TEXT: Fantasy Roleplaying Game
  Fantasy Roleplaying Game
  Core Rulebook
  Core Rulebook
   
  
  Talisman Adventures Fantasy Roleplaying Game
  Talisman Adventures Fantasy Roleplaying Game
  Core Rulebook
  Core Rulebook
   
  
  Map of the 
  ap of the Realm
  ealm
   
  
  Lead Design and Development
  Ian Lemke
  Additional Design
  Brian Campbell, Brandes Stoddard,  
  and Rabbit Stoddard
  Writing
  Richard August, Lee Hammock,  
  Michelle Klein Houser, Ian Lemke, Fred Love, 
  Brandes Stoddard, Rabbit Stoddard,  
  and Robert Turk
  Editing and Proofreading
  Brian Campbell and Tim Huckelbery
  Art Direction
  Aaron Acevedo
  Layout and graphic design
  Ben Acevedo, Emma Beltran, and Aaron Acevedo
  Cover Art
  Aaron Riley
  Interior Art
  Aaron Acevedo, Ben Acevedo, Abrar Ajmal,  
  William Thomas Arnold, Bruno Balixa, Ryan Barger, 
  Arden Beckwith, Crystal Ben, Ismael Bergara,  
  Bon Bernardo, Sara Biddle, Arthur Bowing,  
  Nora Brisotti, Mark Bulahao, Christopher Burdett,  
  Mike Burns, Joshua Cairos, Felicia Cano, J.B. Casacop, 
  Chris Casciano, Sidharth Chaturvedi, Anna Christenson, 
  Lauren Covarrubias, Thomas Denmark, Julie Dillon, 
  Carolina Eade, Anna Edwards, Melissa Findley,  
  Emillien Francois, Felipe Gaona, Toma Feizo Gas, 
  Raymond Gaustadnes, Allen Michael N. Geneta, 
  Alexander Gustafson, Suzanne Helmigh,  
  Paul (Prof) Herbert, Ralph Horsley, Gareth Keenan, 
  David Kegg, Hans Krill, Kez Laczin, Sam Manley, 
  Jeremy McHugh, Daniel Melendez, Jacob Murray, 
  Ricardo Robles Ortiz, Mary Jane Dizon Pajaron,  
  R.J. Palmer, Dylan Palmer, Tamires Para, Federico Piatti, 
  Michael Rookard, Riccardo Rullo, Alida Saxon,  
  Elif Siebenpfeiffer, Firat Solhan, David Sourwine, 
  Dimitar Spasov, John Stanko, Matthew Starbuck,  
  J. Edwin Stevens, Nicholas Stohlman, Preston Stone,  
  Jon Taylor, Leanna TenEycke, Cory Trego-Erdner, 
  Andreia Ugrai, Frank Walls, S.C. Watson,  
  Damon Westenhofer, Drew Whitmore, Dallas Williams
  Credits
  3D6 Adventures System © 2020 Pegasus Spiele. All rights reserved.
  Talisman Adventures Fantasy Roleplaying Game © Games Workshop Limited 2020. GW, Games Workshop, Warhammer, 
  Talisman, Talisman Revised 4th Edition, Talisman Adventures Fantasy Roleplaying Game and their associated logos, illustrations, 
  images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or 
  TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. All rights reserved.
  www.pegasus-web.com
  Credits
  Special Thanks to Mike Tinney for introducing me to the folks at Pesasus Spiele at Gencon 2017 which began this 
  long, strange journey. To John New for his insights into Talisman: The Magical Quest Game. To Christopher Gulledge 
  for his invaluable advice on dice probabilities. To Rabbit Stoddard, Brandes Stoddard, and Joseph Ford for running 
  innumerable playtests at GenCon 2018–19 as well as bringing me drinks and food. To my amazing wife Spring 
  Netto for proofreading and feedback throughout this process and putting up with my weird writing hours. And 
  finally, to my two my two dogs Shakespeare and Beorn for the comfort and company they give unconditionally.
  Printed in China
  3D6 ADVENTURES SYSTEM
  1
   
  
  Table of Contents
  Table of Contents
  Book I:  
  Player’s Guide 
  6
  A Tale of the Crown Seekers 
  7
  What is Talisman Adventures? 
  8
  What is Roleplaying? 
  8
  Where to Begin 
  9
  Glossary of Game Terms 
  10
  Chapter 1:  
  History of the Realm 
  13
  History of the Realm 
  13
  The Realm Today 
  16
  Borders of the Realm 
  17
  The Lands 
  17
  The City 
  18
  Law and Disorder in the City 
  18
  Notable Features of the City 
  19
  The Shops 
  21
  Villedoc 
  23
  Notable Features 
  23
  Settlements 
  24
  Locations of Interest 
  26
  The Tavern at Innsview 
  27
  Sepulchre 
  27
  The Wilds 
  28
  Woods and Forests 
  28
  Hills and Crags 
  30
  Other Places in the Wilds 
  30
  Legends of The Other Regions 
  31
  The Middle Region 
  31
  The Inner Region 
  31
  Chapter 2: Rules of the Game 
  32
  The Basics 
  32
  Characters 
  32
  Time 
  32
  Taking Action 
  33
  Rolling Dice 
  34
  Fate 
  36
  Combat 
  37
  Surprise Attacks 
  38
  Position 
  40
  Determine Order of Actions 
  40
  Character Actions 
  40
  Enemy Actions 
  44
  Inflicting Damage 
  45
  Armour 
  46
  Taking Damage 
  47
  Death and Dying 
  47
  Resting 
  48
  Chapter 3:  
  Characteristics and Skills 
  49
  Attributes and Aspects 
  49
  Strength 
  49
  Craft 
  50
  Derived Characteristics 
  50
  Life 
  50
  Max Load 
  50
  Speed 
  51
  Spell Points 
  51
  Skills 
  51
  Unskilled Tests 
  51
  Chapter 4: Ancestries 
  56
  Dwarf 
  56
  Elf 
  58
  Ghoul 
  60
  Human 
  61
  Leywalker 
  62
  Sprite 
  64
  Troll 
  65
  Chapter 5: Classes 
  67
  Assassin 
  67
  The Unkindest Cut 
  67
  Playing an Assassin 
  67
  Creating an Assassin 
  68
  Core Features 
  68
  Druid 
  69
  One with the Land 
  69
  Playing a Druid 
  69
  Creating a Druid 
  69
  Core Features 
  69
  Minstrel 
  71
  A Knave on the Open Road 
  71
  Playing a Minstrel 
  71
  Creating a Minstrel 
  71
  Core Features 
  72
  2
   
  
  Priest 
  73
  Voices of Light and Darkness 
  73
  Playing a Priest 
  73
  Creating a Priest 
  73
  Core Features 
  73
  Prophet 
  75
  Through a Glass Darkly 
  75
  Playing a Prophet 
  75
  Creating a Prophet 
  76
  Core Features 
  76
  Scout 
  77
  Survival at All Costs 
  77
  Playing a Scout 
  77
  Creating a Scout 
  77
  Core Features 
  77
  Sorcerer 
  79
  Purveyors of Secrets 
  79
  Playing a Sorcerer 
  79
  Creating a Sorcerer 
  79
  Core Features 
  79
  Thief 
  81
  Acquisition is the Law 
  81
  Playing a Thief 
  81
  Creating a Thief 
  82
  Core Features 
  82
  Warrior 
  82
  Forged in Battle 
  82
  Playing a Warrior 
  83
  Creating a Warrior 
  83
  Core Features 
  83
  Wizard 
  84
  The Secretive and the Wise 
  84
  Playing a Wizard 
  84
  Creating a Wizard 
  85
  Core Features 
  85
  Chapter 6: Character  
  Creation and Advancement 
  87
  Where to Begin? 
  87
  Step One: Choose Your Ancestry 
  87
  Step Two: Choose Your Class 
  88
  Step Three: Choose Your Alignment 
  90
  Step Four:  
  Assign Your Attributes and Aspects 
  91
  Step Five: Final Touches 
  91
  Character Advancement 
  93
  Chapter 7:  
  Advanced Special Abilities 
  94
  Universal Advanced Special Abilities 
  94
  Class Advanced Special Abilities 
  94
  Assassin Advanced Special Abilities 
  95
  Druid Advanced Special Abilities 
  97
  Minstrel Advanced Special Abilities 
  99
  Priest Advanced Special Abilities 
  101
  Prophet Advanced Special Abilities 
  102
  Scout Advanced Special Abilities 
  103
  Sorcerer Advanced Special Abilities 
  105
  Thief Advanced Special Abilities 
  106
  Warrior Advanced Special Abilities 
  108
  Wizard Advanced Special Abilities 
  110
  Chapter 8: Equipment 
  112
  Gold 
  112
  Weapons 
  112
  Armour and Shields 
  114
  Tools and Market Goods 
  115
  Services 
  118
  Mounts and Vehicles 
  118
  Chapter 9: Magic and Spells 
  119
  Magic in the Realm 
  119
  Learning Spells 
  119
  Spellbooks 
  119
  Scrolls 
  120
  Granted Spells 
  121
  Spells 
  121
  Basic Spells 
  124
  Intermediate Spells 
  130
  Advanced Spells 
  137
  Map of the Realm 
  143
  3
   
  
  Table of Contents
  Table of Contents
  Book II:   Game Master’s Guide 
  144
  Chapter 1: Telling a Story 
  145
  Being a Game Master 
  145
  Using the Rules 
  145
  Great Successes  
  and Extraordinary Successes 
  146
  Failing with Style 
  147
  Writing Adventures 
  147
  The Players 
  148
  Fate 
  148
  Fate Gains (Optional Rules) 
  148
  Maxed Out Fate (Optional Rules) 
  149
  Player Character Conflict 
  (Optional Rules) 
  151
  Social Interactions 
  151
  Player vs. Player Combat 
  151
  Chapter 2:  
  Strangers and Allies 
  152
  Strangers 
  152
  Attitude 
  152
  Stranger Descriptions 
  155
  Gaining Allies 
  161
  Gaining Followers 
  161
  Chapter 3: Followers 
  162
  Using Followers 
  162
  Obtaining Followers 
  162
  Loyalty 
  162
  Follower Design Guidelines 
  163
  Follower Benefits 
  163
  Followers 
  166
  Chapter 4: Enemies 
  174
  Enemies of the Realm 
  174
  Enemy Descriptions 
  174
  Animals 
  175
  Ape 
  175
  Bear 
  175
  Carrion Crows 
  176
  Forest Goat 
  176
  Giant Beetle 
  176
  Giant Fly 
  177
  Giant Rat 
  178
  Giant Spider 
  178
  Giant Worm 
  179
  Lion 
  179
  Mammoth 
  180
  Mountain Goat 
  180
  Mountain Lion 
  181
  Serpent 
  181
  Vampire Bat 
  182
  Wild Boar 
  182
  Wolf 
  183
  Cultists and Outlaws 
  183
  Bandit 
  183
  Dark Acolyte 
  184
  Dark Initates: Vassals of Darkness 
  184
  Vassal of Mab 
  184
  Goblinoids 
  185
  Cave Troll 
  185
  Gnoll 
  186
  Goblin 
  186
  Hobgoblin 
  186
  Kobold 
  186
  Ogre 
  187
  Monsters 
  188
  Basilisk 
  188
  Doppelganger 
  189
  Gargoyle 
  190
  Giant 
  190
  Harpy 
  190
  Manticore 
  191
  Spirits 
  192
  Apparition 
  192
  Banshee 
  192
  Barrow Wight 
  193
  Ghost 
  193
  Shadow 
  194
  Spectre 
  194
  Will-o’-the-Wisps 
  195
  Wraith 
  196
  Undead 
  196
  Death Knight 
  196
  Lemure 
  197
  Lich 
  197
  Mummy 
  198
  Putrid Zombie 
  198
  Skeleton 
  199
  Dragons 
  200
  Dragon 
  200
  Woodland Drake 
  201
  Wyrd Dragon 
  201
  Wyvern 
  202
  4
   
  
  Elementals 
  203
  Air Elemental 
  203
  Crawling Slime 
  203
  Earth Elemental 
  204
  Fire Elemental 
  205
  Water Elemental 
  205
  Fae 
  205
  Boggart 
  206
  Breeze Sylph 
  206
  Brownie 
  207
  Coblynau 
  207
  Fae Witch 
  207
  Fomorian 
  208
  Knocker 
  208
  Naiad 
  209
  Pixies 
  209
  Red Cap 
  210
  Sidhe 
  210
  Sluagh 
  210
  White Stag 
  211
  Chapter 5: Adventuring 
  212
  Exploration 
  212
  Time and Distance 
  212
  Exploration Roles 
  212
  Camping 
  214
  Hazards 
  215
  Visibility 
  217
  Traps 
  218
  Designing a Trap 
  218
  Noticing a Trap 
  219
  Avoiding or Disabling a Trap 
  220
  Triggering a Trap 
  221
  Example Traps 
  221
  Environmental Dangers 
  221
  Poisons and Venoms 
  222
  Delivery Methods 
  222
  Effects 
  222
  Example Poisons 
  224
  Chapter 6: Rewards 
  225
  Experience 
  225
  Earning Experience 
  225
  Follower Experience 
  228
  Magic Items 
  228
  Identifying and  
  Using Magic Items 
  229
  Magic Item Descriptions 
  229
  Amulets & Necklaces 
  229
  Armour 
  230
  Bags 
  233
  Crowns 
  234
  Holy Relics 
  234
  Magic Rings 
  235
  Potions and Elixirs 
  236
  Trinkets 
  238
  Wands 
  238
  Weapons 
  239
  Chapter 7: Death’s Messenger 241
  Synopsis 
  241
  Act One: Restless Spirits 
  242
  Map: The Graveyard 
  244
  Map: The Ancient Tomb 
  245
  Act Two: Seeking the Enchantress 
  247
  Act Three: The Deep Dark Woods 
  251
  Map: The Abandoned Chapel 
  254
  Map of the Realm 
  257
  Appendix I: Critical Failures  
  and Aspirations 
  258
  Critical Failure 
  258
  Aspirations 
  259
  Alignment 
  260
  Ancestries 
  260
  Classes 
  262
  Appendix II:  
  Enemies and Strangers 
  263
  Enemy Encounters 
  263
  Level 1–3 Encounters 
  263
  Level 4–7 Encounters 
  264
  Level 8–10 Encounters 
  265
  Stranger Encounters 
  266
  Appendix III:  
  Interesting Locations 
  267
  Index 
  274
  Enemy Benefits, Banes,  
  and Special Abilities 
  281
  Character Sheets 
  282
  Dwarf Priest 
  282
  Elf Scout 
  284
  Ghoul Assassin 
  286
  Human Sorcerer 
  288
  Sprite Druid 
  290
  Troll Warrior 
  292
  Blank 
  294
  5
   
  
  BOOK I:  
  PLAYER’S GUIDE
  6
   
  
  A Tale of the Crown Seekers
  A Tale of the Crown Seekers
  promised her a unicorn if she rode away with him, 
  so off she went, poor thing.”
  “Did she see a unicorn?” interrupted her youngest 
  girl.
  “Oh, yes. Yes, she did.”
  “I want to see one too!” demanded Baby. He was 
  seven years old, but we still called him Baby because 
  he was the last child born.
  “Hmmph,” said his Mama. “Myrande didn’t 
  return to the tavern for over a year, but she did 
  return in the dead of winter with no minstrel, no 
  mule, and no money.”
  “But she had a unicorn!”
  “No, child, but she had a story. She and her minstrel 
  bought passage on a ship across the Storm River to 
  the Temple on the other side. Each said their own 
  separate prayers. Then the minstrel hired a guide to 
  help them travel the Middle Realm. Myrande was 
  scared but also excited. She said she watched the 
  minstrel charm a lion and saw that lion kill a boar 
  when the minstrel commanded it. She was feeling 
  very safe indeed when the three companions entered 
  the woods. Then it happened: a unicorn approached 
  from the darkness of the trees and rested its head in 
  Myrande’s lap, just like in the stories.
  When the blacksmith tells a story to her children, 
  her face turns grim. It’s like the expression she has 
  when she’s hammering an iron bar into a blade. 
  That day, she gathered all six of her children under 
  the spreading chestnut tree at twilight, put the baby 
  in her lap, and began.
  “Before I married your Papa and came to live 
  in Villedoc, I lived and worked in the Tavern on 
  the other side of the Great Forest. Many brave 
  adventurers fell into their cups there, bragging 
  and boasting of the Treasure Beyond All Treasures 
  and how close they came to finding it. We were 
  barmaids: we all sighed, we blushed at their stories, 
  and we took their money. Most of us didn’t believe 
  a word of it, but wherever there are dreamers, there 
  are fools.
  On the day Darg the Minstrel came to town, I was so 
  busy serving ale and wiping tables I hardly noticed 
  the man. The next day, when he took his leave to 
  search for the Treasure Beyond All Treasures, we all 
  took notice. Lovely Myrande, the prettiest barmaid, 
  rode away on the back of his mule.
  Myrande was a newcomer, but she took quickly to 
  tavern work, and she’d never put on airs because of 
  her beauty. We were all fond of that sweet maiden 
  and sorry to see her go. She said the minstrel 
  7
   
  
  A Tale of the Crown Seekers (Cont.)
  A Tale of the Crown Seekers (Cont.)
  She rode it through the woods. She fed it soft grass 
  and groomed its long mane, and when they travelled 
  out of its woodland home, it kept following her past 
  the Temple, even when they walked through a hot, 
  dry desert.
  In the desert, they found a mysterious cave. Darg 
  the Minstrel went in alone, and when he came out, 
  he said he knew the secret to the key to the Treasure 
  Beyond All Treasures. He had an odd glint in his 
  eye, Myrande said. Before she knew what was 
  happening, the minstrel shouted, “Warlock, behold 
  my sacrifice!”
  He drew his sword, and he stabbed his faithful 
  guide until the poor man gurgled his last breath. 
  Myrande screamed. If not for her loyal unicorn, she 
  might be screaming there still. They galloped away 
  from the mad minstrel, galloped and galloped until 
  they had to stop and walk. Then they walked and 
  walked until they could barely move. And then they 
  were horrified to find Darg standing right in front 
  of them.
  Her brave unicorn used his last burst of energy to 
  charge at the minstrel, but instead of running him 
  down, he and the minstrel both fell into a deep, 
  dark chasm.”
  The blacksmith stretched and started to rise.
  “What happened next?” begged Baby. “Did the 
  unicorn escape?”
  “Lovely Myrande came back to us. Her hair was 
  white as snow, and she had a horrid case of the 
  shakes every time she heard a man singing. That’s 
  the end of the story. No unicorn. No great treasure. 
  Just death, madness, and scars that won’t heal. So… 
  do you still want to go treasure hunting, my little 
  love?”
  “Yes!” exclaimed Baby, climbing out of his 
  mother’s lap and brandishing his toy sword.
  His mother smiled wearily. “Then I guess I’ll be 
  keeping my eye on you,” she said.
  What is Talisman 
  Adventures?
  The Talisman Adventures Fantasy Roleplaying Game is 
  set in the world of Talisman: The Magical Quest Game. 
  You can explore the world of Talisman in new ways, 
  creating your own characters and telling your own 
  stories. The game board has been set aside, replaced by 
  a map and your imagination. You and your friends can 
  now forge your destiny and discover the world on your 
  terms. There is no longer one set goal; instead, there’s 
  an entire realm to travel and explore, strange monsters 
  to battle, precious treasure to find, and ancient secrets to 
  uncover. Think of the Realm of Talisman as a dark faery 
  tale, one where you take on roles as heroes, anti-heroes, 
  or even villains. You’ll encounter many obstacles along 
  your path to fame and glory, but in this game, you get 
  to decide how you deal with them. Do you challenge 
  the dragon and fight it head-on, or do you sneak into its 
  lair while it’s sleeping to steal its treasure? Your fate is 
  in your hands.
  What is Roleplaying?
  Roleplaying games may seem strange and mysterious, 
  but most of us have roleplayed throughout our lives. As 
  children, we play make-believe. Later in life, we might 
  go through a haunted house on Halloween, attend a 
  murder mystery, or go to an Escape Room; those could 
  also be considered forms of roleplaying. Any shared 
  experience where you suspend your disbelief in order 
  to tell a consensual story is a form of roleplaying. 
  When you’re playing Talisman Adventures, you’re sitting 
  around a table or on a comfy couch in the living room 
  and telling a story with your friends. The only difference 
  is that one person, the Game Master, guides the story 
  while the players use dice to determine the outcome 
  of certain situations. Do you successfully defeat the 
  monster, jump across the chasm, or bluff your way past 
  the guard?
  Those of you who have played the Talisman board 
  game may wonder how this game is different. On the 
  surface, a board game and a roleplaying game can seem 
  8
   
  
  very similar. In both games, you have a character who 
  sets out to explore the world and its mysteries. Your 
  character then becomes more powerful as you defeat 
  enemies and overcome dangers. In the roleplaying 
  game, you are in complete control of your character. 
  Gone is the game board and a singular goal, such as 
  obtaining the Crown of Command. Now you have a 
  map of the Realm. You’re free to explore as you wish, 
  forging your own destiny.
  Perhaps the key difference between the two is that you 
  and the other players are no longer competing with one 
  another. Now you’re working together to accomplish 
  your goals. You’re part of a party of adventurers who 
  have banded together to fight off the Darkness that 
  threatens to engulf the Realm. One player takes on the 
  role of the Game Master, the storyteller who guides the 
  other players through the story, describes the world as 
  you explore it, and plays the role of the various monsters 
  and people (often known as non-player characters or 
  NPCs) that you encounter during your journey. The 
  Game Master places terrible dangers in front of you, but 
  the Game Master is not your enemy. You use dice when 
  you fight a monster or attempt to overcome some other 
  peril, but for the most part, this is a game of storytelling. 
  The players and the Game Master work in collaboration 
  to tell an epic story of fantasy and adventure, one you 
  will hopefully remember for years to come.
  Where to Begin
  Where should you begin? At the beginning, of course! 
  Seriously, though, you’ve already begun. The first thing 
  you need to do is read this book. The Talisman Adventures 
  Player’s Guide is dedicated to player characters (also 
  known as PCs), offering everything you need to know 
  as a player. It contains the basic rules of play, rules for 
  character creation (including ancestries and classes), 
  equipment lists, spells, and an in-depth look at the 
  history and geography of the Realm–the setting for the 
  Talisman Adventures Fantasy Roleplaying Game.
  The second book, the Talisman Adventures Game 
  Master’s Guide, is full of information important to the 
  Game Master (also called the GM). This book contains 
  advice on storytelling, information on Allies and 
  Followers, rules for exploration, tons of Enemies, and 
  finally, details on rewards and character advancement. 
  We’ve also included an adventure that allows you to 
  jump right into the action.
  Once you’ve learned the rules of the game, you’ll need 
  to assemble a group of players. You’ll want at least three 
  or four, although you can play with as many as six or 
  more. One of you must decide to be the Game Master. 
  The GM can use a prewritten adventure, like the one 
  that comes with this game, or they can create their own 
  stories, using the information in the GM’s book as a 
  guide. Besides that, you’ll want to have some six-sided 
  dice, pencils, paper, and maybe some snacks. Then 
  you’re ready to go!
  9
   
  
  Glossary of Game Terms
  Glossary of Game Terms
  Alignment: This trait describes a character’s 
  connection to the greater forces of good, evil, and 
  neutrality. A character’s alignment can limit their 
  choices during a story, such as which magic items 
  they can use. Some places are dedicated to good or 
  evil, which may have effects on characters of the 
  same or opposite alignment.
  Allies: The term “allies” includes characters and 
  other NPCs friendly to you. The GM also has rules 
  for NPC allies who are friendly towards the heroes 
  and may assist them in some way.
  Ancestry: Describes your character’s origins and 
  background. There are seven ancestries available: 
  elf, dwarf, ghoul, human, leywalker, troll, and 
  sprite.
  Aspects: Your two main attributes, Craft and 
  Strength, are also two categories of aspects. Craft 
  includes three aspects: Insight, Wits, and Resolve. 
  Strength includes three aspects: Brawn, Agility, and 
  Mettle. A character can add their aspect to a roll 
  when attempting a task with a skill.
  Attitude: Describes an NPC’s current relationship 
  to a player character.
  Attributes: Characters have two main attributes. 
  They’re called Craft and Strength, and each one 
  has a number between 1 and 10. Attributes affect 
  various things in the game, including the amount 
  of damage you inflict, your spell points, and your 
  carrying capacity. Each attribute is also a category 
  of aspects (as defined above).
  Bonus Die: Gives you an extra die that you add to a 
  test roll. You get to choose which three dice to keep, 
  although you must always keep the Kismet Die. A 
  character can only ever roll one bonus die, even if 
  multiple bonus dice are granted by different Special 
  Abilities.
  Class: Describes your character’s profession and 
  determines their role in the game: fighting, casting 
  spells, stealth attacks, etc. The following classes are 
  available in Talisman Adventures: assassin, druid, 
  minstrel, priest, prophet, scout, sorcerer, thief, 
  warrior, and wizard.
  Degree of Success: Describes how well you 
  accomplished an attempted action. Failure means 
  that you failed the test and suffer any consequences. 
  A Standard Success means that you succeed, but 
  with some mitigating circumstances. A Great 
  Success indicates that you fully succeed in your 
  action. An Extraordinary Success means you not 
  only succeeded but also possibly gained some extra 
  benefit.
  Difficulty: When a test is required, the GM sets a 
  number as the Difficulty for that roll. When you’re 
  making a test, you want to roll equal to or higher 
  than its Difficulty. Sometimes, the test’s description 
  includes an adjective (such as Moderate or Hard) 
  that lists its degree of Difficulty.
  Enemy: Any NPC that’s a threat to the heroes is an 
  Enemy. Enemies have their own traits.
  Experience: Characters earn experience by defeating 
  monsters and overcoming dangers. A certain 
  amount of experience is required for a character to 
  gain levels.
  Focus: A character may choose a focus as a 
  specialisation for a skill. Most skills have more than 
  one focus to choose from during character creation. 
  When a character performs an action that requires 
  a roll and involves a focus, that character has a +2 
  bonus to the roll.
  Followers: This type of non-player character can 
  assist your character in various ways during an 
  adventure. A Follower might grant benefits (like a 
  Special Ability) or provide a bonus under certain 
  circumstances.
  Game Master (or GM): This person describes the 
  world where the game is set, including all the 
  places the player characters explore. The GM also 
  controls the actions and words of all of the people 
  and monsters the player characters encounter. 
  The Game Master is the final arbiter of any rules 
  disputes, although they should always give the 
  players’ opinions careful consideration.
  Guide Test: This type of Exploration test is made by 
  a character leading an adventuring party through 
  the wilderness. The result of the test determines how 
  quickly the group travels toward their destination.
  Hunter Test: This type of Exploration test is made to 
  find prey while travelling through the wilderness. 
  The result of the test determines whether characters 
  must consume rations.
  Kismet Die: This die is a different colour than other 
  dice. When you roll a 1 or 6 with it, special events 
  occur.
  Level: This trait represents a character’s power. 
  At each level, a character gains skills, new Special 
  Abilities, a higher Life trait, and so on.
  Life: This trait is an indicator of how much damage 
  a character can take. Attacks cause damage, which 
  reduces Life. When a character’s Life reaches zero 
  (0), they are dying.
  10
   
  
  Glossary of Game Terms (Cont.)
  Glossary of Game Terms (Cont.)
  Enemies, Followers, and Strangers
  Enemies, Followers, and Strangers
  Load: This number represents an item’s bulk and 
  weight, which allows the GM to figure out how 
  much weight a character can carry before becoming 
  encumbered. For example, an item might weigh 1 
  load, and a character might be able to carry 25 load.
  Loyalty: Each Follower has a Loyalty trait that 
  indicates how long they remain with the character 
  they serve.
  Fate: The game includes Light Fate and Dark Fate. 
  Light Fate is used by players to assist in tests and 
  activate special abilities. Dark Fate is used by the 
  GM in the same way, but it’s used to assist enemies.
  Focus: A specialization of a skill that gives the 
  character +2 to any test made where the focus applies.
  Non-Player Character (or NPC): The Game Master 
  controls this type of character.
  Player: Each person playing the game is a player 
  who controls a player character (see below).
  Player Character (or PC): Each player character is 
  one of the heroes of the story. A player character is 
  controlled by one of the players; that player gets to 
  decide what that character does during the story. A 
  PC is often referred to as a character or hero.
  Skills: Characters perform certain actions using 
  skills, including actions listed in the relevant skill’s 
  description. If a character has the proper skill, they 
  get to add an aspect (determined by the GM and 
  player) to the roll. If a character does not have the 
  proper skill, they do not get to add an aspect. Some 
  actions (such as spellcasting) require the character 
  to have the skill before they can attempt the action.
  Special Abilities: Each character can attempt special 
  actions or effects; these Special Abilities are defined 
  by the character’s ancestry and class. Some require 
  Light Fate to activate; some require the player to roll 
  a 6 on a Kismet Die; others can be used at any time.
  Speed: This trait represents the number of metres a 
  character can move in a round.
  We sometimes use capitalisation to signify game 
  terms. For example, we capitalise the words Enemy 
  and Follower in Talisman Adventures when we’re 
  referring to NPCs with statistics. We capitalise the 
  word Stranger when that NPC might become an 
  Enemy or Follower (or an NPC ally.) However, not 
  Spells: Some classes can use magical effects 
  called spells. There are three schools of magic: 
  Arcane, Mystic, and Nature. Each spell has its own 
  description.
  Spell Points: This number determines how many 
  spells a character can cast. Each spell has a spell point 
  cost the character must pay when casting that spell.
  Stranger: This type of non-player character is 
  someone the players don’t know well. They might 
  become an Enemy, an Ally, or even a Follower, 
  depending upon the actions of the player characters.
  Test: The Game Master calls for a test when a player 
  wants their character to do something that requires 
  a degree of risk. That player rolls three six-sided 
  dice and totals all three; one die, known as the 
  Kismet Die (see above), is a different colour. The 
  Difficulty is the number you want to roll or exceed 
  to be successful. A defence test is like a normal test, 
  but it’s only made when a character is trying to 
  avoid the effects of an attack or hazard.
   Indicates the player must spend Light Fate.
   Indicates the Game Master must spend Dark 
  Fate.
   Indicates a roll of 6 on the Kismet Die is 
  required.
   Indicates a roll of 1 on the Kismet Die is 
  required.
  More than one 
   or 
   may be indicated, meaning 
  that the player or GM must spend more than one 
  of the type of Fate indicated. For example, 
   
   
  means that a player must spend two Light Fate.
  Threat: This is the Difficulty number necessary to 
  affect an Enemy with an attack or spell. Each Enemy 
  has a Threat rating.
  Watcher Test: This type of Exploration test is made 
  while travelling to detect ambushes and other 
  dangers.
  every mention of enemies you see will be capitalised. 
  This is especially true in sections of the book that 
  deal with lore rather than rules. For example, you 
  may meet many enemies during your travels, but 
  they are not Enemies until they’re engaged in combat 
  or targeted by a harmful class ability.
  11
   
  
  Example of Play
  The following is an example of five people beginning 
  a game session of Talisman Adventures: Spring (The 
  Game Master), Bruce (playing Eldren, a human 
  wizard), Ed (playing Khaz, a ghoul thief), Tara (playing 
  Ariawyn, an elf warrior), and John (playing Thicket, a 
  sprite minstrel). This is their first session after creating 
  characters.
  Spring (speaking to the players after looking over her 
  notes): While we were making characters, we decided 
  that instead of beginning with your character’s first 
  meeting, you’re starting with an established group of 
  heroes. You’ve come together to fight the encroaching 
  Darkness that threatens the Realm. Each of you has had 
  an encounter that prompted you to set out to fight the 
  Darkness.
  Unfortunately, your first attempt at heroism did not go 
  as planned. You tracked an evil bandit lord far out into 
  the wilderness. The wily bandit lord led you straight to 
  his lair, where his horde quickly overwhelmed you. You 
  lost one of your company, and you now find yourselves 
  broke and far from civilisation. A travelling merchant 
  informed you that the small hamlet of Haven is seeking 
  to hire adventurers like you, and most importantly, 
  they’re paying well. This could be a chance to regain 
  your footing and maybe even make a little gold.
  John: As a minstrel, Thicket has travelled much of the 
  Realm. Do I know where we are or anything about the 
  hamlet of Haven?
  (Spring, as the GM, considers having John roll dice to see 
  if his character knows anything, but she decides that it would 
  be better just to let him know the information, since that helps 
  to move the story along.)
  Spring: Your character, Thicket, has heard of Haven, 
  although he’s never been there in person. He knows that 
  it’s a very small hamlet on the edge of the Whispering 
  Wood, just north of the Hollow Hills. The people of 
  Haven are mostly lumberjacks and their families. They 
  harvest rare harmony oaks, which are found only in 
  one part of that particular forest. It’s said that the wood 
  of these oaks amplifies and even enhances music and 
  other sounds, so it’s often used for creating musical 
  instruments or for building music halls and theatres.
  Bruce: Well, that doesn’t sound so bad. Eldren would 
  like to study the properties of these oaks to see if they 
  have any magical uses.
  Tara: I agree.
  Ed: As do I.
  Spring: With the whole party in agreement, you set 
  out for Haven, which is only about half a day’s journey 
  away.
  Tara (looking at Spring): Should we let you know if 
  anyone is scouting ahead or anything like that?
  Spring: No, not yet. The adventure doesn’t properly 
  begin until you get to Haven. Once you get there, 
  you’ll want to let me know things like that. That said, 
  you arrive at the edge of Haven around noontime. A 
  few people are working out in the fields surrounding 
  the hamlet. You see a small cluster of about a dozen 
  buildings and a wood mill that lies alongside a small 
  stream. It’s been raining the last few days, and the banks 
  of the stream are overflowing in places. Tall trees of a 
  dark-looking wood loom near the buildings. A small 
  child comes running toward you from one of the fields.
  Ed: I try to hide behind Eldren, so I don’t frighten the 
  child.
  John: Thicket flies forward to greet the child. (John 
  then speaks as his character.) “Hello there! We’re looking 
  for Haven. Have we come to the right place?”
  Spring: The child, a young boy, seems too enchanted 
  by the flying sprite to notice the hideous ghoul. (Spring 
  decides to speak as the non-player character.) “Are you 
  heroes here to find my father?”
  John (replying as his character): “Perhaps we are, child. 
  Do tell, what happened to your father?”
  Ed: Don’t forget to ask about the reward.
  Tara: “We’ll help you, if we can.”
  Spring: The human boy beams with excitement. 
  “Then you need to come with me. I’ll take you to 
  Halfrid, the village elder. She’ll tell you everything.” 
  The boy reaches up, grabs the elf’s hand, and begins 
  leading her toward town.
  The adventure begins….
  12
   
  
  Chapter 
  hapter 1:    
  History of the 
  istory of the Realm
  ealm
  Our world has countless stories of the Great Wizard 
  and almost as many myths about its founding. The 
  elves claim he was a fae creature, aloof and mysterious. 
  Others say he was a demon of madness given mortal 
  guise. Some say that he was not a man at all, but a 
  powerful wise woman. The dwarves, as one would 
  expect, have very little to say on the subject. Contained 
  herein is but one of many possible stories. This tale 
  is told beside hearths and campfires throughout  
  the Realm.
  History of the Realm
  Welcome, friends. Come close. Gather ‘round my fire, 
  you who would be heroes. Warm your bones, dry your 
  socks, and listen well, for you just might learn of the fate 
  that awaits you.
  Long ago, when the oldest forests were tiny acorns 
  and the tallest mountains were mere grains of 
  sand, the forces of good and evil waged their war 
  throughout the universe, much as they do today.  
  13
   
  
  On the edge of it all lurked Oblivion, and between that 
  cold nothingness and the fragile flickers of mortal life 
  stood the unknowable Norns.
  Of course, those are weighty matters, much bigger 
  than you or me. We need not speak of the universe 
  when our own stories are much closer to home. One 
  great man created our troubles. Or perhaps, when 
  looked at another way, he was truly a terrible man, but 
  from his foul deeds came our salvation.
  Long ago, the Realm we knew was a fire-ravaged 
  wasteland. Monsters roamed with impunity, dragons 
  fouled the ground and sky, and honest people struggled 
  to survive. There were no cities full of wonders, no 
  castles with kings and queens, no fields to plough, 
  no songs to sing, and no quests for glory to be had. 
  Humankind existed as scattered and wandering tribes. 
  They eked out a meagre existence by hunting the foul 
  beasts of the wastelands, and monsters from their worst 
  nightmares hunted them in return.
  The people of these tribes lived short, brutal lives full 
  of fear, hunger, and the ever-present spectre of death. 
  But one day, from deep in the wastelands, a strange 
  man arrived with a golden box under his arm—a man 
  you might know as the Great Wizard.
  Back then, he was the only wizard, as nobody else 
  knew the things he knew or could do the things that 
  he could do. He gathered the leaders of those scattered 
  tribes, and he told them tales of his great deeds. He 
  regaled them with the story of his golden box, telling 
  them how he had battled Oblivion itself and locked its 
  fiercest minions away in the Netherworld, an entire 
  plane of horrors he kept safely inside. He told tales of 
  Queen Mab’s rebellion against the Norns and how she 
  cloaked her Woodlands in shadows and mist. He told of 
  shambling skeletons, terrible ghasts brought back from 
  the grave, hungry giants whose brutish brows brushed 
  up against the sky, and of cunning demons who would 
  steal your very soul.
  And he told tales of how he had bested them all, one 
  by one, with his powerful magic.
  He spoke of a land of green and plenty, shown to him 
  in secret as a reward for his great deeds. And he said 
  he would lead humankind there if they would agree to 
  follow. Some were not convinced by his tales. Perhaps 
  they did not trust the wicked gleam in his eye, or maybe 
  they simply refused to be ruled by anything more than 
  their own strength of arms. Those people chose to stay 
  behind in the wastelands, where they would defend 
  their homes and deal with their struggles on their own.
  The Wizard found the wisest of these defenders, an 
  old hermit, and draped charms of power and protection 
  over him. Then the Wizard left his golden box with the 
  old hermit, for it was not safe to carry it forward and 
  risk it fouling the promised lands. The Wizard swore to 
  return one day to claim the box, warning that it should 
  never be opened. In return for keeping it safe, the hermit 
  would be protected from all harm until the day he died. 
  14
   
  
  Then the box would be passed down to another, and 
  another, and so on, and so forth.
  The rest followed the Wizard into the wild, but their 
  journey was not an easy one. They travelled for many 
  months across the wastelands, where food was scarce 
  and danger lurked around every corner. When the 
  caravan encountered ravaging wolves or bloodthirsty 
  lions, the Wizard ensorcelled the beasts and forced 
  them into slumber. The beasts would lie down at the 
  Wizard’s feet, and the hunters would slaughter them 
  for meat.
  When the spirits of the dead beset the tribe in the 
  middle of the night, the Wizard blasted the shades 
  back to Oblivion with beams of light from his eyes and 
  unholy chants from his lips.
  When a colossal black dragon barred the way, the 
  Great Wizard spent three days in a staring contest with 
  it, waiting to see who would give in first. At last, the 
  dragon blinked, and in that moment of weakness, the 
  Wizard transformed the wyrm into nothing more than 
  a small green toad!
  On the darkest nights, when the air was filled with 
  the howls of unseen monsters, he sat by the campfire 
  and calmed the people with simple magic tricks. He 
  confused the mind of a brilliant philosopher, he slowed 
  the arrow of a mighty hunter, he blasted stone to rubble 
  with fire from his fingertips, and he even conjured up 
  the ghostly images of those who had died along the 
  way. More importantly, he taught his most basic tricks 
  to those brave enough and clever enough to learn them.
  At long last, the tribe of humans came to the raging fury 
  of the Storm River, whose current still flows as swiftly 
  as it did in those days. There was no way to cross, but 
  the Wizard simply smiled his knowing smile, cupped 
  his hands to his mouth, and shouted across the river. 
  His voice was like thunder, echoing through the hills.
  “Wise elves of the forest, sturdy dwarves of the mines, 
  I have aided you with past troubles. I have parleyed 
  with dragons to vouchsafe this land, I have swept 
  demons from your sacred halls, and I have conspired 
  with Fey Lords to twist this river into a wall. Now 
  I call upon you to return my favours. Welcome these 
  downtrodden humans among you. They are brave and 
  strong, though to your long years, they may seem as 
  naught but children. Do this, and all shall be rewarded.”
  In response to his words, silver boats appeared on the 
  opposite shore, carved wooden vessels with ornate oars. 
  They slid into the water, piloted by elvish sailors with 
  features most fair, and they sailed effortlessly across 
  the raging waters. In astonishment, the tribe of humans 
  were ferried across the river. For the first time, they saw 
  the Outer Region laid green and fruitful before them.
  The wizard taught the people how to plant crops and 
  tame beasts of burden. He taught them how to build 
  bridges, roads, and walls. He supervised the creation 
  of a castle, picked the strongest man as a king, chose 
  the wisest woman to be a queen, and helped them craft 
  laws for the governance of their people. He brought the 
  leaders of the elves, dwarves, trolls, and men together 
  so that they could broker treaties for the fair division of 
  lands. Lastly, he warned them all against allowing the 
  forces of Oblivion access to this paradise.
  Years passed, and the Great Wizard came and went, 
  always heading back into the wasteland (a land that 
  came to be known as the Middle Region), where 
  he gained more power and shepherded more of 
  humankind to those peaceful green shores. He crept 
  into the Highlands and stole gems from the Eagle King. 
  He bested the Lord of Darkness and trapped him in a 
  dungeon deep beneath the ground. He climbed to the 
  top of the Dragon Tower and cast the Dragon King into 
  the void. He strode into the Firelands and bound ifrits 
  to his will. And atop his stolen tower, he used the ifrits 
  to forge a terrible crown. It was a crown with the power 
  to command the minds of mortals—a crown with the 
  power to destroy your very soul.
  Each quest he undertook and each challenge he 
  overcame made the world a little bit safer for all who 
  lived, yet it also made him many enemies. His enemies 
  still linger, long after the Wizard and his protections 
  faded.
  While the Wizard was away, the new King and Queen 
  raised a family: seven brave sons and seven clever 
  daughters. When at last the Wizard returned with the 
  Crown of Command perched atop his head, he saw that 
  the tribes of humankind had prospered and done well 
  for themselves. Now he demanded his own reward. 
  The Great Wizard claimed the two eldest children, a 
  son and a daughter, as apprentices to accompany him 
  on his travels. They went with him willingly.
  Three years later, the Wizard returned. The son and 
  daughter were no longer at his side. He repeated his 
  demands for two children: the eldest son and the eldest 
  daughter. With some trepidation, they agreed. Every 
  three years this ritual continued. The Wizard would 
  return and claim two more children, though each time 
  they were less and less willing to go.
  What was the Wizard doing with these princess and 
  princesses? Why did they never return? Was he teaching 
  them the secrets of the universe and sending them on 
  their way? Perhaps. Was he treating them harshly and 
  turning them into animals when they angered him? It 
  is possible. Was he sacrificing their youthful energy in 
  dark and horrible rituals meant to keep the demons at 
  bay? That’s what many feared.
  And so, when the Wizard returned for the seventh 
  time, the King and Queen refused his request. They 
  had only one son and daughter left, their youngest, and 
  they were not going to let them leave as well.
  15
   
  
  The Wizard was outraged. “I have given you all this. 
  I am the one who led your people from the wastelands. 
  I am the one who gave you a life worth living, a land 
  worth working, and above all, a hope for a better 
  tomorrow. And yet, I ask for such a trifle in return, and 
  you deny me. You shall live to regret this mistake.” He 
  snapped his fingers, and the two youngest children fell 
  dead on the spot.
  Then the Great Wizard turned on the astonished 
  parents, the light in his crown flickering red with his 
  rage. “This is what happens to those who defy me. Your 
  children are now all gone, and you shall never see them 
  again. But you will live eternally with your grief, so that 
  you may forever regret this betrayal. I am done with 
  you all!” And with that, he turned from their hall and 
  strode back across the river.
  As he walked step by step over the churning rapids, a 
  bridge formed beneath the Great Wizard’s feet. Above 
  it grew a giant stone soldier to guard his back, a Sentinel 
  that still stands to this very day. On the opposite bank, 
  the Wizard looked back at the land of green and paused.
  Some say he wrestled with the desire to smite them 
  all. Others say he felt a fleeting moment of regret for 
  what he had done. Nobody really knows, but we do 
  know that in the end, he chose to be merciful. Instead 
  of destroying the entire Realm, he swept his arm 
  out in anger at those who had denied him his prize. 
  Responding to his rage, the Storm River altered its 
  course. The river wrapped around the castle and pulled 
  it into the Middle Region, forever separating it from the 
  rest of humanity.
  For a time, the masses of humankind were quite 
  distraught. They wept buckets of tears over the loss 
  of the noble princes and princesses. They fretted over 
  what the Wizard would do if he ever returned. The 
  King and Queen were beyond reach, and in their grief, 
  they were unable to rule. Their castle fell into ruin. A 
  King and a Queen still rule there to this day, but they 
  are far removed from events in the Realm.
  Now that the nobles and their castle were lost beyond 
  the river, and now that the land was no longer under 
  the Wizard’s protection, terrible monsters crept up 
  from below. The people, in turn, built a large City 
  with walls and watchmen to keep them all safe. The 
  mists eventually faded from the Woodlands, revealing 
  secrets both wondrous and strange. And the fey began 
  to mingle once more with the races of mortals.
  Stories trickled out of the Middle Region about the 
  Great Wizard, but no one ever saw him again. Eventually, 
  the stories stopped, replaced by one whispered claim: 
  The Great Wizard had died. Perhaps, truth be told, he 
  never even existed at all. Time and distance have a way 
  of turning memories into myth.
  But the things he left behind—the Crown of Command 
  and the other Talismans of great power—those certainly 
  exist. Charlatans in the market may peddle cheap copies 
  for a tidy sum, but a true few have been found by those 
  brave enough to seek them.
  And that is where you come in, isn’t it? So many have tried 
  to cross the Sentinel’s bridge to seek those relics, hoping to 
  claim power, glory, or fame. So many have failed. Only heroes 
  are worthy of such things. So, my friends around the fire, you 
  have heard my tale. Ask yourselves, those of you who would 
  be heroes. Are you brave enough? Are you clever enough? In 
  the end, are you worthy?
  The Realm Today
  Since the departure of the Great Wizard, the people of 
  the Realm have found ways to live their lives and make 
  their fortunes as best they can. The majority dwell in 
  what is known as the Outer Region, a broad and largely 
  pastoral region surrounded by the seemingly infinite 
  World Sea on one side and the tempestuous Storm River 
  on the other. A few intrepid souls make their living on 
  the river, carrying those who have need to the Middle 
  Region, usually to the great Temple or the ancient Castle 
  of the royal family. There is another way to cross, but 
  any who attempt to pass that way must contend with a 
  fearsome yet deceptively quiescent Sentinel.
  By comparison to the Outer Region, much of the Middle 
  Region is wild and untamed. A vast desert covers much 
  of the southern lands. Wild forests and treacherous hills 
  fill the rest of these lands. From the centre of the Middle 
  Region rise tall, impassable mountains. Somewhere 
  in these mountains lies an ancient portal, which some 
  claim is the legendary Portal of Power, an entrance to 
  the realm of the Great Wizard. Beyond lies the fabled 
  Inner Realm, accessible only to those who bear the 
  legendary Talismans—sacred objects created by the 
  Great Wizard for secret reasons of his own.
  The acolytes of the Temple see sacred balance in the 
  triangular lines of the Talismans: the Light of On High, 
  the Darkness of Oblivion, and the Natural Powers of 
  Balance. It cannot be known if this inference was drawn 
  in hindsight or if the Talismans’ creator intended to 
  mimic the order of the cosmos. The ways of wizards 
  are ever inscrutable, and hope has been built on flimsier 
  foundations. Yet many agree: those who carry their 
  Talismans to the Inner Region will find a great plain of 
  fire, which conceals the Crown of Command, the most 
  magnificent and terrible treasure ever created.
  16
   
  
  Borders of the Realm
  Nearly impenetrable borders form many of the 
  Realm’s defining features. Tall, rocky cliffs and 
  dangerous, jagged shoals line the coast. The sea is 
  accessible in a few places, visible from the towns of 
  Leyruin and Greymist, yet even there, the only truly 
  safe waters are small lagoons bounded by coral reefs. 
  A few kilometres beyond the coast, tempestuous seas 
  await unwary travellers. A few brave captains navigate 
  these dangerous shores, ferrying goods and people 
  from Leyruin to Greymist, and some sail as far as the 
  City. In recent years, the coastal waters have become 
  more navigable, and a few fisherfolk ply these waters 
  as well. To the north, the Crags create the upper border 
  of the Realm. Trolls tell tales of monster-plagued 
  wastes beyond the Crags, where no sane mortal dares 
  to venture. A thick fog blankets the northern wastes, 
  making travel nearly impossible.
  Moving towards the centre of the Realm, the Outer 
  Region is cut off from the Middle Region by the Storm 
  River, which fully encircles it. A constant tempest 
  obscures the river, beginning a half-kilometre from the 
  shoreline of the Outer Region and continuing to the 
  other side. In spite of its omnipresent storms, the river is 
  somewhat navigable. Sailors from the City wharf and the 
  Tavern at Innsview claim to have ferried it a time or two.  
  On the rare occasions when the perpetual storm over the 
  river is at a low ebb, the Middle Region is still shrouded 
  in a deep mist, obscuring all detail from the other side. 
  Once in a very great while, one can see the spires of the 
  ancient Castle from parts of Villedoc.
  The Lands
  The people of the Realm have learned to accept their 
  isolation. They now concern themselves with internal 
  issues and struggles, yet they still maintain a studied 
  curiosity about the world beyond the sea. All kinds 
  of people come together in the great City, nominally 
  beholden to the Castle beyond the Storm River yet 
  functionally independent. People of every ancestry 
  from human to sprite to ghoul dwell in the City. It takes 
  in raw resources from every settlement in the Realm 
  and sends out the finished goods it produces. For many, 
  this hub is the only place they can get items they do not 
  themselves produce.
  Outside the City, most ancestries have enclaves, 
  though quite a few settlements of mixed ancestry 
  exist. By and large, even the most inhabited, nominally 
  civilised places are extremely dangerous for those who 
  do not call them home. They’re not necessarily safe for 
  the locals, either.
  17
   
  
  The City
  As you approach the City, you’ll first notice the 
  pastoral fields and farmsteads that extend for 
  kilometres, especially to the east and south. The people 
  here are the lifeblood of the City, supporting the life 
  that teems within its walls. People of every ancestry 
  have made their homes here, whether by chance or by 
  choice.
  The City is called just the City because it is the first—
  and only—one of its size in the Realm. It’s the centre of 
  culture, civilisation, and commerce in the Realm. After 
  the departure of the Wizard, the influx of monsters 
  and other horrors led the people of the Realm to live 
  in larger, more defensible groups. The humans, giving 
  full reign to their organisational impulses, encouraged 
  and developed the sprawling, multi-layered economy 
  that became the City. It’s been just as complex ever 
  since. The City has continued to grow both outward 
  and upward over time. More importantly, the social 
  dynamics, factions, rivalries, and economic situation 
  have become more complicated. For an adventurer, it’s 
  a natural and necessary destination. Anything you can 
  get in the Realm by coin, bargain, or barter is available 
  in the City.
  Law and Disorder in the City
  Life in the City does not come cheap, though it spends 
  cheaply. Three main organisations run the streets and 
  enterprise here: the Merchants Guild, the Assassins 
  Guild, and the Thieves Guild. On the other end, 
  sponging off of their leavings, are the four main pillars 
  of the law in the City: the city patrol, the city watch, the 
  Night Guard, and the Sheriff, who runs the jail. Nearly 
  all officers of the law are for sale, regardless of their 
  affiliations.
  Above all of these, the Magistrate of the City keeps 
  things in some manner of working order and accepts 
  bribes from everyone. The city patrol functions 
  informally as a private guard for the Merchant’s Guild, 
  and it’s rumoured that the Night Guard is riddled 
  through with assassins. The Thieves Guild, naturally, 
  does not employ any of the legal organisations directly, 
  but they have plenty of funds to pay off any who would 
  try to jail them for any length of time.
  There are two authorities, however, who answer 
  directly to the Magistrate and no other: the Taxman 
  and the City Dungsweeper. The City Dungsweeper 
  is responsible for exactly what you think, as well as 
  the hiring and conscription of others for “doing their 
  duty” in this regard. Many visitors to the City who 
  find themselves hard up for coin can make a decent (if 
  foul-smelling) wage working for the Dungsweeper for 
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  a night or two, making them the most well-known and 
  influential ghoul anywhere outside the ghoulish city of 
  Sepulchre. The Taxman’s function is ensuring that all 
  who dwell in the City for any length of time pay their 
  dues to keep it running… or maybe the Taxman just 
  sends most of it directly to the Magistrate’s coffers. The 
  City’s cobblestones are in exceptionally good repair, 
  and the streets are kept largely free of excrement and 
  offal, so at least some of that money must be going to 
  good use.
  Notable Features of the City
  “Every once in a while, we’ll get some yokel who claims 
  they’re here to see the Avenue of Kings or take in the 
  architecture of the Academy. Balderdash, I say! There’s only 
  one thing anyone who comes to the City really wants to see, 
  and that’s how much gold they can fill their purses with while 
  they’re here.”
  —Erin Fullbore, Gate Lieutenant of the City Watch
  The City is huge and filled with many sights and 
  wonders. It has continued to grow since its beginnings, 
  and in some areas, buildings are built on top of 
  buildings, creating leaning monstrosities that leave 
  the streets in perpetual twilight. Almost anything you 
  want can be found in the City if you look hard enough, 
  though many dangers await the unwary. The following 
  offers details on some of the most notable locations, 
  although this list only scratches the surface.
  The City Gate
  At one point, the principal gate to the City was 
  a grand, gorgeous affair, but it’s now a crumbling 
  clearinghouse for bounty hunters, travellers, and 
  supply wagons. The City Gate is the one place in the 
  City where very little crime occurs, since it’s swarming 
  with folks who make their living bringing in criminals. 
  Adventurers can usually check the wanted list here, 
  if they’re looking to track down a bounty. The city’s 
  Magistrate, who has control over all official titles and 
  posts in the city, has appointed a lieutenant to maintain 
  order. Gate Lieutenant Erin Fullbore handles the 
  collection of bounties and disseminates details about 
  who’s currently wanted for what. Surprisingly, she has 
  a reputation for being honest, fair, and incorruptible.
  The Academy
  Once a bastion of higher learning, the Academy has 
  had to adapt to increasingly wild and dangerous times. 
  Dominating Noble Street, this imposing edifice has 
  acquired a certain reek reminiscent of a tannery mingled 
  with a slaughterhouse. This is due to its brisk trade in 
  monsters, monster parts, and the training of monster 
  hunters. There’s also an actual tannery in the back, 
  where monsters are skinned. Tanners transform hides 
  into exotic armours or scrape them to make parchment.
  In its heyday, the elves used the Academy as a major 
  centre of lore and learning, governed by the Academic 
  Council of Wisdom. However, the vast majority of these 
  scholars have departed for the woods and forests. While 
  a governing elven loremaster remains, the council itself 
  has been reduced to three academics. Arcus Argringrim, 
  the dwarven Master at Arms, is one of the foremost 
  military historians of the Realm. Lady Eisley Fallcrest, a 
  human noble, is said to be the primary financial backer 
  of the Academy. The third academic is a mysterious, 
  shrouded figure of unknown ancestry calling himself 
  Professor Tom. In spite of his name, Professor Tom only 
  rarely takes on students, preferring instead to engage in 
  secretive research. He has been known to hire would-be 
  adventurers for particularly dangerous tasks, usually to 
  gain some rare or inherently deadly component for his 
  research.
  In traditional elven fashion, the leader of this council 
  is known as the City Loremaster. It is unknown if she’s 
  always been the city’s greatest master of lore or if others 
  have held the title. Of course, she would know the truth, 
  but in the interest of continuity, she will never divulge 
  the details of this succession.
  The High Temple
  The crowning feature of Sanctuary Square, the 
  High Temple, is an expression of a similar temple in 
  the Middle Region. Its acolytes claim to have a direct 
  connection to that other, more remote temple. They are 
  also rumoured to have a connection to the legendary 
  Warlock, who is said to dwell in the Middle Region, but 
  that claim is more questionable.
  Unlike the Chapel, which is dedicated to powers 
  who dwell On High, the Temple reveres the Balance. 
  Their religion reveres the three-pointed structure of 
  On High, Oblivion, and the Natural Powers. The fey 
  know these forces as the Lightbound, the Darkbound, 
  and the Unbound. The triangular shape of the relics 
  called Talismans symbolizes this relationship, at least 
  according to the temple priests.
  Three High Priests govern affairs in the High Temple, 
  each representing one point of the triangle. Upon 
  ascending to this rank, a former acolyte sheds their 
  name and becomes known by a new title: the Light 
  Priest, the Dark Prelate, or the Grey Friar. These titles 
  apply regardless of each dignitary’s gender. All other 
  acolytes serve the Balance as a whole and may offer—or 
  compel—services for supplicants of any alignment.
  19
   
  
  The Pantheon
  The Pantheon
  At certain times of the year, acolytes of the Temple 
  hold an event called the Pantheon, usually in the 
  Sanctuary Square in front of the High Temple. 
  During festivals, it’s sometimes held in the town 
  square. During this time, visiting supplicants 
  who demonstrate sincere repentance for how 
  they’ve lived their lives and aligned themselves 
  with the Great Powers may pray to solicit new 
  patrons, changing their allegiance to On High, 
  Oblivion, or the Natural Powers. No violence 
  may take place within the area designated for the 
  Pantheon. Violence between those of differing 
  alignment is particularly frowned upon.
  Speaker’s Corner
  Speaker’s Corner
  Often found on the edge of the town square, 
  the Speaker of the City bellows out the relevant 
  news of the day. She sometimes rents her corner 
  space to those who need (or simply want) to 
  make speeches and entertainers who want 
  proper exposure during festivals. The Speaker 
  profits from her paid position in the City, since 
  it’s a fairly important one. When anything 
  notable happens in the City, the Speaker is likely 
  to know about it first.
  The Jail
  For better or for worse, the Sheriff, a human named 
  Thurston Midge, operates the jail. Unfortunately, the 
  guards there are just as corrupt as he is. Parties trapped 
  there can usually bribe the guards to escape, though 
  there’s a not-insignificant chance that the guards will 
  just take your gold and leave you locked up. A small 
  stone building surrounds the upper floor and offices 
  of the jail, while a labyrinth of tunnels beneath the jail 
  contain cells of various shapes and sizes. A few of the 
  cells are magically warded and thoroughly suited to 
  holding people and monsters, even those capable of 
  teleportation or other forms of magic.
  The Rogues Guild
  Unlike the Den of Thieves (described later in this 
  chapter), the Rogues Guild has remained in the same 
  place as long as anyone can remember. This may be 
  because the guild never keeps any actual stolen goods 
  there, or maybe it’s because they never have any 
  evidence of their crimes, or perhaps they’re just paying 
  off the Sheriff and his guards.
  Curiously, the guild claims to be a division of the 
  Temple, and as such, they present themselves as a 
  religious organisation. There’s even a chaplain, often 
  known as the Rogues’ Chaplain, who possesses the 
  power to intercede with the Powers on a person’s 
  behalf. This may even involve changing their alignment, 
  although not always in ways the penitent might prefer.
  Square of Kings
  The Square of Kings stands as a memorial to the 
  previous royal rulers of the Realm, a colonnade of 
  statues of the previous monarchs. While each statue 
  bears the name of the ruler, none of them display any 
  indication as to the time or duration of their rule. The 
  elves likely have that information in a text somewhere, 
  even if it’s a random anecdote in human history. What’s 
  even more curious is that no new statues have been 
  added for at least the last hundred years—or at least, no 
  one can remember any. Either way, the Square of Kings 
  is a popular site for smaller markets, street festivals, 
  and, in especially hard times, the pawnbrokers’ shop.
  The Wishing Well
  An unassuming old well near the centre of town is 
  said to be extremely lucky, possessing the power to 
  grant wishes to those who offer some manner of gift. 
  Typically, one gold coin will do, though some say more 
  substantial or unique offerings increase the chance 
  of having one’s wish granted. This is all likely just a 
  popular superstition. More cosmopolitan and cynical 
  inhabitants of the City assume that everything tossed in 
  there is ultimately fetched up by the Taxman, no doubt 
  to bless the good fortune of the City’s coffers. The elven 
  loremasters, however, tell tales of an ancient well deep 
  in the Great Forest that’s sacred to the Fates, and this 
  well may have an ancient connection. Whether you 
  believe such tales is up to you, of course.
  The Town Square
  The central gathering spot in the City, the town square, 
  is the main location of all manner of festivals, markets, 
  news, and gossip in the city. From here, one can visit 
  the Soothsayer’s tent, shop for trinkets at Ohrzer’s 
  Magic Emporium, attempt to bail a friend out of jail, or 
  listen to the Speaker on the corner while catching up on 
  the latest news. Visitors planning any of these activities 
  should first make sure they’re not wanted for anything 
  especially egregious.
  20
   
  
  The Shops
  As one would expect, the principal attraction of the 
  City is shopping. Anything that can be bought or sold 
  in the Realm is available in the City’s shops. Countless 
  shops remain profitable, as new shops open and 
  struggling ones close nearly every day. The following 
  are a few of the most well-known and established shops 
  in the City.
  Asteral’s Apothecary
  Located on Flask Street, Asteral’s Apothecary 
  provides potent and peculiar elixirs and potions. The 
  proprietor, Asteral, opened shop here shortly after the 
  founding of the city, and she’s almost always present. 
  This elderly elf does not take kindly to foolishness, and 
  she’s always straightforward in her dealings. She has 
  been known to hire adventurers from time to time to 
  collect ingredients for her concoctions.
  World’s Finest Armoury
  Guild Street offers the premier location for fancy but 
  decently made weapons and armour. Their weapons are 
  known more for their ornamentation than the quality 
  of their steel. You can also get weapons and armour 
  repaired here. A dwarf named Kazari Cragborn runs 
  the place, but he’s just the face of the operation. Most of 
  the functional smiths employed here are human.
  The Den of Thieves
  The Den of Thieves is not quite a shop per se. It’s more 
  of a network of individuals who keep items on hand 
  that you’d normally buy from more legitimate places 
  at a higher price. Unfortunately, a number of these 
  individuals are undercover operatives of the city guard. 
  Caveat emptor.
  Ohrzer’s Magic Emporium
  Occulted in a narrow alley just off the town square, 
  Ohrzer’s Magic Emporium is your source for extremely 
  rare and powerful magic items. Its proprietor is Ohrzer 
  Brittleaxe, a dwarven gentleman of leisure who’s quick 
  to remind customers that dwarves don’t just mine ore. 
  They’re also exemplary crafters!
  The Menagerie
  Operated by a formidable trollish woman, the 
  Menagerie provides exotic and mundane beasts to 
  serve as companions to the discerning adventurer or 
  as pets for wealthy nobles. Little is known about the 
  Menagerie’s Zookeeper, and less is known about how 
  or where she obtained the beasts in her cages, but 
  she’s demonstrably fond of all of them. She’s known 
  for giving all of them names, and she’s extremely 
  discerning about who she allows to purchase her pets. 
  The Menagerie is located inside a large warehouse that 
  can be found off Rats’ Road—just follow the rats.
  21
   
  
  The Soothsayer
  At the edge of the town square, the Soothsayer’s 
  tent has become a permanent fixture, doubtless due 
  to their extreme popularity. They are known only as 
  the Soothsayer, for they do not have another name. 
  This mysterious stranger always wears heavy robes, 
  complete with a cowl that makes their ancestry and 
  gender indiscernible.
  Melkor’s Sorcerous Goods
  Situated on Elemental Lane, this sorcerer’s shop is 
  the discerning spellcasters’ premium venue for buying, 
  selling, and trading spells and magical goods. Little is 
  known of Melkor, the sorcerer who operates the shop, 
  as they typically have their apprentices handle the 
  tawdry day-to-day business of buying and selling. Some 
  gossips whisper that this sorcerer has a professional 
  rivalry with the City’s alchemist.
  Skullery Pawnshop
  Anyone desperate for coin needs a place they can
  sell things they don’t need anymore. This peripatetic
  pawnshop is run by a human named Mors Skullery.
  Since his livelihood is dependent on random misfortune,
  he’s always struggling to pay the rent. His pawnshop is
  almost never in the same place from month to month,
  but as long as there’s bad luck, it’s always somewhere
  in the City.
  The Six Fates Inn
  Located near the City Gate, Six Fates Inn is perhaps the
  best-known inn you’ll find in the City. Buy a drink here,
  rest up in a rented room, make a new friend, or engage
  in revelry. Just be sure you have enough coin on hand
  to pay off the Night Guard when they come to arrest
  you for disorderly conduct. (Don’t worry. We know it’s
  not your fault.) A human woman named Molly runs the
  Six Fates. She keeps a close eye on patrons, and her troll
  doorman is always ready to eject anyone who gets out
  of hand.
  22
   
  
  City Stables
  The City’s stables are located on the charmingly named 
  Droppings Lane. Here, adventurers can purchase riding 
  beasts, beasts of burden, or (if one really insists) other 
  things that may have been dropped here. There’s also a 
  wide selection of tack and feed, along with a variety of 
  well-crafted wagons.
  The Wharves
  The City has two sets of wharves. One is on the 
  north side right on the Storm River; the other is on the 
  southeastern side, found along the river that leads to 
  the swamps. If you’ve got enough gold, trained and 
  stalwart seamen are ready to ferry you wherever you 
  want to go, as long as it’s somewhere along the Storm 
  River or towards the swamps and the sea. You might 
  even be able to find a captain bold enough to take you 
  across the Storm River to the Middle Region. You can 
  always ask, but even if you get an affirmative answer, 
  it’s fairly certain the trip won’t be cheap.
  Villedoc
  Set apart from the City, the chief human settlement 
  is called Villedoc. It’s much smaller than the City, but 
  it’s many times larger than any of the other towns or 
  hamlets in the Realm. Some say Villedoc was once the 
  old town attached to the Castle, back when the King 
  and Queen still directly ruled the Realm, long before 
  the River of Storms separated the Middle Realm from 
  the outer lands. Fields surrounding Villedoc provide 
  much of the Realm’s food.
  The Lord Mayor administers the town. At one time, the 
  King and Queen appointed the worthy individual who 
  held that position. For several generations, each Lord 
  Mayor appointed their own successor, though no one is 
  precisely sure when or why exactly the change in this 
  tradition first occurred. There have been both male and 
  female Lord Mayors; the title always remains the same.
  Beyond the fields to the west, brave travellers can seek 
  a deep and mysterious forest inhabited by elves and 
  sprites. Only the bravest villagers travel there, although 
  some attempt it when in dire need. Even this journey is 
  more common than the dark and forbidding sojourn to 
  the Sepulchre, where the ghouls dwell, although it is a 
  popular destination after someone dies.
  Rumours claim that directly across the river from the 
  village, far beyond the Castle, one might find a massive 
  carven door with an engraving of a troll’s visage. 
  Allegedly, it leads to the Inner Region once inhabited 
  by the Great Wizard. As a result, not even the most 
  fearless farmer or hard-worn builder owns a boat, and 
  anyone who dares to attempt crossing the Storm River 
  is considered to be a fool.
  Notable Features
  Unlike the City, Villedoc does not have a great many 
  shops or similar attractions. However, some reliable 
  resources—all offered by humans—are available for the 
  discriminating adventurer.
  The Blacksmith
  Operated by the same family for generations, the 
  forge of the village blacksmith provides quality 
  weapons and armour. Their work isn’t the fanciest, 
  but it’s sturdy, and it’s certainly reasonably priced 
  compared to the more decorative stuff you’ll find in the 
  City. You’ll usually find the elders of the family, Harla 
  and Tomsin Galdedar, working in the main shop. Their 
  six children serve as their apprentices and deal directly 
  with customers.
  The Healer
  Jon Kimora, the village healer, is celebrated for his 
  skill in curing hurts of the body. Unlike the majority of 
  the people in Villedoc who are born, live, and die in its 
  pastoral lanes and fields, he originally came from the 
  City, where he learned his craft in the great Academy. 
  If he misses his cosmopolitan past in any way, there is 
  no hint of it in him—apart from his prices. He’s often 
  in the market for medicinal ingredients, alchemical 
  components, and other resources not native to the 
  local area. Sometimes, he can be convinced to trade 
  his services for items he cannot get otherwise or other 
  services he cannot easily obtain.
  The Mystic
  The village mystic is a cantankerous woman of seeming 
  middle age, though the villagers will tell you that she’s 
  lived in that “middle” for the last fifty years. She spends 
  her days sitting in a wicker-woven chair in her kitchen 
  garden in front of her little cabin, holding her old one-
  eyed cat in her lap. When not napping, she makes sharp 
  observations to herself about passersby. According to 
  Villedoc’s rumour mill, she once crossed the Storm 
  Sea with a travelling priest to make a pilgrimage to 
  the Temple in the Middle Region, so she could learn 
  new ways to serve the Balance. When she returned 
  alone, she seemed far older than she should have been, 
  considering the amount of time that had passed since 
  her leaving. She had also obtained the power to bestow 
  the blessing or curse of the Light or the Dark. No one 
  knows whether she chooses this fate or merely enacts 
  the subtle orchestrations of Fate’s tapestry.
  Much of the time, she ignores those who come to 
  her in supplication. In very rare moods, though, she is 
  known to teach some bit of sacred lore or impart a bit 
  of her own magic to one who can receive it. She had 
  a name at one time, but as her own people have long 
  23
   
  
  silver, iron, tin, and a few gems and jewels. According 
  to the tales of the dwarven elders, these valuables are 
  much rarer than in times past. Now many veins are 
  completely exhausted, or in some cases, simply too 
  deep and dangerous for further delving.
  The oldest of these elders, the Tempered Lords, speak 
  of vast, rich mines beyond the Storm River—even 
  beyond the legendary Portal of Power—where gold 
  and more precious ores may be found in abundance. 
  According to legend, the dwarves of old used materials 
  from this lost mine to create wonders. Those creations 
  are now long lost or destroyed—save for the Sentinel 
  that stands over the sole river bridge. The trolls do not 
  dispute this tale, but they still assert that while dwarves 
  may have played a part in the design of the Sentinel, 
  trolls were responsible for its manual construction and 
  the architecture of the bridge, for no one knows bridges 
  as well as a troll does.
  Whatever the truth may be, the contention has not 
  soured the generally friendly relationship between 
  these ancestries. They both prefer to be left alone to 
  their respective pursuits, and they are pleased to grant 
  this consideration to their neighbours. Aside from these 
  peoples, the Crags are inhabited by human barbarians—
  wild people living in isolation from civilisation—
  massive rock-dwelling monsters, wailing ghosts and 
  spirits, and the occasional overly large arachnid.
  Trolls who dwell in the Crags either live under dwarven 
  rule or have staked out territory in the labyrinth of caves 
  and crevices therein. They often build bridges over 
  chasms or streams, so they can protect them and charge 
  their tolls accordingly. Trolls have never been counted 
  among the Crag Lords, nor (by extension) have they 
  been chosen as Tempered Lords. Nonetheless, when the 
  relationship between the two peoples grows strained, 
  or when an outside threat menaces them, the trolls may 
  appoint a chieftain to represent them in the councils of 
  Tempered Lords. This chieftain must be selected by a 
  consensus among all the crag-dwelling troll families. As 
  a rule, trolls prefer to avoid hierarchies and structures, 
  managing themselves fully within their family groups. 
  They only elect a chieftain in times of extreme duress, 
  usually for as short a time as possible. Left to their own 
  devices, trolls are generally unbothered by the various 
  monsters and other creatures in the less fortified or 
  civilised portions of the Crags, seeing them mostly as 
  sources of food.
  The Crag Lords and the Tempered Lords
  The Crag Lords include nobles from the dwarven 
  aristocracy, members of the most prominent dwarven 
  families, commanders who oversee the most magnificent 
  fortresses in the Crags, and merchants whose mining 
  and smithing operations are the most profitable. Each 
  of these noble houses, merchant houses, families, and 
  military organizations submits an exemplar to the 
  since passed, locals simply call her “the Old Mystic,”
  and the local children call her “Auntie.” When villagers
  die, she is the one who takes their bodies on the bleak
  journey to the Sepulchre for burial.
  Settlements
  “If not for the rabid beasts, the bandits, the ghosts,
  and the occasional demon, this country would be an
  extremely pleasant venue for an afternoon’s ramble.”
  —Jo’el Munrov, Horsemaster of Whitestable
  Dozens of small settlements are scattered throughout
  the realm. These range from small clusters of homes
  to cities large enough to rival Villecoc. The following
  travelogues offer details on some of the largest and
  best-known settlements.
  Foresthold
  Foresthold is almost perfectly hidden in the Great
  Forest—at least, it is unless you know what you’re
  looking for and you’re inclined to look up. Its dwellings
  are carved directly into the living trees, sustained by
  magic and careful maintenance. Ladders and walkways
  of ropes, branches, and vines connect them. Into each
  wooden surface, crafters have carved the histories of the
  Realm, as passed down by elven lorekeepers. Cunning
  artisans formed these carvings before Queen Mab gifted
  the elves with the knowledge of how to make paper and
  ink for scrolls and books. They’re relics of a time well
  before her madness and exile.
  The main product of the Foresthold elves is a special
  kind of paper, one that’s suitable for spellbooks and
  scrolls. Elven vellum and sylvan stationery are produced
  using a secret method perfected in laboratories hidden
  in the trees. Both are treated with an alchemical
  preservative to stop decay. The elves have since taught
  other ancestries how to make less enduring paper,
  though tanned hide parchment is still fairly common in
  the City and elsewhere.
  Foresthold’s principal guardian is the Ancient of the
  Forest, located at the centre of the settlement. That
  formidable fir tree is as old, it is said, as the Realm itself.
  Legends claim that this ancient can grant blessings to
  those who serve the interests of the forest and its lords
  and ladies. It can also allegedly curse those who would
  otherwise cause harm.
  Craghold
  Dwarves and trolls alike call the massive strongholds
  of the Crags their home, though the dwarves claim
  dominance there. In its twisted labyrinth of cliffs and
  crevices, they’ve built natural-seeming fortresses into
  the rock. Below these, concealed in hidden caves and
  tunnels, dwarves mine the treasures of the earth: gold,
  24
   
  
  council of elders known as the Tempered Lords. Each 
  family appoints its own representative to the council 
  based on their own criteria (although gender is not one 
  of them.) The Tempered Lords make decisions regarding 
  threats and expansion in the Crags, settle disputes, and 
  keep the record of which families should be elevated to 
  lordship (or in some cases, which need to have lordship 
  stripped away.) They also manage their relationships 
  with the trollish clans when needed, ensuring that they 
  remain free of contention and needless drama, even 
  when relations are not overtly friendly.
  Greymist
  On the southern tip of the island, south of the City 
  on the outlet of the Storm River, lies a fetid swamp. On 
  the western side of the island, where the swamp gas 
  is less noxious, the ramshackle town of Greymist sits 
  on a sandbar between the swamplands and the great 
  sea. The town is primarily inhabited by humans, trolls, 
  and a few ghouls. Locals make a living fishing and 
  hunting in the salty marshes. Half the buildings in the 
  town are on stilts, subject to flooding from the frequent 
  storms blowing off of the river. As the sea approaches 
  the town, Greymist’s mystic boundaries grow weaker. 
  Anyone looking to hide stolen goods from the City 
  or move items discreetly (for whatever reason) can 
  employ smugglers from Greymist or Leyruin to do 
  it. Geographically, Greymist is preferable, at least for 
  those who live in the City.
  Leyruin
  In the southwest corner of the island, a lonely ruin lies 
  enshrouded by an ancient wood full of ghosts and wild 
  animals. In a clearing beneath these woods, the insular 
  settlement of Leyruin hides from the rest of the world. 
  A massive, camouflaged fence protects the western and 
  northern borders of this village. Crafters harvested the 
  wood for this barrier from the fallen giant redwood 
  tree that was once the Ancient of the Wood. To the 
  south, beaches drift toward a seemingly endless sea. 
  Impressive cliffs and a rare, sandy inlet near Leyruin’s 
  southern border offer access to a limited supply of fish 
  and other sea goods.
  Although Leyruin is nominally an elven settlement, 
  built mostly to conform to an elven aesthetic, settlers 
  from all over, travellers representing every ancestry, 
  and survivors who have no other place to go live there 
  in relative seclusion. Some are criminals from the City; 
  some are dwarves who have offended the Tempered 
  Lords; others are trolls who have found their solitary 
  existence too dangerous to maintain. Even ghouls who, 
  for whatever reason, cannot return to Sepulcher call 
  Leyruin their home. Although the wood itself and the 
  ruins nearby are full of dangerous and uncanny beasts 
  and creatures, the citizens of Leyruin find themselves 
  blissfully untroubled by them, so long as they don’t 
  wander too far into the eastern woods or the ruins 
  themselves. More foolhardy and unfortunate explorers 
  of these forbidden lands are rarely seen from again. If 
  they do return, they do so… changed.
  As in Greymist, smugglers from the City often pass 
  through the town. Apart from that itinerant trade, 
  the locals support themselves on what they can fish 
  or salvage from the sea, supplemented by a little bit 
  of hunting and the brewing of a special liquor. The 
  ingredients of this highly intoxicating potable are a 
  closely guarded secret. Traders at Innsview’s Tavern 
  and barkeeps in the City sell Leyruin’s spirits at a 
  fantastic mark-up, supporting the other, less savoury 
  trades performed in the town.
  Whitestable
  South of the Craven Idol Woods, Whitestable receives 
  travellers. Two-thirds of the dwarven settlement has 
  burrowed into the White Horse Hills. One-third of the 
  settlement is sequestered in low, fortress-like structures 
  of stone and earth visible on the surface. Apart from 
  continual mining of the increasingly depleted ore veins 
  beneath the hills, Whitestable’s name implies its most 
  profitable activites: the locals capture, breed, raise, and 
  sell hill horses to nomads and travellers. Like Craghold, 
  Whitestable has a healthy trollish population. It also 
  serves as a decent waypoint for travelling merchants and 
  nomads who find sleeping in the open too dangerous.  
  25
   
  
  An elected official known as the Hill Lord governs 
  Whitestable. The Hill Lord’s chief official is the overseer 
  of the mining operations—or at least, what little of them 
  remain. The third most important figure in the town is 
  the Horsemaster, whose duties should be fairly obvious 
  from his title.
  Woodbine
  The Split Oak Woods stretch from the Storm River to the 
  sea. You’ll find them beneath the plains that stretch south 
  of Chapelbell, north of the farmlands that surround the 
  City. Within these woods, travellers can find the elven 
  settlement of Woodbine, which endures as the closest 
  enclave in contact with those who dwell in the City. The 
  cosmopolitan elves who dwell there are comfortable 
  with humans and other races. Thus, Woodbine is less 
  concealed in the trees than other elven settlements. Its 
  population includes fewer sprites, a larger number of 
  humans, and even a few dwarves and trolls.
  Lorekeeper scholars here are focused on objective 
  scholarship, attempting to assemble as true an 
  accounting of history as possible. As such, they give 
  little credence to superstitions concerning the Ancient 
  Ones or more distant fey powers. After all, if the 
  massive oak that was once venerated as the Ancient of 
  the Wood had any real power, it would not have been 
  sundered by lightning some hundred years ago. It has 
  remained only as the smoking, splintered ruin that 
  gives the Split Oak Woods its name. At the time, many 
  saw the sundering of the Ancient as good fortune for 
  the town. After all, many buildings and other goods in 
  Woodbine were constructed in part out of the bark and 
  heartwood of the fallen Ancient.
  Travellers have recently seen a rise in the appearances 
  of hostile wild animals, unnatural monsters, ghosts, 
  and other horrors in the woods. Some elders whisper 
  that this is due to the defilement of the forest by those 
  who live nearby, but most refuse to believe this. Despite 
  this worldly view, the town is still governed by a 
  council of four archons holding traditional elven titles, 
  even though they view these customs as more matters 
  of habit and cultural expediency than an effective form 
  of governance.
  Locations of Interest
  “The Temple acolytes like to go on and on about the great 
  balance—Oblivion, On High, Nature, Light, Dark—
  whatever you want to call it. I think that’s a coward’s 
  way of justifying their inability, or unwillingness, to risk 
  their lives and livelihoods to do the right thing. That’s 
  why the Chapel exists.”
  —The Abbess of Chapelbell
  Far from the City and Villedoc, various people have 
  formed other, smaller habitations in some of the more 
  defensible regions of the Realm, typically around the 
  land’s most notable geographic features. Most of these 
  are predominantly populated by one or two ancestries, 
  though a few are more egalitarian.
  26
   
  
  The Tavern at Innsview
  A settlement stands on the western side of the Realm 
  (though the word “hamlet” might be more fitting), not 
  far from the eaves of the Great Forest. It’s abutted by a 
  large stand of fields, each with its own tiny farmstead 
  where the locals harvest barley, wheat, corn, grapes, 
  and honey. Some of this bounty is then distilled and 
  fermented into potent potables. The brews and spirits 
  are then sold at the area’s most famous landmark: a 
  large, inviting tavern. This destination is a welcome 
  sight to any weary or thirsty traveller. It’s known across 
  the land as the Tavern at Innsview, or more commonly, 
  the Tavern.
  Run by a human named Niles Murdo, known to 
  locals as “the Innkeeper,” the Tavern provides semi-
  permanent lodging for any number of wandering, 
  down-on-their-luck wanderers, adventurers, and ne’er-
  do-wells. It also serves as the principal gathering place 
  for the community of local farmers, who come to enjoy 
  the fruits of their labours on a regular basis. It provides 
  employment, or opportunities thereof, for an ever-
  changing roster of folks who don’t mind waiting tables, 
  pouring pints, and shaking bedbugs out of mattresses 
  for a gold or two, at least until a better opportunity 
  comes along.
  The innkeeper’s wife, Oora Murdo, is credited with 
  creating most of the food and drink recipes served in 
  the Tavern. Rumour has it that her mixology skills are 
  not limited to intoxicating beverages. Allegedly, she 
  learned more interesting concoctions during a youthful 
  sojourn in the City, where she lived in service to the 
  local alchemist. Of course, that’s probably just another 
  tavern tale, as she hasn’t been seen selling any such 
  draughts. At least, no one has admitted it….
  Some of the more notable regulars include Aigla, 
  a semi-itinerant elven wizard who claims to have 
  mastered the power of spatial translocation (what you 
  might call “teleportation”), and Prish the Sailor, skipper 
  of the Blessed Stormdancer. That ship, it’s said, is capable 
  of traversing the Storm River with ease, so long as it’s 
  travelling between the Tavern and the Temple on the 
  other side. Prish is known to carry those who wish to 
  make a pilgrimage to this Temple, though not all who 
  make this journey have ultimately returned. What 
  precisely happened to them is unclear. Whether they 
  stayed in service to the Temple, were lost in the river, 
  or wandered off to meet some other untimely fate in the 
  Middle Region is a matter of speculation.
  Chapelbell
  On a lonely hill between ancient ruins and the Plain 
  of Justice, a sacred edifice defiantly stands, surrounded 
  by a charming, bustling little town called Chapelbell. 
  Wholly unlike the Temples of the City and the Middle 
  Realm, which are dedicated to the whole of the Balance, 
  the Chapel serves only the Light and powers who reign 
  On High. An abbot and the abbess oversee all that 
  occurs here. These former priests of the Temple left 
  to form their own sect, built on the idea that Oblivion 
  is unnecessary, or more precisely, only worthy of 
  obliteration. Neutrality, according to this worldview, 
  is a lie told to make the lazy feel better about their 
  own inaction. Those who serve the Chapel do not see 
  Neutrality as representative of the powers of nature, 
  as most of the Realm does; instead, they see nature 
  as inherently good. This sect is largely popular with 
  humans and some of the elves who remain distant from 
  the influence of the fey. It’s also somewhat attractive to 
  certain dwarves, though the sect’s disdain for Neutrality 
  keeps it from catching on in the Crags. It’s extremely 
  rare for sprites and trolls to dedicate themselves to this 
  sect, even if they already serve those On High.
  The priests of Chapelbell are eager to tell the truth 
  about their path. Most human settlements have some 
  priestly presence within, if not an established sister 
  chapel to serve their communities. According to rumour, 
  these priests are particularly eager to expand their 
  ministry among the nonhuman ancestries, especially 
  ghouls. They’ve eagerly fostered rumours of a ghoulish 
  presence in their sect, claiming to sponsor ghouls who 
  actively reject service to the Dark Powers, so they may 
  serve powers On High with fervour and zeal. This 
  squares poorly with the alleged inclinations of ghouls, 
  but the abbot and abbess have a test for penitents. The 
  land on which the Chapel is built is demonstrably 
  sacred to the Light, causing pain to those who serve 
  the Dark Powers, just as it blesses its own servants. If 
  the land is willing to accept and bless any ghoul who 
  wishes to present themselves as a supplicant, the abbot 
  and the abbess decree it is not for mortals to gainsay it.
  Chapelbell is mostly fed by imports shipped from 
  the City. They want for little, being content in blessings 
  from On High, but they’re forever wary of encroaching 
  monsters, especially servants of Dark Powers that might 
  wish to obliterate this bastion of opposition.
  Sepulchre
  Beyond the wood, sequestered along the Lonely Road 
  from Villedoc, the grim and desolate graveyard known 
  as Sepulchre rests in the shadows. Although the ghouls 
  who dwell there are not necessarily evil as individuals, 
  the place itself seethes with indefinable malice. None 
  who pass it by can doubt that this is a place sacred 
  to evil beings, and one cannot help but wonder what 
  hideous strength it draws from those interred here.
  Despite its malefic aura, this necropolis is the final 
  resting place for most of those who die in Villedoc. 
  Ghoulish caretakers ensure that none of the poor 
  souls buried here will rise as ghosts or other undead 
  monsters to trouble the land—unless, of course, the 
  27
   
  
  ghouls really want them to. New corpses are interred at 
  the southern edge of Sepulchre, closest to Villedoc. The 
  area surrounding Sepulchre’s southern gate is free of the 
  dark miasma that envelopes the rest of the necropolis.
  The ghouls themselves inhabit marble mausoleums 
  disturbingly arranged in patterns similar to the layout 
  of human villages. They dwell among the graves they 
  tend, living beside the dead. They neither buy nor sell 
  foodstuffs here, as they do not require them; instead, 
  they trade in treasures and buy what they need with 
  the burial gold outsiders paid them for their keeping 
  of the dead. The Sepulchre’s overseer is a shadowy 
  figure known as the Caretaker. Their primary concerns 
  are ensuring that all graves and grounds are orderly, 
  as well as deciding where fresh plots and mausoleums 
  are placed.
  Locals consult the Caretaker whenever matters arise 
  that concern a plurality of gravekeepers (sometimes 
  known as a “plot.”) This usually occurs when some 
  overzealous villager raises a mob in yet another attempt 
  to “scour that unholy place with fire once and for all.” 
  (Invariably, that’s an ill-fated idea.) Gravekeepers must 
  also respond when some ambitious individual trained 
  in sorcery or the dark arts wants to move in and set 
  up shop there. (This enterprise usually meets with 
  misadventure, though for completely different reasons.)
  One of the City’s most notable and upstanding 
  ghoulish citizens, the City Dungsweeper, is known 
  for her opinions on these matters. Quoth the City 
  Dungsweeper, “When you arrive in Sepulchre, 
  supplicate the servants of the Dark, bear gifts of gold or 
  flesh, or turn around and leave quickly.”
  The Wilds
  Great expanses of wilderness and uninhabitable 
  regions surround the various lonely places diverse 
  ancestries inhabit. The forests, hills, crags, and plains of 
  the Realm are full of dangers to be feared and fought, 
  as well as resources necessary to ensure survival. Of 
  course, many of these essentials can be obtained at a 
  reasonable cost. All of these settlements rely heavily 
  on adventurers, mercenaries, and travelling merchants 
  willing to brave the wilds to meet their rapacious need 
  for resources.
  Woods and Forests
  Forests and woodlands cover much of the Realm. 
  Home to a great number of woodland creatures, many 
  have never been fully explored by humans.
  The Great Forest and 
  Woodlands
  Known as the principal dwelling place of elves 
  and sprites, the Great Forest looms at the edge of the 
  Village’s southern fields. Moreso than the remainder 
  of the woods, the Great Forest is unnaturally dark 
  and labyrinthine. Even the most skilled trackers and 
  hunters lacking elven ancestry easily find themselves 
  disoriented. Wanderers are unable to find their 
  intended direction, inevitably facing down some 
  slavering woodland beastie. Fewer still can successfully 
  find Foresthold, the tree-bound elven settlement where 
  lorekeepers hide vast libraries of books and scrolls from 
  the time of the Great Wizard and earlier eras.
  Sprites who do not dwell in Foresthold proper can 
  be found (when they want to be found) throughout 
  the Great Forest and in the other woods, including the 
  Craven Idol Woods, Split Oak Woods, and Fallen Giant 
  Woods, as well as hidden glades and dells. They often 
  tend shrines to the fey lords and the powers of Nature. 
  Some dwell amongst their more feral relatives: dryads, 
  naiads, pixies, treefolk, and similar creatures.
  Each of the woodland areas was tended at one time by 
  the Ancient One, the eldest tree in the forest. The Ancient 
  One is so old that many believe it possesses sentience of 
  a kind. Lorekeepers speak of the Ancient One passing 
  on its wisdom to the sprites and elves that maintain the 
  land. Over time, several of these Ancient Ones have 
  either died or been destroyed; only the ancient fir of the 
  Great Forest remains intact and uncorrupted.
  Craven Idol Woods
  South of the Crags, growing between the White Horse 
  Hills and Sepulchre, the Craven Idol Woods are not 
  a home for elves and civilized sprites, as you might 
  expect. Here there be goblins, along with their sinister 
  fey cousins. Goblins mark their territory in the woods 
  with fetishes of bone, hair, and sticks. The woods gained 
  their name, however, from modifications made to the 
  Ancient One of the woods. The goblin tribes carved the 
  Ancient One, a once-stately birch tree, into a grotesque 
  effigy, which now radiates with palpable emanations of 
  evil. These creatures periodically venture into the hills 
  (and even as far as Villedoc) to raid dwarves, trolls, and 
  humans in their respective holdings. Their spontaneous 
  raids have varying degrees of success. (Not surprisingly, 
  they tend to give Sepulcher a wide berth.) Lately, darker 
  and more horrible things have been reported slouching 
  past the wood’s boundaries. Survivors claim villagers 
  from surrounding lands are being carried off, never to 
  be heard from again.
  28
   
  
  Split Oak Woods
  Between Hanging Tree Plains and the City’s farmlands, 
  Split Oak Woods is probably the second healthiest 
  woodland area, at least compared to the Great Forest. 
  The elven town of Woodbine is built into the southern 
  part of the wood, nearest the City. A great deal of traffic 
  flows between the two. Naturally, this traffic attracts 
  numerous bandits and highway robbers, leading to a 
  constant need for adventurers to serve as guards for 
  merchants and scholars travelling the roads. There’s 
  enough activity here to keep hostile animals scarcer than 
  in other parts of the Realm, which just means that when 
  non-bandit-related threats appear, they are generally of 
  the more horrible and unquestionably monstrous type.
  Further on, sitting in the centre of the wood, an old 
  oak tree a good metre across has been blackened into 
  charred shards. As far as anyone can tell, the ruin 
  was the result of a massive stroke of lightning. The 
  Woodbine’s lorekeepers claim that the remaining 
  lumber is particularly strong and useful, though the 
  woods around it are far more dangerous and populated 
  by beasts than the well-travelled southern region. 
  Adventurers can also find employment here, if they’re 
  willing to trudge with the harvesters to retrieve more 
  wood for Woodbine’s artisans.
  Fallen Giant Woods
  The Fallen Giant Woods are found on the western 
  shore of the Realm, situated between Leyruin and the 
  Storm River. Like the ruins it encompasses, this wood is 
  infested with (or was corrupted by) something less than 
  wholesome. The people of Leyruin hunt and take timber 
  from its borders, but even they do not dare venture too 
  far into its depths. The animals that dwell there seem 
  unnatural; they’re either too large, too diseased, or 
  otherwise too twisted in some manner. Some believe 
  this has something to do with the shattered, fallen 
  redwood tree that gives the forest its name.
  Others attest the trouble lies in the ancient ruins 
  decaying in the eastern part of the forest. The ruins are 
  remnants from the time of the Great Wizard, although 
  no one knows what they were before they were ruined. 
  It is a place where nothing wholesome lives. Though 
  the ruins are not as unquestionably evil as the closest 
  graveyard, they’re obviously treacherous. Monsters and 
  twisted spirits stalk there, protecting whatever secrets 
  and treasures were left by those who abandoned the 
  ruins long ago. The people of Leyruin know as much as 
  anyone else does about what lies therein—which is to 
  say, they know nothing at all.
  Whispering Wood
  The Whispering Wood lies on the western side of the 
  Realm just north of Fallen Giant Woods. A few small 
  hamlets and villages cling to the eaves of the forest, but 
  only the bravest souls dare to travel far into the forest. 
  Legends speak of a prosperous city that existed long 
  ago in the heart of the woods, but their rulers allegedly 
  dabbled in dark powers. They might even have been 
  servants of Oblivion. This sinister locale might have a 
  connection to the ruins in the Fallen Giant Woods, or the 
  source of its suffering may be something else entirely. 
  29
   
  
  Today, those who live in the eaves of the wood say they 
  know nothing of the grand city that once flourished 
  here. Local tales claim the rulers were so wicked that 
  they were forsaken by the powers of Light. Despite this 
  righteous retribution, Oblivion still rules in the darkest 
  corners of the woods.
  More commonly, the Whispering Wood is known 
  as the only place in the Realm where harmony oaks 
  are found. The wood of these oaks resonates with 
  sound and music in a way like no other. Instruments 
  fashioned from harmony oaks are cherished by bards 
  and minstrels throughout the Realm. Builders covet 
  boughs and boards hewn from harmony oaks for the 
  construction of music halls and theatres.
  Hills and Crags
  Adventurers travelling over hill and dale inevitably 
  encounter legendary locales.
  White Horse Hills
  The White Horse Hills are nestled in a lonely, arid 
  region south of Craven Idol Woods. It’s not a populous 
  land, save for the half-buried town of Whitestable. Small 
  creeks wind through the area, offering plenty of places 
  for troll families to set up homes under bridges and in 
  small encampments. Local trolls trust in their strength 
  and regenerative abilities when confronting the wild 
  animals and bandits roaming the area. However, this 
  predation is getting bad enough that many of these 
  holdouts have either decamped for Whitestable or 
  (more rarely) set out for Chapelbell. Many who haven’t 
  moved are seriously considering it.
  Adventurers should beware of these dangers, as well 
  as wandering goblins from the woods to the north who 
  look for hapless prey. The hills are also famous for 
  wandering tribes of wild horses, which give the region 
  its name. A few caves are hidden in the region, but most 
  of the exploitable mines in these hills were exhausted 
  ages ago.
  The Hollow Hills
  Southeast of Leyruin and the Fallen Giant Woods, 
  the Hollow Hills roll all the way down to the edge of 
  the Grey Swamp, where Greymist sits. These hills are 
  noteworthy for their numerous caves, burrows, and 
  treacherous slopes where the hillcrests are so thin, 
  they’ll crumble out from under a body as they cross 
  over it. Many of these underground locales were once 
  old gold and copper mines, formerly plentiful but now 
  so completely exhausted that not even a lingering camp 
  of hopeful dwarves would dare remain. Unfortunately 
  for the locals, these abandoned hollows have attracted 
  more sinister tenants in recent decades. Rumour even 
  has it that one of the larger caves has become the home 
  of a particularly fearsome dragon, a wyrm who’s all too 
  pleased to make meals of any nomads, merchants, or 
  hapless adventurers that might wander its way.
  Beyond the Crags
  Only a few trollish explorers have been known to 
  traverse the northernmost boundary of the Crags. 
  Perhaps only two or three have returned to tell their tales 
  to anyone who might write them down. These scant 
  records tell of high, unforgiving terrain populated by 
  unspeakable beasts. This has led some human scholars 
  to speculate that the source of the monstrous invasion 
  in the Realm has come (at least in part) from beyond this 
  border. Others suggest that this was the Great Wizard’s 
  original point of departure, where he nominally left the 
  realm. Legends tell of a hideous monster with the fires 
  of perdition in its belly, just waiting there for anyone 
  foolish enough to enter its domain. Regardless of 
  rumours, the truth of what lies beyond the Crags is as 
  mysterious as any revelations awaiting explorers in the 
  Inner Region.
  Other Places in the Wilds
  The wilderness is full of unforgettable tales and 
  legends travellers should probably remember, lest they 
  lose their way and join the ranks of the forgotten.
  30
   
  
  The Plains
  The plains areas of the Realm are essentially barren. 
  They’re devoid of water and sparsely covered with 
  minimal vegetation. Like the other parts of the Outer 
  Region, they’re found along the Storm River, but the 
  plains are at a higher elevation. Rocky, crumbling 
  cliffs prevent irrigation and settlement. The plains are 
  frequented by unpredictable nomads, bandits exiled 
  from more civilized locales, and those who travel 
  for a living. These brave few must still contend with 
  dangerous animals, the undead shades of those who 
  perished in this unforgiving terrain, and as one would 
  expect, each other.
  Authorities in the City and Villedoc sometimes exile 
  criminals to the plains. Long ago, criminals were hung 
  in iron cages along the road; that’s how Iron Cage Plains 
  got its name. Likewise, Hanging Tree Plains got its 
  name from a twisted tree where the corpses of criminals 
  were displayed as a warning to others.
  The Grey Swamp
  The southern outlet of the Storm River passes through 
  a massively marshy and effusively fetid river basin. 
  Anyone wandering here will be plagued with all manner 
  of toothed things that can swiftly pursue intruders on 
  both land and sea. In this part of the river, storms are 
  far less frequent, though overflowing waters often flood 
  the area. In theory, this makes the swamp an extremely 
  good place for disposing of inconvenient corpses, if one 
  wanted to do such a thing. It’s also a good place for 
  anyone who wants to hide from the civilized world or 
  smuggle goods; the authorities would need to be really 
  committed to find them.
  Legends of The 
  Other Regions
  Beyond the Storm River in the interior of the island, 
  the Middle and Inner Regions await. Few have travelled 
  there, and fewer still have survived, but anyone who’s 
  returned invariably carries tales of improbable beings, 
  astounding creatures, fabulous treasure, and incredible 
  danger.
  The Middle Region
  The land across the Storm River has a reputation for 
  being treacherous and hostile to most life. However, 
  a few people of various kinds manage to live there. 
  In particular, the seat of human authority, the Castle, 
  is found across the river from Villedoc. On the rare 
  days when the air is clear, it’s visible across the river. 
  Some fervently believe that some royals still live 
  there, occasionally sending their decrees into the City. 
  Although some decrees from the unknown authorities 
  are upheld, no one has seen these nobles in a very long 
  time. Old Auntie, the village mystic, claims she saw the 
  King and Queen on a procession through the village 
  once when she was a girl, but no one knows how long 
  ago that was… or even if her memory can be trusted.
  Likewise, the Temple sits on the southern shore of 
  the river, opposite Innview’s Tavern. The Temple is the 
  seat of trifold faith in the Realm. Acolytes who serve the 
  Powers there follow the same general structure as those 
  in the High Temple of the City. Despite this reverence, 
  some critics claim the Temple’s acolytes press pilgrims 
  into service, forcing them to toil for the Powers, at least 
  until some requirement known only to them and the 
  Powers has been satisfied. They’re said to speak directly 
  to the Powers themselves, so they may keep and protect 
  some of the most holy relics of the Realm: the legendary 
  Talismans.
  Other features of these lands include a vast desert, 
  the dense Throne Wood, numerous ruins, and a deep 
  chasm. Legends persist of a hidden valley somewhere 
  in the foothills of the mountains, and of course, the 
  mysterious Black Tower endures. A cluster of towering 
  and impenetrable mountains rise from the centre of the 
  Middle Region. The tops of these mountains are almost 
  always obscured by clouds, although on rare clear days, 
  some claim they can see a bleak and forbidding tower 
  somewhere beyond the mountains.
  The Inner Region
  The Inner Region is almost a complete mystery to 
  all the peoples of the Realm, save that it exists on the 
  other side of the Great Portal on the Middle Realm’s 
  northern side. According to legend, the Great Wizard 
  concealed something there long ago, most likely a 
  magical weapon or spell of some kind. Some say this 
  bequest (or subterfuge) was part of the reason for his 
  ultimate demise. This item is believed to grant the bearer 
  dominion over the entire realm, although other legends 
  claim it will bring doom to all who dwell therein.
  Loremasters say the Wizard shackled the most 
  powerful beings of the Dark Realm there to guard the 
  Great Portal. In these tales, the land twisted and warped 
  its dimensions to serve as the Great Wizard’s prison, 
  creating obstacles for any who would attempt to seek 
  his treasure. No one in subsequent history is known to 
  have travelled there and returned, though history and 
  legend are littered with tales of those who have tried. 
  Such stories, repeated in their infinite variations, are 
  some of the Realm’s most common cautionary tales.
  31
   
  
  Chapter 
  hapter 2:    
  Rules of the 
  ules of the Game
  ame
  The Basics
  This section outlines the basic rules for Talisman 
  Adventures, providing you with all the fundamentals 
  you’ll need to know. You’ll find information on dice, 
  tests, fate, different types of actions, combat, taking 
  damage, armour, healing, and death. Of course, there’s 
  no substitute for sitting down and playing the game for 
  learning the ins and outs of the rules, but reading the 
  rules certainly helps.
  If all of this seems overwhelming, take heart! You 
  don’t need to memorise every little detail to play. Take 
  a little time to figure out the basics, and the rest will 
  come as you play. If you’re uncertain about a rule, you 
  can always ask another player or the Game Master, 
  although the Game Master is the final arbiter of any 
  rule disputes.
  Most tabletop roleplaying games, including Talisman 
  Adventures, use simple dice rolls to determine the 
  outcome of actions. In this game, one of these rolls 
  is called a test. A test can represent anything from 
  tracking a goblin through the forest to picking a lock… 
  or fighting a dragon. Not everything requires a test, and 
  many actions are (or can be) accomplished simply by 
  describing what your character is doing. However, any 
  situation where a degree of skill or chance is required—
  and more importantly, where failure has an impact on 
  the story—a test is required to determine the outcome 
  of the action. You’ll find more information about tests, 
  actions, and much more throughout this section.
  Characters
  Your character is the agent through which you 
  influence the story the Game Master creates. Your 
  actions determine the course of the story or the direction 
  of a scene; therefore, it’s up to you to know your 
  character’s capabilities. Your character sheet describes 
  your character through a list of attributes, aspects, 
  skills, Special Abilities, and so on.
  Much of the time, you simply describe what your 
  character does, and the Game Master narrates the 
  outcome. Sometimes you might want your character 
  to do something that is dangerous or is in opposition 
  to another character in the world, so the Game Master 
  may require you to make a test. The outcome of that test 
  determines whether your action is successful and how 
  it impacts the story.
  Looking over his character sheet, Ed sees that his ghoul 
  thief has a high Agility score but low Wits and Resolve. He’ll 
  probably want to stick to picking pockets and other acts of 
  physical theft rather than trying to run cons or scams.
  Time
  The passage of time is an important aspect of any 
  story. We use different measures of time to indicate how 
  much time has passed or how long it takes to complete 
  an action. The following is a breakdown of the different 
  ways that time is measured during a story.
  Days are most commonly used when measuring the 
  passage of time during a long journey. A day is usually 
  considered to be a full 24-hour period, which includes 
  rest time and any other actions the characters might 
  take. If a Special Ability or other effect states that it can 
  be used a certain number of times per day, you must 
  have a full rest before the number of uses resets.
  Sunrise and Sunset are not precise measurements 
  of time, but we sometimes use them when describing 
  the duration of a magical effect. Some magical spells or 
  effects expire at sunrise or sunset.
  A Scene is not a precise measure of time. It’s similar 
  to a scene in a novel: A scene is the amount of time that 
  32
   
  
  passes during a single encounter or activity performed 
  by the characters. A scene can be seconds, minutes, or 
  even hours. It might be a single combat, along with the 
  looting and healing that takes place afterwards, or it 
  might be an evening spent in a tavern trying to learn 
  information about the local thieves’ guild.
  Hours are referenced when the characters are 
  exploring a localized area, such as a small wood or a 
  building. The Game Master might tell you it takes two 
  hours to travel from the village to a nearby graveyard. 
  Some spells and magical effects have a duration that’s 
  described in hours.
  Minutes are used to indicate the time it takes to 
  travel a short distance or perform a short task. The 
  time required for climbing down the side of a cliff or 
  searching a room for a hidden treasure map might be 
  measured in minutes. Also, some spells and magical 
  effects have a duration in minutes.
  Rounds are a measure of time used during combat and 
  other situations where small units of time are important. 
  Each round (or combat round) lasts approximately 
  5 seconds.
  The Game Master rolls a few dice for random encounters, 
  then looks up at the players and speaks. “You travel deep into 
  the forest for three days. With each day that passes, the trees 
  become thicker until the boughs above you almost completely 
  block out the sun. Toward the end of the third day, you hear a 
  long, mournful howl coming from somewhere ahead of you…”
  * * *
  The heroes are in a battle for their life. Ariawyn swings her 
  sword in the hopes of finishing off the undead abomination 
  they’re fighting, but she fails. The Game Master informs her 
  that the undead creature lashed out at the elf, tearing through 
  her armour and inflicting a terrible wound. Additionally, the 
  hapless elf is paralyzed for two rounds.
  Taking Action
  In Talisman Adventures, the player characters are 
  in charge of the action. As a group, you get to act in 
  whatever order you desire (as long as it makes sense). 
  Some actions have reactions: When your attack action 
  results in a Failure or a Standard Success, your opponent 
  gets to strike back. In most cases, the Enemy retaliates 
  against the attacking character, although in some cases, 
  the GM may decide that it makes more sense for that 
  Enemy to act against another character. The action 
  proceeds from player character to player character until 
  everyone has taken an action. During a round, after 
  each player character has taken a turn, any Enemies that 
  were not involved in the fight (or that have remaining 
  actions) can act. Then another round can begin.
  Actions are described in two different ways, full actions 
  and free actions. Full actions require a character’s full 
  attention, so a character generally only gets to take one 
  full action per round. Certain Special Abilities or effects 
  can increase the number of full actions a character can 
  take. Free actions are actions that a character can take 
  while doing something else. A character can take these 
  actions in any order they wish during their turn, even if 
  they want to take a free action, a full action, and another 
  free action. The GM should feel free to limit the number 
  of free actions if they feel that it’s more action than a 
  character could reasonably accomplish in a single 
  combat round.
  Full Actions
  A full action is anything that requires a character’s full 
  attention. This might be attacking an Enemy, casting 
  a spell, disarming a trap, picking a lock, running, or 
  anything else requiring significant effort and focus. You 
  can find details on the most common full actions later 
  in this chapter (see Character Actions, located in the 
  Combat section of this chapter).
  33
   
  
  Rounding Down
  Rounding Down
  Whenever you’re asked to take half or one-
  quarter the result of a die roll, if the result 
  you’ve rolled is an odd number, you’ll need to 
  round down. Always round down unless a rule 
  specifically says otherwise. (For example, rolling 
  1d3 is a case where the rules specifically say to 
  round up.)
  Free Actions
  A character can quickly and easily accomplish a free 
  action, usually without thinking. Examples of free 
  actions include drinking an elixir or potion, drawing 
  a sword, nocking an arrow, saying a quick phrase, or 
  anything else that can be done quickly or with little 
  effort. A few spells can be cast as free actions; these are 
  listed in the spell’s description. A character can also 
  move up to their Speed as a free action; running farther 
  than that requires a full action instead.
  Ed’s ghoul character, Khaz, is trying to pick the lock on a 
  chest in the middle of a fight with goblins. The Game Master 
  states that one of the goblins decides to attack his character. 
  Khaz cannot continue to pick the lock and defend himself, 
  since both are full actions. Ed states that Khaz draws his knife 
  (a free action) and attacks the goblin (a full action).
  * * *
  During his turn, Bruce says that Eldren is going to run 
  away from the combat at full speed, draw his dagger (just in 
  case), drink a potion, and tell the other characters to protect 
  him. The Game Master decides all that action is a little too 
  much for one round, so she tells Bruce he must drop one of 
  the free actions.
  Reaction Actions
  A reaction is a type of action taken in response to 
  an action. The most common “reaction actions” are 
  spells (see Chapter 9: Magic and Spells in the Player’s 
  Guide), although some Special Abilities or other actions 
  might be listed as reactions. Most reactions are also free 
  actions. You can consult the relevant spell or Special 
  Ability for more details.
  Rolling Dice
  Many actions your character takes require you to 
  roll dice. When you play Talisman Adventures, the only 
  dice you’ll need are six-sided dice. Throughout this 
  rulebook, a six-sided die is also known as a “d6.” When 
  you use multiple dice, the number of dice you roll is 
  listed before the d6: one six-sided die is 1d6, two are 
  2d6, three are 3d6, and so on. When you see a listing for 
  1d3, that indicates that you roll 1d6, divide by 2, and 
  round up, giving you a range of 1 to 3.
  Tests
  When you attempt a test—whether you’re attacking 
  a monster, casting a spell, attempting to disarm a trap, 
  identifying a strange potion, or leaping across a pit 
  filled with spikes—you roll 3d6. The numbers on all the 
  dice you roll are added together and compared against 
  a number set by the Game Master. That number is the 
  Difficulty of the roll. If you have an appropriate skill 
  for the action you’re taking, you can add the related 
  aspect to the total. If the number equals or exceeds the 
  Difficulty, the test is a success.
  34
   
