Points
  Baﬆions or round towers
  40-60
  Gate houses, gates and square towers
  35-45
  Curtain walls and ﬆone buildings
  25-40
  Ramparts and earth-ﬁlled gabions
  20-30
  Wooden ﬆructures and palisades
  5-15
  Cannons and trebuchet
  5
  Catapult and movable mantlets
  3
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  Attack Values of Mythic Creatures: Some creatures may 
  cause enough ﬆructural damage when attacking that they are 
  able to deal defense point damage. A liﬆ of such creatures 
  and the defense points they deﬆroy per attack follows. Other 
  creatures may me capable of such damage as well but this is 
  covered in their description. 
  * A wizard may inflame any wooden area, structure or vehicle, 
  as can a dragon or fire elemental. 
  The Defense Point Damage of Artillery
  Weapon
  Damage
  Bombard
  -6 defense points
  Heavy cannon
  -4 defense points
  Light cannon, trebuchet
  -3 defense points
  Catapult
  -2 defense points
  The Defense Point Damage of Mythic Creatures
  Creature
  Damage
  Animated object
  -2 defense points
  Earth elemental (spirit)
  -6 defense points
  Giant
  -3 defense points
  Ogre
  -1 defense point
  Troll
  -2 defense points
  Wizard*
  -3 defense points
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  Bombard: As a siege weapon, a bombard is eﬀective at ﬁring 
  over walls. When used for indirect ﬁre a bombard has a hit 
  area of 3 1/2”. 
  Covered Ram: A covered ram may be crewed by up to 8 
  men. The ram can be moved at a rate of 1” per 2 men who 
  crew it (maximum of 4” with 8 men). A covered ram causes 
  2 defense points of damage to a ﬆructure it is placed againﬆ 
  every turn. A defender may use such devices as a ram-catcher 
  to disable the ram, requiring a roll of 15+ (d20). 
  Siege Tower: A siege tower, like the covered ram, moves at 
  1” per 2 men on the crew (maximum of 4”). Such towers 
  accommodate 5 men on the ﬂoor of the drawbridge and 3 on 
  the upper deck. At any given time, up to 5 men may climb 
  the ladder to the upper decks. 
  Movable Mantlets: These large, mobile shields provide cover 
  for as many as 3 men. A single man, armed with a missile 
  weapon, can shoot through the slit without risking exposure to 
  a return shot. Other men behind the mantlet are treated as 
  having soﬅ cover. One man can push a mantlet at 3” and 
  two can push at 6”. 
  Ladders: Two men are able to carry a ladder while moving 
  at their normal speed, but they may not charge. If only one 
  man bears the ladder, his movement speed is cut in half. In a 
  given turn, 3 men may scale a ladder and those that reach 
  the top muﬆ ﬁght through any defenders. 
  If the chance arises, a defender may try and push the ladder 
  from the wall, but only if there are no more 2 men on it. 
  The defender rolls a d6 and on a 5-6, the ladder is pushed 
  over. The top climber is killed and the bottom is ﬆunned. 
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  Boiling Oil: If boiled oil is dropped from above, it falls in 
  a 2” wide line casing a conﬆitution save or die roll. On the 
  ground, it pools into a 4” x 3” shape, causing a conﬆitution 
  save or die roll. Oil burns for three turns, prohibiting entry 
  into the burning area and igniting ﬂammable materials. Moﬆ 
  wooden ﬆructures catch ﬁre and are considered deﬆroyed if the 
  ﬁre is not extinguished within 10 turns. 
  Dropping Rocks: Dropping a rock from atop a ladder kills 
  the higheﬆ climber. A second climber muﬆ roll a 10+ (d20) 
  to avoid death, and a third muﬆ roll a 4+ (d20). If a climber 
  has more then one hit, a dexterity save or die roll is made. If 
  rocks are dropped on artillery or siege engines, they cause a 
  single damage point. 
  Tunneling: When attempting to undermine walls, an attacker 
  secretly writes down the location of up to three mines, while 
  a defender may counter with two. If a counter-mine is within 
  6” of a tunnel, all the attacking tunnelers are killed and the 
  tunnel fails. Otherwise, the tunnelers create a 6” wide breach 
  in the wall aﬅer 1d4 days. If a unit of low men is tunneling, 
  up to two additional mines or counter-mines may be dug in 
  only 1d2 days. 
  Breach: If a wall has taken damage in excess of its defense 
  points, or has been undermined, a breach is created. A breach 
  is considered rough terrain when moving through it and, if no 
  troops moving through it, the defenders may attempt to block 
  the breach with debris. Such debris takes 3 turns to place and 
  may be used as movable mantlets by either side. Attackers 
  may tear down such debris in three turns. However, if they 
  are attacked or killed before deﬆroying the debris, no damage 
  is done to it. 
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  Air Battles 
  Though uncommon, ærial conﬂicts do happen now and again. 
  If such engagements occur, the following rules should provide 
  for reasonably detailed ærial combat. It is suggeﬆed that air 
  battles make use the simultaneous move syﬆem, it allows for 
  the dynamic and concurrent movement which is necessary for 
  such engagements. Orders should include the direction and 
  diﬆance traveled, as well as any altitude gain or loss. 
  Movement: Aerial movement made by a creature traveling in 
  a ﬆraight line is equal to the creatures normal ﬂying speed. 
  Maneuverability is based largely upon size and moﬆ ﬂying 
  creatures may not simply ﬆop and hover. Though there are 
  creatures that may hover, they are commonly too small to 
  eﬀect larger creatures. It is important to note the maximum 
  degree of turn a creature can make, as larger beaﬆs have very 
  limited maneuverability. 
  Aerial Maneuverability of Flying Creatures
  Rough Size
  # Turns 
  Per Move
  Maximum 
  Degree
  Diﬆance 
  Between
  Large bird
  5
  90°
  1
  Common man
  4
  45°
  2
  Gargouille 
  3
  33°
  3
  Pegasus
  6
  33°
  3
  Wyvern 
  4
  33°
  4
  Dragon
  3
  25°
  5
  Roc
  2
  25°
  6
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  Diving & Steep Dives: A dive may either be ﬆraight, or it 
  may have turns. The total altitude loﬆ may not exceed half 
  the diﬆance moved. A ﬆeep dive increases movement speed by 
  50% but no turns may be made, and for every 1” of forward 
  movement, altitude drops by 10”. Ending a ﬆeep dive requires 
  a ﬆrength save at a penalty of 1 per 10”. 
  Climbing Altitude: A creature who is in ﬂight can climb 
  in altitude at the same rate they move forward. Climbing in 
  this way coﬆs 2” of movement for every 1” moved forward. 
  Missile Fire: A missile attack between airborne opponents is 
  resolved in a manner similar to conventional missile attacks. 
  The two major diﬀerences being the inclusion of a “hit 
  location” and the way a natural 20 is handled when making 
  a combat roll. The tables below provide a reference for the 
  eﬀects of such location based attacks. 
  If there is no rider, treat any hits to this area as a body hit. 
  If the rider is hit, a dexterity and a ﬆrength save should be 
  made. If both fail, the rider falls from their mount. 
  Aerial Missile Hit Location (1d10)
  Position
  Rider
  Head
  Wing
  Body
  Tail
  Front
  1-2
  3-4
  5-6
  7-10
  -
  Side
  1
  2-3
  4-5
  6-9
  10
  Top
  1
  2-3
  4-7
  8-9
  10
  Under
  -
  1-2
  3-5
  6-9
  10
  Rear
  1-2
  3
  4-5
  6-8
  9-10
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  * Usually, proper healing is required to remove the effects of these 
  well placed attacks. 
  Crash & Falling: When a ﬂying creature crashes, both the 
  creature and rider, take 1 hit per 1” fallen. A rider knocked 
  from a ﬂying mount takes the damage alone. 
  Dropping Stones & Other Payloads: Creatures capable of 
  ﬂight can drop items on enemies. Large ﬂying creatures can 
  drop ﬆones equal to a catapult or trebuchet. A creature 
  carrying such a payload moves at 2/3 of normal. When the 
  payload is dropped, roll a d20. On an 11+, the attack hits 
  its mark. On a 8-10, the attack misses long. On a 5-7, the 
  attack misses short. On a 3-4, the attack misses leﬅ. On a 
  1-2, the attack misses right. If the payload misses the mark, 
  roll of d3 to determine the number of inches. 
  Melee: As is ﬆandard, ﬂying creatures within 3” can enter a 
  melee engagement. If the defender is not in position to counter 
  the attack, no return ﬆrike may be made. Otherwise, a melee 
  engagement unfolds as they do on land. 
  Result of a Natural 20 by Location
  Hit Location
  Result*
  Rider
  knocked oﬀ mount, falling
  Head
  crash, dead in air
  Wings
  ﬆeep dive & land
  Body
  reduce speed by half
  Tail
  cut turn degrees by half
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  Naval Battles 
  Many great battles have been fought upon the sea. From the 
  Roman navy to Viking raiders, the ocean holds sway over 
  both explorer and tactician. As with ærial battles, the ﬂow of 
  a naval battle should make use of the “simultaneous move” 
  syﬆem of acting order. Below are two tables for common 
  vessels and their respective speeds by oar and wind. Of note, 
  fatigue plays large roll in naval combat, as there are good 
  reasons for the term “dead in the water”. 
  Oared Movement: The above speeds assume a full crew who 
  are well reﬆed. Such a crew is able to row for a number of 
  turns based on the fatigue factor of the ﬆroke (or speed) being 
  kept. A fresh crew has 30 fatigue factors, or 40 if they are 
  seafaring by culture. A turn of reﬆ returns a single fatigue 
  factor to a crew of oarsmen. 
  Rowed Speed of Seafaring Vessels
  Vessel
  Slow
  Cruise
  Faﬆ
  Galley, large
  10
  15
  25
  Galley, small
  15
  20
  30
  Longship
  12
  18
  25
  Merchant, large
  -
  -
  -
  Merchant, small
  -
  -
  -
  Warship, sailing
  -
  -
  -
  Boat
  10
  15
  20
  Raﬅ
  -
  10
  -
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  Rowing with the current adds 5” to a vessels speed. Rowing 
  againﬆ the current reduces a vessels speed by 5”. All rowing 
  in reverse is at half normal speed. Any alteration in direction 
  or speed by the use of oars is gradual. 
  The methods of sailing are: running (with the wind), broad 
  reaching (wind from side and rear), beam reaching (wind from 
  front and side) beating (into the wind), when termed in full. 
  Rowing Fatigue
  Speed
  Fatigue Factor
  Slow
  2
  Cruise
  3
  Faﬆ
  10
  Sailing Speed of Seafaring Vessels
  Vessel
  Run
  Broad
  Beam
  Beating
  Galley, large
  20/25
  15/20
  10/15
  -
  Galley, small
  25/30
  20/25
  15/20
  -
  Longship
  30/35
  30/25
  20/25
  -
  Merchant, large
  20/30
  18/27
  15/24
  10/20
  Merchant, small
  25/35
  22/32
  20/30
  15/25
  Warship, sailing
  25/35
  22/32
  20/30
  15/25
  Boat
  15/20
  12/17
  10/15
  5/10
  Raﬅ
  10/15
  6/10
  -
  -
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  Sailing: Each entry for a sailing ships speed is divided into a 
  light and ﬆrong breeze. Calm wind or a slight breeze requires 
  rowing, and sailing winds above a gale is likely to be deadly 
  if attempted. A vessel facing a ﬆorm can simply “run with 
  the ﬆorm” at a speed of 3” per turn in the direction of the 
  wind. It is possible to sail on a river, but speeds are halved 
  and all vessels are subject to the river’s current. 
  A galley, if exposed to a fresh or ﬆrong breeze, has a 10% 
  chance per day to begin taking on water, losing 25% of its 
  speed. A ship that loses 75% of its speed this way begins to 
  sink. In a gale the chance increases to 33%. 
  Wind Force (2d6)
  Roll
  Wind Speed
  2-3
  Calm or slight breeze
  4-8
  Light to moderate breeze
  9-11
  Fresh to ﬆrong breeze
  12
  Gale or ﬆorm
  Wind Direction (1d8)
  Roll
  Direction
  Roll
  Direction
  1
  North
  5
  South
  2
  North-eaﬆ
  6
  South-weﬆ
  3
  Eaﬆ
  7
  Weﬆ
  4
  South-eaﬆ
  8
  North-weﬆ
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  Turning: For every 10” a vessel moves, it may turn up to 
  45 degrees if moving by oar, and up to 30 degrees every 
  12” if moving by sail. 
  Open Ocean: A galley cannot operate in the open ocean due 
  to the oar holes. A longship however, does not suﬀer from 
  this problem as the oar holes are higher on the freeboard. 
  Ramming: This tactic was not common among later military 
  vessels, but is included here. The process of ramming follows 
  the order and rules below. 
  1. The ramming vessel muﬆ have its maﬆs lowered. 
  2. A vessel muﬆ be moving at a faﬆ pace to ram. 
  3. The ramming vessel muﬆ reverse oars aﬅer the action. 
  4. The ship which was rammed suﬀers from 10% to 60% 
  damage (1d6x10%) and there is a 25% chance that the 
  vessel suﬀered a breach below the water line. The vessel 
  sinks in 3-18 (3d6) turns from taking on water. 
  5. Patching a breach requires 5 turns of work by 10 men 
  and fails 25% of the time, requiring an additional 5 turns 
  of work. 
  6. A vessel that has been broadsided loses 20% of its current 
  crew, moﬆ of whom should be oarsmen. If the ship was 
  rammed from the aﬆern or by bow, then only 5% of the 
  crew is loﬆ and none are oarsmen. 
  7. A ramming attack has no eﬀect on grappling. 
  Shearing Oars: When any vessel with oars is side swiped by 
  boat or rock, the oars on that side are sheared, killing half 
  of the oarsmen. If two oared ships collide, both lose the oars 
  and oarsmen as above. Aﬅer three turns, a vessel with loﬆ 
  oars can resume travel by oar at half speed. 
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  Grappling: If vessels come within 1” of each other, both 
  may attempt to grapple the other. A ship has a 20% chance 
  to grapple an opposing ship and a grappled ship is considered 
  dead in the water. Only a single man is required to grapple 
  and a single man has a 20% chance of cutting a grapple that 
  is currently attached to the ship on which he is a crewmen. 
  Three tries at grappling or cutting grapples may be attempted 
  per turn. Once a ship has been grappled, it may be boarded. 
  Melee: There are a few factors which should be considered 
  when faced with a melee engagement upon a ship or boat. 
  • Without a commanding oﬃcer, troops and units do not 
  advance on objectives short of obvious treasure and other 
  loot. If no oﬃcer can exert command control, moﬆ troops 
  and units retreat, scatter, or act as raiders. 
  • Any troop or unit driven back with no further place to 
  move to, is forced overboard, forced from the current deck, 
  or forced to fall from the rigging. Surrender is usually an 
  option in such situations, though the outcome of a surrender 
  is in the hands of the victors. 
  • Cutting rope and rigging, or tearing down a door should 
  vary based on the size and ﬆrength of those doing the 
  work. It might take a handful of men a turn to get paﬆ a 
  door and three turns for a man with a sword to cut an 
  anchor rope or hack through rigging. 
  Command: Moﬆ men during a sea battle require the direction 
  of a commanding oﬃcer during shipboard melee. Oﬃcer’s may 
  exert control within 10” and the captain can exert control 
  over all allied men within 15”. A captain may have two 
  oﬃcers to aid him in the task of commanding the ship and its 
  crew. These additional factors aﬀect command. 
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  • Any oﬃcer currently engaged is melee, can only exert 
  control within 5”. 
  • All men outside the range of the captain or other oﬃcers 
  control do not respond to orders. 
  • Oﬃcers muﬆ be within range of the captain to pass on 
  orders or even respond themselves. 
  • Cultures based around seafaring and raiding (such as the 
  Vikings) do not need a command ﬆructure, nor does the 
  local wildlife. 
  • A captain who is in plain view above his crew can exert 
  control within 20”. 
  • All men currently ﬁghting in a melee engagement only 
  respond to new orders on a roll of 1-4 (1d6). 
  Swimming: Firﬆly, men in armor have a chance of drowning 
  and those in metal armor should remove it, rapidly. 
  In a gale or ﬆorm, there is a 50% chance per turn for 
  anyone in the water to begin drowning (conﬆitution save or 
  die). The ﬆandard speed a man can swim is 3” per turn and 
  they can swim to any vessel they can reach, provided the 
  vessel’s speed is no greater then 15”. Only daggers, spears, 
  ﬆaves and wooden clubs may be used while swimming. 
  Swimming in Armor
  Type
  Drown Chance
  Remove?
  Plate
  100%
  -
  Mail
  80%
  yes
  Leather
  20%
  no
  None
  5%
  -
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  Capturing a Ship: If a ship’s whole crew has been driven 
  overboard, had their morale broken, or have all been killed, 
  that ship is considered captured. 
  Standard Crews: Each presented type of vessel provides the 
  appropriate accommodations for the required crew. 
  * Artillery located fore and aft. Catapults or cannons. 
  ** Artillery located fore (as above). 
  † A longship can be crewed by 75 men of various types. 
  Typical Crews
  Vessel
  Oarsmen
  Marines
  Sailors
  Galley, large**
  100
  50
  20
  Galley, small*
  50
  20
  10
  Longship†
  64 max
  -
  11 max
  Merchant, large
  -
  -
  20
  Merchant, small
  -
  -
  15
  Warship, sailing
  -
  40-60
  15-20
  Vessel Defense Points
  Vessel
  DP
  Vessel
  DP
  Galley, large
  25
  Merchant, large
  30
  Galley, small
  15
  Merchant, small
  20
  Longship
  10
  Warship
  35
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  All Creatures Great & Small 
  The Earth represented in Færie Tales & Folklore is not too 
  unlike our own. However, there are a great many creatures of 
  whom pose varying degrees of threat to adventurers of any 
  sort. Encounters within the game may be with anything from 
  common men, to dragons, to spirits considered “divine”. Each 
  creature type has certain abilities common to moﬆ creatures of 
  that type. 
  If a creature does not have any hits liﬆed, assume only a 
  single hit is required to defeat the creature. In the case of 
  morale, a creature considers hits “men” when determining the 
  eﬀects of excessive casualties. 
  Creature Entries 
  Creatures presented in Færie Tales & Folklore are provided a 
  set of basic ﬆatiﬆics outlined below. 
  Group: Names the group to be expanded on. 
  Culture, Terrain & Type: In parenthesis aﬅer a creatures 
  name is either the culture the creature hails from or the 
  terrain types it frequents, as well as its relation to the various 
  realms of the Otherworld. All creature are from one of three 
  primary types: monﬆrous, mundane and spirit. These types are 
  explained below. 
  • The ﬁrﬆ type creature is “mundane” which is composed of 
  animals and common men. These creatures have no natural 
  connection, nor lineage to the Otherworld, and they exiﬆ 
  much as you know them. All creatures of this basic type 
  have no ability to sense what occurs in the Otherworld, nor 
  do they display any abilities which could be described as 
  magical. 
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  • The second type of creatures are “monﬆrosities”. These are 
  beaﬆs which, though not natural, are not direct products of 
  the Otherworld. Monﬆrosities are: dragons, giants, great 
  beaﬆs, ogres (but not trolls), and moﬆ skin-changers. This 
  type also include both low and under men. Creatures of this 
  type are commonly be able to perceive the Otherworld, and 
  behave accordingly. 
  • The third and ﬁnal type of creature are “spirits”. Spirits 
  usually dwell within the Otherworld, but exiﬆ comfortably 
  within the mundane realms as well. Spirits include: some 
  animated objects, walking corpses, as well as both lesser 
  and great spirits. High men are also considered spirits, 
  though they commonly dwell upon the Earth proper (the 
  mundane realm). 
  Description: This immediately follows the name and includes 
  such information as: combat ability, number of hits, additional 
  notes, or other information that is pertinent to the creatures 
  use in the game. An entry that reads “ﬁghts as” provides all 
  abilities thereof, unless otherwise noted in the description. Each 
  description is brief and further research is oﬅen helpful. 
  Variations: This portion of an entry liﬆs the various cultural 
  variations of a creature group, and any abilities or special 
  powers the variant may posses. 
  Morale: This liﬆs the morale rating of the creature described 
  in the entry. 
  Value: This entry contains the value a creature is worth to a 
  force within an engagement (for war games). This value is 
  also directly referenced for the amount of experience gained 
  upon the creatures defeat (see “Creature Experience Values”). 
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  Animals of the World 
  An animal has the morale of a peasant, provided such an 
  animal is not protecting its young. When protecting their 
  young, an animal’s morale value is equal to an elite footman. 
  Animals encountered within the boarder realms are oﬅen 
  capable of communication or limited speech. Such animals are 
  generally more intelligent and oﬅen display features outside of 
  what is considered normal by species. These diﬀerences apply 
  to any inhabitant of a high man’s home or lands. 
  Giant Animal (any; mundane) 
  A giant animal ﬁght as one man for each deadly attack form 
  it possesses: ﬂail (trample), great sword (bite), spear (gore). 
  Unless otherwise noted, such creatures have hide equal to 
  leather armor. Movement is generally equal to that of a heavy 
  horse by land or when swimming (at this size, there is little 
  capable of ﬂight). Animals of this size have a base of three 
  simultaneous hits. 
  Elephant: Elephants ﬁght as four heavy horse (two trample 
  and two gore), they may swim at half the rate of a heavy 
  horse. Four simultaneous hits are required to fell one. An 
  elephant may carry six adults from the lineages of men. 
  Giant Squid: Such animals ﬁght as a great beaﬆ or two elite 
  footmen (two tentacles, equal to ﬂails). If either arm hits, the 
  squid may make a grapple check. If successful, they ﬁght as 
  an additional man (bite), though the bite muﬆ target the 
  grappled foe. A giant squid may brieﬂy move as a light 
  horsemen by using a water jet, and they may excrete an inky 
  cloud underwater to obscure their location for 1d10 turns, 
  twice per day. The cloud forms a sphere with a 3” radius. 
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  Killer Whale: These whales ﬁght as two heavy horsemen 
  (bite is dexterity save or die and trample). They swim as light 
  horsemen and cause a defense point per turn when attacking 
  ships or boats. Four simultaneous hits are required to fell one. 
  Narwhale: Such whales ﬁght as one heavy footman (gore) and 
  are too small to cause signiﬁcant damage a ship. Their single 
  horn oﬅen fetches a sizable some. 
  Sperm Whale: A sperm whale may ﬁght as a great beaﬆ or 
  as two heavy horse (bite and trample). To moﬆ targets, the 
  sperm whale’s attacks require a conﬆitution based save or die 
  roll. They deal 6 defense points per turn to boats and ships. 
  Their hide is equal to mail, and it takes twelve simultaneous 
  hits to kill such a beaﬆ. 
  Large Animals (any; mundane) 
  A large animal ﬁghts as one man for every form of deadly 
  attack they possess: ﬂail (kick or trample) or sword (bite or 
  gore). Their hide is equal to leather unless otherwise noted. A 
  large animal moves on land or swims as a medium horseman, 
  and like giant animals, are not likely to ﬂy. Three cumulative 
  hits are usually required to fell such creatures. 
  Alligators & Crocodiles: These beaﬆs ﬁght as one light 
  footman (bite) and their hide is equal to ﬆudded leather. They 
  surprise their foes on a 1-3 (d6). 
  Buﬀalo: Buﬀalo ﬁght as two medium horsemen (gore and 
  trample). Otherwise they are ﬆandard large animals. 
  Camel: A camel may be worked for roughly a week without 
  water, otherwise they are ﬆandard large animals. 
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  Cattle: A cow is a ﬆandard large animal. A bull ﬁghts as 
  two heavy horse (gore and trample) and may charge at the 
  rate of a light horseman, this does not increase the basic 
  movement rate. A cow can produce 8 gallons of milk per 
  day, or it can be slaughtered to feed roughly 1,000 men. 
  Dolphin: Dolphins attack as one light footman (bite). They 
  swim as light horsemen and use echolocation to “see” their 
  surroundings out to great diﬆances. 
  Gorilla: A gorilla is a ﬆandard large animal. A silverback, 
  or male leader, ﬁghts as two elite footmen (two trample or 
  ﬁﬆs). These animals are highly intelligent and communal. 
  Great Bear: A great bear ﬁghts as two light horsemen (bite 
  and trample or claw). A polar bear may swim at half their 
  land movement rate. A great bear requires six cumulative hits 
  to fell. Such creatures are adept trackers. 
  Hippopotamus: These animals ﬁght as two heavy horse (bite 
  as a spiked mace, and trample). They swim as light footmen 
  and never fail moral rolls when defending their territory or 
  their young. They are capable of holding their breath for a 
  subﬆantial amount of time. Six cumulative hits are needed to 
  fell such a beaﬆ. 
  Horse: A horse ﬁghts as a horseman of its size. Light or 
  horses ﬁght as one horse (trample), and heavy horses ﬁght as 
  two (trample). They move according to their size as well, 
  though 3” may be added to any move without a rider or 
  other burden. Heavy horses require four cumulative hits before 
  being killed. A draﬅ horse is trained to pull great weight and 
  a warhorse is trained for battle. 
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  * Can only be worn by destriers and other heavy warhorses. 
  Lion: A lion ﬁghts as three heavy footmen (bite and two 
  claws, equal to daggers). They surprise their prey on a 1-3 
  (d6), and it takes four cumulative hits to kill one. 
  Man-o-War Jellyﬁsh: These creatures do not make normal 
  attacks. Inﬆead, any creature that comes in contact with its 
  tentacles muﬆ make a conﬆitution save, or be paralyzed for 
  2d6 turns. Creatures that cannot breath underwater begin to 
  drown. A man-o-war surprise its prey on a 1-3 (d6). 
  Rhinoceros: A rhinoceros ﬁghts as three armored footmen 
  (gore and two tramples) and its hide is equal to ﬆudded leather 
  or mail. It requires six cumulative hits to fell one. 
  Sea Lion: Sea lions ﬁght as one elite footman (bite) and their 
  hide is the equal of leather. They swim as medium horsemen 
  but may only move on land at a 3” movement rate. 
  Shark: A larger shark ﬁghts as a single light horseman (bite) 
  and their hide is the equal of ﬆudded leather. A shark may 
  swim at the rate of a light horseman. If there is at leaﬆ one 
  hits worth of blood in the water, sharks attack anything near. 
  Barding for Warhorses
  Barding
  Move Penalty
  Coﬆ
  Leather, padded
  -
  as leather x3
  Mail, scale
  -3”
  as mail x4
  Plate*
  -3”
  as plate x5
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  Tiger: These creatures ﬁght as three elite footmen and may 
  surprise their prey on a 1-3 (d6). If a tiger gains surprise, its 
  ﬁrﬆ attack requires a ﬆrength save to avoid being knocked 
  prone, in addition to any other eﬀects of a hit. Tigers require 
  ﬁve cumulative hits to kill. 
  Medium Animals (any; mundane) 
  A medium animal has one method of attack unless otherwise 
  liﬆed: dagger (bite, claws or gore) or mace (kick or trample). 
  The hide of these beaﬆs is equal to leather, and they move on 
  land or swim at the rate of medium horsemen. A single hit 
  fells moﬆ medium animals. 
  Baboon or Mandrill: These animals ﬁght as a light footman 
  (bite) and move as peasants. 
  Bear: These smaller bears ﬁght as two light footmen (bite 
  and claw). It takes two hits to kill one. When protecting 
  their young, bears need not check morale. 
  Boar: A boar ﬁghts as two heavy footmen (gore and trample) 
  and they do not take hit penalties if enraged, they juﬆ ﬁght 
  until dead. A boar requires two cumulative hits to fell. 
  Cheetah: A cheetah ﬁghts as a single light footman (bite) 
  and they may charge at 48” for a full turn. Aﬅer a charge, 
  a cheetah requires at leaﬆ 30 minutes of reﬆ before making 
  such a charge again. 
  Deer: Deer ﬁght as one light footman (gore or trample) and 
  are considered to be unarmored. Deer are oﬅen hunted as game 
  and if properly slaughter can feed roughly thirty men. Deer 
  have even odds to remain hidden in their native terrain. 
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  Dog: These larger dog breeds ﬁght as a single light footman 
  (bite) and they move at the rate of medium horsemen. The 
  dogs real ﬆrength is in numbers and pack tactics. Without 
  armor, a dog is considered unarmored but some owners ﬁt 
  their dogs with armor (functioning identically as it does for 
  the lineages of men). A dog may be trained to guard, track, 
  or to attack, as well as to perform simple tricks. 
  Electric Eel: These creatures have no normal ﬁghting ability 
  and pose little threat to men. However, the eel may generate 
  an electrical charge potentially ﬆunning all within 1” for two 
  turns. A creature is allowed a conﬆitution or ﬆrength save 
  (players choice) to avoid the eﬀects of the charge. 
  Goats or Sheep: These are ﬆandard medium animals. They 
  can feed up to thirty men if properly butchered. Sheep also 
  produce a good amount of wool on a yearly basis. 
  Hyena: These dog-like creatures ﬁght as heavy footmen (bite) 
  and move as armored footmen. They can smell carrion over 
  great diﬆances. A larger male will require two cumulative hits 
  to kill. 
  Jaguar, Leopard or Panther: These large cats ﬁght as two 
  light footmen (bite and claw), and they move at the rate of a 
  light horseman. 
  Mule or Pony: Such beaﬆs ﬁght as one light footman (kick 
  or trample) and move as an armored man. 
  Octopus: A large octopus ﬁghts as a single light footman 
  (bite) and may grapple as though they had 4x the hits. They 
  may create an ink cloud to blind foes within 1” for 2 turns. 
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  Python or Other Conﬆrictor: A python ﬁghts as a light 
  footman (bite) and grapple as though they had 2x the hits. A 
  python moves on land and swims as an armored footman. 
  Sea Turtle: A sea turtle has no signiﬁcant combat ability, 
  and swims as a heavy footman. On land however, they may 
  only move at a rate of 3”. 
  Wolf: A wolf ﬁghts as a light footman (bite). These beaﬆs 
  are capable trackers and cunning pack hunters. 
  Wolverine: These beaﬆs ﬁght as two heavy footmen (bite 
  and claw) and they move as light footmen. A wolverine may 
  spray musk aﬀecting a 1” x 2” cone behind them. All in 
  the area muﬆ make a conﬆitution save or wretch for 1d4 
  turns. Failing a secondary dexterity save means the target is 
  blinded for an equal amount of time. Clothing hit with the 
  musk is ruined and other gear needs repeated washing. 
  Smaller Animals 
  Moﬆ smaller animals have no real way to harm men or other 
  larger creatures. They commonly move on land or ﬂy as light 
  horsemen and swim as light footmen. They are generally 
  considered to be unarmored and a single hit kills one. Smaller 
  animals are not worth any experience to those who dispatch 
  them. 
  Badger: A badger moves as an armored footman and is able 
  to burrow at a 1” movement rate. 
  Barracuda: A barracuda ﬁghts as a light footman (bites as a 
  dagger) and they can swim as elite footmen. These ﬁsh oﬅen 
  operate in schools. 
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  Bat: These creatures oﬅen ﬂy in swarms. If exposed to such 
  a swarm, a creature needs to make a conﬆitution save to avoid 
  contracting a disease (determined by the referee). Hitting a 
  ﬂying bat with a missile weapon requires a natural 20. 
  Bird: A bird in ﬂight is as diﬃcult to hit as a man in plate. 
  Many types are worth a fair sum as game or liveﬆock. Some 
  birds, such as pigeons, can be taught to deliver messages. 
  Cat: A cat is as hard to hit as a man in leather bearing a 
  shield. When a cat is the target of the tame spell, they may 
  be taught six tricks rather then three. 
  Crab or Lobﬆer: These creatures are relatively easily caught 
  for food. A reasonably sized one feeds a single person. 
  Fish: Fish range in size greatly, but moﬆ be of a smaller 
  size. A ﬁsh can feed one person per two pounds of weight, 
  and care should be taken to avoid poisonous varieties. 
  Fox: A fox’s pelt is worth a pretty sum in many places. If 
  a fox is the recipient of a Tame spell, they are able to learn 
  six tricks rather then three. 
  Frog: There are many breeds of frog, some secrete poisons 
  which are hallucinogenic. Such frogs can be useful to shamans 
  of the common men, aiding them in seeing across the veil. 
  Jackal: A jackal moves as an elite footman and is an adept 
  tracker. They are renowned survivors. 
  Lizard: These small creatures move as armored footmen and 
  there are a ﬆunning variety of the beaﬆs in the wilds. 
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  Monkey: These animals move as light footmen and are adept 
  at thieving. If monkeys inhabit an area where a group of 
  characters chooses to reﬆ, each player muﬆ make a wisdom 
  save to avoid losing a random item or small amount of silver. 
  If these animals are the target of a tame spell, they can be 
  taught six tricks rather then three. 
  Otter: An otter moves on land and swims as a light footman. 
  These creatures are clever and known to employ tools. 
  Raptor: Eagles, falcons, hawks, and owls can be trained as 
  hunting companions, and some are known to dive at speeds of 
  96”. A raptor is known for its peerless vision. 
  Rats or Similar Rodents: A rat, mouse, etc moves at the 
  rate of an armored footman. Any character who sleeps near a 
  neﬆ, or who encounters a swarm, muﬆ make a conﬆitution 
  save or contract a disease or illness. 
  Raven: A raven ﬂies at the rate of a light horsemen. They 
  are adept homing birds, and have been employed by sailors to 
  scout for land. Some ravens have even been taught to speak a 
  few basic words. If a raven is the target of a tame spell, 
  they may be taught six tricks rather then three. 
  Scorpion: A scorpion’s movement is about 1” upon land. If 
  such a creature manages to ﬆing a creature, the creature ﬆung 
  muﬆ make a conﬆitution save or take a hit and feel ill for a 
  full week (double the hit penalty). 
  Seal: A seal ﬁghts as a light footman (dagger) and swims at 
  the rate of an elite footman. On land the only move at a rate 
  of 3”. 
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  Skunk: A skunk moves as an armored footman. Such animals 
  are known to spray musk in a 1” area behind them, causing 
  all in the area to make a conﬆitution save or wretch for 1d4 
  turns. Additionally, aﬀected targets muﬆ make a dexterity 
  save or be blinded for 1d3 turns (see “wolverine” above). 
  Spider: A spider moves at 1” on land, and they are known 
  to spin webs from a form of silk. If a spider bites a target, 
  the victim muﬆ make a conﬆitution save or lose a single hit 
  and add 2 to the victim’s hit penalty for a 1d3 days. 
  Swan: A swan moves on land at 3” but they can swim as 
  armored footmen, and ﬂy as light footmen. A swan feeds 
  roughly 8-10 men if properly prepared. 
  Turtle: These small animals move at 3” on land and at the 
  rate of an armored footman when swimming. 
  Vulture: A vulture ﬁghts as a light footman (bite as dagger) 
  and they ﬂy at the rate of medium horsemen. On land, such 
  birds move at 3”. Vultures can smell death for miles. 
  Viper: A snake whose bite causes a conﬆitution save or die 
  roll. They move and swim at the rate of armored footmen. 
  Weasel: These small animals move at the rate of an armored 
  footman. If a character or party camps near a den of these 
  creatures, the characters muﬆ make a wisdom saves to avoid 
  having food or some small object ﬆollen. A weasel who is the 
  target of a tame spell may be taught six tricks rather then 
  three. Note, a weasel is the only creature that a basilískos or 
  a cockatrice fears. For some unknown reason, a weasel seems 
  to be immune to the special attacks of these creatures. 
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  Animals of the Land (1d20)
  Roll
  Creature
  Average #
  Pages
  1
  Ape, gorilla
  1-2 or family
  381, 481
  2
  Bear (great)
  1 or 2
  381, 481
  3
  Boar
  1 or sm. herd
  383, 480
  4
  Buﬀalo
  herd (10-100)
  380, 480
  5
  Camel
  1 or 6-12
  380, 480
  6
  Deer
  2 or sm. herd
  383, 480
  7
  Elephant
  1-2 or 6-12
  379, 480
  8
  Goat (sheep)
  Sm. or lg. herd
  384, 481
  9
  Hippopotamus
  1-6
  381, 481
  10
  Horse (any)
  1-4 or herd
  381, 481
  11
  Hyena
  1-3 or pack
  384, 481
  12
  Jaguar (leopard)
  1-2
  384, 481
  13
  Lion
  1-2 or pride
  382, 481
  14
  Rhinoceros
  1-3
  382, 482
  15
  Skunk
  1-2
  388, 482
  16
  Snake, conﬆrict
  1
  385, 482
  17
  Tiger
  1
  383, 482
  18
  Viper
  1
  388, 482
  19
  Wolf
  1-2 or pack
  385, 482
  20
  Wolverine
  1
  385, 482
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  Animals of the Sea (1d10)
  Roll
  Creature
  Average #
  Pages
  1
  Aligator
  1 or 1-6
  380, 480
  2
  Barracuda
  1-4 or school
  385, 480
  3
  Dolphin
  1-2 or pod
  381, 480
  4
  Eel, electric
  1-2
  384, 480
  5
  Jellyﬁsh, man-o
  1 or a mass
  382, 481
  6
  Octopus
  1
  384, 481
  7
  Sea lion
  1-2 or pack
  382, 482
  8
  Sharks
  1 or school
  382, 482
  9
  Squid, giant
  1
  379, 481
  10
  Whale (any)
  1-2 or pod
  380, 481-2
  Animals of the Air (1d6)
  Roll
  Creature
  Average #
  Pages
  1
  Bats (any)
  1-6 or swarm
  386, 480
  2
  Birds (any)
  1-10 or swarm
  386, 480
  3
  Eagles (raptor)
  1-2
  387, 480
  4
  Ravens
  1-2/conspirecy
  387, 482
  5
  Swan
  1-2 or ﬂock
  388, 482
  6
  Vultures
  1 or pack
  388, 482
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  Men of the World (1d12/+8 if Otherworldly)
  Roll
  Creature
  Average #
  Pages
  1
  Men, archer
  1-6 or unit
  397, 483
  2
  Men, berserkr
  1-4
  397, 483
  3
  Men, command
  1 with unit
  399, 483
  4
  Men, crossbow
  1-4 or unit
  397, 483
  5
  Men, gr. hero
  1
  399, 483
  6
  Men, hero
  1 or band
  399, 483
  7
  Men, knight
  1-3 or unit
  398, 483
  8
  Men, levies
  Many units
  400, 483
  9
  Men, merc.
  Company
  400, 483
  10
  Men, rabble
  1-10 or unit
  400, 483
  11
  Man, prieﬆ
  1 or retinue
  401, 483
  12
  Man, wizard
  1 + apprentice
  401, 483
  13
  Akephaloi
  Family or clan
  392, 483
  14
  Ben varrey
  1 or family
  392, 483
  15
  Dampyre
  1 or family
  392, 483
  16
  Faun
  1-3 or band
  393, 483
  17
  Kéntauros
  1 or family
  393, 483
  18
  Mer-folk
  Varies
  393, 483
  19
  Satyros
  1-3 or band
  393, 483
  20
  Yaryond
  1 or family
  393, 483
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  Men & Women of the World 
  Men and women are the moﬆ commonly encountered foes or 
  NPC’s within any given game. From peasants to great and 
  powerful heroes, the men and women of the world form the 
  basis of almoﬆ any tale. Any encountered man or woman may 
  have both a lineage and role. 
  Lineages 
  There are many lineages of man. The earlier section of this 
  volume detailed the moﬆ common lineages: common, high and 
  low men. There are many more that are intended for use as 
  NPC’s or foes. 
  Akephaloi: (Greek; monstrous) These people are in moﬆ ways 
  simple men and women, however they have no heads. Their 
  faces are inﬆead diﬆributed across their cheﬆ and abdominal 
  regions. Any combat roll made againﬆ an akephaloi is treated 
  as a critical if it exceeds the required value needed to score a 
  hit by 5 or more. 
  Ben Varrey: (Manx; monstrous) Use the mer-folk entry 
  located below. Contrary to other mer-folk, Ben Varrey are 
  usually benevolent in nature. 
  Dhampyre: (Balkan; spirit) These creatures are the oﬀspring 
  of vampyres and mortal women. They gain many ﬆrengths of 
  the vampyre lineage, but suﬀer few of the hinderances. Such 
  beings ﬁght and move as the appropriately equipped unit and 
  they regenerate 1 hit per turn (if they have cumulative hits). 
  A dhampyre may also caﬆ Charm at will and summon a 
  swarm of bats or a pack wolves with 2d6 members. Laﬆly, a 
  dhampyre is immune to diseases of all types. 
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  Faun: (Greek; monstrous) These small beaﬆ-men have the 
  hindquarters and horns of a goat. All types of magic used 
  againﬆ such a creature has even odds of failure. Each faun 
  carries a set of musical pipes and all who hear its music muﬆ 
  make a wisdom save or do as the faun suggeﬆs. 
  Kéntauros or Yaryond: (Greek or Tartar; monstrous) These 
  creatures look like a horse with the torso, head, and arms of 
  a man or woman rising from the beaﬆs shoulders. They ﬁght 
  and move as the equivocally equipped horseman. Such creatures 
  add 2 to their total hits. 
  Mer-Folk: (Various; monstrous) Mer-folk are men and women 
  from the waiﬆ up, but ﬁsh below. They may only move on 
  land at 3” yet they may swim at the rate of an equally 
  equipped footman. Such folk can breath air or water and there 
  are some tales which tell of mer-folk who either have legs, or 
  who are able to change their appearance to include legs. 
  Satyros: (Greek or Roman; monstrous) A satyros resembles both 
  a faun and a kéntauros. They have the hindquarters, ears, and 
  oﬅen the phallus of a horse, but are otherwise men. Each of 
  these creatures carries pipes similar to those of a faun, all who 
  hear the pipes muﬆ make a wisdom save or by overcome with 
  the emotions the satyros wishes. Each turn, all victims may 
  make an additional save to end the eﬀects. All magic has but 
  even odds to eﬀect these creatures. 
  Under Men: (Various; monstrous) A blanket term referring to 
  all manner of gnome, gobelin, hobgoblin, kobolds and other 
  small misshapen men. An under man can see in the dark as if 
  it were daylight and daylight as if it were dark. They may 
  be of any unit or ﬁll any role available to men. 
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  Under Men, A Villainous Lineage 
  Homo Sapiens Barathrum; Gobelin, Kobold, Gudrobonga, etc. 
  Appearance: Under men vary widely in appearance, some are 
  beautiful while others are hideous. Moﬆ have some form of 
  mutation or deformity, that can easily be determined randomly 
  by using the “Random Creatures” rules below. 
  Classes & Progression: An under man may advance up to 
  4th level in each of the basic classes using the multi-class 
  rules. Unlike high men, an under man begins at 1ﬆ level in 
  a single class and they choose to gain experience in the other 
  classes later. 
  Foul Lifeﬆyle: Under men are immune to disease and 1 in 
  4 is a carrier of an infectious disease. Furthermore, they gain 
  a bonus of 4 on all saves againﬆ poison. 
  Lightless: Under men see in absolute darkness as though it 
  were dim light and dim light as though it were daylight, but 
  they are near blind in daylight or other brightly lit areas. 
  Magically Ruled: An under man, when used as a character 
  lineage for a villain’s henchmen, is not allowed a save againﬆ 
  any magical eﬀect that seeks to control the mind. However, 
  under men always maintain the awareness of being controlled 
  through magical inﬂuence. An under man is also treated as if 
  they were the target of a charm spell if they willingly accept 
  a giﬅ from another, or if they lose a conteﬆ of skill. 
  Single Class: If an under man chooses to advance in a single 
  class, they can obtain 10th level of experience and ignore the 
  magically ruled disadvantage.
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  Roles 
  The various lineages of men may take on a great many roles 
  in the world in which they live. From peasants to great and 
  powerful wizards, the possibilities are vaﬆ. Liﬆed below are a 
  few important roles that are regularly encountered within a 
  game. Unless otherwise noted, all the roles of men have but a 
  single hit and they are treated as the appropriately equipped 
  unit when ﬁghting or moving. Character classes should not be 
  used for moﬆ foes, inﬆead being reserved for the game’s main 
  villains. 
  Archers: (Various; any) An archer may shoot a bow twice in 
  a turn if that archer does not move, nor engage in melee. In 
  later centuries, archers (oﬅen longbowmen) would drive ﬆakes 
  into the ground to thwart cavalry charges. Any cavalry troop 
  or unit that attacks from the front muﬆ roll a d20. On a 
  13+ the horse is impaled and the rider is thrown, suﬀering the 
  eﬀects of an unhorsing. 
  Arquibusier or Heavy Crossbowman: (Various; any) Troops 
  or units armed with early black powder weapons or crossbows 
  may ﬁre or shoot every other turn. Some of these men use a 
  pavise, which is a large ﬆandalone shield that can be driven 
  into the ground for cover. 
  Berserkr: (Norse; mundane) Such warriors do not usually wear 
  armor yet they are considered to be always in leather, bearing 
  a shield. The berserkr ﬁghts in an enraged ﬆate, adding 2 to 
  all combat rolls they make. However, a berserkr may not 
  relinquish the ﬁeld unless they, or all their opponents are dead. 
  To kill a berserkr, one muﬆ take three simultaneous hits. 
  Berserkr never need to check morale. 
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  Cataphract or Knight: (Various; any) Cataphracts or knights 
  almoﬆ always ﬁght and move as a heavy horseman. Both use 
  the lance, while a cataphract is likely to be an adept mounted 
  archer as well. Three cumulative hits are needed to kill either 
  type of warrior. 
  Cataphracts and knights choose their targets according to the 
  table below, and generally charge when within range of such 
  an attack. These units muﬆ roll a 5-6 (d6) to obey an order 
  not to charge an enemy. They muﬆ roll a 4-6 (d6) to obey 
  moﬆ other orders. Orders given directly by a king, or a high 
  prieﬆ of the knights faith, are nearly always obeyed to the 
  beﬆ of the knight’s ability. 
  Religious orders of cataphracts or knights never surrender and 
  gain +1 on all morale rolls. 
  Order of Attack Preference
  Rank
  Unit
  1
  Other cataphracts or knights
  2
  Other mounted men
  3
  Missile troops currently ﬁring on them
  4
  Armored footmen
  5
  Missile troops not currently ﬁring on them
  6
  Artillery and siege weapons
  7
  Heavy footmen
  8
  Light footmen, levies and peasants
  9
  Set pikemen
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  Commander or Sergeant: (Various; any) If a commander is 
  with a unit, that unit adds 1 to each d20 role made. In the 
  case of combat dice, the results ﬆack. Thus, if you get to 
  roll 2 combat dice, each adds 2 to the roll. A commander or 
  sergeant can automatically rally a unit they command, or join, 
  though the unit returns to being broken or routed if the 
  commander leaves the unit in 3 turns or less. If a commander, 
  or sergeant, is captured all units under his command muﬆ 
  check morale as if they had taken excessive casualties, the roll 
  is made at a penalty of 2. The leadership abilities of such 
  men aﬀect any unit under their command that is within 12” 
  and do not aﬀect mercenary units (see below). A commander, 
  sergeant or other military leader is always the laﬆ to fall in a 
  unit, regardless if by melee or missile. These warriors require 
  two cumulative hits to kill. 
  Hero: (Various; any) A hero ﬁghts as four men of a class 
  appropriate to the arms and equipment the hero owns. A hero 
  never needs to check morale and they add 1 to the die or dice 
  of the unit to which they belong. A hero is always the laﬆ 
  man ﬆanding in a unit, if by melee or missile. However, a 
  hero may be attacked individually by troops or creatures. It 
  takes four simultaneous hits to kill such a warrior. A hero 
  may act independently of its unit to face fantaﬆic creatures, 
  and they may be similarly singled out and attacked by such 
  enemies. Morale: 20, Value: 8 
  Hero, Great: (Various; any) A great hero acts in all ways as 
  a hero, but they are twice as eﬀective. Eight simultaneous hits 
  are needed to fell one and they ﬁght as eight men. If a great 
  hero comes within charging diﬆance of a foe, all such targets 
  muﬆ check their morale as though they had suﬀered excessive 
  casualties. Morale: 40, Value: 12 
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  Levies: (Various; any) These citizen guardsmen or militiamen 
  are treated as the next higher class for morale checks when 
  defending their home territory. If supported by cavalry, they 
  add 1 to all dice rolls for such morale checks. 
  Mercenaries: (Various; any) Mercenary units ﬁght as the type 
  of man they are equipped to be. Nearly all types of men may 
  be mercenaries. Mercenaries are unreliable though and at the 
  ﬆart of each turn such troops muﬆ roll a d6. If the result is 
  a 1, the troops do nothing save defend themselves and if the 
  result is a 6, a second roll muﬆ be made on the following 
  table to determine the mercenaries actions. 
  Once engaged in a melee, mercenaries do not have to make 
  further checks until the current engagement has ended. 
  Peasants or Rabble: (Various; any) A peasant ﬁghts as a 
  light footman, and is oﬅen ill equipped for battle. They are 
  usually armed with nothing more then tools of induﬆry and 
  moﬆ wear no armor. When forced into battle, each unit muﬆ 
  roll 2d6 to perform any actions. To move, a roll of 7+ is 
  required. For other actions, refer to the table below. 
  Mercenary Actions (1d6)
  Roll
  Result
  1
  Demand more pay, no movement or attacks.
  2
  March oﬀ and abandon the ﬁeld.
  3
  Bribed by better oﬀer, ﬁght for opposition.
  4-6
  Carry out orders for 3 turns with no check.
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  Prieﬆ: (Various; mundane) A prieﬆ muﬆ be a common man, 
  and they have an additional 5% bonus when calling miracles. 
  Wizard: (Various; monstrous or spirit) A wizard ﬁghts as two 
  men, even when mounted, and they can use magical weaponry. 
  They are immune to normal (non-magical) missiles. Wizards 
  are able to see in the dark, or if blinded; they may become 
  invisible at will and remain so until attacking; and they aﬀect 
  the morale of opposing troops in the same manner as a great 
  hero. A wizard can caﬆ a number of spells equal to a single 
  d6 roll, this roll also determines their cumulative hits. These 
  spells are determined at random from the “Grimoire of Spells 
  & Incantations”. A wizard has a value of 5+ the number of 
  hits (or spells) they have available. 
  A wizard may use two types of missile attacks of a magical 
  nature. Lightning has an attack value of a heavy cannon with 
  a hit area of 3/4” by 6”. Meteor is equal in hit area to a 
  trebuchet. These missiles deﬆroy all single hit creatures within 
  their hit area, with some exceptions (as noted on the table 
  below). Each missile has a range of 24” which muﬆ be 
  declared at ﬁring, and may be either direct or indirect ﬁre. 
  When calling lightning, choose where the “head” is placed 
  (within range), and the 6” line can travel any single direction 
  (ﬆaying within range). Value: varies 
  Rabble Rousing (2d6)
  Units
  Defend
  Attack
  Other peasants, rabble
  4+
  5+
  All footmen
  7+
  8+
  All horsemen
  10+
  11+
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  Combination Units: It will be relatively common for an odd 
  unit to have the abilities of more then one of the roles above. 
  High men, for inﬆance, may have abilities of heroes and of 
  wizards. The limits to such combination units are up to the 
  referee or other players. However, care should be taken to not 
  create over-powered troops and units. 
  Note: All the lineages of men may be given a full set of the 
  necessary attributes (ﬆrength, intelligence, etc.) should greater 
  detail beneﬁt the game. It is ﬆrongly suggeﬆed that this rule 
  does not become the ﬆandard, as it can slow things down in 
  greater measure then the beneﬁt provided. If a “ﬆandard” set 
  of attribute scores is needed, provide all men and women with 
  a 10 in each attribute. 
  Magical Missile Exceptions
  Creature
  Result of a Hit
  Dragon
  Drives dragon back 1 move
  Elemental, air
  Lightning drives back 1 move
  Elemental, earth
  Meteor drives back 1 move
  Elemental, ﬁre
  Lightning drives back 1 move
  Elemental, water
  Meteor drives back 1 move
  Giant
  (d20) 6+ driven back 1 move, otherwise 
  routed & ﬂees the ﬁeld
  Great hero
  Saves on an 11+ (d20)
  Hero
  Saves on a 15+ (d20)
  Spirits
  Saves on an 6+ (d20)
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  Great Beasts of the Wilds (1d20)
  Roll
  Creature
  Average #
  Pages
  1
  Aspidochelone
  1
  407, 484
  2
  Basilískos
  1
  412, 484
  3
  Beithir
  1 or 2
  412, 484
  4
  Boobrie
  1 or 2
  413, 484
  5
  Bunyip
  1
  408, 484
  6
  Bwg
  1 or pack
  410, 484
  7
  Catoblepas
  1 or family
  408, 484
  8
  Chimaira 
  1
  408, 484
  9
  Cockatrice
  1
  413, 484
  10
  Gargouille
  1 or pack
  410, 484
  11
  Griﬀon (hippo)
