Your uncle informs me that you wish to travel beyond the watery confines of your homeland.
Knowing myself to be the family's infamous traveler, he pressed me to impart some
knowledge on the world at large. I believe he hopes it will frighten you into changing your
mind. I assure you, however ghastly any of my tales may become, that is not my intent. I
merely wish to impress upon you the danger that a damp, young Nekron might find himself
confronted with.
The first unnatural phenomenon that you will undoubtedly encounter, are the Mists
themselves. Chances are, as you have been imbued with the wanderlust that so few of your
1|Mistrunner
relatives have been inflicted with, you have probably already taken your first tentative
expeditions into it. I would not recommend ever doing so without some form of trained guide.
Your mother has fed you stories about the Faye races: babies stolen, family pets eaten,
travelers driven to the brink of madness and beyond by the pranks of faerie-kind. All these
accusations are true, to one extent or another. The Mists are home to the pure Faye. You
have spoken with the Karanar traders that come through the area. That elf-like race holds
only a shadow of their eldritch nature, tempered by a strong bit of old humanity. Do not
expect the true Elven Host to be as approachable. They are mysterious, savage, mystical,
and civilized in ways that a terrestrial cannot understand in a lifetime of study.
Nearly as dangerous as the Faye are the myriad other creatures that call that eternal
twilight home. Prolonged exposure to the Mists will madden and warp any creatures not
born in it. Creatures that wander into the Mists and are not quickly killed often become
monstrosities. In addition to the Mist-altered beings are those beasts that were born to
thrive within the magical night. Mistdragons that dwarf their colossal terrestrial cousins,
sinister Grimnoks made of the very Mists themselves, and a host of other creatures great
and small. . . (Though there is one blue furred species of jackrabbit that makes an excellent
roast. )
Having said all this, the only way to travel between the True Realms is through the Mists.
This has been accomplished since the first Mistrunners took those brave steps into an
unknown world. Certain people are born with an aptitude for the Mists, much like some
people are born with a heightened ability for magical studies. These people are generally
apprenticed to the mother of all Guilds, the Mistrunners' Association. This Guild is the
oldest and most powerful organization throughout the True Realms. Without their skilled
2|Mistrunner
practitioners, trade and travel would cease, and all the True Realms would collapse into
chaos.
In addition to a certain attunement to the Mists that allow 'Runners to see farther through
the everlasting gloom, and an uncanny ability to navigate through the sense-depriving soup,
Guildmembers are taught how to pilot Mistbarges. These are the ensorcelled vessels that
glide through the Mists, driven by the whims of the Mistrunner.
A webbing of enchantment surrounds the hull of the Mistbarge, giving it buoyancy in the
Mists. Mistrunners guide the ship from a magical Helm. When piloting, 'Runners
sink their consciousness into the Helm, their senses extending throughout the magical weave
surrounding the barge, traveling for days at a time without rest or nourishment. The largest
of vessels may even utilize several Helms, each piloted by an individual Mistrunner.
Mistbarges are usually built with some means to maneuver on terrestrial realms as well.
They range from simple, flat-bottomed river cargo boats, to graceful Karanar cruisers, to
the enormous airships of the Mistrunners Alliance. Some of the largest barges never leave
the Mists, floating in the ether continuously as smaller ships ferry cargo to the port of call.
The Mistrunners guide the barges along shipping routes between the True Realms that
only they sense. They navigate with ability similar to that of a homing pigeon or a spawning
salmon, instinctually knowing their destination and traveling towards it, deviating only
around whatever dangers lie in the path. I have been told there is a weather system of sorts in
the Mists, though it always appears the same featureless twilight every time I travel it.
Mighty dragons leave warships in splinters in their wake, and even floating Realms can
wreak havoc on a craft not designed to traverse its terrain. Raiders of terrestrial and Faye
varieties are rare, but not unheard of. The best of Runners will avoid all of these problems.
3|Mistrunner
If you do venture forth into the Mists, be certain to take passage on a craft bearing the
Guild markings under a Guild Mistrunner. Rogues may seem cheaper, but the risks far
outweigh any short term benefits. You should be able to find passage here, to Wayfarers
Way. It is the metropolis at the hub of the known True Realms. This is a city of the
wonderful and exotic. All of the Guilds and most of the Churches have representatives
here, and all manner of folk walk the streets. It is a stable force in an otherwise chaotic
world. I wile my own days away now at the vast libraries at Farson Academy.
Should your search for adventure take you through Wayfarers Way, please come to the
University and spend some time with me. In the middle of this bustle, there are precious
few times to sit and remember the days in the quiet wetlands of home.
Sincerely yours,
Civvet
4|Mistrunner
Phelon Lyther
5|Mistrunner
8|Mistrunner
Endo Shieldrake
9|Mistrunner
10 | M i s t r u n n e r
12 | M i s t r u n n e r
Two
14 | M i s t r u n n e r
Mistrunners 969 AR
We needed to spread out, we needed room to
expand, ways to travel and trade. Having to
rely upon the Faye for all of our travel between
the Mists could never be a long term solution, it
has already grown to be more of a burden than
a blessing.
It was once believed that only the Faye
possessed the ability to travel through the
Mists, an inborn gift of their magical nature. To
some extent that has proven to be true, but it
isnt the only way. Much like any school of
magic, travel through the Mists can be learned.
Old man may be gone, but as his descendants
we have maintained his prowess at adapting,
that stubborn attitude to overcome any and all
obstacles.
Thus the Mistrunners came to be. Mistrunners
are those that can traverse the dangers of the
Mists in relative safety. There was a steep
learning curve, and many met their fate at the
cruel whims of the Mists, but we learned from
our mistakes. There are also those among the
Faye that are just as greedy in their hearts as
men can be. Gold can always buy information
from someone.
What we couldnt teach
ourselves we bought from those that could.
No longer reliant upon the Faye, we could now
travel between any of the True Realms as we
desired. Of course there is still a hierarchy,
those of us that can make travel possible
needed to protect our own interests.
The
Mistrunners Alliance is made up of those of us
that truly understand the importance of what
we do. We have trained and honed our art.
You could risk travel with those outside the
15 | M i s t r u n n e r
17 | M i s t r u n n e r
19 | M i s t r u n n e r
Jasper Dodge
20 | M i s t r u n n e r
21 | M i s t r u n n e r
Anduran
22 | M i s t r u n n e r
Andurans are an avian race quite closely resembling humans of the Old World. What truly sets them
apart are the large wings that every Anduran sports. While the wings do not bestow the ability of
sustained flight, it does allow an Anduran to glide down from lofty heights as well as jump higher and
further than other races. As it is with many other winged beings and creatures, Andurans have light
weight bones, and even though most average nearly 6 foot in height they rarely weigh more than 120140 pounds.
Andurans are also always female. There has never been a male Anduran in all of recorded history.
Andurans seem to have the ability to mate with nearly any other humanoid race, and the result of said
pairings is always an Anduran. Andurans always seem to be rather pale in complexion, though the
coloring of both hair and wings ranges from lighter shades of blonde and red to pure black.
Andurans prefer to live in forested and mountainous areas, building their homes above ground level.
They tend to despise enclosed locations, and many suffer from claustrophobia when confined. The vast
majority of Andurans call Andurania home, the gigantic Yggdrasil trees of the forest realm provide them
with a perfect habitat. Andurans live in small groups called flocks. Flocks are almost always made up
of close family, though occasionally there will be some non-Andurans living amongst them, most often
mating partners. Of all the mortal races, Andurans prefer the company of Karanar and Nekrons the
most, and few can tolerate the Feregs and the Druga.
Andurans are very leery of males in general, even those they take as a mate. Many Andurans will mate
with multiple partners over their lifetimes, and few ever truly commit to a non-Anduran for life. They
strongly believe in the superiority of not only Andurans as a race, but also of females in general. Some
Andurans will have nothing to do with males at all, even foregoing breeding because of their utter
contempt for the other gender.
Andurans have incredible eyesight, both during the day as well as at night, able to make out even the
most minute of details from great distances. Andurans start with a D6 in Perception and a D4 in Spot.
Their wings also grant them the Gliding skill at D4.
Staring Racial Attributes
ST 2
CN 3
IN 2
ES 3
23 | M i s t r u n n e r
Anuir
24 | M i s t r u n n e r
The Anuir are a race of half-giants. Aside from their immense size, they very closely resemble humans
of the before times. They stand roughly 9 feet tall and easily weigh 400-500 pounds. Skin coloring
tends to be pale and hair is most often blonde or red. As many live in rather harsh climes, they often
appear haggard and unkempt.
Anuir are a proud race and they highly value individual as well as family honor. While many other races
view them as barbaric and uncivilized, they are merely products of their environs. They are highly
regarded as warriors and hunters, and many are shrewd merchants, bringing exotic furs and jewels from
the northern wastes to the rest of the True Realms.
Family is incredibly important to the Anuir. Clans are made up of several extended families, each
governed by a body of elders, both male and female. Though the males tend to be more dominant, the
females are generally regarded as equals. Anyone that can survive in the harsh realms that many Anuir
call home are respected. Marriages are often arranged by families, joining different clans together. It
is the rare Anuir that marries simply for love, and rarer still those that seek romance with a different
race.
Those Anuir that have lost their honor are often branded as exiles. Given visible markings to show
everyone their shame, it is nearly impossible for one so marked to ever integrate back into Anuir society.
Most end up scattered across the True Realms, and it is many an exiled Anuir that now calls Wayfarers
Way home.
Anuir are used to daily struggles just to survive, and as such they are hardy and able bodied.
automatically start with a D6 in Survival and a D4 in either Foraging or Hunt/Track.
They
25 | M i s t r u n n e r
Aslonian
26 | M i s t r u n n e r
Aslonians are simply huge compared to nearly every other mortal race. These bear folk can stand over
10 feet tall and weigh up to 1000 pounds. Their bodies are covered with a thick hide and dense fur,
ranging in color from pure white to brown and black. Many go without clothing, though those living in
cities may wear bits just to appear more civilized. Aslonians also possess sharp teeth and long
retractable claws.
Most Aslonians are loners. It is rare to find them gathered in groups, and even then it is a rarity to
encounter more than four or five at a time. In many ways they are much like the bears they resemble,
each Aslonian roaming a specific range, challenging any that enter their domain. It isnt too uncommon
for a male to have several female mates, though even the females will roam alone more often than not.
Those Aslonians that have left their frigid homelands in Alfheim and the Blood Glacier are much
different than their wilder brethren. Aslonians are inquisitive by nature, and those that dwell amongst
other races are more so. Though their curiosity may reach nuisance level quite easily for some, they
generally mean no harm. Despite their rather fearsome appearance, Aslonians are generally peaceful
and easy tempered. While they are slow to anger, when riled they are a devastating force of
destruction. Because of both their physical stature as well as their calm demeanor, many find work in
law enforcement, such as among the Arbitrators and Inquisitors.
Aslonians have a very acute sense of smell, starting with a D4 in Smell. Their thick hide and fur also
provide comfort in hostile conditions and harsh weather, conferring a D6 in Survival. Their hide also
gives them some degree of protection from physical assault (AV2). Their sharp claws mean that an
Aslonian is never truly unarmed, bestowing an additional D6 damage in unarmed combat.
Staring Racial Attributes
ST 5
CN 3
IN 1
ES 1
27 | M i s t r u n n e r
Charek
28 | M i s t r u n n e r
Charek are a feline race. Most commonly they are lithe and graceful, though more than a few have a
gluttonous streak. They normally stand about 4 feet tall and weigh about 70 pounds. Their entire body
is covered with a fine, short coat of hair, though some males have been known to sport long manes
about their neck and shoulders. Coloration varies greatly, blacks, browns, whites, yellows, golds, reds,
and more. Charek also possess sharp, retractable claws in both their hands and feet. It is very
common for Chareks to polish and decorate their claws as a symbol of status.
Though they originally roamed the wilds, Chareks have migrated almost exclusively to city life. This isnt
to say that they build cities. They dont. Chareks are known to disdain physical labor, preferring to let
others do the heavy lifting. In general, Chareks come across as lazy and carefree, and truthfully, many
of them are exactly that. But, it is also well known that when a Charek puts their mind to something
they can become rather obsessive about it, putting aside nearly everything else to accomplish their goal.
Chareks are incredibly social, preferring to be around others, and they get along with just about
everybody. Hospitality is very important to Chareks and they love to throw parties.
Chareks are also rather greedy, indulgent, and scheming. Wealth, status, and power are very important
to Chareks. This leads many of them to seek out places in government and higher ranking positions in
the various guilds. Many others turn to acts of theft, their nimble bodies making them excellent
burglars.
Chareks have superior night vision, able to see almost as clearly as they can during the day. They are
very agile and quick, their natural dexterity affords them a D6 in Athletics and a D4 in Acrobatics. Their
sharp claws make formidable weapons when threatened, granting an additional D4 damage in unarmed
combat.
Starting Racial Attributes
ST 1
CN 3
IN 3
ES 3
29 | M i s t r u n n e r
Dracon
30 | M i s t r u n n e r
Dracons, commonly called dragonkin, are a reptilian race. They are much smaller than their mighty
namesake, standing a mere 3-4 feet in height. Despite their small size they can easily weigh up to 100
pounds. Much of this is due to their bodies being covered by a series of overlapping scales. They have
little variety in coloration, almost always tending towards brown and green. They have a mouthful of
sinister teeth and razor like claws, which are always dark black in color. Roughly half of all Dracons have
small leathery wings, giving them the ability to glide much as Andurans do, though with much less grace
and requiring a great deal more practice.
Dracons tend to be shunned by many of the other mortal races, except for Feregs which they share an
outcast stigma with. They prefer to live either underground in dark caverns or in the fetid depths of a
swamp. In places like Wayfarers Way they tend to gather in the sewers and basements. Dracons are
nocturnal by nature, preferring the dark of night to the exposing rays of the sun. The sun tends to dry
out their skin, which is why they prefer dark, damper places.
Dracons are one of the most numerous of the mortal races, often gathering in tribes numbering in the
hundreds. Despite their great numbers, they are rather rare in more civilized areas. They are
distrustful and paranoid, no doubt from years of persecution from others. Many tribes make their living
as raiders and bandits, and it isnt entirely unheard of for Dracons to eat other mortals.
Dracons can see in the infra-red spectrum, well suited for moving about in the dark. What they lack in
size and strength they make up for with their robust health and ability to survive on little to no food for
long periods of time. Their scaled bodies offer very good protection (AV3). Many Dracons rely heavily
upon their claws and teeth as weapons, granting an additional D4 damage in unarmed combat.
Centuries of persecution and distrust has given them an edge and Dracons begin with a D6 in Deception
and a D4 in one either Move Silently or Hide.
Starting Racial Attributes
ST 1
CN 4
IN 1
ES 4
31 | M i s t r u n n e r
Druga
32 | M i s t r u n n e r
The Druga are one of the oldest mortal races to have descended from ancient man. These half breed
dwarves are a robust and rugged race. They stand about 3 feet tall but can easily weigh up to 150
pounds or more. Most males have dense facial hair, which they often weave into intricate patterns.
Their skin tends to be weathered and leathery, shading leaning towards paler colors as most Druga
prefer to live underground. Many of their features are oversized for their short bodies, especially facial
features.
Druga thrive underground just as their Dwarvish cousins. They love to build exquisite subterranean
homes. Despite this, they also have adapted very well to city life. Druga are master craftsmen, and
their goods are highly sought all over the True Realms, and even amongst some of the Faye. Work and
skill are very important aspects of the Druga lifestyle, an individual takes great honor in hard work.
They especially excel in working with metals of all kinds.
Druga are a very proud race, sometimes to the point of seeming absurdity. Loyalty and honor to ones
clan stands above all else. The Druga hold many other races in disdain, and they really only seem to
respect the Anuir who also hold themselves to strict honor codes. The find Karanar to be aloof, Chareks
lazy, and everyone else must obviously be up to no good.
Druga can see in the infra-red spectrum, allowing them the freedom to move about with relative ease
even in the darkest of caverns. Due to their incredibly sturdy constitutions they worry little about
illness and disease, and even drugs have a limited effect on them. Their endurance is legendary, and
they are known for pushing their bodies beyond normal limits for long stretches of time. Druga only
need to sleep a few hours every four or five days, and it is not uncommon for them to go a week or
longer with no rest. Work is essential to a Druga, and they start with a D6 in Craft and a D4 in any one
Craft specialization.
Starting Racial Attributes
ST 2
CN 5
IN 2
ES 1
33 | M i s t r u n n e r
Fereg
34 | M i s t r u n n e r
Feregs are a brutish looking race of misfits and outcasts. Feregs are the result of all the misfortunate
pairings between goblinkin and old mankind. To suit their misfit nature, there is no standard for Feregs
when it comes to size and shape. Some can be huge, standing nearly 7 feet tall and weighing over 300
pounds, while others may barely reach 3 feet of height. Despite the variances in size, they all seem to
possess great strength and a strong tie to the mystical world. Most Feregs do have a few things in
common though, dense tufts of body hair, pronounced lower canines that tend to curl up over their
upper lips, and long, gangly arms, often reaching to their knees.
There is no other mortal race as downtrodden and mistreated than the Feregs. Despite this, they still
take great pride in themselves, always striving to better not just themselves, but their kin as well.
Unfortunately few are very bright, and even with their innate magical prowess it is the rare Fereg that
rises above his station.
Outcast as they are, Feregs are still well regarded as both menial laborers and bodyguards. Their
strength and willingness to please make them ideal workers, and many have found employment in the
foundries of Wayfarers Way. City life has been both a blessing and a curse to Feregs. The prospect of
work for pay brought droves of them to Wayfarers Way, but it also forced them into overcrowded
slums. Still, some Feregs have risen high in the city, more than one actually attaining a position on the
city council.
Feregs can see clearly in both night and day, and their vision is not impaired by the Mists. They also
have a limited magical immunity, any spells cast upon them suffer a -1 penalty on the die roll. Like their
goblin forebears, Feregs are immune to all forms of poison as well. Feregs are also possessed of
unnatural strength and start with a D6 in Feats of Strength.
Starting Racial Abilities
ST 4
CN 3
IN 1
ES 2
35 | M i s t r u n n e r
Karanar
36 | M i s t r u n n e r
Karanar are the oldest mortal race, the spawn of old man and true elves. They have long, slender
frames and very fine, almost sculpted features. Standing roughly 6 feet tall they weigh a mere 130
pounds, which many perceive as a frailty. They are very graceful and elegant, and their beauty is both a
source of fascination as well as resentment amongst other races. Their skin is almost always pale, often
almost white, in color. They are completely devoid of body hair except for on their heads, which they
grow to great lengths.
For centuries the Karanar lived among their Elvish brothers and sisters. Then the Reckoning happened
and most Karanar found themselves cast out because of their human taint. Many Karanar wandered
the Mists, many are naturally adept at navigating the otherworldly ether. Eventually the Karanar found
new homes in the True Realms, and though there is a constant longing for their home with the Faye,
most have adapted well to their new lives.
Karanar pride themselves on being civilized and educated. Knowledge, the arts, philosophy, these are
the things that the Karanar hold dear. Many other races view them as arrogant, and they are often
quite right. This does not prevent Karanar art from being highly sought after, even among the Faye. In
truth, the Karanar have the strongest ties to the Seelie Court of any of the mortal races, and it is their
diplomatic prowess that has helped keep hostilities to a minimum between the mortals and the Faye.
Karanar also generally prefer to keep to their own kind, though of they must mix it is most often with
Andurans. They tend to look down upon most of the other races, especially the Feregs and Dracons.
They view Druga with a sense of confused fascination, though the half dwarves have some stronger
feelings.
Karanar can see perfectly in the Mists. Karanar never need sleep, but they do often enter a meditative
state when necessary to heal the body. Art in any form is crucial to a Karanar and they begin with a D6
in Performance. Their natural affinity to the Mists grants them a +1 bonus to any Skill Rolls for
Mistrunning.
Starting Racial Attributes
ST 1
CN 1
IN 4
ES 4
37 | M i s t r u n n e r
KralKuru
38 | M i s t r u n n e r
The KralKuru are one of the created races of trolls. Often called rock trolls, KralKuru are made entirely
of living stone. They are immense in size, standing roughly 7 feet tall and weighing an incredible 1500
pounds. Their features are rough and chiseled, and they often sport large protrusions of calcium and
other mineral deposits. Coloration is that of just about any rock formation one can imagine, and some
even have veins of precious metals streaked throughout their bodies.
KralKuru tend to be solitary in nature. Once they numbered in tens of thousands, but unable to
procreate on their own, and with the magical knowledge of their creation lost, their numbers dwindle
every year. KralKuru prefer remote areas, away from other mortal races, but there are some rare
individuals that live in more populated areas.
Slow and ponderous thinkers, KralKuru posses a seemingly unlimited patience. Many are sought out
for their bits of wisdom and insight. Some KralKuru have been known to sit and ponder for years on
end, as they need neither food nor water to survive. Most of those that seek out their wisdom seldom
have the patience required for a KralKuru to deliver an answer. KralKuru believe anything worth
saying is worth taking your time saying it.
KralKuru are not ones for normal social interactions, and they can often seem rude and brusque. It is
because of their bluntness that they are often sought after for their advice. Never openly violent,
KralKuru will react if threatened though, with often deadly results.
KralKuru, like all trolls, can see in any spectrum of light. Only the Mists seem to hinder their vision at
all. Being made of stone, they are very resistant to damage (AV6). Weather extremes have no effect
on them, and they never need to eat, drink, or sleep. KralKuru also gain a +1 bonus to any skills
pertaining to Earth magic. KralKuru are incredibly slow though, and any actions involving physical
movement costs an additional Step when in combat. KralKuru also gain an additional 1d4 damage
when fighting unarmed.
Starting Racial Abilities
ST 3
CN 2
IN 3
ES 2
39 | M i s t r u n n e r
Nekron
40 | M i s t r u n n e r
Nekrons are a lizard-like race, covered in a smooth, scaled hide. They stand anywhere from 4-6 feet in
height and can weigh anywhere from 100 to 300 pounds. They possess an extra pair of arms, which
most can use with great efficiency. They also have a strong, powerful tail. Their skin often has a blue
or greenish hue. They need to keep their skin moist as it dries out rather quickly.
Nekrons thrive in both forests and swamps, and they are never found far from a source of water. They
are excellent swimmers, and though they breathe like other mortal races, they also have gills to breathe
underwater. Despite their proclivity to the damper places of the world, many have come to enjoy city
life. There are those that have seized upon this by opening numerous bath houses to accommodate the
daily need of Nekrons to soak in the soothing waters their skin so desperately needs.
Nekrons are quite social and seek out interactions with other races frequently. They constantly seek
out new information and are extremely knowledgeable. They will spend much of their time deep in
research, pouring over old tomes or engaged in scientific and philosophical debates. Many Nekrons
find work as scholars, teachers, and sages.