  
  One of the three dice must be a different colour. The 
  different coloured die is called a Kismet Die. The number 
  on the Kismet Die is added to the other dice, but if a 1 or 
  6 is rolled on this die, it may have an additional impact 
  on the result. Details on the Kismet Die can be found in 
  later in this section (under The Kismet Die).
  Ed decides that his thief is going to sneak past the goblins 
  guarding the entrance to the cave. The Game Master sets a 
  Difficulty for the test at 13 and asks Ed to roll 3d6. Ed rolls 
  the dice and gets a 4, 4, and a 6 for a total of 14. This is more 
  than enough for Ed’s thief to succeed, even without using his 
  Stealth skill. If Ed needed a higher result on his roll, he could 
  ask to use his Stealth skill. If the GM also decided that Agility 
  was the proper aspect to use in that case, Ed could add 4 to the 
  total, giving him an 18.
  Difficulty
  The Test Difficulty Chart provides a guide to the 
  difficulty of die rolls. The Degree of Difficulty column 
  describes how hard a task is, ranging from Easy 
  (something the character could do in their sleep) to 
  Nearly Impossible (landing a blow on a powerful 
  dragon). The Difficulty Number column has a range 
  of numbers; after the GM sets the degree of Difficulty, 
  they choose an exact Difficulty number in that range, 
  and then the player tries to succeed in a test. Three 
  numbers are provided to give the GM a range to 
  choose from, although in most cases, the middle (bold) 
  number is appropriate. Finally, the Random Number 
  column provides a die roll the GM can use to randomly 
  determine the Difficulty of a test if they’re unsure what 
  the number should be or if they want to instill more 
  randomness. (The GM may decide to roll the number of 
  dice listed for that degree of Difficulty to randomly set 
  the Difficulty for a test instead of choosing the Difficulty 
  for that test.)
  A deep stream blocks the party’s path, so they decide to try 
  to swim across. The stream is quite deep and very swift. The 
  GM decides that this will be a Moderate test, but on the easier 
  side of Moderate; they settle on a 13. If the GM wasn’t sure 
  what to make the Difficulty but knew it was Moderate, they 
  could instead choose to roll 4d6 (and total the dice) to set the 
  Difficulty.
  Test Difficulty Chart
  Degree of 
  Difficulty
  Difficulty 
  Number
  Random 
  Number
  Easy
  7,8,9
  2d6
  Routine
  10,11,12
  3d6
  Moderate
  13,14,15
  4d6
  Challenging
  16,17,18
  5d6
  Hard
  19,20,21
  6d6
  Daunting
  22,23,24
  7d6
  Nearly Impossible
  25+
  8d6+
  Modifying Rolls
  A die roll can be modified positively or negatively by 
  any number of factors. A character that has the relevant 
  focus for a skill gets a +2 bonus to their die roll when 
  attempting a task where that focus applies. Special 
  or magical weapons can give a bonus to your roll in 
  combat, and in some circumstances that warrants a 
  modifier. The Game Master’s section lists quite a few 
  modifiers that can be applied for different reasons. For 
  example, shooting a bow in complete darkness or while 
  being wounded might cause you to have a penalty.
  Khaz wants to unlock a chest the party just discovered. He 
  has the Tinker skill, so that means he gets to add his Agility 
  aspect (which is 4) to his roll. He also has the Lockpicking 
  focus for his Tinker skill, which gives him an additional +2. 
  This means Khaz’s player gets to add 6 to the number he rolls 
  on 3d6.
  * * *
  Thicket sees a goblin hiding in the woods and wants to 
  shoot his bow at it. It’s early evening, and the forest canopy 
  is quite thick, so the GM decides that the light level is Dimly 
  Lit (as defined in the Game Master’s Guide). Thicket has 
  the missile weapon skill, so he gets to add his Agility aspect, 
  which gives him a +4. However, since it’s Dimly Lit, Thicket 
  has a −2. This means that Thicket’s player gets to add 2 
  (instead of 4) to the number he rolls on 3d6.
  Bonus Die
  A die roll can also be modified by adding a bonus die. 
  If a Special Ability or equipment indicates that you get to 
  add a bonus die, that means you can add another (non-
  Kismet) d6 to your roll; however, after you roll, you take 
  away one die of your choice, and it can’t be the Kismet 
  Die. You may find that taking away the lowest die is not 
  always the best choice. A bonus die not only gives you 
  a better chance of rolling high but also increases your 
  chance of rolling doubles… or even triples!
  Eldren is trying to decipher some ancient runes on the 
  wall of a tomb. The GM has stated that the Difficulty to read 
  these runes is 18. Bruce, Eldren’s player, believes that the 
  inscription is very important, so he decides to spend a point 
  of Light Fate to get a bonus die. This means he gets to roll 
  three dice plus the Kismet Die for a total of four dice. Eldren 
  has the Decipher skill, and his Wits is 5, so he gets to add 5 
  to the total. Bruce rolls 3, 5, 6, and a 2 on the Kismet Die. He 
  must keep the Kismet Die, so he gets rid of the 3, giving him 
  a result of 13 + 5 (for his Wits) for a total of 18. He succeeds!
  Degrees of Success
  When your die roll for a test result equals or exceeds 
  the Difficulty, that test is at least a Standard Success. If 
  doubles are rolled (two of the dice are the same number) 
  on any of the three dice and the result equals or exceeds 
  the Difficulty, the test is a Great Success. If triples are 
  35
   
  
  Special Kismet Effects
  Many Special Abilities (and some Special 
  Qualities of magic items) require you to spend 
  Light Fate to activate them. However, some 
  Special Abilities (and Special Qualities) are only 
  activated when you roll of a 6 on the Kismet Die, 
  as indicated by a 
   in the ability’s description. 
  When this happens, you can choose between two 
  options: you can activate that Special Ability or 
  take a Light Fate token.
  Some Enemies have Special Abilities the GM can 
  only activate when you roll a 1 on the Kismet Die 
  while achieving a Failure or a Standard Success. 
  These are indicated by a 
   in the ability’s 
  description. When this happens, the GM can 
  choose to activate an Enemy’s Special Ability or 
  take a Dark Fate token. See Kismet Advantages 
  in the Game Master’s Guide for more information 
  on how to use the Kismet Die.
  In both cases, the Fate generated is immediately 
  spent.
  you make a test. The Kismet Die is added to the other 
  dice as normal, but if a 1 or 6 rolled, Dark Fate or Light 
  Fate is generated (see Fate). Most (but not all) tests use 
  a Kismet Die. Unless the rules state otherwise, you can 
  assume that the Kismet Die is used for any given test.
  When making his Stealth test, Ed rolled a 4, 4, and a 6; the 
  6 was on the Kismet Die. The Game Master asks Ed if he has 
  a Special Ability he wants to use; alternatively, Ed can take 
  a Light Fate token. Since his total was more than enough to 
  successfully sneak past the guards, Ed decides to take a Light 
  Fate token.
  Fate
  Fate can change the turn of events in any encounter. 
  You can use Light Fate to improve a die roll result or to 
  activate a Special Ability. The Game Master uses Dark 
  Fate to increase a challenge, to activate Enemy Special 
  Abilities, or to activate a special effect in an area.
  Both Light and Dark Fate are generated by the Kismet 
  Die. Any time the Kismet Die comes up a 6, the player 
  who rolled the die gains a point of Light Fate, which 
  they can spend immediately or save for later. Any time 
  a player rolls a 1 on the Kismet Die, the Game Master 
  gains a point of Dark Fate they can use immediately or 
  save for later.
  The maximum amount of Light Fate you can have is 
  equal to your character’s level + 2. If you roll a 6 on the 
  Kismet Die while you are at your maximum Light Fate, 
  you can spend that earned Fate immediately, leaving 
  your Light Fate at its maximum.
  rolled (all three of the dice are the same number) and
  the result equals or exceeds the Difficulty, the test is an
  Extraordinary Success.
  The degree of success is especially important because
  the players make all the rolls. This means the degree of
  success determines how well an adventurer succeeds in
  their action and whether their Enemy gets to take an
  action.
  Failure means exactly that: your action fails. In many
  cases, this leads to negative consequences. In combat,
  this means your opponent inflicts full damage against
  you. It might also mean that you fail to climb the wall
  you were scaling or that your spell fails to take effect.
  The exact nature of the failure is up to the Game Master.
  If you were scaling a wall, a failure might mean that
  you fall, or you might drop a vital piece of gear, or you
  might otherwise be placed in peril.
  A Standard Success (often just called “a success”)
  means that you succeeded, but there’s a complication.
  For example, when your character is attacking an
  Enemy, a Standard Success means you strike your
  Enemy, but they harm you as well. If you’re scaling a
  wall, maybe you make progress, but you slip and find
  yourself hanging by one hand.
  A Great Success means that you are completely
  successful in your action with no side effects or
  repercussions.
  An Extraordinary Success means that you don’t just
  succeed: you succeed beyond expectations. The rules
  sometimes suggest possible results for an Extraordinary
  Success, but in other cases, the Game Master invents the
  resulting event. Perhaps you inflict additional damage,
  or maybe you jump or climb faster than expected.
  Ed’s thief is attempting to climb over a wall to escape the
  guards, who are in hot pursuit after he stole a rich merchant’s
  coin pouch. The GM sets a Difficulty of 14 for the test. Ed
  rolls three dice, which come up 4, 5, and 2, giving him a total
  of 11. The GM determines that Ed’s thief can use his Athletics
  (Agility) 4 for the test, giving him a total of 15. A 15 gives him
  a Standard Success! The GM rules that he made the climb,
  but only barely; since Ed got a Standard Success, something
  didn’t go quite right. The GM gives him a choice of either
  dropping the pouch during the climb (while still clearing the
  wall entirely) or slipping at the top and dangling by one hand
  (requiring another test the next round to clear the wall).
  If Ed had rolled doubles on any of the dice he rolled (such as
  if the roll had been 4, 4, 2) and met the Difficulty after adding
  his skill, this would have been a Great Success, meaning his
  thief cleared the wall with no penalty or side effect.
  The Kismet Die
  The Kismet Die can have a radical effect on any task
  you attempt. As mentioned in the previous section, the
  Kismet Die is a die with a different colour you use when
  36
   
  
  You begin each session with 1 Light Fate. The Game 
  Master begins the session with 1 Dark Fate token 
  for each player. The GM’s maximum Dark Fate is 
  determined by multiplying the total number of player 
  characters by 2 and then adding the level of the highest-
  level character. Light Fate and Dark Fate are lost at the 
  end of the session.
  The Can I Spend Fate? chart offers guidelines for 
  when a player or the Game Master is permitted to spend 
  Fate on Special Abilities.
  Can I Spend Fate?
  Test Result
   
  PC Spend 
  Allowed
  GM Spend 
  Allowed
  Failure
  No*
  Yes
  Standard Success
  Yes
  Yes
  Great Success
  Yes
  No**
  Extraordinary 
  Success
  Yes
  No**
  * Some Special Abilities or magic items may allow you to 
  spend Light Fate when a test is a Failure.
  ** Some Enemy Special Abilities allow the GM to spend 
  Dark Fate when the player gets a Great or Extraordinary 
  Success.
  Light Fate
  Light Fate is spent to alter fate on behalf of your 
  character. Throughout this rulebook, 1 Light Fate is 
  abbreviated like this: 
  . You have several opportunities 
  to spend Light Fate during a given combat round. The 
  first is spending 
   to affect a die roll; you can do this 
  before or after the roll is made. You cannot spend Fate 
  to affect a single die roll more than once. The second is 
  spending 
   to activate your character’s Special Ability, 
  but only when you roll a success. And finally, you may 
  be able to spend Light Fate as part of a spell or when 
  activating the Special Quality of a magic item. As a 
  general rule, you can spend Light Fate once for any given 
  opportunity. In other words, you can spend Light Fate 
  to alter your die roll in one way, you can activate one 
  Special Ability, and you can activate one Special Quality.
  • You can spend 
   before you make any test to add 
  a bonus die to the roll (for a total of 4d6). You get to 
  choose which three dice you keep, though the Kismet 
  Die must be one of them.
  • After you roll for a test, you can spend 
   to reroll one 
  of the dice, but you must keep the new result. (You 
  cannot do this if you spent Fate to add to the roll.)
  • After succeeding on a test, you can spend 
   to 
  increase a Standard Success to a Great Success. You 
  cannot do this if you have already spent Fate to 
  modify the die roll, and you cannot increase a Great 
  Success to an Extraordinary Success.
  • You can spend 
   to activate one of your Special 
  Abilities.
  • You can spend 
   to activate an item’s Special 
  Quality.
  • Some spells require 
   expenditure.
  • When you fail a death test (a test to avoid dying), 
  you can spend 
   to cheat death. Spending Fate 
  in this way means that you pass the test for that 
  round, but you must still make another test on the  
  following round.
  Dark Fate
  Dark Fate allows the Game Master to make encounters 
  the player characters face more challenging. Throughout 
  this rulebook, 1 Dark Fate is abbreviated like this: 
  .
  • The Game Master can spend 
   to increase an 
  Enemy’s Threat rating by 1d6 for one round. This 
  must be done at the beginning of the round and can’t 
  be done as a reaction to a character attacking that 
  Enemy.
  • The Game Master can spend 
   to activate an 
  Enemy’s Special Ability. Unless a Special Ability 
  specifically states otherwise, the use of a Special 
  Ability replaces an Enemy’s normal attack.
  • The Game Master can spend 
   to activate effects in 
  special areas.
  • The Game Master can spend 
   to activate an item’s 
  curse effects (listed under Special Qualities).
  Movement
  Each round, you can move a number of metres equal 
  to your Speed. You can use this movement before you 
  take an action, after you take an action, or both. This 
  is a free action; however, if you’re engaged in combat, 
  the Game Master may require you to make a successful 
  disengage test (see Disengage) to safely break free from 
  your opponent.
  You can spend a full action to sprint; this allows you to 
  move three times your Speed. If you sprint, you cannot 
  also move as a free action.
  Combat
  When combat is about to begin, the Game Master 
  works with the players to define its circumstances. 
  Generally, the Game Master sets the scene by describing 
  what the adventurers see. (The GM might choose to 
  draw the surroundings on a map or an erasable battle 
  mat; some GMs use miniatures.) The players then decide 
  exactly what their characters are going to do. Of course, 
  in some cases, such as if the adventurers are surprised, 
  the Game Master may have more say in exactly how the 
  combat begins.
  37
   
  
  Order of Combat
  Step One
  Engagement. Determine the circumstances of 
  the combat. Make surprise tests, if necessary.
  Step Two
  Character Action Phase. Determine the target 
  and whether the attacker wants to spend 
  Light Fate.
  Step Three
  Roll the test dice.
  Step Four
  Total all three dice. If the attacker has an 
  appropriate skill, add the appropriate aspect 
  and/or focus. Apply any other modifiers.
  Step Five
  Compare the result to the Difficulty (usually 
  the target’s Threat); also determine if there 
  are any Kismet Die effects.
  Step Six
  The GM works with the players to describe 
  the outcome.
  Surprise Attacks
  When Enemies make a surprise attack, it’s one of the 
  rare times in Talisman Adventures that the players can’t 
  help to decide the course of the action; they only get 
  to react. Of course, surprise usually only lasts for one 
  round, so from that point on, the players get to help 
  dictate the action.
  Sometimes, it’s clear that either the adventurers or 
  their Enemies should be surprised. Before consulting 
  the rules, the Game Master should consider the 
  circumstances and determine whether a test is necessary 
  to see if someone is surprised. If one side has a well-
  planned ambush and the other side is distracted or not 
  paying attention, the Game Master can decide that test 
  isn’t necessary. If the Game Master decides that a test 
  is required, as with most things in Talisman Adventures, 
  the players make the necessary rolls.
  Exploration Surprise
  In a situation where the adventurers are exploring 
  and come across Enemies, each player makes a roll 
  using their Notice (Wits); this is called a surprise test. 
  The Difficulty is determined by the current activity of 
  the characters; it might be modified by a monster ability 
  or circumstances (e.g., exploring a cave in complete 
  darkness).
  Our intrepid adventurers are making their way through the 
  Split Oak Forest when they come across a group of goblins. 
  The GM tells the players that each of them must make a 
  surprise test; they need to roll Notice (Wits). Thicket was 
  scouting a little ahead of the group and was keeping a careful 
  lookout, so his Difficulty is 11. Ariawyn and Khaz were 
  keeping an eye on the woods while discussing their quest, so 
  their Difficulty is 14. Elden was riding in the back of a pony 
  cart, and his nose was buried deep in a book of lore, so the GM 
  says his Difficulty is 20.
  38
   
  
  Exploration Surprise Chart
  Player Character Status
  Difficulty
  Alert and on the lookout
  11
  Mostly alert
  14
  No lookouts posted or somewhat distracted
  17
  Very distracted (involved in another activity)
  20
  Failure: The player character is surprised.
  Standard Success: The player character is partially 
  surprised.
  Great Success: The PC can act normally.
  Extraordinary Success: The PC can act normally and 
  can alert one other character. A character who is altered 
  gets to act normally. This can be applied to a character 
  who is surprised or partially surprised.
  John rolls a total of 15 for Thicket and rolls triples, giving 
  him an Extraordinary Success! This result means he gets to 
  act normally and has the option to alert another character, if 
  necessary. Both Tara and Ed get Standard Successes for their 
  characters, but Bruce gets a Failure for Elden. John decides 
  that Thicket uses his Great Success to alert Elden, who then 
  gets to act normally this round.
  Player Characters  
  Ambush Enemies
  When attempting to set up an ambush for Enemies, 
  a single character leads the ambush and makes a test 
  using Stealth (Agility or Insight). To set an ambush, the 
  characters must be aware that the Enemies exist. They 
  might lie in wait for an Enemy to pass by, or they might 
  sneak up on an Enemy they already know is there. 
  It is assumed that this character is orchestrating the 
  ambush, telling people where to hide or where to move 
  and so on. If any adventurer in the group has a lower 
  rating in Stealth (Agility or Insight) than the character 
  making the test, the leader suffers a −2 penalty to their 
  roll. The Difficulty for the test might be modified by 
  circumstances, a Special Ability, or equipment. In this 
  case, the test made by one player is the result for the 
  entire group.
  If the GM believes it makes more sense, or the players 
  prefer, each player can make their own roll. Assuming 
  the group is together, the worst test result applies to the 
  entire group.
  Khaz has already scouted ahead, so he knows that a group of 
  bandits has a camp up ahead. He leads the group in sneaking 
  up on the bandits to ambush them. Ed gets to make the roll to 
  determine the success (or failure) of the ambush, but since at 
  least one other character has a lower Stealth (Agility), Ed gets 
  a −2 penalty on the roll.
  PCs Ambush Enemy Chart
  Enemy Status
  Difficulty
  Completely unaware or distracted
  11
  Somewhat unaware (occupied but on the 
  lookout)
  14
  Alert in established territory
  17
  High alert!
  20
  Failure: No surprise. Combat proceeds normally; 
  both the characters and Enemies can act.
  Standard Success: The Enemies are partially 
  surprised.
  Great Success: The Enemies are completely surprised.
  Extraordinary Success: The Enemies are completely 
  surprised. The characters may get some additional 
  advantage at the GM’s option.
  The GM decides that since the bandits are in an established 
  camp where someone’s on watch duty, the Difficulty is 17. 
  Ed rolls a total of 16 on 3d6 (but no doubles) and gets to add 
  his Stealth (Agility), giving him a total of 20. However, he 
  has a −2 penalty to the roll, since at least one other character 
  has a lower Stealth (Agility). This brings his total to 18; still 
  a Standard Success. This means the bandits are partially 
  surprised. Ed decides to spend a point of Light Fate to increase 
  his Standard Success to a Great Success, which means the 
  bandits are completely surprised!
  Effects of Surprise
  For either side, the degree of surprise can have 
  multiple effects. Either side may gain certain bonuses or 
  penalties, as described below. Surprise also determines 
  the positioning of adventurers and Enemies when a 
  combat begins.
  Player Characters Surprised: Surprised player 
  characters don’t get to take actions. The Game Master 
  chooses one action for each Enemy. A player character 
  can make a defence test against any of these attacks; a 
  surprised character has a −6 penalty to their defence 
  test (see Defence Tests later in this chapter). The Game 
  Master gets to determine the position of Enemies in 
  relation to the player characters.
  Player Characters Partially Surprised: Partially 
  surprised player characters take actions as normal, 
  but each one is at −2 penalty to any action. However, 
  a partially surprised character can choose the defend 
  action that round (see Defend) with no penalty. The 
  Game Master determines the position of Enemies in 
  relation to the player characters.
  Enemies Completely Surprised: When Enemies are 
  completely surprised, each player character can make 
  one attack with a +2 bonus to their test, and Standard 
  39
   
  
   
  included on this list, it’s up to the Game Master to 
  decide if it’s a full action or a free action and whether a 
  skill test is required.
  Assist
  You can take an action to assist another character when 
  they’re in combat (either with a combat or non-combat 
  skill) or when they’re taking an action (like casting a 
  spell or recovering Life); this is called an assist action.
  To assist another character in melee combat or psychic 
  combat, you must have an appropriate skill. You do not 
  have to be using the same weapon type, although you 
  must be able to affect the assisted character’s opponent 
  in a meaningful way. For example, an archer character 
  can assist a character in combat by firing a shot that 
  distracts an Enemy.
  Characters without combat skills can be creative in 
  how they assist in combat. For example, you might use 
  Athletics (Agility) to swing from a rope and slam into 
  an Enemy. However, a melee warrior cannot assist an 
  archer who is attacking an Enemy that’s out of range. 
  When you’re assisting another character, you roll 1d6. 
  If the result is equal to or lower than the skill (aspect) 
  you’re using to assist, add the number on the die to the 
  other character’s roll. If the result is over that skill, add 
  nothing.
  On her turn, Tara decides that her elven warrior, Ariawyn, 
  is going to attack the Black Knight that’s blocking their 
  passage. Ed’s character, Khaz, hasn’t taken an action yet. 
  Since the Knight has a high Threat rating, Ed declares that 
  Khaz is going to assist Ariawyn by darting about with his 
  daggers to distract the Knight. The GM decides that Khaz 
  can use Melee (Agility) for this. Khaz has the Melee skill and 
  an Agility of 5. Ed rolls 1d6 and rolls a 3. This means that 
  Ariawyn gets a +3 to her test to attack the Black Knight.
  If the situation makes sense and the GM agrees, 
  multiple characters can assist a single character, but 
  only the highest assist roll is used as a bonus.
  If you are within range of an Enemy while assisting, 
  you may be open to a reaction from the Enemy when 
  they’re attacked. When an attacking character rolls a 
  Failure or a Standard Success, the Game Master decides 
  who the Enemy decides to damage.
  Ariawyn fails her attack test against the Black Knight. The 
  GM decides that the Knight is offended by Khaz’s constant 
  capering and dodging, so the Knight inflicts damage on Khaz 
  instead of Ariawyn.
  Attack, Melee
  Your roll during a melee attack not only determines if 
  you damage your opponent but also whether they injure 
  you. On a Failure, the Enemy you are attacking hits you 
  for its full damage; if you rolled a 1 on the Kismet Die, 
  or if the Game Master decides to spend Dark Fate, your 
  Successes become Great Successes; however, a Failure
  is always a Failure and a Great Success is not increased
  to an Extraordinary Success. (For example, an attack
  that’s a Standard Success becomes a Great Success, but
  if the attack is a Failure, there’s no change.) The player
  characters determine their position in relation to their
  Enemies. Enemies who were not attacked do not get an
  action this round.
  Enemies Partially Surprised: When Enemies are
  partially surprised, each player character gets a +2
  bonus to any attack against a partially surprised Enemy.
  The player characters get to determine their position in
  relation to their Enemies. Enemies who have attacks
  remaining after the characters act can still attack, but
  characters have a +2 bonus to their defence tests.
  Position
  The next step is to determine the position of player
  characters relative to their Enemies. Player characters
  and allies that aren’t currently engaged in combat can
  move freely up to their Speed to engage an Enemy or to
  move to another location. The Game Master works with
  the players to determine the initial positioning of the
  characters and their Enemies based on circumstances
  and terrain. Surprise (and the results of surprise) can
  also affect the initial positioning of player characters
  and their Enemies.
  Determine Order of Actions
  Since the players set the pace in Talisman Adventures,
  the players get to decide who acts first and in what
  order. At the beginning of combat, one character takes an
  action (determined by the group) followed by the next
  (determined by the group) until everyone has taken an
  action. At that point, any Enemies the characters haven’t
  engaged can make an attack or take an action; that
  Enemy can also choose to move. If an Enemy chooses
  to move when they’re engaged, that opens them up to
  an additional attack from the character engaging them.
  Character Actions
  When it’s your turn to act, you must decide what
  kind of action (or actions) your character takes. The
  actions described here are typically full actions (except
  for some spells). Each combat round is about 5 seconds
  long, so any action must fit within that time span. You
  only get to take one full action each round, although
  you can take multiple free actions (see Free Actions
  earlier in this chapter). The following is a list of the most
  common actions a character is likely to take during a
  combat round, although this list is far from exhaustive.
  If a character wants to attempt something that isn’t
  40
   
  
  opponent may even use a Special Ability on you. If you 
  get a Standard Success or better, you hit your opponent, 
  but unless you get a Greater Success or better, your 
  opponent gets to strike back.
  Failure: You inflict no damage to your target, but your 
  opponent hits you for full damage.
  Standard Success: You hit your target for full damage, 
  but your opponent hits you for half damage. Roll the 
  damage and add the damage modifier, then halve the 
  damage (rounding up).
  Great Success: Your attack is a complete success. You 
  inflict full damage on your target, and your opponent 
  does not get an action.
  Extraordinary Success: Your attack is a complete 
  success. In addition to inflicting full damage and 
  emerging unscathed, you cause your opponent 
  additional harm. The exact nature of this additional 
  injury is up to the Game Master, although the player 
  can make suggestions. Additional injury may include 
  (but is not limited to) the following effects:
  • add 1d6 damage,
  • knock down your opponent,
  • stun your opponent, or
  • inflict 1 Wound.
  Attack, Psychic
  Certain Enemies are only affected by psychic attacks. 
  Any character can initiate a psychic attack against an 
  Enemy with the Incorporeal benefit (as described in the 
  Game Master’s Guide.) Additionally, characters with the 
  Psychic Assault Special Ability can initiate a psychic 
  attack against anyone. Psychic attacks always ignore 
  armour.
  When a psychic attack is made, use the following for 
  resolution.
  Failure: You do not harm your target, and the Game 
  Master can choose one of the following:
  • an opponent inflicts psychic damage on you, or
  • an opponent with a ranged or melee attack strikes 
  you for full damage, or
  • an opponent with a ranged attack fires at one of 
  your allies (and that character or NPC must make a 
  defence test).
  Either way, you suffer disorientation from the psychic 
  effort, and all your psychic attacks have a −2 penalty 
  until you take a short rest; disorientation penalties are 
  cumulative.
  Standard Success: You strike your target for full 
  damage, but the Game Master can choose one of the 
  following:
  41
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Extraordinary Success: Your attack is a complete 
  success. In addition to inflicting full damage and 
  emerging unscathed, you cause your opponent 
  additional harm. The exact nature of this additional 
  damage is up to the Game Master and may include (but 
  is not limited to) the following:
  • add 1d6 damage,
  • knock down your opponent,
  • stun your opponent,
  • inflict 1 Wound, or
  • you have an opportunity for a special effect, such as 
  pinning your opponent.
  Cast Spell
  Casting a spell requires a Spellcasting test.
  Failure: The spell does not take effect, but the caster 
  must spend spell points(s) or lose memory of the spell.
  Standard Success: The spell takes effect, but there’s 
  a complication determined by the Game Master. 
  Possibilities include the following.
  • You must spend one extra spell point; otherwise, 
  you’re “strained” by spellcasting, suffering a −2 
  penalty to all Spellcasting tests until you have a short 
  rest. Penalties from strain effects are cumulative.
  • You’re placed in danger and suffer the full effects of 
  an attack from an Enemy (either an Enemy with a 
  missile weapon or a spellcaster).
  • Your spell is only partially successful (e.g., target 
  takes half damage, or the spell has half duration).
  Great Success: Your spell takes full effect with no side 
  effects.
  Extraordinary Success: The spell takes full effect 
  with no side effects. You also gain one of the following 
  benefits (or another of the GM’s choice).
  • If you have become strained from spellcasting, you 
  can remove the penalty for one strained effect.
  • The spell point cost is decreased by 1.
  • The spell effect increases in some way as determined 
  by the GM (such as increased damage or effect area).
  Defend
  You can choose to just defend yourself for a round, 
  attempting to avoid all damage. A character who makes 
  a defend action receives a +4 bonus to all defence tests 
  against melee or missile attacks for the duration of the 
  round. A character using a defend action can do nothing 
  else until their next action.
  Disengage
  When you’re in melee combat with an Enemy, you 
  can disengage from them, but there is a risk of them 
  harming you, even if that Enemy has already used all 
  their attacks. To successfully disengage, you must make 
  •an opponent inflicts psychic damage on you, but the
  damage is halved, or
  •an opponent with a ranged or melee attack strikes
  you for half damage, or
  •an opponent with a ranged attack fires at one of
  your allies (and that character or NPC must make a
  defence test).
  Either way, you suffer disorientation from the psychic
  effort, and all your psychic attacks have a −1 penalty
  until you take a short rest; disorientation penalties are
  cumulative.
  Great Success: Your attack is a complete success. You
  inflict full damage on your target, and your opponent
  does not get an action.
  Extraordinary Success: Your attack is a complete
  success. In addition to inflicting full damage and
  emerging unscathed, you cause your opponent
  additional harm. The exact nature of this additional
  damage is up to the Game Master and may include (but
  is not limited to) the following:
  •add 1d6 damage,
  •stun your opponent,
  •prevent your opponent from using psychic attacks
  for 1d6 rounds, or
  •inflict 1 Wound.
  Attack, Ranged
  Ranged attacks can include anything from firing a
  missile weapon (such as a bow or crossbow) to throwing
  a weapon (such as a rock or knife).
  Failure: You do not harm your target, and the Game
  Master can choose one of the following:
  •an opponent with a ranged attack strikes you for full
  damage,
  •an opponent with a ranged attack fires at one of
  your allies (and that character or NPC must make a
  defence test),
  •an opponent within melee range strikes you for
  maximum damage, or
  •you lose 1d3 additional ammo.
  Standard Success: You strike your target for full
  damage, but the Game Master can choose one of the
  following:
  •an opponent with a ranged attack strikes you for half
  damage,
  •an opponent with a ranged attack fires at one of
  your allies (and that character or NPC must make a
  defence test),
  •an opponent within melee range strikes you for full
  damage, or
  •you lose one additional ammo.
  Great Success: Your attack is a complete success. You
  inflict full damage on your target, and your opponent
  does not get an action.
  42
   
  
  an Athletics (Agility) test against a Difficulty equal to 
  the Enemy’s Threat; this is known as a disengage test.
  Failure: You do not disengage, and you take full 
  damage from your opponent.
  Standard Success: You can disengage and move up to 
  half your Speed, but you cannot take another full action 
  that turn. Your opponent strikes you for half damage.
  Great Success or better: You disengage without harm; 
  you can then take an action and/or move.
  Protect
  You can attempt to protect another character from taking 
  damage from an incoming attack. Protecting another 
  character takes an action and usually requires a Melee 
  (Agility) test, although other (creative) alternatives are 
  possible. If you’re attempting to protect another character 
  that is involved in melee, you must declare your protect 
  action before that character is attacked; its effects last 
  until your next action. You can also use a protect action 
  to protect a Follower or other NPC.
  Failure: You fail to protect the other character.
  Standard Success: You can halve the damage from 
  one attack on the character you are protecting, or you 
  can protect them from all damage and take the full 
  amount of damage yourself.
  Great Success: You block all the damage from one 
  incoming attack on the person you are protecting.
  Extraordinary Success: You block all damage from 
  one incoming attack on the person you are protecting. 
  The GM may allow an additional effect, such as causing 
  the attacker half damage.
  Recover
  You can attempt a recover action to restore lost Life. 
  When making a recover action, you can take no other 
  action, but you can make a defence test when you are 
  attacked. You can take a number of recover actions each 
  day equal to your Resolve. This resets when you take 
  a full rest. If you have taken any Wounds, you cannot 
  take a recover action. If a recover action is taken during 
  a combat, you must make a Fortitude (Mettle) test 
  against Difficulty 14. A recover action taken during a 
  short rest requires no roll and is automatically a Great 
  Success.
  Failure: You do not recover any Life.
  Standard Success: Recover 1d3 Life.
  Great Success: Recover 1d6 Life.
  Extraordinary Success: Recover 1d6+3 Life.
  43
   
  
  Defend Action and 
  Defend Action and 
  Defence Tests
  Defence Tests
  Watch out for these two. They are related but 
  not the same. A defend action grants a bonus 
  to defence tests. A defence test is not an action 
  in and of itself; it’s a reaction to an attack or 
  effect. For example, if a monster has a remaining 
  action after all the characters have acted, and 
  if it decides to attack a player character, that 
  PC must make a defence test to determine the 
  outcome. If that player character had decided to 
  forgo all other actions and make a defend action, 
  they would get a +4 bonus to any defence tests 
  they have to make for the duration of the round. 
  Finally, the protect action is often confused with 
  the defend action. Use the protect action when 
  you want to protect another character from an 
  incoming attack. It does not offer any additional 
  protection for yourself.
   
   
   
   
   
   
   
  An Enemy that is currently engaged in combat with 
  a character can break away, but the character gets to 
  inflict one attack of full damage on them (even if they 
  have no actions remaining). A single character can keep 
  two Enemies engaged in combat.
  Defence Tests
  A defence test is different from a defend action. A 
  player character attacked by an Enemy during this 
  phase (usually) cannot harm an Enemy; instead, they 
  make a defence test against the Enemy’s Threat rating. 
  The Game Master determines what skill is used for a 
  defence test. The following are the skills most commonly 
  used in defence tests.
  • Athletics (Agility): Defence against missile weapons 
  or “missile-like” spells.
  • Fortitude (Mettle or Resolve): Resists the effects 
  of crushing damage (falling rocks) and some spell 
  effects (such as fire or ice).
  • Melee (Agility or Brawn): Defence against melee 
  attacks.
  • Psychic Combat (Wits or Resolve): Defence against 
  psychic and mind-affecting spells.
  Failure: This result means that you do not resist any 
  of the damage or effect. You take full damage.
  Standard Success: You only suffer half of the damage 
  or effect.
  Great Success: You take no damage, completely 
  resisting the spell or effect.
  Enemy Actions
  For the most part, you and the other players set the
  pace during a combat. Each round, each character takes
  an action in turn until everyone has had a chance to act.
  After that, any Enemies who have not acted, or who
  have remaining actions, may take actions.
  Enemy Response
  During the player character action phase of the round,
  an Enemy only gets to act or respond when a player
  character gets a Standard Success or a Failure. In these
  cases, the Game Master gets to decide how the Enemy
  reacts. Usually, the Enemy inflicts damage, either its
  full amount (in the case of a Failure) or half damage
  (with a Standard Success). An Enemy can respond to
  as many attacks as are made against it. For example, if
  three characters attack a single Enemy, it is possible that
  the Enemy could harm all three of the characters if they
  get Failures or Standard Successes. Some Enemies have
  multiple actions. If an Enemy with multiple actions is
  attacked fewer times than its number of actions, it can
  use any remaining actions during the Enemy action
  phase (as described below).
  Ariawyn and Thicket have already attacked a hobgoblin.
  They both got Standard Successes, but it’s still standing.
  Khaz decides to join in and takes a swing, but he fails. The
  hobgoblin only has one action, but since Khaz attacked it, the
  hobgoblin gets to inflict full damage on him.
  Enemy Action Phase
  After the player character action phase, if any of the
  Enemies involved in combat have not taken or used
  all their actions in that round, the Game Master gets
  to decide what they do. In most cases, any Enemies
  directly engaged with the player characters do not get
  to act at this point, since their action will have been
  resolved by a player character’s actions. Each Enemy
  has a number of actions. This is listed in their entry in
  Chapter 4: Enemies in the Game Master’s Guide. Each
  attack made against an Enemy uses one of its actions. If
  any Enemies have remaining actions after all the player
  characters have acted, the GM gets to decide what they
  do and the order in which they do it.
  Possible Enemy actions include, but are not limited to:
  •move to engage a player character in melee,
  •use an item (magic item, scroll, etc.),
  •move to a different position,
  •make a missile/ranged attack,
  •make a psychic attack, or
  •disengage from a player character.
  The Game Master does not roll dice for Enemy attacks;
  instead, when an Enemy chooses to attack a player
  character, the player gets to make a defence test, usually
  with the Enemy’s Threat as the Difficulty.
  44
   
  
  Extraordinary Success: As with a Great Success, the 
  Game Master may allow you to inflict limited damage 
  on the attacker, especially in melee or during psychic 
  combat. You generally cannot use Light Fate to activate 
  a Special Ability, although the Game Master can allow 
  this in certain circumstances.
  The party is fighting a group of six goblins. After all the 
  characters have acted, Spring, the GM, assesses the situation. 
  Two of the goblins are dead, and two more have been attacked, 
  so they are engaged in combat. Goblins only have one action 
  each, so the goblins engaged in combat do not get any actions. 
  Spring decides that one of the goblins rushes forward to attack 
  Ariawyn, so Tara must roll a melee defence test. Spring tells 
  her that the test is Melee (Brawn) against the goblin’s Threat 
  of 11. The final goblin shoots and arrow at Elden, so Bruce 
  must make an Athletics (Agility) defence test to avoid being 
  stuck with an arrow. Once these tests are completed, a new 
  round begins.
  Inflicting Damage
  When you make a successful attack, you get to inflict 
  damage on your opponent. The amount of damage is 
  determined by your damage modifier (also called a 
  DM) plus a die roll based on the weapon used.
  Melee attacks, ranged attacks, and most spell attacks 
  inflict physical damage, which adds your physical damage 
  modifier. Base damage is determined by your weapon’s  
  size and type or your spell’s description. Armour almost 
  always reduces the effect of physical damage.
  Psychic attacks and some spell attacks inflict psychic 
  damage, which adds your psychic damage modifier. 
  (Your psychic damage modifier is defined by your class; 
  see Chapter 4: Classes for more details.) Base damage 
  for psychic attacks is 1d6 (unless specified otherwise 
  or listed in a spell description.) Psychic attacks  
  ignore armour.
  Weapon Damage Chart
  Weapon Size (Type)
  Base Damage
  Hands
  1
  Small Weapon (small claws, 
  dagger, knife)
  1d3
  Medium Weapon (large claws, 
  sword, mace, axe)
  1d6
  Large Weapon (2-handed sword, 
  great axe)
  2d6
  Psychic Attack
  1d6 (ignores armour)
  Ariawyn gets a Great Success when making a melee attack 
  against a goblin. She’s using a sword, so she rolls 1d6 and 
  adds her physical damage modifier (which is equal to her 
  Strength). Elden gets a Standard Success against another 
  goblin with a psychic attack. The base damage is 1d6 for a 
  psychic attack, and Bruce gets to add his psychic damage 
  modifier (which is equal to his Craft).
  45
   
  
  Armour
  Armour protects your character against most kinds 
  of attacks, although some attacks ignore armour. (The 
  Game Master informs players when this occurs.) Some 
  pieces of armour can be sacrificed to completely negate 
  a single physical attack. (More details about armour are 
  listed in the Equipment section.)
  Each Armour Type described in the Armour Chart 
  includes a general description of the type of armour 
  worn.
  The armour points column on the Armour Chart 
  shows the amount of damage armour reduces from 
  a physical attack before it’s applied to your Life trait. 
  Some attacks and spells ignore armour. Armour does 
  not provide protection against certain kinds of attacks 
  (such as psychic attacks), and the armour is not harmed 
  by these attacks. Instead, the damage is applied directly 
  to the character’s Life.
  Armour also has an agility penalty that reduces your 
  effective Agility score. Some classes, like the warrior, 
  have Special Abilities that negate this penalty for certain 
  types of armour. If your Agility is reduced below zero 
  (0), you suffer a penalty (equal to the negative rating) to 
  any tests you make that require Agility.
  The total effectiveness of a suit of armour degrades 
  by 1 point each time you engage in combat. Mark each  
  point of damage your armour takes with a slash (“/”) on 
  the Armour Points track on your character sheet. The 
  first time your armour reduces damage in an encounter, 
  mark an X on the Armour Points track. When all the 
  boxes are marked with an X, the armour is destroyed 
  and cannot be repaired.
  Refitting and  
  Repairing Armour
  If your armour is damaged during combat, you can 
  refit it during a short rest. No roll is required. All armour 
  points except those marked with an X are restored.
  Repairing armour takes more time. You’ll need at 
  least one hour and access to the proper equipment 
  (which might include a forge for heavy armour) and 
  materials. After spending one hour on repairs and 
  using one armour repair kit (see Chapter 7: Equipment 
  in the Player’s Guide), you can make a Tinker (Agility) 
  test. The Difficulty for this test is 8 + (the number of 
  armour points that need to be repaired). Unlike refitting 
  armour, repairing armour can remove the X’s from 
  your equipment’s Armour Points track.
  Failure: No armour points are restored, and the 
  armour kit is used.
  Standard Success: Restore 1d6 armour points; the 
  armour kit is used.
  46
   
  
  Great Success: You restore 2d6 armour points and the 
  armour kit is used, or you restore 1d6 armour points 
  and the armour kit is not used.
  Extraordinary Success: Restore 2d6 armour points; 
  the armour kit is not used.
  Armour Chart
  Armour Types
  Armour Points
  Agility Penalty
  Clothes
  0
  0
  Leather
  3
  0
  Hard Leather
  6
  −1
  Chain
  9
  −2
  Mail
  12
  −3
  Plate
  15
  −4
  Shield
   *
  −1
  * See Shields for details on the effects of a shield.
  Shields
  Shields do not offer protection the same way armour 
  does; instead, a shield provides its own special effects.
  When you’re taking a defend or protect action, a shield 
  grants a +2 bonus to the relevant test. The +2 bonus also 
  applies if you are forced to make a defence test against 
  a physical attack.
  A shield can be used to completely negate damage 
  from a single melee or missile attack, but the shield may 
  be destroyed in the process. After an attack or defence 
  test is made but before the GM rolls damage, you can 
  declare that your shield is taking the hit. When a shield 
  is used in this manner, roll 1d6. If you roll a 5 or 6, the 
  shield is still intact; however, if you roll a 1–4, the shield 
  is destroyed. Either way, the shield absorbs the damage.
  Note, that different shield types have a max amount 
  of damage listed that they can absorb from a single 
  attack. If the damage inflicted from a single source is 
  higher than the listed amount, the shield only blocks 
  that amount and then automatically breaks. See the 
  shield listing in Chapter 8: Equipment.
  Helm
  A helm can be used in much the same way as a shield. 
  If a melee or missile attack would reduce you to zero 
  (0) Life, you can take the blow on the helm and take no 
  damage. After the GM rolls damage, if the attack would 
  reduce you to zero (0) Life, you can declare that you are 
  taking the hit on your helm. When you use a helm in 
  this manner, roll 1d6. If you roll a 6, the helm remains 
  intact. If you roll a 1–5, the helm is destroyed.
  Wearing a helm does not incur an agility penalty, 
  but you will have a −2 penalty to all Notice tests while 
  wearing the helm. Either way, the helm absorbs the 
  damage.
  Note that different helm types have a maximum 
  amount of damage listed they can absorb from a single 
  attack. If the damage inflicted from a single source is 
  higher than the listed amount, the helm cannot be used 
  to block the damage. See the helm’s listing in Chapter 
  8: Equipment.
  Taking Damage
  There are lots of different ways you can take damage, 
  such as suffering an Enemy’s attack, falling off a cliff, or 
  springing a trap. Damage reduces your character’s Life 
  by the amount of damage you take. Your Life can never 
  be reduced below zero (0); if the amount of damage you 
  take from a single source would reduce your character’s 
  Life below zero (0), the additional damage is ignored. If 
  your character has Life remaining after taking damage, 
  they’re fine and can continue to take actions without 
  penalty. However, if your Life is reduced to zero (0), 
  your character is unconscious and takes a Wound.
  Wounds
  Any time you are reduced to zero (0) Life, you must 
  check a Wounded box on your character sheet. This 
  indicates you have taken a serious injury of some sort 
  that hinders your ability to function normally. You suffer 
  a −2 penalty to all actions while the Wound remains. 
  You can suffer multiple Wounds, and their penalties are 
  cumulative. If you take a number of Wounds equal to 
  your Mettle or Resolve (whichever is higher), you do 
  not awaken from unconsciousness until one of them 
  is healed, even if your Life is fully restored. Wounds 
  can only be healed through natural healing, first aid, or 
  magical effects.
  Death and Dying
  Even heroes die. When you reach zero (0) Life, your 
  character is unconscious and on the verge of death. Each 
  round after this happens, you must make a death test to 
  see if your character is still alive. This is a Difficulty 8 
  test using Mettle or Resolve (whichever is higher); each 
  additional round after the first, the Difficulty increases 
  by 1. If you roll a 6 on the Kismet Die on a successful 
  death test, you stabilize and awaken on your own after 
  1 minute with 1 Life. If you fail this test, your character 
  is dead. If neither condition is met, you’re still dying.
  Any kind of healing spell or magical effect immediately 
  stabilises a dying character. You can instead stabilise a 
  character with a successful Heal (Insight) test against 
  Difficulty 14. A stable character regains consciousness 
  with 1 Life; they’re no longer dying, they no longer need 
  to make death tests, and they can act the following round.
  47
   
  
  repaired. (For more details on repairing armour points 
  marked with an X, see the earlier section on Repairing 
  Armour.)
  Recovering Life
  During a short rest, a character can take one recover 
  action. A recover action taken during a short rest acts 
  exactly as a recover action taken during combat (and 
  counts against the total you can make in a day) with one 
  difference: it is automatically a Great Success, restoring 
  1d6 Life.
  Recovering Spell Points
  During a short rest, you can attempt to recover spell 
  points. Roll 1d6; you recover that number of spell 
  points. You can do this once per short rest. This is 
  different from a recover action, so it doesn’t affect the 
  number of recover actions you can take in a day.
  Long Rest
  A long rest requires at least eight hours of 
  uninterrupted rest (as per Short Rest), including at 
  least six hours of sleep. A character cannot take more 
  than one long rest per 24-hour period.
  Recovery
  After a long rest, all lost Life and all spell points are 
  recovered. No test is required. However, Wounds are 
  not recovered; you can only deal with Wounds through 
  first aid, natural healing, or magical means.
  Natural Healing
  Once per day, character that has taken one or more 
  Wounds can attempt to heal 1 Wound after taking 
  a long rest. Healing a Wound requires a Fortitude 
  (Mettle) test against Difficulty 14; you must get a Great 
  Success or better. If you do not get a Great Success, you 
  do not heal a Wound. You must then wait until the next 
  full rest to try again; however, the Difficulty for this test 
  is reduced by 2 for each day you don’t succeed.
  Tending to Wounds
  During a long rest, you can tend to a character with 
  Wounds and greatly increase their chance of healing. 
  This requires a Heal (Insight) test against Difficulty 14; 
  this is called a natural healing test. If you get a Standard 
  Success or better on the test, the character you’re tending 
  gets a +2 bonus to their natural healing test. If you get a 
  Great Success or better, the character you’re tending can 
  increase a Standard Success on a natural healing test to 
  a Great Success. You can tend to multiple characters 
  during a long rest, although the difficulty is increased 
  by 2 for each additional character tended.
  Finishing Blow
  If a character or Enemy is unconscious, anyone within
  1 metre can kill that individual by stating they’re
  delivering a finishing blow; this takes a full action to
  accomplish. That individual can respond by spending
  1 Light Fate to avoid being killed. Perhaps the Enemy’s
  sword gets caught in their armour, or maybe the knife
  goes in at the wrong angle. Another finishing blow can
  be attempted against that unconscious character or
  Enemy on a subsequent round. Game Masters should
  be cautious about using finishing blows to kill a player
  character, because dying is never fun. Also consider
  that an Enemy might not want to kill a player character;
  they usually have more pressing matters at hand
  than one unconscious opponent. GMs should reserve
  finishing blows for confrontations with dire Enemies
  and climactic battle scenes.
  Resting
  Non-magical healing takes time. If a character has lost
  Life or has a Wound, they’re probably going to need the
  attention of a healer or the intervention of a spellcaster
  who has healing spells.
  Short Rest
  A short rest requires fifteen minutes of complete and
  uninterrupted rest. The character cannot be engaged in
  combat or undertake anything more active than light
  physical activity.
  First Aid
  During a short rest, your character can attempt first aid
  on another character. This attempt may restore another
  character’s lost Life and might heal Wounds they’ve
  suffered within the last hour. (You cannot use first aid
  on yourself.) First aid requires a Healing (Insight) test
  against Difficulty 14. A single character cannot receive
  more than one first aid attempt after each combat.
  Failure: No Life is restored.
  Success: The target heals 1d6 Life.
  Great Success: The target heals 2d6 Life, or the target
  heals 1d6 Life and 1 Wound.
  Extraordinary Success: The target heals 2d6 Life and
  1 Wound.
  Even when a character has no recover actions
  remaining (see Recovering Life), first aid is still
  possible.
  Refitting Armour
  During a short rest, a hero can refit their armour. No
  roll is required. All armour points marked with a slash
  (“/”) can be restored. Those marked with an X must be
  48
   
  
  Chapter 
  hapter 3: 
  Characteristics  
  haracteristics  
  and 
  and Skills
  kills
  Characteristics and skills are, in many ways, the core 
  features that define your character. Attributes and their 
  aspects describe your character’s mental and physical 
  capabilities. Skills define what your character can do: can 
  they pick a lock, craft armour, or read an ancient glyph? 
  Together, attributes, aspects, and skills paint a picture 
  of your character’s overall abilities. The following 
  chapter provides details on all these characteristics and 
  the ways they make up your character.
  Attributes 
  and Aspects
  Your two main attributes are Strength and Craft. 
  Strength is an overall representation of your physical 
  capabilities, further defined by three aspects: Brawn, 
  Agility, and Mettle. Craft is a measure of your mental 
  capabilities, as defined by three aspects: Insight, Wits, 
  and Resolve. Attributes have a range of 1 to 10. Aspects 
  range from 0 to 6, but ancestries (and some other special 
  circumstances) can raise this cap to 7 or higher.
  You can think of the attributes of Strength and Craft 
  as broader definitions of the aspects under them. 
  Strength is your overall physical prowess; it’s used 
  for determining physical damage inflicted. Craft is 
  your overall mental and spiritual aptitude; it’s used 
  for determining psychic damage inflicted. Aspects 
  are used in conjunction with skills to increase your 
  chance of accomplishing a particular task. If you have 
  an appropriate skill for the task you’re attempting (for 
  example, Stealth is appropriate when you’re attempting 
  to sneak past a monster), you get to add an appropriate 
  aspect to your test (for example, the appropriate aspect 
  for sneaking past a monster would be Agility).
  These numbers are an important part of the game, so 
  you’ll need to consult them frequently. Even a quick 
  glance can give you an idea as to the strengths and 
  weaknesses of your character, perhaps also hinting at 
  their physical appearance.
  Strength
  Your Strength is an indication of your character’s 
  overall physical prowess. Characters who are going 
  to engage in a lot of combat or other physical activity 
  should have a high Strength, since it’s used (along with 
  your weapon type) to determine how much damage 
  you inflict in melee and ranged combat.
  Brawn
  Brawn represents your physical might and vigour. 
  It defines your ability to lift things, break things, and 
  inflict damage. A character with high rating in Brawn is 
  often bulkier and more muscular than a character with 
  a low rating. Brawn is often used with Athletics, Throw, 
  and (of course) Melee tests in melee combat.
  Agility
  Your Agility rating indicates your nimbleness and 
  dexterity. It’s a measure of your ability to land on your 
  feet, your proficiency at dodging, and your accuracy. 
  Characters with high Agility scores tend to have lithe 
  and wiry builds, although that’s not always the case. 
  Agility is commonly used in Athletics, Stealth, Ride, 
  Throw, and Sleight of Hand tests, as well as tests 
  involving Missile Weapons.
  Mettle
  Mettle is a measure of your overall health, endurance, 
  and toughness. It’s your ability to resist harm and 
  disease, to keep moving when exhausted, and to cling to 
  life. Your Mettle score contributes to your Life total and 
  is often used when making Fortitude and Survival tests.
  49
   
  
  Craft
  Craft is an indication of your character’s overall 
  mental acuity. Characters who engage in a lot of social 
  interaction, complex creative tasks, or intellectual 
  activities should also have a high Craft. Insightful and 
  perceptive characters often rely on Craft; so do heroes 
  who cast spells or use psychic attacks.
  Insight
  Insight is an indication of your intuition. It reflects 
  your ability to detect lies, your empathy, and your 
  ability to understand others. Insight assists you in tests 
  involving Deception, Empathy, Persuasion, Survival, 
  Animal Handling, and Riding.
  Wits
  Wits is a sign of your mental acuity, raw intelligence, 
  and perception. It affects your ability to decipher 
  ancient languages, notice hidden things, and react 
  quickly. Your Wits score is often used in tests involving 
  Notice, Decipher, and Evaluate; it may also affect your 
  ability to decipher scrolls.
  Resolve
  Resolve is your strength of will and mental fortitude. 
  It represents your ability to resist persuasion, stand 
  firm, and cling to life. Resolve is used in making tests 
  for Fortitude and Bargain. It’s also used to resist the 
  inevitability of death.
  Derived 
  Characteristics
  These traits are based on your attributes and aspects, 
  although another factor may be involved in calculating 
  them, such as your class or character level. The methods 
  for determining each derived trait are described in this 
  section.
  Life
  Each class has a base Life score that’s added to 
  your Mettle or Resolve aspect (your choice). Life also 
  increases each time you increase your level.
  Your Life score indicates how much damage you 
  can take. When your Life reaches zero (0), you are 
  unconscious and dying. (See Taking Damage in 
  Chapter 2: Rules.)
  Max Load
  Max Load is equal to your Strength x5. 
  You can carry up to this amount in load without 
  penalty. If you exceed your Max Load, your Speed is 
  reduced by half and you have a -2 to all actions. If you 
  exceed double your Max Load, you cannot move.
  50
   
  
  Speed
  Speed is equal to 10 + your Agility aspect.
  You can move a number of metres equal to your 
  Speed each combat round. (See Movement in Chapter 
  2: Rules.)
  Spell Points
  Characters that have the Spellcasting Special Ability 
  start with a number of spell points equal to their Craft 
  attribute.
  Spell points are expended when you cast a spell. You 
  can also use them to activate some Special Abilities.
  Skills
  Skills describe a character’s knowledge of “how to 
  do things.” In most cases, a character who does not 
  have a skill is still able to attempt a task, but the test is 
  significantly more difficult.
  Skills do not have a value. Having a skill allows you 
  to add a number equal to your aspect when attempting 
  a test. Examples of which aspects are appropriate to use 
  in different circumstances are listed in italics. The aspect 
  you end up using can vary depending upon the nature 
  of the test. For example, a character using Athletics to 
  climb might use Brawn, but a character using Athletics 
  to avoid being struck by a falling rock might use Agility.
  Unskilled Tests
  Most actions that require a skill can be attempted 
  without the necessary skill. Anyone can swing a dagger; 
  they just might not be very good at it. When you’re 
  attempting a task and don’t have the proper skill, you 
  do not get to add an aspect to the roll. If you don’t have 
  the proper skill, you simply roll 3d6, and the total is 
  your test result. Some tasks (Artisan, Heal, Lore, Sleight 
  of Hand, Spellcasting, and Tinker) cannot be attempted 
  if you don’t have the proper skill.
  Skills Table
  This is the full list of skills in Talisman Adventures. You 
  cannot use a skill listed in *italics unless your character 
  knows that skill. The most commonly associated aspects 
  are listed in parentheses.
  Skills Table
  Animal Handling (Insight, Wits)
  *Artisan (Brawn, Agility, Insight)
  Athletics (Brawn, Agility, Mettle)
  Bargain (Wits, Resolve)
  Deception (Wits, Insight)
  Decipher (Wits)
  Entertain (Wits, Insight)
  Empathy (Insight)
  Evaluate (Wits)
  Fortitude (Mettle, Resolve)
  *Heal (Insight)
  Intimidate (Resolve or Brawn)
  Investigation (Wits, Insight)
  *Lore (Wits)
  Melee (Brawn, Agility)
  Missile Weapon (Agility)
  Notice (Wits)
  Persuasion (Insight)
  Psychic (Wits, Insight)
  Ride (Agility, Insight)
  *Sleight of Hand (Agility)
  *Spellcasting (Wits)
  Stealth (Agility)
  Survival (Insight, Mettle)
  Throw (Agility, Brawn)
  *Tinker (Brawn, Agility, Insight)
  Animal Handling
  Focuses: Animal Species (one specific), Training, 
  Controlling
  Animal Handling represents your knowledge of 
  beasts, as well as your ability to control and tame them. 
  You can attempt anything from guiding a well-trained 
  pack mule through a lightning storm to training a wild 
  beast as a guardian or pet. Over time, a wild beast might 
  even become a Follower.
  Insight is used when attempting to calm or train an animal.
  Wits is appropriate when determining your knowledge of a 
  specific animal type or species.
  51
   
  
  Artisan
  Focuses: Carpentry, Blacksmithing, Gemcutting, 
  Glassblowing, 
  Leatherworking, 
  Painting, 
  Sewing, 
  Weaving, Woodworking
  Artisan represents your training with a wide range of 
  crafting techniques, allowing you to create an array of 
  utilitarian and ornamental items. This skill allows you 
  to craft ornate jewellery, build a house, or forge a sword.
  Unlike other skills, you get a free focus when you take 
  this skill, and additional focuses can be learned with 
  experience. To attempt any artistic endeavour, you 
  must have the relevant focus.
  Brawn might be used for blacksmithing or large 
  woodworking projects.
  Agility is appropriate for making delicate works, such as 
  glassblowing, sewing, or gemcutting.
  Insight might be used when attempting to understand the 
  inspiration behind a work of art or to create something truly 
  inspiring.
  Athletics
  Focuses: Acrobatics, Climbing, Jumping, Running, 
  Swimming
  Athletics describes your overall athletic prowess and 
  ability. Athletics is used to determine how far you can 
  leap or how fast you swim. Your Athletics skill also 
  helps you avoid getting hit in combat.
  Brawn might be used when you’re making a climb that 
  requires you to pull yourself over a ledge or when making a 
  long jump.
  Agility is appropriate when walking along a narrow ledge 
  or dodging a missile attack.
  Mettle makes sense if a character is swimming or running 
  for a long distance.
  Bargain
  Focuses: Markets, Peddling, Trade
  Bargain is your ability to negotiate for a better price or a 
  better deal. You can sway others and convince them that 
  something is worth more or less than its actual value.
  Wits might make sense when you’re trying to trick someone 
  into making a trade.
  Resolve is the most commonly used aspect when 
  negotiating a price.
  Deception
  Focuses: Bluff, Confuse, Fast-Talk
  Deception is your ability to lie and convince others 
  that you are telling the truth, even when you aren’t. You 
  can use it to tell outright lies or to mislead or confuse.
  Wits is appropriate when trying to fast-talk or confuse 
  someone.
  Insight is useful when you’re telling complex lies or 
  attempting to play on someone’s emotions.
  52
   
  
  Decipher
  Focuses: Codes, Languages, Riddles
  Decipher allows you to read ancient languages, 
  unravel cyphers, and figure out a code. It can also be 
  used to answer riddles.
  Wits is the most common aspect used when attempting to 
  decipher a riddle or cypher.
  Insight might be appropriate for more complex languages 
  or esoteric riddles.
  Entertain
  Focuses: Acting, Dance, Singing, Specific Instrument 
  (choose one), Storytelling
  Entertain is your ability to captivate or enthral an 
  audience. This might be playing a musical instrument, 
  singing, reciting poetry, dancing, telling stories, 
  performing magic tricks, acting in a play, or any other 
  form of entertainment.
  Wits can be used for performances like reciting an ancient 
  poem from memory.
  Insight makes sense for singing and musical performances.
  Agility is useful when you’re performing a dance or magic 
  tricks.
  Empathy
  Focuses: Desires, Detect Lies, Motivations, Weaknesses
  Empathy grants you insight into the goals and 
  motivations of other people. It allows you to pick up 
  on body language and vocal cues to decipher truth 
  from lies. You may get a better understanding of their 
  emotional state.
  Insight is almost always used in Empathy tests, although 
  Wits may be appropriate for discerning and unravelling 
  complex deceptions.
  Evaluate
  Focuses: Antiquities, Art, Foodstuffs, Gemstones, 
  Livestock
  Evaluate allows you to identify items of value. When 
  searching through goods and valuables, you can 
  separate items of monetary worth from dross. You 
  can generally appraise the value of art, antiquities, 
  gemstones, or any mercantile good or item of worth.
  Wits is almost always used when evaluating goods.
  Fortitude
  Focuses: Cold, Dehydration, Disease, Endurance, 
  Heat, Hunger, Poison
  Fortitude describes your strength of body and mind, 
  as well as your resistance to illness, poison, and harm 
  from the elements.
  Mettle is used when resisting physical ailments.
  Resolve might be appropriate for enduring long-term 
  suffering.
  Heal
  Focuses: Chirurgery, Disease, First Aid, Poison
  Heal is your knowledge of tending to wounds, curing 
  disease, treating poisons, and any other bodily ailments. 
  It can also be used to determine the source of damage 
  inflicted upon a character.
  Insight is most commonly used for making a diagnosis and 
  tending to injuries.
  Intimidate
  Focuses: Interrogation, Physical Coercion, Veiled 
  Threats
  Intimidate is your ability to coerce or browbeat 
  someone into doing your bidding. This might involve a 
  threat of physical harm or some form of mental anguish, 
  but ultimately, you are using fear to get what you want.
  Brawn is used for physical intimidation. Resolve is used 
  for psychological intimidation.
  Investigation
  Focuses: Questioning, Searching, Tailing
  Investigation is used when investigating an area for 
  clues, questioning someone, or even tailing a suspect. 
  Other skills can sometimes overlap with Investigation, 
  and in such cases, the GM should allow the player to use 
  whichever skill makes the most sense; the GM might 
  even require two tests. For example, when a character 
  is tailing someone, Stealth might seem to make sense, 
  but Investigation (Insight) can allow a character to 
  predict where their target is going rather than defining 
  how well they remain hidden. An additional Stealth 
  (Agility) test might be required to follow a target 
  undetected.
  Wits is appropriate for searching an area.
  Insight can be used when questioning someone and trying 
  to learn the truth.
  53
   
  
  Missile Weapons is used for any propelled weapons, 
  such as a bow, crossbow, or even a sling.
  Agility is used for most Missile Weapon attacks, although 
  Brawn might apply when wielding a large crossbow.
  Notice
  Focuses: Ambushes, Hearing, Searching, Sight, Smell, 
  Touch
  Notice is your general awareness of what is going on 
  around you. It’s used to determine whether you see a 
  group of bandits lying in ambush or whether you find 
  a secret door.
  Wits is most commonly used in Notice tests, although 
  Insight might make sense when it involves intuition more 
  than actual sight.
  Persuasion
  Focuses: Debate, Fast-Talk, Interrogation, Negotiation
  Persuasion is your ability to get someone to comply 
  with your wishes or see things from your point of view 
  by appealing to their emotions or sense of reason.
  Insight is most commonly used when attempting to 
  persuade someone.
  Lore
  Focuses: Ancestries, History, Magic, Monsters, Relics,
  and other areas of study or interest.
  Lore is your knowledge of the ancient people, places,
  and creatures of the Realm. Using the Lore skill might
  allow you to learn something about the ruins you’re
  exploring, the history of your current location, or clues
  leading to an ancient weapon. This information might
  be immediately useful to the task at hand, or it might
  just add some flavour to the story.
  Wits the most commonly used aspect for Lore tests.
  Melee
  Focuses: Bare-Handed, Large Blades, Large Blunt,
  Medium Blades, Medium Blunt, Small Blades, Spears
  Melee is your most commonly used ability in any form
  of hand-to-hand combat. When engaged in anything
  from bare-fisted fighting to swinging a massive two-
  handed sword, you use the Melee skill.
  Brawn is generally used for medium and larger weapons,
  but Agility may apply to spears, small weapons, and some
  lighter medium weapons, such as rapiers.
  Missile Weapon
  Focuses: Bows, Crossbows, Slings
  54
   
  
  Psychic
  Focuses: Attack, Banish, Defence
  Psychic represents your ability to engage in psychic 
  combat, as well as performing other acts of a psychic 
  nature.
  Wits is used when making a Psychic Attack, but Insight is 
  used when making a defence action.
  Ride
  Focuses: Specific Animal Type, Long Distance, 
  Racing, Tricks
  Ride is used when you try to do anything out of the 
  ordinary while riding a beast, such as jumping a ravine, 
  moving at high speeds for a long duration, or anything 
  that puts stress or strain on the beast. Taming a beast to 
  be suitable to ride requires Animal Handling.
  Insight is used for most riding tests, but Agility may 
  apply when performing tricks.
  Sleight of Hand
  Focuses: Distraction, Magic Tricks, Pickpocket
  Sleight of Hand is your ability to misdirect and 
  perform small feats of legerdemain. It allows you to 
  conceal small items with your hands and body, as well 
  as placing objects on another person… or removing 
  them while they’re unaware.
  Agility is almost always used when using Sleight of Hand.
  Spellcasting
  Focuses: Arcane, Mystic, Nature
  Spellcasting is your knowledge of how to manipulate 
  the magical energies of the Realm to craft a spell. Magic 
  exists in many forms in the Realm. Some forms, such as 
  potions and magic items, can be used by anyone, but 
  you must have the Spellcasting skill if you hope to cast 
  anything beyond the most basic spells.
  The type of spell involved determines the aspect used in 
  Spellcasting: Wits for Arcane, Insight for Mystic, and 
  Resolve for Nature.
  Stealth
  Focuses: City, Ruins, Towns & Villages, Underground, 
  Wilderness
  Stealth is your ability to move quietly and remain 
  unseen. You must always have some degree of cover 
  when attempting to remain hidden. For example, you 
  can’t use Stealth just to remain hidden in the open; 
  however, if you’re skulking somewhere that’s dark or 
  in a place that has plenty of cover, such as a field full of 
  bushes or fallen trees, you can use it to remain hidden.
  Agility is almost always used for Stealth tests.
  Survival
  Focuses: City, Plains, Rivers, Woods, and Forests
  Survival reflects your ability to survive in the 
  wilderness. It’s useful when you want to gather roots 
  and berries, build a fire, find or create a safe place to 
  sleep, or anything else related to basic survival. In some 
  cases, it can even apply in the City when you’re living 
  on the streets.
  Insight is used when seeking safety and shelter in the 
  wilderness.
  Mettle can be useful when you’re attempting to survive 
  extreme circumstances.
  Throw
  Focuses: Blade, Exotic (Specific Weapon), Javelin, 
  Makeshift Weapon, Rock, Spear
  Throw defines your accuracy with thrown weapons. 
  This might be a knife, a rock, or even a makeshift 
  weapon, such as a chair or goblet.
  Agility is used when throwing something small, like a 
  stone or a knife, but Brawn may be more appropriate for 
  larger thrown weapons.
  Tinker
  Focuses: Pick Locks, Repair, Take Apart
  Tinker is your ability to put things together and take 
  things apart, as well as your ability make small repairs 
  to broken items. This is the skill you use to pick locks 
  and manipulate mechanical items.
  Agility is used for many Tinker tests, such as picking locks.
  Insight might make sense for tinkering with a strange 
  mechanical device or repairing a broken item.
  Brawn is useful when you’re trying to tear an item apart.
  55
   
  
  Chapter 
  hapter 4: 
  Ancestries
  ncestries
  The ancestry you choose for your character shapes 
  their relationship to the world and to other heroes. A 
  character’s ancestry explains where they come from in 
  the Realm and impacts their attributes and skills. Read 
  the descriptions of the ancestries below and decide 
  which one best suits the type of character you want to 
  play. Some ancestries might have a harder time with 
  some classes than others. For example, a troll wizard 
  may not be as effective with magic as other ancestries, at 
  least at the start of a campaign. You may wish to discuss 
  your concept and expectations with your Game Master.
  Each ancestry entry is broken down into several parts. 
  The following summary offers a brief description of 
  each section.
  Culture: Includes a brief description of the ancestry’s 
  society and place of dwelling.
  Perspective: Offers an overview of how a hero from 
  this ancestry sees themself and their place among the 
  other ancestries of the Ream.
  Character Modifiers: Each ancestry allows you to 
  increase the aspect cap for one (or more) of your aspects 
  to 7. Each one also grants one bonus skill. You have a 
  choice of two skills to pick from. Any restrictions an 
  ancestry has are listed here.
  Backgrounds: Each ancestry has a selection of possible 
  backgrounds. Roll 1d6 to determine which background 
  your character has, or if your Game Master allows it, 
  you may choose one. Each background grants a bonus 
  to one aspect, an extra skill, and a special feature.
  Special Abilities: Each ancestry has unique Special 
  Abilities. You get to pick one for your character. The 
  rest can be added later during character advancement.
  Dwarf
  “There’s more to history than what you’ll find in your 
  books, friend elf. The stones have memories that will 
  endure when the most carefully preserved parchment is 
  dust and ash. No offence, Eithial, but it takes a strong 
  back and a sharp pick to dig them out. To Oblivion with 
  sitting bent and weak-eyed over some text in a tree!”
  —Durgam Ironguard, Loremaster of Whitestable
  Culture
  Comfortable in the deep and dark places of the earth, 
  the dwarves tell tales of their ancestors toiling in the 
  clay of the newly formed world for the Great Powers 
  themselves, long before those powers divided into 
  Good and Evil. Point to any significant work of metal, 
  wood, stone, or clay, and no doubt, you’ll hear that a 
  dwarf was involved with it, whether that’s the Sentinel, 
  the Castle, or the legendary Talismans themselves. The 
  elves might quibble with this assertion, but never to a 
  dwarf’s face. Dwarves dwell largely in hill fastholds 
  like Whitestable and Hollow Hills. The Tempered Lords 
  hold court in a fasthold called the Craghold, where they 
  keep trapped spirits and ghosts at bay. Many dwarves 
  also live alongside the humans in the City and other 
  towns and villages, working as smiths and stonemasons. 
  Some city-dwelling dwarves work as scholars, mostly 
  to correct the many places where they believe elven 
  loremasters got things wrong. No one likes it when 
  credit for their work is misapplied, after all.
  56
   
  
  Dwarven Perspective
  Dwarves generally appreciate the humans’ fondness 
  for bargaining, as well as their eagerness for buying 
  goods, and they usually have good relations with 
  nomadic human traders. The noble Cragborn speak 
  in guarded tones of an ancient connection between 
  dwarves and trolls, though not even the elves speculate 
  as to the nature of the bond. They have little interaction 
  with the mysterious leywalkers, so most dwarves lack 
  any kind of opinion on them.
  Dwarves tolerate ghouls, since they serve a useful 
  purpose in shepherding the restless dead of the Realm, 
  but dwarves do not have much patience for the tricks 
  and fickleness of sprites. The sprites contend that this 
  is because the only trick a dwarf likes is their own. 
  Elven records say nothing on this matter. Neither do 
  dwarven records, for that matter, though a number 
  of their fireside tales are, if you squint hard enough, 
  long-form, deadpan practical jokes. This includes their 
  stories about the Great Wizard, who, they assert, was 
  definitely an elf… unless he was a dwarf dressed up 
  to look like an elf, which would really stick it to them 
  now, wouldn’t it?
  Character Modifiers
  Aspect Caps: Increase the maximum for Mettle or 
  Insight to 7.
  Bonus Skill: Gain the Artisan or Tinker skill.
  Backgrounds
  Roll 1d6 (or choose one):
  1–2 Hillguard: +1 Brawn. Gain the Intimidate 
  skill. You begin the game with an heirloom 
  weapon that gives +1 damage or +1 to hit 
  (chosen during character creation). You have a +2 
  bonus to Intimidate bandits or ruffians.
  3–4 Cragborn: +1 Resolve. Gain the Persuasion 
  skill. As a noble among dwarves, you can 
  command the aid and assistance of other 
  dwarves you encounter in the world. You have 
  some manner of insignia proclaiming your 
  rank, and lower-ranking dwarves react to you 
  one step higher on the Attitude Chart (in the Game 
  Master’s Guide.).
  5–6 Townsmith: +1 Mettle. Gain the Bargain skill. 
  You’ve spent most of your life in a town 
  or settlement, working as an artisan or 
  tinker—a craft for which you are well 
  known. You begin the game with a 
  Gnome Follower. Standard goods 
  are half cost for you when you’re 
  in a town or village, although this 
  discount doesn’t apply in the City.
  Special Abilities
  Tunnel Sight: Dwarves can see underground as if 
  they were outdoors at twilight. (They see underground 
  as if they were in a Dimly Lit area, as defined in the 
  Game Master’s Guide). Torches and other light sources 
  do not affect this vision.
  Choose one:
  Rolling 
  Stone: 
  Once 
  per 
  day 
  while 
  you’re 
  underground or in the hills, you can reroll a d6 (that 
  isn’t a Kismet Die) in any test. You can use this ability 
  on yourself or give it to a party member you can see. 
  You gain an additional use per day of this Special 
  Ability every three levels (at 4th level, 7th level, and 10th 
  level). You also have +1 Speed during combat in these 
  locations.
  Internal Compass: You have 
  an excellent sense of direction. 
  You can orient yourself to 
  cardinal directions above 
  or below ground. You 
  can also tell whether an 
  underground passage 
  leads upwards or 
  downwards.
  57
   
  
  While you’re underground, when you would make 
  a Guide test (see Adventuring in the Game Master’s 
  Guide), you can choose to get a Standard Success instead 
  of rolling; if you choose to roll for the test, you must 
  accept the result of the roll.
  Forge Iron: You know the secrets of fire and metal. 
  You can forge or repair items using only a small 
  campfire. Using this special ability requires and Artisan 
  or Tinkering test against a Moderate Difficulty. You can 
  use this ability to repair damaged armour or weapons; 
  however, you cannot use it to repair heirloom weapons, 
  mastercrafted weapons, or armour. You can also spend 
   to give a single weapon an additional 1d6 damage 
  on its next attack.
  Elf
  “It isn’t that we are better or wiser or more 
  intelligent than any others among the peoples of the 
  Realm. It is largely that we’ve written everything 
  down, and we’ve read what we’ve written.”
  —Eithial, Foresthold Keeper of Memory
  Culture
  As forest dwellers and keepers of natural 
  places, the elves maintain a special kinship with 
  the Realm and its history. The majority 
  live in Foresthold, deep in the Great 
  Forest, where the gates to the Woodland 
  Realm of the fey lords are hidden. 
  Others keep to small enclaves in the woods 
  and the smaller forested areas, particularly 
  the woodland towns of Woodbine and Leyruin. 
  A few mingle in Villedoc with the humans, as it 
  is the closest human settlement to Foresthold; still 
  fewer live in the southern swamp town of Greymist. 
  Wherever they dwell, elves prefer to be surrounded 
  by natural things, crafting their settlements to blend 
  in with the extant plants and natural surroundings. 
  Elves have a deep relationship with the fey—
  especially the sprites—and with woodland 
  animals. They do not tame animals, as humans 
  do; instead, they prefer to treat them as friends 
  and equals. Elves who dwell in the City are 
  often lorekeepers, working as historians, 
  librarians, and professors, as well as advisors 
  to the Magistrate.
  Elves have their own hierarchies within the 
  Foresthold and the adjoining woodlands, 
  which reflect the hierarchy of the 
  fey lords. The Elder Archons of 
  Foresthold are near the apex of this 
  hierarchy. They’re responsible for 
  protecting the secrets of the Great 
  Forest and ensuring no mortals find the entrance to 
  their hidden realm. The Keeper of the Ancient Fir is the 
  most venerable archon. He’s responsible for protecting 
  the mighty tree known as the Ancient of the Forest, 
  which the elves revere as a protector and ancestor 
  of a kind. All elves, including the elder archons, pay 
  tribute to the mysterious and dangerous High Lords 
  of the Fey: the Queen of Light, the Lord of the Night, 
  and the Lady of Twisted Fate. Each elven settlement 
  empowers a trinity of lesser archons to personally serve 
  and represent these three High Lords. They’re known 
  as the Archon of the Dawn, the Archon of Dusk, and 
  the Archon of the Wyrding Way. Finally, each elven 
  settlement possesses a Keeper of Memory, an archon in 
  charge of the settlement’s lorekeepers, scrolls, histories, 
  and folktales, in addition to the education of the young.
  In these fallen times, Foresthold is the 
  only elven settlement 
  with a full complement 
  of archons. Each of 
  the other primary 
  woodland realms—
  Craven Idol Woods, 
  Fallen Giant Woods, 
  and Split Oak 
  Woods—once 
  had a Keeper 
  of the Ancient 
  Archons, but the 
  title has passed, 
  much like the mighty 
  trees that were the 
  other Ancients of 
  the Woods. As for 
  the other realms, 
  Carven Idol Woods 
  no longer has any 
  58
   
  
  elven dwellings, while Leyruin in Fallen Giant Woods 
  and Woodbine in Split Oak Woods each make do with 
  four Archons each.
  Elven Perspective
  The elven lorekeepers have a friendly rivalry with 
  dwarven historians over some particular matters of 
  history, especially concerning ancient civilisations, the 
  nature of creation, and what lies outside of the Realm. 
  Of course, it’s nothing that can’t be settled in a civilised 
  discussion—so long as the dwarves keeps their temper. 
  Elves tend to be extremely wary of trolls, perhaps out 
  of ignorance, as their records speak very little of them. 
  Given this hesitancy, the elves default to treating them 
  as larger, less predictable dwarves. They have a direct 
  kinship with the sprites and leywalkers, as they both 
  share a connection with the woods and with the courts 
  of the fey. Sprites and leywalkers often live wherever 
  elves can be found.
  As far as the ghouls and humans, elves regard them 
  as fascinating curiosities, largely due to their relative 
  youth. Lorekeeper histories speak of a time before 
  humans and ghouls, but keepers of lore possess little 
  knowledge beyond folktales as to how either of these 
  ancestries came to the realm. Naturally, the elves are 
  keen to discover the truth. On the other hand, they 
  are a bit uncomfortable with the humans’ tendency 
  to modify the environment to accommodate their 
  settlements, destroying the natural world around them. 
  Likewise, the ghouls’ affinity for death and decay is a 
  bit discomfiting to the elves, but they ultimately view 
  this as simply a part of their nature, and as such, prefer 
  not to hold it against them.
  While the elves do not make any special assertion as 
  to the original nature of the Great Wizard before his 
  passing, they are eager to collect the other races’ tales 
  of who and what he—if the Wizard was a he—really 
  was. But really, say the elves, let’s be honest: he was 
  probably an elf.
  Character Modifiers
  Aspect Caps: Increase the maximum for Agility or 
  Wits to 7.
  Bonus Skill: Gain the Missile Weapon or Survival 
  skill.
  Backgrounds
  Roll 1d6 (or choose one):
  1–2 Feyfriend: +1 Resolve. Gain the Entertain skill. 
  Whenever you’re in the woods or forest, you can appeal 
  to the fey for a boon. Be wary, though, since this boon 
  may come at a great price. You also begin the game with 
  a Pixie Follower.
  3–4 Lorekeeper: +1 Wits. Gain the Lore skill. Once per 
  day, you can consult your notes and books to gain a 
  free bonus die to any Lore test. (You must have access 
  to your books to get this bonus.)
  5–6 Forestguard: +1 Brawn. Gain the Survival skill. 
  While you’re in the woods or a forest, when you 
  would make a Hunter test (see Adventuring in the 
  Game Master’s Guide), you can choose to get a Standard 
  Success instead of rolling. If you choose to roll for the 
  test, you must accept the result of the roll.
  Special Abilities
  Night Sight: When Elves are outdoors, they can see 
  at night as if it were daytime. Torches and other light 
  sources do not affect Night Sight; however, this special 
  ability does not aid them when they are underground 
  or in a building.
  Choose one:
  Movement of Leaves: Once per day when you’re in 
  the woods or a forest, you can reroll a d6 (that isn’t a 
  Kismet Die) in any test. You can use this special ability 
  yourself or grant it to a party member you can see. You 
  get an additional use per day of this Special Ability every 
  three levels (at 4th level, 7th level and 10th level). You also 
  have +1 Speed during combat in these locations.
  Forestmeld: When you’re in a wooded area, you can 
  spend 
   to blend into the bark of a tree, offering you 
  perfect concealment: you are invisible until you decide 
  to move.
  Speak with Animals: You may converse with any 
  wild animal. This includes mammals, reptiles, and 
  birds, but not fish. The animals can answer questions, 
  but they see the world from a different perspective than 
  you do, and their answers may not always make sense. 
  Animals may also be willing to perform small favours, 
  especially when that’s in an animal’s best interest.
  59
   
  
  Ghoul
  “They ask—the other peoples—all the time, if we are 
  Evil, as if it were a real question. I have not decided if I 
  am insulted by the presumption or grateful for the lack of 
  assumption. But at the end of the day, there I am, still up 
  to my ankles in their refuse.”
  —The City Dungsweeper
  History
  There are no people in the Realm as misunderstood 
  as ghouls. They’re certainly their own distinct ancestry: 
  They mate and pass traits to their offspring, who bear 
  all the markings of something that’s “other.” Many 
  believe ghouls were created by vile magic to lurk in 
  graveyards and gorge themselves on the remains of 
  the dead. Lorekeepers know tales 
  in which creatures from other 
  ancestries were changed into 
  ghouls—whether through 
  death, deals with evil 
  powers, or other means–
  but these fairy tales 
  just confuse the 
  true origins of 
  ghouls even 
  further.
  Ghouls tell themselves a different story: They were 
  given a sacred task to shepherd the dead souls of the 
  world and cleanse them from the land, preserving 
  the Realm as a home for the living. Some interpret 
  this obligation as a service to Oblivion, though others 
  believe they’re gathering the dead for some secretive 
  or insidious purpose. A few idealists believe that the 
  earliest ghouls were actually tasked by the powers 
  On High. Perhaps, they opine, the ghouls’ monstrous 
  appearance and nature are merely a matter of efficiency, 
  rather than indicators of malicious intent. Still others 
  ignore that kind of philosophical navel-gazing; instead, 
  they focus on keeping their heads down and living 
  their lives as peacefully as they can.
  Whatever the truth of the matter, ghouls have no 
  dedicated homeland in the Realm, save for an ancient 
  graveyard called Sepulcher. An entity known as the 
  Caretaker is the overseer of those lands. In that infamous 
  and decaying necropolis, ghouls tend to corpses (and other 
  remains) carried from Villedoc, the nearest village. 
  They also shepherd ever-restless souls inclined to 
  rise from the many mausoleums there. In general, 
  ghouls can be found in small numbers wherever 
  people of any ancestry dwell, though most of 
  their jobs are rather unsavoury. Highly respected 
  ghouls are employed as undertakers. In the City, 
  less fortunate ghouls have a lowly reputation as 
  dungsweepers. Rumormongers whisper about 
  ghouls who have joined the priests of the Chapel, 
  dedicating their lives to serve the On High. Some 
  believe these “godly ghouls” are attempting to 
  become truly Good, but these stories seem more 
  like Chapel propaganda than the actual truth.
  Ghoul Perspective
  To the ghouls, people from any ancestry 
  are little more than meat. Everything that is 
  born dies, after all. Beyond that point, from a 
  typical ghoul’s point of view, they become far 
  more interesting. Outside of Sepulcher, how 
  ghouls feel about other people in the Realm is 
  largely shaped by how those people feel about them. 
  They generally have higher acceptance amongst trolls, 
  flat neutrality from elves, and vastly mixed acceptance 
  among humans and dwarves. Their relationship with 
  sprites and leywalkers is harder to pin down; perhaps 
  they both share some sympathy as overtly magical 
  beings. However, it’s nearly unheard of for a sprite or 
  leywalker to be hostile to a ghoul purely on the basis 
  of its ancestry; after all, it’s rare for either to care much 
  about anyone’s ancestry other than elves. Among 
  humans, more ghouls are likely to be found in the City 
  than anywhere else, where there’s rarely a shortage of 
  dung to sweep, bodies to bury, or graves to tend.
  Elf historians place the first appearances of ghouls as 
  contemporary with the Great Wizard’s lifetime, leading 
  some to suspect that he is the one who created them 
  60
   
  
  in the first place. This theory carries little weight with 
  the ghouls, who claim that the Wizard might have 
  belonged to another ancestry originally, but clearly, by 
  the time of his disappearance, he had become a ghoul.
  Character Modifiers
  Aspect Caps: Increase the maximum for Mettle or 
  Wits to 7.
  Bonus Skill: Gain the Psychic or Survival skill.
  Restrictions: When you begin the game, your ghoul 
  must have a Neutral or Evil alignment.
  Backgrounds
  Roll 1d6 (or choose one):
  1–2 Gravehound: +1 Wits. Gain the Bargain skill. 
  You are a servant of Oblivion, seeking to control and 
  subdue the undead for secretive purposes and power. 
  You begin the game with an Imp Follower. You have 
  a diabolical contact you may entreat for information 
  or resources at a price. (Note: This background is not 
  recommended for beginning players or adventuring parties 
  with mixed alignments.)
  3–4: Diaspora: +1 Agility. Gain the Persuasion skill. 
  You have chosen to dwell among non-ghouls, keeping 
  your head down and blending in as best you can. When 
  making a Stealth test in the City, a village, or a town, 
  you gain a bonus die.
  5–6: Soulkeeper: +1 Resolve. Gain the Lore skill. You 
  seek to fulfill your purpose as a shepherd of the dead, 
  sending souls on to whatever fate awaits them, rather 
  than keeping them enslaved in service and forced to 
  endure a twisted unlife. You begin the game with a Spirit 
  Follower. In any non-violent encounter with spirits or 
  other undead Strangers, they react to you one step higher 
  on the Attitude Chart (in the Game Master’s Guide.)
  Special Abilities
  Spirit Sense: A ghoul can always sense the presence 
  of a spirit within 10 metres, even if the spirit is invisible.
  Choose one:
  Souldrinker: After killing an opponent in psychic 
  combat, you can make a Craft test against a Hard 
  Difficulty to absorb its soul; on a success, you can heal 
  1d6 Life or 1 Wound. (Remember, you much have the 
  Psychic Assault Special Ability in order to initiate a 
  psychic attack against anything other than a spirit.)
  Rise!: If you happen to have a dead body lying around, 
  you can transform it into an undead Shambler Follower; 
  however, you suffer 1 Wound when you’re done with its 
  grisly transformation. As long as this Shambler exists, 
  that Wound cannot be healed, magically or naturally. 
  After someone has slain or destroyed the Shambler, the 
  Wound can be healed normally. As an alternative, you 
  can choose to absorb the Shambler’s soul; your sacrifice 
  heals that Wound and utterly destroys the Shambler.
  Shepherds of the Dead: You can see spirits that are 
  invisible to others, and you can converse with spirits 
  that are otherwise mute. In any non-violent encounter 
  with spirits, they react one step higher to you on the 
  Attitude Chart (in the Game Master’s Guide.)
  Human
  “The trouble is, left to themselves, people tend to 
  lead such annoyingly messy lives. What’s called for is 
  organization: a place for everyone and everyone in their 
  place… or at least, the appearance of a place. If someone 
  can profit from that, so much the better.”
  —Hanthic Hosmir, Magistrate of the City
  Culture
  Humans prefer to dwell in clear, low-lying areas. They 
  avoid areas with an excess of trees, such as the forests 
  elves and sprites favour, as well as the mountainous, 
  craggy regions preferred by trolls and dwarves. They 
  often congregate in villages, hamlets, and small towns, 
  where they’re known for building large, exposed 
  settlements like the City. Humans are the main 
  inhabitants of Villedoc, Innsview, and the Chapel town, 
  Chapelbell. Some groups of humans travel the plains as 
  nomads, living in portable shelters and taming beasts 
  to serve them, including horses, camels, dogs, cats, and 
  birds. Wherever they dwell, humans tend to prefer 
  extremely organised societies.
  Human Perspective
  As peacemakers among the various peoples, humans 
  have an uncanny ability to sympathise with other 
  groups, learn their languages, and even dwell among 
  them—albeit usually as merchants or traders. They’re 
  typically inclined to get along with everyone. Even the 
  thought of trading with trolls doesn’t intimidate them. 
  Humans spend a great deal of time learning about other 
  cultures, often so they can figure out how to bargain 
  with them and (ultimately) organise them. While they 
  generally like everyone, they are somewhat wary of 
  sprites, no doubt because of their long experience with 
  sprites’ shenanigans and caprices. Many humans are 
  intrigued by leywalkers but also suspicious, due to 
  their incredibly magical nature. And as for ghouls… 
  well, very few people are comfortable with ghouls, 
  particularly in large groups, but humans certainly try.
  The City and the Castle were originally planned by 
  humans, though people of other ancestries contributed 
  to their construction and cultural development. Since 
  the magistrates of the City have been human, as well as 
  the royal princes and princesses, humans take it on faith 
  that the Great Wizard was human, too.
  61
   
  
  Character Modifiers
  Attribute Caps: Increase the maximum for any one 
  Attribute to 7.
  Bonus Skill: Gain a skill of your choice.
  Backgrounds
  Roll 1d6 (or choose one):
  1–2 Nomad: +1 Resolve. Gain the Survival skill. Start 
  with a pack animal or mount Follower (such as a Camel 
  or Horse). While you’re on the plains or in the desert, 
  when you would make a Guide test (see Adventuring 
  in the Game Master’s Guide), you can choose to get a 
  Standard Success instead of rolling. If you roll for the test, 
  you must accept the 
  result of the roll.
  3–4 Citydweller: +1 Insight. Gain the Bargain skill. 
  Start with 1d6 additional gold. All humans in the City 
  react one step higher to you on the Attitude Chart (in 
  the Game Master’s Guide.)
  5–6 Farmer: +1 Mettle. Gain the Tinker skill. Start with 
  a Mule, Dog, or Cat Follower. All human peasants on 
  farms and in pastoral locations react one step higher to 
  you on the Attitude Chart.
  Special Abilities
  Fit Right In: Once per day when you’re in a civilised 
  area, such as a town or the City, you can reroll a d6 (that 
  isn’t a Kismet Die) during any test. You can use this 
  Special Ability on yourself or give it to a party member 
  you can see. You get an additional use per day of this 
  Special Ability every three levels (at 4th level, 7th level, 
  and 10th level). You also have +1 Speed during combat 
  in these locations.
  We’re Friends: When making a Persuasion 
  test against a Stranger, their Attitude is at least 
  Liked for the duration of the scene (see the 
  Attitude Chart for more details). If you roll 
   
  when making an Animal Handling test, the animal 
  becomes a Follower for the duration of that scene.
  Where the People Are: You can sense 
  the general direction of the nearest human 
  settlement of at least a dozen people or more.
  Leywalker
  “Two roads diverged in a wood, and 
  I made three others, just to see what 
  would happen.”
  —Rifran Fristscion Evirseed, Wayfinder
  Culture
  The leywalkers are manifestations of 
  the inherent magic of the Realm. Also 
  known as Children of the Portal, they 
  are deeply connected to the magical 
  webs of power that crisscross the 
  Realm. Most leywalkers in the Outer 
  Region dwell in the Great Forest, 
  although they can occasionally be 
  found in remote settlements near forests. 
  The largest gathering of leywalkers 
  outside the Great Forest is in Leyruin, In the 
  City, it’s rare to see a gathering with more 
  than a few leywalkers.
  Leywalkers look a bit like fauns with humanoid 
  torsos, large goat-like ears, and enormous curved 
  horns that sprout from their foreheads. Their skin 
  varies from a dark tan to deep mahogany in color. 
  62
   
  
  They are covered from head to hoof in a unique set of 
  runic swirls and patterns that describe their lineage and 
  possibly even their inherent nature and fate.
  Leywalkers have no hierarchy, and their familial 
  bonds are tenuous at best. When a leywalker reaches 
  their first century, they make a pilgrimage back to 
  the Great Portal between the Realms, where they 
  contemplate what they have learned of the world, magic, 
  and themselves. At the end of three days, if they are so 
  blessed, the leywalker generates a child called a scion. 
  As soon as the offspring is ready, the parent spends the 
  next decade teaching them. At the end of this time, the 
  scion is sent out on its own to learn and grow on its 
  own as an adult. The offspring adds their progenitor’s 
  name to their own, appended with the suffix “scion.” 
  The adult likewise adds the name of their scion to 
  theirs with the ending “seed.” (For example, Rifran 
  Fristscion Evirseed’s name includes the words “scion” 
  and “seed.”) If the adult leywalker is not blessed with 
  a scion, they return to their wandering, hoping to learn 
  enough to earn a scion the next century. Leywalkers 
  do not have meaningful gender, though the ones who 
  spend significant time with other ancestries sometimes 
  adopt one out of preference or for simplicity’s sake.
  Leywalker Perspective
  Leywalkers have very little direct contact with other 
  ancestries as a group, though individuals work with 
  others from time to time. Of all the ancestries, they have 
  the closest connection with sprites and elves, as they are 
  all native to the Great Forest. They care far more about 
  a given person’s potential for magic, and as such, find 
  themselves drawn to sprites, ghouls, wizards, druids, 
  and other spellcasting sorts. On the whole, they do not 
  take a side in the conflict between servants of those who 
  reign On High and agents of Oblivion, inclining toward 
  Neutrality.
  The leywalkers claim to understand perfectly well 
  who and what the Wizard was, and if asked, reply that 
  the Wizard is and was beyond ancestry, place, time, 
  and all of existence. Everyone who assumes otherwise 
  clearly knows nothing.
  Character Modifiers
  Aspect Caps: Increase the maximum for Wits or 
  Insight to 7.
  Bonus Skill: Gain the Psychic or Lore skill.
  Restrictions: Due to their lack of worldly connection, 
  leywalkers cannot begin play with more than 1 gold.
  Backgrounds
  Roll 1d6 (or pick one):
  1–2: Gatekeeper: +1 Resolve. Gain the Tinker skill. 
  When attempting to open a normally locked gate or 
  door, you can choose to get a Standard Success instead 
  of rolling. If you roll for the test, you must accept the 
  result of the roll. This ability only opens locks on the 
  door; it does not disable any magical or non-magical 
  traps.
  3–4: Wayfinder: +1 Wits. Gain the Survival skill. In all 
  terrains and locations, when you would make a Guide 
  test (see Adventuring in the Game Master’s Guide), you 
  can choose to get a Standard Success instead of rolling. If 
  you roll for the test, you must accept the result of the roll.
  5–6: Linerunner: +1 Insight. Gain the Spellcasting 
  skill. Instead of one Soulrune spell (see below), you 
  begin with two. This second Soulrune can be a second 
  version of the same spell or a different spell.
  Special Abilities
  Soulrune: Each leywalker possesses an intricate set 
  of runes covering their body, which describe a single 
  spell. This spell is Basic and Common, and it can be an 
  Arcane, Mystic, or Nature spell. You can cast this spell 
  once per day; the spell energy restores after a full rest. 
  Legends tell of leywalkers who visited the Soul Well to 
  change their Soulrune.
  Choose one:
  Ley Line Walker: You can spend 
   
   
   to create 
  a portal anchor. This anchor lasts until the next new 
  moon. As long as the portal anchor is active, you can 
  teleport to the anchor as a full action by spending 
  . You can bring another person with you for each 
  additional 
   spent, but each person who travels with 
  you must be willing. Unless you’ve created another 
  portal anchor at your point of origin, you cannot return 
  to the original location. You can have a number of active 
  portal anchors equal to half your Craft (round down).
  Magic Sense: You can automatically identify whether 
  an item or a place is fundamentally magical. On a 
  successful Lore (Wits) test against Difficulty 14, you 
  can also determine one property or ability of the item 
  or area, as well as its alignment, if any. If you roll a 
   during this test, you uncover all such abilities and 
  properties.
  Magic Nature: You possess a number of spell points 
  equal to half your Craft, rounded down. You may grant 
  these spell points to other spellcasters at will, or after 
  you attack and deal damage, you can use each one to 
  add 1d6 of psychic damage. If you have a class that has 
  a spellcasting feature, you can use the spell points to 
  cast spells as normal.
  63
   
  
  Sprite
  “You didn’t think that was funny? I thought it was 
  hilarious. S’not my fault you can’t take a joke.”
  —Glixical, High Minstrel to Queen Mab
  Culture
  For an ancestry that spends the majority of its time 
  consorting with elves, surprisingly little is known about 
  the history and origins of sprites. In fact, if you were to 
  ask an elvish lorekeeper about it, they’d probably make 
  some excuse about not being able to speak about 
  the deeper mysteries of the fey or the secrets of the 
  woodland realm. After a few awkward moments, 
  they might even claim they must have left their 
  detailed notes on the subject in their other robes… 
  or something like that. Of course, this aura of 
  mystery and misdirection is exactly what the 
  sprites prefer.
  One trend is still generally known: While sprites 
  may be found in any woodland area, they mainly 
  dwell in the hidden glades in the Great Forest. This 
  fabled locale is rumored to contain gateways to 
  the Woodland Realm of the three fey High Lords. 
  The three Monarchs—Titania, Mab, and Oberon 
  (known by many other names)—are the rulers and 
  forebears of the sprites. 
  To various degrees, 
  all sprites honour and 
  revere the High Lords.
  Sprite 
  Perspective
  Although sprites have a reported 
  kinship with elves and leywalkers, 
  they do not typically discriminate between 
  ancestries. They tend to view everyone as 
  delightful targets for their various tricks 
  and caprices. Sprites also see the other ancestries 
  as useful tools to further the aims of their fey 
  masters. Unlike most other ancestries, very few 
  sprites are found in the City. Though they may 
  be found among human dwellings, it is far more 
  likely to find them in villages and fields, where 
  they feel closer to the natural world… and far more 
  comfortable. That said, sprites who manage to thrive 
  in the City tend to be extremely dangerous.
  If the sprites have special theories about the nature 
  of the Great Wizard, they generally keep them to 
  themselves. Despite this secrecy, aficionados of fey 
  lore have certainly heard stories that portray the 
  Wizard as a sprite in disguise or one of the more 
  distinguished fey.
  64
   
  
  Character Modifiers
  Aspect Caps: Increase the maximum for Resolve or 
  Agility to 7.
  Bonus Skill: Gain the Stealth or Deception skill.
  Restrictions: When the game begins, a sprite’s 
  Strength can be no higher than 4.
  Backgrounds
  Roll 1d6 (or choose one):
  1–2 Courtier: +1 Resolve. Gain the Entertain skill. 
  You are in favour with the fey courts and in service to 
  one of the High Lords. Choose an alignment based on 
  the court you serve (Titania: Good, Oberon: Evil, Mab: 
  Neutral). You begin the game with a Pixie Follower, and 
  you may petition the agents of your patron for work or 
  resources.
  3–4 Commoner: +1 Wits. Gain the Persuasion skill. 
  You’re a fairly common type of sprite. You’ve spent 
  your life learning about magic and the other peoples of 
  the world. You’ve either lived in the woods among your 
  people or lived in an elven community. Any creatures 
  of the woodland you encounter react to you one step 
  higher on the Attitude Chart (in the Game Master’s 
  Guide.)
  5–6 Exile: +1 Agility. Gain the Survival skill. You’ve 
  been banished from the fey courts for an offence against 
  the High Lords. Now you’re forced to make your way 
  among the other peoples of the world. When you 
  would make a Hunter test (see Adventuring in the 
  Game Master’s Guide), you can choose to get a Standard 
  Success instead of rolling. If you roll for the test, you 
  must accept the result.
  Special Abilities
  Flight: All sprites can fly at their normal Speed. This 
  allows them to ignore difficult terrain.
  Choose one:
  Boon or Bane: Once per day, you or someone you’ve 
  chosen can reroll a Kismet Die. You can only choose 
  someone you can see.
  Earthspeaker: You can speak to plants and trees as if 
  they’re sentient Strangers. The words of trees are often 
  cryptic, so the GM might ask you to make a Decipher 
  (Insight) test when you’re trying to gain a better 
  understanding of what they’re saying.
  Charming: Once per encounter, you can spend 
   and 
  make a Persuasion test against a Moderate Difficulty to 
  charm one Stranger or Enemy. If you succeed, then the 
  target reacts two steps higher to you on the Attitude 
  Chart (in the Game Master’s Guide) or reacts as though it 
  is Liked (whichever is better.)
  Troll
  “Wizard, shmizzard! Quit yer yammering. I don’t 
  care what your title is. Bridge toll’s two gold.”
  —Orog, Bridgewarden
  Culture
  The trolls are a people as old as the stones of the Middle 
  Region’s mines… and twice as cunning. Some legends 
  claim they were once a form of fey, much like the sprites, 
  but they were allegedly cursed by Titania—or maybe 
  Mab—for some now-forgotten offence and banished 
  from the Woodland Realm until the Queen’s anger 
  abated. Ages have come and gone, but as far as anyone 
  who studies lore can tell, there seems to be no sign of 
  the High Lord’s change of heart. The trolls, however, 
  seem a little perturbed by these tales, preferring to live 
  solitary lives (or at least sequestering themselves with 
  relatively small family groups) in areas other ancestries 
  find inhospitable.
  An increase in sightings of violent, murderous 
  monsters—including disturbingly hostile and violent 
  cave trolls—has driven many troll families into Craghold 
  with the dwarves, into other settlements in the hillier 
  regions, and even into the City. Trolls who cannot abide 
  living in close quarters with so many others often go to 
  seek their fortunes in the wider world as mercenaries. 
  A few prefer to find a nice, defendable bridge to 
  settle under, so they can exact tolls from passerby. 
  Unfortunately, it’s getting harder to find one of these 
  lucrative locations that hasn’t been claimed already.
  Troll Perspective
  Like ghouls, trolls are often misunderstood or 
  assumed to be Evil. In reality, trolls have very little 
  cultural interest in religion or the conflict between the 
  Dark and the Light. Likewise, they do not discriminate 
  against other ancestries. A given troll’s relationship 
  to the dwarves depends on how that troll feels about 
  the Crags, as well as whether they’re content dwelling 
  under dwarven rule. They tend to mistrust sprites, 
  depending on how literally they take the tales of their 
  origins. Similarly, they have very little interest in elves, 
  humans, ghouls, and leywalkers beyond whether a 
  given individual will pay what they owe, once the troll 
  has done work on their behalf.
  Contrary to popular belief, trolls do not have any 
  specific opinions about magic in and of itself, but few 
  of them become wizards, especially when a good right 
  hook seems just as useful as magic—and much easier to 
  learn to do well. As for the Great Wizard himself, they’ll 
  generally shrug and tell you to ask an elf about such 
  things. While the various tales are entertaining, they’re 
  pretty sure that the Wizard wasn’t a troll.
  65
   
  
  Character Modifiers
  Aspect Caps: Increase the maximum for Mettle or 
  Brawn to 7.
  Bonus Skill: Gain the Intimidate or Fortitude skill.
  Restrictions: When the game begins, your Craft can 
  be no higher than 4. When you first meet humans, elves, 
  or sprites of Good alignment—or people from civilised 
  places, such as towns or the City—they react to you one 
  step lower on the Attitude Chart (in the Game Master’s 
  Guide) because of your terrifying appearance.
  Background
  Roll 1d6 (or choose one):
  1–2 Bridgewarden: + 1 Resolve. Gain the Intimidate 
  skill. Before you became an adventurer, you were 
  raised by your family to be the guardian of a particular 
  bridge, road, or pass. You begin the game with a 
  Messenger Pigeon Follower; it can send messages back 
  to your family’s bridge and return with local news and 
  rumours. Once per day, you can reroll a d6 (that isn’t a 
  Kismet Die) on any test related to defending a location.
  3–4 Worldwalker: +1 Brawn. Gain the Survival skill. 
  You are a shrewd mercenary, comfortable among 
  different people and throughout the world at large. You 
  have few ties to any fixed location. You’ve also learned 
  how to approach people without frightening them, so 
  you do not suffer a penalty on the Attitude Chart (see 
  the Game Master’s Guide), as other trolls do. While you’re 
  in the hills and crags, when you would make a Guide 
  test (see Adventuring in the Game Master’s Guide), you 
  can choose to get a Standard Success instead of rolling. If 
  you roll for the test, you must accept the result of the roll.
  5–6 Ironbound: +1 Mettle. Gain the Artisan skill. You 
  grew up and worked in the Crags among the dwarves. 
  Any dwarves you meet react to you one step higher 
  on the Attitude Chart. You begin the game with an 
  heirloom hammer (or another crafting implement) that 
  gives you a +1 bonus on Artisan or Tinker tests (you 
  choose which one during character creation).
  Special Abilities
  Regeneration: 
  All 
  trolls 
  can 
  regenerate. 
  When 
  you 
  roll 
  a 
   during combat, you 
  immediately regenerate 1d6 
  Life or 1 Wound. Out of 
  combat, you regenerate 1d6 
  Life or 1 Wound per hour.
  Choose one:
  Sentinel: 
  When 
  you’re 
  in 
  an 
  established camp, you cannot be surprised by Enemies 
  or Strangers. If a surprise test indicates that you should 
  be surprised, you are partially surprised instead.
  Stonefist: Your fists deal 1d6 damage; if you roll a 
   
  when you attack with your fists, you roll 2d6 damage 
  instead.
  Stonespeaker: You can hear the voices of the stones 
  and things that dwell deep in the earth. When finding 
  your way underground, or when you’re searching 
  for sources of water, ruins, or things buried 
  underground, you can reroll a die on any 
  test related to that task.
  66
   
  
  Chapter 
  hapter 5:    
  Classes
  lasses
  Heroes of the Realm come in many forms. Your choice 
  of class determines your hero’s capabilities and the 
  means they use to fight the encroaching Darkness. Each 
  class has core features and Special Abilities that define 
  the class. These can grant the ability to cast spells, 
  perform devastating martial attacks, and even see the 
  future. Take some time to read through each of the 
  classes and decide which one best suits your style of 
  play. Do you want to play a brash warrior who dives 
  into combat head-on, a stately priest who seeks to bring 
  light and hope to the Realm, a wise druid who aids 
  their fellows with through Nature magic, or a studied 
  wizard who casts powerful Arcane spells to destroy 
  their enemies? The choice is yours.
  Each class entry is broken down into several parts. 
  The following summary offers a brief description of 
  what each section means.
  Class Description: The first section gives an overview 
  of the class. This is followed by details on how the class 
  fits into the world and cosmology.
  Playing (the Class): This section offers some advice 
  on creating a character of that class and ideas to help 
  with roleplaying.
  Creating (the Class): Here you can find the starting 
  Strength and Craft for your class, your starting Life, 
  and the skills and focuses you’ll get from the class.
  Core Features: Each class comes with several core 
  features that every member of the class possesses.
  Choose a Special Ability: You’ll choose one Special 
  Ability to customise your character. At the beginning, 
  two characters of the same class are likely to be 
  fairly similar, but as they progress, they are likely to 
  diverge as they select different Special Abilities during 
  character advancement. Improved versions of a Special 
  Ability can only be taken as an advancement when you 
  increase in level.
  Assassin
  Many of the Realm’s adventurers are schooled in 
  violence and (when necessary) ending the lives of 
  their enemies. Assassins are something else entirely. 
  They’re artists at killing, true masters of the form. 
  Discretion, silence, precision—these are the virtues 
  that elevate them above the brutish rabble. Professional 
  killers, religious zealots, and guild enforcers can all 
  be all assassins. Though their companions sometimes 
  find their methods unpalatable, no one ends a fight as 
  decisively as an assassin.
  The Unkindest Cut
  Most people think of assassins as Evil, driven only by 
  a willingness to profit from murder. The greater share of 
  them have an Evil alignment, but only a small number 
  are truly devoted to the Dark Powers. Some serve the 
  Dark unwittingly or give them lip service. Most often, 
  their loyalty belongs to the Assassins Guild, which has 
  great power and influence in the City and beyond. 
  Instead of seeking profit, a few assassins take on this 
  trade and way of life as part of some higher calling, 
  motivated by politics or religion. Such individuals 
  might not belong to the guild, comport themselves as 
  assassins, or even consider themselves such, but their 
  techniques are the same.
  Playing an Assassin
  The assassin’s ideal situation is to avoid open conflict 
  until every detail is known and controlled, at which 
  point, the assassin ends the conflict in the blink of an 
  eye. In the unpredictable life of an adventurer, they 
  67
   
  
  seldom achieve this ideal. When forced to improvise, 
  assassins rely on blinding speed, quick thinking, and an 
  unobtrusive presence.
  Because your assassin relies on weapons and physical 
  coordination in combat, Agility should be one of their 
  best aspects.
  Creating an Assassin
  When you choose this class, you gain the following 
  features.
  Strength: 3
  Craft: 3
  Life: 12 + (Mettle or Resolve); +2 per level
  Skills: You gain Athletics, Deception, Melee, Notice, 
  Sleight of Hand, and Stealth. You also gain your choice 
  of Throw or Missile Weapon. You can choose a focus 
  in Stealth, as well as a focus in Sleight of Hand  
  or Melee.
  Core Features
  When you choose this class, you gain two Special 
  Abilities common to all assassins: Treachery and 
  Preparation. You also choose from one of the 
  following: Path of Blood or Unerring Aim.
  Treachery
  You conceal your intentions in combat, as well as in 
  social interactions. You get a bonus die when making 
  Deception tests. Also, when you attack with a weapon 
  that deals 1d3 or 1d6 base damage, you can spend 
   
  to deal 2 additional damage per level in any of the 
  following situations:
  • your target is surprised or partially surprised,
  • your target is immobile or unable to take 
  actions, or
  • your target is currently Friendly 
  toward you (as defined on the 
  Attitude Chart in the Game 
  Master’s Guide.) This attack 
  immediately ends their 
  Friendly attitude.
  Preparation
  You are a professional, 
  and a professional spends 
  time preparing. The first 
  time you make an attack 
  against an Enemy (or 
  another target the GM 
  approves) 
  that 
  you’ve 
  studied and prepared to 
  kill, set aside one die that is not 
  a Kismet Die. Do not roll that 
  die. After you’ve rolled the 
  rest of the dice, you can set 
  the die you set aside to 
  any result.
  You can prepare to 
  kill only one target at a 
  time. Preparation usually 
  takes at least a number 
  of hours equal to 2d6 
  minus your Wits (with 
  a minimum of 1 hour.) 
  You must be able to either 
  observe the target directly 
  or 
  gain 
  information 
  from 
  someone who has.
  68
   