  1-3 or ﬂock
  409, 484
  12
  Hercinia
  1 or 2
  414, 484
  13
  Hippokompoi
  1-5 or herd
  409, 484
  14
  Kynokephaloi
  1 or pack
  411, 485
  15
  Leucrocotta
  1-2
  409, 485
  16
  Mardyakhor
  1
  411, 485
  17
  Ningyo
  1
  409, 485
  18
  Ruk
  1 or 2
  415, 485
  19
  Sphynx
  1
  411, 485
  20
  Unicorn
  1 or 2
  415, 485
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  Great Beaﬆs of the World 
  A great beaﬆ is oﬅen either a giant, or dire, sized example 
  of a more common animal, or a hybrid of several types of 
  animal. These creatures have the morale value of, and move as 
  heavy horsemen unless ﬆated otherwise. 
  Note: There is a chance that a great beaﬆ may possess an 
  additional ability that is outside the realm of both their species 
  and what is considered natural. Roll a d20, if the result is a 
  natural 20, roll on the table below. 
  Any beaﬆ that gains an additional ability will be considered 
  legendary. Such beaﬆs never seemingly die from age.
  Additional Abilities of Great Beasts (1d20)
  Roll
  Ability
  1-5
  Tough, -1 to all combat rolls againﬆ the beaﬆ.
  6-9
  Resilient, +2 hits.
  9-12
  Strength, +1 to all combat rolls made.
  13-14
  Swiﬅ, +6” to all movement rates.
  15
  Maw, bite has 25% chance to swallow whole.
  16
  Fear, penalty of 2 on the morale rolls of foes.
  17
  Invisibility, at will as the spell.
  18
  Can drag others to the boarder realm, 10+ (d20).
  19
  Warded, can only be harmed by magic weapons.
  20
  Roll again, keep both result, ignore further 20’s.
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  Behemoths 
  Some great beaﬆs are of a such a massive size that they are 
  not aﬀected by the attacks of single troops. These creatures 
  use Defense Points (DP) from the rules on fortiﬁcations inﬆead 
  of hits, and are unaﬀected by even magical weapons of normal 
  size. In moﬆ cases, the attacks of these creatures are save or 
  die (conﬆitution or dexterity being common), due to the level 
  of trauma inﬂicted. A behemoth never checks morale. 
  Aspidochelone: (Greek; monstrous; oceans) These great turtle-
  like creatures are the size of islands. Such a beaﬆ causes 10 
  defense points of damage to ﬆructures or vessels in their path, 
  and smaller creatures in that path muﬆ make a dexterity save 
  or die roll. Each of the creature’s four ﬂippers can be treated 
  as a catapult with a 3” range. Due to the massive size of 
  these beaﬆs, they may only swim at the rate of an armored 
  footmen and on land they may only move at a 3” rate. To 
  kill such a beaﬆ, they muﬆ take 100 DP from sources such 
  as magic or siege weaponry. An aspidochelone can grow so 
  large, that they support whole island ecosyﬆems on the backs. 
  Value: 100 
  Daikaĳu: (Japan; monstrous; any terrain) These great beaﬆs 
  are deﬆruction personiﬁed. The size of mountains, they can 
  level a settlement in seconds. Though their actual appearance 
  and form may vary by the individual, their combat abilities 
  are relatively ﬆandardized. They cause 5 defense points to any 
  ﬆructure or vessel in their path, causing all smaller creatures 
  to make a dexterity save or die roll. Moﬆ may make attacks 
  with two limbs that are treated as catapults with a 2” range. 
  Killing a daikaĳu requires a total of 50 DP from magical 
  sources and siege weapons. Such creatures cause all men and 
  women to make wisdom saves or ﬂee. Value: 50 
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  Hybrid Beaﬆs 
  These creatures are a composite of two or more creatures of 
  an animal nature (usually), not including the lineages of men. 
  There are many hybrid creatures depicted throughout hiﬆory, 
  below represents a reasonable selection of beaﬆs. It is common 
  for hybrid creatures to grace the heraldry used by the many 
  lineages of men. 
  Bunyip: (Aboriginal; monstrous; swamps) A bunyip shares 
  features with alligators, dogs, and bears. In normal combat 
  these beaﬆs ﬁght as two heavy horsemen (two bites as swords) 
  and any hit penalties caused by wounds from a bunyip need 
  chirurgy, or healing magic to remove. They swim at the rate 
  of medium horsemen. Three cumulative hits are required to 
  kill a bunyip. Value: 4 
  Catoblepas: (Ethiopian; monstrous; plains) A catoblepas is a 
  foul poisonous creature. With the body of a great bull, a full 
  mane and a warthogs face, a catoblepas is juﬆ ugly. These 
  creatures move as armored footmen and ﬁve cumulative hits are 
  needed to kill one. In normal combat they ﬁght as two heavy 
  horsemen (gore as sword and trample as ﬂail). Aﬅer a combat 
  roll, all creatures within 1” (excluding the catoblepas) muﬆ 
  make a conﬆitution save or die roll. Value: 7 
  Chimaira: (Lycian; monstrous; mountains) The chimaira has 
  three heads: one is that of a lion, one is an ibex, and the 
  ﬁnal head is a viper. Such creatures ﬁght in normal combat as 
  three heavy horsemen (gore and two bites as swords), and each 
  attack is resolved as a conﬆitution save or die roll, due to the 
  beaﬆs poison. Chimaira can breath ﬂame in a 3” x 3” cone, 
  all in the area muﬆ make a dexterity save or die roll. Six 
  cumulative hits are required to kill one. Value: 10 
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  Griﬀon: (Egyptian; monstrous; mountains, plains) A raptor’s 
  forequarters with a lion’s hind-end. A griﬀon may ﬁght in 
  normal combat as three light horsemen (bite and two claws as 
  swords) and they ﬂy at the rate of light horsemen. Three 
  cumulative hits are required to kill such a beaﬆ. Note, It is 
  possible to train a griﬀon to bear a rider. Value: 5 
  Hippogryph: (Greek; monstrous; mountains) The oﬀspring of a 
  griﬀon and horse. These creatures have the forequarters of a 
  raptor, and hindquarters of a horse. A hippogryph ﬁghts in 
  normal combat as two light horsemen (two tramples as ﬂails 
  or two claws as swords) and ﬂy as medium horsemen. Like a 
  griﬀon, a hippogryph can be trained to bare a rider. Two 
  cumulative hits are needed to kill one. Value: 4 
  Hippokompoi: (Phoenician; monstrous; oceans) A hippokompoi 
  is a horse from mid torso up and a great ﬁsh below. These 
  creatures ﬁght in normal combat as two light horsemen (two 
  tramples as ﬂails) and swim as medium horsemen. Clumsy on 
  land they move at only 3”. A hippokompoi can breath both 
  air and water with equal ease. Value: 3 
  Leucrocotta: (Ethiopian; monstrous; desert, plains) Such beaﬆs 
  ﬁght in normal combat as two light horsemen (bite as sword 
  and trample as ﬂail) and they move as medium horsemen. The 
  leucrocotta can mimic voices and they use this ability to gain 
  surprise on foes who fail a wisdom save. These beaﬆs resemble 
  cloven footed deer with the mane of a lion and the head of a 
  badger. Four cumulative hits are needed to kill one. Value: 5 
  Ningyo: (Japan; monstrous; oceans) These mer-folk look like 
  ﬁsh-monkeys. They swim as light footmen and, if eaten, they 
  double a creatures maximum age at the coﬆ of ill fortune. 
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  Man-Beaﬆs 
  Some great beaﬆs share a small number of traits with that of 
  men or women. These creatures are similar to other hybrid 
  great beaﬆs but they are generally more intelligent. 
  Bwg: (Welsh; monstrous; forests, swamps) These man-bears of 
  great size ﬁght in normal combat as two elite footmen (two 
  claws as swords) but may only be wounded or killed by way 
  of mythic combat. They surprise on even odds and they may 
  track prey over great diﬆances. It takes three cumulative hits 
  to kill a bwg. Value: 4 
  Gargouille: (French; monstrous; any terrain) These creatures 
  appear as a union of man and dragon. They ﬁght in normal 
  combat as two armored footmen (claws as swords) and move as 
  armored footmen. A gargouille can ﬂy at the rate of a heavy 
  horseman. Once every other turn, these beaﬆs may exhale a 
  gout of ﬂame in a 3” x 3” cone. All within the area muﬆ 
  make a dexterity save or die roll. It takes three cumulative 
  hits to kill a gargouille and they are immune to ﬁre or heat. 
  Value: 5 
  Kelpie: (Scottish; spirit; lakes) A kelpie is a union of horse and 
  woman. Though the beaﬆ may control the diﬆribution of 
  animal to human features, they may never be fully one or the 
  other. The kelpie ﬁghts as in normal combat as two light 
  horsemen (two tramples as ﬂails) and they move on land, as 
  well as swim, as light horsemen. It may extend its back to 
  bare many riders and it ties to trick riders onto its back. If 
  successful, it charges oﬀ toward a deep pool or loch. There it 
  seeks to drown and devour its prey. Two cumulative hits kills 
  a kelpie but they may only be engaged in mythic combat. 
  Value: 3 
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  Kynokephaloi: (Greek; monstrous; any terrain) These cunning 
  beaﬆ-men have canine heads. They ﬁght in normal combat as 
  two appropriately equipped men. These creatures are barely 
  more intelligent then dogs but they are known to scavenge for 
  weapons and armor, making use of what they are able. A 
  kynokephaloi can track across great diﬆances. The alpha male 
  of any pack of such beaﬆs requires three cumulative hits to 
  kill, but all others require only one. Value: 2 or 4 
  Mardyakhor: (Persian; monstrous; deserts, mountains) This fell 
  beaﬆ has the face of a man and the limbs of great lion. The 
  body of the beaﬆ is a union of both. A mardyakhor ﬁghts as 
  three heavy horsemen in normal combat, and may only be 
  engaged in mythic combat. They can throw the spikes on the 
  end of their tails as though armed with a longbow, and a hit 
  causes the target to make a conﬆitution save or die roll to 
  resiﬆ the venom. They have 24 spines at any given time. A 
  mardyakhor can move and swim at the rate of an armored 
  footman. It requires six cumulative hits to kill one of these 
  creatures. Value: 7 
  Sphinx: (Egyptian; monstrous; desert, mountains) These massive 
  creatures look like great cats but with the faces of men or 
  women. A sphinx can ﬁght as either two great beaﬆs, or 
  three heavy horsemen (two claws as swords and bite as great 
  sword). They move as heavy footmen and a rare few bare 
  wings and may ﬂy at the rate of a medium horseman. These 
  creatures are oﬅen bound by great magic to guard a location 
  or item. In such cases, the sphinx may ask a riddle to allow 
  safe passage to the location, or taking the item guarded. If 
  the riddle is not answered correctly, the answerer muﬆ make a 
  ﬆrength save or die roll to avoid being swallowed whole. It 
  takes four simultaneous hits to kill a sphinx. Value: 12
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  Otherworldly or Unusual Beaﬆs 
  Many great beaﬆs have origins from deeper in the Otherworld 
  and some others are juﬆ simple oddities. 
  Bargheﬆ: (English; spirit; forests, swamps) This beaﬆ looks to 
  be a great black hound. They ﬁght in normal combat as a 
  single heavy horseman (bite as sword) and they move as elite 
  footmen. Unlike many spirits, a bargheﬆ can enter the border 
  realms at will and return within 24”. This is done in place 
  of a traditional move and is considered teleportation. The howl 
  of these beaﬆs causes fear in all creatures with a single hit 
  who are within hearing range (no save). A bargheﬆ cannot be 
  tracked. Four cumulative hits sends a bargheﬆ back to the 
  Otherworld for a year and a day. Value: 6 
  Basilískos: (Greek; monstrous; forest, mountains) The “King of 
  Serpents” and cousin of the cockatrice, such beaﬆs hatch from 
  a cockerel’s egg tended by a serpent or toad. A basilískos 
  moves and swims as a heavy footmen, while ﬁghting in normal 
  combat as a light footman (bite as dagger). They can exhale 
  a poisoned miasma out to a radius of 3” causing all in the 
  area to make a conﬆitution save or die roll. The poison 
  deﬆroys all life within that area, including plants. Three 
  cumulative hits are needed to fell such a beaﬆ and weasels are 
  their only natural predator. Value: 6 
  Beithir: (Scottish; monstrous; lakes, swamps) Encountered only 
  during thunderﬆorms, these great lizards move, swim and ﬁght 
  in normal combat as light horsemen (one bite as sword). Once 
  every three turns a beithir can ﬆrike as the spell Lightning, 
  disappearing for the turn the ability is used. They reappear at 
  the beginning of the next turn fully healed. Five cumulative 
  hits are needed to fell such a beaﬆ. Value: 10 
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  Boobrie: (Scottish; monstrous; shore) These large birds change 
  their shape to hunt for liveﬆock, or people. They move at 3” 
  on land, swim as armored footmen, and ﬂy as heavy horsemen. 
  They ﬁght in normal combat as three light horsemen (bite as 
  swords and two claws as daggers) and they can take the form 
  of a bull or horse which is able to walk upon water. Three 
  cumulative hits are needed to kill a boobrie. Value: 4 
  Cat Síth: (Irish; spirit; any terrain) These ﬆrange felines are 
  spirits of the Otherworld who portend fortune, for good or ill. 
  They ﬁght in normal combat as three light footmen (bite and 
  two claws all equal to daggers) and they can only be engaged 
  in mythic combat. Such creatures may use spontaneous magic 
  at a level of ability equal to their hits (3). They move as 
  light horsemen and three cumulative hits are needed to kill 
  such a spirit. Value: 5 
  Cockatrice: (English; monstrous; foothills, plains) The cousin of 
  the basilískos, these beaﬆs look like the union of a rooﬆer 
  and a lizard. They ﬁght in normal combat as a single light 
  footman (bite as a dagger) and move as an armored footman. 
  A cockatrice is a clumsy ﬂier, moving at the rate of a heavy 
  horseman. Those who meet the gaze of this beaﬆ muﬆ make 
  a wisdom save or die roll. If the beaﬆ is ever made to see its 
  own reﬂection, it has even odds to be killed. It takes four 
  cumulative hits to kill such a creature, and they may only be 
  engaged in mythic combat. Value: 6 
  Cwn Annwn: (Welsh; spirit; any terrain) These beaﬆs match 
  the bargheﬆ (above) in nearly every way. Their howl sounds 
  further away the closer they get, and they are associated with 
  a tradition known as “The Wild Hunt”. These spirits may 
  drag a common man into the Otherworld and leave them. 
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  Hætæ or Xiezhi: (Chinese; spirit; forests, mountains) These 
  shy creatures resemble the union of cattle and lions, with but 
  a single horn rising from their heads. They ﬁght in normal 
  combat as a heavy horseman (spear) but may only be engaged 
  in mythic combat. They move as medium horsemen and it 
  takes two cumulative hits to kill one. These beaﬆs are known 
  to have a keen sense of truth and guilt, thus they are sought 
  by lineages of men as silent counsel. Value: 3 
  Hellhound: (Greek; spirit; any terrain) This spirit is in moﬆ 
  ways the equal of a bargheﬆ (above). These beaﬆs hunt down 
  those whose time has come or who have cheated the spirits of 
  their due. They track without error, and any target killed by 
  such a hound cannot be revived in any known way, as even 
  their spirit is deﬆroyed. In addition, they may exhale a gout 
  of hellish ﬂame in a 2” x 2” cone, causing a single hit to 
  all within the area and possibly igniting ﬂammable objects. 
  Laﬆly, unlike a bargheﬆ, a hellhound can only be engaged in 
  mythic combat. Value: 8 
  Hercinia or Vták Ohnivák: (Germanic, Slavic; monstrous) 
  These beautiful, ﬂaming birds are better known as “ﬁrebirds” 
  and portent great fortune or curses. They move at but 3” on 
  land and may ﬂy as light horsemen. In normal combat they 
  ﬁght as a light footman (bite as dagger) but may only be 
  engaged in mythic combat. The feathers from such birds burn 
  indeﬁnitely, with smaller feathers burning as candles and larger 
  ones as torches. If one of these birds is rightfully found and 
  raised, the owner gains a bonus of 1 on all d20 rolls when 
  near (24”) the bird. If such a bird is ﬆolen, the new owner 
  takes a penalty of 1 on all d20 rolls when within the same 
  diﬆance. The eggs of these birds sell for fantaﬆic sums of 
  silver if they can be found. Value: 3 
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  Lamassu: (Assyrian; spirit; mountains) These great beaﬆs look 
  like massive winged bulls with the heads of men. In normal 
  combat they ﬁght as two heavy horsemen (two tramples equal 
  to spiked maces), and they may only be engaged in mythic 
  combat. They move as heavy horsemen and ﬂy at the rate of 
  medium horsemen. A lamassu may use spontaneous magic at a 
  level of ability equal to twice their hits (10) and they may 
  caﬆ the spell Pentacle as if a magic-user of the 10th level. 
  Five cumulative hits are required to slay a lamassu. Value: 10 
  Ruk: (Persian; monstrous; deserts, mountains, plains) A ruk is a 
  massive raptor with a wingspan of many paces. These beaﬆs 
  ﬁght in normal combat as three light horsemen (bite and two 
  claws are all equal to great swords), they may also grapple a 
  man sized opponent and drop from whatever height they wish. 
  It takes four cumulative hits to kill one of these birds. A ruk 
  may bear a rider, though such training is rare. Value: 5 
  Unicorn: (Various; monstrous; forests) These elusive creatures 
  appear to be the union of a horse and a goat. They are moﬆ 
  noted for the single horn which grows betwixt their eyes. It 
  is the horn of these beaﬆs, known as an alicorn, which has 
  them so sought aﬅer. The horn may cure a mortal of any 
  poison or disease which threatens their life. Additionally, these 
  creatures may move freely between the worlds and they may 
  carry a rider across with them. A keen judge of virtue and 
  morality, a unicorn only accepts a rider of the moﬆ pure 
  conscience. A unicorn ﬁghts in normal combat as three heavy 
  horsemen (gore as spear and two tramples as ﬂails) and they 
  may only be engaged in mythic combat. Unicorns move as 
  light horsemen. Any magic used againﬆ such a beaﬆ has even 
  odds of failure. A total of three cumulative hits are required 
  to kill a unicorn. Value: 5 
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  Skin-Changers of the World 
  There are many tales of skin-changers in the myths of our 
  people. For some it is a disease, for others it is a choice. All 
  of these creatures are able to assume the form of a particular 
  animal during certain circumﬆances. A skin-changer may not 
  fully change into an animal though, as some portion of them 
  remains man-like. The morale of a skin-changer cannot be 
  shaken. As men and women, a skin changer acts, ﬁghts and 
  moves as an appropriately equipped troop. Some may even have 
  a role like other men and women. When they change to their 
  animal forms, the descriptions below apply. Morale: 20 
  Born 
  Some of these creatures are born the way they are. The skin-
  changers who are born cannot pass on their condition through 
  a wound, nor may they be cured, as they suﬀer no aﬄiction. 
  Aloja: (Catalan; monstrous; lakes, swamps) The nocturnal 
  water women can take the form of black birds. They cannot 
  put up much of a ﬁght in the form of a small bird, however 
  they ﬆill may only be engaged in mythic combat. As black 
  birds, they ﬂy at the rate of a light horseman. All aloja can 
  use spontaneous magic as if a 1ﬆ level caﬆer. Value: 2 
  Kishi: (Angolan; monstrous; desert, plains) These are people if 
  they face one direction and ﬆrange hyena-like demons when 
  they face backwards. The kishi lures prey with its handsome 
  male face then devours them with its hyena-like face. As they 
  feed they become more like beaﬆs. Kishi ﬁghts in normal 
  combat as medium horsemen (bite as sword) but are clumsy in 
  their more beaﬆly forms, moving as armored footmen. Five 
  cumulative hits are needed to kill such a beaﬆ. Value: 6 
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  Obake: (Japanese; spirit; any terrain) These creatures are 
  actually shape changing animals, though moﬆ are a good deal 
  more wise then their regular kin. With such creatures it is 
  their form as a man or woman which is supernatural. In 
  normal combat they may ﬁght as two elite footmen (with any 
  weapon they choose to use), but they may only be engaged in 
  mythic combat. In this form they move as elite footmen. 
  Many obake take a role from the choices of men (see above) 
  and they may shiﬅ their forms at will. Without the addition 
  of a role, it takes two cumulative hits to fell such a spirit. 
  Value: 4 
  Made 
  The other form of skin-changer is one that is made, either by 
  curse, disease, or ﬆrange item, etc. This sort of skin-changer 
  can oﬅen pass on its condition to others through a wound, or 
  there may be a condition in which they lose their abilities. 
  Lycanthrope: (English, Greek; monstrous; any terrain) These 
  creatures, carry a disease that causes them to transform into a 
  particular animal during the full moon. Some types of 
  lycanthropes are referred to by their animal type, preceded by 
  the term “were” (i.e., were bear or werewolf). A lycanthrope 
  ﬁghts in normal combat as if three elite footmen (bite and two 
  claws as if swords) and they may only be engaged in mythic 
  combat. As animals, they move at the rate of the animal they 
  have become +3”. A magic or silver weapon is needed to 
  harm a lycanthrope, and they add two hits to the total 
  provided by either form (animal or man). Anyone who takes a 
  hit from a lycanthrope muﬆ make a conﬆitution save or 
  become infected with the disease. The disease may not be 
  treated in any normal way, only magic is able to turn back 
  the onset of lycanthropy. Value: hits +3 
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  Lycanthropy: A character infected with this disease does not 
  generally know much about what they do when the change 
  has come. During the full moon or moments of great duress, 
  an infected creature transforms into an animal killing anything 
  they encounter. A player should not usually have any control 
  or memory of this ﬆate, but should begin to feel the 
  consequences of their actions if they ﬆay anywhere too long. 
  Any character who has contracted the disease also gains the 
  beneﬁts mentioned above. Silver causes pain even if touched to 
  the bare skin of a lycanthrope. 
  Selkie: (Irish, Scottish; spirit; oceans, shore) A selkie or “seal-
  wife” appears as either a beautiful lady, or a seal. In order to 
  enact the change, this creature muﬆ don or remove a magical 
  sealskin. Possession of a selkie’s skin allows the owner control 
  over that individual selkie. A selkie ﬁghts in normal combat 
  as a light footman (bite as dagger) and two cumulative hits 
  are needed to kill one. Men who encounter a selkie muﬆ make 
  a wisdom save or be charmed by the creature. Additionally, a 
  selkie may caﬆ the spell Divination once per day, so long as 
  the selkie herself is not asking the queﬆions. Value: 3 
  Skin-Wearing: There are many tales of men and women who 
  don the skin of animals to change their form into a more 
  beﬆial visage. Some northmen berserkr or úlfhédnar are good 
  examples. This type of skin-changer is much less dangerous, 
  and provides an intereﬆing alteration to common men. Those 
  who are skin-wearers are considered both men or women and 
  the animal who's magical skin they wear. When seen in their 
  transformed sate, they may appear to physically change into 
  the beaﬆ, in part or whole, or the altered appearance may 
  seem ghoﬆly or illusionary. A skin-wearer retains the hits it 
  has as a common man and they do not ﬁght as skin-changers.
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  Skin-Changers of the Wilds (1d4)
  Roll
  Creature
  Average #
  Pages
  1
  Kishi
  1-2 or pack
  416, 485
  2
  Lycanthrope
  1-2 or pack
  417, 485
  3
  Obake
  1
  417, 485
  4
  Selkie
  1
  418, 485
  Man-Eaters of the Wilds (1d12)
  Roll
  Creature
  Average #
  Pages
  1
  Boggart (cucuy)
  1 or pack
  422, 486
  2
  Doppelgänger
  1
  427, 486
  3
  Eloko
  1
  423, 486
  4
  Fachen
  1
  427, 486
  5
  Fir bolg
  1-4 or 6-12
  427, 486
  6
  Gorgon
  1 or 2
  428, 486
  7
  Harpy
  Small band (6)
  428, 486
  8
  Nocnitsa
  1
  428, 486
  9
  Ogre (oni)
  1 or family
  424, 486
  10
  Rãkshasa 
  1
  429, 486
  11
  Troll
  1 or family
  429, 486
  12
  Wendigo
  Varies
  424, 486
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  Known Eaters-of-Men 
  An eater-of-men, sometimes referred to as a “man-eater” is a 
  group of generally man-like creatures who feed upon the ﬂesh 
  of other men and women. Any eater-of-men does not have to 
  check morale of they smell blood. Additionally, these creatures 
  may spend a full turn consuming the ﬂesh (roughly one pound) 
  of a man or woman to regain a single hit. Moﬆ eaters-of-men 
  tend to favor women and children as victims. 
  Boogeymen 
  These creatures are the threats of mothers and fathers given a 
  shape, as well as a peculiar hunger. They are oﬅen closer in 
  visage to that of men or women, which some may have been 
  before being consumed by cannibaliﬆic hunger. 
  Boggart: (English; monstrous; forests, swamps) A boggart is a 
  large bearish man-thing known to ﬆeal children and cook 
  their parents into ﬆew. These beaﬆs are hairy and smell 
  terribly. Boggarts ﬁght in normal combat as two heavy 
  footmen (claws and ﬁﬆs as spiked maces) and they move at the 
  rate of armored footmen. Due to their speed, they muﬆ rely 
  on ﬆealth and cunning, thus surprising their prey on even 
  odds. Two cumulative hits are needed to kill such a beaﬆ. 
  Morale: 8, Value: 3 
  Cucuy: (Galician; spirit; any terrain except oceans) The ill-
  behaved cucuy delights in eating poorly mannered children. A 
  cucuy is a disguﬆing spirit of terrible cunning. They ﬁght as 
  two light footmen (claws as daggers) and they may only be 
  engaged in mythic combat. A cucuy can become invisible at 
  will, though they muﬆ be visible to attack. Three cumulative 
  hits are required to fell one. Morale: 8, Value: 4 
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  Eloko: (Mongo; spirit; forests, swamps) These dwarﬁsh spirits 
  can be spotted by the grass that grows in place of hair and 
  the luminous nature of their bright eyes. An eloko ﬁghts in 
  normal combat as a single heavy footman (bite as sword) and 
  moves at the rate of an armored footman. If they attack 
  sleeping, or otherwise incapacitated prey, their bite becomes a 
  conﬆitution save or die roll to avoid being swallowed whole. 
  Each eloko knows from 1 to 3 spells and they may caﬆ 
  them as though 2nd level magic-users. It takes 4 cumulative 
  hits to kill one of these creatures. Morale: 8, Value: 8 
  Kallikantzaros: (Anatolian; monstrous; forests, plains) These 
  ugly, impish creatures are blind and seen as dwarﬁsh or very 
  tall. With glowing red eyes, coal black skin and the ears of 
  a donkey they dig themselves from the earth every winter 
  solﬆice to torment good folks for a fortnight. They ﬁght as 
  light footmen (bite as a dagger) in normal combat, but only 
  attack targets in darkness where they enjoy even odds to 
  surprise their prey. These creatures move as light footmen. It 
  takes two cumulative hits to kill such a creature. Morale: 8, 
  Value: 2 
  Obia: (Caribbean; spirit; any terrain) An obia is a massive, 
  shadowed beaﬆ when not hiding within the skin of a previous 
  victim. Obias are sought by fell sorcerers, as they are easily 
  tricked by enchantments. Such spirits ﬁght in normal combat 
  as three heavy footmen (bite and two claws as swords) and 
  they may only be engaged in mythic combat. Aﬅer killing 
  their prey, they consume them. This allows the obia to wear 
  the skin of its victim for a full day, taking their form. It 
  also provides the obia the victims memories. These spirits 
  require four cumulative hits to kill, and they are allowed no 
  save againﬆ magic. Morale: 8, Value: 6 
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  Ogre: (French; monstrous; any terrain) These large, misshapen 
  creatures are freakishly ﬆrong and driven by the desire to eat 
  men, women, and children. Ogres ﬁght in normal combat as 
  two elite footmen (wielding spiked maces) and they move as 
  armored footmen. An ogre has a keen sense of smell and can 
  track prey over vaﬆ diﬆances. It is believed that if a common 
  man consumes the ﬂesh of another common man more then 
  once in the span of a month, a wisdom save muﬆ be made to 
  avoid becoming an ogre permanently. Five cumulative hits are 
  required to kill such creatures, and they muﬆ be engaged in 
  mythic combat. Morale: 8, Value: 6 
  Tunda: (Ecuadorian; monstrous; shore, swamps) A tunda is a 
  shape-shiﬅing spirit of particular malevolence. They seek to 
  abduct women and children, then slowly feed upon their ﬂesh 
  as they are held captive. Tunda ﬁght in normal combat as a 
  light footman (armed with what they carry) but may only be 
  engaged in mythic combat. They move as light footmen. The 
  tunda generally assumes the form of a truﬆed member of their 
  prey’s family, though some form of imperfection always shows 
  through (a peg-leg or an eye patch for example). They prefer 
  not to kill their prey outright, inﬆead drugging them with 
  enchanted shrimp to keep them fresh. Morale: 8, Value: 2 
  Wendigo: (Algonquian; monstrous; any terrain) The wendigo is 
  a fell and savage man, loﬆ to the hunger for the ﬂesh of men 
  and women. They move and ﬁght in normal combat as an 
  appropriately equipped man. When wounded, these creatures do 
  not suﬀer hit penalty, inﬆead they gain a bonus to all d2o 
  rolls equal to what the penalty should have been. Like ogres, 
  it is believed that consuming the ﬂesh of common men causes 
  common men to become a wendigo. Four cumulative hits are 
  needed to kill such a beaﬆ. Morale: 8, Value: 6
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  Demonic 
  Some eaters-of-men are more innately tied to the Otherworld 
  then others. The fell power of these creatures is second only 
  to their cunning treachery. 
  Doppelgänger: (German; monstrous; any terrain) A “double-
  goer” or doppelgänger, is a foul creature who can appear as 
  any person it so chooses. These creatures seem to feed on the 
  ﬆrife caused by emulating another person and deﬆroying their 
  lives before ﬁnally consuming them and taking the prey’s life 
  for ever aﬅer. The doppelgänger ﬁghts as two elite footmen 
  (armed however they choose) and they may only be engaged in 
  mythic combat. Such creatures cannot be drugged, enchanted 
  by charms or spells, nor do they sleep. Three cumulative hits 
  are required to kill a doppelgänger. Morale: 8, Value: 5 
  Fachen: (Irish, Scottish; monstrous; forests, mountains, swamps) 
  These ﬆrange half-men have but a single arm, leg and eye. 
  The sight of such a fachen causes all creatures of a single hit 
  to make a wisdom save or be inﬆantly ﬆruck dead. A fachen 
  ﬁghts in normal combat as an elite footman (the chain they 
  wield is the equal of a great sword) and they may only be 
  engaged in mythic combat. These creatures move as armored 
  footmen. Five cumulative hits are required to kill a fachen. 
  Morale: 8, Value: 7 
  Fir Bolg: (Irish; monstrous; any terrain) These swollen ogres, 
  or “bag men” are savage and animaliﬆic. They ﬁght in 
  normal combat as two armored footmen (armed as they desire) 
  and move as elite footmen. They can deal 2 damage points 
  per turn to ﬆructures or vessels. Any magic used againﬆ one 
  has even odds of failing. Eight cumulative hits are required to 
  kill a ﬁr bolg. Morale: 8, Value: 10 
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  Gorgon: (Greek; monstrous; deserts, mountains) These beaﬆly 
  women have the bodies of snakes where there legs should be 
  and asps for hair. Seen as alternatively beautiful or hideous, 
  gorgons are well known for their ﬁne ﬆatuaries. Gorgons ﬁght 
  in normal combat as two armored footmen (armed as they 
  wish) and may only be engaged in mythic combat. A creature 
  who has engaged a gorgon muﬆ make a dexterity save or die 
  roll each turn or be killed by the asps that make up the 
  gorgon’s hair. The gaze of a gorgon causes those who meet 
  it to be petriﬁed if they fail a wisdom save. The disembodied 
  head of such a creature continues to petrify for a full day 
  aﬅer death. If they see their own reﬂection the gorgon muﬆ 
  save or be petriﬁed. Five cumulative hits are needed to kill a 
  gorgon. Morale: 8, Value: 9 
  Harpy: (Greek; monstrous; deserts, mountains, shore) A harpy is 
  a vile half vulture, half woman who scavenges and hunts for 
  the ﬂesh of men. These beaﬆs ﬁght in normal combat as two 
  light footmen (claws as daggers) and they move as armored 
  footmen. Somewhat clumsy in the air, a harpy ﬂies at the rate 
  of a medium horseman. The song of a harpy requires any 
  who hear it to make a wisdom save or the liﬆener begins to 
  follow the song to its source. Each turn a liﬆener may make 
  another wisdom save to break the spell. A harpy requires two 
  cumulative hits to be slain. Morale: 8, Value: 4 
  Nocnitsa: (Slavic; spirit; forests) The classic hag, or witch, 
  who eats children. They ﬁght in normal combat as a light 
  footman (armed with a dagger) and they muﬆ be engaged in 
  mythic combat. They move as armored footmen and have all 
  the abilities of a wizard (see “Men of the World” above). It 
  takes four cumulative hits to kill a nocnitsa and only magical 
  weapons may ﬆrike them. Morale: 8, Value: 10 
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  Oni: (Japanese; monstrous; any terrain) Oni are demonic ogres 
  and bellicose warlords. Their tusked and horned visage is one 
  of savage brutality, which matches their demeanor. An oni 
  ﬁghts in normal combat as four elite footmen (armed as they 
  wish) and they can only be engaged in mythic combat. Each 
  oni has a 2 in 6 chance of gaining an additional ability (see 
  “Great Beaﬆs of the World” above) and 1 in 6 have all the 
  abilities of a wizard. Eight cumulative hits are required to kill 
  such beaﬆs. Morale: 16, Value: 12 
  Rãkshasa: (Hindu; monstrous; any terrain) These are demons 
  encased in the ﬂesh of animal and man. Though man-eaters, 
  these creatures are not always evil and their appearance is a 
  matter of great speculation. Rãkshasa ﬁght in normal combat 
  as two elite footmen (armed as they desire) and can only be 
  engaged in mythic combat. They move as medium horsemen 
  and are immune to all magic short of a miracle. These beaﬆs 
  can use spontaneous magic the 5th level of ability and they 
  use illusions to conﬆantly hide their true nature. A total of 
  ﬁve cumulative hits are required to kill a rãkshasa but magical 
  weapons are required to damage one. Morale: 8, Value: 10 
  Troll: (Scandinavian; monstrous; mountains, shore, swamps) A 
  troll is seen as either a massive brutish beaﬆ, or as a smaller 
  dwarf-like creature. Their noses are usually of subﬆantial size 
  and they tend to sport bushy, tangled hair and beards. Trolls 
  ﬁght in normal combat as three heavy footmen (commonly 
  armed with spiked maces) and they may only be engaged in 
  mythic combat. A troll has all the abilities of a wizard (see 
  “Men of the World” above) and they become large ﬆones in 
  the light of the sun, though they revert to ﬂesh when the sun 
  sets. Six cumulative hits are required to kill a troll. Morale: 
  12, Value: 10 
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  Giants of the World 
  There are tales of giants the world over. Such tales are oﬅen 
  of massive men-like monﬆers capable of uprooting trees and 
  throwing boulders as if by catapult. A giant is fearless and 
  such creatures never need to check morale. 
  Jötnar 
  The giants of the Scandinavian people are deeply documented 
  in their literature and legends. In the cosmology of the Old 
  Norse people there exiﬆ two full realms of the Otherworld 
  which are each home to a group of Jötnar. 
  Eldjötnar: (Scandinavian; monstrous; mountains, volcanos) An 
  eldjötnar, or ﬁre giant, is a massive black skinned, red-haired 
  man who owes allegiance to Sutr, their king. These creatures 
  ﬁght in normal combat as six elite footmen (armed with 
  spiked maces or great swords that add 2 to combat rolls) and 
  they may only be engaged in mythic combat. These giants 
  may throw boulders as a trebuchet. All eldjötnar are immune 
  to ﬁre and heat, as well as being able to see in absolute 
  darkness. All eldjötnar may enchant objects by using the same 
  rules as the option for low men. Ten hits are required to kill 
  one of these giants. Value: 12 
  Hrimpursar: (Scandinavian; monstrous; mountains, tundra) A 
  hrimpursar, or froﬆ giant, is the massive, pale cousin of the 
  eldjötnar. They are in all ways identical to the eldjötnar from 
  the above entry except that a hrimpursar is immune to cold 
  and freezing. Additionally, these giants cannot see in absolute 
  darkness, inﬆead they cannot be blinded by any form of ﬂash 
  or bright light. A hrimpursar slowly freezes any water they 
  come in contact with. Value: 12 
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  Sjórisar: (Icelandic; monstrous; oceans, shore) A sjórisar, or sea 
  giant, is the ocean dwelling cousin of the eldjötnar and the 
  hrimpursar. These massive men live beneath the waves and 
  they enjoy pulling ships under the water and feaﬆing upon the 
  crew. In normal combat they ﬁght as four armored footmen 
  (armed with pole arms and spears that add 2 to combat rolls) 
  and they may only be engaged in mythic combat. They may 
  throw boulders as though by catapult. Such giants may breath 
  water as easily as air and though they move as armored 
  footmen on land, they swim as elite footmen. They are able 
  to cause violent seas, dealing 5 damage points to all vessels 
  within 50” and they can caﬆ both the lightning and weather 
  spells as a magic-user of 10th level. Ten cumulative hits are 
  needed to fell such giants. Value: 15 
  Primordials 
  Many giants are said to be but early inhabitants of the world. 
  These massive primordial men and women wield great power 
  and terrible might. Some of these beings are of such massive 
  ﬆature, that they make the whole of the earth tremble when 
  they walk. 
  Basajaun: (Basque; monstrous; forests, mountains) These hairy, 
  smelly giants are known to help local folk with agriculture or 
  smith work if treated with respect. It is not unknown for 
  such creatures to defend a village where they are treated well. 
  A basajaun ﬁghts in normal combat as two elite footmen 
  (armed as desired) and they may only be engaged in mythic 
  combat. They move as light footmen and may hurl a boulder 
  as if by catapult. These giants may create enchanted items in 
  similar fashion to the low man option. Eight cumulative hits 
  are required to slay a basajaun. Value: 10 
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  Fomoire: (Irish; monstrous; any terrain) Fomoire are a varied 
  and unusual lineage of giants. All possess skill in magic and 
  many are blessed, or cursed, with other giﬅs. Some of these 
  creatures are comely, while others are twiﬆed and bent. Such 
  giants ﬁght as four elite footmen (armed as they please with 
  weapons which add 1 to all combat rolls) and they may only 
  be engaged in mythic combat. All fomoire possess the abilities 
  of wizards (see “Men of the World” above) and there is even 
  odds that they gain an ability from the “Additional Abilities” 
  table in the entry on great beaﬆs. A fomoire is not allowed a 
  save againﬆ magical eﬀects. Eight cumulative hits are required 
  to kill such a creature. Value: 13 
  Jentil: (Basque; monstrous; mountains, shore) The jentil are 
  hairy giants and one of the earlieﬆ inhabitants of the world. 
  They are known maﬆers of ﬆonework and build all manner 
  of ﬆone ﬆructures. A jentil can ﬁght as two giants and in 
  normal combat they ﬁght as six armored footmen (armed with 
  spiked maces). They move as heavy footmen and may walk on 
  the ocean ﬂoor at the rate of armored footmen. They throw 
  boulders as if two catapults. It takes thirteen cumulative hits 
  to slay a jentil. Value: 15 
  Titán: (Greek; spirits; any terrain, mountains) A titán is a 
  man or woman the size of a hill or small mountain. It is said 
  their bodies helped form the very Earth itself. A titán ﬁghts 
  as four giants, or twenty men (armed with weapons that add 
  5 to all combat rolls) in normal combat. Every turn a titán 
  may throw two boulders as if by trebuchet. All of these 
  creatures possess the abilities of a wizard and there are even 
  odds that any magical eﬀect fails againﬆ one. It takes siege 
  level weaponry or ﬆrong magic to harm a titán, and it takes 
  20 damage points to kill one. Value: 35
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  * Determine the dragons age at random. Roll 1d6 and consult the 
  dragon entry in the section “All Creatures Great & Small”. 
  Treat each age category as a single digit on a d6, low to high.
  Giants of the Earth (1d6)
  Roll
  Creature
  Average #
  Pages
  1
  Basajaun
  1 or clan (7)
  431, 487
  2
  Eldjötnar
  1 or family
  430, 487
  3
  Fomoire
  1 or clan (13)
  432, 487
  4
  Hrimpursar
  1 or family
  430, 487
  5
  Sjórisar
  1 or family
  431, 487
  6
  Titán
  1
  432, 487
  Dragons of the Earth & Sky (1d8)*
  Roll
  Creature
  Average #
  Pages
  1
  Gaasyendietha
  1
  438, 467
  2
  Lindwurm
  1-2 or clutch
  440, 487
  3
  Lóng
  1-2
  438, 487
  4
  Ninki nanka
  1
  440, 487
  5
  Sea serpent
  1
  440, 487
  6
  Wurm
  1-2 or clutch
  439, 487
  7
  Wyvern
  1-2 or a wing
  440, 487
  8
  Zmey
  1-2
  439, 487
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  Dragons of the World 
  A dragon never needs to check morale. However, a dragon 
  always attempt to ﬂee of reduced to 50% of its original hits. 
  A dragon always returns to seek revenge for a loss, this can 
  continue for generations of men. A mother dragon protecting 
  a clutch of eggs ﬁghts to the death, such a beaﬆ is cunning 
  and terrifying in equal measure. 
  Age: The age of a dragon aﬀects a great many things about 
  the beaﬆ: total hits, combat ability, saves, damage done by 
  their breath, etc. For all intents and purposes, a dragon is not 
  subject to death from old age. They simply grow larger and 
  ﬆronger over the centuries. A hatchling dragon may be the 
  size of a small crocodile, yet the moﬆ ancient can grow to 
  the size of mountains. The table below explains the diﬀerences 
  in the age categories of dragon-kind. 
  * Bite is capable of swallowing a man sized target whole on a 
  roll of a 15+ (rolled after combat roll determines hit). 
  Age Categories of Dragons & Their Kin
  Age
  Category
  Hits
  Attacks
  0-10
  Hatchling
  -5
  Bite -4
  11-50
  Young
  -2
  Bite -2/claw -1
  51-200
  Adolescent
  -
  Bite -1/2 claws
  201-500
  Adult
  -
  Bite/2 claws
  501-1000
  Old
  +2
  Bite*+2/2 claws +1
  1000+
  Ancient
  +5
  Bite*+4/4 claws +2
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  Any dragon which has obtained an age measured across several 
  millennia, becomes largely dormant. Over this vaﬆ length of 
  time they grow to nearly unthinkable sizes, while they lay in 
  deep sleep. Such creatures awaken only during cataﬆrophes of 
  earthshaking proportion, and as such have limited use within 
  moﬆ games. At their moﬆ massive, rules from the entry on 
  the aspidochelone can be used for a dragon’s attacks. 
  Combat Ability: A dragon improves in ability and number 
  of attacks as it ages. If an attack liﬆed on the table above 
  has a +n (number), add that number to any combat roll made 
  with that attack. 
  Note: All dragons possess a breath weapon. Breathing ﬁre is 
  the moﬆ common, but it is not the only possibility. In moﬆ 
  cases, lineage determines what breath weapon a dragon is able 
  to use. A dragon’s breath weapon causes all within its area of 
  eﬀect to make a dexterity save or die roll. The table below 
  can create a random breath weapon for a dragon should that 
  prove useful. 
  * Roll for each category if desired, ignoring results that do not fit 
  the intended purpose. 
  Dragon’s Breath Weapon Traits (1d6 or 1d6x3)
  Roll*
  Shape
  Type
  Size
  1-4
  Cone
  Fire/Heat
  5” x 3” per age.
  5
  Cloud
  Acid/Poison
  3” x 3” per age.
  6
  Line
  Electrical
  10” x 1” per age.
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  Greater Wurms 
  The largeﬆ and moﬆ powerful of the all dragons fall into the 
  category of greater wurms. These dragons possess four limbs 
  and separate wings. These beaﬆs never ﬆop growing, nor do 
  they die from advanced age. 
  Gaasyendietha: (Seneca; monstrous; lakes, mountains) These 
  great wurms are thought to be born from falling ﬆars. They 
  reside in deep mountain pools and lakes. When in ﬂight, such 
  dragons leave a ﬂaming tail behind them. Gaasyendietha ﬁght 
  in normal combat as medium horsemen (armed with swords see 
  age above) and they may only be engaged in mythic combat. 
  The breath weapon of a gaasyendietha is always ﬁre. The 
  burning trail they leave in ﬂight forces a dexterity save or die 
  roll for all who contact it. These creatures both move, ﬂy 
  and swim at the rate of a light horseman. Eight cumulative 
  hits are required to kill these dragons. Value: 10 
  Lóng: (Chinese; spirit; any terrain) A lóng is generally not as 
  malevolent as its weﬆern cousins. They are slim, twiﬆing, and 
  serpentine in form, while some bear great wings. Many lóng 
  are capable of speech and 1 in 6 possess all the abilities of a 
  wizard (see “Men of the World” above). In normal combat a 
  lóng ﬁghts as an elite footman with their attacks decided by 
  age above (bite and claws as swords) and they may only be 
  engaged in mythic combat. Lóng move and swim as light 
  footmen, moﬆ may ﬂy at the rate of light horseman. Many of 
  these dragons are capable of changing their shape at will, and 
  they can mimic almoﬆ any living thing. Through the use of 
  this ability, they have a tradition of creating oﬀspring not 
  only with the lineages of men, but with many of the worlds 
  beaﬆs as well. It takes ten cumulative hits to kill a lóng. 
  Value: 15 
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  Wurm: (German; monstrous; forests, mountains, oceans) This is 
  the classic dragon of weﬆern literature. Massive, fell beaﬆs 
  who feed on anything they can ﬁnd, especially fear. A wurm 
  ﬁghts as armored footmen with their attacks determined by 
  age (bite as great sword and claws as swords) and they may 
  only be engaged in mythic combat. These dragons move as 
  heavy horsemen and ﬂy at the rate of light horsemen. Their 
  breath weapon is generally ﬁre based though this in not the 
  only option. Twelve cumulative hits are needed to fell such a 
  beaﬆ and once they reach old age, only magical weapons may 
  harm one. Value: 15 
  Zmey: (Slavic; monstrous; forests, mountains, swamps) These 
  cunning wurms commonly have more then a single head and 
  many are capable of speaking. It is not unknown for one head 
  to disagree with another head and this may be used againﬆ 
  the beaﬆ. The intelligence of a zmey oﬀers a 1 in 6 chance 
  for the worm to possess all the abilities of a wizard. A zmey 
  ﬁghts as one dragon per head (1d3) and each head may have 
  its own breath weapon. They ﬁght as elite footmen (bite as 
  great swords, claws as swords) in normal combat, but may 
  only be engaged in mythic combat. They move at the rate of 
  heavy horsemen and ﬂy as medium horsemen. If a zmey loses 
  a head to violence, it rapidly grows back unless the wurm is 
  quickly felled. Killing a zmey requires a total of ﬁﬅeen 
  cumulative hits. Value: 21 
  Lesser Wurms 
  There are many wurms of a greatly reduced ﬆature and level 
  of ability. Many do not display any form of breath weapon 
  and their cunning is oﬅen more animal in nature. They are 
  ﬆill wurms and all such beaﬆs are both deadly and tricky in 
  equal measure. 
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  Lindwurm: (German; monstrous; any terrain) Lindwurms are 
  oﬅen legless, and sometimes wingless, wurms of the North. 
  These creatures are oddly mutable in visage and even clutch 
  mates may appear completely diﬀerent. A lindwurm ﬁghts in 
  normal combat as a light horseman (bite and claws as swords) 
  with their attacks determined by age. They move at the rate 
  of elite footmen, those with wings ﬂy as light horsemen, and 
  those without wings swim as light horsemen. It takes twelve 
  cumulative hits to kill a lindwurm. Value: 14 
  Ninki Nanka: (African; monstrous; lakes, swamps) Aquatic by 
  nature, the ninki nanka hides within fouled swamps or deep, 
  dark pools. The ninki nanka ﬁghts in normal combat as a 
  light footman (bite and claws as swords) but they may only 
  be engaged in mythic combat. They have no breath weapon, 
  inﬆead their bite requires a ﬆrength save or die roll. Eight 
  cumulative hits are needed to fell such creatures. Value: 10 
  Sea Serpent: (Various; monstrous; oceans) These wurms are the 
  equal of a wingless lindwurm in moﬆ ways. They have no 
  breath weapon inﬆead their bite (treat as great sword) forces a 
  ﬆrength save or die roll. A sea serpent causes 3 defense points 
  to all vessels within 24” each turn and it requires twenty 
  cumulative hits to fell such a beaﬆ. Value: 26 
  Wyvern: (English; monstrous; forests, mountains) These wurms 
  have but two legs and a giant ﬆinger. They ﬁght in normal 
  combat as two heavy horsemen (bite as great sword or claws 
  as swords) but they may only be engaged in mythic combat. 
  A wyvern moves on land and swims at the rate of an armored 
  footman, but they ﬂy at the rate of light horsemen. A target 
  hit by their bite muﬆ make a dexterity save or die roll to 
  avoid being ﬆung. Eight cumulative hits kills one. Value: 11
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  Animated Objects of the World 
  An animated object never fails morale checks. Such a creature 
  ﬁghts through injury, maiming, etc without notice. As such, 
  an animated object never suﬀers hit penalty, from any source. 
  Being such objects are not living in moﬆ cases; they do not 
  breath nor eat; they cannot be poisoned; charmed or otherwise 
  inﬂuenced by magic of a mental nature; nor does age ever 
  diminish their abilities, so long as the materials they are 
  conﬆructed from do not deteriorate. 
  Combat Ability: As noted in previous sections. An animated 
  objects size has a direct aﬀect on their abilities. Smaller 
  objects can ﬂy, and larger ones may be capable damaging a 
  ﬆructure. The eﬀects of this variation in size are seen in the 
  table below. 
  * A very large animated object is capable of hurling other large 
  objects, thus acting as a catapult. 
  Object Size & Advantage
  Size (lb.)
  Combat 
  Rolls
  Special Qualities
  0-10
  -1
  Flight at 4x movement rate.
  11-75
  -
  Flight at double movement rate.
  76-250
  -
  None
  251-750
  +1
  Ignore 1 hit per turn.
  750-2000
  +2
  Ignore 2 hits per turn.
  2001+
  +4
  Ignore 4 hits per turn. Catapult*
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  Magical Animations 
  The moﬆ common form of animated object is one that has 
  been aﬀected by powerful magic, such as possession. Magical 
  animations have no limit on how long they remain active, but 
  they can be aﬀected by prolonged exposure to the eﬀects of 
  common men. 
  Golem: (Hebrew; monstrous; any terrain) These animations are 
  formed of clay and given life through great magic. They are 
  generally sent to extract vengeance upon the creators foes. A 
  golem ﬁghts in normal combat as four heavy horsemen (ﬁﬆs as 
  spiked maces) and their attacks force their target’s to make a 
  ﬆrength save or die roll on a hit. A golem moves as an 
  armored footman no matter the burden carried. The limited 
  intelligence of a golem requires they be directly commanded. 
  However, each kill a golem makes oﬀers a cumulative 1% 
  chance of the golem breaking free from their controller and 
  embarking a rampage againﬆ all they see. Magic is ineﬀective 
  againﬆ a golem and 20 defense points of damage muﬆ be 
  done to one by way of siege level weaponry. Value: 30 
  Possession: (Various; spirit; any terrain) A possessed item is 
  aﬀected by its size more then others. Small items have one hit 
  and they ﬁght in normal combat as light footmen (use a 
  weapon that seems similar to the item). Medium items require 
  three cumulative hits to ﬆop, and they ﬁght in normal combat 
  as armored footmen. Large items require a total of six 
  cumulative hits to ﬆop, and ﬁght in normal combat as elite 
  footmen. Massive items require nine cumulative hits to ﬆop, 
  they ﬁght as two animated objects or two medium horsemen in 
  normal combat. All animated objects move at the rate of 
  armored footmen. Moﬆ animated objects do not possess the 
  dexterity to throw missiles. Value: varies
  Færie Tales & Folklore
  