Many Nekrons have an affinity for the sea as well. There are more Nekron sailors than any other mortal
race, having an edge due to both their ambidexterity and their ease of survival in the water. Most feel
that having at least one Nekron on the crew is good luck.
Nekrons are almost always ambidextrous, and some can even use all four arms with relative ease. They
are excellent swimmers, gaining a automatic D4 in Swimming. Also, there constant yearning for
knowledge grants them a D6 in Education. Because of their additional arms when a Nekron utilizes an
extra weapon in combat they may make an additional attack one Step quicker than the weapon would
normally allow.
Starting Racial Abilities
ST 2
CN 2
IN 3
ES 3
41 | M i s t r u n n e r
Rygar
42 | M i s t r u n n e r
The Rygar, or moss trolls, are another of the magically created species that call the True Realms home.
They stand about 7 feet in height and weigh about 400 pounds. Their bodies are made entirely of living
organic plant matter, and many have sprouts and other growths about their bodies.
Rygar prefer to live amongst living things, home in the forests and jungles of the world. Few enjoy life
in the cold, confines of a city. They are an exceptionally stubborn race, and are slow to adapt to new
things. They get along quite well with the other trollkin, especially the KralKuru. Other races are often
viewed with both distrust and disdain. Rygar tend to dislike anyone that lacks respect for nature.
Rygar have a natural affinity for plants as well as animals. They view species that must eat other
organic life as inferior. They view all life as precious and something worth protecting. It is not
uncommon for natural places to have a Rygar protector, and woe to the unwitting fool that fells a tree in
the wrong forest.
The Rygar do get on well enough with some of the other mortals, particularly the Karanar and the
Nekrons. They view Dracons, Feregs, and Anuir as savages and brutes, while the Druga and their need
to dig and create more and bigger mechanical contraptions, abhorrent.
There are some among the Rygar that have forsaken all other races and have taken to rooting
themselves deep in the wilds, becoming at one with nature.
Rygar are able to regenerate almost any injury they sustain if given access to sunlight, able to even
regain lost limbs. They can commune with all plant life, and even some animals, nature holds no secrets
from a Rygar. Rygar have extensive knowledge of all living things, gaining a D4 in Life Sciences. Their
natural affinity for animals also grants them a D4 in Animal Handling. The dense vegetation that makes
up their bodies also confers a meager AV1 bonus as well.
43 | M i s t r u n n e r
Your Character In Mistrunner is your alter-ego in a world of magic and adventure. While on paper your
Character consists of Attributes, Skills, and Equipment, it is what you inject into them that truly breathes
life into them and makes them uniquely your own.
There are many things to consider when making your character. You dont have to go with the old
standbys of the all brawn, no brains warrior or the frail spell caster. You can cater your character to
whatever you desire. Want to swing a battleaxe as well as sling spells? You can do that. The only limit
to what your character can be is what you can imagine. It may take time to get there, no one starts off
as the ultimate hero of the world, but you can start yourself on the right path to make your character
exactly what you want them to be.
44 | M i s t r u n n e r
Novice
This is for folks that really want to start at the
bottom and work their way up. You are still a
step above the everyday folk of the True
Realms, but you are far from the heroes they
sing songs about.
A Novice begins with 8
Attribute Points and a Skill Point modifier of 5 x
Intelligence.
Veteran
Youve been around the block a time or two
before, youve seen things. People may not
know your name, but they can tell that you are
more than capable of taking care of yourself
and getting the job done. Veterans start with
12 Attribute Points and a Skill Point modifier of
7 x Intelligence.
Epic
The bards sing tales of your exploits, and people
tell tales of you around the campfire. You are
master at your craft and your enemies quake
when they hear your name. Epic heroes start
with 16 Attribute Points and a Skill Point
modifier of 9 x Intelligence.
Attributes
Numbers never tell the whole story, but your
Attributes give a base for understanding what
your Character can do. Attributes define the
physical and mental limits of your Character.
Each Character will have 4 core Attributes that
are chosen during Character creation.
In
addition to the core Attributes are several
derived Attributes. These are determined after
your core Attributes are established.
In order to choose the values for your core
Attributes, you must first choose a race. Each
race has different minimum starting points for
each Attribute.
Once you have your racial
minimums you can begin building your
Character as you see fit with Attribute Points as
determined by your campaigns Heroism Level.
Here are the four core Attributes. It costs one
Attribute Point to raise an Attribute by one, up
to a max of 10.
Physical Strength (ST): This represents the
force and power your Character can bring to
bear for feats such as lifting heavy objects,
delivering extra damage in combat, and
determining the amount of physical punishment
the body can take.
Intelligence (IN): This is an indicator for the
overall learning ability of the Character.
Intelligence also affects the number of Skill
Points a Character gets during Character
creation, as well as how easily one can improve
skills later.
Constitution (CN): This is the overall physical
health of your Character.
Constitution
determines how well the body copes with
damage and how quickly it will heal.
45 | M i s t r u n n e r
Derived Attributes
Some attributes are derived from your Core
Attributes values. Where you put points in
your Core Attributes will determine the score
for your Derived Attributes.
Damage Thresholds
Every Character reacts to damage differently.
There are two different Damage Thresholds,
Minor and Critical. Whenever your Character
takes damage, the amount of damage is
compared to the Damage Thresholds to
determine what effect the damage has on the
Character.
Your Minor Threshold is equal to
half your CN score, rounded up. Your Critical
Threshold is equal to 5+ your ST.
+1
ST 6-7
+2
ST 8-9
+3
ST 10-11
+4
Stamina
Stamina is your Characters endurance and
ability to take minor damage, bruises, scrapes,
bumps, and the like. Stamina is twice your CN
Attribute.
Wounds
Wounds determine how much major damage
the body can absorb. Unlike Stamina, Wounds
occur when the body is seriously injured,
Improving Attributes
It is possible to improve your four core
Attributes as your Character progresses in the
game. This costs Advancement Points (AP),
and it can rather expensive.
To increase an
Attribute it costs twice as many AP as the next
level. Example, to go from a 7 ST to an 8 ST
would cost 16 AP.
46 | M i s t r u n n e r
Gwendolyn Jarred
47 | M i s t r u n n e r
Where your Attributes are the rough framework of your Character, your Skills and Abilities are what
truly begin to flesh out your Character. Some of these will be innate traits that come with your chosen
race, while others are learned. Regardless of how you got them they can all be improved over time
through experience and training. It is these Skills and Abilities that will truly begin to define what your
Character can do. Can they fell a tree with a single swing of their axe? Can they shoot the eye out of a
flys head at a hundred feet? Can they track a fish in the ocean? You can mix and match these skills
however you like, but remember, balance is important. While it may be great to be the finest
swordsman around, that wont do you any good when trying to haggle with a local merchant or if you
need to climb a sheer cliff. There will most likely be Skills that you want to take but cant afford right
now, but dont fret, you will be able to learn new Skills later on.
48 | M i s t r u n n e r
Poor
D6
Average
D8
Good
D10
Great
D12
Exceptional
D12+2
Unnatural
Melee
This is your ability to engage in hand to hand
combat, both with and without weapons. A
high ability means both having good agility as
well as skill and coordination. There is much
more to swinging a sword than just having a
strong arm.
A) One Handed: Smaller weapons that are
primarily used with one hand, such as daggers,
clubs, and short swords.
B) Two Handed: Fighting with larger, heavier
weapons requiring two hands, such as long
swords and axes.
C) Unarmed: Fighting with nothing but your
hands and feet.
D) Polearms/Spears: Halbards, pikes pole-axes,
spears, staves and the like.
E) Shield: The use of a shield for blocking
incoming attacks.
F) Chains/Whips: Linked or coiled weapons
such as whips, ropes, and flails.
49 | M i s t r u n n e r
Marksmanship
Perception
B) Crossbow:
throwers.
Athletics
This governs ones level of physical fitness,
flexibility, and dexterity.
Influence
50 | M i s t r u n n e r
Deception
Style
Craft
Education
This governs the sum of learned things and
book knowledge.
A) History: Knowledge of the mortal races.
B) Law: Understanding legal codes.
C) Life Sciences: The study of biological forms.
D) Masonry:
stonework.
Technology
Survival
Performance
This governs the ability to sing, dance, make
music, and entertain.
A) Acting: Assuming a false persona for the
sake of entertainment.
B) Musical Instrument: Governs the ability to
play an instrument. A specific instrument must
be specified.
C) Singing: Governs the ability to use ones
voice as an instrument.
D) Dancing: Governs the ability to dance.
E) Storytelling: Governs the ability to weave
words into stories.
Purchasing Skills
At this point you have the skeletal frame of your
Character in place having chosen your race and
attributes. As stated before, every Character
starts with a Skill Level of D4 in each of the 12
General Abilities.
Some races also bestow
bonuses to starting skills. These bonuses are
exempt from the rule that requires a Skill Level
of D6 in General Abilities before Specializations
can be taken.
Every Character will start with a specific number
of Skill Points to purchase new skills based upon
the Characters Intelligence attribute. Every
Character gets Skill Points equal to their IN
score multiplied by their Heroism level modifier.
52 | M i s t r u n n e r
D8
D10
D12
5 x IN
7 x IN
9 x IN
Using Skills
A Skill Roll is required whenever your Character
wishes to do something where the outcome is
not obvious or trivial. To make a Skill Roll, the
Player will roll one or two dice, depending on
the relevant skills.
One die represents the
General Ability, a second if the Character has a
Specialization Skill.
The dice are added
together and the result is compared to a Target
Number based upon the difficulty of the task at
hand. Below is a list of difficulties and their
respective Target Numbers.
Difficulty
Target Number
Easy
Moderate
Hard
12
Challenging
16
Nearly Impossible
20
Miraculous
24
53 | M i s t r u n n e r
Rule of One
Exploding Dice
Whenever a die is rolled and the result is the
maximum for that die type (ie a result of a 6 on
a d6), this is called an exploding die. The die is
rolled again with a -1 modifier and that is added
to the first die roll. A die can only ever explode
once. This allows Characters to achieve greater
results than normal. Lower level skills are more
likely to explode, but even still the results will
often be less than those of a higher skill level.
Example: Philo has an Education of D10 and
History of D8.
He rolls both dice, getting
results of 4 on the D10 and an 8 on the D8. He
rolls the D8 once more and gets a 7. His total
for the roll is 4+8+6 (the second roll of 7-1)=20.
Exploding dice only apply to Skill Rolls. Any
other die rolls, such as rolls for determining
damage do not explode.
55 | M i s t r u n n e r
Jude MacSubine
56 | M i s t r u n n e r
Magic is an integral part of everyday life in the world of Mistrunner. The Mists that surround the True
Realms are comprised entirely of magic energy, and it is that energy that fuels most spells. Everyone is
capable of at least a little magic, but those that wish to truly sling spells like a master must study and
practice for many, many years, and even then there is no mortal that can truly master magic as the Faye
have.
57 | M i s t r u n n e r
Essence Pool
Every Character has an Essence Pool with which
to cast spells. Your Essence Pool is determined
by your Essence Attribute. You receive points
equal to each level of your Essence Attribute.
An Essence of 1 gives you a pool of 1, an
Essence of 2 gives you a pool of 3 (1 for level 1 +
2 for level 2). So, a Characters Essence pool
would normally range from 1 to 55 (for an
Essence Attribute of 10).
Essence Score
1
2
3
4
5
6
7
8
9
10
1
3
6
10
15
21
28
36
45
55
Focus Objects
For many magical spells, success can depend
upon having a Focus Object. A Focus Object is
something to use as a base source for the
magical energy, for example, having a lit torch
as a Focus Object for Fire Magic. Whenever
there is a Focus Object present when a spell is
being cast, it bestows a +1 bonus to the skill die
roll.
When an object is used in this way it is partially
or completely consumed by the magical forces
Fetishes
Fetishes are items that have been either
temporarily or permanently enchanted with
raw magic. These fetishes can be one of many
different things, a staff, ring, or broach are quite
common examples. The making of a fetish is
not easy, especially when trying to construct a
permanent fetish.
A temporary fetish can be made with much less
preparation than a permanent one, though the
effects are short lived. Temporary fetishes will
fade quickly, losing their magical properties
after only one or two uses. Permanent fetishes
take weeks to prepare and only those with
great magical skill can accomplish such a thing.
In addition to being temporary or permanent
fetishes, each fetish has one of two powers,
either enhancing magical prowess, and or those
that contain specific spells.
Fetishes that enhance ones own magical skills
will grant a +1 or higher bonus to magical Skill
Rolls.
The total bonus depends upon the
fetishes own construction.
Fetishes can also be used as a conduit for
specific spells, for example a wand that can
purify water on command. When a caster is
59 | M i s t r u n n e r
Casting a Spell
The world of Mistrunner uses a very open magic
system. While you can choose from a list of
specific spells to cast, you are not limited to just
those in your spellbook. You can attempt to
cast any kind of spell that fits within your school
of magic.
There is an advantage to casting a spell from a
scroll or spellbook though.
Whenever a
Character casts a spell directly from a written
source, they enjoy a +1 bonus to their dice rolls,
though it takes twice as long to cast. Free form
casting does not enjoy this bonus, but it gives
the Character many more options with their
magic.
60 | M i s t r u n n e r
Spells
Listed below are sample spells for each of the
schools of magic. These should help give both
the players and the Narrator a basic guideline of
what specific spells do as well as how much
they cost to cast. Remember, these spells are
not meant as a complete list as a caster can
attempt anything they can imagine within their
respective school of magic. Unless otherwise
noted in the spell description, the range of
spells is based upon the line of sight of the
caster. If the caster can see the target, they
can affect it.
The casting time for spells is dependant upon
the situation. Outside of combat the casting
time is almost instantaneous. Within combat
most spells can be conjured within 4 Steps
unless otherwise noted. Targeting something
with a spell is a little quicker, taking only 2
Steps.
General
These are spells that every practitioner of the
magical arts will learn. When performing these
spells one will normally roll only their Control
skill. If their chosen School applies as well they
can then roll both School and Control dice.
These are very simple spells that are taught to
every spell caster.
As it is with the different schools of magic, there
are many simple tricks and spells that any
caster can attempt. As Narrator it is up to you
decide what falls under General spells and what
falls under a specific school of magic.
62 | M i s t r u n n e r
Detect Magic
Essence:
Difficulty:
2
4
6
8
Magic Script
Essence:
Difficulty:
School of Air
6
12
12
16
Air Servant
Essence:
Difficulty:
Essence:
Difficulty:
Invisibility
Essence:
Difficulty:
10
10
4
8
This spell will suck the very air from the lungs of
a single target. The target will suffer -2 to all
Skill Rolls and take 1d6 damage.
Vault
Essence:
Difficulty:
Meld
Essence:
Difficulty:
12
12
10
10
10
6+Target ES
School of Earth
Crumble
Essence:
Difficulty:
12
16
Golem
Essence:
Difficulty:
Essence:
Difficulty:
Quake
Essence:
Difficulty:
Meld
Essence:
Difficulty:
12
8
2
4
Shape Earth
Essence:
Difficulty:
4
4
Stone Bolt
Essence:
Difficulty:
4
6
6
8
School of Fire
Elemental Gate
Essence:
Difficulty:
12
16
2
4
Boil
Essence:
Difficulty:
4
8
Essence:
Difficulty:
66 | M i s t r u n n e r
Fire Shield
Essence:
Difficulty:
Flare
6
8
Essence:
Difficulty:
4
8
12
8
67 | M i s t r u n n e r
School of Life
Animate Dead
Neutralize Poison
Essence:
Difficulty:
Essence:
Difficulty:
4
8
Bloom
Polymorph
Essence:
Difficulty:
4
8
6
10
Essence:
Difficulty:
12
12+Target ES
16
16
68 | M i s t r u n n e r
2
6
6
8
4 +2 per point
4 +2 per point +Target ES
6
8+Target ES
12
10+Target ES
69 | M i s t r u n n e r
Daze
Essence:
Difficulty:
6
6+Target ES
6
8+Target ES
8
10+Target ES
Paralyze
12
10+Target ES
16
18+Target ES
6
8+Target ES
Essence:
Difficulty:
Fear
Essence:
Difficulty:
Pacify
Essence:
Difficulty:
Deafness
Essence:
Difficulty:
Essence:
Difficulty:
6
8
16
20+Target ES
70 | M i s t r u n n e r
Sleep
Essence:
Difficulty:
Chilling Touch
12
12+Target ES
Essence:
Difficulty:
6
8
Truth
Essence:
Difficulty:
6
8+Target ES
Dehydrate
Essence:
Difficulty:
4
8+Target ES
Drown
Essence:
Difficulty:
10
12+Target ES
School of Water
Breathe Water
Essence:
Difficulty:
4
8
Essence:
Difficulty:
12
16
71 | M i s t r u n n e r
Freeze
Essence:
Difficulty:
Essence:
Difficulty:
Ice Bolt
Essence:
Difficulty:
6
8
Water Servant
Essence:
Difficulty:
Meld
Essence:
Difficulty:
2
4
12
12
Essence:
Difficulty:
8
12
72 | M i s t r u n n e r
The Faerie Mists surround all of the True Realms. They are magical energy given form, and they make
travel between the True Realms dangerous, and often deadly. It takes a skilled Mistrunner to safely
navigate the ever present gloom of the Mists. A Mistrunner can manipulate the Mists, they know the
tricks the Mists can play on the landscape, and they know the dangers that live and lurk in the gray
shadows.
While the Faye feel right at home in the Mists and can easily move through it without problem, mortals
are not naturally equipped to handle it. Anyone can attempt to travel the Mists, but without a skilled
Mistrunner the results will inevitably lead to disaster.
74 | M i s t r u n n e r
Affect on Magic
The Mists can play havoc with most forms of
magic. Spells may be magnified, diminished,
canceled, or completely transformed. There
really is no telling what will happen when you
attempt to cast a spell, it may turn out just fine,
or that simple campfire you were trying to
ignite with a quick Fire spell may turn into an
explosive inferno.
Mishaps occur in the Mists whenever the Magic
Skill Roll results in doubles, that is the School
die and either the Conjuration or the Control
die. Exactly what happens is up to the whims
of the Narrator.
Gates
Casting Outside the Mists
Mistrunning Magic performs best when one is
fully within the embrace of the Mists. This does
not mean that a Mistrunner is defenseless
when stranded in a True Realm. Just because
one cannot see the Mists does not mean it isnt
there. However, being outside of their source of
power does dampen their abilities somewhat.
When trying to work Mistrunning Magic in a
True Realm, the caster suffers a -2 penalty to all
skill rolls.
Barges
While moving over ground is still the most
common method of travel through the Mists,
those that can afford it use a barge or skyship.
No one but a Mistrunner may pilot such a craft.
A Mistrunner infuses the very ship with their
Spells
Mistrunners can work their own magic,
manipulating the very Mists themselves to work
their skill. Below are some sample spells for
Mistrunners. A Mistrunner is naturally at home
in the Mists. Casting spells outside of the Mists
is difficult, and any such attempts suffer a -4 to
the Skill Roll.
Armor
Essence:
Difficulty:
8
10
20
16
Choke
Essence:
Difficulty:
Helm
4
8+Target ES
6
12
6
8
20
16
Essence:
Difficulty:
20
12
12
12
6
8
Obscure
Essence:
Difficulty:
Sanctuary
4
8
Essence:
Difficulty:
6
8
Path
Sight
Essence:
Difficulty:
8
10
Essence:
Difficulty:
2
4
78 | M i s t r u n n e r
Frater Ferro
79 | M i s t r u n n e r
A well equipped adventurer is a living adventurer. Ancient dungeons, dark forests, and the untraveled
paths are littered with the remains of those poor souls that werent properly equipped for the task at
hand. Being prepared is key, surviving in the wilderness or deep underground, having the right gear can
mean the difference between life and death. Whether you need to buy a sword, leather armor,
spyglass, backpack, boots, or simply a mug of beer, the following pages will give a basic guideline of
what types of things are available, as well as what an average cost for those items are. So, grab your
coin purse, cash in those gem stones, because where we are headed, money talks.
80 | M i s t r u n n e r
Currency
It has been a long and hard road to get a
standardized form of money in the True Realms.
Even with the introduction of the Sovern, there
are still many folk that use older forms of
coinage and bartering to this day. In more
civilized places like Wayfarers Way, the Sovern
has replaced almost everything else.
The
Sovern comes in two forms, coins as well as
notes. Coins are used for denominations of
1,2,5, and 10, anything larger is represented in
the form of a Sovern Note. Though frowned
upon by the powers that be, there is still the
age old custom of splitting Sovern coins,
particularly the 1 Sovern coin to create a Half
Sovern. While no such coins are ever minted,
Half Soverns are still very much accepted as
legitimate payment.
As far as how much money the Characters have
to spend, that is up to the Narrator. You may
want your Characters starting out with the best
of everything, or maybe you want them to earn
every coin. Some may forgo buying things
during Character Creation and just let players
choose appropriate gear.