  
  You also get to choose one of the following:
  Path of Blood
  Prerequisite: You do not have Unerring Aim.
  Woe betide those who stand between you and your 
  target. When you reduce an Enemy to zero (0) Life, you 
  can spend 
   to make an attack against another Enemy 
  whose Threat is less than or equal to your initial target. 
  You can’t use this feature more than once per round.
  Improved: When you use this feature to make an 
  additional attack, that attack deals an extra 1d6 damage 
  on a success.
  Unerring Aim
  Prerequisite: You do not have Path of Blood.
  When you’ve chosen a target, you don’t bother fighting 
  everyone else around them. If an Enemy or other target 
  you’re attacking has the highest Threat of all hostile 
  targets you can see, you can spend 
   to ignore all 
  terrain effects between you and your target, and other 
  Enemies or creatures cannot block your movement to 
  that target. If your target is carrying a handheld shield, 
  your first attack against that target also ignores the 
  shield’s effects.
  Improved: When you use this feature, your first attack 
  against that target also ignores their armour.
  Druid
  Holding themselves apart from questions of faith 
  and cosmic loyalties, druids are students of the natural 
  world around them. They dedicate themselves to 
  seeing the world, including its shifting circumstances, 
  for what it is—no more and no less. A druid’s power 
  carries an obligation to act wisely. All the spells in the 
  world won’t help if their wielder doesn’t understand 
  the situation at hand.
  One with the Land
  The Realm itself is a druid’s primary concern and 
  source of power. Those who reign On High and the 
  Dark Powers attempt to work their will upon the 
  Realm, influencing its creatures with constructed 
  philosophies and interpretations. Some druids find 
  these ideologies persuasive, serving them until their 
  perspectives shift. Druids pursue many of the same 
  goals as other adventurers, but they contemplate the 
  potential consequences of their actions more than most.
  Druids have a complex relationship with the fey 
  powers. Both druids and fey use Nature magic, derived 
  from a deep understanding of the Realm and the 
  intricacies of its being. Where the fey would alter the 
  Realm into a strange and shrouded land all their own, 
  most druids want to preserve the Realm as it is. At the 
  same time, the power of the fey is intertwined with the 
  living world itself. Weakening one harms the other. 
  Druids seek a delicate balance between fey influence 
  and mortal needs.
  Playing a Druid
  As a druid, you can draw on perceptiveness, 
  spellcasting, willpower, and personal magnetism to 
  resolve conflicts. Your spells manipulate plant and 
  animal life, deceive the senses, and call forth the creative 
  and destructive potential that first shaped the Realm. 
  As you explore wild and dark places, you can transform 
  your inner or outer self, your allies, your enemies, and 
  the land around you in whatever way serves you.
  Your druid casts Nature spells, so you’ll probably 
  want to increase your Resolve aspect and your Craft 
  attribute.
  Creating a Druid
  When you choose this class, you gain the following 
  features.
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Spell Points: Craft
  Skills: You gain Animal Handling, Healing, Lore, 
  Notice, Spellcasting, and Survival. You also gain 
  Melee or Decipher. You can choose a focus in Animal 
  Handling, as well as a focus in Survival or Spellcasting 
  (Nature).
  Core Features
  When you choose this class, you gain two special 
  abilities common to all druids: Nature Spellcasting and 
  Life of the Realm. You also choose one of the following: 
  Animal Fellowship or Animal Features.
  Nature Spellcasting
  This special ability allows you to cast and retain 
  memory of Nature spells. You begin play with 3 Nature 
  spells committed to memory (and recorded in your 
  runestones.) You can memorise a total number of spells 
  equal to your Craft + 1. After you have chosen your 
  spells, select one of them and underline the spell on your 
  character sheet. That spell is Enduring, which means it 
  cannot be permanently lost or burned (see below.)
  69
   
  
  New spells can be learned from a wide variety of 
  sources. You might decipher them from ancient scrolls 
  or texts, receive them from a magical creature, or learn 
  them from an elderly sage. At any time, you can replace 
  an existing memorised spell or memorise a new spell 
  (up to your maximum) by spending 1 hour per spell.
  You also begin with a number of spell points equal 
  to your Craft. Spell points are the energy or fuel for 
  your spells. Casting a Basic spell costs 1 spell point. If 
  you run out of spell points, you can choose to “burn” 
  a spell. Burning a spell removes it from your memory, 
  and you cannot cast that spell again until you relearn 
  and memorise the spell. The exception to this is your 
  Enduring spell. After a full rest (eight hours), you 
  automatically recover all Enduring spells. When you 
  burn a spell, you also get a +2 bonus to its 
  Spellcasting test. If you roll a 
   when you get a 
  Standard Success or higher during your Spellcasting 
  test, you do not lose memory of the spell. However, 
  if you roll a 
   when you get a Failure or Standard 
  Success during a Spellcasting test, you lose memory of 
  that spell, even if you didn’t deliberately burn a spell.
  At 4th level, you can cast Intermediate spells, and you 
  can add Intermediate Nature spells to your spellbook.
  At 8th level, you can cast Advanced spells, and you can 
  add Advanced Nature spells to your spellbook.
  Life of the Realm
  The power of the Realm and living things rises within 
  you and sustains you against harm. When you roll 
  a Standard Success or better on any test, you can 
  spend 
   and 1 spell point to regain 1d3+1 Life. If 
  you are in a forest, you regain Life 
  equal to 1d6 + your Resolve instead.
  70
   
  
  You also get to choose one of the following Special Abilities:
  Animal Fellowship
  Prerequisite: You do not have Animal Features.
  Any time you enter a forest, you can spend 
   to gain 
  one random animal Follower. Roll 1d6 and consult the 
  table below.
  Roll 1d6
  Animal
  1
  Wild Boar
  2
  Crow
  3
  Wildcat
  4
  Wolf
  5
  Falcon
  6
  Stag
  This Follower stays with you until it dies, until you 
  send it away, or when you leave the forest. You can 
  spend 
   to gain a new animal Follower with this 
  feature one week after the previous animal Follower’s 
  departure or death (or if you enter a new forest).
  Improved: When you make an Animal Handling test, 
  you can roll a bonus die. If you roll a 
   on a successful 
  Animal Handling test, you can either gain the target 
  creature as a Follower or increase the Loyalty of one of 
  your current animal Followers by 1.
  Animal Features
  Prerequisite: You do not have Animal Fellowship.
  Your flesh can take on aspects of animals, so long as 
  you have seen and studied that kind of creature. This 
  transformation takes one full action and 
  . Choose 
  one of the following:
  • Claws: Your two claws count as a single attack, 
  dealing 1d6 + (Brawn or Agility) damage.
  • Thick Hide or Carapace: You gain 6 armour points 
  worth of natural armour; you cannot use this feature 
  while you’re wearing a suit of armour.
  • Gills: You can breathe water as well as you breathe air.
  • Sprinting Legs: Your Speed increases to 20 + your 
  Agility.
  • Keen Senses: You gain a bonus die on Notice tests.
  You remain transformed for 1 hour or until you 
  use this feature to transform again. At the end of the 
  duration, if you are conscious, you can spend another 
   to add another hour to the duration.
  Improved: You can pay 
   
   to choose two 
  transformations at the same time. You can also choose 
  from the following transformations:
  • Hardened Hide: Gain 10 armour points of natural 
  armour, as long as you’re not wearing a suit of 
  armour. This does not stack with Thick Hide.
  • Wings: Gain a flying Speed of 20 metres.
  Minstrel
  Perhaps no type of adventurer is as underestimated 
  as the minstrel. Where the common folk see a musician 
  singing for their supper in a town or city, that minstrel 
  is, in fact, a potent spellcaster, a cunning information 
  broker, a silver-tongued liar, and above all else, a knave. 
  Music is the heart and soul of all these roles: the rhythms 
  of speech, the drumbeat of the chase, the songs of the 
  fey, and the anthem of life sounding across the Realm.
  A Knave on the Open Road
  Most minstrels are happy-go-lucky sorts, moving 
  through the world without malice… or without paying 
  much attention to the consequences left in their wake. 
  Their intentions are usually good (and their alignment 
  is usually Good), but their ways of helping others 
  are often based on a superficial understanding. Since 
  minstrels practice fey (Nature) magic, their outlook 
  emphasises shaping the world according to their 
  rather fanciful whims. Other minstrels decide to gather 
  all the influence they can for personal gratification, 
  acting according to their Neutral or Evil alignment. 
  For bystanders left in a minstrel’s wake, the distinction 
  between the two is irrelevant.
  Playing a Minstrel
  Minstrels use quickness in all that they do: wits when 
  confronted, a blade when necessary, or their feet when 
  things go wrong. There’s no telling when a joke, a 
  confidence scheme, or a romantic interlude (or all three 
  at once) might go awry. It takes some extra effort to use 
  the same tricks while exploring ruins or while travelling 
  the Plane of Fire, but the best minstrels make it work, 
  always ready with a song and a crooked grin.
  Your minstrel casts Nature spells, so you probably 
  want to increase your Resolve aspect and your overall 
  Craft attribute as much as possible.
  Creating a Minstrel
  When you choose this class, you gain the following 
  features.
  Strength: 3
  Craft: 3
  Life: 12 + (Mettle or Resolve); +2 per level
  Spell Points: Craft
  Skills: You gain Animal Handling, Empathy, 
  Entertain, Lore, Persuasion, and Spellcasting. You also 
  gain your choice of Melee or Decipher. You can choose a 
  focus in Entertain, as well as a focus in Animal Handling 
  or Persuasion.
  71
   
  
  Core Features
  When you choose this class, you gain two special 
  abilities common to all minstrels: Nature Spellcasting 
  and Charming Words. You also choose one 
  of the following: Subtle or Dashing.
  Nature Spellcasting
  This special ability allows you to cast and retain 
  memory of Nature spells. You begin play with 3 Nature 
  spells committed to memory (and recorded in your 
  songbook), and you can memorise a number of spells 
  equal to your Craft + 1. After you have chosen your 
  spells, select one of them and underline the spell on 
  your character sheet. That spell is Enduring, which 
  means that it cannot be permanently lost or burned (see 
  below).
  New spells can be learned from a wide variety of 
  sources. You might decipher them from ancient scrolls 
  or texts, receive them from a magical creature, or learn 
  them from an elderly sage. At any time, you can replace 
  an existing memorised spell or memorise a new spell 
  (up to your maximum) by spending 1 hour per spell.
  You also begin with a number of spell points equal 
  to your Craft. Spell points are the energy or 
  fuel for your spells. Casting a Basic spell costs 
  1 spell point. If you run out of spell points, you 
  can choose to “burn” a spell. Burning a spell 
  removes it from your memory, and you cannot cast that 
  spell again until you relearn and memorise the spell 
  once more. The exception to this is your Enduring spell. 
  After a full rest (8 hours), you automatically recover all 
  Enduring spells. When you burn a spell, you get a +2 
  bonus to its Spellcasting test. If you roll a 
   and get 
  a Standard Success or higher during your Spellcasting 
  test, you do not lose memory of the spell. However, 
  if you roll a 
   when you get a Failure or Standard 
  Success during a Spellcasting test, you lose memory of 
  that spell, even if you didn’t deliberately burn a spell.
  At 4th level, you can cast Intermediate spells, and you 
  can add Intermediate Nature spells to your spellbook.
  At 8th level, you can cast Advanced spells, and you can 
  add Advanced Nature spells to your spellbook.
  Charming Words
  You know certain secrets to beguile mortals and 
  beasts. When you would use Insight for a Deception 
  or Persuasion test, you can use your Wits or 
  Resolve instead.
  Additionally, when you encounter a mortal 
  or a beast that you are not currently 
  threatening, and if it is not currently 
  an Enemy, you can attempt to 
  make them a Follower. You 
  must spend 
   equal to your 
  current number of Followers + 1 
  and make a Persuasion (Wits 
  or Resolve) or Animal Handling (Wits or Resolve) 
  test. The Difficulty is equal to the potential Follower’s 
  Threat plus your current number of Followers (Attitude 
  modifiers apply). If you fail this test, you can’t try again 
  72
   
  
  against the potential Follower for one week, but you 
  can still recruit them through ordinary means. The GM 
  can always rule that a person or beast cannot become a 
  Follower but must tell you before you spend 
  .
  You also get to choose one of the following Special Abilities:
  Dashing
  Prerequisite: You do not have Subtle.
  Your bold action and quick thinking inspire your 
  allies. When you attack or cast a spell on your turn, you 
  can spend 
   to choose one character or ally who has 
  not yet acted this turn. They can add your Wits or your 
  Resolve (whichever is greater) to their next attack or 
  Spellcasting test.
  Improved: When you roll a Great Success or better 
  on an attack test, you deal additional damage equal to 
  your Wits or Resolve, whichever is higher.
  Subtle
  Prerequisite: You do not have the Dashing special 
  ability.
  You know how to look nonthreatening, so that Enemies 
  worry more about threats from your companions. When 
  an Enemy forces you to roll a defence test, if it is within 
  range to attack a character or another one of your allies, 
  you can spend 
   and make a Deception (Wits or 
  Resolve) test; the Difficulty is equal to its Threat. If your 
  roll is a Standard Success or better, it targets a character 
  or ally the attacker is hostile toward instead of you.
  Improved: When you cast a spell, you can spend 
   
  to make the spell seem to come from nowhere. You can 
  spend 
   
   to make the spell seem to come from 
  another nearby creature.
  Priest
  The On High and the Dark Powers touch the lives 
  of everyone in the Realm in ways few understand. As 
  a priest, you witness that struggle daily, guiding and 
  safeguarding others as you can. You serve those who 
  reign On High, whether that’s through true devotion or 
  mere lip service. Those who serve the Darkness cannot 
  do so openly; instead, they worship with awful rites in 
  secret places.
  Voices of Light and Darkness
  All sentient creatures feel the inner urging of Light 
  and Darkness. Some choose a side, while others work 
  the will of one or the other without a conscious choice. 
  A clever few prefer to escape the conflict entirely. It falls 
  to priests to help others see acts of Good and Evil for 
  what they are. Priests serving the On High bring hope 
  to those who are overwhelmed with Darkness, and they 
  goad the consciences of those who have mistaken one 
  inner urge for the other. A priest with a Good alignment 
  can encourage the strong to confront injustice and 
  the terrors of the Realm. They inspire the weak and 
  downtrodden with hope.
  Some priests use their social position and magical gifts 
  for personal gain and manipulation, rather than the 
  betterment of others. The On High do not strike down 
  unworthy priests who have turned to Evil. All mortals 
  fall short, and the On High do not pass judgment until 
  after death. Evil priests leave sorrow in their wake, as 
  they dash the hopes of those who look to them for aid.
  Playing a Priest
  Priests draw on social skills, spellcasting, and willpower 
  to resolve conflicts. Their spells might strengthen and heal 
  themselves or their allies, banish or destroy malevolent 
  spirits, or destroy tools in the hands of their enemies. In 
  the course of exploring the Realm, you protect yourself 
  and your allies from curses, poisons, mental compulsion, 
  and every other kind of harm.
  Your priest casts Mystic spells, so you’ll probably 
  want to increase your Insight aspect and Craft attribute 
  as much as possible.
  Creating a Priest
  When you choose this class, you gain the following 
  features.
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Spell Points: Craft
  Skills: You gain Decipher, Empathy, Heal, Lore, 
  Persuasion, and Spellcasting. You also gain your choice of 
  Bargain or Psychic. You can choose a focus in Spellcasting 
  (Mystic), as well as a focus in Empathy or Heal.
  Core Features
  When you choose this class, you gain three Special 
  Abilities common to all priests: Mystic Spellcasting, 
  Banish Spirits, and Unarmed. You also choose one of 
  the following: Gentle Heart or Cold Heart.
  Mystic Spellcasting
  This special ability allows you to cast and retain 
  memory of Mystic spells. You begin play with 3 Mystic 
  spells committed to memory (and recorded in your 
  prayer book), and you can memorise a number of 
  73
   
  
  spells equal to your Craft + 1. After you have chosen 
  your spells, select one of them and underline that 
  spell on your character sheet. That spell is Enduring, 
  which means it cannot be permanently lost or burned  
  (see below).
  New spells can be learned from a wide variety of 
  sources. You might decipher them from ancient scrolls 
  or texts, receive them from a magical creature, or learn 
  them from an elderly sage. At any time, you can replace 
  an existing memorised spell or memorise a new spell 
  (up to your maximum) by spending 1 hour per spell.
  You also begin with a number of spell points equal 
  to your Craft. Spell points are the energy or fuel for 
  your spells. Casting a Basic spell costs 1 spell point. If 
  you run out of spell points, you can choose to “burn” 
  a spell. Burning a spell removes it from your memory, 
  and you cannot cast that spell again until you relearn 
  and memorise the spell once more. The exception to this 
  is your Enduring spell. After a full rest (8 hours), you 
  automatically recover all Enduring spells. When you 
  burn a spell, you also get a +2 bonus to its Spellcasting 
  test. If you roll a 
   and get a Standard Success or 
  higher during your Spellcasting test, you do 
  not lose memory of the spell. However, if 
  you roll a 
   when you get a Failure 
  or Standard Success during a Spellcasting test, you lose 
  memory of that spell, even if you didn’t deliberately 
  burn a spell.
  At 4th level, you can cast Intermediate spells, and you 
  can add Intermediate Mystic spells to your spellbook.
  At 8th level, you can cast Advanced spells, and you can 
  add Advanced Mystic spells to your spellbook.
  Banish Spirits
  You can banish spirits and many kinds of undead. 
  To banish a nearby spirit or undead Enemy you can 
  see, spend 
   and 1 spell point and make a Psychic 
  (Insight) test with a Difficulty equal to the Enemy’s 
  Threat. You can attempt to Banish multiple Enemies at 
  the same time. To do so, spend 1 spell point per Enemy 
  and make your Psychic (Insight) test against the Threat 
  of the most powerful Enemy; increase that Difficulty by 
  3 for each additional Enemy. If you successfully banish 
  an Enemy and roll a 
  , you gain 1d3 spell points per 
  banished Enemy. Some very powerful undead are 
  immune to being banished.
  Test Result
  Failure: No spirits are banished. Any spirits you 
  attempted to banish that are within range can damage 
  your character, as if you had made  
  an attack.
  74
   
  
  For the Game Master
  For the Game Master
  Having a prophet in an adventuring party 
  should change the nature of the narrative. The 
  characters’ actions are always burdened with 
  matters of Fate when a prophet is involved. 
  Prophecy guides their deeds, but if they stray 
  from the path, that choice may foretell their 
  doom. More than most characters, a prophet can 
  be the source of information that no one could 
  possibly know, so Game Masters may use them 
  as mouthpieces for exposition.
  A prophet character’s choice between When No 
  Mortal May Speak and Shrouded Truths tells a 
  Game Master much about the game experience 
  the player wants. The GM should read those 
  Special Abilities carefully and consider how to 
  support them during play.
  Standard Success: The targeted spirits are banished, 
  but they can take one action before they depart this realm 
  (usually attacking the Priest if they are within range).
  Great Success or better: The targeted spirits are 
  instantly banished.
  Unarmed
  As a priest, you have taken a vow not to use weapons 
  in combat. When you wield a weapon to make an 
  attack, you lose all your current Light Fate. If you have 
  no current Light Fate, the Game Master gains 
   per 
  attack. However, creatures almost never choose to 
  attack you during the Enemy response phase if there 
  are other armed targets nearby that they are hostile 
  towards. If an Enemy has another target within striking 
  distance the GM must spend 
   to attack you.
  You also get to choose one of the following Special Abilities:
  Gentle Heart
  Prerequisite: You do not have Cold Heart.
  Your gentle nature guides your every action, and 
  harm is slow to come to you. When you take damage, 
  you can spend 
   to reduce the damage you take by 
  1d3. If you have not made a physical attack within the 
  past lunar month, this damage reduction is increased 
  to 1d6.
  Improved: When you take damage, you can spend 
   to reduce the damage you take by 2d6.
  Cold Heart
  Prerequisite: You do not have Gentle Heart.
  Your heart is hardened against the sight of suffering, 
  and you do not hesitate to cause harm when necessary. 
  When you take physical damage in combat, you can 
  spend 
   to add the amount of damage you take to the 
  next damaging spell you cast in that encounter.
  Improved: When you take damage from psychic 
  combat, you can spend 
   to add that amount of 
  damage to the next damaging spell you cast in this 
  encounter; you then gain 1 spell point.
  Prophet
  The On High have more servants than just the 
  priesthood. Rare as they are, prophets have a broader 
  perspective on the struggles of Good and Evil. They 
  foresee the great tides of history and deeds that allow 
  Evil to rise time and again. Much like priests, they 
  wield Mystic magic to serve the people of the Realm. 
  Priests judge the works of mortal hands, but prophets 
  see deeper connecting threads and the subtler schemes 
  of the Dark Powers.
  Through a Glass Darkly
  Prophets know that the future is not foreordained by 
  the cosmic powers. If the struggle’s outcome could be 
  perfectly known, what purpose would the Realm or its 
  people even serve? Yet Fate guides the Realm’s people, 
  as it always has. Prophets dwell within that paradox, 
  occasionally protected by the On High.
  Despite the favour of those powers, not all prophets 
  are paragons of moral virtue. Foreknowledge is a gift 
  too great, and the opportunities for corruption are too 
  common. It is said that the Dark Powers give their 
  greatest efforts to turning the loyalty of the prophets, 
  for they too wish to touch the threads of the future. 
  Those On High seem to prefer continuing their struggle 
  for the souls they’ve blessed with power, rather than 
  destroying them or stripping them of their gifts.
  Playing a Prophet
  Prophets have incredible insight into details large and 
  small in the immediate or distant future. Like priests, 
  they also draw upon Mystic spellcasting abilities and 
  deep reserves of mental and spiritual strength. They can 
  heal, strengthen, and protect their allies with magic, but 
  most importantly, they can manipulate Fate—strongly 
  for themselves and in smaller ways for others. The 
  strongest prophets understand that a mighty change 
  across the Realm is made of many smaller ones.
  Your prophet casts Mystic spells, so you’ll probably 
  want to increase your Insight aspect and Craft attribute 
  as much as possible.
  75
   
  
  Creating a Prophet
  When you choose this class, you gain the following 
  features.
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Spell Points: Craft
  Skills: 
  You 
  gain 
  Deception, 
  Empathy, 
  Investigation, Lore, Persuasion, and Spellcasting. 
  You also gain your choice of Decipher or Psychic.  
  You can choose a focus in 
  Spellcasting (Mystic), as 
  well as a focus in Deception 
  or Persuasion.
  Core Features
  When you choose this class, you gain two Special 
  Abilities common to all prophets: Mystic Spellcasting 
  and Hour of Need. Then select one of the following: 
  What No Mortal May Speak or Shrouded Truths.
  Mystic Spellcasting
  This special ability allows you to cast and retain 
  memory of Mystic spells. You begin play with 3 Mystic 
  spells committed to memory (and recorded in your 
  sacred scrolls), and you can memorise a number of spells 
  equal to your Craft + 1. After you have chosen your 
  spells, select one of them and underline the spell on your 
  character sheet. That spell is Enduring, which means that 
  it cannot be permanently lost or burned (see below).
  New spells can be learned from a wide 
  variety of sources. You might decipher 
  them from ancient scrolls or texts, receive 
  them from a magical creature, or learn 
  them from an elderly sage. At any time, 
  you can replace an existing memorised 
  spell or memorise a new spell (up to your 
  maximum) by spending 1 hour per spell.
  You also begin with a number of spell points equal 
  to your Craft. Spell points are the energy or fuel for 
  your spells. Casting a Basic spell costs 1 spell point. If 
  you run out of spell points, you can choose to “burn” 
  a spell. Burning a spell removes it from your memory, 
  and you cannot cast that spell again until you 
  relearn and memorise the spell once more. 
  The exception to this is your Enduring spell. 
  After a full rest (8 hours), you automatically 
  recover all Enduring spells. When you burn a 
  spell, you also get a +2 bonus to its Spellcasting 
  test. If you roll a 
   and get a Standard 
  Success or higher during your Spellcasting test, 
  you do not lose memory of the spell. However, if 
  you roll a 
   when you get a Failure or Standard 
  Success during a Spellcasting test, you lose memory of 
  that spell, even if you didn’t deliberately burn a spell.
  At 4th level, you can cast Intermediate spells, and you 
  can add Intermediate Mystic spells to your spellbook.
  At 8th level, you can cast Advanced spells, and you can 
  add Advanced Mystic spells to your spellbook.
  Hour of Need
  You have an uncanny gift for being in the right place 
  at the right time. When a character that you can 
  see rolls a test, you can use an action to assist 
  as if you had a relevant skill (see Assist 
  in Chapter 2: Rules). Instead of using a 
  skill, you use your Craft for the assist.
  76
   
  
  You also get to choose one of the following Special Abilities:
  What No Mortal May Speak
  Prerequisite: You do not have Shrouded Truths.
  You receive prophetic visions that are clear in their 
  meaning, but you are unable to speak of what you learn 
  or communicate it directly through writing. You can 
  otherwise act on your knowledge, so long as you do not 
  speak or otherwise communicate it. If you violate this 
  prohibition, you lose all current Light Fate, the Game 
  Master gains an equal amount of Dark Fate (a minimum 
  of 3 Dark Fate), and you can’t receive prophetic visions 
  for one day.
  In addition to prophetic visions initiated by the Game 
  Master, you can spend an hour and 
   
  , or 2 spell 
  points and 
  , to bring on a prophetic vision to 
  answer a single question that can be answered with a 
  yes or no.
  Improved: You can ask three questions instead of one 
  when you initiate a prophetic vision, and you can ask 
  further questions at a cost of 
   per question.
  Shrouded Truths
  Prerequisite: You do not have What No Mortal May 
  Speak.
  You receive prophetic visions shrouded in mystery 
  and symbolism, which you can communicate to others 
  freely. At the Game Master’s discretion, a Decipher 
  (Wits) test may grant you additional clues as to the 
  meaning of a vision.
  In addition to receiving prophetic visions initiated by 
  the Game Master, you can spend 
   
   and an hour or 
   
   and 2 spell points to witness a prophetic vision 
  to answer an open-ended question (that is, one that 
  can’t be answered with a yes or no).
  Improved: You can reinterpret past prophecies to 
  glean new truths about your current situation. When 
  a creature you can see fails a test, you can spend 
   
  to replace the result with a Decipher (Insight) test 
  that you roll. You can’t replace an attack, defence, or 
  Spellcasting test in this way.
  Scout
  Many dangerous things hunt at night or creep in the 
  forest’s perpetual twilight. Scouts learn to stay one step 
  beyond these monsters, turning their tactics against 
  them. Most scouts rely on bows and light weapons that 
  won’t slow them down, but when survival is on the line, 
  any weapon will do. They are indispensable guides for 
  bands of adventurers braving the wilds.
  Survival at All Costs
  Long stretches of solitude and constant danger 
  affect everyone differently. Some take up a protector’s 
  mantle, keeping travellers and fellow adventurers safe, 
  risking their own lives to hinder and distract enemies, 
  and becoming agents of Good. Others scorn those 
  who cannot survive on their own. Why save someone 
  who blunders into every dry branch? Leaving hapless 
  travellers to their fate, such scouts are Neutral at best. 
  More insidious scouts use their skills to lure helpless 
  bystanders into ambushes. When they use innocents as 
  bait to draw out dangerous prey, they give themselves 
  over to Evil.
  Playing a Scout
  Nothing is more important for a scout than situational 
  awareness. Accuracy with blade or bow is important, 
  but you can’t evade a monster or snare that you haven’t 
  noticed. When everything goes wrong, your situational 
  awareness can help you and your companions find a 
  way to escape. 
  Because you rely on weapons in combat, Agility (or 
  possibly Brawn) should be one of your highest aspects. 
  The best scouts rely on Insight, Wits, or both.
  Creating a Scout
  When you choose the scout class, you gain the 
  following features.
  Strength: 3
  Craft: 3
  Life: 15 + (Mettle or Resolve); +3 per level
  Skills: You gain Animal Handling, Athletics, Missile 
  Weapon, Notice, Survival, and Stealth skills. You gain 
  your choice of Fortitude or Melee skills. You gain a 
  focus in Survival; you can also gain a focus in Missile 
  Weapon or Stealth.
  Core Features
  When you choose this class, you gain two features 
  common to all scouts: Watchful and Quarry. You also 
  choose one of the following: Path Finder or Brigand.
  Watchful
  Your eyes catch things that others miss. When you roll 
  a Notice test, any non-Kismet Die you roll that comes 
  up as a 1 or a 2 is treated as a 3 instead.
  77
   
  
  Quarry
  Once you choose a target, you can follow it to the 
  ends of the Realm. When you roll a 
   on an attack test, 
  you can declare the target of that attack as your Quarry. 
  The target is your Quarry until you declare another 
  target, until the target dies, or until you decide to end 
  the effect. When you deal damage to your Quarry, you 
  can add your Craft to the damage that you deal. When 
  you roll a test to find or track the target, you can add a 
  bonus die and keep the three highest dice.
  Alternately, you can use a free action and spend 
   to 
  choose one creature you can see as your Quarry.
  You also get to choose one of the following Special Abilities:
  Path Finder
  Prerequisites: You do not have the Brigand 
  advancement, and your alignment is not Evil.
  A group that has you as their guide is much more 
  prepared to take on the dangers of the Realm’s 
  wilderness. When you are exploring the wilderness with 
  other characters, you can spend 
   to add your Craft 
  to any Exploration tests that other characters perform 
  (such as a Guide test, Hunter test, or Watcher test; see 
  the Game Master’s Guide for more details.) A character 
  can’t benefit from more than one use of Path Finder at a 
  time, and you can’t give this bonus to yourself.
  If your alignment is Evil at the end of a session, you 
  lose this advancement and must choose a different 
  one. If your alignment stops being Evil, you can 
  choose this advancement again at the end of a 
  session.
  Improved: 
  When 
  your 
  group 
  is 
  making 
  Exploration tests, you gain a number of +1 die modifiers 
  equal to your Craft attribute; for 
  each +1 modifier, you can give a 
  bonus to one character in the group 
  attempting one of those tests. For example, if 
  your Craft attribute is 5, you could give a +2 bonus 
  to a character acting as a Guide and a +3 bonus to a 
  character acting as a Watcher.
  Brigand
  Prerequisites: You do not have the Path Finder 
  advancement, and your alignment is not Good.
  A group that follows your lead is devastating 
  in an ambush. On the first round of a combat 
  in which your Enemies are surprised, you 
  can spend 
  . If you do, each of your allies 
  deals an additional 1d6 damage with the first 
  successful attack that they make that turn.
  If your alignment is Good at the end 
  of a session, you lose this advancement 
  and must choose a different one. If your 
  alignment stops being Good, you can 
  choose this advancement again at the 
  end of a session.
  Improved: When you spend 
   to deal 
  additional damage to surprised Enemies, 
  you also add your Craft score to the damage 
  you deal with your attacks this round. This 
  bonus only applies to attacks you make, not 
  your allies’ attacks.
  78
   
  
  Sorcerer
  The practice of sorcery is a powerful path to 
  uncovering the secrets of Arcane magic. The sorcerer 
  forges a bond with an elemental spirit that whispers 
  spell lore to them. This spirit manifests within the 
  Realm as a small animal. Often known as familiars, they 
  may appear as cats, rats, toads, or snakes. More exotic 
  familiars appear as pixies or imps. A sorcerer’s spirit is 
  usually a gift from the fey, particularly Mab or Oberon, 
  or a gift from the Dark Powers. In exchange for their 
  aid, spirits are invited into the settlements and homes 
  of powerful mortals, where they might decide to work 
  mischief according to will of their true masters.
  Purveyors of Secrets
  Sorcerers have an easier time hiding their arcane 
  knowledge and ability than other practitioners. 
  Rather than maintaining a laboratory full of strange 
  experiments, a sorcerer pursues activities that may 
  seem eccentric. They putter around their libraries, study 
  ancient tomes, and address their pets as though those 
  animals and creatures could understand complicated 
  magical theories. Once a sorcerer starts working magic 
  openly, however, their distinction from other arcane 
  spellcasters becomes irrelevant.
  For most sorcerers, their connection to a familiar has 
  no inherent moral component. The familiar may be sent 
  by powers that have their own agendas, but the sorcerer 
  is under no obligation to act on those agendas. Though 
  sorcerers tend to be talented manipulators, they can be 
  just as blind as anyone else to the wiles of their familiars. 
  It’s only too easy for that bond to become trust, and a 
  familiar’s suggestions, while truthful, may contain lies 
  of omission.
  Playing a Sorcerer
  Sorcerers use their familiars, their influence over 
  Followers, and their cunning to explore the Realm and 
  learn its secrets. They have a penchant for uncovering 
  volumes of ancient lore and secrets. Their arcane spells 
  manifest and direct elemental forces to destroy their 
  foes… or to avoid conflict entirely. They excel in social 
  manoeuvring, grasping the complicated motives and 
  connections that others miss. With other allies to guard 
  them, sorcerers hang back and weave their arcane 
  spells.
  Your sorcerer casts Arcane spells, so you’ll probably 
  want to increase your Wits and other Craft-related 
  abilities and skills as much as possible.
  Creating a Sorcerer
  When you choose this class, you gain the following 
  features.
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Spell Points: Craft
  Skills: You gain Bargain, Decipher, Notice, Lore, 
  Psychic, and Spellcasting. You also gain choice of 
  Intimidation or Persuasion. You can choose a focus in 
  Spellcasting (Arcane), as well as a focus in Bargain or 
  Decipher.
  Core Features
  When you choose this class, you gain two Special 
  Abilities common to all sorcerers: Arcane Spellcasting 
  plus either Psychic Assault or Familiar. Then select one 
  from: Center of the Web or Disarming Wit.
  Arcane Spellcasting
  This special ability allows you to cast and retain 
  memory of Arcane spells. You begin play with 3 Arcane 
  spells committed to memory (and recorded in your 
  spellbook), and you can memorise a number of spells 
  equal to your Craft + 1. After you have chosen your 
  spells, select one of them and underline the spell on 
  your character sheet. That spell is Enduring, which 
  means that it cannot be permanently lost or burned (see 
  below).
  New spells can be learned from a wide variety of 
  sources. You might decipher them from ancient scrolls 
  or texts, receive them from a magical creature, or learn 
  them from an elderly sage. At any time, you can replace 
  an existing memorised spell or memorise a new spell 
  (up to your maximum) by spending 1 hour per spell.
  You also begin with a number of spell points equal 
  to your Craft. Spell points are the energy or fuel for 
  your spells. Casting a Basic spell costs 1 spell point. 
  If you run out of spell points, you can choose to 
  “burn” a spell. Burning a spell removes it from your 
  memory, and you cannot cast that spell again until you 
  relearn and memorise the spell. The exception to this 
  is your Enduring spell. After a full rest (8 hours), you 
  automatically recover all Enduring spells. When you 
  burn a spell, you also get a +2 bonus to its Spellcasting 
  test. If you roll a 
   and get a Standard Success or higher 
  during your Spellcasting test, you do not lose memory 
  of the spell. However, if you roll a 
   when you get 
  a Failure or Standard Success during a Spellcasting 
  test, you lose memory of that spell, even if you didn’t 
  deliberately burn a spell.
  79
   
  
  At 4th level, you can cast Intermediate spells, and you 
  can add Intermediate Arcane spells to your spellbook.
  At 8th level, you can cast Advanced spells, and you can 
  add Advanced Arcane spells to your spellbook.
  Psychic Assault
  You can initiate psychic combat with an Enemy 
  within 10 metres; this uses your action for the round. 
  On a Standard Success or greater, you deal 1d6 + Craft 
  damage.
  Familiar
  You gain an elemental spirit as a familiar, 
  which takes the shape of a small animal, 
  pixie, or imp. Roll 1d6 and consult the 
  table below to determine its shape. You 
  may instead work with your Game 
  Master to create something new and strange.
  Roll 1d6
  Result
  1
  Cat
  2
  Dog
  3
  Crow
  4
  Rat
  5
  Pixie
  6
  Imp
  This elemental spirit is your Follower, but it does 
  not count against your limit for the number of active 
  Followers. You gain a +1 bonus to tests using Notice 
  and two other Skills of your choice while the familiar 
  is close by, and you can communicate with it. Your 
  familiar has Strength 1, Craft 2, and 5 Life. When your 
  familiar falls to 0 Life, or when you spend an action to 
  dismiss it, it dissipates. As a full action, you can spend 1 
  spell point to bring it back; it then appears by your side.
  A familiar’s speech can only be heard by their 
  sorcerer. It moves and perceives as well as the animal 
  it resembles.
  Your familiar knows one basic Arcane, Mystic, or 
  Nature spell, which it teaches to you as an Enduring 
  Spell. You can learn and cast this spell as if it were an 
  Arcane spell.
  You also get to choose one of the following Special Abilities:
  Center of the Web
  Prerequisites: You do not have Disarming Wit.
  Combining your perspective and your familiar’s, you 
  gain an unparalleled understanding of complex social 
  situations. Spend 
   to ask the Game Master one of the 
  following questions:
  • Whose opinion carries the most weight?
  • Who has the most to gain here?
  • Who has the most to lose here?
  • Who secretly fears me or what I represent?
  • Who isn’t telling the whole truth about their 
  motives?
  80
   
  
  The first time you make a test in which you act 
  appropriately based on the answers you receive, add 
  one bonus die to the roll.
  Improved: When you improve this Special Ability, 
  you gain a new focus in Empathy or Persuasion. You 
  can ask two questions per Light Fate spent instead of 
  one. Gain a bonus die on each of the first three tests you 
  roll in which you act appropriately on the answers.
  Disarming Wit
  Prerequisites: You do not have Center of the Web.
  Living with a willful and clever familiar gives you 
  plenty of experience at banter. You can pass off social 
  gaffes with a quick joke. When you fail a test as part of 
  a conversation, you can spend 
   to put the other party 
  at ease with a joke; you then reroll the test using Wits in 
  place of any other ability score.
  Improved: When you fail a test in combat, you can 
  spend 
   to find the humour in your situation. You reroll 
  the test using Wits in place of any other ability score.
  Thief
  Among the adventurous and generously described 
  “heroes” of the Realm, more than a few have absconded 
  with ill-gotten gains at some point. A thief’s craft is so 
  much more than just taking what someone carelessly 
  failed to nail down or lock up tightly enough. It’s a 
  study in subtlety of movement and perception. 
  To an outsider, a thief and an assassin may be 
  scarcely distinguishable. To those skilled in 
  such crafts, thieves and assassins pursue 
  trades that are both sharply contrasting 
  and skillfully complementary.
  Acquisition is the Law
  This way of life is based on expertly parting valuables 
  from their current owners, but it can be motivated 
  by reasons other than greed or ruthless self-interest. 
  Neutral alignment predominates in the ranks of thieves 
  of the Realm. Even so, some choose to turn their talents 
  against the Dark Powers of Oblivion. Infiltration, 
  observation, persuasion, and acquisition can undermine 
  the Dark Powers and serve those On High, so long as 
  a thief is willing to risk everything for a moral cause. 
  When someone lines their pockets with gold and silver 
  along the way to victory, who can really object?
  Playing a Thief
  While a thief is capable of violence, and some are truly 
  good at it, their true gifts lie in figuring out how to get the 
  things they want while their owners are none the wiser. 
  Because some adversaries can’t be bypassed easily, a 
  thief may need to recruit less-than-subtle companions. 
  These alliances can reveal a thief’s true value.
  Because your thief relies on speed and physical 
  coordination, Agility should be one of their best aspects.
  81
   
  
  Creating a Thief
  When you choose this class, you gain the following 
  features.
  Strength: 3
  Craft: 3
  Life: 12 + (Mettle or Resolve); +2 per level
  Skills: You gain Athletics, Bargain, Deception, 
  Evaluate, Sleight of Hand, and Stealth. You also gain 
  a choice of either Melee or Missile Weapon. You gain a 
  focus in Sleight of Hand, as well as a focus in Deception 
  or Stealth.
  Core Features
  When you choose this class, you gain two special 
  abilities common to all thieves: Distraction and 
  Knavery. Then select one of the following: Thief of 
  Prowess or Revealing Knife.
  Distraction
  Since you don’t wear heavy armour or wield bulky 
  weapons, you look like an easy target. As a full action, 
  you can distract an Enemy in combat. Roll your choice 
  of a Deception (Agility) or Deception (Wits) test 
  against the target’s Threat.
  Failure: The target deals its normal damage to you.
  Standard Success: The target deals half its normal 
  damage to a creature of your choice that it is hostile 
  towards.
  Great Success: The target does not deal damage this 
  turn. The next time someone gets a Standard Success or 
  better against that target on a Melee, Ranged Weapon, 
  or Thrown test, that attack ignores the target’s armour.
  Extraordinary Success: The target does not deal 
  damage this round or next round, as they are stuck 
  in place or hampered by chasing you into treacherous 
  terrain.
  Knavery
  Acts of stealth, trickery, and theft come naturally to 
  you. You can spend 
   to automatically steal any small 
  item from someone within 1 metre, as long as it is not 
  in the target’s hands. This item can be no larger than 
  1 load (see Equipment). You can only steal an object 
  you can see or an object held in a container that you 
  can detect. The GM may call for a Notice (Wits) test to 
  determine whether you can detect a concealed pouch or 
  other hidden container.
  You also get to choose one of the following Special Abilities:
  Thief of Prowess
  Prerequisite: You do not have Revealing Knife.
  When you strike and twist the knife, you steal power 
  from your foe’s strikes. When you deal damage to 
  a creature with a dagger, knife, or ranged weapon, 
  you can spend 
   to reduce your Enemy’s damage 
  temporarily; the GM subtracts 1d6 from any damage 
  that target deals this round and next round.
  Improved: When you spend 
   on this feature, attacks 
  made against your target this round and next round 
  ignore its armour unless the Game Master spends 
   
  when it takes damage.
  Revealing Knife
  Prerequisites: Craft 4+, and you do not have Thief of 
  Prowess.
  The veil of secrets and lies withers under your attack. 
  When you roll a Great Success on an attack test or on 
  an Evaluate (Wits) test against a target you can see 
  that is not aware of you, you can spend 
   to learn a 
  hidden strength, weakness, or secret about the target. 
  (This does not include secrets the target knows about a 
  different character.) Possible secrets include:
  • where the target lives,
  • one thing the target secretly fears,
  • one type of damage the target can resist or which 
  deals additional damage,
  • the truth regarding something the target said to you,
  • the target’s Threat and statistics for their armour, or
  • the name of one spell the target knows.
  Improved: You gain a focus in Evaluate, and when 
  you spend 
   on this Special Ability, you learn two 
  secrets rather than one.
  Warrior
  Against the thousand dangers of the Realm, a sharp 
  blade, stout shield, and thick armour offer little protection 
  without a warrior’s training. Knights, soldiers, city 
  watch members, brutish brigands, duelists, and a dozen 
  other kinds of hardened combatants all live as warriors. 
  Their skills make them indispensable comrades in any 
  band of adventurers that wants to survive.
  Forged in Battle
  The trials of battle can affect an adventurer many ways, 
  especially those expected to stand fast and stop their foes’ 
  advance. Some find their purpose defending innocents, 
  becoming aligned with Good. Others decide that their 
  Also, when you roll a Stealth test, any non-Kismet Die
  that rolls a 1 or a 2 is treated as a 3 instead.
  82
   
  
  prowess allows them to seize fortunes by force, aligning 
  them with Evil. Most warriors prefer a more Neutral 
  path. They cause no more harm than they must, but they 
  won’t shy away from bloodshed in service to their duty.
  Playing a Warrior
  Warriors draw on physical training, hardiness, and 
  mental acuity to survive danger. Though they are 
  experts in violence, the best (and longest-lived) warriors 
  remember that mayhem is far from the only weapon in 
  their arsenal. Their alertness to danger means they can 
  get the drop on an Enemy or avoid conflict entirely.
  Because your warrior relies on weapons in combat, 
  Brawn or Agility should be their best aspect.
  Creating a Warrior
  When you choose 
  this class, you gain 
  the following 
  features.
  Strength: 4
  Craft: 2
  Life: 15 + (Mettle 
  or Resolve); +3 per 
  level
  Skills: You gain Athletics, 
  Intimidation, Fortitude, Melee, 
  Notice, and Ride. You also gain your 
  choice of either Missile Weapon or Throw. 
  You can choose a focus in Melee, as well as a 
  focus in Athletics or Fortitude.
  Core Features
  The core features of the warrior differ from other 
  classes. You have a choice of what type of warrior 
  you want to play. All warriors have Heavy Armour 
  Training; you can also choose one of the following: 
  Two-Weapon Fighting, Shield Master, or Two-
  Handed Master. Then choose one special ability from 
  this list: Mighty Blow or Avenger.
  Heavy Armour Training
  You’ve learned to comfortably wear heavy armour, 
  such as chainmail or plate armour. You suffer no Agility 
  penalties from wearing any kind of armour.
  You can choose one of the following Special Abilities:
  Two-Weapon Fighting
  You can wield a weapon in each hand, so long as 
  that weapon’s damage is 1d3 or 1d6. You cannot make 
  multiple attack rolls with your off-hand weapon; 
  instead, your off-hand weapon adds 2 to your main 
  weapon’s damage when your attack gets a Standard 
  Success. If you roll a Great Success or better while 
  attacking with two weapons, you add your Brawn or 
  Agility to your main weapon’s damage instead. You 
  also get a +1 to any melee defence tests.
  83
   
  
  Shield Master
  When carrying a ready shield, you can use it to block 
  all damage to yourself and anyone next to you. You can 
  even do this when you’ve already taken an action. You 
  do not suffer a penalty to Agility when using a shield. 
  Additionally, your shield doesn’t break when you roll a 
  4, 5, or 6 (instead of breaking on a 1–4). You also get a +1 
  to any defence tests involving your shield.
  Two-Handed Master
  You can wield a two-handed weapon single-handed 
  but the weapon only does 1d6 damage and does not get 
  any of its special features.
  When using a two-handed weapon with both hands, 
  you inflict 2 additional points of damage and you get +1 
  to any melee defence tests.
  You also get to choose one of the following Special Abilities:
  Mighty Blow
  Prerequisites: You do not have Avenger.
  You are skilled at breaking through the armour of your 
  opponents. When you roll a Standard Success or better 
  on an attack test, you can spend 
   to reduce the armour 
  points of your Enemy’s armour by one half your Strength 
  (round down) before resolving damage.
  Improved: When the target of your attack uses its 
  shield to negate damage, you can spend 
   to break its 
  shield without a roll, unless the GM spends 
   to roll 
  normally for shield breaking.
  Avenger
  Prerequisites: You do not have Mighty Blow.
  If you can’t stop an enemy’s blade from wounding 
  your companions, at least you can make them think 
  twice about doing it again. When an Enemy within 
  your reach deals damage to a character or another one 
  of your allies, you can spend 
   to deal damage to that 
  Enemy equal to half your Strength (round down). You 
  can’t use this feature more than once per Enemy attack.
  Improved: When an Enemy within your reach deals 
  damage to a character or another one of your allies, you 
  can spend 
   to deal damage to that Enemy equal to 
  your Strength.
  Wizard
  The uncanny and secretive power of arcane magic 
  flows through the lifeblood of wizards, and the pursuit 
  of that power shapes them. Wizards understand that 
  magic bestows knowledge. True knowledge of the 
  Realm provides even greater possibilities. With enough 
  power, understanding, and time, not just the Realm but 
  the whole cosmos might be changed to suit a wizard’s 
  whims. The greatest figure in the whole history of the 
  Realm was a wizard, after all, so why shouldn’t you 
  aspire to surpass that?
  The Secretive and the Wise
  Though regarded with suspicion and dread by many 
  of the people of the Realm, wizards are as capable 
  of benevolence or malice as any other person. The 
  real difference between wizards and other sorts of 
  adventurers is that a wizard’s good intentions can go 
  more devastatingly awry. As a result, goodly wizards 
  struggle to use their powers wisely, recognising the 
  danger of rash action. Selfish or ruthless wizards have 
  no such compunctions. The sinister reputation of 
  wizardry is the natural result, and sinister ambitions 
  require a greater commitment to secrecy.
  The wizardly capacity for initiating psychic attacks only 
  intensifies this reputation. A wizard with malicious intent 
  can move through a crowd without drawing attention. 
  Whispering a few words to their target, they can leave 
  devastating psychic wounds. Why rely on blades or 
  armour when the enchantment of their voices can kill?
  Playing a Wizard
  Wizards use their knowledge of secret lore, quick wits, 
  and powerful magic to explore the Realm, working 
  their will upon it. Their spells can manipulate forces 
  and substances with subtle influence or incandescent 
  results. In the course of exploring the Realm, a wizard 
  wields their powerful intellect to recall scraps of ancient 
  texts and devise clever solutions. As a wizard, allies 
  protect you more often than you protect them, but your 
  spells can wreak havoc upon anyone you call an enemy.
  Your wizard casts Arcane spells, so you’ll probably 
  want to increase your Wits and overall Craft scores as 
  much as possible.
  84
   
  
  Creating a Wizard
  When you choose this class, you gain the following 
  features.
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Spell Points: Craft
  Skills: You gain Decipher, Evaluate, Lore, Notice, 
  Spellcasting, and Psychic, and you can choose Bargain or 
  Sleight of Hand. You can choose a focus in Spellcasting 
  (Arcane), as well as a focus in Decipher or Lore.
  Core Features
  When you choose this class, you gain 
  two features common to all wizards:  
  Arcane Spellcasting and Psychic 
  Assault. Then choose one of the 
  following: Student of the Cauldron 
  or Student of the Staff.
  during your Spellcasting test, you do not lose memory 
  of the spell. However, if you roll a 
   when you get 
  a Failure or Standard Success during a Spellcasting 
  test you lose memory of that spell, even if you didn’t 
  deliberately burn the spell.
  At 4th level, you can cast Intermediate spells, and you 
  can add Intermediate Arcane spells to your spellbook.
  At 8th level, you can cast Advanced spells, and you can 
  add Advanced Arcane spells to your spellbook.
  Psychic Assault
  You can initiate psychic combat with an Enemy within 
  10 metres. This attack uses your action for the round. If 
  you get a Standard Success or greater on that attack, you 
  deal 1d6 + Wits damage.
  Arcane 
  Spellcasting
  This special ability allows 
  you to cast and retain 
  memory of Arcane spells. 
  You begin play with 3 Arcane 
  spells committed to memory 
  (and recorded in your spellbook), and you can 
  memorise a number of spells equal to your Craft + 1. 
  After you have chosen your spells, select one of them and 
  underline the spell on your character sheet. This spell is 
  Enduring, which means that it cannot be permanently 
  lost or burned (see below).
  New spells can be learned from a wide variety of 
  sources. You might decipher them from ancient scrolls 
  or texts, receive them from a magical creature, or learn 
  them from an elderly sage. At any time, you can replace 
  an existing memorised spell or memorise a new spell 
  (up to your maximum) by spending 1 hour per spell.
  You also begin with a number of spell points equal 
  to your Craft. Spell points are the energy or fuel for 
  your spells. Casting a Basic Spell costs 1 spell point. 
  If you run out of spell points, you can choose to 
  “burn” a spell. Burning a spell removes it from your 
  memory, and you cannot cast that spell again until 
  you relearn and memorise the spell. The exception 
  to this is your Enduring spell. After a full rest (8 
  hours), you automatically recover all Enduring 
  spells. When you burn a spell, you also get a +2 
  bonus to its Spellcasting test. If you roll a 
   
  and get a Standard Success or higher 
  85
   
  
  You also get to choose one of the following Special Abilities:
  Student of the Cauldron
  Prerequisite: You do not have Student of the Staff.
  You can spend an hour and either 
   or 1 gold in 
  supplies to brew an elixir for up to 6 characters. Each 
  character drinking the elixir restores 1d6 Life of damage 
  suffered in psychic combat. A character can’t regain 
  Life from this elixir more than once in a 24-hour period. 
  The elixir must be consumed when you finish brewing 
  it, as it loses its efficacy within five minutes of being 
  removed from your cauldron.
  Improved: The elixir that you create can now restore 
  Life lost to any kind of damage. You can spend an 
  additional 
   to increase the Life restored by the elixir 
  to 2d6 + Wits.
  Student of the Staff
  Prerequisite: You do not have Student of the 
  Cauldron.
  When you are wielding a staff and roll a 
   on a 
  psychic combat test, you can make a psychic attack 
  against another Enemy you can see within 2 metres of 
  the Enemy you damaged. If you get a Standard Success 
  or greater, this second attack deals 1d3 + Wits damage.
  Improved: The damage to the second creature 
  increases to 1d6 + Wits. If your psychic attack against 
  the second creature rolls a 
  , you can make a psychic 
  attack against a third creature that you can see within 2 
  metres of the second creature.
  86
   
  
  Chapter 
  hapter 6:    
  Character 
  haracter Creation  
  reation  
  and 
  and Advancement
  dvancement
  Where to Begin?
  The following pages walk you through the character 
  creation process. Before you begin, you might want to 
  take a moment to flip through the chapters with ancestries 
  and classes to get an idea of the type of character you 
  want to play. On the surface, certain ancestry and class 
  pairings might seem to make the most sense (such as 
  a troll warrior or elf scout), but sometimes, playing a 
  character against type can be more fun and challenging. 
  You might also want to consider the type of campaign 
  you’ll be playing in and the characters other players are 
  making. An Evil ghoul assassin might not fit in when 
  the rest of the group prefers Good-aligned characters. 
  Talking with the GM and the other players can make it 
  easier to come up with a character concept that fits in 
  with the group, as well as the story the GM is planning 
  to tell.
  Step One:  
  Choose Your Ancestry
  The first thing you’ll want to do is choose your ancestry, 
  which will impact your aspects and skills. Each ancestry 
  also offers its own unique Special Abilities, as well as 
  other advantages, limitations, and restrictions. You’ll 
  need to consult Chapter 4: Ancestries for all of the 
  details: the exact bonuses depend on your Background, 
  which you can determine randomly or choose. Humans 
  are the most versatile ancestry: Playing a human always 
  allows you to choose your bonus skill and decide 
  which attribute increases its maximum. In some ways, 
  they’re also the easiest ancestry to play, since they’re 
  (presumably) the most like you and me. If you’re a new 
  player, a human character might be the best choice.
  Dwarf
  Attribute Caps: Increase the maximum for Mettle or 
  Insight to 7.
  Bonus Skill: Gain the Artisan or Tinker skill. (You’ll 
  gain one additional skill based on your Background.)
  Elf
  Attribute Caps: Increase the maximum for Agility or 
  Wits to 7.
  Bonus Skill: Gain the Missile Weapon or Survival 
  skill. (You’ll gain one additional skill based on your 
  Background.)
  Ghoul
  Attribute Caps: Increase the maximum for Mettle or 
  Wits to 7.
  Bonus Skill: Gain the Psychic or Survival skill. (You’ll 
  gain one additional skill based on your Background.)
  Restrictions: Ghouls must have a Neutral or Evil 
  alignment at the start of play; they cannot start the 
  game as Good.
  Human
  Attribute Caps: Increase the maximum for any one 
  Attribute to 7.
  Bonus Skill: Gain a skill of your choice. (You’ll gain 
  one additional skill based on your Background.)
  Leywalker
  Attribute Caps: Increase the maximum for Wits or 
  Insight to 7.
  Bonus Skill: Gain the Psychic or Lore skill.
  87
   
  
  Duplicate Skills  
  Duplicate Skills  
  or Focuses
  or Focuses
  If at any time you receive a skill or focus that 
  you already possess, you can choose another 
  skill or focus. For example, let’s say you’re 
  creating a sprite character, and you received the 
  Survival skill as part of your Background. Then 
  you decide that your sprite is a scout, so you 
  receive Survival again; you could choose to take 
  an entirely new skill or give one of your existing 
  skills a focus. The new skill could be anything 
  you haven’t received from your ancestry or 
  class. If you chose a new focus instead, it could 
  apply to any skill you currently have, such as  
  Survival (Forest).
  Restrictions: Due to their lack of worldly connection, 
  leywalkers cannot begin play with more than 1 gold.
  Sprite
  Attribute Caps: Increase the maximum for Resolve or 
  Agility to 7.
  Bonus Skill: Gain the Stealth or Deception skill. (You’ll 
  gain one additional skill based on your Background.)
  Restrictions: Strength can be no higher than 4 at the 
  start of play.
  Troll
  Attribute Caps: Increase the maximum for Mettle or 
  Brawn to 7.
  Bonus Skill: Gain the Intimidate or Fortitude 
  skill. (You’ll gain one additional skill based on your 
  Background.)
  Restrictions: Craft can be no higher than 4 at the start 
  of play. When first meeting humans, elves, and sprites 
  of Good alignment—or people from civilised places 
  like towns or the City—others react to you one level 
  lower on the Attitude Chart (in the Game Master’s Guide) 
  because of your terrifying appearance.
  Step Two: Choose Your Class
  During this step, you choose your class. Your class 
  determines a lot about what your character will do 
  during the game. Do you rush in, attack your enemies 
  with your sword, and wear strong armour to protect 
  88
   
  
  yourself from danger? Do you hide in the shadows 
  and stalk your prey? Or do you wield magical spells 
  that can change the fabric of reality? Your choice of 
  class influences all of these details. You can consult 
  Chapter 5: Classes for the details of each class.
  Your class determines your starting Strength and Craft, 
  although you get to add to those attributes in the next 
  step. It also determines your base starting Life. Next, 
  each class bestows seven skills. If any one of these skills 
  duplicates one that you received from your ancestry, 
  you can replace it with any skill of your choice or take a 
  focus for one of your existing skills. Each class also gets 
  two focuses. Finally, you get several Special Abilities that 
  are listed under the Core Features section of the class in 
  Chapter 5: Classes.
  Assassin
  Strength: 3
  Craft: 3
  Life: 12 + (Mettle or Resolve); +2 per level
  Skills: Athletics, Deception, Melee, Notice, Sleight of 
  Hand, and Stealth; choose Throw or Missile Weapon
  Focuses: Stealth; choose Sleight of Hand or Melee
  Druid
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Skills: Animal Handling, Healing, Lore, Notice, 
  Spellcasting, and Survival; choose Melee or Decipher
  Focuses: Animal Handling; choose Survival or 
  Spellcasting (Nature)
  Minstrel
  Strength: 3
  Craft: 3
  Life: 12 + (Mettle or Resolve); +2 per level
  Skills: Animal Handling, Empathy, Entertain, Lore, 
  Persuasion, and Spellcasting; choose Melee or 
  Decipher
  Focuses: Entertain; choose Animal Handling or 
  Persuasion
  Priest
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Skills: Decipher, Empathy, Heal, Lore, Persuasion, and 
  Spellcasting; choose Bargain or Psychic
  Focuses: Spellcasting (Mystic); choose Empathy or Heal
  Prophet
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Skills: Deception, Empathy, Investigation, Lore, 
  Persuasion, and Spellcasting; choose Decipher or 
  Psychic
  Focuses: Spellcasting (Mystic); choose Deception or 
  Persuasion
  Scout
  Strength: 3
  Craft: 3
  Life: 15 + (Mettle or Resolve); +3 per level
  Skills: Animal Handling, Athletics, Missile Weapon, 
  Notice, Stealth, and Survival; choose Fortitude or 
  Melee
  Focuses: Survival; choose Missile Weapon or Stealth
  Sorcerer
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Skills: Bargain, Decipher, Notice, Lore, Psychic, 
  Spellcasting; choose Intimidation or Persuasion
  Focuses: Spellcasting (Arcane); choose Bargain or 
  Decipher
  Thief
  Strength: 3
  Craft: 3
  Life: 12 + (Mettle or Resolve); +2 per level
  Skills: Athletics, Bargain, Deception, Evaluate, Sleight 
  of Hand, and Stealth; choose Melee or Missile Weapon
  Focuses: Sleight of Hand; choose Deception or Stealth
  Warrior
  Strength: 4
  Craft: 2
  Life: 15 + (Mettle or Resolve); +3 per level
  Skills: Athletics, Intimidation, Fortitude, Melee, Notice, 
  and Ride; choose Missile Weapon or Throw
  Focuses: Melee; choose Athletics or Fortitude
  Wizard
  Strength: 2
  Craft: 4
  Life: 9 + (Mettle or Resolve); +1 per level
  Skills: Decipher, Evaluate, Lore, Notice, Spellcasting, 
  and Psychic; choose Bargain or Sleight of Hand
  Focuses: Spellcasting (Arcane); choose Decipher or Lore
  89
   
  
  Playing Evil Characters
  Playing Evil Characters
  When playing an Evil character, always keep in 
  mind that Talisman Adventures is a game played 
  by a group. You are all part of the story, and by 
  extension, you are all responsible for each other 
  having fun. If you play your Evil character as a 
  completely self-centred jerk who backstabs and 
  betrays the party at every opportunity, no one is 
  going to have fun. Instead, try to remember that 
  your character is a person who’s more than just 
  an alignment. They can still have feelings (even 
  of mutual respect and admiration) for friends, 
  loved ones, companions, or even other allies.
  Try to think of the character’s Evil alignment in 
  terms of what they’re willing to do to attain their 
  goals. At their core, an evil person cares more 
  about themselves than anything else, but that 
  doesn’t mean they would randomly steal from 
  a good friend or just murder a random person 
  they meet. Some evil beings might do this, but 
  as a player portraying a character, you are part 
  of a group of people telling a story. Making sure 
  the main characters of the story get along (so the 
  story can continue) is partly your responsibility.
  If you’re playing an Evil character, instead of 
  committing evil acts left and right, wait for the 
  appropriately dramatic moment.
  Step Three:  
  Choose Your Alignment
  Your character’s alignment shows the direction of 
  their moral compass and describes how they might 
  look at the world. Alignment isn’t intended to hinder 
  your ability to play your character; instead, it provides 
  some structure and bearing as to how they interact with 
  the world around them. When you’re considering what 
  your character might do when presented with a given 
  situation, you can always fall back on your alignment.
  In Talisman Adventures, it’s common for characters of 
  differing alignments to work with one another. One 
  of the important things to remember is that people 
  don’t always wear their alignment on their sleeve. Evil 
  characters can have friends, family, and loved ones they 
  treat with dignity and respect. Good characters can fly 
  into a rage and commit terrible acts. Your alignment is 
  the place where you hang your hat (for now) along the 
  ethical spectrum. Being evil doesn’t mean that you want 
  to rob or kill everyone you meet; being good doesn’t 
  mean that you always treat everyone with kindness. An 
  Evil character travelling with a group of allies should 
  consider those people to be their friends and treat them 
  as such. Their evil nature is more likely to show when 
  interacting with strangers or under certain challenging 
  circumstances, such as when their life is on the line.
  Far greater evils in the Realm, such as the form of 
  Oblivion known as the Dark, often bring characters 
  with Good, Neutral, and Evil alignments together.
  Good-aligned and Evil-aligned characters are both 
  found as members of holy orders, such as priests who 
  worship the powers of the Light. The difference between 
  the two is often revealed by what they’re willing to do 
  to accomplish their goals and to further the works of 
  the church. Good characters usually lead and convert 
  others by example. They show mercy to those who 
  transgress against the orders of the church, and they 
  may choose to give up wealth and riches for the greater 
  good. Evil characters may be just as fervent in their 
  beliefs, but they may be willing to lie, cheat, steal, and 
  even murder to further the aims of the church.
  Evil
  Evil characters tend to be focused on their own self-
  interest (“What’s in this for me?”). In a world as dangerous 
  as the Realm, though, self-interest often equates to survival, 
  so characters with Evil alignment can be found fighting 
  against the Dark side-by-side with those of Good or Neutral 
  alignment. Evil characters do not need to be wantonly 
  destructive, murderous, or completely untrustworthy. 
  More appropriately, Evil alignment indicates the kinds of 
  acts a character is capable of doing, not necessarily what 
  they actually do on a day-to-day basis.
  Good
  Good characters have an inherent desire to make the 
  world a better place for all living beings; they may even 
  be willing to sacrifice themself in the pursuit of this 
  goal. They usually see the good in others, and they’re 
  often willing to give those they encounter the benefit 
  of the doubt. This is not to say that Good characters 
  are stupid, just that they often try to see the good in  
  all things.
  90
   
  
  Neutral
  Neutral characters are not concerned with morality, 
  so they often seek their own path. Many Neutral 
  characters have close ties to nature. As such, they’re 
  more concerned with the well-being of the natural 
  world than they are with mortal kind.
  Step Four: Assign Your 
  Attributes and Aspects
  Your class has already determined your two base 
  attributes, Strength and Craft. In this step, you get a 
  bonus point that allows you to customise one of those 
  attributes and assign points to your aspects.
  Choose Strength or Craft. Add one point to that attribute.
  Next, you assign points to your aspects. Aspects begin 
  at zero (0). Multiply your Strength by 2; you can divide 
  that many points between Brawn, Agility, or Mettle. 
  Multiply your Craft by 2; you can divide that many 
  points between Insight, Wits, and Resolve.
  Multiply Strength by 2.
  Divide that many points between Brawn, Agility, and 
  Mettle.
  Multiply Craft by 2.
  Divide that many points between Insight, Wits, and 
  Resolve.
  Step Five: Final Touches
  You’re almost done. In this step, you get to add a total 
  of 2 additional skills or focuses of your choice. These 
  can be any skills or focuses listed. (When you choose 
  2 skills or focuses, that means you can choose 2 skills, 
  1 skill and 1 focus, or 2 focuses.) Use this choice as an 
  opportunity to fill out your character, making them 
  exactly as you envision them. You’re not going to get 
  any more skills for a while, so choose wisely.
  Choose 2 skills or focuses.
  Max Load and Speed are determined characteristics 
  based on your Strength attribute and Agility aspect.
  Max Load = Strength x 5
  Determine your Speed by adding 10 to your Agility 
  aspect.
  Speed = 10 + Agility
  Equipment
  Finally, you need to determine your starting 
  equipment. Each class has a starting kit and an amount 
  of gold you can spend. Each item has a load value that is 
  an indication of the item’s size and weight. In this step, 
  your amount of starting equipment should not exceed 
  your Max Load. When your character exceeds their Max 
  Load (Strength x 5), they become encumbered, which 
  has detrimental effects on their movement and actions 
  91
   
  
  Assassin
  • Leather armour
  • Rapier or shortsword
  • Blowgun with 20 needles or 10 throwing daggers
  • Poisoner’s kit, disguise kit, antitoxin potion, 2 
  daggers
  • Haversack, climbing harness, blanket, tinderbox, 
  50 feet of rope, mess kit, water bottle
  • Pouch containing 1d6+2 gold
  Druid
  • Scythe
  • Staff or shield
  • Leather armour
  • Haversack, bedroll, tinderbox, mess kit, water 
  bottle, 10 torches
  • Runestones, healer’s kit
  • Pouch containing 1d6+1 gold
  Minstrel
  • Rapier or sword
  • Leather armour and a dagger
  • Disguise kit, theatrical costume, instrument, 
  songbook
  • Haversack, tent, blanket, mess kit, water bottle
  • Spellbook, lantern, 2 flasks of oil, tinderbox, 5 
  sheets of paper, pen & ink
  • Pouch containing 2d6+1 gold
  Priest
  • Holy symbol, vestments, 5 prayer candles, 
  healing potion
  • Prayer book
  • Haversack, healer’s kit, bedroll, tinderbox, mess 
  kit, water bottle, censer with incense
  • Pouch containing 1d6 gold
  Prophet
  • Mace or flail
  • Sling with 10 stones
  • Leather armour
  • Sacred scrolls, divining crystal or cards or bones, 
  pen & ink
  • Prayer book, 5 prayer candles, healing potion
  • Haversack, bedroll, tinderbox, mess kit, water 
  bottle, censer with incense
  • Pouch containing 1d6+1 gold
  Scout
  • Leather armour
  • Bow and 20 arrows
  • Shortsword
  • Haversack, bedroll, tinderbox, mess kit, water 
  bottle, rations (1 week)
  • Raft kit
  • Pouch containing 1d6+1 gold
  Sorcerer
  • Light crossbow with 20 bolts
  • Staff
  • Spellbook, 5 sheets of parchment, pen & ink
  • Lorebook (choose one subject)
  • Haversack, bedroll, tinderbox, mess kit, water 
  bottle, lantern, 2 flasks of oil
  • Pouch containing 1d6+1 gold
  Thief
  • Leather armour
  • Rapier or shortsword
  • Blowgun with 20 needles or 10 throwing daggers
  • Thieves’ tools, disguise kit, concealed pouch, 2 
  daggers
  • Haversack, bedroll, tinderbox, 50 feet of rope, 
  climbing harness, 10 pitons, mess kit, water bottle, 
  lantern, 2 flasks of oil
  • Pouch containing 2d6+1 gold
  Warrior
  • Chainmail or scale mail
  • Any one-handed weapon with a shield or any 
  two-handed weapon
  • Two axes, a bow with 20 arrows, or a shield
  • Haversack, bedroll, tinderbox, 50 feet of rope, 10 
  pitons, hammer, mess kit, water bottle, 10 torches, 
  whetstone
  • Pouch containing 2d6+2 gold
  Wizard
  • Staff and dagger
  • Spellbook
  • Lorebook (choose one subject)
  • Haversack, bedroll, tinderbox, mess kit, water 
  bottle, lantern, 2 flasks of oil
  • Pen & ink, 5 sheets of parchment
  • Pouch containing 1d6+3 gold
  Starting Kits
  Starting Kits
  (see Max Load under Derived Characteristics earlier in 
  this chapter.) In other words, don’t take more stuff than 
  you think you can carry, and make sure to leave room 
  for loot and treasure!
  Write down items in your starting kit.
  Purchase any additional equipment you want.
  92
   
  
  Character 
  Advancement
  At the end of each session, the Game Master hands out 
  experience points (or XP) to reflect the obstacles your 
  character has overcome. You can earn XP by defeating 
  monsters, solving problems, overcoming traps, and 
  completing quests. The rules and guidelines explaining 
  how players earn experience points are described in 
  Chapter 6: Rewards in the Game Master’s Guide. When 
  your character has some downtime, usually at the end of 
  an adventure, they have the opportunity to gain a level, 
  but only if they’ve earned enough experience points.
  Characters can reach a maximum of 10th level. You can 
  still play your characters beyond that point, but you do 
  not earn any additional XP or gain additional levels. 
  In most cases, that’s a good time to consider retiring 
  your character. Perhaps they settle down as a respected 
  member of the community. They might even end up in 
  a position of power or influence.
  A character can gain one level per adventure. When 
  a character gains enough experience to attain another 
  level, they do not gain any additional experience until 
  the next level is granted. When your character gains a 
  new level, their current experience is reduced to zero 
  (0). New experience earned is then added up until you 
  have enough to attain the next level. The following chart 
  shows the amount of XP needed to attain the next level, 
  as well as what a character gets when they level up.
  John’s character, Thicket, is 1st level. In the first part of 
  the adventure, Thicket earned 3 XP, and John has already 
  recorded it on his character sheet. After completing the second 
  part of the adventure, Spring (the GM) grants everyone 5 
  XP. This is more than the 7 XP Thicket needs to attain 2nd 
  level, so John writes down 7 XP (the extra XP are ignored). 
  After the adventure ends, Thicket and the rest of the party 
  are resting back in town. Spring declares that any characters 
  who have enough XP can gain a level. John writes down “2nd 
  level” on Thicket’s character sheet and erases all earned XP. 
  Thicket now has zero (0) XP and needs 8 XP to attain 3rd 
  level. He can now add everything Thicket gets for being 2nd 
  level, including an increased Life score, another point in an 
  aspect, and a new Special Ability.
  XP: This is the amount of XP needed to attain this level.
  Life: An X indicates that the character’s Life trait 
  increases. The amount of the increase is determined by 
  your class.
  Aspects: An X indicates that the character gets to 
  add one point to an aspect of their choice. Increasing 
  an aspect may increase its related attribute. Here’s how 
  it adds up: A character’s Strength and Craft attributes 
  are always equal to the total of the appropriate aspects 
  divided by 2 (round down). So if you have Brawn 2, 
  Agility 2, Mettle 3, your current Strength is 3. (2+2+3 
  = 7; 7 divided by 2 is 3.5; rounding down makes that 
  Strength trait a 3.) In that same example, if you were 
  to gain 1 more point in Brawn, Agility, or Mettle, your 
  Strength would increase to 4. (3+2+3 = 8; 8 divided by 
  2 is 4.)
  Skills/Focuses: An X indicates that the character gets 
  to add a new skill or focus.
  Special Abilities: An X indicates that the character 
  gets to add a new Special Ability. They can choose from 
  the Special Abilities listed for their class, ancestry, or a 
  list of general advanced Special Abilities.
  Max Light Fate: This is the maximum amount of Light 
  Fate you can have at this level.
  Experience Chart
  Level
  XP
  Life
  Aspects
  Skills/Focuses
  Special Abilities
  Max Light Fate
  1
  0
  —
  —
  —
  —
  3
  2
  7
  X
  X
  —
  X
  4
  3
  8
  X
  X
  X
  X
  5
  4
  9
  X
  X
  —
  X
  6
  5
  10
  X
  X
  X
  X
  7
  6
  11
  X
  X
  —
  X
  8
  7
  12
  X
  X
  X
  X
  9
  8
  13
  X
  X
  —
  X
  10
  9
  14
  X
  X
  X
  X
  11
  10
  15
  X
  X
  —
  X
  12
  93
   
  
  Chapter 
  hapter 7:    
  Advanced  
  dvanced  
  Special 
  pecial Abilities
  bilities
  Special Abilities can help make your character unique. 
  No character can have every Special Ability, so it’s up to 
  you to pick and choose which ones best suit your play 
  style. Some Special Abilities have prerequisites: these 
  might include a minimum Craft attribute, a certain 
  alignment, or simply not having another specific Special 
  Ability.
  Each class has a list of unique Special Abilities. This 
  chapter also includes five universal Special Abilities 
  any character can take. At 2nd through 5th level, you 
  can take any Special Ability for which you meet the 
  prerequisites. At 6th level (and every level thereafter), 
  you can also choose from Improved Special Abilities. 
  In addition, you can choose Special Abilities from your 
  ancestry that you don’t already have.
  Universal Advanced 
  Special Abilities
  The following Special Abilities are available to characters 
  of any class and can be taken when they level up.
  Fate’s Smile
  The Fates smile on you. You begin each game session 
  with 1 additional point of Light Fate (i.e., you begin 
  with 2 Light Fate), and your maximum Light fate is 
  increased by 1.
  Improved: You begin each game session with 2 
  additional points of Light Fate (i.e., you begin with 3 
  Light Fate) and your maximum Light Fate is increased 
  by 2.
  Focused
  This Special Ability allows you to purchase a new 
  focus. This Special Ability can be purchased multiple 
  times to purchase multiple focuses.
  Increased Life
  Some characters are simply harder to kill. This Special 
  Ability gives you an additional 5 Life.
  Improved: You gain an additional 10 Life.
  Tough
  You don’t notice damage the same way others do. 
  You can ignore the first Wound penalty you have from 
  any wounds taken. The first Wound is marked on your 
  character sheet as normal, but you do not suffer a −2 
  penalty from it.
  Improved: You can take 2 Wounds without suffering 
  a penalty.
  Wear Medium Armour
  Armour is cumbersome and restricts movement. 
  Talisman Adventures represents this with an Agility 
  penalty. This Special Ability allows you to wear up to 
  medium armour without an Agility penalty.
  Improved: You can wear heavy armour without an 
  Agility penalty.
  Class Advanced 
  Special Abilities
  The following Special Abilities are available to you 
  when you have the relevant class. Beginning at 2nd 
  level, you can choose from any of the Special Abilities 
  listed here that are listed under your class, as long as 
  you meet their prerequisites. At 6th level and above, you 
  can choose to take improved versions of these Special 
  Abilities. To take an improved version, you must first 
  have the Special Ability it improves.
  94
   
  
  Assassin  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to assassins.
  Everything Is a Weapon
  Prerequisite: You don’t have Tricks Up My Sleeve.
  Guards sometimes search you for items they 
  recognise as weapons. It’s adorable, really. In any area 
  that isn’t swept clean, you can always find something 
  you can use as a weapon, even if it’s just a rock you 
  hurl with uncanny accuracy. If the GM’s description 
  of an area includes an object that’s obviously suitable 
  as an improvised weapon, you can use it to deal 1d3 
  base damage. Larger or more weapon-like objects, such 
  as chair legs or candlesticks, might deal 1d6 damage 
  instead. If the GM’s description doesn’t include obvious 
  improvised weapons, you can spend 
   to find an 
  object that deals 1d3 base damage, or you can spend 
   
   to find an object that deals 1d6 base damage.
  Improved: Because your improvised weapons don’t 
  look dangerous, you deal an additional 1d6 damage 
  when you hit a surprised or partially surprised Enemy.
  Tricks Up My Sleeve
  Prerequisites: Craft 5+, you do not have Everything 
  Is a Weapon.
  You’ve developed a modest magical talent and 
  learned to maintain a small spellbook. You gain 3 Basic 
  Arcane spells of your choice, which are recorded in 
  your spellbook. You can memorise a total number of 
  spells equal to half your Craft (round down).
  You can learn new spells from a wide variety of 
  sources. You might decipher them from ancient scrolls 
  or texts, gain them from a magical creature, or learn them 
  from the Grandfather of Assassins. At any time, you 
  can replace an existing memorised spell or memorise a 
  new spell (up to your maximum) by spending one hour 
  studying the spell.
  You also begin with a number of spell points equal 
  to half your Craft (round down). Spell points are the 
  energy or fuel for your spells. Casting a Basic spell 
  costs 1 spell point. If you run out of spell points, you 
  can choose to “burn” a spell. Burning a spell removes it 
  from your memory, and you cannot cast that spell again 
  until you relearn and memorise the spell. When you 
  burn a spell, you also get a +2 bonus to its Spellcasting 
  test, and if you roll a 
   when you get a Standard 
  Success or higher during your Spellcasting test, you do 
  95
   
  
  not lose memory of the spell. However, if you roll a 
   
  when you get a Failure or Standard Success during any 
  Spellcasting test, you lose memory of that spell, even if 
  you didn’t deliberately burn a spell.
  Improved: You gain 3 additional spell points, and you 
  can underline one spell in your spellbook. That spell is 
  Enduring, which means it cannot be permanently lost or 
  burned. After a full rest (eight hours), you automatically 
  recover all Enduring spells.
  Blade of the New Moon
  Prerequisite: You do not have Blade of the Hungry 
  Dark.
  You have developed a magical bond with the moon, 
  which slowly wanes until it vanishes entirely. When 
  you roll a 
   as part of an attack test, you gain 9 
  armour points that last until the beginning of your next 
  turn. Your armour points from Blade of the New Moon 
  reduce damage before any other forms of armour; they 
  can also reduce damage you receive as a result of your 
  own attack.
  Improved: When you roll 
   as part of an attack test, 
  you can become invisible until the beginning of your 
  next turn. (See Invisibility in Chapter 5: Adventuring 
  of the Game Master’s Guide for more details.)
  Blade of the Hungry Dark
  Prerequisites: You do not have Blade of the New 
  Moon, and your Alignment is not Good.
  You have received a magical gift from the powers of 
  Darkness. When you roll a 
   as part of a successful 
  attack test, you regain Life equal to half your Craft 
  (round down). You can gain up to 10 Life above your 
  normal maximum. Life above your normal maximum 
  fades after one hour. You can use this Special Ability 
  multiple times: each time you roll a 
   as part of 
  a successful attack test, you gain extra Life. (In other 
  words, its effects “stack.”)
  If your alignment is Good at the end of a session, you 
  lose this Special Ability and must choose a different one. 
  If your alignment stops being Good, you can choose 
  this Special Ability again at the end of a session.
  Improved: When you roll a 
   as part of an attack 
  test, you can regain Life equal to your Craft score.
  Manhunter
  Prerequisite: You do not have Secret Venoms.
  You have built a network of informants who help 
  you track your quarry across the length and breadth of 
  the Realm. When you enter a settlement while you’re 
  tracking a target, you can spend 
   to find a friendly 
  informant. Without further payment, the informant can 
  tell you whether your target has been in the settlement 
  96
   
  
  recently and whether they’re still here. If your target 
  has been there recently, you can pay the informant an 
  additional 1d3 gold and learn the following:
  • your target’s next destination (if they’ve left this 
  settlement),
  • how many other people or creatures were travelling 
  with your target,
  • a description of any unusual people or creatures who 
  were travelling with your target, and
  • one magical ability your target has displayed, if any.
  Improved: When you pay two different informants 
  for information on a target, you automatically satisfy 
  the requirements for Preparation.
  The Secret Venoms
  Prerequisites: Craft 6+, and you do not have 
  Manhunter.
  You have mastered the use of secret venoms and 
  gained resistance to them, which gives you many 
  inventive ways to disable and eliminate your targets 
  or enemies. When you suffer damage from poison, you 
  can spend 
   to reduce the damage (or effect) you take 
  from that source of poison by half (rounding down). 
  If the same poison deals damage (or effects) multiple 
  times, your expenditure of 
   applies for the duration.
  As an action, you can apply a poison to a drink or a 
  meal by spending 
   and giving 
   to the GM; this 
  requires one vial of poison, which you can make from 
  one gold worth of materials with an hour of work. If 
  you are observed, make a Sleight of Hand (Agility) test 
  against the target’s Craft + 10 to conceal your actions. 
  The poison remains potent for 1 hour. The drink or the 
  meal, when consumed, deals 1d6 damage per minute; 
  the duration of this damage is a number of minutes 
  equal to your Craft.
  Improved: As an action, you can spend 
   and give 
  the GM 
   to apply a poison to a blade. This requires a 
  vial of poison, which you can make from one gold worth 
  of materials with an hour of work. The poison remains 
  potent for one hour. The first time your poisoned blade 
  deals damage, it deals an additional 1d6 poison damage 
  each round for a number of rounds equal to your Craft.
  Master of Assassins
  Prerequisites: Strength 8+ or Craft 8+, and you do not 
  have Blood Zealot.
  You’ve risen through the ranks to become the Master 
  of the Assassins’ Guild. At the Game Master’s discretion, 
  this may require eliminating or otherwise removing the 
  previous Master of Assassins. You gain one Follower, 
  who is a junior assassin. If this Follower dies, you can 
  recruit a new apprentice in the City for 2 gold.
  In combat, this Follower deals an additional 1d6 
  damage against any creature that attacks you.
  Blood Zealot
  Prerequisites: Strength 7+ or Craft 7+, and you do not 
  have Master of Assassins.
  Eschewing the burdens of command, you’ve become 
  the favoured agent of an organisation within the Realm, 
  such as the Temple or the Caretaker. When you deal 
  damage to an individual or creature type that’s an enemy 
  of your organisation, you can spend 
   to increase 
  your damage against that target: you can change all die 
  results on damage rolls to their maximum values.
  Druid  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to druids.
  Anointed by Oak
  Prerequisite: You do not have Anointed by Hawthorn.
  Oak represents both physical strength and natural 
  wisdom. As a full action, you can spend 
   to 
  temporarily replace one Strength-based aspect with 
  your best Craft-based aspect or vice versa. For example, 
  you could replace your 4 Mettle with your 6 Resolve. 
  This change lasts for 10 minutes.
  Improved: At any point during the duration of this 
  effect, you can spend 
   
   to extend the duration of 
  this Special Ability to eight hours. You must still spend 
   to activate this Special Ability.
  Anointed by Hawthorn
  Prerequisite: You do not have Anointed by Oak.
  With magic and discipline, you have shaped your 
  flesh to hide the sharp thorns of the hawthorn tree. 
  Your thorns remain hidden until you are attacked. 
  When you roll a Standard Success or better on a defence 
  test against a melee attack, you can spend 
   to inflict 
  damage to the attacker equal to your Craft.
  Improved: When you roll a 
   on a successful Melee 
  Test, you inflict additional damage equal to half your 
  Craft (round down).
  Greenwise
  Prerequisites: Craft 5+, and you do not have 
  Soul-Wise.
  You have further developed your gift for keen 
  observation toward the green and growing things of the 
  Realm. When you roll a Perception test in an area that 
  is not a settlement, underground, or in a desert, you get 
  a bonus die, and if you roll 
   on that test, you sense 
  97
   
  
  subtle paths that open the way for you. As an added 
  benefit, your Speed is doubled while you are in a forest.
  Improved: While you are in a forest, you can spend 
   to regain 1 spell point. When you roll a 
   on 
  a Spellcasting test while in a forest, you regain 1 spell 
  point.
  Soul-Wise
  Prerequisites: Craft 6+, and you do not have 
  Greenwise.
  You have developed a superlative ability to observe 
  and predict people. When you make an Empathy test, 
  you gain a bonus die. When you roll a 
   when making 
  an Empathy test, you can ask the GM the creature’s 
  strongest goal or heart’s desire.
  Additionally, when an effect would change your 
  alignment, you can spend 
   to resist that effect. If it is 
  a constant effect, such as a magic item, spending 
   lets 
  you resist the effect for one day.
  Improved: When your alignment is not Good, you can 
  spend 
   
   to change your alignment to Good. When 
  your alignment is not Evil, you can give the GM 
   
   
  to change your alignment to Evil. When your alignment 
  is not Neutral, you can spend 
   and give the GM 
   
  to change your alignment to Neutral. You can use this 
  feature up to once per lunar month. This change is 
  permanent until you change alignment again, through 
  this feature or other alignment-changing effects.
  Wrath-Tamer
  Prerequisite: You do not have Serpent-Charm.
  The turbulence and strife of the natural elements do 
  you little harm. When you would suffer fire, cold, or 
  lightning damage, you can spend 
   or 1 spell point to 
  reduce the damage you take by 1d6.
  Improved: You can spend 
   or 1 spell point, to 
  reduce fire, cold, or lightning damage by 2d6 rather 
  than 1d6.
  Serpent-Charm
  Prerequisite: You do not have Wrath-Tamer.
  The treachery of poison presents little danger to you. 
  When you or a creature you can see rolls a Fortitude 
  test to resist poison, you can spend 
   or 1 spell point 
  to grant them a bonus die. If more than one creature 
  takes damage from poison at the same time, you can 
  spend 
   or 1 spell point for each additional creature 
  you want to protect. If you spend Light Fate and the 
  creature still takes damage from that source of poison, 
  reduce the damage the creature takes by 1d6 or reduce 
  the duration of the poison’s effects by half (round 
  down).
  Improved: You can spend 
   or 1 spell point to 
  reduce the poison damage by 2d6 (instead of 1d6) or to 
  reduce the duration of the poison’s effects to one-fourth 
  of its original result (round down).
  98
   
  
  Archdruid of the Realm
  Prerequisites: Craft 9+, and you do not have Wonder 
  Weaver.
  You have become the Archdruid of the Wood, the 
  protector of a particular forest within the Realm. 
  Choose the forest you protect or ask the GM. At the 
  Game Master’s discretion, this may require displacing 
  the previous Archdruid of that Wood. You gain one 
  Follower, who is your acolyte. If this Follower dies 
  through no fault of your own, you can recruit a new 
  acolyte in a forest by communing with nature for 1 day.
  Furthermore, you can grant one basic Nature spell 
  that you know (see Granted Spells in Chapter 9: Magic 
  and Spells) to one creature with a Wits attribute of 1 
  or higher. This requires eight hours of meditation. You 
  can only grant a spell to one creature at a time. You can 
  withdraw a granted spell at any time.
  Wonder Weaver
  Prerequisites: Craft 9+, and you do not have 
  Archdruid of the Wood.
  You have learned to bind spells into objects as the 
  fey do, such as gossamer shawls or complex knotwork 
  talismans. You can spend eight hours in meditation and 
  materials worth 3 gold to create a magic item that stores 
  one use of a Basic Nature spell. This item is usable by 
  anyone. You can create a number of these items equal to 
  half your Craft (round down) per month.
  Improvement: You can spend 3 days in meditation 
  and use 6 gold worth of materials to create a magic item 
  that stores one use of an Intermediate Nature spell.
  Minstrel  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to minstrels.
  Word of Power
  Prerequisites: Strength 4+, and you do not have Word 
  of Grace.
  You have learned a word of great power that brings 
  victory in battle. When you roll a 
   in combat during 
  your turn, you can utter your word of power. Each 
  character or other ally within sight that has already 
  acted this round can choose to gain 4 armour points until 
  the end of the round or heal 1d3 Life. Each character or 
  other ally that has not yet acted this round deals 1d6 
  additional damage on any physical attack made until 
  the end of this round.
  Improved: When you roll a 
   in combat during your 
  turn, you can utter your word of power. A character or 
  other ally that has already acted on this turn gains 8 
  armour points until the end of this round. A character 
  or other ally that has not yet acted on this turn gain 4 
  armour points and deal 1d6 extra damage until the end 
  of this round.
  Word of Grace
  Prerequisites: Craft 4+, and you do not have Word of 
  Power.
  You have learned a quiet word of grace that brings 
  peace and understanding. When you roll a 
   and you 
  are not engaged in combat, you can utter your word of 
  grace to regain 1d3 spell points; the GM may also offer 
  you a flash of insight into a problem you are facing.
  Improved: When you use this feature, 1d6 spell points 
  are regained.
  Classically Trained
  Prerequisite: You do not have Fey-Gifted.
  You have undergone rigorous training in acting and 
  related styles of performance. You can easily adopt 
  mannerisms and apply makeup to hide your identity, 
  given 10 minutes of work. When you roll a Deception 
  test to pass inspection, you get a bonus die. If you spend 
   as part of this effort, you can convincingly portray 
  a person of another ancestry or background, as long as 
  you don’t need to change your size.
  Improved: If you spend 
   
   
   and 1 spell point, 
  you can convincingly portray a specific individual of 
  your ancestry. You must have at least as much personal 
  knowledge of the subject as the people you intend to 
  deceive.
  Fey-Gifted
  Prerequisite: You do not have Classically Trained.
  You have meddled in the affairs of the fey, and they 
  have given you what some might regard as a reward, 
  though the powers of Fate always seem to come calling 
  afterward. When you roll a Failure on a Deception, 
  Intimidation, Persuasion, or Bargain test, you can spend 
   and give the GM 
   to change the Kismet Die result 
  to a 5.
  Improved: When you roll a Failure on any test that 
  does not have a fey as its target, you can spend 
   and 
  give the GM 
   to change the Kismet Die to a 5.
  Requiem
  Prerequisites: Craft 7+, and you do not have Anthem 
  of Hope.
  Your mournful song can calm the restless dead and 
  placate Fate itself. At the start of your turn as a free 
  action, you can spend 
   to deal damage equal to half 
  99
   
  
  your Craft (round down) to any spirit or undead within 
  20 metres.
  Improved: When a creature has died in the previous 
  round, or once per short rest, you can spend 
   and 1 
  spell point to reduce the GM’s Dark Fate by 1d3. Your 
  song eases souls in their journey to death and disperses 
  impending doom.
  Anthem of Hope
  Prerequisites: Craft 7+, and you do not have Requiem.
  Your song cuts through the din of battle and the fog 
  of despair to restore your allies. As a full action, you 
  can spend 
   to allow characters or other allies within 
  20 metres who can hear you to roll a new Fortitude 
  (Mettle) test against each negative ongoing condition 
  affecting them. They have another chance to succeed 
  against the effect’s original Difficulty. If a character or 
  other ally rolls a success, the condition ends for them. 
  For each condition removed in this way, the target 
  regains 2 Life.
  Improved: You can spend 
   to bolster creatures of 
  your choice who can hear you. They take half damage 
  (round down) from psychic attacks until your next 
  action.
  Fame, If Not Fortune
  Prerequisites: Craft 8+, and you do not have All Ways 
  Are One Song.
  You have achieved, once and for all, the fame you 
  have long sought as a minstrel. At the Game Master’s 
  discretion, you might need to displace other famous 
  minstrels in direct competition before you can gain this 
  Special Ability. You gain one Follower, who is your 
  apprentice. If this Follower dies through no fault of 
  your own, you can recruit a new apprentice in the City 
  with 1 day of work.
  In addition, you can grant one Basic Nature spell that 
  you know (see Granted Spells in Chapter 9: Magic 
  and Spells) to one creature with a Wits attribute of 1 
  or higher. This requires 8 hours of work. You can only 
  grant a spell to one creature at a time. You can withdraw 
  a granted spell at any time.
  All Ways Are One Song
  Prerequisites: Craft 8+, and you do not have Fame, If 
  Not Fortune.
  You understand the secret union between Arcane, 
  Mystic, and Nature spells. Choose Arcane or Mystic. 
  You can learn Basic spells of that type and add them to 
  your spellbook as if they were Nature spells.
  100
   
  
  Priest  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to priests.
  Sign of the Sun
  Prerequisites: Craft 5+, and you do not have Sign of 
  the Moon and Stars.
  Great manifestations of the On High and the Light 
  appear in the Realm. The Sun appears by day, and the 
  Moon and Stars appear by night. Your devotion to the 
  Sun allows you to walk through fire. When you would 
  take damage from any form of fire, you can spend 
   
  to roll 1d6 + Craft and reduce the damage you take by 
  the result.
  Additionally, you do not suffer any ill effects from 
  heat when travelling in the desert. This effect does not 
  cost Light Fate.
  Improved: You can spend 
   to reduce fire damage 
  by 2d6 + Craft instead of 1d6 + Craft.
  Sign of the Moon and Stars
  Prerequisites: Craft 5+, and you do not have Sign of 
  the Sun.
  The On High do not abandon the faithful during the 
  long watches of the night. You are aligned with the 
  Moon and Stars, and you are protected from curses and 
  hostile magic. When you roll a test to resist a curse or a 
  harmful spell, you can spend 
   to add half your Craft 
  (round down) to the result.
  Improved: When you roll a Great or Extraordinary 
  Success to resist a curse or harmful spell, you can spend 
   to absorb the spell. As a full action on your next 
  turn, you can make a Spellcasting (Insight) test to cast 
  the absorbed curse or spell on a target of your choice. If 
  you do not cast the curse or spell on your next turn, it 
  dissipates harmlessly.
  Thunderous Orator
  Prerequisite: You do not have Riddle-Speech.
  You may not wield blade or bow, but your words are a 
  mighty weapon. You can spend 
   and loudly condemn 
  foes for their sins, whether real or imagined. As a full 
  action, make a Persuasion (Insight) test against any 
  Enemies not engaged in combat (i.e., not being attacked 
  by another character). These creatures must be within 
  10 metres and must be able to hear and understand 
  you. Compare the result of that one test against the 
  Threat of each creature. For each creature, if you would 
  get a Standard Success or greater with that result, that 
  creature cannot make an attack at the end of the round.
  Improved: As an action, you can spend 
   to make a 
  Entertain (Resolve) test against all Enemies within 10 
  metres. Compare the result of that one test against the 
  Threat of each creature. For each creature, if you would 
  get a Standard Success or greater with that result, that 
  creature is deafened for 1 minute.
  Riddle-Speech
  Prerequisite: You do not have Thunderous Orator.
  A 
  riddle 
  or 
  perceptive 
  question 
  can 
  spark 
  comprehension or plant a seed of doubt. In combat, 
  you can choose one creature within 10 metres that can 
  hear and understand you; you then make a Persuasion 
  (Insight) test against its Threat. On any success, its 
  Threat decreases by your Craft score for 1 minute or 
  until you succeed a Riddle-Speaker test against another 
  creature.
  Improved: If you roll a 
   on your Persuasion 
  (Insight) test for this Special Ability, you can decide the 
  creature’s action for its next turn. The creature does not 
  take actions that will obviously cause it harm, such as 
  jumping off a cliff or stabbing itself.
  Wellspring of Life
  Prerequisites: Strength 4+, Craft 6+, and you do not 
  have Wellspring of Power.
  The On High have made you a conduit for life and 
  health. Your maximum Life increases by 4, and your 
  maximum Light Fate increases by 2. As part of any 
  other action on your turn, you can spend any amount 
  of Light Fate. One character that you name within 
  100 metres regains 1 Life for each 
   that you spend  
  this way.
  Improved: One creature that you name within 100 
  metres regains 2 Life for each 
   that you spend, 
  (instead of 1). When you are in the Chapel, the Temple, 
  or a place with a detrimental effect for creatures with 
  Evil alignment, you can spend 
   to restore 1d3+1 Life 
  to any number of creatures within 10 metres.
  Wellspring of Power
  Prerequisites: Craft 7+, and you do not have 
  Wellspring of Life.
  You can channel the power that flows through the 
  Realm and makes magic possible, replenishing your 
  own reserves or those of your allies. Your maximum 
  spell points and Light Fate increase by 2. As part of any 
  other action on your turn, you can spend any amount 
  of Light Fate. One character that you name within 100 
  metres regains 1 spell point for every 
   
   that you 
  spend this way.
  Improved: Your maximum spell points and Light Fate 
  increase by an additional 2. When you are in a chapel 
  101
   
  
  or the Temple, each 
   that you spend restores 1 spell 
  point to you and restores 1 spell point to a creature of 
  your choice within 100 metres.
  Inquisitor
  Prerequisites: Craft 8+, and you do not have Prelate.
  You have been charged with rooting out wickedness 
  among the people of the Realm. When you cast a spell 
  that deals damage to a single creature, and if you know 
  that creature is Evil, you can spend 
   to add your 
  Craft score to the damage dealt. If you are in error about 
  its Evil alignment, you lose all your current Light Fate; 
  you also lose the use of this Special Ability for one week 
  or until you atone at the Chapel. If you have no current 
  Light Fate to lose, you give the GM 
   (up 
  to their maximum) instead.
  Prelate
  Prerequisites: Craft 8+, and you do not have 
  Inquisitor.
  You have a position of authority within the Chapel, 
  and the On High fill your spells with healing power. 
  When you cast a Mystic spell, a creature of your choice 
  within 20 metres regains 1d3 Life.
  Other creatures that serve or worship those On 
  High are readily swayed by your words. When you 
  roll a Bargain, Deception, Empathy, Intimidation, 
  or Persuasion test, you can spend 
   to reduce the 
  Difficulty by half.
  Prophet  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to prophets.
  Omens of War
  Prerequisites: Strength 5+, and you do not have 
  Intuition of Magic.
  The marks of violence upon the tapestry of Fate are 
  clear to you. As a free action, you can spend 
   to 
  determine which creature you can currently see has the 
  highest Threat, excluding other characters and other 
  allies; you can then spend 1 spell point to learn the 
  nature of the same creature’s most powerful attack or 
  Special Ability.
  Improved: After you have spent 
   and 1 spell point 
  to study a creature, you can take a free action at the start 
  of each turn to learn what that creature is most likely to 
  do (in the GM’s estimation) if left unopposed.
  Intuition of Magic
  Prerequisites: Craft 6+, and you do not have Omens 
  of War.
  You can read the magical tapestry of destiny and 
  power quickly but not deeply. At the start of your turn, 
  you can spend 
   to determine how many PCs or NPCs 
  within 20 metres have spells memorised or granted. 
  As an action, you can choose one of them within 20 
  metres and receive the names of 1d6 spells currently 
  memorised by or granted to them. You detect Advanced 
  spells before Intermediate spells and Intermediate 
  spells before Basic spells. The Game Master determines 
  the spell names you detect. This feature does not detect 
  spells stored in objects.
  Improved: You can discern spells stored in objects, 
  even when they are not wielded by a character or NPC. 
  If an Enemy you can see casts a spell you have discerned, 
  you can add 1d3 to any defence test a character rolls as 
  a reaction to that spell; that character must be able to 
  hear you.
  Subtle Weaving
  Prerequisites: Craft 5+, and you do not have Desperate 
  Weaving.
  You understand how to make gentle changes to 
  aid those in need. As an action, you can spend 
   to 
  transfer 1, 2, or 3 Light Fate from one willing character 
  within sight to another character within sight. The 
  second character can exceed their maximum Light Fate 
  by up to 3.
  Improved: You can transfer Light Fate from one 
  willing character to another character regardless of 
  distance, as long as you know their names.
  Desperate Weaving
  Prerequisites: Craft 5+, and you do not have Subtle 
  Weaving.
  When all is lost, you can stake everything on a chance. 
  As a free action at the beginning of a round of combat, 
  you can gain Light Fate equal to 2d6 minus 1d6. If the 
  result is negative, you lose that amount of Light Fate 
  and the Game Master gains that amount of Dark Fate.
  Improved: When you gain Light Fate from this 
  feature, you can immediately transfer it to characters 
  within sight whose names you know.
  Hope’s Herald
  Prerequisites: Craft 8+, and you do not have 
  Harbinger of Doom.
  You foresee blessings, joy, mercy, and unexpected 
  survival. At the beginning of a combat, spend 
   
  to name one character participating in the combat.  
  102
   
  
  The Game Master will manipulate circumstances 
  to almost any degree necessary to ensure that that 
  character survives, though they may be grievously 
  wounded or deprived of treasures. If that character 
  would be killed, they survive in some way, but the 
  Game Master gains 
   
   
  . This Special Ability 
  can only be used on a single character once per month.
  Improved: You can name a second character to survive. 
  If both characters should be killed, they survive in 
  some way, but the Game Master gains their maximum  
  Dark Fate.
  Harbinger of Doom
  Prerequisites: Craft 8+, and you do not have Hope’s 
  Herald.
  You foresee curses, sorrow, punishment, and 
  unexpected disasters. At the beginning of a combat that 
  involves NPCs, you can spend 
  , give the Game Master 
  , and name one NPC participating in the combat. The 
  Game Master will manipulate circumstances to almost 
  any degree necessary to ensure that that character dies 
  or loses something they treasure more than their life.
  Improved: You can give the Game Master an 
  additional 
   to name a second NPC to die.
  Scout  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to scouts.
  Scarlet Arrow
  Prerequisites: Strength 5+, and you do not have the 
  Silver Arrow advancement.
  Your arrows can leave devastating wounds that 
  continue to sap the target’s strength. Each time you 
  roll 
   on an attack with a bow or crossbow that hits, 
  your target takes 1d6 damage at the start of each of your 
  turns until it regains at least 1 Life through any means. 
  You can affect the same target with this Special Ability 
  multiple times. (Its effects “stack.”)
  Improved: Each time a creature suffers damage at the 
  start of its turn from this feature, you regain 2 Life.
  Silver Arrow
  Prerequisites: Craft 5+, and you do not have the 
  Scarlet Arrow advancement.
  Your arrows can erode the defences of even the 
  most powerful foe. Each time you roll 
   on an attack 
  with a bow or crossbow that hits, your target’s Threat 
  103
   
  
  decreases by an amount equal to your Craft until the 
  end of this combat. You can affect the same target with 
  this Special Ability multiple times. (Its effects “stack.”)
  Improved: The damage that the creature deals is 
  halved (rounded down) until the end of this combat.
  Wild-Bonded Soul
  Prerequisites: Craft 6+, and you do not have the 
  Night-Bonded Soul advancement.
  Your soul is mystically joined with a powerful beast 
  Follower. You gain an animal Follower with a maximum 
  Loyalty of 5. Your animal Follower doesn’t die at zero (0) 
  Life; instead, it falls unconscious until you finish a long 
  rest or spend 
  , at which point it is restored to 
  full Life. You can change your animal Follower for a new 
  animal Follower by spending 24 hours in a wilderness 
  region. The new Follower’s maximum Loyalty is 5.
  Improved: Your animal Follower’s maximum Loyalty 
  increases by 3 and it gains +5 Life.
  Night-Bonded Soul
  Prerequisites: Strength 6+, and you do not have the 
  Wild-Bonded Soul advancement.
  Your soul is mystically joined with the night. At dusk, 
  your maximum Life increases by 5, and you can see in 
  total darkness as easily as you do in bright light. During 
  the night, you can use an action and spend any amount 
  of your 
  ; for each 
   you spend this way, you regain 
  3 Life.
  Improved: You heal 5 Life for every 
   spent; you also 
  gain 3 armour points at dusk. If any of those armour 
  points remain at dawn, they are lost.
  Quickling Stride
  Prerequisites: Craft 6+, and you do not have the 
  Quickling Blade advancement.
  You move with incredible speed when you wish. 
  You can spend 
   to double your Speed for walking, 
  running, climbing, and swimming. When you use this 
  in combat, it lasts until the end of the encounter. When 
  you use it outside of combat, it lasts for eight hours or 
  until you enter combat.
  Improved: When you spend 
   to double your 
  Speed, you also gain a bonus die for defence tests, and 
  your movement is completely silent.
  Quickling Blade
  Prerequisites: Strength 6+, and you do not have the 
  Quickling Stride advancement.
  You can strike with incredible speed. You can spend 
   to make an additional attack with a melee or thrown 
  weapon.
  Improved: When you roll a 
   on a melee or thrown 
  weapon attack test, you can make one additional melee 
  or thrown weapon attack. You can do this up to once 
  per turn.
  The Keenest Eye  
  in the Realm
  Prerequisites: Craft 5+, and you do not have the 
  Awakened to the Green advancement.
  Your powers of observation and deduction combine 
  with your incredible depth of knowledge to make you 
  one of the best trackers the Realm has ever seen. When 
  you examine an area or a creature and succeed at a 
  Notice test, you can spend 
   to notice more details 
  and ask the GM about the practical implications of what 
  you’ve learned.
  Improved: Once you’re on a creature’s trail, you can 
  spend 
   to continue following that trail, even under 
  nigh-impossible circumstances, such as tracking birds 
  in flight or tracking across open water. Each day of 
  pursuit costs 
  .
  Awakened to the Green
  Prerequisites: Craft 6+, and you do not have the 
  Keenest Eye in the Realm advancement.
  You’ve developed a modest magical talent, and you’ve 
  learned to maintain a small spellbook. You gain 3 spell 
  points, and you can spend spell points to retain spells at 
  the time of casting. When you spend one hour to study 
  your spellbook, you can spend 1 spell point to prepare a 
  spell that is in your spellbook; you can prepare multiple 
  spells this way, up to your spell point total. When you 
  cast this spell, you can expend the preparation of the 
  spell, or you can spend 1 spell point.
  If you have zero (0) spell points when you cast a 
  prepared spell, you do not automatically lose the 
  preparation of the spell. If your Spellcasting test for this 
  spell is a Greater Success or greater, you retain the spell. 
  If it is a Standard Success, the casting is successful, but 
  you lose the spell.
  Your spellbook starts with one Basic Nature spell, and 
  it can hold a maximum of 3 Basic Nature spells.
  Improved: You gain 3 additional spell points, and 
  your spellbook’s maximum number of spells increases 
  to 6.
  104
   
  
  Sorcerer  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to sorcerers.
  A Friend of Yours
  Prerequisites: Craft 5+, and you do not have More the 
  Merrier.
  With subtle magical influence, you can forge bonds 
  with your friends’ Followers. You can spend 
   or 1 
  spell point to treat any Follower in your party as if they 
  were your Follower, allowing you to use their effects. 
  This effect lasts for up to one hour outside of combat 
  or one round in combat. A single Follower can only 
  be used by one character in the adventuring party per 
  round.
  Improved: You can spend 
   
   or 2 spell points to 
  use the feature for one day outside of combat or for the 
  length of one combat scene.
  The More the Merrier
  Prerequisites: Craft 5+, and you do not have A Friend 
  of Yours.
  You can create a bond with a second familiar. You 
  make the same set of choices for your second familiar 
  as you made for your first. You can’t apply its skill 
  bonuses to the same skills as the first familiar. When 
  you are reduced to zero (0) Light Fate, your second 
  familiar dissipates; after you regain at least 1 Light Fate, 
  you can spend 1 spell point to bring it back at any time.
  Improved: All your familiars gain +2 Strength, +2 
  Craft, and 2 Life.
  Beguiling
  Prerequisite: You do not have Fated.
  Your magic lends itself to subtle manipulation of 
  other people’s emotions. You gain the Persuasion skill. 
  As an action, you can spend 
   or 1 spell point to gain 
  a bonus die to all Bargain and Persuasion tests for one 
  minute.
  Improved: You gain a focus in the Persuasion skill, and 
  when you spend 
   or 1 spell point on this feature, you 
  gain a bonus die to all Bargain, Deception, Intimidation, 
  and Persuasion tests for one hour.
  Fated
  Prerequisites: Craft 5+, and you do not have Beguiling.
  A doom awaits you, but until then, fate conspires in 
  your favour. Your maximum Light Fate increases by 
  3. As a free action when you have zero (0) Light Fate, 
  you can roll 1d6 once per round. If the result is odd, 
  the Game Master gains that amount of Dark Fate. If the 
  result is even, you gain that amount of Light Fate.
  105
   
