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KNIGHTS & KNAVES

TABLE OF CONTENTS
Introduction

Attributes and Skills

Combat

Equipment

10

Miscellaneous

13

Magic and Spells

14

The Setting

19

Bestiary

28

Designer: Justin Pritchard


Cover Artist: Devin Hoyt
Page Texture: Lisa Gorska

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 License International.

HOW THIS PDF IS ORGANIZED

CHARACTER CREATION

If you're new to this game, it might help to know


that learning how to play requires only that you read the
PDF in order. The first section of the PDF covers gameplay
mechanics, including character creation, the attribute and
skill system, combat, and equipment. The second section
covers the optional rules to include magic in the setting.
The third section covers the setting itself, all the way from
the world and cosmology to key places of interest and
important figures from throughout its history. The fourth
and final section of this PDF covers the bestiary, which
includes stats for common NPC archetypes, wild animals,
monsters, and even alternatives to sentient races that the
players can play as instead humans, which the PDF
assumes you'll be playing by default.

First, get an idea for what kind of character you're


going to want to play, write a short background for the
character, including their goals and motivations (you'll
probably want more than one goal for each character and
a different motivation for each goal), and a short
description of the character including their name. Then,
you're going to want to make your characters statistics
(attributes, skills, and equipment) reflect your description
and background. You start with 30 Experience Points (EP)
to do this, which must be spent on developing the
character before the game begins. For the EP cost to
increase your characters attributes and skills, see the
entry "Attributes" and the entry "Skills" on page 4. You
should keep your characters background and ambitions in
mind, as well as the events they've experienced
throughout the game when you are deciding which
attributes and skills to increase. You may also want to
keep in mind that it doesn't make sense to increase
certain skills when you've been trekking through the
wilderness and raiding tombs the whole game without at
least stopping by a town or two (such as the Charm,
Disguise, and Research skills). At the GMs discretion, each
player may start with more than 30 EP.

WHY PLAY KNIGHTS & KNAVES?


There are plenty of tabletop roleplaying games
already in print, so why play this one? Knights & Knaves is
a rules-light system that's meant to fit well in a medievalfantasy setting with a "NobleDark" theme, which is to say
that the general populace in the game is filled with
people that are at least well intentioned, if not dedicated
to leaving the world a better place than when they came
into it. However, environmental conditions such as
droughts, floods, and blight, as well as monsters and the
occasional tyrant all seem to be determined to make life
miserable. Unlike many other tabletop roleplaying games,
this one is both class-less and level-less.
There are a few other tabletop games that are made
with those specifications in mind, and as the author of
this game and an avid tabletop roleplayer, I encourage
you to try each of them as you find them. After some
experimentation, you might find that you prefer the way
gameplay mechanics are handled in this system over the
way they are handled in other games. If this game offers
the ideal system to just one group other than my own,
then I'll consider the time I spent writing it to have been
well worth the effort.

EARNING EXPERIENCE
Once gained, EP must be spent before the start of
the following session. Unspent EP is lost. You may invest
less EP into something than it costs to purchase that
upgrade outright; if you do, you do not gain the benefits
of that upgrade until you have paid off the full EP cost of
that upgrade; you may make such partial EP investments
during character creation. One EP is awarded at the end
of each game session for each of the following that apply:
Attend the entire session
Complete a quest-line
Overcome a significant obstacle

WHAT YOU'LL NEED TO PLAY THE GAME


Bare Minimum

Recommended

At least 1 four-sided dice, 1 six-sided dice,


1 eight-sided dice, 1 ten-sided dice, and
1 twelve-sided dice.

At least 5 four-sided dice, 5 six-sided dice,


5 eight-sided dice, 5 ten-sided dice, and
5 twelve-sided dice.

Enough scrap paper to keep track of


details on characters and missions, events,
and the setting as you deem necessary.

A character sheet for each character,


in addition to some scrap paper.

Something to write with preferable a pencil.

A mechanical pencil for


each player and the GM.

Someone willing to be the GM.

Someone who actually wants to be the GM.

ATTRIBUTES

SKILLS

Your score in an attribute determines the type of


dice you roll when performing an action that pertains to
that attribute (consult the chart below). When you create
your character, pick two attributes to be your primary
attributes. All of your attributes start at a score of 2, but
you can raise them by spending EP. Raising one of your
primary attribute scores by 1 point costs an amount of EP
equal to double the score you wish to raise it to (for
example: Agility is one of your primary attributes. It starts
at 2. You want to raise it to a total of 4. First spend 6 EP to
raise it to 3, then spend another 8 EP to raise it to 4). Your
other attributes cost triple the score instead of double.
An attribute can be raised to a maximum score of 5.
Any type of action not displayed in the "Skills"
section is up to the GMs discretion when determining
which attribute governs that action. If the GM determines
that an action could fall under more than one of the
attributes, then you can use the alternate attribute if the
alternate attribute is one of your two primary attributes
(for example: if Perception is one of your primary
attributes, then you could use Perception for unarmed
attacks instead of Might; likewise, if Might is one of your
primary attributes, then you could use Might for attacks
made with thrown weapons instead of Perception). The
GM should be careful not to allow too many types of
actions to fall under a single attribute.
Agility: This is the attribute typically used to
measure your mobility. It governs the following skills:
Acrobatics, Athletics, Dodge, Ride, Stealth.
Communication: This is the attribute used for nearly
all forms of social interaction. It governs the following
skills: Charm, Goad, Intimidate, Leadership, Mercantile.
Education: This is the attribute used for the
academic arts. It governs the following skills: History,
Linguistics, Medicine, Research, Science.
Might: This attribute is the measure of your physical
power and durability. It governs the following skills:
Encumbrance, Endurance, Fortitude, Labor, Melee Attack.
Perception: This is the attribute used for hand-eye
coordination and general awareness of ones
surroundings. It governs the following skills: Initiative,
Judgment, Navigation, Ranged Attack, Vigilance.
Subterfuge: This is the attribute used for the
criminal arts. It governs the following skills: Disguise,
Forgery, Legerdemain, Lockpick, Sabotage.

Your score in a skill determines the number of dice


you roll when performing an action that pertains to that
skill. All of your skills start at a score of 1, but you can
raise them by spending EP. Raising one of your skills by 1
point costs an amount of EP equal to the score you wish
to raise it to (for example: You want to raise Stealth to a
total of 3. First spend 2 EP to raise it to 2, then spend
another 3 EP to raise it to 3). A skill can be raised to a
maximum score of 5.
When you use a skill, you keep the highest number
out of the dice that you roll and ignore the rest (for
example: You're making a Stealth roll. Your Stealth score
is 3 and your Agility score (the governing attribute for
Stealth rolls) is 4. So you roll three 10-sided dice. The dice
roll a 3, 5, and a 9, so you keep the 9 and ignore the 3 and
the 5. Thus, 9 would be the result of that Stealth roll). If
the result of your roll is equal to or greater than the
Target Number (TN) for your desired action, then you
successfully perform that action. Example TNs are given in
the entry for each skill.
Acrobatics (Agility): This represents your ability to
perform all sorts of gymnastics. Use Acrobatics to balance
while walking along precarious terrain, jump across
chasms, or soften your landing in the event that you fall.
Unless the GM allows otherwise, assume that certain
actions are too extreme to involve Acrobatics, such as
walking on the tips of spears or sticking a landing from a
fall off of a kilometer high mountain. The TN to soften a
fall is equal to the number of meters fallen (maximum TN
of 10) and landing deals 1 damage to a random location
for every meter fallen. If you can see where you're going
to land and can perform an acrobatics check (regardless
of whether you are capable of succeeding on the check),
you subtract your Acrobatics score and your Agility score
from the number of meters you have fallen when
determining how many times damage is applied to a
random location; succeeding on an Acrobatics roll
doubles the number you subtract when determining how
many times damage is applied to a random location. The
GM determines the TN - typically 4 or 6.
Athletics (Agility): A characters movement speed is 5
meters per round and they can climb or swim at a rate of
1 meter per round. If Agility is one of your primary
attributes, you may add your Athletics score to your
movement speed and both Climb and Swim at a rate
equal to your Athletics score in meters per round instead
of the typical rate of 1 meter per round. Use Athletics
when climbing a wall or sheer cliff face to avoid falling or
when swimming in liquids thicker than water or against a
current to avoid sinking. The GM determines the TN
typically 4 or 6.
Charm (Communication): This is your ability to make
people like you. Use Charm to seduce or gain the favor of
an NPC. Many NPCs may be immune to your advances or
determined to dislike you for some reason. The GM
determines the TN typically 8 or 10.

Attribute Score and Dice Type


SCORE

DICE TYPE

d4

d6

d8

d10 d12

Disguise (Subterfuge): This is your ability to pull off a


convincing disguise. Use Disguise to convince someone
you are somebody else while wearing an appropriate
disguise or disappear into a crowd while wearing normal
street clothes (For example, you could convince someone
you're a guard if you're wearing a guards outfit). Your roll
when using Disguise sets the TN for Vigilance rolls made
to see through your deception. At the GMs discretion,
some NPCs may be too well-informed to fall for a disguise
(For example, the guard captain probably won't be tricked
by that guards outfit).
Dodge (Agility): This is your ability to avoid attacks
and traps. Use Dodge whenever you are aware of an
attacker or you trigger a trap. You cannot dodge an attack
made by an enemy you are unaware of. The TN is
determined by the Melee Attack roll, Ranged Attack roll,
or trap that you're attempting to avoid. See the entry
"Essential Combat Reference" on page 8 for details.
Encumbrance (Might): The maximum amount of
weight in pounds that you can carry without suffering any
penalties is equal to 10 pounds, plus 5 times your Might
score, plus 5 times your Encumbrance score. If you carry
more weight than that, you can't use Climb, Stealth, or
Swim, the result of any Dodge roll you make is halved
(rounded down), and your overland movement speed is
halved (rounded down). Furthermore, while attempting
to carry double your maximum carry weight or more,
your overland movement speed is reduced to 0 and you
cannot Dodge.
Endurance (Might): This is your ability to withstand
extreme conditions. Use Endurance to avoid
hypothermia, hyperthermia, suffocation, and systemic
shock. Hyperthermia and hypothermia occur when you
spend too much time unprotected in an extremely hot or
extremely cold environment, respectively. At the GMs
discretion, the extreme nature of an environment may be
enough for the onset time of hyperthermia or
hypothermia to be one hour or one minute (anywhere
less extreme probably wouldn't require an Endurance roll
and anywhere more extreme would probably just deal 1
point or more of heat- or cold-based damage each round
instead). The first roll you make when combating
hyperthermia or hypothermia is to fight off fatigue, which
prevents you from performing more than one action each
round (so you'd have to choose to move, speak, or attack
each round, instead of being able to do all three) and at
the GMs discretion, may cause hallucinations; if you're
fatigued in this way, spending more time unprotected in a
harsh environment will require another Endurance roll,
this time to avoid systemic shock.
You can hold your breath for 10 rounds, plus a
number of rounds equal to your Might score plus your
Endurance score. Suffocation requires that you make an
Endurance roll every round; once you have failed two
consecutive Endurance rolls to avoid suffocation, you
must immediately make another Endurance roll, this time
to avoid systemic shock; if that Endurance roll is
successful, you must make another Endurance roll to
avoid systemic shock every round until you breathe again.

Whenever you make an Endurance roll to avoid


systemic shock caused by taking damage, the TN is equal
to the total amount of damage that has been dealt to the
location that is the source of the shock. The GM
determines the TN for Endurance rolls made to avoid
shock caused by hyperthermia, hypothermia, or
suffocation typically 6 or 8.
Forgery (Subterfuge): This is self-explanatory. Use
Forgery to falsify signatures and documents or to discern
whether or not a signature or document is a forgery. Your
roll when making a forgery sets the TN for Forgery rolls
made to discern the nature of your forgery. On rare
occasions, the GM may deem some documents to be too
intricate or extensive to properly falsify.
Fortitude (Might): Use Fortitude to avoid
contracting diseases or resist the effects of poisons and
venoms. The onset time and TN will be listed in the entry
for a disease or toxin.
For example, a common disease in Knights & Knaves
is Blight. Plants near Shemesh corruption become
Blighted. Blight can only be contracted by eating plants or
animals that also have it or by being bitten by an animal
that has it. Blight has a Fortitude TN of 8, which must be
rolled every day and requires 3 consecutive successful
rolls to cure. Each failed Fortitude roll results in a -1
penalty to a random attribute (determined randomly by
the GM). After being cured, each attribute recovers at a
rate of 1 per day.
Goad (Communication): This is your ability to
provoke someone. Use Goad only when you really want
to start a fight, but don't want to attack first. The GM
determines the degree to which you aggravate someone
and the TN typically 4, 6, or 8. The GM may deem some
NPCs immune to your taunts. The typical neutral NPC may
become annoyed, then angered, then furious, then finally
start to attack you if provoked further.
History (Education): This represents your knowledge
of historic events, important political figures, legends,
myths, and the lineage and heraldry of the nobility. Use
History to see if your character knows anything
noteworthy about a person, place, or thing relevant to
their current situation. The GM determines the TN
typically 8 or 10 for explicitly helpful information.
Initiative (Perception): This is a measure of your
reaction time. Use Initiative to determine what order
characters take their turns during a round. See the entry
"Rounds, Initiative, and Turn Order" on page 8 for details.
Intimidate (Communication): This is your ability to
strike fear into the hearts of others. Use Intimidate to
coerce someone into telling you a secret or frighten an
enemy combatant; characters frightened in this way will
avoid attacking you if there are other, less frightening
people for them to attack instead; additionally, such
characters will attempt to run from you in the event that
you begin to attack them directly. The GM determines the
TN typically 8 or 10. The GM may deem some individual
NPCs immune to your discouragement and organized
groups of NPCs will often be similarly immune if they
greatly outnumber you and any allies you may have.

Judgment (Perception): This is your ability to detect


lies and intuit the motivation behind someones actions.
Use Judgment to know a lie when you hear it or to
deduce the reason for a persons actions (For example,
one roll is needed to detect a lie and another is needed
immediately afterward to determine why they lied). The
GM must give a correct assessment to a successful
Judgment roll made to determine someones motivations
or at least the most likely reasonable answer for their
actions. The TN is set by the roll the intended target of
the Judgment makes when they tell the lie (See the entry
"Social Interaction Basics" on page 7 for details).
Labor (Might): This is your ability to perform manual
labor. Use Labor to craft weapons and armor, to build a
house, or tend a farm. Labor can be used in conjunction
with Lockpick to craft a lock, with Medicine to craft
medical items, and with Science to craft explosives,
crossbows, siege engines, and architecturally advanced
structures (such as dams and bridges). The GM
determines the amount of time it takes to perform a
single act of manual labor; as a general rule, have each
major step of a project take 1 day (For example: smelting
ore, forging a blade or single piece of armor, setting the
foundation and supports for a 3x3 meter section of a
house, tilling a field, planting crops, etc.). The TN should
be listed in the entry for most items; however, in the
event that it isn't or in the event that you want to
perform manual labor pertaining to something that isn't
extensively covered in this book, the GM determines the
TN typically 4 or 6. Unsuccessful Labor rolls will result in
your work being ruined; in most cases, this simply means
that you do not make any progress for that day and will
have to start that part of your project over again.
Leadership (Communication): This is your ability to
work a crowd, instruct a class, and orate in general. Use
Leadership to keep tensions low during a negotiation,
instigate a riot, or negate or prevent the effects of
someone elses attempt to use Charm, Goad, Intimidate,
or Mercantile on one or more of your subordinates.
Preventing such an effect requires a preemptive use of
Leadership and must target a single form of manipulation;
which is to say that you must choose for a group of allies
to be protected from the effects of only one such
Communication skill. The protective effects of a speech
you give with Leadership will only last an hour; however,
in the event that your Leadership roll beats the TN by
double what is necessary, the effect lasts for an entire day
instead. If a Charm, Goad, Intimidate, or Mercantile roll
would be made against an ally that is inspired by your
Leadership, the roll automatically fails. The GM
determines the TN typically 6 or 8.
Legerdemain (Subterfuge): This is your ability to
perform feats of sleight of hand. Use Legerdemain to
palm a knife, hide a document in your belt, pick
someones pockets, or sleeve an ace. Your roll when using
Legerdemain sets the TN for Vigilance rolls made to see
through your deception. Some objects are too large or
too awkwardly shaped to conceal.

Linguistics (Education): For simplicity's sake, a


character either knows how to speak a language or they
do not, with no middle-ground. A character can speak a
number of languages equal to their Education score, plus
their Linguistics score. You can learn to read and write a
language in place of learning how to speak it; however,
you must learn how to speak at least one language before
you can learn how to read or write any language. If the
number of languages you can learn increases after
character creation, you must have a source from which to
learn a new language, such as a book or tutor. At the GMs
discretion, you may make a Communication roll to convey
very simple messages to someone whose language you
do not speak; doing so has a TN of 10.
For example, common languages in the Knights &
Knaves setting include: Olman, Orcish, Sylvanian, Azuran,
and Orlothan. Myconids do not have their own language,
but speak the language the nation where they were born.
Lockpick (Subterfuge): This is simply your ability to
pick locks. Lockpick can be used in conjunction with Labor
to craft a lock. Each Lockpick roll usually takes about a
minute (10 rounds), but this may be increased or
decreased at the GMs discretion. Missing the TN by at
least half the amount needed (a roll resulting in 1 or 2 on
a TN 4 lock) will cause the lock to jam, preventing further
lockpicking attempts and require that a locksmith tend to
the lock before it can be opened by key or another
lockpicking attempt can be made. The GM determines
the TN potentially anywhere from 4 to 12. The TN to
craft a lock is the same as the TN to pick that lock.
Medicine (Education): This represents your
knowledge of herbalism, anatomy, and first aid. Use
Medicine to treat injuries and illnesses or to craft
medicines, drugs, and poisons. The TN to heal 1 point of
damage is equal to the amount of total damage dealt to
the location of the body you wish to treat. Such
treatments can only be made to each location of the body
once per day. Unsuccessful Medicine rolls will inflict an
additional point of damage instead of heal 1 point of
damage. The TN to craft an item should be listed in each
items entry; however, if it isn't, the GM determines the
TN typically 8 or 10.
Melee Attack (Might): This is simply your ability to
perform melee attacks. Use Melee Attack whenever you
want to attack while unarmed, attack while armed with a
melee weapon, or bash someone with your shield. Your
roll when using Melee Attack sets the TN for Dodge rolls
made to avoid your attack. See the entry "Essential
Combat Reference" on page 8 for details.
Mercantile (Communication): This is your familiarity
with all kinds of monetary practices. Use Mercantile to
appraise exotic and illegal goods and services, barter with
a merchant for the best prices, or persuade someone
with bribery. The amount of gold your character starts
with is equal to 30, plus an additional amount of gold
equal to 10 times your Mercantile score. The GM
determines the TN typically anything from 4 to 10.
Some objects are priceless, some goods are too common
to negotiate the price, and some people can't be bribed.

