TEXT: Wanderers, Outcasts & Exiles
  Expert-level classes, levels 1-10 by Jared A. Sorensen
   
  Illustrated by “Calamity” Jon Morris
  There are many tales to be told, too many for even one bard to recount. Sagas are third-party supplementary 
  products and adventures for the Torchbearer RPG that have been reviewed and approved by Burning Wheel 
  Headquarters.  
  
  Credit Due
  Concept & Design
  Jared A. Sorensen
  Additional Development
  Thor Olavsrud
  Art
  “Calamity” Jon Morris 
  Torchbearer Concept
  Thor Olavsrud
  Torchbearer Design
  Thor Olavsrud and Luke Crane
  Special Thanks
  Thanks to Peter Tierney (Roden), Paul Czege (Minotaur), Michael Moorcock (Dark Elf) and   
  Jim Henson & Brian Froud (Gnome) for inspiring some of these classes.
  For Bob.
  Torchbearer © 2014 Thor Olavsrud.  
  This game is based on previous work by Luke Crane.  
  Wanderers, Outcasts & Exiles © 2015 Jared A Sorensen / Memento Mori Theatricks.
  Torchbearer is published by the Burning Wheel, New York, NY 11102
  www.TorchbearerRPG.com | www.burningwheel.com
  www.memento-mori.com | calamityjonsave.us
  Version: TB_WOE_r4_4-25-2015
  Torchbearer Sagas Commercial Term Sheet
  This is a plain language license for those who wish to create material for the Torchbearer 
  roleplaying game for commercial digital publication. The license is between the authors, Luke 
  Crane and Thor Olavsrud, and the licensee. 
  1.  This license grants the holder the right to create new supplementary material for the Torch-
  bearer roleplaying game. The licensee may use Torchbearer rules and terms except when 
  such use would reprint artwork or large or key sections of text of the rulebook. Character 
  and monster statistics and descriptions are excepted and may be reprinted.
   
  1a.  Supplementary material eligible for the license includes but is not limited 
  to: adventures, new artwork, monster statistics, town events, camp events, 
  twists, weapons, spells and prayers, skills, traits, towns, traps, magic items 
  and character classes
  2.  To be eligible for the Torchbearer Sagas commercial license, the licensee must use the as-
  sociated logos and trade dress to designate the publication as part of this license.
  3.  All Torchbearer Sagas products must be submitted to the authors for editorial review prior to 
  publication. The authors reserve the right to decline to grant the license for reasons including 
  but not limited to: poor presentation, offensive content or poor fit for the Torchbearer rules. 
  4.  The license we are granting is to sell supplementary publications in a digital format at a 
  price determined by the license holder. No fee or royalty will be paid by the licensee to the 
  authors.
  5.  The authors make no claim to the copyright of the licensed work except in areas limited by 
  this license. All rights to trademarked terms are retained by the authors.
  6.  We reserve the right to revoke this license at our discretion. If the license is revoked, the 
  material must remove all reference to Torchbearer and the authors, including logos, rules 
  and trade dress. 
  
  The Human Assassin
  Orphaned, sold into bondage or born to the Order; now a member of a cadre of mystic killers. For many years you honed 
  yourself like a blade, learning the disciplines of stealth and murder for hire. You lit candles, breathed incense and chanted 
  the rituals in homage to the Lords of Death and Darkness. They trained you well—it’s time you put those skills to use.
  New Weapon: Throwing Blades
  Throwing blades (spikes, rings, stars or darts) count Attack-Attack as a versus 
  test against melee weapons. One blade may be thrown per action; unless you 
  have multiple blades in hand, you’re disarmed until you wield another weapon. 
  Some blades may be disguised as raiment—a razor-edged belt buckle, a pair of 
  spiky earrings or sharp hair pins. Usable by anyone who can throw a hand axe.
   Stats: -1s Attack, -1s Defend, +1D Feint.
   Cost: Ob 1, if available 
   Armorer factor: Ob 1
   Inventory slots: Belt/weapon 1 (3), torso 1 (3) or hand/
  carried 1 (3); no more than 1-2 blades may be raiment.
  New Weapon: Stilleto
  A thrusting dagger designed to slide between ribs or through 
  gaps in armor. A stilleto may be concealed on the body. 
   Stats: +1s Attack, ignoring armor, against an impeded, 
  unarmed or otherwise helpless opponent. 
   Cost: Ob 1 
   Armorer factor: Ob 1
   Inventory slots: Belt/weapon 1, hand/carried 1
  New Wise: Shadow Cult-wise
  Assassins don’t have family. They pledge their allegience to the Lords of Death 
  and Darkness and the only family they know is the cult. To this end, assassins 
  memorize a litany of secret codewords and gestures to identify and communi-
  cate with other assassins. Cultists are forbidden to target their own kind without 
  authorization from their superior. Breaking this law is punishable by death, the 
  sentence carried out by the Death’s Hand in the form of trial by combat.
  Assassin Class Overview
  Assassin Starting Options
  Class
  Assassin
  Special Skill
  Choose one of these skills and give it a rating of 3: 
  Criminal, Haggler, Pathfinder, Survivalist
  Raw Abilities
  Distribute 8 points between 
  Will and Health; neither stat 
  may have a rating lower 
  than 2 or higher than 6.
  Wolf Amongst 
  Sheep
  You feel no remorse, no pity. You only see a target. 
  This single-mindedness drives you to accomplish 
  your goals but can get in the way. You’re so stuck 
  on the details you often miss the big picture. And 
  forget about human contact—even the sheep can 
  smell a wolf.
  Skills
  Fighter 3, Alchemist 2, 
  Armorer 2, Dungeoneer 2, 
  Ritualist 2, Scout 2 
  Starting 
  Weapon
  Dagger or throwing blades
  Starting Trait
  Wolf Amongst Sheep
  Alignment
  Non-Lawful
  
  Assassin Level Benefits
  Level 1
  Assassin: An assassin can wield swords, hand axes, daggers, bows and crossbows. They wear leather armor but cannot 
  use a helmet or shield (except as described below).  They may not be Lawful. Assassins that follow Law are retired or 
  become warriors of equivalent level—if they belong to a shadow cult, they may be marked for death by the cult leader.
  Level 2
  Surprise Attack: Add +1s to any Feint action (in addition to any weapon or Might bonuses) when the action is made from 
  a hidden or concealed position.
  Brawler: The assassin no longer suffers a penalty for fighting unarmed.
  Level 3
  Cloak of Shadows: Dim light or darkness may be used as a shield. Must be armed like a regular shield in a conflict.
  Deadly Tools: Gear and other carried items (like raiment or loot) used as improvised weapons grant +1D to Attack or 
  Feint during a kill conflict. Roll 1d6: on a 1-3, that item is lost, destroyed or rendered unusable after that action. The item 
  must be armed as a weapon in a conflict.
  Level 4
  Hide In Shadows: When hiding in dim light while wearing a cloak or appropriate dark clothing (and remaining quiet and 
  slow moving), the assassin imposes a -1s penalty to all attempts to detect her.
  Prowler: The assassin may use another person’s dim light rather than suffer the penalty for being in darkness.
  Level 5
  Shadow Guard: When in dim light or darkness, your help in fights adds an additional +1D: When you help another 
  player, you grant +2D instead of +1D. In total darkness, your help also adds +1s to any successful Feint.
  Assassination: When in dim light, the assassin’s Surprise Attack ability adds +1D, +1s to any Feint action. In total 
  darkness, the assassin may use this bonus to Attack or Maneuver at +1D and engage in kill or drive off conflicts.
  Level 6
  Shadow Initiate: You may invoke a first circle prayer from your class prayer list.
  Deadly Tricks: The assassin is adept at crafting poisons, throwing blades, smoke bombs, caltrops, flash powder and 
  other distractions. Add +2D to Alchemist or Armorer when creating these devices and +1D to the appropriate action 
  type when using them in fight conflicts.
  Level 7
  Shadow Acolyte: If you can invoke prayers, you may now invoke a second circle prayer from your class prayer list.
  Deadly Weapons: You may wield any weapon. Choose a favored weapon: you gain +1D when using this weapon. If you 
  have the Brawler benefit you may choose “unarmed” as your favored weapon.
  Level 8
  Shadow Adherent: If you can invoke prayers, gain an additional slot to invoke any prayer from your class prayer list.
  The Killer: When in dim light or darkness, increase your order of Might by +1 when fighting alone or with thieves and 
  assassins.
  Level 9
   Heroic Ability: Choose Fighter, Ritualist, Scout or Will. The chosen skill becomes “heroic.” When rolling this skill, 3-6 
  indicates a success (rather than the standard 4-6). 
  Transformed: Change one Nature descriptor to murdering, escaping or praying.
  
  Level 10
  Death’s Hand: You pledge your eternal soul to the Immortal Lords of Death. If you receive the Dead condition while 
  working towards a goal, ignore that condition and do not mark a lesser one. Once your goal is completed, you will die. 
  Goals cannot be changed once the Lords of Death intervene, nor will they save you a second time.
  Deadly Shade: You pledge your eternal soul to the Immortal Lords of Darkness. Once per adventure phase you can 
  separate from your shadow, allowing it to move on its own. Your shadow is invisible in darkness or dim light, can pass 
  through any space no matter how narrow and travels unhindered across walls and ceilings. A light spell dispells it, 
  sending it back to your body. Your shadow cannot carry objects or Attack, but it may be used to to spy on enemies. You 
  can see, hear and speak through your shadow. Your shadow may help in fight conflicts, including disposition. While your 
  shadow is roaming free, you are doubly affected by the Grind, taking on two conditions instead of one. If you are killed 
  while separated from your shadow, it will wander forever as an undead creature.
  Assassin Prayers
  Assassins who venerate the Lords of Death and Darkness gain access to specific prayers at level 6. Prayers are replenished 
  during camp phase by performing a ritual cleansing of the assassin’s hands. This is a minor ritual that takes no time but 
  requires the character to expend a ration of fresh water.
  * The prayer cannot be used to create light.
  ** This prayer can only be used to communicate with predators.
  Level
  Fate
  Persona
  Assassin Level Benefits
  1
  0
  0
  Assassin
  2
  3
  3
  Surprise Attack
  Brawler
  3
  7
  6
  Cloak of Shadows
  Deadly Tools
  4
  14
  9
  Hide In Shadows
  Prowler
  5
  22
  12
  Shadow Guard
  Assassination
  6
  31
  16
  Shadow Initiate
  Deadly Tricks
  7
  41
  20
  Shadow Acoloyte
  Deadly Weapons
  8
  52
  24
  Shadow Adherent
  The Killer
  9
  64
  28
  Heroic Ability
  Transformed 
  10
  77
  32
  Death’s Hand
  Deadly Shade
  First Circle Prayers
  Second Circle Prayers
  Blessing of the Lords of Darkness *
  Chains of Fate
  Grace of the Lords of Plenty
  Divination
  Execration
  Evocation of the Lords of Battle
  Hands of the Lords of Entropy
  Prayer to the Lords of Silence
  Malison of the Lords of Terror
  Supplication to the Saints of Good Fortune
  Vision of the Lords of Chaos
  Tongue of the Lord of Beasts **
  
  The Human Barbarian
  A stranger to these shores, the barbarian is quick to anger and slow to forgive. Everything about the barbarian marks her 
  as an outsider, from the raiment she wears to the weapon she carries. She is fascinated by the child-like halflings, the aloof 
  elves and the taciturn dwarves—each reminds her of an ancient tale from her youth. She distrusts magicians and openly 
  mocks the clerics—who are these “Lords of Law” of which they speak? Your gods, the Old Gods, are those of the earth, 
  sea and sky; their presence is felt in the distant rumble of thunder, the heat of a naked fire, the chill of fresh-fallen snow.
  Clan Ties
  If you answered yes to both the friends and parents Circles 
  questions, you may choose to belong to a clan. Everyone in 
  your clan counts as both friends and family but you must also 
  choose an enemy, either within your clan or belonging to a 
  rival clan. Name your clan and the clan of your enemy.
  Savage Homeland
  You come from savage, primordial lands: dense jungle, vast 
  plains, windswept steppes or frigid waters. You may replace 
  your Nature (running) with riding, sailing or climbing.
  New Armor: Hide
  Thick armor made from pelts, skins, shells or scales. 
  When targeted by a successful Attack or Feints in a kill, 
  capture or drive off conflict, roll a 1d6. On a 3+ you 
  reduce the thrust by -1s. Spears, bolts and arrows negate 
  this effect. In warm weather, wearing hide armor counts 
  as a fatigue factor to recover from the exhausted condi-
  tion.
   Cost: Ob 2, if available 
   Armorer factor: Ob 1
   Inventory slots: Torso/worn 2
  Barbarian Class Overview
  Barbarian Starting Options
  Class
  Barbarian
  Special Skill
  Choose one of these skills and give it a rating of 3: 
  Criminal, Haggler, Pathfinder, Survivalist
  Raw Abilities
  Distribute 8 points between 
  Will and Health; neither stat 
  may have a rating lower 
  than 2 or higher than 6.
  Will may not be higher than 
  Health.
  Leopard Look
  Your weird customs and mannerisms are strange, 
  wild and untamed—almost predatory; yet you pos-
  sess both wisdom and honor unheard of in these 
  lands.
  Skills
  Fighter 4, Hunter 3,  
  Laborer 2, Scout 2,  
  Survivalist 2
  Starting 
  Background
  Outlander or Escaped Slave
  Starting Trait
  Leopard Look
  Alignment
  Non-Lawful
  
  Barbarian Settlements 
  Barbarians hail from far-off and exotic lands, harsh landscapes full of natural beauty and untold dangers. Thesr rough, wild 
  places are not towns in the traditional sense—even remote villages seem enormous when compared to these settlements. 
  Familial ties are stronger than steel here and outsiders are seldom welcomed with open arms. To be accepted by the tribal 
  elders you must have friends or family in the settlement or either tribute (4D of treasure) or barter (12D of gear and goods). 
  Nomadic Camp
  Your people wandered the desert or steppes, always on the move in search of pasture or hunting grounds. 
  Skills: Rider, Scavenger, Laborer
  Traits: Born in the Saddle, Honorable
  Available Locations: Stables, Tavern, Flophouse.
  Tribal Village
  Sheltered from the outside world by impenetrable jungle, your people scratched out a meager living from the land. 
  Skills: Pathfinder, Scavenger, Weaver
  Traits: Curious, Suspicious
  Available Locations: Tavern, Flophouse, Temple.
  Fishing Village
  You were raised along the coast and braved its harsh and tumultuous weather to hunt for fish and wild game. 
  Skills: Hunter, Sailor, Survivalist
  Traits: Enduring, Patient
  Available Locations: Tavern, Flophouse.
  Enslavement
  You were born into bondage or captured by slavers at a young age. You’ve served many masters since then—some cruel, 
  some kind—and you tasted the sting of the lash more than once.
  Skills: Laborer, Peasant, Cook
  Traits: Scarred, Stoic
  Available Locations: As per your owners’ town.
  