  
  Improved: When you have zero (0) Life at the start of 
  your turn and would fall unconscious, you can spend 
   to remain conscious and take actions as normal 
  this turn. Once you can’t spend or decide not to spend 
  , you fall unconscious and can’t use this feature 
  to regain consciousness.
  Psychic Reserves
  Prerequisites: Craft 6+, and you do not have Psychic 
  Amplifier.
  Your familiar provides a bastion of strength for 
  you when you come under psychic attack. You gain 
  3 psychic armour points for each familiar you have, 
  which applies only to damage from psychic combat. 
  Also, when you would take damage from psychic 
  combat, you can spend 
   to have your familiar take 
  that damage instead of you. It suffers damage up to its 
  Life total, and you suffer any remaining damage.
  Improved: Gain 6 psychic armour points per familiar; 
  this psychic armour only reduces damage from psychic 
  combat.
  Psychic Amplifier
  Prerequisites: Craft 6+, and you do not have Psychic 
  Reserves.
  Your connections to your Followers grant you the 
  confidence and presence to deliver devastating psychic 
  attacks. When you would deal damage in psychic 
  combat, you can spend 
   to deal 1 additional damage 
  for each Follower you have, including your familiar(s).
  Improved: When you make a psychic attack, you can 
  spend 
   to increase its range by 2 metres for each 
  Follower you have, including your familiar(s).
  Spellbinder
  Prerequisites: Craft 8+, and you do not have 
  Soulbinder.
  You have learned to bind spells into objects, such 
  as parchment or jewellery. You can spend 8 hours of 
  work and 3 gold to create a magic item that stores one 
  use of a Basic Arcane spell. Once used, it’s no longer a 
  magic item, it may or may not be destroyed, and it costs 
  the full amount to bind another spell into it. You can 
  maintain a number of these items equal to your Craft.
  Improved: You can also spend 3 days of work and 
  6 gold worth of materials to create a magic item that 
  stores one use of an Intermediate Arcane spell. You can 
  now maintain a number of stored spells equal to twice 
  your Craft. Storing one Basic spell uses one of these 
  slots; an Intermediate spell uses two slots.
  Soulbinder
  Prerequisites: Craft 8+, and you do not have 
  Spellbinder.
  You learn the secret of binding a spell to a willing soul. 
  You can grant one Basic Arcane spell that you know (see 
  Granted Spells in Chapter 9: Magic and Spells) to one 
  creature with a Wits attribute of 1 or higher. This requires 
  8 hours of work. You can only grant a spell to one creature 
  at a time. You can withdraw a granted spell at any time.
  Improvement: Your familiar can speak to the spirit 
  of the recently deceased, learning what they know of 
  magic. As an action when you are next to a creature that 
  has been dead for less than one minute, your familiar 
  talks to the creature’s spirit. You learn the names of 
  every spell the creature had prepared at the time of its 
  death. If any of them are Arcane spells, you can choose 
  one for your familiar to learn and teach you. You must 
  meet the spell’s other prerequisites as normal.
  Thief  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to thieves.
  Ambitious
  Prerequisites: You do not have Honorable, and your 
  alignment is Neutral or Evil.
  If you wanted to play by the rules, you would have 
  picked a different line of work. You can often find an 
  advantage in dangerous moments. When you have 
  zero (0) Light Fate, you can give the GM 
   to gain 
  1d3 Light Fate, or you can give the GM 1d6+1 Dark 
  Fate to gain 1d6+3 Light Fate. The GM can exceed their 
  normal maximum amount of Dark Fate when you use 
  this special ability.
  If your alignment is Good at the end of a session, you 
  lose this Special Ability and must choose a different one. 
  If your alignment stops being Good, you can choose 
  this Special Ability again at the end of a session.
  Improved: You can use this feature whenever you 
  have fewer Light Fate than any other character.
  Honorable
  Prerequisites: You do not have Ambitious, and your 
  alignment is Neutral or Good.
  You are the reason thieves are counted among the heroes 
  of the Realm, not just seen as villains. Because your allies 
  trust you, they trust in your support, even when you’re 
  nowhere to be found. You can spend 
   to add a bonus 
  die to a Deception, Intimidation, Persuasion, or defence 
  test that a character or other ally rolls, so long as you are 
  106
   
  
  hidden or invisible from the target of the test. You must 
  be in the area of the encounter to use this feature.
  If your alignment is Evil at the end of a session, you 
  lose this Special Ability and must choose a different 
  one. If your alignment stops being Evil, you can choose 
  this Special Ability again at the end of a session.
  Improved: When you are hidden or invisible from all 
  enemies in an encounter at the start of a round, you can 
  spend 
   to let each character and each of your other 
  allies add a bonus die to the first defence test they roll 
  in that round. You must be in the area of the encounter 
  to use this feature.
  Tricks Up My Sleeve
  Prerequisites: Craft 5+, you do not have Hidden Pockets.
  You’ve developed a modest magical talent and learned 
  to maintain a small spellbook. This Special Ability allows 
  you to cast and retain memory of Arcane spells. You 
  begin play with 3 spells committed to memory, and you 
  can memorise a number of spells equal to your Craft +1.
  New spells can be learned from a wide variety of 
  sources. You might decipher a spell from an ancient scroll 
  or text, obtain it from a magical creature, or learn it from 
  an elderly sage. At any time, you can replace an existing 
  memorised spell or memorise a new spell (up to your 
  maximum) by spending one hour studying the spell.
  You also begin with a number of spell points equal to 
  your Craft. Spell points are the energy or fuel for your 
  spells, and it costs 1 spell point to cast a Basic spell.  
  If you run out of spell points, you can choose to “burn” 
  a spell. Burning a spell removes it from your memory, 
  and you cannot cast that spell again until you re-learn 
  and memorise the spell once more. As a bonus, when you 
  burn a spell, you get a +2 to the Spellcasting test. If you roll 
  a 
   and get a Standard Success or higher during your 
  Spellcasting test, you do not lose memory of the spell. 
  However, even if you don’t deliberately burn a spell, if 
  you roll a 
   when you get a Failure or Standard Success 
  during a Spellcasting test, you lose memory of that spell.
  Hidden Pockets
  Prerequisites: You do not have Tricks Up My Sleeve.
  You can hide useful things throughout your clothing 
  or strapped close to your body, producing them at a 
  moment’s notice. You can spend 1 Light Fate to produce 
  any small, common, nonmagical item that you could 
  plausibly hide on your person. (The names of magical 
  items are in italics.) You always have an extra set of 
  thieves’ tools hidden somewhere on your person unless 
  your current Light Fate is zero (0) when you need them. 
  However, you can’t produce specific items, such as the 
  key that fits a particular lock. At the GM’s discretion, 
  the GM can spend 
   to refuse a particular general 
  item (or they might choose to simply disallow any item 
  that’s obviously ridiculous.)
  Improved: You can’t be deprived of your last dagger, 
  your last set of thieves’ tools, or your last gold against 
  your will. Even when you are thoroughly searched, you 
  will find a way to keep these three things hidden.
  107
   
  
  Ghostly Passage
  Prerequisites: Strength 6+ or Craft 6+, and you do not 
  have Con Artistry.
  They say you’re like a ghost because you’re so good 
  at passing unseen. They don’t know how right they 
  are. When you roll 
   as part of a Stealth test that’s a 
  success, you become insubstantial for 1 minute. While 
  insubstantial, you gain the Psychic skill if you don’t 
  otherwise have it, you can pass through nonmagical 
  barriers up to 3 feet thick, and you gain 5 armour points.
  the greatest spymasters in the Realm. At the beginning 
  of any encounter, you can choose to spend Light Fate 
  equal to one-fourth of an intelligent creature’s Threat 
  (rounded down). If you do, the creature is loyal to you, 
  based on some previous encounter. You can choose 
  when and how they aid you, perhaps slipping you 
  the key to your prison cell or informing you of nearby 
  dangers. The Game Master can decide that some 
  primary antagonists can’t be loyal to you; however, 
  such antagonists may still have lieutenants you could 
  have conceivably met.
  Warrior  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to warriors.
  Merciful
  Prerequisite: You do not have Merciless.
  As you have stayed your hand, so shall death stay far 
  from you. When you are dying, you can spend 
   to 
  stabilise (see Death and Dying). If you are stable at the 
  end of a combat scene, you can spend 
   to regain Life 
  equal to your Strength. As an added restriction, any 
  time you kill an Enemy who is unconscious or offers 
  surrender, you lose all current Light Fate and can’t use 
  this ability for 1d6 days.
  Improved: Mind-affecting magic can’t force you to 
  kill anyone, and it can’t force you to attack another 
  character or a creature that’s your ally.
  Merciless
  Prerequisite: You do not have Merciful.
  When you attack an Enemy whose current Life is less 
  than its maximum Life, you can spend 
   to change one 
  die that you rolled for your Melee or Missile Weapon 
  test (except the Kismet Die) or one die you rolled for 
  damage; in either case, you can change a result of 1 to 
  2 or a result of 2 to 3. You can do this once per round.
  Improved: When mind control would force you to 
  end your turn without attacking any creature, you can 
  spend 
   to roll a new test against that effect. If you 
  roll a Great Success or better, the mind control ends, 
  allowing you to make your attack.
  Heedless
  Prerequisites: Strength 6+, and you do not have 
  Tactician.
  You prefer to charge headlong into battle, never 
  counting the cost. You can spend 
   and let a creature 
  you’re attacking deal its combat damage as if you rolled 
  Improved: You can spend
  to become momentarily
  insubstantial and escape any form of nonmagical
  restraint. When you damage a creature with an attack
  while you are insubstantial, you deal 1d6 additional
  damage.
  Con Artistry
  Prerequisites: You have the Bargain skill or the
  Evaluate skill, and you do not have Ghostly Passage.
  A sucker’s born every minute. The more they think
  they’re taking advantage of you, the easier it gets to
  take advantage of them. When you roll a
  as part
  of a Bargain test, or as part of an Evaluate test while
  interacting with a merchant, you can choose to swindle
  the target for an extra 1d6 gold. When you’re buying
  something, however, you can’t reduce the gold you pay
  below 1, and you can’t swindle a target for more money
  than they have. Your target realises that they’ve been
  swindled after a number of days equal to 1d6 + your
  Craft score.
  Improved: You can choose to swindle a target when
  you roll a
  as part of a Deception, Intimidation, or
  Persuasion test.
  Master of Thieves
  Prerequisites: Strength 8+ or Craft 8+, and you do not
  have Spider’s Web.
  You’ve risen through the ranks to become the Master
  of the Thieves’ Guild. At the Game Master’s discretion,
  you might need to remove the previous Master of
  Thieves first. You gain one Follower, who is a junior
  thief. When this Follower dies, you can recruit a new
  apprentice in the City for 2 gold.
  In combat, this Follower deals an additional 1d6
  damage against any creature that has attacked you this
  round.
  The Spider’s Web
  Prerequisites: Strength 8+ or Craft 8+, and you do not
  have Master of Thieves.
  Whether pursuing your own ambitions or serving
  another character, you have risen to become one of the
  108
   
  
  a Failure on your attack test. If you follow it with an 
  attack test that has any grade of success, you can roll 
  an additional damage die while wielding a one-handed 
  weapon or two additional damage dice while wielding 
  a two-handed weapon. If your attack test is a failure, 
  you suffer no additional damage.
  Improved: For each round you take damage from 
  Heedless, in addition to the benefits you get from the 
  basic version, you gain an additional +2 damage to your 
  melee weapon attacks; you can use this ability multiple 
  times to increase your damage. (Its effects “stack.”) 
  However, this damage bonus is lost at the end of the 
  combat scene.
  Tactician
  Prerequisites: Strength 5+, Craft 3+, and you do not 
  have Heedless.
  You are always three moves ahead of your enemies. 
  At the start of a combat, spend 
   and roll three dice. 
  You can replace any d6 rolled as part of any attack test, 
  defence test, or damage roll with one of these dice, as 
  long as you can see or hear both the attacker and the 
  defender. Once used, that die result is expended.
  Improved: You can use each die result a second time 
  before it is expended.
  The Anvil
  Prerequisites: Strength 7+, and you do not have The 
  Hammer.
  You are the anvil upon which your enemies break. 
  On your turn, you can spend 
   to gain 3 armour 
  points, as long as you are wielding a weapon, using a 
  shield, or wearing a suit of armour. Each character or 
  other ally within your reach also gains 3 armour points. 
  A creature can’t gain more than 3 armour point from 
  this Special Ability, even if multiple adjacent creatures 
  attempt to grant this bonus. This armour bonus lasts for 
  the duration of the combat.
  Improved: You can’t be knocked down, pushed, 
  or pulled against your will unless you roll a Failure 
  on your attack or defence test and the GM spends an 
  additional 
  .
  The Hammer
  Prerequisites: Strength 7+, and you do not have The 
  Anvil.
  You smash the ranks of your foes to flinders. When 
  you roll a Great Success or better on an attack test, you 
  can spend 
   to deal damage to any other Enemies 
  within your reach who have a Threat equal to or lower 
  than the Threat of your initial target; that damage is 
  equal to half your Strength (round down).
  Improved: The lowest Threat enemy that takes 
  damage from this feature is also knocked down or 
  pushed to just beyond your reach.
  109
   
  
  Jovial
  Prerequisite: You do not have Grim.
  Whatever dangers the Realm hurls at you, despair 
  shall never take you. When you’re engaged in battle 
  against at least twice as many Enemies as you have 
  allies (including characters and NPC allies), or when 
  you’re engaged against an opponent with Threat 
  greater than twice your Strength, you can spend 
   
  to gain temporary Life equal to your level; either way, 
  this power lasts until that temporary Life is lost or until 
  the end of the combat scene. You can use this Special 
  Ability once per combat scene.
  Improved: As long as you have temporary Life 
  remaining from this effect, you also add your Resolve 
  to your weapon damage.
  Grim
  Prerequisite: You do not have Jovial.
  You have been disillusioned by your many hard-
  fought battles. When you would suffer an ill effect 
  because of your alignment, spend 
   to make a special 
  resistance test. Each degree of success allows you to 
  ignore that ill effect for one hour.
  Improved: Each degree of success allows you to 
  ignore the effect for one day.
  Wizard  
  Advanced Special Abilities
  The following Advanced Special Abilities are available 
  to wizards.
  Clever
  Prerequisite: You do not have Tireless Study.
  Your quick wit and capacity for improvisation allow 
  you to adapt to changing circumstances. You can spend 
  1 minute and 
   to exchange one of your prepared 
  Basic spells for another spell you can access.
  Improved: You can use this feature to exchange one 
  of your prepared Intermediate spells for a Basic spell or 
  Intermediate spell that’s in your spellbook.
  110
   
  
  Tireless Study
  Prerequisite: You do not have Clever.
  You often have a musty old tome or crumbling scroll in 
  hand. When you memorize your spells, you can spend 
   to select an additional Enduring spell from the 
  spells you know.
  Improved: When you are the target of a mental effect, 
  the Game Master must spend 
  ; if they cannot, 
  you treat the effect as though you resisted it with a 
  Great Success.
  Incandescent Arcana
  Prerequisites: Craft 5+, and you do not have Student 
  of Secret Ways.
  The secret of limitless spell energy is like fire itself: 
  it’s dangerous to grasp. When you roll a 
   as part of a 
  successful Spellcasting test, you regain the expended spell 
  points + 1. However, this secret knowledge is perilous. 
  When you roll a 
   as part of a failed Spellcasting test, 
  you suffer fire damage equal to your Wits.
  Improved: When you burn a memorised spell, you can 
  regain spell points or Life. You can burn a Basic spell for 
  1d3 spell points or Life; you can burn an Intermediate 
  spell for 1d3+3 spell points or Life; you can burn an 
  Advanced spell for 1d6+6 spell points or Life.
  Student of Secret Ways
  Prerequisites: Craft 5+, and you do not have 
  Incandescent Arcana.
  You’ve studied the secret union between Arcane, 
  Mystic, and Nature magic. Choose either Mystic or 
  Nature. You can learn Basic spells of that type and add 
  them to your spellbook as if they were Arcane spells. 
  You learn 1 Basic spell of that type immediately.
  Improved: You can learn Intermediate spells of the 
  second type (Mystic or Nature) you chose, and you can 
  learn Basic spells of the third type.
  Kindly Old Soul
  Prerequisites: You do not have Fated, and your 
  alignment is not Evil.
  Once in a while, your good intentions save you from 
  magical disaster. When you cast a damaging spell and 
  a creature that you do not wish to harm is in the area 
  of effect, you can spend 
   or 1 spell point to have the 
  spell do no harm to that creature. You can make the 
  spell avoid any number of creatures in the area, paying 
  the cost for each one separately.
  If your alignment is Evil at the end of a session, you 
  lose this Special Ability and must choose a different one.  
  If your alignment stops being Evil, you can choose this 
  Special Ability again at the end of a session.
  Improved: You can use a protect action to defend a 
  creature within 10 metres from the effects of a spell. If 
  the spell does not deal damage, add your Wits to the 
  creature’s defence roll on a Standard Success or negate 
  the whole effect on a Great Success.
  Fated
  Prerequisites: Craft 5+, and you do not have Kindly 
  Old Soul.
  A doom awaits you, but until then, Fate conspires in 
  your favour. Your maximum Light Fate increases by 
  3. Once per round when you have zero (0) Light Fate, 
  roll 1d6. If the result is odd, the Game Master gains that 
  amount of Dark Fate. If the result is even, you gain that 
  amount of Light Fate.
  Improved: When you have zero (0) Life at the start 
  of your turn and would fall unconscious, you can 
  spend 
   to remain conscious and take actions as 
  normal this turn. Once you can’t or decide not to pay, 
  you fall unconscious and can’t use this feature to regain 
  consciousness.
  Archmage of the Tower
  Prerequisites: Craft 8+, and you do not have 
  Invocations of Ruin.
  You’ve become the Archmage of the Tower. At the 
  Game Master’s discretion, this may require displacing a 
  previous Archmage of the Tower. The GM may consider 
  “the Tower” to be symbolic, or they may require you 
  to journey there to acquire your title. You gain one 
  Follower, who is your apprentice. If this Follower dies 
  through no fault of your own, you can recruit a new 
  apprentice in the City with 1 day of work.
  Furthermore, you can grant one basic Arcane spell 
  that you know (see Granted Spells in Chapter 9: Magic 
  and Spells) to one creature with a Wits attribute of 1 
  or higher. This requires 8 hours of work. You can only 
  grant a spell to one creature at a time. You can withdraw 
  a granted spell at any time.
  Invocations of Ruin
  Prerequisites: Craft 8+, and you do not have 
  Archmage of the Tower.
  Your spells and psychic attacks possess terrifying 
  destructive potential. When any spell damage die 
  or psychic attack damage die that you roll against an 
  Enemy is a 6, you can spend 
   or give the GM 
   to 
  roll another 1d6 and add it to the damage total. You can 
  use this feature any number of times on your turn.
  111
   
  
  Load
  Load
  This number represents an item’s bulk and weight, 
  which allows the GM to figure out how much 
  weight a character can carry before becoming 
  encumbered. For example, an item might weigh 
  1 load, and a character might be able to carry 25 
  load. A character’s Max Load = Strength x 5.
  Chapter 
  hapter 8:    
  Equipment
  quipment
  Coin of the Realm
  Coin of the Realm
  The Realm uses standard coins minted in a 
  secret location. Rumours claim it could be 
  anywhere from the City to the Castle. Some even 
  claim that this mint or forge is somewhere in 
  the wilds. The coins’ appearance have remained 
  fairly consistent since the vanishing of the 
  Great Wizard, featuring simple gold, silver, and 
  copper denominations. During the Wizard’s 
  time, the Realm had a wider variety of coinage. 
  Some designs even incorporated gemstones 
  or rarer metals, such as platinum and strange 
  alloys. These numismatic curiosities are a thing 
  of the past, but some ancient coins of the Realm 
  still show up from time to time wherever people 
  trade, and most are still accepted.
  While coins make up the bulk of the Realm’s 
  currency, most trade is still conducted as barter. 
  A vegetable farmer might trade their grains and 
  vegetables for cattle or eggs, while a weaver might 
  trade blankets for furniture or pots and pans. 
  Barter is also used as means of avoiding taxation 
  in the City. The Magistrate does their best to keep 
  a close eye on such activity and levies hefty fines 
  where they can to discourage such behaviour, 
  but the practice somehow endures.
   
  Gold
  The Talisman Adventures Fantasy Roleplaying Game
  doesn’t require you to worry about every single copper
  coin and piece of treasure. Rather, it uses a somewhat
  abstract method of keeping track of a character’s wealth.
  All wealth is measured in gold. One gold is roughly
  the value of a dagger. Items and services are listed as
  having a cost in gold, and each time you purchase an
  item or service, you pay that cost in gold. Some items
  are listed as being less than one gold (indicated by <1
  gold). Any time goods or services are purchased for this
  price, the player rolls 1d6; on a result of a 1, they must
  pay 1 gold. On any other result, it is assumed that the
  cost is paid with spare coppers or silver.
  Players and GMs who want a more detailed system
  can always choose their own means of tracking wealth.
  You can also come up with your own prices for goods,
  using the prices listed here as a guide.
  Weapons
  Weapons come in many shapes and sizes. Any
  character can use any weapon, but to effectively use one,
  you’ll want to have the appropriate skill, whether that’s
  Melee Weapon, Missile Weapon, or Throw. Weapons
  are further broken down by focuses; for example, a
  character with the Large Blade Focus for Melee Weapons
  would probably want to use a greatsword or greataxe.
  The Melee and Missile Weapons tables that follow
  list a wide variety of weapons that can be found in the
  Realm. GMs and players alike should feel free to invent
  their own weapons, as long as their inventions make
  sense for the campaign.
  Cost: Lists the weapon’s cost in gold.
  Load: Measures how difficult it is to carry the weapon
  (see the Load sidebar for more details.)
  112
   
  
  Range: This statistic applies only to ranged weapons. 
  It’s the range of the weapon in metres. Any distance 
  within range above the first number adds a −2 penalty 
  on your attack test (that is, your Missile Weapons 
  or Thrown test). The second number is the absolute 
  maximum range.
  Damage: Lists the weapon’s base damage. When 
  dealing damage, add your physical damage modifier to 
  this amount.
  Features: Some weapons have special features that 
  apply under certain circumstances.
  Ranged Weapons
  Weapon
  Cost
  Load
  Range*
  Attack
  Damage
  Ammunition / Features
  Blowgun
  1 gold
  1 load
  10 metres/ 
  30 metres
  Agility
  1d3
  Uses needles
  Bow
  3 gold
  2 load
  50 metres/ 
  200 metres
  Agility
  1d6
  Uses arrows, used two-handed
  Bow, Elven
  15 gold
  1 load
  60 metres/ 
  225 metres
  Agility
  1d6
  Uses arrows, used two-handed, +2 damage on 
  Crossbow, 
  light
  3 gold
  1 load
  25 metres/ 
  100 metres
  Agility or 
  Brawn
  1d6
  Uses bolts, used two-handed
  Dagger
  1 gold
  <1 load
  5 metres/ 
  20 metres
  Agility
  1d3
  Thrown only
  Net
  1 gold
  2 load
  3 metres/  
  7 metres
  Agility or 
  Brawn
  On a Standard Success, the target is tangled: 
  movement is reduced by half. On a Great Success, 
  the target is entangled: requires a full action and  
  an Athletics (Brawn or Agility) test against 
  Difficulty (14) to break free.
  Sling
  1 gold
  1 load
  5 metres/ 
  40 metres
  Agility
  1d3
  Uses stones
  Spear
  2 gold
  3 load
  6 metres/ 
  25 metres
  Agility or 
  Brawn
  1d6
  * Any distance within range above the first number bestows a −2 penalty on your attack test; second range listing is max range.
  113
   
  
  Armour and Shields
  The following table lists the most common forms of 
  armour found within the Realm. These are far from the 
  only types available, but they offer a guide by which 
  other armours can be compared.
  Cost: Lists the armour’s cost in gold.
  Protection: The armour grants this amount of 
  protection. More details on armour protection can be 
  found in the Armour section (in Chapter 2: Rules).
  Agility Penalty: Apply this penalty to any test that 
  uses Agility unless you have the appropriate Wear 
  Armour Special Ability.
  Load: Describes the weight and encumbrance of this 
  armour type (see the Load sidebar for more details.)
  (Reminder: A character’s Max Load equals Strength  
  x 5.)
  Features: Describes any features the armour has.
  Melee Weapons
  Weapon
  Cost
  Load
  Attack
  Damage
  Features
  Axe
  2 gold
  2 load
  Brawn
  1d6
  Battle axe
  3 gold
  3 load
  Brawn
  1d6/1d6+2
  Wielded one- or two-handed
  Dagger
  1 gold
  1 load
  Agility or 
  Brawn
  1d3
  Usable as a melee or ranged weapon
  Flail
  3 gold
  2 load
  Brawn
  1d6+2
  Two-handed; 
   Ignores armour and prevents shield use
  Greatsword
  3 gold
  4 load
  Brawn
  2d6
  Used two-handed; 
   Destroys opponent’s shield  
  (if they’re using one)
  Greataxe
  3 gold
  4 load
  Brawn
  2d6
  Used two-handed; 
   Destroys opponent’s shield  
  (if they’re using one)
  Mace
  2 gold
  2 load
  Brawn
  1d6
   Ignores armour
  Pike
  2 gold
  3 load
  Brawn
  1d6+1
  Wielded one- or two-handed; user can attack while standing 
  behind another character. Grants a bonus die to a defence 
  test against an enemy moving at full speed.
  Rapier
  4 gold
  1 load
  Agility or 
  Brawn
  1d6
   Ignores armour; 
   The rapier breaks if it’s being used 
  against a two-handed weapon
  Scimitar
  3 gold
  3 load
  Agility or 
  Brawn
  1d6
  Scythe
  1 gold
  2 load
  Brawn
  1d6−1
  Shortsword
  2 gold
  2 load
  Agility or 
  Brawn
  1d6−1
  Spear
  2 gold
  3 load
  Agility or 
  Brawn
  1d6/1d6+1
  Used one- or two-handed. Grants a bonus die to a defence 
  test against an enemy moving at full speed. Can be thrown 
  (see Spear entry under ranged weapons.)
  Staff
  <1 gold
  3 load
  Brawn
  1d6
  Stiletto
  2 gold
  1 load
  Agility
  1d3
   Ignores armour
  Sword
  2 gold
  2 load
  Brawn
  1d6
  114
   
  
  Tools and 
  Market Goods
  Your adventurer may need some tools of the trade 
  during their travels. Some of these items are needed to 
  perform a certain task, and some grant bonuses. Not 
  all of these items are available in every shop; in fact, 
  many of them may prove difficult to locate. This list is 
  by no means an exhaustive description of every item a 
  character can purchase, but it should give you a good 
  starting point.
  Armour
  Armour
   
  Cost
   
  Protection
   
  Agility  
  Penalty
  Load
   
  Features
   
  Leather armour (light)
  3 gold
  4
  0
  1 load
  Padded armour (light)
  2 gold
  3
  0
  1 load
  Hardened leather (light)
  5 gold
  6
  −1
  2 load
  Chainmail (medium)
  6 gold
  9
  −2
  4 load
  Scale mail (medium)
  7 gold
  11
  −3
  8 load
  Splint mail (heavy)
  15 gold
  13
  −3
  8 load
  Full plate (heavy)
  75 gold
  15
  −4
  12 load
  Shield
  1 gold
  –
  –
  3 load
  Max Damage Absorbed 20; See the Shields entry in Ch. 2.
  Helm
  1 gold
  –
  –
  1 load
  Max Damage Absorbed 12; See the Helm entry in Ch. 2.
  (Reminder: When an item says it gives you a −1 or −2 
  penalty on a test, you subtract the number from your 
  roll for that test. When it gives you a +1 or +2 bonus, you 
  add that number to the roll.)
  Cost: Lists the gold cost of the item.
  Load: Lists the load of the item (see the Load sidebar 
  for more details.)
  (Reminder: A character’s Max Load equals Strength  
  x 5.)
  Features: Describes the use of the item, as well as any 
  benefits.
  115
   
  
  Tools and Market Goods
  Item
  Cost
  Load
  Features
  Armour Repair Kit
  1 gold
  1 load
  Used for repairing damaged armour. (See Repairing Armour in Chapter 2: 
  Rules.)
  Astrolabe
  5 gold
  2 load
  Once per journey, you can use an astrolabe to grant a bonus die to a Guide 
  test (as described in Chapter 5: Adventuring of the Game Master’s Guide.)
  Bedroll & Blanket
  1 gold
  1 load
  Keeps you warm on cold night and provides some padding when sleeping 
  on hard ground.
  Candles 
  1 gold for  
  5 candles
  1 load
  Creates full light for two metres and dim light for an additional two metres. 
  A candle burns for 6 hours.
  Censer with 20 cones 
  of incense
  1 gold
  1 load
  One cone burns for 10 minutes or one scene.
  Climbing Harness
  2 gold
  2 load
  Provides a +2 bonus on tests related to climbing.
  Concealed Pouch
  3 gold
  1 load
  Can carry one small object (no more than 1 load). The object does not 
  add to your load. The pouch and object cannot be stolen from your body; 
  attempts to steal it with spells like Acquisition fail. You can carry a number of 
  concealed pouches equal to your Strength.
  Crowbar
  1 gold
  1 load
  Grants a bonus die to a test to pry open a door, a locked chest, or a similar object.
  Disguise Kit
  2 gold
  1 load
  One use. Gives a +2 bonus on any test to use a disguise.
  Dowsing Rod
  3 gold
  1 load
  Use this object to point you to the nearest source of water. Roll 1d6 to 
  determine how successful you are: 1–2, you find the closest water source; 
  3–4, you find water, but not the nearest source; 5–6, you fail.
  Entertaining Costume
  1–5 gold
  Might grant a +1 or +2 bonus on an Entertainment test.
  Fishing Tackle
  1 gold
  1 load
  Grants a bonus die to a Hunting test when fishing (as described in Chapter 5: 
  Adventuring of the Game Master’s Guide.)
  Flask of Oil
  1 gold
  <1 load
  Can be used to light a lantern. Can be thrown as a weapon, if the flask is 
  made of clay or glass; has the same range as a dagger; causes 1d6 damage for 
  three rounds to anyone ignited; covers two square metres and lasts for three 
  rounds if spread on the floor; burns anyone passing through for 1d3 damage.
  Gilded Compass
  5 gold
  1 load
  Gives a +2 bonus on a Guide test when you’re on land or calm seas.
  Hammer
  1 gold
  1 load
  Can be used for hammering nails or smashing objects. When used as a 
  weapon, a hammer inflicts 1d3 damage.
  Haversack
  1 gold
  1 load
  Can carry up to 7 load of objects inside it, unless the objects are extremely 
  large or bulky. Items carried in a haversack have half their normal load 
  (rounded up).
  Healer’s Kit
  3 gold
  1 load
  Contains basic first aid items. Grants a +1 bonus on all Healing tests; also 
  adds 1 to the amount of Life recovered.
  Journal, Personal
  2+ gold
  1 load
  A character can use this blank book to record their thoughts, insights, and 
  adventures. When a player writes their character’s journal entries in detail, 
  the GM is encouraged to award extra x.p. or provide another in-game bonus.
  Lantern
  1 gold
  2 load
  Offers full light for 3 metres and then dim light for an additional 5 metres. 
  One flask of oil lasts approximately 5 hours.
  Lorebook
  10 gold
  1 load
  Your book of lore contains information on a specific subject (such as local 
  history, local folklore, or ancient artefacts). After one day of study, you get a 
  bonus die in any test involving that subject.
  Magnifying Glass
  1 gold
  <1 load
  Under the right circumstances, a magnifying glass might give a +1 or +2 
  bonus on an Investigation test.
  Manacles
  2 gold
  1 load
  Manacles come with keys and can be used to secure a prisoner. Breaking or 
  freeing oneself from manacles requires a Daunting Strength test. This might 
  involve breaking them or wriggling free.
  Map
  1+ gold
  1 load
  Maps are available for all regions in the Outer Region, though some maps 
  will be more reliable than others. A map of the Middle Region may be 
  purchased for a higher cost. A map can provide a +1 to +3 bonus on Guide 
  tests, depending upon the detail. Poorly made or misleading maps might 
  result in a penalty instead.
  Mess Kit
  1 gold
  1 load
  Includes basic tools for preparing and eating cooked food.
  Musical Instrument
  1–100 
  gold
  1–2 
  load
  An extremely well-crafted instrument might grant a +1 to +3 bonus on an 
  Entertainment test.
  116
   
  
  Item
  Cost
  Load
  Features
  Paper (5 sheets)
  1 gold
  <1 load
  Paper can be used when drawing or writing.
  Pen and Ink
  1 gold
  1 load
  Use these to write on paper.
  Pitons (pack of 10)
  1 gold
  1 load
  Provides a +2 bonus on tests related to climbing.
  Potion, Healing
  5 gold
  <1 load
  Vial contains one dose. Heals 1d6 Life or one Wound.
  Prayer Book
  3 gold
  1 load
  Priests record their spells in these books. Prayer books (and other spellbooks) 
  are immune to the effects of fire and resistant to all other sorts of damage.
  Prayer Candles
  2 gold for  
  5 candles
  1 load
  A prayer candle burns for 15 minutes or one scene.
  Raft Kit
  1gold
  2 load
  These items are used to build a raft, although you’ll still need access to wood.
  Rations (for 1 week)
  1 gold
  1 load
  One week of food; includes seven daily rations.
  Rope Ladder
  1 gold
  3 load
  Adds a bonus die on tests related to climbing.
  Rope (50 feet)
  1 gold
  2 load
  Made of sturdy hemp. A character can break free from rope with a Difficult 
  Strength test.
  Runestones
  3 gold
  1 load
  Druids use runestones to record their spells. Their spells are recorded in 
  carvings and engravings. Any known spells are recorded on the runestones 
  and may be memorized up to the character’s limit. Runestones are inherently 
  magical and cannot be easily destroyed. For the purposes of destructive 
  magics, they are considered magic items. However, dragonfire or continual 
  exposure to magical fire might destroy a runestone.
  Saddlebags
  1 gold
  1 load
  A horse or pack animal can carry up to 10 load of objects inside saddlebags, 
  unless the objects are extremely large or bulky. Items carried in saddlebags 
  have half their normal load (rounded up).
  Signet Ring
  1 gold
  <1 load
  Used in conjunction with sealing wax to seal documents for privacy. You 
  can attempt a Difficult Sleight of Hand (Agility) test to open a document 
  without breaking the seal.
  Sealing Wax
  1 gold
  <1 load
  Used in conjunction with a signet ring to seal a document.
  Shovel
  1 gold
  2 load
  Used for digging holes and burying corpses… or digging up corpses, if 
  you’re a graverobber or a ghoul. We won’t judge.
  Snare (5)
  1 gold
  1 load
  Used for trapping small game. Grants a +2 to Hunting tests when in the 
  woods or plains.
  Songbook
  3 gold
  1 load
  Minstrels use songbooks to record their spells. Their spells are recorded in 
  the form of music and poetry. Any known spells are recorded in the book 
  and may be memorized up to the character’s limit. Minstrel songbooks are 
  inherently magical and cannot be easily destroyed. For the purposes of 
  destructive magics, they are considered magic items. Even when made from 
  the most brittle paper, they can survive floods and fires. However, dragonfire 
  or continual exposure to magical fire might destroy a spellbook.
  Spellbook
  3 gold
  1 load
  Sorcerers and wizards use spellbooks to record their spells. Any known spells 
  are recorded in the book and may be memorized up to the character’s limit. 
  Spellbooks are inherently magical and cannot be easily destroyed. For the 
  purposes of destructive magics, they are considered magic items. Even when 
  made from the most brittle paper, they can survive floods and fires. However, 
  dragonfire or continual exposure to magical fire might destroy a spellbook.
  Thieves’ Tools
  1 gold 
  1 load
  Nobody saw you buy this, and we won’t say anything. Thieves’ tools are 
  required for many larcenous tasks. Trying to pick a lock without thieves’ 
  tools may result in a penalty to the test.
  Tinker’s Toolkit
  1 gold
  1 load
  Small hammer, pliers, and other items used by tinkers for making repairs.
  Torches
  1 gold for  
  10 torches
  2 load
  A torch provides full light for a radius of three metres and dim light for an 
  additional 3 metres. Each lit torch lasts 1 hour.
  Water Bottle
  1 gold
  1 load
  Carries enough water for one day’s journey.
  Walking Stick
  1 gold
  2 load
  A nicely carved cane or staff can make walking easier. It might even provide 
  a +1 to +2 bonus on Athletics tests that involve traversing dangerous ground.
  Winter Oil
  5 gold
  1 load
  Use the oil in this vial to make one object fireproof until the object is 
  damaged; it resists fire once. Must be reapplied every week. If applied to 
  armour, it reduces damage from fire by half for the first successful attack.
  Tent
  1 gold
  3 load
  You can sleep in this portable shelter when travelling in the wild. It might provide 
  a +1 or +2 bonus on a Survival test when you’re sheltered from extreme weather.
  Tinderbox
  1 gold
  <1 load
  Used for making a spark to ignite a torch or campfire.
  117
   
  
  Services
  Very little comes for free. Sometimes, you might 
  find yourself in need of services from others. As you’d 
  expect, these services aren’t always available, and you’ll 
  usually need to track down the right person willing to 
  offer the service you seek. Fortunately, rooms at an inn 
  are fairly common in civilised areas, and travellers can 
  usually find passage from the City to most places in the 
  Realm. However, finding passage from one small town 
  to another is unlikely. Finding someone to teach you a 
  spell is even harder. Ultimately, whether any of these 
  services are available is up to the Game Master.
  Services
  Service
  Cost
  Learn a Spell
  Common Basic Spell
  5 gold
  Common Intermediate Spell
  10 gold
  Common Advanced Spell
  15 gold
  Passage, Carriage or Wagon
  Next settlement
  1 gold
  Several settlements away
  2–3 gold
  Across the Realm
  5 gold
  Passage, Ship or Raft
  Leyruin to Greymist
  1 gold
  Across the Storm River
  3–5 gold
  Inn Room Rental (one week)
  Squalid
  <1 gold
  Average
  1 gold
  Luxury
  3+ gold
  Mounts and Vehicles
  The Realm is a big place, and walking takes time. 
  Mounts and vehicles make transportation faster and 
  easier, not to mention allowing the transportation of 
  large quantities of goods. Other types of mounts are 
  certainly possible, but these are the most commonly 
  used in the Realm. (All the mounts listed here are 
  described in more detail in Chapter 3: Followers of the 
  Game Master’s Guide.)
  Mounts and Vehicles
  Mount or Vehicle
  Cost
  Camel
  4 gold
  Carriage
  10 gold
  Cart
  6 gold
  Mule
  3 gold
  Horse, Draft
  4 gold
  Horse, Riding
  7 gold
  Pony
  3 gold
  Wagon
  6 gold
  Warhorse
  20 gold
  118
   
  
  Chapter 
  hapter 9:    
  Magic and 
  agic and Spells
  pells
  Magic in the Realm
  Magic comes in many forms in the Realm, but this 
  chapter deals mostly with spells—the ways to learn 
  them, their types, and details on the many spells you can 
  learn. The rules for casting spells are largely the same 
  no matter which school of magic your character uses, 
  whether that’s Arcane, Mystic, or Nature. However, your 
  school of magic can affect how you approach magic.
  Those who practice the Arcane arts tend to have a 
  very focused and practical approach. Magic is a tool 
  for them. Their spells often involve incantations in 
  esoteric languages and elaborate hand gestures. Mystic 
  practitioners are often attuned to the people around 
  them. They draw upon a deep inner wisdom, bringing 
  their magic forth by reciting or singing prayers and 
  hymns. Those who study the ways of Nature attune 
  themselves to the natural world. Their spells may 
  include bestial utterances, guttural grunts, barking 
  chants, or wild gestures. Those more in tune with the 
  faery world might invoke their magic through soft 
  music and gentle, almost dance-like movements.
  Learning Spells
  Characters dedicated to spellcasting classes are the 
  most likely to learn spells. However, any class can cast 
  a spell from a scroll or be granted a spell.
  Spellbooks
  Spellcasters of all kinds have some means of recording 
  their spells. This medium is usually called a spellbook, 
  although in many cases, it’s not actually a book. Each 
  class has a favoured form of spellbook, and each caster’s 
  book has a unique appearance. Wizards and sorcerers 
  tend to prefer a more standard academic book of spells, 
  while priests often integrate their spells throughout 
  their religious texts and songs. Druids sometimes carve 
  their spells onto runestones, which are rods of stone 
  or even wood. Characters and NPCs who learn spells 
  can also teach them or transcribe them from scrolls. For 
  clarity, all these types of books (and runestones) are 
  referred to as spellbooks thoughout this section.
  Spellbooks are inherently magical and cannot be easily 
  destroyed. For the purposes of destructive magics, they 
  are considered magic items. Even when made from the 
  most brittle paper, they can survive floods and fires. 
  However, dragonfire or continual exposure to magical 
  fire might destroy a spellbook.
  Inscribing Spells
  There is no limit to the number of spells a caster 
  can inscribe in their book. Inscribing a spell generally 
  requires one day and one gold for each level of the 
  spell. For example, a Basic spell takes one day and costs 
  1 gold, while an Advanced spell takes three days and 
  costs 3 gold.
  The raw materials for a new spellbook usually cost 
  around 20 gold. The cost could be significantly less if 
  a character is willing to collect the materials on their 
  own. This could even be the basis for an adventure. 
  Once the materials are in hand, a character then makes 
  a Hard Artisan (Agility) test. Alternately, some shops 
  have spellsbooks available for purchase (see Chapter 8: 
  Equipment).
  Once you have a new spellbook, you can begin 
  inscribing spells that you find on scrolls or learn from a 
  willing teacher. Copying your spellbook is problematic, 
  however, because each inscribed spell is imbued with 
  magic. If a spell is copied from one book to another, the 
  spell from the original book can no longer be memorised.
  119
   
  
  Scrolls
  Scrolls are spells magically inscribed onto paper, 
  parchment, or some other writing surface. Some ancient 
  scrolls have even been found carved into stone, engraved 
  on clay tablets, or etched onto metal plates. The physical 
  form of the scroll does not matter; it’s the magical energy 
  imbued into the written words that gives a scroll its power.
  Theoretically, almost anyone can use a scroll to cast 
  a spell by reading the words and releasing its magical 
  energy. Spellcasters can also use scrolls to add new spells 
  to their spellbooks. All schools of magic use scrolls, 
  although the forms those scrolls take often vary. Arcane 
  casters tend to prefer traditional scrolls made of vellum 
  or parchment. Mystic casters prefer prayer wheels and 
  carefully illuminated chapbooks. Nature casters rely on 
  more natural materials, carving their scrolls into stones, 
  shells, or wood. They have been known to create staves 
  with scrolls carved along their length.
  To use a scroll, you must have a minimum Craft 
  attribute, which is determined by the level of the scroll. 
  Even if you cannot cast a scroll, you can still attempt a 
  Decipher test to learn its content.
  Deciphering a Scroll
  Before you can use or identify a scroll, it must be 
  deciphered. All scrolls are written in arcane script. To 
  decipher a scroll, you must make a successful Decipher 
  (Wits, Resolve, or Mettle) test. The aspect used is 
  determined by the spell type: Wits for Arcane, Resolve 
  for Mystic, and Mettle for Nature. The Difficulty is based 
  on the level of the spell: Basic (Moderate), Intermediate 
  (Difficult), or Advanced (Hard). Deciphering a scroll 
  usually takes about one hour per level of the spell. 
  The GM should feel free to alter the Difficulty or time 
  required based on the nature of the scroll. Once the 
  scroll has been deciphered, you can use it freely if you 
  have the required Craft.
  Casting a Scroll
  Once a scroll has been deciphered, it can be used to cast 
  a spell. To use a scroll, you must have the appropriate 
  Craft. The Minimum Craft Chart lists the Craft needed 
  to use a scroll. Casting a spell from a scroll still requires 
  a Spellcasting test. The aspect used in conjunction 
  with the Spellcasting skill is determined by the spell 
  type: Wits for Arcane, Insight for Mystic, or Resolve 
  for Nature. Spellcasters can cast spells from scrolls 
  of any type. A non-spellcaster who doesn’t have the 
  Spellcasting skill suffers the appropriate penalty when 
  attempting the test (see Unskilled Tests in Chapter 3: 
  Characteristics and Skills).
  When a scroll is used to cast a spell, its magical energy 
  is released, and it cannot be used again. Recording 
  the spell in a spellbook is then impossible; it becomes 
  useless and inert.
  120
   
  
  Minimum Craft Required
  Craft
  Scroll Level
  3+
  Basic
  5+
  Intermediate
  8+
  Advanced
  Transcribing a Scroll
  Spellcasters can record deciphered spells into their 
  spellbooks. Transcribing a spell into a spellbook takes 
  about one day per level of the spell. Recording the 
  spell releases the scroll’s magical energies, rendering it 
  useless. However, the caster now has access to the spell 
  through their spellbook.
  Granted Spells
  Some beings, entities, and even magical objects 
  have the ability to grant spells. Granted spells are 
  separate from any other spells known. By definition, 
  a granted spell is only used once. Rather than using 
  the Spellcasting skill, the caster adds their Craft to the 
  roll. Each character has a maximum number of granted 
  spells based on their Craft. The level of the spell is not a 
  factor with granted spells.
  Max Granted Spells
  Craft
  Max Granted Spells
  1–2
  0
  3
  1
  4–6
  2
  7–8
  3
  9
  4
  10
  5
  Spells
  Spells are controlled and often repeatable applications 
  of magic. The most proficient magic users in the Realm 
  can accomplish astounding and seemingly impossible 
  feats through the use of spells. They can transport 
  themselves over great distances in the blink of an eye, 
  glean forbidden knowledge from the cosmos, heal the 
  injured, raise the dead, and unleash wanton death 
  and destruction on their foes. Successfully casting a 
  spell requires effort and concentration on the part of 
  the caster. Because magic is a volatile force that’s not 
  easily mastered, failed spell attempts sometimes result 
  in negative consequences.
  The spell descriptions that follow contain the 
  necessary information for casting spells. Each entry 
  begins with a spell’s name, followed by a single line of 
  text identifying the spell’s type, level, rarity, and spell 
  point cost. The sentences that follow describe the game 
  mechanics governing the spell, including any tests and 
  dice rolls the caster must complete to cast the spell, as 
  well as any additional information the Game Master 
  may need to adjudicate the spell’s effects.
  Unless a spell says otherwise, casting a spell requires 
  a Spellcasting test. The phrase “on a success” refers to a 
  successful Spellcasting test.
  Each spell has several details listed beneath the spell 
  in italics. Starting from the top left to the right and then 
  down, they are as follows:
  Spell Level
  A spell’s level indicates how powerful its effects are 
  and how difficult it is to cast. In general, spells become 
  more challenging to cast as they exhibit more dramatic 
  effects. This is reflected in the Difficulty of Spellcasting 
  tests contained in spell descriptions.
  Spell Type
  A spell’s type—Arcane, Mystic, or Nature—identifies 
  the source of a spell’s power. Arcane spells require 
  sharp intellectual focus. Mystical spells channel a 
  caster’s spiritual power. Nature spells draw on the 
  power inherent in the natural world. Some spells fall 
  under more than one type.
  Spell Rarity
  A spell’s rarity describes how likely player characters 
  are to encounter the spell on their adventures. Game 
  Masters should consider rarity when introducing new 
  spells into a game. The rarer a spell is, the more dazzling 
  its effects are. Common spells are widely recognised 
  and accessible to beginning spellcasters. Uncommon 
  spells usually turn up in valuable and sought-after 
  scrolls, although masters with decades of experience 
  may be able to bestow this knowledge. Rare spells are 
  known only to a tiny fraction of the most skilled casters, 
  so they’re unlikely to turn up more than once or twice 
  in a quest, if at all. Unique spells are legendary. They’re 
  learned only under specific circumstances that often 
  require characters to accomplish great feats and face 
  mortal danger. A Game Master could build an entire 
  campaign around a single Unique spell. Only Common, 
  Uncommon, and Rare spells are listed here.
  121
   
  
   
   
   
  Arcane Spells
  Spell Name
  Level
  Rarity
  Acquisition
  Basic
  Common
  Alchemy
  Basic
  Common
  Barrier
  Basic
  Common
  Bladesharp
  Basic
  Common
  Blink
  Basic
  Common
  Brainwave
  Basic
  Uncommon
  Glowing Orb
  Basic
  Common
  Lightning Bolt
  Basic
  Common
  Miser’s Grasp
  Basic
  Common
  Misfortune
  Basic
  Common
  Nullify
  Basic
  Common
  Psionic Blast
  Basic
  Common
  Shatter
  Basic
  Common
  Sleep
  Basic
  Common
  Slow Motion
  Basic
  Common
  Speed
  Basic
  Common
  Twist of Fate
  Basic
  Common
  Burning Curiosity
  Intermediate
  Common
  Counterspell
  Intermediate
  Uncommon
  Dispellation
  Intermediate
  Common
  Enchant Weapon
  Intermediate
  Common
  Enrich
  Intermediate
  Common
  Feeble Mind
  Intermediate
  Common
  Fireball
  Intermediate
  Common
  Freeze
  Intermediate
  Common
  Hex
  Intermediate
  Common
  Immobility
  Intermediate
  Common
  Invisibility
  Intermediate
  Common
  Life Tap
  Intermediate
  Uncommon
  Mesmerism
  Intermediate
  Common
  Simulacrum
  Intermediate
  Common
  Syphon Strength
  Intermediate
  Uncommon
  Teleport
  Intermediate
  Rare
  Transference
  Intermediate
  Uncommon
  Conflagration
  Advanced
  Common
  Dark Binding
  Advanced
  Common
  Destroy Magic
  Advanced
  Rare
  Destruction
  Advanced
  Rare
  Drain Life
  Advanced
  Common
  Magic Portal
  Advanced
  Uncommon
  Magic Shell
  Advanced
  Common
  Obliterate
  Advanced
  Common
  Reflection
  Advanced
  Rare
  Spell Vortex
  Advanced
  Common
  Toadify!
  Advanced
  Rare
  Spell Point Cost
  The spell point cost is listed next: it’s the number of spell
  points required to cast the spell. In most cases, a Basic spell
  costs 1 spell point, Intermediate spells cost 2 spell points,
  and Advanced spells cost 3 spell points. Some spells allow
  you to spend additional spell points to gain additional
  effects. For example, a Basic spell with a variable spell
  point cost would be listed like this: Costs 1+ Spell Points.
  Action
  Most spells require a free action or full action to cast.
  Generally, you can only perform a free action on your
  turn, but that does not prevent you from moving or
  taking another action. However, some spells indicate
  a specific condition that triggers the ability to cast the
  spell outside of your turn (such as being reduced to 0
  Life.) When you cast a spell as a full action, that’s the
  only action you can take except for movement. See
  Chapter 2: Rules for more details on free actions and
  full actions.
  Some spells are cast as a reaction to another spell; in
  these cases, the action is listed like this: “Free Action
  (Reaction).” Casting one of these spells is like a free
  action, but it’s one you perform in response to an action
  on someone else’s turn.
  Difficulty
  This is the Difficulty of the spell: the number you
  need to equal or exceed on your Spellcasting test.
  In some cases, the Difficulty for the roll is the Threat
  rating of your target. Basic spells are usually Difficulty
  (11); Intermediate spells are Difficulty (14); Advanced
  spells are Difficulty (17). An attack spell usually has a
  difficulty matching the Threat of its target. Casting a
  spell requires a Spellcasting test.
  At the Game Master’s discretion, a spell with a
  Difficulty equal to an Enemy’s Threat that doesn’t list a
  defence test (see below) may be targeted at another player
  character instead, but only if the GM is allowing player-
  versus-player combat. (See Player Character Conflict in
  Chapter 1: Telling a Story in the Game Master’s Guide.)
  The opposing character’s Threat is their Strength + 10 or
  Craft + 10, whichever is greater (unless listed otherwise.)
  Defence Test
  This section of a spell’s description lists the defence test
  that results when the spell is cast on a player character.
  The first part (before the semi-colon) is the skill or
  attribute used by the player in the test; the second part
  is the test’s Difficulty. Many rely on Craft or Strength
  attributes instead of the usual skill (and aspect) that’s
  used for the test. If Craft or Strength is listed, the roll is
  made normally, and the appropriate attribute is added
  to the total.
  122
   
  
  Mystic Spells
  Spell Name
  Level
  Rarity
  Augury
  Basic
  Common
  Blessed
  Basic
  Common
  Bolster
  Basic
  Common
  Craft
  Basic
  Common
  Curse of Flame
  Basic
  Common
  Glowing Orb
  Basic
  Common
  Healing
  Basic
  Common
  Marked for Glory
  Basic
  Common
  Misdirection
  Basic
  Uncommon
  Misfortune
  Basic
  Common
  Nullify
  Basic
  Common
  Reverence
  Basic
  Uncommon
  Sacred Offering
  Basic
  Rare
  Shatter
  Basic
  Common
  Sleep
  Basic
  Common
  Slow Motion
  Basic
  Common
  Temporary Change
  Basic
  Rare
  Twist of Fate
  Basic
  Common
  Benediction
  Intermediate
  Common
  Counterspell
  Intermediate
  Uncommon
  Cure Disease
  Intermediate
  Common
  Cure Poison
  Intermediate
  Common
  Curse of Rust
  Intermediate
  Common
  Death Pact
  Intermediate
  Rare
  Dispellation
  Intermediate
  Common
  Divination
  Intermediate
  Common
  Evil Eye
  Intermediate
  Common
  Feeble Mind
  Intermediate
  Common
  Generosity
  Intermediate
  Common
  Greater Healing
  Intermediate
  Common
  Hex
  Intermediate
  Common
  Immobility
  Intermediate
  Common
  Path of Destiny
  Intermediate
  Common
  Water Walking
  Intermediate
  Common
  Cleanse
  Advanced
  Common
  Divine Intervention
  Advanced
  Uncommon
  Fiery Retribution
  Advanced
  Uncommon
  Magic Portal
  Advanced
  Uncommon
  Preservation
  Advanced
  Uncommon
  Reanimate
  Advanced
  Uncommon
  Reflection
  Advanced
  Rare
  Resurrection
  Advanced
  Rare
  Restoration
  Advanced
  Common
  Retribution
  Advanced
  Common
  Nature Spells
  Spell Name
  Level
  Rarity
  Alchemy
  Basic
  Common
  Black Ice
  Basic
  Common
  Bolster
  Basic
  Common
  Cloak of Shadows
  Basic
  Common
  Curse of Flame
  Basic
  Common
  Eyes of the Hawk
  Basic
  Common
  Extinguish
  Basic
  Common
  Gust of Wind
  Basic
  Common
  Lightning Bolt
  Basic
  Common
  Misdirection
  Basic
  Uncommon
  Night Sight
  Basic
  Common
  Nullify
  Basic
  Common
  Sacred Offering
  Basic
  Rare
  Shatter
  Basic
  Common
  Speed
  Basic
  Common
  Burning Curiosity
  Intermediate
  Common
  Counterspell
  Intermediate
  Uncommon
  Cure Disease
  Intermediate
  Common
  Cure Poison
  Intermediate
  Common
  Curse of Rust
  Intermediate
  Common
  Dispellation
  Intermediate
  Common
  Freeze
  Intermediate
  Common
  Immobility
  Intermediate
  Common
  Life Tap
  Intermediate
  Uncommon
  Path of Destiny
  Intermediate
  Common
  Rejuvenation
  Intermediate
  Common
  Summon Bear
  Intermediate
  Common
  Strength
  Intermediate
  Common
  Transmute
  Intermediate
  Common
  Verdant Growth
  Intermediate
  Common
  Water Walking
  Intermediate
  Common
  Weakness
  Intermediate
  Common
  Crack the Earth
  Advanced
  Common
  Crashing Waves
  Advanced
  Common
  Destruction
  Advanced
  Rare
  Magic Portal
  Advanced
  Uncommon
  Preservation
  Advanced
  Uncommon
  Reflection
  Advanced
  Rare
  Restoration
  Advanced
  Common
  Summon Storm
  Advanced
  Common
  Toadify!
  Advanced
  Rare
  123
   
  
  Basic Spells
  This section lists all the Basic spells available in 
  alphabetical order.
  Acquisition
  Basic Arcane, Common
  Costs 1 Spell Point, Full Action
  Difficulty (Threat)
  Defence Test: Notice (Wits);  
  Difficulty (Craft + 10)
  Fledgeling casters seeking wealth often use this 
  spell, but it has plenty of other uses. You can channel 
  arcane energy to reach through space and lift objects or 
  valuables from a target. Choose an object you can see 
  that’s small enough to fit in the palm of your hand and 
  weighs no more than 1 load. On a success, the targeted 
  object teleports into your possession. The spell even 
  teleports small objects that are tied down or otherwise 
  secured. At the GM’s discretion, the caster may need 
  to make a separate Sleight of Hand (Wits) test of 
  Difficulty (10 + the target’s Craft) to determine if the 
  target notices the item has vanished.
  Alchemy
  Basic Arcane or Nature, Common
  Costs 1 Spell Point, 1 minute
  Difficulty (11)
  You can transform small items into gold! The object 
  you intend to transform must be a crafted item of at 
  least 1 load, and it must be in your possession. When 
  the spell is complete, the object transforms into 1d6 gold 
  worth of coins. The effect lasts until the next sunrise. 
  When the spell expires, the gold vanishes, leaving only 
  a pile of dust. You cannot transform living beings or 
  natural objects with Alchemy, such as stones, or plants, 
  or twigs.
  Augury
  Basic Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can receive impressions of the future and use 
  them to sense approaching danger. On a success, you 
  and your allies cannot be fully surprised for a number 
  of hours equal to your character’s Craft (although you 
  can still be partially surprised).
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  Barrier
  Basic Arcane, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can erect a wall of crackling magical energy that 
  protects you from attacks. On a success, a stationary 
  wall of magical energy rises directly in front of you. The 
  wall feels solid and does not permit objects or creatures 
  to pass through it. The wall is a square with a height and 
  width equal to your Craft in metres. The wall absorbs 
  any attacks that require line of sight to hit a target on 
  the opposite side. The wall can absorb an amount of 
  damage equal to three times your Craft. When an attack 
  causes damage that exceeds the wall’s maximum, any 
  remaining damage is sustained by the target using the 
  wall for cover. The wall dissipates when it has absorbed 
  the maximum amount of damage, when the caster loses 
  sight of the barrier, or when the caster dismisses it as 
  a free action. The caster and anyone they permit who 
  is in physical contact with them can pass thorugh the 
  barrier. Passing through the wall requires a full action 
  (even for the caster); this inflicts 1d6 damage to the wall.
  Black Ice
  Basic Nature, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  Defence Test: Notice (Wits);  
  Difficulty (Craft + 10)
  You can cover a patch of ground in nearly invisible 
  black ice. The area affected is 3 metres by 3 metres. 
  Anyone entering this area who does not see the ice 
  immediately falls prone and slides to the far edge of 
  the affected area; they also take 1d6 damage (which 
  ignores armour). If the result of your Spellcasting test 
  equals or exceeds an enemy’s Threat rating, they do not 
  see the ice. Anyone who is aware of the ice can safely 
  move over it, but they move at half Speed. Attempting 
  to move at normal speed or faster automatically results 
  in a fall (see above).
  Bladesharp
  Basic Arcane, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can temporarily increase a weapon’s damage. 
  Choose a weapon you can touch. On a success, the 
  weapon receives a +2 damage bonus. This effect 
  lasts for one hour. Once a weapon has received this 
  benefit, it cannot receive this spell (or any other blade 
  enchantment) again until the original spell expires 
  or the spell dispelled by the caster as a free action.  
  A weapon with Bladesharp does not affect Enemies that 
  are only affected by magical weapons (unless it was a 
  magical weapon before you cast the spell); you’ll need 
  Enchant Weapons for that.
  Blessed
  Basic Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can call upon the mystical forces of fate to smile 
  upon yourself, another character, or another ally. 
  Choose yourself or choose another character or ally you 
  can touch. On a success, the target receives a blessing. 
  The subject may use this blessing when attempting a 
  single test, receiving a +2 bonus on the roll. The blessing 
  lasts until the following sunset.
  Blink
  Basic Arcane, Common
  Costs 1 Spell Point, Free Action
  Difficulty (11)
  You can transport yourself a short distance in the blink 
  of an eye. On a success, you instantaneously transport 
  to another location you can see within 100 metres. At the 
  Game Master’s discretion, a failed roll may cause you to 
  fall prone or materialise in a less advantageous position.
  Bolster
  Basic Mystic or Nature, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  Your unshakable belief can inspire a character or other 
  ally in the face of danger. Choose a character or other 
  ally you can see. On a success, the target may add a 
  bonus die to their next attack test; this bonus does not 
  apply to damage rolls. Bolster remains in effect for one 
  hour or until the bonus die is used.
  Brainwave
  Basic Arcane, Uncommon
  Costs 1 Spell Point, Free Action
  Difficulty (11)
  You can boost the mental faculties of yourself, another 
  character, or another ally. Choose yourself or choose 
  another character or ally you can touch. On a success, 
  the target receives a +1 bonus to Craft until the following 
  sunset. This confers a temporary increase in Craft 
  aspects (of the player’s choice) and increases the damage 
  modifier from psychic attacks. Additionally, if you 
  choose someone else as the target, you and that target 
  125
   
  
  can communicate telepathically, so long as the two of 
  you are within sight of each other and the spell remains 
  in effect. This communication is limited to a few words 
  or a single image or sensation. If your Spellcasting test 
  fails, both you and the target suffer a setback determined 
  by the Game Master. Possible setbacks include persistent 
  headaches, dizziness, or even a temporary penalty (no 
  more than −2) to any tests involving aspects of Craft.
  Cloak of Shadows
  Basic Nature, Common
  Costs 1 Spell Point, Free Action
  Difficulty (11)
  You can summon darkness, as if night has fallen 
  in your immediate vicinity, suddenly making you, 
  another character, or another ally difficult to see. At the 
  start of your turn as a free action, you can cast this spell 
  on yourself or cast it on another character or ally within 
  reach. On a success, any damage the target would take 
  as a result of ranged or melee attacks is halved until the 
  start of your next turn.
  Craft
  Basic Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can channel mystical energy that causes your 
  spirit and mind, or those of a character or other ally, 
  to overflow temporarily with magical power. Choose 
  yourself or choose another character or ally you can 
  touch. On a success, the target’s Craft increases by 2 for 
  a number of minutes equal to your Craft. This confers 
  a temporary increase in Craft aspects (of the player’s 
  choice) and an increase to the damage modifier for 
  psychic attacks. This spell cannot be cast again on that 
  character until the original effect expires.
  Curse of Flame
  Basic Mystic or Nature, Common
  Costs 1 Spell Point, Full Action
  Difficulty (Threat or 11)
  Defence Test: Craft; Difficulty (Craft + 10)
  You can cause any one object to burst into flame. The 
  object itself is not harmed, but anyone holding it is burned. 
  Choose a single object (no larger than 2 load) within 100 
  metres that you can see. If the object is being held or worn, 
  the Difficulty for your Spellcasting test is equal to the 
  owner’s Threat; otherwise, it is Difficulty (11). On a success, 
  the object is engulfed in fire. This flame immediately 
  causes 1d6 damage to the owner and an additional 1d6 
  each round they remain in contact with the object.
  Eyes of the Hawk
  Basic Nature, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can cast your perspective skyward, like a hawk 
  taking flight, to scout a location from above. On a 
  success, your perspective shifts to a location at a higher 
  altitude you can see, allowing you to survey your 
  immediate environs from a top-down view. (You must 
  be able to see this new vantage point from where you 
  cast the spell; you can’t cast this below ground to see 
  above ground.) This allows you to see any nearby and 
  plainly visible features, such as a complex of buildings 
  or a small village. The range of the spell is too limited to 
  allow for the scouting of an entire city or similarly large 
  location. This spell does not allow you to see through 
  solid objects or detect tiny details that would not be 
  obvious to you from a great height. You can shift your 
  perspective to a degree, though the spell immediately 
  fails if you attempt to move your viewpoint too far from 
  your physical body. This spell lasts until you dismiss it 
  during your turn, but you cannot attempt other tests 
  until the spell ends.
  Extinguish
  Basic Nature, Common
  Costs 1 Spell Point, Free Action
  Difficulty (11)
  You can clothe yourself, another character, or another 
  ally in protective magic that reduces the effect of fire. 
  Choose yourself or choose another character or ally 
  within reach. On a success, the target can roll 1d6 + your 
  Craft and reduce that amount from any damage they 
  would take as a result of contact with flames. This effect 
  lasts a number of rounds equal to your Craft.
  Glowing Orb
  Basic Arcane or Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can create a glowing orb of light. On a success, 
  you summon a glowing orb of light that remains until 
  dispelled. You can cast the orb on an item (such as a 
  staff). If the spell isn’t cast on an object, the orb hovers 
  in the air, one metre away from you and two metres 
  above the ground; if you’re above the ground, it hovers 
  two metres above you. The orb provides the same 
  illumination as torchlight (see Torches in Chapter 5: 
  Adventuring of the Game Master’s Guide) but does not 
  adversely affect eyesight in any way.
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  Gust of Wind
  Basic Nature, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  Defence Test: Athletics (Brawn);  
  Difficulty (Craft + 10)
  You can harness the elements to generate a localised 
  whirlwind. Choose an Enemy or object you can see. At 
  the Game Master’s discretion, an Enemy larger than an 
  average humanoid may increase the Difficulty, while a 
  smaller Enemy or object may reduce the Difficulty. On 
  a success, intense winds sweep away the target and any 
  Enemy within 10 metres of the target. Each Enemy caught 
  up in the gust of wind is knocked to the ground, taking 
  damage equal to your Craft. Light objects in the area may 
  also be swept up in the winds. This spell can be used 
  to hurl objects off cliffs and other similar precipices, but 
  Enemies with adequate Strength can usually find a way 
  to keep themselves from plummeting great distances.
  Healing
  Basic Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can call upon mystical healing magic to aid 
  another character or ally who is injured. Choose yourself 
  or an injured target you can see. On a success, you heal 
  your target for 1d6 Life or heal 1 Wound. If this spell is 
  used on an unconscious character, it restores them to 
  consciousness with 1d6 Life instead.
  Lightning Bolt
  Basic Arcane or Nature, Common
  Costs 1 Spell Point, Full Action
  Difficulty (Threat)
  Defence Test: Athletics (Agility);  
  Difficulty (Craft + 10)
  You can shape destructive magical energy into a 
  lightning bolt you discharge from your hands. Choose 
  an Enemy you can see. On a success, the target takes 
  damage equal to 1d6 + Craft. Rolling a 
   causes the 
  target to be stunned until the start of your next turn.
  Marked for Glory
  Basic Mystic, Common
  Costs 1 Spell Point, Free Action (Reaction)
  Difficulty (11)
  You can bless a someone with divine providence. If 
  you fail or if another character or ally you can see fails 
  a test of any kind, you can cast this spell as a reaction. 
  On a success, the target can replace any of the dice 
  rolled (except the Kismet Die) with a 6. A character or 
  other ally can only benefit from Marked for Glory once  
  per day.
  127
   
  
  Misdirection
  Basic Mystic or Nature, Uncommon
  Costs 1 Spell Point, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 10)
  You can influence the subject of this spell to move in 
  a direction of your choosing. On a success, the creature 
  moves up to 10 metres in a direction you choose. 
  Misdirected targets generally do not realise they are 
  under the influence of a spell. They come up with their 
  own reasons for moving to the desired location and do 
  everything in their power to stay in that location at least 
  until the start of their next turn. This spell automatically 
  fails if you try to move the target into a location that 
  directly results in harm, such as influencing a target to 
  fall off a bridge or cliff. In such cases, the target realises 
  someone has attempted to use magic to influence them.
  Miser’s Grasp
  Basic Arcane, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can cast a magical ward on an object in your 
  possession to keep it safe. Choose an object in your 
  possession that is small enough for you to carry. On a 
  success, you become the only person capable of moving 
  the object. This effect lasts for 1 hour. If someone 
  attempts to steal the chosen object, whether by physical 
  or magical means, it falls to the ground, where it 
  becomes completely immovable until you pick it up, 
  you dismiss the spell with a free action, or someone 
  (or something) dispels the magical effect. The object 
  becomes immovable the instant it settles on the ground. 
  It does not cause damage if it lands on a creature, and 
  it cannot be placed on another character; attempts to 
  place the item on another character cause the item to 
  fall to the ground.
  Misfortune
  Basic Arcane or Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 10)
  You can manipulate the laws of probability to turn 
  someone else’s luck against them. Choose a creature 
  you can see. If the spell is successful, the target suffers 
  misfortune. The next character to act against the target 
  increases the success of their result by a single step. 
  Thus, a Failure becomes a Standard Success, a Standard 
  Success becomes a Great Success, or a Great Success 
  becomes an Extraordinary Success.
  Night Sight
  Basic Nature, Common
  Costs 1 Spell Point1, Full Action
  Difficulty (11)
  You can grant yourself, another character, or another 
  ally the ability to see at night while under the stars. 
  Choose yourself or a target you can touch. On a success, 
  the target gains the benefits of Night Sight as described 
  under the Elf ancestry in Chapter 4: Ancestries. This 
  effect lasts until the following dawn.
  Nullify
  Basic Arcane, Mystic, or Nature, Common
  Costs 1 Spell Point, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 10)
  You can tap into negative magical energy to stop 
  someone from accessing a spell. On a success, the target 
  loses a random spell they’ve prepared. This spell does 
  not affect spell scrolls or spells stored in items.
  Psionic Blast
  Basic Arcane, Common
  Costs 1 Spell Point, Free Action (Self);  
  Full Action (Other)
  Difficulty (11)
  You can combine a melee or ranged attack with a 
  simultaneous psychic assault, increasing the likelihood 
  of success. On a success, the target’s next ranged or 
  melee attack receives a +1 bonus. If the target’s attack 
  succeeds, add the attacker’s Craft to the damage.
  Reverence
  Basic Mystic, Uncommon
  Costs 1 Spell Point, Free Action
  Difficulty (11)
  This spell has two possible effects. If the spell is cast 
  before another Mystic spell, the caster receives a +2 
  bonus to their Spellcasting test. As an alternative, if the 
  caster is praying at a temple or other religious site and 
  gets to roll for a benefit, they can make a second roll and 
  pick either result.
  128
   
  
  Sacred Offering
  Basic Mystic or Nature,  Rare
  Costs 1 Spell Point, Full Action
  Difficulty (14)
  You can offer up a powerful object as a sacrifice and 
  receive magical healing in return. Choose a magic 
  item in your possession, then choose either yourself, 
  or choose another character or ally you can see. On a 
  success, your target fully restores Life and heals any 
  Wounds, and the magic item is permanently destroyed.
  Shatter
  Basic Arcane, Mystic, or Nature, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11 or Threat)
  Defence Test: Strength;  
  Difficulty (Craft + 10)
  You can harness destructive magical energy to destroy 
  an object. Choose a nonmagical object, weapon, or piece 
  of armour that’s visible and small enough that it could 
  be carried by a single individual. On a success, the 
  target object shatters and becomes useless. If the item is 
  being held by a person or creature, the Difficulty of your 
  Spellcasting test is equal to that person or creature’s 
  Threat.
  Sleep
  Basic Arcane or Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 10)
  You can dull the mind of an Enemy and cause them to 
  fall asleep. Choose an Enemy you can see. On a success, 
  the target falls prone and enters a deep slumber for 
  a number of minutes equal to your Craft. Another 
  creature can awaken the target by shaking it vigorously 
  as a full action.
  Slow Motion
  Basic Arcane or Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (Threat)
  Defence Test: Strength; Difficulty (Craft + 10)
  You can slow an Enemy’s movement. Choose a 
  creature you can see. If the Spellcasting test is successful, 
  the target’s movement Speed is reduced by half, and 
  the creature’s Threat is reduced by −2. These effects last 
  for a number of rounds equal to your Craft. Although 
  slowed, the target can take actions that do not require 
  movement as normal.
  129
   
  
  Speed
  Basic Arcane or Nature, Common
  Costs 1 Spell Point, Free Action
  Difficulty (14)
  You can cast aside the weight of time. This allows you 
  or one target you can see to move at increased speed. 
  On a success, the target’s movement speed is doubled 
  for a number of rounds equal to your Craft.
  Temporary Change
  Basic Mystic, Rare
  Costs 1 Spell Point, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 10)
  You can manipulate the balance of Good and Evil to 
  momentarily shift another creature’s alignment. Choose 
  a target you can see. On a success, you can choose a new 
  alignment for the target. This effect lasts for a number 
  of minutes equal to your Craft. A target affected by 
  this spell is unlikely to change their behaviour in a 
  major way, but their motivations might. For instance, 
  an Evil target changed to a Good alignment in the 
  middle of battle probably won’t stop fighting, but the 
  target’s motivation might shift from stealing weapons 
  and valuables from fallen foes to protecting a minion 
  or henchman who has taken damage. Any changes to 
  the target’s behaviour are at the GM’s discretion. At the 
  Game Master’s discretion, a character can cast this spell 
  against another player character; the Difficulty is the 
  target’s Craft + 10.
  Twist of Fate
  Basic Arcane or Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (11)
  You can manipulate probability to benefit yourself, 
  another character, or another ally. Choose yourself or 
  choose another character or ally you can touch. On a 
  success, fate intervenes to help the target on its next test: 
  the next time the target attempts a test, you can change 
  one of the dice rolled (other than the Kismet Die) to a 6. 
  Twist of Fate remains in effect for one hour or until the 
  effect is used.
  Intermediate Spells
  This section lists all the Intermediate spells available 
  in alphabetical order.
  Benediction
  Intermediate Mystic, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can recite a prayer of strength to protect another 
  character or other ally during battle. Choose a target 
  you can touch. On a success, the target gains additional 
  Life equal to 1d6 + Craft. This extra Life may exceed a 
  character’s maximum; however, the Life vanishes at the 
  next sunset, regardless of whether the character takes 
  damage.
  Burning Curiosity
  Intermediate Arcane or Nature, Common
  Costs 2 Spell Points, 1 minute
  Difficulty (14)
  You can expand the limits of your senses to search 
  your immediate surroundings for threats. On a success, 
  the Game Master must give you a rough estimate of the 
  number of hostile Enemies within one kilometre. You 
  also learn the general direction (or directions) of hostile 
  creatures.
  Counterspell
  Intermediate Arcane, Mystic, or Nature, Uncommon
  Costs 2 Spell Points, Free Action (Reaction)
  Difficulty (see below)
  Defence Test: Craft; Difficulty (Craft + 12)
  You can temporarily stop another spellcaster from 
  accessing magical energy. You can cast Counterspell as a 
  reaction when another creature declares an intention to 
  cast a spell. On a success, the target’s spell automatically 
  fails. The target loses any spell points associated with 
  the spell they attempted and may also suffer a negative 
  consequence as a result of the failed casting attempt. 
  If you are using Counterspell against a Basic spell, the 
  Difficulty for your Spellcasting test is the Threat of the 
  caster. Increase the Difficulty by +2 for Intermediate 
  spells; increase it by +4 for Advanced spells.
  130
   
  
  Cure Disease
  Intermediate Mystic or Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can remove the effects of diseases. Choose a target 
  you can touch. On a success, you immediately remove 
  the effects of one disease affecting them. This does not 
  restore any damage inflicted by the disease, but it does 
  stop a disease’s progression.
  Cure Poison
  Intermediate Mystic or Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can stop the effects of a poison. Choose a target 
  you can touch. On a success, you immediately remove 
  the effects of one poison affecting them. This does not 
  restore any damage inflicted by the poison, although 
  it does undo any debilitating effects, such as slow 
  movement, reduced aspects, or reduced attributes; it 
  also stops the poison’s progression.
  Curse of Rust
  Intermediate Mystic or Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (Threat or 14)
  Defence Test: Craft; Difficulty (Craft + 12)
  You can harness mystical energy to cause an Enemy’s 
  weapon or armour (or other similarly sized metal object) 
  to rust. Choose a nonmagical metal weapon or armour 
  you can see. On a success, the blade or armour rusts and 
  becomes useless in combat. If the targeted object is not 
  being wielded by a creature, the test is Difficulty (14).
  Death Pact
  Intermediate Mystic, Rare
  Costs 2 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 12)
  You can harness magic to intertwine your fate with 
  the fate of another. Choose a creature you can see. On 
  a success, a death pact forms between the two of you. 
  Any time you take damage, the target suffers the same 
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  amount of damage. This spell lasts for a number of 
  minutes equal to your Craft unless the caster ends the 
  spell as a free action, the caster dies, or the target dies.
  Dispellation
  Intermediate Arcane, Mystic, or Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  Defence Test: Craft; Difficulty (Craft + 12)
  You can harness mystical energy to banish the effect of 
  a magic spell. Choose a single ongoing spell effect you 
  are currently encountering. If the spell is of the same 
  type that you can cast (Arcane, Mystic, or Nature), use 
  the Difficulty listed. If the spell is of a different type, 
  increase the listed Difficulty by +2. On a success, the 
  spell effect ends. This spell does not dispel properties 
  or effects associated with magic objects. You must be 
  affected by a spell in order to dispel it. (For instance, if 
  you want to dispel an ongoing Hex spell, you must be 
  inside the hexed area to do so.)
  Divination
  Intermediate Mystic, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can contact a higher power in search of 
  knowledge. Choose a location within 50 kilometres 
  of your position. On a success, you receive a vision 
  related to that location. The Game Master provides a 
  brief description of the location that includes details 
  that would be plainly noticeable to someone physically 
  present there. In addition, you can ask the Game Master 
  a single “yes or no” question that has direct relevance to 
  the location. The Game Master must answer truthfully. 
  This spell requires the completion of a ritual demanding 
  the caster’s attention for at least fifteen uninterrupted 
  minutes. You can attempt this spell once per 24-hour 
  period.
  Enchant Weapon
  Intermediate Arcane, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can invest a weapon with magical properties. 
  Choose a weapon you can touch. On a success, you can 
  increase the weapon’s damage by an amount equal to 
  your Craft; in addition, it becomes a magical weapon. 
  (A magical weapon can affect certain Enemies that are 
  resistant to normal weapons.) The enchantment lasts 
  for a number of rounds equal to your Craft.
  Enrich
  Intermediate Arcane, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can create wealth from thin air. On a success, 
  you create 1d6 + Craft worth of what appears to be 
  gold; the material lasts until the next sunrise or sunset.  
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  The material is not gold, however. If the person given 
  the gold has a Craft score higher than yours, they 
  immediately realise that it’s fool’s gold.
  Evil Eye
  Intermediate Mystic, Common
  Costs 2 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 12)
  You can cause Enemies to wither under your stare. 
  Choose a target you can see within 20 metres that can 
  also see you. On a success, the target of the spell can 
  take no action until the following round; in addition, 
  the target cannot spend Fate for any of their actions for 
  a number of rounds equal to your Craft. However, they 
  can still use Special Abilities that are activated with a 
  .
  Feeble Mind
  Intermediate Arcane or Mystic, Common
  Costs 2 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 12)
  You can dull a foe’s wits with a disorienting magical 
  attack. Choose a creature you can see. On a success, the 
  target’s Threat, Strength, and Craft are reduced by 2 for 
  a number of hours equal to your Craft.
  Fireball
  Intermediate Arcane, Common
  Costs 2 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Athletics (Agility);  
  Difficulty (Craft + 12)
  You can hurl a ball of pure flame. The fireball’s path 
  can affect any creature or object in a 10-metre line that 
  begins at your current position and extends in the 
  direction you’ve chosen. Any inanimate object larger 
  than one metre square stops the projectile’s movement. 
  If the result of your Spellcasting test equals or exceeds 
  the Threat of an Enemy in the affected area, that Enemy 
  takes damage (as described below.) Player characters 
  in the affected area must make a defence test or take 
  damage (as described below.)
  Affected creatures and player characters suffer 2d6 
  + Craft fire damage. At the Game Master’s discretion, 
  objects affected by the fireball may catch fire. If you roll 
  a 
   on your Spellcasting test, one individual of your 
  choice hit by the fireball catches on fire and takes an 
  additional 1d6 damage on your following turn.
  Freeze
  Intermediate Arcane or Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Fortitude (Mettle);  
  Difficulty (Craft + 12)
  You can cover a target in a thin sheet of frost. Choose a 
  target you can see. On a success, the target is covered in 
  ice and takes 2d6 + Craft cold damage. The target suffers 
  a −4 penalty to all physical actions (due to shaking and 
  shivering) for the duration of the spell, which lasts a 
  number of rounds equal to your Craft. (No additional 
  damage is inflicted during this time.)
  Generosity
  Intermediate Mystic, Common
  Costs 2 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 12)
  You can bend the will of another, convincing them to 
  turn over their valuables. Choose a target you can see. 
  On a success, the target hands over anything of value in 
  their possession. The spell lingers for an hour, obscuring 
  all memory of handing over the items. However, at the 
  end of the hour full, memory returns, and the target 
  becomes fully aware of what has transpired. You cannot 
  cast this spell against a target during combat.
  Greater Healing
  Intermediate Mystic, Common
  Costs 1 Spell Point, Full Action
  Difficulty (14)
  You can call upon powerful mystical healing magic to 
  aid a character or ally who is injured. Choose yourself or 
  choose an injured character or ally you can see. You can 
  heal the target for 1d6 + Craft Life or heal 2 Wounds. If 
  this spell is used on an unconscious character, it restores 
  them to consciousness with 1d6 + Craft Life instead; it 
  does not heal Wounds.
  Hex
  Intermediate Arcane or Mystic, Common
  Costs 2 Spell Point, Full Action
  Difficulty (14)
  You can seal negative magical energy into a localised 
  area no larger than a 5-metre cube. Choose an area you 
  can see. On a success, a hexed area of negative energy 
  appears centred on that location. (At the GM’s discretion, 
  the spell’s appearance may correspond to your school of 
  magic.) Any creature inside the affected area or passing 
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  through the area become hexed; each one loses Life 
  equal to your Craft. This effect remains for one minute 
  or until you nullify the spell as a free action. Once a 
  creature becomes hexed, it cannot suffer from the effect 
  of the spell again until the original hex spell dissipates. 
  Additionally, the spellcaster is immune to the hex.
  Immobility
  Intermediate Arcane, Mystic, or Nature, Common
  Costs 2+ Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Strength; Difficulty (Craft + 12)
  You can pin your opponent’s feet so they cannot move. 
  Choose a target you can see. On a success, the target is 
  unable to move until the start of your next turn. The 
  target can still take actions that do not require movement 
  as normal, such as casting a spell, speaking, making a 
  ranged attack, or even melee attacks on anyone already 
  within range. Melee attacks (or melee defence tests) 
  against anyone affected by this spell are made at +2.
  You can choose to affect multiple targets. Chooses a 
  number of targets equal to or less than your Craft; you 
  must be able to see all the targets at the same time and 
  spend 1 additional spell point per target. If the result 
  of the Spellcasting test equals or exceeds the Threat of 
  a target in the affected area, that target is immobilized.
  Invisibility
  Intermediate Arcane, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can vanish to the naked eye. Choose yourself or a 
  target you can touch. On a success, the target becomes 
  invisible for a number of minutes equal to your Craft. 
  (See Invisibility in Chapter 5: Adventuring of the Game 
  Master’s Guide for more details.)
  Life Tap
  Intermediate Arcane or Nature, Uncommon
  Costs 2 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Fortitude (Resolve);  
  Difficulty (Craft + 12)
  You can weave a magical tether between yourself 
  and a foe, draining your opponent’s Life while 
  simultaneously replenishing your own. On a success, 
  roll 1d6 + Craft; the target loses that amount of Life 
  (ignoring armour), and you gain an equal amount of 
  Life (up to your maximum).
  Mesmerism
  Intermediate Arcane, Common
  Costs 2 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 12)
  You can influence others. Choose a creature with the 
  capacity for language that can see and hear you. On a 
  success, the target is enthralled by your presence. The 
  target then carries out any reasonable requests you 
  make that do not result in direct harm to themself or 
  cause direct harm to their allies. Unreasonable requests 
  cause the spell to end; the target then realises it has 
  been mesmerised. The target remains mesmerised for 
  a number of hours equal to your Craft. You cannot cast 
  this spell against a target during combat.
  Examples of good uses of Mesmerism are:
  • a request to give the caster an item,
  • asking the target to unlock a jail cell,
  • asking a guard to remain silent and allow the caster 
  and their allies to pass, or
  • obtaining information.
  Path of Destiny
  Intermediate Mystic or Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can find your way in the wilderness. Choose 
  yourself or choose another character or ally you can 
  touch. On a success, the subject of the spell receives 
  a bonus die when making a Guide test that day (as 
  described in the Exploration section of Chapter 5: 
  Adventuring in the Game Master’s Guide). Additionally, 
  the test cannot be failed: if the test would be a Failure, it 
  automatically becomes a Standard Success.
  Rejuvenation
  Intermediate Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can restore hope and life to yourself and your 
  allies. Choose yourself or choose another character or 
  ally you can touch. On a success, the target of the spell 
  can do one of the following:
  • restore all Life and gain 1d3 Light Fate (up to their 
  maximum),
  • heal all Wounds and gain 1 Light Fate (up to their 
  maximum), or
  • recover any Strength or Craft lost to spells or effects.
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  Simulacrum
  Intermediate Arcane, Common
  Costs 2+ Spell Points, Full Action
  Difficulty (14)
  You can summon a perfect replica of yourself that 
  confuses opponents. You can only choose yourself as the 
  target. On a success, you summon a simulacrum with 
  Life equal to your own. When the simulacrum’s Life 
  reaches 0, it vanishes. Each time you are hit by an attack 
  or spell, roll 1d6. On a 1–3, the attack hits you; on a 4–6, 
  the attack or spell hits the simulacrum instead. Spells that 
  do not damage you have no effect on the simulacrum.
  Only one Simulacrum spell can be maintained at 
  a time, but a caster can add a second simulacrum by 
  spending an additional 2 spell points at the time of 
  casting; this increases the Difficulty to 16. In this case, 
  if the caster is hit with an attack, roll 1d6. On a 1–4, a 
  random simulacrum you’ve summoned is hit; on a 5–6, 
  the caster is hit.
  Summon Bear
  Intermediate Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  On a success, a bear appears the round after you cast 
  this spell. The bear acts as your Follower and does your 
  bidding for a number of rounds equal to your Craft.  
  This bear can assist you in combat or be assigned 
  to assist another character. (The statistics for a Bear 
  Follower are in the Game Master’s Guide.)
  Strength
  Intermediate Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (14)
  You can manifest incredible Strength. On a success, 
  your Strength attribute is increased by 1d6 for a number 
  of rounds equal to your Craft.
  Syphon Strength
  Intermediate Arcane, Uncommon
  Costs 2 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Strength; Difficulty (Craft + 12)
  You can create a magical bond between yourself and 
  a foe that weakens the target while granting you extra 
  Strength. Choose a creature you can see. On a success, 
  the target’s Threat and Strength are reduced by 2, and 
  you gain 2 points of Strength. As a result, you also gain 
  4 temporary aspect points that you can divide among 
  Brawn, Agility, and Mettle, as you see fit. This effect 
  lasts for a number of minutes equal to your Craft.
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  Teleport
  Intermediate Arcane, Rare
  Costs 2 Spell Points,  Full Action
  Difficulty (14)
  You can instantaneously travel to a nearby location 
  with which you’re familiar. Choose a location you’ve 
  visited within the last twenty-four hours. On a success, 
  you instantaneously travel to your chosen location. On 
  a failed roll, the spell fails completely and leaves you in 
  your original location. At the GM’s discretion, the spell 
  may transport you to a different location of the Game 
  Master’s choosing instead. You cannot cast this spell 
  while falling or cast it on a character who is falling.
  The caster can teleport others with them by spending 
  another 2 spell points for each additional person. 
  Each target must be willing. You can also teleport to 
  locations you’ve visited earlier than the last twenty-
  four hours, but this is harder. The following modifiers  
  are applied:
  Teleportation Modifiers
  Time
  Spell Point Cost
  Difficulty
  Up to 1 week
  4
  16
  Up to 1 month
  6
  18
  Up to 6 months
  8
  20
  Up to 1 year
  10
  22
  Transference
  Intermediate Arcane, Uncommon
  Costs 2 Spell Points, Full Action
  Difficulty (Threat or 14)
  Defence Test: Strength; Difficulty (Craft + 12)
  You can instantaneously trade places with another 
  creature. Choose a creature you can see. On a success, 
  the target and caster switch physical locations. If used 
  on an Enemy, the Difficulty is their Threat. If you want 
  to trade locations with another willing character or ally, 
  the Difficulty is 14. The target of the spell must be close 
  to the same size as the caster. You cannot cast this spell 
  while falling or cast it on a character who is falling.
  Transmute
  Intermediate Nature, Common
  Costs 2 Spell Points, Full Action
  Difficulty (Threat or 14)
  Defence Test: Craft; Difficulty (Craft + 12)
  You can cause an Enemy’s weapon or armour (or 
  other similarly sized metal object) to transform into 
  wood. Choose a nonmagical metal weapon or armour  
  you can see. On a success, the blade or armour 
  transforms into wood and becomes useless in combat. 
  If the targeted object is not wielded by a creature, the 
  test is against Difficulty 14.
  Verdant Growth
  Intermediate Nature, Common
  Costs 2 Spell Points,  Full Action
  Difficulty (Threat)
  Defence Test: Survival (Insight);  
  Difficulty (Craft + 12)
  You can cause trees, vines, and underbrush to burst 
  from the ground. Choose an area you can see. On a 
  success, a 20-by-20-metre area is suddenly filled with 
  plants. The spell inflicts 1d6 + Craft damage against any 
  Enemy in the area with a Threat lower than the result 
  of your Spellcasting test. Anyone (including allies) 
  moving into or within the area can only move at one-
  fourth walking Speed and cannot run. Anyone in the 
  area gets a −2 penalty to all tests, and the Threat for each 
  Enemy is reduced by 2.
  Water Walking
  Intermediate Mystical or Nature, Common
  Costs 2 Spell Points, Free Action
  Difficulty (14)
  You can call upon a body of water to support your 
  weight, allowing you to pass across the surface as 
  though you were on solid ground. On a success, you 
  can move normally across the surface of water without 
  sinking for a number of minutes equal to your Craft. 
  Each additional spell point spent increases the duration 
  by one hour.
  Weakness
  Intermediate Nature, Common
  Costs 2 Spell Points,  Full Action
  Difficulty (Threat)
  Defence Test: Strength; Difficulty (Craft + 12)
  You can sap the strength of your foes. Choose a target 
  you can see. On a success, the target’s Strength and 
  physical damage modifier are reduced by your Craft; if 
  the target is an NPC, the spell also reduces its Threat by 
  an amount equal to your Craft. The target’s Strength or 
  Threat cannot be reduced below 0. This effect lasts for 
  one hour.
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  Advanced Spells
  This section lists all the Advanced spells available in 
  alphabetical order.
  Cleanse
  Advanced Mystic, Common
  Costs 3 Spell Points, Full Action
  Difficulty (17)
  You can remove the effects of all poisons and diseases. 
  Choose yourself or a target you can touch. On a success, 
  the spell removes the effects of all poisons or diseases 
  and removes all damage from them.
  Conflagration
  Advanced Arcane, Common
  Costs 3 Spell Points, Full Action
  Difficulty (17)
  Defence Test: Athletics (Agility);  
  Difficulty (Craft + 12)
  You can ignite a fiery explosion that scorches 
  everything in the area of the blast. Choose a location 
  you can see (within 100 metres). On a success, an 
  inferno erupts outward from the target location and 
  covers everything within a 10-metre cube centred on 
  the target point. If the result of your Spellcasting test 
  equals or exceeds the Threat of a target, that target takes 
  damage equal to 3d6 + Craft. Each player character in 
  the area must make a defence test or suffer 3d6 + Craft 
  damage. At the Game Master’s discretion, flammable 
  objects within the area of effect may ignite.
  Crack the Earth
  Advanced Nature, Common
  Costs 3 Spell Points,  Full Action
  Difficulty (Threat)
  Defence Test: Strength; Difficulty (Craft + 12)
  You can force the ground to shake and crack open, 
  leaving behind broken ground and an open fissure. 
  Choose an area you can see. On a success, an area up to 
  30-by-30 metres begins tearing itself apart. If the result 
  of the Spellcasting test equals or exceeds the Threat of a 
  target in the area, that target takes 2d6 + Craft damage 
  and is ejected from the area. Afterwards, the area is 
  impassable to characters, other allies, and Enemies who 
  cannot fly.
  Crashing Waves
  Advanced Nature, Common
  Costs 3 Spell Points, Full Action
  Difficulty (17)
  You can summon forth violent crashing waves. This 
  spell can only be cast in the presence of a fairly large body 
  of water, such as a river, lake, or ocean. On a success, 
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  you can summon forth a massive, 10-metre-high wave. 
  The wave is large enough to sink and shatter small boats, 
  and it may swamp or capsise larger ships. An Enemy, 
  character, or other ally hit with a wave takes 2d6 + Craft 
  damage. The GM determines any additional effects of  
  the spell.
  Dark Binding
  Advanced Arcane, Common
  Costs 3 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Strength; Difficulty (Craft + 14)
  You can temporarily immobilise a creature. Choose 
  a target you can see. If the result of the Spellcasting 
  test equals or exceeds the target’s Threat, the target is 
  paralysed and cannot take any action until the start of 
  your next turn.
  The caster can attack multiple targets with this spell. 
  Choose a number of targets you can see up to your 
  Craft; this requires 2 spell points for each additional 
  target, and you must be able to see all the targets at the 
  same time. If the result of the Spellcasting test meets 
  or exceeds the Threat of a target in the area, that target  
  is paralysed.
  Destroy Magic
  Advanced Arcane, Rare
  Costs 3+ Spell Points, Full Action
  Difficulty (20)
  You can temporarily suppress the magical energy in 
  your immediate vicinity to prevent the casting of spells. 
  Choose a number of magical effects within 10 metres; 
  each effect after the first costs 1 additional spell point. 
  On a success, the caster can destroy any chosen magical 
  effects that resulted from spells (including Magic Shell). In 
  addition, no one in the spell’s area of effect, including the 
  caster, can cast spells until the end of your next turn. This 
  spell can affect magic items that cast spells or duplicate 
  spell effects. This spell cannot affect magic items with 
  inherent abilities (such as attack or damage bonuses).
  Destruction
  Advanced Arcane or Nature, Rare
  Costs 3 Spell Points, 1 round
  Difficulty (Threat)
  Defence Test: Strength; Difficulty (Craft + 14)
  You can call on powerful destructive magic to eliminate 
  a single creature up to the size of a troll. Choose an Enemy 
  you can see; you must concentrate on that target for 
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  one full round. During that time, you can take no other 
  action and must remain focused. If you take damage 
  during that time, the spell fails. On your next turn, you 
  can attempt your Spellcasting test. If the result meets or 
  exceeds the Threat rating of the target, the target and 
  everything they are carrying blinks out of existence. If 
  the creature has a Threat rating that’s more than three 
  times the caster’s Craft, the spell automatically fails.
  Divine Intervention
  Advanced Mystic, Uncommon
  Costs 3 Spell Points, Free Action (Reaction)
  Difficulty (Threat)
  You can call upon a deity or cosmic force to protect 
  yourself, another character, or another ally from an 
  attack. You can cast this spell as a reaction after a foe 
  has made a successful attack on you or a creature you 
  can see. (This can include damage taken as the result of 
  a Failure or Standard Success on an attack or defence 
  test.) If the test is successful, the foe’s attack causes no 
  damage to the target.
  Drain Life
  Advanced Arcane, Common
  Costs 3 Spell Points, Full Action
  Difficulty (Threat)
  You can use the life force of a foe as raw fuel to replenish 
  your own Life. Choose a creature you can see. On a 
  success, you drain 3d6 Life from the target. The target 
  loses that amount of Life (ignoring armour), and you 
  gain an equal amount of Life (up to your maximum). 
  The second round after you cast this spell, the target is 
  drained of 2d6 Life, and you gain an equal amount; on 
  the third round, the target is drained of 1d6 Life, you 
  gain an equal amount, and the spell ends. You do not 
  need to maintain focus or even see the target for the 
  Life draining effect to continue on subsequent rounds. 
  If the amount drained would exceed your maximum 
  Life, you can grant the remaining drained Life to any 
  character or other ally you can see.
  Fiery Retribution
  Advanced Mystic, Uncommon
  Costs 3 Spell Points, Free Action
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 14)
  You can exact fiery retribution upon anyone who 
  strikes you down. If you are reduced to 0 Life, you can 
  cast this spell. On a success, the Enemy who inflicted the 
  damage that reduced you to 0 Life is struck by a pillar 
  of fire that causes 5d6 + Craft damage. Any nonmagical 
  items they have on their person are destroyed.
  Magic Portal
  Advanced Arcane, Mystic, or Nature, Uncommon
  Costs 3 Spell Points, Full Action
  Difficulty (17)
  Long ago, ancient magical portals allowed safe and 
  instantaneous travel from one part of the world to 
  another. You can create a doorway that opens to one 
  of these locations in the Realm. On a success, you open 
  a portal to the location of your choice. You can choose 
  the ancient portal in the City, Villedoc, the Crags, the 
  Temple, the Castle, or the Warlock’s Cave. Rumors of 
  other locations exist, but those ancient portals have not 
  yet been opened. You can travel through your doorway 
  with a number of other people up to your Craft. Anyone 
  who passes through your doorway arrives at the ancient 
  portal destination, even if they are unwilling.
  Magic Shell
  Advanced Arcane, Common
  Costs 3 Spell Points, Full Action
  Difficulty (17)
  You can erect a magical barrier around your body that 
  blocks the passage of magical energy. On a success, a 
  shell surrounds your physical form that stops magical 
  energy from passing through it. This makes you 
  immune to all magical effects and spells that originate 
  from outside the shell. However, the spell also prevents 
  you from using magic to affect targets beyond the shell. 
  The magic shell does not stop physical attacks. The spell 
  lasts for a number of rounds equal to your Craft or until 
  you dismiss it as a free action.
  Obliterate
  Advanced Arcane, Common
  Costs 3 Spell Points, Full Action
  Difficulty (17)
  You can destroy any objects before you. Choose a 
  location you can see within 100 metres. On a success, you 
  utterly destroy all nonmagical and nonliving objects in 
  a 5-metre cube, but only objects that are not carried by 
  a living creature. This includes structures like walls and 
  doors. If the result of your Spellcasting test equals or 
  exceeds the Threat of a living being within the area, all 
  nonmagical objects they possess are destroyed as well.
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  Preservation
  Advanced Mystic or Nature, Uncommon
  Costs 3 Spell Points, Full Action
  Difficulty (17)
  You can render yourself, another character, or another 
  ally temporarily immune to the clutches of death. 
  Choose yourself or a single target you can see. On a 
  success, the target cannot die: Although the target takes 
  damage and Wounds as normal, they cannot fail a 
  death test or be instantly killed by any spell or effect. 
  This spell ends at the following sunset. The spell also 
  ends if the subject of the spell would normally die from 
  another cause: the Preservation spell wards off death 
  only once before it must be cast again.
  Reanimate
  Advanced Mystic, Uncommon
  Costs 3 Spell Points, Full Action
  Difficulty (Threat)
  Within an hour of a creature’s death, you can reanimate 
  its corpse. This spell only works on the corpses of 
  humanoids up to the size of a troll. The Difficulty of 
  this spell is equal to the creature’s former Threat. On 
  a success, the corpse reanimates and follows the caster 
  at a slow shuffle (half its former Speed). As long as the 
  reanimated corpse is within 5 metres of the caster, the 
  caster receives a bonus to their physical damage bonus 
  and psychic damage bonus equal to the reanimated 
  being’s Strength and Craft respectively. The reanimated 
  corpse lasts until the caster has completed one combat 
  or until the following sunrise, at which point it rapidly 
  decays into a puddle of goo. At the Game Master’s 
  discretion, casting this spell may change the caster’s 
  alignment, depending on the circumstances.
  Reflection
  Advanced Arcane, Mystic, or Nature, Rare
  Costs 3 Spell Points, Free Action (Reaction)
  Difficulty (Threat)
  Defence Test: Craft; Difficulty (Craft + 14)
  Your mastery of magic is so great that you can turn a 
  spell back upon its caster. If an offensive spell is cast at 
  you, make a Spellcasting test as a reaction against the 
  caster’s Threat. If it’s an Intermediate spell, add +2 to 
  the Difficulty; if it’s Advanced, add +4 to the Difficulty. 
  On a success, the caster suffers the effects of the spell.
  If an Enemy uses this spell against a player character, 
  use the defence test listed above to determine whether 
  the spell is reflected. Add +2 to the test if the spell is 
  Intermediate; add +4 if the spell is Advanced.
  Resurrection
  Advanced Mystic, Rare
  Costs 10 Spell Points, 1d6 hours
  Difficulty (17)
  Your knowledge of the forces of life and death grants 
  you the ability to restore life to a corpse. This spell 
  requires several hours of uninterrupted devotion to 
  complete. The spell works only on humanoid corpses 
  that remain mostly intact. Dead bodies that are badly 
  decayed, burned to ash, disintegrated, or otherwise 
  destroyed cannot be revived. This spell also requires 
  rare materials (incense, herbs, crystals, etc.) that are 
  consumed in the casting, even if the spell fails.
  Once the Game Master has confirmed that a body 
  is a candidate for resurrection, you may attempt your 
  Spellcasting test. On a success, the body is returned to 
  life along with all the memories and knowledge the 
  target possessed previously. The target awakens with 1 
  Life, but any Wounds suffered before death remain until 
  healed. If the Resurrection attempt fails, the spell can be 
  attempted again, although the Difficulty increases by 
  +2; each subsequent attempt increases the difficult by 
  an additional +2. After enough time passes, the Game 
  Master may decide the body is no longer suitable for 
  resurrection.
  Restoration
  Advanced Mystic and Nature, Common
  Costs 3 Spell Points, Full Action
  Difficulty (17)
  This spell allows you to completely heal the target of 
  your choice. Choose yourself or a target you can see. On 
  a success, the target of the spell immediately heals all 
  Wounds and is restored to its maximum Life. If a target 
  character was at 0 Life and unconscious, they are also 
  immediately restored to consciousness.
  You can use this spell on a Follower that has been 
  reduced to 0 Life, although it can only be used on 
  the same round or following round. The Follower is 
  restored to full Life, but their Loyalty is reduced by 
  1d6. (For more information on Followers, see the Game 
  Master’s Guide.)
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  Retribution
  Advanced Mystic, Common
  Costs 3 Spell Points, Free Action (Reaction)
  Difficulty (17)
  You can use this spell for a second chance. Immediately 
  after you, another character, or another one of your 
  allies fails an attack test (or any Spellcasting test that is 
  part of an attack), you can cast this spell as a reaction. 
  On a success, the targeted character or other ally gets to 
  reroll the test with a bonus die. The nature of the action 
  cannot be changed, and any Special Abilities or items 
  used or spells cast must remain the same. No additional 
  Light Fate or spell points are required for this reroll. 
  The new test must be accepted as it is rolled; it cannot 
  be modified with Light Fate. This spell can only be used 
  on a single character once per day.
  Spell Vortex
  Advanced Arcane, Common
  Costs 3 Spell Points, Full Action
  Difficulty (17 or Threat)
  Defence Test: Craft; Difficulty (Craft + 14)
  Your mastery of magic is such that you can summon 
  forces to destroy it. Choose a location within 10 
  metres. If no Enemies are in your chosen location, your 
  Spellcasting test is against Difficulty 17. (Characters and 
  other allies do not affect the Difficulty of this spell.) If 
  an Enemy occupies the location, the Difficulty is equal 
  to the highest Threat in the area. On a success, a spell 
  vortex appears. The vortex is three metres in diameter, 
  and anyone who touches it loses all memorised spells. 
  The caster can move the vortex once each round as a 
  free action; this moves the vortex a number of metres 
  equal to their Craft. To touch another target with the 
  vortex, the caster must make a successful Spellcasting 
  test against the target’s Threat.
  141
   
  
  Summon Storm
  Advanced Nature, Common
  Costs 3 Spell Points, Full Action
  Difficulty (17)
  You have the power to summon terrible storms. 
  You must be outdoors. On a success, you summon a 
  powerful storm that covers three square kilometres and 
  lasts for 1 hour. Torrential rains and powerful winds 
  pummel the region. Visibility is Dimly Lit (as defined 
  in the Game Master’s Guide), all movement is reduced 
  by half (round down), and running is impossible. Three 
  times during the duration of the storm, the caster can 
  cast Lightning Bolt or Gust of Wind (even if they do not 
  know these spells) as a free action. The caster is immune 
  to the effects of the storm.
  Toadify!
  Advanced Arcane or Nature, Rare
  Costs 3 Spell Points, Full Action
  Difficulty (Threat)
  Defence Test: Strength;  
  Difficulty (Craft + 14)
  You can instantly transform any person or monster 
  (troll-sized or smaller) that you can see into a toad. 
  Choose a target you can see within 100 metres. On a 
  success, the target is transformed into a toad; their 
  attributes, aspects, and Speed are reduced to 1. The 
  target is only capable of actions a toad can take: They 
  cannot use weapons, wear armour, cast spells, or use 
  most magic items. The spell lasts a number of days 
  equal to the caster’s Craft unless it’s magically dispelled 
  or until the caster ends it as a free action. If you roll a 
   on the Kismet Die when casting this spell, and the 
  spell fails, the spell transforms you into a toad instead 
  of the target.
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  MAP OF THE REALM
  MAP OF THE REALM
  Map of the 
  ap of the Realm
  ealm
   
  
  BOOK II:  
    GAME MASTER’S GUIDE
  144
   
  
  The setting of the Talisman Adventures Fantasy 
  Roleplaying Game is a world of wonders. Cackling 
  witches, legendary heroes, mischievous faeries, and 
  powerful queens and kings await discovery in this land 
  of magic and myth. In the many realms of tabletop 
  roleplaying games, the most fantastical settings and 
  vivid characters can’t come to life without a Game 
  Master to provide the necessary creative spark. So, 
  thank you, dear Game Master, for taking up this vital 
  quest. Without you, there wouldn’t be a game.
  Make no mistake, this is no trivial task you’ve 
  accepted. It requires time and effort. It also requires 
  some courage, since the Game Master must put their 
  imagination on display for the enjoyment of others. You 
  are to be commended for this effort!
  Fortunately, the role of Game Master isn’t a thankless 
  one. On the contrary, it comes with tremendous rewards. 
  An entire universe of terrifying beasts, dazzling magic, 
  mythic heroes, and foul villains is ready for your unique 
  direction. Orchestrating a successful game provides a 
  Game Master with a creative outlet that’s difficult to 
  top. Make the most of this wondrous opportunity. Run 
  the most exciting and imaginative game you can. And 
  use this chapter as a guide to make that happen.
  Being a Game Master
  So, just what is a Game Master? If you’ve played other 
  tabletop roleplaying games, you probably know the 
  answer to that question. Just in case this is your first 
  experience with roleplaying games, a brief explanation 
  is in order.
  Game Masters perform several functions in a 
  roleplaying game. They’re storytellers who control the 
  setting and perform the roles of non-player characters 
  and villains within the world. They adjudicate the rules, 
  often making judgments on how mechanics apply (or 
  don’t apply) to the limitless possibilities that can pop 
  up during play. They also coordinate with the players to 
  make sure everyone is engaged with the story and having 
  a good time. Game Masters (usually) prepare for each 
  gaming session, cooking up interesting encounters and 
  scenarios for the players to negotiate. At the same time, 
  much of the Game Master’s job requires improvisation, 
  since players sometimes attempt creative approaches to 
  problems the GM didn’t anticipate. There’s no one way 
  to be a good Game Master, but most would probably 
  agree: their skills improve with practice.
  This chapter provides some guidelines about how 
  Game Masters can get the most out of the Talisman 
  Adventures Fantasy RPG, along with some insights 
  into the experiences this game was designed to 
  support. Subsequent sections discuss how to apply the 
  mechanics of the game, how to structure adventures 
  and quests, and how to tailor the experience to the 
  tastes of particular players.
  Using the Rules
  The mechanics of the game present a framework 
  to facilitate a dynamic yet believable experience for 
  the Game Master and the players. Despite this, every 
  gaming group encounters situations that lie outside the 
  bounds of the rules, situations so unique or outrageous 
  that applying the rules as written can’t do justice to the 
  circumstances. In these situations, the Game Master 
  should not feel constrained by the rules. Instead, the 
  Game Master should feel free to arbitrate the rules as 
  the situation dictates. The ruleset is a tool to build a fun 
  experience for everyone. If the Game Master determines 
  that a rule inhibits the experience they want, then the 
  GM can adjust that rule… or make a new one. That’s 
  part of the beauty of tabletop roleplaying games!
  Chapter 
  hapter 1:    
  Telling a 
  elling a Story
  tory
  145
   