Navigation (Perception): This is your ability to intuit


what lies beyond your field of vision while travelling
through the wilderness. Use Navigation to know which
direction is north, estimate your distance travelled vs the
distance to your destination, or pilot a ship on the open
seas. The use of an appropriate map or star chart will
double the result of any relevant Navigation roll you
make. The GM determines the TN typically 4 or 6 for
plains, hills, and mountains and 8 or 10 for swamps,
jungles, and thick forests.
Ranged Attack (Perception): This is simply your
ability to perform ranged attacks. Use Ranged Attack
whenever you want to attack with a ranged or thrown
weapon. Your roll when using Ranged Attack sets the TN
for Dodge rolls made to avoid your attack. See the entry
"Essential Combat Reference" on page 8 for details.
Research (Education): This is your ability to gather
information. Use Research to survey a crowd, study in a
library, or locate field experts to learn the answer to any
question. Each use of Research should take roughly an
hour; rerolls are allowed for the same question, but each
additional roll takes another hour. The GM determines
the TN potentially anywhere from 4 to 12. Sometimes
there just aren't enough good sources to find the answers
you're looking for.
Ride (Agility): This represents your proficiency with
riding animals. Use Ride to avoid falling off a bucking
horse, calm a startled mount, or break a pony. Typically,
only horses, ponies, donkeys, and mules are available as
mounts, although some environments may provide an
opportunity to attain an elephant, camel, oxen, or other
animal as a mount. At the GMs discretion, you may be
able to use Communication as the governing attribute for
this skill instead of Agility. The TN is determined by the
GM typically 6 or 8. While riding a mount, always use
the mounts speed instead of your own. At the GMs
discretion, performing an action that requires the use of
your hands may call for a Ride roll; the GM determines
the TN typically 4 or 6.
Sabotage (Subterfuge): This is your ability to disable
machinery. Use Sabotage to stall a mill, lock a gate in the
raised or lowered position, or disarm a trap. The GM
determines the TN typically equal to the TN needed to
craft the contraption you're attempting to disable;
however, if the mechanisms crafting TN isn't listed in this
book, the TN should typically be 4, 6, or 8.
Science (Education): This represents your
comprehension of math, chemistry, engineering, and
architecture. Use Science to craft explosives or in
conjunction with Labor to craft crossbows, siege engines,
dams, and bridges. You may use Science in conjunction
with someone elses Labor roll instead of your own. The
TN to craft an item is listed in each items entry; however,
if it isn't, the GM determines the TN typically 8 or 10.
Stealth (Agility): This is your general ability to avoid
detection. Use Stealth to hide in the shadows, silently
sneak up on someone, or camouflage yourself in dense
foliage. Your movement speed while attempting to sneak
around quietly is reduced to 1 meter per round; however,

if Agility is one of your primary attributes, your


movement speed while sneaking is equal to your Stealth
score in meters per round instead. Your roll when using
Stealth sets the TN for Vigilance rolls made to detect you.
At the GMs discretion, certain things will likely give away
your position, such as speaking out-loud (whispering is an
obvious exception most of the time, but it should typically
only allow you to communicate with someone you are
right next to), or wearing clothing that starkly contrasts
with your surroundings. For the details on the effects that
Stealth has on combat, see the entry "Stealth in Combat"
on page 9. See the entries "Cover and Concealment" and
"Light and Vision" on page 13 for details.
Vigilance (Perception): This is your ability to detect
hidden and obscured objects and people. Use Vigilance to
spot a gold piece that's partially covered by a scrap of
paper, hear someones footsteps as they try to sneak up
on you, or to search for a hidden passageway, the best
loot on an enemy's corpse, or a trail left by someone
you're tracking down. The TN is set by the roll that this
skill is made against (For example, someone elses
Disguise, Legerdemain, or Stealth roll); if this skill isn't
used against someone who is actively using a skill to
deceive others, then the GM determines the TN
typically 4 or 6.

SOCIAL INTERACTION BASICS


The Communication skills Charm, Goad,
Intimidate, Leadership, and Mercantile are meant to be
used by both PCs (Player Characters) and NPCs (NonPlayer Characters), but are only meant to affect NPCs, not
PCs. If a PC would potentially be subjected to one of
these skills, it is entirely up to the player to decide if they
want to roleplay being affected by the use of that skill.
Lying: If a character wants to lie, they roll a number
of dice based on the believability of the lie and the size of
the dice they roll is based on their Communication score.
The GM determines the believability of the lie and the
corresponding number of dice the character should roll
for the lie. When a character rolls multiple dice to
determine the effectiveness of their lie, they keep the
highest result out of the dice they rolled and ignore the
rest just like a skill roll. By default, a lie roll uses 3 dice;
then if the lie is particularly believable or unbelievable, it
rolls 1 more or 1 less dice, respectively; then if the
implications of the lie are innocuous or notable, it rolls 1
more or 1 less dice, respectively. For example, spreading a
rumor that a tyrant is raising taxes again would be a 5
dice lie 3 dice, plus 1 for believability, plus 1 for being
relatively harmless; however, trying to convince someone
that walked into an alley and saw you holding a knife over
the corpse of a stab victim that you aren't the killer
before the pedestrian calls for the guards would be a 1
dice lie. The result of your lie roll sets the TN of the
Judgment roll made by those who hear it to see through
your lie. A PC is never obligated to believe a lie they're
told, regardless of the result of their Judgment roll.

ROUNDS, INITIATIVE, AND TURN ORDER

HIT POINTS AND DAMAGE

1. At the start of combat, each participant makes an


Initiative roll to determine the order in which characters
take their turn, going from highest result to lowest result.
The GM determines how you break ties.
2. A round lasts approximately 6 seconds (give or
take a few, depending on what the situation calls for). On
a characters turn, during a given round, they may perform
several actions. See the entry "Actions" below for details.
3. Repeat the turn order until combat is resolved.
You can delay your turn until something happens (for
example, you could stand beside a door and wait for
someone to open it and then attack them the moment
they walk through). Doing this doesn't change the turn
order after your delayed turn has ended. If you delay your
turn long enough for it to become your turn again, then
you lose your delayed turn.

The amount of damage done by a Melee Attack is


equal to the attackers Might score, plus the damage
bonus from the attackers weapon. Ranged Attack
functions the same way, but its damage is based off of the
attackers Perception score instead.
Each location on your body has a number of Hit
Points equal to double your Might score, except your
torso, which has a number of Hit Points equal to triple
your Might score. For every 5 points of total damage that
has been dealt to a character, they take a -1 penalty to
the result of all of their rolls. Furthermore, each crippled
limb increases this penalty by an additional -1.
Limbs: When a limb has been dealt an amount of
damage equal to its HP, it becomes crippled. A crippled
limb is completely useless and doesn't heal naturally, but
may be healed through use of the Medicine skill. See the
entry "Medicine" on page 6 for details. A limb that takes
an amount of damage totaling double its Hit Points or
more is completely destroyed. When a characters limb is
destroyed, they must immediately make an Endurance
roll to avoid systemic shock; the TN is 6.
Head and Torso: When a characters head or torso
has been dealt an amount of damage equal to its HP, they
must immediately make an Endurance roll to avoid
systemic shock; the TN is 6. When a characters head or
torso has been dealt an amount of damage totaling
double its Hit Points or more, they die immediately. At
the GMs discretion, they might not die immediately, but
their wounds render them completely helpless, unable to
perform almost any action except for speaking for several
minutes before eventual death.
Recovery: Characters recover hit points at a rate of 1
per eight hours of rest. If a character has multiple
damaged locations, the least damaged location recovers
the hit point; if two locations are tied for how much
damage they have taken, the character may decide which
of those locations is healed.

ACTIONS
The only limit to what you can do in a round is what
is reasonable within the time-frame of roughly 6 seconds,
at the GMs discretion. Typically, this entails one action
with the hands (such as attacking an enemy), one action
with your feet (such as moving up to your full movement
speed), and one action with your head (such as alerting
your allies to danger); additionally, there is no limit to the
number of attacks you can make a Dodge roll against in a
given round; however, if you want to focus on a particular
type of action by performing that action twice (attacking
twice, moving twice, etc.), then you may do so, but at the
cost of not being able to perform any other actions for
that round including dodging attacks.

ESSENTIAL COMBAT REFERENCE


1. Attacker makes a Melee Attack or Ranged Attack roll.
2. Defender makes a Dodge roll.
2a. If the defenders roll meets or beats the attackers
roll, the attack misses; otherwise, the attack hits.
3. If the attack hits, roll 1d6 to determine where the
defender is hit.
Hit Locations of Humanoid Bodies
1 Head

4 - Torso

2 - Right Arm

5 - Right Leg

3 - Left Arm

6 - Left Leg

CRITICAL HITS AND COUNTER ATTACKS


Critical Hit: If the attackers attack roll results in a
number that is equal to or greater than double the
defenders Dodge roll, the attack is a critical hit. In the
event of a critical hit, the attack deals double the amount
of damage it normally would.
Counter Attack: If the defenders Dodge roll results
in a number that is equal to or greater than double the
attackers Melee Attack or Ranged Attack roll, the attack
fails (as usual) and the defender is allowed to make a free
counter-attack against the attacker. A counter-attack
functions exactly as a normal attack, but does not count
against the total number of actions you can perform on
your turn in a given round. Additionally, only dodging
Melee Attacks can result in counter-attacks and counterattacks can only be Melee Attacks.

PARRY AND DUAL WIELDING

CALLED SHOTS

At the GMs discretion, you can parry an attack made


with a melee weapon instead of using Dodge if you also
wield a melee weapon; doing so uses the Agility attribute
and the Melee Attack skill. Parrying is otherwise exactly
the same as using the Dodge skill. If you are wielding two
one-handed melee weapons or one two-handed melee
weapon, you gain a +2 bonus on your Melee Attack rolls
made to parry. If you are wielding two one-handed melee
weapons, you can parry attacks even during rounds in
which you have attacked twice.

When you attack a target, you may declare that it


will be a called shot; if you do, you roll for location before
you make your Melee Attack or Ranged Attack roll
(depending on which type of attack you're performing)
instead of afterward and you may reroll for location as
many times as you want. However, whenever you make a
called shot attack, you take a penalty to the result of your
Melee Attack or Ranged Attack roll equal to the number
of times that you rolled for location (For example, if you
reroll twice for location after your initial roll, then you
receive a -3 penalty to the result of your attack roll).
Disarm: You can make a called shot targeting an arm
with a Melee Attack or Ranged Attack that does not add
your weapons bonus to damage and cannot result in a
critical hit. If the called shot hits, the enemy drops what
they were holding in the hand of the targeted arm.
Picking up a dropped item counts as performing an action
with your hands, thus preventing the disarmed individual
from attacking with a weapon they just picked back up.
Feint: You can allow an attacker making a Melee
Attack against you to choose which location their attack
will hit you before they make their Melee Attack roll. If
the attack hits, the enemy benefits from having been
given the opportunity to choose where they hit you;
however, if the attack misses, you get a free counterattack regardless of how much your Dodge roll beat the
attackers Melee Attack roll by.
Grapple: You can make a called shot targeting a
head with a Melee Attack that deals no damage. If the
called shot hits, the enemy becomes pinned. While
pinned, the enemy cannot attack, move, or speak and
immediately begins to hold their breath until either you
release them from the pin or they escape from the pin. To
escape from the pin, the enemy must spend their entire
turn to make a Dodge roll, which must meet or beat your
initial Melee Attack roll made to pin them. Each round
that you maintain the pin, you reduce the number of
rounds they may hold their breath by an amount equal to
your Might score, plus your Melee Attack score. See the
entry "Endurance" on page 5 for details on suffocation.
Push: You can make a called shot targeting a torso
with a Melee Attack that does not add your weapons
bonus to damage and cannot result in a critical hit. If the
called shot hits, the enemy is knocked directly backwards
a number of meters equal to your Might score. This can
be used to force someone to make an Acrobatics roll to
avoid falling off of a cliff.
Trip: You can make a called shot targeting a leg with
a Melee Attack that does not add your weapons bonus to
damage and cannot result in a critical hit. If the called
shot hits, the enemy is knocked prone. Someone that is
prone cannot make Dodge rolls and their movement
speed is reduced to 1 meter per round. Standing up from
the prone position counts as your whole movement
during a given round.

TWO-HANDED WEAPONS
Whenever you wield a melee weapon which is
designed to be held in two hands (most heavy and great
melee weapons) with both of your hands, your critical
hits deal triple damage instead of double damage. The
weapon must be light enough for you to wield it
effectively to gain this bonus. See the entry "Weapons"
on page 10 for details.

STEALTH IN COMBAT
Whether you're ambushing a caravan, hunting a
deer, or literally stabbing someone in the back, if you use
Stealth to avoid detection and then attack someone that's
unaware of your presence, that attack receives several
benefits; the attack automatically hits, since a person who
is unaware of your presence wouldn't be able to respond
to the attack with a Dodge roll; the attack is an automatic
critical hit; and if the target of your attack is relatively
stationary (not actively walking or running), then you get
to choose which location of their body you hit instead of
needing to roll for it. Once you attack someone, they
immediately become aware of your presence, so only
your first attack will gain the benefits associated with
using Stealth.

EQUIPMENT
Gold Pieces (GP): Commonly referred to simply as
gold, gold pieces are the standard unit of currency. Each
character starts with 30gp, plus an additional amount of
gp equal to 10 times their Mercantile score. The amount
of gold a character has is not directly affected by changes
made to that characters Mercantile score after character
creation; however, that characters ability to make gold
throughout the game by roleplaying is likely to be
affected. Gold pieces are small enough to be considered
very light-weight individually; however, if the GM deems
it necessary to keep track of the weight of gold, then
20gp should weigh 1 pound; if the GM wants to keep
track of the weight of gold, but also wants to be lenient
on that front, then 50gp should weigh 1 pound.
Armor: Whenever an armored location would be hit
by an attack or trap, reduce the amount of damage
caused by the attack or trap by the amount listed under
the armors "Damage Reduction (DR)." Armor does not
reduce the damage caused by a critical hit.
Shields: A shields "Shield Bonus (SB)" is the bonus
that it grants to the result of your Dodge rolls. Most shield
types have a unique trait that makes them preferable in
various different situations. Unless otherwise noted, a
weapon cannot be wielded in the same hand that is
equipped with a shield. You cannot effectively wield a
shield that weighs more than double your Might score.
You can bash someone with a shield that weighs an
amount equal to or less than your Might score; such
attacks treat the shield as though it were a melee weapon
with a Damage Bonus (DB) of 1.
Weapons: Weapons grant a bonus to the damage
that your attacks do. You cannot effectively wield a
weapon that weighs more than your Might score in one
hand or one that weighs more than double your Might
score in two hands. You cannot effectively throw a
weapon with two hands (thus, throwing weapons require
that they not weigh more than your Might score). Ranged
weapons have a limited range; you can hit anything
within the listed range with a Ranged Attack made with
these weapons or spend an entire round focusing on a
single Ranged Attack to double the listed range.

WEAPON

Traits: When crafting a weapon, you may choose to


add one or more applicable traits to that weapon (for
example, you could make a maul with the "Stout" and
"Crush" traits); doing so will increase the TN to craft that
weapon by 2 per trait. Additionally, the cost to purchase
such weapons is double the normal amount for each trait
it has (the maul from the previous example would cost
80g (20g x2 x2)). Each trait has a weapon type and
subtype that serve as a suggested limit on which weapons
the trait can be applied to (for example, the "Aim" trait
could be applied to a Light Ranged Bow or a Heavy
Ranged Bow, but not to a sling).
Ammunition: Each ranged weapon listed requires
ammo. You have two options, at the GMs discretion 1
gold for 10 ammo or multiply the cost of ranged weapons
by 5 and they have an unlimited amount of ammo; the
GM should only allow one of these options, not both;
allowing the unlimited ammo option comes with one
crucial caveat: don't allow unreasonable or ridiculous
actions that would seek to take advantage of this option.
Unlike ranged weapons, thrown weapons need to be
recovered once thrown to be thrown again. If the GM
deems it necessary to keep track of the weight of ammo,
then 10 ammo should weigh 1 pound.
Explosives: These deal the listed amount of damage
to everything within the listed blast radius. If a person is
within the blast radius, the damage is dealt to every
location of that persons body. Packing multiple explosives
together to detonate simultaneously makes them each
deal their damage at the same time and increases the
blast radius by 1 meter for every 5 explosives. Explosives
have fuses; lighting a fuse counts as performing an action
with your hands. A fuses length (the number of rounds
before the explosive ignites) is determined during its
creation, but can be lit to last a shorter amount of time or
increased by adding a longer fuse, with requires a full
round of focused effort.
Locks: The TN to pick a lock is always the same as
the TN to craft the lock. Crafting a lock always implies
crafting the key to the lock as well, and purchasing a lock
always includes the key in the price. A locksmith can craft
their locks to accept a skeleton key, which they must
create separately, but which has no official cost or craft
time; a lock cannot be made to accept a skeleton key
after it has already been crafted. See the entry "Lockpick"
on page 6 for details on lockpicking.

DB

RNG

WT

COST

CRAFT EXAMPLES

Light Ranged

50

10

TN 8

Heavy Ranged

50

15

TN 10 Compound Bow, Crossbow

Light Thrown

10

10

TN 4

Javelin, Knife, Shuriken

Heavy Thrown

10

15

TN 4

Harpoon, Spear, Tomahawk

Light Melee

10

TN 6

Shortsword, Club, Hatchet

Heavy Melee

15

TN 6

Longsword, Mace, Battleaxe

Great Melee
5
1
5
20
TN 6
DB: Damage Bonus. RNG: Range (in meters). WT: Weight.

Atlatl, Bow, Sling

Claymore, Maul, Halberd

TRAIT

EFFECT

WEAPON TYPE

WEAPON SUBTYPE

Aim

+1 bonus to Ranged Attack rolls made for standard called shots.

Any Ranged

Bows

Bash

+1 bonus to damage on counter-attacks.

Shield

Spiked/Bladed Shields

Cloak

+1 bonus to Legerdemain rolls made to conceal.

Light Melee

Any

Crush

Ignores 1 point of DR.

Any Melee

Bludgeons

Dash

+10 bonus to range.

Heavy Ranged

Any

Deflect

+1 bonus to Melee Attack rolls made to parry.

Any Melee

Swords

Fleet

+5 bonus to range.

Any Thrown

Spears

Glide

3x range instead of 2x when focusing on one attack per round.

Light Ranged

Any

Grip

Can be used as a melee weapon with the Melee Attack skill.

Any Thrown

Throwing Axes/Knives

Prime

+1 bonus to damage; requires 1 action to reload.

Any Ranged

Crossbows

Reach

+1 bonus to range.

Great Melee

Polearms

Sting

+1 bonus to Ranged Attack rolls; -1 penalty to damage.

Light Ranged

Blowguns

Slender

Decrease weight by 1.

Heavy Melee

Any

Stout

+1 bonus to damage, -1 penalty to Melee Attack rolls.

Great Melee

Any

Sunder

Ignores 1 point of SB.

Any Melee

Axes

Tangle

Can be used to make called shots to trip with a Ranged Attack.

Any Thrown

Bolas and Nets

ARMOR

DR

P-WT

S-WT

S-COST

Hide

P-COST CRAFT
1

TN 4

12

Leather / Padded

TN 4

12

Chain / Scale

TN 6

12

24

Brigandine / Lamellar

TN 6

18

36

Laminar / Splint

TN 8

24

48

Plate
5
5
10
TN 10
DR: Damage Reduction. P-: Piecemeal. S-: Full Suit.

30

60

SHIELD

SB

WT

COST

Target

10

TN 6

May be worn in addition to a wielded weapon.

Small

15

TN 4

-N/A-

Large

20

TN 4

Provides 2x SB against Ranged Attacks.

Tower
2
SB: Shield Bonus.

10

25

TN 6

Provides 4x SB against Ranged Attacks.

EXPLOSIVES

R+D

WT

Class I

Class II

Class III

Class IV
Class V

CRAFT SPECIAL

COST CRAFT

LOCKS

WT

TN 4

Class I

TN 4

Analgesic

TN 8

TN 6

Class II

TN 6

Antidote

TN 10

TN 8

Class III

TN 8

Bane

TN 12

10

TN 10

Class IV

10

TN 10

Poison

TN 8

15

TN 12

Class V

15

TN 12

Salve

TN 6

Sedative

TN 6

Stimulant

TN 12

Tranquilizer

TN 10

R+D: Blast Radius and Damage.

COST CRAFT

CRAFT: Also the Lockpick TN.