  Barbarian Level Benefits
  Level 1
  Barbarian: Barbarians may use any weapon or armor. They cannot be Lawful; pledging allegiance to the Law means the 
  barbarian loses his level benefits and becomes a warrior of the same level. 
  Choose your starting background:
  Outlander: You left your homeland with a full complement of gear, clothing, food, water and either hide armor or a 
  weapon of your choice. If you chose hide armor, describe the beast that gave up its hide for your benefit. If you chose a 
  weapon (one given to you by tribal elders or one acquired during your travels through luck, thievery or barter), describe 
  its unusual appearance. Your weapon has the same qualities of a normal weapon of its type (axe, sword, spear, etc.).
  Escaped Slave: You recently escaped from captivity. You start without gear: no weapon or armor, no food or water, not 
  even a pair of shoes. You start with an additional wise related to the culture that enslaved you (such as “orc-wise”) and 
  may speak that tongue according to the Language-wise rule.
  Level 2
  Clever Hands: With time and raw materials (wood, stone, bone or horn, vines, etc.) you do not suffer a penalty for 
  Beginner’s Luck without tools for the Peasant, Weaver, Survivalist, Armorer or Sailor skills.
  Fast Pursuit: You gain +1D on Hunter tests when running, sailing, riding or climbing (depending on your nature 
  descriptor). This includes any conflict where the Hunter skill is used.
  Level 3
  Feast: You may gorge yourself when eating and drinking, consuming twice as much food or drink in camp to insulate 
  himself from the hungry and thirsty condition. After feasting, ignore the first hungry and thirsty condition you receive. 
  The second time you gain hungry and thirsty, it affects you as normal.
  Famine: Hunger sharpens the senses, making you alert and quick to react. If hungry and thirsty, add +1D to Instinct tests.
  Level 4
  Swift of Arm: You may carry a throwing weapon (spear, bola or hand axe) in your other hand. Even if you declared the 
  use of your main weapon during the start of the round, you may opt to throw your off-hand weapon during your action.
  Strong of Thew: You’re able to wield a battle axe or warhammer in one hand, allowing you to carry a shield or a hand/
  carried 1 weapon or item in your offhand. If this off-hand item is a weapon, you may equip this weapon if disarmed.
  Level 5
  Superstitious: You rely on folk charms for good luck and protection. By performing a minor ritual in camp, you gain a 
  free test to recover from afraid. The ritual doesn’t cost a check but it does consume the charm. Crafting a charm requires 
  a Ritualist test (ob 2). The level 2 benefit Clever Hands may be used to avoid the penalty for not having Ritualist tools. 
  Inner Fire: Your rage ignites like a flame whenever you feel fear. If made afraid, you may choose to become angry to 
  remove the afraid condition. If you are already angry, you are vulnerable to becoming afraid.
  Level 6
  Brute Strength: You are a broad-shouldered brute with gigantic hands and a strong back. You gain +2D to Laborer tests 
  to lift heavy things and +1s to Fighter tests if bare-handed (you still suffer the -1D penalty for fighting unarmed).
  Savage Grace: You are lithe and supple, like a great hunting cat from the deepest wilds. When not wearing armor, gain 
  +2D to Scout tests to move unseen and +1s to Maneuver when using the Hunter skill.
  
  Level 7
  Rallying Cry: If angry, a successful Attack vs Feint, Maneuver or Defend allows you to restore lost disposition instead of 
  inflicting damage. This may be done once per adventure phase.
  Hold the Line: If acting as conflict captain, you may exchange combat order with an ally after actions are revealed. If this 
  causes you to act twice in a row (for example, acting last in round one and first in round two), you’re made exhausted.
  Level 8
  Vengeance: When an ally is taken out of a fight from disposition loss, take the angry condition and add half their lost hit 
  points to your own (round up). This may be done once per adventure phase.
  Frenzy: If you lose your last point of disposition in a fight conflict, make an additional Attack against your assailant, 
  unopposed, then become injured. You may not rejoin the fight this conflict. This may be done once per adventure phase.
  Level 9
  Heroic Ability: Choose Fighter, Hunter, Health or Laborer. You now score successes on a roll of 3-6 on this test.
  Transformed: Change a nature descriptor to discerning, enduring or raiding.  
  Level 10
  Rage: Increase Might by +1 and gain the angry condition, permanently. When you are given the angry condition, ignore 
  it and do not mark a lesser condition. You cannot use wises but you may use any of your traits while angry. 
  That Which Does Not Kill Me...: Increase Might by +1. If injured, your Might increases by +1 (for a total of +2) until you 
  recover or are healed from your injury.
  Level
  Fate
  Persona
  Barbarian Level Benefits
  1
  0
  0
  Barbarian
  2
  3
  3
  Clever Hands
  Fast Pursuit
  3
  7
  6
  Feast
  Famine
  4
  14
  9
  Swift of Arm
  Strong of Thew
  5
  22
  12
  Superstitious
  Inner Fire
  6
  31
  16
  Brute Strength
  Savage Grace
  7
  41
  20
  Rallying Cry
  Hold the Line
  8
  52
  24
  Vengeance
  Frenzy
  9
  64
  28
  Heroic Ability
  Transformed 
  10
  77
  32
  Rage
  That Which Does Not Kill Me...
  
  The Half-Elf Bard
  The bastard offspring of an illicit affair, the half-elf is a stranger in the worlds of both Elves and Men. Some claim noble 
  lineage but traded their title for a life of adventure. Others took to the road out of necessity, unable to bear the stares and 
  malicious gossip of disapproving families. Half-elven bards tend to be proud and independent, pledging allegiance to no 
  mortal ruler or divine power. Their home is the open road, and freedom is their only birthright.
  Half-Elf Nature and Wise
  Select any combination of three questions from the human and elf 
  Nature questions. For each question you select, add one Nature 
  descriptor which corresponds to your answer. Take either Elven 
  Lore-wise or a wise of your own choosing.
  New Weapon: Rapier
  An ornate, thrusting sword made to pierce leather and hide.  
  Unlike a sword, it cannot grant a bonus to Defend.
   Stats: Choose Attack, Maneuver or Feint; gain +1D to that action 
  for the remainder of the conflict.
   Cost: Ob 3, if available
   Armorer factor: Ob 3
   Inventory slots: Belt/weapon 1 or hand/carried 1
  New Gear: Musical Instrument
  Bards start with a lute, fiddle or other musical instrument. This
  adds +1D as tools for the Orator skill or for Nature if you also  
  possess a descriptor such as boasting, singing or merrymaking.
   Cost: Ob 3
   Artificer factor: Ob 2
   Inventory slots: Torso/worn 1, pack 1 or hand/carried 1
  New Hometown: At Court
  You have fleeting experience with courtly life, for good or ill. Sadly, 
  your noble ties have all but been severed and a sudden re-appearance might not be looked upon favorably.
  Skills: Scholar, Manipulator, Persuader
  Traits: Bastard, Extravagant
  Half-Elf Bard Class Overview
  Half-Elf Bard Starting Options
  Stock
  Class
  Half-Elf
  Bard
  Special Skill
  Choose one of these skills and give it a rating of 3: 
  Criminal, Haggler, Pathfinder, Survivalist
  Raw Abilities
  Will 4, Health 4
  Liminal
  The bard exists in limbo between the worlds of Elves 
  and Men. She is lithe and delicate, yet hardy and 
  resilient. Her haughty elven cousins view her with 
  contempt; a pathetic half-breed with tainted blood. 
  Humans? They see you not for who you are but 
  merely as an exotic prize to be won.
  Skills
  Orator 3, Criminal 2, 
  Fighter 2, Lore Master 2, 
  Mentor 2, Scholar 2
  Starting 
  Weapon
  Rapier
  Starting Trait
  Liminal
  Alignment
  Non-Lawful
  
  Bard Level Benefits
  Level 1
  Bard: You may wear leather armor but cannot use a helmet. You may wield wield swords, rapiers whips, bucklers, hand 
  axes, daggers, bows and crossbows. When learning spells, use the Elf’s spell progression at the benefit’s listed level.
  Level 2
  Elf Blood 1: You may wear chainmail and you gain a random first circle magician spell. 
  Silver-Tongued: Add +1D when making any test with the social grace you chose at character creation.
  Level 3
  Elf Blood 2: You gain the benefits of a level 2 elf (Wilder or a magician spell).
  Hot-Blooded: You gain the level 2 Warrior benefit, Brawler.
  Level 4
  Elf Blood 3: You gain the benefits of a level 3 elf (Essence of the Earth or a magician spell).
  Stubborn: You gain the level 3 Warrior benefit, Stubborn.
  Level 5
  Elf Blood 4: You gain the benefits of a level 4 elf (Fearless or a magician spell).
  Cool-Headed: You gain the level 4 Warrior benefit, Cool-Headed.
  Level 6
  Elf Blood 5: You gain the benefits of a level 5 elf (Master or a magician spell).
  Patronage: A bard always has a ready source of cash when in town—from wealthy benefactors or guileless rubes. 
  Minimum Resources is 1—if Resources is 0 in town, immediately advance it to 1. If Resources is higher than 1, the bard 
  may make a free Orator or Criminal test in town to generate 1D of cash. The cost of failure is up to the gamemaster.
  Level 7
  Elf Blood 6: You gain the benefits of a level 6 elf (Follower or a magician spell).
  Symbologist: You gain level 6 thief benefit, Symbologist.
  Level 8
  Elf Blood 7: You gain the benefits of a level 7 elf (Elven Steed or a magician spell).
  Noble Bearing: You gain the level 7 Halfling benefit, Friend of the Powerful.
  Level 9
  Heroic Ability: Choose Orator, Manipulator or Persuader.  
  The chosen skill becomes “heroic” and scores successes on a roll of 3-6. 
  Transformed: Change one of your nature descriptors to 
  advising, beguiling or chronicling.
  Level 10
  Birthright: You’ve hidden your true self for far too long. 
  Choose a bloodline:
  Man: You gain +1 Might but lose your immortality.
  Elf: You gain Grief (level 9 ranger benefit).
  Dark Elf: You gain Spite (level 9 sorcerer benefit).
  Sea Elf: You gain True Love (level 9 mariner benefit).
  If you choose an elvish bloodline, you are gifted with the 
  elves’ immortality and cannot die from old age. 
  Level
  Fate
  Persona
  Half-Elf Bard Level Benefits
  1
  0
  0
  Bard
  2
  3
  3
  Elf Blood 1
  Silver-Tongued
  3
  7
  6
  Elf Blood 2
  Hot-Blooded
  4
  14
  9
  Elf Blood 3
  Stubborn
  5
  22
  12
  Elf Blood 4
  Cool-Headed
  6
  31
  16
  Elf Blood 5
  Patronage
  7
  41
  20
  Elf Blood 6
  Symbologist
  8
  52
  24
  Elf Blood 7
  Noble Bearing
  9
  64
  28
  Heroic Ability
  Transformed 
  10
  77
  32
  Birthright (Man, Elf, Dark Elf or Sea Elf)
  
  The Human Druid
  You belong to an ancient but dying order of nature priests and priestesses, followers of the Old Gods and the ancient ways. 
  Your magic is the magic of blood, horn, feather, oak and stone. Your prayers are to the sea, the sun, the moon and the 
  stars. The wilderness is your temple and you honor the spirits that call it their home. Until your order draws its last breath, 
  you will continue to honor its traditions until you pass into history like the druids of eld. Ashes to ashes, dust to dust.
  New Gear: Rushlights
  Rushlights are bundles of dried reeds soaked in animal fat. They burn like 
  candles but burn for 1d6 turns. If 1-2 is rolled, the rushlight provides light for 
  an additional person. If 5-6 is rolled, it only provides dim light.
   Cost/Peasant factor to craft: Ob 1 
   Inventory slots: Pack 1 (6) or hand/carried 1  
  New Weapon: Sickle
  Characters with the Peasant skill may carry a sickle as part of their skill tools.
   Stats: Improvised weapon; no bonuses or penalties.
   Cost: Ob 1 
   Armorer factor: Ob 1
   Inventory slots: Belt/weapon 1 or hand/carried 1; 
  no slots required to pack if you have the Peasant skill.
  Nature Shrines
  Druids seek out wild, untamed spaces where the veil 
  between our world and the spirit world is thinnest. 
  These places were consecrated in ancient times by 
  powerful druids and still serve as places of magical power. Nature shrines 
  are always located in primeval, unspoiled areas away from civilization where 
  the spirits of nature congregate: the snowy peaks of mountains, majestic 
  waterfalls, groves of ancient oak trees or faerie rings in the deepest, darkest 
  forests. It’s an ob 3 Lore Master test to recall the location of a nature shrine. 
  When praying at such a shrine, roll 2D6 and add +1 if the shrine is within an 
  oak grove and an additional +1 if you made a sacrifice to the Old Gods dur-
  ing this phase. The bonus when praying at a shrine is not to exceed +2. 
  Druid Class Overview
  Druid Starting Options
  Class
  Druid
  Special Skill
  Choose one of these skills and give it a rating of 3: 
  Cook, Peasant, Survivalist or Weaver.
  Raw Abilities
  Distribute 8 points between 
  Will and Health; neither stat 
  may have a rating lower 
  than 2 or higher than 6.
  Dreamwalker
  Druids are attuned to other worlds, able to interpret 
  dreams and portents, commune with spirits and give 
  wise counsel. But they’re also prone to fits of mad-
  ness and confusion should they lose grip on reality.
  Skills
  Ritualist 4, Lore Master 3, 
  Healer 2, Mentor 2,  
  Orator 2
  Starting 
  Weapon
  Dagger or sickle
  Starting Trait
  Dreamwalker
  Alignment
  Unaffiliated
  
  Note that camping in a natural shrine is permitted as long as the proper sacrifices and prayers are made (ob 2 Ritualist 
  test, sacrifices may be used as supplies). Desecrating or despoiling the land will cause the spirits to become angry or may 
  drive them out of the shrine permanently, destroying its power.
  Magical Tattoos
  Druids may not scribe scrolls or cast prayers from scrolls. Starting at level 2, druids may tattoo themselves with a mystic 
  rune, using their body as a living scroll. Once tattooed, that prayer is permanent and may not be replaced. The prayer may 
  be any that the druid has currently memorized. Each tattoo adds an additional prayer slot to the druid’s inventory but only 
  for the specific tattooed prayer. Tattooed prayers are always successfully memorized.
  Each tattoo takes up an inventory slot: Head, Torso, both Hands or both Feet. For the tattoo to be used requires the druid 
  be sky-clad (naked) under the light of the sun, moon or stars. The slot must not be used for gear or clothing.
  Scribing a tattoo requires a Healer test by any druid (maximum help for this test is +1D). The obstacle to tattoo a prayer is 
  1 higher than the listed obstacle to scribe a scroll in the prayer list. Druids with the Healer skill carry the necessary gear to 
  create tattoos. Tattooing your own head requires a mirror; a clear pool may be used, but increases the obstacle by 1.
  Druid Prayers
  Druids invoke prayers much like a cleric with a few exceptions. Druids cannot turn undead and may not pray at shrines in 
  towns and cities. Only druids, elves or those with an appropriate wise may assist a druid with Ritualist tests. Druids wield 
  daggers and sickles instead of holy symbols. When praying or gathering spell supplies, blood rituals require a dagger and 
  harvest rituals require a sickle. A skyclad (i.e. naked) druid may invoke prayers without wielding a weapon. 
  Memorizing Prayers
  Druids follow the same rules as clerics when memorizing prayers with the following differences:
  • Druids test Lore Master instead of Theologian.
  • Druids may not memorize their spells while in civilization (i.e.: towns or cities). 
  • Druids gain +2D to their rolls when in a natural shrine
  First Circle Prayers 
   
   
   
  Noden’s Provender
  A harvest ritual of necessity and survival, it asks the God of the Hunt to prevent food from spoiling.
  • Supplies for Noden’s Provender: a small wreath of leaves and herbs
  • Alignment: Unaffiliated
  • Healer Ob to tattoo: 2
  Noden’s Provender Factors
  Duration: one town phase, one adventure, one winter
  Noden’s Provender Effect
  If this prayer is successfully invoked, the affected rations will not spoil upon entering town. This spell also protects against 
  spoilage due to a camp event or twist.
  Nature Shrine Events Table
  2-3
  Nature’s Wrath: You have -1 to all camp checks until this curse is removed.
  4-5
  Possessed: A spirit takes hold of your body, then departs after one turn.  
  It may wreak havoc or impart wisdom while in control. Take the angry or afraid condition after it departs.
  6-8
  Geas: The spirits replenish your prayers, but compel you to perform a quest.  
  You may not pray here again until the quest is completed.
  9-11
  Nature’s Favor: Regain one use of a trait, if expended this session.
  12
  Boon: Add +1D to all tests made in nature (above ground, not in town) for the duration of this adventure or remove a curse or disease.
  