  Mechanical Animations 
  There exiﬆ rare animations that are of a mechanical nature 
  and thus use no magic or sorcery to function. Such animations 
  are the work of a mad genius or a clever low men. The main 
  limitation of a mechanical animation is the length of time that 
  it may operate before becoming inert. All such animations can 
  maintain operation for a number of turns equal to the result 
  of a 1d10, aﬅer which they cease to function until rewound. 
  It should also be ﬆated that, being mechanical in nature, such 
  animations cannot heal from damage done to them. Inﬆead, a 
  mechanical animation requires repair if damaged, and all such 
  repairs muﬆ usually be performed by the original creator. 
  Mechanical animations have no mind and are not intelligent. 
  These creations operate solely from a set of previously decided 
  actions, and they may not undertake an action they have not 
  been previously conﬆructed to perform. There is no exception 
  to this rule. 
  Automatons: (Various; mundane; any terrain) These complex 
  mechanical contraptions imitate the movements of living things 
  but are not alive. These animated objects are usually part of 
  a large inﬆallation which also provides the motive force and 
  oﬅen the arena in which they move. An automaton has the 
  basic ﬆatiﬆics of all animated objects, as well as those of a 
  possessed object (above). An automaton is only able to take a 
  small number of actions (1d3, actions determined by the 
  referee). Additionally, the actions of an automaton are ﬆiﬀ 
  and predictable. Each time the automaton tries an action it 
  has taken previously againﬆ the same target, a cumulative 1 
  point penalty is added. It is possible for a cunning magic=user 
  or sneak-thief to discern how to rewind such automatons, but 
  only if the character succeeds at an intelligence check to do 
  so. Value: varies 
  