MEDICINE

COST CRAFT

MEDICINE
You can take a total number of doses of medicine
equal to your Fortitude score. Each time you take a dose
of medicine when you've already reached your limit and
each time that you take a dose of medicine when you
already have a different type of medicine in your system,
you must make a Fortitude roll; the TN is 6. An
unsuccessful Fortitude roll results in intense stomach
cramps and blurred vision for a day, which together cause
the result of all rolls you make to be halved. Becoming
sickened in this way immediately triggers the need for
another Fortitude roll. If it is also unsuccessful, you fall
unconscious for a day. Falling unconscious in this way
immediately triggers the need for another Fortitude roll.
If this third roll is also unsuccessful, you are paralyzed for
1 minute and then die unless someone else spends a full
round of focused effort to make you vomit before the end
of the minute.
Each time that you take more than one dose of a
Medicine item that is listed addictive in a single day,
you gain 1 point of addiction to that item, up to a
maximum of 10. At the end of each day, you lose 1
addiction point for each Medicine item if you have taken
no doses of that item during that day. When you wake up
each day, you must make an Endurance roll for each
Medicine item that you have 1 or more addiction points
with; the TN is equal to the number of addiction points
you have for that item. Failing the roll results in the need
for you to make taking another dose of that item or take a
-1 penalty to the result of all of your skill rolls for each
addiction point you have for that item. Penalties caused
by addictions to multiple items stack with eachother.
Whenever you would take a dose of a Medicine item and
you have a number of addiction points with that item
greater than your Fortitude score, you must make an
Endurance roll to avoid systemic shock.
Analgesic: For one day, you reduce the penalties
you've gotten from damage by 1. This does not heal
damage. For example, if you're taking a -2 penalty to your
rolls due to the damage you have taken and you take one
dose of analgesic, the penalty is reduced to -1. Addictive.
Antidote: An antidote completely cures you of one
disease or toxin you currently have. The disease or toxin
that an antidote cures is determined during its creation,
so an antidote that cures one disease can't be used to
cure a different disease or any kind of toxin. Antidotes
cannot be used to increase the number of doses of
medicine a single person can take in any way and each
antidote you take still counts against the total number of
doses of medicine you can take.

Bane: This is a toxin that has no affect when


ingested, but when injected or exposed to an open
wound (typically by being applied to a blade that then
inflicts a wound), it causes 1 point of damage to the torso,
regardless of the location that the toxin is applied to. This
counts against the number of doses of medicine a person
can tolerate.
Poison: This is a toxin that must be ingested to take
effect. It causes 1 point of damage to the torso and
counts against the number of doses of medicine a person
can tolerate. Poison has an onset time of 1 minute;
symptoms do not manifest until after a minute has
passed. When poisoning a drink, follow the assumption
that a person takes 1 minute to drink a pint of liquid with
a meal and that to be effective, multiple doses are
necessary, since a person will almost certainly stop
drinking a poisoned beverage after symptoms manifest.
Salve: When applied directly to a wound, you treat
that location as though it had 1 point of damage less than
it actually does for 1 day; this may also cause the penalty
to your rolls due to having taken a large amount of
damage to be reduced (see the entry "Analgesic" on page
12 for details). Salve does not count against the total
number of doses of medicine you can tolerate, but only
one "dose" of salve can be applied to each location.
When ingested, salve has no effect other than to count
against the number of doses of medicine you can
tolerate. Salve does not heal damage; wounded locations
that have salve applied to them still heal normally.
Sedative: This is a toxin that must be ingested.
Ingesting a sedative triggers the need to make a Fortitude
roll every minute to avoid falling unconscious; the TN is 6.
Sedatives have an onset time of 1 minute; symptoms do
not manifest until after a minute has passed. Follow the
same assumptions for sedating someones food or drink as
you would for poisoning it. Unconsciousness caused by
sedatives lasts for 1 hour per dose. Ingesting multiple
doses increases the number of Fortitude rolls you must
make each minute.
Stimulant: When ingested, the result of all of your
Agility- and Might-based skill rolls are doubled and you
cannot be rendered unconscious by any means.
Stimulants take effect immediately and last for 10
minutes. The effects of a stimulant do not stack with
multiple doses. Addictive.
Tranquilizer: This is a toxin that has no affect when
ingested, but when injected or exposed to an open
wound (typically by being applied to a blade that then
inflicts a wound), it triggers the need to make a Fortitude
roll to prevent the affected location from becoming
paralyzed for 1 hour. A paralyzed location is treated as
though it is crippled. Tranquilizer counts against the
number of doses you can tolerate.

COVER AND CONCEALMENT

EXPOSURE

Cover: At the GMs discretion, certain environmental


features may be used as cover, such as boulders, trees, or
the parapets on a wall. Cover grants the same bonus as a
tower shield against ranged attacks; however, cover is
almost always completely stationary, so you must stay
behind it to receive its benefits and it only protects
against attacks made from the other side.
Concealment: At the GMs discretion, certain
environmental features may be used for concealment,
such as bushes, curtains, or any kind of cover.
Concealment facilitates the use of Stealth in bright
lighting. Note that jumping behind a bush right in front of
a group of guards that are chasing you will not allow you
to use Stealth to make them suddenly forget that they
saw you jump behind the bush.

In extreme instances where the GM deems it


necessary to determine your ability to survive in the
wilderness, the GM can use the following guidelines to
determine your Exposure Rating (ER). Depending on your
ER, there are different suggested consequences in the
table below.
Each of the following conditions increase your ER by
+1: You are wearing heavy, warm clothing and/or armor;
you are near a campfire or similarly warm source of heat;
it is summer at your current location; you are awake and
very active.
Each of the following conditions decrease your ER by
-1: You are wearing light-to-no clothing and no armor; it is
night at your current location; it is winter at your current
location; you and/or your clothing are soaking wet.
Then, increase your ER by +1 to +3 if your current
location is sub-tropical or tropical or decrease it by -1 to
-3 if your current location is sub-arctic or arctic. If you are
in shelter, such as a cabin or cave, adjust your ER by +1,
-1, or 0 in order to bring it closer to 0.

LIGHT AND VISION


Light: There are three levels of visibility dark, dim,
and bright. The visibility level outdoors is bright during
the day, dim during twilight, and dark during the night. If
it's the night of the full moon and the sky is clear, then it
might be dim at night instead of dark, at the GMs
discretion. As a guideline, shaded alleyways, the inside of
poorly-lit houses, and forests or jungles with very dense
canopies will almost always be one level of visibility lower
than normal (so a shady alley would be dim instead of
bright during the day). Candles create bright light in a 1
meter radius and dim light in a 1 meter radius beyond
that; torches are the same, except the radius of the bright
and dim light are each 2 meters instead of 1; a campfire is
the same as well, except the radius of the bright and dim
light are each 5 meters instead of 1.
Vision: The result of your Stealth rolls are halved in
areas of bright light; Stealth functions normally in areas of
dim lighting; and areas of dark visibility facilitate the use
of Stealth even when you're out in the open, where
there's no concealment to hide or sneak behind.

EXPOSURE
ER

CONSEQUENCE

-7

You take one point of cold-based damage


every round to each location of your body.

-5 to -6 Endurance roll every hour vs hypothermia.


-3 to -4 Endurance roll every day vs hypothermia.
-2 to +2 No consequences.
+3 to +4 Endurance roll every day vs hyperthermia.
+5 to +6 Endurance roll every hour vs hyperthermia.
+7

You take one point of heat-based damage


every round to each location of your body.

MAGIC
Magic is a natural part of the Knights & Knaves
setting, but in custom settings, magic is an optional set of
rules that the GM may include or exclude in the options
available to the players and various NPCs. Magic
encompasses four additional attributes beyond the six
standard attributes and a total of twenty spells (five for
each magic attribute). Magic spells function exactly as
mundane skills, except that they accomplish more
supernatural effects.
Just like how the standard six attributes affect more
than just your ability to perform certain skills, the magic
attributes affect more than just your ability to cast spells
they also have an effect on your ability to alter arcanum
(in the case of Alchemy), practice blood-magic (in the
case of Druidism), perform seances (in the case of
Necromancy) and communicate telepathically (in the case
of Thaumaturgy) see the entry "Fundamental Magic
Abilities" below for details. All magic attributes and spells,
unlike the standard attributes and skills, start at a score of
0; you can't cast a spell if your score in it is 0 and if your
score in the attribute that governs that spell is 0, then you
will be unable to reach any of the TNs that spell has.
Alchemy: This is your ability to read and rewrite the
divine text of the Eternals. It governs the following spells:
Alkahest, Ambrosia, Azoth, Homunculus, Phlogiston.
Druidism: This is your ability to perform the ancient
art of blood magic. It governs the following spells:
Berserk, Leyline, Pact, Shapeshift, Sineater.
Necromancy: This is your ability to communicate
and interact with spirits. It governs the following spells:
Animate, Clairvoyance, Exorcism, Familiar, Psychometry.
Thaumaturgy: This is your ability to perform feats of
mind over matter. It governs the following spells: Dowse,
Intangibility, Invisibility, Telekinesis, Thoughtform.

FUNDAMENTAL MAGIC ABILITIES


Arcanum: You can interpret the hidden, ethereal
script of the Eternals that is imbued within all things; this
allows you to discern the composition of objects (for
example, you could identify the types and quantity of
which metals, liquids, or wood are in a single item just by
looking at it). Deciphering the arcanum to identify an item
in this way takes twelve rounds, minus a number of
rounds equal to double your Alchemy score. If your
Alchemy score is 0, then you can't see or decipher
arcanum. The object you wish to identify must be within a
number of meters equal to your Alchemy score;
otherwise it is too difficult to parse the arcanum of the
object from the arcanum surrounding the object.

Augury: You can divine the future by performing


certain chance-based activities, such as playing tarot
cards or throwing bones, entrails, or dice. Predictions are
vague and always come in threes. Each of the three
predictions that you get from a single augury are
determined randomly and have a base and a modifier.
The prediction bases are: Relative to the querent, relative
to someone the querent is familiar with, relative to a
place the querent frequents, or relative to a possession of
the querent. The prediction modifiers are: Positive,
neutral, or negative. The three predictions that come
from an augury may refer to three minor events, two
moderate events, or one major event (for example, if you
are the querent and you get three predictions that are all
"relative to the querent" and "negative," then this could
represent either three separate events where you get
wounded each time or a single event that leads to your
death). Performing an Augury takes twelve rounds, minus
a number of rounds equal to double your Druidism score.
If your Druidism score is 0, then you cannot perform an
augury. Even minor events that are predicted will at least
be notable and each prediction will take place before any
other notable event in the querents life. The TN is 4 and
requires three successes; each failed roll results in a false
prediction, determined randomly by the GM.
Seance: You can summon the spirit of a sentient,
sapient being if you possess at least part of the spirits
corpse (for example, a lock of hair or a finger) or an item
owned by the spirit in life which the spirit holds an
emotional attachment to. Summoning a spirit takes
twelve rounds, minus a number of rounds equal to
double your Necromancy score. If your Necromancy score
is 0, then you cannot perform a seance. The spirit can
understand anything you say in a language that it knew in
life, but it cannot make sound and needs to be provided
with an easy way to communicate that takes as little
physical effort as possible, such as a foggy mirror or an
ouija board. A spirit that could communicate
telepathically in life can still do so in death, thus it
wouldn't require a medium such as an ouija board. A
spirit that is present in the physical realm (intangible,
though it may be), is limited in its knowledge to that
which it has learned in the physical realm.
Telepathy: You can communicate telepathically in
any language you can speak with anyone who also speaks
that language. If your Thaumaturgy score is 0, then you
cannot communicate telepathically. The person you wish
to communicate telepathically with must be within a
number of meters equal to your Thaumaturgy score.
Telepathy only works one way, so a telepathic
conversation between two people requires that they both
have the ability to communicate telepathically. The
Communication skills Charm, Goad, Intimidate,
Leadership, and Mercantile can be used telepathically.

SPELLS
Alkahest (Alchemy): This spell can only be cast upon
an object that is made of composite materials, which you
have identified with the Arcanum ability. Composite
objects include things like swords, pieces of armor, locks,
furniture, and most crafting tools; objects that are not
considered composite (for the purpose of this spell)
include things like wood, flesh, metal alloys, and liquid
mixtures. You cause the object to be separated into its
component parts, without damaging those parts (for
example, if cast upon an axe, you would cause the shaft
and head to separate, but neither would be damaged by
this action). The components, once separated, all fall
within one meter of eachother. The object must be within
a number of meters equal to your Alkahest score, plus
your Alchemy score. The TN is 4 for a Fine-sized object, 8
for a Tiny object, and 12 for a Small object; casting this
spell takes 1 success; the roll requires a full round of
focused effort.
Ambrosia (Alchemy): This spell can only be cast
upon a dead, organic object, which you have identified
with the Arcanum ability. You bestow incorruptibility
upon the object preventing it from decaying or carrying
diseases. If cast on an Animated undead, the duration of
the Animate spell is renewed. If cast on a natrual undead,
this spell deals 1 damage to a random location of its body,
but also releaves it from suffering the pain of its death for
one day (which may allow the undead to perceive and
think licidly, even if it has already fallen into insanity). The
incorruptibility granted by this spell lasts for a number of
days equal to your Ambrosia score, plus your Alchemy
score. The TN is 4; casting this spell requires 3
consecutive successes; the roll requires a full round of
focused effort.
Animate (Necromancy): This spell can only be cast in
the presence of a spirit and requires a non-living, sapient
organism (a humanoid corpse or skeleton, referred to
hereafter as a "vessel"). You bind a spirit to a vessel for 1
year, after which time the vessel disintegrates and the
bonds are broken. The vessel need not be completely
intact, but less intact specimens are less capable and
more easily destroyed. The spell ceases to function early
if the vessel is destroyed. See the entry "Undead" on page
42 for details.
You can use Animate to compel an undead that you
animated to follow a single command. The TN for
animating a vessel with a spirit is 4 and requires 5
consecutive successes; each roll requires a full round of
focused effort. The GM determines the TN of Animate
rolls made to compel a spirit to follow a command
anywhere from 4 for something that the spirit sees as
reasonable and which fits within its personal views to 12
for something that the spirit sees as unreasonable and
which is contrary to its personal views. Some actions may
be seen as so outrageously reprehensible by the spirit
that it is impossible to compel it to perform such actions;
likewise, some actions may be so in-line with the spirits
desires that no roll is necessary to compel it.

Azoth (Alchemy): This spell can only be cast upon an


object which you have identified with the Arcanum
ability. You change the appearance of the chosen object
to that of a similar object (for example, you could make
lead look like gold or you could make water look like
wine). You must touch the object to initiate the spell and
then must remain within a number of meters from the
object equal to your Azoth score, plus your Alchemy score
in order to maintain the spell. This spell can't change an
objects shape, but can change its texture to feel more
rough, smooth, viscous, aqueous, et cetera. The TN is 4
for an object that is Tiny-sized, 6 for an object that is
Small, 8 for one that is Medium, 10 for one that is Large,
and 12 for one that is Huge; casting this spell takes 1
success to initiate and 1 success for each round you wish
to maintain it; the roll counts as an action performed with
your head (you can't speak or use any social or mental
skills while you use this spell).
Berserk (Druidism): To cast this spell, a significant
portion of your skin must be exposed (as a guideline,
assume this means that you must either have no armor or
clothes on your torso location or you must have no armor
or clothes on any location other than your torso). Each
location of your body that is unarmored and mostly
unclothed (minor articles such as gloves, headbands, and
loin cloths do not hinder a locations unclothed status)
gains the Tough special trait, with a value equal to your
Might score (for example, if your Might score is 2 and only
your torso is exposed, your torso gains Tough 2).
Additionally, your attacks automatically allow you to make
a free Intimidate roll against the target of your attack and
this free Intimidate roll may use either your Might or
Druidism dice instead of your Communication dice,
regardless of whether or not either of them are one of
your primary attributes; however, each round that you
don't attack an animate creature, you take 1 damage to a
random location. This spell lasts a number of rounds
equal to your Druidism score, plus your Berserk score.
The TN is 4; casting this spell takes 1 success; the roll
requires a full round of focused effort.
Clairvoyance (Necromancy): This spell can only be
cast in the presence of a spirit and requires a reflective
surface. The reflective surface displays what the spirit
sees. For the limitations on the mobility of a spirit, see
the entry for the spell "Intangibility" on page 16. A spirit is
unharmed by walking through solid objects, but still
leaves an ectoplasmic residue on the surface of objects it
passes through. A spirit will likely obey a request to travel
to a specified location so that you may use the reflective
surface to see what it does, but if the spirit doesn't want
to do so for any reason, you can compel it to obey as is
explained in the entry for the spell "Animate" on page 15.
The TN to make a reflective surface reveal a spirits sight is
determined by the GM anywhere from 4 to 12,
depending on distance; the maximum distance would
typically be 1 kilometer.

Dowse (Thaumaturgy): To cast this spell, you must


hold a symbol of the Eternals in one or both of your
hands, such as an amulet, staff, or stone tablet. You cause
the held symbol to radiate light equivalent to a candle,
torch, or bonfire. Double the result of all Vigilance skill
rolls made to detect one of the following types of things if
they are within the radius Bright light emitted from the
symbol: Strong diseases and those afflicted by them,
toxins and those afflicted by them, naturally occurring
undead, monsters that spawn from the Shemesh
corruption, or magical effects created from your choice of
one type of magic (such as Thaumaturgy). Once cast, this
spell cant be changed, so altering the spells effects
require that you cast it again. The light lasts for a number
of minutes equal to your Thaumaturgy score or until you
lose contact with the symbol, whichever comes first. The
TN is 4 to imbue a symbol with candle light, 8 for torch
light, 12 for bonfire light, and you may increase the TN by
+4 to make the light invisible to everyone but yourself;
casting this spell takes 1 success; the roll requires a full
round of focused effort.
Exorcism (Necromancy): This spell can only be cast
in the presence of a spirit and you must use an item with
significant personal meaning as a focal point through
which to channel the exorcising energies of this spell. You
dispel the magic that is binding a particular spirit to a
corpse, skeleton, or animal. This spell can also be used to
sanctify a location; spirits can't enter such a sanctuary
and those within a sanctuary at the moment of its
creation are shunted outside its area. This spell has no
effect on spirits that are directly linked to a physical form,
such as those currently residing in their own, living body,
those put into a vessel via the Animate spell, or those
that are being astrally projected via the Intangibility spell
The TN to exorcise a spirit that is possessing a host is 4;
the TN to sanctify a location is 12; casting this spell for
either purpose requires 3 consecutive successes; each roll
requires a full round of focused effort.
Familiar (Necromancy): This spell can only be cast in
the presence of a spirit and requires a living, sentient,
non-sapient organism (an animal). This spell functions
exactly as the Animate spell, except that it binds a spirit
to an animal instead of a corpse or skeleton; however, at
the end of the year, the animal returns to normal and can
be used again as a vessel for a spirit.
Homunculus (Alchemy): This spell can only be cast
upon yourself, immediately after using the Arcanum
ability on yourself. You create a clone of yourself that
looks like you in every way, but it spawns without any
items. When you create a homunculus, the hit points of
each location of your body are halved (rounded down)
and each location of the homunculus body has a number
of hit points equal to half the hit points of the
corresponding locations of your body. Any damage that
you have already taken will be replicated with the
homunculus upon its creation. Whenever either you or
the homunculus would take damage, become poisoned,
diseased, or otherwise suffer an ailment, the other will
suffer the exact same ailment (for example, if your right

arm is damaged, the right arm of the homunculus will be


equally damaged; alternatively, if the homunculus
becomes poisoned and fails its Fortitude rolls, then both
of you will suffer the effects of the poison). You must
remain within a number of meters from the homunculus
equal to your Homunculus score, plus your Alchemy
score; if you do not remain within that distance from your
homunculus, the spell ends prematurely and the
homunculus dies. Additionally, if one of you would be
healed, the other would also benefit from the recovery.
The homunculus is not an autonomous being it is
an extension of your own consciousness; this makes it
difficult to control the actions of both the homunculus
and yourself, so whichever of you takes your turn first on
a given round will determine what actions the other can
take (and in what order) on their turn (for example, if you
go first during a round and you choose to move, then
attack on your turn, then the homunculus must move,
then attack on its turn; although it could choose a
different destination for its movement and a different
target for its attack). One exception is that whichever of
you takes their turn second may choose not to perform
an action that they would otherwise be limited to (using
the previous example, the homunculus could choose to
move, but not attack afterward; alternatively, it could
choose not to move, but may still make its attack).
The spell lasts a number of days equal to your
Homunculus score, plus your Alchemy score. When the
spell ends, the homunculus dissolves into a pool of
liquified viscera, your hit point totals return to normal,
and the damage it has taken is transferred to you (for
example, if it took 3 damage to its torso at one point,
then you would have take 3 damage to your torso as well,
but after the spell ends, if the homunculus was still
damaged when this spell ends, then its 3 damage would
be transferred to you, meaning that you take 6 damage
total to your torso). The TN is 4; casting this spell requires
5 consecutive successes; the roll requires a full round of
focused effort.
Intangibility (Thaumaturgy): To cast this spell, you
must be completely submerged in liquid and hold your
breath. You astrally project your spirit and see through its
eyes instead of your own. Your spirit looks like a
transparent version of yourself and is exactly as mobile as
you are, except that in addition to sharing your
movement speeds, it can also move through solid objects
at a rate of 1 meter per round; however, each time that
you make your spirit move through an object, each
location of your body that moved through the object
takes 1 point of damage and you leave an ectoplasmic
residue on the surface of the object.
Your equipment has no effect on your spirit and
your spirit cannot be damaged; however, objects moving
through your spirit in the form of attacks, traps, falling
rocks, or anything else will still count as objects that you
move your spirit through and thus deal 1 damage to the
location that they hit.