  Sacrifice
  A simple but barbaric blood ritual; the druid makes a sacrifice to the Old Gods. 
  • Supplies for Sacrifice: a living victim
  • Alignment: Unaffiliated
  • Healer Ob to tattoo: 2
  Sacrifice Obstacle: 2
  Invoking Sacrifice 
  The druid must give up something of value to the Old Gods; fresh rations, mead or blood. They prefer blood.
  Sacrifice Effect
  If the sacrfice was performed this session, the druid may add +1 to the nature shrine events table roll.
  Second Circle Prayers
  Accasbel’s Revel
  This harvest ritual is very popular at festivals honoring the God of Mead; it transmutes water into wine.
  • Supplies for Accasbel’s Gift: a fresh honeycomb
  • Alignment: Unaffiliated
  • Healer Ob to tattoo: 3
  Accasbel’s Revel Factors
  Container: waterskin, bottle, jug, cask, fountain
  Accasbel’s Revel Effect
  The water stored inside the container is turned into honey-wine (mead).
  Fury of the Morrígan
  This blood ritual invokes the three-faced goddess of battle. A storm gathers; crows appear over the battlefield.
  • Supplies for Fury of the Morrígan: the eye of a man or beast
  • Alignment: Unaffiliated
  • Healer Ob to tattoo: 3
  Fury of the Morrígan Factors
  Type of conflict (begin counting at 2): Battle, Kill, Drive off, Capture 
   
  Fury of the Morrígan Effect
  Increase your team’s rank on the Order of Might by +1 for one conflict. You must cast this spell before the conflict starts. It 
  cannot be cast mid-conflict. The effect lasts for the duration of the conflict. 
  Third Circle Prayers
  Sacred Waters 
  A harvest ritual that invokes the name of the Moon Goddess. The druid blesses and purifies a vial of water.
  • Supplies for Sacred Waters: moonlight reflecting on the surface of the water
  • Alignment: Unaffiliated
  • Healer Ob to tattoo: 4
  Sacred Waters Factors
  Water source: nature shrine, freshwater source, saltwater source, man-made source 
  Sacred Waters Effect
  This prayer creates two vials worth of of holy water. The druid must have a container of some kind to hold the water.
  
  Flame of Belenus
  A harvest ritual honoring the Fire God; a flame is imbued with magical potency.
  • Supplies for Flame of Belenus: a sheaf of grasses or reeds
  • Alignment: Unaffiliated
  • Healer ob to tattoo this prayer: Ob 4
  Flame of Belenus Factors
  Light source: a candle or rushlight, a lamp, a torch
  Duration: +1 ob per additional turn of light
  Intensity: +1 ob to grant light for one additional person
  Flame of Belenus Effect
  This prayer extends the burning time of a light source. Note: a flame touched by this prayer burns with scintillating colors 
  and looks to be magical or alchemical in nature. If the Flame is used as a weapon in combat, it grants +1D to one action.
  Wild Shape
  A blood ritual that invokes the Gods of the Wild. The druid growls and screeches, transforming into a wild beast.
  • Supplies for Wild Shape: any part of the animal whose form you wish to assume.
  • Alignment: Unaffiliated
  • Healer Ob to tattoo: 4
  Wild Shape Factors
  Beast type: of the earth, of the water, of the sky
  Might: +1 for each Order of Might rank
  Duration (begin counting at 2): turn, phase
  Wild Shape Effect
  While transformed, the druid’s Nature and descriptors are replaced by that of the chosen creature. Spells and skills are 
  unavailable but the druid may now use the weapons of the new form. Gear and clothing does not transform with the 
  druid—transforming into a large creature could destroy clothing. Conditions persist between forms; a hungry and thirsty 
  druid will transform into a hungry and thirsty wolf. The druid understands human speech and any other languages known 
  to the character. Magical abilities, wises and spells may be used to understand the druid’s bestial language. If gifted with the 
  power of speech (e.g. Great Spiders, Dire Wolves, Dragons, etc.), the druid may speak as those creatures would. Alien or 
  artificial life forms (e.g. green slimes, golems, hellhounds) are outside the scope of this prayer.
  Fourth Circle Prayers
  Arboreal Slumber
  Very old druids invoke this most powerful harvest ritual to become one with the forests before they succumb to the ravages 
  of time, war, famine or pestilence. Many shrines were created by generations of high-level druids that gave themselves to 
  the Gods of the Forest to live on as oak, elm or ash trees.
  • Supplies for Arboreal Slumber: any piece of the tree whose form you wish to assume.
  • Alignment: Unaffiliated
  • Healer Ob to tattoo: 5
  Arboreal Slumber Factors
  Duration (begin counting at 2): Forever, one season, one adventure, one session, one phase, one turn
  Arboreal Slumber Effects
  The druid roots in place and transforms into an impressive and ancient-looking tree of the chosen type. Magical inspection 
  reveals its true nature. While in this form, the druid dreams a waking dream and is immune to the Grind, oblivious to its 
  surroundings and the passage of human-scale time. The druid may use the Dreamwalker trait to speak in dreams to other 
  creatures. It is possible to kill the tree by cutting it down with saws or axes, by burning it or by ripping it from the ground 
  using brute force, floodwaters or hurricane-force winds. It’s possible to scavenge or forage leaves, branches, fruits, acorns, 
  etc. from the tree form without harming the druid, just as it’s possible to do the same to real trees without harming them. 
  
  Curse of Skins
  One of the druid’s most feared and legendary blood rituals is this mighty curse. Uttering a word of power, the druid trans-
  forms a hapless victim into a mindless beast. This prayer is reserved as punishment for transgressions, to teach humility or 
  in the most brutal of circumstances, to acquire an animal sacrifice.
  Supplies: A hair shorn from the head of the intended victim. 
  Alignment: Unaffiliated
  Healer Ob to tattoo: 5
  Invoking Curse of Skins
  This spell causes a versus test between the target’s Will (or Nature for monsters) and the druid’s Ritualist skill. The druid 
  suffers a -1s penalty for each rank by which the target’s Might exceeds their own. The victim must be able to see and hear 
  the druid for the curse to take effect. Curse of Skins only affects humanoids (Men, dwarves, orcs, elves, etc.).
  Curse of Skins Effects
  Success turns the victim into a beast for the duration of the curse. Record the prayer’s margin of success. At the start of 
  the next phase and each subsequent phase, the victim makes a Will test (Nature for monsters), +1D for each rank by which 
  its Might exceeds that of the druid. The obstacle is equal to the margin of success of the curse. Success frees the victim 
  from the curse. If the obstacle is 0, the curse ends at the end of the phase. Roll 2d6 to determine the beast form: 
  The beast is an impressive-looking specimen with a Nature and descriptors appropriate to its type. If the unfortunate 
  victim is turned into a salmon, it gains a condition each turn it’s out of the water. Compare the beast form’s Nature to the 
  victim’s Will (or monster’s Nature) to determine if it retains its memories, intelligence and power of speech.
  Consecration
  This ritual calls a host of spirits to gather at a place of power, establishing a new shrine in the wilderness.
  • Supplies for Consecration: mistletoe harvested with a golden sickle, or a preserved severed head.
  • Alignment: Unaffiliated
  • Healer Ob to tattoo: 4
  Consecration Factors
  This prayer must be invoked in a powerful natural space teeming with vital energy. If the druid attempts to consecrate a 
  shrine in an area not covered under the location factors (a desert oasis, a natural rock bridge, an underground lake), the 
  GM should use the factor for a similar location.
  Location: Faerie ring, limpid pool, grove of oaks, waterfall, mountain peak
  Duration: after one session, after one adventure, after one Winter
  Consecration Effects
  The location becomes a nature shrine for the duration of the dedication—see the rules for praying at a shrine. Shrines 
  may be renewed by any druid who successfully invokes the Sacrifice prayer. This renewal extends the lifespan of the shrine 
  for another session, adventure or Winter, depending on the original duration. Failure to renew a shrine in time causes the 
  spirits there to depart. High-ranking druids often send initiates on quests to re-consecrate old shrines every Spring.
  2-3
  Salmon: Nature 1 (swimming, spawning, leaping), Might 1
  Breathes underwater; slippery skin grants +1D to Maneuver and Defend.
  4-5
  Deer: Nature 3 (charging, foraging, defending), Might 3
  Stags have antlers (+1D to Attack or Defend). Hooves grant +1D Feint.
  6-8
  Wild pig: Nature 3 (charging, foraging, evading), Might 2
  Boars have sharp tusks (+1s to Attack). Thick hide grants +1D Defend.
  9-11
  Eagle: Nature 2 (soaring, diving, seeing), Might 1
  Able to fly. Sharp talons +1D to Attack or Feint.
  12
  Wolf: Nature 3 (hunting, stalking, playing), Might 2
  Predatory Nature grants +1s to any action.
  Beast Nature higher than Will
  The victim becomes a mindless beast for the duration of the curse.
  Beast Nature equal to Will
  The victim is aware but cannot speak except in grunts, screeches, howls, etc.
  Beast Nature lower than Will
  The victim is a beast in form only; it can still speak and think as it did before it was cursed.
  
  Druid Level Benefits
  Level 1
  Druid: You may invoke a first circle prayer from the Druid’s prayer list. You may not wear armor or helmets. You may 
  wield daggers. You must remain neutral in the war between Law and Chaos; if you ever change your alignment you lose 
  your druidic benefits and become a cleric of the appropriate level, dedicated to the Immortal Lords of Law or Chaos.
  Gaining New Prayers
  As druids level, they gain a new mental inventory slot for their prayers. They may also tattoo themselves with runes and 
  sigils to increase the number of prayers they may invoke. First and second circle druidic prayers are similar to cleric prayers 
  but invoke the names of the Old Gods rather than the Immortal Lords.
  Level 10
  Heroic Ability: Choose Healer, Mentor, Orator or Ritualist. The chosen skill becomes “heroic.” When rolling this skill, 
  3-6 indicates a success (rather than the standard 4-6).
  Transformed: Change one Nature descriptor to advising, dreaming or invoking.
  First Circle Prayers
  Second Circle Prayers
  Quietude (Balm of the Lords of Serenity)
  Augury (Divination)
  Ode to the Sun/Night (Blessing of the Lords of Light and Darkness)
  Skein of the Mother, Maiden and Crone (Mudra to the Lords of Fate)
  Cornucopia (Grace of the Lords of Plenty)
  Blessing of the Horned King (Supplication to the Saints of Good Fortune)
  Wild Speak (Tongue of the Lord of Beasts)
  Sea King’s Favor (Water Lung, magician spell)
  Noden’s Provender
  Accasbel’s Revel
  Sacrifice
  Fury of the Morrígan
  Level
  Fate
  Persona
  Druid Level Benefits
  1
  0
  0
  Druid
  2
  3
  3
  +1 C1 prayer
  Seeker
  3
  7
  6
  +1 C1 prayer
  Aspirant
  4
  14
  9
  +1 C2 prayer
  Ovate
  5
  22
  12
  +1 C2 prayer
  Initiate
  6
  31
  16
  +1 C2 prayer
  Adept
  7
  41
  20
  +1 C3 prayer
  Arch Druid
  8
  52
  24
  +1 C3 prayer
  Great Druid
  9
  64
  28
  +1 C4 prayer
  Grand Druid
  10
  77
  32
  Special
  Hierophant 
  Third Circle Prayers
  Fourth Circle Prayers
  Sacred Waters
  Arboreal Slumber
  Flame of Belenus
  Curse of Skins
  Wild Shape
  Consecration
  
  The Human Monk
  A champion of righteousness, the monk combines the warrior’s heart, the cleric’s spirit and the magician’s intellect. She 
  comes from humble beginnings and aspires to become a paragon of virtue and discipline. Some monks live in distant 
  temples, far from distraction. Others are solitary hermits, eking out a meager existence in the wild. A rare few walk the 
  earth, traveling far and wide in the search for enlightenment or to discover lost souls in need of saving or protection.
  Monastic Ties
  Monks cast away their former lives and their attach-
  ments upon joining an order. They start with Circles 1 
  and no friends or family, just a mentor or an enemy: the 
  killer of their  mentor or a fallen mentor now serving the 
  forces of Chaos!
  Raiment: Temple 
  Vestments
  All monks wear vestments dictated by their order 
  (usually robes or loincloths). Some carry prayer beads, 
  some wear sandals or walk barefoot. Many shave their 
  heads or don’t shave at all, letting their hair grow wild 
  and long. Turbans, scarves and simple straw hats are 
  common headgear and some monks carry scars, brands 
  or other markings on their arms, scalps or bodies per 
  the tenets of their order. This raiment counts as Finery 
  when meeting with temple elders or with those sympa-
  thetic to the monk’s ethos.
  Martial Arts
  All monks can wield a staff and improvised weap-
  onss during fights. Level 2 monks may adopt a 
  martial arts fighting style. At level 5, they can 
  choose to master a technique or take an additional 
  fighting style. Although monk weapons tend to have 
  colorful names and unusual designs, they function as 
  normal weapons (e.g. treat a “meteor hammer” as a flail). 
  Monk Class Overview
  Monk Starting Options
  Class
  Monk
  Special Skill
  Choose one of these skills and give it a rating of 3: 
  Criminal, Peasant, Steward, Survivalist.
  Raw Abilities
  Distribute 8 points between 
  Will and Health; neither stat 
  may have a rating lower 
  than 2 or higher than 6.
  Ascetic
  The monk’s life of hardship and poverty gives her 
  strength of mind, body and spirit, but a sheltered life 
  and freedom from desire makes her seem aloof and 
  inscrutable to the layman.
  Skills
  Scholar 3, Fighter 2, Healer 
  2, Lore Master 2, Ritualist 2, 
  Theologian 2
  Starting 
  Weapon
  None
  Starting Trait
  Ascetic
  Alignment
  Any but Chaotic
  
  New Gear: Staff
  This simple tool is easy to fabricate, inexpensive to purchase and inordinately useful as a tool or as an improvised weapon.
  Stats: Improvised weapon; no bonuses or penalties.
  Cost: Ob 1 
  Survivalist factor: Ob 1
  Inventory slots: hand/carried 1; requires 2-hands when used as a weapon
  New Gear: Ghost Lantern
  Ghost lanterns are made from paper or silk and lit by a single candle rather than a flask of oil. They serve to protect lit 
  candles from wind and rain. A candle placed inside a ghost lantern cannot be snuffed out or blown out at the GM’s whim. 
  Paper lanterns shield candles from wind while the more expensive, more durable cloth lanterns safeguard candles from 
  both wind and rain. Ghost lanterns may be hung on the end of a staff or pole while traveling.
  Cost: Ob 1 for paper, Ob 2 for cloth
  Scholar factor: Ob 1
  Inventory slots: hand/carried 1
  New Nature: Enlightened (Fasting, Sitting, Listening)
  Human Nature is an obstacle on the path to Enlightenment. One must accept how things are rather than demand how 
  things should be. One must eschew action for stillness and replace braggadocio with humility. Every three levels, a monk 
  has the opportunity to replace a human Nature descriptor with an Enlightened Nature descriptor. Te monk must also take 
  a vow from the list of traditions and taboos (below).
  Traditions & Taboos
  Monks on the path of Enlightenment vow to follow one or more of these rigid codes:
  Vow of Pacifism: The monk may harm no living creature. This means the monk may not use the Attack or Feint actions 
  during kill conflicts, nor help others to Attack or Feint during kill conflicts against living creatures. Monks are forbidden 
  from consuming animal products (meat, fish, milk, cheese, honey and eggs). Pacifist monks are so opposed to violence 
  that even the use of torches is forbidden; there’s a chance that insects flying too close to the open flame could be killed.
  Vow of Poverty: Monks live as mendicants and rely on the charity of others for food and shelter; they are forbidden to ask 
  for aid directly but may carry a beggar’s bowl. The monk cannot use Nature (demanding) and Resources must remain at 
  0. Cash must be tithed to the monk’s monastery or given to the poor (the other characters don’t count).
  Vow of Righteousness: The monk vows to live justly and honorably, without deception or threats. The monk is forbidden 
  from using or helping with Manipulator or Criminal to lie, cheat, intimidate or steal. They may not use poisons or 
  incendiary devices as weapons as this is not righteous or honorable behavior.  
  Vow of Simplicity: Monks of this order must live simply and without creature comforts. They are limited to carrying a 
  satchel, light, a mirror, their holy symbol, water, a staff and any tools required for their class skills. All other kit must 
  be given away to those in need or left behind. The monk is forbidden from carrying treasure or valuable objects (one 
  exception: recovered relics and tomes may be transported to the monk’s temple).
  Vow of Temperance: Monks of this order may not consume alcoholic beverages (like wine). They must not engage in 
  gambling, smoking, eating rich foods, merrymaking or engaging in romantic dalliances, for these indulgences serve only 
  to distract one from the path to spiritual perfection.
  Vow of Modesty: The monk must remain quiet, diffident, humble and chaste. Robes, sandals and a hat or veil must be 
  worn at all times when in public. The monk is forbidden from boasting or speaking out of turn or arguing when angry.
  Breaking Vows
  Breaking any of these vows has serious consequences. If a vow is broken, all Nature tests for advancement are lost. If the 
  monk has an Enlightened descriptor, it reverts back to one of the monk’s starting descriptors unless a new vow is taken. 
  Once a vow is broken, it may never be taken again.
  