Armor
Arm Bracers, Leather, Hard
12sv
9sv
18sv
50sv
35sv
28sv
90sv
20sv
16sv
30sv
Coif, Chain
10sv
Coif, Leather
7sv
14sv
11sv
Greaves, Steel
20sv
9sv
6sv
Helmet, Steel
12sv
18sv
13sv
9sv
81 | M i s t r u n n e r
5sv
Crossbow, Heavy
35sv
Shirt, Chain
20sv
Crossbow, Light
27sv
30sv
Javelin
2sv
14sv
Sling
1sv
11sv
Throwing Knife
4sv
Melee Weapons
Powders
Battle Axe
24sv
Flintlock
40sv
Claymore
28sv
Hand Cannon
90sv
Cudgel
5sv
Long Rifle
85sv
Cutlass
12sv
Muzzle Loader
46sv
Dagger
6sv
Revolver
160sv
Flail
13sv
Saber Rifle
114sv
Long Sword
16sv
Spitfire
300sv
Mace
18sv
Thumper
210sv
Maul
30sv
Polearm
14sv
Rapier
12sv
Short Sword
10sv
Spear
8sv
War Axe
15sv
War Hammer
14sv
Whip
3sv
Ranged Weapons
2sv
10sv
4sv
2sv
4sv
5sv
5sv
2sv
Bow, Long
20sv
4sv
Bow, Short
15sv
Cartridge Belt
3sv
82 | M i s t r u n n e r
3sv
Pipe
2sv
6sv
Pipeweed
1sv
20sv
20sv
Holster
4sv
50sv
12sv
Robes, cloth
3sv
Quiver
5sv
Sandals
2sv
Shirt, Fancy
8sv
Shirt, Plain
3sv
Scarf
1sv
Shawl
2sv
Shoes, Leather
5sv
Trousers, Fancy
10sv
Trousers, Plain
7sv
1sv
Belt, Leather
2sv
Boots, Fur
4sv
7sv
5sv
Cloak, Cloth
2sv
Cloak, Fur
7sv
Coat, Heavy
8sv
Backpack, Cloth
2sv
Coat, Light
6sv
Backpack, Leather
4sv
Gloves, Cloth
1sv
Bedroll
2sv
Gloves, Leather
3sv
Candle (4)
1sv
Gown, Fancy
15sv
Canvas 10x10
3sv
Gown, Plain
4sv
Climbing Irons
4sv
20sv
Compass
10sv
11sv
Everflame
15sv
Hat
2sv
6sv
Hip Flask
3sv
Grappling Hook
12sv
Hood
1sv
Hacksaw
2sv
Jacket, cloth
4sv
Hatchet
3sv
Jacket, leather
9sv
Knife
1sv
83 | M i s t r u n n e r
Heatstone
20sv
Ink Bottle
4sv
Lantern, Bullseye
7sv
Lantern, Hooded
Lockpicks
10sv
22sv
Magnifying Glass
16sv
Matchsticks, Dozen
1sv
Map case
1sv
Oil flask
3sv
Padlock
6sv
Pouch
3sv
Pry Bar
3sv
Quill
1sv
4sv
Sack (2)
1sv
Beverages
Saw
2sv
Absinthe, Bottle
12sv
2sv
Absinthe, Glass
2sv
Scroll Tube
1sv
Beer, Bottle
1sv
Shovel
3sv
Beer, Pint
2sv
Spyglass
25sv
Mead, Bottle
6sv
12sv
Mead, Glass
2sv
15sv
Rum, Bottle
4sv
Torch (5)
1sv
4sv
Waterskin
2sv
Whiskey, Bottle
9sv
Whetstone
1sv
Whiskey, Glass
2sv
Whistle
3sv
Wine, Bottle
8sv
Wine, Glass
1sv
5sv
Breakfast, Poor
1sv
Dinner, Lavish
12sv
Dinner, Poor
2sv
Lunch Lavish
7sv
Lunch, Poor
1sv
2sv
10sv
1sv
Soup
1sv
2sv
84 | M i s t r u n n e r
Arm Bracers
Organitech
Body Plating, External
400sv
550sv
Chameleons
350sv
Claws
200sv
Claws, Retractable
275sv
Drake Glands
800sv
Eagle Eyes
350sv
Eavesdroppers
275sv
600sv
Gills
100sv
Head Plate
90sv
Memory Crystals
50sv
Mimic Vox
300sv
Muscle Lacing
700sv
Pouch
250sv
Respirator
80sv
Stone Bones
900sv
Stranglers
450sv
Webbing
70sv
Armor Descriptions
Armor can be purchased as a full suit, or by the
piece. Many bits of armor can stack on top of
others, though there are limits. Regardless of
the number of layers one wears, worn armor
can never bestow a bonus higher than AV10.
AV3
AV2
AV6
AV4
Armor, Leather
Leather armor consists of a shirt or breastplate,
greaves, and bracers.
Leather armor is
generally light and does little to restrict the
movement of the wearer.
Hard
Soft
AV3
AV2
AV6
85 | M i s t r u n n e r
Breast Plate
The breastplate is a rigid piece of armor
covering the torso.
Leather, Hard
Leather, Soft
Steel
AV3
AV2
AV6
Coif
AV4
AV2
Greaves
Greaves are armored leggings to protect the
lower part of the body.
Leather, Hard
Leather, Soft
Steel
AV3
AV2
AV6
Helmet
Helmets are used to protect the head, but they
are also often used to project a sense of style.
Many helmets are ornamented to the desires of
the wearer.
Leather, Hard
Leather, Soft
Steel
AV3
AV2
AV6
Shield
Shields are used for those that want that extra
bit of defense before their armor has to absorb
AV2
AV2
AV1
AV1
Shirt
Shirts are flexible armor coats that cover the
entire torso. Full shirts extends down to cover
the legs are well.
Chain
Leather, Hard
Leather, Soft
AV4
AV3
AV2
2D8
6 Steps
Two Handed
86 | M i s t r u n n e r
Claymore
This mammoth two handed sword is favored
among the Anuir.
Damage
Speed
Skill Specialization
2D8
6 Steps
Two Handed
Cudgel
This simple weapon is nothing more than a
fashioned wooden club.
Damage
Speed
Skill Specialization
2D6
5 Steps
Whips/Chains
Long Sword
This is the heaviest of the single handed blades.
It is a favorite of knights and warriors on
horseback.
Damage
Speed
Skill Specialization
1D8
4 Steps
One Handed
2D6
5 Steps
One Handed
Mace
Cutlass
Favored among sailors, the cutlass is a shorter,
curved bladed sword. It is a lightweight and
quick weapon.
Damage
Speed
Skill Specialization
1D8
3 Steps
One Handed
Dagger
2D4
4 Steps
One Handed
Maul
This huge hammer breaks bones with ease.
1D6
2 Steps
One Handed
Flail
Made of a single length of wood or steel as a
handle and a length of chain with a metal ball
Damage
Speed
Skill Specialization
2D10
7 Steps
Two Handed
Polearm
Similar to a standard spear, the polearm is a
simple metal edge attached to a long wooden
shaft, normally 6-8 feet in length.
Damage
Speed
Skill Specialization
2D8
6 Steps
Two handed
87 | M i s t r u n n e r
Rapier
War Hammer
Damage
Speed
Skill Specialization
1D8
3 Steps
One Handed
Short Sword
Sometimes simpler is better, this small sword is
one of the most common weapons in the True
Realms.
Damage
Speed
Skill Specialization
1D10
4 Steps
One Handed
Damage
Speed
Skill Specialization
2D4
4 Steps
One Handed
Whip
The stinging bite and iconic crack of a whip
make it seem more fearsome than it is.
However, in the hands of a true expert it can be
used with deadly efficiency.
Damage
Speed
Skill Specialization
1D6
3 Steps
Whips/Chains
Spear
A wooden shaft with a slim piercing metal head,
a spear is great for keeping the enemy out of
reach.
Damage
Speed
Skill Specialization
1D12
5 Steps
Two Handed
War Axe
Bow, Long
The smaller cousin of the battleaxe, it has a
smaller head and shorter handle. This is a
favorite among Druga, as well as anyone that
likes mashing things flat.
Damage
Speed
Skill Specialization
2D6
4 Steps
One Handed
2D4
6 Steps
Bows
350 Feet
88 | M i s t r u n n e r
Bow, Short
Sling
Damage
Speed
Skill Specialization
Maximum Range
1D6
4 Steps
Bows
200 Feet
Damage
Speed
Skill Specialization
Maximum Range
1D4
2 Steps
Thrown
180 Feet
Crossbow, Heavy
Throwing Knife
Damage
Speed
Skill Specialization
Maximum Range
2D6
8 Steps
Crossbows
300 Feet
Crossbow, Light
1D10
5 Steps
Crossbows
200 Feet
Javelin
Light and slender, the javelin is a shortened
spear designed for flawless flight.
Damage
Speed
Skill Specialization
Maximum Range
1D6
2 Steps
Thrown
100 Feet
Powders Descriptions
Damage
Speed
Skill Specialization
Maximum Range
1D8
3 Steps
Thrown
200 Feet
89 | M i s t r u n n e r
Flintlock
Muzzle Loader
Damage
Speed, Firing
Speed, Reload
Skill Specialization
Maximum Range
2D4
2 Steps
8 Steps
Powders
80 Feet
Hand Cannon
These wide mouthed guns fire a single explosive
shot that can have devastating results. Many
claim that it is the mighty deafening blast of this
Powder that causes most of the damage when
fired.
Damage
Speed, Firing
Speed, Reload
Skill, Specialization
Maximum Range
2D12
2 Steps
8 Steps
Powders
120 Feet
Long Rifle
The long rifle is a feared and deadly accurate
weapon, in some areas replacing the use of
bows. Long rifles use a bullet cartridge of 5
rounds.
Damage
Speed, Firing
Speed, Reloading
Skill Specialization
Maximum Range
2D8
3 Steps
6 Steps
Powders
400 Feet
Damage
Speed, Firing
Speed, Reload
Skill Specialization
Maximum Range
1D12
2 Steps
8 Steps
Powders
140 Feet
Revolver
Relying upon a rotating cylinder of 6 bullets, the
revolver is an efficient and deadly weapon.
Revolver are one of the newest Powders to hit
the market, and it is quite frequent for them to
jam.
Damage
Speed, Firing
Speed, Reload
Skill Specialization
Maximum Range
1D10
3 Steps
10 Steps
Powders
120 Feet
Saber Rifle
This unique weapon combines the ranged
firepower of a two shot rifle with the up close
comfort of a sword. The blade functions the
same as a short sword.
Damage
Speed, Firing
Speed, Reload
Skill Specialization
Maximum Range
2D6
3 Steps
6 Steps
Powders
250 Feet
90 | M i s t r u n n e r
Spitfire
Holster
Damage
Speed, Firing
Speed, Reload
Skill Specialization
Maximum Range
2D12
4 Steps
12 Steps
Powders
80 Feet
Thumper
A short barreled rifle, the Thumper fires a single
cartridge round that sends out a hail of shrapnel
damaging everything in a cone, extending
twenty feet out from the shooter area in front
of the shooter.
Damage
2D8
Speed, Firing
3 Steps
Speed, Reload
6 Steps
Skill Specialization
Powders
Maximum Range
20 Feet
Organitech Descriptions
Organitech is the term used to describe organic
enhancements magically grafted to the body.
Gills, retractable claws, and enhanced muscles
are all examples of Organitech. While it has its
upside, there are some downsides to
Organitech as well. First of all, Organitech is
very expensive. Also, it takes time to have the
procedure done and then even more time for
the body to acclimate itself to the new
additions.
Third Organitech is restricted in
nearly all civilized areas and local authorities
may make it difficult for those with organic
implants. Many of the parts used in Organitech
are harvested from supposedly dead bodies,
but it is generally believed that many donors
only end up dead after they are processed.
91 | M i s t r u n n e r
92 | M i s t r u n n e r
Muscle Lacing
Gills
Simply put, this is the same thing a fish has.
The bearer can breathe water without difficulty.
Head Plate
This cowl is adhered to the skull itself. It is
very noticeable if not covered in some way, but
the protection it gives is generally considered to
be worth the trouble. A Head Plate grants an
AV4 to the wearers head only.
Memory Crystals
These tiny crystals are inserted at the base of
the skull.
The Faye have used these for
centuries to deliver messages that were not for
prying eyes and ears.
These crystals store
memories that can then be shared by others.
Every crystal has a command word to unlock its
hidden message.
Mimic Vox
This implant gives the ability of mimicry. The
bearer can replicate any sound they have heard
before, including peoples voices. It is actually
a small parasitic leech that feeds off the host.
To keep the leech happy the host must
consume alcohol daily. Failure to do so will
result in the death of the leech within a few
days of sobriety.
Pouch
This is a secret body compartment.
It is
generally not very large, normally large enough
for a coin purse or a small knife. One needs to
be careful though as sharp items can puncture
the pouch, so make sure that knife is sheathed.
Respirator
This nasal enhancement helps filter out
impurities in the air, giving added protection
from toxic fumes. Respirators filter away any
harmful gases or vapors and it quite popular
with miners.
Stone Bones
With the aid of magic the bones themselves are
strengthened with a stone lace. This greatly
increases the durability of bones, and the body
in general. Stone Bones grants a bonus of 5
additional points to a Characters Wounds.
Stranglers
These are living vines that are inserted in the
arms. They can be shot away from the body
and utilized much like a rope. Using Stranglers
requires the Whips/Chains Melee Skill.
93 | M i s t r u n n e r
Webbing
This physical enhancement aids in swimming
and functioning in the water, giving a +2 to all
Swim Skill Rolls.
This one is quite popular
among sailors and it is one of the few that is
actually legal in most places. Nekrons already
possess natural webbing, so they have no need
for this enhancement.
94 | M i s t r u n n e r
Ranna-Kiri
95 | M i s t r u n n e r
There will come times when things get a bit physical and violence is inevitable. Combat in the world of
Mistrunner can be quite brutal, just about anyone is a critical hit away from crippling injury and even
death. Even the most seasoned veteran of war has bodily limits, and sword to the heart will kill them
just as easily as the lowest peasant.
96 | M i s t r u n n e r
Steps
Initiative
2 Steps
2 Steps
4 Steps
4 Steps
6 Steps
2 Steps
3 Steps
2 Steps
4 Steps
2 Steps
2 Steps
Varies
Example of Initiative
Jude MacSubine has a Perception of D8. He
rolls a 7 for his initiative roll. Tarmach has a
Perception of D4 and rolls are 2. Ranna-Kiri has
a Perception of D10 and rolls a 6. Jude would
take the first Step because he rolled the
highest. Ranna-Kiri would be second at Step 2
(Judes 7 minus Ranna-Kiris 6 =1, so he would
act 1 Step after Jude), and Tarmach would act
last at combat step 6 (Judes 7 minus Tarmachs
2=5, so he would act 5 Steps after Jude). Any
Characters that are tied will act simultaneously.
If the exact order matters, the tied Players will
make a new initiative roll to break the tie.
Example of Combat Steps
This will progress you through a number of
Steps using the Initiative from above. Jude acts
first at Step 1 and makes an attack with his
Flintlock, which has a Speed of 2. His attack is
made now, but he wont be able to take any
other actions until Step 3. The one exception is
defensive actions such as Parry or Dodge, which
are covered later in the chapter.
Next Ranna-Kiri goes at Step 2. He casts a
Wind Bullet spell. This is just the casting of the
spell. He wont be able to target anyone with it
until Step 6, the casting of the spell took 4
Steps.
97 | M i s t r u n n e r
Melee Attacks
Melee attacks are made in close combat, with
either hand held weapons or ones own hands.
Melee attacks are resolved one of two ways.
First is as a contested Skill Roll between the
attacker and the defender, when the defender
is actively protecting themselves.
When
attacking a person or creature that either
cannot or chooses not to defend themselves,
the attack roll is made against a Target Number.
Melee Attack Roll
To make a melee attack the Player rolls the
Melee die plus any applicable Skill
Specialization, for example Whips/Chains.
Sometimes there may be additional modifiers
to an attack roll, such as attacking a specific
body part, battlefield conditions, or magical
enhancements.
A defender has three options when being
attacked, default, dodge, or parry. Default
means the target either cant defend itself or
chooses to not defend from the attack. This is
resolved as a normal Skill Roll for the attacker
against a Target Number of 8 for Moderate
difficulty. If the Attack Roll meets the Target
Number, a hit is scored.
If the defender chooses to dodge they make an
Athletics roll. If the target also has the Skill
Specialization in Acrobatics they can roll that as
well. The result of this Dodge Roll is compared
that to the Attack Roll. If the Dodge Roll is
higher than the Attack Roll, the attack misses.
The third option is to parry. The defender rolls
their Melee plus the Skill Specialization for
whatever weapon they are currently using.
98 | M i s t r u n n e r
+2
-2
-8
-4
-1
+6
-2
+2
-6
Ranged Combat
Ranged attacks are not contested as often as
Melee attacks are and are normally resolved
against a Target Number of 8. Ranged attacks
also almost always have varying modifiers
applied, most likely due to range. The only way
a target of a ranged attack can defend is if they
are actively aware of the shooter. Aside from
Default, they can also try to Dodge or Parry,
though neither is easy.
Die Roll
Left Arm
Right Arm
3-4
Left Leg
5-6
Right Leg
7-9
Torso
10
Head
Attacker in Melee
Attacker on High Ground
Attacker Prone
Attacker Running
Attacker Walking
Blind Fire
Called Shot, Head
Called Shot, Limb
Called Shot, Torso
Defender Immobile
Defender on High Ground
Defender Prone
Target Behind Cover
Target Running
Target Walking
-2
+2
+2
-4
-2
-6
-8
-4
-2
+4
-2
-2
-4
-4
-2
Damage
If an attack roll ends in a successful hit, then
damage occurs. There are five possible steps
to resolving damage.
Step 1: Roll Damage: The attacker rolls a
damage die or dice for the weapon used plus
any modifiers, such as Damage Bonus or
magical enhancement.
Step 2: Determine Hit Location: Hit location is
important for determining whether or not
armor will protect from the damage dealt.
Unless the attack was made at a specific
100 | M i s t r u n n e r
101 | M i s t r u n n e r
102 | M i s t r u n n e r
103 | M i s t r u n n e r
Adventure Hooks
While you are highly encouraged to create your
own adventures entirely from scratch,
sometimes you may need just a nudge to get
that creative engine going. There is a plethora
of source material out there already, books,
comics, television and movies.
Be careful
where you get your ideas from though, odds are
many of your Players watch the same programs
and read the same books. If you borrow from
an established source, it is always best to
change things just enough so that even if
someone has seen the same movie you based
your adventure on they cant trust that
everything is the same.
Aside from these
sources, below are some short introductions to
some adventures, just enough to get you
started.
The Rope Ghost
People have been turning up dead along the
docks.
Everyone appears to have been
strangled, but there is never sign of an attacker,
nor the rope used for the crime. Rumors have
begun to spring up about the mystery murders,
people speaking of the phantom of a long dead
sailor seeking revenge on the living. Is it really
a ghost, or is it just some clever killer? There
have apparently been sightings of rope moving
on its own, slinking off the pier and into the
water. There is a growing reward offered to
whomever can stop these attacks.
106 | M i s t r u n n e r
Ugly
The Characters are approached by a hideous
looking, thing. Despite the beasts monstrous
appearance, it is quite well spoken. If the
Characters choose to listen the poor creatures
story, he will claim to be the victim of a
powerful curse. In order to break the curse
and restore the poor victim to his original
appearance, the Characters must steal an
object so he can reclaim his lost identity. But,
is he telling the truth, or is it all a ruse to get the
Characters to do his dirty work?
The Duel
One of the Characters is approached by a
crippled nobleman. The man is offering a large
reward for the Character to act as his second in
a duel with a rival to win the affections of a
woman. The second fight in the noblemans
place. Many things could go wrong. Is it a
fight to the death? If not, what happens if the
Character accidentally kills a noble? What if
the Character wins and the object of affection
decides to reward the true champion of the
duel? What happens if the Character loses the
fight?
Avast Ye
Pirates have always been a problem.
No
matter how much effort is put into stopping
them, there are always those that slip through
the cracks. The Characters are approached by
a local merchant that needs them to recover
some lost cargo stolen on the high seas. Will
the Characters find the missing cargo? Or,
maybe it is all a setup, the local merchant
sending unwary adventurers into a trap.
Its a Frame Job
The Characters are minding their own business
when they are confronted by a patrol of
Arbitrators. One of the Characters is accused
of theft and the Arbitrators demand a search of
their person. This could go bad in several ways.
If the Character resists they will face the wrath
of the Arbitrators, not desirable by anyone. If
they relent to a search the missing bauble will
be found tucked into a pack or pocket. The
Character can plead their innocence, but
without proof they are guilty in the eyes of the
Arbitrators. How did the item get into their
possession? Who put it there, and why?
The Sickness
Illness and disease are nothing new to folks in
the poorer districts of Wayfarers Way.
However, a new disease has popped up that has
107 | M i s t r u n n e r
True Love
One of the Characters begins to receive
anonymous letters and gifts from a secret
admirer. What starts off as a mild distraction
soon becomes a full blown disaster. Eventually
the identity of the mystery love will be revealed
and the new paramour will start to follow their
beloved everywhere.
They are a constant
nuisance, always getting into trouble, always
getting in the way. How does the Character get
rid of them? Is it really as simple as telling
them to get lost, or are there other things to
consider?
Maybe she is the daughter of
someone powerful, or maybe he is powerful on
his own. Or perhaps the Character appreciates
the extra attention.
The Curse
Storm Clouds
I Wants It
Not every Character is above doing things that
might appear criminal. There is a precious item
that the Characters are hired to steal. The job
is supposed to be easy, little to no security, easy
pickings. The reasons why dont matter, but
the large reward for the safe procurement of
the item does. Is it really a simply snatch and
grab, or will there be unseen difficulties?
108 | M i s t r u n n e r
Recurring Roles
If you are running an extended campaign there
is a good chance that some of the people the
Characters meet may crop up again. These
could be important sources of information,
faithful allies, or a nemesis that always seem to
pop up at the worst possible time.
Advancement Points
Aside from the physical rewards for a job well
done, the Players will want rewards they can
use to improve their Characters. Advancement
Points, or AP, are awarded at the end of each
session or adventure. There are a variety of
reasons why the Characters may earn AP, and
these can be used to improve Skills and
Attributes, or saved for use at a later time.
How many AP you give out as a Narrator is up
to you and how quickly you want the Characters
to advance.
109 | M i s t r u n n e r
It is a dangerous world out there. While many of the antagonists the Characters come across will be
made up from the various same mortal races as them, there are so many more creatures and folk that
make up the residents of the world of Mistrunner. The following is by no means the full extent of the
worlds denizens, but it should be enough to keep the Characters busy for quite some time.
111 | M i s t r u n n e r
Acrel
Acrel are huge beasts, often tamed and bred for use as pack animals. They have a thick scaly hide
which is impervious to nearly anything. They move rather slowly, even with their six muscular legs.
Standing nearly 20 feet at the shoulder and extending almost 40 feet in length they are truly enormous.
Acrel are by nature solitary, although young spend the first few years of life with their mother. On very
rare occasions they have been found in small herds of 10-20 individuals, though this is exceedingly rare.
They are omnivores, and they will eat almost anything that they can get into their mouth. They are not
hunters though and will not pursue prey, preferring to graze wherever they are.
These gigantic beasts can be found nearly anywhere, regardless of climate. It can be assured that they
will be found anywhere both mortals and Faye make their homes as they are one of the most common
beasts of burden in the realms.
Acrel are generally very sedate and calm. Their thick hide prevents them from even noticing most
things they come into contact with. However, if they are physically threatened or if protecting young,
they can become 20 tons of incredible fury. They will trample anything smaller than them and swipe
their tail at any threat as well.
112 | M i s t r u n n e r
Acrel are fairly easy to tame, simply give them adequate food and they are your friend for life. They can
carry a tremendous amount of cargo. There are various riggings used to turn these mammoth beasts
into living trains, moving tons of goods between the True Realms.