You can emerge from the body of liquid or cease


holding your breath at any time to end the spell. Once
you do, your body snaps to the exact location that your
spirit was occupying. If your spirit was moving through a
solid object at the time that this spell is ended, your body
still snaps to the exact location, occupying the same space
as the object, which deals an amount of damage to the
location equal to double the locations HP, which should
always be enough to trigger the need for an Endurance
roll to avoid systemic shock. The TN is 4; casting this spell
takes 1 success, plus an additional success each round
that you maintain it; the roll requires a full round of
focused effort, which prevents your physical body from
performing any other actions, but doesn't hinder your
spirit in any way; failing a roll results in the spell ending
and your body snapping to your spirits location as though
you intentionally ended the spell.
Invisibility (Thaumaturgy): To cast this spell, you
must keep your eyes closed for the spells duration.
Anyone viewing your current location while you're
invisible sees only what was there the previous round;
this means that while invisible, you are always considered
to be behind concealment while moving and the result of
all of your Stealth rolls made while moving are doubled
(you must move at least one meter each round to gain
the benefits of this spell, so Stealth rolls made to hide in a
single spot are unaffected by the spell). Additionally,
attacks made against you are made as though the
attacker were blind; however, you are also considered to
be blind for as long as you continue to remain invisible.
The spell lasts until you open your eyes. The TN is 4;
casting this spell takes 1 success; the roll requires a full
round of focused effort.
Leyline (Druidism): To cast this spell, you must
merge your vital energies with the energy emitted by the
world. By doing this, you weaken your body to such a
degree that if you would be dealt damage during the
round in which you cast this spell, you are dealt double
that much damage instead. You shoot a bolt of elemental
energy from your hands; the type of energy is based on
your surroundings. Places with an abundance of plant and
animal life, as well as places with snow or large bodies of
water are treated as wet, but places that are absent
these things are treated as dry. Tropical environments
are treated as hot, arctic places are cold, and
temperate places are hot in spring and summer or
cold in autumn and winter. See the Elemental Energy
Types table below to see which energy type a place will
produce. The bolt is shot as a Ranged Attack, has a range
equal to five times your Leyline score, plus five times your
Druidism score, and deals an amount of damage equal to
your Leyline score, plus your Druidism score. The TN is 4,
but you may increase the TN to 8 to create an energy type
that is one step away from the type that your
surroundings would normally generate (for example, to
create a bolt of fire in a place that is hot and wet) or
you may increase the TN to 12 to create a bolt of any
energy type of your choice; casting this spell takes 1
success; the roll requires a full round of focused effort.

ELEMENTAL ENERGY TYPE


COLD

HOT

DRY

Acid

Fire

WET

Frost

Lightning

Pact (Druidism): To cast this spell, you must have an


idol that is equivalent in size to a Tiny creature (for
example, you could use a small totem, effigy, or poppet).
You shed some of your blood and spread it on the idol
(this translates to inflicting 1 point of damage to the
location of your choice) to gain a bonus. The bonus
granted by this spell is that the result of all skill rolls that
use the attribute of your choice will have a minimum
equal to your score in that skill, plus the attribute used for
that skill; this means that if such a roll has a result that is
below this minimum, treat the result as though it were
the minimum instead. The spell lasts for a number of
rounds equal to your Pact score, plus your Druidism
score. You must remain within a number of meters from
the idol equal to your Pact score, plus your Druidism
score; leaving this radius causes the spell to end early. You
may cast this spell on others; to do so, the only difference
is that they are required to shed their own blood instead
of yours. The blood you shed to cast this spell must be
shed for the sole intent of casting this spell (you cannot
use the blood you lost due to a wound you sustained in
combat). You can only benefit from one bonus granted by
a single instance of this spell; attempting to cast this spell
again while you already benefit from its effects results in
the new benefit being applied and the old spell ends
early. The TN is 4; casting this spell takes 1 success; the
roll requires a full round of focused effort.
Phlogiston (Alchemy): This spell can only be cast
upon a flammable material, which you have identified
with the Arcanum ability. You influence the combustion of
the material igniting it or causing it to either burn faster
or explode and disintegrate if it is already ignited. The
material could be anything that's flammable, from oil and
alcohol to wood and cotton. If there is a relatively large
portion of non-flammable material around the material
you wish to cast this spell upon, this spell will
automatically fail (for example, if there's a large amount
of water touching or contained within the object, such as
with most living, organic matter). The TN to hasten a
flame is 4, to cause an explosion is 6, and to ignite is 8;
normally, the material must be touched, but you may
double the TN in order to cast this spell on something
that is within a number of rounds equal to your
Phlogiston score, plus your Alchemy score; casting this
spell takes 1 success; the roll counts as an action
performed with your hands.

Psychometry (Necromancy): This spell can only be


cast in the presence of a spirit and is limited to a single
object or location (referred to hereafter as an "asset").
You use a spirit to analyze any connections that have
been made to the asset. During the first round, the spirit
learns the appearance of the last person to come in
contact with the asset (excluding the caster) as well as
how long ago and for how long that person was in contact
with it; each subsequent round spent maintaining this
spell reveals the person before last, the person before
that, and so on. Spirits are not normally capable of
analyzing places and things in this way without the aid of
this spell. The TN is 4; casting this spell takes 1 success,
but each round spent maintaining the spell requires an
additional consecutive success; failing to maintain the
spell requires that you start from the beginning if you
wish to progress further in the assets history; however,
each time you attempt to cast this spell beyond the first
requires an additional success per previous attempt to
progress to your previous point in the assets history; each
roll requires a full round of focused effort.
Shapeshift (Druidism): To cast this spell, you must
wear the skin of an animal. Your body transforms into
that of the animal whose skin you're wearing. The animal
to be transformed into must be roughly the same size as
you (Examples of animals close enough to human-sized
are: timber wolves, black bears, anacondas, cougars, and
albatrosses). You remain in the transformed state until
the dawn of the day following the day that you cast this
spell. When the spell ends, the skin disintegrates into a
pile of ash. The TN is 8 during the day or the night of a
new or crescent moon, 6 during the night of a quarter or
gibbous moon, or 4 on the night of the full-moon; casting
this spell takes 3 consecutive successes; each roll requires
a full round of focused effort.
Sineater (Druidism): To cast this spell, you must
maintain physical contact with the target of your spell,
which must be a living, sapient being. You transfer all
damage, diseases, and toxins from the target to yourself.
You cannot choose to partially transfer any of these things
or to transfer only damage, only disease, or only toxins.
Damage is transferred precisely from location to location
(for example, if your target has 3 damage dealt to their
left leg and 1 damage dealt to their torso, then the 3
damage to their left leg would be transferred to your left
leg and the 1 damage to their torso would be transferred
to your torso). The TN is equal to 2, plus 2 for each
disease, plus 2 for each toxin, plus 1 for each point of
damage; casting this spell takes 3 consecutive successes;
each roll requires a full round of focused effort.

Telekinesis (Thaumaturgy): To cast this spell, you


must focus solely on the object you wish to move with
your mind, which must be within a number of meters
equal to your Telekinesis score, plus your Thaumaturgy
score; the object must also weigh a number of pounds
equal to or less than your Telekinesis score, plus your
Thaumaturgy score. The object can be moved at a rate of
up to a number of meters equal to your Telekinesis score
per round. The amount of force you exert on the object is
so minute that any notable amount of resistance prevents
the object from being moved in this manner, which is to
say that although an object can be moved through the air
or through water, an object cannot be made to move
other objects; the incredibly low speed of telekinetically
manipulated object makes it impossible to use such an
object as a weapon, unless you simply levitate an object
far enough above someones head that when you let go, it
gains enough momentum from falling to harm them.
You can choose to enhance your telekinesis, which
multiplies the maximum weight, distance, and speed
allowed by this spell by 5; doing so also allows you to
make a Ranged Attack with a telekinetically moved object
that deals an amount of damage equal to your Telekinesis
score; however, enhanced telekinesis causes a migraine,
which intensifies with every use of enhanced telekinesis
(this translates to 1 point of damage to your head every
time you use enhanced telekinesis). The TN is 4 for
normal telekinesis and 8 for enhanced telekinesis.
Thoughtform (Thaumaturgy): To cast this spell, you
must have an object that will act as an anchor. You create
an illusion of an object or creature. The anchor between
the illusion and the object are precise, so if you rotate,
flip or otherwise move the object, the illusion will move
as though it were being projected by the object. The
illusion is a still image. The illusion does not have a smell,
make any noise, or have a physical form (attempting to
touch it results in your hand passing directly through the
illusion). The illusion must be no larger than a Small-sized
creature and lasts for a number of rounds equal to your
Thoughtform score, plus your Thaumaturgy score. The
illusion must touch the object it is anchored to and no
part of the illusion can be farther from the object than a
number of meters equal to your Thaumaturgy score. The
TN is 4, but you may increase the TN by +4 to make it a
moving image (for example, this may allow an image of a
dog to look like it is breathing), +4 to make the illusion
Medium-sized instead of Small, or +8 to make the illusion
Large-sized instead of Small; casting this spell takes 1
success; the roll requires a full round of focused effort.

THE SETTING
THE COSMOLOGY
Genesis: In the beginning, the six Eternals entered
the void and sought to create life. First, the Eternal Yarikh
created Titan - the world within which the seed of life
would be planted; however, Titan was cold and dark, so
the Eternal Shemesh created Helios - a grand star to
warm the air and illuminate the sky. The melting ice
turned to stagnant water and every day was the same as
the last, so the Eternal Dagon created Erebus - a new
world of swirling shades of black and white to dance
through the void with Titan and provide it with change in
both predictable and chaotic ways.
Together, the Eternals then created life. Although
the people of Titan were mortal and fragile, their prayers
sustained and enriched the Eternals. In light of their
potential, the Eternals chose to nurture and cultivate the
life they had birthed on Titan. The Eternal Resheph gave
life the ability to heal through medicine and rest, but life
was still mortal and death was inevitable, so the Eternal
Ishtar gave Necromancy to the people of Titan to loosen
the bindings of death. The Eternal Moloch gave life
language, that it may protect its knowledge.
Shemesh was not content with the life they had
crafted on Titan considering all of the gifts that the
Eternals had to provide it and petitioned the Eternals to
start over, but none of them would agree. Moloch wished
to teach Shemesh that the life they created was valuable
by displaying the greatness it was capable of with the
most simple of things, so Moloch stole fire from Shemesh
and gave that tool to the people of Titan.
Shemesh was furious; both because Moloch stole
from Shemesh and then insisted Shemesh could learn
from the mortals, so Shemesh secretly corrupted life on
Titan and sowed mistrust amongst the other Eternals to
steal their power. Eventually, a few mortals discovered
this plot and revealed the deception to the other
Eternals. The ensuing battle tore 10,000 holes in the void,
which can still be seen at night. Shemesh was eventually
defeated and its corpse rained down on Titan, filling the
sky with fire and scarring the land.

The remains of Shemesh that fell to Titan continue


to radiate corruption. In recent times, the corruption has
intensified spawning horrific monstrosities, blight, and
unnaturally harsh weather. Truces were struck and
alliances were forged among the nations of Titan when all
manner of monstrous creature began crawling up from
deep underground to terrorize the local surroundings and
warp the land. With the coming of this greater threat,
which has consistently grown with time, none of the
nations still openly war with eachother.
The mysterious Myconid people seemingly arrived
on Titan around the same time that the abominations
began scouring the land, leading many to distrust them.
However, the nomadic Myconids have displayed that they
are allies to the people of Titan and they brought with
them Thaumaturgy - a new form of magic that may turn
the tide in the battle against the monstrous hordes.
Undead: Each Eternal rules over their own afterlife.
Normally, souls are assigned to an afterlife based on the
way in which they died. As punishment for misdeeds
made in life, an Eternal will occasionally deny a soul
permittance into their afterlife and force it to suffer
through the pain of its death as a reanimated corpse until
its body is destroyed. The undead and spirits that are
created and summoned through Necromancy don't suffer
the way naturally occurring undead do. See the entry
"Animate" on page 15 and the entry "Undead" on page
42 for details.
Magic: Fundamentally speaking, magic is a complex
and precise language. The Eternals can hear any words
that are spoken at any time, but choose to filter out
anything that does not conform to the syntax of a spell
being cast. The art of Necromancy has been around since
the beginning of recorded history; it is believed to have
originated from the Orcs, due to their intense cultural
veneration of their ancestors. When Myconids emerged
from the corrupted lands around the dens of monsters a
few decades ago, they brought Thaumaturgy with them.

THE NATIONS
AZURA: The empire of Azura is known for its vast
cities and for its plumbing and sewerage system. The
empires dedicated government workforce, known as the
Imperial Union, holds outrageously lucrative contracts
with Sylvania and East Agraria. Azura is comprised of
savannahs and russet badlands streaked with verdant
rivers as far as they eye can see.
Capital: Bruvesas.
Majority: Kobold.
Primary Exports: Workers and mass-produced items.
Prestigious Organizations: The industrious Imperial
Union is a government construction company, but it's also
the primary cover for the Syndicate - a proprietor of
illegal blood-sports, gambling, and a guild of assassins.
Only the most experienced members of the Syndicate are
given the title of "Assassin" and the relevant contracts
that come with the title.
Monuments: The Great Labyrinth of Bruvesas (A squaremile labyrinth of walls and trenches that protects
Bruvesas; smaller alleys will low-hanging arches allow
kobolds to pass through the labyrinth with ease).
BOREA: The tetrarchy of Borea is known for its hotspring bath-houses, arenas, and frequent combat and
sporting competitions. Borea is in a stalemate in their war
with Volmar and skirmishes along their border are
frequent. Despite the active fighting, Borea still lends its
soldiers to other countries and individuals to fund their
own war effort. Every citizen of Borea must spend the
first five years of adulthood as a military conscript. The
tetrarchy is comprised of the four winners of the Grand
Melee, which takes place every 20 years and pits the
contestants in several strength-, endurance-, tactics-, and
combat-based competitions; any citizen that has finished
their five years of conscription is eligible to compete.
Boreas most common landscapes are tundra, geyser
fields, and active volcanoes.
Capital: Ogongrad.
Majority: Orc.
Primary Exports: Mercenaries.
Prestigious Organizations: The disciplined Four Legions
represent the navy, army, guard, and champions (the
champions being gladiators, sport teams, and/or the
people who represent accusers and offenders in trials by
combat for a price); high ranking members of any of the
Four Legions are greatly respected, but elite members of
the champions are the most well known and are given the
title of "Berserker."
Monuments: The Pit of Ogongrad (A huge colosseum that
features impressive fire-based gimmicks in most of its
events and is the center-stage for the champions).

EAST AGRARIA: The lichdoms of East Agraria are


known for their gardens, harbors, and sinking cities. East
Agraria has a loose, business oriented alliance with Azura.
Because of the unethical practices of several of the Lich
Lords of East Agraria, East Agraria has been barred from
travel and trade with West Agraria and the two countries
have had many wars over the centuries. Swamps, bayous,
and deciduous forests coat East Agraria.
Capital: Viratis.
Majority: Orc.
Primary Exports: Seafood and Ships.
Prestigious Organizations: The even-handed Magistrate
issues Praetors to any location as needed - elite law
enforcement officials charged with eliminating crime
wherever they find it with as much force as needed.
Monuments: The Standing Army of Breima (An army of
10,000 orcish stone soldiers in Breima Pass, crafted by the
kobolds of Azura for East Agraria to confuse and ward-off
an invading force from West Agraria).
GARUDA: The archipelago of Garuda is known for its
black-sand beaches and barbaric elf broods (clans). Each
brood represents a single lineage and no island in the
massive archipelago is shared by multiple broods. Seldom
visited by outsiders, the only large scale dealing that
Garuda has had with any other nation was when several
of its broods invaded Sylvania after the creation of Lake
Olmec. The broods of Garuda do not share a unified
government and therefore do not comprise a true nation;
however, the cooperation they are known to exhibit, the
vastness of the land that they collectively inhabit, and the
reverence they all share for the class of elders known as
Prophets earn them a place in this section beside the
other nations.
Capital: Sebora.
Majority: Elf.
Primary Exports: No established exports.
Prestigious Organizations: One individual from each
brood may be offered to the neutral, spiritual-leaders
known as Prophets when it is born. These individuals are
trained to become new Prophets and specialized in the
use of Druidism.
Monuments: Lake Olmec (Progenitor Olmec XXI was
driven by visions to command his people to construct a
massive quarry over the center of the crater that
dominates the largest island of Garuda. After six years, his
people uncovered a charred humanoid skull the size of a
house that was still smoking from whatever burned it. So
terrified that the excavation was a mistake that could
destroy his people, he directed them to dig a trench from
the ocean to flood the quarry, thus making the largest
artificial lake on Titan), Sebora (A lost city that few
Garuda elves can confirm ever existed, which is rumored
not only to be built entirely of ebony and platinum, but to
be a gateway to Erebus as well).