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  Walking Corpses of the World 
  All forms of walking corpse are unshakable and never need to 
  check morale. They cannot be aﬀected by any form of magic 
  that targets the mind, including illusions. They are unaﬀected 
  by lack of air, they do not sleep, and are immune to disease 
  or poison. 
  Note: A walking corpse does not need to be of a human or 
  similar creature. All manner of beaﬆ or animal can be used 
  to create a walking corpse. Any creature used as a walking 
  corpse has hits equal to life, and such creations use the natural 
  attacks the beaﬆ had in life (such as claws or a bite, etc.), 
  though any special attacks or abilities are not retained. 
  The odds are even that a walking corpse is not halted by an 
  attack which reduces its hits to 0, inﬆead ﬁghting in a 
  diminished capacity due to “hit penalty”. A natural 20, or a 
  “called shot” (to the head) made at a penalty of 4 to the 
  combat roll, removes any chance of a walking corpse not 
  being felled in such circumﬆances. 
  Animated Bodies 
  These walking corpses are given a false life through the spells 
  of necromancers, the magic of ﬆrange items, or the will of 
  the spirit who once resided in the body. 
  Draugr: (Scandinavian; spirit; tombs) The blackened, boated 
  bodies of the draugr are leﬅ to guard important tombs. They 
  ﬁght in normal combat as two elite footmen (armed as they 
  wish) and they may only be engaged in mythic combat. The 
  draugr move and burrow as armored footmen. Once per day a 
  draugr may use the Gigantism spell on themselves (no roll). It 
  takes three cumulative hits to ﬆop a draugr. Value: 6 
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  Orek: (Turkic; monstrous; any terrain) These mindless corpses 
  are animated through magic to perpetually ﬁght in the service 
  of the creature who created them. An orek ﬁghts as a heavy 
  footman (armed as they are equipped) and they move as heavy 
  footmen. Value: 2 
  Diseased Dead 
  Some walking corpses are the product of disease. With such 
  creatures it is the infection that provides some measure of life, 
  or undeath as it may be. 
  Nosferatu or Vampyre: (Romanian; spirit; any terrain) This 
  fell spirit is tied to its body by way of a disease which causes 
  a deep hunger for the blood of men and women. So long as 
  they feed, they look and act as they did in life. A vampyre 
  ﬁghts as four elite footmen and they may only be engaged in 
  mythic combat. A vampire my spend a turn feeding on the 
  blood of an incapacitated mortal to regain a single point of 
  hit penalty, this causes the creature being fed from to be 
  permanently drained 1 level. Any creature that is drained of 
  all their levels in this way becomes infected with the disease 
  and rises the following evening. Four simultaneous hits from a 
  magical or silver weapon are required to ﬆop a vampyre. 
  Unless ﬆaked through the heart, this simply forces a vampyre 
  into a gaseous ﬆate as they ﬂee to their coﬃns. 
  These creatures may become gaseous, or a swarm of bats; or 
  they may assume the form of a large wolf; all at will. They 
  may also call a swarm of bats or a pack of wolves (2d6 in 
  number), who arrive in 3 turns. A vampire is able to caﬆ the 
  Charm spell by simply looking in a creatures eyes. To kill a 
  nosferatu or vampyre permanently, one muﬆ immerse them in 
  fresh water, expose them to the sun’s light, or drive a wooden 
  ﬆake through their heart. Value: 20+ 
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  Vampirism: The disease which turns men and women into the 
  creatures known as nosferatu, or vampyres, aﬀects common 
  men and women only. Moﬆ common men simply gain the 
  traits described above (see Nosferatu or Vampyre) and lose the 
  abilities they had in life, though not their knowledge. In the 
  case of a character or villain however, the vampyre retains all 
  it was capable of in life, including the ability to caﬆ spells. 
  A character who is infected and becomes a full vampyre 
  should be given to the referee, or used as a villain for times 
  when the character’s player is the acting referee. 
  In such inﬆances as character or villainous vampires, there are 
  a few changes. Firﬆ, hits become simultaneous and if already 
  so, four is added to their total. Second, all the abilities liﬆed 
  in the vampyre entry are gained and all previous abilities are 
  retained. Third, the vampyre muﬆ drain at leaﬆ a single level 
  each day and failing to do so causes a vampyre to become 
  more deathly in appearance. If they have note drained a level 
  in as many days as their conﬆitution score, the become inert 
  until blood is placed in their mouths. Laﬆly, a vampyre is 
  ageless. If they feed regularly, these spirits remain vital and 
  youthful for centuries if not millennia. 
  Zombi, Contagion: (Various; mundane; any terrain) Disease 
  alone is responsible for these mindless walking corpses. There 
  is no magic to wane under the inﬂuence of common men, nor 
  magical disease which binds them to the Otherworld. These 
  creatures ﬁght as light footmen (bite or claws as daggers) and 
  move as armored footmen. Any creature hit or killed by a 
  contagion zombie muﬆ make a conﬆitution save or be infected 
  with the disease. An infected creature invariably dies in a few 
  days (1d4) and returns as a contagion zombi. Two cumulative 
  hits are required to kill such a creature. Value: 5 
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  Animated Objects & Walking Corpses: These creatures are 
  not commonly found “wandering” about. Such beings are moﬆ 
  oﬅen animated by a spirit, or wizard, as needed. Among these 
  two groups, the only creatures that may be found wandering 
  about are the golem (animated object) and contagion zombi 
  (walking corpse). Even those should not be common. 
  Automatons: Automatons may be used as a form of trap in 
  situations where a more mundane one may have exiﬆed. This 
  is the moﬆ common use of such creations, as the complexity 
  of the automaton prohibits their use outside of a dedicated and 
  coﬆly inﬆallation. For these reasons, it is more likely to see 
  automatons used in place of traps, not randomly placed. 
  Greater Spirits of the Otherworld (1d10)
  Roll
  Creature
  Average #
  Pages
  1
  Angel (deva)
  1
  454, 488
  2
  Archura
  1
  455, 488
  3
  Asura (demon)
  1
  455, 488
  4
  Baku
  1
  455, 488
  5
  Elementals
  1
  456, 488
  6
  Jinn
  1
  457, 488
  7
  Leshiye
  1 or family
  458, 488
  8
  Nãgá
  1 or clutch
  458, 489
  9
  Qilin
  1-2
  458, 489
  10
  Tuatha Dé
  1-2 or a clan
  459, 489
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  Spirits of the Otherworld 
  These creatures inhabit the Otherworld, whether the border 
  realms or even deeper regions. Greater and lesser spirits cannot 
  be permanently killed within the mortal realms. Thus a spirit 
  never needs to make a morale check. A spirit leaves the ﬁeld 
  if victory seems impossible. Spirits commonly have simultaneous 
  hits, making them subﬆantially more diﬃcult to beﬆ in an 
  outright ﬁght. 
  Greater Spirits 
  A greater spirit is generally one of the more powerful beings 
  represented within the game. Greater spirits are usually able to 
  travel through the various realms of their own power, though 
  manifeﬆing on the mortal realms can be diﬃcult. If a greater 
  spirit’s manifeﬆed form is killed within the mortal realms, it 
  cannot return for a year and a day. A greater spirit may caﬆ 
  the spell possession at will. 
  Angel, Deva, or Malãk: (Various; spirit; any terrain) These 
  shinning, many-winged spirits don halos of sunlight and swords 
  of ﬂame. All spirits of this type ﬁght as two greater spirits, 
  or twenty elite footmen (armed with swords and bows). They 
  are immune to all forms of magic, save a miracle, and they 
  may only be engaged in mythic combat. In addition, a magic 
  weapon is required to harm such a spirit. They move as light 
  horsemen and ﬂy at twice the rate of a light horseman. At 
  will, these beings may radiate true sunlight in a 12” radius. 
  All angels, deva and malãk may use spontaneous magic as if 
  10th level. The arrows from their bows dispel any magic 
  currently aﬀecting a target, and their swords cause those hit 
  to make a wisdom save or die roll. Ten simultaneous hits are 
  required to deﬆroy an angels mortal form. Value: 30 
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  Archura: (Turkic; spirit; forests, lakes) These spirits usually 
  take the form of peasant men with hair of grass and glowing 
  eyes. Though not wholly evil, the archura is known to ﬆeal 
  women-folk whom they are said to tickle to death (seriously). 
  An archura ﬁghts as two light footman (ﬁﬆs as spiked maces) 
  in normal combat and they may only be engaged in mythic 
  combat. These spirits may caﬆ the spells Gigantism and 
  Shapechange at will (no roll), as well as being able to use 
  spontaneous magic at 5th level in ability. Four simultaneous 
  hits are required to deﬆroy their mortal body. Value: 15 
  Asura or Demon: (Various; spirits; any terrain) These spirits 
  are not purely malevolent, though chaos and ﬆrife follow them 
  wherever they tread. Moﬆ are foul beaﬆs born of brimﬆone 
  and ﬁre, bearing horn and claw, yet some are beautiful. A 
  demon ﬁghts in normal combat as ten men (armed however 
  they please) and they may only be engaged in mythic combat. 
  They move at the rate of heavy footmen and 2 in 6 can ﬂy 
  at the rate of a medium horseman. These beaﬆs are immune 
  to ﬁre, magic and magic weapons are required to cause one 
  harm. All asura and demons can use spontaneous magic at the 
  5th level of ability. Ten simultaneous hits are required to 
  deﬆroy the mortal body of such a spirit. Value: 23 
  Baku: (Japanese; spirit; any terrain) These spirits resemble a 
  tiger with an elephants head and they are known to consume 
  nightmares. A baku does not ﬁght, inﬆead becoming smoke at 
  will. They may not be harmed by magic and may only be 
  engaged in mythic combat. All baku use spontaneous magic as 
  10th level caﬆers as well as the Dreaming spell. Furthermore, 
  a baku may turn spirits as a 10th level common man. They 
  move and ﬂy at the rate of light horsemen. Ten simultaneous 
  hits are needed to deﬆroy their mortal form. Value: 25 
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  Elemental: (Various; spirit; any terrain) Such spirits are the 
  forces of nature personiﬁed and given a will. An air elemental 
  seems a ﬆorm with an intent; an earth elemental seems as if a 
  moving hill; a ﬁre elemental seems a hateful inferno; and a 
  water elemental seems as willful waves. An elemental ﬁghts as 
  two greater spirits, or ten elite footmen (armed with ﬂails) in 
  normal combat. Each elemental uses spontaneous magic at the 
  10th level of ability, but may only conjure an eﬀect which 
  directly relates to their element (air elementals causing massive 
  ﬆorms, earth elementals causing large earthquakes, ﬁre 
  elementals conjuring walls of ﬁre, and water elementals causing 
  a tsunami, etc). Ten simultaneous hits are required to deﬆroy 
  the mortal form of the spirit which animates an elemental and 
  only magical weapons may cause them harm. Each of the four 
  varieties has additional abilities covered below. Value: 23 
  • An air elemental ﬂies at twice the rate of a light horseman 
  and they may throw man-sized targets great diﬆances. This 
  results in a dexterity save or die roll. 
  • Earth elementals cause 10 damage points per turn to any 
  ﬆructure within 3”. They may hurl boulders as if two 
  trebuchets. They move or burrow through solid earth or 
  rock as armored footmen and may walk across the ﬂoor of 
  lakes or oceans at the same rate. 
  • Fire elementals ignite anything within 3”, including items 
  which are not terribly ﬂammable, causing a dexterity save 
  or die roll for those it engulfs. A ﬁre elemental moves as a 
  light horseman and may jump their total move each turn. 
  • A water elemental my capsize a ship in 2 turns and smash 
  one to splinters in 10. A water elemental swims at the rate 
  of a light horseman and they may move a short bit onto 
  the land at the rate of armored footmen. Water elementals 
  who succeed at grappling an air breathing creature cause 
  that creature to make a save or die roll each turn. 
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  Jinn: (Arabian; spirit; any terrain) Some galavant among the 
  mortals, some are beings of air and ﬁre, others feaﬆ upon the 
  corpses of men but all are loosely led by the being known as 
  Shaitan. A jinn may only be engaged in mythic combat. All 
  jinn may use spontaneous magic at a level equal to half their 
  value (level 10 maximum), and a magic weapon is required to 
  harm one. Moﬆ jinn are able to hurl boulders like a catapult. 
  There are four types of jinn outlined below. 
  • Ghul: These fell spirits feed on the corpses of the dead. A 
  ghul may change their shape into all manner of mundane 
  animals which they use to lure their prey. A ghul ﬁghts as 
  four elite footmen (armed as they desire) and move as an 
  armored footman. Four simultaneous hits are required to 
  deﬆroy the mortal form of a ghul. Value: 13 
  • Ifrit: These beaﬆs dwell within the City of Brass. An ifrit 
  ﬁghts in normal combat as six elite footmen (armed as they 
  desire) and they move as heavy footmen. An ifrit may also 
  ﬂy at the rate of a medium horseman. They may assume 
  the form of almoﬆ anything at will, living or inert. Six 
  simultaneous hits are required to deﬆroy the mortal form of 
  an ifrit. Value: 20 
  • Jann: These are the moﬆ common jinn. A jann ﬁghts in 
  normal combat as two elite footmen, moving as one as 
  well. Three simultaneous hits are required to deﬆroy the 
  mortal form of a jann. Value: 13 
  • Marid: These giant spirits are the greateﬆ of the jinn. A 
  marid ﬁghts in normal combat as ten elite footmen (armed 
  as they desire), while moving as an elite footman and ﬂying 
  as a light horsemen. The weapons of a marid force a 
  ﬆrength save or die roll on a successful hit. A marid may 
  hurl boulders as a trebuchet and they can deal damage to 
  ﬆructures as a giant. Ten simultaneous hits are required to 
  deﬆroy a marid’s mortal form. Value: 26 
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  Leshiye: (Slavic; spirit; forests) These tree-like giant spirits 
  are known for kidnapping children and leaving changelings in 
  their place. A leshiye can assume any shape and they can 
  alter their size at will. Such spirits ﬁght as two greater spirits 
  or twelve armored footmen in normal combat (armed with 
  ﬂails). These spirits may throw boulders is if by trebuchet and 
  they damage ﬆructures as if giants. Ten simultaneous hits are 
  needed to deﬆroy the leshiye’s mortal body. Value: 18 
  Nãgá: (Hindu; spirit; any terrain) These snake-like spirits are 
  the persecutors of all things. However, not all such creatures 
  are malevolent and some are seen as simple nature spirits. A 
  nãgá ﬁghts in normal combat as four armored footmen and 
  they can only be engaged in mythic combat. All nãgá can 
  alter their shape by adding man-like traits to their serpent 
  bodies. The bite of these creatures forces a conﬆitution save 
  or die roll due to their envenomed fangs. Additionally, 2 in 6 
  have the abilities of a wizard (see “Men of the World” 
  above). Six simultaneous hits are required to deﬆroy the mortal 
  form of a nãgá. Value: 17 
  Qilin: (Chinese; spirit; any terrain) These spirits appear to be 
  the union of a horse and a dragon. Benevolent and powerful, a 
  qilin has little concern for the aﬀairs of men. They are seen 
  as a powerful symbol of luck. Such creatures ﬁght in normal 
  combat as eight medium horsemen (gore as spear and trample 
  as ﬂail) but they may only be engaged in mythic combat. 
  They move as light horsemen and may ﬂy at twice the rate 
  of a light horseman. Qilin may use spontaneous magic as 
  though they were 10th level, and they all possess the abilities 
  of a wizard. It takes ten simultaneous hits to deﬆroy the 
  mortal form of a qilin and a magical weapon is required to 
  harm one. Value: 21 
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  Tuatha De or Tylwyth Teg: (Irish, Welsh; spirit; forests) 
  These greater spirits are the progenitors of perhaps the longeﬆ 
  continual lineage of high men. They are a regal, elegant folk 
  of ﬆunning beauty who guard the borders of the Otherworld 
  from the threats of either world. Some don shimmering mail 
  and swords of sunlight to battle the ancient evils. Such spirits 
  ﬁght as two greater spirits or twenty elite footmen (armed 
  with swords and bows) in normal combat. The attacks from 
  these spirits force dexterity save or die rolls. Both types of 
  spirit possess the abilities of a high man as well as those of a 
  wizard, and each may use spontaneous magic at the 10th level 
  of ability. These spirits do not have the usual wait time if 
  they are killed in the mortal realms, and they may return as 
  they wish. It take twelve simultaneous hits to deﬆroy the 
  mortal form of such a spirit and a magical weapon is needed 
  to cause one harm. Value: 33 
  Valkyrja: (Scandinavian; spirit; any terrain) These spirits are 
  who ferry the dead across the veil. They appear as beautiful 
  maidens in full battle-dress, some of whom are winged. They 
  ride great eight-legged horses who are the children of Ódinn’s 
  horse Sleipnir. The valkyrja ﬁght in normal combat as ten 
  light horsemen (armed with spears and swords) and they may 
  only be engaged in mythic combat. They move at the rate of 
  light horsemen and ﬂy at twice that rate. Their spears and 
  swords may caﬆ the Lightning spell on successful hit. Each 
  shield of a valkyrja protects as a whole shield wall, oﬀering 
  cover for their controlled area (1” radius). They may also 
  summon an ever growing conspiracy of ravens, the longer they 
  concentrate, the larger the conspiracy. To fetch a deceased 
  spirit, a valkyrja may cross into the mortal realms and back 
  as oﬅen as they need. Eight simultaneous hits are required to 
  deﬆroy such a spirits mortal form. Value: 25
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  Lesser Spirits of the Otherworld (2d20)
  Roll
  Creature
  Average #
  Pages
  2
  Anchimayen
  1-3
  341, 489
  3
  Asrai
  1 or family
  341, 489
  4
  Bánánach
  1 or a unit
  342, 489
  5
  Bargheﬆ
  Pack (6-13)
  303, 484
  6
  Baykok
  1-6
  342, 489
  7
  Bean sí
  1
  342, 489
  8
  Brownie (hob)
  1 or family
  343, 489
  9
  Canotila (dryad)
  1 or family
  343, 489
  10
  Cat síth
  1
  304, 484
  11
  Cherufe
  family or clan
  344, 489
  12
  Clobhair-ceann
  1 or clan
  344, 489
  13
  Con-tinh
  1
  344, 489
  14
  Fear dearg
  1-3
  345, 489
  15
  Feng
  Swarm
  345, 489
  16
  Gáﬆ
  1 (varies)
  345, 489
  17
  Gengånger
  1 (varies)
  346, 489
  18
  Hætæ (xiezhi)
  1 or 2
  305, 484
  19
  Hellhound
  1 or pack (6)
  305, 484
  20
  Iara (näck)
  1-2 or clan
  346, 490
  21
  Irshi
  1-4 or clan
  347, 490
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  Lesser Spirits of the Otherworld, Continued (2d20)
  Roll
  Creature
  Average #
  Pages
  22
  Jack-o-lantern
  1-5
  470, 490
  23
  Kappa
  1
  470, 490
  24
  Kelpie
  1 or sm. herd
  410, 484
  25
  Korrigan
  Family or clan
  471, 490
  26
  Lamassu
  1 or 2
  415, 485
  27
  Little folk
  Family or clan
  471, 490
  28
  Mogwai
  1 or swarm
  472, 490
  29
  Nat
  1 (varies)
  472, 490
  30
  Nosferatu
  1 or clan (13)
  449, 488
  31
  Nuckelavee
  1 or sm. herd
  473, 490
  32
  Nýmphē (vila)
  1 or clan (7)
  473, 490
  33
  Pûca
  1 or family
  473, 490
  34
  Rusalka
  1
  474, 490
  35
  Sirin
  1 or sm. ﬂock
  474, 490
  36
  Sluagh
  Swarm
  474, 490
  37
  Spöke
  1 (varies)
  475, 490
  38
  Vodyanoy
  1 or 1-3
  476, 490
  39
  Wekufe
  Varies
  476, 490
  40
  Woodwose
  1 or family
  476, 490
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  Lesser Spirits 
  There are countless spirits who inhabit the Otherworld. Many 
  are of little consequence, though some are more then a mild 
  nuisance when they are allowed to act upon the mortal realms. 
  Such lesser spirits usually have no way to travel between the 
  realms, nor are they able to possess the body of another. 
  Some lesser spirits may be beseeched, or tricked, into aiding 
  another character or creature. The conditions of such aid, if 
  available, is detailed in the creatures description. Spirits who 
  are miﬆreated oﬅen pervert requeﬆs for aid in the eﬀort to 
  harm those who miﬆreat them. 
  Anchimayen: (Mapuche; spirit; forests, mountains, swamps) A 
  spirit ﬆrongly tied to sorcery, the anchimayen are thought to 
  be the spirits of sacriﬁced children. Such spirits ﬁght as two 
  light footmen (bite as dagger) in normal combat and they 
  move as light footmen. These spirits may become a ball of 
  lightning at will. When in such a form the attack as if they 
  caﬆ the Lightning spell and they ﬂy at the speed of an air 
  elemental. When caﬆing Lightning, an anchimayen vanishes 
  from the ﬁeld and return next turn somewhere within 24”. It 
  takes three cumulative hits to deﬆroy the mortal form of these 
  spirits and a magical weapon is required to harm one. These 
  spirits are susceptible to the tame spell, though they remain 
  tame for only a month. Morale: 10, Value: 5 
  Asrai: (English; spirit; oceans) These small, peaceful water 
  spirits appear to be beautiful women or children, however 
  sunlight causes them to rapidly melt into pools of water. The 
  asrai do not ﬁght, yet they may only be engaged in mythic 
  combat. Furthermore, each asrai may use spontaneous magic as 
  if 2nd level. If captured, an asrai oﬀers to perform a minor 
  feat of magic if it ensures their release. Value: 3 
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  Bánánach or Umbra: (Greek, Irish; spirit; any terrain) The 
  shadowy, wrathful spirits of dead soldiers. In normal combat 
  they ﬁght as two elite footmen (ﬁﬆs as maces) and move as 
  heavy footmen. A magic weapon is required to harm one and 
  they are invisible until they attack. Anyone who sees such a 
  spirit muﬆ make a wisdom save or ﬂee in terror. Furthermore, 
  any creature of less the ﬁve hits who engages one in single 
  combat muﬆ make a wisdom save or die roll to avoid dying 
  of fright. Such spirits may only be engaged in mythic combat 
  and ﬁve simultaneous hits are required to deﬆroy their mortal 
  form. Morale: 10, Value: 18 
  Baykok: (Ojibway; spirit; forests, mountains) The baykok is a 
  hunter of great warriors. These skeletal foreﬆ spirits search 
  for the ﬆrongeﬆ warriors to hunt like animals. A baykok is 
  always invisible and, unless a creature can perceive invisible 
  things, the baykok gains a bonus of 2 on all combat rolls 
  because of this ability. They ﬁght in normal combat as four 
  elite footmen (armed with bows and maces) and they may only 
  be engaged in mythic combat. The mace of a baykok causes 
  paralysis on a hit if the target fails a ﬆrength save. It will 
  take ﬁve simultaneous hits to deﬆroy the mortal form of such 
  a spirit. Value: 16 
  Bean Sí: (Irish; spirit; any terrain except oceans) These lonely 
  and mournful lady-spirits oﬅen wear red or green. A bean sí 
  does not ﬁght and may only be engaged in mythic combat. A 
  magical weapon is required to harm one and magic has even 
  odds to fail when used againﬆ one. The keening, or wail, of 
  such a spirit causes all who hear it to make a wisdom save or 
  die roll. Those killed by the roll do not die inﬆantly, rather 
  a random incident kills them within 10 minutes. It takes ﬁve 
  simultaneous hits to deﬆroy one’s mortal form. Value: 15 
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  466
  Brownie, Domovoi, Hob, & Mare: (Various; spirit; any) 
  All such spirits are dwarﬁsh in ﬆature, with some being hairy 
  yet others both old and childlike. These creatures are known 
  to inhabit the homes of people, performing work if properly 
  appeased. If treated disrespectfully, some become mares who 
  torment the inhabitants. This group of spirits ﬁght as light 
  footmen (armed with daggers or hammers equal to maces) and 
  move as armored footmen, but may only be engaged in mythic 
  combat. They are naturally invisible but may be seen if they 
  so desire, and they muﬆ become visible in order to attack 
  other creatures. It is of note that these spirits are impossible 
  to surprise. All of these creatures may use spontaneous magic 
  at 2nd level ability. If small meals and treats are leﬅ for a 
  brownie, domovoi, or hobs, they perform the work of a dozen 
  men (be it cleaning, craﬅs, husbandry, etc.) in the span of a 
  night. If such spirits are not appeased as such, for the span of 
  a year and a day, they become mares. 
  A mare may caﬆ dream as if 10th level, though a mare only 
  creates nightmares. The target of a mare’s dream spell is not 
  be able to get any reﬆ if they fail a wisdom save while 
  sleeping in the house inhabited by the mare. If this continues 
  for one month, the target dies. Morale: 2, Value: 8 
  Canotila, Dryad, or Skogsrå: (Various; spirits; forests, lakes) 
  These beautiful spirits of nature inhabit primeval foreﬆs and 
  locations of great natural splendor. Such spirits are commonly 
  linked to the place they dwell and its deﬆruction is shared by 
  the spirit. They are not the sort to ﬁght but may only be 
  engaged in mythic combat. They move or swim at the rate of 
  elite footmen. To harm one, a magical weapon muﬆ be used. 
  Each may use spontaneous magic at 3rd level ability and any 
  charm eﬀects are permanent on a failed save (though they can 
  be dispelled). Value: 4 
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  Cherufe: (Chilean; spirit; volcanoes) These malevolent spirits 
  live within volcanoes demanding sacriﬁce to prevent eruptions. 
  They each ﬁght as two lesser spirits or as six elite footmen in 
  normal combat. They may only be engaged in mythic combat 
  and magic weapons are needed to harm one. Such spirits are 
  not aﬀected by any form of ﬁre or heat and any metal or 
  wood weapon that ﬆrikes one melts, or burns, automatically 
  becoming useless. Three simultaneous hits are needed to deﬆroy 
  the mortal form of a cherufe. Morale: 10, Value: 11 
  Clobhair-Ceann or Lúchorpáin: (Irish; spirit; forest, lakes) 
  These diminutive decedents of the Tuatha Dé and cousins of 
  the hobs are miserly but oﬅen helpful spirits. The clobhair-
  ceann is a rowdy and violent creature and is the result of the 
  lúchorpáin drinking too much alcohol. The lúchorpáin does 
  not ﬁght, but the clobhair-ceann ﬁghts as two light footmen 
  (armed as desired) in normal combat and they both move as 
  heavy footmen. They may become invisible at will and use 
  spontaneous magic at 2nd level of ability. They may only be 
  harmed by magic weapons. If captured, a lúchorpáin oﬀers to 
  reveal the location of its personal treasure if freed. Value: 5 
  Con-Tinh: (Vietnamese; spirit; foothills, plains) These spirits 
  hide behind illusions of beauty, luring prey near their trees to 
  be used as food. All carry a basket of fruit and are followed 
  by two birds. They do not ﬁght, but they move as elite 
  footmen and muﬆ be engaged in mythic combat. Their laugh 
  has the eﬀect of a confusion spell caﬆ at 5th level and they 
  may caﬆ possession (1/day) or tame (small birds only). 
  Touching the fruit they carry or that of their tree causes a 
  conﬆitution save or die roll. Six simultaneous hits are required 
  to deﬆroy one’s mortal form. Deﬆroying their tree kills the 
  con-tinh inﬆantly. Morale: 5, Value: 18 
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  Fear Dearg, Powrie, or Redcap: (Various; spirit; forests) 
  These foul-tempered and dwarﬁsh spirits don caps soaked in 
  the blood of their victims. All such spirits ﬁght as two lesser 
  spirits, or as four light footmen (armed with cudgels and shod 
  shoes, both equal to maces) in normal combat. They may 
  only be engaged in mythic combat and even then a magical 
  weapon is needed to harm one. They move as light footmen, 
  or 3” faﬆer then anyone they are chasing (whichever is 
  greater). If such a spirit should allow the blood on its cap to 
  dry out, the mortal form of the spirit is deﬆroyed. This fact 
  may be used to bribe the spirit into performing a mugging or 
  murder. Once per day, these spirits may caﬆ the Strength 
  spell (no roll required). Three simultaneous hits are required to 
  deﬆroy the mortal forms of these spirits. Value: 13 
  Feng: (Chinese; monstrous; any terrain) These ﬆrange spirits 
  are unusual in that they exiﬆ in both the mortal realms and 
  the lower realms at once. Thus they are essentially immortal. 
  A feng does not ﬁght and is incapable of movement. They 
  are oﬅen collected and used as an inﬁnite source of meat, as 
  any cut from the small creature immediately grows back. In 
  appearance they resemble mushrooms with two unblinking eyes 
  and a ﬂeshy body. 
  Gáﬆ: (English; spirit; any terrain) Incorporeal manifeﬆations of 
  anger and loss, a gáﬆ is one of the reﬆless dead. These 
  spirits do not ﬁght nor do they move, inﬆead they simply 
  appear where they wish to be. They may only be engaged in 
  mythic combat and magical weapons are required to harm one. 
  The sight of a gáﬆ causes a common man to age 10 years 
  inﬆantly and they can caﬆ the possession spell as if 10th 
  level. It takes eight simultaneous hits to deﬆroy the current 
  manifeﬆation of a gáﬆ. Value: 13 
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  Gengånger or Neamh Mairbh: (Various; spirit; any terrain) 
  When vengeance is so ﬆrong it can pierce the veil itself, one 
  of these creatures is made. They appear as the vengeful party 
  did in life and possess all of the skills of the class or role to 
  which they once belonged. They ﬁght as six elite footmen 
  (armed as in life) in normal combat and may only be engaged 
  in mythic combat. They move as they did in life but are not 
  capable of swimming, inﬆead walking on the ﬂoor of any 
  body of water. Only save or die attacks caused by a magical 
  weapon can harm one, and only if the attack outright deﬆroys 
  one (eight hits). If deﬆroyed they simply return in a week. 
  The only thing that is capable of bringing such a spirit to 
  reﬆ is the completion of its revenge. Value: 25 
  Iara, Morgen, or Näck: (Various; spirit; lakes, mountains) 
  These spirits of lakes and rivers appear as beautiful ladies, or 
  in rare cases men. Some are said to have blue or green hair. 
  Such spirits do not ﬁght, yet they may only be engaged in 
  mythic combat. They move as light footmen and swim at the 
  rate of elite footmen. All are capable of using spontaneous 
  magic at 1ﬆ level of ability. Any charm eﬀect caused by one 
  of these spirits is permanent on a failed save (though it may 
  be dispelled). It takes two simultaneous hits to deﬆroy the 
  mortal form of an iara, morgen or näck. Value: 10 
  Ikiryõ: (Japanese; spirit; any terrain) This spirit is the pure 
  hatred of another projected across space and beset upon their 
  victim. They ﬁght in normal combat as four elite footmen 
  and may only be engaged in mythic combat. Each may use 
  spontaneous magic at 3rd level ability. An ikiryõ moves at 
  the rate of and have simultaneous hits equal to that of the 
  person who spawned the spirit. When such a spirit is active, 
  the person who sent them is unconscious. Value: varies 
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  Irshi: (Turkic; spirit; deserts, forests, plains) Irshi are elegant 
  spirits skilled in the arts and diplomacy. These færie-like 
  beings are nearly always women and though neither benevolent 
  nor malicious, they are known to take children. Some may be 
  bribed to mentor children of well aspected births. Irshi ﬁght 
  in normal combat as four elite footmen (armed as they desire) 
  and they may only be engaged in mythic combat. Such spirits 
  move as light footmen and ﬂy at the rate of light horsemen. 
  All irshi may use spontaneous magic at 3rd level ability and 
  they may caﬆ Shapechange at will (only natural animal forms 
  may be taken). Due to an Irshi’s seeming inability to lie, they 
  can be tricked into service by getting them to remain silent 
  rather then utter a lie. If tricked in this manner, the irshi 
  agrees to mentor a child or to return a ﬆolen one. Three 
  simultaneous hits are required to deﬆroy the mortal form of an 
  irshi. Morale: 10, Value: 12 
  Jack’o’Lantern or Will’o’the’Wisp: (English; spirit; swamp) 
  These diminutive spirits appear to be nothing more then balls 
  of light. Both spirits are malicious, using their light to lure 
  prey into dangerous situations. Neither spirit can ﬁght, though 
  they may only be engaged in mythic combat. They ﬂy at the 
  rate of an elite footman and use spontaneous magic at 3rd 
  level ability. It takes three simultaneous hits to deﬆroy the 
  mortal form of either spirit. Morale: 3, Value: 11 
  Kappa: (Japanese; spirit; forests, lakes) These ﬆrange turtle-like 
  people enjoy mischief. They ﬁght in normal combat as if four 
  armored footmen (ﬁﬆs as maces). Such spirits move or swim as 
  light footmen. Any kappa made to spill the water in its head-
  bowl or who has its arm pulled oﬀ, will be paralyzed and aid 
  any who oﬀer to right the problem. Four simultaneous hits 
  are needed to kill a kappa. Morale: 5, Value: 10 
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  Korrigan: (Breton; spirit; forests, lakes) Male korrigan are ill-
  tempered, ugly and dwarﬁsh. The ladies are ﬆill a bit small 
  in ﬆature, but they are beautiful and luﬆy. Stories of men 
  who never return home are attributed to korrigan women. A 
  korrigan ﬁghts in normal combat as two light footmen (armed 
  as they desire) and they may only be engaged in mythic 
  combat. They move as armored footmen. The women do not 
  ﬁght, but may also swim at the rate of elite footmen. All 
  korrigan may use spontaneous magic at the 1ﬆ level ability. 
  Morale: 5, Value: 3 
  Little Folk: (Various; spirits; any terrain) This is a group of 
  creatures who share remarkable similarities. Included in this 
  group is the: an’hana, duende, elves, piskies, pukwudgie, and 
  the yumboes. All are tiny, winged beings of childlike wonder 
  who are usually benevolent and a tad mischievous. The little 
  folk ﬁght in normal combat as elite footmen, but they may 
  only be engaged in mythic combat. All little folk can use 
  spontaneous magic at 3rd level ability and they may become 
  invisible at will. Those who are archers ﬁght as greater spirits 
  or as four elite footmen (when using a bow) and the arrows 
  they ﬁre have variety of eﬀects: 1, cause sleep for a full day 
  with no possibility of waking; 2, cause amnesia pertaining to 
  all interactions with the little folk; 3, cause a dexterity save 
  or die roll. They may each caﬆ dispel and a permanent form 
  of confusion once a week each. Additionally, little folk have 
  even odds to avoid any magical eﬀect. Such spirits usually 
  give oﬀ a subtle glow equal to that of a candle. If such a 
  spirit can be persuaded to take a giﬅ from another, or is 
  caught with the ﬆolen property of another, they may be 
  compelled to aid the original owner. The extent of such aid is 
  up to the referee, though creating “duﬆ” is the moﬆ common 
  requeﬆ from those who know better. Value: 7 
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  Dust: This ﬆrange subﬆance seems connected in some way to 
  the actions of the little folk. It is not known if the duﬆ is 
  purposefully created or harveﬆed by the little people, or if it 
  is a simple byproduct of their exiﬆence. A luminous subﬆance, 
  the duﬆ can aid in the use of magic in a number of ways: 1, 
  it allows spell to be caﬆ when too many common men are 
  present, even in an area consumed by The Black; 2, It can 
  be used to add a minor magical ability to a mundane item (a 
  lantern that burns forever, or a ﬆein which cools its contents, 
  etc.); 3, it can be used to make a mundane weapon magical. 
  Each possibility requires a single use, and a single one of the 
  little folk may only create 1 use per year (roughly a gram). 
  Mogwai or Poltergeiﬆ: (Various; spirits; any terrain) These 
  are spirits of the reﬆless dead. Some see them as demons, but 
  in truth they are juﬆ ﬁlled with angﬆ. It is not uncommon 
  for these spirits to lash out at the mortal realm. Neither spirit  
  tries to ﬁght directly, but they ﬆill can only be engaged in 
  mythic combat. They move as light footmen and may use 
  spontaneous magic at 1ﬆ level of ability. A mogwai may caﬆ 
  the spells fate (at will) and geas (once per day). A poltergeiﬆ 
  may caﬆ the spell poltergeiﬆ (at will). Value: 4 
  Nat: (Burmese; spirits; any terrain) Both spirits of nature and 
  the dead, the nat are oﬅen appeased by all manner of people. 
  Though there exiﬆ 37 great nat, such creatures are not the 
  scope of this entry. All nat are immune to poison and disease. 
  They ﬁght in normal combat as three light footmen (armed as 
  they desire), but they may only be engaged in mythic combat. 
  A nat moves as a light footman. Additionally, they may use 
  spontaneous magic at 3rd level ability and they may caﬆ the 
  spell possession at will. Three simultaneous hits are required to 
  deﬆroy the mortal form of a nat. Morale: 10, Value: 13 
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  Nuckelavee: (Orcadian; spirit; lakes) These spirits are similar 
  to both kéntauros and water horses. They haunt the edges of 
  civilization in hopes of dragging wanderers beneath the waves. 
  A nuckelavee ﬁghts as two lesser spirits or ﬁve light horsemen 
  in normal combat (armed as they desire, trample as ﬂails), and 
  they can only be engaged in mythic combat. The breath of 
  the creature causes a random disease if the target of a recent 
  attack fails a conﬆitution save. It requires ﬁve simultaneous 
  hits to deﬆroy the mortal form of this beaﬆ. Value: 11 
  Nýmphē or Vila: (Various; spirits; lakes) Such spirits are oﬅen 
  associated with natural phenomena (such as ﬆorms or the wind) 
  or places of tremendous natural beauty. They all take the 
  form of female paragons, skilled in the arts and war. All of 
  these spirits ﬁght as four elite footmen in normal combat 
  (armed as they desire) and they may only be engaged in 
  mythic combat. Both creatures move through any medium at 
  the rate of a light horseman. Each may use spontaneous magic 
  at the 3rd level of ability, and a vila may caﬆ weather is if 
  10th level. Morale: 10, Value: 5 
  Pûca: (Irish; spirit; forest, mountain, shore) These shapeshiﬅing 
  spirits are mischief given form. A pûca is fond of confusing 
  and confounding mortals until they lose track of what is real. 
  There are even tales of pûca taking men or women on wild 
  rides upon their backs. A pûca ﬁghts as a lesser spirit or a 
  great beaﬆ depending on the form they have taken. They 
  ﬁght as three light footmen in normal combat, but may only 
  be engaged in mythic combat. All pûca can use spontaneous 
  magic at 2nd level ability and can change their shape to the 
  forms of men or natural animals. They move at the rate of 
  the form, and equipment, chosen. It requires three simultaneous 
  hits to deﬆroy their mortal body. Value: 12 
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  Rusalka: (Slavic; spirit; foothills, lakes, mountains) A rusalka is 
  the vengeful spirit of a drowned witch or jilted lover. They 
  are always women who at ﬁrﬆ seem fair, but whom become 
  more like a hag the more they use their powers. These spirits 
  haunt the lakes and rivers near the spot they were killed. A 
  rusalka ﬁghts in normal combat as three light footmen (claws 
  and bite as daggers) and they may only be engaged in mythic 
  combat. They may caﬆ charm upon any creature whom they 
  look in the eyes and they can paralyze any target they hit if 
  the target fails a ﬆrength save. Laﬆly, fog conﬆantly gathers 
  across an ever larger area when such a spirit is manifeﬆ. 
  Three simultaneous hits are required to deﬆroy the mortal 
  form of a rusalka and a magical weapon is required to cause 
  one harm in combat. Morale: 10, Value: 12 
  Sirin: (Russian; spirit; mountains) These ﬆrange hybrid spirits 
  appear as a beautiful woman from the waiﬆ up and a great 
  raptor behind. It is said the these creatures sing the very song 
  of the heavens and all those who hear it pine to nothingness. 
  A sirin does not ﬁght, but can only be engaged in mythic 
  combat. They only move at 3” when on the ground, but 
  they ﬂy at the rate of light horsemen. The song of a sirin 
  cause all who hear it to make a wisdom save. Those who fail 
  go to any lengths to continue to here the song. They forgo 
  the needs of life simply to liﬆen. Each time a liﬆener is 
  harmed by their neglect, they are allowed a save. Value: 3 
  Sluagh: (Irish; spirit; any terrain) The sluagh is a miasma of 
  dead spirits who travel from eaﬆ to weﬆ turning all life to 
  sluagh. They do not ﬁght in a normal sense and ﬂy at the 
  rate of medium horsemen. Any who come in contact with the 
  sluagh lose a level per turn, if reduced to level 0 they become 
  sluagh. These creatures cannot be harmed or turned. 
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  Spöke: (Scandinavian; spirit; any terrain) Such spirits barely 
  show any consciousness. Inﬆead, they are but powerful images 
  of the emotion and horror of their own deaths. These spirits 
  are only found at the location of their mortal death. A spöke 
  does not ﬁght, nor may they be engaged in any way, and 
  they cannot move beyond the location they are found. If a 
  creature comes near the location where the spöke is found, it 
  muﬆ make an intelligence save or ﬂee in terror until they 
  collapse from fatigue. If the creature does not ﬂee, it muﬆ 
  make a wisdom save or experience the mortal death of the 
  spöke, resulting in confusion (as the spell) for an hour. These 
  spirits may caﬆ possession on a creature if it oﬀers them a 
  chance for revenge. 
  Tulpa or Tupilaq: (Tibetan, Inuit; spirits; any terrain) Both 
  spirits are the will of another externalized and given form. A 
  spirit of this nature may either compile a body from anything 
  nearby, or simply appear as ghoﬆly force. Such spirits ﬁght 
  as either an animated object or lesser spirit (depending on how 
  they manifeﬆ, see above), or as six elite footmen (ﬁﬆs are the 
  equal of spiked maces) in normal combat. Either spirit may 
  only be engaged in mythic combat and even then magic 
  weaponry is needed. They move as armored footmen and those 
  with a ghoﬆly form are always invisible, even when attacking. 
  If either spirit knows the exact location of the target they 
  seek, they may teleport to the target’s side. The ﬆrength of 
  these spirits is such that they can throw boulders like a 
  catapult and they can cause 3 defense points of damage to 
  fortiﬁcation, vessels and other such ﬆructures. To conjure a 
  tulpa or tupilaq, a magic-user muﬆ gather the blood, hair and 
  name of the intended target. The conjuror muﬆ sacriﬁce at 
  leaﬆ three hits of blood to ﬁnish the ritual. Six simultaneous 
  hits are needed to deﬆroy such a spirit. Value: 15 
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  Vodyanoy: (Slavic; spirit; lakes, swamps) Vodyanoy, known as 
  “forefathers” appear as old, frog-like men with a long beards. 
  They keep their ﬁshtails hidden as they ﬂoat on logs. Such 
  spirits ﬁght in normal combat as light footman (armed as they 
  wish) and may only be engaged in mythic combat. They 
  move and swim as light footmen. All vodyanoy may use 
  spontaneous magic at 2nd level ability. Morale: 5, Value: 4 
  Wekufe: (Mapuche; spirit; any terrain) These demonic spirits 
  capture the spirits of the newly dead and use them to pervert 
  natural order. Wekufe ﬁght as six heavy footmen in normal 
  combat and they may only be engaged in mythic combat. 
  Such spirits ﬂy at the rate of light horsemen. All wekufe have 
  the powers of wizards (see “Men of the World” above) and 
  each knows the virulence spell along the ﬆandard number. If 
  a common man dies near one of these creatures, the wekufe 
  may capture the man’s spirit to use as a material component 
  for spells (hits determine the maximum complexity). Six 
  simultaneous hits are required to deﬆroy the mortal form of 
  such a spirit. Morale: 10, Value: 15 
  Woodwose: (English; spirit; forests) A woodwose is commonly 
  known as a “wild man”. They are the primitive protectors of 
  wild places. Some may bear horns, some hair like grass and 
  tree limbs, ﬆill others seem like normal folk. Such spirits do 
  not ﬁght, yet they may only be engaged in mythic combat 
  with a magical weapon. They move at the rate of an elite 
  footman and surprise other creatures with even odds. All 
  woodwose know 1 or 2 spells and are able to caﬆ them juﬆ 
  as a magic-user of 3rd level. A woodwose is always invisible 
  if encountered in the wilds. If given giﬅs from the world of 
  men, a woodwose oﬀers reciprocal giﬅs from the depths of the 
  foreﬆ. Morale: 1, Value: 3
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  Creature Quick Stats 
  The following tables provide a quick liﬆ of the basic combat 
  abilities of the creatures in Færie Tales & Folklore. Many of 
  a creatures abilities which require referencing, or math, are 
  provided here in a simpliﬁed format. 
  The Legend 
  The following entries explain the values presented in the tables 
  below and how to interpret the data. 
  Name: Only the ﬁrﬆ name in any entry is provided on the 
  tables, though the quick ﬆats apply to other creatures of the 
  original entry. 
  Fighting Ability: All abbreviations mean the following: LF 
  is light footman; HF is heavy footman; AF is armored 
  footman; EF is elite footman; LH is light horseman; MH is 
  medium horseman; HH is heavy horseman; GB is great beaﬆ; 
  SC is skin-changer; EoM is eater-of-man; G is giant; D is 
  dragon; AO is animated object; WC is walking corpse; GS 
  is greater spirit; LS is lesser spirit. 
  Move: The letters represent the main movement types: “f” is 
  ﬂy, “l” is land movement, “s” is swim and “b” is burrow. If 
  the letters are presented together it tells that that movement 
  rate applies to each liﬆed movement type. All rates are given 
  in inches. 
  Hits: “C” is for cumulative hits and “S” is for simultaneous 
  hits. Some creatures use defense points, or DP, though this is 
  usually detailed in the creature entry.
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  Animal Quick Stats I
  Name
  Fighting Ability
  Move
  AC
  Hits
  Alligator
  LF(dagger)
  9l, 18s
  5
  3c
  Baboon
  LF(dagger)
  12l
  2
  1
  Badger
  none
  6l
  1
  1
  Barracuda
  LF(dagger)
  12s
  1
  1
  Bat
  none
  24f
  *
  1
  Bear
  2LF(dagger)
  18l
  2
  2c
  Bird
  none
  24f
  *
  1
  Boar
  2HF(dagger, mace)
  18l
  3
  2c
  Buﬀalo
  2MH (sword, ﬂail)
  18l
  2
  3c
  Camel
  LH (ﬂail)
  18l
  2
  3c
  Cat
  none
  24l
  3
  1
  Cattle
  2HH (sword, ﬂail)
  18l
  2
  3c
  Cheetah
  LF (dagger)
  24 or 48l
  2
  1
  Crab
  none
  12s
  2
  1
  Deer
  LF (dagger, mace)
  18l
  2
  1
  Dog
  LF (dagger)
  18l
  2
  1
  Dolphin
  LF (sword)
  24s
  2
  3c
  Electric eel
  none
  18s
  2
  1
  Elephant
  4HH (ﬂail, spear)
  12l, 6s
  3
  4s
  Fish
  none
  9s
  1
  1
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  Animal Quick Stats II
  Name
  Fighting Ability
  Move
  AC
  Hits
  Fox
  none
  24l
  1
  1
  Frog
  none
  6l
  1
  1
  Giant squid
  2EF (ﬂail); GB
  12s
  2
  3s
  Goat
  LF (dagger)
  18l
  2
  1
  Gorilla
  1 or 2EF (ﬂail)
  15l
  2
  3c
  Great bear
  2LH (sword)
  18l, 9s
  3
  6c
  Hippopot.
  2HH (ﬂail)
  18l, 9s
  2
  6c
  Horse
  1 or 2 by type
  type +3”
  2
  3c
  Hyena
  HF (dagger)
  6l
  2
  2c
  Jackal
  none
  12l
  1
  1
  Jaguar
  2LF (dagger)
  24l
  2
  1
  Killer whale
  2HH (great sword)
  24s
  3
  4s
  Lion
  3HF (sword)
  18l
  2
  4c
  Lizard
  none
  6l
  1
  1
  Man-o-war
  none
  3s
  2
  2c
  Monkey
  none
  9l
  1
  1
  Mule
  LF (mace)
  9l
  2
  1
  Narwhale
  HF (spear)
  12s
  2
  3s
  Octopus
  LF (dagger)
  18s
  2
  1
  Otter
  none
  9l, 9s
  1
  1
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  Animal Quick Stats III
  Name
  Fighting Ability
  Move
  AC
  Hits
  Python
  LF (dagger)
  6l, 6s
  2
  1
  Raptor
  none
  24f
  2
  1
  Rat
  none
  6l
  1
  1
  Raven
  none
  24f
  2
  1
  Rhinoceros
  3AF (ﬂail, sword)
  18l
  5
  6c
  Scorpion
  none
  6l
  1
  1
  Sea lion
  EF (sword)
  18s
  2
  3c
  Sea turtle
  none
  9s
  3
  1
  Seal
  LF (dagger)
  12s
  1
  1
  Shark
  LH (sword)
  24s
  5
  3c
  Skunk
  none
  6l
  1
  1
  Sperm whale
  2HH (spiked); GB
  12s
  5
  12s
  Spider
  none
  1l
  1
  1
  Swan
  none
  9s, 12f
  1
  1
  Tiger
  3EF (sword)
  18l
  2
  5c
  Viper
  none
  6l, 6s
  1
  1
  Vulture
  LH (dagger)
  18f, 3l
  1
  1
  Weasel
  none
  6l
  1
  1
  Wolf
  LF (dagger)
  18l
  2
  1
  Wolverine
  2HF (dagger)
  9l
  3
  1
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  483
  Men & Women Quick Stats
  Name
  Fighting Ability
  Move
  AC
  Hits
  Akephaloi
  as role (any)
  by class
  1+
  1
  Archer
  as role (bow)
  by class
  1+
  1
  Arquebusier
  as role (arquebus)
  by class
  5
  1
  Ben Varrey
  as role (any)
  swim
  1+
  1
  Berserkr
  EF+2 (axe, sword)
  by class
  3
  3s
  Cataphract
  HH (lance, sword)
  12l
  4
  3c
  Commander
  2EF (spear, sword)
  by class
  4
  2
  Dhampyre
  as role (any)
  by class
  1+
  1
  Faun
  as class (any)
  12l
  1+
  1
  Great hero
  8men; GH
  by class
  1+
  8s
  Hero
  4men; hero (any)
  by class
  1+
  4s
  Kéntauros
  2horsmen (any)
  horseman
  1+
  +2
  Levies
  as role (any)
  by class
  1+
  1
  Mercenary
  as role (any)
  by class
  1+
  1
  Mer-folf
  as role (any)
  swim
  1+
  1
  Peasants
  LF (mace, spear)
  12"
  1
  1
  Prieﬆ
  as role (any)
  by class
  1+
  1
  Satyros
  as class (any)
  15l
  2
  1
  Under men
  as role (any)
  by class
  1+
  1
  Wizard
  2 AF; wizard
  by class
  1+
  d6
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  484
  Great Beast Quick Stats I
  Name
  Fighting Ability
  Move
  AC
  Hits
  Aspidochel.
  10 dp; 4 catapults
  6s
  -
  *
  Bargheﬆ
  HH (sword)
  12l
  5
  4c
  Basilískos
  LF (dagger)
  9l, 9s
  5
  3c
  Beithir
  LH (sword)
  24l, 24s
  4
  5c
  Boobrie
  3LH (sword)
  12f, 6s
  3
  3c
  Bunyip
  2HH (sword)
  18s
  4
  3c
  Bwg
  2EF (sword)
  12l
  -
  3c
  Cat Síth
  3LF (dagger)
  24l
  3
  3c
  Catoblepas
  2HH (ﬂail, sword)
  6l
  6
  5c
  Chimaira
  3HH (sword)
  18l
  3
  6c
  Cockatrice
  LF (dagger)
  12f, 6l
  -
  4c
  Daikaĳu
  5 dp, 2 catapults
  9l, 9s
  -
  **
  Gargouille 
  2AF (sword)
  12f, 6l
  7
  3c
  Griﬀon
  2LH (ﬂail, sword)
  24f, 24l
  3
  3c
  Hætæ
  HH (spear)
  18l
  -
  2c
  Hellhound
  HH (sword)
  12l
  -
  4c
  Hercinia
  LF (dagger)
  24f, 3l
  -
  1
  Hippogryph
  2LH (ﬂail)
  18f, 18l
  3
  2c
  Hippokomp.
  2LH (ﬂail)
  18l, 18s
  3
  1
  Kelpie
  2LH (ﬂail)
  18l, 18s
  -
  2c
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  485
  * Aspidochelone have 100 defense points. 
  ** Daikaĳu have 50 defense points. 
  * The abilities outlined above are for the animal forms of the 
  skin-changer. 
  Great Beast Quick Stats II
  Name
  Fighting Ability
  Move
  AC
  Hits
  Kynokeph.
  2men (any)
  as class
  3
  3
  Lamassu
  2HH (spiked)
  18f, 12l
  -
  5c
  Leucrocotta
  2LH (ﬂail, sword)
  18l
  3
  4c
  Mardyakhor
  3HH (sword)
  6l, 6s
  -
  6c
  Ningyo
  none
  9s
  1
  1
  Ruk
  3LH (great sword)
  24f, 3l
  3
  4c
  Sphynx
  3HH; 2GB
  18f, 9l
  5
  4s
  Unicorn
  3HH (ﬂail, spear)
  24l
  -
  3c
  Skin-Changer Quick Stats*
  Name
  Fighting Ability
  Move
  AC
  Hits
  Aloja
  none
  24f, 12l
  -
  1
  Kishi
  MH (sword)
  12 0r 6l
  3
  5c
  Lycanthrope
  3EF (sword)
  animal +3
  -
  +2
  Obake
  2EF (any)
  12l
  -
  2c
  Selkie
  LF (dagger)
  12s
  1+
  2c
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  486
  Eaters-of-men may spend a turn consuming roughly a pound 
  of ﬂesh from a freshly dead man or woman to regain a single 
  hit. This may be done as oﬅen as necessary. 
  Eaters-of-Men Quick Stats
  Name
  Fighting Ability
  Move
  AC
  Hits
  Boggart
  2HF (spiked)
  6l
  5
  2c
  Cucuy
  2LF (dagger)
  9l
  -
  3c
  Doppelgäng.
  2EF (any)
  by form
  -
  3c
  Eloko
  HF (sword)
  6l
  3
  4c
  Fachen
  EF (great sword)
  6l
  -
  5c
  Fir Bolg
  2AF (any)
  12l
  3
  8c
  Gorgon
  2AF (any)
  9l
  -
  5c
  Harpy
  2LF (dagger)
  18f, 3l
  3
  2c
  Kallikantz.
  LF (dagger)
  9l
  3
  2c
  Nocnitsa
  LF (dagger)
  6l
  -
  4c
  Obia
  3HF
  9l
  -
  4c
  Ogre
  2EF (spiked)
  6l
  -
  5c
  Oni
  4EF (any)
  12l
  -
  8c
  Rãkshasa 
  2EF (any)
  18l
  -
  5c
  Troll
  3HF
  9l
  -
  6c
  Tunda
  LF (any)
  9l
  -
  1
  Wendigo
  by class
  by class
  1+
  4c
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  487
  * Titáns have 20 defense points. 
  Giant Quick Stats
  Name
  Fighting Ability
  Move
  AC
  Hits
  Basajaun
  2EF (any)
  9l
  -
  8c
  Eldjötnar
  6EF+2 (any)
  12l
  -
  10c
  Fomoire
  4EF+1 (any)
  12l
  -
  8c
  Hrimpursar
  6EF+2 (any)
  12l
  -
  10c
  Jentil
  6AF (any); 2G
  9l
  3
  13c
  Sjórisar
  4AF+2 (any)
  6l, 12s
  -
  10c
  Titán
  20EF+5 (any); 4G
  24l
  -
  *
  Dragon Quick Stats
  Name
  Fighting Ability
  Move
  AC
  Hits
  Gaasyendie.
  MH (sword)
  24 ﬂs
  -
  8c
  Lindwurm
  LH (sword)
  24 fs 12l
  7
  12c
  Lóng
  EF (sword)
  24 ﬂs
  -
  10c
  Ninki nan.
  LF (sword)
  6l, 18s
  -
  8c
  Sea serpent
  HH (great sword)
  12s
  7
  20c
  Wurm
  AF (great sword)
  24f, 12l
  -
  12c
  Wyvern
  HH (great sword)
  24f, 6ls
  -
  8c
  Zmey
  EF (sword); 1d3D
  18f, 12l
  -
  15c
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  488
  Animated Object Quick Stats
  Name
  Fighting Ability
  Move
  AC
  Hits
  Automaton
  varies
  varies
  3+
  1+
  Golem
  4 HF (spiked)
  6l
  -
  *
  Possession
  varies
  varies
  3+
  1+
  Walking Corpse Quick Stats
  Name
  Fighting Ability
  Move
  AC
  Hits
  Draugr
  2EF (any)
  6l (b)
  -
  3c
  Nosferatu
  4EF (dagger)
  12f, 12l
  -
  4s
  Orek
  HF (any)
  9l
  3+
  1
  Zombi
  LF (dagger, mace)
  6l
  1+
  2c
  Greater Spirit Quick Stats I
  Name
  Fighting Ability
  Move
  AC
  Hits
  Angel
  20EL (any); 2GS
  48f, 24l
  -
  10s
  Archura
  2LF (spiked)
  9l
  -
  4s
  Asura
  10HF (any)
  18f, 9l
  -
  10s
  Baku
  none
  24f, 24l
  -
  10s
  Elemental
  10EF (ﬂail); 2GS
  varies
  -
  10s
  Jinn
  by type
  by type
  -
  4+s
  Leshiye
  12AF (ﬂail); 2GS
  by shape
  5
  10s
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  489
  Greater Spirit Quick Stats II
  Name
  Fighting Ability
  Move
  AC
  Hits
  Nãgá
  4AF (any)
  6l
  -
  6s
  Qilin
  8MH (ﬂail, spear)
  48f, 24l
  -
  10s
  Tuatha Dé
  20EL (any); 2GS
  12l
  8
  12s
  Valkyrja
  10LH (any)
  48f, 24l
  -
  8s
  Lesser Spirit Quick Stats I
  Name
  Fighting Ability
  Move
  AC
  Hits
  Anchimayen
  LF (dagger)
  9l
  1
  3c
  Asrai
  none
  12s
  -
  1
  Bánánach
  2EF (any)
  9l
  -
  5s
  Baykok
  4EF (any)
  12l
  -
  5s
  Bean Sí
  none
  12l
  -
  5s
  Brownie
  LF (dagger, mace)
  6l
  -
  1
  Canotila
  none
  12l, 12s
  -
  1
  Cherufe
  6EF (any); 2LS
  12l
  -
  3s
  Clobhair.
  2LF (mace)
  9l
  3
  1
  Con-tinh
  none
  12l
  -
  6s
  Fear dearg
  4LF (maces); 2LS
  9l
  -
  3s
  Gáﬆ
  none
  none
  -
  6s
  Gengånger
  6EF (any)
  as original
  -
  8s
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  490
  Lesser Spirit Quick Stats II
  Name
  Fighting Ability
  Move
  AC
  Hits
  Iara
  none
  9l, 12s
  -
  2s
  Ikiryõ
  4EF (any)
  as original
  -
  1+s
  Irshi
  4EF (any)
  24f, 9l
  -
  3s
  Jack’o’lant.
  none
  12f
  -
  3s
  Kappa
  4AF (mace)
  9l, 9s
  7
  4s
  Korrigan
  2LF (any); none
  6l; 12s
  1+
  1
  Little folk
  EF; 4EF (bow)
  12f
  -
  1
  Mogwai
  none
  9l
  -
  1
  Nat
  LF (any)
  9l
  -
  3s
  Nuckelavee
  5LH (any); 2LS
  24l, 24s
  -
  5s
  Nýmphē
  4EF (any)
  24ﬂs
  -
  1
  Pûca
  3LF; LS or GB
  as form
  -
  3s
  Rusalka
  3LF (dagger)
  9l, 9s
  -
  3s
  Sirin
  none
  24f, 3l
  -
  1
  Sluagh
  none
  18f
  -
  NA
  Spöke
  none
  none
  -
  NA
  Tulpa
  6EF; LS or AO
  6l
  -
  6s
  Vodyanoy
  LF (any)
  9l, 9s
  -
  1
  Wekufe
  6HF (any)
  24f
  -
  6s
  Woodwose
  none
  12l
  -
  1
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  491
  Creature Experience Values 
  Any creature felled, or otherwise thwarted, provides all the 
  characters involved with an amount of experience points (XP) 
  based upon the creatures maximum hits. Creatures with certain 
  special abilities are considered to have more hits when ﬁguring 
  the amount of experience gained. The following table oﬀers 
  the experience values for both cumulative and simultaneous hits 
  (simultaneous hits begin where the entries have an “or”). 
  Relative Gains: Any experience gained from the defeat of an 
  enemy is relative to the level of the character. If an eighth 
  level character defeats a seventh level creature, the character 
  gains 7/8 of the ordinary experience value of the creature. 
  Beyond a creature’s actual hits, the following abilities alter 
  the creatures experience value. 
  Experience Value by Hits
  Hits
  Experience
  Hits
  Experience
  1
  25
  9 or 4
  1,250
  2
  50
  10 or 5
  1,500
  3
  100
  11 or 6
  1,750
  4
  200
  12 or 7
  2,000
  5
  350
  13 or 8
  2,250
  6
  500
  14 or 9
  2,500
  7 or 2
  750
  15 0r 10
  2,750
  8 or 3
  1,000
  Each +1
  +250
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  492
  Experience Modifiers
  Modiﬁer
  Special Ability
  +1 hit
  Deals continuous damage aﬅer a hit.
  +1 hit
  Peasant needs a 20+ to hit with combat roll.
  +1 hit
  Causes disease or poisons on a hit.
  +1/+2 hits
  Breath weapon, set damage/save or die
  +2/+3 hits
  Drains level, save/no save.
  +1 hit
  Amphibious or ﬂying.
  +1 hit
  Smarter, or more cunning then men.
  +1 hit
  Immune to elemental damage type.
  +1/+2 hits
  Resiﬆance to magic, <50%/>50%.
  +2 hits
  Massive attack (save or die, swallow whole).
  +1 hit
  Immobilize or paralysis.
  +2 hits
  Petriﬁcation or cause death.
  +1 hit
  Regeneration or hit penalty removal.
  +1 hit
  Magic weapon required to hit.
  +2 hits
  Uses spontaneous magic or miracles.
  +1 hit
  Uses spells of complexity 2 or less.
  +2 hits
  Uses spells of complexity 4 or less.
  +3 hits
  Uses spells of complexity 6 or less.
  +1 hit
  Miscellaneous
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  493
  Random Creatures 
  This syﬆem oﬀers a method to generate random creatures for 
  use within a game. Follow the series of tables to determine 
  the creature’s vital aspects. 
  Physical Form & Movement 
  The tables below determine the basic physical form of a 
  creature, as well as its basic abilities. A chimaira is a hybrid 
  creature and not a reference to the mythic chimaira. 
  Basic Form (1d20)
  Roll
  Shape
  1
  Amoeba; shapeshiﬅing, no limbs, swim, no land
  2
  Arachnid or insect; 25% ﬂy, AC 5, 6 or 8 limbs
  3-4
  Amphibian or reptile; 4 limbs, swim
  5-7
  Beﬆial; choose a land animal type, 4 limbs
  8-9
  Bird-like; 75% ﬂy, 2 limbs & 2 wings
  10
  Cephalopod; 8 or 10 tentacles, swim, no land
  11
  Cruﬆacean; AC 7 or 8, 10 limbs, swim, no land
  12-13
  Fish-like; breath underwater, 4 ﬁns, swim, no land
  14-17
  Man-like; treat as man, 2 limbs, 2 manipulators
  18
  Plant-based; immune to mind eﬀects, no limbs
  19
  Unknown-alien, referee’s choice on eﬀects
  20
  Chimaira, roll 1d3 times and blend the results
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  494
  Tiny Creatures: Creatures of this size usually cannot ﬁght 
  and few have greater then a single hit. 10% of such creatures 
  can only be hit by a combat roll of a natural 20. 
  Small Creatures: Creatures of this size have their armor 
  class provided by carapace, shells, etc penalized by 4. 
  Medium Creatures: Creatures of this size have no signiﬁcant 
  modiﬁcations. Those of a man-like form and size may wear 
  clothing or armor made by men. 
  Large Creatures: Creatures of this size are usually considered 
  to be as ﬆrong as an ogre. 
  Giant Creatures: Creatures of this size are usually considered 
  as ﬆrong as a giant. 
  Massive Creatures: Creatures of this size are considered as 
  ﬆrong as a giant and use defense points inﬆead of hits (see 
  below).
  Creature Size (d20)
  Roll
  Size
  1-5
  Tiny (size of an insect to that of a small bird)
  6-8
  Small (size of an small rodent to a medium dog)
  9-14
  Medium (size of a large dog to a average man)
  15-17
  Large (size of a lion to that of a hippopotamus)
  18-19
  Giant (size of an elephant to a medium whale)
  20
  Massive (size of a great whale)
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  495
  Limbs (1d20)
  Roll
  Number and/or Type
  1
  No limbs, snake or worm-like
  2
  Limb number 75% less then normal
  3-5
  Limb number 50% less then normal
  6-8
  Limb number 25% less then normal
  9-12
  No change
  13-15
  Limb number 25% greater then normal
  16-17
  Limb number 50% greater then normal
  18
  Limb number 2x greater normal
  19
  Deferent creature type (roll above), roll again
  20
  Two limbs of a new type (wings, etc.), roll again 
  Additional Movement Types (1d20)
  Roll
  Movement Type
  1-2
  Movement rate reduced by two classes
  3-5
  Movement rate reduced by one class
  6-12
  No changes
  13-18
  Movement rate improves by one class
  19
  Movement rate improves by two classes
  20
  Add an additional movement type, roll again
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  496
  Combat & Fighting Ability 
  The tables below determine a creatures ability in combat. 
  Creature Type & Mythic Combat Ability (1d20)
  Roll
  Fighting Ability
  1-7
  Great Beaﬆ (10% treated as 1d3 great beaﬆs)
  8-9
  Skin-Changer
  10-11
  Eater-of-Men
  12
  Giant (5% treated as 1d3 giants)
  13
  Dragon (5% treated as 1d3 dragons)
  14
  Animated Object (magical or mechanical)
  15
  Walking Corpse (not considered living)
  16-19
  Lesser Spirit (10% treated as 1d3 lesser spirits)
  20
  Greater Spirit (5% treated as 1d3 greater spirits)
  Normal Combat Ability (1d20)
  Roll
  Fighting Ability
  1-6
  No ﬁghting ability
  7-13
  Fights as 1d3 men (as creature or equipment)
  14-16
  Fights as 1d6 footmen (as creature or equipment)
  17-19
  Fights as 1d6 horsemen (as creature or equipment)
  20
  Roll again and blend the results (footmen are elite)
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  497
  Creature Type: When a creature’s type is determined, it is 
  important to keep in mind that they gain all pertinent beneﬁts 
  of that creature type liﬆed in the “All Creatures Great & 
  Small” section. 
  Hits: Roll a d6 for base hits. If the result is a 6, roll again 
  and add the result to the value. If the second result was also 
  a 6, add the result to the value and ﬆop. Spirits usually have 
  simultaneous hits and other creatures usually have cumulative 
  hits. If you are creating a truly massive creature and wish to 
  use defense points (DP), roll a single d10 and multiply the 
  result by 10 to arrive at the defense point total. 
  Type of Hits (1d20)
  Roll
  Type
  1
  If simultaneous change to cumulative
  2-19
  Original hits by creature type
  20
  If cumulative change to simultaneous
  Requirement for Engagement or Wounding (d20)
  Roll
  Requirement
  1-11
  No additional requirements (AC as unit type)
  12-13
  Normal combat allowed, magic weapon required
  14-19
  Mythic combat required
  20
  Mythic combat with magic weapon required
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  498
  Additional Abilities & Weaknesses 
  The tables below may oﬀer additional capabilities to randomly 
  generated creatures. 