Attributes
ST
CN
IN
ES
30
20
1
6
Damage Thresholds
Minor
20
Major
40
Magic
School
Conjure
Control
Preferred Weapons
Teeth
Dam 2D12
Stomp
Dam 4D10
Tail Swipe
Dam 3D6
Speed 8
Speed 10
Speed 12
Armor by Location
Head
40
Torso
30
Arms
NA
Legs
30
NA
NA
NA
113 | M i s t r u n n e r
Alfar
The Alfar are the common footsoldiers of the Faye. These elvish warriors make up the bulk of the
armies that serve the Sidhe and most are hardened combat veterans, having fought in the Retribution
Wars. They stand a little over 6 feet in height and have a rather lean, yet muscular build. Their lithe
bodies belie a hidden physical strength and they are incredibly agile. Most are fair haired and fair
skinned and their ears have a slight point on the ends, signifying that they are most assuredly of elvish
blood.
Each Alfar claims lineage from any one of numerous clans of elves, most of which date back to the
earliest times of mankind. Most of the clans are patriarchal in nature, however a few exist that are
dominated by the women. Regardless, both male and female Alfar are skilled and cunning warriors,
and they train from childhood on.
Aside from being skilled with martial weapons, Alfar spend a great amount of time studying the arcane
arts as well. Every Alfar is every bit as good with a spell as they are with a sword. They are also renown
for the archery skills. There is nothing deadly than a group of Alfar armed with bows.
114 | M i s t r u n n e r
Being as numerous as they are, the Alfar are found throughout the Mists, as well as in several True
Realms. Wherever the Sidhe are located there will also be a large contingent of Alfar ready to serve
when called. Every clan has its own home range, generally located in the deeper portions of the Mists.
These strongholds are typically known only to clan members, even few Sidhe know where individual
Alfar truly call home. Those that the location is known of are impregnable fortresses.
The Alfar are deadly on the field of battle. Many mortals have died by their hands, as well as numerous
Unseelie Faye. Though they have large numbers and their skills are practically unmatched, the generals
of the Alfar armies are a cautious lot.
If a weapon exists, odds are the Alfar trained with it. Their preferred tactic is attrition from a distance
with their superior archery skills. Once engaged hand to hand they prefer sleek swords and knives. Few
ever fight with shields and their armor is light and flexible, though still incredible resistant to attack.
Attributes
ST
CN
IN
ES
Deception
8
8
10
12
Influence
Education
Damage Thresholds
Minor
8
Major
18
Craft
Magic
School
Conjure
Control
Technology
Survival
Perform
Preferred Weapons
Longsword
Dam 2D8+3
Longbow
Dam 2D8
Range 500 Feet
Speed 4
Speed 5
Armor by Location
Head
AV10
Arms
AV10
Torso
AV15
Legs
AV10
115 | M i s t r u n n e r
Avia
These diminutive humanoids look vaguely like Andurans at first glance, though at one third the size,
roughly 2 feet tall. Closer inspection will reveal sharp talons on both the hands and feet. They also have
a sharp, curved beak and large bulbous eyes. They are extremely primitive and never wear clothing of
any kind. Their entire body is covered by very fine feathers and two broad wings extend from their
backs. These wings make them very strong and agile fliers.
Avia are highly social creatures and gather together in huge flocks numbering in the hundreds. Every
member of a flock has duties that it must perform. Males hunt and protect the flock, always patrolling
in groups of two or more. Females raise young, care for the nest, and in desperate times also join in on
the hunts.
Avia make their homes among the tops of the giant Yggdrasil trees in Andurannia. They have never
been found in any other True Realm or the Mists. Their nests are a mix of sticks and leaves woven
116 | M i s t r u n n e r
together into a tight mesh hanging from larger branches. When young are present in the nest a second
pouch is
woven in the mesh. Avia lay eggs, much like a bird. These eggs take a month to incubate before the
young are born. Females can lay up to three eggs per clutch and two clutches per year. Half of these
young will reach adulthood, three years of age. Avia in general live about 30 years, females a little less.
Avia have built in weaponry with their sharp talons and beaks. Smaller prey they will grip in the talons
and then go in for a kill with their beak. Larger prey are only attacked en masse. Avia will drop stones
on foes as well as try to do dive attacks, raking their claws over an opponent as they whiz by. If defeat
becomes obvious Avia will flee. They will also try to retrieve any fallen members of the flock, wounded
or deceased. Those that fall to an Avia will end up as food for the flock. Any possessions they once had
will end up woven into the fabric of a nest.
Avia tend to hunt smaller prey, though large flocks have been known to pursue larger game in lean
times. They are normally shy when it comes to larger beasts and the civilized races, preferring to flee
rather than engage in a fight they cannot win.
Attributes
ST
CN
IN
ES
5
7
4
6
Damage Thresholds
Minor
7
Major
15
Magic
School
Conjure
Control
NA
NA
NA
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
D10 plus D10 Flying/Gliding
D6 plus D6 Intimidate
NA
D4 plus D4 Hide
NA
NA
NA
D6 plus D6 Hunt/Track
Preferred Weapons
Claws
Dam 2D4+1
Beak
Dam 1D6
Speed 2
Speed 2
Armor by Location
Head
4
Torso
4
Arms
3
Legs
3
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Azhriat
Azhriat are often referred to as tree dwarves. They are squat and robust creatures, standing about 3
feet tall. Unlike true dwarves they dont have any facial hair of note. They do have extra long toes that
aids in the climbing of trees. They love to dress in the bright colors of nature, vibrant reds and oranges
mostly. Males always wear head scarves, the length of which indicates status.
Azhriat make their homes in the trees of large forests, primarily in Andurannia. Few make permanent
strutures, instead relying on the natural shape of the trees to provide both shelter and comfort. They
will use series of thick ropes woven from vines and plant fiber to speed movement among the trees they
call home.
Aside from a few large settlements in Andurannia, Azhriat rarely gather in large numbers. Most families
live on their own, staking claim a small range of forest. Conflicts over these ranges is common and quite
often deadly. Males do not share well with each other. Any young are driven off once they become
mature.
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A family normally consists of one dominant male, several wives, and any offspring to young to survive on
their own. Oddly though elderly Azhrait are treated with great respect and it is the duty of all to care for
them. To shun an elder, or worse yet cause them harm is a death sentence among the Azhriat. Once
an Azhriat male has passed the age of 50 he is no longer able to mate and is then consider an elder. Of
course, due to the violent nature of young males, most never live long enough to enjoy retirement.
Azhriat are known to make and use simple tools. If they can acquire more advanced items they will, but
most make due with sticks and stones. Few are none to work metals of any kind. Fabrics though is
where they shine with artistic flair. Female Azhriat weave elegant tapestries and garments. Those few
that will trade with other races have experienced quite a change in lifestyle.
Azhriat are fierce warriors. Generally a male will protect his home from any trespassers, Azhriat and
other races alike. Iif truly threatened the females will join in the fray and they are just as dangerous as
their mates. They prefer to attack from the safety of the trees, pelting their foes with rocks and spears.
Attributes
ST
CN
IN
ES
6
8
4
4
Damage Thresholds
Minor
8
Major
16
Magic
School
Conjure
Control
D6 Earth
D6
D4
Influence
Education
Deception
Craft
Perform
Technology
Survival
D6 plus Intimidate D6
NA
D8 plus D6 Hide and D8 Move
Silently
D8 plus D8 Tailoring
NA
NA
D10 plus D6 Foraging, D8
Hunt/Track, and D10 Trapping
Preferred Weapons
Sling
Dam 1D4
Speed 2
Range 180 Feet
Short Spear
Dam 2D4
Speed 4
Range 100 Feet
Armor by Location
Head
AV1
Torso
AV2
Arms
AV1
Legs
AV1
119 | M i s t r u n n e r
Cu Sith
Tall as a yearling bull, these mammoth hounds, also known as Faerie Hounds, are guardians of barrows
and faerie mounds. They have a sleek and powerful build. A series of black stripes run down the length
of their back all the way to the tip of their tail. Strong, sharp teeth are connected to a jaw with
tremendous crushing force.
Cu Sith have been bred for thousands of years by the Sidhe and their loyalty is unmatched. There is
always a limited number of hounds. Only a select few of the Seelie Court know what that number is.
Whenever a hound dies a new one is born. They mature rapidly, reaching full size in a matter of weeks.
Every hound is born with full knowledge of what its life duty will be. Nothing can ever change that, a Cu
Sith is born for one reason only. Only the master breeders know what a hounds purpose will be. The
rarest hound is one that is born at the same moment as the person they will serve as a companion too.
Such a person is believed to be destined for great things, his Cu Sith always at his side.
The Cu Sith are a highly sought after companion by many of the Faye. Still, only those that a hound is
born for will ever have one. Most are born to serve as guards for ancient sites or royal palaces. Cu Sith
never sleep, they never eat, they are always on duty, ever vigilant. Their senses are of a unnatural
ability. They can hear the faintest sound, smell a foe from miles away, and see clearly even in the
blackest of night.
120 | M i s t r u n n e r
There are a select few Cu Sith that serve as messengers for the Seelie Court, normally sent out as a
warning. A Cu Sith that crosses the path of someone is an omen of dark times ahead. To hear the
baying of a Cu Sith is a warning that a death will happen soon. In extremely rare events one of these
hounds will appear by the side of a person in their greatest time of need, fighting side by side with their
newest ward. There is no higher honor among the Sidhe than to have a hound fight with them.
Cu Sith are formidable fighters. They are incredibly strong and once their powerful jaws clamp down on
something it takes the death of the hound to loosen it. Their extraordinary senses prevent anyone from
ever surprising them too. Cu Sith even seem to know a persons intentions and act accordingly.
Cu Sith will recover from wounds quickly, healing almost as quickly as they are injured. Cold forged iron
will injure them severely and these types of wounds take a long time to heal. Magic is also not very
effective against them, though they have a high resistance.
Their baying can also cause temporary disorientation and deafness. The effects last for hours and many
will flee upon hearing the call of a Cu Sith. It acts as a Fear spell cast from the Mental School of Magic.
Attributes
ST
CN
IN
ES
8
10
5
15
Damage Thresholds
Minor
Major
Magic
School
Conjure
Control
10
18
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
D10 plus D8 Running
NA
NA
NA
NA
NA
NA
NA
Preferred Weapons
Bite
Dam 2D6+3
Speed 3
Armor by Location
Head
AV6
Torso
AV6
Arms
AV4
Legs
AV4
121 | M i s t r u n n e r
Damasiador
Damasiador are extremely obese beings. If they could stand they would be about 5 feet tall. However,
they move very little as they weigh anywhere from a svelte 800 or 900 pounds to upwards of a few
thousand. Their skin is often covered with numerous oozing sores that fester in the many folds of flesh.
They seem to be always filthy, covered in a mix of grime, sweat, and droppings from previous meals.
Two rows of sharp teeth line their mammoth mouths, though they rarely seem to chew their food,
instead they gulp it down as quickly as possible.
Seeing as they are unable to move about on their own they rely upon slaves to cater to their whims,
which almost always entails feeding time. A Damasiador will eat just about anything that gets close
enough to its mouth, the unfortunate end of more than one slave over the years. On rare occasions
they have even eaten until they burst, but the amount of ingestion required is obscene.
When they are not busy eating, they are scheming. The only thing they love as much as food is the
misery of others. They will go to great lengths to cause suffering wherever they can. They maintain
networks of spies and soldiers to commit any nefarious deeds they see fit. Damasiador are always in
the company of slaves and bodyguards, all of which will fight to death in defense of their master. If it is
cornered or threatened and its other means of defense have been beaten a Damasiador will beg, lie,
bribe, and blubber in order to stay alive. Those unlucky few that are captured and brought before a
122 | M i s t r u n n e r
Damasiador often face a fate much worse than death. Some are eaten, they are luckier than the rest.
Others are made into thralls, forced to serve the Damasiador for the remainder of their lives.
Damasiador can work powerful mind control magic and only those of the most iron-clad will have even
the slightest chance of resistance. It gives a Damasiador great pleasure in breaking down those that
resist, in the end all will serve. Those that have special skills may be employed as soldiers or spies,
others as menial servants. The loathsome fate for many a female is to become a concubine for the
Damasidors other appetites. Those rare few that manage to break the hold their obscene masters hold
over them are never the same.
Damasiadors are on just about every bounty list imaginable. They are barred from every True Realm
and most of the Faye consider them outcast as well, even among the UnSeelie Faye. Still, they thrive,
hiding out of sight while their minions cause chaos. Many a noble house has fallen due to the
machinations of a meddling Damasiador.
Attributes
ST
CN
IN
ES
10
15
12
14
Damage Thresholds
Minor
15
Major
20
Magic
School
Conjure
Control
D12 Mental
D10
D12+2
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
D12 plus Persuasion D10 and
Barter D12
D10 plus History D8, Alchemy
D10, Faye Lore D8, and Arcane
Lore D8
NA
NA
NA
NA
NA
Preferred Weapons
None
Armor by Location
Head
AV8
Torso
AV15
Arms
AV12
Legs
AV12
123 | M i s t r u n n e r
Darkling
Darklings are the most sinister of all the goblinkin. Their bodies are horribly deformed and misshapen.
Overly long arms end in wicked hook like claws with boney spikes at the elbows. Their mouth is full of
huge, sharp teeth, and their eyes glow an infernal red. A thick, bony hide covers their entire body. A
persistent stench emanates from them and it can be quite nauseating.
Darklings live to cause pain and torment. They relish misery and sorrow, and sow it wherever they
tread. Long ago they were banished from the Seelie Courts and they fled into the deepest parts of the
Mists. There they found new masters and made dark pacts with evil beings. They were once as
beautiful as the Sidhe themselves, but with their new power came twisted new forms.
124 | M i s t r u n n e r
Darklings prefer to band together into marauding packs, always staying on the move. Their numbers are
dwindling though as they cannot reproduce on their own any longer, and yet they show no fear of
death. They are hunted wherever they go, by both mortal and Faye alike.
Darklings go wherever they can cause the most trouble. Bands of them will strike along the fringes of
the more remote True Realms. Though they have an intense hatred of the Sidhe, they are loathe to go
anywhere near the Seelie lands. Because of the nature of the pacts they entered in to, they must not
stray from the Mists for too long, and they all must journey into the darkest areas of the Mists to renew
their powers and the bonds they have forged with their new masters. They are considerably weaker the
further they get from their source of power.
Darklings are violent and remorseless. They hate everyone, Faye more than others. They will attack on
sight if they feel they can score a victory. Though they love to fight they are smart enough to avoid
conflicts they know they cannot win. Aside from their natural weaponry, many use gruesome axes as
well. Most Darklings are also adept at some form of magic and all have knowledge of Mistrunning.
Darklings will normally fight to maim and subdue. This way they can prolong the suffering of anyone
they capture. They have been known to delay death for years in some cases, constantly bringing their
victims to the edge of death only to let them recover. Then the torture starts anew.
Attributes
ST
CN
IN
ES
9
10
9
11
Damage Thresholds
Minor
10
Major
19
Magic
School
Conjure
Control
D12 Mistrunning
D10
D10
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival NA
NA
NA
NA
NA
D8 plus D8 Hide
NA
NA
NA
Preferred Weapons
Claws
Dam 2D10+3
Darkborn Ax Dam 2D12+3
Speed 3
Speed 6
Armor by Location
Head
AV12
Torso
AV16
Arms
AV8
Legs
AV8
125 | M i s t r u n n e r
Drake
Drakes are smaller cousins to the mighty dragons of old. Much smaller and a bit more dim than their
majestic kin, they are still considerable foes. They stand about 10 feet at the shoulder and measure
about 30 feet from snout to tail. Most Drakes have wings and can easily take flight. Their bodies are
covered with thick overlapping scales that will deflect most mundane weapons. They have dagger-like
claws that can rend even stone and steel.
Drakes are not very common as most have been hunted for their scales and organs. Still, in the more
remote areas of the Mists and amidst the treetops of Andurannia they still roam free. They prefer to
make their homes high above the ground along cliffs and mountain peaks. Every now and again a lone
drake will wander into more settled areas and briefly wreak havoc on the local livestock. It isnt long
before such marauders are put to a bloody end. They are very unpredictable when they encounter
mortal races. One may flee instantly while another attacks on sight. No one knows what drives these
126 | M i s t r u n n e r
beasts. They cannot be reasoned with like dragons can, nor do they collect wealth of any kind.
Drakes are ferocious fighters. They will utilize their sharp claws and razor like teeth to tear their
opponents apart. When possible they will grab an enemy and soar into the air, dropping the poor
wretch onto some hard far below. They will flee if the fight goes poorly, only a rare few will stick it out
to the death, unless their are eggs involved. Drakes can also spit a venomous poison at foes.
Drakes can be trained from birth to be loyal and sturdy aerial mounts. An elite unit of Alfar utilize them
in just such a way. However, the owning of Drakes is strictly prohibited inside the True Realms as part of
the last treaty made with Faye. Still, there is a great deal of money to be made from the poaching of
Drakes. Not only their eggs are valuable but many mages will be greatly for various organs from a
Drake. The poison glands are highly sought after for use in both Alchemical experiments as well as the
new field of Organitech. Armor made from a Drakes scales is incredible resistant to both damage and
flame, even though Drakes themselves cannot breathe fire.
Attributes
ST
CN
IN
ES
15
20
4
14
Damage Thresholds
Minor
20
Major
25
Magic
School
Conjure
Control
NA
NA
NA
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival NA
Preferred Weapons
Claws
Dam 3D6+6
Teeth
Dam 2D4+6
Poison
Dam 3D8
Speed 4
Speed 5
Speed 8
Armor by Location
Head
AV16
Torso
AV24
Arms
NA
Legs
AV16
127 | M i s t r u n n e r
Eddluithe
Eddluithe are mighty creatures of the earth. They can assume may different forms, though the most
common is that of a large bald and heavily muscled man. They can meld with the earth at will and can
reform anywhere that has contact with the open ground. They have a hard time maintaining their form
when in contact with water, having to concentrate to prevent themselves from washing away.
Eddluithe are the self sworn protectors of all herd animals, both wild and domesticated. They ensure
that herds are healthy and strong. They keep the fields full of grass and the streams clear and full. They
understand the purpose these animals serve and do not interfere with what they consider to be the
natural order of things. Wolves eat sheep, farmers butcher cattle, it is all the way of the herd. However,
those that abuse the natural order may find themselves the target of an Eddluithes wrath. This is not
an enviable position.
Eddluithe can move mountains with a thought. They can cause the ground beneath ones feet to give
128 | M i s t r u n n e r
way. The wind bends to their will, and they can call the beasts of the wild to their aide. As long as an
Eddluithe is in contact with the ground they are virtually indestructible. They can heal any wounds as
long as there is enough raw material to do so. They are not just creatures of the earth, they are earth.
Fire can slow them down, though water works best. Still, it is inadvisable to act against these creatures
if possible.
Few ever see an Eddluithe though. They are incredibly rare and very reclusive by nature. They prefer to
never be seen unless it is absolutely necessary. They will utilize nature when they need to
communicate, both to act in favor of the herds, or to warn those that come close to wrongdoing.
Farmers and shepherds alike pay homage to the Eddluithe. Small offerings are often left in the fields to
appease these mighty spirits. Every herd has a prize beast that is always spared the blade as a sign of
respect for the herds guardian Eddluithe.
While they tend to ignore the activities of most folk, some Eddluithe suffer from vanity and will punish
those that do not show the proper respect a being of their power deserves. Woe to any farmer that
finds himself on the receiving end of any punishment from a slighted Eddluithe. Normally once
sufficient penance is paid the Eddluithe will end their wrathful rampage.
Attributes
ST
CN
IN
ES
18
22
8
14
Damage Thresholds
Minor
22
Major
28
Magic
School
Conjure
Control
D12+6 Earth
D10
D12
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
NA
D6 plus D6 Interrogation and
D6 Persuasion
D6 plus D6 Life Sciences
NA
NA
NA
NA
NA
Preferred Weapons
Fist
Dam 1D6+8
Speed 4
Armor by Location
Head
AV20
Torso
AV20
Arms
AV20
Legs
AV20
129 | M i s t r u n n e r
Fomorian
One of the giantkin, the Fomorians are very similar to the Anuir. They appear physically much as the
Anuir do, only about twice the size, roughly 18 feet tall. It is speculated that the Anuir are the offspring
of Fomorians and early humans. Fomorians are one of the few giant races to wear tailored clothing and
armor, though most wear simple strips of cloth and fur. They also decorate their bodies with trophies
from previous conquests.
Fomorians are generally found in the harsher climates. Windswept plains and icy mountain ranges are
where these giants tend to make their homes. They are nomadic and don't stay in the same place for
too long. They tend to follow specific routes, raiding along the way. Fomorians hate the water though
and avoid lakes and seas altogether. They will cross rivers, but only if they really need to. A rare few
will make permanent homes in large caves or outcroppings of rocks. Even these will roam from time to
time, leaving such places deserted for years.
Fomorians are warlike by nature. They make a living by raiding, either other Fomorian tribes or small
villages and homesteads. Women take on most of the same roles as men, they fight and raid as well as
raise children. Fomorians are a proud race and hold personal honor as the most important aspect of
130 | M i s t r u n n e r
their lives. Of course their sense of honor may differ from more civilized races. Conquering your
enemies is the highest honor one can achieve. Battles between rivals are constant and leads to the
generally short life span of these giants. Even the woman engage in these contests of honor and valor.
One of the greatest Fomorian warriors ever was a female, though some males are loathe to admit being
bested by a woman.
Fomorians are quite able bodied foes. They are good metal workers and the weapons they can bring to
bear are numerous and deadly. Even though they are raiders they have respect for those that put up a
good fight. They will take prisoners if possible, either for use as slaves or for the trading block. Valuable
prisoners may be ransomed for gold or jewels. This all depends on the current mood of the Fomorian
though and whether or not they desire any more trophies for their belt, or some stock for the pot.
Fomorians are well known for eating prisoners, even fellow Fomorians.
With their sense of honor they believe in a fair fight. Fomorians will never ambush opponents,
preferring to meet face to face, in the open. They also refuse to use ranged weaponry, relishing in the
thrill of melee contact.
Attributes
ST
CN
IN
ES
14
12
3
4
Damage Thresholds
Minor
12
Major
24
Magic
School
Conjure
Control
NA
NA
NA
Style
Athletics
Influence
Barter
Education
Deception
Craft
Perform
Technology
Survival
NA
D6 plus D10 Feats of Strength
D6 plus D8 Intimidate and D4
NA
NA
D6 plus D8 Smithing
NA
NA
D6 plus D4 Hunt/Track
Preferred Weapons
Fist
Dam 1D6+6
Axe
2D12+6
Speed 4
Speed 6
Armor by Location
Head
AV6
Torso
AV4
Arms
AV4
Legs
AV4
131 | M i s t r u n n e r
Gione
Gione are woodland spirits. They can assume many forms, most commonly that of a beautiful woman
with green flowing hair and clothing made of flowers and vines. When they wish to remain unseen they
take on the form of a mighty tree, oak or ash generally. When in female form they have dazzling green
eyes that seem to look right through you. They are both friends and defenders of woodlands. They
spend most of their time frolicking through the forest, speaking with the plants and animals. They keep
a watchful eye on all that happens in their domain. They can hear the cry of anything in their home
wood, plant, animal, even stones of the field. They are never caught unaware as they are connected to
everything.