NORTH OLMA: The kingdom of North Olma is


known for its unconquerable mountain fortresses and
reputation for durable craftsmanship. Sylvanians are
banned from all of the major holds due to several of
North Olmas national secrets being published by the
Sylvania Council. North Olma is dominated by a broad
range of snow-capped mountains. Apart from the few
small fishing villages on the coast, all of the larger
communities can only be reached through winding
mountain passes either because they are in valleys or
literally embedded in the side of a mountain.
Capital: Uskaad.
Majority: Dwarf.
Primary Exports: Furniture and tools.
Prestigious Organizations: The knightly Order of the
Shield protects the major holds of North Olma; its elite
members are titled "Bastions."
Monuments: The Catacombs of Uskaad (Contains the
remains of every citizen of Uskaad, which may be used for
reanimating the spirits of deceased royalty).
ORLOTHA: The underground empire of Orlotha is
known for its hospitals and mines. Dealings with Orlotha
are rare and are usually mere trade agreements. Some
blame the increased Shemesh corruption on Orlothan
experiments; it is unclear whether Orlotha is involved.
Orlotha is a subterranean network of natural and crafted
tunnels and caves.
Capital: Epoli.
Majority: Goliath.
Primary Exports: Medicine and precious metals.
Prestigious Organizations: The secretive Epoli Institute of
Chemical Science has produced incredible medicines,
toxins, solvents, and explosives; its elite members are
titled "Alchemists."
Monuments: The Silk Road (A lattice of tunnels coated in
webbing from herds of gossamer worms, which is
harvested by Goliaths for fertilizer and clothing material).
SOUTH OLMA: The kingdom of South Olma is known
for its roads, walls, and banks. South Olma holds a strong,
long-standing alliance with West Agraria and mediates
government interactions between North Olma and
Sylvania. Dense evergreen forests and rolling hills cover
all of South Olma.
Capital: Therund.
Majority: Human.
Primary Exports: Iron and lumber.
Prestigious Organizations: The adventurous Rangers
League provides several services, such as wilderness
guidance, military reconnaissance, and environmental
resource surveys; its elite members are titled "Rangers."
The Rangers League has made South Olma the nation
with the fastest response time to the emergence of new
monster dens, as well as one of the most valued of allies
for its abundant natural resources.
Monuments: The One Thousand Pyramids of Olma
(These house-sized tombs contain the mummified
remains of ancient heroes and rulers, preserved until the
secrets of true immortality are discovered).

SYLVANIA: The republic of Sylvania is known for its


elegant and luxurious forest villages, theaters, and
circuses. Tropical forests line the northern border of
Sylvania, contrasting with the nigh-impassable desert to
the south. The Sylvania Council maintains a high level of
governmental transparency and has a somewhat
infamous reputation for holding the governments of
other nations to this standard as well.
Capital: Veros.
Majority: Elf.
Primary Exports: Clothing and jewelry.
Prestigious Organizations: The judicious Bards Guild
provides entertainment across Sylvania and gathers
information for the Sylvania Council - anything from the
Sylvania census to political and scientific secrets; its elite
members are titled "Inquisitors."
Monuments: The Obelisk of Helios (A fifty meter tall
monolith made of a single slab of an unidentified,
brilliant, orange metal), Garm The Great (A mountain
carved into the likeness of the legendary kobold hero,
Garm, who lead his people to Azura).
VOLMAR: The high clans of Volmar are known for
their megalithic architecture, poetic runestones, and their
reputation for being a culture of warrior-sages. Volmar
continues to raid Borea to this day, despite ceasing their
raids on the other nations. The founders of North Olma
originated from Volmar, having broken off from Volmar
for disagreeing with its raiding practices; relations
between the two are still tense. Taiga, fjords, and active
volcanoes make up the landscape of Volmar.
Capital: Kurganheim.
Majority: Dwarf.
Primary Exports: Salt and wool.
Prestigious Organizations: The chief of each clan may
grant his greatest warriors the opportunity to become a
Crusader an ascetic group of zealous druid-warriors that
share the chiefs palace and amenities, but aren't
permitted the right of material possession beyond their
armor, weapons, and the clothes on their back.
Monuments: The Story Stones of Futharkholm (The
runestones in the expansive underground library on the
islet of Futharkholm, which contain the poetic accounts of
ancient Volmar hero-kings).

WEST AGRARIA: The fiefdoms of West Agraria are


known for their mills, bridges, dams, and frequent
festivals. Due to their tumultuous past with East Agraria,
trade and travel between the two nations is restricted to
government business; East Agrarias frequently abused
policies. The vast majority of West Agraria is tundra,
prairie, and farmland.
Capital: Baneros.
Majority: Human and Orc.
Primary Exports: Produce and livestock.
Prestigious Organizations: The esteemed Academy of
Ishtar offers Necromancy training and services. Graduates
of the academy are titled "Necromancers." People that
practice Necromancy, but have not graduated from an
academy aren't usually referred to with the professional
title of "Necromancer."
Monuments: The Plexus of Deimos (A complex network
of aqueducts, dams, and irrigation canals that converge at
the city of Deimos).
MYCONIDS: The nomadic Myconid tribes have
wandered across Titan for over forty years - tolerated by
most, welcomed by few. No one knows from where they
originated, but the most popular theories involve either
Orlothan experiments or the Shemesh corruption. The
Myconids have yet to carve out a niche on Titan and
currently have no allies or enemies. They occasionally
teach Thaumaturgy in exchange for supplies.
The dozens of tribes can typically be found in
deciduous forests far from villages and cities, relying
primarily on the layers of rotting leaves that coat the
forest floor for food. Occasionally, a tribe will get
permission from a city to erect a slum outside the city
walls and take jobs for manual labor and menial tasks in
exchange for moldy food and refuse that the myconids
can use for compost; it's worth noting that the myconids
see this as a fair trade.

UNDEAD: In North Olma, corpses are collected by


the government and stored for use in the military and to
Animate deceased royalty. In South Olma and West
Agraria, individuals can sell the rights to their corpse to
the government before they die; otherwise the rights
pass to their next of kin. In Sylvania, individuals always
retain the rights to their corpse, even after death, so their
corpse can only be Animated with their spirit and
compelling it to do anything through the Animate spell is
illegal. In East Agraria and Azura, an individual can sell the
rights to their corpse to anyone who will buy it a
practice which is frequently abused. In Volmar and
Garuda, natural undead are often killed on sight and the
art of Necromancy is rarely practiced. In Borea, natural
undead are destroyed in arenas to end their suffering and
undead are never Animated out of respect for the dead.
THE PARTISANS: Founded by the myconid
revolutionary who first influenced the emperor of Azura
to grant citizenship to myconids, the Partisans is an
affiliation of several prestigious organizations, whose goal
is to completely exterminate monster dens and collect
and contain the remains of Shemesh that the monsters
spawn from to prevent their return. Initially, the Partisans
included the Bards Guild in Sylvania, the Rangers League
in South Olma, the Imperial Union in Azura, and the
Academy of Ishtar in West Agraria. The Order of the
Shield in North Olma later joined the Partisans, followed
by the Magistrate of East Agraria.

THE HISTORY
1E 1: With an unknowable motivation and the intent
to create life, the six Eternals (Dagon, Ishtar, Moloch,
Resheph, Shemesh, and Yarikh) enter the void.
1E 1000: The Eternal Yarikh creates Titan the world
on which the Eternals plan to plant the seeds of life.
1E 2000: The Eternal Shemesh creates Helios the
star that Titan orbits, warming it and giving it light.
1E 3000: The Eternal Dagon creates Erebus a world
very close to Titan that gives Titan its seasons and tides.
1E 3100: The Eternals create life on Titan Dwarves
placed on the landmass that would later be known as
Volmar, Elves in the archipelago of Garuda, Goliaths in the
great subterranean network of caverns and tunnels that
they call Orlotha, Humans in Olma, Kobolds in Azura, and
Orcs in Agraria.
1E 3200: The Eternal Moloch gives the gift of
language to the sentient races, so they could protect the
knowledge they use to protect themselves.
1E 3300: The Eternal Resheph gave the gift of
restoration to the sentient races, so they could recover
through rest and the use of medicine, as well as Druidism
the ability to use language to make a set selection of
divine requests.
1E 3327: The dwarves of Volmar first begin to raid
the humans in Olma and orcs in Agraria.
1E 3400: The Eternal Ishtar gives the gift of
Necromancy the ability to use language to make a set
selection of divine requests to the sentient races, so
they may overcome their mortal limitations.
1E 3450: The Eternal Shemesh is requested by the
other Eternals to give a gift to the sentient races of Titan
as many other Eternals have already done; the Eternal
Shemesh states he had already given them the gift of
Helios and suggests that the Eternals join efforts to make
another attempt at creating life if the sentient races that
they created need so many gifts.
1E 3500: The Eternal Moloch has faith in the
potential of the sentient races, since their prayers sustain
and enrich the power of the Eternals. Because of this,
Moloch steals fire from Shemesh and gives it as a gift to
the sentient races to show Shemesh the great things they
are capable of accomplishing with such a simple tool.
1E 3536: The ebony and platinum city of Sebora is
built by the elves in Garuda. See the "Monuments" entry
for Garuda for details.
1E 3538: Shemesh, none the wiser, becomes
enraged when Moloch reveals the theft and the beautiful
city of Sebora to Shemesh. As Shemesh was alone in the
opinion that the life they had created was insufficient,
Shemesh chose not only to secretly corrupt life on Titan
in form and intent, but also manipulated the other
Eternals into distrusting eachother.
1E 3591: The kobolds from Azura discover Sylvania
and make many fishing settlements along the coast of
Sylvanias desert, but rarely enter its forests.

1E 3592: The kobolds in Sylvania discover the 50meter slab of brilliant orange metal protruding from the
sands of Sylvania and build a shrine around it, naming it
The Obelisk of Helios. See the "Monuments" entry for
Sylvania for details.
1E 3604: A group of several mortals according to
legend, consisting of a member of each of the sentient
races discovers the actions of Shemesh and informs the
other Eternals. How these mortals discovered Shemeshs
treachery is a mystery, though it is believed that
Animated undead could once retain knowledge of the
afterlife and that such undead who came from Shemeshs
afterlife had told the mortals of his actions. How those
mortals contacted the Eternals is also a mystery, though
some say that they accomplished the feat through a
magical object in the Garudan city of Sebora.
1E 3607: The other five Eternals turn on Shemesh.
Their battle tore 10,000 holes in the black void and the
remains of Shemeshs corpse fell to Titan, filling the sky
with fire and scarring the land.
1E 3608: The first of The One Thousand Pyramids
are built by the humans in Olma. See the "Monuments"
entry for South Olma for details.
1E 3616: The Story Stones of Futharkholm are built
by the dwarves in Volmar. See the "Monuments" entry for
Volmar for details.
1E 3628: Garm the Great is built by the kobolds in
Sylvania in tribute to the ruler that lead them to Sylvania.
See the "Monuments" entry for Sylvania for details.
1E 3631: The last of The One Thousand Pyramids are
built by the humans in Olma. See the "Monuments" entry
for South Olma for details.
1E 3632: Lake Olmec is built by the elves in Garuda.
See the "Monuments" entry for Garuda for details.
1E 3653: The end of the first Era, remembered as
the Age of Genesis.
2E 1: Superstitions run high in Garuda after the
creation of Lake Olmec, leading many of the elves from
Garuda to search for a new home; those elves discovered
Sylvania and immediately sought to invade and conquer
the land for themselves.
2E 4: The elves from Garuda conquer Sylvania,
taking it from the kobolds that originally came from
Azura.
2E 5: Defeated by the invading elves from Garuda,
the Sylvanian kobolds retreat to their homeland Azura.
2E 38: Monsters begin to spawn from the remains of
Shemesh, forming dens from which they terrorize their
surroundings and warp the land.
2E 42: A civil war starts in Volmar, centered around
dwarves who want to continue their raids on Olma and
Agraria and those who want to cease the raids in favor of
starting trade with Olma and Agraria and focus on
exterminating monsters and destroying their dens.

2E 45: The Volmar revolutionaries offer to reinforce


Olmas northern settlements and defend them against
raiders from Volmar in exchange for sanctuary and
citizenship. Rather than pay for the Olman soldiers
needed to accomplish the task of protecting the many
small fishing and mining villages in the north, Olma
accepted the dwarves offer.
2E 46: The Volmar revolutionaries defeat the raiding
dwarves and are granted citizenship. The Olman natives
are so grateful for their aid that the vast majority of them
chose to remain in the villages that they helped, rather
than relocate to settlements to the south.
2E 47: Seeing an opportunity in Volmars recent
defeat, the orcs of Agraria invade the east coast of Volmar
in an attempt to stop the raiding for good and take back
everything that was raided from Agraria and more.
2E 63: The orcish invaders from Agraria gain a
foothold in Volmar and establish farms at remote
outposts that are both difficult to get to and easily
defended in order to alleviate the strain that the logistics
of the military was having on Agrarias economy.
2E 66: The elves of Sylvania officially establish their
republic government, and entitle it the "Sylvania Council."
2E 68: After seeing the actions of the other nations,
the kobolds of Azura found the government construction
agency known as the "Imperial Union" to build defenses
against potential invaders.
2E 72: The Imperial Union of Azura builds The Great
Labyrinth of Bruvesas around the titular capital city and is
then set to task on developing and maintaining all of
Azuras infrastructure.
2E 74: The criminal organization known as the
"Syndicate" is formed in Azura, using the Imperial Union
as a cover for many of their activities.
2E 75: Volmar stops all raids on Olma and Agraria to
concentrates its efforts on fighting the invading orcs from
Agraria, who are steadily gaining ground on Volmar.
2E 87: The invading orcs of Agraria settle in eastern
Volmar, founding the nation of Borea, cutting many ties
with Agraria in the process.
2E 88: The generals that founded Borea and
succeeded from Agraria, now known as the tetrarchy,
establish a legal system revolving around guards and
champions. See the "Prestigious Organizations" entry for
Borea for details. Each of the four members of the
tetrarchy controls one of the four divisions of Boreas
military: army, navy, guards, and champions.
2E 101: The northern region of Olma is causing the
kingdom to hemorrhage money due to the lack of
resources produced in the area compared to the wages
and materials needed to maintain the bare minimum of
its infrastructure.

2E 135: Recognizing the liability of the northern


region of Olma, the dwarven resistance leader suggests
that he be given the region and titled its ruler; in
exchange, the dwarven leader would be responsible for
maintaining the region and would be required to pay the
Olman king a tax in both gold and resources. The kings
advisors were astonished by the amount of gold they
could save by even the most conservative of estimates by
following this course of action, so the king of Olma
ultimately agreed and the nation was divided into North
Olma and South Olma.
2E 135: The "Order of the Shield" is founded in
North Olma. See the "Prestigious Organizations" entry for
North Olma for details.
2E 152: Absent the vast majority of their military,
Agraria suffers from massive crime-waves, which are
worsened both by the bickering amongst the lich lords
that rule Agraria and its easily abused corpse-trade.
2E 167: The crime-waves and staggering lack of law
enforcement in Agraria causes an exodus from east to
west of the Agraria Mountains. The humans along the
eastern border of South Olma welcome and provide aid
to the refugees.
2E 170: In response to the exodus, the lich lords of
Agraria agree to create the organization known as the
"Magistrate." See the "Prestigious Organizations" entry
for East Agraria for details.
2E 174: With the help of the South Olmans, the
orcish refugees take the western plains of Agraria,
splitting the country into East Agraria and West Agraria.
2E 189: The Pit of Ogongrad is built in the titular
capital city of Borea. See the "Monuments" entry for
Borea for details.
2E 190: The Academy of Ishtar is built in West
Agraria. See the "Prestigious Organizations" entry for
West Agraria for details.
2E 191: West Agraria and South Olma establish a
strong alliance based on their history and trade
agreements; most notably lumber and iron from South
Olma for produce and livestock from West Agraria.
2E 203: The lack of a military, overwhelming criminal
presence, and exodus of the majority of its citizens causes
East Agrarias economy to collapse.
2E 206: The Plexus of Deimos is built in West
Agraria. See the "Monuments" entry for West Agraria for
details.
2E 214: With the intention of reclaiming the land
that the refugees claimed, leaving their economy in ruins,
the lich lords of East Agraria use the feelings of
abandonment that their remaining citizens feel toward
West Agraria to incite a war.
2E 214: The refugees that comprise over half of the
nation of West Agraria refuse to return their land to East
Agraria, causing East Agraria to invade. The invaders are
quickly beaten back.
2E 215: West Agraria begins preparations for a
counter-invasion of East Agraria, seeking to capture the
lich lords and their corpses to prevent them from being
reanimated once the Animate spell used on them expires.

2E 216: East Agraria strikes a trade agreement with


Azura, offering fish for the next decade in exchange for
rapid production of defenses.
2E 216: Azura builds the Standing Army of Breima
for East Agraria during the war between East Agraria and
West Agraria. See the "Monuments" entry for East Agraria
for details.
2E 217: West Agraria counter-invades East Agraria.
After achieving several victories, the invaders from West
Agraria come to Breima Pass. Using the Standing Army of
Breima to confuse the enemy, conceal traps, and to
provide cover for ambushes, as well as using their
necromancers to Animate all of the corpses they had in
stock Breima destroyed over half of the invading forces
before the invaders retreated back to West Agraria.
2E 245: Several groups of Orlothan researchers
begin to covertly travel to Garuda in an attempt to find
the legendary city of Sebora and discover how the ancient
heroes of Titan conversed with the Eternals.
2E 267: Seeking to win the love of their people and
of the citizens of every nation on Titan, Sylvania founds
the Bards Guild. See the "Prestigious Organizations" entry
for Sylvania for details.
2E 270: The end of the second Era, remembered as
the Age of Conflict.
3E 1: The monsters that emerge from the corrupted
lands around the remains of Shemesh begin to spawn
much faster and grow more active in their attacks on
people, animals, and buildings around their dens.
3E 13: In light of their collective losses over the
years and the massive increase in monster attacks, East
Agraria and West Agraria agree to cease aggressions, but
tensions remain high between the two countries.
3E 15: North Olma, South Olma, Sylvania, and West
Agraria join efforts to seek out and destroy all of the
monsters spawning from the corrupted lands around the
remains of Shemesh.
3E 33: The Rangers League is founded in South
Olma, primarily to survey for natural resources and to
find all of the secluded monster dens. See the
"Prestigious Organizations" entry for South Olma for
details.
3E 49: The Sylvania Council reveals to the other
nations that the lineage of North Olmas current king was
both illegitimate and could be traced back to an affair
with Volmar royalty; this made the people of North Olma
deeply concerned for where their kings loyalties lie.
Ultimately, the North Olman king and his line were
assassinated and replaced by the steward. The assassins
were never caught.
3E 50: North Olma bars Sylvanians from access to
their major holds and elves are viewed with suspicion
across the entire nation, since it was the elven spies of
Sylvania that caused the recent chaos in North Olma.
South Olma starts to act as a mediator for any
interactions between the two.

3E 86: The sentient race known as the "myconids"


mysteriously emerges from the forests of Titan. Not even
the myconids know from where they came, though many
theorize that they were created through Orlothan
experiments, the Shemesh corruption, or some act of
divine intervention on the part of the remaining five
Eternals. See the entry "Myconids" on page 22 for details.
3E 92: The Sylvania Council hires the Imperial Union
of Azura to build a sewage and plumbing system for each
of its major cities, theater halls for every settlement, and
palaces for business tycoons.
3E 113: The Sylvania Council reveals to the other
nations that the burial sites for Olman kings and heroes,
known as the One Thousand Pyramids of Olma, were
filled with the possessions of their occupants, leading to
3E 116: Many of the Olman Pyramids are looted,
causing South Olma to enlist thousands of undead guards
to protect the remaining pyramids.
3E 134: The Sylvania Council reveals to the other
nations that there is a link connecting the Imperial Union
of Azura and the criminal organization known as the
Syndicate.
3E 137: The emperor of Azura finishes an
investigation into the Imperial Union and imprisons or
executes all individuals that were discovered to have a
connection to the Syndicate. The emperor then openly
thanked Sylvania for uncovering the criminal front,
although it remains unclear whether this was just politics
or if the emperor was legitimately grateful.
3E 155: The emperor of Azura rules that myconids
may be granted citizenship, pending a background check,
proof of future employment, and a small fee.
3E 162: The Epoli Institute of Chemical Science
reveals to the nations of Titan that it has discovered the
secrets to the magical art of Alchemy and shares its
findings with the scholars of those nations.
3E 171: Many of the lords of West Agraria begin to
adopt Azuras policy of granting Myconids citizenship.
3E 178: Monsters begin spawning from the Shemesh
corruption at an alarming rate and become more
aggressive; towns in every nation fall victem to
infiltration, assault, and slaughter; Lake Olmec
inexplicably begins to boil.
3E 184: The Sylvania Council and the king of South
Olma begin granting citizenship to Myconids.
3E 188: The multi-national group called the
Partisans is founded - its headquarters are based in South
Olma. See the entry "The Partisans" on page 22 for
details.
3E 195: The king of North Olma grants citizenship to
myconids and the Order of the Shield joins the Partisans.
3E 211: Many of the lich lords of East Agraria grant
citizenship to myconids and the Magistrate joins the
Partisans; Praetors are granted unrestricted travel access
to the other nations that are involved in the Partisans.