  Monk Level Benefits
  Level 1
  Monk: Monks may not carry weapons or wear armor. They cannot follow Chaos. If their alignment should ever change 
  to Chaos, all level benefits are lost and the monk becomes a cleric of the same level or is retired as an NPC fallen monk; 
  this servant of Chaos ignores all former vows and chooses a new one: a vow to serve the forces of Darkness.
  Level 2
  Philosopher: Philosophers are adept at using parables and paradoxes to counter arguments, plead cases, entertain 
  audiences or befuddle and confuse opponents. You may use Scholar to Feint and Maneuver during any social conflicts.
  Martial artist: Training and discipline allow the monk to adopt a fighting style.
  Choose one:
  • Boxer: when fighting unarmed, you do not suffer the usual -1D penalty.
  • Drunken Boxer: when using Feint or Defend unarmed, gain +1s. You still suffer -1D for fighting unarmed.
  • Wrestler: when using Maneuver unarmed, gain +1s. You still suffer -1D for fighting unarmed.
  • Temple Guardian: you may use any melee weapon, slings or crossbows.
  • Archer: you may wield a bow.
  Level 3
  Mantra: Monks are able to quiet their minds and heal their bodies through deep meditation. If a night is spent in quiet 
  meditation, upon leaving town you may choose to get the fresh condition instead of restoring a lost point of Nature. 
  Path of Enlightenment (Fasting): Replace one descriptor with fasting and take a vow from the traditions and taboos.
  Level 4
  Iron Shirt: The monk’s training toughens her skin and gives her the equivalent of leather armor.
  Inner Peace: Once per session, you may look inward to ignore the effects of angry or afraid for one turn. Once the 
  moment passes, the effects of the condition return. The condition must be recovered from as normal. This ability does 
  not allow you to remain fresh, since the condition remains.
  Level 5
  Disciple: The monk gains a young student. This is equivalent to the level 5 warrior ability, Henchman.
  Master: Select an additional fighting style or master one of these advanced techniques. Prerequisite: Martial Artist.
  Choose one technique:
  • Four Winds Technique: When unarmed or wielding a staff, gain +1D to any action type for the rest of the conflict. 
  • Twin Dragon Technique: When wielding two weapons, declare your weapon only when you reveal your action. If 
  disarmed, you are not considered disarmed while your second weapon is equipped.
  • Righteous Defense Technique: When a two-handed melee weapon to Defend or Maneuever, break ties in your favor.
  • Tiger Claw Technique: +1s to unarmed Attack or Feint during a conflict. Your hands must be empty to use this benefit.
  • Monkey Paw Technique: You can pluck projectiles from the air, reducing missile damage by -1s once per conflict. 
  • Iron Fist Technique: Your unarmed Attack damages armor as if you were wielding a mace. 
  • Flow Like Water Technique: If fighting an opponent with a higher Might, gain +2D to Defend and Maneuver actions.
  • No-Mind Technique: You may ignore the angry or afraid condition once per conflict when using a bow to help or act.
  Level 6
  Cloudstep: The monk is quick, limber and agile. Gains +2D when leaping, balancing, climbing, running across hazardous 
  terrain or contorting to slip from bonds or squeeze into small spaces.
  Path of Enlightenment (Sitting): Replace one descriptor with sitting. Select one vow from the traditions and taboos.
  Level 7
  Morality of Mind: The monk’s maximum Will increases to 7.
  Vitality of Spirit: The monk’s maximum Health increases to 7.
  
  Level 8
  Venomous Palm: The monk’s knowledge of anatomy and pressure points enables him to paralyze a living opponent by 
  testing Ritualist vs. the target’s health (or humanoid monster’s Nature). This action may be performed once per phase. 
  The monk suffers a -1s to the roll for each rank by which the target’s Might exceeds that of the monk. The target may 
  not move or speak for one turn plus the margin of success. If a conflict is imminent, the monk must cast strike before the 
  target rolls for disposition. Once disposition is rolled, Venomous Palm may be not be used until the conflict ends. 
  Rite of Exorcism: With but a word the monk can destroy the Undead or banish summoned creatures (as per Fury of the 
  Lords of Life and Death) once per adventure phase. A lit ghost lantern may be used to grant +1D to the Ritualist test.
  Morality of Deed: The monk’s reputation for charity, justice and mercy is known throughout the land. Gain +2D to 
  Circles tests when seeking Lawful NPCs or calling out servants of Chaos. Gain +1D when dealing with the unaligned.
  Level 9
  Heroic Ability: One of the following types of test now scores successes on a roll of 3-6: Fighter, Scholar, Will or Circles.
  Path of Enlightenment (Listening): Replace one descriptor with listening and select one vow from the list of traditions 
  and taboos. If the monk’s Nature descriptors are now Fasting, Sitting and Listening, gain the Enlightened trait.
  Level 10
  Note: only monks with the Enlightened trait may reach level 10.
  Grandmaster: If a Master Boxer, Drunken Boxer or Wrestler, you may Defend against a Feint on a roll of 4-6 on 1d6. If a 
  Weapon Master, choose any melee weapon; this weapon counts Attack against Attack as a versus test, not independent. 
  if a Master Archer, ignore factors from darkness/dim light or due to concealed opponents. Prerequisite: Master.
  Guru: You may now cast prayers from scrolls as a cleric. Also, each town phase you may scribe your wisdom on 
  philosophy, magic, history, medicine, religion or martial arts. These manuals of wisdom will survive long after you have 
  left the world. Spending a town phase transcribing your wisdom allows you to create a rating 1 manual in one of your 
  class skills (for example: a Lore Master’s Manual 1). Each additional town phase spent writing in a manual increases its 
  rating by +1 (the maximum rating is equal to your skill rating). Writing a manual adds +1 to your Lifestyle costs. 
  Anyone who makes a successful Scholar test to decipher a manual gains a free pass or fail in that skill. The obstacle for 
  this test is equal to the manual’s rating. Someone studying your teachings may progress in that skill until it reaches the 
  same rating as the manual. An existing manual may be copied at +1 to your Lifestyle—nothing else may be done that 
  town phase. Disciples may create copies, leaving the monk free to perform other duties. The Lifestyle cost remains +1. 
  Rating 1 manuals fit inside scroll cases (pack 1). Rating 2+ manuals are bulkier, like traveling spell books (pack 2). The 
  cash die value of an original manual is equal to its rating. Copies are never worth more than half this value.
  Level
  Fate
  Persona
  Monk Level Benefits
  1
  0
  0
  Brother/Sister Monk
  2
  3
  3
  Martial Artist
  Philosopher
  3
  7
  6
  Mantra
  Path of Enlightenment (Fasting)
  4
  14
  9
  Iron Shirt
  Inner Peace
  5
  22
  12
  Master
  Disciple
  6
  31
  16
  Cloudstep
  Path of Enlightenment (Sitting)
  7
  41
  20
  Morality of Mind
  Vitality of Spirit
  8
  52
  24
  Venemous Palm
  Rite of Exorcism
  Morality of Mind
  9
  64
  28
  Heroic Ability
  Path of Enlightenment (Listening)
  10
  77
  32
  Grandmaster
  Guru 
  
  The Human Strider
  A glowering presence in the forests and wild places, his face caked with blood and mud, silent as the grave, watching and 
  waiting to strike from the shadows. The strider is a master of woodcraft, a born hunter and a ghost amongst the trees. He 
  plies his deadly art for the good of the land and the honor of his king.
  New Armor: Leather Bracers
  Thick leather bands that serve to protect the wearer’s wrists 
  and forearms from injury. When used, roll 1d6: on 4-6, the 
  bracers prevent you from being disarmed. Leather bracers 
  may only be used once per conflict.
  Cost: Ob 1 
  Armorer factor: Ob 1
  Inventory slots: Hand/worn 2 
  New Weapon: Whip
  The whip is a long, braided leather thong with a wooden 
  handle. A herding tool, it may also be used to intimidate wild 
  animals and cause pain and trauma when striking unarmored  
  or lightly armored opponents. A whip may be used like a 
  rope swing to traverse hazards provided there’s an anchoring 
  point overhead. Using a whip turns an independent test to a 
  versus test against melee weapons. It is less effective against 
  opponents wearing armor—whips do no damage to armor 
  or helmets.
   Stats: +1D to Maneuver. 
   Cost: Ob 1 
   Armorer factor: Ob 1
   Inventory slots: Hand/carried 1 or belt/weapon.
  Strider Class Overview
  Strider Starting Options
  Class
  Strider
  Special Skill
  Choose one of the following skills and give it a rat-
  ing of 3: Criminal, Haggler, Pathfinder, Survivalist
  Raw Abilities
  Distribute 8 points between 
  Will and Health; neither stat 
  may have a rating lower 
  than 2 or higher than 6.
  Grim-Visaged
  Striders are not known for their conversational 
  skills. They’re grim and moody, preferring solitude 
  or the company of birds or beasts to other people. 
  But they’re patient and quiet, able to focus on the 
  task at hand and shut out the rest of the world and 
  its terrors...for a time.
  Skills
  Fighter 3, Hunter 2, Path-
  finder 2, Rider 2, Scout 2, 
  Survivalist 2
  Starting Weapons 
  and Armor
  Choose one: dagger, hand axe, whip or sword.  
  Start with leather armor or leather bracers.
  Starting Trait
  Grim-visaged
  Alignment
  Any
  
  Strider Level Benefits
  Level 1
  Strider: Striders can wield any weapon and wear leather or chain armor. Helmets hinder their senses and are not worn.
  Level 2
  Bloodhound: Your skill in the arts of tracking, evasion and survival make you a dangerous adversary. You may choose to 
  use your Health or Will when generating disposition in a capture, pursue or flee conflict.
  Sword Proficiency: When armed with a sword and any off-hand weapon, gain +1D to two action types (Attack, Defend, 
  Feint or Maneuver) when acting with the sword. The bonuses stick to those action types for the remainder of the conflict. 
  Level 3
  Stalker: Striders are expert hunters, patient and tireless. You may not be made angry or exhausted after failing a Hunter 
  test. Do not mark a lesser condition.
  Forager: You can forage for edibles and find clean water almost anywhere. You may not be made hungry or thirsty or sick 
  after failing a Scavenger test to find clean water or food. Do not mark a lesser condition.
  Level 4
  Sword Expertise: When wielding a sword and an off-hand weapon, you may declare a two weapon Attack or Maneuver 
  (-1D, +1s) when you declare your action. Pre-requisite: Sword Proficiency.
  Dead Shot: If using a bow in a kill, capture or drive off conflict, you may take aim instead of helping (you must be 
  otherwise capable of helping—i.e.: free to act, not afraid or dead, etc). After taking aim, your next bow Attack gains +1s.
  Level 5
  Ambush Expert: When hunting game or stalking/flanking opponents in the wild, your help adds +2D instead of +1D.
  Hunting Companion: The strider adopts an animal companion.
  Choose one tame animal companion:
  Hound: helps with Hunter and Scout tests; +1D to Maneuver if used as a weapon in a conflict.  
  Hawk: helps with Hunter and Scout tests; +1D to Feint if used as a weapon in a conflict.
  If used during a fight, your companion may be lost, injured or killed as part of a compromise. A new companion must be 
  acquired and trained. To train your new companion, test Hunter against its Nature of 2. Success trains the animal to hunt, 
  scout or fight (i.e. as a weapon in a kill, capture or drive off conflict). Each new skill requires a separate Hunter test.
  Wild beasts are much harder to train as companions. Not only must they be found and captured, their Nature of 5 make 
  them much more difficult to train—they will always remain wild animals. On a twist the beast will shake off its training and 
  “forget” a helping skill, its fighting skill or the fact that you’re a friend—in which case it will either fight or flee!
  Additional wild animal companions:
  Dire Wolf: helps with Hunter and Scout tests; +1s to any action during fight conflicts. Test Rider to use as a mount. 
  Bear: helps with Hunter and Scavenger tests; adds +1 to your Might during fight conflicts. Test Rider to use as a mount.
  Exotic: GM’s discretion. Typically helps with two skills, may be ridden and grants +1s or +1 Might during conflicts. For 
  example, a war elephant grants +1 Might, helps with Laborer and Pathfinder and may serve as a mount with a Rider test. 
  Level 6
  Sword Mastery: When wielding a sword and any off-hand weapon, gain +2D to Defend, Feint or Maneuver or gain +1s 
  to Attack. The bonus sticks to that action type for the remainder of the conflict. Pre-requisite: Sword Expertise.
  Feign Death: If your hit points are depleted to zero, you may rejoin the fight with 1 disposition if anyone on your side 
  announces a Feint action. You may not do this more than once per conflict.
  