  
  However, that’s not a license for Game Masters to do 
  whatever they want within the game. Instead, the GM 
  should consider which outcomes will provide the most 
  fun for their players and rule accordingly. The rules 
  should provide a challenging and dynamic storytelling 
  experience without feeling overwhelming or unfair to 
  the players.
  Game Masters should also remember that the 
  definition of “fun” can vary from one player to the 
  next. Fantasy roleplaying games typically encourage 
  a combination of exploration, roleplaying, and combat 
  to create variety and a satisfying pace. The Talisman 
  Adventures Fantasy RPG is no different. A quest in 
  the Talisman setting usually features roughly equal 
  measures of all three elements. In fact, exploration is 
  such an important element of the setting that it has its 
  own rules (as you’ll see in Chapter 5).
  Different groups may prefer a game that emphasizes 
  challenging and tactical combat over exploration, or 
  they might want a game that’s heavy on roleplaying, one 
  in which combat is a last resort. Either of these options 
  can work in Talisman Adventures. In any adventure, it’s 
  the Game Master’s job to understand the preferences of 
  his or her gaming group. The GM tailors the experience 
  to make sure everyone gets a chance to experience the 
  aspects of the game the players and the Game Master 
  enjoy most.
  Great Successes and 
  Extraordinary Successes
  A Great Success occurs when a player rolls doubles 
  on a successful test. This means that player character 
  achieves their goal without suffering a setback, so 
  it usually won’t require a judgment from the Game 
  Master. On the other hand, an Extraordinary Success—a 
  test in which three dice roll the same number on a 
  successful test—may require some creativity by the 
  Game Master. An Extraordinary Success means the 
  character attempting the test achieved a higher degree 
  of success than expected. For instance, an Extraordinary 
  Success on an attack roll might grant a damage bonus 
  or cause a foe to drop a weapon. The Game Master 
  should choose an outcome that enhances the quality 
  of success the character was attempting. If the Game 
  Master can’t come up with an appropriate outcome, it 
  can be worthwhile to ask the players if they have ideas.
  Extraordinary Successes differ from advantages that 
  result from the Kismet Die in two important ways. 
  First, Extraordinary Successes occur only on successful 
  tests. When the Kismet Die rolls a 6, a player who fails 
  a test can still create an advantage by using a Special 
  Ability. For example, a player who rolls three 2’s 
  while attempting a Difficulty 10 test does not achieve 
  an Extraordinary Success, but if the Kismet Die is a 6, 
  they may still want to use a Special Ability. The other 
  146
   
  
  difference is that an Extraordinary Success only affects 
  the outcome of the test being attempted, which isn’t 
  necessarily true of Kismet results.
  Put another way, an Extraordinary Success amplifies 
  the successful completion of a test, while an advantage 
  created by the Kismet Die doesn’t have to be directly 
  related to the test. Let’s return to the example of a 
  player character attempting a melee attack. On an 
  Extraordinary Success, the Game Master could rule 
  that the melee attack was particularly well-timed 
  and inflicted extra damage. A melee attack test that 
  turns up a 6 on the Kismet Die, on the other hand, 
  allows a character to use a Special Ability (or Special 
  Quality from a magic item) that gives some additional 
  advantage. A Great Success directly enhances the result 
  of the test being attempted, but an advantage from the 
  Kismet Die can be unrelated to the attempted test.
  Failing with Style
  Keep in mind that failure is just as much (if not more) 
  a part of a story as a success. GMs should take care to 
  describe a failure with more than a simple “swish, you 
  miss.” You have an opportunity to make the failure part 
  of the story. The core rules for Talisman Adventures don’t 
  provide for any specific rules for “fumbles” (known to 
  some players as “Critical Failures”), but if you wish, you 
  can use the Kismet Die to decide if a failure has greater 
  consequences. You may want to add this optional rule: 
  When a player’s roll for a test is a Failure with a 1 on the 
  Kismet Die, you can immediately spend the Dark Fate 
  earned to declare that the test is a fumble. Appendix 
  I lists some possible results for a fumble or Critical 
  Failure; as an alternative, the GM can work with the 
  players to come up with something more appropriate 
  to the scene.
  Writing Adventures
  Heroes don’t remain static. They need something to do. 
  They need monsters to slay, villainous plots to foil, and 
  treasures to discover. And of course, they need fantastic 
  settings in which to carry out these mighty deeds.
  Game Masters provide many of these elements 
  when they design their own adventures. They devise 
  exciting scenarios in which players interact. In Talisman 
  Adventures, most adventures depend on a quest. 
  Simply put, a quest is a journey or search the player 
  characters undertake to accomplish a shared goal. This 
  journey usually requires the player characters to leave 
  behind the familiar and travel into the unknown to face 
  obstacles and danger. The story that results commonly 
  involves travel from one physical location to another, 
  although some quests may challenge players mentally 
  or spiritually without a long physical journey. If the 
  players achieve their goal and complete their quest, 
  they should receive a reward. If they fail, they should 
  suffer appropriate consequences. Undertaking a quest 
  should leave a lasting impact on the player characters, 
  no matter which outcome occurs.
  As a rule of thumb for quest design, the GM should 
  divide the story into a beginning, a middle, and an end. 
  This three-act structure provides a satisfying pace and 
  a sense of momentum as the players move from one 
  phase of the quest to the next. Some GMs think of the 
  three-act structure like this: Act One is the beginning, 
  where the story introduces a problem that the player 
  characters must solve. In Act Two, the player characters 
  pursue the quest, and along the way, the problem either 
  escalates or takes an unexpected turn. In Act Three, the 
  player characters confront the cause of the problem 
  once and for all, and as a result, they either complete 
  their quest or fail.
  This basic three-act structure creates a natural sense of 
  completion for the players. The story reaches its climax 
  in the third act, when the player characters must face 
  the problem or conflict introduced in the first act. The 
  quest itself doesn’t need to break new creative ground 
  to achieve this goal. In fact, it might make sense for a 
  new Game Master to start out with a simple concept for 
  their first quest. For example, commonly used tropes 
  include retrieving a lost magic item and bringing a villain 
  to justice. Once you’re comfortable running a simple 
  adventure, you’re ready to introduce new layers of 
  complexity in later adventures. Even a run-of-the-mill 
  premise can give players a satisfying experience when 
  it follows a solid three-act structure.
  Game Masters should also consider the tone and 
  themes they use in their adventures. The Talisman 
  Adventures Fantasy RPG leans on elements commonly 
  associated with classic faery tales. Terrifying monsters 
  lurk in the deep, dark woods. Heroic knights adhere 
  to strict codes of honor. Good deeds are generally 
  rewarded, and evil is generally punished. Absurdity 
  and humor abound, but so do horror and tragedy. Love, 
  whether romantic or platonic, often motivates heroes 
  to achieve greatness. And when love is distorted into 
  something unhealthy and wicked, it can just as easily 
  lead villains to unleash great evils.
  Faery tales often impart lessons while presenting 
  characters with decisions that have moral implications. 
  For instance, a story about a prince magically 
  transformed into a frog can teach us that appearances 
  may be deceiving. A story about a little tailor who marries 
  a princess can show us that courage and a clever mind 
  can achieve things that physical strength alone cannot. 
  Giving players difficult moral dilemmas to untangle can 
  create tense situations, though Game Masters should 
  use them sparingly. When every decision the players 
  make seems to have life-or-death moral consequences, 
  the tool quickly loses its effectiveness.
  147
   
  
  to introduce a situation that allows the player characters 
  to make an important decision. Once the players have 
  decided on a course of action, the Game Master can end 
  the session, giving the GM plenty of time to prepare 
  something next time that builds on the decision the 
  players made. Game Masters should take care to design 
  such situations without a predetermined response from 
  the players in mind. The point here is to allow the story 
  to flow directly out of the choices the players make.
  When players believe their characters are the true stars 
  of the game, when they feel as though the quests they’re 
  undertaking have personal consequences, and when 
  they can tell their decisions influence the direction of 
  the game, the true magic of roleplaying games reveals 
  itself. No one at the table, not even the Game Master, 
  knows exactly what shape the story will take, but it 
  nearly always leads somewhere entertaining and fun.
  Fate
  Fate is one of the most important and complex aspects 
  of the Talisman Adventures game system. How players 
  (and GMs) use Fate can have an enormous impact on 
  how a story unfolds. Using Fate to activate a Special 
  Ability or reroll a failed test can change the course of 
  a battle. Conversely, when the GM uses Dark Fate to 
  activate a powerful Enemy Special Ability, that can 
  mean doom for the party.
  The ebb and flow of Fate has a massive impact on 
  the characters’ success or failure. Some groups might 
  feel that their characters have too much Fate to spend; 
  others may feel they don’t have enough. The following 
  section presents a few optional rules for gaining Fate 
  and spending it.
  Fate Gains  
  (Optional Rules)
  If the group doesn’t feel their characters have enough 
  Fate, or if the GM just wants to give them an extra edge, 
  you can use one of the following methods for gaining it.
  Aspirations
  This system helps players focus how they play their 
  characters while providing other opportunities to earn 
  Light Fate and possibly XP. Aspirations are character 
  traits or goals characters can take. Once a character has 
  accomplished or fulfilled an Aspiration, the character 
  gains a point of Light Fate or experience. The GM may 
  decide only one of those rewards is an option in their 
  game, or they may allow both.
  Players choose one Aspiration for their ancestry, 
  class, and alignment. They might customize their own 
  Aspirations (with GM approval), or they may choose 
  The Players
  The player characters are the stars of the game. Game
  Masters should design their quests to put the characters
  in the spotlight, allowing them to showcase their
  abilities and influence the direction of the game. Players
  are more likely to feel invested in their characters and
  the game world when they feel their decisions have a
  real impact. In order to support player agency, Game
  Masters should make as few assumptions as possible
  about how players will respond to the situations and
  encounters that make up a quest. For example, if the
  Game Master creates an encounter between the player
  characters and a group of bandits in which combat is
  the only solution, the Game Master has restricted the
  agency of the players, leaving them with only one
  option. There can be valid reasons for designing this
  type of encounter, but Game Masters should also try
  to include some open-ended encounters in their quests.
  Perhaps the player characters can try negotiation or
  deception to get past the bandits without a physical
  confrontation.
  Game Masters also shine the spotlight on the player
  characters by designing quests that have personal
  stakes. When the outcome of a quest directly affects
  a character or the character’s friends or family, the
  players are more likely to feel a sense of urgency. For
  instance, sending the player characters on a quest to
  retrieve a lost magic item is a standard fantasy trope,
  but without a character’s investment, it can feel generic
  at best and unexciting at worst. If the players are tasked
  with retrieving a lost magic item that once belonged
  to one of their ancestors, or if they’re asked to retrieve
  a magic item with the power to cure a sick friend, the
  same quest takes on a personal dimension.
  Game Masters can work with their players at the start
  of a game to determine what goals each player has
  for their character. The Game Master then can weave
  those goals directly into the quests the player characters
  undertake. Character histories, flaws, and relationships
  all provide strong hooks to help raise the stakes for the
  player characters.
  The Game Master can enhance the players’ sense
  of agency by allowing the players’ decisions to guide
  the direction of the game. Sometimes, a party of
  player characters may veer off in a direction of their
  own, choosing a possible solution the Game Master
  didn’t see coming. These situations may require a
  little improvisation on the part of the GM, but they
  can reinforce the illusion that the fantasy world the
  characters live in is a real place, as well as the idea that
  player characters are in control of their own destinies.
  Game Masters who are less comfortable with
  improvisation can use a slightly different strategy to
  enhance agency. Simply wait until the end of a session
  148
   
  
  them from the suggestions provided in Appendix I. 
  When the conditions of an Aspiration are met, the 
  player crosses it off their sheet, and it cannot be used 
  again. At the end of a story or session, they can pick a 
  new Aspiration.
  For level 1–3, characters should receive 1 Light Fate 
  when they meet an Aspiration.
  At levels 4–7, characters should get 2 Light Fate.
  At levels 8–10, characters should get 3 Light Fate.
  If Aspirations earn XP, only 1 XP should be awarded 
  for an Aspiration, no matter what the character’s level is.
  Story Goals
  In this second system, Light Fate is awarded for 
  completing certain story goals. The GM should consider 
  these goals when designing an adventure. They should 
  be climactic parts of the story, allowing characters to 
  achieve important accomplishments. Alternately, Light 
  Fate could be awarded when the characters accomplish 
  a task that’s not part of the main story but still brings 
  Light to the Realm. Do they go out of their way to help 
  the peasant Stranger they meet on their journey? Do 
  they help put out a forest fire? Do they give most of their 
  hard-earned treasure to a village that’s suffered from 
  undead attacks? Ultimately, how Light is defined and 
  how Light Fate is awarded for story goals is up to you.
  Excellent Roleplaying
  In this third system, Light Fate is given as a reward 
  for staying in character and playing a character well. 
  This reward system may seem similar to the system 
  for fulfilling Aspirations, but rather than achieving 
  a certain goal, the player pursues a more general 
  roleplaying award. It can be awarded any time a player 
  goes out of the way to stay in character, even when they 
  know it’s not in their best interests. Does the thief grab 
  a bar of gold, even when the player knows it’s cursed? 
  Does a sprite trust a faery Stranger, even though it’s 
  fairly obvious they’re being deceived? Does a wizard 
  get distracted reading ancient tombs and forget to keep 
  watch? All these choices are good candidates for a Light 
  Fate award based on roleplaying. It’s also fair to award 
  a point of Light Fate for humour. Does a character’s 
  action cause the entire table to break out in laughter? 
  Go ahead and give that player a point of Light Fate!
  Maxed Out Fate  
  (Optional Rules)
  In any given session, the characters may roll a lot of 
  1s or 6s, or due to other circumstances, they might max 
  out their pool of Light Fate (or the GM might max out 
  Dark Fate). What then? Of course, one could argue they 
  should start using more Fate, but if you want to give 
  Fate a little more impact, you can use these optional 
  149
   
  
  rules for Kismet Advantages. This system is designed 
  to create a more interactive story, one in which both the 
  GM and the players can affect the setting, and not just 
  through dice roles and Special Abilities. You may want 
  to wait to add these optional rules until you or a player 
  has maxed out Fate; at that point, you may decide that 
  Fate can be used to create advantages or disadvantages. 
  Of course, if the Maxed Out Fate rules are particularly 
  well-suited to your style of play, groups are welcome to 
  allow them at any time.
  Kismet Advantages
  In this system, a 1 or 6 on the Kismet Die results in the 
  players or GM creating advantages and disadvantages. 
  An advantage is defined as a slight but helpful change to 
  the character’s circumstances; a disadvantage is defined 
  as a slight change that adversely affects the character’s 
  circumstances.
  For instance, let’s say the player characters are feasting 
  with an influential duchess. They want to ask for access to 
  the noble’s library to discover a rare bit of lost knowledge 
  that could help them on their quest. One of the players 
  decides to get on the noble’s good side by singing a 
  ballad for her entertainment. The player succeeds on the 
  resulting test but rolls a 1 on the Kismet Die. Rather than 
  taking a point of Dark Fate, the GM decides the roll results 
  in a complication or disadvantage. Perhaps the character 
  delivers a tender and heartfelt performance, but the 
  song reminds the noble of her dearly departed husband, 
  plunging her into deep sadness. The players would then 
  have to deal with this disadvantage by finding a way 
  to cheer up the duchess before she’ll consider granting 
  access to her library.
  In this example, the Game Master used a disadvantage 
  produced by the Kismet Die to cause an NPC to respond 
  to the PCs in an unfavorable way. Similarly, when a 6 is 
  rolled on the Kismet Die, the player could choose to use 
  it to create an advantage that causes an NPC to respond 
  more favorably to the characters. Perhaps the minstrel 
  chose a ballad about a great battle (instead of a tragic 
  romance) but failed the resulting test. The GM will 
  probably decide the characters don’t get access to the 
  library, but if the Kismet Die is a 6, the duchess could 
  introduce them to her guards or an officer who fought 
  in that battle. Those favorably disposed NPCs could 
  become another possible resource for the characters to 
  get the information they need. They might even know 
  some lore that helps the party!
  The same principle works with environments. 
  Consider a combat situation in a farmyard. Suppose a 
  character targets a foe with an arrow. The PC attempts 
  a test, but the total falls short of the enemy’s Threat, 
  despite a 6 on the Kismet Die. The Game Master could 
  rule that the attack misses but creates an advantage 
  for the characters when the arrow sails into the nearby 
  chicken coop. The resulting uproar sends a cloud of 
  feathers skyward, inhibiting the vision of the targeted 
  enemy and making any tests he attempts that rely on 
  sight more difficult.
  In both examples, a single roll paved the way for 
  a more dynamic and interesting situation. Ideally, 
  Kismet effects present players with new choices. In the 
  first example, the disadvantage reveals an important 
  piece of information: the noble still mourns the death of 
  her husband. The players must now choose what to do 
  with that information. Perhaps they convince the noble 
  150
   
  
  that her husband would have wanted stout-hearted 
  heroes to use the information contained in the library 
  to defend the realm. Granting their request would 
  honor her husband’s memory, effectively spinning a 
  disadvantage into an advantage.
  Advantages and disadvantages created by the Kismet 
  Die should rarely create permanent consequences. 
  They often work best when they prompt the players to 
  respond or adjust to changing circumstances. Creative 
  use of the Kismet Die spins the story in new and often 
  unanticipated ways, inviting the players to make 
  interesting choices.
  Changing Fate
  As another optional system, players can change the 
  setting by spending Fate. This can allow a player to 
  decide there’s something about their surroundings that 
  gives them an advantage or provides a needed object. 
  For example, if a player character is locked in a cell after 
  they’ve been stripped of all their belongings, that player 
  could spend Light Fate to allow their character to find a 
  piece of twisted metal that could be used as a lock pick, 
  or maybe one of the guards leaves their keys within 
  sight, allowing that character to use a spell to acquire 
  them. An unarmed character who finds himself under 
  attack in a cave might use Light Fate to find a lost mining 
  tool usable as a weapon. The possibilities are endless. In 
  the end, all these uses of Fate must be approved by the 
  GM and should make sense within the setting and story.
  Player Character 
  Conflict
  (Optional Rules)
  Talisman Adventures is designed very much with the 
  idea that the characters are all going to work together. 
  Unfortunately, there are times when that ideal might 
  not be possible, and the characters end up in conflict 
  with one another. As the Game Master, you should do 
  whatever you can to keep them from coming to blows. 
  For example, a sudden attack by terrifying monsters 
  usually has a way of bringing people together. As an 
  alternative (perhaps when there’s no other choice), 
  the following rules and guidelines are presented for 
  characters actively engaging with one another in combat.
  Social Interactions
  First off, we offer this guideline for your gaming 
  group: One player can never use their character’s 
  social skill to affect or influence another character. 
  How one character reacts to another is entirely up to 
  the person who plays that character. For example, one 
  character cannot use Intimidate to browbeat another 
  character into submission. They cannot use Persuasion 
  to make another player character immediately like their 
  character. These reactions are up to the players alone: 
  Each player has the agency to make that decision. 
  Of course, each of the players should roleplay their 
  characters appropriately, but in the end, it’s up to them.
  Keep in mind that spells may redefine these boundaries. 
  A character might use a spell like Mesmerism on 
  another player character. In these cases, the affected 
  character should be roleplayed appropriately. However, 
  a player can decide when a social reaction is too far out 
  of character. Some compromise may be helpful, but the 
  player still decides how to roleplay that social interaction 
  scene and decides how their character reacts.
  Player vs. Player Combat
  Player vs. Player Combat (also referred to as PvP 
  combat) is resolved in much the same way as regular 
  combat, but with a few modifications. If two or more 
  characters decide to engage in PvP combat, and you 
  decide to use these optional rules, you can implement 
  the following steps. PvP should only be used when all 
  the players and the GM agree to include these optional 
  rules in a game session.
  Step One: Indicate Target: Each player indicates 
  their target and type of attack or action. If one player is 
  attacking another without the second player knowing 
  it, the first player can just declare the action. If two or 
  more characters are involved, each player writes down 
  their target and action on a slip of paper; actions are 
  then revealed simultaneously.
  Step Two: Roll Tests: When both players are making a 
  test, they roll simultaneously. The Difficulty (or Threat) 
  for a target is equal to that target’s Strength or Craft 
  (whichever is appropriate) + 10. Any Fate spent should 
  be spent at this time.
  Step Three: Determine Outcome: Determine the 
  outcome of each test. In most cases, the order of 
  determination doesn’t matter. At the GM’s discretion, 
  multiple effects may resolve simultaneously. This 
  could result in more than one character being rendered 
  unconscious.
  Continue the combat in this fashion until one of the 
  characters is rendered unconscious or the fight ends. 
  Players should be strongly advised not to inflict a Killing 
  Blow on another character; instead, they should come 
  up with some other means of resolving the conflict.
  Ultimately, how you decide to handle PvP is up to you 
  and your group. There is no right or wrong answer, but 
  keep in mind: Characters killing one another rarely adds 
  to the fun, and it’s often the end of a game. You, as the 
  GM, are still adjudicating the rules to keep the game 
  entertaining and fair: the characters’ fate is in your hands.
  151
   
  
  Talisman Adventures uses four terms to identify 
  NPCs who interact with player characters: Strangers, 
  Followers, Enemies, and allies. These terms aren’t 
  always precise; in fact, an NPC might belong to more 
  than one category. The exact classification isn’t always 
  important, except in combat. For example, certain 
  spells might only affect Enemies, while certain Special 
  Abilities cannot affect allies. Regardless, most NPCs fall 
  into one of these four categories.
  Strangers
  When travelling the Realm, heroes are likely to 
  encounter many different kinds of people. Whenever 
  the characters meet a non-player character for the first 
  time, if that NPC is not immediately hostile, we call 
  them a Stranger. Many of the NPCs listed in Chapter 4: 
  Enemies could actually be Strangers when they’re first 
  encountered. For example, kobolds are not inherently 
  Evil, so they don’t always attack on sight, although 
  they’ll probably still want to eat any metal you have. 
  As another example, some types of spirits and faeries 
  might be Strangers when the characters first encounter 
  them; the players may not be able to discern whether 
  those Strangers will become allies or Enemies until a 
  hero understands the NPCs’ (sometimes secretive or 
  arcane) motivations. Instead of charging straight into a 
  fight scene, the Game Master always has the option of 
  roleplaying an initial encounter with a Stranger.
  Attitude
  A Stranger’s Attitude indicates how they’ll (probably) 
  interact with player characters. There are seven levels 
  of Attitude, ranging from Hated to Devoted. A Hated 
  NPC might attack the characters on sight; a Devoted 
  NPC might become a Follower. If the heroes are 
  unknown quantities, the Stranger’s Attitude is usually 
  Neutral. After all, if a Stranger has no prior knowledge 
  of those characters, then they really can’t hold much of 
  an opinion.
  First Impressions
  When a player character first encounters a Stranger, 
  the GM determines that NPC’s starting Attitude. 
  Sometimes, a Stranger’s attitude is defined in the GM’s 
  notes or a published adventure; at other times, the GM 
  may choose to determine it randomly by rolling 3d6 
  and consulting the following Attitude Chart.
  When rolling randomly, various factors can influence 
  the roll. The party would be smart to put its best foot 
  forward, carefully choosing which PC first approaches 
  the Stranger. If that character has an alignment 
  diametrically opposed to the NPC (such as when Good 
  meets Evil), reduce the Attitude by 2 steps. If that 
  character has a different ancestry than the NPC, reduce 
  the Attitude by 1 step.
  Attitude Chart
  Roll 3d6
  Attitude
  Social Modifier
  —
  Hated
  −6
  3–4
  Disliked
  −4
  5–7
  Suspicious
  −2
  8–12
  Neutral
  0
  13–16
  Favourable
  +2
  17–18
  Liked
  +4
  —
  Devoted
  +6
  The Social Modifier applies to any tests involving Persuasion or 
  Bargain.
  Chapter 
  hapter 2:    
  Strangers and 
  trangers and 
  Allies
  llies
  152
   
  
  After the initial encounter, characters have a number 
  of methods for increasing an NPC’s Attitude, as 
  described later in this chapter. When an NPC’s Attitude 
  improves, it’s adjusted by one step. For example, if an 
  NPCs Attitude is currently Neutral, and it increases by 
  one step (+1 step), it becomes Favourable.
  Hated
  An NPC with the Hated Attitude harbours a deep 
  hatred for the character. This may be the result of a 
  character’s actions, or it might be a hatred for their 
  ancestry, alignment, or culture. For example, you might 
  decide that an Evil cultist has this Attitude when they 
  first encounter a Good priest. In many cases, an NPC 
  who has this Attitude might attack a player character 
  on sight, especially if they feel they have an advantage.
  Disliked
  The NPC has a deep dislike for the character. They 
  may conceal this reaction if it’s to their benefit, but 
  they’re unlikely to help that character except under the 
  direst circumstances.
  Suspicious
  Something about the player character rubs the NPC 
  the wrong way. They don’t necessarily dislike the 
  player character, but they do not trust them. They 
  might be willing to assist the character, but only if it’s 
  beneficial to them.
  Neutral
  The NPC hasn’t made up their mind about the player 
  character. They’re likely to be cautious until they get to 
  know them better. They’re willing to aid the character 
  if it’s advantageous to them, if they agree with their 
  cause, or if they just happen to be in the right mood.
  Favourable
  The NPC generally likes the player character and is 
  likely to assist them if they’re in need of aid, as long 
  as the assistance doesn’t cost them much. A merchant 
  might even offer a minor discount. This NPC could 
  become an ally.
  Liked
  The hero is genuinely liked by the NPC, and they 
  will offer assistance whenever they can, even at cost 
  to themselves. An NPC with this Attitude is almost 
  certainly an ally.
  Devoted
  The NPC is an ardent supporter of the hero and 
  treats them with honour and respect. They will happily 
  follow the character into danger and may even become 
  a Follower (as defined in the next chapter).
  153
   
  
  Changing Attitudes
  A Stranger’s Attitude can improve or worsen based on 
  conditions or the player characters’ actions. Characters 
  who want to improve a Stranger’s Attitude toward them 
  have many options available. Many Strangers know 
  something they obviously want (or secretly desire) that 
  a character can give to them or do for them to increase 
  their Attitude. Characters can also use the Persuasion 
  Skill to talk their way to an increase in Attitude. Of 
  course, these aren’t the only ways a PC can attempt to 
  improve their situation. Ultimately, it’s up to the GM to 
  decide if a particular action affects an NPC’s Attitude.
  Persuasion
  A PC can make Persuasion (Insight) test to attempt 
  to increase an NPCs Attitude. The Difficulty for this 
  test is the NPC’s Craft + 10. Improving an individual’s 
  Attitude is a time-consuming process. The characters 
  can make a test for this once per week or when the 
  character takes an action favourable to that NPC. If the 
  action is something minor (not quite enough to warrant 
  an automatic increase), the GM may still allow the 
  character make a Persuasion test.
  Failure: You say or do something that offends the 
  NPC. Reduce their Attitude by 1 step.
  Standard Success: Your words sway the NPC, at least 
  for a time. Increase their Attitude by 1 step for one day 
  or one encounter.
  Great Success or better: Your Persuasion attempt 
  permanently increases the target’s Attitude by 1 step.
  If the action is something major, the GM may decide 
  to automatically change the NPC’s attitude. Here are a 
  few examples of actions a character can take to change 
  an NPCs Attitude and the corresponding step changes.
  Actions to Change Attitude
  Action
  Step Change
  Lie to them
  −1
  Steal from them
  −1
  Physically harm them
  −2
  Kill a friend of theirs
  −3
  Give them a gift
  +1
  Do them a small favour
  +1
  Do them a large favour
  +2
  Save their life or the life of a 
  loved one
  +3
  Maintaining an Attitude
  Attitudes do not remain static over time. They tend 
  to decrease over time, as favours or slights are forgiven 
  or forgotten. As a rule of thumb, you can assume that 
  an NPC with an Attitude above Neutral reduces that 
  Attitude by one step for each month a character does 
  not interact with them and actively work to maintain 
  154
   
  
  the relationship. Maintaining a relationship could be as 
  simple as stopping by the NPC’s shop or home every 
  now and then, or it could be as elaborate as sending 
  someone to deliver messages, gifts, or goods.
  It’s possible to increase a relationship with an NPC 
  with an Attitude below Neutral, but it’s usually less 
  likely. It largely depends on the nature of that low 
  Attitude. For example, an NPC whose Attitude was 
  lowered by a failed Persuasion test could easily forget 
  the slight with the passage of time. However, if their 
  Attitude is low because a PC killed one of their friends 
  (or tried to kill them!), it’s less likely that Attitude would 
  increase. Some grudges last forever.
  Stranger Descriptions
  This section offers a list of Strangers that characters 
  might encounter. It’s far from complete, but it probably 
  has enough examples to give you some ideas of your 
  own. Each Stranger entry offers details, including a 
  description, benefits, and statistics for the Stranger’s 
  Strength, Craft, and Life. Stranger entries do not include 
  aspects, but if you really need them, it’s easy to assign 
  them based on an NPC’s Strength or Craft.
  Name and Description: Each entry begins with the 
  name of the Stranger and a short description that details 
  where it can be found.
  Benefits: Benefits are kind of like Special Abilities, but 
  they belong to Strangers. They don’t require the GM 
  to spend Dark Fate or a character to spend Light Fate. 
  In most cases, these benefits can be used to assist PCs 
  under the proper circumstances. (Followers have their 
  own version of benefits, as defined in the next chapter.)
  Strength and Craft: These statistics are provided as 
  a guideline for roleplaying and in case they’re needed.
  Life: Life functions for Strangers exactly as it does 
  for characters. The only difference is that in most cases 
  (unless the GM has reasons to believe otherwise), 
  the Stranger is dead when their Life reaches 0. More 
  powerful Strangers, or those important to the story, 
  might be given a chance to survive.
  Armour: Armour functions for Strangers exactly as 
  it does for characters. Damage is usually applied to a 
  Stranger’s Armour before their Life is reduced. Natural 
  armour heals at a rate of 1d6 points per day.
  The following Strangers can be used directly in your 
  campaign or as templates for creating your own.
  Armoursmith
  Armoursmiths are found in most civilised places 
  throughout the Realm. Some even travel the Realm, 
  setting up shop wherever they see fit. Often, they prefer 
  locations near dungeons and other places frequented 
  by adventurers.
  Benefits
  I Can Fix That: An armoursmith with a Neutral or 
  better Attitude will gladly repair a suit of armour for 
  a fee of 1 gold.
  Only the Best Steel: Armoursmiths often have suits of 
  armour, helmets, and shields available for purchase 
  at standard costs. These are usually available in 
  multiple sizes (or in sizes they can quickly alter). If a 
  PC is looking to buy a particular item, ask the player 
  to roll 2d6. On a 6+, the armoursmith has that item in 
  their size (or close enough to alter). Sprites, trolls, and 
  leywalkers have a −2 penalty to their roll due to their 
  unusual size and body shapes.
  Strength: 5 Craft: 2
  Life: 15
  Astrologer
  Astrologers search the stars for hidden meanings, 
  seeking hints of the future. They can be found in the 
  City or other large settlements throughout the Realm. 
  Some live deep in the wilderness, preferring solitude as 
  they make their observations.
  Benefits
  The Stars are Right: An astrologer might offer a PC 
  a glimpse into the future or help guide them on the 
  correct path. An astrologer whose Attitude is Liked 
  or better, or one who is given a gift of 1 gold, can offer 
  astrological advice. This advice can allow a character 
  to automatically succeed at their next Guide or 
  Watcher test (as defined in the Adventuring chapter) 
  as if it was a Great Success. At the GMs discretion, 
  other hints or clues concerning future encounters or 
  events might be given.
  Strength: 2 Craft: 6
  Life: 12
  Barterer
  Barterers travel with goods for trade. They tend not to 
  deal in coin; instead, they prefer to trade items of value. 
  You never know what a barterer might have in their 
  vast collection of oddities.
  Benefits
  I’ll Trade You: A barterer whose Attitude is Neutral 
  or better is always willing to trade goods. If a PC 
  is looking for a specific item, roll 2d6. On a 7+, the 
  barterer has any normal (nonmagical) item a PC is 
  looking for, and they’re willing to trade it for another 
  item of equal or greater value. On a 10+, they may 
  have some minor potions or elixirs. On a 12, they 
  have a minor magic item.
  Strength: 3 Craft: 3
  Life: 14
  155
   
  
  Cutpurse
  Cutpurses are most commonly found in the City, 
  Villedoc, and other large settlements, although unlucky 
  adventurers may encounter them anywhere in the 
  Realm. They aren’t easily identified by their trade; 
  instead, they pretend to be merchants, wandering 
  pilgrims, or anyone from a profession that gives them 
  an excuse to get close to others, so they can pick a pocket 
  or two. A Cutpurse Stranger might decide how to deal 
  with a party of PCs based on their initial Attitude.
  Benefits
  Let Me Lighten Your Load: If a PC allows a cutpurse 
  to get close to them, that character makes a Notice 
  (Wits) test against Difficulty 14. On a failed roll, a 
  fight ensues; use the Bandit statistics in Chapter 4: 
  Enemies.
  Failure: The PC loses 1d6 gold or an item of up to 1 load 
  (that isn’t being held).
  Standard Success: The PC loses 1d6 gold or an item 
  up to 1 load (that isn’t being held), but the character 
  quickly notices the theft. The cutpurse is 2d6 metres 
  away by the time the PC notices.
  Great Success or better: The PC catches the cutpurse 
  red-handed! A confrontation ensues.
  Strength: 4 Craft: 2
  Life: 12
  Dungsweeper
  Dungsweepers are found throughout the City and 
  some of the larger settlements, such as Villedoc. They 
  do work that no one else cares to do, and thus, they’re 
  largely ignored. As a result, they often see things and 
  overhear things they shouldn’t. Dungsweeepers can be 
  useful sources of information, at least for adventurers 
  who don’t mind the smell.
  Benefits
  I Heard Something: A dungsweeper might have a 
  tidbit of information that’s useful to a PC. This could 
  be something that helps them on their current quest 
  or something that leads to a new one. It might be the 
  location of a secret door in the City wall, an entrance 
  to a long-forgotten part of the sewers, or the location 
  of a particular individual. A dungsweeper whose 
  Attitude is Liked or better, or one who is given a gift 
  of 1 gold, can offer this information.
  Strength: 3 Craft: 3
  Life: 12
  Enchanter
  Enchanters can be found anywhere throughout the 
  Realm, though some favor strange shops in the City 
  or crumbling towers deep in a forest. They specialize 
  in enchanting weapons and other objects. Some are 
  capable of teleporting people great distances.
  156
   
  
  An enchanter who has Favourable or greater Attitude 
  can offer any of their benefits as services. The cost 
  is usually 1d6+1 gold, a quick trade for a magical 
  item, or useful information. In fact, most enchanters 
  love information, especially long-forgotten lore. An 
  enchanter whose Attitude is Devoted grants one of 
  these services once per month for free.
  Benefits
  Enchantment: The enchanter can place an enchantment 
  on a weapon that acts exactly as the Enchant Weapon 
  spell. This effect lasts for one day.
  Imbued Spell: The enchanter can create a one-use 
  magic item that allows the user to cast one spell. The 
  caster uses their Craft for the resulting Spellcasting 
  test; the user’s Craft is used for all other purposes for 
  the spell.
  Teleport: The enchanter can teleport an individual to 
  any outdoor location in the Realm.
  Strength: 2 Craft: 6
  Life: 13
  Faery
  Goodly faeries in the service of Titania roam the 
  forests on the Realm, searching for heroes in need of aid. 
  These faeries are of the tiny winged variety, often with 
  insect-like wings and clothing fashioned from flowers. 
  The faery grants a blessing on one character of Good 
  alignment or a curse on one character of Evil alignment. 
  If characters of both alignments are travelling together, 
  choose one randomly. Upon granting their blessing or 
  curse, the faery vanishes in a magical shower of sparkles 
  and light.
  Benefits
  Faery Blessing: Roll 1d6 or allow the player to choose:
  1
  Removes all poisons and diseases and fully heals the PC.
  2
  Grants an additional 2d6 Life that lasts until used or 
  until the next sunset.
  3
  Grants a bonus spell that remains in memory until cast.
  4
  Grants 1d3 Light Fate
  5
  The character gains 1d6 gold.
  6
  The faery enchants a weapon until the following sunset; 
  it has the effects of the Enchant Weapon spell.
  Faery Curse: Roll 1d6 (or choose the most dramatic 
  option) to determine the curse.
  1
  The character loses 1d3 Light Fate.
  2
  The character loses 1d6 gold; it transforms into autumn 
  leaves.
  3
  All damage against the character is doubled until the 
  next sunrise.
  4
  The character is covered in hideous warts and suffers 
  a −2 penalty to all tests involving social interaction 
  (except Intimidate).
  5
  The character is blinded until the following sunrise.
  6
  The faery transforms the character into a toad until the 
  next sunrise (using the Toadify spell).
  Strength: 1 Craft: 5
  Life: 5
  Healer
  Healers are found almost anywhere throughout the 
  Realm, although they’re more common in civilised 
  areas. They offer their services for those in need, often 
  without asking for payment. At most, a healer might ask 
  for some assistance as compensation, such as gathering 
  herbs or even delivering a healing draught to another 
  patient. If their Attitude is Neutral or worse, they’ll 
  ask for a small service or a donation of 1 gold for their 
  services. If their Attitude is Favourable or better, they 
  offer their services for free.
  Benefits
  What Ails You: Healers can usually restore all lost 
  Life and remove the ill effects of most diseases and 
  poisons.
  Take This With You: Some healers keep a stock of 
  healing potions and other curatives on hand. If the 
  healer’s Attitude is Liked or better, they give one of 
  these items to the character.
  Strength: 2 Craft: 4
  Life: 10
  Leper
  Lepers usually roam the Realm on their own, although 
  a few prefer to travel in groups. They’re perpetually 
  seeking a place they can call their home, but inevitably, 
  they’re driven out. Each time this happens, they must 
  seek a new place to live. Adventurers who are kind to 
  lepers may receive some kindness in return.
  If a character is kind to a leper, perhaps by giving 
  them 1 gold or sharing food or a campsite, roll 1d6.
  1
  Actually, the leper is secretly a cutpurse. (See the 
  Cutpurse description.)
  2
  The leper provides information about the road ahead. 
  The character gains a bonus die on their next test as a 
  Guide or a Watcher. (See Adventuring.)
  3
  The leper gives the character a healing potion that heals 
  2d6 Life.
  4
  The character receives nothing in return except effusive 
  gratitude.
  5
  The leper gives the character a scroll with one Basic spell.
  6
  Miraculously, the leper is a faery in disguise! (See the 
  Faery description.)
  Strength: 3 Craft: 3
  Life: 10
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  prospect, and they’re always willing to purchase uncut 
  gemstones. Some even know details of local caverns 
  and old mines.
  Strength: 3 Craft: 3
  Life: 14
  Sage Owl
  These intelligent, talking owls are found in forests. 
  They sometimes guide lost travellers or show them a 
  shorter path through dense forests. They’ve even been 
  known to offer advice and wisdom, but only for those 
  they take a liking to. A sage owl’s starting Attitude is 
  based on a character’s alignment: Suspicious for Evil, 
  Neutral for Neutral, or Favoured for Good.
  A successful Persuasion test typically raises a sage 
  owl’s Attitude by one step, no matter how well a player 
  rolls. The character must take some action to prove 
  themselves worthy to the owl. Sage owls particularly 
  respect intelligent or wise characters, but small favours 
  might also increase the owl’s Attitude. The following 
  are possible means by which a character could increase 
  a sage owl’s Attitude:
  • bring the owl a special treat of a particularly hard to 
  catch prey animal: rabbit, stoat, rat, etc.,
  • retrieve an item that is of interest to the owl, such as 
  jewellery, an ornate dagger, or ancient manuscript,
  • beat the owl in a game of riddles, or
  • sing an ancient ley or ballad to the owl.
  A sufficiently impressive gift might increase the sage 
  owl’s Attitude by more than one step.
  Benefits
  Where Are You Going?: If a sage owl’s Attitude is Liked 
  or better, the owl offers to lead the character at least 
  part of the way to their destination (but only while in 
  a forest). If the character follows the sage owl, there’s 
  no need for a Guide test when travelling; the party 
  travels as if their Guide made a Great Success. In 
  addition, any character acting as a Watcher gains a 
  bonus die to their test.
  Strength: 2 Craft: 6
  Life: 6
  Shrine Priest  
  (Dark Initiate)
  These strange priests are found in the wilds. They 
  do not serve those On High; instead, they worship 
  something much darker. Some say they serve Oblivion 
  itself. The priest demands a blood sacrifice from anyone 
  with the ill fortune to stumble across them. A character 
  can offer one of their Followers as a sacrifice, but if the 
  player character is of Neutral or Good alignment, this 
  horrific act immediately changes their alignment to 
  Evil. If any of the characters refuse to offer a sacrifice, 
  the shrine priest tries to take them as a sacrifice instead. 
  Leprechaun
  Leprechauns are found in the wilds of the Realm,
  anywhere ranging from the rocky hills to the deep
  forests. They’re most commonly found in magical
  places, such as the Great Forest. Most leprechauns
  want little to do with mortals, but when they’re caught,
  they’re required to give up their treasure. However,
  catching a leprechaun is no easy task, and anyone who
  wants to try must abide by the “rules” for such things.
  To catch a leprechaun, a character makes a Lore (Wits)
  test against Difficulty 14 to know and interpret the
  rules, followed by an Athletics (Resolve) test against
  Difficulty 24 to catch the leprechaun. Leprechauns
  have an innate ability to instantly teleport (as the spell),
  which allows them to instantly escape anyone who
  attacks them… or anyone who obviously doesn’t know
  the rules.
  Failure: The leprechaun escapes with 2d6 of the PC’s
  gold and 1d6 of their Light Fate.
  Standard Success: The leprechaun escapes, but the
  PC manages to swipe its green hat. Having the hat
  gives the PC a bonus die the next time they try to catch
  a leprechaun.
  Great Success: The PC catches the leprechaun. It
  forfeits its treasure of 3d6 gold.
  Extraordinary Success: The PC catches the leprechaun
  and gains a treasure of 3d6 gold! For playing by the
  rules so well, they also gain 1d3 Light Fate.
  Strength: 2
  Craft: 7
  Life: 15
  Pedlar
  Pedlars are found along the roads of the Realm and
  within smaller settlements. They usually have a mule and
  wagon, which they use to carry their goods and sundry.
  Benefits
  If You Need It: A pedlar whose Attitude is Neutral or
  better is always willing to sell their wares. If a PC is
  looking for a specific item, roll 2d6. On a 7+, the pedlar
  has any normal (nonmagical) item a PC seeks, and
  they’re willing to trade it for another item of equal or
  greater value. On a 10+, they may have some minor
  potions or elixirs. On a 12, they have a minor magic
  item. All of these items sell for the standard prices
  listed in Chapter 8: Equipment of the Player’s Guide.
  Strength: 3
  Craft: 3
  Life: 12
  Prospector
  Prospectors are most often found on hills and
  mountains, although they can sometimes be found
  panning for gold and gems in the lowlands. They
  often know the lay of the land in the vicinity of their
  158
   
  
  (Use the Enemy statistics listed in Dark Initiate: Vassal 
  of Darkness when the heroes engage in combat. A dark 
  initiate may have 1d6 dark acolytes who serve them.)
  Benefits
  Dark Blessing: A dark initiate who is given a sacrifice 
  grants a dark blessing in return. The recipient can add 
  1d6 to any one damage roll before the next new moon.
  Street Sage
  Street sages are found throughout the City, although 
  some prefer to offer their insights in the larger 
  settlements of the Realm. Sadly, many are charlatans, 
  con artists, or worse. If a PC gives a street sage an 
  offering worth 1 gold, the GM rolls 1d6.
  1
  The street sage is actually cutpurse who attempts to 
  rob the PC. (See the Cutpurse description above.)
  2–4
  The street sage spouts useless or misleading 
  information or utter nonsense.
  5–6
  The street sage offers the character a fragment of 
  important information regarding their current quest.
  Strength: 2 Craft: 6
  Life: 14
  Talismonger
  Talismongers are found in the hidden corners of the 
  Realm. Those who seek them usually start by searching 
  forest bowers, secluded caverns, and ancient ruins. No 
  one knows who they serve or how they come about 
  their power. Some even claim the talismongers are 
  servants of the Warlock; others believe they serve the 
  Temple located across the Storm River.
  As their name implies, talismongers are renowned 
  for the talismans (usually small carved pendants) they 
  bestow upon heroes they believe are worthy. Of course, 
  it’s hard to know exactly who a given Talismonger 
  is going to deem worthy. The GM can come up with 
  specific requirements or roll 1d6.
  1
  The talismonger insists upon a gift of 1d6 gold.
  2
  The talismonger insists upon a gift of a minor magical 
  item.
  3
  The talsimonger asks for information or the recital of a 
  ballad or poem.
  4
  The character must be a particular alignment.
  5
  The character must be of a particular ancestry.
  6
  The talisman has one talisman to offer to anyone who 
  desires it.
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  Benefits
  Talisman: If a PC is “lucky” enough to receive the 
  gift of a talisman, the GM can roll 1d6 to determine 
  its effects (or come up with their own effects). A 
  character can only wear one talisman at a time. 
  Talismans that cause harmful effects crumble into 
  dust after bestowing them.
  1
  The character transforms into a toad (see the Toadify 
  spell) for 24 hours.
  2
  The character’s physical damage modifier decreases by 
  1 for one month.
  3
  The character’s psychic damage modifier decreases by 
  1 for one month.
  4
  The character’s physical damage modifier increases by 
  1 while worn.
  5
  The character’s psychic damage modifier increases by 
  1 while worn.
  6
  This talisman is far more powerful than anyone 
  thought. The exact details are left to GM fiat.
  Tracker
  Trackers hire out their services to those in search of 
  prey. They’re found in settlements and in the wilds. 
  Trackers usually ask a fee of 1 gold per day.
  Benefits
  They Went That Way: A PC assisted by a Tracker gains 
  a bonus die when tracking prey or when making a 
  Watcher test.
  Strength: 3 Craft: 4
  Life: 14 Armour: 3
  Weaponsmith
  Weaponsmiths are found in most civilised places 
  throughout the Realm. Some prefer to travel, setting 
  up shop wherever they see fit. Most prefer profitable 
  locations near dungeons and other places frequented 
  by adventurers.
  Benefits
  Give You an Edge: An weaponsmith of Neutral Attitude 
  or better can sharpen the edge on a blade for a fee of 
  1 gold; this gives it +1 damage for the duration of one 
  combat.
  Only the Sharpest Blades: Weaponsmiths often have 
  swords, axes, maces, and other weapons available for 
  purchase at standard costs. If a PC is looking to buy 
  a particular item, ask that player to roll 2d6. On a 6+, 
  the weaponsmith has the item they seek.
  Strength: 5 Craft: 2
  Life: 15
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  Gaining Allies
  This category includes anyone allied with a player 
  character. Some allies are NPCs in an adventuring 
  party; others are player characters. Under the right 
  circumstances, Strangers can become NPC allies, and 
  NPC allies can become Followers. The term “ally” 
  is really only important when dealing with specific 
  Special Abilities or spells that designate an ally.
  An NPC who regularly interacts with a party is often 
  referred to as an ally. Common examples include 
  weaponsmiths, rumourmongers, merchants, and any 
  individual who has a good working relationship with 
  them; these NPC allies also typically have an Attitude 
  of Favourable or better toward the characters. The PCs 
  can rely on these NPCs to be honest with them and offer 
  them good service. The PCs might also develop allies 
  among the Fair Folk or even the nobility. Of course, any 
  relationship can be fickle. As a story proceeds, someone 
  who is an ally one day could become an Enemy the next.
  Gaining Followers
  Under the right conditions, allies, Strangers, and even 
  Enemies can become Followers. NPCs can become 
  Followers as a result of certain Special Abilities or spells; 
  these typically have their have own rules for how an 
  NPC becomes a Follower. When a Follower joins the 
  party, they can provide benefits to a player character 
  in that group.
  An NPC may become a Follower over time or as the 
  result of special circumstances. For example:
  • an adventure might dictate that an NPC becomes a 
  Follower for the duration of the adventure,
  • a rescued NPC might become a Follower until the 
  heroes return to civilization, or
  • an NPC being escorted somewhere might act as a 
  Follower for the duration of the journey.
  An NPC who reaches Devoted on the Attitude Chart 
  is a good candidate for a potential Follower, but this 
  change is not automatic. A GM might require an NPC 
  to remain Devoted for a specific period of time before 
  they become a Follower, whether that’s days, weeks, or 
  even months.
  Some NPCs will never become Followers, no matter 
  how friendly they become with the PCs. After all, a hero 
  shouldn’t be able to make a Follower out of the Faery 
  Queen Titania, although she might become an ally if 
  the characters play their cards right. As always, let the 
  story be your guide. While Titania is unlikely to join the 
  heroes’ party, she might grant them a faery Follower as 
  a boon after becoming an ally. In the same manner, the 
  City’s Alchemist may create a clockwork Follower for 
  the heroes in exchange for a service. A generous GM may 
  also create Followers who join the characters as a reward 
  for completing an adventure (or some other goal).
  During the course of an adventure, a Stranger or ally 
  may join the heroes temporarily. Using the Follower 
  rules for this NPC (as defined in the next chapter) allows 
  you to keep their impact limited while also providing 
  some nice benefits for the characters. In this case, the 
  limit of one Follower action per round (described in the 
  next chapter) need not apply. Ultimately, it is up to the 
  GM whether an NPC becomes a Follower or not.
  When an NPC becomes a Follower, the GM can look 
  though the list of Followers in Chapter 3: Followers to 
  see if there is an appropriate one listed. If not, the GM 
  can use the Follower Design Guidelines section of that 
  chapter to create some of the benefits that Follower can 
  provide to the party. The GM should consider working 
  with the players when choosing these.
  When a Follower joins the party, determine which 
  character is that Follower’s leader. Sometimes, this leader 
  is clear based on a character’s actions; at other times, 
  some further roleplaying is required. That character 
  directs the actions of the relevant Follower and gains 
  benefits from that Follower (similar to a character’s 
  Special Abilities) as if they were on the character’s sheet. 
  (We’ll elaborate on that idea in the next chapter.) A few 
  Followers or Follower benefits, like the Mule’s ability to 
  carry items, do not require a leader specifically; instead, 
  their benefit applies to the whole party.
  Once a Follower has a leader, they’re not generally 
  inclined to change leaders without cause. If players 
  really want to swap Followers, or move a Follower 
  from one character to another, this should require some 
  roleplaying. In general, most Followers might find this 
  practice questionable or even harmful. After all, actions 
  often have consequences, and loyalty isn’t a quality 
  characters should take for granted.
  161
   
  
  Followers are a key benefit for player characters, 
  providing a wide variety of advantages in combat, 
  exploration, and social situations. Some classes 
  and ancestries grant Followers. Characters can also 
  encounter them during their journeys. A character 
  might hire them, or they may join a party of player 
  characters of their own volition. Strangers (or even 
  Enemies!) might become Followers, depending on the 
  events of your stories. Unlike Strangers and Allies, 
  Followers don’t take their own actions during combat; 
  instead, they support player characters in some fashion.
  Using Followers
  Admittedly, when your story involves a lot of 
  Followers, keeping them from becoming unwieldy 
  can be difficult. After all, they’re living creatures (often 
  people) who also exist in this world. However, the 
  heroes are the stars of your adventure, so it’s important 
  to keep the story focused on the player characters.
  You may find it helpful to think of Followers as the 
  people and creatures in a faery tale who, once they’ve 
  done a good turn for the hero, provide a very narrow and 
  specific service for that protagonist. Effective Followers 
  do one thing and do it very well, but otherwise, they 
  stay in the background. These NPCs can be useful 
  vectors for information, if need be, but it’s important 
  not to let them steal the spotlight from the heroes or 
  take up too much of the action.
  For the most part, Followers remain in the background. 
  They become an active part of the story when needed, 
  but their presence shouldn’t hamper or hinder the 
  progress of an adventure. A Follower should bolster 
  a player character’s abilities without requiring that 
  player to decide on their actions, and most of the time, 
  players don’t roll dice for them. Of course, any Follower 
  is still vulnerable to harm. In dangerous situations, the 
  character who acts as the Follower’s leader might be 
  required to make a test for them.
  Obtaining Followers
  You, as the GM, have multiple ways to grant Followers 
  to player characters. Many are available for hire in 
  places like the City, Villedoc, and other towns and 
  villages throughout the Realm. These kinds of Followers 
  include animal companions, pets, Mercenaries, and 
  Scouts. More information on obtaining Followers can 
  be found in the Gaining Followers section of Chapter 2: 
  Strangers and Allies.
  Loyalty
  When a Follower joins the party, they have a Loyalty 
  value between 1 and 10. This represents the level 
  of connection a Follower has to their leader or (in 
  some cases) the party; it’s a temporary number that 
  can increase or decrease over the course of a story. 
  Followers are typically recruited with their maximum 
  Loyalty; thus, the statistics for a Follower also include a 
  trait called Max Loyalty.
  This book includes many examples of Followers and 
  their Max Loyalty, but you (as the GM) may choose to 
  adjust that number, based on the events that led to the 
  Follower joining the characters. The sample Followers 
  listed in this book may give you additional guidelines. 
  For example, domestic animals usually start at either 
  3 or 5, while wild animals generally between 1 and 3. 
  Max Loyalty can be increased, but that takes time and 
  commitment. (See Follower Experience in Chapter 6: 
  Rewards.)
  Chapter 
  hapter 3:    
  Followers
  ollowers
  162
   
  
  Spending Loyalty
  Each Follower has one or more benefits they can 
  grant to a character in the party. A Follower’s Loyalty 
  decreases when they use one of these benefits (as 
  described below). Some lose Loyalty over time or as the 
  result of certain conditions. The GM may also decide 
  that a character’s actions or an event during the story 
  decreases a Follower’s Loyalty. If a Follower’s Loyalty 
  is reduced to 0 and remains at that amount for 24 hours, 
  that Follower leaves.
  Restoring Loyalty
  Any Follower has one or more conditions that restore 
  Loyalty. This might involve paying them gold, feeding 
  them treats, or providing some other form of gift or 
  service. The Followers listed in this chapter have specific 
  examples of methods for improving their Loyalty. 
  However, the GM should always feel free to decide 
  whether an action enacted by a character or an event 
  resulting from a story restores Loyalty. Some Followers 
  restore Loyalty over time. No matter how Loyalty is 
  restored, you cannot raise it above the Follower’s Max 
  Loyalty.
  Increasing Max Loyalty
  Heroes can increase the Max Loyalty of their Followers 
  over time, sometimes as the result of positive story 
  actions involving the character. The GM can provide 
  story hooks that increase a Follower’s Max Loyalty as 
  a reward. (See Chapter 6: Rewards.) The GM can also 
  increase Max Loyalty as a reward for a character’s 
  continued good treatment of their Follower. However, 
  Max Loyalty can never increase above 10.
  Care and Feeding
  No rules are provided for the care and feeding of 
  Followers. For the most part, Followers take care of 
  themselves or the cost is so minimal as to be of no 
  consequence. (A Follower’s Loyalty might increase 
  when a characters offers them a specific food or treat, 
  but it isn’t required.) However, if it makes sense as part 
  of the story, the GM can require a character to pay for 
  food or lodging for their Followers. In these cases, a 
  character’s negligence may result in the GM reducing a 
  Follower’s Loyalty.
  Follower Design Guidelines
  While this book has many examples of Followers, you 
  (as the GM) have the ability to design your own. The 
  first step is deciding whether the Follower’s primary 
  application should be in combat, social situations, 
  exploration, or another type of situation. Then decide 
  how many benefits (up to three) the Follower has.
  From a design standpoint, Followers have three levels 
  of benefits: weak, average, and strong. When you’re 
  creating new Followers (instead of using one of the 
  examples provided below), the following guidelines 
  can help you set the level of a Follower’s benefits based 
  on that NPC’s Loyalty.
  Loyalty 1–3
  1–3 weak benefits, 1–2 average benefits, or 1 
  strong benefit
  Loyalty 4–6
  1–2 weak benefits and 1–2 average benefits; 
  or 1–2 weak benefit and 1 strong benefit
  Loyalty 7–9
  1 weak benefit, 1 average benefit, and 1 
  strong benefit; or 2 average benefits and 1 
  strong benefit; or 2 strong benefits
  Loyalty 10
  any combination of average and strong 
  benefits, totalling up to 3
  Followers also have Strength, Craft, and Life traits, 
  as most of them can be hurt or killed. If a Follower 
  possesses one or more combat benefits, you may 
  wish to make their Life higher; if the Follower does 
  not, a single hit may be enough to kill or incapacitate 
  them. Followers without combat benefits should have 
  relatively low Life, though they can be healed as normal. 
  Also keep in mind that combat benefits for Followers 
  should not slow down combat, and Followers should 
  not gain separate attacks that require aspects. Again, 
  the many examples in this chapter should help you set 
  benchmarks for Strength, Craft, and Life.
  Follower Benefits
  A Follower provides at least one benefit for a character. 
  They may provide more than one, possibly as many as 
  three. Follower benefits fall into four categories: combat, 
  social, exploration, and other. The difficulty to acquire a 
  Follower is based on the benefit a characters gets from 
  employing them, as well as the cost of using their abilities.
  Social Benefits
  Social benefits can impact how Strangers and other 
  NPC see a character and their Follower; they can also 
  affect situations like trading and shopping. In social 
  encounters, each character taking part can choose one 
  of their Followers to assist them with a social benefit. 
  Each character can only use one benefit in an encounter.
  Animal Empathy (Strong): Spend 
   and 1 Loyalty 
  to recruit a non-hostile animal as a Follower.
  Bargaining (Weak): Spend 1 Loyalty to reduce the 
  price of each item offered by a vendor by 1 gold (to a 
  minimum of 1 gold). (Average: 2 gold, Strong: 3 gold)
  Charming (Weak): Spend 1 Loyalty. If a Stranger 
  currently has a Neutral or Favorable Attitude, the 
  Follower can improve that NPC’s Attitude by one step 
  (as listed on the Attitude Chart in Chapter 2: Allies and 
  Strangers).
  163
   
  
  Trusting (Average): Spend 1 Loyalty. If a Stranger 
  currently has a Hated or Disliked Attitude, the Follower 
  can improve that NPC’s Attitude by one step (as listed 
  on the Attitude Chart).
  Disarming (Strong): Spend 1 Loyalty. If a Stranger is 
  currently hostile, the Follower can improve that reaction 
  to non-hostile (or Neutral). If a Stranger is already 
  Neutral, you can improve their Attitude to Favourable.
  Convincing (Weak): Spend 1 Loyalty. The Follower 
  grants you a +1 bonus to a Persuasion test to influence 
  an NPC. (Average: +2, Strong: +3)
  Deceitful (Weak): Spend 1 Loyalty. The Follower 
  grants you a +1 bonus to a test to deceive an NPC. 
  (Average: + 2, Strong: +3)
  Distracting (Strong): Spend 1 Loyalty. The Follower 
  can distract one or more NPCs for you in a crowded 
  setting; each character gains a bonus die to their next 
  Stealth roll in that encounter. Of course, this distraction 
  may place the Follower in danger, possibly leading to 
  their death.
  Haggling (Weak): Spend 1 Loyalty. You gain an extra 
  1 gold when selling items. (Average: 2 gold, Strong: 3 
  gold)
  Holy Aura (Strong): Spend 1 Loyalty during an 
  encounter with a Good Stranger. If you are Evil, you 
  suffer no penalty when interacting with that NPC. This 
  effect lasts for the duration of the scene.
  Friendly (Strong): Spend 1 Loyalty. Strangers are 
  more positively inclined towards you in this Follower’s 
  presence. You can add your Insight twice when 
  attempting to increase a Stranger’s Attitide.
  Neutral Aura (Strong): Spend 
  . If you are either 
  Good or Evil, your alignment cannot be detected 
  (except through magical means). This effect lasts for the 
  duration of the scene.
  Scowling Face (Weak): Spend 1 Loyalty. The Follower 
  grants you a +1 bonus to an Intimidate test against an 
  NPC. (Average: + 2, Strong: +3)
  Exploration Benefits
  In Exploration scenes (as described in the Exploration 
  chapter), each character can choose one Follower to 
  assist with an exploration benefit. Only one benefit can 
  be used in a given test or encounter.
  Concealing (Average): Spend 1 Loyalty. The Follower 
  trails behind you, concealing signs of your passage 
  from any trackers. (Weak: The benefit is only usable in 
  one type of terrain.)
  Direction Sense (Strong): Spend 1 Loyalty. The 
  Follower grants you a bonus die for Guide tests in a 
  specific terrain type.
  Forager/ Good Hunter (Strong): Spend 1 Loyalty. The 
  Follower grants you a bonus die for a Hunting test.
  164
   
  
  Scout (Average): Spend 1 Loyalty. The Follower scouts 
  ahead, reporting back on details they’ve found in the 
  direction you’re travelling. The exact details provided 
  are up to the GM. This benefit places the Follower at 
  risk. The GM may choose to roll 2d6 to determine the 
  outcome.
  2
  The Follower is lost.
  3–4
  The Follower returns, badly injured (1d3 Life 
  remaining) but surviving with some useful 
  information.
  5–9
  The Follower returns with good information, but 
  they may have been spotted. Roll 2d6; if the result 
  is equal to or lower than the Follower’s Craft, they 
  were not spotted.
  10–11
  The Follower returns with useful information and 
  was not spotted.
  12
  The Follower returns with useful information and 
  was not spotted. If the Follower found an Enemy, 
  the PCs can automatically surprise that Enemy.
  Scrounger (Strong): Spend 1 Loyalty. The Follower 
  goes off to look for useful things in the area. Roll 1d6 to 
  determine what they find.
  1
  Game Master’s choice
  2
  Nothing
  3
  1d3 gold
  4
  The Follower finds an ordinary, useful item (worth 1d3 
  gold) or an Interesting Location. (See Appendix III.)
  5
  The Follower finds a mundane, useless item.
  6
  The Follwer finds a special item or location, possibly 
  including a shrine, a ruin, or a Stranger.
  Sneaky (Strong): Spend 1 Loyalty. The Follower 
  grants you a bonus die on tests to sneak past Strangers 
  or monsters who have not spotted you.
  Watchful (Average): Spend 1 Loyalty. The Follower 
  helps watch your camp; as a result, the party cannot be 
  completely surprised by an attack (although they can 
  still be partially surprised).
  Combat Traits
  Each round a character is in combat, that character 
  can activate one Follower and become that Follower’s 
  leader. Once activated, a Follower acts on their leader’s 
  turn. The character may use a different Follower’s 
  ability each round, as long as the Follower is able to get 
  into position. Combat Followers are legitimate targets 
  for enemy attacks, unless they have a benefit that allows 
  a player to determine the target of an enemy’s attack.
  Activating a Follower is a free action but only one 
  Follower can assist a single character at a time.
  Ambusher (Average): Spend 1 Loyalty. When 
  you’re attempting to ambush enemies, partial surprise 
  becomes complete surprise.
  Arcane Boost (Average): Spend 1 Loyalty. You may 
  add this Follower’s Craft score to the damage from one 
  successful damage-inflicting spell.
  Calming Music (Average): Spend 1 Loyalty. The 
  Follower plays a calming tune, preventing a targeted 
  wild animal from attacking. If the animal is attacked, 
  the calming tune is broken.
  Combat Boost (Average): Spend 1 Loyalty. You can 
  add this Follower’s Strength score to the damage from 
  one successful attack.
  Defender (Average): Spend 1 Loyalty; this benefit 
  lasts for the duration of one combat. When another 
  Follower takes damage, this Follower takes the damage 
  instead.
  Diversion (Strong): Spend 
   and 1 Loyalty. The 
  Follower prevents an enemy from responding to an 
  attack this round.
  Flanking (Average): Spend 1 Loyalty; this benefit lasts 
  for the duration of one combat. The Follower grants you 
  a +1 bonus to all attacks and +2 damage.
  Guardian (Average): Spend 1 Loyalty. When you take 
  damage from an Enemy, you may choose to deflect up 
  to half that damage to your Follower; you cannot deflect 
  an amount greater than the Follower’s Life.
  Healing (Weak): Spend 1 Loyalty. The Follower heals 
  a character for 1d3 Life. (Average: 1d6 Life, Strong: 1 
  Wound or 2d6 Life)
  Intimidating (Weak): Spend 1 Loyalty. The Follower 
  grants a +1 bonus on Intimidate tests against an Enemy. 
  (Average: + 2, Strong: +3)
  Other Benefits
  Followers may have other benefits that don’t apply in 
  a specific scene. Some of these benefits have a Loyalty 
  cost to activate; if there isn’t a cost listed, the ability is 
  “always on.”
  Apprentice (Strong): Spend 1 Loyalty. This Follower 
  knows one spell (Game Master’s choice) they can cast. 
  The Follower uses their Craft for that spell’s Spellcasting 
  test, and they have a number of spell points equal to 
  their Craft.
  Familiar (Strong; animal only): Spend 1 Loyalty. 
  You can restore 1d3 spell points, or you can add this 
  Follower’s Craft (in addition to your own) to your next 
  Craft-based test.
  Familiar Speech (Weak; animal only): You and your 
  Follower may communicate without speech. No other 
  creature can hear your communication.
  Flying (Average): Your Follower can fly, ignoring 
  rough terrain.
  Hauling (Average): Your Follower can carry up to 
  Strength x 5 Load in extra items; this does not cost Loyalty.  
  165
   
  
   
  own creations. (See Follower Design Guidelines earlier 
  in the chapter for more details.)
  Apprentice Minstrel
  The apprentice can carry a tune, but sometimes, your 
  performance carries them. Prefers to follows minstrels.
  Benefits
  Calming Music (Average): Spend 1 Loyalty. The 
  apprentice minstrel plays a calming tune, preventing 
  a targeted wild animal from attacking. If the animal is 
  attacked, the calming tune is broken.
  Backup Band (Strong; only usable by minstrels): 
  Spend 1 Loyalty. The apprentice minstrel speaks 
  inspiring words. One character who can hear the 
  words (chosen by the apprentice’s leader) is granted 
  a bonus equal to the Follower’s Craft on their next 
  attack.
  Strength: 2 Craft: 3
  Life: 10
  Max Loyalty: 3 (5 if gained through a class)
  Restore Loyalty: Restore 1 Loyalty when you pay the 
  Follower 1 gold or give them an item worth at least 
  1 gold.
  Apprentice Wizard
  Don’t worry. This apprentice is definitely not going 
  to make anything explode, at least not while you’re 
  watching them. Prefers to follow wizards.
  Benefits
  Arcane Boost (Average): Spend 1 Loyalty. You may add 
  the apprentice wizard’s Craft score to your damage 
  from one successful damage-inflicting spell.
  Study Apprentice (Weak): Spend 1 Loyalty. The 
  apprentice wizard reduces the time needed to 
  decipher a scroll or learn a new spell by half.
  Strength: 1 Craft: 4
  Life: 10
  Max Loyalty: 3 (5 if gained through a class)
  Restore Loyalty: Restores 1 Loyalty when you pay them 
  1 gold or give them an item worth at least 1 gold. 
  Giving the apprentice a minor magic item restores 
  their Loyalty to its maximum.
  Bear
  Bears are found in the wilderness. They’re strong 
  and powerful beasts, but they don’t usually bother 
  travellers, except when they feel threatened or when 
  strangers intrude on their territory. However, a mother 
  bear will fight until her death to defend her cubs.
  Benefits
  Combat Boost (Average): Spend 1 Loyalty. You can add 
  the bear’s Strength score to your damage from one 
  successful attack.
  If you spend 1 Loyalty, your Follower can carry up to
  Strength x 6 Load for one day.
  Inscription (Average): Spend 1 Loyalty. The Follower
  can make an extra copy of a spell you possess (typically
  within a spellbook or on a scroll). You must pay the
  costs for any materials.
  Knowledgeable (Strong): You’ve been studying with
  this Follower’s help. Spend 1 Loyalty. The Follower
  grants you a bonus die when you’re making a Lore test.
  Riding (Average): The Follower can carry you or
  another character; this does not cost Loyalty. If you
  spend 1 Loyalty, the Follower can carry two characters
  for a day. Riding the Follower at a grueling pace costs 1
  Loyalty per day.
  Skillful (Weak): Your Follower grants a +1 bonus to
  a skill test (chosen by the Game Master). (Average: + 2,
  Strong: +3)
  Followers
  This section offers a list of Followers characters might
  obtain during their travels. This list is far from complete,
  but it probably has enough examples to give you ideas
  of your own. Each Follower entry includes a description,
  a list of benefits, and the Follower’s Strength, Craft, and
  Life. Follower entries do not include aspects, but if you
  find yourself needing aspects for a Follower, it’s easy
  enough to assign them based on the Follower’s Strength
  or Craft.
  Name and Description: Each entry begins with the
  name of the Follower and a short description.
  Benefits: The benefits listed here are like Special
  Abilities. Most of them cost Loyalty to activate; some
  also require a character to spend Light Fate.
  Strength and Craft: These attributes are provided as
  a guideline for roleplaying; they may also be necessary
  when implementing rules. If necessary, you can derive
  aspects from these attributes.
  Life: Life functions for strangers exactly as it does for
  player characters. The only difference is that in most
  cases, a Follower is dead when their Life reaches 0.
  Armour: Armour functions for Followers exactly as it
  does for characters. Damage is applied to a Follower’s
  Armour rating before their Life is reduced. Natural
  armour heals at a rate of 1d6 points per day.
  Max Loyalty: This is the maximum Loyalty that the
  Follower can have. (See the earlier section on Loyalty
  for more details.)
  Restore Loyalty: This listing describes how the
  Follower’s Loyalty can be restored.
  The Followers listed here are ready for use in your
  campaign. You can also use them as templates for your
  166
   
  
  Intimidating (Weak): Spend 1 Loyalty. The bear grants 
  you a +2 bonus on Intimidate tests against an Enemy.
  Strength: 5 Craft: 2
  Life: 18
  Max Loyalty: 5
  Restore Loyalty: Once per day, restore 1 Loyalty when 
  you feed the bear a treat equal to 1 ration. A bear 
  restores 1 Loyalty each day it can roam the wilderness 
  on its own.
  Camel
  Found mostly in the Middle Region, camels are perfect 
  for desert travel. These four-legged beasts are similar 
  to horses in some regards, but their large humps allow 
  them to store fat, making it easier for them to survive 
  extreme heat.
  Benefits
  Hauling (Average): The camel can carry up to 25 load 
  in extra items; this does not cost Loyalty. If you spend 
  1 Loyalty, the camel can carry up to 30 load for one 
  day.
  Riding (Average): The camel can carry one character. If 
  you spend 1 Loyalty, the camel can carry an additional 
  character. Riding a camel at a gruelling pace costs an 
  additional 1 Loyalty per day.
  Extreme Conditions: A camel can travel in extreme 
  heat without water for up to one month.
  Strength: 5 Craft: 1
  Life: 15
  Max Loyalty: 5
  Restore Loyalty: Once per day, you may restore 1 
  Loyalty for this Follower by feeding it 1 ration.
  Cat
  Cats are good at finding things, and they can keep 
  your feet warm on cold nights. These furry, four-legged 
  creatures are commonly found in towns and cities. 
  They’re less commonly found in the wilderness.
  Benefits
  Nine Lives (Strong): Spend 1 Loyalty. Once during that 
  day, you can reroll a defence test.
  Strength: 1 Craft: 3
  Life: 5
  Max Loyalty: 5
  Restore Loyalty: Once per day, restores 1 Loyalty when 
  you feed it a treat equal to 1 ration.
  Crow/ Raven
  This bright-eyed black-feathered bird displays an 
  unusual intellect. Both ravens and crows are found 
  nearly everywhere. Crows are quite common in 
  populated areas.
  167
   
  
  Benefits
  Flying: This Follower can fly, ignoring rough terrain.
  Scrounger (Strong): Spend 1 Loyalty. The Follower 
  goes off to look for useful (possibly shiny) things in 
  the area. Roll 1d6 to determine what they find.
  1
  Game Master’s Choice
  2
  Nothing
  3
  1d3 gold
  4
  The Follower finds an ordinary, useful item (worth 1d3 
  gold) or location.
  5
  The Follower finds a mundane, useless item.
  6
  The Follower finds a special item or location, possibly 
  including a shrine, a ruin, or a Stranger.
  Strength: 1 Craft: 3
  Life: 3
  Max Loyalty: 3
  Restore Loyalty: Once per day, restores 1 Loyalty when 
  you give it a treat equal to 1 ration or an item worth 
  1 gold.
  Dog
  This friendly canine will stand by you through thick 
  and thin.
  Benefits
  Scent Tracking (Strong): Spend 1 Loyalty. The Follower 
  can track a living being with a scent it knows or can 
  detect. When you’re attempting to track someone or 
  something, the dog grants you a bonus die to your 
  next relevant test. If you’re tracking someone, the 
  dog must have met the quarry, or you must have an 
  item of clothing that was in the quarry’s possession. If 
  you’re tracking something, the dog can gain the scent 
  from a similar item.
  Strength: 3 Craft: 2
  Life: 10
  Max Loyalty: 8
  Restore Loyalty: Once per day, restores 1 Loyalty when 
  you feed it a treat equal to 1 ration.
  Earth Elemental
  Magic was used to create and form this hulking being 
  from animate rocks.
  Benefits
  Combat Boost (Average): Spend 1 Loyalty. You can add 
  the elemental’s Strength score to the damage from 
  one successful attack.
  Stalwart (Combat): Spend 1 Loyalty. The elemental can 
  reduce damage to any single target from one source; 
  the amount cannot exceed the elemental’s Strength.
  Strength: 5 Craft: 2
  Life: 20
  Max Loyalty: 3
  Restore Loyalty: Restore 1 Loyalty by giving the 
  elemental 1 gold worth of rare ores or minerals.
  Falcon/Hawk
  This majestic bird of prey is useful for hunting. Falcons 
  and hawks are typically found in the woodlands, plains, 
  and mountains. (Hint: Look up.) Nobles especially 
  enjoy falconry, as they consider it to be a fine sport.
  Benefits
  Distracting Dive (Average): Spend 1 Loyalty. For one 
  round, the Follower reduces one target’s Threat by 2.
  Forager/ Good Hunter (Strong): Spend 1 Loyalty. The 
  falcon or hawk grants you a bonus die when you’re 
  making a Hunting test.
  Strength: 2 Craft: 3
  Life: 5
  Max Loyalty: 3
  Restore Loyalty: This Follower restores 1 Loyalty each 
  day it does not fight.
  Familiar Spirit
  This useful wisp of magic is at your beck and call.
  Benefits
  Dismissible (Weak): When your familiar falls to 0 
  Life, or when you spend an action to dismiss it, it 
  dissipates. As a full action, you can spend 1 spell 
  point to make it reappear by your side.
  Familiar Speech (Average): You and your familiar may 
  communicate without speech. No other creature can 
  hear your communication.
  Spirit Form (Weak): The familiar may appear in the 
  shape of any small animal or other small creature 
  (that meets with the GM’s approval).
  Familiar (Strong; animal only): Spend 1 Loyalty. The 
  Follower restore 1d3 spell points, or you can apply 
  this Follower’s Craft (in addition to your own Craft) 
  to your next Craft-based test.
  Strength: 1 Craft: 4
  Life: 5
  Max Loyalty: 5
  Restore Loyalty: Restore 1 Loyalty by giving your 
  familiar spirit 1 spell point and 
  .
  Good Acolyte
  This devotee of the Temple offers aid to those who are 
  Good. (“Bless their heart!”) Prefers to follow a priest.
  Benefits
  Scholar (Average): Spend 1 Loyalty. When you make a 
  Lore test related to religion or religious history, you 
  gain a bonus die.
  Unassuming (Average): The Good Acolyte is not 
  targeted by monsters unless there are no other valid 
  targets present. If more than one Follower in the party 
  has this ability when there are no valid targets, roll a 
  die to determine which of them is targeted. The Game 
  Master may spend 
   to nullify this effect.
  Strength: 2 Craft: 4
  168
   
  
  Life: 10
  Max Loyalty: 5
  Restore Loyalty: Restores 1 Loyalty whenever the 
  Follower can spend a day in quiet contemplation in 
  a church or a holy place. If you ever become Evil, the 
  Good Acolyte’s Max Loyalty becomes 0, and it leaves.
  Horse
  There’s no finer riding mount in the Realm.
  Benefits
  Hauling (Average): A horse can carry up to 25 load in 
  extra items; this benefit does not cost Loyalty. If you 
  spend 1 Loyalty, the horse can carry up to 30 load for 
  one day.
  Riding (Average): The horse can carry one character. If 
  you spend 1 Loyalty, the horse can carry an additional 
  character. Riding a horse at a gruelling pace costs an 
  additional 1 Loyalty per day.
  Strength: 5 Craft: 1
  Life: 15
  Max Loyalty: 7
  Restore Loyalty: Once per day, you may restore 1 
  Loyalty for this Follower by feeding treats worth 1 
  ration. Allowing it to spend a day roaming a field on 
  its own also restores 1 Loyalty.
  Imp
  This creature of Darkness is at your beck and call. Do 
  with it what you will.
  Benefits
  Scout (Average): Spend 1 Loyalty. The imp scouts 
  ahead, reporting back with details about what it’s 
  found in the direction you are travelling. The exact 
  details provided are up to the GM. Scouting places 
  the imp at risk. The GM can roll 2d6 to determine the 
  outcome.
  2
  The Follower is lost.
  3–4
  The Follower returns, badly injured (1d3 Life 
  remaining) but with some useful information.
  5–9
  The Follower returns with good information, but 
  it may have been spotted. Roll 2d6; if the result is 
  equal to or lower than its Craft, it was not spotted.
  10–11
  The Follower returns with good information and 
  was not spotted.
  12
  The Follower returns with good information and 
  was not spotted. If the imp found an Enemy, the 
  PCs can automatically surprise that Enemy.
  169
   
  
  Intimidating (Average): Spend 1 Loyalty. The imp grants 
  a +2 bonus on Intimidate tests against an Enemy.
  Hot Foot (Weak): Spend 1 Loyalty. The imp can produce 
  hot coals under the feet of a chosen Enemy, reducing 
  their movement by half.
  Evil: If you ever become Good, the imp’s Max Loyalty 
  becomes 0, and it leaves.
  Strength: 1 Craft: 5
  Life: 12
  Max Loyalty: 3
  Restore Loyalty: Restore 1 Loyalty by spending 1 Light 
  Fate or by giving the Imp a minor magic item or 
  potion.
  Junior Assassin
  You’ve found a promising student to learn the arts of 
  assassination! Hopefully, they’ll never test their skills 
  against you. Prefers to follow an assassin. (You should 
  probably make sure they keep following you.)
  Benefits
  Flanking (Average): Spend 1 Loyalty; this benefit lasts 
  for the duration of one combat. The assassin grants 
  you a +1 bonus to all attacks and +2 damage.
  Backstab (Strong): Spend 1 Loyalty when you miss an 
  Enemy in combat; you may reroll the attack.
  Strength: 4 Craft: 2
  Life: 15
  Max Loyalty: 5
  Restore Loyalty: Restores 1 Loyalty when you pay the 
  Follower 1 gold or give them an item worth at least 
  1 gold.
  Junior Thief
  Strangers better watch their pouches! Prefers to follow 
  a thief.
  Benefits
  Flanking (Average): Spend 1 Loyalty; this benefit lasts 
  for the duration of one combat. The thief grants you a 
  +1 bonus to all attacks and +2 damage.
  Pickpocketing: Spend 1 Loyalty. The thief picks the 
  pocket (or pouch) of a Stranger who is otherwise 
  engaged or distracted. Of course, the thief can 
  only use this benefit on an Enemy or Stranger with 
  noticeable pockets or pouches.
  Strength: 3 Craft: 3
  Life: 12
  Max Loyalty: 3 (5 if gained as part of a class Special 
  Ability)
  Restore Loyalty: Restores 1 Loyalty when you pay the 
  Follower 1 gold or let them keep a treasure worth at 
  least 1 gold.
  Mercenary
  A warrior for hire.
  Benefits
  Flanking (Average): Spend 1 Loyalty; this benefit lasts 
  for the duration of one combat. This Follower grants 
  you a +1 bonus to all attacks and +2 damage.
  Guardian (Average): Spend 1 Loyalty. When you take 
  damage from an Enemy, you may choose to deflect 
  up to half that damage to the mercenary; you can’t 
  deflect an amount greater than the mercenary’s Life.
  Strength: 4 Craft: 1
  Life: 15 Armour: 9
  Max Loyalty: When you recruit a mercenary, choose a 
  Max Loyalty (up to 5) for that Follower, then pay that 
  amount in gold.
  Restore Loyalty: Restores 1 Loyalty when you pay 
  them 1 gold.
  Messenger Pigeon
  When you leave home with a messenger pigeon, it’s 
  easier to find your way back. If you can’t make it back, 
  you might as well send a message.
  Benefits
  Homing: When you obtain this Follower, set a home 
  destination. If you spend 1 Loyalty, the Messenger 
  Pigeon can travel between your character and its 
  home destination without fail, carrying a short 
  message on a piece of paper. You can change the 
  homing location after you spend one week in that 
  new location training the pigeon.
  Strength: 1 Craft: 1
  Life: 3
  Max Loyalty: 3
  Restore Loyalty: Once per day, you may restore 1 Loyalty 
  for this Follower by feeding it a treat worth 1 ration.
  Mule
  Stubborn. Gray. Useful. The mule is a favorite beast of 
  burden among those who hoard treasure.
  Benefits
  Hauling (Average): Carries up to 30 Load in extra items; 
  this benefit does not cost Loyalty. If you spend 1 
  Loyalty, the mule can carry up to 36 load for one day.
  Strength: 6 Craft: 1
  Life: 15
  Max Loyalty: 5
  Restore Loyalty: Once per day, you may restore 1 
  Loyalty for this Follower by feeding it 1 ration.
  Pixie
  This small fae creature likes to stir up trouble.
  Benefits
  Invisible Scout (Strong): Spend 1 Loyalty. The pixie can 
  fly invisibly in advance of a party (up to 1 kilometre) 
  170
   
  
  and report what it sees. Unlike other Followers, the 
  pixie cannot suffer harm when scouting. Instead of 
  getting lost, it just finds other diversions. Roll 2d6.
  2
  The Follower gets bored and wanders off.
  3–4
  The Follower almost got hurt, but miraculously, it 
  escaped! Reroll.
  5–9
  The Follower returns with good information, but 
  they may have been spotted. Roll 2d6; if the result 
  is equal to or less than the Follower’s Craft, they 
  were not spotted.
  10–11
  The Follower returns with good information and 
  was not spotted.
  12
  The Follower returns with good information and 
  was not spotted. If the pixie found an Enemy, the 
  PCs can automatically surprise that Enemy.
  Charming (Strong): Spend 2 Loyalty. The pixie can 
  cast a brief charm on a Stranger, compelling them 
  to respond positively to a reasonable request and 
  making them more likely to listen to you.
  Pixie Dust (Average): Spent 1 Loyalty. The pixie can 
  throw a handful of glittering dust in the eyes of a 
  would-be attacker; this adds 1d3 to your defence test 
  or an ally’s defence test.
  Strength: 1 Craft: 5
  Life: 7
  Max Loyalty: 5
  Restore Loyalty: Restore 1 Loyalty by spending 
   or 
  by giving the pixie a minor magic item or potion.
  Scout
  Feeling lost? Your guide in the wilderness will find a 
  way.
  Benefits
  Forager (Average): Spend 1 Loyalty. The Follower 
  grants you a bonus die on a Hunting test.
  Scout (Average): Spend 1 Loyalty. The Follower scouts 
  ahead, reporting back on details in the direction 
  you’re going. The exact details provided are up to the 
  GM. Scouting places the Follower at risk. If the GM 
  wishes, they can roll 2d6 to determine the outcome.
  2
  The Follower is lost.
  3–4
  The Follower returns, badly injured (1d3 Life 
  remaining) but with some useful information.
  5–9
  The Follower returns with good information, but they 
  may have been spotted. Roll 2d6; if the result is equal 
  to or less than their Craft, they were not spotted.
  10–11
  The Follower returns with good information and 
  was not spotted.
  12
  The Follower returns with good information and 
  was not spotted. If the scout found an Enemy, the 
  PCs can automatically surprise that Enemy.
  Strength: 3 Craft: 3
  Life: 10
  Max Loyalty: 5
  Restore Loyalty: You can restore 1 Loyalty for this 
  Follower by paying them 1 gold.
  171
   
  
  Servant
  Provides what you need, when you need it.
  Benefits
  Good Listener (Average): Spend 1 Loyalty. This 
  Follower is good at wandering unnoticed and 
  keeping their ears open. When you’re in a settlement 
  or the City, they can keep you informed of interesting 
  news and goings-on. You may send your Servant 
  into a non-hostile situation, where they may observe 
  on your behalf using one of your appropriate  
  social skills.
  Strength: 2 Craft: 3
  Life: 10
  Max Loyalty: 8
  Restore Loyalty: Once per day, you may restore 1 
  Loyalty for this Follower by feeding them 1 ration or 
  paying them 1 gold. Restore 1 Loyalty for each day 
  the servant can rest and recover.
  Shambler
  This shambling undead creature is gruesome to 
  behold. Prefers to follow ghouls. Go figure.
  Benefits
  Undead (Average): This Follower cannot be healed. If 
  this Follower’s leader is a ghoul, that character may 
  absorb this Follower’s soul to heal themself, restoring 
  up to half their total Life and healing 1 Wound. This 
  sacrifice reduces the shambler to dust, destroying it.
  Guardian (Average): Spend 1 Loyalty. When you take 
  damage from an Enemy, you may choose to deflect 
  up to half that damage to the shambler; you cannot 
  deflect an amount greater than its Life.
  Claw (Strong): Spend 2 Loyalty; this benefit lasts 
  for the duration of one combat. When you get a 
  Standard Success or better with any combat action, 
  the shambler inflicts an additional 1d6 damage to one 
  combatant within range.
  Strength: 5 Craft: 1
  Life: 15
  Max Loyalty: 5
  Restore Loyalty: Once per day, you can restore a 
  shambler’s Loyalty by providing it with material 
  from the corpse of a humanoid creature. This restores 
  1 Loyalty per creature provided. Each corpse also 
  restores 1d6 Life to the shambler.
  Spirit
  Don’t be afraid. It’s a friendly ghost. You wouldn’t 
  dare make an alliance with the other kind, would you?
  Benefits
  Insubstantial Scout (Strong): Spend 1 Loyalty. The 
  spirit can pass through walls, allowing it to give a 
  vague report of what’s occuring in nearby rooms. 
  Unlike other Followers, the spirit cannot suffer harm 
  when scouting. The GM can roll 2d6 to determine 
  what happens.
  2
  The spirit wanders off, distracted by a memory of 
  its past life.
  3–4
  Something tried to kill the spirit but failed. It’s 
  already dead.
  5–9
  The spirit returns with good information, but it 
  may have been spotted. Roll 2d6; if the result is 
  equal to or less than its Craft, it was not spotted.
  10–11
  The spirit returns with good information and was 
  not spotted.
  12
  The spirit returns with good information and was 
  not spotted. If the spirit found an Enemy, the PCs 
  can automatically surprise that Enemy.
  172
   
  
  Psychic Shield (Combat): Spend 1 Loyalty. The spirit 
  reduces damage you take from a psychic attack or 
  spell by 1d6.
  Strength: 7 Craft: 1
  Life: 10
  Max Loyalty: 3
  Restore Loyalty: Restores 1 Loyalty each day it remains 
  undisturbed; you cannot activate its benefits during 
  that time.
  Stag
  This noble, horned beast is found in the deepest 
  forests of the Realm.
  Benefits
  Charge (Combat): Spend 1 Loyalty. The stag increases 
  the damage from your next successful attack by an 
  amount equal to its Strength.
  Carry (Average): Spend 1 Loyalty. A stag can carry a 
  single person or 20 Load for one day.
  Strength: 4 Craft: 2
  Life: 15
  Max Loyalty: 3
  Restore Loyalty: Restores 1 Loyalty each day it does not 
  use a benefit.
  Temple Acolyte
  This devotee of the Temple has reasons for following 
  you around, but they might not be eager to tell you what 
  they are. Their alignment might be equally mysterious.
  Benefits
  Balanced: Spend 2 Loyalty and 
   to change your 
  alignment.
  Knowledgeable (Strong): Spend 1 Loyalty. The 
  Follower aids you in study. Gain a bonus die when 
  making a Lore test.
  Unassuming (Average): The Follower is not targeted 
  by monsters unless there are no other valid targets. 
  If more than one Follower in the party has this ability 
  when there are no valid targets, roll a die to determine 
  which of them is targeted. The Game Master may 
  spend 
   to nullify this effect.
  Strength: 3 Craft: 3
  Life: 10
  Max Loyalty: 3
  Restore Loyalty: Replenish the acolyte’s Loyalty by 
  giving them the day off to pray or preach.
  Wild Boar
  This ferocious beast is relentless when it attacks. It 
  also really likes scritches under its chin.
  Benefits
  Gore (Average): Spend 1 Loyalty. You can add this 
  Follower’s Strength score to your damage from one 
  successful attack.
  Intimidating (Average): Spend 1 Loyalty. The Follower 
  grants you a +2 bonus on Intimidate tests against an 
  Enemy.
  Tough: When a wild boar reaches 0 Life, roll 1d6. On a 
  1–5, it’s unconscious for that many rounds at which 
  point the boar dies unless healed. On a 6, it’s restored 
  to 1 Life the following round.
  Strength: 5 Craft: 1
  Life: 15
  Max Loyalty: 5
  Restore Loyalty: Restores 1 Loyalty each day it does 
  not fight. You can also restore 1 Loyalty by giving it 
  truffles worth 1 gold.
  Wildcat
  These cats might look cuddly, but they’re all teeth and 
  claws.
  Benefits
  Flanking (Average): Spend 1 Loyalty; this benefit lasts 
  for the duration of one combat. The wildcat grants 
  you a +1 bonus to all attacks and +2 damage.
  Good Hunter (Average): Spend 1 Loyalty. The Follower 
  grants you a bonus die when you’re making a Hunting 
  test.
  Strength: 3 Craft: 3
  Life: 10
  Max Loyalty: 3
  Restore Loyalty: Once per day, you may restore 1 
  Loyalty for this Follower by feeding it treats equal to 
  1 ration.
  Wolf (or Attack Dog)
  This beast is not as loyal as a pet dog, but it’s certainly 
  far more dangerous.
  Benefits
  Claws and Teeth (Average): Spend 1 Loyalty. You can 
  add this creature’s Strength to the damage from your 
  next successful attack.
  Defender (Average): Spend 1 Loyalty; this benefit 
  lasts for the duration of one combat. When another 
  Follower takes damage, this defender takes the 
  damage instead.
  Flanking (Average): Spend 1 Loyalty; lasts for the 
  duration of one combat. This Follower grants you a 
  +1 bonus to all attacks and +2 damage.
  Intimidating: Spend 1 Loyalty. Having the creature at 
  your side gives you a +2 bonus to an Intimidate test 
  against a Stranger or Enemy.
  Strength: 3 Craft: 2
  Life: 15
  Max Loyalty: 3
  Restore Loyalty: Once per day, you may restore 1 
  Loyalty for this Follower by feeding it 1 ration.
  173
   
  
  Enemies of the Realm
  The people of the Realm are constantly under threat 
  from a wide variety of enemies. Adventurers confront 
  everything from common beasts, such as wolves and 
  lions, to fantastic monsters, such as elementals and 
  dragons. Hideous undead horrors like wraiths and 
  skeletons haunt ancient ruins and cemeteries, while 
  faeries, both malignant and benign, dwell in lonely 
  places, enchanted groves, and ancient forests.
  This chapter offers a glimpse at the various creatures 
  adventurers are likely to face during their quests or 
  while travelling through the world.
  Enemy Descriptions
  Characters may encounter many different types of 
  enemies in the course of their travels. Not every creature 
  described here is necessarily malicious or intent on 
  causing harm, although they may pose an obstacle 
  of some sort. A bear might not seek to kill a party of 
  adventurers, but the heroes may still wish to avoid it, 
  causing them to leave a designated path. A creature like 
  a knocker might not wish to kill the characters; instead, 
  they’ll plague them with pranks and other trickery. Of 
  course, an ancient death knight could still be intent 
  on the destruction of the adventurers and relentlessly 
  pursue them.
  Name and Description
  Each entry begins with the name of the creature and a 
  short description of it can be found, as well as its habits. 
  Additional information about the creature can help 
  the Game Master bring that creature to life during an 
  adventure.
  Alignment
  This lists the most common alignment(s) for that 
  creature. The Game Master can always decide to change 
  the alignment of a creature, if it suits the story.
  Threat
  Threat replaces the attributes and aspects player 
  characters have. The base Difficulty for hitting a creature 
  in combat is equal to its Threat rating.
  Armour
  Many Enemies have an Armour rating because of a 
  thick hide or scales. Humanoid foes might wear armour 
  that gives them a higher rating.
  Life
  Life functions for Enemies exactly as it does for player 
  characters. The only difference is that in most cases, the 
  Game Master should consider an Enemy to be dead 
  when it reaches 0 Life. More powerful enemies, or 
  those important to the story, might be given a chance to 
  survive with a death test.
  Attacks
  This statistic indicates the potential number of attacks 
  an enemy can make during a combat round. Each attack 
  against an Enemy depletes one of its potential attacks. 
  If the Enemy has remaining attacks at the end of the 
  round, it can use them to try to harm any adventurers 
  within range. Characters attacked by an Enemy with 
  remaining attacks must make defence tests.
  Chapter 
  hapter 4:    
  Enemies
  nemies
  174
   
  
  Damage
  This section lists damage and attack types an enemy 
  has: claws, teeth, knife, and so on. Each damage listed 
  includes a base damage (the die or dice rolled); most 
  also have a damage bonus.
  Speed
  Speed functions exactly the same way as it does for 
  player characters: it’s the number of metres the enemy 
  can move in a round. Different movement types, such 
  as flying or swimming, are listed in parentheses.
  Special Abilities
  Just like player characters, Enemies can activate 
  special powers, usually during combat. Most occur 
  when the Game Master spends Dark Fate or a player 
  rolls a 1 on a Kismet Die when attacking the Enemy.
  A Special Ability that’s activated by spending Dark 
  Fate is indicated with a 
  . If multiple 
   are listed, 
  then the Special Ability costs as many 
   as are listed.
  The 
   symbol means that the Special Ability is only 
  activated when a player rolls a 1 on a Kismet Die. At that 
  point, the Game Master can decide whether they want 
  to activate the Special Ability or take a Dark Fate token.
  Benefits & Banes
  Benefits and banes are inherent abilities an Enemy 
  possesses that are always in effect. Benefits are usually 
  defences of some kind that are always active; they 
  benefit an Enemy. Banes are usually weaknesses the 
  Enemy possesses.
  Animals
  In the grand scheme of things, people have only been 
  in the Realm for a short span of time. Animals have 
  been there for considerably longer, so they’re decidedly 
  more at home in the wilds. While they do not display 
  a mental capacity equal to the people of the Realm, 
  animals are still perfectly adapted to survive in their 
  own environments. These specialised adaptations can 
  make them a serious threat to interlopers. Adventurers 
  cannot reason with animals, but they can scare them 
  away with loud noises or fire. All bets are off, however, 
  when facing a wounded beast with nothing left to lose 
  or when an unfortunate adventurer stumbles upon a 
  mother protecting her young.
  The meat, hides, teeth, and horns of many animals are 
  valuable commodities in the Realm, as they can be used 
  for sustenance, clothing, or ornamentation.
  Ape
  Giant apes are skilled hunters of the forest, though 
  they can also be found in the mountains and plains. An 
  enraged individual might even stray close to inhabited 
  areas of the Realm. The sudden appearance of an angry 
  ape is enough to give any adventurer pause, as their size 
  and strength are not to be taken lightly. Despite their 
  similarities to humankind, apes are certainly animals, 
  and as such, they are unable to listen to reason. If there 
  was any doubt, their sharp teeth and bellowing roar are 
  sure to shatter it.
  Ape
  Neutral
  Threat: 13
  Strength: 4 Craft: 2
  Armour: 3 Life: 15
  Attacks: 1 Damage: 1d3+4 (unarmed), 1d3+3 (thrown 
  rock)
  Speed: 12
  Special Abilities
   Fearsome Roar: The ape can let out a terrible roar. 
  The target makes a Fortitude (Resolve) defence test 
  against Difficulty 13 to resist.
  Failure: The target is stunned by the roar and has a −4 
  penalty to all tests next round.
  Standard Success: The target is unsettled by the roar 
  and has a −2 penalty to all tests next round.
  Great Success or better: No effect. The target may act 
  as normal.
  Benefits & Banes
  Arboreal: Can move at full speed while swinging 
  through the trees or climbing.
  Bear
  Bears are usually found in the forest, though some 
  might stray close to civilisation in their search for food. 
  Large and furry, bears are often hunted for their pelts 
  and claws, though it would be wise to remember they’re 
  quite capable of fighting back. Although they run on all 
  fours, bears often rise up on their hind legs to attack. 
  In that stance, they’re taller and more powerful than 
  most mortals (except trolls), and their claws can easily 
  rend armour to tatters or tear jagged holes through  
  bare flesh.
  Bear
  Neutral
  Threat: 13
  Strength: 5 Craft: 2
  Armour: 3 Life: 18
  Attacks: 1 Damage: 1d6+5 (claws), 1d3+5 (bite)
  Speed: 10
  175
   
  
  Special Abilities
   Bear Hug: The bear can immobilize its target in a 
  powerful and damaging embrace. The target makes 
  a Melee (Brawn or Agility) defence test against 
  Difficulty 13 to resist.
  Failure: The target takes 1d6 damage (which ignores 
  armour) and is immobilized. On subsequent rounds, 
  the target can attempt to break out of the embrace by 
  repeating this test. If damage is dealt to the bear, the 
  embrace is automatically broken.
  Standard Success: The target is immobilized as above, 
  but no damage is dealt.
  Great Success or better: No effect. The target may act 
  as normal.
  Benefits & Banes
  None
  Carrion Crows
  These large black birds are found practically 
  everywhere. They’re frequently found where their 
  “food” is plentiful, preferring to gather on battlefields 
  or near the gallows. Many myths and songs elaborate 
  on the significance of a certain number of crows, but 
  regardless of the lore, the end result is the same: The 
  more crows are in a flock (or as some civilised cynics 
  call it, a “murder” of crows), the harder they are to 
  fight off. Crows are also notorious thieves. They tend 
  to make off with shiny objects, valuable or not, the first 
  chance they get.
  Carrion Crows
  Neutral
  Threat: 11
  Strength: 1 Craft: 1
  Armour: 0 Life: 6
  Attacks: 1 Damage: 1d2+1 (beak, claws)
  Speed: 15 (fly), 1 (walk)
  Special Abilities
  Steal Shiny: The crow can attempt to steal a visible 
  weapon, magic item, or piece of jewelry belonging 
  from a chosen target and fly away with it. The target 
  makes an Athletics (Agility) defence test against 
  Difficulty 11 to resist.
  Failure: The target loses one weapon or item of the 
  GM’s choice.
  Success: The target hangs on to their item, but if they 
  choose to maintain their grip (preventing further uses 
  of Steal Shiny), they have a −2 penalty to their next 
  action.
  Great Success or better: No effect.
  Benefits & Banes
  Swarm: Creatures with this benefit are skilled at 
  working together to take down larger opponents. 
  When a creature in the swarm attacks, it inflicts +1 
  damage per additional swarm creature within range.
  Forest Goat
  Notoriously foul-tempered, the forest goat is a cloven-
  hoofed creature with short, curved horns sprouting 
  from its brow. In the wild, they’re a persistent nuisance, 
  rummaging through adventurer’s packs in search of 
  anything and everything they can eat. In more civilized 
  lands, these animals are domesticated on farmlands as 
  a source of meat and milk. Even domesticated goats are 
  something to be wary of, however, as they never fully 
  forget their combative instincts.
  Forest Goat
  Neutral
  Threat: 12
  Strength: 3 Craft: 1
  Armour: 3 Life: 12
  Attacks: 1 Damage: 1d3+3 (horns)
  Speed: 12
  Special Abilities
   Knockdown Charge: The forest goat can charge a 
  single foe and attempt to knock it down. The target 
  makes an Athletics (Agility or Brawn) defence test 
  against Difficulty 12 to resist.
  Failure: The target is knocked down. Any action they 
  take on the next round, other than getting back to 
  their feet, has a −4 penalty.
  Success: The target keeps their footing but is off 
  balance. Any action they take on the next round has 
  a −2 penalty.
  Great Success or better: No effect.
  Benefits & Banes
  None
  Giant Beetle
  Wearing their iridescent shells as almost unbreakable 
  armour, giant beetles scuttle through dusty tombs, over 
  desert sands, beneath the leaf litter of the forest, and 
  through the dung heaps of the City, always in search 
  of their next meal. Practically anything made of flesh 
  qualifies. After a lifetime of feeding, a giant beetle can 
  grow to the size of a small horse. This armoured insect 
  can withstand a tremendous amount of abuse. Their 
  deadly, serrated mandibles make short work of anyone 
  straying too close who wants to harm them.
  176
   
  
  Giant Beetle
  Neutral
  Threat: 13
  Strength: 4 Craft: 1
  Armour: 12 Life: 12
  Attacks: 1 Damage: 1d3+4 (mandibles)
  Speed: 12
  Special Abilities
   Devour: Instead of inflicting damage after a 
  successful attack, the giant beetle can devour one 
  of the target’s Followers. The target can negate this 
  special ability by jumping in the way and immediately 
  taking damage equal to full two attacks.
  Benefits & Banes
  Uncharmable: A minstrel cannot charm this creature, 
  although this creature will not attack a minstel unless 
  that character attacks them first.
  Giant Fly
  Tiny biting flies create a nuisance everywhere in 
  the Realm. The rarer giant fly is an actual danger 
  to adventurers. Found in tombs, dungeons, bogs, 
  swamps, and anywhere else with a steady supply of 
  rotting food or garbage, giant flies carry pestilence and 
  disease wherever they roam. Growing to the size of a 
  pig or a large dog, even one of these bloated horrors is 
  a dangerous foe. Unfortunately, they usually appear in 
  swarms of half a dozen insects or more.
  Giant Fly
  Neutral
  Threat: 12
  Strength: 2 Craft: 1
  Armour: 0 Life: 8
  Attacks: 1 Damage: 1d3+2 (bite)
  Speed: 16 (fly)
  Special Abilities
   Spread Disease: Instead of inflicting damage after 
  a successful attack, the giant fly can attempt to infect 
  the target with a foul disease. The target makes a 
  Fortitude (Mettle) defence test against Difficulty 
  (Threat+2) to resist.
  Failure: The target is diseased. Any test made by the 
  target has a penalty −2 penalty. This condition lasts 
  for 1d6 days or until the target is magically healed.
  Standard Success: The target is diseased, but the illness 
  fades after a good night’s rest. Until the target has 
  slept for several hours, any tests they make have a 
  −1 penalty.
  Great Success or better: No effect.
  177
   
  
  Benefits & Banes
  Swarm: Creatures with this benefit are skilled at 
  working together to take down larger opponents. 
  When a creature in the swarm attacks, it inflicts +1 
  damage per additional swarm creature within range.
  Uncharmable: A minstrel cannot charm this creature, 
  although this creature will not attack a minstel unless 
  that character attacks them first.
  Giant Rat
  Giant rats are commonly encountered in dungeons 
  and the seedier parts of the City. The scarcity of natural 
  foes and an abundance of food allows them to grow fat 
  and brave. Twice as big as any alley cat, these clever 
  scroungers rarely stand and fight toe-to-toe. They use 
  their greater numbers to overwhelm a foe, bring it 
  down, and gnaw it to death with sharp, powerful teeth.
  Giant Rat
  Neutral
  Threat: 12
  Strength: 2 Craft: 1
  Armour: 0 Life: 8
  Attacks: 1 Damage: 1d3+2 (bite)
  Speed: 13
  Special Abilities
   Summon Rat Swarm: Wherever one rat is found, 
  you can be certain more will be on the way. After this 
  ability is triggered, an additional 1d3+1 rats arrive in 
  the area at the start of the next round. A summoned 
  rat cannot summon more rats.
  Benefits & Banes
  Swarm: Creatures with this benefit are skilled at 
  working together to take down larger opponents. 
  When a creature in the swarm attacks, it inflicts +1 
  damage per additional swarm creature within range.
  Giant Spider
  Thankfully, giant spiders are usually only found 
  in the darkest parts of the forest or the darkest ruins. 
  Unfortunately, once one is found, it’s far too late to 
  escape. Giant spiders cover their territory in large 
  sticky webs capable of trapping almost any intruder, 
  although they can cross their own webs with ease. Their 
  habitats usually include many smaller spiders living off 
  their scraps. They rarely tolerate competition among 
  creatures of their own size, so they’re quick to eliminate 
  anything they see as a potential threat.
  178
   
  
  Giant Spider
  Neutral
  Threat: 14
  Strength: 4 Craft: 2
  Armour: 3 Life: 15
  Attacks: 1 Damage: 1d3+4 (bite)
  Speed: 12 (walk), 15 (webs)
  Special Abilities
   Web: A giant spider can shoot a web that entangles 
  those caught in it. The creature chooses up to three 
  adjacent targets. Each one makes an Athletics (Agility 
  or Brawn) defence test against Difficulty 17 to resist.
  Failure: The target is immobilised and cannot take 
  actions. On subsequent turns, they can attempt to 
  escape the web with another Athletics (Brawn) test 
  against Difficulty 17. Another character can cut them 
  free with a full action.
  Success: The target is only momentarily slowed down. 
  On their next turn, the target has a −3 penalty to all 
  tests.
  Great Success or better: No effect.
   Venomous Bite: The giant spider can attempt to 
  poison a foe. The target makes a Fortitude (Mettle) 
  defence test against Difficulty 14 to resist.
  Failure: The target is poisoned. They take 1 point of 
  damage (which ignores armour) each round until 
  they receive an antidote or magical healing.
  Standard Success: The target is bitten but not poisoned. 
  They take 1d3+4 points of damage.
  Great Success or better: No effect.
  Benefits & Banes
  Uncharmable: A minstrel cannot charm this creature, 
  although this creature will not attack a minstel unless 
  that character attacks them first.
  Giant Worm
  These nightmarish creatures have no arms or legs. 
  A giant worm’s true threat is a gaping round maw 
  full of thousands of razor-sharp teeth, a danger that 
  dominates its deadliest end. While tunnelling through 
  the dirt or desert sands, the worm likes to spring up 
  behind unwitting foes, although it will fade back 
  into the ground again if its chosen prey becomes too 
  dangerous. Totally alien of thought and disgusting in 
  visage, giant worms have only one driving desire: to 
  devour anything they can, often in a single, easy gulp.
  Giant Worm
  Neutral
  Threat: 15
  Strength: 5 Craft: 2
  Armour: 6 Life: 15
  Attacks: 1 Damage: 1d6+5 (bite)
  Speed: 5 (crawl), 10 (burrowing)
  Special Abilities
   Tunnel Attack: The giant worm can enter the ground 
  and burst forth again behind an unsuspecting foe on 
  a subsequent round. While underground, the worm 
  is immune to all attacks but might be susceptible to 
  some spells. When the worm emerges again for its 
  next attack, its chosen target makes a Notice (Wits) 
  test against Difficulty 15 to resist.
  Failure: The target is surprised.
  Standard Success: The target is partially surprised. The 
  worm gets a free attack; the target has a −3 penalty to 
  their defence test.
  Great Success or better: No effect.
  Benefits & Banes
  Uncharmable: A minstrel cannot charm this creature, 
  although this creature will not attack a minstel unless 
  that character attacks them first.
  Lion
  A common predator of the hills and plains, the lion is 
  a threat to travelling adventurers and nomadic herders 
  alike. Harvested for their fur and manes, lions are skilled 
  hunters easily capable of running down a single foe. 
  Lions are known to travel in prides, so they’ll fight as a 
  pack to take down larger or stronger enemies; however, 
  a single outcast lion is still a formidable threat.
  Lion
  Neutral
  Threat: 14
  Strength: 4 Craft: 1
  Armour: 3 Life: 13
  Attacks: 1 Damage: 1d6+3 (bite, claws)
  Speed: 14
  Special Abilities
   Fearsome Roar: The lion lets out a terrible roar. The 
  target must make a Fortitude (Resolve) defence test 
  against Difficulty 14 to resist.
  Failure: The target is stunned by the roar and cannot 
  take actions on their next round.
  Standard Success: The target is unsettled by the roar 
  and has a −2 penalty to all tests on their next round.
  Great Success or better: No effect.
   Summon Pride: When this ability is triggered. the 
  lion lets out a howl that can carry a great distance. An 
  additional 1d3+1 lions arrive at the current location 
  in 1d3+1 turns. This ability can only be used once in 
  a combat. A summoned lion cannot summon more 
  lions.
  Benefits & Banes
  None
  179
   
  
  Mammoth
  Mammoths are towering, shaggy beasts with 
  enormous prehensile trunks, which they can use to pick 
  up objects or grapple foes. Found in the plain, crags, 
  or mountains, mammoths are often hunted for their 
  hides or captured for use as mounts or pack animals. 
  Mammoths are bigger and stronger than any mortal in 
  the Realm, as well as most animals.
  Mammoth
  Neutral
  Threat: 15
  Strength: 8 Craft: 3
  Armour: 6 Life: 15
  Attacks: 1 Damage: 1d3+8 (trunk), 1d6+8 (tusks)
  Speed: 13
  Special Abilities
   Stomp: The mammoth rears up on its hind legs and 
  then stomps the ground in an attempt to knock down 
  adjacent foes. Each target in melee range makes an 
  Athletics (Agility or Brawn) defence test against 
  Difficulty 15 to resist.
  Failure: The target is knocked down. Any action they 
  take on the next round, other than getting back to 
  their feet, has a −4 penalty.
  Standard Success: The target keeps their footing but 
  is distracted. Any of their actions on the next round 
  have a −2 penalty.
  Great Success or better: No effect.
  Benefits & Banes
  None
  Mountain Goat
  Larger, shaggier, and more even-tempered than their 
  forest cousins, mountain goats can still pose quite a 
  threat to interlopers. They’re most at home on crags and 
  mountains; thus, they’re excellent climbers, capable of 
  scaling even a seemingly sheer cliff face with patience 
  and ease. A mountain goat can defend itself and its 
  territory with the massive curling horns growing 
  from its forehead. Not normally prized for 
  their milk or meat, mountain goats 
  are sometimes harvested for their 
  thick white wool.
  180
   
  
  Mountain Goat
  Neutral
  Threat: 13
  Strength: 4 Craft: 2
  Armour: 3 Life: 14
  Attacks: 1 Damage: 1d6+4 (horns)
  Speed: 13
  Special Abilities
   Knockdown Charge: The mountain goat can charge 
  a single foe and attempt to knock it down. The target 
  makes a Athletics (Agility or Brawn) defence test 
  against Difficulty 13 to resist.
  Failure: The target is knocked down. Any action they 
  take on the next round, other than getting back to 
  their feet, has a −4 penalty.
  Standard Success: The target keeps their footing but 
  is distracted. Any of their actions on the next round 
  have a −2 penalty.
  Great Success or better: No effect.
  Benefits & Banes
  Sure Footing: The mountain goat can move without 
  penalty over rough terrain or while climbing. In 
  addition, the mountain goat is immune to being 
  knocked down.
  Mountain Lion
  The mountain lion is one of the Realm’s deadliest 
  solitary hunters. Also known as a cougar, jaguar, 
  panther, or puma, these felines come in many different 
  colours. Despite their name, they are not confined solely 
  to the mountains or highlands. They’re equally at home 
  in any environment where they can silently stalk their 
  prey or lie in ambush amidst rocks nearby or branches 
  overhead.
  Mountain Lion
  Neutral
  Threat: 14
  Strength: 3 Craft: 1
  Armour: 3 Life: 13
  Attacks: 1 Damage: 1d6+3 (bite, claws)
  Speed: 20
  Special Abilities
   Silent Stalker: Mountain lions are skilled at staying 
  hidden and sneaking up on their prey without being 
  spotted. This ability is activated at the start of combat; 
  the mountain lion gets a free surprise attack. The 
  target makes a Notice (Wits) Defence test against 
  Difficulty 17 to resist.
  Failure: The target is completely surprised.
  Success: The target is partially surprised.
  Great Success or better: No effect.
  Benefits & Banes
  Sprint: Once per combat, mountain lions can move at 
  twice their sprinting rate.
  Serpent
  These limbless reptiles are found throughout the 
  Realm in all but the coldest environments, appearing 
  in many shapes, colors, and sizes. Despite the plethora 
  of species, serpents come in two basic varieties: 
  constricting or venomous. Constricting serpents wrap 
  tightly around their prey, suffocating and squeezing 
  them to death, while venomous snakes subdue their 
  prey with a deadly bite. Both types of serpents swallow 
  their food whole.
  Serpent
  Neutral
  Threat: 14
  Strength: 2 Craft: 1
  Armour: 6 Life: 14
  Attacks: 1 Damage: 1d3+4 (bite) or 1d6+2 (constriction)
  Speed: 13
  Special Abilities
  The Game Master can use one of the following Special 
  Abilities depending upon the type of snake. Each 
  individual serpent only has access to one of these 
  abilities and cannot switch between them.
   Constricting Strangle: The serpent attempts to 
  strangle its prey. The target makes a Melee (Brawn) 
  test against Difficulty 14 to resist.
  Failure: The target is immobilised and takes 1d3 
  damage (which ignores armour) from constriction 
  each round until they’re able to free themselves with 
  another Melee test.
  Standard Success: The target is immobilised but does 
  not take damage until they’re able to free themselves 
  with another Melee test.
  Great Success or better: No effect.
  -or-
   Venomous Bite: The serpent attempts to envenom 
  a foe with its fangs. The target makes a Fortitude 
  (Mettle) test against Difficulty 14 to resist.
  Failure: The target succumbs to the venom. They take 
  1 point of damage each round until they receive an 
  antidote or magical healing.
  Standard Success: The target is bitten but does not 
  suffer effects from the venom. They take 1d3+4 points 
  of damage (armour applies).
  Great Success or better: No effect.
  Benefits & Banes
  Slither: The serpent can move without penalty through 
  water and over rough terrain, even while climbing.
  181
   
  
  Vampire Bat
  Vampire bats are bloodsucking menaces that plague 
  the Realm. While many different animals have inspired 
  villagers to repeat questionable folklore, the stories 
  villagers tell about these winged terrors are often true. 
  Though usually content to feast on livestock, a swarm 
  of vampire bats might be enacting the will of an unseen, 
  villainous master. Their master may command them to 
  hunt down adventurers or simply patrol the villain’s 
  territory, seeking those who have strayed from safety… 
  or those who dare to defy the master’s desires.
  Vampire Bat
  Evil
  Threat: 11
  Strength: 2 Craft: 1
  Armour: 0 Life: 7
  Attacks: 1 Damage: 1d3+2 (bite)
  Speed: 13 (fly)
  Special Abilities
   Drain Blood: The creature latches onto a character 
  and begins draining blood. Each time the target takes 
  an action, the creature first causes bite damage (which 
  ignores armour); the bite automatically succeeds. 
  Pulling a vampire bat free while it’s still alive causes 
  maximum bite damage (5 points, which ignores 
  armour).
  Benefits & Banes
  Swarm: Creatures with this benefit are skilled at 
  working together to take down larger opponents. 
  When a creature in the swarm attacks, it inflicts +1 
  damage per additional swarm creature within range.
  Uncharmable: A minstrel cannot charm this creature, 
  although this creature will not attack a minstel unless 
  that character attacks them first.
  Wild Boar
  Larger than a domesticated swine and much deadlier, 
  these porcine terrors are stubborn and relentless, even 
  in the throes of death. Their thick hide is difficult to 
  penetrate. Their tusks are sharp and liable to gore. 
  Wild boars often travel in roving packs through the 
  hills, plains, and forests, causing wanton destruction. 
  Unlike a pack of wolves or lions, their attacks are not 
  well-coordinated, though once riled up, they are liable 
  to fight fiercely until their dying breaths.
  182
   
  
  Wild Boar
  Neutral
  Threat: 12
  Strength: 5 Craft: 1
  Armour: 3 Life: 14
  Attacks: 1 Damage: 1d6+5 (tusks)
  Speed: 12
  Special Abilities
  Death Throes: Unless a character is using a boar-spear 
  or attacking from range, the boar lashes out as it 
  dies. One character within striking range makes 
  an Athletics or Melee (Brawn) defence test against 
  Difficulty 16 to resist the boar’s last attack. The boar 
  then dies.
  Failure: The target takes 1d6+5 physical damage.
  Standard Success: The target takes 1d3+3 physical 
  damage.
  Great Success or better: No effect.
  Benefits & Banes
  None
  Wolf
  Wolves are the apex predators of the forest, usually 
  hunting in packs of four to six. They’re skilled at 
  surrounding their prey and quickly wearing it down 
  with sharp teeth and vicious snapping jaws. While 
  wolves are fast sprinters, they’re unable to maintain 
  their top speed for extended periods of time. Unlike 
  many other animals, however, they have the ability 
  to lope along at casual jog for up to 65 km per hour, 
  allowing them to patrol their expansive territories. One 
  lone wolf can be a vicious fighter, but unless it’s an 
  outcast, expect to the rest of the pack to be close by.
  Wolf
  Neutral
  Threat: 13
  Strength: 3 Craft: 2
  Armour: 3 Life: 12
  Attacks: 1 Damage: 1d6+3 (bite)
  Speed: 13
  Special Abilities
   Summon Wolf Pack: The wolf lets out a howl that 
  can carry a great distance. An additional 1d6 wolves 
  arrive at the current location in 1d3+1 rounds. Once 
  at least six wolves have been summoned, this ability 
  cannot be used by any other wolf in the area.
  Cultists and Outlaws
  Outcasts from society and their ancestries, cultists and 
  outlaws are found in the wild places of the Realm. They 
  make their lairs at the fringes of society, where they 
  prey on unprotected merchants and travellers. There 
  was a time when the main roads were safe, but that has 
  become less true in recent years. Most of the cultists and 
  outlaws described here are assumed to be human, but 
  you can easily add modifications for different ancestries: 
  a troll outlaw should have regeneration, a sprite can fly, 
  an elf can see in the dark, and so on.
  Bandit
  Driven by greed or dire necessity, bandits populate 
  every forsaken corner of the Realm. They congregate in 
  groups, hunting for mercantile caravans, lone travellers, 
  or anyone who appears to their predatory eyes as a 
  tempting target. Even well-armed and powerful heroes 
  should beware: a bandit raid may come at any time.
  Bandit
  Neutral
  Threat: 14
  Strength: 4 Craft: 2
  Armour: 3 (leather tunic) Life: 12
  Attacks: 1 Damage: 1d6+4 (sword)
  Speed: 12
  Special Abilities
   Ambush: Bandits are exceptionally skilled at taking 
  advantage of surrounding terrain to spring ambushes. 
  If a group of bandits is lying in wait, when the players 
  make their surprise tests (see Surprise Attacks in 
  Chapter 2 of the Player’s Guide), the GM can roll 1 
  ambush die, set it aside, and then replace any one die 
  rolled by the players (except a Kismet Die) with the 
  ambush die roll.
   Reinforcements: Bandit groups are rarely all on a 
  raid together. Some protect the camp. Others hunt 
  for food while their brethren hunt for other forms 
  of prey. When a bandit calls for Reinforcements, an 
  additional 1d6 bandits arrive at the current location 
  in 1d3+1 rounds. Once at least six bandits have been 
  summoned, this ability cannot be used by any other 
  bandit in the area.
  Benefits & Banes
  Close Ranks: Bandits survive by sticking together. A 
  Bandit may choose to sacrifice one attack to grant a +1 
  bonus to another bandit’s attack. This ability can be 
  applied to the same bandit multiple times (its effects 
  “stack”), but no bandit can get more than a +3 bonus 
  from this benefit.
  183
  Benefits & Banes
  Pack Fighter: Creatures with this benefit are skilled at
  hunting as a cohesive unit. A wolf deals +1 damage
  on an attack for each individual pack mate within
  melee range.
  Sprint: Once per combat, a wolf can move at twice its
  normal run rate.
   