  Presence of Additional Abilities (1d20)
  Roll
  Result
  1-9
  No additional abilities
  10-14
  One natural ability
  15
  1d3 natural abilities
  16-18
  One special ability
  19
  1d3 special abilities
  20
  Roll again and blend the results
  Natural Abilities (1d20)
  Roll
  Ability
  1-4
  Save or die attack (poison, etc.) choose ability
  5-8
  Chance to surprise is 2 or 3 (even odds) in 6
  9
  Echolocation, unaﬀected by visual hinderance
  10-11
  Armor class improved by 2 or 3 (even odds) ﬆeps
  12-13
  Tracking, can follow prey over a great diﬆance
  14-17
  Spreads disease (see “Hazards of the World”)
  18
  Chameleon, may usually hide and evade combat
  19-20
  Strength of an ogre or giant (even odds)
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  Special Abilities (1d20)
  Roll
  Ability
  1
  Abilities of a wizard
  2
  Invisibility, 5% remain so when attacking
  3
  Use of spontaneous magic, level equal to hits
  4
  Those within 12” make a wisdom save or ﬂee
  5
  Cause confusion within 12” on failed wisdom save
  6
  Charm a target on failed wisdom save
  7
  Caﬆ 1d3 random spells at a level equal to hits
  8
  Immune to one element (air, earth, ﬁre or water)
  9
  High intelligence, 25% speak 1d3 languages
  10
  Any creature killed becomes this creature type
  11
  Impossible to surprise
  12
  Add 1 or 2 (even odds) to all combat rolls
  13
  Attacks are considered magical weapons
  14
  Treated as a common man in all ways
  15
  Breath weapon, as dragon
  16
  Shapechange, 5% gain all abilities while changed
  17
  If not killed a certain way, return in 1d3 days
  18
  May see into the Otherworld
  19
  Resiﬆ magic (even odds), 10% are immune
  20
  May cross between realms at will
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  Unusual Characteristics, Optional (1d20)
  Roll
  Characteriﬆic
  1
  Multiple heads, 2 or 3 (even odds of either)
  2-6
  Oversized limbs 1d4 limbs are 50% larger
  7-9
  Biped inﬆead of quadruped or vise versa
  10
  Very long lived, 1d10 centuries
  11-12
  Slowly kills all vegetation within 24”
  13-16
  Vaﬆly under or over (even odds of either) weight
  17-19
  Body is unusually elaﬆic, ﬂexible and rubbery
  20
  Body made of an unusual material (wood, etc.)
  Weaknesses, Optional (1d20)
  Roll
  Weakness
  1-3
  Deformed, all d20’s take a -2 penalty
  4-6
  Blind, cannot see normally (even odds of heat sight)
  7
  Magic automatically takes eﬀect (no save)
  8
  Torpor, always found sleeping initially
  9-12
  Sunlight causes 1 hit per turn
  13-16
  Muﬆ consume 2x their weight per day
  17-19
  Allergy (choose trigger) -4 to d20 rolls if exposed
  20
  Unintelligent and impulsive (takes simple actions)
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  Putting the Pieces Together 
  The above tables are ﬆill intended to be a guideline. If there 
  are abilities that the creature being created should have, juﬆ 
  give them such abilities. The tables may also be used without 
  rolling dice by simply choosing the results which ﬁt the idea 
  being manifeﬆed. If choices that were rolled cannot be made 
  to resolve themselves with exiﬆing choices or rolls, simply roll 
  again until a result is given which ﬁts the current creature. 
  Name: Choose what to call the created creature. Aﬅer the 
  name, in parenthesis, is liﬆed the creatures type (monﬆrous or 
  spirit) and their common terrain (which may be chosen, or 
  determined randomly). A creature’s type is oﬅen a byproduct 
  of their mythic combat ability, greater and lesser spirits being 
  spirits, while the reﬆ are monﬆrous. However, a creature is 
  not bound to this determination and the creating party is free 
  to choose the type if needed. 
  Description: Coming up with a simple, concise description of 
  the creature being created is an important ﬁnal ﬆep. All of 
  the information above should be provided along with a brief 
  sentence or two about the creatures habits and behavior. 
  • Morale: The beﬆ way to determine a new creatures morale 
  is to ﬁnd an exiﬆing creature who would act similarly, and 
  use its morale rating. 
  • Value: Figure value as per “Creature Experience Values” in 
  a previous section. 
  Final Notes: These tables can be used in other ways. Curses 
  for example, or shapechange magic gone wrong, are all fair 
  uses. Individual tables may be used to oﬀer creative variation 
  in the appearance of demons or under men, etc. Mutations can 
  also be simulated through selective use of the tables presented.
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  The Villain 
  In both narrative and cooperatively narrative games, the villain 
  is a common tool in creating ongoing ﬆorylines or campaigns. 
  In the ﬆandard narrative format, the player acting as referee 
  should create a primary villain for the characters in the tale 
  to pursue. In cooperatively narrative games, each player should 
  create a villain and thus their own ﬆorylines. Such villains are 
  used when that player is acting as the referee. The following 
  guidelines aid in the creation of these villains. 
  Scale: All villains should begin at level 5, if they are created 
  as characters, or with at leaﬆ 7 hits, if a creature. In both 
  cases, this value reﬂects players who's characters began at 1ﬆ 
  level. For each level gained by the characters, add 1 level or 
  hit to each of the villains. It should also be decided what sort 
  of villain is being created and thus the scope of their available 
  resources (see below). A king is able to throw more at a 
  group of adventurers then a simple sheriﬀ. This impacts how 
  the villain operates and the tactics used. 
  Note, a villain should always be roughly equal in power to 
  all of the player characters collectively. 
  Self-serving: A good villain does anything, no matter how 
  cowardly or unseemly, to ﬆay alive. They ﬂee a battle rather 
  then allow themselves to be killed, if needed they accept 
  capture by merciful foes rather then face death. Villains are 
  known to abandon their men, or even sacriﬁce them if needed. 
  Character Villains 
  If a villain is created using a character class, there is oﬅen 
  more work up front. However, villains with a class are easier 
  to advance as the player’s characters gain level and ability. 
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  Advancement: Character villains gain levels when either the 
  whole group gains a level, or when the controlling player’s 
  character advances a level (for cooperative narration). In the 
  case of a group, when the laﬆ character reaches a given level, 
  the villain gains a level. 
  When characters gain talents, see the “Dramatis Personæ” 
  section, villains may choose a talent of equal value each time 
  a character (or the villain’s player’s character) does. If the 
  villain becomes too powerful, retire them. Or plan a ﬁnal 
  battle, and insure the villain is not allowed an escape. 
  Resources: A villain should be provided with the resources it 
  requires to pose a signiﬁcant threat to the characters whom it 
  was created to oppose. The following guidelines should help. 
  • A good villain should have access to high quality or, if of 
  suﬃcient level, magical armaments and gear. It is suggeﬆed 
  that a villain be given access to a single magical item for 
  each two levels they have gained, or for every two hits if a 
  creature. 
  • Villains usually have a large number of hirelings and other 
  followers at their disposal. When a villain is encountered, it 
  is suggeﬆed they have a full retinue of hirelings (based on 
  charisma) accompanying them. If needed, a major villain 
  can have an entire kingdom behind them. A lack of fodder 
  should not be a situation villains commonly face. It is a 
  good idea for the creator of a villain to write up a few 
  grunts, as well as captains and lieutenants to use as 
  ﬆandard henchmen. 
  • Moﬆ villains have some type of hideout or fortress in which 
  they inhabit. This may be a fortiﬁcation or ruin, (see the 
  section “Exploration & The Wilds”) even a fully mapped 
  caﬆle or dungeon. The player creating the villain should 
  place this location on the map in secret. 
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  Similarity: Generally, a villain’s henchmen and hirelings are 
  of the same lineage as the villain. Common men are not very 
  ﬂexible about this. Some villains keep monﬆrosities as “pets” 
  and guards, but even this is rare. 
  Creature Villains 
  Any creature can be made a villain. However, those with at 
  leaﬆ 7 hits to begin with are the easieﬆ. Dragons and great 
  spirits make good creature villains, as do giants. In games of 
  a more earthly feel, great beaﬆs work well. 
  Advancement: When all the player’s characters have gained 
  a level, a creature villain will gain an additional hit. This 
  pertains to both narrative and cooperatively narrative games. If 
  the controlling player wishes, the creature villain may gain an 
  ability from the experience modiﬁers table which adds a single 
  hit to their value. If they choose to “save” up their gained 
  hits, a creature villain can buy abilities that coﬆ more then 
  one hit (such as level drain or the use of spontaneous magic). 
  Resources: A creature villain should have access to roughly 
  the same level of resources as a character villain, they should 
  however be of a more raw or otherworldly nature. Magical 
  items are far more common, though the creature may not 
  know how to employ them. A creature villain is likely to 
  have two items per three hits. 
  Weird: Creature villains are not bound by the preference for 
  similarity. The aid found serving creatures of the night can 
  vary greatly. Patterns commonly emerge for any villain, but 
  those who are creatures are allowed more freedom in who they 
  allow to follow them. Under men may follow a dragon, or 
  giant for example. 
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  What’s My Motivation? 
  Each villain usually has something which drives them toward 
  ever darkening evil. The liﬆ below can provide ideas for the 
  basic motivations of a created villain (roll 1d8 if desired). 
  1. Collector: The villain hopes to complete their collection of 
  something rare. It could be: pieces of an artifact, eggs of 
  some rare beaﬆ, pages of an ancient tome, or heads. 
  2. Destruction: The villain wishes to deﬆroy something. Be it 
  a city, the party, a particular character, or the whole of 
  the world. 
  3. Knowledge: The villain seeks knowledge at the coﬆ of all 
  else. They may seek to underﬆand the Otherworld, prove 
  the exiﬆence of færies, or to expose the magic of others. 
  4. Life: The villain wishes to prolong their life or life of a 
  loved one, or to bring a loved one back to life (such as a 
  dead lover or child). 
  5. Power: The villain seeks temporal power, either by way 
  of conquering territory, gaining favors of the powerful; or 
  learning great magical secrets. 
  6. Revenge: The villain seeks vengeance upon one or all of 
  the characters. Perhaps over a dead loved one, to right a 
  perceived slight, or to reciprocate a wrongful punishment. 
  7. Transformation: The villain seeks all it ﬁnds to undergo a 
  transformation of some form. The transformation could be 
  religious conversion, or being turned to vampyres, etc. 
  8. Wealth: The villain seeks only worldly possession, be it to 
  spend freely, impress another, to compensate for being of 
  humble beginnings, or to feed simple greed. 
  It is for the referee or players to decide who the villain is 
  attempting to overcome, a draw of names from a hat works 
  well. The players should know why the villain haunts them. 
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  Frequency & Magnitude 
  It is important to arrive at some balance between encounters 
  with a primary villain and encounters which have less to do 
  with the overall narrative being told. To this end, there are 
  few guidelines and simple rules to follow that should oﬀer aid 
  in keeping a good balance between such elements. 
  Planned Encounters: This is where moﬆ encounters with a 
  villain should occur. The referee should work to keep roughly 
  one quarter to half of all planned encounters (outside dungeon 
  crawling or the like) coming from one of the current primary 
  villains. This helps keep the current narrative relevant to the 
  overall ﬆory. If more then a single villain is available, as 
  may occur in cooperative narratives, players have the option to 
  volunteer their villain for an encounter, or the group may 
  choose the villain randomly. 
  Random Encounters: It can be of great beneﬁt to a larger 
  narrative for agents of, or even the villain themselves, to make 
  appearances at random moments throughout the adventure or 
  campaign. To this end, all random encounters within an area 
  controlled by a villain have a 5% (or 1 in 20) of being the 
  agents of that villain. If there are currently other creatures in 
  the area it should be decided if they are allies or enemies of 
  the villain in queﬆion. For the moﬆ part this can be decided 
  by way of a reasoned determination (contagion zombis are not 
  likely to be allied with anything, for example), for those who 
  do not present an obvious allegiance, the odds are even that 
  such creatures are allied with the villain. 
  If the characters are not adventuring through the realms of a 
  villain, then a referee has the option to provide a 1% chance 
  of encountering agents of the villain inﬆead of a usual random 
  encounter possibilities. 
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  * All “men” are basic troops unless otherwise stated.
  Magnitude of a Villainous Encounter (1d20)
  Roll
  Magnitude
  1
  A lone messenger. This encounter should not result 
  in an engagement, though it could be used to set 
  one up.
  2-3
  Spies. This encounter is with a small band (1-6) 
  individuals using ﬆealth to observe the actions of 
  the party and reporting to the villain.
  4-7
  Thugs. This encounter is with a small group (1-6) 
  underhanded types who seek to ambush the group 
  while sleeping or otherwise unaware.
  8-12
  Troops. This encounter is with a band of 
  professional soldiers or mercenaries (even odds) of 
  roughly 2d10 in number, they seek to capture.
  13-15
  Troops and Watchmen. As above with the addition 
  of 1d6 members of the town watch (or the like) 
  and a legal dispute with the characters.
  16-17
  Warband with valued Commander. This encounter 
  is with 10d10 men and their commander can be 
  used as a hoﬆage. A warband seeks capture.
  18-19
  Warband with Villain. As above except the band 
  is lead by the villain. Such a force usually seeks 
  capture, or war if outside controlled areas.
  20
  Villain with Private Guard. This encounter is with 
  the villain and a small cadre of men (1-6) who are 
  heroes. The villain seeks to bargain.
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  508
  The Odious Malediction of Cursing 
  A villain has a unique tool at their disposal, the curse. Curses 
  of a villainous nature are of much greater power then those of 
  moﬆ magical practitioners and are capable of horror beyond 
  the scope of simple spell or spontaneous eﬀect. In many ways, 
  a curse is similar to a miracle. The cursing party decides on 
  the content of the curse and rolls a d100 to see if the curse 
  is successful. Various issues may alter the diﬃculty of the roll, 
  such as the magnitude or speciﬁcity of the curse. If the roll is 
  successful, the curse takes eﬀect as desired. The particularities 
  of cursing are covered below. 
  Malleability: One warning, which is oﬅen forgotten, a curse 
  has a certain ﬂexibility of interpretation common in much of 
  the magical world. It is important to liﬆen to the wording of 
  any curse, as there are oﬅen clever ways of thwarting them 
  hidden within the words of the curses itself. 
  A Curse in Three Parts 
  A curse requires three bits of language: a target, an eﬀect, 
  and a release. Each portion is brieﬂy detailed below. 
  Target: A curse can target any person, object, or location 
  and may target multiple people (such as groups or families) or 
  objects (such as everything in a treasure hoard, etc). A curse 
  which is given a more board target, or targets, is less likely 
  to take eﬀect then one targeting a speciﬁc creature or object. 
  Eﬀect: The meat of a curse is contained in the eﬀect. Such 
  eﬀects are limited only by one’s imagination and the success 
  of the dice. A curse with a broad eﬀect is much more likely 
  to take eﬀect then one with a very speciﬁc eﬀect. 
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  Release: Each curse has a way to bring it to an end. Any 
  curse that is uttered without a release is guaranteed to fail. A 
  curse’s release may oﬀer a resolution which was not the intent 
  of the curse’s wording. Like the eﬀect above, the more broad  
  or easy the resolution is, the more likely the curse is to take 
  eﬀect. For the reasons ﬆated above, the release should oﬅen be 
  well thought out, possibly even more so then the eﬀect. 
  The Emotive 
  The moﬆ important element of a curse is the emotion behind 
  its creation. The source of the emotion is of little importance, 
  only the magnitude matters. The loss of a family member or 
  other loved one, a terrible loss of reputation, even an imagined 
  slight can provide the emotion required to power a curse. The 
  ﬆronger the emotion involved, the more likely the curse is to 
  torment the cursed. 
  Assembling the Malediction 
  With the basic elements of a curse underﬆood, it is important 
  to get a feel for composing the language of a good curse. A 
  formula, of sorts, can help a great deal. The formula which 
  follows should work for moﬆ types of curses, though a curses 
  exact wording may vary. 
  “On the (act spawning the curse), I (full name) curse (target or 
  targets) with (effect of curse) until (release).” 
  Thus, a curse conﬆructed with this formula might read a bit 
  like this. 
  “On the death of Katarina my love, I Aleksander of Rus’ curse 
  the royal lineage of Rurik with prideful ignorance until the line is 
  but a foul memory.” 
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  What It Says Is What You Get 
  The eﬀect of a curse is exactly what was ﬆated when it was 
  made. This known, a curse seldom results in an immediate or 
  radical alteration of the target’s fate, inﬆead they slowly grow 
  in power over time. If the curse ﬆated “prideful ignorance” as 
  the eﬀect, those aﬀected by the curse slowly become more and 
  more proud of their lack of knowledge. Care muﬆ be taken 
  by a referee to make sure curses are not abused within a 
  game, curses can be a tool to build narratives and should not 
  be used to deﬆroy them. 
  A good curse should not simply apply an eﬀect and be done.  
  Nor should a curse have an obvious eﬀect on game mechanics. 
  Curses are better as sources of odd side queﬆs and subplots; 
  they add color to a character or to a whole campaign; and a 
  curse can oﬀer some sense of the emotional entanglement of a 
  hero and a villain. The following factors muﬆ be considered 
  when deciding upon a curse’s eﬀect. 
  Deathless: No curse can directly seek the death of a creature 
  for any reason. Illnesses and other maladies can be sought, but 
  death is outside the power of a curse. A curse can place the 
  target in dangerous situations, juﬆ not directly deadly ones. 
  Humorous Fates: A curse is more likely to succeed if it has 
  a humorous component to its eﬀect. It seems the spirits ﬁnd a 
  bit of comedy worth the extra eﬀort. 
  The Beneﬁts of Not Being Speciﬁc: It is better to word a 
  curse with as broad of a mandate as possible. This allows the 
  curse more possibilities to rectify itself with reality. However, 
  this also makes it more diﬃcult to discern whether or not the 
  curse has indeed taken eﬀect. Because of this, villains oﬅen try 
  to ﬁnd a balance in the cursing of an enemy. 
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  Enunciation & The Odds of Success 
  Once decided upon, a curse muﬆ be enunciated and a d100 is 
  rolled to determine if it has taken eﬀect. The basic odds of a 
  malediction become an actual curse are 1%. However, many 
  factors alter this base chance as seen below. 
  Improving the Odds of a Successful Malediction
  Bonus
  Cause
  1%
  Per personal object of the target that is in the 
  possession of the cursing party
  5%
  If the cursing party is a common or under man or 
  the release is moderately diﬃcult once discovered
  10%
  If the emotion behind the curse is very intense, the 
  target is a common man, or the release is easy 
  once it is discovered
  Value 
  as %
  The total value of the creature making the curse 
  expressed as a percentage (value of 20 = 20%)
  1-10%
  A bonus from between 1 and 10% can be added 
  for humor, have each player score it from 1 to 10
  -1%
  Per curse attempt this year, or per person, item or 
  group of items aﬀected
  -10%
  Per curse attempt this month, per generation of a 
  family, ﬆructure or acre aﬀected, or the release is 
  very diﬃcult once discovered
  -50%
  Per curse attempt this week, per family line or 
  large area (foreﬆ, town, caﬆle, etc) being aﬀected, 
  or the release is impossibly diﬃcult once discovered
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  Ending a Curse 
  The curses presented here cannot be ended by simple magic or 
  superﬆitious means. Only through the fulﬁllment of the release 
  can they be undone. 
  Creative Cursing 
  A curse has many uses beyond simply plaguing a character. 
  An enterprising referee can use the curse to accomplish a wide 
  range of in game goals. 
  Pushing a Party: A curse can be an eﬀective way to force 
  a group into a certain course of action. For example, a curse 
  befalls a family member of a character and the only way to 
  end the foul curse is to return a relic to the center of a vaﬆ 
  barrow. Used in this way, a curse becomes a form of “deus 
  ex mechina” allowing the referee to keep a campaign going in 
  the direction they were previously prepared for. 
  Punctuate Emotions: Curses are an eﬀective tool in creating 
  emotional entanglements between character and villain. A curse 
  of this sort is beﬆ applied to a family member or friend of 
  the character as it adds emotion without adding complications 
  to a character that a player may see as unfair. 
  Player Education: Another eﬀective use of a curse is as an 
  educational tool. If a group is becoming nothing more then a 
  band of murder hobos, have one of their victims curse them. 
  If the players begin disregarding the hiﬆory of the world and 
  how it unfolds, a curse can encourage the characters to alter 
  their disruptive ways. In literature, a curse was oﬅen used as a 
  way to teach an oﬀending party a lesson, this use of a curse 
  should not be shied away from in Færie Tales & Folklore.
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  The Mythic Earth 
  The Earth of Færie Tales & Folklore is one of magic and 
  otherworldly adventure. However, it is also the Earth covered 
  in hiﬆory books and seen in the pages of an Atlas. From the 
  ﬆeppes of Central Asia, to the Great Plains of the Americas 
  and from the taigas of Northern Europe, to the jungles of 
  Africa, all are part of the mythic Earth. Though the focus 
  is on the centuries of the Common Era from the 1ﬆ to the 
  13th, the available eras of play could ﬆretch from the early 
  Bronze Age to the hight of the European Renaissance and 
  beyond. This provides a vaﬆ array of possible settings, many 
  of which are familiar to potential players. 
  Throughout this book, the familiar world spoken of above, is 
  referred to as the mundane or mortal realms. If there is a 
  need to know more about the hiﬆory of the Earth and its 
  people, there are many sources available that can be of great 
  assiﬆance in such an endeavor. A synopsis of technological 
  evolution during the eras of the game is presented later. 
  The Otherworld 
  The greateﬆ diﬀerences in the world of the mythic Earth, are 
  based upon its relation to the Otherworld. In the moﬆ simple 
  of terms, the Otherworld is the source of all magic and the 
  birthplace of all creatures “Not of this Earth”. The mundane 
  world is not separate from the Otherworld, inﬆead being both 
  mirrored and expanded by it. There are four realms which 
  make up the Otherworld: the border realms, the realm of 
  dreams, the higher realms, and lower realms. Travel betwixt, 
  and the mechanics of each is detailed in another section. 
  However, the following pages oﬀer a better underﬆanding of 
  each realm and its purpose within the cosmology of Færie 
  Tales & Folklore. 
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  The Border Realm: The border realm exiﬆs between this 
  mortal world and the true otherworldly realms. It has had a 
  great many titles: Wonderland, The Land of Make Believe, 
  or Færie, some may even refer to it as The Spirit World, or 
  The Veil. By any name, the border between the worlds is a 
  ﬆrange and familiar place. Never truly night, nor ever truly 
  day, this land of miﬆ, shadow, and smoke is governed as 
  much by thought, as by natural law. 
  The border realm mirrors our world in terrain, as well as the 
  ﬂora and fauna which are found. All but common men are 
  mirrored within the boarder realms, seen as idealized versions 
  of themselves. Characters with no lineage to the Otherworld 
  are not able to see through the miﬆs of The Veil into the 
  realm between the worlds. These mundane beings are oblivious 
  to creatures who exiﬆ right beside them, separated by a veil 
  of perception. Conversely, any being in the boarder realm can 
  see all things which exiﬆ in the mortal realm. 
  The border realm, and its inhabitants oﬅen have appearances 
  that can be described as extreme, or exaggerated in some way. 
  Trees seem taller, their green deeper. Animals are larger and 
  seem in mind near to that of men, some are even capable of 
  speech. Foreﬆs may seem idyllic, or a swamp could appear 
  unnaturally foreboding. Where one thinks a face might have 
  been seen where one shouldn't be, it was probably there aﬅer 
  all. This is the way of the border realm, it is a shiﬅing 
  myriad of emotion given color and shaped by our own desires. 
  Though many may peer through the lens and into the border 
  between worlds, moﬆ believe they have witnessed only their 
  own madness. 
  In game terms, the border realm is where players are moﬆ 
  likely to encounter fantaﬆic things, though this is not the 
  rule. At times, the border realm inﬂuences creatures from the 
  mortal realms, leading to the various monﬆrosities. 
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  519
  The Realms of Dreams: For many, the land of dreaming is 
  the moﬆ familiar of the realms of the Otherworld. Unlike the 
  other realms, dreams are the creation of the one dreaming and 
  its realms no diﬀerent. Every dreaming being manifeﬆs a 
  shard of the realm of dreams when they sleep, daydream and 
  otherwise use wild imagination. There are very few known 
  ways to view, let alone interact with the dreams of another. 
  Though a narrator may wish to have players co-experience a 
  dream across each of their shards of the dreaming lands, it is 
  more oﬅen akin to similar dreams, rather then each player 
  within a single dream. 
  There is nothing conﬆant within this realm, as each is but a 
  reﬂection of the mind of a dreamer. However, much happens 
  within these realms of intereﬆ to some games. Prophecies, 
  intertwined dream sequences, hauntings of oneself, these all are 
  ﬆaples of the use of dreams in mythology and tale. Encounters 
  and journeys all may happen during dreams, though no ground 
  may be gained in the mundane world, these occurrences could 
  foretell of future events or possibly hide ones from the paﬆ. 
  The realm of dreams has the capacity to be anything at any 
  given moment. From the unfathomably horriﬁc, to beauty not 
  possible within any of the other realms, the many lands of the 
  dreaming are oﬅen bizarre without compare. This can make 
  deciphering what is truth, spurious at beﬆ. 
  In game terms, the dreaming realms exiﬆ for moﬆly narrative 
  purposes. They can be used in any of the ways outlined above 
  and any a creative narrator can think of themselves. The use 
  of dreams as a source of other adventures, can make for an 
  intereﬆing aside from within a larger ﬆory. Providing a means 
  to play out dreams hopefully adds an intereﬆing layer to many 
  narrative ﬆyle games. 
  It is important to keep in mind, literally anything is possible 
  within the dreaming lands, and nothing is permanent. 
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  The Higher Realm: The higher realm is called Heaven by 
  a great many, it is the aﬆral realm, the formative ocean from 
  where all things supernatural rise. In some cultures it is seen 
  as the Celeﬆial Realm or Nirvana, others call it Paradise. By 
  whichever name it is referred, It is the realm where thought 
  and manifeﬆation are nearly one and the same. It is from here 
  that powerful spirits reign, tricking men into believing in the 
  gods they pretend to be. 
  The higher realms are some of the leaﬆ experienced in all the 
  game. They are, and should be, thought of as the domain of 
  the divine. Though the setting laid out in Færie Tales & 
  Folklore does not recognize any gods in a traditional sense, it 
  would be the creatures dwelling in the higher realms who are 
  as close as the setting provides. 
  The higher realms are extremely idealized. Purity should seem 
  radiant, and vile power seeps like a foul disease. In this realm, 
  what you believe you are can be as important as what you 
  truly are. The scenery in the higher realms is inﬂuenced by 
  those around, becoming more fell or benevolent based upon the 
  prevailing tone of the local population. The terrain and the 
  locations in the higher realm do not have a corresponding 
  location within the mortal realm as do places in the border 
  realms. When traveling the higher realms, one can be said to 
  be truly “oﬀ the map”. When common men travel the higher 
  realm, they leave behind a body, and are moﬆ likely to be 
  considered dead. This is not so for characters or creatures 
  with a lineage tied to the Otherworld, the bodies of such 
  beings travel with them. 
  In game terms, the higher realms should be used as a window 
  to the divine. A fallen hero can commune with his anceﬆors 
  while he awaits being risen from the dead. Some may speak to 
  greater spirits by traveling, at leaﬆ in part, to the higher 
  realm. Some ﬆill, simply wish to know where the dead go. 
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  The Lower Realms: Oﬅen the leaﬆ underﬆood of the true 
  otherworldly realms, the lower world or realms are a place of 
  adventure, danger and glory. Some cultures refer to the lower 
  realms as Hell, or the Abyss. Others have dubbed it Valhalla 
  or even Sidhe. There are tales of a boatman with a taﬆe for 
  coin, or a great wolf who guards the way. Though the lower 
  realms may seem more solid, nothing there is permanent and 
  nothing ﬆays dead. In this way, the lower realms are as much 
  an extension of the border realms, as the border realms are of 
  the mortal world. However, the locations found within the 
  these realms have no earthly equivalent. In that one way, the 
  lower realms are much like the higher ones. 
  The lands of the lower realms are forever dramatic. Foreﬆs of 
  massive trees and driving snow, subterranean hells unlike all 
  places upon the surface, or spiraling ﬆone barrows carved by 
  the native men. At times these realms are a true depiction of 
  the Abrahamic Hell, complete with a lake of ﬁre. At others, 
  it is of a beauty so great and haunting, as to drive men to 
  pine themselves into shedding this mortal coil. 
  From here, devils rise, jinn crawl and the Queens of Færie 
  hatch unfathomable plans. Though it is rare for a mortal to 
  set foot in these lands without ﬁrﬆ being summoned by Death 
  itself, the lower realms are likely to be of greater inﬂuence 
  upon a game then the higher realms. If the higher realms are 
  seen as the superego, the boarder between the two as ego, 
  then the lower realms are surely the id. It is primal, visceral 
  and glorious, the metaphorical Pandora’s Box. From the dark 
  depths of this fell world, Lilith gives birth to monﬆers. 
  In game terms, the lower realms oﬀer unique possibilities for 
  adventure. Its deathless, otherworldly nature can provide the 
  “high” in the fantasy some prefer, and there is ample smoke 
  for the sake of the pun. If endless battles within the halls of 
  Valhalla do not raise the roof, put the group to bed. 
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  The Mundane & The Otherworldly 
  The larger conﬂict represented in Færie Tales & Folklore is 
  that of the mundane versus otherworldly. The Otherworld is 
  closer to the mundane in the earlieﬆ days of men and slowly 
  falls away as time passes. Common men are the personiﬁcation 
  of this theme. When common men gather, the connection to 
  the Otherworld fades, as does all that is magical. This creates 
  a tension within the game world, a reason to choose a side. In 
  the following entries the implications of this conﬂict, and its 
  impact on the game world, are given some detail. 
  Monﬆrosities & Spirits: If monﬆrous creatures and spirits 
  hold the majority in an area (1 spirit or monﬆrous creature 
  being equal to 100 common men), that area begins to fall 
  under the inﬂuence of the Otherworld. The greater this ratio 
  becomes, the greater the inﬂuence the Otherworld has over the 
  mundane realms. When deciding how this aﬀects a given area, 
  consider the creatures who are inﬂuencing it. If the characters 
  ﬆumble upon the foreﬆ village of little folk, that foreﬆ may 
  seem “færie-like” or otherwise magical. If a dragon has come 
  to reﬆ in some great cave within a mountain, that mountain is 
  likely to seem “volcanic” and deathly. This eﬀect is similar 
  and works in conjunction with the ability of high and low 
  men to subtly alter their own appearance and that of their 
  surroundings. Wise players may learn to decipher the signs of 
  various creatures so as to anticipate the present threat. 
  Magic Items: A magic item that reﬆs among common men 
  for a year and a day becomes dormant and muﬆ be revived 
  by some otherworldly creature (on a successful save) before it 
  functions properly. If such an item reﬆs among common men 
  for a century, the item loses its enchantment permanently. An 
  artifact is immune to this eﬀect. 
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  The Burden of Spirit: Any spirit that is currently within 
  either the higher or lower realms is able to hear any requeﬆ 
  made directly to it from within the mortal realms, provided 
  the requeﬆ was made by a common man. Few such spirits are 
  able to answer such requeﬆs, though all perceive them. This 
  fact can cause many more well known spirits to succumb to a 
  madness similar to schizophrenia. However, the being making 
  the requeﬆ moﬆ know the name of the spirit asked and 
  nicknames do not count. This fact is what allows common 
  men to plea for a miracle. 
  Iron: Iron magniﬁes the eﬀects of common men on all things 
  otherworldly. A signiﬁcant amount of the metal is required to 
  provide a noticeable eﬀect. A man in full harness counts as 
  two men. A knight in full harness mounted upon a heavy 
  horse in plate barding is considered three men. Moﬆ cannons 
  are considered between one and ten men. If iron has been 
  enchanted, it no longer has this eﬀect. High men ﬁnd the use 
  of iron to be diﬆaﬆeful, as do moﬆ spirits. Low men tend to 
  be drawn to it, like a moth to ﬂame, and other monﬆrous 
  creatures pay the metal little heed. 
  Otherworldly Inﬂuence: A referee should know which spirits 
  currently exiﬆ within the border realms of any given area, as 
  such spirits shape the “emotional tendencies” of the equivocal 
  area in the mortal realms. An angry gáﬆ can cause those 
  within the mundane world around its haunt endless tension and 
  uneasiness. The presence of demons can cause all manner of 
  debauchery and depraved acts. This eﬀect can only be ended 
  by chasing out the spirits causing the eﬀect. There is no save 
  allowed for this eﬀect, which applies equally to all creatures 
  in the area. If there are many creatures within the same area, 
  the moﬆ powerful deﬁnes the changes. 
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  Otherworldly Bridges: Though extremely rare, there are a 
  few locations which act as bridges between the mortal world 
  and the otherworldly realms. These locations may be used to 
  cross between the realms even when such crossing should not 
  be possible (such as being within The Black). A location of 
  this nature usually requires a trigger of some form to activate. 
  Once activated, travel to the Otherworld is possible for 1d10 
  turns. Such places oﬅen act as a magnet drawing all that is 
  monﬆrous and otherworldly to it from many leagues around. 
  Roll on the table below or choose. 
  Examples of such locations and the realm to which they are 
  linked are liﬆed below. 
  • The Border Realms: Brú na Bóinne, The Hypogeum, The 
  Shaolin Temple, Stonehenge, Uluru Plateau (dream realm) 
  • The Higher Realms: The Glaﬆonbury Tor, Kaaba, The 
  Mahabodhi Tree; Mounts Kailas, Olympos, and Sinai 
  • The Lower Realms: Actun Tunichil Muknal, Angkor Wat, 
  Hekla, Machu Picchu, Sholomance, The Valley of Kings
  Trigger Activation Methods (1d6)
  Roll
  Trigger
  1
  Magic of 1d6 in complexity level
  2
  A miracle or exposure to an artifact (even odds)
  3
  Great evil or selﬂessness (even odds)
  4
  1d4: 1 vernal, 2 eﬆival, 3 autumnal, 4 hibernal
  5
  An eclipse of the sun or moon (even odds)
  6
  Sacriﬁce 1d1000 animals or people (even odds)
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  Fell Fear: Large monﬆrous creatures (dragons, giants, etc) 
  cause terror in common men. When such a creature comes 
  within charging diﬆance of common men, those men muﬆ 
  check morale as if they had taken excessive casualties. This 
  only aﬀects units or single common men with but one hit. 
  Deiﬁed Spirits: Some spirits amass vaﬆ temporal power and 
  inﬂuence. These spirits come to resemble the deities worshipped 
  by common men, though by deﬁnition they are not gods nor 
  creators. A deiﬁed spirit is not only capable of hearing the 
  requeﬆs made of them, they may act upon them by utilizing 
  any magical abilities known to them, even across the realms 
  themselves. It should be assumed that a deiﬁed spirit may caﬆ 
  any spell and manifeﬆ any act of spontaneous magic they can 
  imagine. Deiﬁed spirits may not be deﬆroyed by any known 
  means either mundane or magical. Laﬆly, a deiﬁed spirit may 
  travel to any location in any of the realms, save the dreaming 
  realms or an area within The Black, at will. As powerful as 
  such spirits are, they can ﬆill only project themselves into the 
  dreams of another. 
  Religion: Only common men have taken to the worship of 
  spirits. Much of this adoration is due to the inﬂuence deiﬁed 
  spirits may exert over common men and the fear common men 
  have of the unknown. The more common men venerate any 
  given deiﬁed spirit, the greater that spirit becomes. However, 
  the more common men born, the greater the population of the 
  world, the further it driﬅs from the Otherworld and the more 
  diﬃcult it becomes for the spirits to inﬂuence the mundane. A 
  spirit cannot hear the requeﬆs of other spirits as they can of 
  common men. This may be the primary reason that common 
  men are the only lineage who base their lives on, and form 
  theology based around, the deiﬁed spirits. 
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  The Body & The Realms: The shiﬅ from the mortal, or 
  mundane, realms to the border realms can be seen as a shiﬅ 
  of consciousness or perception. However, when traveling to the 
  Otherworld proper, what happens to a creature’s physical form 
  depends upon that creature’s type. 
  • High Men & Spirits: The bodies of such creatures either 
  evaporate into miﬆ or rapidly burn away as they are 
  brought across the veil. There are some creatures who melt 
  away into water or harden into ﬆone, though such inﬆances 
  are rare and solely attributed to spirits of aquatic or earthy 
  natures. If the creature is crossing into the Otherworld 
  because they have died, this transformation is a permanent 
  one (see “The Lineages”). In all other cases the creature’s 
  body incarnates when the creature returns from the 
  Otherworld. It should be noted that high men, as well as a 
  handful of other spirits, are considered natives of both the 
  mundane realms and the Otherworld. These creatures have 
  bodies of ﬂesh and blood when within the mortal realms, 
  though moﬆ other spirits have bodies composed of ectoplasm 
  (unless a possessed body is used). 
  • Mortal & Mundane Creatures: These creatures leave behind 
  a lifeless body if they travel beyond the border realms. If 
  the body can be preserved without decomposing or taking 
  mortal harm, the creature’s spirit may return to the body 
  and give it life. If the body cannot be preserved, it dies 
  and begins to decay as normal. The rate and type of decay 
  diﬀer between mundane creatures (such as common men) and 
  monﬆrous creatures (such as dragons). Due to this disparity 
  in decay, monﬆrous creatures are able to return to the 
  mundane realm aﬅer a much longer ﬆay in the higher or 
  lower realms then is possible for a mundane creature. In all 
  situations, damage to the body leﬅ behind causes harm to 
  the traveling spirit and vice versa.
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  High Men vs. The Black: If a high man is forced into an 
  area aﬀected by The Black they suﬀer a diﬀerent fate then 
  other spirits. Firﬆ, they are immediately transmogriﬁed into a 
  common man. Second, any levels gained as a magic-user are 
  loﬆ permanently. Third, much of the high man’s memory is 
  deﬆroyed. They do not remember who they were, nor what 
  power they held. Only a wish, or miracle from a deiﬁed spirit 
  can return the high man to their original ﬆate. 
  A War Which Cannot be Won: Magic and wonder are 
  fading from the world. This fact is unavoidable and it cannot 
  be ﬆopped. This theme hang like a dark cloud over much of 
  the game’s setting. It is good to reinforce, and oﬅen, that 
  common men are the laﬆ one’s ﬆanding. However, games set 
  in eras from 1000 BCE and before do not have to face any 
  of the signs of this coming change. During such eras, magic 
  is more spectacular and the otherworldly is much more 
  common. Aﬅer the 1500s CE magic and the otherworldly is 
  so rare as to be almoﬆ nonexiﬆent. During this time, wonder 
  begins to parish as the unknown gives way to civilization and 
  the sciences. From these years onward, the otherworldly realms 
  have ﬆrayed so far from the mundane realms that few mortal 
  men ever see beyond the veil, let alone enter the border realm. 
  By the 1800s the border realms are a twiﬆed shadow and 
  much of life exiﬆs without spirit. During this time The Black 
  has spread like an inky sickness across much of the globe and 
  it is only in the moﬆ remote of places that the monﬆrous or 
  Otherworldly may ﬆill draw breath. It is doubtful there are 
  any deiﬁed spirits leﬅ at this point to hear pleas of common 
  men, let alone answer them through miracle. 
  This is the known end of the conﬂict presented within Færie 
  Tales & Folklore. This conﬂict drives much of what the 
  characters experience and the choices they make.
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  Culture & The Otherworld 
  All of the lineages of men, including those in “All Creatures 
  Great & Small” share the culture of the common men who 
  exiﬆ near them. It is more common for the lineages with 
  otherworldly ties to share cultural similarities with more then 
  one culture or ethnicity. This is usually attributed to the 
  tendency of such creatures to live on the fringes of society, 
  where cultural borders commonly blur. 
  There are a few notable ways in which culture and creatures 
  of the Otherworld interact. Firﬆ, in the earlieﬆ days of men, 
  common men and the otherworldly lineages seem to be a near 
  perfect mirror of each other in culture and progress. As the 
  centuries pass, all that is otherworldly seems to gradually lag 
  further behind the mundane in both cultural progress and 
  modernization. Second, due to the nature of the border realms, 
  it is signiﬁcantly more likely for the mundane to deﬁne the 
  Otherworld then the other way around. When considering the 
  previous item, it is likely for the Otherworld to seem as an 
  ancient version of what currently is, or at leaﬆ much older 
  and mythic. Third, the further from the border realms one 
  travels, the more “backward” the Otherworld is likely to 
  seem. Moﬆ true change muﬆ ﬁrﬆ be initiated in the mundane 
  realms, then it ripples out to the higher and lower realms. In 
  rare cases, signiﬁcant change can begin within the dreaming 
  realms before manifeﬆing in the mundane. Many prophecies 
  begin this way. Finally, the cultures seen in the Otherworld 
  are oﬅen highly exaggerated versions of an earthly equivalent. 
  Authoritarian cultures become absolutely cruel in their 
  judgements; militariﬆic cultures become brutal in the moﬆ 
  unﬂinching of ways; and moraliﬆic cultures become completely 
  uncompromising in their condemnation. The look of these 
  otherworldly cultures is also exaggerated, becoming almoﬆ 
  caricatures of the cultures that inﬂuence them. 
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  Cultural Origins: It is rare to encounter any creature outside 
  of the culture which spawned its myths. Some creatures have 
  myths that are shared by many cultures, thus increasing the 
  available range of such a beaﬆ. A few of the moﬆ ancient 
  creatures (dragons, giants, etc) are so intertwined with men, 
  that they have shaped the cultures of men. These creatures are 
  so ubiquitous in myth as to not be out of place wherever they 
  are found. It should be said that land not within the borders 
  of any culture can be populated with creatures from the 
  mythologies of all nearby cultures. It is not impossible to ﬁnd 
  creatures from far away in places they don't belong, it is juﬆ 
  extremely unlikely. 
  Random Encounters: When determining the type of creature 
  encountered during a random event, some consideration should 
  be given to the games setting and prevalent culture, as well as 
  the culture of the randomly determined creature. If the random 
  roll produces a type of creature not likely to be found within 
  the current setting, there are a few ways to resolve the issue. 
  Firﬆ, try and ﬁnd a similar creature from the culture of the 
  current setting. Many creatures have similar equivalents from 
  other cultures. Second, ﬁnd a creature that is close enough for 
  the current situation. Laﬆly, decide to either keep the original 
  roll and juﬆ “go with it” or roll the dice to determine a new 
  random creature type. 
  The Reciprocal Nature of the Realms: It should never be 
  completely clear which side of the veil has more inﬂuence over 
  the other. Even as common men push the Otherworld ever 
  back, its inﬂuence continues to shape culture in the modern 
  era. In this way, the Otherworld never completely loses its 
  battle with common men and the modernization of the mortal 
  world. The realms cannot be divided, only separated further.
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  The Great Literary Works 
  Over the course of hiﬆory there has been a number of great 
  works of myth. These works oﬅen provide a familiar setting 
  in which to adventure. The following section brieﬂy details a 
  number of these mythic settings. 
  Shutur Eli Sharri, 2100 BCE 
  The Shutur Eli Sharri, or The Epic of Bilgamesh, is an epic 
  poem written in ancient Ki-En-Gi, or Sumer, located in what 
  is now Iraq. The tale follows King Bilgamesh, oﬅen called 
  Gilgamesh, ruler of Uruk and his queﬆ for immortality. The 
  timeless tale of friendship and loss makes a good setting for 
  adventure. However, the kingdom of Ki-En-Gi is an early 
  Bronze Age civilization, and this requires some basic additions 
  to the exiﬆing rules. 
  Bronze Weapons & Armor: A weapon made from bronze 
  will bend beyond usable on a combat roll of a 1 or 2. 
  Armor of bronze manufacture protects as the next loweﬆ class 
  when defending againﬆ weapons made of iron. 
  High & Low Men: In games set in this era, moﬆ high 
  men are nephil (the oﬀspring of mortal and angel). A low 
  man could possibly be an Udug, the shapechange option could 
  be used but there little precedent in the ﬆories. 
  Magic & Miracles: Moﬆ magic that occurs is by way of 
  the miracles of prieﬆs and common men. Those magic-users 
  who are encountered do not use scrolls or books, inﬆead they 
  record their spells on small clay tablets. Furthermore, it is 
  suggeﬆed that spontaneous magic be limited in the following 
  important ways: 
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  1. A character capable of spontaneous magic should choose a 
  single area of magical eﬀects in which they are proﬁcient. 
  Examples could be: an element (air, earth, ﬁre or water), 
  charms and enchantments of the mind, illusion and mirages 
  or even changing the shapes of things. This proﬁciency is 
  noted on the character’s record. 
  2. When a character makes a complexity roll to determine 
  the available complexity for a spontaneous magic caﬆing, 
  they gain 1 additional complexity (ﬆill limited to 6 total) 
  to spend on the spell if it ﬁts within their proﬁciency. 
  3. When a character makes a complexity roll that is NOT 
  within their proﬁciency, subtract 2 from the available 
  complexity. 
  4. When using these modiﬁcations, a character is allowed to 
  choose an additional area of proﬁciency at levels 4, 8 and 
  10. In the case of a creature, simply divide their total 
  hits by 4 to determine the number of areas of proﬁciency 
  they have available. 
  Tactics & Units: The military of Ki-En-Gi is largely 
  composed of footmen. Armor is rare but some individuals use 
  clothing equal to a gambeson, or leather, and a helmet of 
  copper is common. Light footmen are the moﬆ common, with 
  elite footmen comprising one-third of a force. Moﬆ men are 
  armed with a rectangular shield and a spear. It is assumed the 
  military of Ki-En-Gi used a formation similar to the phalanx 
  later improved on by the people of Hellas. Skirmishers would 
  use bows, javelins or slings (treat as light crossbow). 
  Some Ki-En-Gi units made use of crude chariots drawn by 
  onagers, or wild donkeys. Treat these as no diﬀerent then a 
  basic cart. Though boats and ships exiﬆed, naval battles were 
  virtually nonexiﬆent. Basic siege warfare and fortiﬁcation was 
  known, but siege engine use was extremely limited. 
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  Mythology of the Shutur Eli Sharri 
  The creation myths of Ki-En-Gi are based on the marriage of 
  paired opposites. Their cosmology was built upon a ﬂat, disc-
  like Earth enclosed under the dome of the sky. There was a 
  deeply held belief in a gloomy underworld realm where spirits 
  of the dead lingered as gidim, similar to modern ghoﬆs. The 
  many deiﬁed spirits of Ki-En-Gi oﬅen changed from city-ﬆate 
  to city-ﬆate, but those of importance to the tale are covered 
  below. 
  An: The spirit An is the king of the pantheon. He is a 
  spirit of the sky and of the higher realms of the Otherworld. 
  An is the spirit who judges all. 
  Bilgamesh: A great hero from a lineage of high men, who 
  are similar to the Hellenic hemitheoi. Famed for his unnatural 
  ﬆrength, his mother was thought to be Ninsun. 
  Enkidu: The wild man and companion of Bilgamesh, Enkidu 
  was originally created to punish Bilgamesh for being a cruel 
  king, he was punished and killed by the gods inﬆead. 
  Inanna: Is a spirit of love, power, sexuality and war. She is 
  the daughter of An, and was seen as the manifeﬆation of the 
  celeﬆial body that is Venus. 
  Ninsun: “Lady Wild Cow” and mother of the great hero 
  Bilgamesh, this spirit is thought to be an ascended woman of 
  mortal birth. 
  Ud: The solar spirit of the pantheon. He presides over truth, 
  juﬆice and law. He is oﬅen depicted donning a horned helm 
  and driving a boat or chariot across the sky. 
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  Themes of the Shutur Eli Sharri 
  The Epic of Bilgamesh features some classic plot points and 
  themes that work well within an adventurous campaign. Two 
  of these themes are presented below along with some rules to 
  ensure their usability within a game. 
  Ally From Enemy: In games using this plot point, a player 
  choses to act as a villain during the early portion of a larger 
  campaign. This role may be taken by a single player or up 
  to half of the group. As a villain, the player or players have 
  the assets available to any villain. Unlike moﬆ villains, a 
  villain of this type does not gain in experience, nor improve in 
  anyway, until he (or they) are ﬁrﬆ beaten by the remaining 
  players. Once truly beaten, the villain (or villains) become  an 
  ally of the group and play continues from that point. Once 
  part of the group, the villains are allowed to gain experience 
  as normal. Only character villains can be used in this way. A 
  few things to keep in mind when using this plot point: 
  • The players should not seek to kill one another, though 
  they should not be awarded experience for encounters they 
  are not honeﬆly engaging in. Players should be seeking to 
  defeat each other, oﬅen to decide leadership, without using 
  deadly force. The goal is friendship, not death. 
  • Care should be taken to ensure the players and characters 
  are on near equal footing when the two sides become allies. 
  Though this is not always possible, the referee and players 
  should work to that goal for the beneﬁt of everyone. 
  Heroic Challenge: This is a simple but eﬀective plot point. 
  A beaﬆ is known to haunt some local, the players muﬆ go 
  and take it down. For sandbox ﬆyle games, this same idea 
  can be used to hunt for a certain number of mythical beaﬆs. 
  The players could be sent to kill ﬁve dragons for example.
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  534
  Odysseia, 1188 BCE 
  The second of two epic works by the poet Hómeros, Odysseia 
  follows its protagoniﬆ, King Odysseus of Ithake, on his cursed 
  journey home aﬅer the war with Troia. The hero is noted for 
  his guile, and the unusual cunning he displays in solving the 
  problems that face his crew. Loyalty, is a repeating theme in 
  the tale, as is the determination to beat the odds. 
  The Mycenæan era of Helladic culture was ﬆill in its Bronze 
  Age (see above), and the weapons and armor available reﬂect 
  this fact. Mycenæan Hellas was responsible for many advances 
  in architecture and engineering, as well as military power. A 
  few additional rules and subﬆitutions that need to be covered 
  are as follows. 
  High & Low Men: High men are likely be hemitheoi and 
  a player of such a character should choose from whom they  
  descend. Low men are likely to be the children of spirits like 
  the nýmphē, or creatures such as satyros. It is suggeﬆed for 
  such low men to use the shapechange option. A low man may 
  also have no ability to enchant in and of themselves, but 
  inﬆead they receive items of magic from a generous patron. A 
  player who is looking to play a character in the Kirke mold, 
  should create a low woman who’s focus is on potion creation, 
  and they should underﬆand the rules of alchemy. 
  Magic & Miracles: Miracles are the moﬆ common form of 
  magic in the Helladic setting. Magic-users use papyri or clay 
  tablets to record spells. It is suggeﬆed that spontaneous magic 
  be limited in accordance with rules from the “Shutur Eli 
  Sharri” above. Though not necessary, players should make 
  their choices about areas of proﬁciency based upon who they 
  are related to as high. This oﬀers additional believability to 
  the fact that moﬆ high men be hemitheoi. 
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  Scythe & War Chariots: A chariot is a two-wheeled cart 
  intended for use on the battleﬁeld. Either 2 or 4 horses are 
  required, and the rate of movement equal to the type of horse. 
  Each requires a charioteer to ﬆeer, and a single passenger is 
  free to engage in both melee and missile combat. A scythe 
  chariot causes a hit to any creature within a 1” x 2” area 
  surrounding the chariot (no roll required), provided it is in 
  motion. A chariot has the defense points of a light catapult. 
  Tactics & Units: Mycenæan units were moﬆly footmen of 
  all classes (light, heavy, armored and elite). Footmen use 
  shields, spears, and to a lesser extent, swords. Rare single 
  troops and units may use axes, bows, javelins, maces and 
  slings. Armor is uncommon though not rare. Leather, ﬆudded 
  leather, scale and bronze plate known as a panoply, are all 
  likely to be used. 
  Though little in the way of cavalry was used, the function of 
  chariots in Mycenæan warfare is ﬆill uncertain. The use of a 
  chariot in Helladic war was known in earlier eras but thought 
  to be less common by this time. The role of the Mycenæan 
  navy was also unclear, as few battles would occur on the open 
  sea. Siege warfare however is becoming more common. 
  Mythology of the Odysseia 
  The religion of Mycenæan Hellas is a precursor to the classic 
  Dodekatheon of the later Helleniﬆic people. There is a deﬁned 
  higher realm in Olympus, and the chthonic lower realm of 
  Hades. Helleniﬆic beliefs have a fondness for heroes, and such 
  people are oﬅen elevated to immortality. 
  Athenaie or Mykene: A spirit of craﬅ, war and wisdom, 
  who is seen as calm and juﬆ. She is the companion of heroes, 
  and contrary to later myths, she precedes the spirit Zeús. 
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  Kalypsõ: A nýmphē and daughter of Atlas, she resides upon 
  the island of Õgygía, where she keeps Odysseus for a period 
  of between 1 and 7 years. 
  Odysseus: King of Ithake and great-grandson of Hermãhãs, 
  he is the Odysseia’s protagoniﬆ and known for his guile. 
  Poseidon: This spirit is known as the Earth Shaker and the 
  King of the Seas. He is also known to have tamed the horse 
  for use by gods and men. He is the father of many spirits 
  and monﬆrosities. 
  Themes of the Odysseia 
  The Odysseia presents many prominent themes which occur in 
  mythology regularly. Such themes are great seeds, or simple 
  plot points, to work into any game. These themes are covered 
  more thoroughly below. 
  The Curse or Geas: In this plot point, the characters are 
  hindered by a curse, or alternatively a geas. In order to move 
  beyond a predetermined point in the campaign, the characters 
  muﬆ ﬁnd a way around the curse. This oﬅen involves righting 
  the wrong which led to the curse, or facing the weight of the 
  geas. The curse generally has no other eﬀect. 
  The Search for Home: This makes a good main plot point. 
  A group of loﬆ adventures trying to ﬁnd their way home. 
  This is especially useful for sandbox ﬆyle games where 
  progress is somewhat random. In such games, the referee 
  should place the home location secretly on a hex grid. The 
  players muﬆ then ﬁnd their way home.
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  The Execution of a Spirit, 33 CE 
  Recorded by hiﬆorians and theologians in a great many ways, 
  the trial and execution of what was presumed to be a living 
  deiﬁed spirit marked a frightening change in the relationship 
  between common men and the spirits. In the end it would be 
  seen as the catalyﬆ of a great change, the balance of power 
  had shiﬅed and man was determined to rule alone. 
  During this time, man had made great progress in the sciences 
  and had created vaﬆ civilizations. With the ability to explain 
  the world in terms of reasoned facts and scientiﬁc ﬆudy, the 
  forces of magic grew ever weaker. There was always conﬂict 
  among the realms, between the chaos of magic and the order 
  of the mundane but, this was diﬀerent. Common men, free of 
  any true outside threat, came to claim all they knew for 
  themselves alone. Though they worshipped the spirits as gods, 
  they only seemed comfortable when no one around them was 
  greater then they. This act of violence on a barren plain in 
  Roman occupied Salem marked the ﬆart of a great war. Man 
  had killed who was believed to be a deiﬁed spirit, and in so 
  doing came to worship their sacriﬁce. 
  The Conﬂict: This plot point be consiﬆent across all games 
  within the setting of Færie Tales & Folklore, but as of 33 
  CE, the conﬂict has taken a decidedly more deﬆructive turn. 
  Common men sought to drive out all others from the mundane 
  world they felt was theirs, but this caused deep conﬂict with 
  the traditions they held and had venerated since their rise from 
  the apes. This caused further turmoil in the hearts of men, 
  bringing them to worship the spirits they had deﬆroyed in a 
  manner similar to the way they once worshipped their own 
  dead anceﬆors. As of this moment in hiﬆory, the spirits began 
  to underﬆand that common men was no longer the ally of 
  old, but rather a conqueror.
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  Mabinogion, 480 CE 
  The Mabinogion is a compilation of tales from Cymru, or Yr 
  Hen Ogledd, the land now known as Britain and Wales. The 
  tales are told in four parts, or “branches” and include from 
  seven to eight additional tales depending upon the compilation. 
  The four branches of the Mabinogion tell of the character 
  Pryderi fab Pwyll, though he does not always play a central 
  role. The many tales contained within the compilation cover a 
  great many themes, as well as encounters with legends such as 
  King Arthur, and hiﬆorical ﬁgures such as Flavius Magnus 
  Maximus Auguﬆus. The primary branches of the Mabinogion 
  culminate with the death of Pryderi at the hands of Guidgen 
  fab Dôn, hero and magician of Guynet. 
  The collection of tales occurs over a relatively large span of 
  time. Though the four branches focus on a much shorter time 
  frame, the life of Pryderi, the full set of tales possibly spans 
  a great many years. The span of time covered does not cause 
  many issues with the rules as currently provided, but a few 
  additional considerations are detailed to improve the feel of a 
  game set within this era. Note, a large amount of Roman 
  infraﬆructure ﬆill exiﬆs in Britain, roads, forts, etc. This is 
  diﬆinct advantage to the ease of gaming in the environment. 
  Bardd: A bardd is a courtly poet of the Cymru people. Such 
  men were highly learned and well versed in music and cultural 
  lore. In games set during the Mabinogion, a character with 
  the entertainer background may choose to be a bardd inﬆead. 
  A bardd is considered an upper class profession, and they are 
  part of the king’s court. A bardd has moﬆ of the same initial 
  equipment provided an entertainer (though of higher quality), 
  but they begin with 2d6x10 silver, and they enjoy a life 
  ﬆyle closer to that of nobility then that of an itinerant artiﬆ 
  or musician. 
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  High & Low Men: A high man is likely be the child of 
  the Tylwyth Teg or, if from Ériu, the Tuatha Dé. Their 