Occasionally a Gione will grow bored and seek out the company of others. Most often they seek the
company of an attractive man or woman. They tend to prefer Karanar and Andurans above all others, as
most Faye are beyond their abilities to manipulate with glamour magic and charms. When someone
catches the eye of a Gione she will use all her magical abilities to convince him or her to stay. The length
of time depends of the Giones whims, it could be days, it could be a lifetime. Once she grows bored she
132 | M i s t r u n n e r
will release her captive. A being so enthralled will fight to protect the Gione. However if they are
confronted by those that they know it may be possible to break the bond with the Gione and set them
free. Once a bond is broken, the former captive can never fall prey to the magic of another Gione.
Normally though a Gione is shy and will remain out of sight when outsiders enter her realm. If they
cause no harm she will usually leave them be, though a Gione is not above a little light hearted fun. The
pranks of Gione are benign, usually nothing more than strange sounds and some flashes of light.
However, if someone threatens the wild, a Gione will fight to defend her home. She will rely upon her
glamour magic and charms as physically she cannot do much. She will call the animals of the land to
help her, both large and small. The most common tactic is to harass interlopers with everything nature
can muster until they leave. Those that need more persuasion may find themselves confronted with an
entire forest full of enraged critters.
Though one can never surprise a Gione on her own turf, it is still possible to capture them. Every Gione
has a small crystal that is home to their spiritual energy. It is always well hidden and protected, but if
one can find it the Gione will be powerless. She will be a slave to the whims of the crystals owner. Such
a slave is prized beyond imaging. Any members of the Seelie Court that find anyone in possession of
such a crystal though will face punishment beyond the worst nightmares ever conceived.
Attributes
ST
CN
IN
ES
6
12
14
20
Athletics
Influence
Education
Deception
Damage Thresholds
Minor
12
Major
16
Magic
School
Conjure
Control
Craft
Perform
Technology
Survival
NA
D12+4 plus D10 Persuasion and
D12+6 Seduction
D8 plus D6 History and D10
Faye Lore
D12 plus D10 Hide and D10
Move Silently
NA
D10 plus D12 Singing and D10
Dance
NA
NA
Preferred Weapons
None
Armor by Location
Head
AV1
Torso
AV1
Arms
AV1
Legs
AV1
133 | M i s t r u n n e r
Grey Spinner
Part spider, part humanoid, Grey Spinners are horrific beasts. They have eight powerful limbs, each
ending in sharp grasping claws. They can move very quickly when scurrying on all eight limbs. Their
bodies are covered by a thick grey hide and tiny black hairs sprout everywhere. Their large black eyes
allow them superior eyesight in the dark, but leaves them vulnerable to bright lights. . A set of
mandibles protrude from their mouth and drip with a venom that can paralyze even the largest of prey.
They have a silk gland under each of the rear legs.
Grey Spinners are solitary creatures. They are only found in pairs during mating, and the female tends
to devour the male once mating has occurred. They are strictly parasitic, sucking the blood from their
prey, leaving behind a dry husk.
Grey Spinners make their homes in the darkest of woodlands and the dankest of caverns. They spin
intricate series of webs, meant to both confuse and trap their quarry. The strands of web are stronger
than dwarven steel and nothing short of a giants strength can break them. Fire will slowly melt the
sticky webs though. To break the hold of the webbing would require an Athletics Skill Roll, and Feats of
Strength if applicable, against a Target Number 24 minus the entangled persons ST Attribute.
134 | M i s t r u n n e r
Grey Spinners are ambush killers. They lie in wait for prey to either pass by or get stuck in one of their
webs. Once they close in they will try to maneuver prey towards their venomous mandibles. The poison
is a strong paralytic, able to bring down beasts more than twice the size of an Aslonian. There is little
Chance resisting the poison, once it enters the bloodstream paralysis is instantaneous. Paralysis will set
in unless the player makes an Athletics Skill Roll against a Target Number of 16 minus the targets CN
Attribute. If the roll fails, the target is paralyzed for a full hour.
If facing numerous foes they will slash wildly with their many limbs. They will also make quick passing
attacks, releasing small amounts of web in order to trip up their opponents. Once an enemy has been
subdued the Grey Spinner will either feast immediately or wrap the victim in a cocoon for later
consumption.
One last defense of a Grey Spinner is their blood. It is highly poisonous. Once it makes contact with the
skin it will weaken the victim as the poison attacks the muscles and nervous system. Anyone exposed
to the blood will suffer -2 to all Skill Rolls involving physical action.
Attributes
ST
CN
IN
ES
12
14
8
6
Damage Thresholds
Minor
14
Major
22
Magic
School
Conjure
Control
NA
NA
NA
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
D10 plus D10 Climb
NA
NA
D8 plus D6 Hide
NA
NA
NA
D8 plus D6 Hunt/Track
Preferred Weapons
Claws
Dam 2D4+5
Bite
Dam 1D8+5
Speed 2
Speed 4
Armor by Location
Head
AV10
Torso
AV14
Arms
AV12
Legs
AV12
135 | M i s t r u n n e r
Grimnok
A Grimnok is a spectral being that can assume a material form for short periods of time. It is often
referred to as the mist demon because of its smoke-like gray form. When they do appear solid it isnt
much more than a torso with four short, muscled limbs, each ending with sharp talons, and a head that
is more teeth than anything else. They are fairly very large, about the twice the size of an Aslonian , and
they have a mystical strength to them that defies even their large frame.
Grimnoks are said to be the spirit forms of Alfar that fell into disfavor with the Sidhe. They were cursed
and cast out of the Seelie lands. It may explain why Grimnoks hate the Faye above all other creatures.
Grimnoks band together into packs that do nothing more than cause death and destruction wherever
they go. Chaos is their only purpose. They seem to move about randomly, not really choosing a
destination. They are only found in the Mists and can never enter a True Realm. Without the presence
of the Mists about them they simply vanish.
136 | M i s t r u n n e r
Grimnoks seem to have an intense drive to kill. If they go too long without a kill they will turn on each
other. They never sleep and are constantly searching for their next victim. Thankfully Grimnoks are rare
as they are incredibly hard to kill. They cannot be hurt by physical means, only magic seems to have any
effect on them. Fire seems to work better than most magic and cold only seems to have no effect. Still,
the best weapon to have is a master of Mistrunning magic. As Grimnoks are made of the Mists, a true
master can manipulate a Grimnok as well.
Grimnoks can only cause harm when in their physical form. There is nothing they will not fight, be it as
small as a mouse or as big as a dragon. They have no fear and feel no remorse. They do not use
weapons other than their claws and teeth. If they can they will try to feed off the Essence of other living
beings. In order to feed in such a way they must incapacitate their victim and then catch them in their
gaze. Once a being is transfixed their Essence will slowly leech away until death. A being so drained to
the point of death will rise as a Gurgle.
Attributes
ST
CN
IN
ES
32
24
8
16
Damage Thresholds
Minor
24
Major
42
Magic
School
Conjure
Control
D12 Mistrunning
D8
D8
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival NA
NA
NA
NA
NA
NA
NA
NA
NA
Preferred Weapons
Claws
Dam 1D8+15
Teeth
Dam 1D4+15
Speed 4
Speed 6
Armor by Location
Head
AV0
Torso
AV0
Arms
AV0
Legs
AV0
137 | M i s t r u n n e r
Gurgle
A Gurgle is the animated corpse of a being drained of its Essence by a Grimnok. As such, they appear
much the same as whatever race they were before death. However, they have a sickly palor to them,
and unlike other undead they do not suffer from the normal side effects of death, such as rotting of the
flesh. They earned their name because of the gurgling sounds they make.
Gurgles don't do much other than wander about aimlessly. They don't speak, don't really react to much
of anything. The only time they do anything at all is when they attempt to feed. Gugles may be found
alone or in small packs, it pretty much depends on how and where they died. It is rare to find them in
groups any larger than three or four though.
Gurgles can be found nearly anywhere. They are most common in the deep Mists, but seeing as they
don't need rest and wander about forever they can cover a lot of ground. Like their Grimnok killers they
cannot enter any of the True Realms.
138 | M i s t r u n n e r
Gurgles are slow moving and weak. But, it only takes a touch from them for damage to be done. If they
can make contact with the flesh of another being they will immediately begin draining away that
persons Essence. They must have skin on skin contact, anything as thin a veil of silk will prevent them
from truly making contact. The victim, once touched, will not be able to break away on their own as the
draining process also induces a paralyzing of the muscles. A Gurgle will drain away a full point of
Essence every 5 Steps. Essence lost this way takes a full day to recover. If someone is completely
drained of Essence they will die, but they will not rise as a Gurgle. This is the only attack form a Gurgle
will ever employ. They do not use weapons, even if their previous body had one.
Gurgles can withstand tremendous amounts of physical punishment before they truly die. They suffer
one quarter normal damage from all attacks to their body. They are also highly magically resistant, any
spells targeting them have a -10 modifier to the casters Control Skill Roll.
Gurgles need to feed though. The longer they go without feeding the more their body breaks down.
Once they do feed they will regain the vigor of life, looking much the same as they did before they died.
The more Essence they drain away the longer they can keep up their facade of life. Any Essence they
gain through feeding fades away at the rate of 1 point per day.
Attributes
ST
CN
IN
ES
4
8
2
NA
Damage Thresholds
Minor
8
Major
14
Magic
School
Conjure NA
Control NA
NA
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival NA
NA
NA
NA
NA
NA
NA
NA
NA
Preferred Weapons
Hands
Dam Special
Speed 4
Armor by Location
Head
AV1
Torso
AV1
Arms
AV1
Legs
AV1
139 | M i s t r u n n e r
Gwyllion
Gwyllions at a first glance are often mistaken for one of the Alfar. However, a closer look will reveal the
distinct difference. A Gwyllion has two rows of razor sharp teeth and a long forked tongue. Also, unlike
a normal Alfar they are generally naked and covered in filth. Females are much smaller than the male,
roughly half the size. They also have no hair anywhere on their body.
Gwyllions operate either by themselves or in a small group, never numbering more than three or four
individuals. The strongest is always the leader, and there are contests and challenges all the time.
Females are very rare and are kept guarded, usually in a nearby cave. Gwyllions have a fondness for
flesh, any flesh will do. They are brutish and vile, yet they are clever too. They will not blindly attack
anyone. They always observe their prey before striking. Foes that are deemed too powerful are left
alone. Those that are considered weak will be slaughtered.
Gwyllions are found high in the mountains. They make their homes on or near the peaks of the tallest
mountains they can find. They also maintain toll posts in many remote mountain passes and extract a
rather gruesome toll from anyone wishing to cross. Seeing as Gwyllion have no interest in gold or
140 | M i s t r u n n e r
jewels, the toll is something one would rather not pay. Those knowingly crossing through the territory
of a Gwyllion will purposely bring along a goat to offer up as payment for the toll.
Whenever a leader of a pack is overthrown he becomes exiled and roams the Mists until death takes
him. He will neither eat nor sleep. It is this time when a Gwyllion is most dangerous as they lose all
sense of caution and self preservation. They will attack anyone one sight and fight to the death. These
are the only Gwyllion that may be found away from their mountain homes. Some have been known to
last over a month after exile.
When it comes to fighting the Gwyllion tries to avoid open conflict. It will attempt to attack from a
distance and above its opponents, enjoying squashing them with rocks. Despite their size they are very
strong and can easily hurl small boulders a short distance. They will fight with their claws if cornered.
When they encounter larger groups of beings they prefer to scare their victims in the hopes that they
will scatter so they can be picked off one by one. Rigging small avalanches is a common tactic used by
the Gwyllion as well. Anything or anyone they capture or kill will most likely end up over a cooking fire.
Those unlucky enough to be captured may face a slow, painful death as Gwyllions prefer fresh meat and
may cut off smaller parts from a victim in order to make them last a bit longer.
Attributes
ST
CN
IN
ES
12
7
4
5
Damage Thresholds
Minor
7
Major
22
Magic
School
Conjure
Control
NA
NA
NA
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
Preferred Weapons
Rocks
Dam 2D6
Speed 6
Range 50 Feet
Claws
Dam 1D6+5
Speed 2
Armor by Location
Head
AV4
Torso
AV4
Arms
AV2
Legs
AV2
141 | M i s t r u n n e r
Kobold
Kobolds are playful faeries that love a good practical joke. They are very tiny, barely a foot tall. They
look like tiny old men, with wrinkly faces and thin, gaunt frames. They wear pointy caps, normally bright
in color, reds and greens in particular. They have ornate facial hair, long broad mustaches or beards.
Most often though kobolds stay out of sight, able to become invisible at will.
Kobolds are fond of simple jokes, dumping water or mud on a passerby, tying shoelaces together, or
throwing rotten fruit at people. Victims of a kobolds shenanigans are warned to maintain their
composure though as Kobolds get very angry if they aren't appreciated for all their efforts to liven things
up. They have been known to set up pranks and wait days for the right victim to appear.
It is rare to find more than one or two Kobolds together, but on special occasions they have large
gatherings and woe to any poor sod that stumbles upon such an event. They are lower members of the
Seelie Court and there are always a few to be found in the Seelie lands.
142 | M i s t r u n n e r
Kobolds can be found nearly anywhere that people or Faye can. They need a target for their tricks, so
populated areas are their favorite places to be. They also have a love for dark lanes and forest trails
where they can deliver a good scare into a lonely traveler. Some Kobolds will adopt a household. If the
members of the family put up with the playfulness of their resident trickster, the Kobold will become a
valuable addition to the home. They will work tirelessly around the home, mending broken dishes,
cleaning, even leaving bits of gold about. Most consider a Kobold in the house a great blessing.
Tiny and normally harmless, the Kobold can be quite nasty if angered. They can work some small magic,
not too mention their uncanny ability to both become invisible and change shape using powerful
glamour magic. Those that accept their fate as the victim of a practical joke have nothing to fear, but
those that react poorly will face much worse than a simple mud pie. Kobolds will set traps, some even
deadly for those sour pusses that can't take a joke. If over powered though a Kobold will generally flee,
both to survive as well as torment their foe later down the road.
If a Kobold is encountered in the Mists they may put up more of a fight. In the Mists they can work
much greater magic than in a True Realm. As members of the Seelie Court they can call for aid from
most other Faye.
Attributes
ST
CN
IN
ES
Athletics
3
6
8
12
Damage Thresholds
Minor
6
Major
13
Magic
School
Conjure
Control
Influence
Education
Deception
Craft
Perform
Technology
Survival
Preferred Weapons
Faerie Thorn Dam 1D4+4
Speed 3
Range 100 Feet
Armor by Location
Head
AV2
Torso
AV2
Arms
AV2
Legs
AV2
143 | M i s t r u n n e r
Minoth
The Minoth, or mole men, are hideously disfigured dwarves. Their skin is a pasty white and their eyes
glow a deep red. They have no hair on their bodies, except for around the face. Males tend to have
long, drooping, mustaches that are normally matted with dirt and bits of food. Their hands are rather
large and end in talon like claws that are used for digging, as well as self defense. They are smaller than
a regular dwarf, barely a 2 feet tall, and they tend to be somewhat rotund. They cannot stand the
light of day as centuries of being underground have trained their eyesight for a shadowed world.
Minoth live in small colonies, usually consisting of extended families. Most groups number between 50
and 100 individuals. A few larger colonies are known to exist too, supposedly numbering in the
thousands. It is an extremely male dominated society. Females are solely used for breeding and menial
chores. The Minoth are a greedy and vicious race. They mine for anything of value that they can find
and keep many slaves of just about any other race, sometimes even rival Minoth. They are also fond of
eating just about anything, or anyone. They are not above ransoming captives either. Their greed has
made them quite cunning.
144 | M i s t r u n n e r
Minoth live deep underground. It is a truly rare occurrence for one to be found on the surface. They dig
ever deeper into the earth, and every few years they relocate their colonies further down in the caves
they find or create. They are especially populous in mountainous areas, though stay well clear of any
Dwarf or Druga. They have been known to conquer smaller colonies of other underground dwellers,
stealing the caverns for their own.
Minoth are cold blooded killers. They fight without mercy, and only capture those that they think will
make good slaves, or for a later meal perhaps. They are fond of fighting with their talons, though some
use weapons, most often picks and hammers. They are mortal enemies with Druga and will instantly
attack them. They are stronger than they appear, and they will use numbers to overwhelm an enemy.
Minoth males are always divided into war parties. Every party consists of anywhere from 5 to 20
members. A lone shaman always accompanies a war party and acts as the leader. The shaman is
usually the only Minoth that can speak any outside languages. The shaman decides which victims live
and which ones die.
Attributes
ST
CN
IN
ES
8
6
5
4
Damage Thresholds
Minor
6
Major
18
Magic
School
Conjure
Control
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
D6 plus D8 Feats of Strength
D6 plus D6 Intimidate
NA
D4 plus D4 Move Silently
D68 plus D6 Masonry
NA
NA
NA
Preferred Weapons
Claws
Dam 1d8+3
Pick
Dam 2D4+3
Speed 3
Speed 4
Armor by Location
Head
AV4
Torso
AV6
Arms
AV6
Legs
AV6
145 | M i s t r u n n e r
Mungrel
A Mungrel is a large two headed wolf. It stands about 4 feet tall at the shoulder and is covered with a
coarse grey fur. Their mouths are packed full of sinister looking fangs, waiting to rend the flesh off
anything it can catch.
Unlike other wolves, Mungrels are not pack creatures. They live solitary lives, only being found
in pairs when mating occurs. They are also suprisingly smart for an animal, and young Mungrels are
prized for their abilities to learn many commands. Numerous denizens of the Mists use Mungrels as a
mount or guardian. Even with intense training though, Mungrels prefer to be alone when it comes to
others of their kind. Males will fight each other to the death whenever they come in contact with one
another. There is an underground sport of fighting these beasts.
146 | M i s t r u n n e r
Mungrels are found in most forested or marshy areas in the Mists or on the fringes of True
Realms, and a few have been known to wander some of the woodlands of a True Realm every now and
again. Most Alfar compounds will have at least one Mungrel pet, at least those not fortunate enough to
have a Cu Sith, that helps sniff out unwanted visitors.
Mungrels prefer to prey upon creatures smaller than themselves. However, if they are hungry
enough they have been known to attack nearly anything. They can rise up on their hind legs, much like
a bear. They will swat with their front claws and use their sharp teeth to take down its victims.
Normally they will not confront groups of mortals or Faye, but a lone traveler may look quite tasty to a
Mungrel.
Attributes
ST
CN
IN
ES
8
6
3
4
Damage Thresholds
Minor
6
Major
18
Magic
School
Conjure
Control
NA
NA
NA
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
D6 plus D8 Running
NA
NA
NA
NA
NA
NA
D8 plus D10 Hunt/Track
Preferred Weapons
Claws
Dam 1D6+3
Bite
Dam 1D8+3
Speed 3
Speed 3
Armor by Location
Head
AV4
Torso
AV4
Arms
AV3
Legs
AV3
147 | M i s t r u n n e r
Nixen
Nixen are water spirits. When they take a physical form they appear slightly similar to a Karanar. A sure
give away to their real nature are the gills on the sides of their torso. Nixen always appear naked and
they are all quite beautiful. Females are much more prevalent. . than males, outnumbering them by
more than a hundred to one. Nixen also have webbed fingers and toes, making them excellent
swimmers. When not in their humanoid form they can merge with the water.
Nixen are found almost anywhere large bodies of water are located. Even smaller pools and. . streams
may attract them. Some are loners, but most live in communities only limited by the size of the body of
water is located in. In the oceans there are colonies numbering in the thousands.
Nixen are exceedingly vain and quite arrogant. They are fond of taking slaves. Anyone that is lured
beneath the waves by a Nixen will be forced into a year of servitude. Once the year is up the slave has
their choice of returning to the surface world or remaining with the Nixen forever. Many have chosen to
remain beneath the waves. Despite their vanity, Nixen treat their slaves quite well, and the rewards for
a loyal servant can be incredibly generous.
Nixen have the ability to shape the undersea rocks and coral. They use this ability to make their homes
148 | M i s t r u n n e r
and cities. Larger communities have several areas for those that cannot breath naturally underwater.
Even without those areas, a Nixen can allow a person to breath freely as long as they remain in close
contact. Slaves are bestowed with this ability as well.
When merged with the water, Nixen are invulnerable to harm. They cannot move very fast as they tend
to flow with the tide of the water. Many spend days, weeks, even years, drifting about the seas freely.
Nixen are not violent by nature. They prefer to win conflicts by trickery or cunning. They will try to lure
people under water, so as the enslave them. Anyone that follows a Nixen beneath the surface will be
subject to a powerful charm that even the mightiest of Faye cannot resist. Unlike a normal Charm spell,
once a person is enthralled they will remain so for a full year.
If attacked physically, a Nixens first repsonse is to flee, either by swimming away or by merging with the
water. If escape is not an option, or the Nixen decides to stay and fight, they can summon a myriad of
sea creatures to do their bidding. They can also work some small magic as well, primarily water based.
Even still, Nixen will not fight to kill, choosing to either subdue or cause one to flee.
Attributes
ST
CN
IN
ES
Style
4
4
8
10
Damage Thresholds
Minor
4
Major
14
Magic
School
Conjure
Control
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
Preferred Weapons
None
Armor by Location
Head
AV1
Torso
AV1
Arms
AV1
Legs
AV1
149 | M i s t r u n n e r
Norggen
The Norggen are a malevolent breed of half-giants. They stand about 12 feet tall and are incredibly
stout and strong. They have fiery orange eyes that shine on their overly large heads. They cover their
bodies with skins of the creatures they kill, be it animal or other. They also wear necklaces of severed
fingers from rival Norggen they have defeated in battle.
Because of their intense cruelty and hatred of just about everything, Norggen are loners. When two
Norggen encounter each other the battle is fierce and but rarely deadly. The loser of the battle forfeits
a finger to the winner. Most Norggen are missing at least one digit. Once every ten years though the
150 | M i s t r u n n e r
Norggen seem to gather into larger groups. No one knows why and these meetings last for several days.
There is no fighting at this time and many of the Norggen seem to sit about in trancelike states for days
at a time.
It is unknown how these creatures reproduce as female Norggen have never been seen. Belief is that
they are an older breed of Unseelie Faye and their origins are of a magical nature. Their numbers do
seem to have dwindled in the recent years.
Norggen are found only in the most remote of areas as they are not tolerated near any kind of
civilization. Most common stomping grounds are deep swamps or mountain passes and valleys. They
hate closed areas and never venture into caves or buildings except under the most dire of
circumstances. They live out in the open, sleeping wherever it is they get tired. They are always on the
move, rarely staying the same place twice.