  
  Dark Acolyte
  The dark acolyte hides in plain sight. Secretly, they 
  worship the most depraved gods and conduct hideous 
  rites. In civil society, they hide their true allegiance 
  behind a polite façade. Do not be swayed by this 
  illusion. Beneath this mild-temped mien or deceptive 
  visage, a dark acolyte is as devoted to the causes of their 
  eldritch master as those steeped in blood. Indeed, on 
  certain nights, when rites must be enacted, they are as 
  determined and willing to sacrifice the weak as any of 
  their less distinguished allies.
  Dark Acolyte
  Evil
  Threat: 13
  Strength: 2 Craft: 4
  Armour: 1 (thin robe) Life: 13
  Attacks: 1 Damage: 1d3+2 (dagger)
  Speed: 12
  Special Abilities
   Disembowelling Cut: The dark acolyte can use 
  brutal, serrated daggers to slit their enemies open. 
  When making a melee attack, their damage is doubled.
  Benefits & Banes
  Minor Knowledge of the Dark Arts: The dark acolyte 
  knows three Basic spells and has a number of spell 
  points equal to their Craft. They can cast one of 
  these spells as an action. When a PC gets a Failure or 
  Standard Success on an attack, the dark acolyte can 
  cast a spell as a reaction.
  Dark Initates:  
  Vassals of Darkness
  Madness swims in the eyes of those who call themselves 
  vassals of darkness. Each one learns to conceal their 
  insanity behind a mask of normalcy, but these dark 
  initiates cannot easily hide their fanaticism. Instead, 
  they embrace depravity. The evil forces they faithfully 
  serve influence their every action. They’re always at the 
  forefront of their master’s plans, assassinating those 
  who ask inconvenient questions, robbing the vaults of 
  a collector for the right ritual element, and using fear to 
  ensure the loyalty of others who worship the forces of 
  darkness, especially far more clandestine minions.
  Vassal of Darkness
  Evil
  Special Abilities
   Blessing of the Dark Gods: Dark forces protect 
  this fanatic minion. The cultist bears the mark of the 
  pact they made with hideous deities from outside the 
  Realm. As a result of their intimate connection with 
  the unholy, the dark initiate only takes half damage 
  from all offensive spells cast upon them.
   Fanatical Strength: The dark initiate is unyielding 
  in their commitment to their cause, and nothing 
  will stop them from completing their assigned task. 
  Whenever the dark initiate is about to be reduced to 0 
  Life, they can defy death, continuing to act as normal 
  with 1 Life left. They can only use this ability once per 
  combat.
  Benefits & Banes
  Knowledge of the Dark Arts: The dark initiate knows 
  three Basic and two Intermediate spells, and they 
  have a number of spell points equal to their Craft. 
  They can cast these spells as an Enemy action. If a 
  PC gets a Failure or Standard Success when attacking 
  them, the dark initiate can cast a spell as a reaction.
  Vassal of Mab
  The power of Queen Mab is subtle, and her influence on 
  the mortal world is truly terrible. The few unfortunates 
  who are exposed to the raw, untamed majesty of the 
  Fey Queen’s presence are left broken. They become 
  little more than hollow, catatonic remnants stalking the 
  wilderness. They seek to regain the favor of their faery 
  queen, but they are doomed to be frustrated forever. 
  Each one hopes to hear her voice carried on the breeze, 
  offering an order they can follow or a command they 
  can commit themselves to fulfill. While these forlorn 
  souls are usually harmless, they may suddenly fly into 
  fits of deadly rage, as they are willing to try anything to 
  attract their queen’s attention.
  Vassal of Mab
  Neutral
  Threat: 11
  Strength: 2 Craft: 3
  Armour: 0 Life: 12
  Attacks: 1 Damage: 1+2 (unarmed), 1d3+2 (crude 
  club)
  Speed: 14
  Special Abilities
   Rage: Mab’s vassal flies into a maniacal rage. For 
  one round, their Threat is doubled, they get three 
  attacks, and they deal an additional 1d6 damage.
   Touched by the Fey: When in combat with one of 
  Mab’s vassals, anyone who suffers damage from that 
  Enemy has their Strength or Craft attribute reduced 
  by 1; this lasts for an hour (assuming the target 
  Threat: 16
  Strength: 2
  Craft: 6
  Armour: 2 (robes)
  Life: 14
  Attacks: 1
  Damage: 1d6+2 (obsidian blade)
  Speed: 12
  184
   
  
  survives). This Special Ability does not affect the 
  target’s aspects, but it does affect their damage bonus 
  and any tests that use Strength or Craft.
  Benefits & Banes
  None
  Goblinoids
  The term “goblinoid” is a catch-all word used to 
  describe a number of barbaric humanoid species that 
  may or may not be related. These include gnolls, 
  goblins, hobgoblins, kobolds, and ogres. Goblinoids 
  vary widely in size and shape. They tend to be Evil, 
  although some are Neutral.
  Cave Troll
  A cave troll’s skull is ridged with bone, making it 
  strong enough to crush rock. The troll’s vast strength 
  makes it quite capable of wielding a small uprooted tree 
  as a club, while its appetite for chaos and raiding makes 
  City-dwelling citizens fear to enter the mountainous 
  region a troll claims as its own. Cave trolls are 
  occasionally coerced into joining an ogre’s band, but 
  most are far happier to spend their days avoiding the 
  painful light of the sun, lurking in hidden crags and 
  crevasses among the mountains. Cave trolls are always 
  dangerous and easily provoked, but reasoning with 
  them is still possible. Unlike ogres or goblins, a troll 
  isn’t solely interested in mayhem. Food and sleep are 
  just as important, so it’s sometimes best to let sleeping 
  trolls lie.
  Cave Troll
  Neutral
  Threat: 16
  Strength: 8 Craft: 2
  Armour: 9 (thick hide) Life: 25
  Attacks: 2 Damage: 2d6+8 (small tree club)
  Speed: 13
  Special Abilities
   Sundering Blow: The cave troll delivers a blow that 
  knocks its victim prone.
   Bone Hardened Skin: The prominent ridges of bone 
  beneath a cave troll’s flesh make them harder to kill. 
  The GM reduces damage from a single attack by 1d6.
  Benefits & Banes
  None
  185
   
  
  Gnoll
  Whether stalking its prey through the wilds or 
  prowling the cloistered confines of a city, the gnoll is 
  one of the most ferocious creatures in the Realm. This 
  humanoid hyena with glinting red eyes has claws 
  poised to tear and rend at unprotected flesh. Gnolls 
  relentlessly hunt for fresh meat. Always found in packs, 
  they are frequently subservient to a dark master, who 
  uses the natural savagery of these formidable foes for 
  their own ends.
  Gnoll
  Evil
  Threat: 13
  Strength: 4 Craft: 2
  Armour: 3 (natural hide) Life: 12
  Attacks: 1 Damage: 1d3+4 (teeth, claw), 1d6+4 (spear, 
  sword)
  Speed: 15
  Special Abilities
   Laugh of the Hyena: The raucous, snarling laughter 
  of gnolls is a terrifying battle cry. Before a character 
  attempts their first attack against a gnoll in combat, 
  they make a successful Fortitude (Resolve) test 
  against Difficulty 14; on a failed roll, they cannot 
  attack the gnoll that round.
  Benefits & Banes
  Leader of the Pack: Gnolls are usually kept in line by the 
  biggest, most vicious gnoll among them. The Game 
  Master should make one of the gnolls the Leader of 
  the Pack. Add +1 to each of the leader’s stats. The 
  Leader of the Pack wears heavier armour (Armour: 
  12–15) and carries a two-handed sword or axe.
  Pack Fighter: Creatures with this trait are skilled at 
  hunting as a cohesive unit. A gnoll deals +1 damage 
  for each other gnoll within melee range.
  Goblin
  These cunning, conniving creatures take malicious 
  delight in inflicting pain on their enemies. Goblins 
  congregate in huge numbers in forests, the sewers of 
  the City, or anywhere they might find food to spoil or 
  valuables to filch. Despite their diminutive size, even the 
  most impetuous heroes have learned to be wary of goblins. 
  You never know where they might spring from next.
  Goblin
  Evil
  Special Abilities
   Small and Sneaky: Goblins are weak, but they’re 
  also swift and deadly. When a character gets a 
  Standard Success on their attack against a goblin, 
  that goblin can inflict their normal damage; however, 
  a Great Success (or better) still results in the goblin 
  being unable to attack.
   Subtle Fingers: Filching and purloining things that 
  don’t belong to them is essential to a goblin. A goblin 
  in melee combat with a character can steal one item 
  from them, so long as the character is not holding the 
  item in their hand (or using a concealed pouch).
  Benefits & Banes
  None
  Hobgoblin
  Hulking brutes, hobgoblins are large and physically 
  intimidating, though even these beasts pale in 
  comparison to ogres. They’re often found lumbering 
  toward their foes, clutching oversised weapons as they 
  intimidate enemies with huge slabs of rippling green fat 
  and muscle. Whether a hobgoblin is hunting alone or at 
  the head of a mob of their smaller kin, they relentlessly 
  search for food and something to smash.
  Hobgoblins
  Evil
  Threat: 13
  Strength: 5 Craft: 1
  Armour: 6 (hardened leather) Life: 15
  Attacks: 1 Damage: 1d6+5
  Speed: 10
  Special Abilities
   Formidable Strength: This Special Ability allows a 
  hobgoblin to double its damage bonus (to +10) for a 
  single attack.
  Benefits & Banes
  Susceptible to Magic: Hobgoblins, despite their size and 
  strength, are strongly affected by magic. Hobgoblins 
  take double damage from all offensive spells.
  Kobold
  Small, dragon-like kobolds are often found in mines 
  or dwelling in barren, rocky areas. They feast on the 
  remnants of rare ores exposed by their probing picks. 
  Intelligent and cautious creatures, they’re also capable 
  of providing a challenge to any unfortunate or unwise 
  adventurers who decide to cross their path. Kobolds 
  are fiercely territorial. While reasoning with them is 
  possible, they’re thoroughly inhuman. They have little 
  interest in bargaining when there are gems and gold to 
  Threat: 12
  Strength: 3
  Craft: 2
  Armour: 3 (leather)
  Life: 12
  Attacks: 1
  Damage: 1d3+3 (daggers)
  Speed: 12
  186
   
  
  be consumed. Bribery might get you through kobold-
  protected areas, but what hero is prepared to give up 
  hard-won loot?
  Kobold
  Neutral
  Threat: 11
  Strength: 2 Craft: 2
  Armour: 3 (scaly hide) Life: 7
  Attacks: 1 Damage: 1d3+2 (sharpened stick)
  Speed: 13
  Special Abilities
   Metal Diet: Subsisting entirely on a diet of metal and 
  ore, kobolds are frequently aghast by adventurers’ 
  scandalous waste of good food. They often see heroes 
  carrying around “movable feasts” attached to their 
  belts. When a character gets a Failure or Standard 
  Success on an attack against a kobold, the GM 
  may choose to negate all damage, allowing the 
  kobold to eat the character’s weapon instead 
  (but only if it’s nonmagical). That means the 
  victim of this feast is effectively disarmed 
  until they acquire a new weapon.
  Benefits & Banes
  Swarm: Alone, kobolds are relatively 
  weak, but they’re rarely alone. 
  Creatures with this benefit are 
  skilled at working together to 
  take down larger opponents. A 
  kobold in a swarm inflicts an 
  additional +1 damage for each 
  Enemy within range.
  Ogre
  Slow, ponderous ogres display devastating strength. 
  They’re known throughout the Realm for their greed 
  and malice, and they’re feared for their strength and 
  ferocity. Ogres regularly 
  corral small bands of 
  goblins or hobgoblins 
  into following them, 
  187
   
  
  leading them on raids into towns and villages, so they 
  can hunt for whatever wealth they can seize. Ogres are 
  also despised on account of their taste for human flesh. 
  Any hero captured by an ogre will requires a swift 
  rescue, lest they end up roasting slowly over a crudely 
  made fire or (even worse) eaten alive.
  Ogre
  Evil
  Threat: 15
  Strength: 6 Craft: 2
  Armour: 6 (piecemeal armour) Life: 24
  Attacks: 1 Damage: 2d6+6 (two-handed spiked club)
  Speed: 10
  Special Abilities
   Unstoppable Fury: When an ogre has been reduced 
  to a third of its original Life, they become desperate 
  to kill their enemies. Until killed, an enraged ogre 
  makes two attacks each round instead of one.
   Discipline in the Ranks: Ogres can intimidate 
  smaller goblinoids into following and obeying them. 
  The ogre can summon 1d6 goblins to aid it; these 
  goblins arrive in 1d3 rounds. Once twelve goblins 
  have been summoned, this ability cannot be used by 
  any other ogres in the area.
  Benefits & Banes
  None
  Monsters
  The word “monsters” describes a wide array of 
  fantastic creatures inhabiting the Realm. A monster 
  could be anything from a deadly basilisk to 
  a monstrous manticore. The term serves 
  as a catch-all for strange and incredible 
  creatures that don’t really fit into any 
  other category.
  Basilisk
  Grabbing, taloned hands extend from the 
  snakelike basilisk’s writhing, armoured 
  trunk. Eyes smoking with baleful magic 
  stare out over a maw that gapes like a 
  grotesque, fanged flower. For those who 
  see one, there’s no mistaking a basilisk. 
  Unfortunately, for those who meet its 
  gaze, it’s the last thing they’ll ever see. 
  While the basilisk is frail, as its form 
  is particularly susceptible to the cold 
  iron of a blade or an arrowhead, its 
  poisonous fangs and malevolent stare 
  make it one of the deadliest predators 
  in the Realm—a foe all learn to fear.
  Basilisk
  Evil
  Threat: 14
  Strength: 3 Craft: 2
  Armour: 3 (scales) Life: 15
  Attacks: 1 Damage: 1d3+3
  Speed: 13
  188
   
  
  Special Abilities
   Poisonous Bite: The basilisk bites an adjacent 
  character and injects a deadly poison. The character 
  makes a Difficulty 14 Fortitude (Mettle) test; on 
  a failed roll, the character takes 1d6 damage from 
  poison each round on their turn until the character 
  dies or the poison is cured.
   Deadly Gaze: The basilisk attempts to kill one 
  character within 5 metres with its gaze. The 
  targeted character makes a Difficulty 14 Craft 
  test; on a failed roll, their Life is reduced 
  to 0.
  Benefits & Banes
  None
  Doppelganger
  Sprung from some other realm by an 
  incompetent wizard’s mistake, the doppelganger 
  is a rare foe. Indeed, some heroes doubt they even 
  exist, claiming anyone who’s seen them is either 
  hallucinating or insane. Despite these denials, these 
  monsters are real. No one knows what a doppelganger’s 
  true form might be, since most appear as an exact 
  likeness of the person nearest to them. The simulacrum 
  is precise to the last detail, save for an unnerving and 
  unaccountable wrongness that’s sensed rather than 
  seen. The doppelganger is particularly troublesome 
  because it can draw upon the strength and skills of the 
  enemies it’s facing.
  Doppelganger
  Evil
  Threat: 14
  Strength: * Craft: *
  Armour: * Life: *
  Attacks: * Damage: *
  Speed: *
  * See Special Abilities
  Special Abilities
   
   
   Sudden Transformation: Once per combat, 
  the Game Master can pay 3 Dark Fate to have the 
  doppelganger assume the form of a player character. 
  The GM chooses one character within sight of the 
  doppelganger. When the doppelganger makes this 
  Sudden Transformation, it also heals all damage.
  Benefits & Banes
  Mirror 
  Image: 
  When 
  a 
  doppelganger 
  is 
  first 
  encountered, it immediately adopts the form of the 
  nearest player character. (This first transformation 
  doesn’t cost Dark Fate; changing its appearance 
  a second time requires Sudden Transformation, 
  which does cost 3 Dark Fate.) The doppelganger 
  immediately assumes every element of their target’s 
  chosen appearance, armaments, and armour; in every 
  way, it is an exact replica. For the duration of the 
  encounter, the Game Master should use the relevant 
  statistics from the corresponding player character 
  when playing the doppelganger.
  189
   
  
  Gargoyle
  Sinister spellcasters create these winged humanoid 
  from living rock, investing them with a semblance 
  of life through arcane magic. Gargoyles are usually 
  found in dungeons or guarding the treasure vaults of 
  those wealthy enough to afford their manufacture. A 
  gargoyle is an agile and resilient opponent, shrugging 
  off wounds that might fell a normal man; in fact, their 
  stone physiognomy scarcely registers the damage at all. 
  It is not often that a sorcerer works their magic to such 
  an end. Though uncommon, gargoyles are vicious and 
  clever when encountered.
  Gargoyle
  Neutral
  Threat: 15
  Strength: 4 Craft: 2
  Armour: 15 (skin of stone) Life: 12
  Attacks: 2 Damage: 1d6+4 (stone axes)
  Speed: 18 (fly), 8 (walk)
  Special Abilities
  None
  Benefits & Banes
  Flight: Borne aloft on stone wings, gargoyles are clumsy 
  but powerful flyers. During combat, the gargoyle 
  can move directly from one character to another as 
  a normal movement. Alternatively, the gargoyle can 
  escape from combat as a free action.
  Eternally Watchful: Always vigilant, gargoyles are 
  created to guard over tombs, treasures, and trinkets; 
  as a result, they can never be ambushed or surprised.
  Giant
  Territorial, predatory, and monumentally stupid, a 
  giant is like a force of nature. The people of the Realm 
  think about giants in the same way they might think of 
  a flash flood or a minor earthquake. A giant can quite 
  casually crush an unsuspecting victim to death, or they 
  might toss a victim into their mouth to chew on for a 
  while, pausing only to spit out indigestible armour and 
  other accoutrements. They’re also capable of a limited 
  degree of rational thought. Because of the legendary 
  dimness 
  of 
  giants, 
  enterprising 
  and 
  intelligent 
  adventurers often try to avoid fighting these monstrous 
  brutes. “Tricking the giant” is a common Realm phrase 
  employed when someone wants to avoid a dangerous 
  situation. Even the most resolute and stalwart heroes 
  think twice before fighting a giant head-on; after all, 
  they might not like the results if they do….
  Giant
  Neutral
  Threat: 18
  Strength: 10 Craft: 1
  Armour: 6 (leathers) Life: 30
  Attacks: 1 Damage: 2d6+10 (huge club)
  Speed: 15
  Special Abilities
   Mighty Swing: When the giant hits a character 
  with this strike, it also hits all other characters and 
  Followers engaged with it in melee combat. The 
  intended target takes full damage; all other targets 
  take half damage.
   Grab and Throw: The giant picks up and throws a 
  character. The character is hurled 2d6 metres, taking 
  1d6 damage for every full 2 metres they’re thrown.
  Benefits & Banes
  Susceptible to Trickery: A giant will listen and respond 
  to any character’s attempt to speak and reason with 
  it, even in the midst of combat. The Game Master 
  should be willing to stop combat, should a player 
  character attempt to engage the giant in conversation. 
  If another player character attacks the giant during 
  this conversation, it resumes its attack, but only 
  against the player character who tried to hurt it.
  Harpy
  Nestled amidst the highest crags, harpies keeps 
  watch over mountain passes, waiting for the unwary to 
  draw nigh. With a keening call, they can swoop from 
  their perch with barbed wings outstretched and cruel 
  fangs exposed to rend the flesh of victims. A hybrid of 
  demon, human, and eagle, the harpy is an impossible 
  creature—a melding of magic and flesh and malice. 
  It has the ability to mimic human speech, though it 
  lacks the intelligence to form sentences of its own. This 
  means that victims beset by harpies must often endure 
  to the anguished howls of previous victims, repeated 
  endlessly in mocking chorus.
  Harpy
  Evil
  Threat: 14
  Strength: 4 Craft: 3
  Armour: 3 (thick feathers) Life: 16
  Attacks: 2 Damage: 1d6+4 (claws and barbed feathers)
  Speed: 18 (fly)
  Special Abilities
   Voices of the Dead: The horrible mocking chorus of 
  harpies is dreadful, even to the ears of the staunchest 
  and boldest adventurers. When a harpy uses Voices 
  of the Dead, each character who can hear it makes a 
  Craft test against Difficulty 14; each character who 
  fails cannot attack the harpy that turn.
  190
   
  
   Dive Bomb: The harpy can perform a dive bomb 
  on a character. That character may attempt to dodge 
  with a successful Difficulty 14 Athletics (Agility) 
  test. On a failed roll, the harpy inflicts 3d6+4 damage 
  and takes 1d3 damage as a result of the impact.
  Benefits & Banes
  Flight: Graceful in the air and capable of incredible 
  speeds, harpies are gifted fliers. A harpy can move 
  directly from combat with one character to another 
  as normal movement. Alternatively, the harpy can 
  escape from combat as a free action.
  Manticore
  A manticore’s head is a grotesque travesty. It 
  resembles a lion’s head, one with a mouth full of fangs 
  and a lolling tongue hanging over its distended jaw. 
  Its hideous head rests on a body bristling with spikes 
  and muscle. The wings of a vast vampire bat sprout 
  from either side. Its hindquarters display a barbed 
  tail that lashes and roils with a preternatural, malign 
  intelligence. The manticore is a vicious creature that 
  lurks in the highlands, though it occasionally makes its 
  way down into the lowlands to hunt for whatever it can 
  find. If that prey happens to be human, so be it.
  Manticore
  Neutral
  Threat: 15
  Strength: 6 Craft: 2
  Armour: 6 (scaly hide) Life: 16
  Attacks: 2 Damage: 1d6+6 (fangs and claws)
  Speed: 15
  Special Abilities
   Deafening Roar: The manticore’s howl causes 
  affected characters to lose their bearings. Each 
  character within 15 metres who can hear the roar 
  makes a Fortitude (Resolve) defence test against 
  Difficulty 15.
  Failure: The character cannot move for one round, and 
  each of their actions has a −4 penalty.
  Standard Success: Each of the character’s actions has a 
  −2 penalty for one round.
  Greater Success or Better: No effect.
   Tail Lash: The manticore lashes out at characters 
  within 3 metres with its tail, which snakes out from 
  behind it with lightning speed. The tail delivers 2d6 
  damage, and if the damage penetrates the target’s 
  armour, the target is poisoned. This attack takes place 
  in addition to its normal attacks. (The Tail Lash can 
  occur before, after, or between its normal attacks.)
  191
   
  
  Benefits & Banes
  Poison: When the manticore poisons a character with 
  Tail Lash, that character loses 1 point of Strength each 
  round; the poison lasts until cured or the character 
  reaches 0 Strength. When the character reaches 
  0 Strength, they are unconscious for 1d6 hours; 
  afterwards, they recover 1 Strength per hour.
  Spirits
  Spirits are the incorporeal souls of the dead who 
  linger on this plane of existence because of unfinished 
  business, 
  magical 
  curses, 
  arcane 
  bindings, 
  the 
  unfortunate results of fatal psychic assaults, or other 
  nefarious complications. As spirits have no physical 
  body, all combat with them must be done on a psychic 
  level. They cannot be harmed by physical objects or 
  conditions, such as extreme heat, cold, or drowning. 
  Spirits are drawn to life and psychic energy; thus, 
  they are unaffected by visual obfuscation (such as 
  invisibility) and can see perfectly in the dark. Any 
  character can initiate a psychic attack against an Enemy 
  that has the Incorporeal benefit even if they do not 
  possess the Psychic Assault Special Ability.
  The strongest spirits interact with physical objects 
  through telekinetic powers. Some are capable of 
  possessing inanimate or living objects. In that state, the 
  vessel holding the spirit can be damaged physically; if 
  the vessel is destroyed, that expels the spirit contained 
  within it but does not destroy the spirit.
  Apparition
  Apparitions are the weakest spirits. They’re really 
  nothing more than spectral images incapable of 
  independent thought or action. An apparition is locked 
  in a remembered moment of emotional trauma, forced 
  to reenact one memory over and over again until they’re 
  finally released from their misery. Some are seen walking 
  the same path through a house or wandering down the 
  street repeatedly; others are found lingering around an 
  object that held great significance to them in life.
  Apparitions are so focused on their own tortured reality 
  that they’re unaware of changes to the environment 
  around them, not unless they’re somehow prevented 
  from following their set path. Thus, apparitions are 
  mostly harmless unless directly attacked. They respond 
  to provocation or any obstacle that prevents them from 
  their task with a psychic fury. This mania only subsides 
  when they’re destroyed or the impediment is removed.
  Apparition
  Neutral
  Threat: 11
  Strength: 1 Craft: 2
  Armour: 0 Life: 10
  Attacks: 1 Damage: 1d6+2 (psychic)
  Speed: 10 (hover)
  Special Abilities
  None
  Benefits & Banes
  Incorporeal: Nonmagical weapons cannot inflict their 
  normal damage on an incorporeal creature; however, 
  a character using a nonmagical weapon can still inflict 
  an amount of damage equal to their psychic damage 
  modifier. Magical weapons, spells, and psychic attacks 
  affect an apparition normally.
  Ignore Armour: An apparition’s attacks always ignore 
  armour.
  Banshee
  Banshees are the restless souls of murdered women. 
  They roam graveyards, crossroads, and marshlands 
  at night, wailing at the injustice of their shortened life. 
  Banshees actively stalk living victims but will not prey 
  on children or the innocent. Some believe the terrifying 
  sound of a banshee’s wail portends a coming death, and 
  in a way, this is true. If you’re wandering the Realm 
  alone at night and hear the cries of a spectral woman, 
  most likely the death she’s calling for is yours.
  Banshee
  Evil
  Threat: 13
  Strength: 2 Craft: 4
  Armour: 0 Life: 13
  Attacks: 1 Damage: 1d6+4 (psychic)
  Speed: 12 (hover)
  Special Abilities
   Banshee Wail: The banshee lets out a terrifying 
  scream that can paralyse those who hear it with fear. 
  Each listener in range makes a Fortitude (Resolve) 
  test against Difficulty 13 to resist.
  Failure: The target is overcome with fear for 1d3 rounds. 
  They suffer a −4 penalty to all tests during this time.
  Standard Success: The lingering fear causes the target 
  to suffer a −2 penalty to all tests for 1d3 rounds.
  Great Success or better: No effect.
  Benefits & Banes
  Incorporeal: Nonmagical weapons cannot inflict their 
  normal damage on an incorporeal creature; however, 
  a character using a nonmagical weapon can still inflict 
  an amount of damage equal to their psychic damage 
  modifier. Magical weapons, spells, and psychic attacks 
  affect a banshee normally.
  Ignore Armour: A banshee’s attacks always ignore armour.
  192
   
  
  Barrow Wight
  Barrow wights are the spirits of dead warriors now 
  bound to a burial ground or gravesite. They’re unable 
  to leave the immediate area of their remains but 
  relentlessly attack any who dare disturb their resting 
  place. Often barrow wights are found guarding the 
  tomb of their captain or chieftain, especially if they 
  fell together in battle. They usually appear 
  with ghostly weapons and armour, but their 
  spectral blades simply act as an extension 
  of their touch, which is deadly enough to 
  freeze the bravest of hearts.
  Barrow Wight
  Evil
  Threat: 14
  Strength: 2 Craft: 2
  Armour: 6 (ghostly mail*)  
  Life: 12
  Attacks: 1 Damage: 1d6+2 
  (psychic)
  Speed: 12 (hover)
  * Only effective against melee 
  attacks. Has no effect against 
  psychic attacks.
  Special Abilities
   Chilling Touch: The barrow 
  wight’s touch chills the character 
  to the bone. The victim makes a 
  Fortitude (Mettle) test against 
  Difficulty 14 to resist.
  Failure: The character suffers a −4 penalty to all tests for 
  1d6 rounds.
  Standard Success: Chilling cold inflicts a −2 penalty to 
  all the character’s tests for the next round.
  Great Success or better: The creature’s chilling touch 
  has no effect.
  Benefits & Banes
  Incorporeal: Nonmagical weapons cannot inflict 
  their normal damage on an incorporeal creature; 
  however, a character using a nonmagical weapon 
  can still inflict an amount of damage equal to 
  their psychic damage modifier. Magical weapons, 
  spells, and psychic attacks affect a barrow wight 
  normally.
  Ignore Armour: A barrow wight’s attacks always 
  ignore armour.
  Ghost
  Ghosts are sentient spirits of the dead that continue 
  to haunt those who still live. They’re typically older 
  and more powerful spirits who have persisted due to 
  a strength of will and purpose. Often ghosts can be 
  found haunting those who wronged them in life or 
  lingering in the home of someone they want to protect. 
  If they died while on a quest or in the middle of a great 
  work, they may instead haunt those they hope will 
  continue where they left off. While unable to actively 
  communicate with the living, clever ghosts leave clues 
  to help unravel their desires. The strongest ghosts may 
  even attempt to whisper into a victim’s dreams.
  193
   
  
  Ghost
  Neutral or Evil
  Threat: 14
  Strength: 2 Craft: 4
  Armour: 0 Life: 14
  Attacks: 1 Damage: 1d6+4 (psychic)
  Speed: 10 (hover)
  Special Abilities
   Haunting: While the ghost is attempting to avenge 
  itself or to complete a task it was pursuing in life, it 
  can become more powerful. The ghost gains gains an 
  additional attack each round, and its Craft is doubled 
  (Craft: 8); as a result, its damage bonus is doubled 
  (to +8).
   Ghostly Push: The ghost can push a person or 
  throw an object up to the size of a troll. A character 
  or creature targeted by this power makes an Athletics 
  (Brawn) test against Difficulty 14; on a failed roll, 
  they fall prone. A ghost can use this effect as a free 
  action, even if they’ve already been attacked or taken 
  an action.
  Benefits & Banes
  Incorporeal: Nonmagical weapons cannot inflict their 
  normal damage on an incorporeal creature; however, 
  a character using a nonmagical weapon can still inflict 
  an amount of damage equal to their psychic damage 
  modifier. Magical weapons, spells, and psychic 
  attacks affect a ghost normally.
  Ignore Armour: A ghost’s attacks always ignore 
  armour.
  Shadow
  Shadows are the lingering spirits of deceased mortals 
  who were truly evil in life. Their wickedness and cruelty 
  gives them form after death, though they are confined 
  to places of darkness and are repelled by sunlight. 
  Trapped in their own personal miseries, shadows 
  relentlessly attempt to eliminate any who encounter 
  them. Even when a chosen victim escapes, the shadow 
  stalks after it, as long as the shadow can remain in dim 
  light or darkness. Fortunately, there are ways to escape 
  a shadow that don’t require direct confrontation: the 
  shadow cannot follow a victim through a patch of 
  sunlight, over running water, or onto holy ground.
  Shadow
  Evil
  Threat: 12
  Strength: 1 Craft: 2
  Armour: 0 Life: 12
  Attacks: 1 Damage: 1d6+2 (psychic)
  Speed: 10 (hover)
  Special Abilities
   Darkness: The shadow extinguishes any small non-
  natural, nonmagical light (candles, torches, lanterns, 
  etc.) within 20 metres, plunging its surroundings into 
  darkness. (The standard penalties for darkness apply; 
  see the Adventuring chapter for more details.) This 
  ability does not work on large, well-fed fires, such 
  as fresh campfires or bonfires, and it does not create 
  shadows to obscure the light of the moon.
  Benefits & Banes
  Incorporeal: Nonmagical weapons cannot inflict their 
  normal damage on an incorporeal creature; however, 
  a character using a nonmagical weapon can still inflict 
  an amount of damage equal to their psychic damage 
  modifier. Magical weapons, spells, and psychic 
  attacks affect a shadow normally.
  Ignore Armour: A shadow’s attacks always ignore 
  armour.
  Spectre
  Spectres haunt lonely, desolate places, preferring to 
  dwell far from where the living gather. Often found in 
  abandoned ruins, deep in the swamps, or on windswept 
  crags, spectres hunger for the vitality and warmth of 
  mortal life. Spectres attempt to creep up on prey and 
  sap away at a victim’s willpower, hoping to render them 
  docile and unable to fight back. The spectre then slowly 
  feasts on the victim’s life force for as long as possible. 
  Victims of a spectre’s hunger usually waste away from 
  starvation or exposure to the elements, not from direct 
  damage dealt by the spirit. Spectres rarely stand and 
  fight when confronted, preferring a stealthy escape 
  over direct confrontation when they seem outmatched 
  in combat.
  Spectre
  Neutral or Evil
  Threat: 14
  Strength: 1 Craft: 3
  Armour: 0 Life: 15
  Attacks: 1 Damage: 1d6+3 (psychic)
  Speed: 12 (hover)
  Special Abilities
   Malaise: The spectre’s touch drains a target of their 
  strength and the will to live. The victim makes a 
  Fortitude (Resolve) test against Difficulty 15 to resist.
  Failure: The target has a −3 penalty to all actions until 
  they leave the area or the spectre is defeated.
  Standard Success: The target has a −1 penalty to all 
  actions for 1d6 rounds.
  Great Success or better: The ability has no effect.
  Benefits & Banes
  Incorporeal: Nonmagical weapons cannot inflict their 
  normal damage on an incorporeal creature; however, 
  194
   
  
  a character using a nonmagical weapon can still inflict 
  an amount of damage equal to their psychic damage 
  modifier. Magical weapons, spells, and psychic 
  attacks affect a spectre normally.
  Ignore Armour: A spectre’s attacks always ignore 
  armour.
  Will-o’-the-Wisps
  Will-o’-the-wisps are a gathering 
  of weak souls who were lost 
  in life. In the afterlife, they 
  are still unable to find their way. 
  Wisps often appear as balls of 
  faintly glowing blue or green 
  light, floating a few feet off 
  the ground. While they do 
  not speak, they do emit a 
  mesmerising 
  hum, 
  which 
  survivors have described as the 
  wisps singing a faint song of welcome. 
  Wisps take solace in each other’s company. 
  They lead travellers astray into danger, no 
  doubt to add to their own numbers and 
  strengthen the whole group. A solitary 
  wisp is almost never a threat, but a spectral 
  mob can become quite dangerous as its 
  numbers swell.
  Will-o’-the-Wisps
  Neutral
  Threat: 10+*
  Strength: 1 Craft: 1
  Armour: 0 Life: 10+*
  Attacks: 1 Damage: 1d6+1* (psychic)
  Speed: 15 (hover)
  * Increased by the Collective benefit.
  Special Abilities
   Mesmerize: Wisps can enthrall 
  the unwary with their soothing 
  song and lead their victims 
  mindlessly 
  into 
  danger. 
  Each character within range 
  makes a Fortitude (Resolve) 
  test 
  against 
  Difficulty 
  (Threat) to resist. (Resisting 
  one wisp is Difficulty 10; the 
  Collective benefit can increase 
  the 
  wisp’s 
  Threat 
  and 
  that 
  Difficulty.) This Special Ability can 
  only be used before combat begins.
  Failure: The target is mesmerised and 
  will follow the wisp (or wisps), 
  unable to take any action or defend 
  themself. The enchantment ends 
  when the target takes any damage, 
  although the target may retest each round to break 
  free of it.
  Standard Success: The target is distracted and has a −1 
  penalty to all tests for the next 1d6 rounds.
  Great Success or better: No effect. The target is immune 
  to all future Mesmerize attempts from these wisps.
  195
   
  
  Benefits & Banes
  Collective: Will-o’-the-wisps almost never appear as a 
  single wisp. Instead, when this enemy is encountered, 
  roll 2d6 for the number of individual wisps that 
  appear. For every two wisps that appear, add +1 to 
  the Threat, Life, and Craft of each wisp.
  Incorporeal: Nonmagical weapons cannot inflict their 
  normal damage on an incorporeal creature; however, 
  a character using a nonmagical weapon can still inflict 
  an amount of damage equal to their psychic damage 
  modifier. Magical weapons, spells, and psychic 
  attacks affect a wisp normally.
  Ignore Armour: The will-o’-the-wisps’ attacks always 
  ignore armour.
  Wraith
  Wraiths are among the most powerful of the vengeful 
  spirits, animated by a pure and unquenchable hatred 
  for all living things. Wraiths are clever and treacherous, 
  though their rage often leads them to directly attack 
  opponents instead of hiding away or setting a trap. 
  However, a wraith may still choose to lie in wait for 
  an ambush, strike a separated foe, or assult the slowest 
  member of a large group. Once a wraith has entered 
  battle, their ire is so great that they are unable and 
  unwilling to flee. Their draining touch makes them a 
  worthy foe, even for a well-armed group of adventurers.
  Wraith
  Evil
  Threat: 16
  Strength: 2 Craft: 5
  Armour: 0 Life: 25
  Attacks: 1 Damage: 1d6+5 (psychic)
  Speed: 12 (hover)
  Special Abilities
   Drain Life: Instead of dealing damage on a 
  successful attack, the wraith can instead attempt to 
  drain the life force of their target and add it to their 
  own. The target makes a Fortitude (Mettle) test 
  against Difficulty 16 to resist.
   
   
  modifier. Magical weapons, spells, and psychic 
  attacks affect a wraith normally.
  Ignore Armour: A wraith’s attacks always ignore armour.
  Undead
  The undead are the physical remains of people who 
  have died but risen to a false life through the influence 
  of dark magic. Unlike spirits, the undead have solid 
  form, though they often have no sense of self or free 
  will. In most cases, they’re tortured puppets of rotting 
  flesh and splintered bone, serving the whim of evil 
  masters or trapped in a loop of futile desire. Most of 
  these mindless, shambling husks lash out at anything 
  that crosses their path.
  Undead creatures are relentless when attacking. Their 
  bodies can be broken a thousand times over, but they’ll 
  keep on fighting until the psychic force that animates 
  them is completely destroyed. Nonetheless, completely 
  obliterating the body is a solid tactic for slowing an 
  undead creature down, as their spirit needs something 
  to animate before it can pose any sort of physical threat.
  Death Knight
  Death knights are the elite reanimated corpses of well-
  armed and heavily armoured professional warriors. 
  Wearing tarnished full plate armour and wielding 
  heavy swords, axes, or maces, these undead knights 
  are slow but relentless. They retain their skill in combat 
  after death, but now, they’re unencumbered by noble 
  ideals like chivalry or mercy. Often these knights serve 
  as guardians in the innermost chambers of evil temples 
  or tombs, though a necromancer summoning a few of 
  these fearsome warriors could easily turn the tide of 
  any battle. The sight of a formerly fallen ally rising up 
  with glowing eyes to rejoin the fight is enough to make 
  even the bravest and most resolute hero crumble.
  Death Knight
  Evil
  Threat: 18
  Strength: 6 Craft: 8
  Armour: 15 (plate) Life: 22
  Attacks: 2 Damage: 1d6+6 (axe or sword), 1d6+8 
  (psychic)
  Speed: 10
  Special Abilities
   Undead Fortitude: When a character’s single attack 
  does not inflict enough physical damage to completely 
  destroy a death knight’s body by reducing its Life to 
  0, the death knight can ignore the damage dealt by 
  that attack. (Psychic damage is not affected by this 
  Special Ability.)
  Failure: The target loses 2d6 Life, and the wraith is
  healed for an equal amount.
  Standard Success: The target loses 1d6 Life, and the
  wraith is healed for an equal amount.
  Great Success or better: No effect.
  Slay: The wraith lashes out and instantly kills
  a Follower within melee range. The wraith heals 2d6
  Life.
  Benefits & Banes
  Incorporeal: Nonmagical weapons cannot inflict their
  normal damage on an incorporeal creature; however,
  a character using a nonmagical weapon can still inflict
  an amount of damage equal to their psychic damage
  196
   
  
  Benefits & Banes
  Unsettling Visage: If the death knight is someone an 
  opponent knew in life, or if it’s wearing the heraldry 
  of their people on its armour, that opponent makes a 
  Fortitude (Resolve) test against Difficulty 17 when 
  engaging in combat with this creature.
  Failure: The target is unsettled by the death knight and 
  has a −2 penalty on all tests during this combat.
  Standard Success: No effect.
  Great Success or better: 
  Newly found courage 
  compels them to release 
  the knight from its tortured 
  servitude. The target has +2 
  bonus on all tests during this 
  combat.
  Lemure
  Lemures 
  are 
  recently 
  deceased 
  undead whose spirits have become 
  trapped inside their body, usually due 
  to an improper or disrespectful burial. 
  Lemures may not realise they’re dead, though 
  they do display the wounds that killed 
  them. Most exist in a state of overwhelming 
  hunger and confusion. As their body is no 
  longer animated by life, but instead by a trapped 
  and frightened spirit, lemures are usually weak 
  and unable to speak or reason. The biggest threat 
  from a lemure is that observers may not 
  realise the creature is undead. By the 
  time an attack has begun, it is too 
  late. The result is often shocking 
  and unexpected violence.
  Lemure
  Evil
  Threat: 11
  Strength: 2 Craft: 2
  Armour: 0 Life: 11
  Attacks: 1 Damage: 1d3+2 
  (bite or claws)
  Speed: 10
  Special Abilities
   Undead Fortitude: If a character’s 
  single attack does not inflict enough 
  physical damage to completely 
  destroy a lemure’s body by reducing 
  its Life to 0, the lemure can ignore the 
  damage dealt by that attack. (Psychic 
  damage is not affected by this Special 
  Ability.)
  Benefits
  None
  Lich
  Liches are the undead corpses of dark sorcerers who 
  have bound their own spirit to their body in an attempt 
  to achieve eternal life after death. Liches are capable of 
  thinking and planning, although they’re usually quite 
  insane, as most rational people do not undertake the 
  rituals required to become a lich. While they may attack 
  with common weapons, liches are also able to wield 
  remnants of their former magical power in the form 
  of pure psychic blasts. Since most liches were people 
  of great power when alive, they often have living 
  servants or other undead at their disposal after death. 
  Thus, adventurers are unlikely to 
  encounter a lich on its 
  own in the wild.
  197
   
  
  Lich
  Evil
  Threat: 17
  Strength: 3 Craft: 8
  Armour: 0 Life: 18
  Attacks: 1 Damage: 1d3+3 (dagger), 1d6+8 (psychic)
  Speed: 12
  Special Abilities
   Drain Life: Instead of doing damage from a 
  successful attack, the lich can instead attempt to drain 
  the life force of their target and add it to their own. 
  The target makes a Fortitude (Mettle) test against 
  Difficulty 17.
  Failure: The target loses 2d6 Life, and the lich is healed 
  for an equal amount.
  Standard Success: The target loses 1d6 Life, and the 
  lich is healed for an equal amount.
  Great Success or better: No effect.
   Undead Fortitude: If a character’s single attack does 
  not inflict enough physical damage to completely 
  destroy a lich’s body by reducing its Life to 0, the lich 
  can ignore the damage dealt by that attack. (Psychic 
  damage is not affected by this Special Ability.)
  Benefits & Banes
  Arcane Master: Some liches retain knowledge of magic 
  from before their passing. An Arcane Master knows 
  five Basic, five Intermediate, and two Advanced Arcane 
  spells, and they have spell points equal to their Craft + 
  3. They can cast any of these spells as an Enemy action; 
  they can also cast a spell when a PC gets a Failure or 
  Standard Success while attacking them.
  Psychic Explosion: When a lich is destroyed, the magic 
  binding their spirit to their body is shattered and 
  explodes outward in a psychic assault. When it dies, 
  all living beings within 5 metres of the lich make a 
  Fortitude (Resolve) test against Difficulty 17.
  Failure: The target takes 2d6+8 psychic damage.
  Standard Success: The target takes 1d6+8 psychic 
  damage.
  Great Success or better: The target takes no damage.
  Mummy
  Mummies are well-preserved dead whose eternal 
  slumber has been disturbed. Unlike lemures or liches, 
  mummies are not animated by their own spirit. Instead, 
  they’re animated from an entirely outside source, such 
  as the dark magic of an ancient curse. A mummy is 
  usually slow and clumsy, no matter how well-preserved 
  its corpse might be. It is compelled to rise up and attack 
  those attempting to loot its tomb or burial ground. A 
  mummy almost always encountered alone, though 
  an explorer may see several mummies rising up in a  
  family tomb. Due to their dried out and desiccated 
  state, along with the prevalence of ancient mouldering 
  wrappings, mummies are highly susceptible to damage 
  from fire.
  Mummy
  Evil
  Threat: 14
  Strength: 4 Craft: 2
  Armour: 3 Life: 18
  Attacks: 1 Damage: 1d6+4
  Speed: 8
  Special Abilities
   Undead Fortitude: If a character’s single attack does 
  not inflict enough physical damage to completely 
  destroy a mummy’s body by reducing its Life to 0, the 
  mummy can ignore the damage dealt by that attack. 
  (Psychic damage is not affected by this Special Ability.) 
  Because mummies are invulnerable to fire, a mummy’s 
  Undead Fortitude cannot ignore fire damage.
   Mummy’s Curse: Instead of inflicting damage from 
  a successful attack, the mummy may attempt to infect 
  the target with a curse. The target makes a Fortitude 
  (Mettle) test against Difficulty 14 to resist.
  Failure: The target is cursed. Each of the target’s 
  actions actions has a −2 penalty, and the target takes 
  double damage from all attacks until the mummy is 
  destroyed or the curse is otherwise lifted.
  Standard Success: The target is cursed, but only 
  momentarily. The next time the target is damaged, 
  that damage is doubled.
  Great Success or better: No effect.
  Benefits & Banes
  Vulnerable to Fire: Any fire damage inflicted against a 
  mummy is doubled. A mummy’s Undead Fortitude 
  cannot ignore fire damage.
  Putrid Zombie
  Zombies are ripe, rotting undead animated by dark 
  magic and driven by stubborn, gnawing hunger. They 
  are universally slow, shambling, and revolting. While 
  bones may be visible through a zombie’s torn flesh, the 
  zombie often retains much of its muscle, and thus, much 
  of its living strength. The stench coming from a zombie 
  is overwhelming, causing nausea in almost anyone 
  who encounters it. Zombies are completely incapable 
  of tactics or reasoning. They simply shuffle towards the 
  nearest living creature in a mindless attempt to devour 
  or destroy it. Likewise, they are unable to use weapons. 
  If a zombie was buried in chainmail or plate armour, 
  however, it retains the benefits of that equipment when 
  it rises from the grave as an undead creature.
  198
   
  
  Putrid Zombie
  Evil
  Threat: 13
  Strength: 3 Craft: 2
  Armour: 0 (varies) Life: 15
  Attacks: 1 Damage: 1d3+3 (unarmed)
  Speed: 4
  Special Abilities
   Putrid Stench: Until the zombie’s next action, 
  anyone in within 3 metres of a zombie at the start 
  of their turn makes a Fortitude (Mettle) test against 
  Difficulty 13.
  Failure: The target is overcome with nausea. They have 
  a −2 penalty to all tests and the physical damage they 
  inflict is reduced by half for 1d3 rounds.
  Standard Success: The target maintains their 
  composure but is momentarily sickened. 
  The physical damage they inflict is reduced 
  by half this round.
  Great Success or better: No effect.
   Undead Fortitude: If a character’s single 
  attack does not inflict enough physical 
  damage to completely destroy a 
  zombie’s body by reducing its Life to 
  0, the zombie can ignore the damage 
  dealt by that attack. (Psychic damage is 
  not affected by this Special Ability.)
  Benefits & Banes
  None
  Skeleton
  Stripped down to the bone, skeletons are 
  animated by the dark force that brought 
  them back from the dead. Reacting like 
  puppets, they can be commanded 
  to follow simple commands and 
  perform basic tasks, but they 
  have no true intelligence and 
  are unable to think or adapt. A 
  single skeleton is hardly a threat 
  to most adventurers, but a mob of 
  unyielding bone warriors can be a 
  dire threat.
  Skeleton
  Evil
  Threat: 13
  Strength: 2 Craft: 2
  Armour: 5 (rotted armour) Life: 12
  Attacks: 1 Damage: 1d3+2 (unarmed), 
  1d6+1 (sword or bow)
  Speed: 10
  Special Abilities
   Undead Fortitude: If a character’s single attack does 
  not inflict enough physical damage to completely 
  destroy a skeleton’s body by reducing its Life to 0, 
  the skeleton can ignore the damage dealt by that 
  attack. (Psychic damage is not affected by this Special 
  Ability.) Skeletons are also Resistant to Blades (see 
  below).
  Benefits & Banes
  Resistant to Blades: Skeletons take half damage from 
  bladed weapons and arrows, due to their lack of flesh 
  or vital organs. (Reduce that damage before applying 
  Undead Fortitude.)
  199
   
  
  Dragons
  Ancient creatures of terrible power, dragons once 
  made their home in the Firelands under the rule of the 
  Dragon King. That was before the coming of the Great 
  Wizard, who banished the Dragon King to the Void and 
  scattered the Draconic Lords into hiding. Now with 
  the Great Wizard gone, they stir again. Supported by 
  mortal dragon cults, each of the three Draconic Lords is 
  seeking a way to become the next Dragon King, so they 
  may restore the dragons to their place of primacy in the 
  Firelands—a goal that will no doubt lead to the deaths 
  of thousands. A single dragon is a massively powerful 
  force of destruction. The possibility of an invasion of 
  such creatures is too terrible to conceive.
  Dragon
  Many breeds of dragon have diverged over the 
  millennia due to environmental factors, exposure to 
  magic, and other influences. The most common breed 
  of dragon can be found in legends and rumours from 
  every corner of the Realm. These creatures can level 
  cities and armies alike, but while dragons bring danger, 
  they also offer riches. Dragons are universally greedy, 
  collecting wealth they will never use in their lairs for 
  the sheer joy of having it. Of course, that temptation 
  draws many a brave soul to die under claw and flame. 
  Dragons normally lurk in caves or abandoned ruins 
  they have claimed for themselves. They sleep for 
  months at a time, waking for intense periods of activity 
  in which they eat, mate, and patrol to make sure their 
  territory is secure.
  Dragon
  Evil
  Threat: 20
  Strength: 8 Craft: 6
  Armour: 21 Life: 30
  Attacks: 3 Damage: 2d6+8 (bite), 1d6+8 (claws)
  Speed: 18 (fly) 14 (walk)
  Special Abilities
   or 
   
   Fire Breath: The dragon can release a 
  gout of flame around its target. The target and each 
  creature engaged with it makes an Athletics (Agility) 
  defence test against Difficulty 20 to avoid the flame. 
  The dragon is immune to its own fire breath.
  Failure: The target loses 4d6 Life.
  Standard Success: The target loses 2d6 Life.
  200
   
  
  Great Success or better: The target takes no damage.
   or 
   
   
   Rain of Fire: The dragon breathes 
  fire over a wide swath of ground around its target. 
  Each creature engaged with the target and each one 
  within 5 metres makes an Athletics (Agility) defence 
  test against Difficulty 20 to avoid the flame. Any 
  Followers in the area of effect are instantly killed.
  Failure: The target loses 2d6 Life.
  Standard Success: The target loses 1d6 Life.
  Great Success: The target takes no damage.
   Impenetrable Scales: A dragon’s scales are nearly 
  impenetrable. The dragon recovers 2d6 armour points.
  Benefits & Banes
  Fireborn: Attacks against the dragon using fire inflict 
  no damage.
  Woodland Drake
  Drakes are a breed of dragon slightly smaller than 
  their better-known cousins, and they’re only a little less 
  deadly. Woodland drakes are olive drab and brown, 
  allowing them to easily blend in with the vegetation 
  of the forest. In years past, woodland drakes made 
  their homes in the deepest forests of the Realm, but 
  in more recent times, they’ve been encountered closer 
  and closer to hamlets and towns near large woods. This 
  inevitably troubles lumberjacks, hunters, and others 
  whose livelihoods depend on the forests.
  Not as intelligent as dragons, drakes are more 
  driven by instinct, but they do have a certain feral 
  sentience. A drake does not share the same drive for 
  wealth that dragons have, instead preferring to control 
  territory and become its master. As a result, drakes 
  do not take intrusions lightly. While 
  they seldom collect much treasure, 
  their lairs often include the remains of 
  foolish adventurers who challenged 
  their territory. Woodland drakes always 
  make their lairs deep in the heart of a 
  forest where trees are densest and trails 
  nonexistent.
  Woodland Drake
  Evil
  Threat: 18
  Strength: 7 Craft: 6
  Armour: 18 Life: 26
  Attacks: 3 Damage: 2d6+7 (bite),  
  1d6+7 (claw)
  Speed: 16 (fly) 12 (walk)
  Special Abilities
   or 
   
   Poison Breath: The drake 
  releases a plume of poison around its 
  target. The target and each creature 
  within 5 metres of it makes an Athletics 
  (Agility) or Fortitude (Mettle) defence 
  test against Difficulty 20 to resist. The woodland drake 
  is immune to its own poison breath. Any Followers in 
  the area of effect who are not immune to poison are 
  instantly killed.
  Failure: The target loses 3d6 Life and suffers an 
  additional 1d6 damage per round for 1d6 rounds; 
  that damage ignores armour.
  Success: The target loses 1d6 Life and suffers an 
  additional 1d3 damage per round for 1d3 rounds; 
  that damage ignores armour.
  Great Success or better: The target takes no damage.
  Benefits & Banes
  Poison Resistance: Attacks against the woodland drake 
  using poison have no effect.
  Woodland Stride: The woodland drake can force a 
  reroll of a single die on any test to detect it in a forest 
  environment. It can move through any woodland 
  terrain without difficulty, including movement to 
  climb trees. When attempting to detect a woodland 
  drake in a woodland environment, characters have 
  a −4 penalty to any tests to detect the drake; this 
  includes tests to determine surprise. (See Surprise 
  Attacks in Chapter 2 of the Player’s Guide.)
  Wyrd Dragon
  Dragons who lurk too long in the deep forests where 
  fae mark their territory are changed by exposure to 
  the strange and wild magics found there. They are 
  no longer beasts of fire and death; instead, they rely 
  on their mind and illusions. Their appearance is part 
  of this change, becoming more colourful and less 
  reptilian. These dragons typically become unwelcome 
  201
   
  
  among their own kind due to their changes, so wyrd 
  dragons leave draconic society to find a home among 
  the fae they resemble. Beings of such power are often 
  welcomed by the fae, as the presence of a wyrd dragon 
  can secure a fae steading against all manner of threats.
  While their partial fae nature does make the wyrd 
  dragon more interested in fae affairs, they’re still 
  dragons, and thus, they’re vain, greedy, and incredibly 
  destructive when the mood strikes them. A wyrd 
  dragon’s territory in fae-touched lands is centered on 
  its lair, usually a decrepit castle or other ruin, where it 
  hides away amidst the treasure and lore it has collected. 
  While wyrd dragons have the same lust for wealth as 
  other dragons, they’re just as greedy for knowledge and 
  secrets, sometimes serving as the rumourmongers and 
  secret masters of the fae.
  Wyrd Dragon
  Evil
  Threat: 18
  Strength: 7 Craft: 7
  Armour: 15 Life: 22
  Attacks: 3 Damage: 2d6+7 (bite), 1d6+7 (claw)
  Speed: 18 (fly) 14 (walk)
  Special Abilities
   Delirium Fog: The wyrd dragon releases a fog of 
  euphoric mist that confuses and tires victims around 
  the target. The target and each creature within 5 
  metres makes an Athletics (Agility) or Fortitude 
  (Resolve) defence test against Difficulty 18 to resist. 
  The wyrd dragon is immune to its own delirium fog.
  Failure: The target is delirious for 1d6 rounds, has a −4 
  penalty to all actions, and cannot use psychic attacks 
  for one hour.
  Success: The target is delirious for 1 round, has a −2 
  penalty to all actions, and cannot use psychic attacks 
  for 1d6 rounds.
  Great Success or better: The target heals 1d3 Life.
  Benefits & Banes
  Fae Nature: The wyrd dragon suffers an additional 1d6 
  damage from any weapon made from iron.
  Woodland Stride: The wyrd dragon can force a reroll 
  of a single die on any test to detect it in a forest 
  environment. It can move through any woodland 
  terrain without difficulty, including movement to 
  climb trees. When attempting to detect an wyrd 
  dragon in a woodland environment, characters have 
  a −4 penalty to any skill tests to detect the dragon; this 
  includes tests to determine surprise. (See Surprise 
  Attacks in Chapter 2 of the Player’s Guide.)
  Wyvern
  Wyverns are feral relatives of the dragon family. While 
  little more than animals, they still possess a fragment of 
  the destructive power of dragons. Wyverns are not as 
  large as dragons, and they possess no forelimbs aside 
  from their wings, but they’re still large enough to carry 
  a full-grown horse in their talons. That makes a wyvern 
  a menace in whatever region it chooses for its the 
  lair, as it hunts cows, horses, and humans with equal 
  tenacity. Although a wyvern doesn’t have a breath 
  weapon, its vicious, barbed tail is stronger than steel, 
  able to split armour and shields with ease. Wyverns are 
  active far more regularly than dragons, 
  making them a more common menace 
  to nearby settlements, but they do not 
  have the wealth-collecting habits of 
  dragons. Instead wyverns are hunted 
  for the barbs from their tails, which 
  some skilled smiths can turn into 
  deadly spears or arrowheads.
  Wyvern
  Evil
  Threat: 15
  Strength: 7 Craft: 7
  Armour: 12 Life: 18
  Attacks: 1 Damage: 2d6+7 (bite)
  Speed: 16 (fly) 12 (walk)
  Special Abilities
   Tail Barb: The wyvern strikes 
  with its tail barb. The target makes 
  an Athletics (Agility) defence test 
  against Difficulty 15 to resist.
  Failure: The target takes 2d6+7 damage; 
  that damage ignores armour.
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  Standard Success: The target takes 1d6+1 damage; that 
  damage ignores armour.
  Great Success or better: The target takes no damage.
  Benefits & Banes
  None
  Elementals
  Found across the Realm, elementals are beings of 
  arcane power that are formed when an element intersects 
  with a powerful magical force or when an imbalance 
  of an element is unleashed by a more mundane means, 
  such as a forest fire, volcano, or tsunami. The resulting 
  confluence can spawn elementals in the surrounding 
  area, usually to the detriment of anyone nearby. As 
  they are not beings of flesh and bone, elementals tend 
  to be alien in mindset compared to mortal beings, 
  acting in ways that lack clear logic or motivation. 
  A fire elemental will burn objects for no detectable 
  reason, while earth elementals will move dirt and stone 
  according to some unknowable plan. Elementals are 
  sometimes summoned or created by magicians to serve 
  them, in which case, their motivations tend to become 
  far more understandable. These controlled elementals 
  are usually kept on a short leash by their masters, lest 
  the elementals start interpreting commands according 
  to their own mindset.
  Air Elemental
  Beings of pure air, air elementals are often spawned 
  near powerful storms, especially in regions of magical 
  activity. Magicians summon them for use as scouts or 
  sentinels, favouring other elementals for more violent 
  roles. While not powerful, they are fast and can easily 
  pass undetected by most mundane guards. An air 
  elemental looks like a translucent, ghost-like humanoid 
  mass of wind that becomes nearly invisible as soon as 
  it stops moving.
  Air Elemental
  Neutral
  Threat: 16
  Strength: 4 Craft: 6
  Armour: 0 Life: 12
  Attacks: 2 Damage: 1d6+4 (airburst)
  Speed: 24 (fly) 16 (walk)
  Special Abilities
   Wind Strike: The air elemental can unleash a 
  powerful blast of wind, blowing the target backwards. 
  The target makes an Athletics (Agility) test against 
  Difficulty 16 to avoid the strike.
  Failure: The target is knocked back 2d6 metres and 
  takes 2d6 damage; that damage ignores armour.
  Standard Success: The target is knocked back 1d6 
  metres and takes 1d6 damage; that damage ignores 
  armour.
  Great Success or better: The target avoids the strike; 
  they are not moved or damaged.
  Benefits
  Incorporeal: Nonmagical weapons cannot inflict their 
  normal damage on an incorporeal creature; however, 
  a character using a nonmagical weapon can still inflict 
  an amount of damage equal to their psychic damage 
  modifier. Magical weapons, spells, and psychic 
  attacks affect the elemental normally.
  Invisible: Air elementals are naturally invisible until 
  they attack. (See Chapter 5 for more details on 
  invisibility.)
  Crawling Slime
  As viscous, acidic elemental creatures, crawling slimes 
  are most often found in regions of geological activity, 
  such as caves or volcanoes. The body of a crawling 
  slime is extremely acidic, allowing it to burrow through 
  earth or stone with ease. Slimes often burrow their 
  way into sewers, dungeons, and other subterranean 
  constructions. Along the way, they leave obvious 
  trails on any surface they pass over. The top level of 
  a surface coated with a slime trail gradually becomes 
  liquid, making slimes easy to detect for those who 
  know the signs. This can be very important, given that 
  crawling slimes can scale walls and ceilings as easily as 
  they cross floors. Dropping from the ceiling is one of 
  their preferred hunting methods. Crawling slimes can 
  destroy flesh and bone with ease, making them a threat 
  to anyone who explores subterranean areas.
  Crawling Slime
  Neutral
  Threat: 15
  Strength: 6 Craft: 2
  Armour: 0 Life: 14
  Attacks: 1 Damage: 1d6+6 (acidic tentacle)
  Speed: 6
  Special Abilities
   Acidic Body: When the crawling slime is damaged 
  by a nonmagical weapon, the weapon is destroyed. 
  The crawling slime can carve a path through earth or 
  stone with Speed 2, possibly leaving a stable tunnel 
  in its wake.
   Acid Spray: The crawling slime can spray a gout 
  of acid at the target. The target makes an Athletics 
  (Agility) test against Difficulty (Craft) to avoid the 
  strike.
  Failure: The target’s armour is destroyed, and the target 
  takes 2d6 damage.
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  Standard Success: The target’s remaining armour now 
  has half its Armour rating, and the target takes 1d6 
  damage; that damage ignores armour.
  Great Success or better: The target avoids the strike; 
  they are not damaged.
  Benefits & Banes
  Viscous: The crawling slime can use its movement to 
  climb up walls or on ceilings as if it were moving 
  normally. When the crawling slime is making an 
  ambush by attacking from the ceiling, characters 
  have a −4 penalty to any tests to detect the slime; this 
  includes tests to determine surprise.
  Earth Elemental
  A massive creature of stone and dirt, an earth elemental 
  is like an avalanche given physical form. Sometimes 
  found in the aftermath of earthquakes and other seismic 
  events, earth elementals are mindlessly destructive 
  unless controlled by a magician. They seem to take a 
  perverse pleasure in destroying works of stone and 
  earth, readily attacking castles and walls when presented 
  the chance. Magicians value them for their resistance to 
  damage, great strength, and destructive power.
  Earth Elemental
  Neutral
  Threat: 16
  Strength: 5 Craft: 5
  Armour: 24 Life: 22
  Attacks: 1 Damage: 2d6+5 (rock fists)
  Speed: 8
  Special Abilities
   Earth Strike: The earth elemental can land a 
  powerful strike on the ground, releasing a shockwave 
  that strikes all targets within 3 metres. Each target 
  makes an Athletics (Agility) defence test against 
  Difficulty 16 to avoid the strike.
  Failure: The target takes 2d6+5 damage and is knocked 
  prone.
  Standard Success: The target is knocked prone or takes 
  1d6+5 damage (player’s choice).
  Great Success or better: The target avoids the strike; 
  they are not damaged.
  Benefits & Banes
  Earth Root: The earth elemental churns up the earth 
  around it, creating an area 3 metres in each direction 
  that reduces movement by half. The earth elemental 
  cannot be knocked down.
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  Fire Elemental
  The most widely feared of elementals, fire elementals 
  are spawned in forest fires, volcanic eruptions, and 
  other massive fiery events. These elementals look 
  like demonic humanoids made of fire, and they burn 
  anything flammable they touch. In fact, they burn 
  anything they can, revelling in destruction. Fire 
  elementals are one of the more preferred elemental 
  types among magicians, due to their use in combat 
  and generally terrifying appearance. Unfortunately for 
  magicians who use fire elementals, they often cause 
  substantial collateral damage.
  Fire Elemental
  Neutral
  Threat: 17
  Strength: 5 Craft: 6
  Armour: 0 Life: 18
  Attacks: 1 Damage: 2d6+5 (fire)
  Speed: 12
  Special Abilities
   Inferno: The fire elemental can release a powerful 
  burst of fire around it, affecting all targets within 5 
  metres. Each target makes an Athletics (Agility) test 
  against Difficulty 17 to avoid the strike. Followers in 
  the area are killed.
  Failure: The target takes 3d6 damage; that damage 
  ignores armour.
  Standard Success: The target takes 2d6 damage; that 
  damage ignores armour.
  Great Success or better: The target avoids the strike; 
  they are not damaged.
   Fireblast: The fire elemental can unleash a blast of 
  fire against ranged targets. Anyone within 3 metres of 
  the targeted location makes an Athletics (Agility) test 
  against Difficulty 17 to avoid the fire blast.
  Failure: The target takes 2d6 damage; that damage 
  ignores armour.
  Success: The target takes 1d6 damage; that damage 
  ignores armour.
  Great Success or better: The target avoids the strike; 
  they are not damaged.
  Benefits & Banes
  Body of Fire: Any melee attacks against a fire elemental 
  that result in Failure or Success inflict 1d6 damage 
  on the attacker in addition to any other effects. Melee 
  attacks that result in a Great Success do not inflict any 
  damage on the attacker.
  Flame Form: Nonmagical weapons inflict no damage 
  on the elemental; however, a character using a 
  nonmagical weapon still inflicts an amount of 
  damage equal to their psychic damage modifier. 
  Magical weapons, spells, and psychic attacks affect 
  the elemental normally.
  Water Elemental
  Water elementals are formed in the wake of massive 
  storms, tsunamis, and floods. Looking like vaguely 
  humanoid shapes made of water, they can flow over, 
  around, or through most obstacles. Water elementals 
  are beings of deceptive destruction. They don’t have the 
  flashiness of fire elementals but can be just as dangerous 
  over time. They are the flood given form. Despite this, 
  water elementals are rarely used by magicians, except 
  for those concerned with nautical matters.
  Water Elemental
  Evil
  Threat: 15
  Strength: 4 Craft: 6
  Armour: 0 Life: 20
  Attacks: 1 Damage: 1d6+4 (water blast)
  Speed: 10
  Special Abilities
   Tidal Blast: The water elemental can release a 
  torrent of water at a target it can see. The target makes 
  an Athletics (Agility) test against Difficulty 15 to 
  avoid the torrent.
  Failure: The target takes 2d6 damage and is knocked 
  back 2d6 metres.
  Success: The target takes 1d6 damage and is knocked 
  back 1d6 metres.
  Great Success or better: The target takes no damage.
  Benefits & Banes
  Water Form: Nonmagical weapons inflict no damage 
  against the elemental; however, a character using 
  a nonmagical weapon still inflicts an amount of 
  damage equal to their psychic damage modifier. 
  Magical weapons, spells, and psychic attacks affect 
  the elemental normally. Water elementals can also fit 
  through any opening or penetrate any structure that 
  is not waterproof.
  Fae
  In ages past, the fae were bound to the Norns, serving 
  as agents of fate among mortals. Queen Mab, ruler of 
  the fae, came to resent this subservience. After many 
  mortal lifetimes, she led a revolt against the Norns, 
  working a great ritual intended to free her people. 
  Instead, it nearly destroyed them. Those who survived 
  those times learned to feed on fate instead of serving 
  it. From that point forward, the fae would forever be 
  bound, consuming the destiny of mortals to survive.
  The transformed fae broke into two groups: the light 
  fae and dark fae. The light fae, led by Titania, fed their 
  need for destiny through gentler means, such as making 
  deals with mortals in the faery markets. The dark fae, on 
  the other hand, followed their new lord, Oberon, taking 
  205
   
  
  what they wanted, cursing unsuspecting mortals, and 
  dooming victims as they pleased. While the dark and 
  light fae have officially settled their differences after the 
  marriage of their leaders, that does not mean they are 
  at peace, and mortals are often caught in their schemes 
  and machinations. Luckily, the fae normally stay within 
  their lands within the Great Forest, only going out 
  when they hunger or when they’re bored. Of course, 
  that’s often enough to spawn numerous legends.
  Boggart
  Creatures of the dark fae, boggarts are obsessed with 
  wealth, owning as much of it as possible. They seek 
  to claim the fate of mortals by stealing from the rich, 
  changing destinies in the process. Boggarts sometimes 
  make deals. They may offer to trade favours for gold 
  but usually prefer more nefarious means. These fae are 
  short, earthen skinned humanoids with large ears. They 
  never display their wealth, instead always keeping it 
  safely hidden away under lock, key, and trap.
  Boggart
  Evil
  Threat: 14
  Strength: 2 Craft: 4
  Armour: 0 Life: 10
  Attacks: 1 Damage: 1d3+2 (dagger)
  Speed: 10
  Special Abilities
   Swipe Destiny: The boggart can steal from the 
  target. The target makes a Notice (Wits) test against 
  Difficulty 14 to avoid the theft. (A boggart cannot 
  steal from a concealed pouch.)
  Failure: The target loses 1d3 gold and 1 Light Fate
  Success: The target loses 1 gold.
  Great Success or better: The target loses nothing.
  Benefits
  Fae Nature: The boggart suffers an additional 1d6 
  damage from any weapon made from iron.
  Breeze Sylph
  One of the smallest of the light fae, breeze sylphs live 
  in the boughs of the forest, riding the wind on leaves 
  to make their way. Breeze sylphs gain their sustenance 
  by altering the fates of others for the better, 
  reweaving destiny with small acts of charity 
  or words of advice. They often serve as spies 
  and agents of Titania, warning her of trespassers 
  in fae lands or the machinations of Oberon’s court. 
  In these roles, they often encounter mortals, who they 
  often try to protect from the plans of dark fae.
  Breeze Sylph
  Good
  Threat: 16
  Strength: 2 Craft: 4
  Armour: 0 Life: 3
  Attacks: 1 Damage: 1d3+2 (needle sword)
  Speed: 3 (walk), 12 (fly when gliding from a tree)
  Special Abilities
  Lighten Fate’s Touch: Once per day, the 
  breeze sylph can give aid and advice to 
  a character in such a way that it will 
  improve that player character’s destiny. 
  The character makes an Empathy (Insight) 
  test against Difficulty 14 to decipher the advice; the 
  player then chooses whether their character follows 
  it. There is no Fate cost to use this ability.
  Failure: The character loses 1 Light Fate.
  Success: The character gains 1 Light Fate.
  Great Success: The player character gains 1 Light 
  Fate, and the Game Master loses 1 Dark Fate. The 
  GM then offers one small piece of advice about the 
  character’s current quest.
  206
   
  
  Extraordinary Success: The player character gains 
  1 Light Fate, and the Game Master loses 1 Dark 
  Fate. The player can also ask any one question that 
  concerns their character’s current quest, and the GM 
  must answer truthfully.
  Benefits & Banes
  Fae Nature: The breeze sylph suffers an additional 1d6 
  damage from any weapon made from iron.
  Woodland Stride: The breeze sylph can force a reroll 
  of a single die on any test to detect it in a forest 
  environment. It can move through any woodland 
  terrain without difficulty, including movement to 
  climb trees. When attempting to detect a sylph in a 
  woodland environment, characters have a −4 penalty 
  to any tests to detect the fae; this includes tests to 
  determine surprise. (See Surprise Attacks in Chapter 
  2 of the Player’s Guide.)
  Brownie
  Found among the light and dark fae, fickle brownies 
  steal and gift wealth, assistance, and labour according 
  to an arcane set of rules only they seem to understand. 
  Short, squat, and possessed of a strong drive to work 
  and clean, they universally hate being thanked for their 
  efforts. Doing so is sure to lose the speaker some gold or 
  a brownie’s help. Brownies always expect some sort of 
  reward for their efforts, whether they were asked for or 
  not. They can be quite vicious when they feel their labour 
  or gifts go unappreciated. Luckily, brownies can usually 
  be bought off with a delicious pastry or a saucer of cream.
  Brownie
  Neutral
  Threat: 14
  Strength: 3 Craft: 4
  Armour: 3 (leather) Life: 8
  Attacks: 2 Damage: 1d3+3 (dagger)
  Speed: 8
  Special Abilities
   Brownie’s Curse: When a brownie decides it has 
  been insulted, it can curse the hero who offended it. 
  The target makes a Craft test against Difficulty 14 to 
  avoid the curse.
  Failure: The target loses 1d3 gold and 1 Light Fate.
  Success: The target loses 1 gold.
  Great Success or better: The target loses nothing.
  Benefits & Banes
  Fae Nature: The brownie suffers an additional 1d6 
  damage from any weapon made from iron.
  Hard Worker: The brownie can do the work of five 
  normal workers when doing any sort of craft, 
  construction, or cooking work. They can also double 
  their Strength when performing manual labour or 
  while defending work they have completed.
  Coblynau
  A vicious breed of dark fae, these squat, bearded 
  creatures lurk in mines or along the roads of the Realm, 
  causing all manner of trouble for those who frequent 
  these areas. They regularly cause mines to collapse, 
  travellers to become lost, and bridges to fail, delighting 
  in the chaos and destruction they cause. Coblynau are 
  thankfully rare, but their presence can cause mortals 
  to abandon mines and avoid roads. When a settlement 
  finds they have a coblynau living nearby, they often try 
  to bribe it by leaving wealth or food. Failing that, they’ll 
  hire hunters to remove the troublesome fae.
  Coblynau
  Evil
  Threat: 14
  Strength: 4 Craft: 4
  Armour: 6 (hard leather) Life: 12
  Attacks: 1 Damage: 1d6+4 (hammer)
  Speed: 12
  Special Abilities
   Coblynau’s Curse: If the target is in a manmade 
  underground structure or on a road, the coblynau 
  can curse the target. The target makes an Athletics 
  (Agility) test against Difficulty 14 to avoid the curse.
  Failure: The target loses 1 Light Fate and has their 
  speed reduced by half until they leave the area (5 
  metres in diameter). If the target is underground or 
  inside a building, they also suffer 2d6 damage from 
  crumbling walls or collapsing ceilings.
  Standard Success: The target has their speed is reduced 
  by half until they leave the area. If the target is 
  underground or inside a building, they also suffer 1d6 
  damage from crumbling walls or collapsing ceilings.
  Great Success or better: The target loses nothing and 
  takes no damage.
  Benefits
  Fae Nature: The coblynau suffers an additional 1d6 
  damage from any weapon made from iron.
  Fae Witch
  Common in the legends of the Realm, fae witches 
  are both feared for their power and respected for their 
  wisdom, but they’re usually more feared than respected. 
  Some fae witches have infamous reputations as dark 
  powers roaming the swamps and moors looking for 
  mortals to torture. Others serve as advisors and healers 
  to those who live near their lairs. A single fae witch 
  may choose to fulfill both roles. Fae witches are found 
  among both light and dark fae, but regardless of where 
  their allegiance lies, they all know how to turn people 
  into toads.
  207
   
  
  Fae Witch
  Good, Neutral, or Evil
  Threat: 16
  Strength: 3 Craft: 6
  Armour: 6 (magical robes) Life: 15
  Attacks: 1 Damage: 1d6+3 (staff)
  Speed: 9
  Special Abilities
   Evil Eye: The fae witch can curse the target. The 
  target makes a Fortitude (Mettle) defence test against 
  Difficulty 16 to avoid the curse.
  Failure: The target is turned into a toad for 1d3 hours.
  Standard Success: The target is turned into a toad for 
  1d3 rounds.
  Great Success or better: The target maintains their 
  original form.
  Benefits & Banes
  Fae Nature: The fae witch suffers an additional 6 
  damage from any weapon made from iron.
  Nature Spellcasting: A fae witch knows five Basic and 
  three Intermediate spells, and they have spell points 
  equal to their Craft+3. They can cast one these spells 
  as an Enemy action; they can also cast one of these 
  spells when a PC gets a Failure or Standard Success 
  when attacking them.
  Fomorian
  These massive, twisted dark fae delight in using their 
  great size and strength to prove their dominance over 
  others. A formorian threatens any creatures smaller 
  than itself whenever possible. As much bluster as bite, 
  formorians can be both an annoyance and a major threat 
  in short order. Formorians abuse and terrorize mortals 
  they encounter, demanding tribute in the form of food, 
  cattle, alcohol, and gold; in exchange, they claim they 
  will not commit greater acts of violence. Once they’ve 
  found a fertile area where they can force enough food 
  and supplies to live comfortably, they’ll settle in until 
  they’re forced or tricked into leaving. While formorians 
  are very powerful foes in battle, they are not very 
  intelligent or perceptive, making them vulnerable to 
  clever adventurers.
  Formorian
  Evil
  against Difficulty 15 to avoid being tossed across the 
  battlefield.
  Failure: The target takes 2d6 damage and is moved 4d6 
  metres away.
  Standard Success: The target takes 1d6 damage and is 
  moved 2d6 metres away.
  Great Success or better: The target is not thrown and 
  takes no damage.
   Boulder Throw: The formorian can throw boulders 
  when it is not engaged in melee combat. The target 
  makes an Athletics (Agility) test against Difficulty 15 
  to avoid being struck by a boulder.
  Failure: The target takes 2d6+6 damage and is knocked 
  prone.
  Success: The target takes 1d6+6 damage or is knocked 
  prone (player’s choice).
  Great Success or better: The target takes no damage.
   Terrifying Visage: The formorian presents a 
  particularly intimidating presence. One Follower 
  of the GM’s choice immediately loses 1d6 Loyalty. 
  If the Follower’s Loyalty is reduced to 0, it flees the 
  party and is never seen again. The GM can spend 
  additional Dark Fate to cause additional Followers to 
  flee (2 Dark Fate per additional Follower).
  Benefits & Banes
  Fae Nature: The formorian suffers an additional 1d6 
  damage from any weapon made from iron.
  Knocker
  These mischievous spirits are found among the dark 
  and light fae. Both varieties look like short humanoids 
  dressed in miner’s clothes. According to folklore, they 
  knock on the walls of mines, although bystanders 
  sometimes cannot tell whether they do this to warn 
  miners of impending cave-ins or cause them. In regions 
  where they’re common, miners regularly offer up 
  the last bites of pastries or other sweet treats to bribe 
  knockers. Knockers are rarely encountered outside 
  of mines, tunnels, or caves, not caring for the outside 
  world and the many dangers it presents.
  Knocker
  Good, Neutral, or Evil
  Threat: 13
  Strength: 3 Craft: 2
  Armour: 3 (leather) Life: 12
  Attacks: 1 Damage: 1d6+3 (pickaxe)
  Speed: 8
  Special Abilities
   Cave-In: With a few well-placed knocks, the 
  knocker can cause a cave, mine, tunnel, or building 
  made of stone to collapse. Anyone in the affected 
  area (generally a 5-metre radius) makes an Athletics 
  (Agility) test against Difficulty 13 to avoid being 
  caught under falling stones.
  Threat: 15
  Strength: 6
  Craft: 2
  Armour: 12 (metal plates and leather)
  Life: 24
  Attacks: 1 Damage: 1d6+6 (club)
  Speed: 14
  Special Abilities
  Hurl: The formorian can grab and throw a target.
  The target makes an Athletics (Agility) defence test
  208
   
  
  Failure: The target takes 2d6 damage and is buried 
  under debris, requiring 1d3 rounds to free themselves. 
  They can take no action until freed, but allies may 
  assist them. Each assisting ally reduces the time by 
  one round.
  Standard Success: The target takes 1d6 damage and is 
  knocked prone.
  Great Success or better: The target takes no damage.
  Benefits & Banes
  Burrow: The knocker can burrow through earth or 
  stone with Speed 3. When a knocker is ambushing 
  characters from a burrow, each character makes the 
  test to detect the ambush with a −4 penalty.
  Fae Nature: The knocker suffers an additional 1d6 
  damage from any weapon made from iron.
  Naiad
  As fae tied to bodies of water, naiads entice mortals 
  to enter their pools, so they can drown their victims 
  and harvest fate. Naiads commonly appear as beautiful 
  humans with pointed ears and exquisite features, often 
  in varying states of undress. They usually lure their 
  victims to the water by appealing to the victim’s carnal 
  nature. Failing that, they are willing to use more direct 
  means, controlling the minds of their prey instead. 
  Naiads are all dark fae. Any right-thinking mortal who 
  has heard stories about naiads avoids them.
  Naiad
  Evil
  Threat: 14
  Strength: 3 Craft: 4
  Armour: 0 Life: 10
  Attacks: 1 Damage: 1d3+1 (dagger)
  Speed: 10 (walk), 14 (swim)
  Special Abilities
   Naiad’s Call: The naiad can use its magic to tempt 
  others to enter its water so it can drown them. Each 
  humanoid within 10 metres makes a Craft test against 
  Difficulty 14 to avoid falling under the naiad’s spell.
  Failure: The target moves with all possible speed 
  towards the naiad’s pool for the next 1d3 rounds. If it 
  reaches the pool, it dives in and immediately begins 
  to drown. (See Drowning in Chapter 5.)
  Standard Success: The target moves with all possible 
  speed toward the naiad’s pool on its next turn.
  Great Success or better: The target is unaffected and 
  is immune to the Naiad’s Call from this creature, 
  although other naiads may still affect the target.
  Benefits & Banes
  Fae Nature: The naiad suffers an additional 1d6 damage 
  from any weapon made from iron.
  Pixies
  These small winged humanoids are usually found in 
  packs. They roam about the forests bordering the fae 
  lands looking for shiny things to steal. Having precious 
  little understanding of personal property, pixies steal 
  anything that isn’t carefully guarded if given the chance. 
  Even items in use might be stolen if they’re sufficiently 
  shiny. Pixies are far more interested in the taking than 
  the having, however, usually casting aside loot in their 
  lair with little concern for its condition. Pixies are found 
  near fae or human settlements, since there’s little worth 
  stealing in the wilderness. They’re found among the 
  dark and light fae, though most show little interest in 
  the struggles between the two factions.
  Pixies
  Neutral
  Threat: 17
  Strength: 2 Craft: 4
  Armour: 0 Life: 8
  Attacks: 1 Damage: 1d3+2 (dagger), 1d3+2 (small 
  sling)
  Speed: 4 (walk), 12 (fly)
  Special Abilities
   Theft of Opportunity: The pixie can attempt to 
  steal a target’s visible weapon or magic item and fly 
  away with it. The target makes an Athletics (Agility) 
  or Notice (Wits) defence test against Difficulty 17 to 
  resist.
  Failure: The target loses one weapon or another item of 
  the GM’s choice (with a value of at least 1 gold).
  Standard Success: The target hangs on to their item, 
  but they have a −2 penalty to tests next round.
  Great Success or better: No effect.
  Benefits & Banes
  Fae Nature: The pixie suffers an additional 1d6 damage 
  from any weapon made from iron.
  Swarm: Creatures with this benefit are skilled at 
  working together to take down larger opponents. 
  When a creature in the swarm attacks, it inflicts +1 
  damage per additional swarm creature within range.
  Woodland Stride: The pixie can force a reroll of a single 
  die on any test to detect it in a forest environment. 
  It can move through any woodland terrain 
  without difficulty, including movement to climb. 
  When attempting to detect a pixie in a woodland 
  environment, characters have a −4 penalty to any 
  tests to detect the fae; this includes tests to determine 
  surprise. (See Surprise Attacks in Chapter 2 of the 
  Player’s Guide.)
  209
   
  
  Red Cap
  These vicious, squat dark fae are known for their need 
  for blood and their propensity for violence. Shod with 
  black iron boots and armed with all manner of iron 
  weaponry, red caps are among the few fae that can 
  handle iron without pain. They use this trait against 
  other fae, making them widely feared among their own 
  people, but they prefer killing mortals. After all, it’s the 
  blood of mortals that stains their caps. Red caps are 
  cruel killers who commit acts of violence for the sheer 
  joy they find in murder. There’s another reason for these 
  killing sprees: A red cap dies if the blood in their cap 
  ever completely dries. They are technically servants of 
  Oberon, but even he has trouble keeping them in check.
  Red Cap
  Evil
  Threat: 17
  Strength: 6 Craft: 3
  Armour: 9 (chain) Life: 15
  Attacks: 1 Damage: 1d6+6 (sword)
  Speed: 13
  Special Abilities
   Red Slaughter: The red cap inflicts a vicious strike, 
  causing an additional 1d6 damage.
   or 
   Slay: The red cap can lash out and instantly 
  kill a Follower within melee range.
  Benefits & Banes
  Clad in Iron: Red caps are not harmed by iron like 
  other fae. The red cap’s weapons are forged of iron; 
  thus, they’re more effective against most fae.
  Sidhe
  In the upper echelons of fae society, both in the light 
  and dark fae courts, the sidhe make up the bulk of the 
  court’s members. As masters of intrigue, the sidhe are 
  accustomed to deference from their inferiors. Of course, 
  they consider almost everyone and certainly all mortals 
  to be inferior to the sidhe. Even among the light fae, 
  the sidhe are arrogant (or at best “parental”) towards 
  mortals, always sure they know better. While their 
  arrogance may be insulting, they’re bound by noblesse 
  oblige. Sidhe always keep their word, although it is 
  astoundingly difficult to get; they do not lie openly 
  but instead mislead and misdirect; they are chivalrous 
  in combat, as long as they are treated honourably 
  in return. Even the most villainous sidhe gives the 
  appearance of following a code. They wear armour and 
  wield weapons of fae silver, which is as strong as steel 
  but not harmful to fae.
  Sidhe
  Any
  Threat: 17
  Strength: 6 Craft: 4
  Armour: 15 (fae armour) Life: 20
  Attacks: 2 Damage: 2d6+4 (fae silver greatsword)
  Speed: 12
  Special Abilities
   Sidhe Presence: The sidhe can intimidate anyone 
  attacking it with its majestic presence. Any creature 
  that can see the sidhe and is hostile to it makes a Craft 
  test against Difficulty 17 to resist.
  Failure: The target suffers 2d6+4 psychic damage and 
  cannot attack the sidhe for the next 1d3 rounds.
  Standard Success: The target suffers 1d6+4 psychic 
  damage and cannot attack the sidhe for 1 round.
  Great Success or better: No effect.
   Fae Silver: The target’s armour does not offer any 
  protection against this attack.
  Benefits & Banes
  Fae Nature: The sidhe suffers an additional 1d6 damage 
  from any weapon made from iron.
  Sluagh
  These pale, long-limbed fae collect the souls of 
  innocents and bind them in chains of silver, feasting 
  off the fates of the damned. They lead their captured 
  spirits through the world while looking to expand their 
  number, often striking at the unwanted, the depressed, 
  and those who will not be missed. They lurk around 
  the edges of mortal settlements, moving on before they 
  attract too much attention with their efforts. While any 
  soul can grant a sluagh power, innocent souls grant the 
  most power and attract attention above all others. These 
  dark fae are found in mortal lands far more than fae 
  lands, as their own kind have no souls to collect.
  Sluagh
  Evil
  Threat: 17
  Strength: 3 Craft: 6
  Armour: 0 Life: 18
  Attacks: 1 Damage: 1d6+4 (sickle)
  Speed: 11
  Special Abilities
   Slay: The sluagh lashes out, instantly killing a 
  Follower within melee range.
   Soul Collector: When a Good character is slain 
  within 10 metres of the slaugh, it can claim their soul 
  to add to its collection. This heals the sluagh for 2d6 
  Life. Killing the slaugh and breaking the chain that 
  trapped its souls grants 1 Light Fate to each character 
  that was engaged with the sluagh in that combat.
  210
   
  
   Spirit Harvest: Instead of inflicting damage on a 
  successful attack, the slaugh may use the souls bound 
  to it to curse its target. The target makes a Craft test 
  against Difficulty 17 to resist.
  Failure: The target suffers 1d6 psychic damage and 
  loses 1d6 spell points. If this reduces the target to 
  0 spell points, the target suffers an additional 1d6 
  psychic damage.
  Standard Success: The target suffers 1d3 psychic 
  damage and loses 1d3 spell points. If this reduces the 
  target to 0 spell points, the target suffers an additional 
  1d3 psychic damage.
  Great Success or better: No effect.
  Benefits & Banes
  Fae Nature: The sluagh suffers an additional 1d6 
  damage from any weapon made from iron.
  Spirit Shroud: The sluagh can force a reroll of a 
  single die on any test to detect it in a dark or dim 
  environment. When attempting to detect a sluagh in 
  at night or in a cemetery setting, characters have a −6 
  penalty to any tests to detect the fae; this includes 
  test to determine surprise. (See Surprise Attacks 
  in Chapter 2 of the Player’s Guide.)
  White Stag
  A rare sight in the 
  woods 
  that 
  border 
  the fae realms, the 
  white stag serves as 
  a guide and portent  
  to 
  those 
  favoured 
  by Titania and the 
  light fae. A white 
  stag is known among 
  mortals to be a sign. 
  Anyone 
  seeing 
  one 
  is destined to go on a 
  quest of great import, 
  but unfortunately, there 
  is no assurance that 
  the would-be hero will 
  survive. Few who pursue 
  the white stag ever return 
  home. They find their destiny 
  beyond the life they once knew… 
  or they find death.
  White Stag
  Good
  Threat: 18
  Strength: 6 Craft: 5
  Armour: 6 Life: 24
  Attacks: 2 Damage: 1d6+6 (horns)
  Speed: 16
  Special Abilities
  None
  Benefits & Banes
  Fae Nature: The white stag suffers an additional 1d6 
  damage from any weapon made from iron.
  Woodland Stride: The white stag can force a reroll 
  of a single die on any test to detect it in a forest 
  environment, and it can move through any woodland 
  terrain 
  without 
  difficulty. 
  When 
  ambushing 
  characters in a woodland environment, the Difficulty 
  of the test to detect it is increased by 4. (See Surprise 
  Attacks in Chapter 2 of the Player’s Guide.)
  211
   
  
  Chapter 
  hapter 5: 
  Adventuring
  dventuring
  In this chapter, you’ll find lots of useful information 
  about running an adventure. It’s got details on 
  exploration, hazards, visibility, and loads more that 
  every Game Master is going to find useful. Many 
  examples are given here, but you shouldn’t feel 
  beholden to them. Feel free to use the information 
  provided here to spark your own creativity.
  The Exploration section is probably the most 
  important information in this chapter, because 
  characters are inevitably going to travel. The rules 
  provided here offer some guidance to help make travel 
  and exploration interesting and exciting. The rest of the 
  chapter includes guidelines on the types of dangers and 
  hazards characters are likely to encounter during their 
  journeys, as well as advice on how to resolve them.
  Exploration
  Exploration is a major part of Talisman Adventures. 
  Player characters spend much of their time tromping 
  around the world in search of adventures. Sometimes, 
  you might ignore travel to get to the story you have 
  planned. At other times, the journey itself might be an 
  important part of the story. The Realm is full of strange 
  and magical locations adventurers might wish to explore. 
  Cursed graveyards, crumbling ruins, mystical shrines, 
  wandering merchants, deadly monsters, and much 
  more await, ready to be found by the brave at heart. The 
  following section includes the Exploration rules.
  Time and Distance
  The map of the Realm does not have a scale or map 
  grid. After all, this faery tale world is your own, so you 
  should make it as large or as small as you wish. The 
  towns and villages shown on the map might be the only 
  major settlements, or there may be dozens more scattered 
  throughout the Realm. Even if you decide exactly how 
  big your version of the Realm is, we suggest you don’t 
  actually write down a scale for players to see. Instead, 
  measure distance by the time it takes to get from one 
  location to another. For example, rather than saying that 
  it’s 100 kilometres from the City to Greymist, you could 
  say that it’s about three days’ travel.
  There’s another reason for this conceit: Travel time 
  can vary widely depending upon the terrain. A location 
  that would be a day away by road might be three or 
  even four days’ travel if you have to pass through a 
  dense forest or climb mountains. Also keep in mind that 
  the Realm is a magical place. Things can change in the 
  blink of an eye. A path that was easily passable one day 
  might be overgrown the next.
  Exploration Roles
  When an adventuring party sets out on a journey, 
  they must decide among themselves what each of them 
  is doing. There are three roles characters can choose 
  from when exploring: Guide, Watcher, and Hunter. Not 
  all of these roles must be filled, and not every character 
  must take on a role. The only absolutely necessary role 
  is that of the Guide. Without a Guide, the party isn’t 
  going to get anywhere and could well end up walking 
  or riding in circles. The second most important role is 
  that of a Watcher. Without anyone keeping watch as 
  the group travels, they are much more likely to stumble 
  across an enemy and be surprised. No one needs to be 
  a Hunter; however, if no one makes that choice, the 
  party should make sure they have enough rations for 
  the entire journey.
  212
   
  
  The Guide
  The Guide makes decisions about where to go and 
  which trail to follow. When an adventuring party sets 
  out toward a goal, the GM decides the base travel time 
  for the journey. The time for the journey may change 
  based on how well (or poorly) the Guide performs their 
  job. This time is usually measured in days, although the 
  Exploration rules could also be used for shorter journeys, 
  such as a quest that leads just inside a magical wood.
  The GM chooses whether to tell the characters how 
  long they can expect to travel. You should make this 
  choice if the characters are following a commonly 
  travelled route from one town to another. However, 
  if the route is more uncertain, you might give a vague 
  estimation: “You think the trip is going to take three or 
  four days.” A party might instead want to explore part 
  of the nearest forest or hills, in which case, no time is 
  set; however, the GM may want to set a time when the 
  characters decide to return.
  The Guide sets the pace for travel. They also choose 
  the route, often with the assistance of a map or perhaps 
  working from memory. Each day, the Guide makes 
  a Lore (Wits) test or Survival (Insight) test against 
  Difficulty 14. This is referred to as a Guide test. Using 
  Lore represents the character’s general knowledge of 
  the world, including roads and terrain. A character 
  using Survival relies on their knowledge of the natural 
  world to choose the fastest route. Ultimately, the choice 
  of skill used doesn’t really matter, but the GM should 
  consider the idea that a character using Lore is more 
  likely to stick to established paths marked on a map, 
  while a character using Survival might choose to cut 
  through a forest or other wild place because they 
  believe their choice is faster. One other character can 
  assist the Guide. (See the Assist rules in Chapter 2 of 
  the Player’s Guide.)
  Failure: The party is lost or delayed for a day. The 
  GM can present a shortcut that requires the characters 
  to overcome a Hazard. (See the section on Hazards later 
  in this chapter.) If the Hazard is successfully overcome, 
  they may gain back some time. If a 
   is rolled, the GM 
  should introduce a Hazard, and no shortcut is available.
  Standard Success: The party travels at full speed with 
  no delay. On a 
  , the GM can introduce a Hazard.
  Great Success: The party travels at full speed with no 
  delay. On a 
   the Guide may discover an Interesting 
  Location. (Appendix III includes a list of possible 
  options.)
  Extraordinary Success: The Guide finds a shortcut. 
  The party reduces travel time by an additional half day; 
  alternatively, the player whose character succeeded at 
  the test may ask to have the party find an Interesting 
  Location along the way. (See Appendix III.)
  213
   
  
  Modifying Tests
  Modifying Tests
  Travel in the Realm can be unpredictable and 
  dangerous. The GM should feel free to apply 
  modifiers to any of these tests based on the 
  circumstanctes. You can use the Hindrances 
  sidebar located later in this chapter for ideas on 
  how weather or time of day might impact any of 
  these tests.
  For example, if the heroes are travelling during a 
  rainstorm, the GM might increase the Difficulty 
  of a Watcher’s test by 2. (The same modifier 
  might also apply to the Guide and the Hunter.) 
  As another example, if the PCs are travelling 
  in a faery forest, the Guide might increase the 
  Difficulty of their test by 4 due to the magical and 
  ever-changing nature of the trees themselves.
  On the other hand, if the characters happen to be 
  in a wood known to be thick with game, the GM 
  might lower the Difficulty for Hunter tests. Use 
  your good judgement, increasing the Difficulty 
  to add interest and tension to a story. Don’t feel 
  as though you need to increase that Difficulty to 
  punish the players for poor choices. Most tests 
  should use the standard Difficulty; otherwise, 
  players are likely to become frustrated.
  Watcher
  The Watcher keeps a lookout for potential enemies. 
  They look for tracks, scan the horizon, and generally 
  stay alert for the presence of others. One character can 
  act as the Watcher by attempting a Notice (Wits) test 
  against Difficulty 14. A second character can assist. (See 
  the Assist rules in Chapter 2 of the Player’s Guide.)
  Failure: Encounter an Enemy. The party suffers 
  a −3 penalty on the resulting Wits (Notice) test on 
  the Exploration Surprise Chart in Chapter 2: Rules 
  (located in the Player’s Guide).
  Standard Success: The Watcher discovers the presence 
  of a nearby Enemy. After the GM determines the type 
  of Enemy, the Watcher makes a Survival (Wits) test 
  against Difficulty 14 to identify it. On a successful roll, 
  the Watcher chooses whether to encounter the Enemy 
  or avoid it. Depending upon the type of Enemy, if the 
  Watcher decides to ignore this Enemy, there is a 1 in 6 
  chance that creature still picks up the PC’s trail and tries 
  to ambush the party later.
  Great Success or better: The Watcher discovers the 
  presence of a nearby Enemy. After the GM determines 
  the type of Enemy, the Watcher makes a Survival 
  (Wits) test of Difficulty 14 to identify it. On a successful 
  roll, they can choose to encounter the Enemy or avoid 
  it. If they choose to encounter the Enemy, they get a +3 
  bonus to the resulting Stealth (Agility or Insight) test 
  on the PCs Ambush Enemy Chart in Chapter 2: Rules 
  (located in the Player’s Guide).
  Hunters
  Hunters forage and hunt for food as they travel. Each 
  day, each Hunter can make a Survival (Insight) or 
  Archery (Agility) test against Difficulty 14.
  Failure: No game or foraging. Use 1 ration for that 
  day’s sustenance.
  Success: The Hunter doesn’t need to use a ration that 
  day.
  Great Success or better: The Hunter doesn’t need 
  to use a ration; the party gains 1d3 additional rations 
  (which can be saved or used by another character).
  Filling Multiple Roles
  A single character can perform two exploration roles 
  instead of one (and make two rolls instead of one), but 
  that character suffers a −2 penalty on each test, and they 
  can never get greater than a Standard Success. This 
  choice might be necessary when a character is travelling 
  alone. However, since they can only perform two roles 
  at a time, they’ll still need rations to eat. If the GM allows 
  it, they can take periodic breaks to hunt and forage. As 
  an alternative, it’s possible that an Enemy encountered 
  in the wild could be used for food.
  Camping
  Characters can only travel so far in a day. Unless 
  they can find an inn or other accommodations, they’ll 
  eventually need to find a place to camp. When preparing 
  to settle down for the night, one character makes a 
  Survival (Insight) test to find a place to set up camp; 
  the GM sets the Difficulty based on how easy it is to 
  find a secluded spot. The Guide usually makes this test, 
  although any character in the party can attempt it. The 
  Difficulty could range from Routine in a dense forest 
  to Hard on open plains. After this test is made, the 
  GM rolls 3d6 to see if there’s an encounter. The result 
  determines the likelihood of an Enemy discovering 
  them while they rest.
  Failure: Random encounter occurs on a 8+.
  Success: Random encounter occurs on a 14+.
  Great Success: Random encounter occurs on a 17+.
  Extraordinary Success: The party is completely 
  concealed and does not have an encounter.
  If you feel as the GM that having a random encounter 
  bogs down the story or doesn’t make sense, you can 
  ignore the result and just tell the players that the night 
  passes uneventfully. On the other hand, if you really 
  214
   
  
  want a random encounter, you can spend 
   to roll 
  again. You can do this repeatedly until the roll indicates 
  an encounter occurs or you run out of 
  . You should 
  also apply any modifiers you feel are appropriate, 
  depending on the surroundings. If the PCs decide to 
  have a bonfire, for example, the chance of having an 
  encounter should increase.
  Keeping Watch
  Most times, PCs will want to set a watch. It is entirely 
  up to them to determine who is keeping watch and 
  when. If an encounter happens, the GM can determine 
  randomly when the encounter actually happens. 
  Assuming each night has three watches, roll 1d6 to see 
  when the encounter occurs: on a 1–2, it happens during 
  first watch; on 3–4, it’s during second watch; on 5–6, it’s 
  the third watch. Any characters who are on watch get 
  to make a Notice (Wits) test with a Difficulty equal to 
  the Enemy’s Threat. (See Surprise Attacks in Chapter 2: 
  Rules of the Player’s Guide for more details on surprise.)
  Failure: The character and the rest of the party are 
  surprised.
  Success: The character is partially surprised.
  Great Success: The character is not surprised and can 
  awaken one other character.
  Extraordinary Success: The character can act normally 
  and awaken the entire party before combat begins.
  The GM should feel free to apply modifiers based on 
  circumstances, such as complete darkness or weather. 
  Noticing an approaching monster in pitch darkness 
  during a furious thunderstorm is no easy task.
  Hazards
  Heroes travelling the Realm are likely to encounter 
  many Hazards. This might occur as the result of a Guide 
  test, or the GM may have deliberately placed a Hazard 
  which the party must either overcome or figure out 
  how to bypass. Hazards are usually natural obstacles 
  of some kind, such as a swollen river, a rockfall that’s 
  covered the road, a sudden storm, a magical cyclone, 
  or some other form of barricade or hindrance. Most 
  Hazards are natural obstacles, but traps also qualify as 
  Hazards. Traps are discussed later in this chapter.
  When creating a hazard, the GM needs to decide the 
  nature of the Hazard and whether or not it can be avoided. 
  If the PCs simply go around the Hazard, will it cost them 
  another day’s travel? If they try to go through the hazard, 
  what skills are needed, and what is the Difficulty? And if 
  the skill test fails, what are the consequences?
  215
   