THE RACES
If you are going to use any of the sentient races in
your game other than human, either for player characters
or NPCs, include the traits listed below based on the
characters race; otherwise, if your are only using humans
as a playable race, it is recommended that you do not
include the trait listed for humans in the table below.
Dwarves, Elves, and Orcs: Dwarves have bulbous
noses and are typically more short and stout than their
human cousins. Elves have pointed ears and are typically
more tall and lithe than their human cousins. Orcs are
typically the same height as humans, but they have short
tusks, their skin ranges in shades of grey, rather than
shades of brown, and their eyes have black corneas and
red, orange, yellow, or brown irises.
Kobolds: These reptilian bipeds have scales, claws,
elongated snouts, sharp teeth, and a tail. They bear a
strong resemblance to their distant cousins, the
crocodiles. Kobold scales range in color from a wide
variety of earthy greens and browns and are typically
paler along the front of the neck, stomach, and underside of the tail; their irises range in shades of blue, green,
and yellow and their tails are short and stubby. Kobolds
have an average height of 4'3" to 4'9", but often appear
shorter due to their natural posture, and they typically
appear thin and weigh slightly less than a human of
similar height.

Goliaths: These four-limbed, bipedal insectoids have


a chitinous carapace, a set of four vestigial, sheathed
wings, and two large, feather-like antennae. Their chitin
ranges in color from shades of lustrous blues to purples.
Their unique appearance places them far from resembling
anything else, but beetles share the closest physical
parallels to them. Goliaths have an average height of 4'3"
to 4'9", but weigh nearly double the average weight of a
similarly sized human.
Myconids: Only vaguely humanoid, Myconids have
no mouths, ears, or nose. They eat through the thin, hairlike roots that coat their limbs and communicate via
telepathy; they smell, breathe, and pick up sound through
the gills on the under-side of the mushroom-like cap on
their heads. Their eyes are completely white with no
visible pupils or irises, their skin ranges from pale white to
dark brown, and their caps range from red to brown with
white flecks. Myconids have an average height of 5'3" to
5'9", weigh roughly the same as a human of similar
height, and a very inhuman build with mostly gaunt
features except for their forearms, hands, shins, and feet,
which are all exceptionally plump. Myconids do not sleep,
but eating takes them as long as humans take to sleep.

Human

5 skills of your choice cost 1 EP less for each rank and they start with 2 ranks instead of 1 rank.

Dwarf

Education and Subterfuge both cost 2 EP less for each rank.

Elf

Perception and Agility both cost 2 EP less for each rank.

Orc

Necromancy and Might both cost 2 EP less for each rank.

Kobold

Agility and Subterfuge cost 2 EP less for each rank. Your choice of either Agility or Subterfuge starts
with 3 ranks instead of 2 ranks. Might starts with 1 rank instead of 2 ranks, cannot be one of your
primary attributes, and has a maximum of 4 ranks instead of 5 ranks. The result of any Fortitude roll
you make to avoid the effects of ingested toxins and diseased food is doubled.

Goliath

Might and Education cost 2 EP less for each rank. Your choice of either Might or Education starts
with 3 ranks instead of 2 ranks. Agility starts with 1 rank instead of 2 ranks, cannot be one of your
primary attributes, and has a maximum of 4 ranks instead of 5 ranks. The result of any Acrobatics
roll you make to soften a landing from a fall is doubled.

Myconid

Thaumaturgy and Communication both cost 2 EP less for each rank. Thaumaturgy starts with 2
ranks instead of 0 ranks. Education starts with 1 rank instead of 2 ranks, cannot be one of your
primary attributes, and has a maximum of 4 ranks instead of 5 ranks. The result of any Endurance
roll you make to avoid any form of unconsciousness is doubled.

BESTIARY
This section includes examples for animals and
mobile plants that are a natural part of the ecology on
Titan, monsters that spawn from dens, and non-player
characters of every race - both living and undead. These
examples are largely meant as a guideline to make it
easier to create your own campaigns. The GM should feel
free to change any of the statistics presented in this
section, completely remove certain creatures, or add in
creatures of their own design.
With the exception of the non-player characters,
none of the creatures listed are sentient or intelligent
enough to be used as playable races; furthermore, they
are treated as having Communication, Education, and
Subterfuge scores of 0. If some situation would call for
such a creature to roll dice for one of those attributes, the
GM may choose to have that creature roll one of any
sized dice or automatically fail the roll.
The following is a series of traits that creatures can
have they include a description of the interaction
between creatures of different sizes and a number of
special abilities that a creature might have, some of which
are supernatural. Creatures may have other abilities that
are detailed in their entry, but not listed here; the ones
listed here are merely the most common abilities.
Attack # (#): Creatures with this ability can make a
number of attacks equal to the first number listed with
the same effort that most creatures only make a single
attack, meaning that they can both move and make that
number of attacks; alternatively, those creatures can
spend their whole turn on attacking in which case, they
can make a number of attacks equal to the number listed
in the parentheses.
Confusion: Whenever a creature affected by
confusion would perform an action, they must make a
Perception roll with one dice and a TN of 4; if the roll is
unsuccessful, it must choose some other action to
perform (for example, if a confused creature tries to
attack someone, but fails its Perception roll, then it would
have to choose to attack someone else or perform an
entirely different action, such as moving to a different
location). A confused creature doesn't have to roll for an
action that they chose in response to failing a roll.
Constrict: For the purpose of Grapple called shots,
this creatures SDV is increased by 1 and it gains a bonus
to such attacks equal to its SDV; additionally, those
attacks deal damage as though they were standard
attacks in addition to their normal effects. See the Size
entry on page 29 for details.
Damage: Whenever one of these creatures attacks
would deal damage, that damage is increased by the
listed amount. If the value listed is a negative number,
subtract that number from this creatures damage on all
attacks it makes.

Disease: Usually transmitted through bites or


extended contact. Unless otherwise noted, a creature
with a "disease" trait is immune to its own disease.
Fear 1: Creatures with this ability strike fear into all
those who witness them; this fear is supernatural and it
affects all characters equally it isn't a measure of a
characters courage. Any character that sees this creature
must avoid attacking this creature in combat if there are
other, less frightening enemy combatants. Also, whenever
this creature attacks, the character hit by the attack has a
33% chance (1-2 on 1d6) that they must run away from
this creature the first chance they get.
Fear 2: This ability functions exactly as the "Fear 1"
ability, except that someone attacked by a creature with
this ability has a 66% chance (1-4 on 1d6) that they must
run away from the attacker the first chance they get.
Poison: Whenever this creature is bitten, it delivers
an ingested toxin to the attacker that has an immediate
effect. The toxin usually mimics the effect of certain
Medicine items. A TN may be included in the entry.
Regeneration: Creatures with regeneration can heal
crippled, severed, or otherwise destroyed limbs over time
just like most creatures heal normal wounds. Additionally,
each location of these creatures bodies recover hit points
at a rate of 1 per eight hours, regardless of whether or
not the creature is resting during that time. Acid- and firebased damage does not recover normally and can only be
healed through the use of the Medicine skill.
Spell: Creatures can in some ways mimic the effects
of a spell, but such instances rarely require the creature
to meet the standard requirements for the spell (for
example, creatures that have "Invisibility" duplicate the
benefit of doubling their stealth roll, but those creatures
don't need to hold their eyes shut in order to maintain
the benefit of the spell). Creatures with such abilities
aren't actually casting the spell listed, they are performing
an entirely unique action that merely has a similar effect
to the listed spell.
Tough: Whenever an attack would damage this
creature, reduce that damage by the listed amount.
Critical hits do not bypass this reduction of damage like it
bypasses the damage reduction that is granted by armor.
Venom: Whenever this creature attacks with the
listed natural weapon (usually a bite or a stinger on a
barbed tail), it delivers an injected toxin to the creature it
damages. The toxin usually mimics the effect of certain
medicine items. A TN for resisting the venom may be
included.

Locations: The following location types are given as


short-hand for many different creatures in this section:
Biped (D6: 1 Head, 2 Right Arm, 3 Left Arm, 4
Torso, 5 Right Leg, 6 Left Leg). Quadruped (D8: 1
Head, 2 Right Foreleg, 3 Left Foreleg, 4-5 Torso, 6
Right Hindleg, 7 Left Hindleg, 8 Reroll). Quadruped
(Tail) (D8: 1 Head, 2 Right Foreleg, 3 Left Foreleg, 45 Torso, 6 Right Hindleg, 7 Left Hindleg, 8 Tail).
Piscine (D6: 1 Head, 2 Right Fin, 3 Left Fin, 4-5
Body, 6 Tail). Aven (D6: 1 Head, 2-3 Right Wing, 4-5
Left Wing, 6 Body). Serpentine (D4: 1 Head, 2-4
Body/Tail).

FINE
TINY
SMALL
MEDIUM
LARGE
GIANT
COLOSSAL

FINE
0
1
2
3
4
5
6

TINY
1
0
1
2
3
4
5

Size: When two creatures of different size categories


interact, they have a Size Difference Value (SDV); their
SDV is equal to the difference in their size categories (e.g.
A Small creature and a Large creature have an SDV of 2).
The smaller creature adds the SDV as a bonus to the
result of all Dodge, Melee Attack, and Ranged Attack rolls
it makes against the larger creature; however, the smaller
creature also takes a penalty to the damage it deals to the
larger creature equal to three times the SDV (this is not
damage reduction and is not bypassed by critical hits).
The larger creature adds three times the SDV as a bonus
to the damage it deals to the smaller creature.

SIZE DIFFERENCE VALUE


SMALL
MEDIUM
2
3
1
2
0
1
1
0
2
1
3
2
4
3

Animals: Some of these real-world animals may not


necessarily be found in the Knights & Knaves setting, but
their entries have been provided so they can still be used
if the GM so desires and to give a point of reference when
crafting your own monsters to include in your campaign.
APE
AGILITY

MIGHT

PERCEPTION

D8 (3)

D12 (5)

D6 (2)

Size: Gibbon (T), Chimpanzee (S), Gorilla (M).


Locations: Biped.
Movement: Gibbon (Land 2), Chimpanzee (Land 3),
Gorilla (Land 5).
Skills: Athletics 3. Melee Attack 3. Can use Acrobatics to
jump while climbing. Can use Might for Athletics rolls.
Halves result of Athletics rolls made to swim.
Natural Habitat: Tropical.
Special: Damage 1.
BEAR
AGILITY

MIGHT

PERCEPTION

D4 (1)

D10 (4)

D6 (2)

Size: Black (M), Brown (L), White (L).


Locations: Quadruped.
Movement: Land 5.
Skills: Melee Attack 3.
Natural Habitat: Black (Temperate), Brown (Temperate),
White (Arctic).
Special: Damage 1. Tough 1.

LARGE
4
3
2
1
0
1
2

GIANT
5
4
3
2
1
0
1

COLOSSAL
6
5
4
3
2
1
0

BEAST, AQUATIC
AGILITY

MIGHT

PERCEPTION

D8 (3)

D10 (4)

D8 (3)

Size: Dolphin (M), Dunkleosteus (G), Kronosaurus (G),


Megalodon (C), Orca (G), Plesiosaurus (L), Shark (L),
Whale (C).
Locations: Piscine.
Movement: Land 0, Climb 0, Swim 10.
Skills: Endurance 3. Navigation 4. Dodge 2. Melee Attack
2. Completely incapable of moving on land. Athletics rolls
made to climb automatically fail. Acrobatics rolls made to
balance or soften their landing after falling automatically
fail.
Natural Habitat: Dolphin (Tropical), Dunkleosteus
(Temperate), Kronosaurus (Temperate), Megalodon
(Temperate), Orca (Arctic), Plesiosaurus (Tropical), Shark
(Tropical), Whale (Temperate).
Special (Orca, Whale): Tough 1.
Special (Plesiosaurus): Damage 1.
Special (Dunkleosteus, Kronosaurus, Megalodon, Shark):
Damage 2.
Special (Dunkleosteus): Tough 2.

BEAST, HEAVY

BIRD, FLIGHTLESS

AGILITY

MIGHT

PERCEPTION

AGILITY

MIGHT

PERCEPTION

D4 (1)

D10 (4)

D8 (3)

D6 (2)

D6 (2)

D8 (3)

Size: Coelodonta (G), Elephant (G), Hippopotamus (L),


Indricotherium (G), Mammoth (G), Mastodon (G),
Rhinoceros (L).
Locations: Quadruped.
Movement: Land 6.
Skills: Encumbrance 5. Endurance 3. Vigilance 4. Halves
result of Acrobatics rolls made to soften their landing
after falling.
Natural Habitat: Coelodonta (Arctic), Elephant (Tropical),
Hippopotamus (Tropical), Indricotherium (Tropical),
Mammoth (Arctic), Mastodon (Arctic), Rhinoceros
(Tropical).
Special (Elephant, Hippopotamus): Tough 1.
Special (Coelodonta, Indricotherium, Mammoth,
Mastodon, Rhinoceros): Tough 2.
Special (Elephant, Mammoth, Mastodon): Damage 2.
Special (Coelodonta, Hippopotamus, Rhinoceros):
Damage 1.
BEAST, LIGHT
AGILITY

MIGHT

PERCEPTION

D4 (1)

D10 (4)

D8 (3)

Size: Boar (M), Goat (S), Ibex (S), Pig (S), Tapir (S), Sheep
(S), Warthog (S).
Locations: Quadruped.
Movement: Land 4.
Skills: Endurance 3. Fortitude 3. Vigilance 2. Halves result
of Acrobatics rolls made to soften their landing after
falling.
Natural Habitat: Boar (Tropical), Goat (Temperate), Ibex
(Temperate), Pig (Temperate), Tapir (Tropical), Sheep
(Temperate), Warthog (Tropical).
Special (Boar, Warthog): Tough 1.
Special (Ibex, Warthog): Damage 1.
BIRD
AGILITY

MIGHT

PERCEPTION

D10 (4)

D6 (2)

D12 (5)

Size: Eagle (T), Hawk (T), Owl (T), Raven (T), Vulture (T).
Locations: Aven.
Movement: Land 1, Fly 10.
Skills: Melee Attack 3. Navigation 5. Vigilance 5. Carry
capacity is halved relative to its size.
Natural Habitat: Eagle (Tropical), Hawk (Temperate), Owl
(Arctic), Raven (Temperate), Vulture (Tropical).

Size: Cassowary (S), Emu (M), Kiwi (T), Ostrich (M),


Penguin (T), Rhea (S), Titanis (L).
Locations: Biped.
Movement: Land 1 (Penguin), Land 5 (Cassowary,
Kiwi), Land 7 (Emu, Ostrich, Rhea, Titanis), Swim 3
(Penguin).
Skills: Melee Attack 2. Navigation 3. Vigilance 3.
Natural Habitat: Cassowary (Tropical), Emu (Tropical),
Kiwi (Tropical), Ostrich (Tropical), Penguin (Arctic), Rhea
(Tropical), Titanis (Tropical).
BOVINE
AGILITY

MIGHT

PERCEPTION

D4 (1)

D10 (4)

D8 (3)

Size: Auroch (G), Bison (L), Buffalo (L), Cattle (L), Ox (L),
Yak (L).
Locations: Quadruped.
Movement: Land 6.
Skills: Encumbrance 5. Endurance 3. Vigilance 4. Halves
result of Acrobatics rolls made to soften their landing
after falling.
Natural Habitat: Auroch (Temperate), Bison (Tropical),
Buffalo (Temperate), Cattle (Temperate), Ox (Tropical), yak
(Arctic).
Special (Auroch, Bison, Ox): Damage 1.
CAT
AGILITY

MIGHT

PERCEPTION

D12 (5)

D6 (2)

D6 (2)

Size: Cougar (M), Lion (M), Ocelot (S), Tiger (M), Smilodon
(L).
Locations: Quadruped.
Movement: Land 7.
Skills: Dodge 2. Melee Attack 3. Stealth 3.
Natural Habitat: Cougar (Temperate), Lion (Tropical),
Ocelot (Tropical), Tiger (Temperate), Smilodon (Tropical).
Special: Damage 1.

HOUND

STEED

AGILITY

MIGHT

PERCEPTION

AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D6 (2)

D4 (1)

D8 (3)

D10 (4)

Size: Coyote (S), Fox (T), Hyaenodon (L), Hyena (S), Jackal
(S), Wolf (M).
Locations: Quadruped.
Movement: Land 5.
Skills: Dodge 2. Melee Attack 3. Stealth 2.
Natural Habitat: Coyote (Tropical),
Fox (Temperate), Hyaenodon (Tropical), Hyena (Tropical),
Jackal (Tropical), Wolf (Arctic).
Special: Damage 1.
LIZARD
AGILITY

MIGHT

PERCEPTION

D12 (5)

D6 (2)

D8 (3)

Size: Alligator (M-L), Crocodile (M-L), Deinosuchus (G),


Monitor (S).
Locations: Quadruped (Tail).
Movement: Land 3, Swim 5.
Skills: Athletics 2. Stealth 2. Halves result of Athletics rolls
made to climb. Doubles result of Athletics rolls made to
swim.
Natural Habitat: Alligator (Tropical), Crocodile (Tropical),
Deinosuchus (Tropical), Monitor (Tropical).
Special (Alligator, Crocodile): Damage 2.
Tough 1.
Special (Deinosuchus): Damage 2. Tough 2.
Special (Monitor): Damage 1.
SNAKE
AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D6 (2)

Size: Adder (T), Anaconda (L), Boa (M), Cobra (T), Python
(S), Viper (T).
Locations: Serpentine.
Movement: Land 3, Climb 3, Swim 3.
Skills: Initiative 3. Melee Attack 5. Stealth 4. Halves
results of Acrobatics rolls.
Natural Habitat: Adder (Tropical), Anaconda (Tropical),
Boa (Tropical), Cobra (Tropical), Python (Tropical), Viper
(Tropical).
Special (Anaconda, Boa, Python): Constrict.
Special (Adder, Cobra, Viper): Bite Venom (Bane; 2
doses).

Size: Antelope (M), Deer (M), Donkey (M), Elk (M),


Gazelle (S), Horse (L), Megaloceros (G), Moose (L), Pony
(M).
Locations: Quadruped.
Movement: Land 7.
Skills: Dodge 3. Encumbrance 3. Initiative 2. Vigilance 3.
Halves result of Acrobatics rolls made to soften their
landing after falling.
Natural Habitat: Antelope (Tropical), Deer (Temperate),
Donkey (Temperate), Elk (Arctic), Gazelle (Tropical), Horse
(Temperate), Megaloceros (Arctic), Moose (Arctic), Pony
(Temperate).
SWARM
AGILITY

MIGHT

PERCEPTION

D8 (3)

D4 (1)

D12 (5)

Size: Treated as the same size as the creature that is


attacking or attacked by the swarm.
Locations: Only one location Body.
Movement (Centipede, Rat, Scorpion, Spider): Land 5,
Climb 3.
Movement (Bat, Mosquito, Wasp): Land 0, Climb 0,
Fly 5, Swim 0.
Movement (Piranha): Land 0, Climb 0, Swim 5.
Skills: Initiative 5. Vigilance 5.
Special: Attacks made by swarms against creatures within
their area and attacks made against swarms by creatures
within the swarm automatically hit and can't score critical
hits. Ignores damage reduction granted by armor.
Immune to piercing weapons. Takes double damage from
element-based damage.
Special (Centipede, Scorpion, Spider): Venom (GMs
choice of Bane or Tranquilizer; usually 2 doses).
Special (Bat, Mosquito, Rat): Disease (GMs choice;
example disease: infected creatures make a TN 6
Fortitude roll every day; failure causes a -1 Endurance
score penalty; multiple failures increase the penalty; if
the creatures Endurance score is 0, failure causes a -1
Might score penalty instead; three consecutive successful
Fortitude rolls cure the disease).
Natural Habitat: Tropical.
Other: Swarms typically ignore other creatures, unless a
creature enters the swarm, then the swarm will often
actively attack and chase that creature.