Norggen kill for pleasure. Anything that crosses path with them is fair game. Their preferred method of
attack is by ambush, smashing their victims to death with their meaty fists. If possible they will only
cripple a foe, ensuring some playful torture time afterwards. Norggen will use anything they can find as
a weapon, rocks, tree limbs, or even carcasses of other dead animals. They are nearly immune to pain
and will fight until their bodies can no longer continue.
Attributes
ST
CN
IN
ES
14
10
4
3
Damage Thresholds
Minor
10
Major
24
Magic
School
Conjure
Control
NA
NA
NA
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
D4 plus D6 Climb and D6 Feats
of Strength
NA
NA
NA
NA
NA
NA
D6 plus D6 Hunt/Track
Preferred Weapons
Fist
Dam 1D6+6
Club
Dam 2D6+6
Speed 4
Speed 5
Armor by Location
Head
AV8
Torso
AV6
Arms
AV5
Legs
AV5
151 | M i s t r u n n e r
Pixies
Pixies are one of the smallest of the Faye. They stand only 6-8 inches tall, and they have pale skin and
colorful hair, vibrant reds, greens, and blues. Most have tiny gossamer wings, though they dont seem
to need wings in order to fly. Often they will shapechange into the form of a small woodland animal.
They dress in bits of leaves and spiderwebs, and the occasional bit of cloth.
Pixies are a mischievous lot. They love to play games and tease bigger folk, such as leading unwary
travelers astray, taking them deep into the woods and leaving them there. They will let lost folk sweat it
152 | M i s t r u n n e r
out for a while, but they never allow anything truly dangerous to occur. They will also use their
unnatural skills to lure people with their music and dancing. Anyone entering a pixie dancing circle will
be compelled to dance until they literally collapse in fatigue.
Pixies are normally are found in small groups of about a dozen or so. Colonies of Pixies can number in
the thousands, though these are so well hidden that few ever see them. Pixies are the friends of the
forest, they know every tree, insect, and animal that calls the forest home.
Pixies are not violent creatures. They will fight to defend the forest if they must, preferring to use their
tiny bows. The arrows they shoot are covered with a fast acting sleep toxin. The sleep poison requires a
save against a Target Number of 12, rolling 1D6 plus the targets CN Attribute. Enemies will soon find
themselves snoring in the bushes, and when they awaken anything the pixies can carry off will be gone.
Pixies can also call upon the aid of any living thing in the forest, be it animal or other Faye. There are
few that will refuse the call. It is best to leave pixies to themselves.
Truly malevolent beasts that stumble upon Pixies will soon see darker side to these playful sprites.
Pixies will relentlessly pursue evil creatures, going as far as killing them in any way possible. They will
even sacrifice themselves to rid their lands of an evil taint.
Attributes
ST
CN
IN
ES
Athletics
2
4
6
9
Damage Thresholds
Minor
4
Major
12
Magic
School
Conjure
Control
Influence
Education
Deception
Craft
Perform
Technology
Survival
D8 Life
D8
D6
Preferred Weapons
Knife
Dam 1D4
Speed 2
Bow
Dam 1D6
Speed 3
Range 100 Feet
Armor by Location
Head
AV2
Torso
AV2
Arms
AV2
Legs
AV2
153 | M i s t r u n n e r
Sappler
From a distance a Sappler looks much like an ordinary tree. Closer examination though will reveal this
indiscriminate killers true form. Numerous red tentacles lie curled up within the branches, waiting for
prey to get close enough to strike. The tentacles themselves are armed with a wicked curved barb. A
rare breed of Sappler has these barbs coated in a deadly toxin. The bark-like skin also ripples as the
beast moves and breathes.
Sapplers can be found almost anywhere, though they are most common in forests and within the
confines of the Mists. They can move about, though quite slowly, most remain rooted in place most of
the time. They prefer to wait for prey to come to them.
Sapplers dont seem to have any form of communication and they do not form social ties with others of
their kind. They exist to eat and reproduce. They will eat anything that they can grab hold of with their
tentacles. If what they catch is too large to fit into their mouth they will use their barbed tentacles to
shred it into bite sized pieces. It will digest everything, bones, iron, even stone. They seek out their
prey by sensing the heat given off by the body.
The rare breed of Sappler that is poisonous is feared even by the Faye. The poison is a fast acting
paralytic. Anyone stung by the barbs of a poisonous Sappler must make a save against a Target Number
of 15 with a roll of 1D6 plus the targets CN Attribute.
154 | M i s t r u n n e r
Once a year healthy Sapplers release spores. An individual Sapplers spores are inert until they come
into contact with spores from a different Sappler. Once that happens the spores will sink to the ground
and take root. It takes many years for a Sappler to reach maturity, spending its first twenty years of life
much the same as a tree. Sapplers can go for years without feeding, soaking up nutrients from the
ground and basking in the rays of the sun.
Attributes
ST
CN
IN
ES
16
18
2
4
Damage Thresholds
Minor
18
Major
26
Magic
School
Conjure
Control
NA
NA
NA
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival NA
NA
NA
NA
NA
NA
NA
NA
NA
Preferred Weapons
Tentacles
Dam
2D4
Speed 2
Armor by Location
Head
AV12
Torso
AV12
Arms
AV8
Legs
NA
155 | M i s t r u n n e r
Sidhe
The Sidhe are the aristocrats and rulers of the Faye and heads of the Seelie Court and Unseelie Courts.
They are the most beautiful and elegant of the faeries. They are tall and lean with fair skin and hair.
They dress in the finest of silks and hold themselves quite regally. When they arm for war they were
mystical suits of armor made from plants and animal hide.
The Sidhe are reclusive when it comes to the mortal races. They are rarely seen by anyone outside their
courts. They are ruled by a king and queen, Oberon and Titiana, as it has been since before the
Reckoning. Oberon rules the lighter Seelie Court, and Titiana the Unseelie. They have multitudes of
servants and armies of Alfar to do their bidding. The Sidhe are very adept at politics and spend much of
their time debating with one another about anything and everything.
156 | M i s t r u n n e r
The Sidhe stay hidden in their palaces deep in the mists. It has been decades since one of them set foot
in a True Realm, at least in their natural form. They do enjoy traveling every now and again, especially
in forests and meadows. Even when they travel, they do so in luxury.
The Sidhe are not to be trifled with. They are masters of many magical arts, and most are quite capable
with a blade or bow. They can weave powerful spells and illusions and they always have guards nearby.
Most often a Sidhe has at least one Alfar champion ready to fight for them.
The Sidhe have been struggling for centuries now, there numbers were decimated in the Reckoning.
They reproduce so slowly and many of the lesser Faye have been trying for a long time to displace the
Sidhe from their lofty throne. While there isnt civil war in either court yet, the threat is always present.
Attributes
ST
CN
IN
ES
7
8
12
14
Athletics
Climb
Influence
Education
Damage Thresholds
Minor
8
Major
17
Deception
Craft
Magic
School
Conjure
Control
Perform
Technology
Survival
Preferred Weapons
Sword
Dam 2D6+3
Bow
Dam 1D12
Speed 3
Speed 5
Armor by Location
Head
AV8
Torso
AV10
Arms
AV8
Legs
AV8
157 | M i s t r u n n e r
Skrogga
The Skrogga, or swamp trolls, are slow and ponderous creatures. They stand about 5 feet in height and
weigh about 200 pounds. They are ugly, dirty, and tend to smell bad too. They tend to have spiny
growths on their back and shoulders as well. Some have these growths covering their entire bodies,
though this is more rare.
Skrogga band together in fighting units called packs. These packs number anywhere from two or three
individuals to as many as a dozen. Pack mates stay together until death and Skrogga never change
packs. Different packs may work together, but a Skroggas first loyalty is to his own pack. Packs will
also never fight one another. For one Skrogga to kill another is the greatest atrocity possible. Any
found guilty of such an act are outcast from their pack and from all Faye lands.
Skrogga are most at home in the wilds, away from civilization. They are common in swamps and
wetlands. They do not form permanent settlements of their own, preferring to live outdoors or in the
158 | M i s t r u n n e r
occasional cave. They fare poorly in arid climates as their skin dries out if they don't keep it moist. They
love the rain and will sit contently in even the most violent of storms. Anywhere there is water a
Skrogga will take advantage of it by soaking his skin.
Like many other true trolls, Skrogga do not have a need for sleep and they eat sporadically. They also
cannot reproduce and as such they are a dying breed. Every year fewer and fewer packs of Skrogga are
seen.
Skrogga are generally good at one thing, smashing. They seem to have a natural affinity for destruction,
though they are not malicious. The other Faye often use this to their advantage. Skrogga are incredibly
stupid and single minded. They will endure attacks from all sides in order to reach a specific target, be it
a person, animal, or building.
Skrogga are perfect fighting machines. While they are not violent without reason, once they have a task
before them they will complete it or die trying. They do not retreat and do not surrender. They also do
not take prisoners.
They will use their claws and brute strength to bring down an enemy. Skrogga encountered in the wild
are generally not aggressive. If left to their own they will not interfere with others.
Attributes
ST
CN
IN
ES
9
9
2
3
Damage Thresholds
Minor
9
Major
19
Magic
School
Conjure
Control
NA
NA
NA
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
D8 plus D6 Swimming
NA
NA
NA
NA
NA
NA
D8 plus D6 Hunt/Track and D6
Trapping
Preferred Weapons
Claws
Dam 2D4+3
Speed 3
Armor by Location
Head
AV6
Torso
AV8
Arms
AV6
Legs
AV6
159 | M i s t r u n n e r
Urisk
Urisk are a proud Faye, half-man, half-goat. They tend to be bald headed and sport pointy beards.
They are well muscled and brawny. Their legs are covered in a thick fur and end in hoofed feet. They
usually carry a farm implement of some kind, spades or sickles and the like. Most go without clothing,
though all own at least one fine coat that they may wear for special occasions.
Urisk are a boon to any farmer. That is, if they are treated properly and with respect. All an Urisk
demands is some crusts of bread, a drop of honey or sugar, and a bowl of sweet cream left outside the
home each night. If they receive this they will help work the fields, keep watch over the animals, mend
tools, clean the stables, and other menial labor. Failure to give an Urisk his nightly meal is a bad thing.
Tools will go missing, animals turn up lame, crops fail.
160 | M i s t r u n n e r
Not all Urisk are tied to a farm though. Some wander about, doing odd work for those that they deem
worthy. These will often wear long cloaks so as to hide their true form. Those that are deemed
honorable will be granted a boon. Those that are not, will be cursed. The curses can range from simple
bad luck to an omen of death. The boons, likewise run the gamut from great to small. Every kindness is
repaid threefold, and the same for ill.
Urisk are also quite fond of charming young ladies. It is best for women not to travel alone in the fields
at night. An Urisk that catches sight a fair maid will do his best to bed her. Urisk have a powerful musk
that few women can resist. Those that falter will soon find themselves with child. Once the Urisk
spawned child is born the father will reappear to claim his son.
Urisk are very strong for their size. Their legs are capable of delivering bone shattering kicks and. they
can wield their farm tools with deadly skill. They are also adept spell casters and are highly resistant to
magical attacks. Anyone targeting an Urisk with a spell suffers a -4 penalty to their Skill Rolls.
Most often an Urisk will fight until they are either forced to submit or their opponent does. Those that
loose a fight to an Urisk may be charged with a quest or cursed for their arrogance. Those that defeat
an Urisk get a gift that may be a blessing and a curse.
Attributes
ST
CN
IN
ES
Athletics
8
7
7
9
Damage Thresholds
Minor
7
Major
18
Magic
School
Conjure
Control
Influence
Education
Deception
Craft
Perform
Technology
Survival
Preferred Weapons
Kick
Dam 1D10+3
Farm Tool
Dam 1D8+3
Speed 4
Speed 5
Armor by Location
Head
AV3
Torso
AV4
Arms
AV3
Legs
AV3
161 | M i s t r u n n e r
Vorlak
Vorlaks are the largest breed of trolls. They are also the dumbest. They stand roughly 16 feet tall in and
their bodies are covered with a thick scaly hide. They tend to have a severe under-bite and often their
lower teeth curve upwards into their mouth. Their arms stretch down past their knees and often drag
on the ground when they walk. They are heavily muscled and as such they are immensely strong.
Vorlaks are very sensitive when it comes to re marks about their appearance. Vorlaks disdain clothing
with the exception of long cloaks. These cloaks are often brightly colored and fanciful, each Vorlak is as
unique as his cloak.
162 | M i s t r u n n e r
Vorlaks are found just about anywhere other trolls are. They are more rare in civilized areas because
they tend to not fit in well with large crowds. When found in the wilderness they cluster in small family
groups of anywhere from 2 to 20 members. In cities they are usually solitary, working as guards as as
brute labor. City dwelling Vorlaks are vastly different from their wilder, rural kin, tending to be a little
smarter and a little more social.
Vorlaks in general are easy going and willing to please. Given a simple set of instructions they will
eagerly taken on just about any task. They do tend to need supervision though as they can get
distracted quite easily.
Vorlaks are slow to anger but savage in their attacks. They act as if they feel no pain and will fight in a
fevered rage until either they drop or their opponent does. It takes quite a bit to set them off. Vorlaks
are a bit slow and their minds are weak, so it takes them some time to even understand if they are being
insulted. The one sure fire way to anger a Vorlak is to comment on their appearance. They are very
sensitive to the fact that many races consider them ugly.
Those that work as guards often have simple charm spells at work in an effort to keep them under
control and focused on the task at hand. They will use weapons if they have one, but their club like fists
work just as well to pulverize anything that crosses their path. While Vorlaks never use magic of their
own, they are highly resistant to it, bestowing a -8 penalty to any spells that target them.
Attributes
ST
CN
IN
ES
14
12
2
4
Damage Thresholds
Minor
12
Major
24
Magic
School
Conjure NA
Control NA
NA
Style
Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival
NA
NA
NA
NA
NA
NA
NA
NA
D6
Preferred Weapons
Fist
Dam 1D10+6
Speed 4
Armor by Location
Head
AV14
Torso
AV16
Arms
AV12
Legs
AV12
163 | M i s t r u n n e r
Felyn
164 | M i s t r u n n e r
What started out as a tiny trading post just over 500 years ago has become a bustling city, a meeting
place for every race, mortal and Faye. A neutral site where the two sides can always work out their
problems, a trading hub where one can acquire almost anything the heart desires, a place where dreams
are born, and die.
Wayfarers Way is a city bursting at the seams, perched atop Baerds Rock it has nowhere left to grow.
The mighty stone pillar itself is riddled with labyrinthine passages and caverns that many call home.
Manmade piers surround the sea covered base, a constant stream of ships coming and going. Even the
skies around the mighty city teem with activity as Mistbarges and Airships deliver cargo and passengers
day and night.
165 | M i s t r u n n e r
Black Hammers
This sub-sect of the Iron Workers Union works
only with rare black iron. It is a small group as
black iron is extremely hard to shape and few
have the patience it takes to forge items from
this stubborn mineral.
Their weapons are
prized by many a Mistrunner for their
usefulness against Faye born creatures as well
as the undead. While most Faye have a mere
aversion to standard iron, black iron can cause
wounds that will fester and if untreated, death.
One can expect to pay a hefty price for any
weapons made of black iron, normally a
hundred times or more the price of normal
weapon.
While still technically part of the larger Iron
Workers Union, the Black Hammers have been
increasing the distance between the two
groups. It is no secret that the guild wants full
independence, and as the price of black iron
increases so does the divide between the two
guilds.
Supplies of black iron are becoming harder to
come by, though. Cretors Crag had a vein that
has since been tapped out. Now, the largest
vein known lies far to the north beneath the
Blood Glacier. As such, anyone that can supply
black iron can expect to turn a tidy profit,
167 | M i s t r u n n e r
Crimson Brothers
The Crimson Brothers is a fellowship of
mercenaries, sell swords, and gladiators. The
members of this guild have been the deciding
factor in many battles, both large and small,
dating to before the Retribution Wars. Nearly
every known guild has at one time or another
employed soldiers from the Crimson Brothers.
They may seem like petty thugs and sell swords
to some, willing to fight at a moments notice for
just a few Soverns, but they follow a strict
honor code. Once a Crimson Brother signs a
contract they must honor it until either death or
169 | M i s t r u n n e r
Aerdmoor.
He is new to this post, having
attained it only a year ago. This position has
always been mostly honorary, the Battle Master
never had any actual power.
With recent
events though, Axel has been working to
change that. He has seized direct control over
individual chapterhouses throughout the True
Realms, and he has made some enemies within
his own guild because of it. He feels that only
through a more organized chain of command
can the Crimson Brothers continue to maintain
their control as the biggest, and therefore best,
mercenary company in the realms.
Evenstar Warriors
The Evenstar Warriors are a group of radical
Karanar. Their main goal is the genocide of all
other races. They believe that this is the only
way that the Karanar can ever be reunited with
their pure blood elvish cousins in the Mists.
They are responsible for countless acts of arson,
murder, and espionage.
Because of their
destructive nature they are most often in
hiding, the Arbitrators have a hefty bounty of
the heads of any Evenstar Warrior.
The Evenstar Warriors hate everyone among
the mortal races who arent of pure Karanar
blood. This makes just about everyone their
enemy.
The Arbitrators are their most
persistent foe, having orders to kill any Evenstar
Warrior on sight. The Evenstar Warriors have
also recently made an enemy of the
Mistrunners Alliance by attacking barges and
disrupting trade through the Mists. There are
standing bounties on the heads of any members
of this murderous bunch from the Mistrunners
Alliance as well as the one from the Arbitrators.
170 | M i s t r u n n e r
Dream Slayers
Dream Slayers believe that there is no magic
more powerful than that of the sleeping mind.
Dreams hold visions and portents of things yet
to come, they can hold the key to conquering
ones greatest fears, and they can unlock the
mind and grant true knowledge. Dream Slayers
spend much of their time in deep meditation,
Grey Dogs
A vicious group of thugs and brigands taking
their name from where they live, the Grey
Quarter, they have done a remarkable job of
consolidating their power and pushing out
nearly all the competition in their part of the
city. They make their money any way they can,
theft, prostitution, gambling, smuggling,
anything that will put coin in their purse. The
Arbitrators are having a hard time dealing with
them, and the city watch is of little help in the
Grey Quarter. The law does have an unlikely
ally though as the Shadow Eaters are none too
keen on the idea of being muscled out of part of
the city.
Ever since the Grey Dogs have established
themselves as the one major powers in the
district, things have gotten even more gloomy
in the already dreary Grey Quarter. The slight
resurgence the district had along its eastern
border has fallen off dramatically as other city
residents are too scared to go there now. The
city watch and the Arbitrators have a bounty on
the heads of any known members of the gang.
Grinders
This secretive guild secures components for
necromantic spells and potions. They are also
producers of toxins and poisons, most of its
members having specialized in alchemy and
herbalism. The manner they use to acquire
most of their goods is not always legal, either.
Most bodily components are purchased from
the Resurrection Men. Herbs and such are
gathered by specialized teams of Grinders that
travel the True Realms as well as the mists.
The Arbitrators know all too well what the
Grinders do. Because of this they work very
174 | M i s t r u n n e r
Historians Guild
The Historians Guild is home to notable sages
and scholars from all over the True Realms.
They help to maintain most of the libraries and
archives in the True Realms. Each member is
generally specialized in one specific field of
study, having spent the majority of their time in
pursuit of complete knowledge in their field.
The Historians Guild is a great reference source
and is used by many of the other guilds and
citizens of the True Realms. They charge a
small
175 | M i s t r u n n e r
Hunters Guild
The Hunters Guild is made up of assassins,
bounty hunters, and investigators for hire.
There is a lot of internal competition between
members, each always trying to one up the
other. Once they accept a contract they will
follow it through to completion, of course the
price is always subject to change depending
upon the difficulty of the task and any unseen
occurrences.
Any disputes in price can be
brought before the guild council.
Ironworkers Union
This is the union of smiths, smelters, and other
metal fabricators. The Ironworkers Union is
one of the most powerful guilds in the True
Realms because their products are always in
such high demand. Entire cities shut down if
this guild strikes, and any workers who cross
177 | M i s t r u n n e r
Lords of Steel
This is a secret faction of the city watch,
members that feel that those that seem to be
able to avoid judgment for their misdeeds still
need to be punished. They mete out justice as
they see fit, particularly in cases that involve
extreme violence, rape, murder, and the like.
They believe the law must be upheld, no matter
what the cost. Of course such actions are not
viewed well by many residents of the city,
including the upper classes that have even seen
some of their own meet their demise at the
hands of these justice mongers. This is why the
Lostmen
The guild of technicians and technological
historians spend most of their time doing
archaeological research and exploration all
around the True Realms and the Mists. For the
most part they disapprove of magic, although a
few do employ it. They truly believe that one
day technology will rise up and once again save
the world from utter chaos. The advances in
179 | M i s t r u n n e r
Midnight Men
The Midnight Men is the name for a group of
smugglers, drug traffickers, and black
marketers. They specialize in all forms of illegal
goods, as well as fencing stolen goods. It isnt
exactly easy to make a deal with the Midnight
Men, as they have to be careful of the law.
Having contacts on the street is the best way to
180 | M i s t r u n n e r
Mistrunners Alliance
The Mistrunners Alliance is by far the most
powerful and most feared guild in all the True
Realms. Everyone relies upon the Mistrunners
Alliance for travel and trade, which always
carries a hefty price. The guild also has a strict
policy on non member runners. There are no
non member runners as far as the guild is
concerned. Any renegades are hunted down
and dealt with harshly. The guild charges a
high yearly fee for its members, but its a small
price to pay to stay on the guilds good side. If
you want to move cargo or travel, and do it
legally, then you have to use the guild.
While many guilds dislike, or even despise, the
Mistrunners Alliance there is little they can do
about it. Without them, trade would grind to a
halt and many True Realms would suffer a
horrible fate without open travel. A band of
disgruntled runners tried starting their own
group.
The Mistrunners Alliance used
everything in their power to crush these
upstarts. It is the law in the True Realms that
every Mistrunner be registered with the guild.
They use this law to crush any competition and
resistance. Fear of the last Retribution War
fueled the passage of this law, as many believe
that it was a power mad group of runners that
started the whole thing. The law is supposedly
in place to prevent that from happening again.
Faye, of course, are immune to this law.
The Black Dragon Chapterhouse in Wayfarers
Way is the unofficial headquarters of the
Mistrunners. It rarely delegates orders to other
chapterhouses, each working on its own most
of the time. Still, the huge obsidian edifice that
dominates the edge of the docks is
unmistakable as well as a testament to the
181 | M i s t r u n n e r
183 | M i s t r u n n e r
Pagan Hunters
The Pagan Hunters are just that, a religious
group that has taken the word of their faith to
the extreme.