  
  Here are a few examples of Hazards characters might 
  come across. Many variations are possible for each one.
  Swollen Stream
  Recent rains have caused a stream to overflow 
  its banks, and the region is now filled with deep, 
  rushing waters. Swimming across the stream is almost 
  impossible, requiring an Athletics (Brawn) test against 
  Difficulty 20. Each failed test causes 1d6 damage (which 
  ignores armour). Another possibility is building a raft, 
  requiring a Survival (Wits) test against Difficulty 11; 
  afterwards, a successful Survival (Brawn) test against 
  Difficulty 14 is required to navigate the rushing waters. 
  Fortunately, a character who can fly can easily traverse 
  the stream. Once one character is across, they can 
  string a rope across the stream, which allows the other 
  characters to cross with a successful Athletics (Brawn 
  or Agility) test against Difficulty 14.
  Insect Swarm
  This hazard is most often found in a swamp or perhaps 
  near a river or lake. The area the characters must 
  pass through is infested with swarming insects. Any 
  character passing through the area makes a Fortitude 
  (Mettle) test against Difficulty 14; on a failed roll, 
  they’re overwhelmed with insect bites, which causes 
  that character to have a −2 penalty on all tests and to 
  move at half speed for 1d3 days. A character might be 
  able to make a repellent with local plants by making a 
  successful Survival (Wits) test against Difficulty 17.
  Avalanche
  Heavy snows have made travelling through this 
  area quite dangerous due to the risk of an avalanche. 
  A character making a successful Survival (Insight) test 
  against Difficulty 11 detects the risk of an avalanche. 
  Each character must move carefully and silently through 
  the region to avoid an avalanche, so each character 
  makes a Stealth or Survival (Agility) test against 
  Difficulty 14. If at least one roll fails, an avalanche is 
  triggered. Each character in the party then makes an 
  Athletics or Survival (Brawn or Athletics) test against 
  Difficulty 17; on a failed roll, they’re buried in snow 
  and ice, taking 3d6 damage. (Use the Drowning rules 
  later in this chapter for any characters who are buried.) 
  A buried character can make an Athletics (Brawn) test 
  against Difficulty 20 each round to try to dig their way 
  to freedom.
  216
   
  
  Other Hindrances
  Other Hindrances
  Talisman Adventures can’t possibly cover every 
  penalty for every given circumstance concerning 
  visibility and position. Sometimes, the GM must 
  evaluate the situation and choose an appropriate 
  penalty. Fortunately, almost any form of hindrance 
  can be evaluated on the Hindrances Chart, which 
  enables the GM to apply an appropriate penalty. 
  Generally, the GM should only apply the penalty 
  for the worst effect present.
  Hindrances Chart
  Circumstances 
  Difficulty 
  Modifier
  Difficult terrain, light mist, or rain
  +1 Difficulty
  Heavy rain or snow, light foliage, 
  or target prone (or making a melee 
  attack while prone)
  +2 Difficulty
  Thick fog, dust storm, heavy foliage
  +4 Difficulty
  Visibility
  Darkness is a pervasive hazard for many adventurers. 
  At night, forests can become pitch black, and caves 
  and dungeons are often inhabited by enemies that do 
  not require light to see. Most goblinoids and many 
  underground dwellers, spirits, and undead are not 
  hindered by darkness. A character’s ancestry might 
  include Tunnel Sight, which allows them to see normally 
  in darkness underground, or Night Sight, which helps 
  them to see normally above ground at night.
  Not all dungeons are dark. Some inhabited areas may 
  be lit, either because their residents cannot see in the dark 
  or because other sources of illumination are present, such 
  as cooking fires. A few dungeons are illuminated by more 
  exotic sources, such as glowing fungus or ancient magics.
  For purposes of the game, Darkness is divided into 
  three categories: Brightly Lit, Dimly Lit, and Pitch Dark. 
  Each has its own effects and modifiers.
  Brightly Lit
  An area with torches, lanterns, magical light, or broad 
  daylight is Brightly Lit. The area has no adverse effects.
  Dimly Lit
  An outdoor area at evening twilight or an area that’s 
  at the edge of torchlight, lantern light, or magical light 
  is Dimly Lit. During the day, a dense forest might also 
  be Dimly Lit.
  The area has the following effects:
  • No effect on melee combat tests.
  • Characters have a −2 penalty to all ranged combat tests.
  • Characters have a −2 penalty to all Notice tests that 
  involve sight.
  • Characters have a +2 bonus to Stealth tests.
  Pitch Dark
  If an area has no light at all, it is Pitch Dark.
  The area has the following effects:
  • Characters automatically fail any Notice test that 
  involves sight.
  • A character cannot target a spell that affects anyone 
  other than themself or an object they are touching.
  • Ranged attacks automatically miss.
  • Melee attacks have a −6 penalty.
  • If a character’s melee attack fails, the GM can spend 
   to cause that character to hit an ally within range 
  for full damage.
  • A character can move, but every third metre, the GM 
  gets to determine the direction of movement. Facing 
  matters: the GM can choose left, right, forward, or 
  either forward diagonal.
  Invisibility
  People or creatures that are invisible cannot be seen, but 
  they can still be heard. Generally, an invisible creature 
  that remains perfectly still is completely undetectable 
  and cannot be attacked. If an invisible being has been 
  detected for some reason or decides to attack, then 
  anyone within melee range can respond by attacking.
  When a character is making a melee attack against 
  an invisible target, the attack is made with a −2 penalty 
  and the result is lowered by one step. An Extraordinary 
  Success becomes a Great Success, a Great Success 
  becomes a Standard Success, and a Standard Success 
  becomes a Failure.
  Missile weapons attacks are even more difficult to use 
  in this instance, imposing a −4 penalty to the attack, as 
  well as the same step reduction to the result. To even 
  attempt a missile weapon attack, the attacker must have 
  at least a general idea of the target’s location.
  It is often impossible to target an invisible creature 
  with spells, since most spells require you to be able to 
  see the target. However, spells that have an area of effect 
  still affect an invisible character within the targeted area.
  An invisible character who needs to make a melee 
  defence test against an attacker gets to add a +2 bonus 
  to the defence test. If the test is a success, they can 
  increase the result by one step. Thus, a Failure still fails, 
  but a Standard Success becomes Great Success and a 
  Great Success becomes and Extraordinary Success. For 
  a missile defence test, they always get to increase the 
  results by one step, so a Failure becomes a Standard 
  Success; the same principle applies to spells.
  217
   
  
  Snares are useful for catching small game, such as 
  rabbits, but they’re also useful for catching larger game, 
  such as intruding adventurers. A snare loops around a 
  character’s foot, immobilising them until they’re able to 
  cut themselves free. A snare rigged with a counterweight 
  is designed to pull its victim up into the air, where they 
  hang by their ankles. The victim can cut themself free, 
  but they’ll take falling damage if they’re high enough.
  Nets and snares are often avoided after the trigger 
  is noticed. After that, a character just needs to avoid 
  stepping on or through the triggering device.
  Pressure Plates  
  and Trip Wires
  Pressure plates and tripwires offer other methods 
  of triggering traps. The triggered trap could include 
  flying poisoned darts, spears, the release of poisonous 
  gas, water flooding a room, or anything else the GM can 
  dream up. Pressure plates and trip wires are usually 
  fairly easy to avoid once they’ve been noticed.
  Designing a Trap
  Designing a trap is a fairly straightforward process. 
  The first step is deciding the basic function and type 
  of trap. Who built it? Why does it exist? Is it designed 
  to kill someone outright or just slow someone down? 
  Traps have statistics, just as Enemies do, allowing a 
  GM to quickly and easily determine the Difficulty of 
  tests for noticing a trap and disarming it; those same 
  statistics include the effects of the trap.
  Trap Name and Description
  A trap’s stat block begins with the name of the trap 
  (which might be something as simple as “Pit Trap”) 
  and a short description of how it works.
  Concealment
  This listing indicates how difficult the trap is to notice, 
  ranging from Obvious to Nearly Invisible or Nearly 
  Impossible. For example, a pit trap that’s built into a 
  dungeon floor with expert craftsmanship is Nearly 
  Invisible, while a snare on a tripwire hastily strung 
  between two trees with a rope is Obvious.
  Trap Concealment
  Concealment
  Difficulty Modifier
  Obvious
  −2
  Standard
  0
  Well-Concealed
  +2
  Nearly Invisible
  +4
  Nearly Impossible
  +6
  Traps
  Traps are a common feature in many dungeons,
  and GMs can design many types of traps. A chest can
  conceal a needle trap or gas trap, for example, while
  a hallway or room might contain a pit trap or magical
  runes. The types of traps available are limited only by
  the GM’s imagination. A few standard types are listed
  here. The GM can also combine multiple traps to create
  a hazard that’s even more deadly or difficult to avoid.
  Deadfalls
  Deadfall are pits covered in some form of camouflage.
  In dungeons, a deadfall might be hidden under a piece
  of flooring that pivots, beneath a trap door that opens
  to drop anyone stepping on it into a pit, or underneath
  a floor that breaks away. Outdoors, a deadfall could be
  a pit covered with easily breakable sticks and scattered
  leaves as camouflage. The pit could be anywhere from a
  half metre deep (a shallow ankle breaker) to a slippery
  opening leading to a subterranean cave. Anyone
  constructing a pit could fill it with deadly spikes,
  poisonous snakes, or even a deadly acid.
  When a deadfall is detected, avoiding it is fairly easy.
  However, a deadfall might block an entire passage,
  requiring the characters to find a locking mechanism
  (so that the trapdoor doesn’t open) or another path.
  Alternatively, they could trigger the deadfall, climb
  down into the pit, and then climb up the other side…
  assuming it isn’t filled with acid or poisonous snakes.
  Poison Needles
  Poison needles work well when they’re concealed
  into locks on doors or chests. They inflict very little or
  no actual Life damage; the poison coating them inflicts
  their true damage. (See Poisons and Venoms later in this
  chapter for options.) A character wearing gloves might
  not be harmed by a poison needle, but wearing gloves is
  not conducive to picking locks, so the GM should apply
  at least a −2 penalty to anyone attempting to do so.
  A good thief can avoid poison needles by carefully
  examining a lock’s mechanism. Some traps rely on
  simple small needles, which are fairly easy to see when
  the lock is examined. Others are carefully hidden,
  perhaps even designed to spring out when something
  other than the proper key is inserted into the lock.
  Nets and Snares
  Another type of trap relies on a net attached to a ceiling,
  usually just inside a door or passageway. They’re usually
  triggered by a tripwire or a similar device. They don’t
  cause damage; instead, they pin the affected victim to
  the ground, making them easier to attack.
  218
   
  
  Threat
  Traps have a Threat rating, just as Enemies do. Use 
  the trap’s Threat rating when a character attempts to 
  disarm it.
  Avoidance
  This listing measures how difficult the trap is to avoid 
  once discovered.
  Damage
  Damage is an indication of how much damage a 
  character takes from triggering a trap. Of course, a trap 
  may have additional effects, such as poison.
  Special
  Any Special Abilities the trap has are listed here. Like 
  an Enemy’s Special Abilities, one of a trap’s Special 
  Effects can be activated when the GM spends Dark Fate.
  Notes
  Any additional information about the trap is listed 
  here, such as the depth of a pit trap or how many darts 
  are fired from a pressure plate.
  Noticing a Trap
  Observant characters can usually spot a trap but 
  only if they’re sufficiently vigilant. They might notice 
  magical runes that activate a magical trap, tripwires 
  that trigger a deadfall, small holes in a wall or chest 
  concealing darts, cracks in the floor outlining a pit trap, 
  or any number of other clues.
  The chances of noticing a trap vary depending upon 
  the nature of the trap. The base Difficulty is determined 
  by how observant the characters want to be; this also 
  affects the rate at which character travel. Each trap 
  then has a modifier for how hidden or obscured it is. 
  Searching an object (such as a chest) for a trap has a 
  base Difficulty of 14.
  Noticing a Trap
  Character Status
  Difficulty
  Alert and carefully searching (1/4 move)
  11
  “Keeping an eye out” (1/2 move)
  14
  Not searching (full move)
  17
  Distracted (by combat or another activity)
  20
  219
   
  
  Trap Detection Results
  Failure
  The character does not notice the trap and 
  triggers it.
  Standard 
  Success
  A character notices the trap but may need 
  to make an additional Athletics or Sleight 
  of Hand (Agility) test to avoid triggering it.
  Great Success
  The character notices the trap before 
  triggering it and can attempt to avoid or 
  deactivate it.
  Extraordinary 
  Success
  The character notices the trap and gets a 
  bonus to avoid or deactivate it.
  Avoiding or Disabling a Trap
  Once a character discovers a trap, the party must 
  decide whether they want to avoid or disable it. Some 
  traps can be skirted completely. You can step around 
  a pressure plate, avoid a trip wire, or jump over a pit 
  (or just walk around it, if it’s in the middle of a room). 
  Avoiding a trap often involves a test, although in 
  many cases, this might be quite easy. Each trap has an 
  Avoidance Difficulty, although the GM decides the final 
  test and Difficulty based on what the players decide to 
  do. Agility (Athletics) is a common test for avoiding a 
  trap, although there are other possibilities.
  Magical Traps
  Magical traps work a little differently. A character 
  must have Lore or Spellcasting to be able to detect 
  and disarm a magical trap. If the character has either 
  skill, they can attempt a Notice (Wits) test to detect 
  the trap (as described previously). Once a magical 
  trap is detected, the character can attempt to disarm 
  or avoid it. A character with Lore can try to devise a 
  means to avoid the trap, but Spellcasting is necessary to 
  permanently disarm it.
  Disarming Traps
  Disarming a trap is trickier process. Generally, one 
  wrong move triggers the trap. Each trap has a Threat 
  rating (just like an enemy) that determines how difficult 
  it is to disarm. Generally, Tinker (Agility) is used to 
  disarm a nonmagical trap. The Spellcasting skill is a 
  common option for disarming magical traps.
  Disarming Trap Chart
  Failure
  The attempt to disarm the trap fails, 
  triggering the trap.
  Standard 
  Success
  The trap is disarmed but only partially 
  or temporarily; alternatively, the 
  mechanism might be broken, making it 
  impossible to reset.
  Great Success 
  or better
  The trap is completely disarmed; it can 
  be reset.
  220
   
  
  Dart Trap
  A tripwire triggers darts that fire from hidden 
  recesses in the wall.
  Concealment: 0 (Standard)
  Avoidance: Routine
  Threat: 15
  Damage: 1d3+1 (per dart)
  Notes: After the trap is triggered, each character 
  in the hallway makes an Athletics (Agility) test 
  against Difficulty (15); when a character fails 
  the roll, that character is struck by 1d3 darts.
  Spiked Pit Trap
  This pit trap is built into a tiled floor, making it 
  difficult to discern.
  Concealment: +2 Difficulty (Well-Concealed)
  Avoidance: Moderate
  Threat: 14
  Damage: 2d6+3 (falling and spikes)
  Notes: The pit is 5 metres across and 5 metres 
  deep. Stone spikes protrude from the floor. No 
  mechanism keeps the trap door from springing, 
  and characters can traverse a narrow ledge on 
  either side.
  Explosive Trap (magical)
  Faint runes engraved on the floor trigger the trap 
  when someone steps on them.
  Concealment: 0 (Standard)
  Avoidance: Moderate
  Threat: 16 (circumvented with Lore or Spellcraft)
  Damage: 2d6+6
  Special Ability: 
   Destroys one flammable 
  object that the character is carrying or wearing.
  Notes: The trap triggers a fiery explosion 
  that causes 3d6 damage to anyone within 3 
  metres. Anyone caught in the blast makes an 
  Agility (Athletics) test against Difficulty 16; 
  the character who triggers the trap has a −2 
  penalty to this test. A successful test reduces 
  the damage taken by half.
  Triggering a Trap
  If a character unwittingly triggers a trap, they suffer 
  (or anyone in the affected area suffers) the full effects 
  of the trap. Sometime, characters may choose to 
  deliberately trigger a trap they have found, especially 
  if they don’t have the means to disarm it. In this case, 
  the trap still takes effect but does not harm the character 
  unless they’re within its area of effect. Some traps 
  automatically reset after being triggered, but many 
  activate only once, making the area safe to pass once 
  the trap has been triggered.
  Example Traps
  The following are a few examples of traps that heroes 
  might come across.
  Environmental 
  Dangers
  The Realm is a dangerous place, one where even heroes 
  can die in hostile environments. Prudent adventurers 
  take precautions.
  Drowning
  Assuming a character catches their breath beforehand, 
  they can hold their breath underwater for a number of 
  minutes equal to their Strength divided by 2 (round 
  down). After that, the character makes a Fortitude 
  (Mettle) test against Difficulty 11; this Difficulty 
  increases by 3 each round. On a failed roll, their Life 
  is reduced to 0, and they are dying. If a character is 
  suddenly submerged (or otherwise deprived of air), 
  they attempt this test on their next action (and each 
  subsequent turn until they breathe or die).
  Falling
  The higher heroes climb, the harder they fall. 
  Characters might fall while scaling a cliff or (as we’ve 
  seen) when they’re the victim of a cleverly hidden pit 
  trap. A character who falls takes 1d6 damage for every 
  2 metres they fall. If the character is aware they’re at risk 
  of falling (for example, when an explorer tries to climb 
  a castle wall), they can attempt an Athletics (Agility) 
  test against Difficulty 14 to reduce the damage by 
  half. A character who is unaware that they might fall 
  (such as an intruder who falls into a pit trap) cannot  
  attempt this test.
  221
   
  
  Using Poisons on Enemies
  Using Poisons on Enemies
  Most poisons require a defence test based on a 
  relevant skill and aspect to avoid their effects. 
  However, Enemies don’t have aspects, so if a 
  PC uses a poison on an Enemy, the GM makes 
  a defence test for the Enemy using its Strength 
  or Craft. Divide the attribute by two (rounding 
  down), and then roll a test with that number  
  as a bonus.
   
  effect immediately. A poison applied to a blade usually 
  only lasts until the first successful attack, even if the 
  poison is resisted.
  Inhaled Poisons
  Inhaled poisons typically consist of dust or some other 
  light particulate. They must be inhaled to take effect, so 
  anyone who’s aware of the presence’s poison can hold 
  their breath to avoid being affected. (See the Drowning 
  rules earlier in this chapter for how long a character can 
  hold their breath.) Inhaled poisons usually take effect 
  fairly quickly, often on the round following inhalation.
  Effects
  Poisons can have many different effects. A number 
  of types of poison are listed here, but these are by no 
  means the only possible types of poison. A devious 
  GM can have fun coming up with new and interesting 
  effects. Note that the descriptions here are not meant 
  to be hard-and-fast rules for creating poisons; instead, 
  they’re guidelines intended to provide inspiration.
  Most poisons allow a defence test to avoid a poison’s 
  effects. The default test is Fortitude (Mettle), although 
  other skills are possible. A Standard Success mitigates the 
  effect, either reducing the damage by half or reducing the 
  duration by half. A Greater Success or better completely 
  negates all damage, although it’s possible to concoct a 
  poison that requires an Extraordinary Success to resist. 
  All poisons have a duration, whether that’s instant, 
  a number of rounds, or multiple days. This duration 
  might be a set time, or it might be determined randomly.
  Attribute Damage
  With these poisons, the damage is applied to an 
  attribute or set of attributes. Often the defence test for 
  this type of poison is a Fortitude test using the affected 
  attribute. In most cases, the affected attribute cannot 
  be reduced below 0; however, there may be additional 
  effects (such as unconsciousness or even death) when 
  the attribute is reduced to 0.
  Poisons and Venoms
  The terms “venomous” and “poisonous” are often
  used interchangeably, but they’re actually very different.
  They both describe toxic substances that cause damage
  to characters (or allies or enemies), but their delivery
  method is very different. A poison is a toxin introduced
  to the bloodstream through injection, consumption,
  inhalation, or even absorption through the skin. A
  poisonous creature or plant uses its poisonous nature as
  a passive defence: The poison must be touched, eaten,
  or inhaled before it can take effect. Many humanoids
  also use poisons, either as a coating for a weapon, an
  additive in food, or even a substance placed on an
  object. Venoms are specialized types of poisons that are
  actively injected by the bite or sting of a creature.
  Delivery Methods
  Different poisons are delivered through different
  vectors. Some can be delivered by multiple means.
  Ultimately, the GM must use common sense. For example,
  a contact poison might also be effective when ingested;
  after all, ingestion involves contact. Poisons are divided
  into four types: contact, ingested, injected, and inhaled.
  Contact Poisons
  Contact poisons must be touched with bare skin to take
  effect. A creature with natural armour isn’t affected by
  contact poison unless their natural armour is reduced
  to 0. These types of poisons are usually a grease or
  dust that’s smeared or scattered onto an object. Contact
  poisons are found in the wild in the form of poisonous
  plants or creatures with poisonous skin. Contact poisons
  begin to take effect almost immediately after contact.
  Ingested Poisons
  Ingested poisons must be swallowed before they take
  effect, usually along with food or liquid. Usually, an
  ingested potion must be fully consumed to take effect,
  although the GM can decide that it has a partial effect
  when it’s only partially consumed. These poisons can
  take anywhere from a few rounds to a few hours to
  take effect.
  Injected Poisons
  Injected poisons are usually delivered by some form
  of weapon, since they require a direct introduction into
  the body. When an edged or piercing weapon coated
  with poison damages a character (or ally or enemy),
  that poison takes effect. (Teeth, claws, and stingers all
  count as piercing weapons.) If a weapon does not fully
  penetrate or bypass armour (or natural armour), the
  poison does not take effect. Injected poisons often take
  222
   
  
  Damage Over Time
  Poisons commonly inflict a certain amount of damage 
  over a certain amount of time. The damage inflicted 
  is usually a set number of d6 per round (usually 1d6 
  or 2d6.) In most cases, a successful Fortitude (Mettle) 
  defence test ends the damage.
  Hallucinations
  Hallucinogenic poisons do not inflict any damage; 
  instead, they change the victim’s perception of reality. 
  This either incapacitates them or makes physical action 
  extremely difficult. It’s also possible for a hallucinating 
  poison to be dangerous; for example, a hallucinating 
  character might walk off a ledge without realising  
  it’s there.
  Instant Damage
  These poisons inflict all of their damage in one round. 
  Damage is determined by rolling a number of d6 set by 
  the GM or listed in the poison description. The damage 
  they inflict is potentially quite high and might even 
  be fatal. A successful Fortitude (Mettle) defence test 
  usually reduces the damage by half.
  Sleep or Paralysis
  These poisons incapacitate the victim without actually 
  causing damage. The victim of one of these poisons is 
  effectively immobilised for a certain number of rounds. 
  The defence test against a sleep or paralysis poison is 
  usually Fortitude (Mettle) or Fortitude (Resolve). A 
  character might suffer some ill effects (such as a penalty 
  to tests or reduced Speed), even with a Standard 
  Success.
  Strength or Craft Damage
  These relatively rare poisons reduce the victim’s 
  Strength or Craft. The amount may be random or a 
  set amount. Reducing an attribute this way doesn’t 
  have to affect the attribute’s aspects, although damage 
  modifiers, spell points, and any other statistics directly 
  derived from Strength or Craft might be affected. If the 
  attacked attribute is reduced to 0, the character is usually 
  rendered unconscious or killed. Resisting the effect 
  usually requires a Fortitude (Mettle) test, although it 
  could require a test using the attribute in question.
  223
   
  
  Death
  As one would suspect, some of the most dangerous 
  poisons are intended to kill their victims. The effect 
  might be instant, or it could take rounds, hours, or even 
  days. Unless the effects are resisted or cured, the result 
  is the same. A death poison that is resisted might still 
  cause damage or have other debilitating effects.
  Example Poisons
  Just as heroes meet memorable assassins, alchemists, 
  and cultists, they may encounter memorable poisons. 
  Consider these toxic, debilitating, and villainous 
  examples.
  Basilisk’s Blood
  Said to be created from the blood of a basilisk, this 
  poison grants a lingering death.
  Type: Injected
  Effect: The victim of this poison makes a Fortitude 
  (Mettle) defence test against Difficulty 14. If they fail 
  the test, they take 1d6 damage each round on their 
  turn until they die or the poison is cured.
  Faery Tears
  This poison is said to drive its victims mad.
  Type: Ingested or Inhaled
  Effect: Anyone who drinks this poison makes a 
  Fortitude (Resolve) defence test against Difficulty 17; 
  on a failed roll, they suffer powerful hallucinations. 
  They cannot tell reality from fantasy, and they may 
  mistake friends for enemies (or vice versa). For the 
  duration of the poison’s effects, all of the victim’s tests 
  have a −4 penalty. The GM can spend 
   to turn the 
  poison’s effects into catastrophic failure: the victim 
  might stab an ally, run in the wrong direction, or cast 
  a spell that misfires. Some victims under the influence 
  of faery tears claim to have visions of the future; others 
  experience visions of horrible ways to die.
  Darkheart
  Made from a flower supposedly found deep in the 
  heart of Craven Idol Woods, this poison often leads to 
  immediate death.
  Type: Injected
  Effect: Usually applied to a blade, this poison is fatal, 
  even when the slightest amount pierces the skin. 
  Anyone affected makes a Fortitude (Mettle) defence 
  test against Difficulty 16; on a failed roll, they take 
  2d6+6 damage and suffer a Wound (even if they are 
  not rendered unconscious). On a successful roll, the 
  victim still takes 1d6 damage.
  Gravedust
  Type: Inhaled (or Contact)
  Effect: This poison is said to made from a fungus that grows 
  on graves in Sepulchre. Anyone coming into contact 
  with the gravedust poison makes a Fortitude (Mettle) 
  defence test against Difficulty 17; on a failed roll, the 
  victim is paralysed for 1d6 rounds. (Weaker versions, 
  requiring a lower Difficulty, grow in less infamous 
  graveyards.) While poisoned, the victim is aware of their 
  surroundings but can take no action, not even speaking.
  The Noble’s Last
  Type: Ingested
  Effect: One of the deadliest known poisons, Noble’s Last 
  has been used throughout history in the assassination 
  of unfortunate nobles. Anyone ingesting this poison 
  makes a Fortitude (Mettle) defence test against 
  Difficulty 20. On a failed roll, they are instantly 
  reduced to 0 Life; on a Standard Success, they still take 
  3d6+6 damage; on a Great Success, they take 1d6+6 
  damage. The victim can only completely resist the 
  effects of the poison with an Extraordinary Success.
  Bladebite
  Type: Injected
  Effect: Bladebite is of the most common poisons used 
  in the Realm. When applied to a blade, this poison 
  inflicts additional damage. It causes an additional 1d6 
  damage per strike. Unlike most poisons, it remains on 
  a blade for 1d3+1 successful strikes.
  Magebane
  Type: Contact or Injected
  Effect: This poison is the terror of spellcasters throughout 
  the Realm. The victim of this poison makes a Fortitude 
  (Resolve) defence test against Difficulty 17. On a 
  failed roll, their Craft score is reduced by 1d6+2; on a 
  Standard Success, this effect is halved; with a Greater 
  Success or better, the poison is completely resisted. 
  Reducing Craft affects the victim’s spell points and 
  psychic damage bonus, as well as any tests involving 
  Craft, but it does not affect Craft-based aspects. The 
  victim recovers 1 point of Craft per hour.
  224
   
  
  Chapter 
  hapter 6:    
  Rewards
  ewards
  Alternative Level 
  Alternative Level 
  Advancement
  Advancement
  As an alternative, the GM can decide to forgo 
  experience entirely and simply decide when 
  characters advance in level based on the number of 
  adventures they’ve completed. This can work well 
  for an ongoing campaign, since it gives the GM 
  better control over how fast (or slow) the characters 
  (and their Followers) advance. If you decide to use 
  this option, make sure to discuss it with your players 
  in advance; otherwise, players who are expecting to 
  gain experience at the end of an adventure might 
  be disappointed. You’ll also want to be transparent 
  about the rate at which characters advance. Don’t 
  keep them wondering.
  As a general guideline, characters should gain a 
  level after 2–3 short adventures or 1–2 medium-
  length adventures. As characters attain higher 
  levels, the time between advancement should 
  increase. A group of 1st-level to 3rd-level characters 
  should advance fairly quickly (usually only a game 
  session or two), but characters who are 7th-level 
  or higher might need to complete three medium-
  length adventures (each requiring many game 
  sessions) to advance. As the GM, you set the pace.
  Rewards come in many forms. Of course, a well-told 
  story and a fun adventure are their own rewards, but 
  this chapter covers less esoteric and more concrete 
  accolades. Here, we’ll see the various types of rewards 
  that player characters receive as a result of their 
  adventures, including character experience, Follower 
  experience, and magic items.
  Experience
  Over the course of many adventures, characters 
  accumulate treasures, Followers, and status. They also 
  gain experience, allowing them to hone their skills to 
  legendary heights. This achievement is measured in 
  experience points; we’ll abbreviate this reward as “XP” 
  for the remainder of this section. Gaining XP enables 
  characters to gain levels. In turn, increasing a character’s 
  level grants them new class advancement features, 
  more aspect points, and a higher Life trait.
  Characters gain XP when they overcome hazards and 
  defeat foes. They can also earn XP for perilous social 
  interactions and for making incredible discoveries. 
  Really, any significant risk or obstacle the PCs 
  overcome can be a source of XP. The GM should use the 
  information here as a set of guidelines, granting XP as 
  they see fit.
  Earning Experience
  Characters earn XP based on the actions they take, the 
  threats they overcome, and the discoveries they make. 
  At the end of a scene, whether it’s based around combat, 
  a social encounter, or exploration, the GM should 
  consider whether the PCs gain XP. In most cases, the 
  XP award for a scene should be between 0 and 2. Only 
  the deadliest or most incredible scenes should grant a 
  reward of 3 XP.
  Remember that you don’t need to reward XP for every 
  single encounter. In fact, only encounters that pose 
  some risk or have some form of impact on the characters 
  should earn XP. The Experience Point Rewards table 
  provides a basic guideline for how much XP should be 
  rewarded in a given scene. More details for each type 
  of XP reward are provided in the sections that follow. 
  If you prefer, you can choose to wait until the end of a 
  session (or an adventure) to award XP.
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  There’s a set number of Experience Points a character 
  must earn before they attain a new level. (See Character 
  Advancement in Chapter 6: Character Creation and 
  Advancement of the Player’s Guide.) This number 
  becomes higher as a character reaches higher levels, 
  meaning that they either need to overcome more 
  encounters or survive more dangerous encounters 
  before they can level up. If a character earns more XP 
  than the amount needed to achieve the next level, that 
  extra XP is discarded; alternatively, if the character has 
  Followers, the extra XP can be applied to them. (See 
  Follower Experience later in this chapter.)
  Experience Rewards
  The following table offers examples of how and when 
  experience should be awarded.
  Experience Rewards
  0 XP
  Combat Encounter: The characters overcome an 
  easy encounter, taking little damage and using 
  few resources. They’ve encountered an enemy or 
  enemies weaker than themselves.
  Exploration Encounter: The PCs find an ancient 
  ruin with interesting runes, a faery glade, or 
  another minor magical location.
  Hazard Encounter: They easily bypass a minor 
  hazard without much risk, such as a pit trap that 
  can be easily avoided.
  Social Encounter: They conclude an easy social 
  encounter in which a Stranger is mostly friendly to 
  them.
  1 XP
  Combat Encounter: The characters survive an 
  encounter that provides some challenge and/or 
  expends some resources. They’ve faced an enemy 
  or enemies with equal or slightly less power than 
  themselves.
  Exploration Encounter: The PCs discover an 
  interesting ruin, learning lore that expands their 
  knowledge of the history of the Realm.
  Hazard Encounter: They survive a hazard that 
  poses some risk of injury, such as a set of pressure 
  plates that triggers poisoned arrows.
  Social Encounter: They negotiate a social encounter 
  that requires some degree of guile or persuasion.
  2 XP
  Combat Encounter: The characters survive a 
  dangerous encounter where they’re likely to take 
  significant harm and/or expenditure of resources. 
  The enemy or enemies were more powerful than 
  they were.
  Exploration Encounter: The PCs have uncovered 
  an ancient secret or a hidden place that affects the 
  future of the Realm.
  Hazard Encounter: They face a dangerous hazard 
  that causes them to risk injury or worse, such as a 
  powerful magical trap that’s extremely difficult to 
  detect and/or avoid.
  Social Encounter: They manage a dangerous social 
  encounter that poses some risk, such as outsmarting 
  the city guard.
  3 XP
  Combat Encounter: The characters have an 
  extremely dangerous encounter where death and/or 
  extreme loss of resources is possible. They’re facing 
  an extremely powerful enemy who could defeat 
  them.
  Exploration Encounter: They discover a ruin or 
  location that reveals part of the hidden history 
  of the Great Wizard or other world-impacting 
  knowledge.
  Hazard Encounter: They face an extremely 
  treacherous hazard, risking death to overcome it.
  Social Encounter: Our heroes are confronted with 
  an extremely high-risk social encounter, such as 
  cheating the Fair Folk.
  Combat Experience
  If you’re like most Game Masters, you’ll probably 
  award more combat experience than any other form 
  of XP. For most players, it’s the first kind of XP that 
  comes to mind. Defeat a monster; you get experience. 
  Nuff said! Well, maybe not ... there’s a little more to it  
  than that.
  In the Talisman Adventures Fantasy RPG, the amount 
  of XP characters gain from combat is not based on the 
  intrinsic power of the monsters they kill. It’s based on 
  the difficulty of the combat encounter. If the monsters 
  are not a challenge for the party, characters don’t learn 
  anything from the battle, and thus, they get 0 XP. On 
  the other hand, if two of the characters are killed and 
  the rest barely survive, they’ve earned the maximum 
  of 3 XP. In most encounters, you’ll find that the PCs 
  deserve either 0 or 1 XP.
  To gain combat experience, a character must be 
  involved in the fight in some capacity. A character 
  who sits out a fight completely doesn’t earn XP. Keep 
  in mind that “being involved” does not necessarily 
  mean directly inflicting damage. It could also mean 
  accomplishing a party goal while the rest of the group 
  fights, or it could involve assisting or healing other 
  party members. For example, if a character used their 
  Stealth skill to remain undetected for the duration of 
  a fight, they wouldn’t earn XP. However, if that same 
  character used Stealth to slip by the enemies the other 
  PCs were fighting, stole an artifact, and set prisoners 
  free, then they were effectively a part of the combat 
  scene, so they should gain XP. The basic rule of thumb 
  is that they must do something to contribute.
  Exploration Experience
  Exploring the world and its history is an important part 
  of Talisman Adventures. This being the case, characters 
  who are involved in making important discoveries 
  while exploring the wilds earn exploration experience. 
  The discovery must be significant; not every discovery 
  is worthy of XP. Ruins can be found everywhere 
  throughout the Realm. To earn XP, the characters must 
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  discover something truly interesting or unique. When 
  considering exploration experience rewards, think 
  about the impact on the world. Will anyone care about 
  the discovery? Will its revelations have any impact on 
  the world at large? Or will it likely remain forgotten, 
  or at best, a curiosity for travellers? Finding the ruins 
  of an unknown hill fort is not worthy of an XP reward; 
  however, finding an ancient shrine to a long-forgotten 
  god might earn every character in the party 1 or 2 XP.
  Hazard Experience
  Hazard experience is earned when characters 
  overcome a particularly difficult obstacle or Hazard. 
  Like other forms of experience, not every Hazard 
  should grant XP. If the Hazard is a pit trap that’s easy to 
  find and easy to bypass, then the characters should not 
  gain XP. If only one character is directly involved with 
  a Hazard, then only that character earns the experience. 
  For example, if one character finds the trap and disarms 
  it, then only that character earns XP. If one character 
  finds the trap and another disarms it, then they both get 
  XP for the Hazard. If every character in the party must 
  make a test to walk along a narrow ledge to avoid a pit 
  trap, then they all earn XP. In fact, if a character makes 
  a test of some kind, then they should earn XP for the 
  Hazard, assuming XP is granted at all.
  Social Experience
  Social encounters can have just as much danger and 
  as many possible repercussions as a combat encounter. 
  A group that resolves a difficult social encounter might 
  earn XP, although the majority of social encounters 
  should not grant it. Just keeping a Stranger on good 
  terms is not sufficient for a reward, but if a party 
  manages to trick a faery into revealing an important 
  secret, that may be worth some XP.
  Social experience can be awarded to just one character 
  or to the entire party, depending upon the circumstances. 
  Anyone involved with a social encounter or who takes 
  part in the risk involved with the encounter should 
  gain XP. For example, let’s say a faery challenges the 
  party to a riddle contest. If the heroes win, the faery 
  gives them what they want; if the heroes lose, the faery 
  transforms the entire party into toads. Even if only one 
  of the characters engages the faery in conversation and 
  answers all the riddles, the entire party is at risk, so they 
  should all gain XP.
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  Story Experience
  Most stories should grant XP. The exact amount 
  depends upon the nature of the story and how 
  successful the characters are. All characters involved in 
  the story should get story experience. Story experience 
  is set at whatever amount the GM wishes. Like other 
  types of experience, it should usually be between 0 
  and 3 XP, although a particularly long and dangerous 
  story could award as much as 5 XP. The GM can use 
  story experience to help set the pace for character 
  advancement, especially if they plan to award enough 
  XP for the characters to advance to the next level at the 
  end of the story. Just be careful of awarding too much 
  too quickly. If players get 5 XP for a story, they might to 
  come to expect the same amount for every story.
  Follower Experience
  Followers gain experience and increase in power; 
  the system for this is similar to the system for PCs. 
  Followers can earn XP in two ways. First, any extra XP 
  a player character earns at a given level can be given to 
  that character’s Followers. Additionally, any Follower 
  that’s actively used during the course of an adventure 
  gains 1 XP. Extra XP can be spread out among Followers 
  in any way the player wishes. If a Follower earns XP 
  from being used, only that Follower can make use 
  of that XP. A single Follower can only raise one trait  
  per adventure, but a Follower’s XP can be saved up 
  over time and spent at any time between adventures.
  Follower Experience Costs
  Increase
  XP Cost
  Max Loyalty
  Current Max Loyalty
  Strength
  3x current
  Craft
  3x current
  Special Ability*
  5
  * The Follower must have Max Loyalty before purchasing 
  another Special Ability.
  Magic Items
  The following section offers some examples of magic 
  items characters might find during their adventures. 
  Discovering one of these items should be a special 
  occasion (with the exception of minor potions) and 
  an important part of a story, not just a random thing 
  that’s found in a monster’s treasure trove. After minor 
  potions, magical weapons that grant a modest bonus to 
  attack tests or damage are usually the common magical 
  items found. GMs should feel free to create items that 
  offer small bonuses. Some examples of more common 
  magic items include: a sword that gives +1 or +2 to all 
  attack tests, a mace that causes +2 damage, or a shield 
  that gives +1 to defence and protection tests.
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  Identifying and  
  Using Magic Items
  Before a magic item’s powers can be used, the item 
  must first be identified. Rarely will a character be able 
  to use every power a magic item possesses. First, they 
  might have to explore ancient libraries or consult a 
  loremaster to discover every secret. The initial test 
  determines how much information can be revealed. 
  To learn more, the character must conduct additional 
  research (and make additional tests).
  Before additional tests are made, the character must 
  find an avenue of research. This might involve exploring 
  a library in the City or digging through the scrolls of an 
  elven loremaster. Some NPCs might be able to reveal 
  additional information about a magic item… but only 
  for a price. In some stories, Special Qualities or other 
  benefits reveal themselves as a magic item is used. 
  However, the GM can always activate the negative 
  qualities of a magic item (those that activate on a 
   or 
  ), even if the character doesn’t know they exist.
  To identify a magic item, a character makes a Lore 
  (Wits) test against Difficulty 20. The GM should feel 
  free to raise or lower the Difficulty, depending upon the 
  rarity of the item. More common or less powerful items 
  may have a Difficulty as low as 14. This rule can apply 
  to any type of magic item except potions, which have 
  their own test for identification.
  Failure: The character knows nothing about the magic 
  item.
  Standard Success: The character knows the basic 
  history of the item. If the item has any benefits, the 
  character knows them and can now use them. (If 
  the item has multiple benefits, the GM can require 
  additional research to learn all of them.) If this is a first 
  examination, the character may learn the general nature 
  of one or more of its Special Qualities, but they cannot 
  use them yet. If this is a second or later examination, 
  one Special Quality can now be accessed.
  Great Success: The character knows the history of the 
  magic item. They can access one of its benefits and one 
  Special Quality. They’re aware of the general nature of 
  other Special Qualities but must perform more research 
  to access them.
  Extraordinary Success: The character knows the full 
  history of the magic item and can access all its benefits 
  and Special Qualities.
  Magic Item Descriptions
  Most players won’t know the information listed below. 
  The game is more fun when players learn the properties 
  of magic items during play. However, if you’re a Game 
  Master who’s fluent in this knowledge, that shouldn’t 
  preclude you from joining someone else’s game as a 
  player. As always, the GM has the option of changing 
  the details to fit with their story.
  Name and Description: The listing for each magic 
  item begins with its name, followed by a description of 
  the item, a little about the item’s history, and its uses. 
  (The names of magical items are in italics.)
  Special Qualities: Many magic items have one or 
  more Special Qualities, similar to the Special Abilities 
  characters and Enemies possess. Most of them require 
  the player to spend 
   or activate only on a 
  . Some 
  magic items have curses or negative effects that occur 
  when the GM spends 
   or the player rolls a 
  . These 
  are listed here as well. A few magic items are designed 
  to manipulate Light or Dark Fate in other ways.
  Benefits: Like Enemies, magic items have benefits. A 
  magic item’s benefits are always in effect and do not 
  require 
   or any kind of special action to activate. 
  Some magic items have benefits that can only be used a 
  limited number of times.
  Requirements: Some magic items can only be used by 
  characters who meet certain requirements. This might 
  be a minimum Strength or Craft, a specific class, or a 
  specific alignment.
  Load: This is the load cost to carry the item.
  Value: This is the typical cost in gold to purchase an 
  item, although it’s rare to find magic items for sale.
  Amulets & Necklaces
  From simple bone fetishes and folk magic protections 
  to ruby-encrusted mantles, amulets are a common 
  housing for defensive magics. Magic amulets always 
  focus their power on the wearer, making them of 
  limited use offensively but highly valued by those 
  who face magical threats. Most amulets require at least 
  some magical power to activate, so heroes who have 
  a low Craft trait will rarely find amulets they can use 
  effectively.
  Amulet of Abjuration
  Amulets of abjuration help the wearer focus their 
  arcane power, increasing their resistance to magical 
  effects. These items are very popular with magicians. 
  Less magically inclined folk find them of little use due 
  to the magical skills they require. These amulets come 
  in many forms, ranging from simple folk charms of 
  twine and bone to ornate works crafted from gold and 
  diamonds.
  Special Qualities
   Resist: An amulet of abjuration allows the wearer 
  to upgrade the result of any test to resist or avoid a 
  spell by one step. (This turns a Failure into a Success, 
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  a Success into a Great Success, and so on.) After three 
  uses, the amulet turns to dust.
  Benefits: None
  Requirements: Craft 5, Spellcasting skill
  Load: 0
  Value: 100
  Amulet of the Magician’s 
  Escape
  Said to be the handiwork of the illusionist thief 
  Lillian the Blue, these amulets are highly prized by any 
  practitioners of magic who need to make a hasty exit. 
  Their most common form is a pair of feathered wings 
  cast in bronze. While amulets of the magician’s escape do 
  vary in appearance, the wing motif is always present.
  Special Qualities: The amulet focuses the power of the 
  wearer, increasing their Speed and allowing them to 
  move quickly when marshalling their magic. After 
  the amulet has been used three times, it loses its 
  power, crumbling to dust that’s carried away on a 
  swift wind.
   Sidestep: This ability only can only be activated 
  during a Spellcasting test. Immediately after the test 
  is made (whether it succeeds or fails), the caster can 
  sprint away. If the wearer moves away from or past 
  Enemies, the wearer is not attacked as a result.
  Benefit: The wearer gains a +2 bonus to Speed.
  Requirements: Craft 7
  Load: 0
  Value: 250
  Crystal Shard
  A small piece of what was once an ancient and 
  powerful storehouse of magical power, this amulet 
  retains a bit of the power of the crystal spire near 
  Greymist from which it was splintered. A crystal shard 
  shatters when it’s used. It’s unlikely that anyone could 
  reform the surviving shards into another great artefact. 
  That doesn’t stop those who lust for power from trying.
  Special Qualities: The crystal shard improves the results 
  of any one test using Wits or Insight by one step. (This 
  turns a Failure into a Success, a Success to a Great 
  Success, and so on.) When this ability is used, the 
  crystal shatters, and its fragments lose all their power.
  Benefit: The wearer gains an additional 2 spell points.
  Requirements: Craft 5
  Load: 0
  Value: 100
  Eagle Talon
  Eagle talons are held in many tribes as symbols of 
  power and cunning in battle. Heroes claim nonmagical 
  talons during their ritual hunts in the mountain aeries of 
  Great Eagles. Tribal magicians then turn the harvested 
  talons into powerful amulets and give them to worthy 
  warriors. Anyone wearing such an item is given a wide 
  berth by those who know its significance.
  Special Qualities: The talon can improve the results 
  of any one Brawn or Agility test by one step. (A 
  Failure becomes a Success, a Success becomes a Great 
  Success, and so on.) Once this ability is used, the eagle 
  talon crumbles and loses all its power.
  Benefit: The wearer gains a +1 bonus to all Mettle tests.
  Requirements: Strength 5
  Load: 0
  Value: 50
  Armour
  Magical armour is usually the product of a master 
  smith at the height of their skills. Some varieties are 
  made through the efforts of powerful magicians or 
  immortal beings, like the Fair Folk. Most pieces of 
  magical armour are made from some manner of rare 
  components, such as dragon scales or orichalcum, 
  making their maintenance and repair a difficult 
  proposition. Magic armours often become items of 
  legend. Their names pass into history alongside the 
  heroes who wore them.
  Aegis
  An ancient magic shield of great power, Aegis is 
  said to have been created by the Great Wizard for one 
  of his allies. Somehow, it’s been passed from warrior 
  to warrior for generations, even though it’s been 
  repeatedly destroyed. Each time it disappears, it seems 
  to always find its way back into the world and back into 
  the hands of a suitable wielder. Unfortunately, most of 
  these suitable wielders don’t live very long.
  Special Qualities: Aegis can help protect a hero from 
  harm, but it can’t always protect a hero against his or 
  her own ambition or poor judgment.
   Iron Defence: When you get a Failure result on a 
  weapon attack, you reduce the damage you suffer by 
  half.
   Spell Shield: You can reduce the damage from a 
  single spell by half.
  Benefits: The wielder gains an additional 3 armour 
  points. If that extra armour is destroyed, it can be 
  reset with a short rest.
  Requirements: Strength 5
  Load: 2
  Value: 500
  230
   
  
  Dragon Helm
  Part of the attire of serious dragonhunters, these ornate 
  helms are made of a mixture of steel and dragon scales. 
  Further enchantments layered upon the helm make 
  the wearer immune to the various breath weapons of 
  dragons—a great boon to any who would fight them.
  Special Qualities
   Walk with Flame: Reduce damage from dragon 
  breath by half.
  Benefits: The wielder gains an additional 3 armour 
  points. If that extra armour is destroyed, it can be 
  reset with a short rest.
  Requirements: Strength 5
  Load: 2
  Value: 300
  Dragonscale Shirt
  Crafted by lucky smiths who were able to find 
  large quantities of dragonscales, these shirts offer the 
  protection of heavy armour without adding all the extra 
  weight or reducing the wearer’s Speed. Some dragons 
  are said to equip their dragon cultist minions with 
  similar suits of armour made from their cast-off scales.
  Special Qualities
   Still Standing: When a weapon attack would 
  reduce the wearer to 0 Life, reduce the damage by 
  half instead. If the wearer has spent 
   that round, 
  that 
   also activates this Special Ability.
   Dragonproof: Reduce any damage from a dragon’s 
  attack by 1d6. This reduction is applied after any 
  other Special Abilities or Special Qualities are used.
  Benefits: 12 Armour
  Requirements: Strength 5
  Load: 3
  Value: 700
  Helm of Warding
  The first helm of warding was crafted by the master 
  smith Durgia Ironhair to protect herself from the 
  mental influence of magicians and the Fair Folk. The 
  secrets of making them have spread in the years since, 
  but few smiths can gather the components necessary to 
  craft one, especially the large diamond needed to focus 
  the defensive magics of the helm.
  Special Qualities
   Reverberation of the Mind: When you suffer 
  damage in psychic combat, you inflict half the 
  damage you suffered on your attacker. This effect can 
  231
   
  
  be used three times, after which the helmet loses all 
  powers; the valuable diamond inside turns to dust.
  Benefits: The wearer gains 3 points of psychic armour; 
  this armour is only usable against psychic damage. If 
  that extra armour is destroyed, it can be reset with a 
  short rest.
  Requirements: Craft 5
  Load: 2
  Value: 300
  Myrmidon Helmet
  One of the most common forms of enchanted armour, 
  a myrmidon helmet increases the wearer’s resistance 
  against all forms of harm. The original prototypes were 
  of dwarven manufacture, but the methods for making 
  this armour have since spread far and wide. Myrmidon 
  helmets grant magical psychic and physical armour, 
  making them more resistant to most forms of attack. 
  Minions and henchmen who are given this armour are 
  sometimes so grateful that they’re eager to go into battle 
  on behalf of their benefactors.
  Benefits: The wearer gains an additional 3 armour 
  points against physical damage and 3 points against 
  psychic damage. If that extra armour is destroyed, it 
  can be reset with a short rest.
  Requirements: None
  Load: 2
  Value: 100
  Shield of Defiance
  A shield in the truest sense of the word, the Shield 
  of Defiance only protects the wielder when they’re 
  defending, not when they’re attacking. The origin of the 
  Shield of Defiance is lost to history. The most common 
  tale claims it was created to temper a great warrior’s 
  impulsive ways.
  Special Qualities: This shield reduces the damage you 
  suffer when you’re targeted by other creatures, but it 
  does not affect the damage you suffer when you get a 
  Failure or Success while attacking.
   Defiant Stance: When making a defence test or 
  taking a protect action, you reduce any damage 
  suffered by 1d6; you do not get this benefit when you 
  suffer damage on an attack you initiated.
   Retaliation: Usable when making a defence test or 
  taking a protect action. Inflict 2d6 psychic damage to 
  your attacker.
   No Mercy for the Rash: When you attack a target 
  and fail, you take 1d6 additional damage.
  Benefits: The wielder gains an additional 3 armour 
  points. If that extra armour is destroyed, it can be 
  reset with a short rest.
  Requirements: Strength 5
  Load: 1
  Value: 300
  232
   
  
  Sun Shield
  This unique shield was forged from gold and crystal 
  by dwarven smiths who wanted to bring the light of 
  the sun to the depths of the earth. When wielded by 
  the just, the Sun Shield burns with the light of the sun. It 
  was originally carried by a long line of dwarven heroes, 
  who used it while slaying many vampires and other 
  undead. The Sun Shield was lost for decades after its 
  last wielder, Darreck Foehammer, disappeared while 
  hunting a vampire warlord.
  Special Qualities: The Sun Shield can release its inner 
  light to blind opponents and destroy creatures 
  threatened by the light of the sun. A character cannot 
  hide while the shield is held ready, due to the light it 
  emits; it must be stowed or covered in some fashion.
   Blinding Sun: A creature attacking the wielder is 
  blinded; the next action against it gains a +4 bonus.
  : Ray of Light: Any creatures vulnerable to sunlight 
  you can see react as though exposed to sunlight for 
  one round.
  Benefits: Grants illumination equal to a lantern. The 
  wielder gains an additional 3 points of armour; if that 
  extra armour is destroyed, it can be reset with a short 
  rest.
  Requirements: Strength 5, Craft 5
  Load: 2
  Value: 400
  Bags
  Magical bags are rarely the stuff of legend and glory, but 
  only the foolish doubt their usefulness. Often the product 
  of hedge wizards or gained from deals with 
  the Fair Folk, magic bags are most effective in 
  the hands (and on the belts or backs) of those 
  wise enough to see their proper application. 
  Unlike many magic items, enchanted bags 
  are useful for all manner of people instead 
  of being limited to warriors, magicians, and 
  other adventurous sorts.
  Everfull Purse
  An item valued by adventurers and 
  peasants alike, the everfull purse allows those 
  without coin to quickly generate it. Nobles, 
  merchants, and others with ready cash 
  rarely find it useful, but to anyone who is 
  regularly down on their luck, it is a priceless 
  advantage. Everfull purses are said to be 
  the creations of the Fair Folk. Allegedly, 
  the fey enchanted these helpful purses so 
  they would have ready funds on hand for 
  dealing with mortals. Cruder versions made 
  by mortal magicians are easier to obtain.
  Special Qualities: While holding an everfull purse, you 
  can expend Light Fate to magically create gold, but 
  only when you are already bereft of coin. The longer 
  you have been penniless, the more gold you can 
  generate.
   Fortune: Once per month, you may withdraw gold 
  from the purse. If you have been penniless for one 
  day, gain 1d6 gold; if you have been without coin 
  for 1 week, gain 2d6 gold; if you have been bereft of 
  funds for 1 month, gain 3d6 gold.
  Benefits: None
  Requirements: Craft 3
  Load: 1
  Value: 100
  Bottomless Haversack
  A common product of hedge wizards and artificers, 
  bottomless haversacks are valued by nobles and peasants 
  alike. They’re capable of carrying more than their 
  dimensions would suggest. Unfortunately, drawing 
  what you want quickly from a magical haversack 
  can be unpredictable proposition, making them of 
  questionable usefulness in stressful situations.
  Special Qualities: Each haversack accesses its own 
  small pocket realm where its items are stored. These 
  pocket realms are supposed to be empty of living 
  beings, but it’s said that sometimes the Fair Folk and 
  other beings can breach them.
   What You Need, When You Need it: You 
  immediately find the item in the haversack you 
  are looking for, unless it’s been affected by the 
  haversack’s other Special Quality. No test is required.
  233
   
  
   It’s Around Here Somewhere: One of the items in 
  the haversack has gone missing. It will return on its 
  own in 1d6 hours. You cannot retrieve it with a test or 
  another Special Quality until it returns.
  Benefits: This item can contain 20 load worth of items 
  without increasing its own load. Unless you’re using 
  What You Need When You Need It, pulling a specific 
  item from the haversack requires a Notice (Wits) test 
  against Difficulty 14.
  Requirements: Craft 3
  Load: 1
  Value: 100
  Crowns
  While crowns have long served as symbols of temporal 
  power, they have served equally long as focuses for 
  magical power. Enchanted crowns are empowered to 
  defend their owners and assist in the tasks of leadership. 
  Most have long and storied histories tied to the rulers 
  who have worn them.
  Pharaoh’s Crown
  An artefact from a faraway land, the Pharaoh’s Crown 
  was carried here from a distant desert by unknown 
  travellers. Though it strengthens the mind’s defences 
  against psychic attacks, it is said to be cursed. Any who 
  don it are doomed to eventually die by fire. Loremasters 
  have numerous tales to support this claim.
  Special Qualities: While worn, the Pharaoh’s Crown 
  provides some protection from psychic attacks, but it 
  also makes the wearer more vulnerable to fire.
   Psychic Resilience: When making a psychic test for 
  psychic combat, you can reroll the result.
   Shield of the Mind: When you take damage from 
  psychic combat, reduce the damage by 2d6.
   Cursed: Whenever the wearer suffers damage from 
  fire, damage dice are rolled twice, and the higher 
  result is used.
  Benefits: The wearer gains a +2 bonus to all tests that 
  involve Resolve.
  Requirements: Craft 7
  Load: 1
  Value: 400
  Crown of Judgement
  This crown was once worn by a scholar, magician, 
  and judge, serving as a focus for their magical power 
  and their wisdom. On the untimely occasion of their 
  death, it disappeared, but it has since reappeared over 
  the centuries on the heads of various sages. It is said 
  whoever wears the Crown of Judgement can detect any lie.
  Special Qualities
   Failing Truth: On any Empathy test to detect if a 
  person is lying, you know definitively whether the 
  person speaking is telling a lie, at least to the best of 
  their knowledge. This applies to a single statement, 
  such as an answer to a question. It does not tell you 
  what the truth is; it only reveals whether they’re 
  saying something they know is a lie. The Crown of 
  Judgement expands the magical power of the wearer, 
  as well as their ability to see the true motives of others.
  Benefit: You gain the skill Empathy; if you already have 
  the Empathy skill, you gain a +2 bonus to Empathy tests.
  Requirements: 5 Craft
  Load: 1
  Value: 600
  Holy Relics
  Unlike most magic items, which are purposefully 
  made, holy relics exist because of the actions of a great 
  hero, saint, or other figure of spiritual power. Most holy 
  relics have something to do with the death of that figure, 
  and some believe the souls of the departed power those 
  relics. Whatever the case, these items are revered by the 
  common folk. Most are held in temples, churches, or 
  other places of worship. While any wandering tinker 
  may have a few so-called saint’s bones for sale, if 
  someone were to steal an actual relic, they would likely 
  be faced with an angry mob. Likewise, returning lost 
  relics will win acclaim for any who take part in the deed.
  Finger Bone  
  of Blessed Samuel
  These finger bones are said to be the remains of 
  Blessed Samuel, the patron saint of fishermen. They’re 
  commonly used as good luck charms. Those who 
  carry them often attribute instances of great luck to 
  the bones, but such events rarely occur. Less-than-
  honest merchants sometimes sell knockoffs of these 
  fingerbones.
  Special Qualities: Entering a place of worship and 
  praying for an hour provides you with 1d3 Light 
  Fate. A quick prayer performed anywhere else 
  grants 1 Light Fate. Either use renders the fingerbone 
  unusable again.
  Benefits: None
  Requirements: The bearer cannot have an Evil 
  alignment.
  Load: 0
  Value: 10
  234
   
  
  Holy Water
  Various organizations use holy water in their spiritual 
  rituals. While the specifics of how it’s made, stored, 
  and used may vary, as far as most adventurers are 
  considered, its functionality is pretty much always the 
  same. Holy water is often carried by those who expect to 
  face the undead or spirits.
  Benefits: Holy water may be used in the following ways, 
  each of which consumes one vial:
  • a vial can be used to attack an undead creature or a 
  spirit; treat it as a thrown weapon that inflicts 2d6 + 
  Craft damage,
  • a vial can bless an individual, granting them 1 Light 
  Fate and a +2 bonus on their next test, or
  • a vial can bless a weapon for one combat, allowing 
  it to be considered magical for purposes of inflicting 
  damage on undead or spirits.
  Requirements: The bearer cannot have an Evil 
  alignment.
  Load: 1
  Value: 10
  Suleiman’s Seal
  This bronze seal was once used by Suleiman the Wise 
  to bind and control the elementals and spirits that 
  troubled his lands. It is said he had an army of such 
  beings at his command, and he allegedly used them 
  to build the many great monuments of his kingdom. 
  After his death, the seal was stolen and disappeared 
  from history, but items of such power rarely remain 
  lost forever.
  Special Qualities: When using a weapon attack, psychic 
  combat, or a spell against a spirit or elemental, the 
  bearer of this seal can activate the following qualities.
   Disruption: The spirit or elemental is disrupted 
  by your efforts, and all actions against it the 
  following round have a +4 bonus.
   Repel: On a Great or Extraordinary Success, 
  the spirit or elemental is forced to leave the 
  immediate area for the next hour.
   
   Banishment: On a Great or Extraordinary 
  Success during combat against a spirit or 
  elemental, you can banish it, forcing it to return 
  to its home realm. The spirit or elemental 
  immediately disappears and cannot return for 
  1d6 days.
   
   
   Binding: On an Extraordinary Success 
  during combat against a spirit or elemental, 
  you can bind it to your service; it serves you 
  for a year and a day.
  Benefits: +2 psychic damage bonus
  Requirements: Craft 9
  Load: 1
  Value: 1000
  Magic Rings
  Often used to hold minor enchantments, magic rings 
  are common products of hedge wizards and artificers. 
  Some rings provide simple protective magic; others assist 
  the wearer in dealing with some common weakness, 
  such as hunger or an inability to see in the dark.
  Ring of Misdirection
  Constructed by the artificer Sarain the Dawnbringer to 
  help her maintain her anonymity, this ring makes it nigh 
  impossible for the wearer to be recognized. While Sarain 
  originally intended to use it to avoid social pressure, 
  since her death, it has been used for thievery and deceit.
  Benefits: You can use this ring to look like someone 
  else. You cannot look like a specific person; instead, 
  you look like a nondescript humanoid appropriate 
  for the environment. The ring does not allow you to 
  blend in with non-humanoids. This item may be used 
  once every full moon. When used, it remains active 
  until deactivated or until the next sunrise or sunset.
  Requirements: Craft 6
  Load: 0
  Value: 150
  Ring of Protection
  This item is the commonly found form of magic ring. 
  Many artificers learn to make them after mastering 
  potions. While one of these rings may not be powerful, 
  the ability to shrug off a few injuries is never a bad 
  thing, so they’re constantly in demand. Some artificers 
  see them as the moneymakers of their repertoire: they’re 
  magic items you can always offload quickly when you 
  need cash.
  235
   
  
   
   
   
  Cure Poison Elixir
  This rather common elixir is brewed by healers 
  throughout the Realm. It’s often carried by those who 
  must travel in the dangerous places of the wild.
  Benefits: This elixir immediately negates the effects of 
  all poisons affecting a character. Life is not restored, 
  and Wounds are not healed, but no additional 
  damage is taken. Ongoing effects from poisons end.
  Load: 0
  Value: 10
  Dragon’s Blood
  Many parts of a dragon are valuable, not least of which 
  is its blood. Drinking a dragon’s blood has long been 
  a tradition among some of the more barbaric peoples 
  of the realm. They prize the thick, viscous liquid for 
  its effect on the imbiber’s body. Dragon cults have 
  taken to drinking dragon’s blood as well. Some cultists 
  undergo strange mutations from taking too much of the 
  dangerous liquid.
  Benefits: Upon drinking a vial of dragon’s blood, you 
  take 1d6 damage; you also gain a +4 bonus to tests 
  using Brawn, Mettle, and Agility for the next 1d6 
  minutes. Repeated exposure can lead to long-term 
  changes and addiction.
  Load: 0
  Value: 25
  Elixir of Destiny
  Many believe that these elixirs are created by the fae 
  as another means of tinkering with mortal lives. Others 
  claim they’re brewed from faery essence.
  Special Qualities: When a character drinks this elixir, 
  roll 1d6.
  1
  The character loses 1d3 Light Fate. (If the PC 
  cannot pay, the GM gains 1 Dark Fate for each 
  Light Fate not paid.)
  2–5
  The character gains 1 Light Fate.
  6
  The character gains 2 Light Fate.
  After a character earns Light Fate from drinking this 
  elixir, they can activate a 
   Special Ability or Special 
  Quality as their next action.
  Load: 0
  Value: 50
  Elixir of Vitality
  Brewed to restore the youth and vigor of the drinker, 
  these items are seen by many as the pinnacle of the 
  alchemist’s art. Elixirs of vitality require a number of 
  expensive and rare ingredients, but since they offer a 
  chance at eternal youth, many people are willing to pay 
  whatever the final cost may be. These elixirs are often 
  sought out by nobles, scholars, and other people of 
  Special Qualities: When harmed, you can reduce the
  damage by 2d6. The ring has five uses. Once the final
  use of the ring is consumed, it rusts away into dust.
  Benefits: The wearer gains an additional 3 armour
  points. The ring can lose its armour points as other
  forms of armour can; when those armour points are
  lost, the wearer can reset them during a short rest.
  Load: 0
  Value: 250
  Potions and Elixirs
  Brewed by magicians, alchemists, witches, and
  brewmasters, potions and elixirs come in a vast array of
  flavours and smells. Often made with a mix of mundane
  and magical ingredients, they are the only type of magic
  items seen by most commoners. Unfortunately, they are
  also commonly faked, as any mysterious, foul-smelling
  liquid can be passed off as a magic potion to the naïve.
  Potions and elixirs are almost always ingested. If an
  ingested potion causes damage, that damage ignores
  armour.
  A character can make a Lore (Wits) test against
  Difficulty 17 to determine the nature of potion or
  elixir. If they have encountered the potion before, the
  GM can either reduce by 3 (to Difficulty 14) or allow
  a character to automatically recognize it. However, the
  exact ingredients for the same potions often vary. Even
  if a character has used a potion before, there’s a chance
  they might not recognize a similar potion as the specific
  formula they’ve seen or tasted.
  Failure: The character cannot identify the potion
  correctly. There’s a chance they might mistake it
  for another potion. (Roll 1d6; on a 1, the potion is
  misidentified.)
  Standard Success: The character can determine the
  general properties of the potion (healing, increased
  strength, etc.).
  Great Success or Better: The character knows the full
  properties of the potion, as well as its name.
  Cure Disease Elixir
  This elixir can be found in the hands of healers, mystics,
  and many shopkeeps throughout the Realm. Effective
  against almost all diseases, this potion helps prevent the
  spread of plagues and other terrifying illnesses. The High
  Temple in the City and the Healer in Villedoc keep many
  of these elixirs on hand in case of an outbreak of plague.
  Benefits: This elixir immediately negates the effects of
  any disease. Life is not restored, and Wounds are not
  healed, but no additional damage is taken. Ongoing
  effects from diseases end.
  Load: 0
  Value: 10
  236
   
  
  power who think they deserve to live beyond the years 
  normally allotted to mortals.
  Benefits: Drinking this potion heals all Wounds and 
  restores 2d6 Life, in addition to curing any poisons 
  or diseases and reducing the drinker’s physical age 
  by 1d6 years.
  Load: 0
  Value: 50
  Flight Potion
  These potions are popular with adventurers who 
  travel the wilds, especially those who don’t want to be 
  slowed down by flooded rivers or other obstacles.
  Benefits: You can fly at your normal Speed for one 
  hour. You’ll get a sensation of heaviness one minute 
  before the potion’s effects end, which should give 
  you enough time to land. If you do not (or cannot) 
  land when the effects expire, you take falling damage 
  based on your altitude at that time.
  Load: 0
  Value: 15
  Invisibility Potion
  Most potions of invisibility reach mortal hands through 
  trade with the Fair Folk. They’re usually bartered to 
  humans in exchange for cherished memories, voices, or 
  favourite songs. These potions are obviously highly valued 
  by those with more covert deeds in mind, so owning one 
  is considered highly suspicious in many towns.
  Benefits: After drinking this potion, you become 
  invisible for one minute per point of Craft. You 
  cannot be targeted by any attack or spell without 
  some clue as to your location. (See Invisibility 
  in Chapter 5: Adventuring.) Any injury you 
  suffer immediately disrupts the effect.
  Load: 0
  Value: 15
  Phoenix Potion
  Brewed from a mixture of dragon blood, 
  phoenix feathers, star essence, and other rare 
  materials, this potion has the power to restore 
  the dead. It’s one of the rarest potions, and only 
  the most skilled alchemists can manufacture it. 
  When they do, such items are sold for a king’s 
  ransom.
  Benefits: When this potion is poured into a body 
  that has been dead for less than 24 hours, 
  the body and everything on it is completely 
  consumed in fire and reduced to ashes. On 
  the next sunrise, the dead character returns to 
  the living, rising out of the pile of ashes fully 
  healed of all injuries, diseases, and poisons.
  Load: 0
  Value: 100+
  Potion of Psychic Power
  Brewed with the essence of destroyed spirits and a 
  touch of dragon’s blood, these potions are popular with 
  those who prefer psychic combat.
  Benefits: Drinking this potion grants +2 damage on 
  psychic attacks (as well as a +2 bonus to any Craft-
  related tests). The potion’s effects last for 2d6 rounds.
  Load: 0
  Value: 15
  Renewal Potion
  Potion makers are always looking to keep this potable 
  in stock because of its popularity among spellcasters. 
  Even rumours claiming the ingredients include the 
  blood of elven wizards can’t keep people away.
  Benefits: You either instantly restore all spell points or 
  restore a burned spell.
  Load: 0
  Value: 20
  Strength Potion
  Brewed from ogre viscera (among other things), this 
  potion is popular with warriors and those who make 
  their living by the sword.
  Benefits: Drinking this potion grants +2 damage on 
  physical attacks (as well as a +2 bonus to Strength 
  when lifting or moving objects). The potion’s effects 
  last for 2d6 rounds.
  Load: 0
  Value: 15
  237
   
  
  Trinkets
  Some magic items can’t fit neatly into a category with 
  others of its type; some are just little trinkets or charms 
  with magic power. Such items are usually the product 
  of natural magical forces, forming on their own rather 
  than being created by a wizard.
  Lucky Coin
  For centuries, lucky coins have been clutched in the 
  hands of scoundrels, gamblers, and others who hope to 
  see fortune smile on them. The lucky coin cancels out bad 
  luck for the person carrying it, at least in the short term.
  Benefits: 
   Lucky Moment: For the duration of the 
  next scene, when the GM would spend one 
  , they 
  spend two 
   instead for the same effect.
  Requirements: Craft 4
  Load: 0
  Value: 100
  Luckstone
  These trinkets are said to be creations of the Fair Folk, 
  who use them to harvest and store the energy of fate 
  from mortals. Fortunately, mortals have learned how to 
  use these items for their own ends. No mortal magician 
  has yet learned how to duplicate a luckstone, but many 
  keep trying.
  Special Qualities: You may transfer up to two Light 
  Fate to the luckstone during the full moon. After you 
  do so, you (or anyone holding the luckstone) can draw 
  that Light Fate from it at any time. This Light Fate 
  does not count against your normal maximum. You 
  may refill the luckstone only during the full moon.
  Requirements: Craft 5
  Load: 1
  Value: 200
  Wands
  The weapon of a proper magician, a wand allows a 
  spellcaster to cast more spells than their own arcane 
  energies normally allow. Wands are usually focused 
  on combat applications, helping a spellcaster get out of 
  a tight spot when their spell points run low, but some 
  wands have more versatile applications.
  Crystal Sceptre
  Legends say an order or priests carried these sceptres 
  in ancient times. All knowledge of where they came 
  from and how they were created has been lost to the 
  mists of time.
  Special Qualities
   Psychic Surge: The attacker is stunned for one 
  round.
  Benefits: When armed with a crystal sceptre, you can 
  take a protect action or make a defence test against a 
  physical attack using your Psychic skill.
  Requirements: Craft 7
  Load: 1
  Value: 300
  Ice Sceptre
  Ice sceptres are made in the frozen lands of 
  ice and snow far to the north. These wands 
  serve as a wizard’s last resort when they 
  run out of magic. The decision to risk using 
  one is not taken lightly.
  Special Qualities: An ice sceptre has ten 
  charges. Once those charges are gone, it 
  melts into water. The sceptre recovers one 
  charge for each month it is not used, as 
  long as it rests in ice and snow.
   Cold Shock: The target cannot move 
  for 1d6 rounds and suffers additional 
  damage equal to 1d6 + Craft on your next 
  turn. This effect expends two charges.
  Benefits: You can shoot a bolt of ice as a 
  major action. Choose a target you can see 
  and attempt a Craft test. If the result equals 
  or exceeds the target’s Threat rating, the 
  target takes damage equal to 2d6 + Craft. 
  This effect expends one charge.
  Requirements: Craft 6
  Load: 1
  Value: 500
  238
   
  
  Weapons
  Forged, carved, and created by the greatest 
  weaponsmiths, bowyers, woodworkers, and other 
  crafters, magic weapons are the most well-known type 
  of magic item. Many legends tell of the magic swords, 
  bows, and hammers heroes wielded by heroes on the 
  path to glory.
  Bane Sword
  Bane swords were once the common armaments of the 
  Knights of the Road, a group of rangers, guides, and 
  warriors committed to keeping the roads of the Realm 
  free from danger. After the group’s destruction at the 
  hands of a wraith horde, the few surviving bane swords 
  have cropped up here and there over the decades, usually 
  just in time to stave off another epic undead threat.
  Special Qualities
   Back, Unclean Spirit!: When you strike a spirit or 
  undead whose attacks normally ignore armour, that 
  Enemy’s attacks cannot ignore armour for 1d6 rounds.
   Solidarity: This quality isn’t just useful for you; it’s 
  also useful for anyone who stands with you against 
  a malevolent spirit. When you strike an incorporeal 
  creature, you can render it corporeal for one round, 
  temporarily removing the Incorporeal trait from it.
  Benefits: This weapon has +2 damage against 
  incorporeal creatures, and is considered magical.
  Requirements: Strength 4, Craft 4
  Load: 2
  Value: 400
  Doomsword
  This unique weapon has appeared and disappeared 
  many times throughout history. In many legendary 
  tales, it enters the narrative in the hands of a great 
  warrior, leading them to victory. It then leaves the 
  story shortly thereafter, just as the warrior meets 
  a violent end. Promising quick victory and glory 
  at the cost of long life, many would-be heroes 
  are willing to pay the ultimate price to wield the 
  infamous Doomsword.
  Special Qualities
   Final Blow: The attack ignores your target’s 
  armour.
   Mutual Destruction: On a successful attack, you 
  and your opponent take an additional 1d6 damage.
   Doombringer: When you get a Failure on an 
  attack, add your Strength to the damage you take.
  Benefits: This weapon has +2 damage and is 
  considered magical.
  Requirements: Strength 7
  Load: 1
  Value: 600
  Ancient Elven Bow
  Carved from ancient yew and bearing a spidersilk 
  string, each ancient elven bow is a relic from an earlier age 
  of elven civilization, exemplifying the craft of a master 
  bowyer. Powerful, accurate, and silent as a whisper, 
  each one is a prized by the archer who claims it.
  Special Qualities
   Penetrating Shot: On a successful attack, you ignore 
  your target’s armour.
  Benefits: This weapon has +2 damage and is considered 
  magical.
  Requirements: None
  Load: 1
  Value: 200
  Holy Lance
  Forged during the height of the Dragon King’s power, 
  long before the coming of the Great Wizard, the Holy 
  Lance and its wielders kept many villages safe from 
  the worst attacks of dragons. Since the legendary time 
  when Wizard defeated the Dragon King, the Holy Lance 
  has been passed from dragon hunter to dragon hunter 
  through the years. Each time, long and arduous tests 
  were required to prove the new wielder worthy.
  239
   
  
  Special Qualities
   Chink in the Armour: The attack ignores your 
  target’s armour.
   Aura of Righteousness: The Holy Lance erupts in a 
  fiery burst, inflicting an additional 1d6 damage to all 
  its attacks for one minute.
  Benefits: This weapon functions as a spear, inflicting 
  1d6 + Strength damage; it is considered magical. 
  Against dragons, the wielder gains a +2 bonus to 
  Melee tests, and the weapon deals an additional 1d6 
  damage.
  Requirements: The wielder needs at least Strength 7 
  and cannot have an Evil alignment.
  Load: 3
  Value: 800
  Inferno Spear
  Said to have been forged by a fire elemental or some 
  ancient spirit of Evil, the Inferno Spear has hewn, thrust, 
  and carved a bloodstained path through history in the 
  hands of villains, warlords, and despots. Able to melt steel 
  with a touch, it has ended many a would-be hero’s life.
  Special Qualities
   Molten Touch: Instead of inflicting damage on a 
  successful attack against an Enemy, the weapon 
  destroys that Enemy’s physical armour. (This does 
  not affect natural armour.)
   
   Flametouch: The weapon erupts in a fiery burst, 
  adding 3d6 damage to its next attack.
   Unstoppable Flame: The flames of the Inferno Spear 
  spread in some unintended way, such as destroying 
  a valuable scroll your target was carrying (possibly 
  the one you were just about to take!) or ending the 
  life of an opponent you wanted to capture. This 
  act is always destructive and always has negative 
  consequences for you.
  Benefits: The Inferno Spear inflicts 1d6 + Strength 
  damage. The weapon has +2 damage and is 
  considered magical.
  Requirements: The wielder cannot have a Good 
  alignment.
  Load: 2
  Value: 800
  240
   
  
  Chapter 
  hapter 7:    
  Death
  eath’s 
  s Messenger
  essenger
  “Be still!” answered Death. “Have I not sent you one 
  messenger after another? Did no fever come and strike 
  you, shake you, and throw you down? Has not dizziness 
  numbed your head? Has not gout pinched your limbs? 
  Did your ears not buzz? Did toothache not bite into your 
  cheeks? Did your eyes not darken? And furthermore, has 
  not my own brother Sleep reminded you every night of 
  my existence? During the night, did you not lie there as 
  if you were already dead?”
  —”Death’s Messengers”, The Brothers Grimm
  “Death’s Messenger” is an introductory adventure for 
  a group of 2 to 6 characters ranging from 1st-level to 
  3rd-level. We recommend that the characters represent 
  different classes, but that’s not strictly required. The 
  story works best when the characters avoid conflict 
  within the party, and the encounters work best with four 
  or five characters. If the party has fewer than five heroes, 
  you should consider reducing the number of Enemies in 
  some scenes; if your group has more than five heroes, 
  you might want to increase the number of Enemies.
  The adventure is fairly straightforward, giving the 
  players and the GM an opportunity to experience 
  different aspects of the rules. In most cases, whenever 
  a new rule is mentioned, the GM is directed to the 
  appropriate part of the rulebook.
  Synopsis
  This story opens with the heroes discovering that a 
  protective talisman has been stolen from an ancient 
  cemetery. Without the talisman in place, undead are 
  rising from their graves and may soon infest the entire 
  region. The characters must track down the talisman and 
  restore it to its proper place. The adventure unfolds in 
  three acts. It centres on a quest to locate a stolen talisman 
  with great power over the forces of life and death.
  Act One opens as the characters hear rumours of 
  strange happenings near a cemetery. Allegedly, the 
  spirits have grown restless, and some say undead 
  creatures prowl the region. It’s possible the cemetery 
  has been defiled, which could not only interrupt the 
  peaceful slumber of the buried dead but also threaten 
  the living who reside in the surrounding area.
  When the player characters investigate the cemetery, 
  they learn that someone has broken into an ancient 
  tomb. The intruder stole a talisman that upheld the 
  spiritual balance of the graveyard by keeping evil spirits 
  at bay. Now the talisman’s absence has allowed the 
  forces of evil to invade. To restore peace to the spirits in 
  the cemetery, the characters must return the talisman to 
  the tomb, but first, they’ll need help to figure out where 
  it is. As they investigate the tomb, a mysterious spirit 
  tells them to find the Enchantress, so she can help them 
  on their quest.
  Act Two begins with the characters searching for 
  the Enchantress, who lives as a recluse on the open 
  plains. However, when the player characters find her, 
  they discover she’s accidentally transformed herself 
  into a toad. The heroes must find a way to reverse the 
  curse before they can get the answers they need. After 
  they’ve restored the Enchantress to her human form, 
  she explains that a priest named Galdor, driven mad 
  with grief over the death of his wife Philamena, stole 
  the talisman in order to raise his beloved from the dead. 
  The Enchantress followed Galdor into the woods but 
  lost track of him in the darkest part of the forest. She was 
  attempting to cast a spell to find him when she made a 
  mistake and accidentally turned herself into a toad.
  Act Three starts when the characters enter the woods in 
  search of Galdor. After facing great peril and enchanting 
  wonders, they find Galdor in a long-forgotten chapel. If 
  they fail to defeat Galdor, he raises Philamena using the 
  talisman, but the ritual upsets the balance of life and death, 
  restoring her to life with a wicked soul. If the characters 
  241
   
  
  Where Does This  
  Where Does This  
  Adventure Take Place?
  Adventure Take Place?
  The location of this adventure is left deliberately 
  vague so you can set it anywhere you please in 
  the Realm. The story doesn’t include the specific 
  names of places and locations; it often refers 
  to “the graveyard” and “the woods.” In places 
  where the story does refer to people or places 
  specific to the Realm, you can free to use them 
  or change them as you see fit. If you prefer, you 
  can even set it in a world of your own creation. 
  If you’re using the Realm as your setting, a 
  cemetery outside Woodbine is one possible 
  place you can start.
  manage to defeat Galdor, they can recover the talisman 
  and return it to restore spiritual harmony to the cemetery. 
  This allows the disturbed spirits to rest once again. They 
  may also face a difficult temptation: they could decide 
  to keep the talisman, saving it to raise someone from the 
  dead… but doing so would cost them dearly.
  Act One: 
  Restless Spirits
  Before beginning this tale, the Game Master should 
  spend some time discussing the events that brought the 
  heroes to the graveyard to investigate restless spirits. 
  Do they know one another and arrive in a group, or 
  are they strangers who arrive separately? Do one of 
  more them have friends or relatives who have been laid 
  to rest here? Perhaps they were pursuing one of the 
  restless dead who left the cemetery to wreak havoc, or 
  maybe they’ve come here by chance. A more nefarious 
  group might be here to make some quick money 
  robbing a grave; a more spiritual group could be here 
  to consecrate a hero’s final resting place.
  Once the characters’ connections and reasons for 
  investigating have been established, the Game Master 
  can read or paraphrase the following introduction:
  Whispered rumours of strange occurrences at the 
  cemetery are spreading throughout the countryside. 
  Spirits that have been at rest for centuries have returned 
  to haunt the area. Many believe someone or something has 
  defiled the cemetery, agitating the spirits bound therein. 
  242
   
  
  Intent on learning the cause of the disruption, you have 
  set out to investigate. You arrive at the outskirts of the 
  cemetery in the early afternoon. A grey mist has settled 
  on the land, shrouding the endless rows of headstones, 
  statues, and tombs. A sense of icy dread settles in your 
  stomach as you approach the cemetery’s edge.
  Apparitions!
  Allow the players some time to introduce their 
  characters, describing the assembled heroes as they 
  explore the cemetery. At first, they find nothing amiss 
  other than the heavy mist and a foreboding presence 
  that lingers over the land. After the party’s brief period 
  of exploration, a spirit approaches the heroes through 
  the mist. Characters of Good alignment immediately 
  have a sense that this is a friendly spirit that means them 
  no harm. Characters of any alignment can see that the 
  spirit appears to be fading in and out. They sometimes 
  lose sight of it in the mists.
  When the spirit gets close to the characters, it speaks 
  to them in a strained voice that fades to little more than 
  a whisper at times.
  “Please. You must help us… before it is too late,” it implores.
  One of the characters might ask how they can help, or 
  they might all remain silent. Regardless, it continues.
  “One of the most ancient tombs in a remote corner of 
  the cemetery has been defiled! Something vital has been 
  stolen from within.”
  Give the players a moment to ask what the object is 
  and then continue.
  “I know not what was stolen, only that its presence 
  kept this cemetery peaceful and warded from the forces 
  of Darkness. If the vital item is not returned soon, evil 
  spirits and other foul creature from the nether realms 
  will pour forth from this place and spread throughout 
  the Realm. Please… you must….”
  The spirit pauses and looks off into the thick fog behind 
  it. Then it turns directly to one of the characters and cries, 
  “Oh, no! They’ve found me. I’m sorry… they’re coming!”
  With a cry of dismay, the spirit vanishes into the mists. 
  An apparition and two skeletons appear from the 
  mists where the spirit vanished, moving immediately 
  to attack the characters. Have the characters make a 
  Notice (Wits) test against Difficulty 11 and consult the 
  Exploration Surprise Chart in Chapter 2: Rules of the 
  Player’s Guide. Details on the apparition and skeletons 
  can be found in Chapter 4: Enemies; you’ll also find 
  their statistics at the end of this adventure.
  After the apparition and skeletons have been defeated, 
  the spirit reappears and offers to lead the heroes to the 
  desecrated tomb. Assuming they agree, it leads them 
  off through the misty cemetery toward the northeastern 
  corner, far from where the PCs arrived.
  Advice: This encounter is meant to introduce the 
  players to the game’s combat mechanics. Take your 
  time to make sure the players grasp the fundamentals. 
  This encounter shouldn’t pose a mortal threat to their 
  characters. If the apparition appears as if it might 
  overwhelm our heroes, the friendly spirit could return, 
  destroying the skeletons or banishing the apparition 
  with a burst of light from its hands.
  Banishing the Spirit: If there’s a priest character in the 
  group, they could decide to use their Banish Spirits 
  Special Ability against the friendly spirit. If they 
  do so, tell (or remind) the priest that they sense an 
  aura of good in the spirit. If they persist, they find it 
  extremely difficult to banish it because of the power of 
  its convictions: The ritual requires a Psychic (Insight) 
  test against Difficulty 23 (along with 1 
   and 1 spell 
  point). Even if they’re successful, another spirit appears 
  after a few minutes to investigate the disturbance and 
  offer its own (less enthusiastic) help.
  The Ancient Tomb
  As the PCs follow the spirit to the desecrated tomb, 
  they may wish to converse with it, especially if one of 
  the characters has a personal connection. The spirit’s 
  memory of its life is hazy at best. If it has a connection 
  with a character, it remembers relevant details. 
  However, it has no recollection of the afterlife.
  When the PCs arrive at the tomb, read or paraphrase 
  the following text:
  An ancient tomb stands atop a round hill. Weeds and 
  vines cling to the domed marble structure. A statue 
  fashioned to look like an angel with its head bowed stands 
  on either side of the entrance. The tomb and the statues 
  are cracked and weatherworn. Time and the elements 
  have worn away all details of the angels’ appearance. A 
  large iron door hangs open, but it’s too dim inside to see 
  beyond the threshold.
  Examining the statues confirms that the elements 
  have worn away their features, but the characters can 
  see that the faces of the angels are cast downward, as 
  if in despair. Ancient runes have been inscribed on the 
  iron bars of the open door. A successful Decipher or 
  Lore (Wits) test against Difficulty 14 reveals that the 
  tomb was once sealed by magical means. Whether the 
  roll succeeds or fails, it’s safe to conclude someone used 
  magic to open the tomb.
  Inside the tomb, ornate frescoes depicting scenes 
  of an ancient royal family cover most of the walls. A 
  massive sarcophagus made of white marble with gold 
  veins dominates the centre of the room, and a bare altar 
  made of the same marble stands along the far wall.  
  243
   
  
  1 Square = 1 Metre
  1 Square = 1 Metre
  The Graveyard
  The Graveyard
  244
   
  
  The Ancient Tomb
  The Ancient Tomb
  245
  1 Squa
  uare = 1 Metre
   
  
  Characters studying the frescoes and the sarcophagus 
  can attempt a Lore (Wits) test against Difficulty 11 to 
  deduce that the tomb was built for Emeline, the last 
  daughter of the ancient King and Queen of the Realm. 
  Legends tell that the Great Wizard killed Emeline and 
  her brother in a fit of rage after her parents refused to let 
  her become the Wizard’s apprentice.
  The sarcophagus can be opened without a test by 
  characters with a combined Strength score of 12, or a 
  single character can open it with a successful Athletics 
  (Brawn) test against Difficulty 17. Once it’s opened, 
  the room experiences a sharp drop in temperature, 
  chilling anyone in the tomb to the bone. (This causes no 
  damage, but any physical actions taken inside the tomb 
  are at a −2 penalty.) The sarcophagus holds the skeletal 
  remains of a human wrapped in rotted linens. It wears a 
  delicate, diamond-studded golden tiara worth 10 gold. 
  A scroll containing the Blessed spell is clutched in its 
  bony hands.
  Characters who examine the altar find an inscription 
  carved into the marble that reads, “This gilded talisman 
  preserves the balance of life and death. As long as it remains 
  here, souls in this sacred place of slumber may rest in peace.” 
  There’s a triangular indentation in the centre of the altar 
  where something once rested.
  Once the player characters have had sufficient time 
  to explore everything in the tomb, the Game Master 
  should read or paraphrase the following text:
  A tendril of mist floats into the tomb through the open 
  door, filling the chamber. You hear a voice whispering 
  softly. “Find… the Enchantress!” it commands. “She 
  will know who stole the talisman of balance. She dwells 
  on plains to the south. Should you fail, look for my light 
  in the evening’s twilight.” The voice fades away as 
  the mist drifts out of the room. “Hurry… your time is 
  short….”
  The voice is not one the characters recognise. It 
  belongs to Philamena, the deceased wife of Galdor, 
  the defrocked priest who stole the talisman. Philamena 
  knows that Galdor’s plan to restore her to life using 
  the talisman of balance is a misguided one; thus, she 
  is contacting the characters in the hope they will stop 
  him. Philamena urges them to look for the Enchantress 
  because she knows the spellcaster can give them 
  guidance.
  As our heroes set out on their quest to return the 
  talisman to the tomb, Galdor is preparing for the ritual 
  that he hopes will bring his dear Philamena back from 
  the dead. Trifling with the delicate balance between life 
  and death has grim consequences. Galdor doesn’t know 
  of the arcane imbalance the talisman creates when it 
  restores someone to life. The ritual that restores a lost 
  soul also opens a doorway for evil spirits. Even if he 
  succeeds, the Philamena he resurrects will be a twisted 
  and evil shadow of the woman he once loved. Her body 
  will live, but her spirit will be forever changed by his 
  dark magic.
  246
   
  
  Act One Experience
  Act One Experience
  The characters may gain up to 1 XP of combat 
  experience for the fight with the skeletons and 
  the apparition. If the fight didn’t present a 
  challenge, you may choose to award them 0 XP. 
  When making your decision, you may want to 
  refer to the Experience Rewards chart in Chapter 
  6: Rewards.
  Galdor’s Story
  Galdor’s Story
  Galdor used to be an influential priest in the 
  High Temple of the City. His beloved wife, 
  Philamena, contracted an incurable illness that 
  claimed her life several years ago, despite the 
  efforts of the City’s best healers. The disease 
  ravaged her body to such an extent that even 
  resurrection spells couldn’t restore her to life. 
  Grief overcame Galdor and poisoned his heart. 
  Instead of summoning ghouls to bury her, 
  he took her body to a forgotten chapel in the 
  woods and hid her remains in a crypt beneath 
  the altar. He then stole several ancient texts from 
  the High Temple. Their elaborate lore described 
  the powers of ancient talismans. Lost in grief, he 
  began to decipher them, hoping to find a way to 
  bring his wife back to life.
  The High Temple authorities discovered his theft 
  and defrocked him, but the punishment made 
  no difference to Galdor. Within the forbidden 
  texts, he found clues concering a talisman that 
  had been locked away inside a mausoleum. 
  This artifact could manipulate the forces of life 
  and death. Ancient loremasters described it as 
  a “talisman of balance.” Galdor immediately 
  devised a plan to find it.
  Act Two: Seeking 
  the Enchantress
  In this act, the characters must locate the Enchantress. 
  She lives in seclusion on the plains beyond the cemetery. 
  Characters who belong to a spellcasting class (such as a 
  druid, minstrel, priest, sorcerer, or wizard) may have 
  heard of the Enchantress; each spellcaster may attempt 
  a Lore (Wits) test against Difficulty 11. If a character’s 
  test is successful, they’ve heard that the Enchantress is a 
  recluse who rarely welcomes visitors to her ramshackle 
  hut. She spends her days in solitude, studying magic and 
  contemplating the mysteries of existence. Many believe 
  she possesses a great wealth of magical knowledge but 
  shares it with no one. A hero who succeeds at this test 
  also knows lore that will help find the Enchantress; they 
  can act as the Guide for the journey, gaining a +2 bonus 
  to the Guide test. Otherwise, the party must rely on the 
  spirit’s flash of light each evening to guide them.
  Exploring the Plains
  The plains, as the name suggests, is a vast expanse of 
  flat grassland. The terrain is broken up by an occasional 
  copse of trees, shimmering brook, or rocky outcropping. 
  Locating the Enchantress in this sizable wilderness 
  requires perseverance and time. Each evening at dusk, 
  a shimmering white light appears in the distance, 
  pointing them in the direction of the Enchantress.
  The Game Master should decide the number of days it 
  should take to find the Enchantress. This journey can be 
  as long or short as you wish, depending how much time 
  you want it to take. One to three days is recommended. 
  Use the Exploration and Camping rules in Chapter 5: 
  Adventuring as the characters search. Each day in the 
  woods, each character chooses the duty they’ll perform 
  while travelling. One character can choose to be the 
  Guide, and at least one other character should serve 
  as the Watcher. Hunters are optional, depending upon 
  how much food the characters bring with them. If the 
  party isn’t attempting a Guide test each day, they can 
  still attempt Hunter and Watcher tests.
  If any Enemies are encountered as the result of the 
  Watcher tests, roll 1d6 or choose an Enemy from the 
  Plains Encounter Table. All of the entries on the table 
  can be found in Chapter 4: Enemies.
  Plains Encounter Table
  Roll 1d6
  1
  1d3+1 Wild Boar
  2
  1d3 Wolves
  3
  1d6 Goblins
  4
  1d6+3 Carrion Crows
  5
  1d3 Bandits
  6
  1d3 Gnolls
  If none of the characters succeeded at the last Lore 
  test, and if they don’t trust the spirit of Philamena to 
  guide them, they must search the plains for signs of 
  the Enchantress with absolutely no guidance. As an 
  alternative, a passing Stranger asks about their journey. 
  If the Stranger is Friendly, they suggest the city of 
  Villedoc, where the party could find someone to point 
  the way or guide them. If all else fails, the characters just 
  search randomly: set the number of days they search by 
  rolling 4d6.
  247
   
  
   
   
   
  for reversal.” A map next to the note shows where a 
  patch of wild amaranth grows on the plains, roughly 
  half a kilometre from the hut.
  Lifting the hat and clothes off the floor exposes a 
  fleshy, grey toad. The toad is obviously the source of 
  the mournful croaking. The toad doesn’t act afraid of 
  the player characters, but its low croaking is tinged 
  with a hint of sadness.
  Hopefully, the heroes quickly realise that the toad 
  is, in fact, the Enchantress. She experimented with a 
  method of amplifying a spell based on vague hints, but 
  she accidentally turned herself into a toad when the 
  attempt backfired. The characters will have to go back 
  out onto the plains to find some wild amaranth root. 
  Feeding it to the toad reverses the spell.
  Finding Amaranth Root
  Finding the location marked on the map where 
  amaranth is supposed to grow isn’t difficult, so it doesn’t 
  require a test. As the heroes approach their destination 
  on the plains, they hear scratching and munching 
  sounds. As they crest a small rise, they see giant beetles 
  digging up a patch of amaranth and devouring it. 
  (There should be one giant beetle for every two PCs.)
  The beetles are intent on eating all of the amaranth 
  roots, so the heroes must choose whether to fight the 
  beetles or to look for another patch. If the characters 
  decide to fight, use the Giant Beetles statistics at the end 
  of this adventure. To find another patch of amaranth, a 
  PC can make a Survival (Insight) test against Difficulty 
  17; each attempt takes three hours. For each failed test, 
  have a Watcher make a test to see if they encounter any 
  other creatures. If they do, use the Plains Encounter 
  Table under Exploring the Plains. If the Survival test 
  succeeds, they find enough amaranth to “detoadify” 
  the Enchantress.
  Saving the Enchantress
  Once safely back at the Enchantress’s hut, the heroes 
  can feed the amaranth root to the toad. The toad 
  devours it and almost immediately begins to transform. 
  It takes only moments for the toad to change back into 
  a middle-aged woman with long, wild, dark hair shot 
  with silver. The Enchantress thanks the characters for 
  their help in reversing her accidental toadification. 
  She offers the scrolls in her locked chest as thanks, 
  assuming the characters haven’t already taken them. If 
  the characters have already taken the scrolls, she’s still 
  grateful, though she remarks snidely that the reward 
  for a good deed is usually given after the deed has been 
  accomplished.
  The Enchantress explains that she was already 
  investigating the disappearance of the talisman from the 
  cemetery. She had concocted a spell that she believed 
  Advice: The Enemies in this adventure are designed
  to be a challenge for a group of four to five characters.
  Instead of rolling randomly for the number of Enemies
  in an encounter, you can choose to set the number based
  on the number of characters. In an encounter with Threat
  11 Enemies, it’s usually best to include one Enemy for
  each character. For every two points of Threat above
  this benchmark, reduce the number of Enemies by 1.
  For example, when a group of three 1st-level characters
  encounter a monster that’s Threat 13, it would be
  appropriate to have two monsters in the encounter.
  The Enchantress’s Hut
  Once the characters have travelled the number of
  days set by the GM, they finally locate the hut of the
  Enchantress. When they arrive, the GM should read or
  paraphrase the following text:
  Nestled within a small copse of trees area next to a
  babbling creek, you find a shack made of mud and wood.
  Its roof is topped with sod. You can see a dark forest on the
  horizon, maybe a kilometre beyond the hut. You detect no
  movement and hear no sound except the burbling water
  of the creek and the creaking of the trees as a brisk wind
  rolls over the plains.
  The flimsy wooden door is unlocked and ajar. Inside
  the hut, there’s a small hearth, but it doesn’t look like
  anyone has cooked there recently. A small pallet made
  of straw rests in a corner near a wooden chest, and a
  leatherbound journal sits atop a rickety table. A bundle
  of simple clothing lies in a heap near the table, as well
  as a rather ostentatious pointed hat. Mournful croaking
  drifts out from underneath the hat.
  The wooden chest is locked but can be picked with
  a Tinker (Agility) test against Difficulty 14. Inside
  are three scrolls containing the spells Lightning Bolt
  (Arcane), Marked for Glory (Mystic), and Shatter
  (Nature). The chest also contains the Sword of Light, a
  magical weapon with a grip fashioned to resemble
  a winged human with outspread wings forming the
  crossguard. The sword is magical and glows, providing
  full light for 10 metres and dim light for an additional
  5 metres. The weapon has +2 damage against Spirits
  or Undead when a Good-aligned character wields
  it. A character who makes a Lore (Wits) test against
  Difficulty 14 can identify its properties.
  The journal on the table is filled with seemingly frantic
  scribbling that’s difficult to decipher. A successful
  Decipher or Lore (Wits) test against Difficulty 14
  reveals that the writing hints at a possible means of
  increasing the range of a Divination spell, which is
  usually limited to about 50 kilometres. (Characters
  won’t know how to extend that spell, but they’ll suspect
  what the Enchantress has done.) The final notation
  reads, “If spell backfires, will need wild amaranth root
  248
   
  
  would show the location of the thief, but she made a 
  terrible error, which resulted in her being transformed 
  into a toad. She knows what she did incorrectly now, 
  and she believes she can cast the spell successfully, 
  though it may leave her exhausted for some time. If 
  the heroes ask if she knows who took the talisman, she 
  relates the following information:
  “Several nights ago, I was collecting specimens of a 
  rare flower that blooms only among ancient tombstones 
  under the light of a full moon. While gathering the 
  flowers, I noticed someone sneaking through the 
  cemetery. Silently, I followed him and watched him enter 
  the locked tomb. He must have used powerful magic to 
  open the sealed door.
  “Only moments later, I saw him emerge again from the 
  tomb. Thanks to the light of the full moon, I recognised 
  him as Galdor, a former priest of the High Temple. I tried 
  to follow him but lost him when he entered the woods.”
  She pauses and takes a deep breath. “Galdor’s lovely 
  wife, Philamena, recently passed away. I fear he intends to 
  use the talisman to perform a necromantic ritual to raise her 
  from death–an attempt that can only end in tragedy.”
  After she finishes, the characters can ask questions, 
  if they wish. You can read or paraphrase the following 
  answers.
  Do you think you can find him?
  “Yes, I have concocted a powerful spell of divination. 
  Even with the protection he has upon himself, I should be 
  able to locate him. I suspect the spell will leave me greatly 
  weakened. It may be up to you to find Galdor and put a 
  stop to his plans.”
  Couldn’t Galdor just get a priest of the High Temple 
  to resurrect Philamena?
  “Philamena contracted an incurable disease—most 
  likely the result of some sort of dark magic. The disease 
  ravaged her body to the point that a resurrection spell 
  couldn’t be used.”
  How dangerous is Galdor?
  “He was a priest of the High Temple, so he certainly 
  has knowledge of spells and possibly knows dark magic. 
  Be wary.”
  What can you tell us about Galdor?
  “Attend, and I shall tell the tale….”
  The Enchantress knows quite a bit about Galdor. At 
  this point, paraphrase or summarize the Galdor’s Story 
  sidebar found earlier in this chapter.
  249
   
  
  Act Two Experience
  Act Two Experience
  1 exploration experience for finding the 
  Enchantress
  1 social experience for removing the curse from 
  the Enchantress
  1 combat experience for fighting the giant beetles
  After the player characters have had a few moments 
  to ask questions of the Enchantress, she decides to try 
  using her amplified Divination spell again to locate 
  Galdor. Read or paraphrase the following text:
  The Enchantress closes her eyes and breathes deeply 
  for several minutes before her body suddenly stiffens. Her 
  eyes open wide, and a bright silver light fills the hut. “I 
  see the deep, dark woods,” she says, and her words sound 
  like a chorus of many voices speaking at once. “Great 
  danger lurks there. Galdor hides in a lost chapel not far 
  from the main path but beyond the running stream. He 
  keeps the talisman with him, but he is close to fulfilling 
  his goal. You must hurry lest darkness be unleashed.”
  The silver light suddenly fades, and the Enchantress 
  collapses to the floor.
  Casting the amplified spell has left the Enchantress 
  too weak to travel with the player characters. She 
  urges them to make the journey as soon as they can. 
  The longer the talisman remains in Galdor’s hands, the 
  larger the army of disturbed cemetery spirits will be. If 
  he completes his ritual, even more evil spirits may be 
  unleashed.
  Now that the player characters know where Galdor 
  has taken the talisman, they can set out into the woods 
  to retrieve it. This particular patch of woods has earned a 
  reputation for danger and mystery. If a character makes 
  a successful Lore (Wits) test against Difficulty 14, they 
  have heard that the part of the forest nearest to them is 
  known to be inhabited by crafty goblins, hungry giant 
  spiders, and other dark things.
  The Enchantress has enough energy to draw them a 
  map showing the path she believes they need to take. 
  She marks the location of the stream and chapel she saw 
  in her vision. The chapel is just off the main path, but 
  even the paths are dangerous in that part of the woods. 
  She believes the journey will take them about three 
  days. With any delay, they may be too late.
  Before they leave, the Enchantress offers them any 
  rations they might need. She also gives them a unique 
  weapon called the Sword of Light, up to three healing 
  potions, and two cure poison elixirs.
  250
   
  
  Act Three: 
  The Deep Dark Woods
  In this act, the heroes follow the path in the dark woods 
  in search of Galdor. During the journey, they may have 
  to deal with the creatures that live in the woods, as 
  well as a meddlesome faery. Eventually, they’ll find an 
  abandoned chapel deep in the woods where they can 
  confront Galdor.
  Following the Path
  The path into the woods is only an hour or so walk 
  from the hut. When the characters enter the woods, 
  read or paraphrase the following text:
  You enter the woods on the weed-choked trail marked 
  on your map. A thick canopy of leaves quickly blots 
  out the sun, and it soon becomes difficult to make out 
  the path in the gloom. A light breeze carries the scent 
  of damp earth. You can hear birdsong and the buzz of 
  insects all around you.
  For the journey into the woods, you should use 
  the Exploration rules in Chapter 5: Adventuring. If 
  the Guide gets a Great Success on any of their tests, 
  the party comes across a friendly woodsman. If the 
  characters have encounter, use the following table. All 
  of the Enemies listed are in Chapter 4: Enemies.
  Woods Encounter Table
  Roll 1d6
  1
  1d3 Bears
  2
  1d3 Giant Spiders
  3
  1d6 Goblins
  4
  1d3 Wolves
  5
  1d3 Bandits
  6
  1d3 Shadows
  The Woodsman
  A woodsman named Bailey is looking for a locket. She 
  lost it a few days ago while walking with her daughter 
  in this part of the woods. If the PCs tell her anything of 
  their quest, she offers to show them a shortcut to the 
  chapel, but only if they can help her find the necklace. 
  She has excellent survival skills, but her eyesight isn’t 
  quite what it used to be.
  If the characters agree to help, they can each make a 
  Notice (Wits) test against Difficulty 15 to search the 
  area. A character can make multiple tests; each test 
  represents an hour of searching. If a character has a 
  Follower with the Scrounger benefit while attempting 
  this test, the Follower finds the locket on a roll of 4–6.
  Failure: Oops! The character doesn’t find the locket, 
  but they do find something else. Roll 1d6 or choose and 
  encounter from the Woods Encounter Table.
  Standard Success: The character finds the locket, but 
  something or someone else found it first. Roll 1d6 on 
  (or choose an encounter from) the Woods Encounter 
  Table.
  Great Success or Better: The character finds the 
  missing locket.
  The locket is suspended on a thin silver chain, which 
  has broken. It contains a small painting showing the 
  woodsman and a young girl. Bailey is extremely happy 
  and grateful if one of the characters finds her missing 
  locket. She immediately agrees to lead the party the 
  rest of the way to the chapel, leading them down a few 
  hidden winding paths that that cut hours or perhaps 
  days off their journey. She parts company just a short 
  ways from the stream. Thanking them again, she gives 
  them instruction on how to find the chapel, which is 
  just about a kilometre into the woods on the other side 
  of the stream.
  The Faery at the Stream
  After following the trail deep into the woods, the 
  characters have made their way into the vicinity of the 
  abandoned chapel. A wide, fast-running stream blocks 
  their path. Read or paraphrase the following text:
  The trail ends on the rocky bank of a wide stream that 
  flows swiftly through the heart of the woods. A footbridge 
  once stood here, but it collapsed long ago. You can see 
  that the trail resumes on the far bank. A wooden boat 
  bobs in the current on the far side as well, tied to a tree.
  As the heroes consider how they’ll cross the river, 
  a faery flutters near them and asks if they’re lost. The 
  faery’s name is Parisia. She offers to fly across the river 
  to retrieve the boat… for a price. Parisia isn’t interested 
  in material wealth. She prefers to be entertained, and she 
  enjoys a well-sung song, a clever joke, or a good story.
  Parisia’s Attitude begins at Neutral. (See the Attitude 
  Chart in Chapter 2: Strangers and Allies.) Convincing 
  her to bring the boat across requires her Attitude to be 
  Liked. If an elf or sprite is in the party, her Attitude is 
  increased one step. If a troll or ghoul is in the party, 
  her Attitude decreases one step. Telling a good story or 
  signing a song increases her Attitude by one step. Any 
  further increases require a Persuasion (Insight) test 
  against Difficulty 15, although GM can come up with 
  other favours she can request. If the PCs respond with 
  hostility or make any kind of attack against Parisia, she 
  vanishes in a puff of sparkling light.
  251
   
  
  Building a Raft
  If the heroes would prefer to build a raft instead, 
  that requires a successful Survival (Wits) test against 
  Difficulty 11; if they fail the roll, they waste a few 
  hours on their failed project. Navigating the raft across 
  the stream requires a Survival (Brawn) test against 
  Difficulty 14. On a failed roll, the raft gets caught in a 
  current, taking them far downstream, and they lose a 
  day of travel retracing their steps.
  Swimming
  Swimming isn’t a wise choice, since the stream 
  is currently a turbulent torrent of cascading water. 
  Stubbon swimmers can make a Survival (Mettle) or 
  Athletics (Brawn) test against Difficulty 20. For each 
  roll a character fails, they suffer 1d6 Life damage 
  (which ignores armour), but they must still make a 
  successful test before they can get back to either shore. 
  If one character gets across the stream, they can string 
  a rope across to reduce the test’s challenge to Difficulty 
  14. Other clever options may be possible with a ladder, 
  a fallen tree, or even a climbing harness.
  Flying
  If any of the characters can fly, they can string a rope 
  across, making the river easier to traverse. Crossing 
  then requires a Survival (Mettle) or Athletics (Brawn) 
  test against Difficulty 14.
  The Abandoned Chapel
  After our heroes cross the stream, the chapel is nearby. 
  It isn’t visible from the path, but walking a few hundred 
  metres into the woods can help the characters find it. 
  There are no paths, but if the woodsman gave them 
  instructions, they can find it easily. Without instructions, 
  a character can make a Survival or Notice (Wits) test 
  against Difficulty 14 to notice signs of passage through 
  the woods. Following these signs leads directly to the 
  chapel. When the PCs are approaching the chapel, the 
  GM should read or paraphrase the following text:
  Deep shadows cover the forest floor, and the air feels 
  icy in your lungs. You hear nothing except for menacing, 
  unintelligible whispers from deep in the gloom. You feel 
  as if your every move is being watched by a thousand 
  pairs of eyes. You hike along the trail for a few minutes 
  before you come to a clearing. Among the vines and 
  weeds, you can make out the weathered stone ruins of an 
  ancient chapel. Suddenly, a cry of pain from the direction 
  of the chapel breaks the silence.
  The cry originates from one of the bandits Galdor hired 
  to guard the perimeter. There are two bandits, but one 
  is limping and wimpering in pain. The other one helps 
  him to the front of the chapel before lowering him the 
  ground. The guard who cried out is favouring one leg 
  and appears to be wounded. A successful Notice (Wits) 
  test against Difficulty 14 allows a player character to 
  deduce that the injured outlaw was bitten by a snake.
  252
   