  Level 7
  Night Owl: Striders are trained to operate by starlight. You no longer suffer the dim light penalty if above ground and 
  traveling or fighting under the light of the moon or stars.
  Unseen: You’re like a ghost, able to vanish into your surroundings. Replace a Nature descriptor with hiding.
  Level 8
  Snapshot: When announcing actions in a fight, replace a planned Maneuver with a missile weapon with an Attack at -1D.
  Riposte: When announcing actions in a fight, replace a planned Defend with a sword with a Feint at -1D.
  Level 9
  Heroic Ability: Choose Fighter, Pathfinder, Scout or Survivalist; that skill now succeeds on a roll of 3-6.
  Transformed: You may replace a Nature descriptor with listening, tracking or watching.
  Level 10
  Army of One: Increase your Might by +1. If acting alone, your Might is increased by an additional +1.
  Whatever the Cost: If your goal involves tracking or capturing an opponent and you fail a test while working toward that 
  goal, you may choose the condition you receive for failing the test. It must be a condition you don’t currently possess. If 
  the GM opts to give you a twist, you may choose to take a condition of the GM’s choice instead.
  Level
  Fate
  Persona
  Strider Level Benefits
  1
  0
  0
  Strider
  2
  3
  3
  Bloodhound
  Sword Proficiency
  3
  7
  6
  Stalker
  Forager
  4
  14
  9
  Sword Expertise
  Dead Shot
  5
  22
  12
  Ambush Expert
  Hunting Companion
  6
  31
  16
  Sword Mastery
  Feign Death
  7
  41
  20
  Night Owl
  Unseen
  8
  52
  24
  Snapshot
  Riposte
  9
  64
  28
  Heroic Ability
  Transformed
  10
  77
  32
  Army of One
  Whatever the Cost
  
  The Dark Elf Sorcerer
  Proud, noble, arrogant, easy to offend, sadistic and cruel. The dark elves are the antithesis of the Firstborn. Long ago they 
  made deals with demonic entities and for their crimes they were banished to live out eternity away from the life-giving sun. 
  The sorcerers are the most feared and terrible of the dark elves; demon-worshipping masters of the blade and bolt that plot 
  and scheme beneath the earth, waiting for the promised nights of vengeance.
  New Weapon: Hand Crossbow
  Dark elf armorers created these unique weapons both as 
  protection and as tools for assassinations. Their bolts are 
  often coated with deadly poisons. Hand crossbows, like full-
  sized crossbows, bypass leather armor. Ammunition is not 
  tracked, but it does takes up an inventory slot as a belt or 
  wrist quiver and can be lost through a twist.
   Stats: +1D Feint, +1s Feint vs Defend
   Cost: Ob 3 in the lands of the dark elves, unavailable 
  elsewhere
   Armorer factor: Ob 4
   Inventory slots: Hand/carried 1; bolts are kept in a quiver 
  (belt/weapon or hand/worn 1).
  New Hometown:  
  Dark Elf Grotto
  New haracters may choose this as their home. Grottos are 
  underground temples of Chaos where sorcerous cabals sum-
  mon outsiders, research mind-bending spells and concoct 
  deadly poisons and narcotics in their labs.
  Skills: Ritualist, Alchemist, Scholar 
  Traits: Cunning, Jaded
  Note: Only dark elves may come from a dark elf grotto.
  Dark Elf Sorcerer Class Overview
  Dark Elf Sorcerer Starting Options
  Stock
  Class
  Dark Elf
  Sorcerer
  Born of Darkness
  Dark elves were cast out for betraying their own 
  kind, long before the coming of dwarves or men. 
  They now make their home in the shadows and 
  deep places below and have become embittered by 
  their exile—dark elves have long memories. This 
  tainted ancestry makes them haughty, dangerous 
  and devious.
  Raw Abilities
  Will 4, Health 4
  Wises
  Choose one of the following: Demon-wise or 
  Poison-wise; take a second wise of your choice fol-
  lowing the guidelines in the main book.
  Skills
  Fighter 3, Arcanist 3, Lore 
  Master 3, Scholar 2, Scout 
  2, Theologian 2
  Starting 
  Weapons
  Dagger and helmet 
  or hand crossbow
  Starting Trait
  Born of Darkness
  Starting Spells
  One random spell or one Chaos prayer
  
  Sorcery
  Dark elves retain the arcane magic of their forebearers, but their infernal dealings with the forces of Chaos enable them to 
  invoke prayers as well. Those willing to risk their immortal lives and souls may call upon Chaos itself to lend them power. 
  The sorcerer is limited to invoking Chaos-aligned prayers. Lawful or unaffiliated sorcerers may not learn or invoke prayers.  
  Alchemy
  Dark elf alchemists work tirelessly in their grottoes, searching for an advantage to use against the surface-dwellers. 
  Through experimentation, they’ve developed a few notable creations. The dark elf grotto contains the necessary equip-
  ment and supplies to create these substances.
  Chaoua
  A bitter, dark liquid that invigorates the mind and body but aggravates the nerves. Ignore the effects of exhausted but add a 
  factor when recovering from angry or exhausted. Chaoua’s effects last until the character recovers from exhausted. 
  Fúme
  A strong-smelling elixir that places the drinker into a deep and dreamless sleep. A slumbering character cannot spend any 
  checks in camp. Attempts to heal the sleeping character are at +1D. Sleepers wake at the end of camp phase, at which 
  point they’re fatigued. If camp phase ends because of a twist, roll 1d6: the character wakes on a roll of 4-6. On a 1-3, the 
  character wakes after one test or conflict.
  Staub
  This powdery substance is inhaled or smoked. It instills a sense of well-being and tranquility. Ignore the effects of angry and 
  afraid until next camp phase. If the character stops using staub, become sick.
  Psyllo
  Fungal growths harvested from underground mushroom gardens. When eaten, psyllo confers one of these unusual affects.
  Abyssal Extract
  This narcotic distilled from demonic essence gives the user strength and vitality but at a terrible price. Alchemists inject the 
  drug via hollow needle; one dose removes all conditions except for dead but permanently removes the fresh condition. 
  Each dose of the drug after the first lowers the drug-user’s maximum Nature cap by 1, permanently.
  Dark Elf Nature
  Write Nature: Dark Elf on your character sheet. Your descriptors are Scheming, Remembering and Hiding.
  All dark elf characters have a base Nature of 3. Answer the following questions to determine your final starting Nature 
  score, and possibly some traits.
  Dark Elf Nature Questions
  Do you consort and commune with demons? Or do you find no solace in the dark rituals of your kind? 
  • If you seek to summon, bind and command demons, increase Nature by one. Your alignment must be Chaos.
  • If you find these activities far too distasteful or dangerous to contemplate, you may replace or increase your home trait 
  with Wise or Cowardly. You may be of any alignment. 
  When your light-sided cousins call you to the final battle, will you emerge from the darkness to conquer and avenge or will 
  you lure them beneath the world to deal with them on your own terms?
  • If you will wait in the shadows, increase your Nature by one. Decrease your starting Fighter skill by one.
  • If you dare to confront them under the light of sun, your Nature and Fighter remain unchanged. 
  When you feel you’ve been wronged, what would you risk to avenge your honor?
  • Everything; increase your Nature by one.
  • If you revenge is a dish best served cold, you may replace your home trait with Calm or Patient.
  1-2
  Become sick; no further effects
  3-4
  Gain +1D to Scholar and Lore Master tests for one turn.
  5
  If Chaos, gain the Touched by the Gods trait for one turn; else gain Wizard’s Sight for one turn.
  6
  Visions: roll on the Loot: Knowledge subtable for the insight gleaned from this vision.
  
  Dark Elf Sorcerer Level Benefits
  Level 1
  Occultist: Dark elves wield daggers, hand crossbows or swords (including rapiers and two-handed swords). They may 
  wear leather or chainmail and helmets but do not use shields. Dark elves start with a first circle magician spell, chosen at 
  random. Chaos-aligned dark elves may choose a first circle Chaos prayer instead. Each level, choose a level benefit or a 
  new spell (following the same spell progression as an elf ranger). Chaotic dark elves may choose a new prayer instead.
  Level 2
  Darksider: +1 to underground camp rolls: Add one to the 2d6 Camp Events roll for underground camps.
  Level 3
  Essence of the Abyss: +1D to recover from sick or exhausted from poisons. Dark elves are inured to venoms and toxins.
  Level 4
  Fearless: Never made afraid as the result of a fight and battle. Dark elves are often fearless. When the afraid condition is 
  handed out by the GM, you do not mark a condition. Do not mark a lesser or alternate condition.
  Level 5
  Warlock: +1D to Lore Master tests involving demons. Also, when generating disposition for a Banish/Abjure conflict, 
  combine your Arcanist and Ritualist skills for the test and add the total number of successes to your Will.
  Level 6
  Vendetta: +1 disposition when engaging an opponent you’ve encountered before. You must have this opponent listed as 
  an enemy or have fought in a conflict with this individual (as either an ally or an adversary). You must be aware that this 
  individual is involved in the fight (i.e. not in hiding or working through intermediaries).
  Level 7
  Animal Familiar: Gain an animal familiar (NPC creature). Your familiar helps you with your native class skills. Add +1D 
  to your roll when your familiar is helping. In a conflict, it counts as part of your group and can be knocked out of the fight 
  like a member of your group. A familiar never acts on his own.
  Demonic Servitor: You have access to Nature 7 (Descriptor: Corrupting foolish mortals) for fight and convince conflicts. 
  It also counts as the “right equipment” in battle. Beware of twists!
  Level 8
  Infernal Sight: The dark elf’s eyes glow with hellfire, giving the sorcerer the benefits of the magician spell Supernal Vision 
  for one turn. This ability may be used once per adventure phase.
  Level 9
  Spite: Use your level instead of Will or Health as base for conflicts involving revenge or betrayal. Do not roll your level.
  Level 10
  Heroic Ability: Choose Arcanist, 
  Ritualist, Will or Lore Master. The 
  chosen ability becomes “heroic.” When 
  rolling this skill, 3+ indicates a success 
  (rather than the standard 4+).                    
  Chaos Lord: Increase Might by one 
  in general (from 3 to 4), and by an 
  additional one when using Spite (L9 
  benefit).
  Level
  Fate
  Persona
  Dark Elf Sorcerer Level Benefits
  1
  0
  0
  Occultist
  2
  3
  3
  +1 C1 spell or prayer
  Adherent
  Darksider
  3
  7
  6
  +1 C1 spell or prayer
  Cabalist
  Essence of the Abyss
  4
  14
  9
  +1 C2 spell or prayer
  Enchanter
  Fearless
  5
  22
  12
  +1 C2 spell or prayer
  Sorcerer
  Warlock
  6
  31
  16
  +1 C2 spell or prayer
  Summoner
  Vendetta
  7
  41
  20
  +1 C3 spell or prayer
  Diablost
  Familiar or Servitor
  8
  52
  24
  +1 C3 spell or prayer
  Infernalist
  Infernal Sight
  9
  64
  28
  +1 C4 spell or prayer
  Master
  Spite
  10
  77
  32
  --
  Chaos Lord
  Heroic Ability
  
  The Gnome Illusionist
  Reclusive, tiny creatures that dwell in underground lairs far away from the greedy eyes of Men, gnomes are gifted with 
  clever hands and curious minds. Each is dedicated to a specific trade and seeks to master it during their long lives. It’s 
  uncommon to find them traveling outside their forest homes but sometimes a brave or inquisitive gnome will pack up their 
  possessions to walk amongst the Tall Folk. Of course it’s these gnomes that tend to be most mischievous! 
  Tiny Size
  Gnome illusionists are tiny creatures. They are Order of 
  Might 2. Their backpacks and satchels are equally small and 
  possess one less inventory slot (backpack: 5 slots, satchel: 2 
  slots). Gnomes cannot carry a full large sack.
  New Hometown:  
  Gnomish Burrow
  Gnomish burrows are quaint, cozy homes built in hillocks or 
  deep within hollow trees. The entrances are usually disguised 
  as stones, stumps or clusters of fungi. Roden and halflings 
  can squeeze inside but burrows are too cramped for bigger 
  folk. Each burrow may hold up to a dozen gnomes in inter-
  connected chambers, though the inhabitants tend to keep to 
  themselves and only congregate during crises or festivals.
  Skills: Scavenger, Scholar or Artificer 
  Traits: Early-riser or Quiet
  New Weapon: Bola
  A simple hunting weapon used to entangle game or impede 
  assailants. Similar to a sling (+2D Maneuver), a successful 
  Maneuver test with a bola also grants a free impede to the 
  thrower. Unlike a sling, the bola itself is thrown; the wielder 
  is disarmed until a new weapon is equipped. Bolas used to 
  Attack or Feint in kill conflicts do not cause damage. 
  Gnome Illusionist Class Overview
  Gnome Illusionist Starting Options
  Stock
  Class
  Gnome
  Illusionist
  Meticulous
  Gnomes are fastidious and critical perfectionists 
  with little tolerance for sloppy work. This attention 
  to detail allows them to produce intricate works of 
  art but their cautious, methodical nature isn’t what 
  you’d call efficient or speedy.
  Raw Abilities
  Will 5, Health 3
  Order of Might 2
  Wises
  Choose from Glamour-wise, “Whatsits”- wise or 
  Potions-wise. Choose another wise of your choice 
  following the guidelines in the main book.
  Skills
  Arcanist 3, Cartographer 2, 
  Dungeoneer 2, Haggler 2, 
  Scholar 2, Scout 2,  
  Steward 2
  Crafting Skill
  Gnomes start with a trade instead of a social grace. 
  Gain one of the following skills at a rating of 2: 
  Alchemist, Carpenter, Cartographer, Weaver, an 
  artisanal skill of your own design (such as Cobbler, 
  Luthier or Tailor) or the gnomish skill, Artificer.
  Starting Trait
  Meticulous
  Starting Weapon
  Sling or dagger
  
  Gnome Nature
  Write Nature: Gnome on your character sheet. Your descriptors are Complaining, Mending and Hiding.
  All gnome characters have a base Nature of 3. Answer the following three questions. They may modify your Nature score, 
  and possibly give you some traits.
  Gnome Nature Questions
  Did you value your privacy, peace and quiet or have you set up shop in a busy settlement of Tall Folk?
  • If your hometown is a Gnomish Burrow or Remote Village, increase your Nature by 1.
  • If you ventured out into the world of the Tall Folk, you may replace your home trait with Curious. 
  Are you intrigued by whirring gears, colorful fireworks or bubbling potions?
  • If you enjoy wondrous, dangerous devices, decrease Health by 1 but replace Meticulous with the Reckless trait. 
  • If you prefer the simplicity of a hammer and awl or the elegance of pliers and a jeweler’s loupe, increase Nature by 1.
  Are you fearful of being snatched up by an eagle or a fox?
  • If wild predators terrify you (as they should!), increase your Nature by 1.
  • If you’re comfortable walking alone through wilderness, you may replace a home trait with Brave or Foolhardy.
  Whatsits and the Artificer Skill
  Whatsits are marvels of engineering created using the Artificer skill. Artificers start with raw materials and apply their clever 
  minds and fingers to craft wondrous objets d’art. These creations are rarely useful, but they are extraordinarily valuable. 
  Their fine detail and delicate construction makes them fragile; a damaged whatsit is worthless until repaired. Most gnomes 
  have a specialty: jeweled eggs, wind-up songbirds, crystalline lenses, bejeweled timepieces and the like. The fabrication of a 
  whatsit requires space, tools, raw materials and intense concentration—they can only be crafted during town phase and in 
  a suitable environment such as a quiet private room, guild hall or gnomish burrow.
  Artificer Factors
  Total the the raw materials’s value to determine the starting obstacle. Jewelry, silverware, etc. may be melted down using 
  a tradeskill. Succeeding at a relevant skill test produces a whatsit that takes up 1-4 pack slots (inventory based on that of 
  the materials used). Add +1 ob for each additional 50% reduction in pack space. The value of the whatsit is based on the 
  material value (minimum 2D, maximum 7D). Add +1 ob to increase its valye by +1D. 
  For example: a gnome creates golden clockwork windmill out of two pouches of gold (pack 2, value 4D). The starting 
  obstacle is 4. If she wishes to reduce the inventory slots by -1 and increase the value by +1D, the obstacle would be 6.
  Glamour
  Illusionists possess glamour, a spell-like abilities that are memorized and cast as magician spells but require no spellbooks. 
  Illusionists do not use of spell components, nor may they scribe or read from spell scrolls. Mindless creatures (Undead, 
  constructs, slimes and oozes), extra-planar beings and dragons are immune to the gnome’s glamour. 
  1st Circle Glamours
  Arcane Semblance: an illusion that changes one’s appearance.
  Celestial Music: creates an illusory sound.
  Dance of the Fireflies: summons tiny motes of faerie fire.
  2nd Circle Glamours
  Phantasmal Vision: creates an illusory image.
  Shroud of Shadows: summons illusory darkness.
  Veil of the Chameleon: conceals the gnome’s presence.
  3rd Circle Glamours
  Heatless Flame: summons a blazing orb of faerie fire that can give light or blind foes.
  Simulacrum: creates mirror images of the gnome.
  