They wage a relentless war
against all of the pagan faiths and the
unrighteous. They follow the general teachings
of the Church of He, but believe that conversion
is an outdated way to deal with heathens.
While this war has mellowed in recent years,
they are not above acting outside of what they
call mans law.
The Pagan Hunters were once a branch of the
Church of He until the last Retribution War.
Their violent ways though have driven a wedge
185 | M i s t r u n n e r
Redeemers
The Redeemers are the garbage collectors for
the True Realms.
Their carts clatter down
many a street and their barges glide through
the mists, loaded with refuse on its way to
Mikon. Items that are deemed salvageable are
kept in the Scrapyard in Unterway. Endless
rows of junk stretch across the Scrapyard,
covering nearly one fourth of the entire under
city. Anyone is welcome to scrounge the junk
piles, but nothing here is free.
Prices are
assessed on the spot, and they can vary widely
depending upon the Redeemer in charge at the
moment.
Resurrection Men
The Resurrection Men are the morticians and
undertakers guild. They are an integral part of
every town, taking care of the preparations and
funeral arrangements, as well as disposing of
the body. Cemetery space is limited, and very
expensive, so most bodies are cremated and
scattered into the Mists. They also supply parts
to the Grinders, sometimes with the victims
family consenting and sometimes without.
There is a lot of money to be made in selling
bodies, either whole, or in parts. There are
186 | M i s t r u n n e r
Shadow Eaters
Thieves, cutthroats, and footpads comprise the
bulk of this mischievous, and often viscious
group. This groups members are not to be
taken lightly, true they would rather run than
fight, but if it comes down to it they will fight
ferociously, and use every dirty trick in the
book. Rather than allowing its members to
simply steal at will, the guild has established
some rules, and failure to follow the rules
means expulsion from the guild, and that means
187 | M i s t r u n n e r
Tinkers
Roaming from town to town, always in search
of work, these craft minded individuals ply their
trade wherever they can. A tinker is welcome
it gets bloody.
Nothing comes out of the
ground without the skilled hands of this guild.
The Ironworkers Union is still a strong ally of the
Tunnel Hounds. They rely on each other to
stay in business. The Mistrunners Alliance is
another ally, as the Tunnel Hounds uses only
sanctioned runners for the transport of ores
through the Mists. The Crimson Brothers have
a continuing contract with the Tunnel Hounds in
order to guarantee security, though some use
security forces of their own.
The Tunnel Hounds base of operations is in
Cretors Crag. Roughly 70 percent of all the
active members can be found working in
Cretors Crag. Though they are strongest in
190 | M i s t r u n n e r
Oden Shenold
191 | M i s t r u n n e r
Church of He
The Church of He is based upon the old
doctrines of what was known as Christianity. It
fared much better than any other modern
religion that survived the cataclysm.
The
followers of the Church of He believe in one
Supreme Being that created everything. They
also believe that this single God is the only god,
any others are imposters, charlatans, or worse.
The Church of He is normally passive in its
actions, preferring to stay out of any physical
conflicts. When the Church of He does act
though, they can wield tremendous might. The
Church supports a large knightly order that will
Cult Of Malus
The Cult of Malus is made up from the vile
worshippers of the Dark Lord of the Abyss.
Many refer to them simply as the Banes. They
engage in black magic rituals and blood
sacrifices to enhance their already formidable
necromantic powers. They are evil to the very
core, wreaking havoc wherever they may be.
They prey upon the weak and innocent, using
those who survive their ruthless attacks in
gruesome rituals to their god.
The one
drawback that discourages even some of the
most corrupt individuals from joining the Cult of
Malus is that one day they must give up their
life to Malus and forever become one of his
undead servants.
Because of their penchant for doing things not
normally accepted by society, The Cult of Malus
tends to work in the shadows more often than
not.
Many members do not make their
position as a follower of Malus known, using
whatever legitimate identity they have to
further the goals of the Dark Lord through
political and
194 | M i s t r u n n e r
Death Palms
These morose folk worship the god of death, in
any of its incarnations. They believe that death
is the most primal and powerful force in
existence. There is nothing more natural, even
the so called immortal Faye will all die
eventually. Most of the Death Palms are not
evil by nature, though many outsiders do not
understand how one can worship death and be
anything but. Some have been known to work
the darker magical arts, especially in the field of
necromancy, but hardly ever for nefarious
195 | M i s t r u n n e r
Fated
This group pays tribute to the Norns, or the
three Fates. They believe that everything that
happens is due to fate. Most members of the
Fated practice the divination arts, prying into
the future to see what is supposed to happen.
Once they have seen the future, they do their
best to make sure that it happens as planned.
They believe that all things are preordained,
thus there is no use fighting what is merely
destined to occur.
Many seek out these fortune tellers and pay for
scrying, whether it be about the past or future,
196 | M i s t r u n n e r
Sisterhood of Stevra
This nearly all female group is dedicated to the
worship of the Night Queen, Stevra. Stevra is
said to be the twin sister of Malus the Dark
Lord. She spent many centuries under her
brother's control, but she eventually broke free
of her sinister brother's influence and has
198 | M i s t r u n n e r
Even
199 | M i s t r u n n e r
Tuatha Mar
The ancient Celtic druids may have been forced
out Ireland long ago, but their ways remain,
preserved by many of the Faye, along with the
descendants of humans they took to live with
them. Now mortals have come back to this old
religion, and once more druids walk the lands.
The followers give praise to many Celtic deities,
though primarily it is in Morrigan, the Phantom
Queen. The Tuatha Mar get their strength
from the earth and nature and they can work
powerful elemental magic.
The druids of the Tuatha Mar know the names
of every plant, both mundane and mystical, and
they know every use for these plants as well.
The animals of the woods know their names
and they walk with the wild beasts unhindered.
They are vessels of wisdom and many seek out
their advice, even those not of the Tuatha Mar.
They are also one of the few mortals allowed to
201 | M i s t r u n n e r
Lara Star
202 | M i s t r u n n e r
Noble Houses
House Hakon
Clan Mercuria
There is a large clan of Druga, mixed with a few
true dwarves, that dwell in a series of caverns
and mines beneath the ocean floor near
Wayfarers Way. The caverns even link up with
Baerd's Rock.
Most of Clan Mercuria is reclusive by nature,
however there are members of their trade
organizations that frequent the city. They bring
many undersea treasures, as well as huge
supplies of coal for the cities great steam
engines.
Many of the younger members of the clan can
be found in Wayfarers Way or other True
Realms as they are encouraged to journey the
lands and discover what the world holds before
returning to the clan stronghold.
Outsiders are not welcome within the caverns
of Clan Mercuria, except by invitation. It is
rare, but on occasion they have allowed surface
dwellers to gaze upon the wonder that is
Mercuria, the deep and majestic undersea city
that these Druga call home.
House Holly
Often times called the first family of Wayfarers
Way, this mixed Anduran and Karanar family
arrived on the scene with Baerd himself. They
are one, if not the, most influential family in the
city. They have their fingers in just about every
pie, from trade, to city government, taxation,
even religion. They hold positions in many of
the major guilds, the Mistrunners Alliance,
Socety of Magical Practitioners, wainwrights,
jewelers, even the weavers guild.
House Holly is a staunch supporter of the
Church of He, though most know that they
prefer the methods of the Pagan Hunters. Still,
whenever the Church needs money, House
Holly is the always the first to donate.
House Urgaz
For a family made up entirely of Feregs, it is
quite a surprise that House Urgaz is one of the
most noble and influential in the city, if not the
entire True Realms. They value honor, virtue,
and integrity above all else. They believe that
every action has its consequences, so best to
act wisely and justly.
Since the inception of the city council, House
Urgaz has held a seat. They have been hailed
as heroes by the poor and down trodden. This
has garnered them much support many of the
citys residents. They also have allies in House
Shurecki. It is known though that both House
Holly and House Hakon have an intense dislike
of House Urgaz. Both have done their best to
try and ruin the flawless reputation of these
noble Feregs, so far to no avail.
As one of the founding families of Wayfarers
Way, House Urgaz has kept in touch with the
daily rituals of the city. Family members can
often be found in any district. They work the
soup kitchens in the Grey Quarter, they buy
goods in the many markets, they maintain
office hours in the Halls of Governing. They are
by far the most approachable of all the noble
houses, large and small.
House Urgaz relies upon every person in the city
for their continued wealth and success. House
Urgaz maintains both the sewage and water
works for the entire city. They also own huge
tracts of farmland along the coast and supply
nearly half of all the grains sold in Wayfarers
Way. House Urgaz is often called the green
grocer of Wayfarers Way.
House Shurecki
This is the newest of the major noble houses in
Wayfarers Way. Having been established a
mere ninety years ago with the founding of
Farson Academy, this Charek family has made a
huge impact of the city.
Every adult member of the family is an
accomplished mage and the younger ones are
well on their way. The Shurecki Family also
takes in many foster children that possess the
raw talent required to become a grandmaster
of the magical crafts.
Of course with such a meteoric rise House
Shurecki has made a few enemies. Most of the
existing noble houses are either jealous or
cautious, some are both, of this new upstart
family. House Holly in particular does not care
at all for these interlopers into Wayfarers Way
high society.
However, House Shurecki has made quick allies
of both House Urgaz and House Hakon, as well
as several of the smaller noble houses. Also,
every member of the family belongs to the
Society of Magical Practitioners, some are even
on the guilds council of elders.
205 | M i s t r u n n e r
Minor Houses
While they may not have the power that the
major houses do, these families still hold sway
over much of the city. While to the layman on
the street there may not appear to be much of
a difference between the major and minor
houses, those in the know understand their
position.
House Alrun
Anuir from the frozen lands that have settled in
the city are normally considered uncouth
barbarians by most residents.
When those
barbarians entire high society it causes an
uproar. House Alrun has been the cause of just
such an uproar for nearly twenty years now.
They managed to organize the fur trade coming
206 | M i s t r u n n e r
House Carniegy
One of the older Charek trading barons founded
his estates in Wayfarers Way many years ago.
He made his money by selling spices and silks
brought from lands that even he does not
remember. They still hold some sway with the
other trading barons, but as time goes on House
Carneigy fades a little more.
Many believe that House Carniegy will rise once
more when the ancient patriarch, Dilus either
dies or steps down. He has been known to
make rather unwise decisions as of late that has
seriously jeopardized the familys interests.
House Dwyer
Connoisseurs of fine food and fine wines, these
Karanar demand the best of all things in life.
They own the finest dining establishments in
the city and maintain their own extensive
vineyards on the mainland.
They are also
snobs, considering themselves above everyone
else, even those of higher societal or political
station. Servants follow them everywhere and
members of House Dwyer do not speak to
anyone of the lower classes.
House Highbourne
Formerly one of the wealthiest and most
powerful noble houses in Wayfarers Way,
House Highbourne has fallen on sad times.
Poor investments and a generation of children
that squandered much of the money that the
family founders had made has left this noble
house a shadow of it's former self. Still, these
Karanar are attempting to rebuild both their
fortune and lost glory.
Lord Anis and Lady Tharbelle are also the
youngest heads of a noble house. There are
those that view the incestuous nature of these
siblings that are also husband and wife. But,
most folks care about as much for the wealthy
as they do the Faye, something that rarely
affects their day to day life.
House Taffblagg
One of the smallest of the minor noble houses,
this Nekron family is a major supporter of the
Historians. They also run the House of Records
in the Governing District.
House Taffblagg
maintains a large personal library as well, which
is open to any members of the Historians.
Niklas has an infallible memory, and he seems
to know something about everything. Best not
to get him talking though as while his
knowledge is extensive, his verbosity is more so.
207 | M i s t r u n n e r
Utz-Cara
Living in a lush garden in the Glendale Heights
District, the Dracon members of the Utz-Cara
are alchemists and herbalists of the highest
degree. They control most of the trade in rare
herbs as well as the production of potions and
208 | M i s t r u n n e r
JarMach
209 | M i s t r u n n e r
Theft
1 month and cost of goods
Smuggling
5 years and loss of property
Fencing of Stolen Goods
5 years and cost of goods
Arson
20 years plus restitution
Disorderly Conduct
5 days or 5 soverns
Public Drunkenness
1 day plus 1 sovern
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Tarn Ulfred
212 | M i s t r u n n e r
The Districts
As the city has grown it has expanded into
numerous districts and wards.
While
Pendelton Square may be known for its many
market stalls, it isnt the only place I the city to
buy goods. High Ward may have the largest
estates, but that doesnt mean everyone with
wealth can be found there. True, many areas
can be broadly defined by what happens there
and who calls it home, but that isnt always the
whole story. Whether you are walking the
historic streets of Old Town, enjoying the
culture of the River Ward, or skulking through
the alleys of the Lower Ward, the city has so
much to offer for those that have eyes to see
and a yearning to explore.
Old Town
This cramped district is the oldest in the city. It
was these neighborhoods that made up the
entire city of Wayfarers Way more than four
hundred years ago.
Some of the original
residents can still be found here, living in the
apartments above their shops and enjoying
some good brew at the corner pub. The best
known would be the city founder himself,
Baerd, whose own tavern can be found perched
on the edge of the plateau. The buildings are
packed together and keep the narrow streets in
almost constant shadow.
This is easily the most diverse district in the city.
The people that reside here cross all lines,
young and old, rich and poor, every mortal race
and many Faye as well call Old Town home.
Until recently the city council met here, now
213 | M i s t r u n n e r
Baerds Tavern
Battlebane Keep
Stone Portal
Stanchy Bottertrast, Professor Emeritus of Earth
Elemental Magics, is the owner of this curious
inn. Many other elementalists call this building
home as well. Between them and the owner,
the building itself is always changing shape.
The building lays claim to a large plot, though
some days it barely fills half of the space as it
often extends more upwards than outwards.
Stanchy is always in need of rare minerals and
gemstones for his research. He prefers to deal
with people he already knows, but if someone
were to show up with a rather exquisite find he
would hardly turn them away.
Bladesayers
Yousingers
Secret family recipes that apparently go back to
the days before the Reckoning are what has
made this butcher shop the place to buy meat.
They are especially known for their fine
sausages. Fritz, the latest in the Yousinger
family tree to run the business has done
Harp Theater
Funded entirely by the good will of charitable
donations, this is the premiere theater in the
Curious Goods
Packed from floor to ceiling with just about
anything imaginable, this place is an avalanche
waiting to happen. The apparent chaos doesnt
seem to bother Uda, she knows where
everything is. Small, even for a Charek, she
weaves between narrows aisles, climbs
wobbling stacks, and shimmies under piles. If
one needs something obscure this is the first
place they should check, provided that what
they seek is legal. Uda is a reputable business
woman and will never deal with stolen or illegal
goods. At least this is what she claims. Most
folks know that she is also purported to be a
high ranking member of the Shadow Eaters,
though it has never been proven.
Regardless of the legality of her business, she is
well known as a woman that can acquire nearly
anything. No matter how strange the request,
Uda will just nod and go about the task of
fulfilling her customers request. Just make
sure you bring a heavy purse, because Uda and
her skills do not come cheap.
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The Corridor
While not really a separate district, the Corridor
links many of the other districts together.
From here one can reach the Government
Blocks, Pendelton Square, the Mercantile
District, the Docks, the Temple District, and Old
Town. The roads are wider here than most
other parts of the city too because of the heavy
traffic. It is also because of that traffic that the
Corridor has very strict regulations on
businesses. There are no open air shops, no
merchant stalls. Anything that would seriously
hamper mobility through the Corridor is simply
not allowed.
offense
Chillers
Ice is a precious commodity in a city, and being
able to distribute it quickly is of the essence.
Runners are constantly coming and going, their
odd looking metal wagons clanking down nearly
every street and back alley of Wayfarers Way.
In the days before the rise of steam power, ice
was much more expensive as its creation often
required the use of a Water Elementalist. Now
machinery has replaced magic, reducing the
cost and increasing production.
Exactly how the process works is a secret that
owner Qui na Loch isnt spilling. The Dracon is
a well respected member of the Lostmen, and
he has done tremendous research in the fields
of steam power or mechanics.
218 | M i s t r u n n e r
Lady Marellas
Allinger Vaults
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Pendelton Square
The cries of merchants selling their wares ring
through the streets of Pendelton Square. In
the center of the district is a giant open
marketplace, where anyone that can pay the
fee can set up shop for the day. Even so, the
good spots go quick and those that dawdle may
find themselves without a spot at all. Almost
anything can be had here, but it is buyer
beware as not every merchant is as honest as
one would like.
Lining the open market are the shops of
established merchants, and these shops extend
down the side streets. Intermixed are enough
taverns to keep the crowds well refreshed and
several banks for the merchants to deposit a
days profits. Even these shops have to pay the
same fee as everyone else that wants to use the
marketplace. The fee is the same for everyone,
big or small, but it is well worth it as the hordes
of customers that descend upon the
marketplace daily almost ensure a profit for the
day.
Amber Waves
Rand, a shrewd Anduran merchant, has turned
a small cart into a thriving grain empire. He
now owns hundreds of acres of pristine
farmland along the coast which he uses to
supply nearly twenty percent of all the citys
grain needs. As good as Rand is in growing his
business, it is his wife that most people keep
their eyes on.
Grena is a retired member of the Hunters Guild.
She is petite and thin, especially for a Druga.
Rumors abound that her retirement is just a
cover and that she still uses the deadly skills she
picked up as an assassin to help eliminate any
competition her husband faces.
Of course
there is nothing to substantiate these rumors as
none of Rands competitors have met grisly
ends, still no one has really tried to take a bite
out of Rands business either. Whether or not
Grena has utilized any of her former
occupations skills is anyones guess.
The Shard
Pottery of all shapes and sizes, all patterns and
styles, can be found here. Niarla is always on
hand, most of the work in her shop is done by
her gaggle of apprentices.
Still, the finest
pieces are made by Niarla, and the intricate
designs seem to defy this hefty Anuir womans
size.
Niarla came under fire several years ago
because of a dispute with the Mistrunners
Association. The potter grew tired of the hefty
import fees charged on her clay and she took to
hiring unlicensed runners.
After a lengthy
arbitration Niarla paid a fine and continued her
Harvest Moon
The delightful aroma of fresh baked bread
hangs in the air before one even enters this
bakery. A KralKuru is an unlikely owner for
such a place, but few can dispute TrelKa is a
master of baked goods. He is also one of the
few folks outside of the Seelie realms that can
make Elvish waybread, though the demand for
it greatly outstrips his ability to make it. It isnt
the time it takes, as TrelKa never seems to stop
working his brick ovens. Instead it is the rare
ingredients that make the supply so tenuous.
Many of the plants used to fortify it are only
found deep within the Mists, and few
merchants are willing to take the risks to
acquire it.
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Corner Drug
Headache? Stomach Pains? Burns or lesions
of the skin? Filp has what you need to make
yourself better. This Charek miracle man has
been dispensing his remedies for decades.
There are many that argue whether any of his
hedge medicines actually work, but dozens
more attest to their healing powers. Aside
from herbal medicines and ointments, Filp also
has a wide variety of herbs and roots for the
aspiring chemist.
Plaza Pools
One of the many bathhouses run by the
eccentric Papa Jon, this slice of paradise sits
right in the middle of the district. Every legal
vice can be had here, with a small donation of
course. While most of the locals are too short
of coin for such extravagancies, there are more
than enough patrons to keep this place going.
Many traveling merchants shake the dust off
their feet and spend a relaxing soak in the hot
baths, and perhaps enjoy a bit of company.
Rumors abound of people entering the baths
and never coming out again. More than once
the Arbitrators have investigated strange
occurrences at the Plaza Pools, but as of yet
nothing has been proven.
If anything is
happening, the secret is well guarded.
Grey Quarter
The Grey Quarter has not always been the bleak
and dank place it is now. Originally it was
known as Edgewood, due to the large expanse
of trees that once grew here. The trees are all
gone now, having been used to fuel the fires of
the many local forges and foundries. Soot and
ash cover almost everything in this district as
the forges burn night and day. The city has
tried cleaning up the Grey Quarter, by both
magical and mundane means. No matter what
was done, a new layer of grime took place of
the old practically overnight.
The constant gloom made by countless
smokestacks and the general dilapidation of the
buildings has made this a haven for the poor
and those that prey on them. Gangs rule the
neighborhoods, and it is rare that the
Arbitrators patrol the streets here. Most of the
policing is done by the city militia, and most
consider them little better than the gangs.
Anyone that can afford it leaves this dark part
of the city.
Still, despite all the oppressiveness of the Grey
Quarter, the businesses thrive. It is the most
crowded part of the city, and there is money to
be made. Those that can cater to the folks that
work the foundries have managed to make a
decent living, serving food and beverage to the
working class.
The larger forges also have
employee housing in this district, many of the
apprentices live here until they work their way
up and can afford to move to another part of
the city. The Crimson Brothers have many
security contracts in this district, protecting
businesses large and small.
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Tommyruns
This out of the way pub is located at the end of
an otherwise nondescript alley.
While
technically a public house, those that arent
Hunters are advised to find drinks elsewhere.
This is the unofficial guildhall for the Hunters,
and it is here that most of their dealings are
handled.
Tommyrun is an officially retired assassin.
Unofficially it is believed that his retirement is
anything but. For the owner of a pub, he is
rarely present himself, except when the local
Arbitrators need to have a word or two with
him.
McCracken Arms
Howlers
Vareks Arsenal
Dracos Forge
This is another of the large foundries that
produces raw materials for many of the other
factories in the district.
The owner,
Hasphetion, is rumored to be descended from
the ancient dragonkin. His actions seem to
back up the rumors as he seems practically
immune to the intense heat put out by the
great smelting furnaces.
226 | M i s t r u n n e r
The Coliseum
Oden Shenold is a veteran of many a tussle, and
the stout Druga still tests his skills regularly.
While the smithy here is rather small compared
to others in the Grey Quarter, it focuses solely
on melee weapons and armor.
Almost
everything made here is used in the combat
pits.
The combat pits draw huge crowds three times
a week, when gladiators test their mettle
against one another.
While the fights are
brutal and bloody, death is a rarity as Joran
keeps a stable of healers to take care of his
fighters.
The last day of the week is open fights. Anyone
that wishes to participate must first complete a
training program. The program is free, but
most that begin never finish it. Cryton is the
Fight Master and he doesnt want every
bumbling idiot that can hold a sword blundering
around the combat pits. He seeks only those
that can both handle themselves skillfully as
well as those that will make for a good show.
The rather lean Aslonian was once a gladiator
himself, but after he accidentally killed a friend
Raven Enterprises
No one knows for sure what goes on behind the
fortified walls of the Raven Enterprises
compound. All that is known is that they are
always seeking old technology. The majority of
the staff that works here never leave the
compound, and when they do it is always with a
group of Crimson Brothers as an escort.