  abilities are much the same as the high men presented in the 
  section “Dramatis Personæ”, the heirloom option is common 
  for such characters. If the character is Angle, Jute or Saxon, 
  they could be a descendent of the alfar. 
  Low men are oﬅen Spriggan or Trow, while those of the 
  northern reaches may be Dvergr. Any of the options available 
  to low men are appropriate for this era. 
  Magic & Miracles: Magic ﬁlls a prominent role in the tales 
  of the Mabinogion. Miracles are performed by both Chriﬆian 
  and Pagan prieﬆs. Magic-users keep collections of parchment 
  or scrolls, some may even keep books. Spontaneous magic does 
  not need to be limited, though this is always an option should 
  all the players agree (see Ki-En-Gi above). 
  Tactics & Units: Footmen during this era may be of any 
  class. Peasants or levies usually wear a gambeson or leather 
  armor; they carry shields; and use hand axes, short bows, 
  spears. A professional soldier is likely to wear ﬆudded leather 
  or mail; carry a shield; and wield swords in addition to the 
  above armaments. A noble is equipped as a professional soldier 
  but they are more oﬅen mounted. 
  Horsemen are either professional soldiers, or noblemen and are 
  equipped similarly to the footmen above. The lance is more 
  common among noble horsemen. Chariots are a veﬆige of a 
  bygone era and such, such vehicles see almoﬆ no use during 
  this period of hiﬆory. 
  Though raiding and trade is common, naval battles are very 
  rare. However, sieges grow more common with each passing 
  decade. The hillfort is the moﬆ used fortiﬁcation, but caﬆles 
  and other more formidable ﬆructures are not unknown. 
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  Mythology of the Mabinogion 
  The legends and mythology within the Mabinogion, and the 
  Cymru in general, are juﬆ beginning to feel the encroachment 
  of Chriﬆianity. Though paganism is ﬆill common across the 
  isles, Pádraig has converted much of Ériu and Auguﬆine of 
  Canterbury would soon be on his mission in Britannia. 
  The ancient religions of the Brythonic people, and their Gæl 
  neighbors, were both animiﬆic and polytheiﬆic. They featured 
  well deﬁned cosmologies, and rich mythology that was passed 
  on by an oral tradition. The Cymru called their Otherworld 
  Annwn, the people of Ériu referred to it as Tír na nÔg. 
  Arawn: Arawn, the Cymru King of the Underworld, who is 
  later thought to be a part of Gwynn ap Nudd, King of the 
  Tylwyth Teg. He is associated with the “Wild Hunt”. 
  Guidgen fab Dôn: Born to a lineage of high men, Guidgen 
  fab Dôn kills Pryderi fab Pwyll in single combat. Known for 
  his cunning, as well as his skill as a magician and warrior. 
  Math fab Mathenwy: King of Gwynedd and born to a line 
  of high men, it is said he muﬆ reﬆ his feet on the lap of a 
  virgin if not at war, or die. 
  Pryderi fab Pwyll: King of Dyfed and son of Rhiannon, 
  this character appears in all four branches of the Mabinogion. 
  He was ﬆollen at birth and his mother accused of infanticide. 
  In time he grew to a heroic young man and reconciled with 
  his eﬆranged family. He is killed by Guidgen fab Dôn. 
  Rhiannon: A lady from a line of high men, Rhiannon is 
  said to be closely associated with horses. She is the mother of 
  the hero Pryderi, and known for her insight and generosity. 
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  Themes of the Mabinogion 
  The themes presented in the Mabinogion can be complex and 
  diﬃcult to use within a game. They oﬅen deal with the short 
  comings, or weaknesses of a character. There are a couple 
  that are great to use during a game. 
  Changeling & Shapeshiﬅing: This plot point can be used 
  in many ways. Commonly, a truﬆed alley is brieﬂy mimicked 
  by craﬅy færies, or magicians. In the moﬆ insidious inﬆances, 
  a child is replaced with a changeling. There are many 
  creatures capable of such feats of magic: from low men, to 
  lóng, or even a doppelgänger. 
  The player acting as the referee muﬆ use planning to make 
  use of this plot point eﬀectively. It can be moﬆ eﬀectively 
  used to counter a recent triumph. Maybe the players worked 
  to prevent a war, only to have a sorcerer assume one of their 
  own identities, ﬆarting the war they hoped to prevent. 
  The Impossible Task: A common theme in many myths is 
  for the characters to face a seemingly insurmountable trial or 
  to complete a task which is deemed impossible. Such trials or 
  tasks are not intended to involve combat. Traveling to the 
  lower realms is a reoccurring theme, as is liberating one’s self 
  from bondage or servitude. In some cases the task is not one, 
  but several tasks of ever increasing diﬃculty. 
  No matter what the task or tasks are, the resolution should 
  not be a simple one. No such task should be resolvable with a 
  simple roll under attribute check, though an extraordinary feat 
  may. In many tales, the task is worded in such a way that a 
  clever reinterpretation of the wording can lead to a resolution 
  that is much simpler then intended. An example might be a 
  task “No MAN can complete” being easily performed by a 
  woman. 
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  Kitãb ’Alf Layla Wa-laylã, 600 CE 
  These tales, which were complied across centuries of time, are 
  set during the end Sassanid Empire through the Golden Age 
  of Islam. Told by the laﬆ in a long line of sacriﬁcial virgin 
  wives of the paranoid King Shahryãr, the ﬆories cover a great 
  many themes. A few of the characters are based on hiﬆorical 
  ﬁgures, some of whom do not exiﬆ for two nearly centuries 
  aﬅer the fall of the Sassanid Empire. 
  Known as Erãnshahr by its people, the Sassanid Empire grew 
  to encompass the areas now known as: Armenia, the Caucuses, 
  much of Central Asia, Eaﬆern Arabia, Egypt, Iran, Iraq, 
  the Levant, along with large portions of Pakiﬆan, Turkey, 
  and Yemen. The Sassanid Empire was a major inﬂuence on 
  the cultures of the world, including Rome. 
  Greek Fire: An incendiary concoction capable of burning 
  while ﬂoating on top of the water. A small jug covers a 1” 
  square and causes a hit every turn. It burns for 5 turns if it 
  ignites nothing else combuﬆable. Larger areas burn for longer 
  and are resolved as dexterity save or die rolls. 
  High & Low Men: In earlier years of this era, a high man 
  is likely to descend from dæva, asura or other such creature. 
  In the later years, such characters are likely to have the 
  blood of the Jinn in their veins. The collector of magical 
  objects is rather common, and represented by low men. 
  Magic & Miracles: Magic of many forms permeates the 
  tales of the “Kitãb ‘alf Layla Wa-laylã”. Being Zoroaﬆrian, 
  or Mazdayasna, in belief indicates the presence of the Magi. 
  The magi could be represented by both magic-users or prieﬆs, 
  depending upon the practitioner. Spontaneous magic is limited 
  as it is in the “Shutur Eli Sharri” entry above. 
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  Tactics & Units: Erãnshahr footmen would carry shields 
  and short spears. They commonly wore little armor and were 
  moﬆ oﬅen peasants. Though occasionally bearing the term 
  medium, these men were essentially light footmen. 
  The cavalry of Erãnshahr was a formidable one. They used 
  the cataphract model, and were medium or heavy horsemen. A 
  cataphract of the Erãnshahr would carry a lance, a mace or 
  sword, and oﬅen a horse bow. Armor and barding would be 
  as heavy as could be obtained, with scale (treated as mail) 
  being the moﬆ common, and many carried shields. 
  The navy of Erãnshahr served an important role, as control 
  of their waters was a necessity for trade. It is believed they 
  had at leaﬆ some portion of their navy composed of prisoners, 
  who were oﬀered a chance at redemption. Additionally, siege 
  warfare was much more common and their military made use 
  of all manner of siege engine. 
  War Elephants: The Sassanid Empire made use of elephants 
  for cavalry support. The ﬆatiﬆics for elephants can be found 
  in the section “All Creatures Great and Small”. As many as 
  ﬁve men can ride upon a war-trained elephant. If protected by 
  a haudã, they have cover from indirect shots. Men protected 
  in this way are generally beyond the reach of footmen unless 
  they wield pikes or missile weapons. The haudã itself has the 
  defense points of a small siege engine (3), and if the elephant 
  should become enraged, it attacks anything near it. 
  Mythology of the Kitãb ‘Alf Layla Wa-laylã 
  The compiled ﬆories contained within the “Kitãb ‘Alf Layla 
  Wa-laylã” are drawn from the folklore of Erãnshahr and the 
  teachings of Mazdayasna. Some of the tales may be based on 
  older Hindu ﬆories, and others are heavily inﬂuenced by the 
  growing faith of Islam. 
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  Ahura Mazda: The sole deiﬁed spirit within the Mazdayasna 
  faith, and the assumed creator of the universe. 
  Shahryãr: The mythic King of Kings who ruled the Sassanid 
  Empire near its end. His younger brother Shãhzamãn ruled all 
  of Samarqand. 
  Shererazade: The laﬆ of the virgin wives of Shahryãr, she is 
  a giﬅed ﬆoryteller, a talent which keeps her from sharing the 
  fate of her predecessors. 
  Themes of Kitãb ‘Alf Layla Wa-laylã 
  Due to the vaﬆ number of tales contained in the “Kitãb ‘Alf 
  Layla Wa-laylã”, there are countless themes that can be put 
  to good use in a game. Two of these are outlined below. 
  Queﬆing for Immortality: Many mythic tales are driven by 
  the queﬆ for immortality. If a player’s character is of 10th 
  level, the player may opt to accumulate one million additional 
  experience points. Once accomplished, the character is oﬀered 
  immortality at the end of the current adventure. However, the 
  character muﬆ be eﬀectively retired from play. 
  Wandering the Otherworld: The “Kitãb ‘Alf Layla Wa-
  laylã” feature tales where the main characters travel to various 
  realms beyond the mortal. In moﬆ otherworldly tales, getting 
  there and back presents the ﬆruggle. In games using this plot 
  point, the players not only travel through the many realms 
  themselves, but oﬅen to various ﬆrange corners of each that 
  have been loﬆ to knowledge. In such games, the players 
  should be given s method of travel (i.e., the Ebony Horse), if 
  they have no other ability to move around the realms on their 
  own (the campaign oﬅen deﬁnes the beﬆ method of travel).
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  The Kalevala, 850 CE 
  This collection of Suomalaiset folktales set in the era before 
  the rise of the Chriﬆian faith. The work is an abbreviated 
  hiﬆory from the creation of the Earth as we know it, to the 
  rise and baptism of a Chriﬆian King. The Kalevala itself is 
  divided into ﬁﬅy songs, which are sometimes performed with a 
  kantele player. 
  For a setting of a game, the Kalevala presents a few unusual 
  challenges. Firﬆ, it covers a vaﬆ amount of time. This fact 
  alone can make knowing what technological era the game is 
  currently in, diﬃcult at beﬆ. Second, the characters lives also 
  span a great length of time. In truth, time is amorphous in 
  the tale. In “One Thousand & One Nights” anachronisms 
  are common, but here time moves in myﬆerious ways. 
  High & Low Men: In either case, the character could be a 
  descendent of the menninkäinen and men, or possess a lineage 
  that can be traced back to one of the deiﬁed spirits. All of 
  the options available to each work well in this setting without 
  much need of alteration. 
  Magic & Miracles: Magic has a prominent role in the 
  mythic nature of the Kalevala. The spirits may be called on 
  for miracles, but it is magic that appears moﬆ. Moﬆ magic is 
  accomplished through songs, whose lyrics muﬆ be obtained 
  and memorized. The players may choose whether or not the 
  ﬆandard material components of spells function, if side eﬀects 
  come into play (suggeﬆed though not backed up by the source 
  material), or if the simple performance of the songs is enough 
  to caﬆ the spell. Spontaneous magic can be limited by the 
  rules from the “Shutur Eli Sharri” section, but this is not a 
  requirement. 
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  Skis or Suksi: The use of skis, or suksi, is an eﬃcient way 
  to move through snowy regions. A man on skis can cover 
  ground as a light horseman, provided there is a reasonable 
  slope and the prerequisite snow. On ﬂat land, he may keep 
  pace with a medium horseman. 
  Tactics & Units: The Suomalaiset people are thought to 
  have used both the shield wall tactics that are common to the 
  northmen, as well as many of the cavalry tactics of the ﬆeeps 
  people. It is moﬆ common to see light footmen and horsemen 
  who carry some combination axes, bows, spears and swords. 
  Shields are also common, especially in areas closer to the 
  Norse. Few units wear armor beyond leather or heavy furs, 
  but some may use mail. 
  The hillfort is the only real form of fortiﬁcation available, 
  and siege warfare is limited. Naval battles are not much of a 
  consideration, though the Suomalaiset did conﬆruct boats, and 
  possibly ships. 
  Mythology of the Kalevala 
  The songs of the Kalevala contain a great many heroes and 
  deiﬁed spirits. The Suomalaiset people are polytheiﬆic, and 
  many of their deiﬁed spirits have equivalencies in other nearby 
  traditions. 
  Ilmarinen: The smith and architect of the heavens. It was 
  he who originally forged the Sampo, an item which brought 
  prosperity and good fortune to whoever possessed it. 
  Louhi: The vile witch-queen and matriarch of Pohjola, or 
  the North. Known for her ability to change her shape and 
  weave powerful enchantments, she is thought to be another 
  form of the spirit Loviatar. 
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  Väinämöinen: The central character of the Kalevala, he is a 
  noted bard and described as being a wise old man. Some tales 
  say he was the ﬁrﬆ man, others tell that he was a great 
  shaman. 
  Themes of the Kalevala 
  Many themes and plot points ﬁll the Kalevala, from creation 
  myths, to leaving the world by choice. Two such themes are 
  detailed below. 
  Failure: This plot point resembles “The Impossible Task” 
  from the Odysseia above, with an important diﬀerence, the 
  characters are supposed to fail. This is useful in a narrative 
  game as a way to increase tension, and add drama to the tale 
  being told. Players are not oﬅen used to entering an encounter 
  or scene where they moﬆ assuredly cannot triumph. How they 
  navigate the act of ﬆaying alive can lead to some intereﬆing, 
  and tense moments at a game table. 
  Setting up a group of characters to fail can be a tricky thing 
  to successfully manage. However, if handled correctly, a good 
  group of players should realize they are outmatched. As a plot 
  point, this makes for a great time to have a player commit to 
  a heroic sacriﬁce, possibly saving the group as a whole. The 
  beﬆ uses of this theme tend to set themselves up. 
  Revenge: A simple, classic theme. A good plot point for the 
  death of a character. Revenge is an eﬀective tool to motivate 
  a group. If used apart from the death of a character, it may 
  take a seriously horriﬁc act within the game to induce such a 
  reaction, so be creative. Revenge plots can be used very easily 
  in conjunction with many of the other themes. It is not only 
  a simple plot point, but it is ﬂexible as well. 
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  Shui Hu Zhuan, 1110 CE 
  The ﬆory of “Shui Hu Zhuan” better known as the Water 
  Margin, is possibly the earlieﬆ example of a wuxia novel. It 
  focused around 108 outlaws who ﬆand againﬆ a corrupt local 
  government. The tale is set during the Song Dynaﬆy, which 
  ends with the formation of the Mongolian Yuan Dynaﬆy. 
  In the early portions of the ﬆory, the band of outlaws is but 
  seven men. Their raids and robberies on corrupt oﬃcials draws 
  more, and more support. Famously, some of the supporters are 
  famed for “special skills”. The outlaws eventually defeat the 
  Imperial Army at Liangshan, and are given amneﬆy by the 
  Song Emperor Huizong. The Emperor sends the outlaws to 
  quell a rebellion and invasion from the Liao Dynaﬆy. Though 
  the outlaws are successful, two-thirds parish while the 108 are 
  scattered, and their leader poisoned. 
  High & Low Men: In such tales, a high or low man could 
  be related to the spirits, possibly even a demon. A high man 
  could also simply be a maﬆer of qinggong, who has a great 
  amount of neili, or internal ﬆrength. Though not supported in 
  the source material, a low man could ﬁll the role of a taoiﬆ 
  prieﬆ or sorcerer. In such cases, the enchantment ability of a 
  low man can be used to produce potions and scrolls, or even a 
  weapon of otherworldly ability. 
  Magic & Miracles: Magic within the “Shui Hu Zhuan” 
  can be seen in unusual places. Spirits are ﬆill commonly called 
  upon for miracles, and taoiﬆ wu (or sorcerers) may create true 
  magical eﬀects. However, moﬆ magic is the province of 
  various martial maﬆers, through the application of qinggong 
  techniques. For game purposes, a qinggong practitioner is a 
  single-class high man magic-user who abides by the following 
  modiﬁcations. 
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  • A qinggong practitioner is allowed to choose four weapons 
  that do not cause additional fatigue to use. 
  • A qinggong practitioner is not adversely aﬀected by iron. 
  • Such “magic” is not aﬀected by the presence of common 
  men, no matter the number. 
  • Unlike a high man, the aura projected by practitioners of 
  qinggong mirrors their emotional ﬆate directly. Anyone 
  within the aura literally feels the practitioners ﬆate of 
  being. A man at peace projects such to anyone nearby. A 
  warlord is frightening to all encountered. The range of this 
  eﬀect is unchanged. 
  • Though moﬆ have no otherworldly bloodlines, a qinggong 
  practitioner does not possess the magic negating eﬀects of a 
  common man. However, they have a similar eﬀect upon the 
  ﬆate of reality as a low man or monﬆrous creature. 
  • The unarmed attacks of such characters are lethal. Usually 
  unarmed attacks are only allowed to subdue a foe. 
  • A practitioner of qinggong should choose a ﬆyle of martial 
  arts, either real or imagined, as the basis of their magical 
  arts. In game terms, this functions much the same as the 
  limits placed upon spontaneous magic from the “Shutur Eli 
  Sharri” above. The main consideration is thus, eﬀects 
  created by such characters should be within the plausibility 
  of the wuxia ﬆyle. Qinggong magic can be used to make 
  leaps of great diﬆance, or to make attacks of remarkable 
  power, as examples. 
  Spear, Fire: An early blackpowder weapon, which is treated  
  as a ﬆandard spear in all ways. The spear contains a bamboo 
  ﬁring chamber near the weapon’s head. When lit, the weapon 
  ﬁres single shot next turn that covers a 5” by 1” cone. The 
  attack is resolved as the granada detailed in the blackpowder 
  section of “The Rules of Engagement”. 
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  Tactics & Units: The Song military was a well disciplined 
  force, kept partially neutered so as not to pose a threat to the 
  Emperor. The military units are moﬆ oﬅen heavy footmen 
  and medium horsemen. Some form of scale, or brigandine type 
  armor is generally worn. Crossbowmen are central to the Song 
  army, as they oﬀer a ﬆrong defense againﬆ a cavalry charge. 
  Fire lances are employed by the end of this era, ushering in 
  the age of gunpowder. 
  Naval warfare plays a role during the Song Dynaﬆy, though 
  not so much so in the ﬆory itself. The navy deployed ships 
  capable of carrying 1,000 men, and they even made use of 
  early paddle boats. The conﬆruction of more fortiﬁed caﬆles 
  and other similar ﬆructures led to improved siege engines, of 
  which all are available. 
  Mythology of the Shui Hu Zhuan 
  The Song people, like much of the Huaxia culture that had 
  come before, believed in many diﬀerent faiths. Buddhism is 
  common, though Emperor Huizong is a proponent of taoism. 
  The traditional folklore of Huaxia, is ever present and never 
  far from the minds of the common folk. 
  Bao Daoyi: This taoiﬆ sorcerer was an enemy of the 108 
  Heavenly Spirits. He possesses a magical sword capable of 
  killing any enemy within 100 yards. It is Daoyi who cuts oﬀ 
  Wu Song’s arm. Bao Daoyi is also regarded as a capable 
  summoner. 
  Gautama Buddha: Commonly known as “Buddha” he is the 
  founder of the Buddhiﬆ school of thought. It is his teachings 
  which are moﬆ widely followed during the time of the “Shui 
  Hu Zhuan”. He achieved the ﬆate of enlightenment during 
  life, thus becoming a divine spirit by an act of his own will. 
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  Lin Chong: Sometimes called “Panther Head” he had been 
  the lance inﬆructor for the Imperial Guard. Framed for the 
  attempted assassination of the Grand Marshal, he endures facial 
  tattooing and then exile as an outlaw. 
  Lu Zhishen: Oﬅen called “Flowery Monk” he was brash 
  and loyal, but he was moﬆ renowned for his great ﬆrength. 
  He kills a bullying butcher and ﬂees to become a monk. 
  Wu Song: An orphan who grew up with his older brother, 
  Wu Dalang. Song was a described as an impressive man, who 
  once slew a tiger with his bare hands. He becomes an outlaw 
  trying to avenge the death of his brother. During a duel with 
  Bao Daoyi, he loses his leﬅ arm. 
  Themes in the Shui Hu Zhuan 
  Across its many chapters, the tale explores many themes and 
  plot points which can be useful at the game table. Of these, 
  two are explored below. 
  Heroic Outlaw: This is another very common and simpliﬆic 
  theme, that works well. The players in these games assume 
  the role of outlaws or rebels trying to do good. In this game 
  type the characters are wanted by the law and they face the 
  repercussions of this conﬆantly. 
  The largeﬆ change for the players is the characters should 
  begin with some form of hideout. This is important, as it can 
  provide a bit of respite when the characters (and their players) 
  need a break. The hideout itself can make a great plot point, 
  as it may be discovered, or even attacked. The hideout can be 
  as detailed or as basic as the current game requires, and there 
  should be ways it can be improved or expanded. The outlaw 
  background is a good choice for the player’s characters. 
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  Heroic Sacriﬁce: This theme is usually beﬆ if planned prior 
  to its occurrence. A character who makes such a sacriﬁce dies 
  from the use of this plot point, though the death turns the 
  tide of the current encounter or engagement. 
  In game terms, such a heroic sacriﬁce terminates the current 
  encounter or engagement in one of two ways. 
  1. The character takes out enough of the current enemies or 
  kills a single major enemy (if appropriate), in a ﬆunning 
  display of gutsy heroism and here-to-for untapped skill. 
  2. The character’s sacriﬁce allows the other characters the 
  chance to escape from some truly insurmountable foe. The 
  escape is total and the characters should have a good bit 
  of time before that particular enemy ﬁnds them again. 
  The player who makes the heroic sacriﬁce is allowed to create 
  another character, with a few modiﬁcations.  
  1. The new character begins play with the same number of 
  levels as the sacriﬁced character minus 1. 
  2. The new character should acquire moﬆ of the gear of the 
  sacriﬁced character. If this is not possible, provide the 
  new character with appropriate gear of equal value. 
  3. The new character should be given one exceptional item 
  of magical power, agreed upon by all the players, which 
  is beﬁtting of the new character. Examples might include: 
  a legendary weapon, or a ﬆaﬀ of wizards, etc. 
  4. In place of the above exceptional item, the new character 
  may choose to gain an additional 10% experience point 
  bonus. 
  Laﬆly, the sacriﬁced character becomes a legendary hero of 
  the area, or his people, etc. An heir is given respect because 
  of their anceﬆor, though much is expected of such an heir 
  and this can be a terrible burden. 
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  Popol Vuh, 1225 CE 
  The Popol Vuh is the deﬁnitive work of the K’iche’ Mayan 
  who lived in Q’umarkaj, a fortiﬁed town in the area known 
  currently as Guatemala. Along with a retelling of the Mayan 
  creation myth and the noble genealogies of the Q’umarkaj, the 
  ﬆories tell of the heroic twins Hunahpú and Xbalanque. 
  The Mayan civilization never really leﬅ its Stone Age before 
  being conquered by the Spanish in 1524 CE. This level of 
  technology needs to be addressed for games set within this era. 
  Evan as a ﬆone age people, the Maya were advanced in many 
  areas. From aﬆronomy and mathematics, to architecture and 
  urban planning, the Maya made remarkable advances. 
  High & Low Men: A high man is oﬅen descend from a 
  deiﬁed spirit, or less oﬅen from a minor spirit. Low men are 
  likely nagual, thus possessing the shape changing option. A 
  nagual is moﬆ likely to become a jaguar, but other options 
  are possible. Low men can be used for ah-men as well. All 
  options presented for either lineage should ﬆill be applicable. 
  Magic & Miracles: Miracles are the moﬆ common form of 
  magic used in this era, thus prieﬆs of the shamanic sort are 
  common magical practitioners. Magic-users are thought of as 
  sorcerers, and they carve their spells in ornate rods or weave 
  them into decorated clothing, etc., rather then carry a spell 
  book. Spontaneous magic should be limited by the syﬆem 
  presented in the “Shutur Eli Sharri”. 
  Obsidian & Stone Weapons: If a 1 0r 2 is the result of a 
  combat roll made using an obsidian or ﬆone weapon, the 
  weapon breaks. If a combat roll for an obsidian arrow results 
  in a natural 20, the resulting wound requires chirurgy or 
  magical healing, and causes twice the normal hit penalty. 
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  Tactics & Units: Little is known about Mayan tactics. 
  Moﬆ large battles likely occurred within melee range, though 
  some skirmishers and archers were employed. Units are 
  exclusively light footmen, though some may wear enough 
  leather, cloth or bone to qualify as a gambeson or leather 
  armor. Weapons included: daggers, hand axes, javelins, maces, 
  short bows, spears and crude swords, all craﬅed with bone, 
  obsidian, ﬆone and wood. Horses were unknown to the Maya 
  until they were brought by the Spanish. 
  There is no evidence that the Maya engaged in naval battles, 
  but sieges were likely. The technology used in such sieges is 
  unknown, and the use of siege engines of any capacity would 
  be vary rare, if any were used at all. The Mayan people did 
  build large ﬆone fortiﬁcations, as well as megalithic ﬆructures 
  and moﬆ great Mayan cities had some form of wall. 
  Mythology of the Popol Vuh 
  The Mayan belief ﬆructure blends shamanism and polytheism 
  with anceﬆor worship. They venerate nearly 170 gods and 
  goddesses, which follow a complex hierarchy. A solar element 
  is prevalent in Mayan belief, as is a well deﬁned cosmology. 
  In Mayan belief, all the spirits of men are vanquished and 
  sent to the underworld. It is only the spirits of the sacriﬁced 
  who avoid such a fate. The sacriﬁce of men to the spirits was 
  not uncommon, and prieﬆs held great power within the Maya. 
  Cama-Zotz: The bat spirits of the K’iche’. The Cama-Zotz 
  tried to kill the hero twins and are associated with death. 
  Hunahpú & Xbalanque: The “hero twins” of K’iche’ myth 
  seeking revenge for their father’s death. Aﬅer many trials, the 
  two triumph over the lords of Xibalba, the place of fear, in a 
  ballgame. They eventually become the sun and moon. 
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  Hun-Came & Vucub-Came: The demons “One” and 
  “Seven” Death, it is they who behead Hun Hunahpú, father 
  of the hero twins, while he is in the underworld. 
  Q’uq’umatz: The great feathered serpent and one of the  
  main creator spirits. He is associated with wind and rain. 
  Themes in the Popol Vuh 
  The Popol Vuh presents a number of familiar themes which 
  can be utilized in a game. Two of these are detailed below. 
  Bloodline of Renown: This can be a diﬃcult theme to use 
  as it requires at leaﬆ three generations of the same family to 
  be retired, or killed, during as ongoing campaign. Each 
  previous character muﬆ have either died during a heroic 
  sacriﬁce, or been retired at 10th level. When the third 
  character of a new bloodline is created, the player may roll 
  or choose an ability from the options below. 
  1. If the character was originally of a bloodline of common 
  men, they may choose to be either a high or low man, as 
  will all his descendants. This may work the other way if 
  the player desires as well, with common men being born 
  to high or low man lineages. 
  2. The bloodline enjoys ﬆrong ties with a particular deiﬁed 
  spirit (player’s choice). When calling for a miracle from 
  that spirit, they may add 5% to the roll. 
  3. A member of the bloodline may caﬆ spiritualism once per 
  month, no complexity roll is required. The spirits being 
  asked muﬆ be anceﬆors of the bloodline. 
  4. Members of this bloodline have an aﬀect on the ﬆate of 
  reality equal to: 100x normal if a common man, or 10x 
  normal if a high or low man. 
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  Sporting Events or Games: This plot point is useful when 
  the usual deadly encounter has grown thin, or in situations 
  where the players may wish to teﬆ their skills with little 
  chance of death. Hiﬆoric games of sport included: cuju, 
  hurling, pitz, and the Olympias, or the Cymru peoples “Wild 
  Hunt”. The ﬆakes of these games, or events, varied but the 
  challenges are oﬅen set to show physical and mental prowess. 
  There is no simple way to handle all sport though the rules 
  of a game such as this. However, the rules of attribute rolls 
  and combat may provide reasonable outlines for such events. 
  Ideas for games of skill or athletic prowess are covered below. 
  • Archery: Competitors take turns shooting an arrow at a 
  target. A ﬆandard combat rolls is made each time, modiﬁed 
  by the number of men the archer ﬁghts as (3 men would 
  equal a bonus of 3, etc.). The beﬆ total score, ﬁgured by 
  adding together all shots from each single competitor, wins. 
  • Footrace: The competitors choose a speed to run, from 6” 
  less then their normal move, to 6” more. Each inch is used 
  as a modiﬁer for a conﬆitution check. Running at a lower 
  speed is subtracted from the roll, higher speeds are added. 
  Aﬅer a set number of rolls the winner is whoever crossed 
  the ﬁnish ﬁrﬆ. 
  • Hunting: This form of competition is common. Choose an 
  animal, set it loose (controlled by the referee) and have the 
  player’s seek it out. Wisdom checks can be used to track, 
  hunting animals may be used to improve one’s chances, etc. 
  • Weightlifting: This is essentially a comparison of ﬆrength 
  values. However, a set number of conﬆitution checks should 
  be made to simulate the number of liﬅs made throughout the 
  whole competition. 
  The winner of an event should be awarded experience equal to 
  half the level, or hits, of the creatures or characters beaten. 
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  A Hiﬆory of the Pyrates, 1690 CE 
  The proper title reads “A General Hiﬆory of the Robberies 
  and Murders of the moﬆ Notorious Pyrates” and it contains 
  the tales of many 17th and 18th century pirates. Moﬆ of the 
  entries refer to hiﬆorical ﬁgures, though a few spoken of in 
  Volume II, are of dubious authenticity. These ﬆories ﬆretch 
  as far as the Americas, and the deeds are oﬅen exaggerated, 
  but this work inﬂuenced the many others. 
  A game set within the Golden Age of Piracy needs some 
  additional rules to eﬀectively portray the era. Blackpowder has 
  become a common tool of warfare, powering canons, muskets 
  and piﬆols of all types. Vessels of the era are massive, heavily 
  rigged sailing ships which make little use of oars. These ships 
  become the only home moﬆ pirates ever know. 
  Flintlock Muskets & Piﬆols: These blackpowder weapons 
  are vaﬆly improved from the days of the arquebus. They need 
  no live source of ﬂame to ﬁre, inﬆead relying upon the spark 
  generated by a piece of ﬂint. Both weapons use the charts for 
  the arquebus to determine a hit and its eﬀects. A piﬆol only 
  has half the range of an arquebus, while a musket has twice 
  the range. 
  High & Low Men: Such characters are extraordinarily rare. 
  A high man might be a changeling, or the recipient of some 
  primitive ritual which awoke his spirit. Low men are a bit 
  less rare, and could easily ﬁt the mould of a salty dog. 
  Magic & Miracles: All forms of magic are rare at beﬆ 
  during the Golden Age of Piracy. Miracles are the moﬆ 
  common form of magic. A magic-user could be vodou prieﬆ, 
  or taoiﬆ wu. Spontaneous magic should be limited as seen in 
  the “Shutur Eli Sharri” entry. 
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  Pirate: Characters during this era may choose to select pirate 
  in place of sailor as their profession. A pirate is a lower class 
  profession, and they are almoﬆ always treated as outlaws no 
  matter where they travel. They are oﬅen ex-soldiers who were 
  muﬆered out, or wounded. Perhaps even found guilty of a war 
  crime. Pirates are oﬅen thought of as uneducated, but their 
  many travels provide them with a much more worldly skill set 
  then many other contemporary professions. A pirate begins as 
  the member of a crew, and they own the following bits of 
  gear: clothes appropriate for a seafarer, a cutlass, a piﬆol and 
  shot, a personal peculiarity (such as an earring, tattoo, or 
  unusual bit of clothing), along with 1d6x10 silver. 
  Ships of Piracy: This era focuses heavily on the ships each 
  crew is on. Such vessels should almoﬆ be treated as their own 
  character, and each should have a short writeup detailing the 
  ship’s capabilities (including a deck plan). Ships of this nature 
  are likely to possess a number of peculiarities of note (color, 
  name, known curses, etc). The following table oﬀers the basic 
  ﬆatiﬆics for the ﬆandard military vessels of the age. 
  Ships of the Golden Age of Piracy
  Class
  Cannons
  Cargo
  Crew
  Defense
  Sloop
  10-12
  50 tons
  20-40
  15
  Brigantine
  15
  75 tons
  60-100
  20
  Frigate
  28
  100 tons
  75-125
  25
  Galleon
  60-80
  350 tons
  150-200
  35
  Man-o-war
  124
  200 tons
  175-250
  50
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  • Brigantine: This twin maﬆed ship is a common sight on the 
  high seas. It could mount a decent number of cannons and 
  was reasonably faﬆ. Coﬆ: £10,000. 
  • Frigate: A three maﬆed ship oﬅen with twin gun-decks. A 
  frigate is faﬆ and maneuverable, which made them ideal for 
  use as pirate ships. Coﬆ: £15,000. 
  • Galleon: These four maﬆed ships are ideal cargo ships. A 
  galleon is large enough to pack serious ﬁrepower. These are 
  large vessels, well suited for both piracy and trade. Coﬆ: 
  £25,000. 
  • Man-o-war: This is a massive, ﬁve maﬆed warship with an 
  aﬆonishing number of cannons, and a huge crew. A man-o-
  war bears 56 cannons upon each broadside, 4 at the bow 
  and 8 ﬆern. These great ships rule the seven seas without 
  queﬆion nor rival. Coﬆ: £50,000. 
  • Sloop: These small, single maﬆed ships are both quick and 
  maneuverable. A sloop is a ﬁne ship for aspiring pirates, as 
  it can ﬁll many roles. Coﬆ: £7,000. 
  Tactics & Units: Units in a naval battle are footmen, with 
  light being moﬆ common. Armor and shields are almoﬆ never 
  used as they interfere with sailing and swimming. The moﬆ 
  common weapons are: the cutlass (sword), daggers, ﬂintlock 
  muskets and piﬆols, as well as the occasional pole arm to 
  repel boarders. Sieges nor cavalry have much place in a naval 
  engagement. 
  Waining Wonder: Common men subtract an additional 5 on 
  all random encounter rolls. Furthermore, it only takes 50 
  common men per high man to prevent magic or any alteration 
  to the ﬆate of reality. This reﬂects the rapid decline of magic 
  and myth from the world. Note, any game set aﬅer the 16th 
  century suﬀers this eﬀect. 
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  Mythology in A Hiﬆory of the Pyrates 
  The vaﬆ majority of the characters are Chriﬆian in such 
  games, though moﬆ are also highly superﬆitious. A great 
  many new faiths have been encountered with the discovery of 
  new lands and new people. Many pirates have a near shamanic 
  view of their ships, believing them to be as living beings. By 
  this era, cosmology is oﬅen simpliﬁed to juﬆ heaven and hell, 
  though many pirates have experienced the Otherworld. 
  Davy Jones: He is the sailor’s Devil. He calls the wicked to 
  join him under the waves, forever kept in his watery locker. 
  The Father, The Son & The Holy Ghoﬆ: This is a 
  common title for the Chriﬆian god. Though his worship is 
  ubiquitous, few are good followers of the religions teachings. 
  Papa Legba: The guardian of the crossroads, this loa is the 
  intermediary between the spirits and man. He is oﬅen sought 
  by followers of vodou. 
  Themes of A Hiﬆory of the Pyrates 
  Being a collection of the tales of many of the moﬆ infamous 
  pirates, A Hiﬆory of the Pyrates contains many themes for 
  an exploratory narrative. Two such points are detailed below. 
  Here be Dragons: Much of the Earth had been discovered 
  by the Golden Age of Piracy, but not all. A few brave 
  captains sought fame by traveling beyond the borders of the 
  map. This theme can aid in creating more of a fantaﬆic feel, 
  within a more modern hiﬆorical setting. This works very well 
  in sandbox ﬆyle games, as the oceans have been known to 
  spit forth and swallow entire islands. 
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  When the characters move into unknown portions of the map, 
  they no longer subtract the additional 5 when determining the 
  type of enemy for a random encounter (see the “Waining 
  Wonder” entry above). Naturally, it is much easier to make 
  use of magic in these unexplored regions, as the impact of 
  common men is almoﬆ nil. 
  The Greater the Risk: A pirate’s life is a dangerous one, 
  and moﬆ die a violent death. The dynamic between risk verses 
  the potential reward is ever present. The more daring an act 
  of piracy the greater the rewards, though this is true of moﬆ 
  adventuring types, it is doubly so for pirates. 
  To beﬆ simulate this feeling within a game, the players need 
  to be consiﬆently met with challenges where survival is not 
  likely, at leaﬆ not without some clever planning and luck. In 
  this setting, it is more likely to send players againﬆ a vaﬆ 
  army of men, or a ship of higher class, etc then it is to send 
  them againﬆ monﬆers of an Otherworldly nature. There is 
  some precedent for monﬆrous versions of sharks, squid or 
  whales which may attack a crew. However, such attacks are 
  extremely rare at beﬆ. If this theme is used with “Here be 
  Dragons” above, monﬆrous creatures and fell spirits are much 
  more common while traveling in unknown areas. 
  In such games, players should receive greater rewards for very 
  daring plans. In any large scale engagement where the enemy 
  outnumbers the characters and their allies by 2 or more to 1, 
  or by 2 full ship classes (sloop verses frigate for example), the 
  characters should gain an additional experience bonus of 20%. 
  If the characters have a large audience for their victory, they 
  should gain a cumulative bonus of 1% per 100 spectators 
  (which can include sparred men) on top of the original 20%. 
  This oﬀers incentive to attempt grand schemes and engage in 
  suicidal battles. 
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  Michelson-Morley Experiment, 1887 CE 
  Over the spring and summer of 1887, Albert Michelson and 
  Edward Morley performed an experiment which ﬁnally closed 
  the door between the mundane realms and the otherworld. The 
  teﬆ they performed used the relative motion of matter and the 
  speed of light to oﬀer the ﬁrﬆ clear evidence that the æther 
  of myth simply did not exiﬆ (at leaﬆ anymore). 
  The experiments themselves marked the ﬁnal division between 
  this world and the next. The two realms would be separate 
  ever aﬅer. As of 1887, the border realms and the mundane 
  realms no longer mirror one another. Though there are a 
  surprising number of similarities, there is no actual link. This 
  is not the end of all intrusions between the worlds, but aﬅer 
  this point only an act of great magic or advanced technology 
  could allow such travel. 
  Monﬆrosities are not aﬀected by this alteration, though man 
  has hunted them since it learned to fear the unknown. Spirits 
  nearly completely vanish aﬅer this date and are only capable 
  of manifeﬆing in areas of ﬆrong magic (which have all but 
  vanished from the world). Aﬅer 1887, the chances any man, 
  woman, or child may ever encounter a high or low man are 
  almoﬆ nonexiﬆent (though possible). Furthermore, all spells 
  and spontaneous magic require a “magical mishap” roll, every 
  caﬆing. Since spirits can no longer hear the pleas of common 
  men, nor respond if they were able, miracles are no longer 
  possible. Common men are now essentially on their own. 
  This is not to say the mythic has completely leﬅ the mundane 
  world, or that magic has completely vanished. It does entail a 
  “seemingly insurmountable diﬆance” between the worlds, which 
  had never exiﬆed previously. Those who remember feel a sense 
  that something vital is missing, while the young revel in the 
  dynamism of a future solely controlled by the common man. 
  The Otherworld, freed of its conﬁnes, becomes truly diﬀerent… 
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  Dracula, 1897 CE 
  This popular tale of monﬆrous villainy codiﬁed the traits of 
  the legendary vampyre. Told in an epiﬆolary format, it paints 
  the tale of one Count Dracula, sometimes known as Count De 
  Ville, and his attempts to invade the shores of Britain. It is 
  told from the point of view of the Count’s vanquishers and is 
  a chronicle of their eﬀorts to defeat the immortal beaﬆ. The 
  events occur aﬅer the Michelson-Morley experiments but show 
  an example of the sorts of fantaﬆic adventure which can be 
  had aﬅer 1887. Vampyre’s, similar to high men, are spirits 
  that generally consider the mortal realms as their home. It is 
  because of this fact that such creatures continue to exiﬆ in the 
  mortal realms when others fade. 
  Backgrounds & Professions Update: Playing a game set in 
  the modern era requires a diﬀerent liﬆ of options to use as 
  character backgrounds and professions. This liﬆ and the 
  original (in the section “The Hero”) can be used together in 
  the 17th through 18th centuries. 
  1. Aristocrat: As with the traditional noble, an ariﬆocrat is a 
  person of means (or the illusion of means). Such persons 
  are oﬅen socially inﬂuential and well educated, yet moﬆ 
  lack any real practical skills. An ariﬆocrat begins with 
  the following: a family eﬆate and a personal townhouse in 
  the city; a vaﬆ wardrobe of current fashion; ﬆables, 
  kennels and possibly an automobile. Ariﬆocrats generally 
  have a ﬆipend of £2d100x100 per year. 
  2. Craftsman: A craﬅsman commonly possesses a range of 
  creative skills, but they oﬅen specialize in the craﬅing of 
  a particular type of item (gunsmith, wainwright, etc). A 
  craﬅsman begins with the following: a workshop with an 
  attached house (rural or urban), a modeﬆ wardrobe of 
  functional clothing, tools, and £1d12+8 per month. 
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  3. Doctor: This term can imply a good many things, from 
  surgeon to scholar, but all are ﬆrongly academic and moﬆ 
  have focused their ﬆudies upon underﬆanding humanity. A 
  doctor should deﬁne their area of expertise, and they begin 
  with the following: a private practice or laboratory (urban 
  or rural), a professional wardrobe, a doctors bag or 
  satchel of necessary inﬆruments; and £2d20x10 per year. 
  4. Explorer: A true adventurer, the explorer seeks fortune in 
  the furtheﬆ corners of the globe (and beyond). It is not a 
  profession for the meek or mild. Such brave souls tend to 
  acquire a wide range of skills and worldly knowledge. An 
  explorer has the following resources: a reasonably sized 
  ship (either sail or ﬆeam) intended for exploration; a loyal 
  crew; a compact but functional wardrobe; a riﬂe and a 
  piﬆol, or two revolvers; an odd pet from a far oﬀ corner 
  of the world. Moﬆ are well funded receiving £1d100x10 
  per year, though they muﬆ pay their crew. 
  5. Laborer: These folk are surly and tough, they are made 
  such through endless days of hard labor. Some, may likely 
  be skilled, others are juﬆ bodies. A laborer is a practical 
  man or woman, who’s life is about daily needs. In a 
  modern society many are reasonably well educated, with 
  but class and fortune deciding their lives. A laborer owns 
  the following: a set of basic hand tools; a simple and 
  rugged wardrobe; a family, and the need to pay rent. A 
  laborer earns £1d8 per month. 
  6. Military: This is another term that can carry a number 
  of similar meanings. From a militiamen, or member of an 
  army, to a proper oﬃcer in the Navy, this background is 
  one of no-nonsense reality and painful memories. These are 
  gritty, oﬅen cunning people honed by discipline. Such men 
  begin with: a homeﬆead and family; a war horse and 
  tack; sword and riﬂe; and a pension of £150 per year. 
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  7. Occultist: Oﬅen charlatans, these peculiar folk ﬆudy the 
  dark corners of the universe around them, searching for 
  some sign of a myﬆical world. These individuals are oﬅen 
  the only remaining sources of otherworldly knowledge in 
  the “modern” world. Moﬆ seem a bit daﬅ, some are 
  dangerously unﬆable, but none are “normal”… No matter 
  how they appear. An occultiﬆ begins with the following: 
  a small, gloomy townhouse or old cottage in the country; 
  an odd, monochromatic wardrobe; some very appropriate 
  pet. Moﬆ survive through the patronage of the wealthy, 
  taking in £2d20 per month. 
  8. Professional: Clerks, lawyers, professors, and the like are 
  all examples of the professional. A professional is likely to 
  be well educated and employed by a large corporation or 
  university. They oﬅen have resources and connections, but 
  are limited in practical skill. Professionals begin with the 
  following: a townhouse or rural eﬆate; a family; a high 
  quality wardrobe intended to impress; a ﬁne riding horse; 
  along with an income of £2d20x10 per year. 
  9. Religious: The faithful have dedicated their lives to religion 
  and its advancement. In days paﬆ they held the ears of 
  the spirits, now they simply have faith. The organization 
  is the largeﬆ asset any religious individual has, apart from 
  some knowledge of the otherworld (though clouded by the 
  tenants of their faith). A religious individual begins with 
  the following: a habit, robes, or other veﬆments; a simple 
  wardrobe; a holy text and worn symbol. 
  10. Scientist: This individuals are teﬆing the boundaries of the 
  universe itself. They seek underﬆanding through empirical 
  ﬆudy not faith. A scientiﬆ begins with the following: a 
  home with attached laboratory; a ﬆuﬀy and scholaﬆic 
  wardrobe; a ﬁeld kit relating to area of ﬆudy; a group of 
  known peers, and patronage worth £3d100 per year. 
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  11. Tough: A “tough” can be many things: a thug, a body 
  guard, an enforcer for a crime boss, and even your basic 
  drunken pugiliﬆ. These individuals oﬅen live within the 
  world’s fetid underbelly. Many develop skills considered a 
  bit “unsavory”. A tough begins with the following: the 
  support of some unseemly organization (known or not), a 
  small wardrobe of the desired “ﬆyle”; a residence; a small 
  arsenal; some form of mask or hood; and an income of 
  £2d20 per month. 
  12. Watchman: A town sheriﬀ or other oﬃcer of the law, a 
  village guard, or even a hired detective, these all are 
  considered watchmen. Such folk are oﬅen dedicated, if not 
  a bit grim, and moﬆ are well skilled. A watchman 
  begins with: A townhouse or rural homeﬆead; a digniﬁed 
  if not spartan wardrobe; a light war horse; a revolver and 
  a club (mace); and a pension or patronages worth £150 
  per year. 
  High & Low Men: Aﬅer 1887 and the Michelson-Morley 
  experiments, the mythic earth is radically diﬀerent. With the 
  division of the realms, all things otherworldly have almoﬆ 
  vanished from the world. High and low men share similarities 
  with common men, allowing them to at leaﬆ move through 
  the modern world. Low men having little actual connection to 
  the otherworldly realms are impacted leaﬆ, high men become 
  a diﬆant memory. Those of either lineage that do ﬆill exiﬆ 
  are likely to carry very diﬆant and ﬆrained bloodlines to the 
  once great people from whom they descended. 
  At this point in hiﬆory, a player should oﬀer a convincing 
  reason why a high or low man would beneﬁt the ongoing tale 
  if allowed as a character. Furthermore, the referee should do 
  their beﬆ in enforcing the scarcity of such player choices, and 
  thus maintain the “feel” of the setting. 
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  Magic & Miracles: As explained previously, magic is FAR 
  more diﬃcult aﬅer 1887 (see “Michelson-Morley experiments”) 
  and miracles are not possible. Any spell caﬆ during this era 
  causes a magical mishap, though cantrip eﬀects caﬆ through 
  spontaneous magic are not eﬀected. The natural abilities of 
  otherworldly creatures and monﬆrosities are not aﬀected (such 
  as a low man’s growth, etc). 
  Tactics & Units: The dawn of modern warfare came at 
  the end of the 19th century. With improvements in ﬁrearm 
  and artillery technology, body armor is largely forgotten and 
  the tactics of warfare changed to ﬁt the new weaponry. The 
  idea of cavalry as a viable military unit is waining during this 
  time as the realities of war change the battleﬁeld. A few of 
  the important diﬀerences are discussed below. 
  • Artillery: When compared to the bombard of eras paﬆ, a 
  modern artillery piece has a much greater eﬀective range. 
  For the sake of simplicity, all other mechanics remain the 
  same. For example, the Canon de 75 could put ordinance 
  some 9,300’ downﬁeld (or 930” in game!) and they ﬁre an 
  explosive shell. 
  • Rapid-Fire: Early examples of practical rapid-ﬁre weaponry 
  begins to appear during this time. The Gatling gun (circa 
  1862-) was an example of such a weapon. These weapons 
  choose a line of ﬁre 1 1/2” wide, everything within that 
  area out to the range of the weapon muﬆ make a save or 
  die roll (dexterity). The save is unmodiﬁed at short range, 
  or 1/3 of the maximum range. The save gains a bonus of 
  3 if at medium range, or 2/3 of maximum. The bonus 
  grows to 6 at long range. 
  • Repeating: A repeating, or revolving, weapon can ﬁre as 
  many shots per round as the user has combat rolls, up to 
  the total amount of ammunition the weapons holds. 
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  Technology & Travel: The 1800s was an era of radical 
  growth as the planet seemingly shrunk. Telephones allowed us 
  to speak to one another over great diﬆances. The automobile 
  brought with it the promise of simple, personal travel. Great 
  railroads attached vaﬆ areas of land, and ﬆeamships had now 
  attached cultures across the oceans. Traveling across the globe 
  was now possible for almoﬆ all people of reasonable means. It 
  was the rise of induﬆry and the interment of myth. As the 
  century closed and the next began, the ﬁrﬆ zeppelins would 
  take ﬂight. A few prominent means of mechanized travel are 
  covered below. 
  Weaponry of the Modern Age: Several advancements in the 
  ﬁrearm brought them into greater prominence in 19th century. 
  Other forms of personal armament began to heavily decline by 
  this time. However, ﬁrearms rapidly became more reliable, less 
  expensive, and oﬀered vaﬆly improved performance. A few of 
  the moﬆ important evolutions in gunpowder based weaponry 
  are introduced during this time: smokeless powder, the 
  cartridge, percussion ﬁring, reliable repeating mechanisms, and 
  even the earlieﬆ automatic handguns. A small example of some 
  of the important ﬁrearms are detailed below. Each should be 
  treated as the baseline of that general type of ﬁrearm. 
  Methods of Mechanized Travel
  Type
  Move
  Rate
  Year
  Automobile
  12”
  6 hexes
  1885
  Locomotive
  48”
  50 hexes
  1813
  Steamship
  18”
  20 hexes
  1813
  Zeppelin
  12”
  10 hexes
  1900
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  * All firearms are handled similarly to the arquebus. 
  The Mythology of Dracula 
  The moﬆ important mythological aspect of Dracula was how 
  it solidiﬁed the concept of vampirism and gave the creature a 
  well deﬁned set of abilities, along with fatal weaknesses. The 
  tale also gave rise to the literary idea of the “modern monﬆer 
  hunter”. Inﬂuenced by Eaﬆern European folklore and modern 
  ﬆyling, Dracula changed how we see monﬆrous villains. 
  Count Dracula, or Count De Ville: The immortal monﬆer 
  himself is thought to be modeled aﬅer the Wallachian prince 
  Vlad III. Dracula should use the rules for villains. 
  The Siﬆers: A trio of vampiric “siﬆers” who live within the 
  caﬆle of Dracula and who are kept fed by their maﬆer. 
  Abraham Van Helsing: An older Dutch doctor and primary 
  protagoniﬆ of the tale. Oﬅen thought of as a vampire hunter. 
  Firearms of the Modern Era
  Type
  Range/Hit*
  Shots
  Auto. handgun
  <5/4+; 5-10/11+; 11-15/14+
  8
  Carbine, repeat.
  <8/4+; 8-20/11+/21-40/14+
  7
  Gatling gun
  see Rapid-Fire above
  box
  Long gun
  <8/4+; 8-20/11+/21-40/14+
  1
  Revolver
  <5/4+; 5-10/11+; 11-15/14+
  6
  Shotgun
  4x10” cone dexterity save or die 1 or 2
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  Themes in Dracula 
  Many of the themes presented in Dracula have been previously 
  covered. There are a couple of plot points detailed here that 
  are of signiﬁcant importance. 
  Magic in the Modern Age: As detailed earlier, aﬅer 1887 
  magic becomes signiﬁcantly more diﬃcult to utilize eﬀectively. 
  In moﬆ games, the blanket ruling on magic is relatively easy 
  to implement. In some games however, players may wish to 
  ﬆill have access to magical abilities. 
  There are several methods to resolve such situations. The ﬁrﬆ, 
  and moﬆ hiﬆorically “appropriate” is the spiritualiﬆ concept 
  popular during the time the novel was written. If players are 
  looking for magical characters, they may take the role of a 
  spiritualiﬆ who possess psychic abilities, or other less blatantly 
  magical abilities. In such circumﬆances, only certain spells are 
  available to be leaned (or caﬆ) without issue. They are broken 
  down by complexity below: 
  • Complexity 1: charm, dowsing, slumber, tongues, tame 
  • Complexity 2: fate, mentalism, phantasm, sight 
  • Complexity 3: dispel, scry, suggeﬆion, yearning 
  • Complexity 4: confusion, divination, mirage, terrify 
  • Complexity 5: dreaming, geas, idiocy, possession, spiritualism 
  • Complexity 6: kill, reincarnate (self only, muﬆ be caﬆ prior 
  to death) 
  When using these spells as psychic abilities, a spells liﬆed side 
  eﬀect does not occur nor can the material component be used. 
  The caﬆer accumulates hit penalty rather then a diﬆurbing 
  aura. Such spells draw their power from directly from the 
  user, adding 1 to their hit penalty per complexity level of 
  spell caﬆ. Any time a 1 is rolled on a complexity check, the 
  user takes a hit. 
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  In the case of spontaneous magic, only eﬀects which mimic a 
  spell from the liﬆ, or that produce an eﬀect similar to a spell 
  on the above liﬆ, can be used. Cantrip level eﬀects are not 
  aﬀected. Moﬆ of the creatures and people controlled by the 
  referee do not have to abide by this spontaneous magic rule, 
  the less scrupulous inhabitants of this and other worlds are not 
  likely to care about consequences. However, when such magic 
  is used, the creature or person in queﬆion add 1 to their hit 
  penalty for every point of complexity the spontaneous spell 
  required (this penalty should not be avoided by anyone). 
  The second method that can be used to bring magical abilities 
  into modern setting is through the qinggong practitioner that 
  has been presented earlier (see “Shui Hu Zhuan”). Though no 
  precedent exiﬆs within the source material, many Wuxia tales 
  were set during this era, thus making it a good ﬁt for games 
  set in the 19th century. 
  The ﬁnal method to be detailed is the use of the low man’s 
  enchanting ability in more modern settings. The beﬆ way to 
  handle this is through the creation of “weird science” devices. 
  This idea is expanded upon later (see “Frankenﬆein”). A low 
  man who possess this ability is akin to Victor Frankenﬆein or 
  Nikola Tesla. These are inventors and scientiﬆs who are so 
  beyond their time, that their creations seem to border on the 
  magical. 
  Monﬆrous Desperation: The creatures which ﬆill roam the 
  Earth have become more desperate with each passing year. All 
  such beaﬆs and monﬆrosities have begun to either disappear in 
  obscurity, or become like cornered animals. Moﬆ creatures of 
  unnatural origin do not bother trying to speak with common 
  men, nor do they entertain the idea of negotiation. For all 
  such creatures, life has become little more then survival, and 
  the common man is seen as the apex predator. 
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  A Sample of 19th Century Costs (England)
  Item
  Coﬆ
  Item
  Coﬆ
  Absinthe
  £1/2
  Music hall
  4 pennies
  Beer
  2 pennies
  Opium, dose
  £1/4
  Bicycle
  £7
  Pocket watch
  £1 1/2
  Boots
  £1
  Poﬆage
  1 penny
  Cab/mile
  6 pennies
  Rent, ﬂat
  £10
  Camera
  £3
  Reﬆaurant
  £1/4
  Carbine
  £10
  Revolver
  £6
  Cocaine
  £1
  Sabre
  £1
  Coach
  £40
  Sea travel
  £10-35
  Crowbar
  1 penny
  Shot, 20
  £1/2
  Cuirass
  £15
  Shotgun
  £4
  Dress
  £1
  Spyglass
  £1
  Ferry ride
  £1/2
  Sword cane
  £2
  Greatcoat
  £1
  Suit
  £1
  Hatchet
  1 penny
  Telegram
  6 pennies
  Horse, riding
  £20
  Theatre, box
  £4
  Hotel
  £1/2
  Tobacco
  6 pennies
  Lock
  £1/2
  Tool kit
  £2 1/2
  Medical care
  £1 per day
  Typewriter
  £2 1/2
  Microscope
  £3
  Whiskey
  4 pennies
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  Peter and Wendy, 1911 CE 
  This tale by J. M. Barrie has become a childhood ﬆaple by 
  way of its previous incarnation as a play and the great many 
  adaptations that play has spawned. It tells of Wendy, her two 
  brothers, and the adventures they have with Peter, a boy who 
  refuses to grow up. The children are transported to a magical 
  realm known as Neverland (the newly separated otherworld) 
  where they encounter færies, Native Americans, an odd group 
  of “loﬆ boys”, and a dreaded pirate Captain Hook. 
  The tale is included here for many reasons, though it is the 
  childhood themes which are the ﬆrongeﬆ focus. Neverland is a 
  great setting for the younger players, as it is “light” on the 
  violence and full of adventure. The compact but diverse nature 
  of Neverland allows younger players the ﬂexibility to 
  experience the sort of adventures that are entertaining without 
  the more adult themes which appear throughout this volume. 
  Duﬆ: Duﬆ is mentioned brieﬂy in the section titled “The 
  Monﬆrous” juﬆ following the entry on the “little folk”. The 
  subﬆance is described as having some aﬆounding abilities, but 
  it tells only a portion of the ﬆory. Duﬆ has two additional 
  uses: ﬁrﬆ, it can prevent a spirit that carries any from being 
  consumed by “The Black”; second, it can be used to bring 
  others to the otherworldly realms. It is in the later that duﬆ 
  is unique in the world of Færie Tales & Folklore, it becomes 
  the only reliable way to travel to and from the otherworld 
  aﬅer 1887. While within the border realms, duﬆ also permits 
  a carrier to ﬂy at their foot speed. The duﬆ can be gathered 
  and worn in a charm, it need not be sprinkled and loﬆ. It is 
  important to note that even the little folk do not underﬆand 
  the full abilities of the subﬆance, nor even what it truly is. If 
  duﬆ is used to help transport people, more is required the 
  greater a person’s age (referee’s discretion). 
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  High & Low Men: Both high and low men have become a 
  memory in the 20th century. It is possible however for either 
  to have been born in “Neverland” and come to the mundane 
  realms. Peter himself is likely a high man of some sort. The 
  loﬆ boys may even be other high men, or low men, who also 
  traveled to Neverland from our own world. 
  Magic & Miracles: Magic functions normally within the 
  otherworldly realms, though there are no known users of the 
  art beyond the tricks of færies, etc. Miracles are ﬆill beyond 
  the abilities of common men on Earth or in Neverland. 
  Tactics & Units: Though it is certainly possible for any of 
  the various troop types to appear in games within this setting, 
  light and elite footmen are the moﬆ common. Firearms and 
  the occasional cannon, appear here and there (there are pirates 
  aﬅer all). In truth, there are weapons from a wide range of 
  eras within Neverland. 
  The Mythology of Peter & Wendy 
  The mythology which appears in Peter & Wendy is limited 
  and moﬆly conﬁned to minor spirits and the like, as opposed 
  to deiﬁed spirits or truly monﬆrous beaﬆs. More importantly, 
  the ﬆory provides a “new mythology” of sorts with which it 
  uses as a backdrop. Exiﬆing social archetypes were parodied 
  in the extreme, and many tropes of the day were turned upon 
  their heads. 
  Neverland however is the greateﬆ mythological addition of the 
  tale, though Peter may argue. As it is described, Neverland 
  ﬁts well with the poﬆ 1887 division of the otherworld. It 
  resembles the world we know, but does not have any sort of 
  location parity with the mundane realms. There are a few bits 
  of mythology worth addressing. 
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  Færies: Neverland is populated by, among other things, the 
  little folk. If a younger player wishes to “be” a færie, use 
  the high man lineage, subﬆituting ﬂight for “wirework”. 
  James Hook, Captain: Captain Hook is the main antagoniﬆ 
  of the tale and the leader of the pirates. He is obsessed with 
  the death of Peter, yet he is concerned with “bad form”. 
  Loﬆ Boys: These seem to be young children who vanished 
  from the city of London and found their way to Neverland. 
  It is quite possible they represent some form high or low man 
  (or perhaps both) who inﬆinctively sought refuge in Neverland 
  aﬅer the division. 
  Native Americans: Called by an inﬂammatory term, while 
  being portrayed as satirically primitive, the Native Americans 
  are non-the-less an important portion of the tale. 
  Peter Pan: The boy would not grow up, Peter was (or is) a 
  high man who, because of the peculiarities of the otherworld, 
  does not seem to age. He is seen as the leader of the Loﬆ 
  Boys and has an ongoing feud with Captain James Hook. 
  Tiger Lily: A princess of the Native American people, she 
  is infatuated with Peter. Beautiful and brave, she is jealous of 