  Gnome Illusionist Level Benefits
  Level 1
  Illusionist: Gnomes wield human-sized weapons two-handed. They may not use shields or two-handed weapons. They 
  may wield slings, bolas, hand crossbows and daggers one-handed. They may wear leather armor and helmets.
  All gnome illusionists possess one First Circle Glamour at first level. A new Glamour may be selected at the listed level.
  Level 2
  Forest Gnome: Your sense of direction is infallible. You can’t become lost after a failed Pathfinder or Cartographer test.
  Glamour: Choose a First Circle Glamour.
  Level 3
  Friend to Animals: Choose bird-wise or burrowing animals-wise. You may now speak to that type of creature. Circles 
  may be used to find a bird-friend or burrower-friend while in the forest, but a failed circles test attracts the attention of a 
  predator (a fox, a raptor or something even worse).
  Glamour: Choose a Second Circle Glamour.
  Level 4
  Guilder: Your trade’s guild decides to make you an honorary member. While in town you may petition the guild of your 
  tradeskill to perform one task without incurring additional lifestyle cost: use facilities, look for work or hire an apprentice. 
  Provided you’re a member in good standing, this benefit is permanent.
  Glamour: Choose a First Circle Glamour.
  Level 5
  Kvetch: You may recover from the Angry or Afraid condition by testing Nature rather than Will but must do so by 
  complaining loudly and at length about your current predicament.
  Remedy: Your ability to fix things now applies to the sick and injured. Your mending Nature may help in Healer tests.
  Glamour: Choose a Second Circle Glamour.
  Level 6
  Hale and Hearty: Despite their small stature, gnomes are robust and vital, capable of surprising feats of strength and 
  stamina. Gain +1D on Laborer tests and +1D to recover from exhausted or sick.
  Empathic: You feel connected to all living creatures and their well-being influences your own. Gain one free test during 
  camp phase to recover from angry or afraid if another character also recovers from angry or afraid. Unfortunately, your 
  natural empathy makes you loathe to cause harm to others; if you ever kill or injure a living being, become sick.
  Glamour: Choose a Second Circle Glamour.
  Level 7
  Deep Gnome: Male gnomes feel at home in dark, dank mines and tunnels. Replace hiding Nature with delving.
  Faerie: Female gnomes possess an ethereal presence and are not of this world. Replace complaining Nature with singing.
  Glamour: Choose a Third Circle Glamour.
  
  Level 8
  Stitch in Time: You are supernaturally gifted at hammering out small dents from armor and shields and mending rips and 
  tears in the blink of an eye. Provided you have peace and quiet, a single test to repair gear doesn’t cost a turn. This may 
  be used once per camp phase.
  Glamour: Choose a Third Circle Glamour.
  Level 9
  Embiggen: Using ancient magic, male gnomes may enlarge to the size of a dwarf (Might 3) for the duration of a test or 
  conflict (they may even be mistaken for a dwarf). Growing larger (Might 4) is possible but this causes you to become 
  exhausted and revert to your diminutive stature at the end of the test or conflict. Embiggen by may used once per phase.
  Faerie Flight: Female gnomes are known to sprout gossamer wings overnight while they sleep. The wings aren’t 
  powerful enough to achieve true flight, but the gnome may use them to bypass a test involving descending or falling from 
  a great height. She may flap her wings vigorously enough to lift straight up but becomes exhausted once the task is done.
  Level 10
  Transformed: Change a Nature descriptor to befriending, crafting or pranking.
  Heroic Ability: Choose Arcanist, Cartographer, Scholar or your tradeskill. The chosen skill becomes “heroic.” When 
  rolling this skill 3-6 indicates a success (rather than the standard 4-6).
  Level
  Fate
  Persona
  Gnome Illusionist Level Benefits
  1
  0
  0
  Illusionist, +1 C1 Glamour
  2
  3
  3
  +1 C1 Glamour
  Forest Gnome
  3
  7
  6
  +1 C2 Glamour
  Friend to Animals
  4
  14
  9
  +1 C1 Glamour
  Guilder
  5
  22
  12
  +1 C2 Glamour
  Kvetch
  Remedy
  6
  31
  16
  +1 C2 Glamour
  Hale and Hearty
  Empathic
  7
  41
  20
  +1 C3 Glamour
  Deep Gnome
  Faery
  8
  52
  24
  +1 C3 Glamour
  Stitch in Time
  9
  64
  28
  Embiggen
  Faery Flight
  10
  77
  32
  Transformed
  Heroic Ability
  
  The Half-Orc Pirate
  Born into ignominious circumstances, you were abandoned at a young age and left to fend for yourself—a penniless street 
  urchin in some godforsaken port of call. Somehow, you survived long enough to meet the captain of a ship looking for 
  crew members. With little in the way of options on the horizon, you set sail with a bunch of scoundrels and ne’er-do-wells. 
  Recently liberated from your contract by a mishap at sea, you’ve stumbled into town looking for fortune and glory.
  New Weapon: Buckler
  A small, round shield that doesn’t cause fatigue. 
   Stats: +1D to Defend.
   Cost: Ob 1
   Armorer factor: Ob 1 
   Inventory slots: Hand/carried 1 or belt/worn 1.
  New Weapon: Hook Hand
  You lost your hand in a mishap and replaced it with a wicked steel gaff 
  head. Your hook gives you -1D, +1s to Maneuver or Defend—choose 
  the benefit when declaring weapons. It is unable to hold or manipulate 
  most objects and may suffer damage as a result of a twist.
   Stats: -1D, +1s to Maneuver or Defend.
   Cost: Ob 2
   Armorer factor: Ob 2
   Inventory slots: Lose one hand slot, permanently.
  Half-Orc Pirate Class Overview
  Half-Orc Pirate Starting Options
  Stock
  Class
  Half-orc
  Pirate
  Starting Weapon
  Choose any weapon or choose a hook hand and 
  replace your home trait with Scarred.
  Raw Abilities
  Distribute 8 points between 
  Will and Health. Neither 
  may be lower than 2.
  Wises
  Choose from Orc-wise or Piracy-wise, take a sec-
  ond wise of your choice following the guidelines in 
  the main book.
  Skills
  Fighter 3, Sailor 2,  
  Carpenter 2, Cook 2,  
  Criminal 2, Laborer 2, 
  Weaver 2
  Salty: You’re rude, loud and prone to disagreeable behavior. You belch 
  and fart during meals, speak bluntly in conversation and generally 
  keep a slovenly, disheveled appearance. Being an uncouth savage has 
  its benefits; you’re used to a life without creature comforts, you can 
  take a punch as good as you can give and you can hold your own in a 
  drinking contest.
  Starting Trait
  Salty or Genteel
  Genteel: You comport yourself as noble-born, peppering your speech 
  with colorful adjectives and bon mots, seemingly at odds with your 
  rough appearance. Your discourse is civil, your demeanor positively 
  urbane. Not acting like a bloodthirsty brute has its disadvantages, but 
  you’re loathe to meet anyone’s expectations.
  
  Half-Orc Nature
  Write Nature: Half-orc on your character sheet. Your descriptors are Boasting, Demanding and Running.
  All half-orc characters have a base Nature of 3. Answer the human Nature questions from the main rulebook to determine 
  your final starting Nature score, and possibly some traits. 
  New Hometown: At Sea
  You were raised aboard a ship and know the seas better than the back of your hand. New half-orc pirate characters may 
  choose this as their home. 
  Skills: Pathfinder, Carpenter, Sailor 
  Traits: Sea Legs, Scarred
  New Town Location: Ship
  Town Alignment: Unaffiliated (Merchant ship), Law (Naval ship), Chaos (Pirate ship) 
  Available locations At Sea
  Tavern: anywhere there’s a cask of rum and a sea shanty
  Street: on the deck, napping under the stars
  Stables: belowdecks in the cargo hold, with the rats
  Flophouse: bunking with the crew
  Hotel: ah, the Captain’s Quarters!
  Sea Camp Events
  Use these events when out At Sea.
   
  Lucky Break at Sea
  1-2
  Find an oyster bed. It counts as one portion of foraged rations for each character.
  3-4
  Clear skies and good tailwind. +2D to next Sailor or Scout test.
  5
  Ship ahoy! A ship flying friendly colors comes into view. Alignment of the passing ship is the same as the characters’ ship.
  6
  Dolphins frolic in the waves. Everyone automatically recovers from angry or afraid.
  Minor Break at Sea
  1
  Red sky at night, the sailor’s delight. +1D to next Sailor or Cartographer test.
  2
  Good fishing spot! +1D to Hunter, Scavenger and Fisher tests.
  3-4
  Land ho! You find shelter in a peaceful cove. +1D to recover from exhausted.
  5-6
  Gentle rain refills the water barrels. Drink up, me hearties, drink up!
  Minor Inconvenience at Sea
  1
  Water barrels fouled. You may not refill your skins.
  2
  Lost at sea! Sailor or Cartographer test required to get back on track.
  3-4
  Mice or other vermin crawl all over your ship and spoil food for one character.
  5
  Cabin fever, you ache for dry land under your feet. Increase recovery obstacles for angry and afraid by one for one character.
  6
  Something is dropped overboard. Roll randomly for the character and equipment affected. If it’s not something heavy, you may be 
  able to get it back before it floats away or sinks.
  Disaster at Sea
  1
  Typhoon winds and hail the size of sling shot. Take cover!
  2
  You run aground on an uncharted sand bar. Spend all night getting free.
  3
  Rough seas! Sail on and hope for the best; else all characters make a Health test (ob3) or become sick before camp
  4
  Smell of rotting fish and seaweed is everywhere. Disgusting.
  5
  Leviathan prowls these waters, thrice the length of your ship. You must leave here.
  6
  Sea monsters, winged creatures or raiders attack!
  
  Half-Orc Pirate Level Benefits
  Level 1
  Pirate: You are skilled with dagger, hand axe, sword, buckler and a weapon of your choice. You may wear leather armor.
  Level 2
  Eyes Like Burning Coals: Ignore the factor for dim light, but suffer a light-related obstacle while acting in direct, 
  unshaded sunlight. Total darkness still affects you like anyone else.
  Red in Tooth & Claw: If all else fails, you can tear at your victim’s throat with your fangs and talons. You may Attack 
  while unarmed at +1s. You still suffer the -1D penalty for fighting unarmed.
  Level 3
  Swashbuckler: When wielding a buckler in your off hand, you gain +1D to Defend with your primary weapon.
  Lucky Devil: Once per combat you may attempt to reduce damage by dodging. Roll 1d6: on a 5-6 reduce the damage by 
  -1s but do not roll for your leather armor. On 1-4 you may roll for your armor, if worn.
  Level 4
  Bilge Rat: You’re able to swim, quite well thank you, and can hold your breath for a long time. Gain +2D to tests when 
  swimming or diving.
  Seaworthy: Your step is swift and sure, even on the bucking and rolling deck of a ship at sea. Gain +2D to tests when on 
  unstable or narrow surfaces.
  Level 5
  Dire Wolf: You’ve befriended a vicious dire wolf to use as a steed and hunting companion. Roll 1D6—on a 1, it’s merely 
  a cunning animal. On 2-3 it understands the tongue of goblinkin. On a 4-5 it understands the tongue of Men. On a 6, 
  it comprehends both. The wolf has Nature 5 (Hunting). It also has Crushing Jaws (+1s Attack) which can be used by the 
  character in place of his own weapon—even if disarmed. If the dire wolf is killed or lost, the character must quest for 
  another.
  First Mate: You’re accustomed to life at sea and gain +1D to Sailor tests and +1 to the camp events table when At Sea. In 
  addition, when camping At Sea you may make a free test to recover from exhausted, angry or afraid.
  Level 6
  Sea Dog: You and one other may recover from hungry and thirsty by sharing a single ration of wine, beer or spirits. In 
  addition, you may rely on alcoholic beverages to gain +1D to recover from angry, afraid or sick.
  Smuggler: The pirate knows where to go to buy and sell mundane cargo. Haggling does not increase lifestyle while in 
  town. When selling salvage or kit, if the object is worth an ob 3 resources test, it’s worth 1D of cash. If it’s worth an ob 
  7 resources test it’s worth 2D of cash.  If selling in bulk, ob 2 items are worth 1D of cash. This applies to the pirate only, 
  not his untrustworthy friends.
  Level 7
  Duelist: When using a sword to Maneuver against an opponent armed with a melee weapon, you gain a free disarm if the 
  action is successful.
  Raider: When armed with a handaxe, you can throw it after a successful Attack to take down any opponent with a single 
  point of disposition.
  
  Level 8
  Bosun: Your voice is like the crack and boom of thunder, easily heard above the din of raging storms and battle. Add +2D 
  to Demanding nature test, add +2D to Commander and Manipulator (Intimidation) tests.
  Raconteur: Your manner of speech is colorful, your timing impeccable and your stories spellbinding. Add +2D to 
  Boasting nature tests, add +2D to Orator and Manipulator (Lying) tests.
  Level 9
  Heroic Ability: Choose Sailor, Fighter or Criminal. The chosen ability or skill becomes “heroic.” When rolling this skill, 
  3-6 indicates a success (rather than 4-6). This ability does not interface with Health as a base for fight conflicts. 
  Transformed: Change one Nature descriptor to: sailing, swashbuckling or riding.
  Level 10
  Letter of Marque: Your reputation has grown to such a degree than even the Law acknowledges your prowess and turns 
  a blind eye to your illicit exploits, as long as you act in its interests. Count your Circles as heroic (success on 3+) when 
  looking for soldiers and sailors of quality to add to your retinue.
  Ghastly Pang: You are touched by supernatural forces, enabling your baleful stare to inflict a terrible curse. The recipient 
  of the curse suffers -1s to all rolls made against the pirate until she decides to lift the curse. The pirate may curse one 
  individual per adventure phase and only one curse may be active at a time.
  Level
  Fate
  Persona
  Half-Orc Pirate Level Benefits
  1
  0
  0
  Pirate
  2
  3
  3
  Eyes Like Burning Coals Red in Tooth & Claw
  3
  7
  6
  Swashbuckler
  Lucky Devil
  4
  14
  9
  Bilge Rat
  Seaworthy
  5
  22
  12
  Wolf Rider
  First Mate
  6
  31
  16
  Sea Dog
  Smuggler
  7
  41
  20
  Duelist
  Raider
  8
  52
  24
  Bosun
  Raconteur
  9
  64
  28
  Heroic Ability
  Transformed 
  10
  77
  32
  Letter of Marque
  Ghastly Pang
  
  The Minotaur Pit Fighter 
  Gentle guardians of immense size and strength, the minotaurs are a hybrid race; the result of magical experimentation 
  ages past to create a loyal and submissive servitor race. After enduring centuries of subjugation by their wizard masters, 
  they banded together to rebel secure their freedom. The wizards slain and their tower razed, the minotaurs live off the land 
  as subsistence farmers, woodcutters and blacksmiths. Ever the slaves to their instincts, their nature compels some to seek 
  out new masters, this time in exchange for payment and glory as bodyguards, brutes, enforcers or gladiators.
  Mighty & Hooved
  Minotaurs are massive and powerful humanoids that tower 
  over even the tallest of the elven folk. They are rank 4 on the 
  Order of Might. All two-handed weapons are hand/carried 1 
  for a minotaur. One-handed weapons are too small to be used 
  effectively and become improvised weapons in the minotaur’s 
  mighty hands. Their feet are hooved, preventing them from 
  wearing shoes or boots—they don’t suffer any penalties from 
  going barefoot, even on the roughest terrain. 
  New Armor: Skyfall Plate
  Forged from meteoric iron scavenged from the minotaurs’ 
  farmlands, skyfall plate is incredibly heavy and resilient. Like 
  all armor, it subtracts -1s from opponent’s successful or tied 
  Attack or Feint in a fight. Against maces or warhammers, roll 
  1d6: skyfall plate is damaged on a roll of 1-2. 
  Might 4+ creatures may wear skyfall, as can warriors with the 
  Armored benefit (and even then, wearing skyfall plate always 
  causes fatigue). 
   Cost: Priceless—the amor is a rare heirloom handed down 
  by the elders of the minotaur clans. Collectors of rarities may 
  pay as much as 4D-7D for an undamaged set of skyfall plate. 
   Armorer factor: Ob 8 to craft from sky iron, ob 6 to repair.
   Inventory slots: Torso/worn 2.
  Minotaur Pit Fighter Class Overview
  Minotaur Pit Fighter Starting Options
  Stock
  Class
  Minotaur
  Pit Fighter
  Unwavering
  Minotaurs are blunt, honest creatures with little 
  time for trickery or deceit. They were bred to 
  serve with unquestioning loyalty and devotion, 
  even say to a fault. Not a dull-witted savage, 
  merely slow to change its mind once set.
  Raw Abilities
  Will 2, Health 6
  Order of Might 4
  Wises
  Choose from Slave-wise or Gambling- wise. 
  Choose another wise of your choice following the 
  guidelines in the main book.
  Skills
  Laborer 4, Fighter 3,  
  Armorer 2, Peasant 2,
  Scavenger 2, Survivalist 2
  Starting Weapons
  None.
  