Natural Monster: This section of the bestiary


includes the monstrous, mythological creatures that are
just as much a part of the natural ecology of Titan as the
creatures listed in the "Animals" section of the bestiary.
Some of these creatures only draw from their real-world
mythologies, rather than strictly adhering to their
depictions in those stories; this is based on how they
could best be implemented into the Knights & Knaves
setting.
BARGHEST
AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D6 (2)

Size: Large.
Locations: Quadruped.
Movement: Land 5.
Skills: Dodge 3. Melee Attack 4.
Natural Habitat: Temperate.
Special: Damage 1. The barghest can enlarge itself to
Giant size for up to 5 rounds; then it must wait 10 rounds
before it can use this ability again.
Description: A barghest is a bulky, hairless hound with
tight, wrinkly, pitch-black skin. Barghests often lead packs
of wolves and hyaenodons; the wolves in those packs
develop into wargs and the hyaenodons into new
barghests.
CATOBLEPAS
AGILITY

MIGHT

PERCEPTION

D4 (1)

D10 (4)

D8 (3)

Size: Large.
Locations: Quadruped.
Movement: Land 6.
Skills: Endurance 4. Fortitude 4. Halves result of
Acrobatics rolls made to soften their landing after falling.
Natural Habitat: Temperate.
Special: Damage 1. Disease (Blight). Poisonous (Sedative).
Tough 1. The catoblepas has an aura of toxic gas that
extends to a 2m radius and has the same effect as the
"Sedative" medicine item on contact.
Description: A catoblepas resembles a camel, but with
thicker legs and a heavy warthog-like head that the
catoblepas has trouble lifting.

CHIMERA
AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D8 (3)

Size: Medium.
Locations: Quadruped (Tail).
Movement: Land 7, Climb 3.
Skills: Dodge 3. Melee Attack 3. Stealth 3.
Natural Habitat: Tropical.
Special: Barbed Tail Venom (Bane). Damage 1.
Description: A chimera looks like a lion, but with ram-like
horns and a scaly tail that has a bulb on the end with two
retractable stingers.
COUATL
AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D6 (2)

Size: Medium.
Locations: D6 (1 Head/Neck, 2 Right Wing,
3 Left Wing, 4-6 Body/Tail).
Movement: Land 3, Climb 3, Fly 5.
Skills: Initiative 3. Fortitude 5. Melee Attack 5. Stealth 4.
Vigilance 3.
Natural Habitat: Tropical.
Special: Bite Spell (Exorcise 5d8). Spell (Invisibility 5d8).
Bite Venom (Bane).
Description: Couatls are winged serpents.
GRYPHON
AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D8 (3)

Size: Large.
Locations: D8 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Torso, 5 Right Back Leg, 6 Left Back Leg,
7 Right Wing, 8 Left Wing).
Movement: Land 6, Fly 10.
Skills: Melee Attack 3. Navigation 5. Vigilance 5.
Natural Habitat: Tropical.
Special: Damage 1.
Description: Gryphons resemble a lions, but with the
head, talons, and wings of an eagle.

HIPPOGRIFF

MANTICORE

AGILITY

MIGHT

PERCEPTION

AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D12 (5)

D8 (3)

D10 (4)

D6 (2)

Size: Large.
Locations: D8 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Torso, 5 Right Back Leg, 6 Left Back Leg,
7 Right Wing, 8 Left Wing).
Movement: Land 6, Fly 10.
Skills: Dodge 2. Initiative 2. Melee Attack 2. Vigilance 5.
Natural Habitat: Temperate.
Description: A hippogriff is a steed with the head and
wings of a hawk.

Size: Large.
Locations: D10 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Torso, 5 Right Back Leg, 6 Left Back Leg,
7 Right Wing, 8 Left Wing, 9 Tail, 10 - Reroll).
Movement: Land 7, Fly 7.
Skills: Dodge 3. Melee Attack 3. Stealth 3.
Natural Habitat: Tropical.
Special: Barbed Tail Venom (Bane). Damage 1.
Description: Like a lion with a shorter face, a manticore
has bat-like wings and a tail tipped with toxin-filled quills.

ICHNEUMON
AGILITY

MIGHT

PERCEPTION

D12 (5)

D6 (2)

D6 (2)

Size: Medium.
Locations: D10 (1 First Leg, 2 Second Leg, 3 Third
Leg, 4 Fourth Leg, 5 Fifth Leg, 6 Sixth Leg, 7 Head,
8 Thorax, 9 Abdomen, 10 Tail).
Movement: Land 10, Climb 5.
Skills: Dodge 4, Initiative 5, Melee Attack 5. Can use
Agility for Initiative and Melee Attack rolls.
Natural Habitat: Temperate.
Special: Attack 3 (8). Tough 2. The ichneumon is immune
to fear, inhaled toxins, and injected toxins, both mundane
and magical.
Description: A weasel-like creature with four front legs,
two back legs, no lips, saber-like teeth, and silvery fur that
has a metallic sheen.
KRAKEN
AGILITY

MIGHT

PERCEPTION

D12 (5)

D8 (3)

D6 (2)

Size: Colossal.
Locations: D12 (1 First Tentacle, 2 Second Tentacle, 3
Third Tentacle, 4 Fourth Tentacle, 5 Fifth Tentacle, 6
Sixth Tentacle, 7 Seventh Tentacle, 8 Eighth Tentacle,
9 Face, 10-12 Head).
Movement: Land 0, Climb 0, Swim 10.
Skills: Completely incapable of moving on land. Athletics
rolls made to climb automatically fail. Acrobatics rolls
made to balance or soften their landing after falling
automatically fail.
Natural Habitat: Temperate.
Special: Attack 3 (8). Constrict. Tough 1 (Head Tough 5).
Description: Squid-like in appearance, krakens are the
largest species of cephalopod. They exclusively hunt the
largest prey they can and occasionally attack ships.

PHOENIX
AGILITY

MIGHT

PERCEPTION

D10 (4)

D6 (2)

D12 (5)

Size: Giant.
Locations: Aven.
Movement: Land 3, Fly 20.
Skills: Melee Attack 3. Navigation 5. Vigilance 5. Carry
capacity is halved relative to its size.
Natural Habitat: Volcanic.
Special: DR 20 against heat-based damage.
Description: A phoenix is a bird of paradise, with yellow,
orange, red, and purple feathers. The phoenix crumbles
to ashes when it dies, leaving behind eggs if it had
reached maturity the older it is, the more eggs it leaves.
PLANT, MANTRAP
AGILITY

MIGHT

PERCEPTION

D4 (1)

D12 (5)

D4 (1)

Size: Large.
Locations: D4 (1 Maw, 2-3 Stalk, 4 - Trunk).
Movement: The mantrap can't move from the position
where it is rooted.
Skills: Endurance 5, Fortitude 5, Stealth 3 (Jungle).
Doubles result of Fortitude rolls against diseases, ingested
toxins, and inhaled toxins. Can use Might for Stealth rolls
made to blend into a jungle.
Natural Habitat: Tropical.
Special: Bite Venom (Tranquilizer, 1 Acid damage,
applied on Grapple called shots). Damage 2. Tough 3.
Description: A mantrap is a flytrap-like plant large enough
to swallow a person whole.

PLANT, SPRIGGAN

ROC

AGILITY

MIGHT

PERCEPTION

AGILITY

MIGHT

PERCEPTION

D6 (2)

D12 (5)

D6 (2)

D8 (3)

D8 (3)

D12 (5)

Size: Fine.
Locations: D6 (1 Top Right Limb, 2 Top Left Limb, 3-4
Body, 5 Bottom Right Limb, 6 Bottom Left Limb).
Movement: Land 6, Climb 6, Swim 4.
Skills: Acrobatics 5. Endurance 3. Fortitude 3. Doubles
result of Acrobatics rolls made to soften their landing
after falling. Halves result of Fortitude rolls against
ingested toxins.
Special: Constrict. Regeneration. Immune to inhaled
toxins and injected toxins.
Natural Habitat: Tropical.
Description: A spriggan looks like a shambling mound of
vegetation usually seaweed or vines. Spriggans are
carnivorous and can devour and absorb a creature the
same size as itself in an hour or a larger creature after a
day for every size category the creature is larger than the
spriggan; for every five creatures of the same size that the
spriggan devours, it becomes one size category larger;
when it absorbs a larger creature, it gains that creatures
size; smaller creatures can sustain a spriggans size, but
are rarely abundant enough to enlarge the spriggan.
PLANT, TREANT
AGILITY

MIGHT

PERCEPTION

D4 (1)

D12 (5)

D6 (2)

Size: Giant.
Locations: Biped.
Movement: Land 3, Swim 0.
Skills: Endurance 5, Encumbrance 5, Fortitude 5. Doubles
result of Fortitude rolls against diseases, ingested toxins,
and inhaled toxins.
Natural Habitat: Temperate.
Special: Tough 5. Immune to injected poisons.
Description: Treants are humanoid plants with a distinctly
tree-like appearance; they are territorial while in their
groves, but docile when they wander to other parts of the
forest.

Size: Colossal.
Locations: Aven.
Movement: Land 5, Fly 20.
Skills: Encumbrance 3. Melee Attack 3. Navigation 5.
Vigilance 5.
Natural Habitat: Tropical.
Description: This massive bird of prey closely resembles a
bearded vulture, though its white and light-grey feathers
help it mimic a cloud.
SPHINX
AGILITY

MIGHT

PERCEPTION

D10 (4)

D8 (3)

D10 (4)

Size: Medium.
Locations: D8 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Torso, 5 Right Back Leg, 6 Left Back Leg,
7 Right Wing, 8 Left Wing).
Movement: Land 7, Fly 7.
Skills: Dodge 3. Melee Attack 3. Stealth 3. Vigilance 3
Natural Habitat: Tropical.
Description: A sphinx has a very cougar-like appearance,
but with owl-like wings and a mane of feathers. A sphinx
can rotate its head as much as 270 degrees.
THYSANURID
AGILITY

MIGHT

PERCEPTION

D10 (4)

D10 (4)

D4 (1)

Size: Carnivorous (S), Herbivorous (M), Metallovorous (S),


Terravorous (L).
Locations: D12 (1 First Leg, 2 Second Leg, 3 Third
Leg, 4 Fourth Leg, 5 Fifth Leg, 6 Sixth Leg, 7 Head,
8-10 Thorax, 11-12 - Abdomen).
Movement: Land 5, Burrow 1, Swim 0.
Skills: Endurance 3. Stealth 5. Halves result of Acrobatics
rolls.
Natural Habitat: Temperate.
Special: Damage (-2). Tough 1. The thysanurids saliva is
extraordinarily corrosive to the type of material it eats,
causing its bite to deal an additional 5 acid-based damage
to that material.
Description: Thysanurids look like larger versions of the
silverfish insect, but the carnivorous variety has glossy
black chitin, the herbivores are a mottled brown-green,
the metallovores are a metallic red, and the terravores
are dull grey.

WARG
AGILITY

MIGHT

PERCEPTION

D6 (2)

D10 (4)

D6 (2)

Size: Large.
Locations: Quadruped.
Movement: Land 5.
Skills: Dodge 3. Melee Attack 4.
Natural Habitat: Temperate.
Special: Damage 2.
Description: Also called dire wolves, wargs look like a
half-breed between a wolf and a bear.
ZARATAN
AGILITY

MIGHT

PERCEPTION

D4 (1)

D12 (5)

D4 (1)

Size: Colossal.
Locations: Quadruped.
Movement: Land 1.
Skills: Encumbrance 5, Endurance 5, Fortitude 5,
Navigation 5.
Natural Habitat: Temperate.
Special: Tough 5 (Torso Tough 50). The zaratan can
retract its head and limbs into its shell, making its torso
the only location of its body that can be hit. The zaratan is
immune to all toxins be they ingested, injected, or
inhaled.
Description: Zaratan are the largest known animals on
Titan; they look like gargantuan sea turtles, but they
rarely swim preferring to float due to their glacial
metabolism; this often causes them to be mistaken for
islands.

Den Monsters: This section of the bestiary lists all of


the creatures that spawn from the dens found across
Titan and terrorize their surroundings. Like animals and
natural monsters, the creatures in this section don't have
the level of intelligence needed to develop a culture or be
used as a playable race, but may still appear exceedingly
clever at times and display alien motivations. All of these
monsters are immune to the Blight disease, but unless
otherwise noted, none of them carry the disease.
ABERRATION, AMOEBA
AGILITY

MIGHT

PERCEPTION

D8 (3)

D4 (1)

D4 (1)

Size: Small.
Locations: Only one location Body.
Movement: Land 2, Climb 2, Swim 5.
Skills: Athletics 5. Stealth 5. Doubles result of Athletics
rolls. Doubles result of Stealth rolls while underwater.
Special: Damage (-2). When the amoeba attacks a smaller
creature and hits, it completely engulfs that creature,
causing suffocation; an engulfed creature counts as being
grappled; the amoebas attack deals 2 acid-based damage.
Description: These amoeba are not actually single-celled
organisms, but look and act strikingly similar to their
namesake.
ABERRATION, GIBBERLING
AGILITY

MIGHT

PERCEPTION

D8 (3)

D4 (1)

D4 (1)

Size: Small.
Locations: Only one location Body.
Movement: Land 7, Climb 7.
Skills: Athletics 5. Stealth 5.
Special: Attack 2 (3). Damage (-1). Fear 1.
Description: A gibberling is an amorphous blob of flesh
with countless mouths and black, orb-like, primitive eyes
on its surface.
ABERRATION, GORGON
AGILITY

MIGHT

PERCEPTION

D8 (3)

D6 (2)

D12 (5)

Size: Medium.
Locations: Only one location Body.
Movement: Land 0, Climb 0, Fly 5.
Skills: Dodge 3. Initiative 3. Vigilance 5.
Special: Attack 2 (3). Bite Venom (Confusion for 1 round
and roll 1d6; 1-2 = Bane, 3-4 = Sedative, 5-6 =
Tranquilizer). Fear 2. Tough 2.
Description: A gorgon is a spherical creature that floats
through the air, has a single, massive compound-eye and
has six short, mouth-tipped tendrils that look like snakes.

ABERRATION, MIND FLAYER

DEMON, GARGOYLE

AGILITY

MIGHT

PERCEPTION

AGILITY

MIGHT

PERCEPTION

D6 (2)

D6 (2)

D6 (2)

D10 (4)

D8 (3)

D8 (3)

Size: Medium.
Locations: Biped.
Movement: Land 5.
Skills: Ranged Attack 5.
Special: Confusion (10m radius). Fear 2. Spell (Telekinesis
5d12).
Description: Mind flayers have a very humanoid shape,
but with a gaunt frame, leathery, slime-coated skin, and a
head that looks like an octopus tentacles and all.

Size: Medium.
Locations: D8 (1 Head, 2 Right Arm, 3 Left Arm, 4
Right Wing, 5 Left Wing, 6 Torso, 7 Right Leg, 8 Left
Leg).
Movement: Land 5, Fly 5.
Skills: Dodge 3. Initiative 3. Melee Attack 3.
Special: Spell (Telekinesis 3d8). DR 5 against heat-based
damage.
Description: With a very humanoid shape, gargoyles have
leathery wings, scales, bull-like horns and sharp teeth.

ABERRATION, WILL-O-WISP
AGILITY

MIGHT

PERCEPTION

D8 (3)

D4 (1)

D12 (5)

Size: Small.
Locations: Only one location Body.
Movement: Land 0, Climb 0, Fly 5.
Skills: Dodge 2. Stealth 5.
Special: Damage (-2). Fear 2. Spell (Invisibility 5d12). The
will-o-wisps attack deals 1 heat-based damage.
Description: A will-o-wisp looks like an amoeba, but can
float through the air and emit bioluminescence like a
firefly.
COCKATRICE
AGILITY

MIGHT

PERCEPTION

D6 (2)

D6 (2)

D8 (3)

Size: Medium.
Locations: D8 (1 Head, 2 Right Wing, 3 Left Wing, 4
Torso, 5 Right Leg, 6 Left Leg, 7 Tail, 8 Reroll).
Movement: Land 7.
Skills: Initiative 5. Melee Attack 5.
Special: Bite Venom (Tranquilizer). Disease (Blight).
Description: A cockatrice vaguely resembles a featherless
parrot with bat-like wings and a thin, rat-like tail.

DEMON, IMP
AGILITY

MIGHT

PERCEPTION

D12 (5)

D4 (1)

D8 (3)

Size: Small.
Locations: D8 (1 Head, 2 Right Arm, 3 Left Arm, 4
Right Wing, 5 Left Wing, 6 Torso, 7 Right Leg, 8 Left
Leg).
Movement: Land 5, Fly 5.
Skills: Dodge 3. Initiative 3.
Special: Spell (Telekinesis 3d8). DR 5 against heat-based
damage.
Description: With a very humanoid shape, imps have
leathery wings, scales, bull-like horns and sharp teeth.
DEMON, PIT FIEND
AGILITY

MIGHT

PERCEPTION

D8 (3)

D12 (5)

D8 (3)

Size: Large.
Locations: D8 (1 Head, 2 Right Arm, 3 Left Arm, 4
Right Wing, 5 Left Wing, 6 Torso, 7 Right Leg, 8 Left
Leg).
Movement: Land 5, Fly 5.
Skills: Dodge 3. Initiative 3. Melee Attack 3. Ranged
Attack 3.
Special: Spell (Telekinesis 3d8). DR 5 against heat-based
damage.
Description: With a very humanoid shape, pit fiends have
leathery wings, scales, bull-like horns and sharp teeth.

DRAGON, BASILISK

DRAGON, HYDRA

AGILITY

MIGHT

PERCEPTION

AGILITY

MIGHT

PERCEPTION

D10 (4)

D8 (3)

D10 (4)

D10 (4)

D10 (4)

D10 (4)

Size: Large.
Locations: D10 (1 First Leg, 2 Second Leg, 3 Third
Leg, 4 Fourth Leg, 5 Fifth Leg, 6 Sixth Leg, 7 Head,
8 Thorax, 9 Abdomen, 10 Tail).
Movement: Land 5, Climb 3.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 2. Disease (Blight). Tough 1. The basilisk
has an aura of toxic gas that extends to a 1m radius and
has the same effect as the "Tranquilizer" medicine item
on contact; the basilisk can breathe out a 5m long, 1m
wide cloud of that toxic gas, making a Ranged Attack roll
against everything in that cloud; this ability can't be used
for 1d4 rounds after each use.
Description: Basilisks resemble moloch lizards, but with
two front legs and four hind legs.
DRAGON, DRAKE
AGILITY

MIGHT

PERCEPTION

D10 (4)

D10 (4)

D8 (3)

Size: Large.
Locations: D8 (1 Head, 2 Right Wing, 3 Left Wing, 4
Torso, 5 Right Leg, 6 Left Leg, 7 Tail, 8 Reroll).
Movement: Land 4, Fly 10.
Skills: Dodge 3. Melee Attack 4. Initiative 3.
Special: Damage 2. Tough 1.
Description: Drakes have a very iguana-like appearance,
but with two legs and two wings.
DRAGON, FEILONG
AGILITY

MIGHT

PERCEPTION

D12 (5)

D8 (3)

D8 (3)

Size: Giant.
Locations: D10 (1 Head, 2 Neck, 3 Right Arm, 4
Left Arm, 5-6 Body, 7 Right Leg, 8 Left Leg, 9-10
Tail).
Movement: Land 7, Swim 5.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 1. Tough 1. The feilong can build up
static electricity in its body and discharge it whenever it
desires, including when it strikes or is struck by another
creature; this electrical discharge deals 5 electricity-based
damage to the location the feilong is touching and the
torso of that creature. If the feilong is under water during
the discharge, it instead deals 2 electricity-based damage
to everything within a 1m radius; this ability can't be used
for 1d4 rounds after each use.
Description: The serpentine feilong have lion-like manes
that flow along their spines and elk-like antlers.