  Wendy and Tinker Bell. 
  Tinker Bell: One of Neverland’s færie inhabitants and good 
  friend to Peter. It is duﬆ from Tinker Bell which allows the 
  other children to ﬂy and travel to Neverland. 
  Wendy Darling: A common girl who catches the eye of 
  Peter Pan. Her and her brothers are brought to Neverland. 
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  Themes in Peter and Wendy 
  Peter and Wendy is ﬆocked with useful themes for an array 
  of adventure types (especially for the younger player). Two of 
  these themes and plot points are covered below. 
  Bad Form: Though there are moments of extreme violence in 
  Peter and Wendy, it is a children’s tale. As such, it is not as 
  violent as a good many adult ﬆories. To reﬂect (and possibly 
  amplify) this theme, the players and referee can agree to enact 
  “bad form”. In games using the bad form rule, moﬆ combat 
  is not deadly. Combat is inﬆead a battle of morale and 
  showmanship. Hits should be considered a facet of will, a bit 
  like morale. When a hit is received, that individual is not 
  likely to be truly hurt. Inﬆead, that individual is being beaten 
  and their will to ﬁght slowly overcome. Morale checks ﬆill 
  occur normally. 
  When using the bad form rule, wounding someone for real is 
  considered “bad form”. In the tale it is more complicated then 
  that, but for the purposes required here, that is a suﬃcient 
  explanation. Wounded characters (including enemies) enter the 
  death spiral and require help from their friends. 
  The Innocence of Youth: This is an important theme in a 
  large number of tales, but in Peter and Wendy, it is front 
  and center. The moﬆ important eﬀect of youth in games that 
  use this plot point is that the younger the being, the easier it 
  is for them to cross between the worlds. A whole group of 
  children can be transported by the same magic it would take 
  to transport a single adult. There are no hard and faﬆ rules 
  for this, juﬆ keep it in mind when the situation arises. This 
  eﬀect can be adapted for use in earlier settings as well. The 
  easieﬆ method is to not count children under 13 when ﬁguring 
  the number of common men in an area. 
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  Other Mythic Works 
  For additional ideas, a few other mythic works are touched 
  upon. Such works are either so common within the modern 
  world as to not need much explanation, or they are more 
  obscure, and thus abbreviated to conserve space. 
  Rw Nw Prt M Hrw, 2613 BCE 
  The famed “Book of the Dead” from the kingdom Km-t, or 
  Ægyptos to the Hellenes, was largely dedicated to the proper 
  methods of embalming a corpse to prepare it for the transition 
  into the aﬅerlife. It details the cosmology of Km-t, as well as 
  the process by which a spirit faces judgement, and is thus 
  delivered to its rightful place in death. The cycle of life and 
  death was deeply important to the Km-t people, as is the sun. 
  A game set in Km-t during this era is of Bronze Age 
  technology. As with many ancient cultures, the Km-t society 
  was highly ﬆratiﬁed. Moﬆ soldiers are footmen, while a small 
  number ride chariots. Bows and spears are the moﬆ common 
  arms, while armor and shields are uncommon. Naval warfare 
  is rare, as is the siege and only the moﬆ basic siege engines 
  are available. 
  Magic-users keep prayers and spells on collections of papyri, 
  some are known to make talismans. Spontaneous magic should 
  be limited as suggeﬆed within the “Shutur Eli Sharri” section. 
  High and low men are either nephil, or demigods similar to 
  the Hellas hemitheoi. All of the options for both lineages 
  should be available. 
  Aset, or Iset: A mother goddess with sway in the realms of 
  magic and nature. She was known to protect the downtrodden, 
  the sinful, slaves and the poor. She is the wife of Wsjr and 
  mother to Hw.r. 
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  Dhwty, or Thõth: This ibis or baboon headed spirit is the 
  patron of magic and science, as well as the arbiter of godly 
  dispute. He is thought to maintain the universe’s ﬆructure. 
  Hw.r, or Hõros: This spirit is oﬅen depicted as having the 
  head of a falcon. He holds sway over huntsmen, the skies and 
  warfare, though vengeance is thought to be his realm as well. 
  Ínpw, or Anapa: This jackal-headed spirit is sometimes 
  depicted as simply a jackal. He is known to weigh a hearts 
  worth in the aﬅerlife, and to protect the dead. 
  Ízﬅ, or Aphõph: A great serpent who sought to consume 
  the sun. This spirit is chaos and evil given form, the enemy 
  of light and man. 
  Pth, or Pitah: The green-skinned, mummiﬁed creator spirit 
  is a craﬅsman second to none. He ﬁrﬆ conceived the world by 
  thought, and by word, he made it real. Pth has considerable 
  sway with regard to creation, and the void which exiﬆs before 
  the world. 
  R’, Re: A falcon-headed solar spirit, chased by the serpent 
  Ízﬅ for all time. This being holds great power over all life 
  and rulership. 
  Swth, or Seth: The jackal-headed father of Ínpw. This 
  spirit presides over the deserts, disorder, ﬆorms and violence. 
  Also known to defend R’ (or Re) from Ízﬅ. 
  Wsjr, or Ausir: This green-skinned spirit rules over the 
  aﬅerlife. He holds power over resurrection, transformations and 
  the regeneration of life. 
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  Rãmãyanam, 650 BCE 
  The Rãmãyanam tells the tale of Rãma, seventh avatar of 
  Vishnu, and his ﬆruggle to free his wife from Rãvana, King 
  of Rãkshasa. Set in the kingdom of Kosala, it culminates in a 
  great war of the higher and lower powers. The Rãmãyanam 
  is a treasured work of the Hindu people, and it has had a 
  profound impact on the culture and traditions of Hinduism. 
  A game set during the time of the Rãmãyanam is likely to 
  begin in the iron age kingdom of Kosala. Footmen are ﬆill 
  the moﬆ common units, but horsemen and mounted archers are 
  used eﬀectively. The weaponry of the day is quite diverse, and 
  armor is usually be light. 
  Magic-users are oﬅen ascetics called mantriks, and common 
  men may call miracles from the Hindu spirits. Magic-users in 
  this era do not write down their spells, inﬆead they memorize 
  the whole spell itself. High and low men are likely to have 
  descended from deva or rãkshasa, and there is no need to limit 
  spontaneous magic unless it aids in the feel of the game. 
  Ganesha, or Vinayaka: This elephant-headed spirit is the 
  patron of the arts, sciences, and the written word. 
  Kãli, or Kãlikã: The Divine Mother, a multi-armed spirit 
  of nature, time and deﬆruction. She is invoked for protection. 
  Mahãdeva, or Shiva: The Auspicious One, is equal parts 
  creator, protector, transformer, and deﬆroyer. Known for a 
  third eye, he is the primary deiﬁed spirit in Hindu teachings. 
  Vasudeava, or Vishnu: A spirit of protection, known for 
  blue skin and four arms. It is not unusual for this spirit to 
  create partial incarnations known as avatars, to combat evil.
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  The Aesopica, 564 BCE 
  Composed by a slave named Aesop, who lived in Hellas, this 
  collection of ﬆories was originally part of an oral tradition 
  long before it was put to page. The collection of tales, which 
  later became known as “fables” contains many ﬆories which 
  were clearly not the work of Aesop himself. The ﬆories are 
  intended for adults in their original format, though they came 
  to be popular among children as the centuries passed. 
  As they are told, the fables use absurdity to teach political, 
  as well as social themes. The use of anthropomorphic animals 
  was one such absurdity. This absurdity oﬅen made the moral 
  context of the ﬆory easier to relate to, while allowing a 
  certain diﬆance beneﬁcial to the reader’s objectivity. Many of 
  the fables have ﬆrong insights into the character of people. 
  Anthropomorphic Animals: In some game settings the use 
  of anthropomorphic animals, or animals that display some of 
  the features of men, goes a long way toward ﬁlling a need for 
  the unusual. Younger players oﬅen enjoy such characters and, 
  in cases like Sun Wukong (The Monkey King), such myths 
  are beloved by adults as well. 
  To use an anthropomorphic animal in a game, simply pick an 
  animal (the closer to man in form the better), and give it a 
  few features needed for play. Speaking is probably the moﬆ 
  important, aﬅer which manipulating hands is oﬅen beneﬁcial, 
  and laﬆly would be a bipedal ﬆance. In the source material, 
  the animals simply speak. If this theme is being used, it is 
  likely for moﬆ of the players to play such animals. As such, 
  the players should collectively decide upon the level of 
  anthropomorphic features displayed in the characters. As is the 
  ﬆandard, the further back in hiﬆory, the more the unusual is 
  likely to exiﬆ. The referee may choose to give some animals 
  extra abilities relevant to their real capabilities.
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  Táin Bó Cúailgne, 20 BCE 
  The “Cattle Raid of Cooley” is an old tale from the island 
  of Ériu that concerns Queen Medb of Connacht’s war againﬆ 
  Ulaidh. Queen Medb conspired to ﬆeal the prize bull Donn 
  Cúailgne, but she was opposed and repelled by the teenage Cú 
  Chulainn. The boy battles a long succession of enemies in 
  single combat, in which he triumphs repeatedly. Eventually 
  though, the bull is ﬆolen but Medb is driven oﬀ. 
  The common units of this setting are footmen, oﬅen carrying 
  spears and shields. Wealthy warriors and nobility wear mail 
  and carry swords. The lack of larger horse breeds keeps moﬆ 
  mounted combat to chariots, but this is not exclusively the 
  case. Though raiders, the early Ériu, or Irish, were not 
  known to engage in naval battles, nor lengthy sieges. The 
  moﬆ common fortiﬁcations is the hillfort. 
  Magic-users and prieﬆs are similar during this era. Magic-users 
  commit their spells to memory inﬆead of writing them down. 
  Magic-users muﬆ ﬁnd others to teach them spells for trade or 
  favor. High men are likely to be descended from the Tuatha 
  Dé, while low men are likely to be spriggan or displaced 
  dvergr. Spontaneous magic does not need to be limited during 
  this era unless desired. 
  Cú Chulainn: Born to the name Sétanta, he is a great hero 
  of Ulaidh. Renowned as the son of Lugh, and infamous for 
  his otherworldly rage. 
  Lugh: The spirit of the sun, sky, and ﬆorms. He is the 
  half-fomoire king of the Tuatha Dé. 
  The Morrígan: A spirit of death and war. She is represented 
  by the raven, and less commonly, the horse. Morrígan comes 
  to battle Cú Chulainn as three great animals. 
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  588
  Alethe Diegemata, 150 CE 
  The satyrical tale known as “True Hiﬆory” is quite possibly 
  the moﬆ elaborate of tall tales ever told, at leaﬆ before the 
  days of a certain baron. The work was written to mock the 
  fantaﬆic mythologies of men oﬅen quoted as fact. The tales 
  take the characters into space, to the moon to witness a great 
  war with the sun, and even into belly of a great whale. It is 
  both high fantasy and science ﬁction at its earlieﬆ, moﬆ self-
  aware point. The Alethe Diegemata allows nearly any oddity 
  imaginable when used as a game’s setting. 
  Very few things are a matter of fact in this setting. A unit 
  can be of any class, equipped with nearly any imaginable sort 
  of armor and weapons, including black powder and others not 
  dreamed of. Cavalry may ride horse-like automatons or small 
  ornithopters. Naval battles may take place from the backs of 
  aspidochelone, and sieges use all manner of engine againﬆ all 
  manner of fortiﬁcation. 
  All forms of magic and miracle can be seen, with spontaneous 
  magic only being limited by imagination. High and low men 
  can utilize any of the options presented throughout this book. 
  This setting does not encourage any sense of realism, nor 
  should any be sought. 
  Aware Automatons: These automatons (see the section “All 
  Creatures Great & Small”) are actually created beings, with 
  consciousness and will. Though mechanical, these aware 
  automatons do not require energy from an outside source and 
  they are capable of varying levels of independent thought. 
  Treat such creations as whatever common animal or man they 
  are modeled aﬅer. These automatons cannot use magic of any 
  form, nor do they sleep, eat, or respirate. No spells that have 
  eﬀects of a mental nature eﬀect such automatons, nor does any 
  form of healing magic (including potions). 
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  Interplanetary Travel: The Moon, the Sun, the planets and 
  even there æther of space itself can be the location of play. It 
  is up to the referee or players to decide how beﬆ to deal with 
  environmental needs. It may require magic to breath in the 
  æther of space, or under the waves. Some form of special 
  craﬅ may be needed to ﬂy beyond our skies, or maybe falling 
  asleep while sailing through the miﬆs carries the characters to 
  the fartheﬆ shores. Some example locations from the presented 
  material are as follows. 
  • The Island of Cheese: Found in the Sea of Milk, this is a 
  ﬆrangely unknown earthly location. 
  • The Moon: Ruled by King Endymion, who dreams of one 
  day colonizing the Sun. The people of the moon, known as 
  the Hippogypians, are only male. Their children are grown 
  in their calves, yet none seem able to verify this. 
  • The Sea of Milk: Juﬆ as it sounds. Though a terreﬆrial 
  location, none seem to know where it can be found. 
  • The Sun: Ruled by King Phæthon, the Sun and its people 
  are at war with the Moon over rights to the Morning Star. 
  It is up to the referee, or the players, to deﬁne the rules of 
  space. Is it within the mortal realms? Perhaps it is within the 
  Otherworld? Is it ﬁlled with air, like the atmosphere of 
  Earth? How does one get there? Answering such queﬆions can 
  oﬅen be a fun portion of adventuring within these ﬆrange and 
  unusual worlds. 
  There are countless worlds loﬆ upon the sea of space, players 
  and referees are encouraged to dream up others which ﬁt their 
  needs and provide for a memorable ﬆory. When detailing a 
  new world for adventure, decide if the characters need help 
  breathing, eﬆimate what gravity would be like, etc. A world 
  used for adventure should not ﬆray far from the likes of the 
  Earth, but there is plenty of room in fantasy. 
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  Wondrous Vessels: Though the ship the characters travel 
  upon is described as but a simple ship, this setting is suited 
  for an explanation of more wondrous vessels. Vehicles with 
  unusual capabilities are rather common in the myths of men. 
  A ﬂying boat or house, a chariot that travels over the water 
  or pulls the Sun along its path, all being examples. 
  In game terms, the easieﬆ way to handle such vehicles, is to 
  simply have them move in a new environment as they do in 
  their native one. For moﬆ situations, this solution is eﬀective. 
  However, ﬂying vehicles should always be handled by the 
  rules for ﬂying creatures. The need for tracking movement 
  across three-dimensions makes this necessary. Simply choose a 
  creature you think moves as the vehicle should, and use that 
  creatures ﬂying ﬆatiﬆics. It should be determined if ﬂight has 
  been achieved largely through magic, or by balloon, wings or 
  other propulsion has been used. If the vehicle travels upon the 
  water, can it travel underwater? Is the vehicle itself similar in 
  conﬆruction to another current vehicle (such as a chariot, ship 
  or wagon)? Does it require some form of fuel? A vehicle is 
  moﬆ likely to serve as simple transportation, and in some rare 
  circumﬆances, a home. For moﬆ campaigns, a vehicle is more 
  of a way to advance a ﬆory, so it is not necessary to have a 
  detailed description. If more detail is needed, a combination of 
  exiﬆing rules should suﬃce for moﬆ situations. However, the 
  liﬆ below contains some “familiar” additions to such vessels. 
  • Dream Sail: A vessel with a dream sail take those aboard 
  to diﬆant deﬆinations while the crew sleeps. 
  • Ghosting: The vessel may disappear from sight and remain 
  that way unless it intends to make attacks during a turn. 
  • Sunbeam: A sunbeam operates as a direct ﬁre cannon that 
  can be used each turn. 
  • Warding: A warded vessel has twice the defense points then 
  it normally would possess. 
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  La Chanson de Roland, 778 CE 
  Written by Turold, “The Song of Roland” tells of a great 
  battle at Roncevaux during the reign of Charlemagne. Set in 
  the Frankish campaigns againﬆ the Iberian Muslims, the ﬆory 
  tells of Roland, or Hruodland in Frankish, and his epic laﬆ 
  ﬆand. The tale ends with Ganelon, the betrayer of Roland, 
  being championed by his friend Pinabel in a trial by combat. 
  Pinabel is beaten by way of divine intervention, and Ganelon 
  is drawn and quartered as a traitor. 
  Units during this age are two-thirds footmen and one-third 
  horsemen. The gambeson, leather, and ﬆudded leather are 
  common for footmen, where mail and plate are common with 
  horsemen. Axes, maces, spears and swords are used by both 
  sides of the conﬂict, though bows and crossbows are common, 
  mounted archery is almoﬆ exclusively a Muslims tactic. Naval 
  combat and sieges are a consideration during this era. 
  In this setting, magic-users may be pagans from highly rural 
  areas, or perhaps even kabbaliﬆ mekubbal. Moﬆ magic comes 
  by way of the miracles called by Chriﬆian or Muslim prieﬆs. 
  High men may be the children of duende or perhaps jinn, low 
  men could be descended from mouros. Spontaneous magic does 
  not need to be limited in this setting. 
  Allah or Yahweh: Two sides of the current principal spirit 
  in Abrahamic lore. His nature is continually conteﬆed by his 
  believers, which pits his own faithful againﬆ one another. 
  Muhammad: The central prophet of the spirits in the Muslim 
  faith, before his death he had united the Arabian peninsula. 
  Yeshua ben Yosef: The biblical Son of God, Yeshua is the 
  central ﬁgure of Chriﬆian myth, and is an avatar of Yahweh. 
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  592
  Genji Monogatari, 975 CE 
  The Genji Monogatari is thought to be one of the ﬁrﬆ novels 
  ever penned. It is largely a courtly work, featuring the lives 
  and trials of courtiers in the Heian period of Nippon. Largely 
  a psychological tale, there are ghoﬆs, witches, and even the 
  mention of demons within its pages. The work follows the life 
  of Hikaru Genji through a series of oﬅen improper aﬀairs and 
  luﬆful liaisons with a myriad of ladies. Over time, his exploits 
  take their toll on his heart and in the end he dies, pondering 
  the ﬂeeting nature of life. The Nippon presented in the tale 
  has begun to move toward the creation of the samurai, though 
  the classical arms and armor have not yet begun to appear. 
  The units of the era are both foot and horsemen of any class. 
  Armor ranges from leather, to a form of plate known as õ-
  yoroi, which combines lamellar and scale. Bows, polearms, 
  spears and swords are the moﬆ common weapons and mounted 
  archery is a ﬆandard tactic. Naval conﬂicts and sieges are a 
  regular fact of warfare. 
  In “Genji Monogatari” the supernatural exiﬆs in a somewhat 
  diminished capacity. As shown in the “Shui Hu Zhuan” 
  section, taoiﬆ wu and qinggong practitioners may be found. A 
  high man may be descended from shinto spirits, or an old 
  lóng. Low men might be koro-pok-guru or perhaps the child 
  of an obake. Spontaneous magic does not need to be limited. 
  Aoi no Ue: She is the ﬁrﬆ wife of Genji, and mother to his 
  ﬁrﬆ son. She suﬀers from a spirit possession, or mono no ke. 
  Hashihime: Thought to be a powerful oni, “The Maiden of 
  the Bridge” waits, usually at Uji bridge.  
  Hikaru Genji: A prince and son of the emperor, his name is 
  said to mean “shinning prince”. 
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  593
  Poetic Edda, 1275 CE 
  This is a compilation of Old Norse poetry, largely based on 
  the Konungsbók. Of particular intereﬆ is the ﬁrﬆ tale known 
  as Völuspá, which tells of the creation and deﬆruction of the 
  Earth, and of the Norse deiﬁed spirits. The work details the 
  deeds of great heroes and includes a brief naming of the nine 
  worlds. Though compiled several generations later, the “Poetic 
  Edda” largely deals with occurrences from the Viking Age 
  and before. 
  Old Norse, or Danes, are sea raiders and commonly footmen 
  of all classes. A lower class warrior is a light footmen who 
  wears little to no armor. They carry axes, shields and spears. 
  Wealthy warriors wear leather or mail, and oﬅen add swords 
  to the weapons of a light footmen. Nobles are the extent of a 
  cavalry, and they oﬅen ﬆeal horses when out raiding. Such 
  nobles are equipped like wealthy warriors, but their gear is of 
  higher quality. Though renowned seamen, the Danes do not 
  engage in naval warfare, and they have limited exposure to 
  siege warfare or its engines. 
  Magic-users of either lineage manifeﬆ very similar abilities in 
  the “Poetic Edda”. By the time this compilations is made, 
  moﬆ Danes had become Chriﬆian, though the tales take place 
  during pagan times. Magic-users record their spells with runes 
  and create talismans. Prieﬆs lead rituals and call miracles 
  from the deiﬁed spirits, mainly Odin. High men are moﬆ 
  likely ljósálfar, or aos sí from Ériu. Low men are moﬆ likely 
  dvergr, dökkálfar, or svartálfar. Spontaneous magic is oﬅen 
  limited by the means suggeﬆed in previous sections, however 
  this is not a requirement of the setting. 
  Cosmology: The cosmology presented in the “Poetic Edda” 
  is an advanced version of the world tree concept. There are 
  nine realms connected by a tree’s roots and branches. 
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  • Asgard (lower realms): Home of the Æsir, and ruled by the 
  deiﬁed spirit Odin. The great Rainbow Bridge, or Bifröﬆ 
  connects the lands of Asgard and Midgard. 
  • Álfheimr or Ljósálfheimr (higher realms): This is home to the 
  Ljósálfar. 
  • Nidavellir or Svartálfaheimr (lower realm): Home of the 
  Dökkálfar, Dvergr, and Svartálfar. 
  • Midgard (mortal realms): This is the Earth of the mortal 
  realm, and the home of men. 
  • Jötunheimr or Útgardar (border realm): Anceﬆral home of 
  the Jötnar, or giants. 
  • Vanaheimr (higher realm): Here is where the Vanir dwell. 
  • Niflheim (border realm): An elemental realm of eternal 
  winter and frozen waﬆelands. 
  • Muspelheim (border realm): An elemental realm ﬁre, lava and 
  unthinkable heat. Ruled by the great Jötunn king Sutr. 
  • Hel (lower realm): The land of the dishonorable dead and 
  home of Hel, the deiﬁed spirit of the underworld. 
  The great ash tree Yggdrasil connects all the realms together 
  and in turn the realms draw ﬆrength from the great tree. 
  Fenrir: The great wolf and son of Loki. It is Fenrir who is 
  foretold to slay Odin. 
  Loki: This deﬁed spirit is both Æsir and Jötunn, he is the 
  father of Fenrir, Hel and Jörmungandr. 
  Odin: The ruler of the Æsir and father of Thor. He rides 
  the eight-legged horse Sleipnir, and commands the valkyrja. 
  Thor: Son of Odin and bearer of Mjölnir, he is thunder and 
  lightning personiﬁed, ﬁery haired and red bearded.
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  597
  Divina Commedia, 1300 CE 
  This well-imagined tale of a man’s journey into the aﬅerlife is 
  rife with metaphor and ﬆrange imagery. The Roman poet 
  Virgil guides the protagoniﬆ through Hell and Purgatory, but 
  it is Beatrice, his ideal woman, who guides him through the 
  Heavens. The ﬆory itself is a deeper tale about the Chriﬆian 
  view of a spirit’s journey to the divine. 
  The cosmology presented is of ﬆunning complexity and detail, 
  with each realm composed of nine layers as well as a central 
  point (to total 10). There are nine circles of The Inferno, or 
  lower realms, and Lucifer contained at the bottom. There are 
  nine rings of Mount Purgatory, of the border realms, with 
  the Garden of Eden at its crown. Finally, there are the nine 
  celeﬆial bodies of the higher realms, that orbit the Empyrean. 
  The tale ends with the protagoniﬆ bearing witness to the full 
  presence of the divine. 
  By this point in hiﬆory, all classes of peasant and soldier can 
  be found on the ﬁeld of battle. All manner of armor, shield 
  and weaponry is employed beside a wide variety of tactics. 
  From naval battles to sieges, little during this era changes the 
  exiﬆing mechanics of the game. 
  Magic-users usually carry spell books, prieﬆs are likely to be 
  Chriﬆian, though an encounter with a Jew or Muslim is not 
  unheard of during one’s travels. Pagans of all forms are very 
  rare in this era, and generally conﬁned to more rural areas. 
  The power of The Church is near complete in its control. A 
  high man is possibly a surviving nephil, or hemitheoi with 
  bloodlines to the older deiﬁed spirits. Low men are likely 
  dvergr, who traveled with the Danes generations ago. The 
  source material has no such references for high or low men 
  though, and the players should decide on their exiﬆence in 
  such settings. Spontaneous magic should be limited as described 
  in the section detailing the “Shutur Eli Sharri”. 
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  Cosmology: The cosmology detailed in “Divine Commedia” 
  is not only complex, but it displays a reasonable grasp of 
  scientiﬁc knowledge as well. It is divided into three realms: 
  the Inferno, or lower realm; Purgatorio, or the border realms; 
  and Paradiso, or the higher realm. Each realm is described 
  further in the entries below. 
  • Inferno: This realm has nine circles, each related to a sin 
  and its punishment. In order they are: 1, limbo; 2, luﬆ; 
  3, gluttony; 4, greed; 5, wrath; 6, heresy; 7, violence; 
  8, fraud; 9, treachery. At the center is Satan, frozen and 
  suﬀering in punishment along with the reﬆ of the sinners. 
  The Inferno is thought to be located deep beneath the 
  surface of the Earth. 
  • Purgatorio: This realm has nine terraces, each related to an 
  area of suﬀering and spiritual growth. In order these are: 
  1, pride; 2, envy; 3, wrath; 4, sloth; 5, avarice; 6, 
  gluttony; 7, luﬆ; the ﬁrﬆ two terraces are for those who 
  have been excommunicated, or who were late to repent. At 
  the peak of Purgatorio reﬆs the Garden of Eden, the land 
  of perfect innocence. It is said that the Purgatorio is an 
  island in the southern hemisphere formed from the earth 
  displaced by the fall of Satan from Paradiso. This impact 
  also created the Inferno. 
  • Paradiso: The Heavens are divided into nine spheres that 
  are associated with both celeﬆial bodies and the hierarchy 
  of angels. The spheres are: 1, the Moon (the inconsiﬆent); 
  2, Mercury (the ambitious); 3, Venus (the lovers); 4, the 
  Sun (the wise), 5, Mars (the faithful warriors); 6, Jupiter 
  (the juﬆ rulers); 7, Saturn (the contemplatives); 8, the ﬁxed 
  ﬆars (faith, hope & love); 9, Primum Mobile (angels). 
  The spheres surround the Earth and form the visible 
  heavens. Beyond the ninth sphere is the Empyrean, a realm 
  beyond imagining where the divine spirit dwells. 
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  Don Quixote, 1581 CE 
  Titled “El ingenioso hidalgo don Quixote de la Mancha” this 
  literary tale focused around the titular character’s madness as 
  he embarks on a chivalric queﬆ to right the wrongs of the 
  world. Alonso Quixano does not see the world for what it is, 
  but rather imagines a great heroic tale in which he is the 
  hero. Accompanied by a farmer named Sancho Panza, the two 
  form an oﬅen comedic pairing. Don Quixote seems to dive 
  further into madness as the tale goes, oﬅen choosing to 
  intervene violently in matters both not relevant to himself, or 
  even the world in general, sometimes even ﬁghting inanimate 
  objects. He carries himself as a knight errant seldom paying 
  any debts incurred, nor apologizing for his actions. The tale 
  ends, aﬅer a spurious second portion, with Alonso coming to 
  terms with reality juﬆ before he dies. 
  Troops and units of all types are to be found during this era 
  and early ﬁrearms see a greater range of adoption. Mail is 
  almoﬆ completely replaced by various forms of plate armor 
  and moﬆ weaponry mirrors the change. Cannons become more 
  common in naval battles and sieges. Caﬆles and fortresses are 
  the moﬆ common fortiﬁcation. 
  Magic-users, high and low men, along with anything thought 
  of as Otherworldly, has moﬆly faded from the world by this 
  time. Those which do exiﬆ are beyond rare and oﬅen come 
  from less civilized areas of the world. A magic-user may be a 
  pagan witch, or even a diabolical prieﬆ of the Catholic faith. 
  This era suﬀers from waining wonder in the same fashion as 
  “The Hiﬆory of Pyrates”. 
  The Virgin Mary: Yeshua ben Yosef’s venerated mother. 
  Satan: Once the higheﬆ of angels, now the ruler of Hell, or 
  the Inferno (see “Divina Commedia” above). 
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  The Crucible, 1692 
  This tale, set in the New World of the Americas, is one of 
  betrayal and fear of the unknown. It follows the hyﬆeria of a 
  small village gripped in mad panic over rumors of witchcraﬅ 
  as the community spirals out of control. In all, over 200 of 
  the residents of Salem were accused of witchery and 20 were 
  put to death. One, Giles Corey, was pressed to death by ﬆone 
  and board. The accusations were many, and moﬆ evidence was 
  of a “spectral” nature with the Devil ﬁguring prominently. 
  In the aﬅermath, many reasons for the hyﬆeria were oﬀered. 
  Some thought it was political or social rivalry. Others thought 
  rye mold my have poisoned the residents causing hallucinations. 
  Over time, the occurrence became a synonymous with the hunt 
  for enemies who never exiﬆed. 
  Troops and units had largely “modernized” by this point in 
  hiﬆory. Moﬆ are light footmen or horsemen and few don any 
  armor at all. Firearms have become rather common and the 
  rules from “The Hiﬆory of Pyrates” are appropriate for this 
  era. Fortiﬁcations are commonly of wooden conﬆruction and 
  naval battles during this time are relatively frequent. The 
  indigenous people of the Americas are more traditionally armed 
  then the Europeans, and such men can be of any unit save 
  armored footmen or heavy horsemen. 
  Magic-users are likely be actual witches or warlocks, all of 
  whom write down spells in tomes. Some may have learned the 
  magical arts from the indigenous Americans, and resemble 
  shamans or other animiﬆs. High and low men are oﬅen 
  related to local spirits, or are perhaps refugees from the Old 
  World seeking to hide from the deﬆruction of man. As with 
  “The Hiﬆory of Pyrates” and “Don Quixote” this era suﬀers 
  from waining wonder and it should be treated as such. It 
  should be said that all magic in this era is seen as devilry and 
  it invariably raises the ire of common folk. 
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  Frankenﬆein, 1818 CE 
  Frankenﬆein, or Frankenﬆein: a Modern Prometheus, is the 
  tale of the young Victor Frankenﬆein, a driven scientiﬆ who 
  discovers a method to reanimate the ﬂesh of the dead. He uses 
  this method to painﬆakingly craﬅ the body of a large man 
  from the cadavers of beaﬆ and man. The ﬆory plays on the 
  dangers of great power used without wisdom. In the tale, the 
  “protagoniﬆ” and his monﬆrous creation haunt each other till 
  the end of their days, bringing ever increasing sorrow and 
  pain to the other. 
  The tale brings with it the rise of science and technology as 
  those forces began to change reality in ways only magic could 
  before. It brought with it an age when magic would ﬁnally 
  vanish from the Earth, and the otherworld would be free of 
  the conﬁnes of the mundane realms. 
  Weird Science: With this theme, technology may accomplish 
  feats beyond that of reason. Weird science becomes a major 
  bridging point between the magic of the paﬆ and the super-
  science of the future. There are two primary ways to handle 
  the idea of “weird science”. The ﬁrﬆ is for a weird science 
  device perform the function of an exiﬆing magical item. Such 
  creations are nearly always formidable, sprawling contraptions 
  of pseudo-science and fringe technology. One common feature 
  of this sort of weird science is the need for some ﬆrange and 
  diﬃcult to obtain “fuel” (such as a resurrection device needing 
  to be fueled with the bodies of the recently dead). The second 
  method is for weird science to mimic exiﬆing spells. In such 
  inﬆances, the conditions from the ﬁrﬆ method oﬅen apply (a 
  large device that requires rare fuel). These are not the only 
  methods by which weird science can be incorporated in a 
  game, but they are simple and should not upset balance in a 
  meaningful way. If need be, a device is easy to deﬆroy. 
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  Additional Plot Points & Themes 
  Below are a few additional plot points and themes which relate 
  to the other mythic works detailed above. The disparity of 
  technology, the ﬆruggle over sanity, and the fuzzy ground 
  between truth and tall tale ﬁgure prominently. 
  The Reality of Insanity: This theme oﬀers an intereﬆing 
  option for the inevitable fact of waining wonder (see “The 
  Hiﬆory of Pyrates” above) by using the border realms or 
  dreaming realms to make insanity much more real. To enter 
  this world of insanity, vaﬆ amount of alcohol or hallucinogens 
  are needed, perhaps even the spell Dreaming. When using this 
  theme, players do not fully enter the border realms (nor the 
  dreaming realms, should that be the case) when they ordinarily 
  would. Inﬆead, they see it where others do not. A harmless 
  windmill, may in reality be a great giant, and a proﬆitute 
  may actually be a lady in waiting or princess from the 
  Otherworld. 
  The ﬁrﬆ and moﬆ important aspect of such games is to ﬁnd 
  a way for the characters to perceive the Otherworld. During 
  more recent eras, this poses some trouble. Alcohol or drugs 
  are common tools, as mentioned above. This also works well 
  for high and low men, who already can seem a bit daﬅ. Some 
  campaigns may opt for simple rituals such as looking through 
  a ring or a mirror. 
  The next major consideration is how the world perceives the 
  actions of the characters. If the characters end up causing too 
  much of a disruption with their imagined adventures, sane folk 
  may seek to ﬆop them. This may result in prison or worse, a 
  ﬆay in a sanitarium or other such vile place where the insane 
  are placed. 
  Other then the above considerations, such games function as 
  any other… Save gaining experience from “delusions”. 
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  The Unseen Enemy: This theme aids in the creation of a 
  more horror centric campaign. In more modern games, moﬆ 
  of the NPC’s encountered are common men, or they appear 
  indiﬆinguishable from such men. The few supernatural threats 
  which exiﬆ in these eras are oﬅen able to at leaﬆ appear as a 
  man or women, some may even appear as speciﬁc people. This 
  can create fear in a populace very quickly. To make matters 
  worse, many of these threats are well versed in manipulating 
  the minds of others through the use of magic and witchery. 
  This all leads to the extreme and violent persecution of all 
  things diﬀerent. 
  In these games magic is considered a “sin againﬆ God” and is 
  punishable more severely then moﬆ any common crime. Being 
  something other then fully man is beyond thinkable. One’s 
  social ﬆanding and the ability shape how they are seen by 
  their peers is paramount. The common moral issue is that of 
  social conformity. The characters themselves may be magical 
  or Otherworldly, who are dedicated to defending the mortal 
  realms from fell creatures and dark spirits, all while being 
  hunted by the very populace they hope to save. 
  This theme also works very well for encounters with vampyre 
  or contagion zombis, where the fear of infection becomes the 
  driving motivator of the campaign itself. Even a plague can 
  make for a horrifying backdrop for a campaign. 
  In such game types, the referee should deﬁne a few mileﬆones 
  and regular objectives which provide experience outside the 
  ﬆandard combat and loot model. Remaining free and avoiding 
  implication in the issue at hand; each day a character remains 
  alive; tracking down the inﬆigators and eventually the causes 
  of the issue; all are examples of such mileﬆones. There are 
  many tales where combat and ﬁghting are not the focus of the 
  ﬆory at hand and in all such cases this form of experience is 
  a useful source of player encouragement. 
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  Unbelievable Stories: This plot point is almoﬆ a mini game 
  unto itself. The giﬆ is simple, two players face oﬀ in a good 
  bit of ﬆructured tale telling. The ﬁrﬆ player will ﬆate some 
  foul beaﬆ or monﬆrous enemy they have beﬆed and how they 
  accomplished the feat, the more wordy the better. Then, the 
  next player tells a similar tale but either: a) the monﬆer has 
  to be a more diﬃcult ﬁght, or b) the method by which the 
  monﬆer was felled muﬆ be more diﬃcult to have accomplished 
  then the preceding tale. In certain situations, this need not be 
  a ﬁght. Charming an ogre with song, or beﬆing a kéntauros 
  at a footrace are examples of non-combative tales. If a tale is 
  told that the opposing player does not believe is possible, that 
  player calls the conteﬆ at the end of that round. The player 
  who was telling the unbelievable tale muﬆ then play through 
  the encounter they described while attempting to ﬆay as close 
  to their tale as possible. The other player may opt to control 
  the encountered creature, or a referee may ﬁll that role. If the 
  player triumphs in the encounter, they gain either a 50, 500, 
  or 5,000 gold item trade. If the player simply beats the 
  creature, a 50 gold trade is gained. If the player beats the 
  creature in a way that is reasonably close to the tale that was 
  told, a 500 gold trade is gained. If the player beat the 
  creature in a manner that is both creative and extremely close 
  to the tale they told, a 5,000 gold trade is gained. If the 
  player loses the battle, the opposing player gains a 100 gold 
  but does not gain any experience from it. A character not die 
  from this game, a loss simply indicates the reﬆ of the players 
  and any NPCs present believe the character’s tale is fabricated 
  and spurious. 
  This mini game can oﬀer an entertaining way for two players 
  to engage in an roleplaying experience through a quick and 
  dirty form of cooperative narration. Set the characters in an 
  inn telling tales over ale or mead and the scene is framed. 
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  Disparate Technology: In this theme, the characters should 
  be placed on either end of a widely disparate technological 
  divide. The British wars with the Zulu, or the European war 
  againﬆ the indigenous population of the Americas are two well 
  eﬆablished examples of this plot point. The disparity can lead 
  to complex moral dilemmas for the technologically advanced, 
  or gut-wrenching doomed but noble rebellions againﬆ nearly 
  impossible odds for the less advanced. 
  In cases were the technological divide is suitably wide, it can 
  become necessary to acknowledge the direct advantage of this 
  divide. A vaﬆly technologically superior force should gain a 
  bonus of 1 to any area which could be currently aﬀected by 
  such a technological divide. Stone weapons againﬆ full harness, 
  or a cannon againﬆ primitive fortiﬁcations being examples. In 
  the case of a unit or single troop, it is oﬅen easier and more 
  appropriate to simply treat the technologically weaker force as 
  the next lower class: heavy footmen become light footmen or 
  heavy horsemen become medium horsemen, etc. In heroic ﬆyle 
  campaigns, this can cause good characters from the more 
  technological side to doubt their morality and even ﬆand 
  againﬆ their own! 
  Monty Hall & The Extravagance of Poppycock: There 
  comes a time in all games when things can get completely out 
  of hand and ﬆray into the downright absurd. Truly, it can 
  be worth “playing this out” from time to time. Let a group 
  go nuts now and again, but realize that there is usually a 
  ﬆeep consequence. Though players can be dialed back with 
  suﬃcient eﬀort, characters seldom are so lucky. Thus it is a 
  good endgame for a long campaign. Allowing a group to play 
  around at a power heavy level for a bit can oﬅen make them 
  yearn for a more down to earth experience aﬅer while. This 
  then allows for the natural retirement of characters. 
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  Setting & Era Notes 
  If the referee or players wish to play in a setting which has 
  not been covered, there are a few rules which should be used 
  depending on when or where a game is set. The liﬆ below is 
  a good guideline. 
  Horses: The horse was domeﬆicated between 3500 to 2000 
  BCE. It is likely that the ﬁrﬆ horses were used to drive carts 
  and chariots. It was not until 490 BCE that larger breeds of 
  horse began to appear. These larger horses did not reach the 
  British Isles until the arrival of the Romans and the Americas 
  did not have access to the horse until they were introduced by 
  the Europeans in the 15th century. The largeﬆ of breeds do 
  not appear until the Middle-Ages, and it is such horses that 
  are capable of bearing a man in full harness. 
  Stone, Bronze & Iron: The Bronze Age had begun in the 
  Middle and Near-Eaﬆ sometime around 3700 BCE. It took 
  hold in Europe around 2300 BCE, Britain in 2000 BCE, 
  but did not ﬁnally reach Nippon until well aﬅer 1000 BCE 
  possibly as late as 300 BCE. Hard metal working does not 
  reach the Americas until the arrival of Europeans in the 15th 
  century. Stone tools are used moﬆ before this time. 
  The Iron Age begins with the Hittites around 1300 BCE, it 
  arrives in Europe around 1000 BCE, and by 650 BCE iron 
  work spreads to Northern Africa. Around 200 BCE, a major 
  increase in production and implementation occurs. 
  The Withering Magical World: By the 16th century, the 
  Earth we know had grown deﬁnitively separated from all that 
  is otherworldly. Though the ﬆrange and supernatural ﬆill did 
  occur on occasion, the whole of our world was aﬀected by the 
  rule “Waining Wonder” spoken of in previous entries.
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  Random Realms & Worlds 
  The following pages and corresponding tables oﬀer a way to 
  create new worlds and realms to explore using a randomized 
  syﬆem. The ﬁrﬆ decision which muﬆ be made before going 
  forward is if the created location is going to be part of the 
  Otherworld and thus a realm, or a new world and thus part 
  of the mortal worlds. Aﬅer a choice is made, continue below. 
  Realm or World Type (1d20)
  Roll
  Type
  1-4
  Earth-like, with 1d3 minor diﬀerences (choice).
  5
  Heavenly or hellish (even odds)
  6-8
  Eden or purgatory-like (even odds)
  9
  Elemental air, clouds with ﬂoating islands
  10
  Elemental earth, vaﬆ mountains of dirt and ﬆone
  11
  Elemental ﬁre, glowing ﬂame and churning lava
  12
  Elemental water, vaﬆ or never-ending oceans
  13
  Chaotic and dream-like, shaped by local emotion
  14
  Absurd: ground is cheese, everything is alive, etc.
  15-16
  Variant Earth: apes dominant, diﬀerent time, etc.
  17
  Living, exiﬆs on a great animal or plant body
  18
  Mental, exiﬆs in a great mind (roll again)
  19
  Conﬆructed and artiﬁcial (roll again)
  20
  Roll again and blend the results
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  Terrain: The world types above may be used as templates 
  when determining the terrain of an individual hex. A foreﬆ in 
  an elemental ﬁre world would be charred and burning husks of 
  what were trees. However in an elemental water world, such a 
  foreﬆ might by a vaﬆ jungle of seaweed. 
  Earth-Like: The minor diﬀerences in such worlds would be 
  things like: a small increase or decrease in gravity, etc. 
  Aware Realms & Worlds: Living, mental, and to a lesser 
  extent chaotic locations, are responsive to the emotions and 
  thoughts of those within it, or of the location itself. Travelers 
  in either case should take care and monitor their thoughts and 
  feelings, along with the “mood” of the surroundings as change 
  can be rapid and brutal. 
  Chaotic Worlds: These locations are in conﬆant ﬂux, and 
  apt to make radical changes in physics and composition from 
  moment to moment. Moﬆ such locations seem to touch on the 
  dream realms thus, the more ﬆable a character’s mental ﬆate, 
  the more ﬆable the surroundings. Characters with a 13 or 
  greater intelligence can shape their immediate surroundings. 
  Deadly Worlds: Many of the realms which may be created 
  using this syﬆem are not be habitable by characters of any 
  measure without some form of additional aid. To survive in a 
  ﬁery elemental world, a character or creature muﬆ be immune 
  to ﬁre. To exiﬆ in an elemental realm of water, one muﬆ be 
  able to breath underwater, etc. If a character does not possess 
  the needed aid, each turn requires a conﬆitution save or die 
  roll. Any creatures which are native to a given location are 
  considered to have adapted to their surroundings, possessing the 
  needed abilities to survive. 
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  If the referee cannot decide where the new location is located 
  in the cosmology of the universe, the table below can oﬀer a 
  randomized method to determine this element. 
  Beyond the Sky: A location of this type is part of the 
  mortal realms and as such has a more ﬆrict set of rules which 
  govern what is acceptable during creation. Firﬆly, only 
  conﬆructed, earth-like or variant earth worlds may be created, 
  other types should either roll their location again, or consider 
  it connected to one of the realms of the Otherworld (as if a 
  20 had been rolled for location). Locations within the mortal 
  realm muﬆ follow these additional limitations and rules. 
  • When rolling for size, roll a d10 and add 5. 
  • When rolling for features of intereﬆ, subtract 5 from rolls. 
  • Population and civilization are unaﬀected. However, it is 
  more important for these populations to create a plausible 
  environment. 
  • When determining a “Method of Travel”, locations within 
  the mortal realms do not need an overtly magical method 
  of travel (though nothing should prohibit such travel).
  Cosmological Location (1d20)
  Roll
  Location
  1-7
  In the border realms
  8-13
  In the lower realms
  14-16
  In the higher realms
  17-18
  In the dream realms
  19
  “Beyond the sky” (space) within the mortal realms
  20
  Roll twice and combined the results
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  Features of Intereﬆ 
  Moﬆ realms or worlds have something that makes the location 
  unique or special in some way. The tables below oﬀer some 
  random ideas. 
  Size of Realm or World (1d20)
  Roll
  Size
  1
  Exiﬆs only inside the mind of one character
  2-3
  Roughly the size of a room, 10% are tesseracts
  4
  The size of a caﬆle or fortress
  5-8
  About the size of a village or city
  9-10
  About the size of a whole kingdom
  11
  The size of a continent
  12-15
  The size of a whole planetary body
  16-19
  The size of a solar syﬆem, 1d10 additional worlds
  20
  A complete universe, inﬁnite additional worlds
  Occurrence of Unusual Features (1d20)
  Roll
  Number of Features
  1-10
  No unusual features
  11-16
  1d3 natural features
  17-19
  1d3 Otherworldly features
  20
  Roll again and blend the results
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  Natural Features (2d20)
  Roll
  Feature
  2
  Magic does not work in this location
  3
  Vegetation is universally poisonous
  4
  Sun never sets, only the shadows can support life
  5
  Sun never rises (or no sun), location in an ice age
  6
  Regular seismic activity, larger tremor each hour
  7
  Violent ﬆorms all day, everyday
  8
  Location has no connection to the Otherworld
  9
  1d10x10% of all terrain is of a single chosen type
  10
  Volcanic activity conﬆantly carves new caves
  11
  Animals are more or less friendly (even odds)
  12
  Seasons pass faﬆer or slower (even odds)
  13
  Gravity is half or twice normal (even odds)
  14
  The location is always temperate and comfortable
  15
  There is no sickness in the location
  16
  Everything at the location is tiny
  17
  Everything at the location is giant sized
  18
  The whole location is diseased
  19
  The air is mildly noxious, -2 to d20 rolls
  20
  Natural formations have ordered geometric shapes
  21
  The terrain is one giant bone ﬁlled battleﬁeld
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  Natural Features Cont. (2d20)
  Roll
  Feature
  22
  Suﬆenance is exceedingly rare at the location
  23
  Any earth is rich in metals and ﬆones
  24
  Rich air adds 1 to all totals before fatigue sets in
  25
  All land is islands of various sizes
  26
  Location is an unusual shape (disk, ring, etc)
  27
  Location is frightfully ﬆill and dull
  28
  Meteors regularly fall from above
  29
  Chunks of earth, water, etc. within an atmosphere
  30
  Dreams of being reﬆrained and drugged in a prison
  31
  Change to another “Literary Works” setting
  32
  “Loﬆ world” on earth, muﬆ be plausible
  33
  1d3 “suns” or 1d20 “moons” (even odds)
  34
  Split: half dark & cold, half bright & hot
  35
  The whole location is a great maze or labyrinth
  36
  Color spectrum is opposite of normal, or negative
  37
  Thick smoke ﬁlls the air, reduce sighting by half
  38
  There are ancient ruins on top of ruins, and so on
  39
  Roll once on the Otherworldly features table
  40
  Roll 1d3 times and blend the results
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  Otherworldly Features (1d20)
  Roll
  Feature
  2
  No saves are allowed againﬆ magical eﬀects
  3
  Nothing ages at this location, ever
  4
  Sluagh-like ﬆorm regularly hits, muﬆ take cover
  5
  Location is inﬂuenced by another realm (choice)
  6
  All within the location has been conﬆructed
  7
  There is no want at the location, all is provided
  8
  Everything sleeps longer and longer each night
  9
  Spirits of the dead are always near
  10
  Magic can be seen as a visible force
  11
  Location responds to, and is shaped by thoughts
  12
  A door can lead anywhere in the multiverse
  13
  The more righteous the action the greater the luck
  14
  Location responds to, and is shaped by emotion
  15
  All native life is connected by the mentalism spell
  16
  Location has ﬂoating land masses (air or water)
  17
  Area causes mild hallucinations to all within
  18
  Any plant acts as a healing potion if eaten
  19
  Moﬆ animals and creatures can speak
  20
  The rules of magic can be broken here
  21
  No miracles may be called from this location
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  Otherworldly Features (2d20)
  Roll
  Feature
  22
  Common men have no power over magic here
  23
  The location causes confusion as the spell
  24
  Time moves twice as quickly of slows by half here
  25
  Borders the higher realms, use desired rules
  26
  Borders the lower realms, use desired rules
  27
  Hidden corner of the border realms (treat as such)
  28
  Everything in the world has a wicked bent
  29
  Soil from this location is equal to Duﬆ (pg. 351)
  30
  Easy travel to Earth
  31
  Strangely appropriate music can always be heard
  32
  Everything looks painted, and there is a narrator
  33
  Cumulative 1% per day chance to go insane
  34
  Shadows have a life their own here
  35
  Everything from Earth has an “evil twin” here
  36
  There is no known way to leave this location
  37
  The whole realm or world is part of the Black
  38
  Time moves backwards relative to normal space
  39
  Roll once on the Natural features table
  40
  Roll 1d3 times and blend the results
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  Unusual Features: Many of the above oﬀered features have 
  provided little in the way mechanics. This omission intended 
  to allow the referee the ability to easily blend the many 
  possible features without becoming weighed down in mechanics. 
  If a feature, or combination of features, cannot be used with 
  some measure of ease, ignore the feature and roll again. These 
  unusual features are intended to oﬀer ﬂavor and variation, not 
  to create undue diﬃculty for the referee. The lack of included 
  mechanics should also deter over use of such locations, as they 
  are not intended to be the primary setting of a game. 
  Civilization, Life, & Population 
  The exiﬆence, and amount of life populating any given realm 
  or world are determined with the following tables. 
  Type of Life & Basic Population (1d20)
  Roll
  Result
  1
  No life of any kind, even odds of survivability
  2-4
  Animal life, even odds of light or heavy population
  5-7
  Animals & men, even odds of light or heavy pop.
  8-10
  Animals, men, & monﬆrous, odds as above
  11-16
  Animals, men, monﬆrous, & spirits, odds as above
  17
  All creatures have minor diﬀerences (roll again)
  18
  All creatures have major diﬀerences (roll again)
  19
  Alien, use Random Creature Generator (roll again)
  20
  Roll twice and blend the results
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  Light Populations: The population ranges between hundreds 
  of thousands, to millions. There is a 10% chance to have 
  populations in the tens of millions for certain creatures. 
  Heavy Populations: The population ranges between the 
  millions and tens of millions. There is a 10% chance for a 
  population in the hundreds of millions, to billions. 
  Populations Considerations: The size of the population is 
  conﬆrained by the size of the location being created. 
  Note: The era that a realm or world is in the midﬆ oﬀ is 
  generally be limited by what is supported within the rules. If 
  an adventure far into the paﬆ or future is desired, the referee 
  and players muﬆ decide how to handle the issues of advanced 
  technology and the like. The setting info from the “Alethe 
  Diegemata” should provide some basic ideas. Any era outside 
  those presented is beyond the intended scope of the game. 
  Civilization & Technology (1d20)
  Roll
  Civilization Level
  1
  No native civilization
  2-3
  Stone-age, use rules from the “Popol Vuh”
  4-7
  Bronze-age, use rules from “Shutur Eli Sharri”
  8-12
  Iron-age, use rules from “Mabinogion” 
  13-17
  Medieval-age, use rules from moﬆ of the game
  18-19
  Renaissance, use rules from “Don Quixote”
  20
  Early modern, use rules from “Dracula”
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  Method of Travel Required (1d20)
  Roll
  Result
  1
  A færie ring or other traditional portal
  2
  Passing through a certain door with a certain item
  3
  The dream spell (muﬆ know of the location)
  4
  Travel in some special vehicle
  5
  Losing one’s mind
  6
  Dying in a certain location
  7
  Through the use of a wish
  8
  An impossibly long trek through one of the realms
  9
  Wandering for years with no purpose
  10
  Following a special map
  11
  Performing an intricate ritual
  12
  Being in a speciﬁc location during twilight
  13
  Ingeﬆion of some highly unusual intoxicant
  14
  Locating a particular item of great magic
  15
  Becoming loﬆ upon the oceans or within the waves
  16
  Extended deprivation of all sensory input
  17
  Flying into the sun (results in death of the body)
  18
  Research and caﬆing of a cuﬆom spell
  19
  Massive sacriﬁce of life (1,000’s of people)
  20
  Roll 1d3 times and blend the results
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  Are We There Yet: The method of travel needed to gain 
  entry into, or to journey to, the deﬆination being created can 
  be directly aﬀected by the realm in which it is set. Travel to 
  interplanetary deﬆinations (such as the Moon) is much diﬀerent 
  then making the trek to a realm of madness on the border of 
  both the dreaming realms and the mundane. In the end, the 
  particularities of the journey becomes a blend of the rules of 
  travel between the known realms and the ideas which are 
  presented here. 
  Setting the Stage 
  Aﬅer all the dice rolls are ﬁnished across the many tables, the 
  ﬁnished realm or world oﬅen need some tweaks before it can 
  be eﬀectively adventured within. Oﬅen, this involves arriving 
  at functional compromises with the results of the rolls and the 
  ability for the rules to provide a fair simulation of the created 
  setting. In some cases, a realm or world is used in more of a 
  purely narrative way and as such, there are no real need for a 
  large amount of additional rules or mechanics. 
  Ad Hoc Rules & Improvisation: Some rules may be easily 
  adapted to ﬁt a situation on the ﬂy. This can even work to 
  create seemingly complex rules syﬆems. The rules for both air 
  and naval combat can be combined to function for situations 
  were the action takes place underwater, as an example. Depth 
  is tracked inﬆead of altitude, and hazards such as falling have 
  no bearing, but the combined rules can account for moﬆ of 
  the basic needs. 
  Caution: The use of such random realms or worlds, can have 
  a massive impact on the scope of the game and is beyond the 
  intended scope of Færie Tales & Folklore. If you choose to 
  include such realms and worlds, do so with caution.
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  623
  Armaments of the World 
  Many types of armor or weapons from around the world are 
  functionally similar but are known by other names. Below is a 
  short liﬆ of armaments from around the world and what gear 
  they moﬆ closely corresponds to. 
  Battle Axe: Broadaxe, dane axe, falx, keteriya, khopesh, 
  panabas, parashu, sagaris 
  Bow: Composite bow, foot bow, gakgung, holmegaard, horse 
  bow, long bow, short bow, yumi 
  Crossbow: Arbaleﬆ, cranequin, gaﬆraphetes, geauhnoh, qaws 
  ferengi, manuballiﬆa, wallambruﬆ, zhugé nû 
  Dagger: Bichuwa, dirk, facón, katar, kris, maduvu, main 
  gauche, rondel, seax, ﬆiletto, tantõ 
  Firearms: Arquebus, blunderbuss, bondikula, ﬂintlock, gonne, 
  huo qiãng, jochong, matchlock, musket, tanegashima 
  Flail: Ball-and-chain, chigirki, holy water sprinkler, kiﬆen, 
  kriegsﬂegel, liúxing chuí, nunchaku, pyeongon, sanjiegun 
  Gambeson: Aketon, arming doublet, padded jack 
  Hand Axe: Adze, baltag, ge, francisca, hatchet, hurlbat, 
  ono, nzappa zap, tamahaac 
  Lance: Contus, kontarion 
  Leather Armor: Cuir bouilli, hide, lamellar 
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  Mace: Aklys, ball-headed club, bo, bulawa, chuí, cudgel, 
  gada, iwisa, kanabõ, mere, nulla-nulla, oslop, pernach, sai, 
  shillelagh, shishpar, shod club, war hammer 
  Mail: Hauberk, kusari gusoku, gyorin kozane, lorica hamata, 
  lorica plumata, lorica squamata, scale, tatami 
  Pike: Geldon, sarissa, shuo, spiess, xyﬆon 
  Plate: Brigandine, full harness, kaﬆenbruﬆ, laminar, lorica 
  segmentata, õ-yoroi, panoply 
  Pole Arm: Bardiche, fauchard, glaive, guan dao, halberd, ji, 
  naginata, ngao, poleaxe, sovnya, svärdﬆav, woldo 
  Shield: Aspis, bouche, buckler, heater, hoplon, ishlangu, 
  kite, pavise, peltaﬆ, rotella, round, scuta, tower 
  Spear: Angon, assegai, dangpa, doru, framea, harpoon, hoko 
  yari, javelin, mao, pilum, qiang, sang, sibat, tepoztopilli, 
  trident, vita 
  Spiked Mace: Goedendag, large spiked club, lucern hammer, 
  morgenﬆern 
  Sword: Arming sword, billao, broadsword, dao, dha, eﬆoc, 
  falcata, gladius, griﬀzungenschwert, jian, katana, khanda, 
  kilĳ, rapier, scimitar, shamshir, spatha, tachi, talwar, 
  wakasashi, xiphos 
  Sword, Great: Claymore, ﬂamberge, õdachi, zhanmadao, 
  zweihänder 
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  Archetypes of Mythology 
  The following pages oﬀers a set of exemplars which ﬁt with 
  many archetypes of myth and literature. One archetype is 
  presented for each lineage and class combination available in 
  the game. These archetypes may be used as they are, simply 
  ﬁll in the blanks, or they can be the inspiration for a more 
  personalized idea. However, if used in whole the player muﬆ 
  use the provided attributes. These archetypes provide beneﬁts 
  outside that of ﬆandard character creation and as such, they 
  are intended only to be used in their entirety. 
  The archetypes presented were also chosen to cover a broad 
  cross-section of cultures and mythologies. Oﬅen such characters 
  are viewed as paragons of the culture from whence they came, 
  and there tends to be lots of superﬆition surrounding them. A 
  member of one of these archetypes should be treated in a way 
  that is beﬁtting of the chosen archetype, for better or worse. 
  As Player Characters: When these archetypes are being 
  used to create the characters who is directly controlled by the 
  players, no real changes need to be made beyond the choices 
  presented in the archetype’s description. 
  As Villains: When these archetypes are used to create one of 
  the central villains in a narrative, the abilities presented need 
  to be updated in accordance with the villain guidelines as seen 
  previously in “The Villain” section. 
  As Standard Enemies: Each of these archetypes can easily 
  be used without attributes or class by simply considering all 
  the abilities ordinarily gained to be “natural”. Laﬆly, give 
  the creature 1 or 2 hits and total their value is ﬁgured as 
  shown at the end of “The Monﬆrous” chapter. 
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  Archetypes by Lineage 
  As ﬆated earlier, there is a single archetype presented for each 
  lineage and class combination. The basic abilities of a lineage 
  shape the archetypes available, oﬅen creating synergy. Each 
  archetype includes a few alternate examples that the archetype 
  can be used to create by simply modifying the cultural 
  information and equipment. 
  Common Men: The archetypes of common men tend to be 
  of a religious nature, showing little underﬆanding of magic or 
  the Otherworld. 
  • The Fida’i Assassin: The original assassins of legend, these 
  sneak-thieves are highly trained and deadly zealots. 
  • The Knights Templar: An order of famed, or hated, knights 
  who fought againﬆ the Muslims during The Crusades. 
  High Men: Magic is the focus of high men, even if it juﬆ 
  ampliﬁes the abilities of mundane men. 
  • The Blessed Hemitheoi: Born of the deiﬁed spirits or even 
  chosen by deﬆiny itself, these warriors are paragons each. 
  • The Daoine Sîth: Both skilled warriors and sorcerers, these 
  courtly færie lords and ladies are like walking dreams. 
  • The Qinggong Master: These men and women have trained 
  their bodies to achieve aﬆounding feats of prowess. 
  Low Men: The power of enchanting enters with low men, a 
  powerful ability whose scope should not be misunderﬆood. The 
  ability to create scrolls for a magic-user is a huge beneﬁt! 
  • The Shifty Nagual: Maﬆer shapeshiﬅers and huntsmen of the 
  deep jungles, the nagual become more animal then men. 
  • The Roma Shuvani: These gypsy folk produce some of the 
  moﬆ powerful practitioners of magic in all of hiﬆory.
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  627
  The Fida’i Assassin 
  “I am (name) heir of (family), if I have been set upon you it 
  is God who wants you dead!” 
  Name: (choose) 
  Lineage: common man 
  Class: sneak-thief 
  Level: 1ﬆ 
   