  Minotaur Nature
  Write Nature: Minotaur on your character sheet. Your descriptors are Hauling, Mistrusting, Serving (a master).
  All minotaur characters have a base Nature of 3. Answer the following three questions to determine your final starting 
  Nature score, and possibly some traits.
  Minotaur Nature Questions
  Do you shun working the land in favor of more lucrative ventures, or do you put forth maximum effort for minimal payoff?
  • If you’re not afraid of a hard day’s work for little or no pay, increase Nature by 1 but decrease Fighter by 1.
  • If you’re not cut out for the life of a farmer, your Nature remains unchanged. 
  A new face appears in town and attempts to make your acquaintance...
  • If your first thoughts are mistrust and suspicion, increase your Nature by 1.
  • If you’d greet that person with a hearty hello and a firm clap on the shoulder, increase Circles by 1 (Circles cannot start 
  higher than 4).
  Your new acquaintance turns out to be a wealthy but brutal slave monger. Knowing the man’s trade, which is more likely 
  to be your first course of action?
  • Offer your services as a bodyguard or gladiator—increase Nature by 1.
  • Grab the slaver by the scruff of his scrawny neck and throw him in the dirt with the rest of the trash. You may replace 
  your home trait with Righteous.
   
  
  Minotaur Pit Fighter Level Benefits
  Level 1
  Pit Fighter: Minotaur pit fighters may wield any weapon as an improvised weapon and two-handed weapons with one 
  hand. Armor and helmets must be specially made to accommodate their huge body and horned head (a factor for 
  Armorer or Resources tests). Minotaurs are Might 4.
  Level 2
  Graze: Because of your slow metabolism, you can ignore the first time you’re affected by hungry and thirsty during a 
  game session. Also, the party’s disposition is never affected by your own hungry and thirsty condition.
  Gore: Your mighty horns are as clumsy but brutal weapon in combat. You may always opt to gore with your horns at -1D, 
  +1s to Attack, even after declaring weapons and/or being disarmed.
  Level 3
  Rawhide: Your massive back and chest are covered in a thick, gnarled and tough hide; treat as leather armor. This armor 
  can never be lost or damaged. You may not wear crafted armor over this natural armor.
  Skyfall Plate: You were bestowed a gift from your tribal elders: a custom-made harness of plate armor forged from 
  meteoric iron.
  Level 4
  Carry: When you help a character and they become exhausted because of a failed test, you may take that condition 
  instead of a lesser condition—your ward does not suffer any condition.
  Utter Devotion: Write down a goal about helping another character achieve their own goal. Pursuing this goal is within 
  your Nature. When that character’s goal is accomplished, write a new goal.
  Level 5
  Stampede: If you choose to Attack and your opponent defends, they do not benefit from using shields. If you choose to 
  Attack and your opponent maneuvers, they do not benefit from using bows.
  Heavy Metal: You no longer suffer fatigue from wearing any kind of armor (including Skyfall), using shields or carrying 
  heavy loads. You may still be affected by fatigue from other causes.
  Level 6
  Bull-Headed: Bred as magical guardians and slaves, your kind is able to resist mental domination on an instinctual level. 
  You may use your Nature rather than Will to rebuff mental attacks, manipulations and intrusions.
  Strong Like Ox: Raise your ability cap for Health to 7.
  Level 7
  Beast of Burden: You may no longer be made exhausted as the result of a failed test or when using the level 4 benefit, 
  Carry. Do not mark a lesser condition.
  Fatalist: When you enter a Kill conflict and you are neither Angry nor Afraid, gain +1D to all tests for the duration of the 
  encounter.
  
  Level 8
  Gentle Herbivore: You can digest grass, leaves and other vegetation normally indigestible to other beings. If there’s 
  forage, you can alleviate hungry and thirsty without eating rations or drinking water; you just need a moment to graze.
  Brutal Carnivore: An anomaly amongst your kind, you crave the taste of raw flesh and warm blood. When you eat the 
  flesh of your enemy, remove hungry and thirsty and make a free recovery test to rid yourself of exhausted or afraid.
  Level 9
  Heroic Ability: Choose Armorer, Fighter or Laborer. The chosen skill becomes “heroic.” When rolling this skill 3-6 
  indicates a success (rather than the standard 4-6). This ability does not interface with Health as a base for fight conflicts.
  Transformed: Replace your Nature descriptor of serving (a master) with surviving, leading or farming.
  Level 10
  Undying Devotion: You pledge to protect another character during a conflict, even if it means sacrificing your own life. 
  As long as that individual remains active in a Kill conflict, you cannot be knocked out of the fight—even if you reach 0 
  disposition. But if your side loses or wins with a compromise while you’re at 0 disposition, you gain the dead condition.
  Slaughterhouse: If you knock an enemy out of a fight, the next character’s action is at +1s. If you’re the only one left in 
  the fight, gain +2s to your next action.
  Level
  Fate
  Persona
  Minotaur Pit Fighter Level Benefits
  1
  0
  0
  Pit Fighter
  2
  3
  3
  Graze
  Gore
  3
  7
  6
  Rawhide
  Skyfall Plate
  4
  14
  9
  Carry
  Utter Devotion
  5
  22
  12
  Stampede
  Heavy Metal
  6
  31
  16
  Bull-Headed
  Strong Like Ox
  7
  41
  20
  Beast of Burden
  Fatalist
  8
  52
  24
  Gentle Herbivore
  Brutal Carnivore
  9
  64
  28
  Heroic Ability
  Transformed 
  10
  77
  32
  Undying Devotion
  Slaughterhouse
  
  The Roden Guide
  These humanoid rodents are capable of speech and thought and tend to dress in the manner of men (although shabbily 
  and often filthy). Untrustworthy, unreliable and unsavory, they’re most often found in cities and towns plying their trade as 
  messengers, pickpockets. Their familiarity with navigating tunnels and sewers, as well as their innate abilities, make them 
  capable guides. Many offer their services in exchange for shares of loot (or more desirable, cash up front).
  Albinism
  An oft-seen trait amongst the roden is albinism: stark white 
  fur and red eyes. Albino roden usually don’t last long—their 
  brothers and sisters will finish them off if predators don’t get 
  to them first due to their lack of natural camouflage. When 
  creating your character, you may roll 1d6 to see if your 
  roden has albinism: on a roll of 1, replace an existing trait 
  with Albino.
  New Hometown: Rat’s Nest
  New roden characters may choose this as their home. Most 
  roden that live in towns or cities are loners, tough and cool. 
  You’re different; born beneath the streets—in sewers, natural 
  caverns or abandoned tunnels under the clawed rule of a Rat 
  Queen you served without question or hesitation...until now.
  Roden hailing from a Rat’s Nest may return to stay there 
  without incurring any lifestyle cost. Options are as per the 
  Stables in town. Foreign roden and other characters foolish 
  enough to seek shelter there may face a nasty surprise when 
  the Queen decides she doesn’t like their smell; if all goes 
  well, treat as staying on the Streets. If not, they’ll be driven 
  out with extreme prejudice.
  Skills: Hunter, Laborer, Scavenger 
  Traits: Quiet, Filthy
  Roden Guide Class Overview
  Roden Guide Starting Options
  Stock
  Class
  Roden
  Guide
  Skittish
  Roden are nervous creatures by their very natures, 
  always glancing this way and that, sniffing the air 
  and pricking up their ears at the slightest sound. 
  Their highly vigilant natures keep them alive in 
  dangerous situations but it’s a terrible thing to live 
  in fear. There’s nothing worse than having an itch 
  you can never scratch.
  Raw Abilities
  Will 3, Health 5  
  or Will 5, Health 3
  Wises
  Choose from Rat-wise or Tunnel-wise. Choose an-
  other wise of your choice following the guidelines 
  in the main book
  Skills
  Dungeoneer 3, Scavenger 
  3, Scout 3, Criminal 2, 
  Hunter 2, Fighter 2
  Starting Weapons
  Dagger
  
  Roden Nature
  Write Nature: Roden on your character sheet. Your descriptors are Skulking, Swarming and Scheming.
  All roden characters have a base Nature of 3. Answer the following three questions to determine your final starting Nature 
  score, and possibly some traits.
  Roden Nature Questions
  Do you prefer to travel at night and through sewers and tunnels to avoid spying eyes or do you feel comfortable traveling 
  during the day out in the open?
  • If you prefer dark, cramped spaces, increase Nature by 1.
  • If you can abide the light of day, Nature remains unchanged.
  Are you a solitary and reflective soul, keeping to yourself for long periods of time or do you prefer crowds, constant dis-
  traction and the chaos of the nest?
  • If you crave the thrum and excitement of cities and nests, increase Nature by 1.
  • If you keep to yourself and have little contact with others, replace your home trait with Loner at level 1 or increase it 
  by one if you already have it.
  Do you covet shiny things even though their actual value may be suspect?
  • If baubles, pennies, paste jewelry and other trinkets excite you, increase Nature by 1 but reduce either Haggler or Ma-
  nipulator by 1. If you don’t possess any of these skills, reduce Will by 1.
  • If your tastes are a bit more restrained, your Nature remains unchanged.
  Special rule: Swarming
  Roden guides may use Nature: swarming to overwhelm their foes in any fight, flee, drive off or capture conflict where the 
  opposition is outnumbered by at least 3:1.
  
  Roden Guide Level Benefits
  Level 1
  Guide: Roden guides are able to wield any weapon except the crossbow, two-handed sword, halberd, polearm and lance. 
  Guides may wear leather armor and helmets.
  Level 2
  Drowned Rat: Your fur is thick and oily, providing +1D to Survivalist or Health tests related to staying warm or keeping 
  dry. This benefit does not stack with benefits from wearing a cloak.
  Pack Rat: “Two be one, one be none.” goes the old roden saying. You hoard personal belongings and gain two additional 
  belt slots to hold them. These slots may be used to hold skins, pouches or weapons.
  Level 3
  Natural Immunity: Immediately become sick but do not apply the penalties. If you are ever made sick, ignore it and do 
  not mark a lesser condition. If cured of this condition, you lose this benefit and must be bitten by a diseased roden/rat 
  and fail that Health test to regain this benefit. You are immune to the bite of wererats and diseased roden and rats.
  Tunnel Sight: Your other senses (sensitive whiskers, sharp hearing, sense of smell) allow you to navigate underground 
  in total darkness. Ignore light factors when making Scout or Dungeoneer tests to traverse difficult terrain. Because you 
  cannot see, you cannot report on visual information, read maps or fight.
  Level 4
  Wretched: If you are made Afraid during a session, your Skittish trait gains one additional use for that session.
  Expert Guide: Your help adds +2D to Dungeoneer and Scout tests when underground.
  Level 5
  Plaguebearer: You carry disease! If you bite an opponent during a fight and they’re knocked out, it costs 1 extra point of 
  disposition from a Defend action for them to return. This only affects opponents vulnerable to disease.
  Muskrat: You can spray your musk like a skunk. Arm your noxious spray like a weapon; if your next action is successful, 
  your opponent may no longer help others until they spend time to wash the stink off of them. Your victim may help 
  creatures that have no sense of smell (undead, golems, demons, etc.). This ability may be used once per adventure phase.
  Level 6
  Whiplash: You lash out with your tail, knocking down foes or ripping weapons from their grasps. When you successfully 
  Feint, may choose to either impede or disarm an opponent.
  Third Hand: Your tail is prehensile, able to grasp and carry one-handed weapons and other small items (lit candles, small 
  sacks, rings of keys etc.). It can support your weight if you are not encumbered by a backpack or full large sacks.
  Level 7
  Cast-Iron Stomach: You’ll gnaw on anything to quell your hunger, including leather, bits of wood, poisons or even 
  treasure. Remove the hungry and thirsty condition after consuming a non-food item (that item is destroyed or damaged). 
  Items that are toxic, sharp or poisonous may provoke a Health test to safely ingest.
  Feral: Gain an additional instinct from this list—
  • If I become Afraid, flee from danger.
  • If I become Hungry and Thirsty, scavenge for food.
  • If I see something shiny, snatch it.
  You may not earn rewards when using this instinct.
  