  
  Neither bandit guard has noticed the approaching 
  characters, so the PCs get a +3 bonus to any Stealth 
  or Surprise tests to sneak up on them. Use the Bandit 
  statistifcs listed under Enemies at the end of this 
  chapter. Reduce the Life and Speed of the snake-bitten 
  bandit by half. If the bandits get a chance to respond, 
  they’ll shout into the chapel that they’re under attack, 
  putting everyone inside the chapel on alert.
  Confronting Galdor
  After dealing with the bandits guarding the chapel, 
  the characters can enter without further hindrance. If 
  the characters defeated the outlaws without making 
  any loud noises, they can attempt to sneak into the 
  chapel and surprise the foes within it. If they failed to 
  dispatch the guards silently, any attempt to surprise the 
  remaining foes automatically fails.
  The entrance to the chapel is a large stone doorway 
  that’s partially open. When the PCs enter, read or 
  paraphrase the following text:
  The cracked stone floor of the chapel is littered with 
  the rubble of toppled statues. Light streams into the 
  room though the gaping holes where ornate windows 
  once stood. The interior has been exposed to the elements 
  for uncounted years. Rows of ceremonial candles cast 
  an eerie, flickering glow throughout the room. Five 
  humanoid figures surround a roughly circular hole at 
  the far end of the room where an altar once stood. One of 
  the figures holds a golden talisman aloft while he reads 
  from a scroll.
  The five humanoids standing near the hole are Galdor, 
  the two bandits who serve as his bodyguards, and two 
  skeletons. The hole is roughly circular, about 10 metres 
  in diameter and about 5 metres deep. Two open coffins, 
  now empty, rest at the bottom of the hole. They once 
  held the remains of the two chapel priests Galdor raised 
  to become his skeleton-servants. A third closed coffin 
  holds the remains of Philamena. The stats for Galdor, 
  the Bandits, and the Skeletons are available in the 
  Enemies section at the end of this adventure.
  As the player characters engage Galdor, an expression 
  of madness twists his facial features into an unblinking 
  sneer. He refuses to negotiate or hand over the talisman. 
  If the heroes attempt to interfere with his ritual to bring 
  Philamena back to life, he immediately orders the 
  bandits and skeletons to attack them. Characters can use 
  the hole where the altar used to be to their advantage in 
  a fight. Shoving an Enemy into the hole causes them to 
  fall, dealing 2d6 damage (ignores armour) and knocking 
  the Enemy prone at the bottom. Climbing into or out of 
  the hole requires a full action and a successful Athletics 
  (Brawn or Agility) test against Difficulty 11; on a failed 
  roll, the character or Enemy who attempted the climb 
  falls prone, taking 2d6 damage (ignores armour).
  Advice: The battle with Galdor could be quite 
  dangerous. Feel free to alter the number of guards 
  based on the abilities of the player characters.
  Resolution
  If Galdor’s minions drive off the player characters, 
  Galdor resumes his ritual with the talisman, using it to 
  call Philamena out of her coffin. Completing the ritual 
  takes 2d6 minutes. The adventure can end in one of 
  several ways, most of which depend on Galdor’s fate; 
  some options are described in the next section.
  The easiest resolution involves defeating Galdor in 
  combat. If the characters reduce Galdor to 0 Life, his 
  skeletons crumble into dust, and his bandit bodyguards 
  flee into the woods. Philamena’s spirit appears, 
  hovering above her coffin and speaking to Galdor as he 
  takes his final breaths. “You were going to make a terrible 
  mistake, my husband,” Philamena says. “Life and death 
  share a delicate balance, and meddling with that balance ends 
  only in tragedy. But now… now we can be together again, 
  my love.” A look of peace passes over Galdor’s face as 
  Philamena’s spirit fades into mist.
  Conclusion
  If Galdor defeats the player characters, he carries 
  out the ritual to raise Philamena from the dead. Doing 
  so creates an opening for evil spirits to corrupt the 
  ritual. This corruption causes Philamena to return to 
  life with a twisted and evil spirit—a dark reflection of 
  who she was before her death. (At the GM’s discretion, 
  it’s possible that the spirit that inhabits her body is 
  not actually her, but something else.) Galdor and the 
  resurrected Philamena, having tasted the power of the 
  talisman, begin searching for more artefacts to expand 
  their power; her incarnation is then unquestionably Evil. 
  This leaves lots of possibilities for future adventures 
  as the heroes attempt to track down Galdor and 
  Philamena. Regardless of how you choose to proceed 
  with Philamena, the problem with evil spirits rising 
  from the cemetery quickly becomes worse, possibly 
  threating nearby settlements.
  If Galdor falls in the final confrontation, he realises 
  the egregious mistake he made in stealing the talisman 
  and is finally reunited with his beloved in death (as 
  described in the previous Resolution). If the player 
  characters defeat Galdor without killing him, they can 
  take him to the High Temple for justice.
  If the characters return the stolen talisman to the 
  tomb in the graveyard, the spirits and undead haunting 
  the region return to their peaceful slumber. However, 
  characters may be tempted to use the talisman, along 
  with the scroll they recovered from Galdor, to bring 
  someone back from the dead. Terrible acts must be 
  253
   
  
  1 Square = 1 Metre
  1 Square = 1 Metre
  The Abandoned Chapel
  The Abandoned Chapel
  254
   
  
  Act Three Experience
  Act Three Experience
  2 combat experience for the battle with Galdor 
  (and possible additional combat experience for 
  random combat encounters)
  1 hazard experience for crossing the stream
  1 story experience for successfully stopping 
  Galdor from completing the ritual.
  At this point, the characters should have enough 
  experience to gain the next level. See Chapter 6: 
  Rewards for details on character advancement.
  Treasure
  Each of the bandits has 1d3 gold (their payment 
  from Galdor). The room also includes a few silver 
  candlesticks 
  and 
  other 
  ornamentation 
  worth  
  2d6 gold.
  Galdor
  Galdor has ceremonial jewelry worth 5 gold. He 
  also has a crumbling scroll. It details a forbidden 
  ritual that involves using the talisman to raise a 
  single individual from the dead. The ritual does not 
  depend on on the condition of the corpse or how 
  long the individual has been dead. Transcribing 
  the ritual requires a successful Decipher (Wits) test 
  against Difficulty 20 and takes at least 1d6 days to 
  fully comprehend. The consequences of this ritual 
  are described in the conclusion of this adventure.
  The Chapel
  Searching the chapel turns up a heavy, leatherbound 
  volume stolen from the High Temple. The tome is 
  entitled On Talismans. This anonymously authored 
  book describes several known talismans and their 
  various magical properties. (As the GM, you can 
  decide how extensive this knowledge is and how 
  many talismans are described. When describing their 
  properties, one option is modifying the Talisman 
  chart from the Talismonger in Chapter 2.)
  The occult tome also notes that many talismans, in 
  addition to possessing a wide range of powerful 
  magical effects, also act as keys, allowing those who 
  possess them to pass through magical doors and 
  barriers. Some may even allow access to the spirit 
  realm. If you want to elaborate further, the book hints 
  at a number of talismans hidden throughout the Realm 
  that might have been made by the Great Wizard. 
  Galdor made several notes in this latter section. The 
  tome offers other possibilities, some of which are 
  detailed in the conclusion of this adventure.
  committed to complete the ritual (as determined by the 
  GM), and anyone restored to life this way comes back 
  forever changed, corrupted by malevolent forces.
  The tome Galdor stole also hints at truths behind the 
  story of the legendary Great Wizard. Armed with this 
  forbidden knowledge, the player characters may wish 
  to seek out more clues about talismans created by the 
  Great Wizard. That, however, is a quest for another day.
  Enemies
  The following section provides quick statistics for 
  each of the Enemies encountered in this adventure. You 
  can find additional information in Chapter 4: Enemies.
  Galdor
  Evil Villain
  Threat: 13
  Strength: 2 Craft: 4
  Armour: 1 (thin robe) Life: 13
  Attacks: 1 Damage: 1d3+2 (dagger)
  Speed: 12
  Special Abilities
   Disembowelling Cut: Galdor can use his brutal, 
  serrated daggers to slit his enemies open. When 
  making a melee attack, his damage is doubled.
  Benefits & Banes
  Minor Knowledge of the Dark Arts: Galdor knows three 
  Basic spells and has a number of spell points equal to his 
  Craft. He can cast one of these spells as an action. When 
  a PC gets a Failure or Standard Success on an attack, 
  Galdor can respond by can casting one of his spells.
  Apparition
  Neutral
  Threat: 11
  Strength: 1 Craft: 2
  Armour: 0 Life: 10
  Attacks: 1 Damage: 1d6+2 (psychic)
  Speed: 10 (hover)
  Special Abilities
  None
  Benefits & Banes
  Incorporeal: Nonmagical weapons cannot inflict their 
  normal damage on an incorporeal creature; however, 
  a character using a nonmagical weapon can still inflict 
  an amount of damage equal to their psychic damage 
  modifier. Magical weapons, spells, and psychic 
  attacks affect an apparition normally.
  Ignore Armour: An apparition’s attacks always ignore 
  armour.
  255
   
  
  Bandit
  Neutral
  Threat: 14
  Strength: 4 Craft: 2
  Armour: 3 (leather tunic) Life: 12
  Attacks: 1 Damage: 1d6+4 (sword)
  Speed: 12
  Special Abilities
   Ambush!: Bandits are exceptionally skilled at 
  taking advantage of surrounding terrain to spring 
  ambushes. If a group of bandits is lying in wait, when 
  the players make their Surprise tests (see Surprise 
  Attacks in Chapter 2 of the Player’s Guide), the GM 
  can roll 1 ambush die, set it aside, and then replace 
  any 1 die rolled by the players (except a Kismet Die) 
  with the ambush die roll.
   Reinforcements: Bandit groups are rarely all on a 
  raid together. Some protect the camp, while others 
  hunt for food while their brethren hunt for other forms 
  of prey. When a bandit calls for Reinforcements, an 
  additional 1d6 bandits arrive at the current location 
  in 1d3+1 rounds. Once at least six bandits have been 
  summoned, this ability cannot be used by any other 
  bandit in the area.
  Giant Beetle
  Neutral
  Threat: 13
  Strength: 4 Craft: 1
  Armour: 12 (natural) Life: 12
  Attacks: 1 Damage: 1d3+4 (mandibles)
  Speed: 12
  Special Abilities
   Devour: Instead of inflicting damage after a 
  successful attack, the giant beetle can devour one of 
  the target’s Followers. A target can negate this special 
  ability by jumping in the way and immediately taking 
  damage equal to full two attacks.
  Benefits & Banes
  Uncharmable: A minstrel cannot charm this creature, 
  although this creature will not attack a minstel unless 
  that character attacks them first.
  Skeleton
  Evil
  Threat: 13
  Strength: 2 Craft: 2
  Armour: 5 (rotted armour) Life: 12
  Attacks: 1 Damage: 1d3+2 (unarmed), 1d6+1 (sword 
  or bow)
  Speed: 10
  Special Abilities
   Undead Fortitude: If a character’s single attack does 
  not inflict enough physical damage to completely 
  destroy a skeleton’s body by reducing its Life to 0, 
  the skeleton can ignore the damage dealt by that 
  attack. (Psychic damage is not affected by this Special 
  Ability.) Skeletons are also Resistant to Blades (see 
  below).
  Benefits & Banes
  Resistant to Blades: Skeletons take half damage from 
  bladed weapons and arrows, due to their lack of flesh 
  or vital organs. (Reduce that damage before applying 
  Undead Fortitude.)
  256
   
  
  257
  Map of the 
  ap of the Realm
  ealm
   
  
  Appendix 
  ppendix I:    
  Critical 
  ritical Failures  
  ailures  
  and 
  and Aspirations
  spirations
  Critical Failure
  If you want to use the optional rule for Critical 
  Failures, it works like this: when a player’s roll for a 
  test is a Failure with a 1 on the Kismet Die, the GM can 
  immediately spend the Dark Fate earned to declare that 
  the test is a “fumble,” also known as a Critical Failure.
  The 
  following 
  lists 
  include 
  some 
  possible 
  consequences for groups that choose to use this optional 
  rule. You can ask a player who makes a Critical Failure 
  on a test to roll on one of these tables, you can choose 
  a result from the tables that you feel is appropriate, or 
  you can come up with something on your own, using 
  these tables as guidelines. These tables are presented 
  for some of the more common and likely fumbles, but 
  there are certainly many more possibilities. Consider 
  this option as well: Rather than having a Critical Failure 
  just be punishing, make it fun as well. Use the failure 
  to enhance your storytelling by describing exactly how 
  things go horribly awry, maybe even injecting a bit  
  of humour.
  Melee Combat
  Roll 1d6
  1
  Accidentally throws or drops their weapon, which 
  lands 1d3 metres away.
  2
  Hits a nearby ally for full damage (if that PC fails a 
  defence test).
  3
  A nonmagical weapon breaks.
  4
  Hits self for half damage.
  5
  Attacker falls down. Character is now prone.
  6
  Injures self by slamming or falling into an object 
  (or an opponent’s weapon or shield). Takes 1d6+1 
  damage (which ignores armour).
  Missile Combat
  Roll 1d6
  1
  Bowstring breaks.
  2
  Hits a nearby ally for full damage (if that PC fails a 
  defence test).
  3
  Hit something valuable or dangerous (shatters an oil 
  lamp, triggers a rockfall, etc.).
  4
  Fletching catches the archer’s eye. For 1d3 days, the 
  archer gets a −2 penalty to all Missile Weapon tests and 
  all tests involving sight.
  5
  Breaks 1d6 arrows or missile weapons.
  6
  Damages remaining missile weapons. Gets a −2 
  penalty on all tests when using one of those weapons 
  unless it’s repaired.
  Spellcasting
  Roll 1d6
  1
  Backlash! The character loses 1d6 spell points or takes 
  1d6 damage (player’s choice).
  2
  The caster casts a completely different spell. Choose 
  randomly.
  3
  The caster fails to cast the spell and loses memory of it.
  4
  Spell affects the caster instead of the Enemy (if it’s an 
  offensive spell) or an Enemy instead of the intended 
  target (if it’s a defensive spell.)
  5
  If the character is casting an attack spell, it affects the 
  wrong target; otherwise, they cast a random attack 
  spell at a random Enemy. (At the GM’s discretion, it 
  might hit a random character, ally, or Enemy.)
  6
  The caster is stunned. They have a −4 penalty to all 
  future Spellcasting tests until they take a short rest.
  Acting as a Guide
  Roll 1d6
  1
  Completely lost. The party travels for a day in the 
  wrong direction.
  2
  The Guide leads the party into a dangerous location (such 
  as a hazard, dangerous important location, or enemy 
  ambush.) Overcoming this obstacle does not save any time.
  258
   
  
  3
  The Guide leads the party for a day past their intended 
  location and into danger.
  4
  The Guide gets something irritating in their eyes. They 
  have a −2 penalty to all Guide tests for 1d3 days.
  5
  The Guide takes a “shortcut” through a dangerous 
  area. Watchers and Hunters have a −2 penalty to their 
  Watcher and Hunter tests in this area.
  6
  The Guide loses their map (if they have one).
  Acting as a Watcher
  Roll 1d6
  1
  The Watcher completely fails to notice an ambush. 
  Each character has a −6 penalty to the resulting 
  Surprise test.
  2
  The Watcher fails to notice a powerful Enemy. Roll 
  or choose an encounter from a higher-level table. All 
  penalties for Failure apply.
  3
  The Watcher fails to notice a trap. Until someone triggers 
  the trap, other characters have a −2 penalty to notice it.
  4
  The Watcher discovers a nearby Enemy as per a 
  Standard Success, but it’s something much more 
  powerful than that result normally indicates.
  5
  The Watcher gets something irritating in their eyes. 
  That character has a −2 penalty to all Watcher tests for 
  1d3 days.
  6
  The Watcher is distracted and injured for 1d6+1 
  damage, which ignores armour (e.g., falls in a hole, 
  trips over a rock, etc.).
  Aspirations
  Aspirations are part of an optional rule presented in 
  Chapter 1 of the Game Master’s Guide. They provide a 
  means for player characters to earn additional Light Fate 
  and/or experience. If you’re using this rule, each player 
  gets to list one Aspiration for their alignment, ancestry, 
  and class on their character sheet. When the conditions 
  of a player character’s Aspiration are met, that character 
  crosses off the Aspiration, and they get a reward of 
  Light Fate and/or experience. At the end of the session 
  or story, the player gets to pick a new Aspiration.
  Even if you decide not to use this optional rule, 
  players can still choose or define Aspirations for their 
  characters; this choice can assist them with roleplaying 
  and help them flesh out their characters’ personalities. 
  In this case, the only reward a player gets for fulfilling 
  an Aspiration is a well-defined character, but 
  sometimes, that’s enough of a motivation to encourage 
  good roleplaying. Players are encouraged to come up 
  with their own Aspirations. They can roll on (or choose 
  from) these tables or simply use them as inspiration. In 
  any of these methods, the GM always has the final say 
  on whether an Aspiration is acceptable.
  If a character fulfills an Aspiration at the end of a session 
  or story (after which Light Fate would be reset), the GM 
  can permit the player to gain the Light Fate they would 
  have earned at the beginning of the next story or session.
  259
   
  
  Alignment
  Alignment Aspirations represent the eternal struggle 
  between Good and Evil, as well as the challenge faced by 
  those who would maintain balance between those two 
  forces. These Aspirations should represent that struggle 
  (and the resulting challenge) in some way. Often, the 
  struggle pits a hero’s willingness to sacrifice one’s self 
  for the greater good versus an anti-hero’s selfish desire 
  for an increase in personal power.
  GMs should be particularly wary of allowing characters 
  to take Aspirations that might bring a party into conflict. 
  This can especially be true of Evil Aspirations. If a party 
  consists entirely or mostly of Evil characters (instead 
  of a more mixed group), it’s far more likely they’ll find 
  enough common ground to work together. You’ll want 
  to be especially careful with groups that have mixed 
  alignments. For more details on this subject, see the 
  sidebar Playing Evil Characters in Chapter 6: Character 
  Creation and Advancement in the Player’s Guide.
  Good
  Roll 1d6
  1
  Uncover a conspiracy to the Realm.
  2
  Sacrifice something (wealth or power) for the greater 
  good.
  3
  Remove an evil tyrant from power.
  4
  Aid another despite great risk to yourself.
  5
  Show someone the Light, or help an Evil enemy 
  become Good.
  6
  Show mercy to an enemy.
  Neutral
  Roll 1d6
  1
  Protect the natural world.
  2
  Settle a dispute between Good and Evil individuals.
  3
  Convince a former enemy to become an ally.
  4
  Refuse to be bound by social constructs. Go your own 
  way, despite the consequences.
  5
  Stand aside during a dispute between Good and Evil.
  6
  Convince a Good or Evil being to change their ways 
  and pursue Neutrality.
  Evil
  Roll 1d6
  1
  Sow chaos and disorder in an institution or 
  organisation.
  2
  Increase your own power at the cost of an enemy.
  3
  Utterly destroy an enemy.
  4
  Defeat an enemy through lies and deceit.
  5
  Do something that gives you great joy while hurting 
  (not necessarily physically) another.
  6
  Kill an enemy who surrenders to you.
  Ancestries
  In a way, a character’s ancestry is the core of who they 
  are. As a result, characters may find Aspirations that 
  pertain to their ancestry very compelling. The first three 
  Aspirations listed for each ancestry relate directly to a 
  background. These are not limited to characters with 
  those backgrounds, but they’re particularly effective for 
  characters who have them.
  Dwarf
  Roll 1d6
  1
  Protect a location from an incursion of outlaws or 
  goblinoids. (Hillguard Background)
  2
  Be recognised in a human settlement as a person of 
  importance. (Cragborn Background)
  3
  Build or create something of lasting importance. 
  (Townsmith Background)
  4
  Recover an artifact that’s important to the dwarves.
  5
  Explore an ancient ruin or dungeon built by dwarves.
  6
  Defeat a giant (or other huge monster) in single 
  combat.
  Elf
  Roll 1d6
  1
  Visit the realm of the fey. (Feyfriend Background)
  2
  Uncover a previously lost piece of history. 
  (Lorekeeper Background)
  3
  Protect a forest or other natural place from 
  destruction. (Forestguard Background)
  4
  Spend time in contemplation at a site that’s important 
  to the elves.
  5
  Decipher an ancient text that contains important 
  information or lore.
  6
  Return to the elvish homeland in the Great Forest and 
  spend time among other elves.
  Ghoul
  Roll 1d6
  1
  Learn a means (other than the Rise Special Ability) for 
  creating undead. (Gravehound Background)
  2
  Be recognized as an equal by a person of importance 
  among non-ghouls. (Diaspora Background)
  3
  Shepherd a friend or loved one to the realm of the 
  dead. (Soulkeeper Background)
  4
  Learn a piece of forgotten lore concerning the realm of 
  the dead or spirits.
  5
  Protect a graveyard or cemetery from the corruption 
  of Oblivion.
  6
  Tend to an important grave or tomb that has been 
  desecrated.
  260
   
  
  Human
  Roll 1d6
  1
  Explore a place unknown to humanity. (Nomad 
  Background)
  2
  Earn a position or title of importance in the City. 
  (Citydweller)
  3
  Save a town or (mostly) human settlement from 
  destruction. (Farmer Background)
  4
  Discover an important secret.
  5
  Turn an enemy into an ally.
  6
  Recruit seven allies, one from each (core) ancestry.
  Leywalker
  Roll 1d6
  1
  Unlock a magical door or other place that has been 
  sealed for centuries. (Gatekeeper Background)
  2
  Find a previously lost passage or secret location. 
  (Wayfinder Background)
  3
  Discover a spell that has been lost or create a new one. 
  (Linerunner Background)
  4
  Discover a lost magical relic or artefact.
  5
  Recruit an important magical ally.
  6
  Help a leywalker’s lost offspring recover their 
  ancestry.
  Sprite
  Roll 1d6
  1
  Perform a service for one of the High Lords of the fey. 
  (Courtier Background)
  2
  Save a forest or animal habitat from destruction. 
  (Commoner Background)
  3
  Gain acceptance from the fey courts. (Exile 
  Background)
  4
  Earn respect or acceptance from a group of non-fey.
  5
  Play a particularly deadly prank on an enemy or 
  adversary.
  6
  Play a prank that has long-lasting or widespread impact.
  Troll
  Roll 1d6
  1
  Defend a bridge or other location from an enemy 
  attack against great odds. (Bridgewarden Background)
  2
  Convince a person who is initially terrified of you 
  (because you’re a troll) to become an ally or friend. 
  (Worldwalker Background)
  3
  Create or repair an item of lasting importance. 
  (Ironbound Background)
  4
  Through your actions, make yourself welcome in a 
  settlement that fears trolls.
  5
  Learn a long-lost secret of the trolls.
  6
  Defeat a powerful enemy in single combat.
  261
   
  
  Classes
  Class Aspirations tend to be more immediate and 
  less esoteric than those gained from alignments or 
  ancestries. You’ve got a job to do. You do it well.
  Assassin
  Roll 1d6
  1
  Assassinate an enemy who never sees you.
  2
  Assassinate an enemy without ever drawing a weapon.
  3
  Assassinate an enemy who is surrounded by underlings 
  without harming any of the underlings.
  4
  Finish two contracts in the same day.
  5
  Defeat a much more powerful enemy without taking any 
  damage.
  6
  Penetrate a heavily defended place (castle, manor, 
  temple) without being detected.
  Druid
  Roll 1d6
  1
  Protect a sacred grove from destruction.
  2
  Protect a sacred animal (such as a white stag) from hunters.
  3
  Learn a secret of the forest.
  4
  Gain a fey ally.
  5
  Discover a new animal thought to be mythical or extinct.
  6
  Destroy an unnatural enemy that threatens the wild.
  Minstrel
  Roll 1d6
  1
  End a conflict through music or song.
  2
  Gain an ally as the result of a performance.
  3
  Learn a secret of the ancient Realm.
  4
  Discover a long-forgotten song, poem, or story.
  5
  Be invited to perform by the nobility.
  6
  Make an ally out of an enemy.
  Priest
  Roll 1d6
  1
  Protect a holy place.
  2
  Convert a Stranger to the Light.
  3
  Return a lost relic to the Chapel.
  4
  Learn something new about the On High.
  5
  Save the life of an innocent at personal cost.
  6
  Learn a secret of Oblivion that you can use to fight the 
  Dark Powers.
  Prophet
  Roll 1d6
  1
  Let the fates guide you when it’s not in your best interest.
  2
  Aid an ally with your prophesy.
  3
  Save an innocent with your prophesy.
  4
  Find your way out of a deadly situation through prophesy.
  5
  Discover an ancient relic of prophesy. (This could be a 
  pool of prophecy or divining tools.)
  6
  Learn a secret of Oblivion that you can use to fight the 
  Dark Powers.
  Scout
  Roll 1d6
  1
  Protect a sacred natural place (or animal or nature 
  spirit) from destruction.
  2
  Hunt and kill or capture a noble quarry (possibly a 
  white stag or dragon).
  3
  Discover a long-hidden place in a dangerous forest.
  4
  Lead a group safely through enemy territory without 
  being spotted.
  5
  Lead someone who is lost to safety.
  6
  Protect a settlement.
  Sorcerer
  Roll 1d6
  1
  Learn a forbidden secret or lore.
  2
  Communicate directly with a lady or lord of the fey or 
  the Dark Powers.
  3
  Discover a lost tome of knowledge.
  4
  Discover a new of forgotten spell.
  5
  Learn a secret of the fey or the Dark Powers.
  6
  Learn something important about the nature of magic 
  in the Realm.
  Thief
  Roll 1d6
  1
  Steal an object of your heart’s desire.
  2
  Steal something from a well-protected place, such as a 
  bank vault in the City.
  3
  Do something foolhardy to attain wealth.
  4
  Disarm or avoid an incredibly dangerous trap.
  5
  Steal something from a powerful entity, such as a lord 
  or lady of the fey or one of the Dark Powers.
  6
  Defeat an opponent without them ever seeing you.
  Warrior
  Roll 1d6
  1
  Defeat a nemesis in single combat.
  2
  Survive a battle against enemies who greatly 
  outnumber you and your allies.
  3
  Dive into a hopeless battle without heed for your 
  safety.
  4
  Defend an ally at great personal risk.
  5
  Meet a great warrior hero of the Realm.
  6
  Slay a dragon or other powerful mythical beast.
  Wizard
  Roll 1d6
  1
  Learn something important about the nature of magic 
  in the Realm.
  2
  Learn something of the history of the Great Wizard.
  3
  Discover a new or forgotten spell.
  4
  Create something magical.
  5
  Take a magic item, spell, or secret from a nemesis.
  6
  Create a magical item.
  262
   
  
  Appendix 
  ppendix IIII:    
  Enemies and 
  nemies and 
  Strangers
  trangers
  Enemy Encounters
  You can use following tables when PCs have a random 
  encounter in the wilderness. Such an encounter might 
  be indicated as the result of a Watcher test or camping 
  test, or the GM might just want an encounter to make 
  a journey more interesting. These encounters are 
  designed to provide a decent challenge for an average 
  party of the appropriate level. However, only the GM 
  will really know what the challenge will be and whether 
  it might mean certain death for the PCs.
  The number of Enemies is included as a guideline or 
  an option for those who prefer randomness. To generate 
  a random number for these tables, roll 3d6. Although 
  randomising encounter size is quick and easy, tailoring an 
  encounter to your PCs usually makes for more enjoyable 
  play. Some of the encounters on these charts are a higher 
  Threat than would be recommended for parties of these 
  levels. In such cases, the numbers have been reduced, but 
  GMs may also wish to provide means for the characters to 
  be clever and avoid these encounters. Some of these clever 
  resolutions may involve solutions that don’t rely on combat.
  Use these tables as a guideline to create encounters, 
  adjusting the numbers and type of encounter as you 
  see fit. If you roll an encounter that just doesn’t make 
  sense, then reroll or choose something different. Also, 
  remember that not every encounter (even with Enemies) 
  needs be a combat encounter. A dragon might let a 
  group of adventurers pass if they offer up a Follower 
  as a snack or present it with an item of value. In some 
  cases, it might be better for the PCs to sneak by or even 
  run away. If they survive, they’ve earned their XP.
  When designing encounters, you can use the Threat of 
  a monster as a guide. In most cases, a party ought to be 
  able to handle groups of Enemies with a Threat equal to 
  their level + 11, plus or minus 1. Thus, a group of four 
  1st level PCs should be able to handle a group of four 
  Threat (11) Kobolds, or a group of four Threat (12) wild 
  boar, or even four Threat (13) Wolves.
  When choosing Enemies with a Threat higher than the 
  party’s level + 12, you might want to consider choosing 
  a number of Enemies lower than the number of player 
  characters, preferably at least half the number of PCs or 
  lower. If the Threat rating is significantly lower, you can 
  increase the number of Enemies, although at a certain point, 
  some Enemies simply won’t be a threat of any kind. Threat 
  isn’t always a perfect benchmark for a particular Enemy. 
  You’ll also want to pay attention to an Enemy’s Special 
  Abilities. (For example, some Enemies can summon more 
  Enemies, some can make optimal use of their terrain, and 
  some have powerful immunities.) Also keep these factors 
  in mind (along with the party’s efficiency) when awarding 
  XP after an encounter. It shouldn’t take too long for you to 
  get a good sense of what constitutes a good fight for your 
  PCs. Until you get a better handle on these considerations, 
  use these tables as a guide, not as a strict imperative.
  Not every type of Enemy is listed on these encounter 
  tables. If what you see here doesn’t work for your 
  encounter, peruse Chapter 4: Enemies in the Game 
  Master’s Guide for more options.
  Level 1–3 Encounters
  The following tables are for characters between 1st 
  level and 3rd level.
  Hills or Mountains
  Roll 3d6
  3
  Lemure (1d6)
  4
  Dark Acolyte (1d6)
  5
  Gnoll (1d3)
  6
  Mountain Goat (1d6)
  7
  Giant Fly (1d6+3)
  8
  Ape (1d6)
  263
   
  
  9
  Vampire Bats (1d6+3)
  10
  Goblin (1d6)
  11
  Wolf (1d6)
  12
  Kobold (1d6+1)
  13
  Bear (1d3)
  14
  Carrion Crows (1d6+3)
  15
  Mountain Lion (1d3)
  16
  Bandit (1d3)
  17
  Knocker (1d3)
  18
  Banshee (1)
  Plains
  Roll 3d6
  3
  Serpent (1d3)
  4
  Lion (1d3)
  5
  Mammoth (1d3)
  6
  Lemure (1d6)
  7
  Gnoll (1d3)
  8
  Giant Rat (1d6+1)
  9
  Giant Fly (1d6+3)
  10
  Wolf (1d6)
  11
  Wild Boar (1d6)
  12
  Ape (1d6)
  13
  Mountain Lion (1d3)
  14
  Giant Beetle (1d3)
  15
  Carrion Crows (1d6+3)
  16
  Banshee (1d3)
  17
  Manticore (1d2)
  18
  Stranger (roll on the Stranger table)
  Woods
  Roll 3d6
  3
  Serpent (1d3)
  4
  Dark Acolyte (1d6)
  5
  Ape (1d6)
  6
  Gnoll (1d3)
  7
  Carrion Crows (1d6+3)
  8
  Forest Goat (1d3)
  9
  Bear (1d3)
  10
  Wolf (1d6)
  11
  Goblin (1d6)
  12
  Wild Boar (1d6)
  13
  Vampire Bats (1d6+3)
  14
  Giant Spider (1d3)
  15
  Vassal of Mab (1d6)
  16
  Bandit (1d3)
  17
  Giant Beetle (1d3)
  18
  Hobgoblin (1d3)
  Level 4–7 Encounters
  The following tables are for characters between 
  4th level and 7th level. You’ll note that some of these 
  encounters include Enemies from the previous tables. 
  In these cases, the number of Enemies encountered has 
  been increased.
  Hills or Mountains
  Roll 3d6
  3
  Earth Elemental (1d3)
  4
  Kobold (2d6)
  5
  Giant Worm (1d6)
  6
  Knocker (1d6+3)
  7
  Basilisk (1d6)
  8
  Lion (1d6)
  9
  Manticore (1d6)
  10
  Ogre (1d6)
  11
  Hobgoblin (1d6+3)
  12
  Cave Troll (1d6)
  13
  Serpent (1d6)
  14
  Harpy (1d6)
  15
  Bandit (1d6+1)
  16
  Wraith (1d6)
  17
  Wyvern (1d6)
  18
  Dragon (1) or Stranger (roll on Stranger table)
  Plains
  Roll 3d6
  3
  Air Elemental (1d3)
  4
  Spectre (1d6)
  5
  Barrow Wight (1d6)
  6
  Will-o’-the-Wisps (2d6)
  7
  Serpent (1d6)
  8
  Giant Worm (1d6)
  9
  Hobgoblin (2d6)
  10
  Mammoth (1d6)
  11
  Lion (1d6)
  12
  Manticore (1d6)
  13
  Coblynau (1d6)
  14
  Wyvern (1d6)
  15
  Boggart (1d6)
  16
  Giant (1d3)
  17
  Banshee (1d6+1)
  18
  Dragon (1) or Stranger (roll on the Stranger table)
  264
   
  
  Woods
  Roll 3d6
  3
  Red Cap (1d3)
  4
  Pixies (1d3)
  5
  Serpent (1d6)
  6
  Hobgoblin (2d6)
  7
  Wyvern (1d6)
  8
  Cave Troll (1d6)
  9
  Breeze Sylph (1d6)
  10
  Coblynau (1d6)
  11
  Boggart (1d6)
  12
  Forest Goat (2d6)
  13
  Ogre (1d6)
  14
  Harpy (1d6)
  15
  Fae Witch (1d6)
  16
  Naiad (1d6)
  17
  Fomorian (1d6)
  18
  Woodland Drake (1) or Stranger (roll on the Stranger 
  table)
  Level 8–10 Encounters
  The following tables are for characters between 8th 
  and 10th level. You’ll note that some of these encounters 
  include Enemies from the previous tables. In these cases, 
  the number of Enemies encountered has been increased.
  Hills or Mountains
  Roll 3d6
  3
  Lich and Skeletons (1/2d6)
  4
  Death Knight (1d6)
  5
  Wyrd Dragon (1d2)
  6
  Gargoyle (1d6+1)
  7
  Cave Troll (1d6+3)
  8
  Pixies (1d6)
  9
  Air Elemental (1d6)
  10
  Red Cap (1d6)
  11
  Sluagh (1d6)
  12
  Giant (1d6)
  13
  Formorian (1d6)
  14
  Fae Witch (1d6+1)
  15
  Earth Elemental (1d6)
  16
  Wraith (1d6+3)
  17
  Dragon (1d2)
  18
  White Stag (1) or Stranger (roll on the Stranger table)
  265
   
  
  Plains
  Roll 3d6
  3
  Death Knight (1d6) or Stranger (roll on the Stranger 
  table)
  4
  Fae Witch (1d6+1)
  5
  Pixies (1d6+)
  6
  Giant Worm (2d6)
  7
  Barrow Wight (2d6)
  8
  Serpent (2d6)
  9
  Air Elemental (1d6)
  10
  Sluagh (1d6)
  11
  Giant (1d6)
  12
  Wyvern (1d6+3)
  13
  Mammoth (2d6)
  14
  Manticore (1d6+3)
  15
  Lion (2d6)
  16
  Red Cap (1d6)
  17
  Wraith (1d6+3)
  18
  Dragon (1d2)
  Woods
  Roll 3d6
  3
  Doppelganger (1d3) or Stranger (roll on the Stranger 
  table)
  4
  Fire Elemental (1d6)
  5
  Fae Witch (1d6+3)
  6
  Dragon (1d2)
  7
  Harpy (1d6+3)
  8
  Ogre (1d6+3)
  9
  Breeze Sylph (1d6+3)
  10
  Wyrd Dragon (1d2)
  11
  Pixies
  12
  Sidhe
  13
  Sluagh
  14
  Woodland Drake (1d2)
  15
  Wyvern (1d6+3)
  16
  Fomorian (1d6+3)
  17
  Wraith (1d6+3)
  18
  White Stag (1)
  Stranger Encounters
  An Enemy encounter might indicate a Stranger or 
  certain Interesting Locations discovered while making 
  a Guide test. (Appendix III includes many Interesting 
  Locations.) The GM can also use this table to introduce a 
  fun but non-deadly encounter. As with all these tables, 
  feel free to choose encounters, roll for them randomly 
  (by rolling 1d6), or use them as inspiration for your 
  own Stranger encounters.
  Hills or Mountains
  Roll 1d6
  1
  Tracker
  2
  Prospector
  3
  Leprechaun
  4
  Shrine Priest
  5
  Leper
  6
  Faery
  Plains
  Roll 1d6
  1
  Talismonger
  2
  Armoursmith or Weaponsmith
  3
  Barterer or Peddler
  4
  Healer
  5
  Cutpurse
  6
  Astrologer
  Woods
  Roll 1d6
  1
  Faery
  2
  Leprechaun
  3
  Talismonger
  4
  Tracker
  5
  Sage Owl
  6
  Shrine Priest
  266
   
  
  Appendix 
  ppendix III
  III: 
  Interesting 
  nteresting Locations
  ocations
  Interesting Locations
  The Realm is full of interesting locations characters 
  can discover. This section includes many examples you 
  can add to your game. Characters might discover one 
  of these as the result of a Guide test, or the GM may 
  use one of them to spice up a journey. When you’re 
  the Game Master, you can choose one, or if you want 
  to let fate take a hand, you can roll a d6 twice: use the 
  first result for the first number, and use the second 
  result for the second number. For example, if the first 
  number rolled is 3 and the second is a 2, the PCs have 
  discovered Interesting Location 32, a Faery Gate. When 
  you’re planning an adventure, you might want to come 
  up with a list of locations that make sense for the area 
  the PCs are exploring. As always, GMs are encouraged 
  to create their own interesting locations using the 
  locations described here as inspiration.
  11
  Altar of Desire
  An ancient, worn marble altar rests atop a small 
  hill. The altar is engraved with images of humanoid 
  beings engaged in acts of passion. Two other engraved 
  images show a lover being sacrificed and a new lover 
  arriving and falling into the arms of the one making 
  the offering.
  A character can make a Difficult Lore (Wits) test 
  to interpret the nature of the altar. The altar offers a 
  character the opportunity to sacrifice a Follower and 
  summon a new Follower (of equal power) of their 
  choice. Sacrificing a Follower in this manner is an Evil 
  act; it cannot be performed by a Good character. A 
  Neutral character who takes this action becomes Evil.
  12
  Altar of Greed
  This altar was exquisitely carved from white marble. 
  It’s adorned with gold inlay and gemstones. The 
  ground around the altar is soft. If it’s disturbed, the 
  ground appears to be drenched in blood.
  A character can make a successful Difficult Lore 
  (Wits) test to know the nature of the altar. The altar 
  allows a character to make a blood sacrifice to gain 
  treasure. If a character sacrifices their own blood, that 
  inflicts a Wound that cannot be healed; it remains 
  for one month. As an alternative, the character can 
  sacrifice a Follower. This is an Evil act. A Good 
  character cannot attempt it, and a Neutral character 
  who takes this action becomes Evil. If a character 
  makes either sacrifice, a pile of treasure containing 
  3d6 gold worth of coins and gemstones appears at the 
  foot of the altar.
  13
  Altar of Wrath
  This altar is made of polished, black basalt. An 
  obsidian dagger rests atop it. Images carved on the 
  altar show a spear or bolt of lightning from the sky 
  striking a human figure.
  A character can attempt a Difficult Lore (Wits) 
  test know the nature of the altar. The altar allows a 
  character to make a blood sacrifice to inflict harm on 
  a foe. The character can sacrifice their own blood. 
  This action inflicts 1 Wound that cannot be healed; it 
  remains for one month. Alternatively, the character 
  can sacrifice a Follower. This altar is only usable by 
  a character of Evil alignment. If a successful sacrifice 
  is made, the named and envisioned foe immediately 
  takes 2d6 + Craft damage and suffers 1 Wound that 
  does not heal for one month.
  267
   
  
  14
  Ancient Altar
  An ancient and crumbling alter is covered in vines 
  and weeds. Anyone who takes the time to clear it 
  might be granted with a gift (roll 1d6).
  1
  Nothing happens.
  2
  A Faery Stranger arrives.
  3
  The character gets 1d6 gold in coins and gems.
  4
  Bestows a blessing. The character gets a +2 
  physical damage modifier until the next sunrise.
  5
  Bestows a blessing. The character gets a +2 
  psychic damage modifier until the next sunset.
  6
  Bestows a minor magical item.
  15
  Arena
  A temporary combat arena has been set up here. A 
  character can place a wager and fight an enemy. These 
  duels are not to the death, and anyone who inflicts a 
  Killing Blow is banned from the arena. If a character 
  wins, they receive twice their bet. If they lose, they are 
  healed and sent on their way.
  16
  Black Market
  A goblin is holding a black market, one where stolen 
  and illegal goods can be bought and sold. Many 
  types of poisons can be found at the black market, 
  along with some minor magical items (which have, of 
  course, been stolen).
  21
  Blighted Shrine
  A small stone shrine rests upon a barren hill. Many 
  small, dead animals lie around the perimeter of the 
  shrine. The air has a putrid and unwholesome smell. 
  Examination shows that they died a painful but 
  natural death.
  A character who makes a successful Difficult Lore 
  (Wits) test understands that this is a former shrine 
  to nature. It has been corrupted. Any small animals 
  (including Followers) that approach within five metres 
  die instantly.
  22
  Boneyard
  A charnel pit is filled with bones and decaying 
  corpses. If the pit is disturbed, skeletons or bloated 
  zombies rise from the pit and attack.
  23
  Carnival
  A small, carnival is being held here in a tent. The 
  characters find 1d3 Strangers, games of chance, and 
  rustic entertainment.
  24
  Castle Ruins
  The crumbling ruins of an ancient castle rise from 
  the ground. Only a few rising pillars, an archway, and 
  the foundation remain. This might be a place for an 
  encampment of bandits or goblins, or it might hide an 
  entrance to a dungeon.
  268
   
  
  25
  Cave
  A deep cave lies beyond. It may be empty, or it 
  might hold a random Enemy. It may even connect to a 
  dungeon deep beneath the ground.
  26
  Cave of Bones
  A small cave is filled with bones of the long dead. 
  This place is almost certainly haunted by evil spirits. It 
  may also be the residence of a Shrine Priest Stranger.
  31
  Dungeon
  The characters have discovered the entrance to an 
  ancient underground dungeon. This could be the start 
  of a new adventure!
  32
  Faery Gate
  This gate can take many forms. It might appear as a 
  waterfall, a faery ring, a split oak tree, or something 
  more exotic hidden in the wilderness. No matter what 
  form this gate takes, the air around it shimmers, and 
  faeries are likely nearby.
  A character can make a Hard Lore or Survival 
  (Insight) test to recognize this phenomenon as a 
  faery gate. Anyone who steps through is instantly 
  transported to another faery gate somewhere in the 
  Realm. Roll 1d6. Possibilities include:
  1
  The Cursed Glade
  2
  Throne Wood
  3
  White Horse Hills
  4
  A basement in the Castle
  5
  Hollow Hills
  6
  The Great Forest
  33
  Faery Glade
  This pleasant glade is filled with mushroom rings 
  and bright flowers. A dozen or so tiny faeries dance 
  and play in the glade, beckoning for you to join them 
  in their mad, merry dance.
  Anyone who dances with the faeries makes a 
  Hard Athletics or Fortitude (Resolve) test or a 
  Hard Entertain (Insight) test. The result of the test 
  determines the outcome of the dance.
  Failure: The character falls into a deep slumber and 
  awakens 1d3 days later with 1 Wound. Their new 
  surroundings are a few kilometres from where they 
  found the glade.
  Standard Success: The character has a pleasant night 
  but eventually passes out from exhaustion. They 
  awaken the next morning with 1 Wound but discover 
  that they have been left a gift. Roll 1d6.
  1–2
  Receive 2d6 faery gold that turns to leaves at 
  the next new moon.
  3–5
  Receive 2d6 gold in gemstones.
  6
  Receive a potion or minor magical item.
  Great Success or Better: The character perseveres 
  and dances through the night. They gain 1 Light Fate, 
  learn a Common spell of their choice, and recruit an 
  animal Follower.
  34
  Faery Mound
  The party finds an ancient faery mound. If a character 
  is quiet and listens, they can make a Hard Notice 
  (Insight) test to hear singing coming from within the 
  mound. If the singing is heard, they must then make 
  a Hard defence test using their Craft. If the test is 
  failed, they go off in search of the singing and enter 
  the mound, which leads to a fae realm. The GM might 
  come up with a new adventure for what happens in 
  the fae realm; as an alternative, the player character 
  emerges from a Faery Gate 1d6 weeks later with 
  memories of events devised by the player and GM.
  35
  Forgotten Pantheon
  Ruined statues portray a forgotten pantheon of 
  ancient gods. If a character makes a successful 
  Difficult Decipher (Resolve) test, that character can 
  change their alignment.
  36
  Fountain of Wisdom
  Pure waters flow from a fountain. A successful 
  Difficult Decipher (Wits) test reveals a fountain 
  dedicated to a long-forgotten god of Wisdom. Roll 1d6. 
  Drinking the water has one of the following effects:
  1
  The imbiber is dazed and confused. That 
  character has a −2 penalty to any test that uses 
  an aspect of Craft until they take a full rest.
  2
  Gain +1 to any test that uses an aspect of Craft 
  until the next sunset.
  3
  Gain +1 to any test that uses an aspect of Craft 
  until the next sunset.
  4
  Gain +2 to any test that uses an aspect of Craft 
  until the next sunset.
  5
  The character is granted a Common, Basic 
  spell (GM’s choice).
  6
  The character is granted any Common spell 
  (player’s choice).
  41
  Idol
  This crumbling statue roughly resembles a humanoid 
  with scaly skin and four arms. Beyond these crude 
  details, it is unidentifiable. A successful Difficult Lore 
  (Wits) test allows a character to know that this statue 
  depicts an ancient, evil, long-forgotten god from 
  before the time of the Great Wizard. Any character 
  who approaches within 5 metres can sense an aura of 
  Evil radiating from the statue.
  Evil or Neutral characters hear a faint whispering in 
  their mind, “Offer me your prayers, and I shall grant you 
  a gift… a great gift!” If the character kneels and offers 
  prayers or an offering to the entity, they roll on the 
  Effects of Evil Character Praying or Effects of Neutral 
  Character Praying chart.
  Good characters suffer a −2 penalty to all tests while 
  within 5 metres of the statue. If a Good character 
  touches the statue (even with an object or weapon), 
  they must succeed at a Fortitude (Mettle) test against 
  Difficulty 17 or become poisoned, taking 1d6 damage 
  (which ignores armour) each round for the next  
  1d6 rounds.
  (Continued below)
  269
   
  
  41
  (Continued from above)
  If a character uses a Shatter spell on the statue, or if 
  the statue takes 20 Life worth of damage, the statue is 
  destroyed and no longer has any magical effects.
  Effects of Evil Character Praying
  Roll 1d6
  1
  Gain Poison Touch. The character can emit 
  poison through their hands, which causes 1d6 
  damage per round for 1d6 rounds. They can 
  use this effect 1d6 times.
  2
  Gain Abyssal Fire. The character can hurl 
  magical fire at one target within 30 metres. 
  Use Craft for the attack test; a successful roll 
  inflicts 3d6 + Craft damage.
  3
  Gain 1d6 additional temporary Life. (Once it’s 
  gone, that Life cannot be regained.)
  4
  The character has +2 damage on all attacks 
  (physical and magical) until the next sunset.
  5
  The character gains 1d6 gold worth of 
  gemstones.
  6
  The character gains an Imp or Spirit Follower.
  Effects of Neutral  
  Character Praying
  Roll 1d6
  1
  Gain Horns. The character grows horns 
  that last until the next full moon. When 
  the character encounters Good or Neutral 
  NPCs, those NPCs are at least Suspicious; 
  alternatively, any random rolls to determine 
  an NPC’s Attitude have a −2 penalty. (See 
  Attitude in the core rules.)
  2
  Gain Evil Fortitude. For one month, any time 
  the character inflicts damage to a creature with 
  a Good alignment, they heal 1d6 Life.
  3
  Gain 1d6 additional temporary Life. (Once it’s 
  gone, that Life cannot be regained.)
  4
  Gain Smite. The character has +2 damage on 
  all attacks against any creature with a Good 
  alignment. This effect lasts one month.
  5
  The character gains an Imp or Spirit Follower. 
  The entity constantly whispers to the 
  character and tries to get them to commit Evil 
  actions. Each time the character performs a 
  Good action (as determined by the GM), the 
  Follower loses 1 Loyalty.
  6
  The character’s alignment changes to Evil.
  42
  Magic Stream
  Water flows through this locale in a sparkling, crystal 
  clear stream. A character making a successful Hard 
  Survival test recognizes this location as magical, 
  although they do not know the stream’s effects. Roll 
  1d6 for its effects or choose one.
  1
  Any character touching the waters must make 
  a successful Hard Fortitude (Resolve) test or 
  fall asleep for 1d6 hours.
  2
  The stream is poison (GM’s choice).
  3
  Drinking the waters grants 1d6 additional 
  temporary Life. (Once it’s gone, that Life 
  cannot be regained.)
  4
  Anyone drinking the waters has +2 damage  
  on all attacks (physical and magical) until the 
  next sunset.
  5
  The character learns a Common spell.
  6
  The character is granted a vison of something 
  important to them.
  43
  Mystic Portal
  A mystic portal grants instantaneous passage to 
  another place in the Realm. The character can see 
  through the portal, and they can determine the 
  destination by making a successful Difficult Lore  
  or Survival (Wits) test. Roll 1d6 or choose a location.
  1
  The Crags
  2
  The City
  3
  The Temple
  4
  The Castle
  5
  Villedoc
  6
  The portal teleports you wherever you wish in 
  the Realm!
  44
  Pool of Fortitude
  Pure water flows from a fountain. A successful 
  Difficult Decipher (Wits) test reveals the fountain  
  was dedicated to a long-forgotten god of Strength  
  and Fortitude. Roll 1d6. Drinking the water has one of 
  the following effects:
  1
  The character is weakened. Until they take a 
  full rest, they get a −2 penalty to any test that 
  uses an aspect of Strength.
  2
  Gain +1 to any test that uses an aspect of 
  Strength until the next sunset.
  3
  Gain +1 to any test that uses an aspect of 
  Strength until the next sunset.
  4
  Gain +2 to any test that uses an aspect of 
  Strength until the next sunset.
  5
  The character adds +2 damage to physical 
  attacks until the next sunset.
  6
  The character adds +4 damage to physical 
  attacks until the next sunset.
  270
   
  
  45
  Pool of Fortune
  This fountain offers pure water. A successful 
  Difficult Decipher (Wits) test reveals a fountain 
  dedicated to a long-forgotten god of Luck and 
  Fortune. Roll 1d6. Drinking the water has one of the 
  following effects:
  1
  You cannot gain Light Fate until the next 
  sunrise.
  2
  Lose 1d3 Light Fate.
  3
  Gain 1 Light Fate.
  4
  Gain 2 Light Fate.
  5
  Gain 1d3 Light Fate.
  6
  You gain 1d6 Light Fate, and the GM gains  
  1d3 Dark Fate.
  46
  Pool of Life
  Thick green moss speckled with white flowers 
  surrounds a small pool of clear water.
  The water from this pool acts exactly like a healing 
  potion. Characters can drink directly from the pool 
  or fill a canteen or vial. No matter how much water a 
  character takes, each character receives the equivalent 
  of one potion.
  51
  Pool of Vision
  A small pool is set in a basin of brightly coloured 
  stones. Spending 
   or tossing in 1 gold allows 
  a character to see a vision. The vision may be of 
  the past, present, or future. It reveals something 
  important to the character.
  52
  Riddle Stone
  This rough-hewn stone is inscribed with ancient 
  runes. When the stone is touched, the stone speaks a 
  riddle in a deep and rumbly voice. Only the character 
  who touched the stone can answer the riddle.
  The GM can come up with a riddle of their own or 
  allow the character to make a Hard Decipher (Wits) 
  test to answer correctly. If the riddle is answered 
  correctly, the character is granted 1d3 spells of the 
  GMs choice. If the riddle is answered incorrectly or is 
  not answered within 15 minutes, the character forgets 
  any spells they’ve memorized or learned (although 
  their spellbook is not affected).
  271
   
  
  53
  Sacred Ground
  This place is sacred to one of the alignments. If it’s 
  sacred to Good, its surroundings are light and cheery. 
  If it’s sacred to Evil, it’s shrouded in perpetual gloom. 
  If it’s sacred to Neutrality, it is a wild place that 
  remains in perpetual twilight.
  The sacred ground is delineated with stone markers. 
  As long as a character with a matching alignment 
  stands within the demarked area, they get a +2 bonus 
  on all tests, and Dark Fate cannot be used against 
  them. While a character with a different alignment 
  stands within the demarked area, they feel ill at ease: 
  they suffer a −2 penalty to all tests, and they cannot 
  use Light Fate.
  54
  Sacrificial Altar
  A large, round stone altar has an unlit pyre built atop 
  it. A stack of chopped wood is nearby, and the bare 
  ground surrounding the altar is covered in soot.
  A character can make a successful Difficult Lore 
  (Wits) test to determine the nature of the altar. A 
  character can burn a vanquished foe upon the altar  
  as a sacrifice. Each character can make one sacrifice 
  per year.
  Total the Strength and Craft of the foe to determine 
  the blessing they receive.
  1–5
  Nothing (except remorse and/or dreams 
  about the sacrifice)
  6–9
  1 Light Fate or 1d6 bonus Life*
  10–12
  1 Light Fate and 1d6 bonus Life*
  13–15
  2 Light Fate or 2d6 bonus Life*
  16–18
  2 Light Fate and 2d6 bonus Life*
  19–20
  2 Light Fate and 2d6 bonus Life* or a 
  Common spell of the player’s choice
  * Bonus Life lasts for one month or until it’s used.
  272
   
  
  55
  Sacrificial Stone
  This tall standing stone is fitted with manacles for 
  arms and ankles. A Stranger might be secured on the 
  stone, or it might be empty. Either way, a monster or 
  dragon (of the GM’s choice) is nearby. If its sacrifice 
  is disturbed (or if the characters do not offer it one), it 
  will not be happy.
  56
  Shrine
  A small shrine surrounded with thick moss sits in 
  a small clearing in the forest. Anyone who enters the 
  clearing can feel the aura of protection that surrounds 
  the shrine. The shrine is not Good or Evil; it’s a shrine 
  to the forest and the spirits that dwell there. Anyone 
  who can cast Nature spells automatically identifies 
  this aura. Any other character can gain this insight 
  with a successful Moderate Lore (Insight) test. 
  Anyone possessing this knowledge can also see that 
  the shrine is a place to pray or leave offerings.
  Anyone of any alignment can pray or leave an 
  offering at the shrine. The offering can be anything, 
  but it must have some meaning to the character. 
  It could be a wreath made of flowers, a love letter 
  from a sweetheart, or even a favourite snack. When 
  a character prays or leaves an offering, that player 
  chooses Strength or Craft and then rolls 2d6. If they 
  roll over the attribute they chose, their character falls 
  into a deep slumber and cannot awaken until the next 
  sunrise or sunset. If they roll equal to or under their 
  chosen attribute, they get to roll 1d6 on the appropriate 
  table. Each character can make one offering.
  Strength
  1
  The character’s weapon of choice has a 
  +1 bonus on attacks for one month; it is 
  considered magical.
  2
  Their armour of choice becomes mystical, 
  gaining 3 (physical) armour points for one 
  month.
  3
  Gain 1 Light Fate.
  4
  The character gains a faithful Dog Follower.
  5
  A faery appears and gives the character a gem 
  worth 2d6 gold.
  6
  The character gains a blessing that can be used 
  at any time within a month; when it’s used, 
  they regain 2d6 Life.
  Craft
  1
  The character is granted a Basic Common spell 
  of their choice.
  2
  Their armour of choice becomes mystical, 
  gaining 3 psychic armour points for one 
  month.
  3
  Gain 1 Light Fate.
  4
  The character gains a Crow Follower.
  5
  A faery appears and gives the character a gem 
  worth 2d6 gold.
  6
  The character gains a blessing that can be used 
  at any time withing a month; when it’s used, 
  they regain 2d6 Life.
  61
  Shortcut
  The characters encounter a Stranger (determined by the 
  GM) who offers to show them a shortcut to wherever 
  they’re going. Generally, the characters must pay for or 
  perform a service in exchange for this assistance.
  62
  Standing Stones
  Ancient standing stones of great power rest here, 
  enduring the elements. Time may vary for those  
  who tarry too long between the stones. Anyone  
  who sleeps in the glade between the stones may  
  see visions of the future or the past. They may also  
  find that they slept for longer than they expected 
  (possibly days or even months).
  63
  Tomb
  The party finds an ancient and crumbling tomb. A 
  name was once carved into the lintel, but the surface 
  is so worn that the words are no longer visible. At the 
  GM’s discretion, a character might be allowed to make 
  a Lore (Wits) test against Difficulty 17 to understand 
  its nature; if they succeed, they have a clue as to who 
  or what lies inside.
  When the tomb is opened, roll 1d6.
  1
  A flock of vampire bats lives inside the tomb.
  2
  The tomb contains one or more barrow wights.
  3
  The tomb contains one or more shadows.
  4
  The tomb is empty, but it’s haunted by 
  disquieting voices and/or sounds.
  5
  The tomb contains treasure worth 3d6 gold. 
  (There may be a trap!)
  6
  The tomb contains a minor magical item. 
  (There may be a trap!)
  64
  Tranquil Glade
  This peaceful glade is filled with flowers and 
  toadstools. A character can make a Lore (Wits) 
  or Survival (Insight) test against Difficulty 14 to 
  understand the nature of the glade. Regardless of 
  whether anyone succeeds at this test, any who enter 
  the glade feel drowsy and at peace. If a Good or 
  Neutral character spends an hour in the glade, they 
  heal all Life and Wounds, and they are cured of all 
  poisons and diseases. For a Good character, even 
  curses might be removed (at the GM’s discretion).
  65
  Treasure Trove
  A treasure has been buried here under a pile of rocks. 
  It might be guarded.
  Anyone passing the trove can make a Hard Wits 
  (Notice) test to notice something is hidden beneath the 
  rocks. The treasure is 3d6 in coins and gemstones, along 
  with one or two minor magical items. The GM might 
  decide that the trove is protected by Enemies or a trap.
  66
  Well of Life
  This old ramshackle well has crumbling walls. Lush 
  and verdant plant life covers the ground around it.
  Anyone drinking from the well is healed of all 
  Wounds. Their Life is fully restored, and all poisons 
  and diseases are cured. Roll 1d6; the result is the 
  number of characters who can drink from the well and 
  gain this benefit before the waters become inert.
  273
   
  
  Index
  A
  The Academy 19
  Acquisition Spell 124
  Acting As a Guide  
  Critical Failure 258
  Acting As a Watcher  
  Critical Failure 259
  Actions 33
  Actions to Change  
  Attitude Chart 154
  Advanced Spells 137
  Adventuring 212–224
  Aegis 230
  Agility Aspect 49
  Agility Penalty 46
  Aigla 27
  Air Elemental 203
  Alchemy Spell 124
  Alignment 10, 90–91
  Alignment Aspirations 260
  Allies 10
  All Ways Are One Song  
  Special Ability 100
  Altar of Desire 267
  Altar of Greed 267
  Altar of Wrath 267
  Ambitious Special Ability 106
  Ambushing Enemies 39
  Amulet of Abjuration 229
  Amulet of the  
  Magician’s Escape 230
  Amulets and Necklaces 229
  Ancestries 56–66
  Ancestry (Definition) 10
  Ancestry Aspirations 260
  Ancient Altar 268
  Ancient Elven Bow 239
  Ancient of the Forest 24
  Ancient of the Wood 25
  The Ancient One 28
  Animal Features Special Ability 71
  Animal Fellowship  
  Special Ability 71
  Animal Handling Skill 51
  Animals 175–183
  Anointed by Hawthorn  
  Special Ability 97
  Anointed by Oak Special Ability 97
  Anthem of Hope Special Ability 100
  The Anvil Special Ability 109
  The Anvil Special Ability 109
  Ape 175
  Apparition 192, 255
  Apprentice Minstrel Follower 166
  Apprentice Wizard Follower 166
  Arcane Spellcasting  
  Special Ability 79, 85
  Archdruid of the Realm  
  Special Ability 99
  Archmage of the Tower  
  Special Ability 111
  Arcus Argringrim 19
  Arena 268
  Armour (Equipment Table) 115
  Armour (in Combat) 46
  Armour 230
  Armour and Shields 114–115
  Armour Chart 47
  Armour Points 46
  Armour Repair Kit 116
  Armoursmith Stranger 155
  Armour Type 46
  Artisan Skill 52
  Aspects 10
  Aspirations 148, 259
  Assassin Advanced  
  Special Abilities 95–97
  Assassin Class 67–69
  Assassin Starting Equipment 92
  Assist Action 40
  Asteral’s Apothecary 21
  Astrolabe 116
  Astrologer Stranger 155
  Athletics Skill 52
  Attitude (and Strangers) 152–155
  Attitude 10
  Attitude Chart 152
  Attribute Damage 222–223
  Attributes 10, 49
  Attributes and Aspects 49–50, 91
  Augury Spell 124
  Avalanche Hazard 216
  Avenger Special Ability 84
  Awakened to the Green  
  Special Ability 104
  Axe 114
  B
  Bags 233
  Bandit 183, 256
  Bane Sword 239
  Banish Spirits Special Ability 74
  Banshee 192
  Bargain Skill 52
  Barrier Spell 125
  Barrow Wight 193
  Barterer Stranger 155
  Basic Spells 124–130
  Basilisk 188
  Basilisk’s Blood Poison 224
  Battle Axe 114
  Bear Enemy 175
  Bear Follower 166
  Bedroll and Blanket 116
  Beguiling Special Ability 105
  Benediction Spell 130
  Black Ice Spell 125
  Black Market 268
  The Blacksmith  
  (Harla/Tomsin Galdedar) 23
  The Black Tower 31
  Bladebite Poison 224
  Blade of the New Moon Special 
  Ability 96
  Bladesharp Spell 125
  Blessed Spell 125
  Blessed Stormdancer 27
  Blighted Shrine 268
  Blink Spell 125
  Blood Zealot Special Ability 97
  Blowgun 113
  Boggart 206
  Bolster Spell 125
  Boneyard 268
  Bonus Die 10, 35
  Boon or Bane (Sprite)  
  Special Ability 65
  Bottomless Haversack 233
  Bow 113
  Brainwave Spell 125
  Brawn Aspect 49
  Breeze Sylph 206
  Bridgewarden (Troll) Background 66
  Brigand Special Ability 78
  Brightly Lit 217
  Brownie 207
  Burning Curiosity Spell 130
  C
  Camel 118
  Camel Follower 167
  Camping 214
  Candles 116, 117
  Can I Spend Fate? Table 37
  Care and Feeding of Followers 163
  The Caretaker 28
  Carnival 268
  Carriage 118
  Carrion Crows 176
  Cart 118
  Castle Ruins 268
  Cast Spell Action 42
  Cat Follower 167
  Cave 269
  Cave of Bones 269
  Cave Troll 185
  Censer with Incense 116
  Center of the Web Special Ability 80
  Chainmail 115
  Changing Attitude 154
  Changing Fate 151
  274
   
  
  Chapelbell 27
  Character Actions 40–43
  Character Advancement 93
  Character Creation 87–92
  Characters—See Player Characters
  Charming Special Ability 65
  Charming Words Special Ability 72
  The City 18–23
  City Dungsweeper 18, 28
  Citydweller (Human) Background 62
  City Gate 19
  City Loremaster 19
  City Stables 23
  Class (Definition) 10
  Class Aspirations 262
  Classes 67–85
  Classically Trained  
  Special Ability 99
  Cleanse Spell 137
  Clever Special Ability 110
  Cloak of Shadows Spell 126
  Coblynau 207
  Cold Heart Special Ability 75
  Combat 37–45
  Combat Experience 226
  Commoner (Sprite) Background 64
  Con Artistry Special Ability 108
  Concealed Pouch 116
  Conflagration Spell 137
  Contact Poisons 222
  Counterspell 130
  Courtier (Sprite) Background 65
  Crack the Earth Spell 137
  Craft Attribute 50
  Craft Spell 126
  Cragborn (Dwarf) Background 57
  Craghold 24
  Crag Lords 24
  The Crags 17, 30
  Crashing Waves Spell 137
  Craven Idol Woods 28
  Crawling Slime 203
  Critical Failure 258
  Crossbow 113
  Crowbar 116
  Crow Follower 167
  Crown of Judgment 234
  Crowns 234
  Crystal Sceptre 238
  Crystal Shard 230
  Cultists and Outlaws 183–185
  Cure Disease Elixir 236
  Cure Disease Spell 131
  Cure Poison 131
  Cure Poison Elixir 236
  Curse of Flame Spell 126
  Curse of Rust Spell 131
  Cutpurse Follower 156
  D
  D8—See Rolling Dice
  Dagger 113, 114
  Dark Acolyte (Enemy) 184
  Dark Acolyte (Stranger) 158
  Dark Binding Spell 138
  Darkbound 19
  Dark Fate 11, 36, 37
  Darkheart Poison 224
  Dark Initiate 184
  Dark Prelate 19
  Dart Trap 221
  Dashing Special Ability 73
  Deadfalls 218
  Death and Dying 47
  Death Knight 196
  Death Pact Spell 131
  Deception Skill 52
  Decipher Skill 53
  Defence Tests 44
  Defend Action 42
  Degree of Difficulty 35
  Degree of Success 10, 35–36
  Den of Thieves 21
  Designing Traps 218
  Desperate Weaving  
  Special Ability 102
  Destroy Magic Spell 138
  Destruction Spell 138
  Devoted Attitude 153
  Diaspora (Ghoul) Background 61
  Die Modifier 35
  Difficulty 10, 34–35
  Dimly Lit 217
  Disarming Trap Chart 220
  Disarming Wit 81
  Disengage Action 42
  Disguise Kit 116
  Disliked Attitude 153
  Dispellation Spell 132
  Distance and Time 212
  Distraction Special Ability 82
  Divination Spell 132
  Divine Intervention Spell 139
  Dog Follower 168, 173
  Doomsword 239
  Doppelganger 189
  Dowsing Rod 116
  Draft Horse 118
  Dragon 200, 200–202
  Dragon Helm 231
  Dragonscale Shirt 231
  Dragon’s Blood 236
  Drain Life Spell 139
  Droppings Lane 23
  Drowning 221
  Druid Advanced  
  Special Abilities 97–99
  Druid Class 69–71
  Druid Starting Equipment 92
  Dungeon 269
  Dungsweeper Follower 156
  Duplicate Skills 88
  Dwarf Ancestry 56–58
  E
  Eagle Talon 230
  Earth Elemental (Enemy) 204
  Earth Elemental (Follower) 168
  Earthspeaker Special Ability 65
  Elemental Lane 22
  Elementals 203–205
  Elf Ancestry 58–59
  Elixir of Destiny 236
  275
   
  
  Elixir of Vitality 236
  Elixirs 236
  Elven Bow 113
  Empathy Skill 53
  Enchanter Follower 156
  The Enchantress 247–249
  Enchant Weapon Spell 132
  Encumbered—See Max Load
  Enemies 174–211
  Enemy (Definition) 10
  Enemy Action Phase 44
  Enemy Actions 44
  Enemy Encounters 263–266
  Enrich Spell 132
  Entertaining Costume 116
  Entertain Skill 53
  Environmental Dangers 221
  Equipment 91, 112–118
  Erin Fullbore 19
  Evaluate Skill 53
  Everfull Purse 233
  Everything is a Weapon  
  Special Ability 95
  Evil Alignment 90
  Evil Characters 90
  Evil Eye Spell 133
  Exile (Sprite) Background 65
  Experience 225–228
  Experience Points (Definition) 10
  Exploration 212
  Exploration Experience 226
  Exploration Roles 212–214
  Exploration Surprise 38
  Exploration Surprise Chart 39
  Explosive Trap 221
  Extinguish Spell 126
  Extraordinary Success 10, 36
  Extraordinary Success 146
  Eyes of the Hawk Spell 126
  F
  Fae 205–211
  Faery Gate 269
  Faery Mound 269
  Faery Stranger 157
  Faery Tears Poison 224
  Fae Witch 207
  Failure 36
  Failure 147
  Falcon Follower 168
  Fallen Giant Woods 29
  Falling 221
  Familiar Special Ability 80
  Familiar Spirit Follower 168
  Farmer (Human) Background 62
  Fate 11, 36–37
  Fate 148
  Fated Special Ability 105, 111
  Fate Gains (Optional Rule) 148
  Fate’s Smile Special Ability 94
  Favourable Attitude 153
  Feeble Mind Spell 133
  Fey-gifted Special Ability 99
  Feyfriend (Elf) Background 59
  Fiery Retribution Spell 139
  Finger Bone of Blessed Samuel 234
  Finishing Blow 48
  Fireball Spell 133
  Fire Elemental 205
  First Aid 48
  Fishing Tackle 116
  Fit Right in Special Ability 62
  Flail 114
  Flask of Oil 116
  Flight (Sprite) Special Ability 65
  Flight Potion 237
  Flurry Special Ability 84
  Focus (Definition) 10
  Focused Special Ability 94
  Follower (Definition) 10
  Follower Benefits 163
  Follower Design Guidelines 163
  Follower Experience 228
  Followers 162–173
  Fomorian 208
  Forest Goat 176
  Forestguard (Elf) Background 59
  Foresthold 24
  Forestmeld Special Ability 59
  Forgotten Pantheon 269
  Fortitude Skill 53
  Fountain of Wisdom 269
  Free Actions 34
  Freeze Spell 133
  A Friend of Yours  
  Special Ability 105
  Full Actions 33
  Full Plate 115
  G
  Gaining Allies 161
  Gaining Followers 161
  Galdor 247, 253, 255
  Game Master (Definition) 10
  Gargoyle 190
  Gatekeeper (Leywalker) 
  Background 63
  Gate Lieutenant Erin Fullbore 19
  Generosity Spell 133
  Gentle Heart Special Ability 75
  Ghost 193
  Ghostly Passage Special Ability 108
  Ghoul Ancestry 60–61
  Giant 190
  Giant Beetle 176, 256
  Giant Fly 177
  Giant Rat 178
  Giant Spider 178
  Giant Worm 179
  Gilded Compass 116
  Glowing Orb Skill 126
  Gnoll 186
  Goblin 186
  Goblinoids 185–188
  Gold 112
  Good Acolyte Follower 168
  Good Alignment 90
  Granted Spells 121
  Gravedust Poison 224
  Gravehound (Ghoul) Background 61
  Greater Healing Spell 133
  The Great Forest 28
  The Great Portal 31
  Great Success 10
  Great Success 10, 36
  Great Success 146
  Greatsword 114
  Great Wizard 13–16
  276
   
  
  Greenwise Special Ability 97
  Grey Friar 19
  Greymist 25
  The Grey Swamp 31
  Grim Special Ability 110
  Guide Exploration Role 213
  Guide Test 10
  Gust of Wind Spell 127
  H
  Hammer 116
  The Hammer Special Ability 109
  Hanging Tree Plains 31
  Harbinger of Doom  
  Special Ability 103
  Hardened Leather Armour 115
  Harla Galdedar 23
  Harmony Oaks 30
  Harpy 190
  Hated Attitude 153
  Haversack 116
  Hawk Follower 168
  Hazard Experience 227
  Hazards 215
  The Healer (Jon Kimora) 23
  Healer Stranger 157
  Healer’s Kit 116
  Healing Potion 117
  Healing Spell 127
  Healing Wounds—See Tending 
  Wounds
  Heal Skill 53
  Heavy Armour Training  
  Special Ability 83
  Heedless Special Ability 108
  Helm (Equipment) 115
  Helm of Warding 231
  Helms (in Combat) 47
  Hex Spell 133
  Hidden Pockets Special Ability 107
  High Temple 19
  Hillguard (Dwarf) Background 57
  Hobgoblin 186
  Hollow Hills 30
  Holy Lance 239
  Holy Relics 234
  Holy Water 235
  Honorable Special Ability 106
  Hope’s Herald Special Ability 102
  Horse 118
  Horse Follower 169
  Hour of Need Special Ability 76
  Human Ancestry 61–62
  Hunter Exploration Role 214
  Hunter Test 10
  I
  Ice Sceptre 238
  Identifying Magic Items 229
  Idol 269
  Immobility Spell 134
  Imp Follower 169
  Incandescent Arcana  
  Special Ability 111
  Incorporeal Benefit  
  192, 193, 194, 196, 203, 255
  Increased Life Special Ability 94
  Increasing Max Loyalty 163
  Inferno Spear 240
  Inflicting Damage 45
  Ingested Poisons 222
  Inhaled Poisons 222
  Initiative—See Order of Actions
  Injected Poisons 222
  The Inner Region 31
  The Innkeeper (Niles Murdo) 27
  Inquisitor Special Ability 102
  Inscribing Spells 119
  Insect Swarm Hazard 216
  Insight Aspect 50
  Interesting Locations 263
  Intermediate Spells 130–136
  Internal Compass Special Ability 57
  Intimidate Skill 53
  Intuition of Magic  
  Special Ability 102
  Investigation 53
  Invisibility 217
  Invisibility Potion 237
  Invisibility Spell 134
  Invocations of Ruin  
  Special Ability 111
  Ironbound (Troll) Background 66
  Iron Cage Plains 31
  J
  The Jail 20
  Jon Kimora 23
  Journal 116
  Jovial Special Ability 110
  Junior Assassin Follower 170
  Junior Thief Follower 170
  K
  Kazari Cragborn 21
  The Keenest Eye in the Realm 
  Special Ability 104
  Keeping Watch 215
  Kismet Advantages 150
  Kismet Die 10, 11, 35, 36
  Kits 92
  Knavery Special Ability 82
  Knocker 208
  Kobold 186
  L
  Lady Eisley Fallcrest 19
  Lantern 116
  Leather Armour 115
  Lemure 197
  Leper Stranger 157
  Leprechaun Stranger 158
  Level (Definition) 10
  Level 1–3 Encounters 263
  Level 4–7 Encounters 264
  Level 8–10 Encounters 265
  Ley Line Walker 63
  Leyruin 25
  Leywalker Ancestry 62
  Lich 197
  Life 10, 50
  Life of the Realm Special Ability 70
  Life Tap Spell 134
  Lightbound 19
  Light Crossbow 113
  Light Fate 11, 36, 37
  Lightning Bolt Spell 127
  Light Priest 19
  Liked Attitude 153
  Linerunner (Leywalker) 
  Background 63
  Lion 179
  Load 11
  Long Rest 48
  Lord Mayor 23
  Lorebook 116
  Lorekeeper (Elf) Background 59
  Lore Skill 54
  Loyalty 11
  Loyalty 162
  Luckstone 238
  Lucky Coin 238
  M
  Mace 114
  Magebane Poison 224
  Magic 119–142 
  —q.v. Spellcasting Action
  Magical Traps 220
  Magic Items 228–239
  Magic Nature Special Ability 63
  Magic Portal 270
  Magic Portal Spell 139
  Magic Rings 235
  Magic Sense Special Ability 63
  Magic Shell Spell 139
  Magic Stream 270
  Magistrate of the City 18
  Magnifying Class 116
  Maintaining Attitude 154
  Mammoth 180
  Manacles 116
  Manhunter Special Ability 96
  277
   
  
  Manticore 191
  Map (Equipment) 116
  Marked for Glory Spell 127
  Market Goods 115
  Master of Assassins  
  Special Ability 97
  Master of Thieves  
  Special Ability 108
  Maxed out Fate 149
  Max Load 50, 91
  Melee Attack Action 40
  Melee Combat Critical Failure 258
  Melee Skill 54
  Melee Weapons  
  (Equipment Table) 114
  Melkor’s Sorcerous Goods 22
  The Menagerie 21
  Mercenary Follower 170
  Merciful Special Ability 108
  Merciless Special Ability 108
  Mesmerism Spell 134
  Messenger Pigeon Follower 170
  Mess Kit 116
  Mettle Aspect 49
  Middle Region 17, 31
  Mighty Blow Special Ability 84
  Minstrel Advanced  
  Special Abilities 99–100
  Minstrel Class 71–73
  Minstrel Starting Equipment 92
  Misdirection Spell 128
  Miser’s Grasp Spell 128
  Misfortune Spell 128
  Missile Combat Critical Failure 258
  Missile Weapon Skill 54
  Molly 22
  Monsters 188–191
  The More the Merrier  
  Special Ability 105
  Mors Skullery 22
  Mountain Goat 180
  Mountain Lion 181
  Mounts 118
  Movement 37
  Movement of Leaves  
  Special Ability 59
  Mule 118
  Mule Follower 170
  Mummy 198
  Musical Instrument 116
  Myrmidon Helmet 232
  The Mystic (“Auntie”) 23
  Mystic Spellcasting  
  Special Ability 73, 76
  N
  Naiad 209
  Natural Healing 48
  Nature Spellcasting  
  Special Ability 69, 72
  Necklaces 229
  Net 113
  Neutral Alignment 91
  Neutral Attitude 153
  Night-bonded Soul  
  Special Ability 104
  Night Guard 18, 22
  Night Sight Special Ability 59
  Night Sight Spell 128
  Niles Murdo 27
  The Noble’s Last Poison 224
  Nomad (Human) Background 62
  Non-player Character (Definition) 11
  Notice Skill 54
  Noticing a Trap Chart 219
  Nullify Spell 128
  O
  Obliterate Spell 139
  Ogre 187
  Ohrzer’s Magic Emporium 21
  Ohzer Brittleaxe 21
  The Old Mystic 24
  Omens of War Special Ability 102
  On Talismans Tome 255
  Oora Murdo 27
  Order of Actions (in Combat) 40
  Order of Combat Table 38
  The Outer Region 17
  P
  Padded Armour 115
  The Pantheon 20
  Paper (Equipment) 117
  Parisia 251–252
  Path Finder Special Ability 78
  Path of Blood Special Ability 69
  Path of Destiny Spell 134
  Pc Conflict 151
  Pcs Ambush Enemy Chart 39
  Pedlar Stranger 158
  Pen and Ink (Equipment) 117
  Persuasion and Attitude 154
  Persuasion Skill 54
  Pharoah’s Crown 234
  Pike 114
  Pitch Dark 217
  Pitons 117
  Pixie (Enemy) 209
  Pixie (Follower) 170
  Plains 31
  Plains Encounter Table 247
  Player (Definition) 11
  Player Character 11, 32
  Players 148
  Player Versus Player (PvP) 151
  Playing Evil Characters 90
  Poisons 222–224
  Pony 118
  Pool of Fortitude 270
  Pool of Fortune 271
  Pool of Life 271
  Pool of Vision 271
  Position (in Combat) 40
  Potion of Psychic Power 237
  Potions and Elixirs 236
  Prayer Book 117
  Prelate Special Ability 102
  Preparation Special Ability 68
  Preservation Spell 140
  Pressure Plates 218
  Priest Advanced  
  Special Abilities 101–102
  Priest Class 73–75
  Priest Starting Equipment 92
  Prish the Sailor 27
  Professor Tom 19
  Prophet Class 75–77
  Prophet Starting Equipment 92
  Prospector Stranger 158
  Protect Action 43
  Psionic Blast 128
  278
   
  
  Psychic Amplifier Special Ability 106
  Psychic Assault Special Ability 80
  Psychic Attack Action 41
  Psychic Damage Modifier 45
  Psychic Reserves Special Ability 106
  Psychic Skill 55
  Putrid Zombie 198
  Q
  Quarry Special Ability 78
  Quickling Blade Special Ability 104
  Quickling Stride Special Ability 104
  R
  Raft Kit 117
  Ranged Attack Action 42
  Ranged Weapons 113
  Rapier 114
  Rations 117
  Rat’s Road 21
  Raven Follower 167
  Reaction Actions 34
  The Realm 17
  Reanimate Spell 140
  Recover Action 43
  Recovering Life 48
  Recovering Spell Points 48
  Red Cap 210
  Refitting and  
  Repairing Armour 46, 48
  Reflection Spell 140
  Regeneration (Troll)  
  Special Ability 66
  Rejuvenation Spell 134
  Renewal Potion 237
  Requiem Special Ability 99
  Resolve Aspect 50
  Resting 48
  Restoration Spell 140
  Restoring Loyalty 163
  Resurrection Spell 140
  Retribution Spell 141
  Revealing Knife 82
  Reverence Spell 128
  Riddle Stone 271
  Ride Skill 55
  Riding Horse 118
  Ring of Misdirection 235
  Ring of Protection 235
  Rise! Special Ability 61
  The Rogues Guild 20
  The Rogues’ Chaplain 20
  Roleplaying 8
  Rolling Dice 34
  Rolling Stone Special Ability 57
  Rope 117
  Rope Ladder 117
  Round 32
  Rounding Down 34
  Runestones 117
  S
  Sacred Ground 272
  Sacred Offering Spell 129
  Sacrificial Altar 272
  Sacrificial Stone 273
  Saddlebags 117
  Sage Owl Stranger 158
  Scale Mail 115
  Scarlet Arrow Special Ability 103
  Scene 32
  Scimitar 114
  Scout 77–78
  Scout Advanced  
  Special Abilities 103–104
  Scout Follower 171
  Scout Starting Equipment 92
  Scrolls 120
  Scythe 114
  Sealing Wax 117
  The Secret Venoms  
  Special Ability 97
  Sentinel Special Ability 66
  Sepulchre 27
  Serpent-charm Special Ability 98
  Serpent 181
  Servant Follower 172
  Services 118
  Shadow 194
  Shambler 172
  Shatter Spell 129
  Shepherds of the Dead  
  Special Ability 61
  Sheriff Thurston Midge 20
  Shield (Equipment) 115
  Shield of Defiance 232
  Shields (in Combat) 47
  Shortcut 273
  Short Rest 48
  Shortsword 114
  Shovel 117
  Shrine 273
  Shrine Priest Stranger 158
  Shrouded Truths Special Ability 77
  Sidhe 210
  Signet Ring 117
  Sign of the Moon and Stars  
  Special Ability 101
  Sign of the Sun Special Ability 101
  Silver Arrow Special Ability 103
  Simulacrum Spell 135
  Six Fates Inn 22
  Skeleton 199, 256
  Skills 11, 51–55
  Skills Table 51
  Skullery Pawnshop 22
  Sleep Spell 129
  Sleight of Hand 55
  Sling 113
  Slow Motion Spell 129
  Sluagh 210
  Snare 117
  Social Experience 227
  Social Interaction 151
  Songbook 117
  The Soothsayer 22
  Sorcerer Advanced Special Abilities 
  105–106
  Sorcerer Class 79–81
  Sorcerer Starting Equipment 92
  Soul-wise Special Ability 98
  Soulbinder Special Ability 106
  Soulkeeper (Ghoul) Background 61
  Soulrune Special Ability 63
  Speaker’s Corner 20
  Speak with Animals Special Ability 
  59
  Spear 113, 114
  Special Abilities (Definition) 11
  Spectre 194
  Speed 11, 51, 91
  Speed Spell 130
  Spellbinder Special Ability 106
  Spellbooks 117, 119
  Spellcasting Critical Failure 258
  Spellcasting Defence Test 122
  Spellcasting Skill 55, 122
  Spell Level, Type, and Rarity 121
  Spell Points 11, 51, 122
  Spells 11, 119–142
  Spell Vortex Spell 141
  Spiked Pit Trap 221
  Spirit Follower 172
  Spirits (Enemies) 192–196
  Spirit Sense Special Ability 61
  Splint Mail 115
  Split Oak Woods 26, 28
  Sprint 37
  Sprite Ancestry 64–65
  Square of Kings 20
  Staff 114
  Stag Follower 173
  Standard Success 11, 36
  Standing Stones 273
  Starting Kits 92
  Stealth Skill 55
  Stiletto 114
  Stonefist Special Ability 66
  Stonespeaker Special Ability 66
  Storm River 17, 23
  Story Experience 228
  Story Goals 149
  Strangers 11, 152–160
  Street Sage Stranger 159
  Strength Attribute 49
  Strength Potion 237
  Strength Spell 135
  279
   
  
  Student of Secret Ways  
  Special Ability 111
  Student of the Cauldron 86
  Student of the Staff 86
  Subtle Special Ability 73
  Subtle Weaving Special Ability 102
  Suleiman’s Seal 235
  Summon Bear Spell 135
  Summon Storm Spell 142
  Sun Shield 233
  Surprise 38–39
  Surprise Attacks 38
  Survival Skill 55
  Suspicious Attitude 153
  Swollen Stream Hazard 216
  Sword 114
  Sword of Light 248, 250
  Syphon Strength Spell 135
  T
  Tactician Special Ability 109
  Taking Damage 45
  Talismonger Stranger 159
  The Tavern (at Innsview) 27
  Taxman 18, 20
  Teleport Spell 136
  The Tempered Lords 24
  Temple (in the Middle Region) 31
  Temple Acolyte Follower 173
  Temporary Change Spell 130
  Tending Wounds 48
  Tent 117
  Test 11, 34
  Test Difficulty Chart 35
  Thief Advanced  
  Special Abilities 106–108
  Thief Class 81–82
  Thief Starting Equipment 92
  Thieves Guild 18
  Thieves’ Tools 117
  Threat (Definition) 11
  Throne Wood 31
  Throw Skill 55
  Thunderous Orator  
  Special Ability 101
  Time 32
  Tinderbox 117
  Tinker Skill 55
  Tinker’s Toolkit 117
  Tireless Study Special Ability 111
  Toadify! Spell 142
  Tomb 273
  Tomsin Galdedar 23
  Tools 115
  Torches 117
  Tough Special Ability 94
  Townsmith (Dwarf) Background 57
  The Town Square 20
  Tracker Stranger 160
  Tranquil Glade 273
  Transcribing Scrolls 121
  Transference Spell 136
  Transmute Spell 136
  Trap Concealment Chart 218
  Traps 218–220
  Treachery Special Ability 58
  Treasure Trove 273
  Tricks Up My Sleeve  
  Special Ability 95, 107
  Trinkets 238
  Trip Wire 218
  Troll Ancestry 65–66
  Tunnel Sight Special Ability 57
  Twist of Fate 130
  Two-weapon Fighting  
  Special Ability 83
  U
  Unarmed Special Ability 75
  Unbound 19
  Undead 196–199
  Unerring Aim 69
  Universal Advanced  
  Special Abilities 94
  Unskilled Tests 51
  Using Magic Items 229
  V
  Vampire Bat 182
  Vassal of Darkness 184
  Vassal of Mab 184
  Vehicles 118
  Venoms 222–224
  Verdant Growth Spell 136
  Villedoc 23–24
  Visibility 217
  W
  Wagon 118
  Walking Stick 117
  Wands 238
  Warhorse 118
  Warrior Advanced  
  Special Abilities 108–109
  Warrior Class 82–84
  Warrior Starting Equipment 92
  Watcher Exploration Role 214
  Watcher Test 11
  Watchful Special Ability 77
  Water Bottle 117
  Water Elemental 205
  Water Walking Spell 136
  Wayfinder (Leywalker)  
  Background 63
  Weakness Spell 136
  Weapon 112–114
  Weapon Damage Chart 45
  Weapons 239
  Weaponsmith Stranger 160
  Wear Medium Armor  
  Special Ability 94
  Well of Life 273
  Wellspring of Power  
  Special Ability 101
  We’re Friends Special Ability 62
  Wharves 23
  What No Mortal May Speak  
  Special Ability 77
  Where the People Are  
  Special Ability 62
  Whispering Wood 29
  White Horse Hills 30
  Whitestable 25
  White Stag 211
  Wild-bonded Soul  
  Special Ability 104
  Wild Boar (Enemy) 182
  Wild Boar (Follower) 173
  Wildcat Follower 173
  The Wilds 28
  Will-o’-the-wisps 195
  Winter Oil 117
  Wishing Well 20
  Wits Aspect 50
  Wizard Advanced  
  Special Abilities 110–111
  Wizard Class 84
  Wizard Starting Equipment 92
  Wolf (Enemy) 183
  Wolf (Follower) 173
  Wonder Weaver Special Ability 99
  Woodbine 26, 29
  Woodland Drake 201
  Woods Encounter Table 251
  Word of Grace Special Ability 99
  Word of Power Special Ability 99
  Worldwalker (Troll) Background 66
  World’s Finest Armoury 21
  Wounds 45
  Wraith 196
  Writing Adventures 147
  Wyrd Dragon 201
  Wyvern 202
  Z
  The Zookeeper 21
  280
   
  
  Enemy Benefits, Banes, 
  and Special Abilities
  A
  Acidic Body 203
  Acid Spray 203
  Ambush 183, 183, 256
  Arboreal 175
  Arcane Master 198
  B
  Banshee Wail 192
  Bear Hug 175
  Blessing of the Dark Gods 184
  Body of Fire 205
  Bone Hardened Skin 185
  Boulder Throw 208
  Brownie’s Curse 207
  Burrow 209
  C
  Cave-In 208
  Chilling Touch 193
  Clad in Iron 210
  Close Ranks 183
  Coblynau’s Curse 207
  Collective 196
  Constricting Strangle 181
  D
  Darkness 194
  Deadly Gaze 189
  Deafening Roar 191
  Death Throes 183
  Devour 177, 256
  Delirium 202
  Discipline in the Ranks 188
  Disembowelling Cut 184, 255
  Dive Bomb 191
  Drain Blood 182
  Drain Life 196, 198
  E
  Earth Root 204
  Earth Strike 204
  Eternally Watchful 190
  Evil Eye 208
  Extraordinary Success 207
  F
  Fae Nature  
  202, 206, 207, 208, 209, 210, 211
  Fanatical Strength 184
  Fearsome Roar 175, 179
  Fire Breath 200
  Fireblast 205
  Fireborn 201
  Flame Form 205
  Flight 190, 191
  Formidable Strength 186
  G
  Grab and Throw 190
  Ghostly Push 194
  H
  Hard Worker 207
  Haunting 194
  Hurl 208
  I
  Impenetrable Scales 201
  Incorporeal  
  192, 193, 194, 196, 203, 255
  Inferno 205
  Ignore Armour  
  192, 193, 194, 196, 255
  Invisible 203
  K
  Knockdown Charge 176, 181
  Knowledge of the Dark Arts 184
  L
  Laugh of the Hyena 186
  Leader of the Pack 186
  Lighten Fate’s Touch 206
  M
  Malaise 194
  Mesmerize 195
  Metal Diet 187
  Mighty Swing 190
  Minor Knowledge  
  of the Dark Arts 184, 255
  Mirror Image 189
  Mummy’s Curse 198
  N
  Naid’s Call 209
  Nature Spellcasting 208
  P
  Pack Fighter 183, 186
  Poison 192
  Poisonous Bite 189
  Poison Breath 201
  Psychic Explosion 198
  Poison Resistance 201
  Putrid Stench 199
  R
  Rage 184
  Red Slaughter 210
  Reinforcements 183, 256
  Resistant to Blades 199, 256
  S
  Sidhe Presence 210
  Slay 196
  Silent Stalker 181
  Slay 210
  Slither 181
  Soul Collector 210
  Small and Sneaky 186
  Spirit Harvest 211
  Spirit Shroud 211
  Spread Disease 177
  Sprint 181, 183
  Steal Shiny 176
  Stomp 180
  Sudden Transformation 189
  Susceptible to Magic 186
  Susceptible to Trickery 190
  Subtle Fingers 186
  Summon Rat Swarm 178
  Summon Wolf Pack 183
  Sundering Blow 185
  Sure Footing 181
  Swarm 176, 178, 182, 187, 209
  Swipe Destiny 206
  T
  Tail Barb 202
  Tail Lash 191
  Terrifying Visage 208
  Theft of Opportunity 209
  Tidal Blast 205
  Touched by the Fey
  Tunnel Attack 179
  U
  Uncharmable 177, 178, 179, 182, 256
  Undead Fortitude  
  196, 197, 198, 199, 256
  Unsettling Visage 197
  Unstoppable Fury 188
  V
  Venomous Bite 179, 181
  Viscous 204
  Voices of the Dead 190
  Vulnerable to Fire 198
  W
  Water Form 205
  Web 179
  Wind Strike 203
  Woodland Stride 201, 207, 209
  281
   
  
  Death Tests
  DAMAGE
  ATTACK BONUS
  Skills
  Wounds
  Weapons
   
   DIFF. 8 
   DIFF. 9 
   DIFF. 10 
   DIFF. 11 
   DIFF. 12, ETC.
   
   −2 
   −4 
   −6 
   −8 
   −10
  STRENGTH
  BRAWN
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  Special Abilities
  CHARACTER NAME
  Ancestry:
  Class:
  Level:
  Background:
  Alignment:
  PLAYER NAME
  Experience Points:
  TYPE:
  HELM:
  Armour
  SHIELD:
  PHYSICAL DAMAGE MODIFIER: 
  PSYCHIC DAMAGE MODIFIER: 
  SPEED:
  Combat
  LIFE:
  LIGHT FATE:
  ARMOUR  
  POINTS:
  Dwarf Priest
  CHARACTER SHEETS
  Dwarf
  Priest
  1st
  Townsmith
  Good
  2
  5
  1
  3
  2
  2
  2
  5
  Bargain
  Decipher
  Empathy 
  Heal (First Aid)
  Lore (History)
  Persuasion (Negotiation)
  Psychic
  Spellcasting (Mystic)
  Tinker
  Tunnel Sight (Ancestry)
  Rolling Stone (Ancestry)
  Unarmed (Class)
  Mystic Spellcasting (Class)
  Banish Spirits (Class)
  Gentle Heart (Class)
  11
  11
  +2
  +5
  None
  None
  Y/ (N)
  Y/ (N)
  0
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Followers
  LOAD
  Equipment
  Spells
  Magic Items
  SPELL POINTS:
  CHARACTER NAME
  Age:
  Height:
  Weight:
  Eyes:
  Hair:
  Description:
  PLAYER NAME
  Gold:
  Max Load:
  STRENGTH
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  BRAWN
  Total
  LOAD
  (Choose 3 Mystic Spells)
  Healing Potion (1)
  1d6
  10
  Holy Symbol 
   
   
   
   —
  Vestments 
   
   
   
   —
  Haversack 
   
   
   
   1
  Healer’s Kit 
   
   
   
   .5*
  5 Prayer Candles  
   
   
   .5*
  Prayer Book 
   
   
   
   .5*
  Bedroll  
   
   
   
   .5*
  Tinderbox 
   
   
   
   —
  Mess Kit 
   
   
   
   .5*
  Water Bottle 
   
   
   
   .5*
  Censer with incense 
   
   
   .5*
  Servant
  4.5
  * Reduced for haversack.
  5
  2
  5
  1
  3
  2
  2
  2
  5
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Death Tests
  DAMAGE
  ATTACK BONUS
  Skills
  Wounds
  Weapons
   
   DIFF. 8 
   DIFF. 9 
   DIFF. 10 
   DIFF. 11 
   DIFF. 12, ETC.
   
   −2 
   −4 
   −6 
   −8 
   −10
  STRENGTH
  BRAWN
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  Special Abilities
  CHARACTER NAME
  Ancestry:
  Class:
  Level:
  Background:
  Alignment:
  PLAYER NAME
  Experience Points:
  Elf Scout
  TYPE:
  HELM:
  Armour
  SHIELD:
  PHYSICAL DAMAGE MODIFIER: 
  PSYCHIC DAMAGE MODIFIER: 
  SPEED:
  Combat
  LIFE:
  LIGHT FATE:
  ARMOUR  
  POINTS:
  Elf
  Scout
  1st
  Feyfriend
  Good
  Animal Handling
  Athletics
  Entertain
  Fortitude
  Melee Weapon
  Missile Weapon (Bow)
  Notice (Ambushes)
  Stealth (Forest)
  Survival (Forest)
  Night Sight (Ancestry)
  Speak with Animals (Ancestry)
  Watchful (Class)
  Quarry (Class)
  Pathfinder (Class)
  14
  18
  +4
  +3
  Shortsword 
   
   
   +4 
      1d6+4
  Bow 
   
   
   
   +6 
      1d6+4
  Leather
  2
  2
  4
  2
  2
  3
  4
  3
  (Y)/ N
  Y/ (N)
  3
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Followers
  LOAD
  Equipment
  Spells
  Magic Items
  SPELL POINTS:
  CHARACTER NAME
  Age:
  Height:
  Weight:
  Eyes:
  Hair:
  Description:
  PLAYER NAME
  Gold:
  Max Load:
  STRENGTH
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  BRAWN
  Total
  LOAD
  1d6+1
  20
  Leather Armour  
   
   
   1
  Shortsword 
   
   
   
   2
  Bow 
   
   
   
   
   2
  20 Arrows 
   
   
   
   1
  Haversack 
   
   
   
   1
  Bedroll  
   
   
   
   .5*
  Mess Kit 
   
   
   
   .5*
  Water Bottle 
   
   
   
   .5*
  Tinderbox 
   
   
   
   —
  Rations (1 week)  
   
   
   .5*
  Raft Kit 
   
   
   
   1*
  10
  * Reduced for haversack.
  0
  2
  2
  4
  2
  2
  3
  4
  3
  Pixie
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Death Tests
  DAMAGE
  ATTACK BONUS
  Skills
  Wounds
  Weapons
   
   DIFF. 8 
   DIFF. 9 
   DIFF. 10 
   DIFF. 11 
   DIFF. 12, ETC.
   
   −2 
   −4 
   −6 
   −8 
   −10
  STRENGTH
  BRAWN
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  Special Abilities
  CHARACTER NAME
  Ancestry:
  Class:
  Level:
  Background:
  Alignment:
  PLAYER NAME
  Experience Points:
  Ghoul Assassin
  TYPE:
  HELM:
  Armour
  SHIELD:
  PHYSICAL DAMAGE MODIFIER: 
  PSYCHIC DAMAGE MODIFIER: 
  SPEED:
  Combat
  LIFE:
  LIGHT FATE:
  ARMOUR  
  POINTS:
  Ghoul
  Assassin
  1st
  Diaspora
  Neutral
  Athletics
  Deception
  Melee (Rapier)
  Notice
  Persuasion
  Psychic
  Sleight of Hand
  Stealth (Civilised Areas)
  Throw
  Tinker (Pick Lock)
  Spirit Sense (Ancestry)
  Soul Drinker (Ancestry)
  Treachery (Class)
  Preparation (Class)
  Path of Blood (Class)
  14
  14
  +4
  +3
  Rapier  
   
   
   +6 
      1d6+4
  Dagger  
   
   
   +4 
      1d3+4
  Throwing Dagger 
   
   +4 
      1d2+4
  3
  2
  4
  2
  2
  2
  4
  3
  Leather
  Y/ (N)
  Y/ (N)
  3
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Followers
  LOAD
  Equipment
  Spells
  Magic Items
  SPELL POINTS:
  CHARACTER NAME
  Age:
  Height:
  Weight:
  Eyes:
  Hair:
  Description:
  PLAYER NAME
  Gold:
  Max Load:
  STRENGTH
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  BRAWN
  Total
  LOAD
  3d6+1
  20
  Leather Armour  
   
   
   1
  Rapier  
   
   
   
   1 
  10 throwing daggers 
   
   
   —
  2 Daggers 
   
   
   
   2
  Haversack 
   
   
   
   1
  Poisoner’s Kit 
   
   
   
   .5*
  Disguise Kit 
   
   
   
   .5*
  Bedroll  
   
   
   
   .5*
  Tinderbox 
   
   
   
   —
  Mess Kit 
   
   
   
   .5*
  Water Bottle 
   
   
   
   .5*
  50 feet of rope  
   
   
   1*
  Climbing Harness 
   
   
   1*
  Antitoxin Potion  
   
   
   —
  9.5
  * Reduced for haversack.
  0
  3
  2
  4
  2
  2
  2
  4
  3
  Servant
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Death Tests
  DAMAGE
  ATTACK BONUS
  Skills
  Wounds
  Weapons
   
   DIFF. 8 
   DIFF. 9 
   DIFF. 10 
   DIFF. 11 
   DIFF. 12, ETC.
   
   −2 
   −4 
   −6 
   −8 
   −10
  STRENGTH
  BRAWN
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  Special Abilities
  CHARACTER NAME
  Ancestry:
  Class:
  Level:
  Background:
  Alignment:
  PLAYER NAME
  Experience Points:
  Human Sorcerer
  TYPE:
  HELM:
  Armour
  SHIELD:
  PHYSICAL DAMAGE MODIFIER: 
  PSYCHIC DAMAGE MODIFIER: 
  SPEED:
  Combat
  LIFE:
  LIGHT FATE:
  ARMOUR  
  POINTS:
  Human
  Sorcerer
  1st
  Nomad
  Evil
  Bargain
  Decipher (Languages)
  Persuasion
  Notice
  Lore (Relics)
  Psychic
  Ride (Horse)
  Spellcasting (Arcane)
  Survival
  We’re Friends (Ancestry)
  Arcane Spellcasting (Class)
  Familiar (Class)
  Disarming Wit (Class)
  12
  12
  +2
  +5
  Light Crossbow  
   
   — 
      1d6+4
  Staff 
   
   
   
   — 
      1d6+4
  1
  3
  2
  5
  1
  3
  2
  5
  None
  Y/ (N)
  Y/ (N)
  0
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Followers
  LOAD
  Equipment
  Spells
  Magic Items
  SPELL POINTS:
  CHARACTER NAME
  Age:
  Height:
  Weight:
  Eyes:
  Hair:
  Description:
  PLAYER NAME
  Gold:
  Max Load:
  STRENGTH
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  BRAWN
  Total
  LOAD
  1d6+1
  10
  Light Crossbow  
   
   
   1
  20 Bolts 
   
   
   
   1
  Staff 
   
   
   
   
   3
  Haversack 
   
   
   
   1
  Spellbook 
   
   
   
   .5*
  5 sheets parchment 
   
   
   —
  Pen & Ink 
   
   
   
   .5*
  Lorebook (choose subject)  
   
   .5*
  Bedroll  
   
   
   
   .5*
  Tinderbox 
   
   
   
   —
  Mess Kit 
   
   
   
   .5*
  Water Bottle 
   
   
   
   .5*
  Lantern  
   
   
   
   1*
  2 flasks oil 
   
   
   
   —
  10
  * Reduced for haversack.
  5
  1
  3
  2
  5
  1
  3
  2
  5
  (Choose 3 Arcane Spells)
  Horse
  Familiar
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Death Tests
  DAMAGE
  ATTACK BONUS
  Skills
  Wounds
  Weapons
   
   DIFF. 8 
   DIFF. 9 
   DIFF. 10 
   DIFF. 11 
   DIFF. 12, ETC.
   
   −2 
   −4 
   −6 
   −8 
   −10
  STRENGTH
  BRAWN
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  Special Abilities
  CHARACTER NAME
  Ancestry:
  Class:
  Level:
  Background:
  Alignment:
  PLAYER NAME
  Experience Points:
  Sprite Druid
  TYPE:
  HELM:
  Armour
  SHIELD:
  PHYSICAL DAMAGE MODIFIER: 
  PSYCHIC DAMAGE MODIFIER: 
  SPEED:
  Combat
  LIFE:
  LIGHT FATE:
  ARMOUR  
  POINTS:
  Sprite
  Druid
  1st
  Courtier
  Neutral
  Animal Handling (Training)
  Decipher
  Heal
  Entertain
  Lore
  Melee 
  Notice
  Spellcasting (Nature)
  Stealth
  Survival (Forest)
  Flight (Ancestry)
  Boon or Bane (Ancestry)
  Nature Spellcasting (Class)
  Life of the Realm (Class)
  Animal Features (Class)
  13
  14
  +3
  +4
  Scythe  
   
   
   +1 
      1d6+2
  Staff 
   
   
   
   +1 
      1d6+3
  1
  2
  3
  2
  2
  5
  3
  4
  Leather
  Y/ (N)
  Y/ (N)
  3
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Followers
  LOAD
  Equipment
  Spells
  Magic Items
  SPELL POINTS:
  CHARACTER NAME
  Age:
  Height:
  Weight:
  Eyes:
  Hair:
  Description:
  PLAYER NAME
  Gold:
  Max Load:
  STRENGTH
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  BRAWN
  Total
  LOAD
  1d6+1
  15
  Leather Armour  
   
   
   1
  Scythe  
   
   
   
   1
  Staff 
   
   
   
   
   3
  Haversack 
   
   
   
   1
  Healer’s Kit 
   
   
   
   .5*
  Runestones 
   
   
   
   .5*
  Bedroll  
   
   
   
   .5*
  Tinderbox 
   
   
   
   —
  Mess Kit 
   
   
   
   .5*
  Water Bottle 
   
   
   
   .5*
  10 torches 
   
   
   
   1
  9.5
  * Reduced for haversack.
  0
  1
  2
  3
  2
  2
  5
  3
  4
  Pixie
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Death Tests
  DAMAGE
  ATTACK BONUS
  Skills
  Wounds
  Weapons
   
   DIFF. 8 
   DIFF. 9 
   DIFF. 10 
   DIFF. 11 
   DIFF. 12, ETC.
   
   −2 
   −4 
   −6 
   −8 
   −10
  STRENGTH
  BRAWN
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  Special Abilities
  CHARACTER NAME
  Ancestry:
  Class:
  Level:
  Background:
  Alignment:
  PLAYER NAME
  Experience Points:
  Troll Warrior
  TYPE:
  ARMOUR  
  POINTS:
  HELM:
  Armour
  SHIELD:
  PHYSICAL DAMAGE MODIFIER: 
  PSYCHIC DAMAGE MODIFIER: 
  SPEED:
  Combat
  LIFE:
  LIGHT FATE:
  Troll
  Warrior
  1st
  World Walker
  Neutral
  Athletics (Climbing)
  Intimidation
  Fortitude (Poison)
  Melee (Axe, Sword)
  Notice
  Ride
  Stealth
  Survival
  Throw
  Regeneration (Ancestry)
  Stonespeaker (Ancestry)
  Heavy Armour Training (Class)
  Two Weapon Fighting (Class):
  Mighty Blow (Class)
  12
  12
  19
  +5
  +2
  Axe 
   
   
   
   +7 
      1d6+5
  Throwing axes 
   
   
   +2 
      1d3+5
  5
  1
  2
  1
  4
  2
  5
  2
  Scale Mail
  Y/ (N)
  Y/ (N)
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Followers
  LOAD
  Equipment
  Spells
  Magic Items
  SPELL POINTS:
  CHARACTER NAME
  Age:
  Height:
  Weight:
  Eyes:
  Hair:
  Description:
  PLAYER NAME
  Gold:
  Max Load:
  STRENGTH
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  BRAWN
  Total
  LOAD
  2d6+2
  25
  Scale Mail 
   
   
   
   8
  2 Axes  
   
   
   
   4
  2 Throwing Axes 
   
   
   —
  Haversack 
   
   
   
   1
  Bedroll  
   
   
   
   .5*
  Tinderbox 
   
   
   
   —
  50 feet of rope  
   
   
   .5*
  10 pitons 
   
   
   
   .5*
  Hammer 
   
   
   
   .5*
  Mess Kit 
   
   
   
   .5*
  Water Bottle 
   
   
   
   .5*
  10 torches 
   
   
   
   1*
  Whetstone 
   
   
   
   —
  17
  * Reduced for haversack.
  0
  5
  1
  2
  1
  4
  2
  5
  2
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Death Tests
  DAMAGE
  ATTACK BONUS
  Skills
  Wounds
  Weapons
   
   DIFF. 8 
   DIFF. 9 
   DIFF. 10 
   DIFF. 11 
   DIFF. 12, ETC.
   
   −2 
   −4 
   −6 
   −8 
   −10
  STRENGTH
  BRAWN
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  Special Abilities
  CHARACTER NAME
  Ancestry:
  Class:
  Level:
  Background:
  Alignment:
  PLAYER NAME
  Experience Points:
  Blank
  TYPE:
  HELM:
  Armour
  SHIELD:
  PHYSICAL DAMAGE MODIFIER: 
  PSYCHIC DAMAGE MODIFIER: 
  SPEED:
  Combat
  LIFE:
  LIGHT FATE:
  ARMOUR  
  POINTS:
  Y/ N
  Y/ N
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  Followers
  LOAD
  Equipment
  Spells
  Magic Items
  SPELL POINTS:
  CHARACTER NAME
  Age:
  Height:
  Weight:
  Eyes:
  Hair:
  Description:
  PLAYER NAME
  Gold:
  Max Load:
  STRENGTH
  AGILITY
  METTLE
  CRAFT
  INSIGHT
  WITS
  RESOLVE
  BRAWN
  Total
  LOAD
  © Games Workshop Limited. May be copied for personal use or downloaded on digital.pegasus-web.com
   
  
  296
   
  
  297
   
  
   
  
  www.pegasus-web.com
  47500E
  Begin your exploration of the Realm with the Core Rulebook for the 
  Talisman Adventures Fantasy Roleplaying Game! Magical forests, 
  treacherous mountains, deadly dungeons, and more await you between 
  these pages. Begin your adventures as any of ten classes (assassin, druid, 
  minstrel, priest, prophet, scout, sorcerer, thief, warrior, or wizard) and 
  seven ancestries (elf, dwarf, human, ghoul, leywalker, troll, and sprite). 
  The Talisman Adventures rules are fast-paced, easy to learn, and feature 
  the new 3D6 Adventures rules set. With these rules, the players take 
  the lead and determine the action as their characters explore magical 
  new lands, encounter enigmatic strangers, and do battle against terrible 
  monsters. This book provides a multitude of enemies, strangers, followers, 
  mysterious locations, and magic items to include in your adventures. 
  Forbidden knowledge and fabulous treasures — perhaps even the fabled 
  Talisman of the Great Wizard — await the daring and heroic. 
  To play this game, you’ll need a few friends, three six-sided dice, 2–4 
  hours, and your imagination.
   
  
SOURCE: textdata/thevault/Talisman/Talisman - Adventures v1.3.pdf