  Background: (choose) 
  Cultural Upbringing: Hashashin Nizaris 
   
  Languages: Persian 
   
  Knacks & Knowledges: religious ﬆudies 
  13 Strength: +1 to melee rolls, +20 pounds 
  10 Intelligence: no adjuﬆments 
  10 Wisdom: no adjuﬆments 
  16 Dexterity: +1 to missile rolls, -1 to attack rolls if target 
  13 Conﬆitution: +1 hit and fatigue values 
  10 Charisma: 5 hirelings 
  Fighting Ability: 1 man (light foot/horse) 
  Armor Class: 3  
  Hits: 2 
  Skill Bonus: 1  
  Saves: intelligence, dexterity 
  Abilities: anathema, attack from behind, miracles, remain 
  hidden, turning 
  Equipment: black mantle, composite bow and quiver, janbiya 
  (dagger), leather armor, riding horse, scimitar (sword) 
  About: These warriors gave rise to the term assassin. Devout 
  followers of the Hashashin, the ﬁda’i are famed for guerrilla 
  tactics and spreading fear among their foes. The group 
  became infamous though rumor and tall tales of their unusual 
  training methods. This archetype can be used for shinobi-no-
  mono and thuggee as well.
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  The Knights Templar 
  “My name is (name plus family or nation) of the Knights 
  Templar. I serve God and the Church above all.” 
  Name: (choose) 
  Lineage: common man 
  Class: ﬁghting-man 
  Level: 1ﬆ 
   
  Background: landed noble 
  Cultural Upbringing: (any European) 
   
  Languages: language of homeland & Latin 
   
  Knacks & Knowledge: religious ﬆudies 
  16 Strength: +1 to melee rolls, +80 pounds 
  10 Intelligence: no adjuﬆments 
  10 Wisdom: no adjuﬆments 
  10 Dexterity: no adjuﬆments 
  13 Conﬆitution: +1 hit and fatigue values 
  13 Charisma: 8 hirelings with +1 on morale rolls 
  Fighting Ability: 1 man +1 (armored foot/heavy horse) 
  Armor Class: 7 or 8 
  Hits: 2 
  Skill Bonus: 1  
  Saves: ﬆrength, dexterity 
  Abilities: anathema, commander, control area, elite troop, 
  miracles, turning 
  Equipment: ﬁne clothing and heraldic tunic, heavy warhorse 
  and plate barding, lance, mail, shield, sword 
  About: Pauperes commilitones Chriﬆi Templique Salomonici, 
  or the Knights Templar are an order of religious knights who 
  are aligned with the Catholic Church. The landed noble or 
  professional soldier are good backgrounds as these men are 
  generally expected to arm themselves. This archetype can be 
  used for Shinto samurai or cataphracts of Mazdayasna.
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  The Blessed Hemitheoi 
  “I am (name) child of (god’s name). My skill as a (profession) 
  is only rivaled by my skill at arms.” 
  Name: (choose) 
  Lineage: high man 
  Class: ﬁghting-man 
  Level: 1ﬆ 
   
  Background: (choose) 
  Cultural Upbringing: Hellenic 
   
  Languages: Hellenic (Koine) 
   
  Knacks & Knowledge: oratory 
  16 Strength: +1 to melee rolls, +80 pounds 
  10 Intelligence: no adjuﬆments 
  10 Wisdom: no adjuﬆments 
  13 Dexterity: +1 to missile rolls, -1 to attack roll if target 
  13 Conﬆitution: +1 hit and fatigue values 
  10 Charisma: 5 hirelings 
  Fighting Ability: 1 man +1 (armored foot/medium horse) 
  Armor Class: 8  
  Hits: 2 
  Skill Bonus: 1  
  Saves: ﬆrength, dexterity 
  Abilities: commander, control area, impervious, preternatural 
  Equipment: aspis (shield), dory (spear), ﬁne clothing, panoply 
  (plate), riding horse, xiphos (sword) (all high man made) 
  About: A hemitheoi is the child of a deiﬁed spirit. Though a 
  ﬆunning physical specimen, these warriors are oﬅen arrogant 
  beyond imagining. One of the character’s parents is responsible 
  for the great magics or miracles which made their child 
  impervious to harm from mundane weaponry (expect for some 
  secret weak spot). This archetype can be used for demigods 
  from other cultures, or those born under a ﬆrong geas.
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  The Daoine Sîth 
  “My name is (name), child of (parent). I serve the (Seelie/
  Unseelie) Court and am a (profession) by (trade/birth)” 
  Name: (choose) 
  Lineage: high man 
  Class: ﬁghting-man/magic-user 
  Level: 1ﬆ/1ﬆ  
  Background: (choose) 
  Cultural Upbringing: Gæl 
   
  Languages: Goidelic, proto-Norse 
   
  Knacks & Knowledges: smith, train animals 
  13 Strength: +1 to melee rolls, +20 pounds 
  13 Intelligence: 1 language and 1 spell 
  10 Wisdom: no adjuﬆments 
  13 Dexterity: +1 to missile rolls, -1 to attack rolls if target 
  10 Conﬆitution: no adjuﬆments 
  13 Charisma: 6 hirelings with +1 to morale rolls 
  Fighting Ability: 1 man +1 (heavy foot/medium horse) 
  Armor Class: 5 or 6 
  Hits: 1 
  Skill Bonus: 1  
  Saves: ﬆrength, wisdom, charisma 
  Abilities: control area, elite troop, fear, mounted archer, 
  multi-class, preternatural, spells (alacrity, charm, terrify) 
  Equipment: ﬁne clothing, horse bow & quiver, mail, medium 
  warhorse & barding, shield, spear, sword (all high man made) 
  About: Born to an ancient lineage, the Daoine Sîth are of 
  Gæl bloodlines native to Alba and Ériu. These warriors are 
  but miﬆy shadows loﬆ in the fog of the Otherworld. Skilled 
  in both warfare and the arts of magic, a Daoine Sîth is a 
  frightening and myﬆerious foe, or an otherworldly ally. This 
  archetype can be used for Norse alfar or Turkic irshi.
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  631
  The Qinggong Maﬆer 
  “I am (name) and I have no family, no attachments. I am 
  but a simple (profession) and monk, I seek no trouble.” 
  Name: (choose) 
  Lineage: high man 
  Class: magic-user 
  Level: 1ﬆ 
   
  Background: (choose) 
  Cultural Upbringing: Huaxia 
   
  Languages: Mandarin, Mongol 
   
  Knacks & Knowledge: Herbaliﬆ 
  13 Strength: +1 to melee rolls, +20 pounds 
  10 Intelligence: no adjuﬆments 
  13 Wisdom: -1 to skill rolls and +1 to complexity rolls 
  13 Dexterity: +1 to missile rolls, -1 to attack roll if target 
  13 Conﬆitution: +1 hit and fatigue values 
  10 Charisma: 5 hirelings 
  Fighting Ability: 1 man (light foot/horse) 
  Armor Class: 1  
  Hits: 2 
  Skill Bonus: 1  
  Saves: wisdom, charisma 
  Abilities: preternatural, qinggong practitioner, spontaneous 
  magic (Shaolin kung fu), wirework 
  Equipment: alms box, bo (treat as mace), buddhiﬆ treatises, 
  incense, monk’s clothes; option, a ﬁne jian (high man made) 
  About: The qinggong maﬆer is a practitioner of gõngfu and 
  will be skilled in defending themselves without weaponry. Such 
  men and women have dedicated their lives in the pursuit of 
  perfect skill and the search for enlightenment. They practice 
  many forms of body hardening and are capable of amazing 
  feats of acrobatic prowess and unarmed combat. 
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  632
  The Shiﬅy Nagual 
  “I am (name) of (city). I am the maﬆer of many shapes and 
  a (profession) of my people.” 
  Name: (choose) 
  Lineage: low man 
  Class: sneak-thief 
  Level: 1ﬆ 
   
  Background: (choose) 
  Cultural Upbringing: Mayan 
   
  Languages: Tzeltal 
   
  Knacks & Knowledge: animal trainer 
  13 Strength: +1 to melee rolls, +20 pounds 
  10 Intelligence: no adjuﬆments 
  13 Wisdom: -1 to skill rolls 
  13 Dexterity: +1 to missile rolls, -1 to attack rolls if target 
  13 Conﬆitution: +1 hit and fatigue values 
  10 Charisma: 5 hirelings 
  Fighting Ability: 1 man (light foot) 
  Armor Class: 2 or 3 
  Hits: 2 
  Skill Bonus: 1  
  Saves: intelligence, conﬆitution 
  Abilities: attack from behind, remain hidden, resiﬆant, 
  shapeshiﬅing, sneak-thieving, sunless, tireless 
  Equipment: bone and hide armor, obsidian dagger and hand 
  axe, shield, skin of a favored animal 
  About: These craﬅy “sorcerers” of the Aztec and Maya are 
  maﬆers of taking other shapes and forms, though this is more 
  of a hereditary ability then magical eﬀect. These low men are 
  usually specialized in assuming certain forms such as a jaguar 
  or eagle. This archetype is also useful in creating bakemono 
  from Nippon or pûca-like shapeshiﬅers. 
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  The Roma Shuvani 
  “I am (name) the (grandiose adjective). I may seem like some 
  old (profession) but, I may know things of intereﬆ to you.” 
  Name: (choose) 
  Lineage: low man 
  Class: magic-user 
  Level: 1ﬆ 
   
  Background: (choose) 
  Cultural Upbringing: Roma 
   
  Languages: Gothic, Romani 
   
  Knacks & Knowledge: herbaliﬆ, music 
  10 Strength: no adjuﬆments 
  13 Intelligence: 1 language and 1 spell 
  16 Wisdom: -1 to skill rolls, +1 to complexity rolls 
  10 Dexterity: no adjuﬆments 
  13 Conﬆitution: +1 hit and fatigue values 
  10 Charisma: no adjuﬆments 
  Fighting Ability: 1 man (light foot/horse) 
  Armor Class: 2  
  Hits: 2 
  Skill Bonus: 1  
  Saves: wisdom, conﬆitution 
  Abilities: enchantment, fear, resiﬆance, sunless, spells (fate, 
  heal, scry), tireless 
  Equipment: a few texts and spells, a wagon drawn by two 
  heavy horses, dagger (low man made), heavy clothing, violin 
  About: These practitioners of magic are also famed for their 
  ability to weave enchantments into great works. Though not 
  all of the Roma are low men, those who may use magic to 
  any great eﬀect are. The backgrounds of outlaw or retained 
  artisan are moﬆ appropriate, especially when combined. This 
  archetype can be used to create Mekubbal or Magi as well.
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  Example of Play & Scenario 
  The following pages are largely concerned with providing an 
  example of play using the Færie Tales & Folklore rules and 
  setting. This oﬀers insight into the use of many of the rules 
  involved in both running or playing the game. The method of 
  play is the ﬆandard narrative format used in moﬆ roleplaying 
  games. 
  Additionally, the backdrop and setup for the example of play 
  can be used as an introductory scenario to help familiarize a 
  player, or group of players, with the way the game is played. 
  Færie Tales & Folklore is fairly complex syﬆem and these 
  examples should answer many queﬆions that may arise during 
  any game session. 
  Background 
  This scenario is set in Roman Britannia, near Hadrian’s Wall 
  during the early third century (CE). A young Gæl has had a 
  surprising amount of success terrorizing the Roman Legions 
  through the use of unconventional tactics. In response, Rome 
  has sent an infamous centurion to remedy the situation. The 
  scenario may be played out from either side. As agents of the 
  Roman military, the players will try to ﬁnd and eliminate this 
  new threat. As sympathizers of The Picts (led by the young 
  Gæl), players will be trying to defeat the Roman centurion 
  sent to ﬆop the incursions into Roman occupied land. 
  This engagement takes place between the Bremetennacvm and 
  Lunium, which is located at the mouth of the Lune. An old 
  and important road which exiﬆed betwixt the two is the likely 
  terrain where the battle plays out. The length of the road 
  provides many opportunities for either side to control the 
  terrain of the battle and good planning is likely to be the 
  deciding factor in determining who takes the day. 
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  635
  Setup 
  Each of the forces, Roman and The Picts, are composed of 
  man and beaﬆ of no more then 45 points in value. The 
  Romans are fewer in number, but are better equipped and of 
  much greater experience. The Picts primary advantage, other 
  then numbers, is their leaders ability to utilize magic. 
  The Romans 
  The Roman unit has a total value of exactly 45 points. The 
  individual troops breakdown as follows. 
  • 1 leader, “Canis Bellum” a level 5 ﬁghting-man of the 
  high man lineage (using the blessed hemitheoi archetype). 
  He has a value of 10. 
  • 1 second, a common ﬁghting-man of 1ﬆ level. He has a 
  value of 5 points. 
  • 15 medium horsemen who are considered elite footmen when 
  not mounted. Each is armed with a spatha, pilum and 
  wears lorica segmentata. They each have a value of 2. 
  The Picts 
  The Pict force has a total value of 45 points. The individual 
  troops are broken down as follows. 
  • 1 leader, Mourdagos mac Morrigan, a level 4 ﬁghting-man 
  and level 1 magic-user of the high man lineage (using the 
  daoine síth archetype). He has a value of 10. 
  • 1 second, Rögnvaldr, a level 1 low man sneak-thief (using 
  the shiﬅy nagual archetype). He drives a chariot and is 
  valued at 5 points. 
  • 20 skirmishers who are considered elite footmen. They are 
  armed with long bows, spears, and wear leather. They 
  each have a value of 1. 
  • 10 war dogs, all wolfhounds, with a total value of 5. 
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  The Map & Terrain 
  The road between Lunium (Lancaﬆer) and the Bremetennacvm 
  (Ribcheﬆer) is roughly 23 miles long. It travels in a north 
  by north-weﬆerly direction and is ﬂanked by woods down the 
  eaﬆern side and coaﬆal plains to the weﬆern side. This locale 
  was chosen due to the ease of creating a map. The referee is 
  allowed to simply follow the above description and create a 
  simple map on hex paper that should suﬃce for the purposes 
  of this scenario. If two or more players are approaching this 
  battle as a war game, all sides should agree upon the map as 
  it is be used in game. Any minor terrain objects (rocks, trees, 
  etc) should be decided upon prior to the beginning of the 
  scene. 
  Troop Placement 
  At the beginning of the scene, each player is allowed to place 
  their troops as they see ﬁt, provided a few simple rules are 
  observed. 
  1. A coin should be ﬂipped (or other random method chosen) 
  to determine who is acting in defense and who is acting 
  oﬀensively. Winner of the ﬂip, or roll, has the choice of 
  oﬀense or defense. The defensive player muﬆ place their 
  troops ﬁrﬆ. 
  2. A player cannot place troops in areas directly controlled 
  by the other player. This only applies to areas that can 
  be considered “private” such as: a fort, a camp, or home 
  of an enemy troop. 
  3. A sneak-thief may decide to not act during their ﬁrﬆ turn 
  of combat and make a sneak-thieving check to enter the 
  engagement at any point with the advantage of surprise. 
  If this option is used, the sneak-thief may not act during 
  any turn prior to their entrance. (This is an example of 
  the creation of a simple rule to ﬁll a speciﬁc purpose.) 
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  Additional Storytelling 
  If this engagement takes place as part of a larger campaign, 
  the referee needs to provide some additional narrative to set the 
  scene. In the provided example of play, the referee oﬀers a 
  quick recap of the events that lead up to the engagement but 
  in other games, this is likely to change. In a war game, 
  narration of a larger ﬆory is not necessary and is a ﬆep oﬅen 
  leﬅ out (though this is not absolute). 
  The Conditions of Victory 
  In narrative roleplaying the conditions of victory are usually 
  rather clear from the onset. However, for a war game these 
  conditions muﬆ be spelled out clearly prior to commencing the 
  battle. In many battles, these conditions are simple: defeat the 
  enemy, deﬆroy a location, capture a foe, etc. There are many 
  cases where the objectives and conditions which lead to victory 
  can be much more complex. Successfully completing a series 
  of objectives, or meeting a complex set of conditions, is oﬅen 
  needed in the moﬆ diﬃcult of battles. 
  In the example of play provided, the leader of the Picts muﬆ 
  keep his identity a secret or, if discovered, ensure no Roman 
  lives through the battle. In the context of a narrative game, 
  such conditions can oﬅen lead to moral dilemmas such as “Do 
  we kill the prisoners?”. These can provide greater depth and 
  drama within an ongoing narrative. 
  The conditions of victory in the example battle are outlined in 
  the liﬆ below. 
  • Track down or goad the enemy into an engagement. 
  • Triumph over the enemy in said engagement. 
  • The Romans muﬆ capture or kill the Pict leader. 
  • The Pict leader muﬆ maintain the secret of his identity as 
  a son of a Sarmatian leader within the Roman Auxilia. 
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  The Session Text 
  The players are referred to by the name of the character they 
  portray in game, and the referee is simply termed “Referee”. 
  The session begins with a bit of backﬆory told by the referee 
  and the narrative provocation for the battle. 
  A Recap 
  In an ongoing campaign, it is important to review the events 
  of the laﬆ session. This ﬆep insures the group is on the same 
  page as a new session ﬆarts. 
  Referee: Does everyone remember where we leﬅ things at the 
  end of the laﬆ session? Does anyone want to give a recap, or 
  does that pleasure fall to me? 
  Rögnvaldr: You are the referee and narrator, the honor is 
  all yours sir. 
  Referee: Correction Rögnvaldr, we are all narrators in games 
  such as this, not juﬆ me. But, let’s get on with it. We leﬅ 
  the laﬆ session in a sort of tit for tat set of conﬂicts. Finding 
  and eliminating the Roman scouts was a solid win, discovering 
  it was a trap sort of dampened the day. You ﬁnally met the 
  villain though! At leaﬆ you know who hunts you– 
  Mourdagos: You are referring to that centurion teﬆoﬆerone 
  junkie correct? I shot that oaf in the eye with a called shot 
  and a critical hit! 
  Referee: Yes, you did. Truthfully, Canis Bellum is probably 
  not too happy about that. Aﬅer all, until that moment he had 
  thought he could not be harmed by the weapons of men. 
  Færie Tales & Folklore
  
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  639
  Rögnvaldr: That Canis freak drug our man Dreﬆ behind his 
  horse from the wall to the Bremetenacvm! 
  Mourdagos: Save the rage Rög, save the rage. I think we 
  all remember where things leﬅ oﬀ. We are returning to the 
  Bremetenacvm to goad some Romans. Canis would do well to 
  remember, I do not wield “the weapons of men”! 
  The Prelude to Action 
  Any given session is not likely to begin in the midﬆ of battle 
  or conﬂict. As such, moﬆ sessions begin with some set up by 
  the players as they plan their ﬁrﬆ moves. 
  Rögnvaldr: For future reference Ref, we have our troops in 
  a speciﬁc location. For the sake of surprise, we would like to 
  leave this map with their location face down until it becomes 
  relevant to the situation at hand. Any objections? 
  Referee: No, in fact that is a good idea in these larger scale 
  battles we have had recently. It gives the battles more of a 
  “wargame” feel. 
  Mourdagos: Rög and I are in route to the Bremetenacvm but 
  we ﬆop roughly an hour or so out to prepare ourselves. 
  Referee: Alight, how are you preparing yourselves then? Are 
  you simply on the side of the road? Is this a quick ﬆop or 
  are you setting up a makeshiﬅ camp? 
  Rögnvaldr: We are preparing for a performance of sorts, so 
  a camp may be a bit much. We are ﬆopping for a short bit 
  though, thus we loom for a good spot oﬀ the road. Would be 
  good to have at leaﬆ a little privacy, I am modeﬆ– 
  Færie Tales & Folklore
  
  [ 
   ]
  640
  Referee: Modeﬆ Rögnvaldr? You regularly charge into battle 
  in your birthday suit! Which I suppose is going to be part of 
  your preparations then? Mourdagos, how are you preparing? 
  Mourdagos: Well, since Rög is likely pitching a tent, I don 
  my “Mac Morrígan” coﬆume: the wolf’s hood, raven feather 
  cloak, elk’s horns, etc it is important we make this look 
  good! I ready my carnyx as well. 
  Referee: Ok, have you completed the necessary preparations 
  then? Do you need more time? 
  Rögnvaldr: No, I think we are ready. Let’s do this Mac! It 
  should at leaﬆ be fun! 
  Referee: So you are heading to the Bremetenacvm then? 
  Mourdagos: That would be a yes Ref. 
  Referee: In intereﬆ of speeding things along a bit, let’s say 
  you are about to arrive at the Bremetenacvm without further 
  ado. What are you doing when you get there? 
  Mourdagos: We make a spectacle of ourselves, of course! A 
  performance for the ages, with Rög beating the skins and me 
  blowing my own horn– 
  Referee: So is this a concert, some perverted sex show with 
  naked dwarfs, or some guys picking a ﬁght? 
  Rögnvaldr: I think it might be all three Ref, those Roman 
  lads are quite cute when they’re duded up for war! However, 
  I believe Mac has another surprise. 
  Færie Tales & Folklore
  
  [ 
   ]
  641
  Mourdagos: Yes I do, a rather fun one in fact. I am sure 
  by now moﬆ of the fort knows we are causing a ﬆink. That 
  ﬆink juﬆ happens to ﬁll the material component for the spell 
  terrify. My roll, as you can see is an 18! We ﬁgured there 
  was going to be need of a longer performance, the immediate 
  caﬆing juﬆ saved us some time. 
  Referee: Ok, how many of the Romans in the fort can you 
  possibly hope to scare with terrify? 
  Mourdagos: Well Ref, look it up. While you are at it, keep 
  in mind we are performing music as the material component. 
  Referee: Wait, you could terrify the whole fort caﬆing this 
  spell! The saves alone are going take forever to roll. I was 
  not expecting this guys, damn! 
  Mourdagos: I scream out “Canis Bellum, come to heel like a 
  good dog or I will pluck out your laﬆ good eye! Feaﬆ your 
  eye upon what I have done to your men, to you even! Know 
  your superior, dog! Your maﬆer has come to put you down!” 
  Referee: Well, I believe you juﬆ picked a ﬁght. Canis and 
  his underlings rolled a 6 and an 8, neither fails. The set was 
  great, so we are juﬆ going to say the remainder of the fort 
  has failed their save and is terriﬁed beyond reason. The gates 
  are opening gentlemen, I guess it is time to do this– 
  Rögnvaldr: Aye, it juﬆ might be! 
  Mourdagos: Has anyone come through the gates yet? Where 
  is our friend Canis? You keep talking about getting on with 
  this little duﬆ up, so let’s do it. 
  Færie Tales & Folklore
  
  [ 
   ]
  642
  Referee: You are right, let’s get to it. Through the gates 
  you see over a dozen mounted centurions led by Canis and his 
  creepy lieutenant. 
  Rögnvaldr: Perfect! 
  Mourdagos: Well, that is quite a response! We are what one 
  hundred to one hundred and ﬁﬅy yards from the gate? I think 
  we are going to bolt. 
  Referee: Wait, what? You are running? Mounted men are 
  likely to overtake you two on a chariot in short order! Now 
  I am juﬆ confused. 
  Mourdagos: We were hoping for more of a duel maybe, but 
  we are juﬆ going to get mowed down by a cavalry of that 
  size. So, we are going to head toward this spot in the foreﬆ, 
  hopefully before Canis reaches us. If we are lucky the horses 
  will escape, along with the chariot. 
  Referee: Where on the foreﬆ’s edge are you headed? 
  Mourdagos: Here (points to map), I believe there should be 
  juﬆ enough cover to allow our escape. 
  Referee: I am not so sure about that. I think Canis is only 
  about 12” away from you currently. I am not sure you can 
  get to the tree line by the time he rides over you. 
  Rögnvaldr: I think it is about the only choice we have– 
  Referee: As you guys dismount and begin your dash into the 
  woods, you realize you wont make it. Prepare to ﬁght– 
  Færie Tales & Folklore
  
  [ 
   ]
  643
  Large Scale Engagements 
  Many of the conﬂicts in myth or ﬁction occur between a good 
  number of individuals. Such larger scale battles generally have 
  a good deal of casualties in a relatively short amount of time. 
  There are two ways of handling action order, both methods 
  are provided as examples. 
  Referee: To begin this battle we are going to use the more 
  ﬆandard turn-based method. What is your plan to deal with 
  Canis and his cavalry? 
  Mourdagos: We split, running leﬅ and right. 
  Referee: Oh damn, I see it now! So I would guess this is 
  where you reveal the placement of the remainder of your men? 
  Rögnvaldr: Aye, that would be what is happening. 
  Mourdagos: The ﬁrﬆ volley is from two units of ten archers 
  each, is Canis charging? If so, the ﬁrﬆ volley happens during 
  the split-move phase and is pass-through ﬁre correct? 
  Referee: That would be a safe bet, yes. On all fronts. 
  Mourdagos: At this range the volley is direct ﬁre, the rolls 
  are 12 and 14 which totals 6 hits. I believe the laﬆ time the 
  mounted centurions had 2 hits correct, that would make 3 
  casualties. Rög and I are also no longer in the line of an 
  eﬀective charge. 
  Referee: Well then, aﬅer I update their positions we can 
  resolve the second archery volley. This is going to be an ugly 
  opening round, but likely not enough to save you. 
  Færie Tales & Folklore
  
  [ 
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  644
  Mourdagos: The second volley’s rolls are 11 and 20! Woot! 
  The ﬁrﬆ juﬆ qualiﬁes for 3 hits, that 20 though– 
  Referee: I’ll consider that as double the normal number of 
  hits for the 20. That would make a total of 9 hits? I’ll juﬆ 
  consider that to 10 for suckering me so well. That drops 5 
  more centurions, for a total of eight! Ordinarily this would 
  prompt a morale roll, but these men are an elite unit and not 
  easily turned back. 
  Are we preparing to engage in melee or is there going to be 
  more missile ﬁre? What are you two doing speciﬁcally? You 
  juﬆ dealt a heﬅy opener, can you close the show? Canis seems 
  to be heading toward Rög and the cavalry seems preoccupied 
  by the arrows raining down on them. They are dismounting, 
  likely in hopes of facing the archers in the woods. It seems 
  they are reading their shields. 
  If there are no objections, let’s switch to simultaneous move 
  for this phase of the battle– 
  Rögnvaldr: No objections, save that little bit where Canis is 
  coming aﬅer me! What? He is supposed to take on Mac 
  Morrigan, not me! My job was his second. 
  Referee: This whole battle cannot go your way Rög. So I 
  need everyone to write down the actions of all units for the 
  next round. Let me know when your done. 
  Everyone: (scribbling away) 
  Referee: I’ll ﬆart I suppose. I have Canis moving to engage 
  Rög and the reﬆ of the centurions moving into the wood to 
  engage the archers. The archers may make a pass-through 
  shot if they so choose. 
  Færie Tales & Folklore
  
  [ 
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  645
  Mourdagos: The archers indeed take a pass-through shot but 
  only with one unit of 10, the reﬆ ready their spears and 
  prepare to engage the centurions. Mac Morrigan is readying 
  his bow to take a shot at Canis, hopefully before he overtakes 
  Rögnvaldr. The archers roll a 13, I assume the centurions 
  are now considered to be in full armor, since they are now 
  using their shields. This yields only two hits or one casualty. 
  At leaﬆ there are only 6 leﬅ! 
  Referee: Not much else happens until the melee phase, so you 
  should juﬆ take your two shots on Canis now Mourdagos. 
  Mourdagos: Ok, my rolls are 13 and 17. Modiﬁed, those 
  totals are 15 and 19, both of which score a hit using mythic 
  combat. Two does nothing, he has ﬁve simultaneous hits. 
  Rögnvaldr: My paper ﬆates “run and hide from Canis”. Is 
  it possible to use the shots from Mac Morrigan to hide from 
  Canis? He is not used to being hurt by weapons– 
  Referee: In light of the situation, and because you actually 
  wrote that down, sure. However, take a penalty of 5 to your 
  sneak-thieving roll. What are you using for cover? 
  Rögnvaldr: Riderless horses of course! I roll a 9, I am moﬆ 
  certainly not hidden. Damn it! 
  Referee: Firﬆ, the centurions engaging the archers. 
  Rögnvaldr: Wait! My paper actually says something else as 
  well. The archers are also releasing the dogs. 
  Referee: This juﬆ keeps getting better– 
  Færie Tales & Folklore
  
  [ 
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  646
  Rögnvaldr: I think that would put things in this theoretical 
  order: archer unit attacks with spears, then the centurions, 
  and ﬁnally the dogs. The centurion return attacks could be 
  againﬆ the archers and/or the dogs. Is all that right? 
  Referee: It would look like it, yes. 
  Mourdagos: There are 10 archers, who are skirmishers by 
  the way, and 6 centurions. That is 1 die per 2 skirmishers. 
  The rolls are 16, 18, 16, 17, and 9, so damn close to two 
  casualties. As it ﬆands, the centurions are down to 5. (Note: 
  a 17+ is required for light footmen to hit heavy footmen.) 
  Referee: The centurions return attack is 6 dice, remembering 
  that simultaneous move is being used. The rolls are: 12, 19, 
  4, 5, 18, and 11 for 2 casualties among the skirmishers, so 
  sorry for the mislabeling, bringing the numbers to 18. The 
  loﬆ skirmishers are from the spearmen in front. 
  Rögnvaldr: So, about the dogs then? As light footmen, they 
  would get 5 more dice. Their rolls are: 3, 5, 19, 19, and 
  17 for two more casualties and a hit to one of the remaining 
  centurions. The dogs muﬆ have been hungry– 
  Referee: Damn, so what there are two centurions leﬅ, Canis, 
  and his ﬆrangely absent lieutenant, or second? 
  Mourdagos: Damn it! Where has he gotten oﬀ to anyway? I 
  don’t remember seeing him since the beginning of the battle! 
  Referee: It’s Canis’ turn, and he leaps upon Rögnvaldr. His 
  rolls are 13, 19, 12, 13, and 4. That does result in a hit 
  Rög, I believe that takes you out. 
  Færie Tales & Folklore
  
  [ 
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  647
  Rögnvaldr: Damn it! At leaﬆ it wasn’t a save or die roll or 
  I would be dead. I am in the death spiral now though. 
  Referee: I believe that concludes round one, am I right? 
  Mourdagos & Rögnvaldr: Yup– 
  Single Combat & the Thematic Duel 
  Moﬆ combat eventually dwindles down to a few men, that is 
  if it did not ﬆart there. Small scale battles oﬅen have more 
  detail, but this is not always the case. In important battles, a 
  duel may be the beﬆ way to build an engagement to a ﬁnale. 
  Referee: Well, Rög is down, it is very doubtful any of the 
  centurions will walk out of the foreﬆ, and that was juﬆ round 
  one! This has been a savage engagement to say the leaﬆ. 
  Mourdagos: I scream “Rög!” while making a split-move & 
  shoot attack on Canis. Moving juﬆ 6” puts me in range of 
  melee, wish me luck. I drop my bow aﬅer the shot and draw 
  my sword. The shot hits with a 15, that leaves him with 4 
  hits this round. 
  Referee: The centurions who remain are not giving up, they 
  continue to attack the skirmishers. The rolls are 8, 15, and 
  15 that drops two dogs this time, makes sense considering the 
  situation. 
  Mourdagos: The eighteen remaining skirmishers, as well as 
  the eight dogs should juﬆ about end the centurions. Do I need 
  to roll all 26 dice, or can we juﬆ call them all dead? 
  Referee: They are dead, moﬆ certainly. 
  Færie Tales & Folklore
  
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  648
  Mourdagos: So that leaves Canis, at leaﬆ for now. We are 
  in melee range, both of us are armed, and I am ﬁxing to kill 
  that asshole! I motion to him, signifying I want to do this as 
  a duel. Shall we write down our “aims & guards”? 
  Referee: Cool! Great idea, let’s do it! 
  Mourdagos & Referee: (scribbling) 
  Referee: I’ll reveal ﬁrﬆ with a high guard, while aiming for 
  the head. 
  Mourdagos: Funny Ref, you are a bit predictable. I choose 
  to tuck my chin and aim center low. His weapon is dropped, 
  or broken, he is knocked prone, and he takes a hit. The duel 
  is done even before it ﬆarted. Canis can try to ﬂee, though he 
  will die if he does. 
  Referee: As you have him with your blade to his throat, you 
  hear in the sound of a great many horses closing quickly. It 
  sounds as though they are coming from back the direction you 
  came, from the Pict-lands. In the moment of confusion, Canis 
  tries to escape. His dexterity save or die rolls are 17, 20 and 
  18, we’ll juﬆ ﬆop there. So how does it happen then? 
  Mourdagos: Through the back of the head and out his good 
  eye as he rolls over! Under my breath I utter “That’s a good 
  dog!” 
  Referee: You can hear the horses getting louder as they enter 
  your view. Mourdagos, they are Sarmatian, and they are led 
  by none other then your father and Canis’ lieutenant. If you 
  intend to escape, you have to do it now. 
  Færie Tales & Folklore
  
  [ 
   ]
  649
  Wrapping the Session Up 
  Finding a good place to close a session is oﬅen a matter of 
  the right moment presenting itself. A good cliﬀhanger, or the 
  satisfaction of a major goal being completed are ﬁne examples, 
  as is the end of major battle. What ever the moment, it will 
  be important to clearly “close things up”. 
  Referee: Gentlemen, that was a great session! We are going 
  to end things here, it seems the perfect spot. 
  Rögnvaldr: Wait! I am dying, seriously! 
  Mourdagos: Yes, this is a good cliﬀhanger! A friend’s fate is 
  in queﬆion, the Sarmatians and thus my father are preparing 
  to run us down. Am I forgetting anything? 
  Referee: Yes, you killed Canis! 
  Rögnvaldr: That baﬆard got what he deserved Ref! Good 
  show on that kill Mac! That was epic! 
  Mourdagos: The whole plan was your crazy idea Rög, not 
  mine. Without it, I am not sure we could have taken that 
  sort of trained military resiﬆance. 
  Referee: I am totaling the experience you earned during this 
  little romp, and it looks as though both of you are gaining a 
  level. Well, provided you succeed in saving Rög. 
  Mourdagos: Woot, Level four and two! 
  Referee: So Rög, are you going to comeback next week and 
  play? Still happy with a secondary role?
  Færie Tales & Folklore
  
  [ 
   ]
  650
  Final Bits 
  The session described above is intentionally short, but it hints 
  at a large number of the situations encountered during a game. 
  A few important things should be discussed a bit further. 
  Referee Impartiality: It is vital to the sense of fair play at 
  any game table that the referee maintain an impartial position, 
  if possible. This can become more diﬃcult in games where the 
  referee is regularly rotated, or the narrative is cooperative. An 
  impartial referee should liﬆen to all players, and make choices 
  which do not favor certain players over others, nor should the 
  referee make choices which diﬆinctly favor their characters or 
  ﬆorylines at the expense of the rules, or other players. 
  The Rules & Improvisation: In the end, the rules are here 
  to facilitate telling a good tale in a format where others can 
  take part in the telling through the commonality of the game 
  and its rules. If the rules cannot eﬀectively model some 
  situation the players encounter, create the rules that can. Do 
  not allow the rules to be a continual ﬆumbling block toward 
  an enjoyable game. At the same time, the rules exiﬆ to oﬀer 
  an underﬆandable environment for everyone involved. It is not 
  wise to continually ignore the rules that are presented, as the 
  game quickly lose the sense of commonality with the other 
  players. There are several examples of the players and referee 
  talking out a fair solution to an in game issue in this example 
  of play. These should oﬀer some good ideas about how to be 
  improvisational with the games rules when needed. 
  Avoid Adversarial Storylines: It is usually a good idea for 
  all the players to be on the same “team”. Creating situations 
  of a directly adversarial nature among the players can lead to 
  unforeseen conﬂicts at the game table, beﬆ avoid such things.
  Færie Tales & Folklore
  
  Name: 
  Introduction: 
  Lineage: 
   
  Class: 
  Level:  
   
  Background: 
  Cultural Upbringing: 
   
  Languages: 
   
  Knacks & Knowledge: 
  Fighting Ability: 
  Armor Class: 
   
  Hits: 
  Skill Bonus: 
   
  Saves: 
  Abilities & Talents: 
  Equipment:
  Adjustments:
  Attribute Value:
  Strength
  Intelligence
  Wisdom
  Dexterity
  Conﬆitution
  Charisma
  
  Location: 
   
   
  Date: 
  Notes:
  
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   ]
  661
  Bibliography 
  The following books and publications were used in to inspire 
  the creation of this tome. Contains no copyrighted material. 
  Note: As of April 27, 2016 a federal ruling on the case 
  DaVinci Editrice S.R.L. vs. Ziko Games, LLC made it 
  clear that a game’s mechanics are not covered by copyright. 
  Arneson, Dave. Dungeons & Dragons Supplement II, 
  Blackmoor. Wisconsin, Lake Geneva: Tactical Studies Rules, 
  1975 
  Arneson, Dave & Gygax, Gary. Dungeons & Dragons 
  Volumes I, II, & III. Wisconsin, Lake Geneva: Tactical 
  Studies Rules, 1974 
  Bacon, Leonard. The Song of Roland. England, London: 
  Oxford University Press, 1914 
  Barrie, J.M. Peter and Wendy. England, London: Hodder 
  & Stoughton, 1904 
  Bellows, Henry Adams. The Poetic Edda Volumes I & II. 
  New York: Princeton University Press, 1936 
  Bewick, Thomas. Select Fables & The Fables of Aesop 
  and Others. England, Northumberland: Newcaﬆle and Trine,
  1776 & 1818 
  Blume, Brian & Gygax, Gary. Dungeons & Dragons 
  Supplement III, Eldritch Wizardry. Wisconsin, Lake Geneva: 
  Tactical Studies Rules, 1976 
  Færie Tales & Folklore
  
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  Budge, Wallis E.A. The Book of the Dead. New York, 
  (reprinted): Dover Publications, 1967 
  Campbell, Joseph. The Hero’s Journey, Joseph Campbell on 
  His Life and Work. Novato: New World Library, 1990 
  Crawford, Jeremy; Perkins Chriﬆopher; & Wyatt, 
  James. The Dungeon Maﬆer’s Guide, 5th Edition. Wizards 
  of the Coaﬆ, 2014 
  Finch, Matthew J. Swords & Wizardry, White Box. Frog 
  God Games & Mythmere Games, 2008 
  Galland, Antoine. Les Mille et Une Nuits. France, 
  Normandy: Cæn, 1704 
  George, Andrew R. The Gilgamesh Epic: Critical Edition 
  & Cuneiform Texts. England, Oxford: Oxford University 
  Press, 2003 
  Griﬃth, Ralph T.H. The Rámáyan of Válmíki. England, 
  London: Turner & Co., 1873 
  Gueﬆ, Charlotte. The Mabinogion. Wales, Llandovery: 
  Tonn Press, 1849 & England, London: Longmans 1849 
  Gygax, Gary & Perren, Jeﬀ. Chainmail. Wisconsin, Lake 
  Geneva: Tactical Studies Rules, 1975 
  Gygax, Gary & Kuntz, Rob. Dungeons & Dragons 
  Supplement I, Greyhawk. Wisconsin, Lake Geneva: Tactical 
  Studies Rules, 1976 
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  Gygax, Gary. The Player’s Handbook. Wisconsin, Lake 
  Geneva: Tactical Rules Studios, 1978 
  Gygax, Gary. The Dungeon Maﬆer’s Guide. Wisconsin, 
  Lake Geneva: Tactical Rules Studios, 1979 
  Jaquays, Paul. Central Caﬆing: Heroes of Legend. Texas, 
  Amarillo: Task Force Games, 1995 
  Johnson, Charles. A General Hiﬆory of the Robberies & 
  Murders of the Moﬆ Notorious Pyrates. England, London: 
  Charles Rivington, J. Lacy, and J. Stone; 1724 
  Kuntz, Robert & Ward, James. Dungeons & Dragons 
  Supplement IV, Gods, Demi-Gods & Heroes. Wisconsin, 
  Lake Geneva: Tactical Studies Rules, 1976 
  Lönnrot, Elias. Kalevala, Old & New. Grand Duchy of 
  Finland: J.C. Frenckillin ja Polka, 1835 (old), 1849 (new) 
  Lucian. Lucian’s True Hiﬆory. England, London: A.H. 
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  Motteux, P.A. The Hiﬆory of the Ingenious Gentleman 
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  Murray A.T. Homer, Odyssey I & II. England, London: 
  Harvard University Press, 1919 
  Norton, Charles Eliot. The Divine Comedy of Dante 
  Alighieri. Boﬆon: Houghton, Miﬄin & Co. 1899 
  O’Rahilly, Cecile. Táin Bó Cúailgne from the Book of 
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  Recinos, Adrian. Popol Vuh: The Ancient Book of the 
  Quiché Maya. Norman: University of Oklahoma Press, 1950 
  Shelley, Mary. Frankenﬆein; or, The Modern Prometheus. 
  England, London: Hughes, Harding, Mavor & Jones; 1818 
  Shî Nåi’ãn. The Water Margin. China, Beĳing: Commercial 
  Press Ltd, 1963 
  Spahn, James M. The Hero’s Journey Fantasy Roleplaying. 
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  Stoker, Bram. Dracula. England, London: Archibald 
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  Wauchope, George Armﬆrong. Spencer’s The Færie 
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  Wesselman, Hank. Spiritwalker: Messages from the Future. 
  California, Berkeley: Bantam, 1995 
  Whitcomb, Bill. The Magicians Companion. Minnesota, 
  Woodbury: Llewellyn Publications, 1993
  Færie Tales & Folklore
  
  hke 
  Once upon a time… 
  Our anceﬆors gathered about the light of candle, ﬁre, 
  or hearth to tell tales of extraordinary adventure and 
  ﬆrange, oﬅen spooky happenings. Children would take 
  to huddling under blankets and clutching hold of their 
  parents as their imaginations spun the words into fear 
  and wonder, while they learned valued lessons through 
  the fables woven by elders. 
  Within this tome, those tales are to be given new life 
  through a form cooperative narrative commonly known 
  as tabletop roleplaying. Inside this book will be rules 
  by which the participants of this game become a 
  portion of these tales and not simple purveyors of the 
  ﬆories, or myths, we cherish. In this, we can become 
  the fantaﬆic, if but for a few hours a week. 
  m
  
SOURCE: textdata/thevault/Faerie Tales & Folklore/Faerie Tales & Folklore A Roleplayers Guide To The Mythological Earth.pdf