Size: Giant.
Locations: D10 (1 Right Head, 2 Central Head, 3 Left
Head, 4 Right Leg, 5 Left Leg, 6-7 Torso, 8-10 Tail).
Movement: Land 4, Swim 4.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Attack 2 (3). Damage 2. Regeneration. Tough 1.
Description: Hydras have three heads, each like a great
anaconda and their serpentine bodies seem relatively
short and stubby considering the length of their necks.
Their brains are in their tail. The tail can't store enough
nutrients to regenerate its entire body destroying it kills
the hydra.
DRAGON, LINNORM
AGILITY

MIGHT

PERCEPTION

D10 (4)

D10 (4)

D8 (3)

Size: Giant.
Locations: D6 (1 Head, 2 Right Leg, 3 Left Leg, 4
Torso, 5-6 Tail).
Movement: Land 4, Swim 4.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 2. Tough 1. The linnorm can spit a 20m
jet of toxic liquid with a Ranged Attack roll; the closest
enemy to fail their Dodge roll is the only enemy hit by the
jet; the toxin has a Fortitude TN of 4, which must be
made each round; 3 consecutive successful Fortitude rolls
negate the toxins effects; failed Fortitude saves cause a -1
Endurance score penalty; if the creatures Endurance
score is 0, the toxin causes a -1 Might score penalty
instead; this ability can't be used for 1d4 rounds after
each use. Being hit multiple times does not cause the
effects to stack, but does renew the number of successful
saves that must be made.
Description: Linnorms have heads reminiscent of the trex, but only have two legs and a tail.
DRAGON, NAGA
AGILITY

MIGHT

PERCEPTION

D12 (5)

D8 (3)

D8 (3)

Size: Medium.
Locations: Serpentine.
Movement: Land 4, Swim 4.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 2. Tough 1. Bite Venom (-1 Endurance
score penalty; if Endurance is 0, -1 Might score instead;
Fortitude TN 6).
Description: Naga have the shortest snouts of all the
dragons, skin instead of scales, and they have no limbs.

DRAGON, QIRIN

GRINDYLOW

AGILITY

MIGHT

PERCEPTION

AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D8 (3)

D10 (4)

D6 (2)

D6 (2)

Size: Large.
Locations: D8 (1 Head, 2 Right Arm, 3 Left Arm, 4
Body, 5 Right Leg, 6 Left Leg, 7 Tail, 8 Reroll).
Movement: Land 7.
Skills: Dodge 3. Melee Attack 4. Stealth 3.
Special: Damage 2. Tough 1. The qirin can build up static
electricity in its body and discharge it whenever it desires,
including when it strikes or is struck by another creature;
this electrical discharge deals 5 electricity-based damage
to the location the qirin is touching and the torso of that
creature. If the qirin is under water during the discharge,
it instead deals 2 electricity-based damage to everything
within a 1m radius; this ability can't be used for 1d4
rounds after each use.
Description: Qirin have a steed-like frame, but heads,
scales, and tails similar to other dragons, a lion-like mane
that flows down along their spine, and elk-like antlers.

Size: Small.
Locations: D10 (1 First Tentacle, 2 Second Tentacle, 3
Third Tentacle, 4 Fourth Tentacle, 5 Fifth Tentacle, 6
Sixth Tentacle, 7 Head, 8 Right Arm, 9 Left Arm, 10
Torso).
Movement: Land 2, Climb 2, Swim 5.
Skills: Dodge 2 (Underwater), Melee Attack 2
(Underwater), Stealth 2 (Underwater).
Special: Constrict.
Description: With a humanoid upper half, grindylow have
an octopus-like lower half. Their skin is rubbery, their
hands are webbed, and their faces are comparable to
those of sharks.
KELPIE
AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D6 (2)

DRAGON, WYRM
AGILITY

MIGHT

PERCEPTION

D10 (4)

D12 (5)

D8 (3)

Size: Colossal.
Locations: D10 (1 Head, 2 Right Front Leg, 3 Left
Front Leg, 4 Right Wing, 5 Left Wing, 6-7 Torso, 8
Right Hind Leg, 9 Left Hind Leg, 10 Tail).
Movement: Land 7, Fly 10.
Skills: Dodge 3. Initiative 3. Melee Attack 4. Ranged
Attack 3.
Special: Damage 2. Tough 1. The wyrm can breathe a 20m
long, 3m wide column of fire, making a Ranged Attack roll
that deals 5 heat-based damage to all locations of a hit
creature that fits entirely within the column.
Description: A wyrm is the largest, most feared of
dragons; it has four legs, two wings, and a notably
crocodilian appearance.
DRAGON, WYVERN
AGILITY

MIGHT

PERCEPTION

D10 (4)

D10 (4)

D8 (3)

Size: Large.
Locations: D8 (1 Head, 2 Right Wing, 3 Left Wing, 4
Torso, 5 Right Leg, 6 Left Leg, 7 Tail, 8 Reroll).
Movement: Land 4, Fly 10.
Skills: Dodge 3. Melee Attack 4. Initiative 3.
Special: Barbed Tail Venom (Bane). Damage 2. Tough 1.
Description: A very close relative to the drake, wyverns
have a more skink-like appearance and their tails have a
scorpion-like stinger.

Size: Large.
Locations: D8 (1 Head, 2 Right Fin, 3 Left Fin, 4-5
Torso, 6-8 Tail).
Movement: Land 1, Climb 0, Swim 7.
Skills: Dodge 2 (Underwater), Initiative 2. Melee Attack 2
(Underwater).
Special: Bite Venom (Sedative). Damage 1.
Description: The kelpie is the aquatic version of a
nightmare, with the exception that it has scales and a
fish-like tail in place of its hind legs.
MIMIC
AGILITY

MIGHT

PERCEPTION

D4 (1)

D12 (5)

D4 (1)

Size: Medium.
Locations: D6 (1-3 Pseudopod, 4-6 Shell).
Movement: Land 1, Climb 0.
Skills: Melee Attack 5.
Special: Constrict. Shell Tough 10. The mimic can retract
its pseudopod into its shell, making its shell the only
location of its body that can be hit. Immune to acid-based
damage.
Description: Dungeon hearts are large, immobile, oysterlike organisms that live in acidic pools in dens; if slain, the
den they inhabit will cease spawning monsters. Mimics
are indistinguishable from dungeon hearts and only
attack when they or the heart is opened.

MINOTAUR

SHADE

AGILITY

MIGHT

PERCEPTION

AGILITY

MIGHT

PERCEPTION

D6 (2)

D12 (5)

D6 (2)

D12 (5)

D4 (1)

D6 (2)

Size: Large.
Locations: Biped.
Movement: Land 5.
Skills: Melee Attack 3.
Special: Confusion (20m radius). Damage 2. Tough 2.
Description: A minotaur is very humanoid in shape, but
has a distinctly bull-like head, an even coat of fine fur, and
an unnaturally muscular physique.
NIGHTMARE
AGILITY

MIGHT

PERCEPTION

D8 (3)

D8 (3)

D6 (2)

Size: Large.
Locations: Quadruped.
Movement: Land 6.
Skills: Dodge 2. Melee Attack 2. Stealth 5.
Special: Damage 1. The nightmare has an aura of
odorless, colorless, toxic gas that extends to a 2m radius
and has the same effect as the "Sedative" medicine item
on contact.
Description: Nightmares have a vaguely horse-like
appearance that is especially pronounced with its head,
but the crease of its mouth runs back to the base of the
jaw, its teeth are sharp, its eyes more forward-facing, it
has clawed hands and feet instead of hooves, and its
posture is reminiscent of a theropod.
RUSALKA
AGILITY

MIGHT

PERCEPTION

D8 (3)

D6 (2)

D6 (2)

Size: Medium.
Locations: Biped.
Movement: Land 3, Swim 5.
Skills: Dodge 3 (Underwater), Melee Attack 3
(Underwater).
Special: Attack 2 (3).
Description: An aquatic humanoid, the rusalka have long,
webbed hands and feet, a combination of skin and scales,
and a piranha-like head and coloration.

Size: Medium.
Locations: Biped.
Movement: Land 5.
Skills: Dodge 3. Stealth 3. Doubles result of Stealth rolls
made in dim lighting. Halves result of Stealth rolls made
in bright and dark lighting.
Special: Touch Spell (Animate 5d12).
Description: Shades are frail, skeletal humanoids with
grey skin that appears to emit faint light when the shade
is in dark areas, emit wisps of smoke in bright areas, and
blend in with the shades surroundings in dim lighting.
Shades usually prefer to Animate corpses without the use
of a soul and have its zombies attack enemies for it
instead of risking its own life in a confrontation.
VODYANOI
AGILITY

MIGHT

PERCEPTION

D6 (2)

D8 (3)

D6 (2)

Size: Medium.
Locations: Biped.
Movement: Land 3, Swim 5.
Skills: Dodge 2, Melee Attack 2.
Special: Damage 1. Tough 1.
Description: Vodyanoi are aquatic humanoids with
webbed hands and feet, long claws, a wide mouth, and
thick skin that's both rubbery and covered in slime.

Non-Player Character: This final section of the bestiary contains non-player characters of all the playable races,
all generalized into common genre stereotypes so they can be quickly implemented in a game. The numbers presented
here for these characters is based on what a player could build with the 30 EP that characters typically start with.
Unless otherwise noted in their entry, all of the NPCs listed here have a score of 2 in all of their attributes, except for
Necromancy and Thaumaturgy, which have scores of 0 unless otherwise noted the same is true of their skills, but
with a score of 1, except for Necromancy- and Thaumaturgy-based skills, which have a score of 0.
NON-PLAYER CHARACTER ARCHETYPES
ARCHETYPE

ATTRIBUTE

ATTRIBUTE

SKILL

SKILL

SKILL

Archer

PER D10 (4)

Initiative 2

Ranged Attack 4

Doctor

EDU D10 (4)

Medicine 4

Labor 2

Guard

PER D8 (3)

Judgment 4

Melee Attack 2

Vigilance 2

Knave

AGI D8 (3)

SUB D10 (4)

Legerdemain 3

Lockpick 2

Stealth 2

Knight

AGI D8 (3)

MIG D10 (4)

Dodge 2

Melee Attack 3

Ride 2

Merchant

COM D10 (4)

Mercantile 4

Vigilance 2

Noble

COM D8 (3)

EDU D8 (3)

History 3

Leadership 3

Peasant

MIG D8 (3)

Fortitude 2

Labor 4

Mercantile 2

Sage

EDU D10 (4)

History 4

Research 2

Sentry

PER D10 (4)

Ranged Attack 2

Vigilance 4

Warrior

AGI D8 (3)

MIG D8 (3)

Dodge 3

Melee Attack 3

The numbers listed in the "Non-Player Character Archetypes" table do not include considerations for the race of a
character. If you are playing with multiple playable races, those numbers should be coupled with the numbers
provided in the "Non-Player Character Racial Adjustments" table below.
NON-PLAYER CHARACTER RACIAL ADJUSTMENTS
ARCHETYPE

HUMAN

DWARF

ELF

ORC

KOBOLD

GOLIATH

Archer

+1 Initiative

+1 EDU

+1 PER

+1 MIG

-1 MIG, +2 AGI

-1 AGI, +2 MIG

Doctor

+1 Labor

+1 EDU

+1 AGI

+2 NEC

-1 MIG, +2 SUB

-1 AGI, +2 EDU

Guard

+1 Melee Attack

+1 SUB

+1 PER

+2 NEC

+1 SUB

-1 AGI, +2 MIG

Knave

+1 Legerdemain

+1 SUB

+1 AGI

+1 MIG

-1 MIG, +1 AGI, +1 SUB

+1 MIG

Knight

+1 Melee Attack

+1 EDU

+1 AGI

+1 MIG

+1 AGI

+1 MIG

Merchant

+1 Vigilance

+1 SUB

+1 PER

+2 NEC

-1 MIG, +2 SUB

-1 AGI, +2 EDU

Noble

+1 Leadership

+1 EDU

+1 AGI

+2 NEC

-1 MIG, +1 AGI, +1 SUB

-1 AGI, +2 EDU

Peasant

+1 Fortitude

+1 SUB

+1 PER

+1 MIG

-1 MIG, +2 SUB

-1 AGI, +2 MIG

Sage

+1 Research

+1 EDU

+1 PER

+2 NEC

-1 MIG, +2 SUB

-1 AGI, +1 EDU, +1 MIG

Sentry

+1 Ranged Attack +1 SUB

+1 PER

+1 MIG

+1 AGI

-1 AGI, +2 MIG

Warrior

+1 Dodge

+1 AGI

+1 MIG

+1 AGI

+1 MIG

+1 EDU

Myconids haven't been around on Titan long enough to develop niche cultural roles. Collectors scavenge ruins for
tools and materials that their tribe can use and they search for rotting vegetation and animals for use in food pits.
Shamans are both healers and historians among the Myconids. Traders manage the wealth their tribe, negotiating
trades for supplies and sanctuary. Tricksters lie, cheat, and steal from anyone inside or outside of their tribe. Unless
otherwise noted in their entry, Myconids have an Education score of 1 and a Thaumaturgy score of 2.
NON-PLAYER CHARACTER MYCONID ARCHETYPES
ARCHETYPE

ATTRIBUTE

ATTRIBUTE

SKILL

SKILL

SKILL

Collector

PER D10 (4)

MIG D8 (3)

Encumbrance 2

Ranged Attack 2

Vigilance 3

Shaman

EDU D8 (3)

THA D8 (3)

History 2

Research 2

Sineater 3

COM D10 (4)

THA D8 (3)

Charm 2

Leadership 2

Mercantile 3

AGI D8 (3)

SUB D10 (4)

Legerdemain 3

Stealth 2

Telekinesis 2

Trader
Trickster

The "Non-Player Character Elite Archetypes" table below provides examples of very experienced and specialized
NPCs from each nation on Titan in the Knights & Knaves setting. These archetypes also do not take race into
consideration; however, unlike previous archetypes, adjustments for race are not necessary, since these archetypes
represent the best of the best and any race that pursues one of these archetypes would end up with the same scores.
NON-PLAYER CHARACTER ELITE ARCHETYPES
ARCHETYPE
Alchemist

ATTRIBUTES

SKILLS (All have a score of 5)

EDU - D12 (5), MIG - D12 (5)

Endurance, Fortitude, Labor, Medicine, Research, Science

Organization: The "Epoli Institute of Chemical Science" in Orlotha. Equipment: Suit of Armor (Plate),
Great Melee Weapon (Claymore), Light Melee Weapon (Shortsword), Explosives, and all Medicines.
Assassin

AGI - D10 (4), COM - D8 (3), SUB - D12 (5)

Athletics, Charm, Disguise, Legerdemain, Lockpick, Stealth

Organization: The "Syndicate" in Azura. Equipment: Suit of Armor (Brigandine), Light Melee Weapon (Dagger),
multiple doses of one type of Toxin (GMs choice, based on the Assassins current mission).
Bastion

AGI - D12 (5), MIG - D12 (5)

Dodge, Encumbrance, Endurance, Fortitude, Melee Attack, Ride

Organization: The "Order of the Shield" in North Olma. Equipment: Suit of Armor (Plate),
Melee Weapon (Maul), Shield (Tower).
Inquisitor

EDU - D12 (5), PER - D8 (3), SUB - D10 (4)

Disguise, Forgery, History, Judgment, Linguistics, Research

Organization: The "Bards Guild" in Sylvania. Equipment: Suit of Armor (Brigandine),


Heavy Ranged Weapon (Repeating Crossbow), Light Melee Weapon (Club).
Necromancer

EDU - D12 (5), NEC - D12 (5)

Animate, Exorcism, Familiar, History, Linguistics, Research

Organization: The "Academy of Ishtar" in West Agraria. Equipment: Suit of Armor (Brigandine),
Heavy Melee Weapon (Mace).
Praetor

COM - D10 (4), NEC - D8 (3), PER - D12 (5) Clairvoyance, Judgment, Initiative, Psychometry, Ranged Attack, Vigilance

Organization: The "Magistrate" in East Agraria. Equipment: Suit of Armor (Brigandine),


Heavy Ranged Weapon (Repeating Crossbow), Light Melee Weapon (Shortsword).
Ranger

AGI - D12 (5), PER - D12 (5)

Acrobatics, Athletics, Navigate, Ranged Attack, Ride, Vigilance

Organization: The "Rangers League" in South Olma. Equipment: Suit of Armor (Brigandine),
Heavy Ranged Weapon (Longbow), Light Melee Weapon (Hatchet), all beneficial Medicines.
Thaumaturge

MIG - D12 (5), THA - D12 (5)

Endurance, Fortitude, Melee Attack, Sineater, Telekinesis, Intangibility

Organization: The many myconid tribes across Titan. Equipment: Suit of Armor (Plate),
Great Melee Weapon (Bardiche), Shield (Small), all beneficial Medicines.

Loot: To make things easy, a simple guideline for the


amount of gold an NPC is carrying on their person at any
given time is equal to either 1d10, 3d10, or 5d10,
depending on how wealthy the character is supposed to
be. Most characters, regardless of how wealthy they are,
keep most of their gold at home, at a bank, or at some
other safe location.
Undead: There are two categories of undead
those that occur naturally as a form of punishment by the
Eternals and those that are made by using the Animate
spell to place a soul into a dead body. Use the information
in this section as a template to be applied to an NPC
archetype in the same way that the characters racial
adjustments are applied to an NPC archetype.
Undead do not feel sensations normally, but the
magics that bind their spirit to their vessel also function
to provide the undead with rudimentary versions of
hearing, sight, and touch. Undead can't gain EP and their
attribute scores can't be raised. Damage doesn't cause
penalties to their actions, but rolls that require the use of
a crippled or destroyed location will still always
automatically fail. Anything that would normally affect
only living beings would not affect the undead, such as
suffocation, disease, and poison. The undead retain their
free will, but Animated undead are compelled to protect
their creator from harm and can be compelled by their
creator to perform other actions via the Animate spell.
See the entry "Animate" on page 15 for details.

Natural undead have the same attributes and skills


they did in life, but as they continue to experience the
pain caused by what killed them, their minds degrade
until their Communication, Education, Necromancy,
Subterfuge, and Thaumaturgy scores are reduced to 0,
which will either renders them catatonic or turns them
violent and animalistic.
Animated skeletons have all the same attribute and
skill scores as they did in life, except for their Might score,
which is reduced to 1. Animated corpses have their Agility
score reduced to 1 instead of their Might score. Animated
corpses are much rarer than Animated skeletons in
society due to their high risk of carrying diseases.
Desiccated, mummified corpses that are Animated don't
suffer from either of these penalties. Animated undead
retain their free will, but are still compelled to protect
their creator from harm.
Undead can be surgically reinforced with metal bars
and plating without harming the vessel; doing so gives
the vessel the "tough 2" special trait; the surgeon may
choose to reduce the undeads Agility score to 1 in order
to grant it the "tough 5" special trait instead (for obvious
reasons, this has no effect on cadaverous undead, since
such undead already have their Agility score reduced to
1). Either form of reinforcements installation requires a
Labor roll for each location that is reinforced; the TN is 8;
if the undeads vessel is a corpse, a Medicine roll for each
location that is reinforced is also required; this TN is also
8. The cost of this reinforcement is 15gp per location for
the "tough 2" trait and 60gp per location for the "tough
5" trait; cadaverous undead require double the cost.

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