  Level 8
  Rat Caller: If you have Rat-wise and you’re somewhere rats congregate (almost anywhere!), you may call 1d3 giant rats or 
  2d6 normal rats once per session. Your rat friends can help on Scout and Fighter tests and Nature tests (swarming).
  Direction Sense: You cannot become lost from failing a test; if you have the Lost trait, erase it. You may use your Will 
  instead of the Cartographer skill to make maps while traveling underground. Once created, this “mental map” cannot be 
  lost as a result of a twist. Other characters cannot use your “mental map.”
  Level 9
  Mimicry: Choose a party member and one of their Nature descriptors; you may help with that Nature as if you were of 
  the same stock. For example, Sissz’s studies Beren’s movements when the dwarf crafts tools or hammers out dinged 
  helmets. Sissz doesn’t necessarily understand why he knows what to do, he just knows he can help.
  Transformed: You may change a Nature descriptor to Scurrying, Swindling or Devouring.
  Level 10
  Rat King: At Nature 7, do not retire the character. Instead, increase Might by +1 while your Nature is at 7 but lose access 
  to your skills. This effect ends once your Nature is taxed back down to 6 or lower.   
  Ratfink: If you ever lose a conflict and suffer a compromise, you may slip away unscathed or otherwise escape the 
  consequences. You may pull your disappearing act once per session.
  Level
  Fate
  Persona
  Roden Guide Level Benefits
  1
  0
  0
  Guide
  2
  3
  3
  Drowned Rat
  Pack Rat
  3
  7
  6
  Natural Immunity
  Tunnel Sight
  4
  14
  9
  Wretched
  Expert Guide
  5
  22
  12
  Plaguebearer
  Muskrat
  6
  31
  16
  Whiplash
  Third Hand
  7
  41
  20
  Cast-Iron Stomach
  Feral
  8
  52
  24
  Rat Caller
  Direction Sense
  9
  64
  28
  Mimicry
  Transformed 
  10
  77
  32
  Rat King
  Rat Fink
  
  The Sea Elf Mariner
  Lonely, passionate, lovely, fierce; the sea elf is full of contradictions. Far from the forests, they dwell on remote islands, 
  atolls and reefs where they evolved to prosper and thrive in such cold, harsh environs. Life amongst the roaring waves 
  caused the sea elves to abandon their innocent, aloof natures, as well as their talent for arcane magic—these are not the 
  quiet, reflective elves of the forests and dales. These are hunters, warriors and singers of ancient, epic songs.
  Aquatic Hide Armor
  Sea elves gird themselves for battle with leather or hide 
  crafted from the skin, bone, shell and scale of sea creatures. 
  This hide armor doesn’t impede the sea elf while swimming 
  but it’s difficult to repair or build (+1 Ob to Armorer tests).
  New Weapon: Net & Trident
  Fishers’ tools turned into weapons of war, the sea elves wield 
  these implements with deadly efficiency, both above and 
  below the waves. Like spears, tridents bypass leather armor. 
  Throwing a trident at -1D turns an independent Attack into a 
  versus Attack against melee weapons. Note: unless made by 
  an Armorer, most tridents are not made for war and at best 
  may be used as an improvised weapon. 
  Nets do no damage but on a successful action you gain a 
  free impede against an opponent. In addition, use of a net 
  negates the benefit of an opponent’s shield. When used in 
  combat, the net is tied to the wielder’s wrist so that it may be 
  quickly retrieved after a throw.
   Stats: +1D Attack in open quarters; +1D to Attack, +1D 
  Maneuver in tight confines. Cost: Ob 3 (includes net)
   Armorer factor (trident): Ob 3
   Weaver factor (net): Ob 4
   Inventory slots: Hand/carried 1; the net is hand/carried 1 
  or worn (belt/weapon or torso/worn 1).
  Sea Elf Mariner Class Overview
  Sea Elf Mariner Starting Options
  Stock
  Class
  Sea Elf
  Mariner
  Seabound
  Sea elves have adapted to the cold, dark waters of 
  the ocean; their hands and feet are webbed, their 
  skin is covered by a silvery mesh of fine scales and 
  their strong bodies can withstand extremes depths 
  and freezing temperatures. But too much time 
  away from the water and they become despon-
  dent, lethargic and susceptible to illness.
  Raw Abilities
  Will 3, Health 5
  Wises
  Choose one of the following: Storms-wise or 
  Songs-wise; take a second wise of your choice fol-
  lowing the guidelines in the main book.
  Skills
  Fighter 3, Hunter 3,  
  Lore Master 3, Sailor 2, 
  Scout 2, Survivalist 2
  Starting Weapons
  Net and trident
  
  New Hometown: Elven Shores
  Sea elves hail not from the forests of old but from storm-tossed islands, atolls and coastlines. Their lands are well-guarded 
  by keen-eyed scouts, fierce hunters and deadly mazes of reefs, shipwrecks and sandbars. Only the most desperate or fool-
  hardy sailor would dare attempt to encroach sea elf territory. Unlike their calm and quiet woodland cousins, elves from the 
  shores mirror the harsh, ever-changing and unforgiving landscape.  
  Skills: Mentor, Carpenter, Weaver 
  Traits: Passionate, Hard-Hearted 
  Note: Only sea elves may come from the elven shores.
  Sea Elf Nature
  Write Nature: Sea Elf on your character sheet. Your descriptors are Singing, Remembering and Swimming.
  All sea elf characters have a base Nature of 3. Answer the following three questions to determine your final starting Nature 
  score, and possibly some traits.
  Sea Elf Nature Questions
  Do you sing of epic storms and ancient beasts? Or have you regressed into a life of savagery and survival, forgetting the 
  songs of your elders?
  • If you still sing of the ancient songs, increase your Nature by one.
  • If the songs have faded from memory, replace your home trait with Fiery or Wild.
  When evil stalks the world, do you confront it or do you retreat to the hidden places of the sea elves and allow time to 
  defeat your enemies?
  • If you retreat and hide, increase your Nature by one, decrease Fighter by one.
  • If you confront evil, your Nature and Fighter remain unchanged.
  Is the wild sea your only true love or have you fallen under the spell of those who walk on dry land?
  • If your only true love is the sea, increase Nature by one.
  • If you yearn for a lover on land, replace or increase your home trait with Adventurous, Curious or Restless.
  
  Sea Elf Mariner Level Benefits
  Level 1
  Mariner: Sea elf mariners wield the dagger, spear, trident and net. They may wear leather or aquatic hide armor. They 
  wear no metal armor or helmets, nor can they cast spells—that lore was lost to them aeons ago.
  Level 2
  Seafarer: +2 to camp rolls made near the sea: Add two to the 2d6 Camp Events roll for coastal or shipboard camps.
  Beachcomber: +1D to Scavenger and Survivalist tests in aquatic environments.
  Level 3
  Essence of the Deep: Your blood runs hot and your body heals quickly. +1D to recover from injury.
  Pelagic Constitution: You may safely consume brackish water, seawater and raw flesh to alleviate hungry and thirsty.
  Level 4
  Fearless: Sea elves are often fearless. When the afraid condition is handed out by the GM, you do not mark a condition. 
  Do not mark a lesser or alternate condition.
  Gift of the Undine: Your webbed hands and feet are especially powerful and you have increased lung capacity, allowing 
  you to swim underwater for long distances without requiring air. You may remain underwater for up to two turns.
  Level 5
  Retiarius: Double the benefits of using a net and trident; a trident now grants +2D to Attack actions and +2D to Attack 
  and Maneuver actions in tight confines. Nets allow you to impede and gain advantage for free on a successful Maneuver.
  Siren’s Song: Test your singing Nature instead of Orator or Persuader when convincing mortals, dragons and other elves.
  Level 6
  Mellifluous: Your songs are supernaturally powerful, able to calm troubled hearts, quiet disturbed minds or restore lost 
  spirits. You may use your singing Nature to help others recover from angry, afraid and exhausted.
  Tempestuous: Your moods are as unpredictable as the weather at sea. Once per adventure phase, you may choose to 
  become angry when you fail a test to avoid a twist. If you are already angry and you fail a test, you may remove that 
  condition to force a twist.
  Level 7
  Communion: You may summon sea creatures to your aid. This includes seabirds, fish, whales, sharks, dolphins, squid 
  and other creatures of non-human intelligence. They grant you +1D to your class skills. In a conflict, they count as part of 
  your group and can be knocked out of the fight like a member of your group. They never act on their own.
  Elemental: You may summon a Nature 7 storm elemental (descriptor: blowing gale force winds and throwing bolts of 
  lightning) for fight and chase conflicts. It also counts as the “right equipment” in battle. Beware of twists!
  
  Level 8
  Shrug It Off: Once per adventure, you can shrug off an injury. No roll is necessary. You can do this any time before you 
  seek help from a healer. Once you get help from a healer, you must abide by the regular rules for that injury.
  Burning Heart: You may use any of your traits while angry, though you still may not use wises when angry.
  Level 9
  True Love: You may use your level instead of Will or Health as the base for conflicts involving your true love. Do not roll 
  your level.
  Stormcaller: During fight or battle conflicts, you may call down the wind, rain and lightning itself to smite your foes once 
  per session. Choose an effect when declaring weapons—
  • Wind Shield: +2D when using the Defend action. Increase this bonus to +4D against missile weapons.
  • Rainstorm: +2D to Maneuver actions. Against an enemy using fire as a weapon, gain +1s to Defend.
  • Cloak of Fog: +2D to Feint. When fleeing an enemy gain +1s to any action.
  • Lightning Bolt: +2D to Attack or Feint; you may ignore non-magical armor.
  Level 10
  Heroic Ability: Choose Nature, Health, Sailor or Hunter. The chosen ability becomes “heroic.” When rolling this skill, 3+ 
  indicates a success (rather than the standard 4+). This ability does not interface with Health as a base for fight conflicts.                                               
  Sons and Daughters of the Maelstrom: Increase Might by +1 (from 3 to 4), and by an additional +1 when at sea.
  Level
  Fate
  Persona
  Sea Elf Mariner Level Benefits
  1
  0
  0
  Mariner
  2
  3
  3
  Seafarer
  Beachcomber
  3
  7
  6
  Essence of the Deep
  Pelagic Constitution
  4
  14
  9
  Fearless
  Gift of the Undine
  5
  22
  12
  Retinarius
  Siren’s Song
  6
  31
  16
  Mellifluous
  Tempestuous
  7
  41
  20
  Communion
  Elemental
  8
  52
  24
  Shrug It Off
  Burning Heart
  9
  64
  28
  True Love
  Stormcaller 
  10
  77
  32
  Heroic Ability
  Sons and Daughters  
  of the Maelstrom
  
  Bonus Class: The Dwarf Oathbreaker
  Dishonored and driven out by your clan for the terrible crime of breaking an oath, you wandered out from the halls of 
  your fathers into a cold and inhospitable winter. Starving, cold and ready to give up all hope; doomed to wither away in 
  the shadow of the mountain, you put your mind to survival at any cost—and miraculously, you thrived. Now you subsist 
  on whatever coin your furs can bring in at market. Most of that goes to goods and sundries, the rest to strong drink. But 
  there’s more than animal pelts out there in the wilds; there’s gold and glory for those brave enough to risk it all.
  Dwarf Oathbreaker Class Overview
  Dwarf Oathbreaker Starting Options
  Stock
  Class
  Dwarf
  Oathbreaker
  Born of Earth and 
  Stone
  See the Torchbearer Basic Rule Book for this 
  trait’s description.
  Raw Abilities
  Will 3, Health 5
  Wises
  Shelter-wise or strong drink-wise, take a second 
  wise of your own choosing.
  Skills
  Hunter 3, Fighter 2,  
  Laborer 2, Scout 2,  
  Survivalist 2, Scavenger 2
  Starting Weapons
  and Armor
  Dagger or handaxe;
  Leather armor and helmet or hide armor
  
  Level
  Fate
  Persona
  Dwarf Oathbreaker Level Benefits
  1
  0
  0
  Oathbreaker
  2
  3
  3
  Brawler
  Shrewd
  3
  7
  6
  Skirmisher
  Miner
  4
  14
  9
  Greed
  Hardy Stock
  5
  22
  12
  Tinker
  Drinker
  6
  31
  16
  Shrug It Off
  Great Endurancr
  7
  41
  20
  Troll Slayer
  Mean Drunk
  8
  52
  24
  Veteran
  Bivouac
  9
  64
  28
  Heroic Ability
  Transformed
  10
  77
  32
  Made of Sterner Stuff
  The Madness Within
  Dwarf Oathbreaker Level Benefits
  Level 1
  Oathbreaker: Use any weapon except two-handed swords, lances and bows. You may wear leather, hide and helmets. 
  As many oathbreakers are former soldiers, their level benefits come from the dwarf adventurer and human warrior level 
  benefits, in addition to some class-specific benefits.
  Level 2
  Choose: Brawler or Shrewd.
  Level 3
  Choose: Skirmisher or Miner.
  Level 4
  Choose: Greed or Hardy Stock.
  Level 5
  Choose: Tinker or Drinker (see below).
  Drinker: A  slug of wine, ale or spirits can stave off the night’s chill. Drinking gives you +1D to Health and Survivalist 
  tests to stay hale and warm until you become hungry and thirsty.
  Level 6
  Choose: Shrug It Off or Great Endurance.
  Level 7
  Choose: Troll Slayer or Mean Drunk (see below).
  Mean Drunk: When drinking and angry, gain +1 Might until you recover from angry or you become hungry and thirsty.
  Level 8
  Choose: Veteran or Bivouac
  Bivouac: When camping in unsafe or dangerous conditions, gain a free test to recover from any condition.
  Level 9
  Choose: Heroic Ability (Nature, Survivalist, Health or Hunter) or Transformed (drinking, trapping or wintering).
  Level 10
  Choose either Made of Sterner Stuff or The Madness Within.
  
  Bonus Class: The Halfling Thain
  You were the one to look up to, the one that would lead the others in time of trouble. But when the raiders’ boats came 
  up the river, you were nowhere to be found. You heard the alarm and struggled into your too-tight armor and grabbed 
  your short sword. The last thing you remember was the raiders’ charge, the clash of steel, the smell of blood. When you 
  regained consciouness, it was to a scene of utter devastation. Not a living soul to be found. You struggled to your feet, a 
  sizable lump on your head and a ruined helmet beside you. With no place else to go, you began to walk. 
  Hafling Thain Class Overview
  Halfling Thain Starting Options
  Stock
  Class
  Halfling
  Thain
  Hidden Depths or 
  Grandiose
  Thain of the Shire, they elected you to marshal 
  the town’s defenses if and when trouble arose. 
  That kind of responsibility can go to your head. 
  Your courage, if not wisdom, knows no bounds.
  Raw Abilities
  Will 5, Health 3
  Wises
  Choose one of the following: Shire-wise or River-
  wise; take a second wise of your own choosing.
  Skills
  Fighter 3, Cartographer 2, 
  Commander 2, Sailor 2, 
  Scout 2, Steward 2
  Starting Weapons
  and Armor
  Any weapon except the crossbow, two- handed 
  sword, halberd, polearm and lance. You also start 
  with a damaged helmet and leather armor.
  
  Level
  Fate
  Persona
  Hafling Thain Level Benefits
  1
  0
  0
  Thain
  2
  3
  3
  Stone Thrower
  Abstemious
  3
  7
  6
  Stubborn
  Skirmisher
  4
  14
  9
  Cool-Headed
  Plucky
  5
  22
  12
  Companion
  Helpful
  6
  31
  16
  Shrug It Off
  War Captain
  7
  41
  20
  It Could Be Worse
  Expert
  8
  52
  24
  Friend of the Powerful
  Bivouac
  9
  64
  28
  Heroic Ability
  Transformed
  10
  77
  32
  Fame and Glory
  Humble
  Halfling Thain Level Benefits
  Level 1
  Thain: Use any weapon except two-handed swords, halberds, polearms, crossbows and lances. You may wear leather, 
  chainmail and helmets. As the thain had a military-minded role, their level benefits come from the halfling burglar and 
  human warrior level benefits, in addition to some class-specific benefits.
  Level 2
  Choose: Stone Thrower or Abstemious
  Level 3
  Choose: Stubborn or Skirmisher
  Level 4
  Choose: Cool-Headed or Plucky
  Level 5 
  Choose: Companion or Helpful
  Level 6 
  Choose: Shrug It Off or War Captain
  Level 7
  Choose: It Could Be Worse or Expert
  Level 8 
  Choose: Friend of the Powerful or Bivouac
  Bivouac: When camping in unsafe or dangerous conditions, gain a free test to recover from any condition.
  Level 9 
  Choose: Heroic Ability (Will, Scout, Commander or Resources) or Transformed (defending, escaping or inspiring)
  Level 10 
  Choose: Fame and Glory or Humble
  
  There are many tales to be told, too many for even one bard to recount. Sagas are third-party supplementary 
  products and adventures for the Torchbearer RPG that have been reviewed and approved by Burning Wheel 
  Headquarters.  
  burningwheel.com | torchbearerRPG.com
  Jared A. Sorensen is a game designer living in New York City.
  Website: memento-mori.com
  “Calamity” Jon Morris is a Washington-based cartoonist, designer, writer, 
  drunkard, internet ape and two-fisted king of the hobos. 
  Website: calamityjonsave.us
  
SOURCE: textdata/thevault/Torchbearer/Sagas/Torchbearer Sagas - Wanderers, Outcasts & Exiles.pdf