The one person that does come and go quite
frequently is Baerd. He is the founder of Raven
Enterprises, and everyone knows the level of
interest he has in the past. He is always willing
to pay handsomely for old technology, if it is
something he can use.
Aside from no one knowing what goes on here,
the business seems to not sell anything either.
There are rumors of sightings of members of
the Order of Icros coming and going at strange
227 | M i s t r u n n e r
River Ward
Farson Academy
Named for an a long dead scholar, Farson
Academy is the most renown university in the
True Realms. There is a long waiting list for
admission, and only the best and most
promising pupils are allowed to attend. With
subjects ranging from history and philosophy to
the magical arts and steam engineering, it
encompasses all areas of knowledge. Every
student is also required to study at least two
different fields of interest, one major and the
other minor. It is believed that a broader range
of study leads to more innovative thinkers.
Farson Academy employs scouts to seek out
those individuals that are worthy of attending
the university.
They travel all of the True
Realms, seeking out the brightest young minds.
However, it is well known that money speaks
loudly, and more than a few students have had
their admission purchased for them with coin
228 | M i s t r u n n e r
Rabblerousers
The Librarium
This hulking stone edifice is the main library for
Farson Academy. It contains the largest public
library in the True Realms. The main floor of
the library is open to anyone, though no books
can leave the building without a writ from one
of the university professors.
The Historians guild maintain the library, and it
also serves as their guildhall. Junior members
can always be found here, scurrying about
between the stacks and shelves. It is a bit of a
right of passage, as every new member spends
at least their first year practically living here
among the texts.
Aside from the public collection are two others.
The first are the private archives, which are
accessible only to faculty and select students at
the university. The other is the sorting rooms,
a haphazard gathering of thousands of books,
scrolls, tablets, and parchments. Everything
here is supposed to eventually make its way to
one of the other parts of the library, but the
backlog is so long that more books are added
than are removed. The sorting rooms have
been expanded three times in the last hundred
years. Normally only students that are working
Barrelriders
Well known for its own house brews, as was a
seemingly endless supply of Thaggs Sparkling
Mineral Water, this tavern seems a bit out of
place here among the younger folk. Everything
about the place seems old, the candle lighting,
the chipped mugs, the dented plates. But,
anyone that appreciates a good beer will
stumble upon this place sometime or other.
The owner, one Brendell Oakheart is said to be
a distant cousin of the legendary Thagg himself.
But, this Druga is never one to drop names. He
is also not one to deal with any kind of trouble
making. Brendell was a soldier back in the days
229 | M i s t r u n n e r
Brewed Awakenings
Coffee seems to be the lifeblood of a college
student, and the constant crowds here would
seem to prove just that. However, this place
doesnt just sell normal coffee, the owners,
Randas and Quora have made it their mission to
seek out the best beans they can find. Their
brews are so good that even some of the hoitytoity crowd from the High Ward drop in now
and again, or at least their errand boys do.
Rosebud Theater
This dilapidated building is in dire need of
constant repairs. The city is always threatening
to condemn the place, but so far the building
still stands. That is a relief to the Starling
Theater Troupe, as they have called this place
home for years. For those that cannot afford
the larger, and much more expensive theaters
in the city, the Rosebud offers an alternative.
While the lighting is poor and the sets are drab,
every show is sold out. Why the money they
make doesnt go towards things like a new roof
or a better stage is anyones guess.
Pisdanks
This pawn shop does a steady business.
Students are always in need of money, and
Pisdank is always more than happy to help
them out, for a small fee of course. Anyone
can pawn items here, receiving money in loan.
If one cannot pay back the money within a
Hummingbird
Felici is a patron of the arts and she opened this
gallery several years ago to showcase those she
has chosen to sponsor. There is a permanent
collection of some marvelous works on the
upper floors, while the first floor has rotating
exhibits of new art. The security seems rather
lax, but Felici has paid a lot of money to keep
the place secure without having to hire a bunch
of burly types to stand guard. Magical wards
abound and so far no one has been foolish
enough to attempt a heist, yet.
Felici is also a bastard child of an Unseelie
prince and a karanar woman. Her beauty is
practically unrivaled, as is her fiery spirit. While
the Unseelie Faye are barred from the city
without military escort, Felici seems to be
immune to that edict. It is said she has the ear
of more than one captain of the city watch, and
her charms have even earned her a sort of free
pass from the Arbitrators.
Uhls Pipeshop
Long leaf, Hogs Pride, Fairwells Blend, you
name the tobacco and they have it here.
Franno can always be found perched behind the
long counter, one of his hundreds of pipes
clenched between his yellow teeth. If there is
one thing this Charek has learned over his many
decades as a tobacconist, it is how to match
folks with the right blend. With nothing more
than a quick glance he can find just the weed
youve been looking for.
231 | M i s t r u n n e r
Government Blocks
The buildings in this district are, for the most
part, fairly new. The city razed several blocks
of older buildings and began construction of
some larger buildings to house all the necessary
government offices. There is still a lot of work
to be done and many of the buildings are
covered with scaffolding and the constant
sound of hammers and saws ring through the
air. The buildings are all functional despite the
unfinished state.
The most imposing structure here is the
courthouse and attached prison. While the city
technically is in charge, the Arbitrators man the
prison and oversee most of the court cases.
The prison is solely for short time stays, anyone
with a prolonged sentence gets shipped to the
Therall Mar salt mines. The prison is one of the
older buildings here, with new additions
recently added to the old prison that already
stood here.
The other main buildings form a quad, the Halls
of Commerce, Halls of Property, Halls of Public
Works, and the Halls of Records. These four
buildings handle the vast majority of the day to
day functioning of the city.
Commerce is
responsible for all incoming trade, tariffs, and
licensing for businesses. Property deals with
any real estate transactions.
Public Works
maintain the city walls, streets, and water
supply, it is by the far the largest contingent of
the government.
Records maintain the tax
logs, birth and death, and the city historical
society.
The Sidhe also have their embassy located here.
No one has ever been allowed inside the walls.
Normally the embassy is vacant as of late, with
Post Office
While most folks still rely on courier services to
deliver small mail items, the use of the post
office has been growing recently. While it is
terribly slow, normally it takes about two weeks
for mail to be delivered to places like
Greeningsdale or Aerdmoor, up to a month for
further True Realms, it is cheap and reliable.
Mail goes out once per week for anything
leaving the city. Within the walls of Wayfarers
Way you can expect delivery within a few days.
If you dont care when it gets there, this is the
cheapest way to ship just about anything.
Halls of Commerce
The dizzying array of corridors and lines one
must navigate in this place is astounding. If
there is red tape to be found, you can bet it is
here. Anything and everything dealing with
day to day running of the city is taken care of in
this collection of buildings.
All fees,
registrations, permits, licenses, and fines are
paid here. If you want to conduct business of
any kind in the city you need a permit.
Importing goods? You need to pay the proper
tariffs. Exporting? Form 28B. Want to serve
liquor at your restaurant?
Food and drink
licensing, 5th floor. As the city continues to
grow so does the size of the government
required to keep things running smoothly. As
annoying as this place can be, it is much better
than the days when everything was scattered
throughout the city.
Halls of Records
If one has the coin and the patience,
information can be found on almost anyone
here.
Birth and death records, criminal
charges, business documents, treaties and the
like are kept here if it was recorded in some
way, a copy can be found. The staff is much
less than helpful in the locating of any particular
files, though anyone paying the proper fees is
free to search the archives. Those that can
afford additional fees can hire on the archivists
to aid them in their search, a highly
recommended course of action.
Rumors
abound of poor souls that entered the archives
alone and were never seen again.
Halls of Property
Sisters of Mercy
For those that cannot afford the expense of a
healer, there is the city run hospital of the
Sisters of Mercy. It may be free, but the service
given is reflective of that. Care is swift and
often inadequate, but for those that have no
other choice it is at least something. If you
require medical treatment and cannot afford to
pay, you can find some help here, but expect a
long, and perhaps painful, wait.
Harkon Prison
Those awaiting trail, as well as those found
guilty of petty crimes that dont warrant a stay
at the salt mines of Therall Mar, are
incarcerated here. This is also the primary
staging area for the Arbitrators. Part of the
prison is actually a large barracks and training
grounds. There are always several hundred
reserve members in the barracks, ready to be
mobilized at a moments notice.
This is in
addition to the hundred plus guards that are on
duty around the clock to keep the prisoners in
line.
Attached to the prison is also the main
courthouse for the city. While the judges that
oversee most of the trails are members of the
Inquisitors branch of the Arbitrators, the city
does maintain its own stable of judges as well.
Any crimes against the city itself are overseen
by a city appointed judge as opposed to the
Arbitrators.
234 | M i s t r u n n e r
Lower Ward
Nestled in the shadow of Mt. Hirbor and along
the bank of Corrib River, the Lower Ward is a
district undergoing a resurrection of sorts. Not
too long ago it was headed down the same path
as the Grey Quarter. Anyone that could afford
it had moved to greener pastures, many
businesses closed, and the streets were the
domain of gangs and thugs. The city, along
with some of the more influential residents,
thought that one slum was more than enough.
Thousands of coins were poured into the
district, along with dozens of extra militia men.
So far the effort has been working, though the
job is far from being done.
Even with the presence of double strength
patrols from the city militia and a new
Arbitrator chapterhouse, gangs are still a
problem for the Lower Ward, though they have
been relegated to operating in the back alleys
and sewers. During the day, the district is quiet
and peaceful, once the sun goes down the
predators come out to feed. At the start, it was
nearly open war, the gangs on one side and the
city militia and Arbitrators on the other. A war
of attrition was one that the gangs could never
hope to win. Their numbers have been greatly
reduced, but it has made them smarter. Now
instead of strong arm tactics and violence, they
have more subtle ways of getting the coin they
desire. Bribery, blackmail, smuggling, and the
like have replaced rape, murder, and arson.
The district is moving in the right direction, but
it is a long road.
The city has bought up much of the abandoned
residences and is offering incentives to those
that agree to live in the district.
Many
Niteshades
This shop is a holdover from the darker
days of the Lower Ward. The business has
changed ownership numerous times, many of
the prior owners can be found in the salt mines.
Still, the operation of this place always remains
the same. Knickknacks and curios fill several
shelves in the front of the shop, but despite
how hard the Arbitrators work, no matter how
much they watch the place, illicit dealings still
occur. Before the districts rebirth, this was
openly a fence for stolen goods. Now it is
235 | M i s t r u n n e r
Blue Minotaur
The worn sign of a brightly colored minotaur
that hangs above the door does much to
mislead passersby of the true nature of this
delightful tavern. Once you pass through the
massive oak doors you are greeted with the
sweet smells of roasted meats and finely
crafted beers. For decades this has been the
hidden gem of the Lower Ward. Even when the
gangs ruled the streets, folks would still come
here to sample the exquisite fare.
Openers
Dragonhides
Rows and rows of shields line the walls of this
squat stone building. The forge fires burn all
day as the Dracon brothers that run this armory
work almost nonstop. IztKar does most of the
metal work, but the shops specialty is left to his
elder brother GranTzu.
Gran works with
dragon scales, where he obtains them is
anyones guess. Shields made from dragonhide
are highly prized, both for their magnificent
color but also their incredible strength and light
236 | M i s t r u n n e r
weight.
The shields also offer incredible
protection against fire, both magical and
mundane.
Such work does not come cheap, and Gran only
makes four or five dragonhide shields a year.
While the metalcraft of his younger brother is
top notch, it is the prospect of owning a dragon
shield that makes this place stick out from the
dozens of other armorsmiths in the city.
Stevras Oasis
The Sisterhood of Stevra have been a major
component for the rebuilding of the Lower
Ward. They have run a soup kitchen here for
many years, but when the district started to
turn around they stepped up their efforts as
well. They established a good rapport with the
locals when the Oasis was a safe haven from
the gang violence, and they have used that to
help the Arbitrators and the City Watch clean
out some of the riff-raff.
Selia is a shrewd woman and though she has a
hard as nails exterior, deep down she is a
compassionate person that cares for her
neighbors. She is the one who started the soup
kitchen and even though she has been offered
better positions in the Sisterhood, she has
remained here.
Dreebles
Small magical fetishes and foci clutter this odd
shop. Dreeble is an old school hedge wizard,
and this Rygar sells numerous trinkets and
charms to anyone that needs just a small
amount of magical aid. Wards against ghosts,
237 | M i s t r u n n e r
High Ward
This rather exclusive district is not open to just
anyone. Only those with a fair amount of
wealth can even afford to live here. The heads
of many of the guilds, wealthy merchants, and
high ranking members of numerous religions
make their home here. While the homes are
nowhere near the extravagance of the palatial
estate of Baerds that dominates the Isle of
Aran just west of the city, they are still very
impressive.
A detachment of mercenaries from the Crimson
Brotherhood serve as the only security in this
district. Not even the Arbitrators are allowed
inside High Ward without an order from the
Lord Protectorate himself. The High Guard, as
they are called, keep this district quite safe and
secure.
Only residents and those with a
resident can gain entry to the district. The
residents of High Ward keep their protectors
well paid and they receive incredible loyalty
because of it.
Despite all the security, there are a few bold
thieves that find the wealth of High Ward too
tempting to pass by. Most are caught before
they can even get past the walls, of those that
do few ever make back it out safely. Most
thieves are smart enough to stay away as the
High Guard has been known to make examples
of those caught trying to rob here.
Many
outside the district would argue that the bigger
thieves are those that live in High Ward, and in
some cases they are right.
While slavery is illegal in Wayfarers Way, those
employed as servants in High Ward are not far
removed from it. Few are ever allowed to
leave
The Duelist
The weapons crafted here are not for every day
sword fights.
You wont find any soldiers
carrying a blade from the Duelist.
These
exquisite swords are primarily for show. You
could fight with one of them in a pinch, but they
were made with the idea of form over function.
The wealthy love to strap on swords with
jeweled hilts and golden blades and all manner
of foolishness that looks great at a party, but
will get you quickly killed in the heat of battle.
Overlook Hotel
While the Overlook may be a hotel, not just
anyone can get a room here. The opulent
services provided are well out of the price range
of all but the most wealthy. It is well known
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239 | M i s t r u n n e r
Mercantile District
While one can buy goods in any marketplace,
the true artisan sells his wares from his shop in
the Mercantile District. Nearly every major
guild has their headquarters here, the coopers,
jewelers, goldsmiths, gem cutters, blacksmiths,
bowyers, all of them can be found in this
district. The master craftsmen that make up
the ranks of those guilds all have shops where
they showcase their greatest works. One does
not come here unless you have some serious
coin, high quality work does not come cheap.
Security in this district is handled by a special
detachment of the Arbitrators. They operate
only in the mercantile district and have their
own chapterhouse.
Most of the master
craftsmen have an Arbitrator on duty in their
shop during business hours. Criminals are dealt
with rather harshly, anyone caught here faces a
stiffer penalty than elsewhere in the city. The
city militia only posts guards at the gates
leading in to the district. Like the docks, there
is a one sovern fee to pass through the gates,
but only for those entering the district. Guild
members that have a chapterhouse in the
Mercantile District can pass freely.
The only residents here are the craftsmen
themselves.
Most either live above their
shops, or right next to it. The few pubs cater to
the local clientele, and they are a bit more
expensive than in other districts. Several are
members only, and the general public is not
allowed. Admittance can be based on several
things, such as a membership fee or belonging
to a specific guild.
Old money may be found in the High Ward, but
the new money is being made here, in the
Celos Eye
Garem Celos is an old charek that specializes in
optics, be it spectacles, spyglasses, or lenses of
any size. The prices may be high, but the
workmanship is unmatched.
Nothing here
comes cheap though, so only come if you have
a hefty purse.
Garem also makes a special spyglass that even
peer through the ever present shadow of the
Mists, and his secretive technique is envied by
many.
The Mistrunners Alliance has been
trying to figure out how Garem does it for
decades, but the secret is guarded well.
Amber Buckle
Despite his brutish appearance physically, style
is what matters to Cran, the Fereg owner of this
tailor shop. While he does do some custom
work for those folks that live in the High Ward,
he specializes in making good clothes that are
affordable to artisans and workers such as
himself.
Not to leave you barefoot when you leave,
Crans wife, Shirn, is a cobbler. Her shoes are
simple and comfortable, and made to last. She
makes boots that are highly sought after by
those that travel a lot because of their
durability.
240 | M i s t r u n n e r
Fabulous Fabrics
Tapestries and rugs hang from the rafters and
cover the walls of this well known weavers
shop. A large loom dominates the center of
the shop, no longer used for day to day work,
but impressive nonetheless.
Dlaub is a
salesman extraordinaire, though the magic of
the weaving is left to the skilled hands of his
Karanar partner, Barnt.
Dancing Dragons
Prazuta runs this fine eatery and wine room.
Many of the fine wines served here and made
from a privately owned vineyard on the
mainland run by Prazutas associate, Needles.
It is the wine that brings people in, and
surprisingly it is a mixed bag when it comes to
the clientele. It is nothing out of the ordinary
for residents of the High Ward to mix elbows
Treemills
Eiran is the current owner in a long line of
family distillers.
The actual recipe for the
smooth whiskeys produced here is said to date
back to the earlier days of man, long before the
Reckoning.
Each year a limited supply of the wonderful
elixir is made, and it never lasts long. Eiran
limits the number any individual can purchase,
and any that try to get around it often find
themselves blacklisted. Baerd himself tried to
skirt the rules and had to go without his favorite
whiskey for nearly a decade.
By Drop or by Dram
If it is a cure for warts, or a tonic to soothe the
nerves, Midre has what you need.
Salves,
potions, and elixirs for any and all ailments are
available for sale here. How Midre manages to
produce so many different concoctions is a
mystery to all. However, it is well known that
he is always in need of ingredients, many of
which can only be found in the shadowy Mists.
He pays good coin for those that can bring him
what he needs.
Shrouds
This is the primary Mistrunner recruitment
center and guildhall. While most of the day to
day functions take place in the Upper Docks,
the top administrators of the realms most
powerful guild work here. This is also where
any new recruits are brought before they are
admitted to the ranks of the Mistrunners
Association.
The Reserve
Many of the artisans deposit their hard earned
coin here in exchange for writs from the city
guaranteeing the security of their wealth. A
special branch of the City Watch handles all of
the security needs of the Reserve, and so far
not a single penny has been lost, though not for
a lack of those willing to test their luck.
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Travelers Park
Dominating a large portion of the center of the
city, Travelers Park serves numerous purposes
for the city. First, it is a place for residents to
relax, a quiet respite from the hustle and bustle
of the city. Also, the park is home to Lake
Fagan, the city reservoir.
Third, the city
maintains several large communal gardens.
Local citizens can rent space in the gardens to
grow their own food. Lastly, there is a small
city owned estate house, used primarily for
special events and visiting dignitaries.
The park is always open, though it is best not to
wander too far off the paths late at night. The
Arbitrators keep regular patrols here, with
some help from the city watch. It is normally a
safe, peaceful place, though every now and
again some local thugs try to move in. They are
almost always quickly dislodged, but they can
cause a great deal of mischief in a short period
of time.
There are also the park rangers, city staff that
care for the gardens, keeping things clean and
the plants healthy.
They have outposts
throughout the park, though these are closed
after nightfall. The rangers are responsible for
the day to day maintenance of the park, with
the exception of Lake Fagan. The lake is taken
care of by the Public Works branch of the city
government. Great care is taken to keep the
water as clean as possible, while still allowing
access to the patrons of the park. The reservoir
water is mostly used to power the great steam
turbines that lie beneath the city.
Aside from the plant life, the park also boasts a
fair amount of animal denizens as well, not to
244 | M i s t r u n n e r
Temple District
The spires from many different churches,
temples, shrines, and sanctuaries stand proudly
above the Temple District, and they can be seen
from almost anywhere in the city. While not
every faith has temple here, nor is there an
absence of them from other districts, many
different beliefs have a home here. From the
great St. Avers Cathedral of the Church of He,
to the tiny Baldurs Hall, every street is lined
with religious architecture.
Petitioners, beggars, pilgrims, and priests fill the
streets every day.
While the streets are
regularly patrolled by both the militia and the
Arbitrators, the sheer number of people is too
much for a thief to resist. It is very easy for
them to blend in with the crowd and they
relieve many a parishioner of their coins. The
temples tend to have their own guards, and it is
a foolish thief that attempts to ply his trade
within their walls. Not to say that none have
tried, but aside from the guards, most thieves
dont want to find themselves on the bad side
of an angry deity.
The majority of the shops here cater to the
throngs of worshippers, chandlers, scribes,
money changers, and the like hawk their wares
and services to all comers, regardless of faith.
Surprisingly there are also a fair number of pubs
and taverns in the Temple District as well, not
as many as the other districts, but still a fair
number considering the neighbors. Many of
these businesses, pubs included, are owned and
operated by some of the religions themselves.
For the most part the different faiths mind their
own business here and everyone seems to
avoid confrontation.
There are the lively
debates between some preachers and
prophets, but the worst war ever had here is
one of words. Faiths that are a bit too divisive,
such as the Cult of Malus, have been banned
not only from the Temple District, but from the
entire city. This is not to say that everything is
happiness and love. There is a lot of political
maneuvering and more than a few clandestine
operations underway.
Nearly the entire Temple District shuts down
after dark. There are a few places that keep
their doors open, but they are few and far
between. This is not to say that the temples
become easy pickings, far from it. Guards are
posted at the majority of the churches and the
Arbitrators patrol the streets at night. Anyone
found wandering about is likely to be stopped
and questioned.
Space is at a premium in the Temple District.
Every square inch that can be used, is used.
Those that dont have a temple to call home can
find a corner to spout their beliefs. Those that
can afford it are always building higher, as up is
the only direction left for expansion. This is the
main reason why the tallest buildings in the city
can be found in the Temple District. It is also
the wealthiest district too, the riches secured
inside the various temples makes the High
Ward look like a paupers slum.
The city placed rules regarding the activity of
religious groups in the city centuries ago, and
those laws remain unchanged. Every temple is
considered sacred ground, and what occurs
within the walls is outside the jurisdiction of
both the City Watch and the Arbitrators. Many
have claimed sanctuary within a temples walls,
245 | M i s t r u n n e r
Shadow Keep
This monolithic structure was once a shrine to
the insidious Lord Malus. Dark Lord Dristan,
the malicious Kral Kuru high priest of Malus
once held sway over his followers here. He fled
the city several years ago after the temple was
assaulted by the Pagan Hunters. The attack
was planned to perfection, a surgical military
strike that killed nearly everyone inside. Those
that carried out the attack of the inner sanctum
sacrificed themselves to rid the city of the dark
stain of the Cult of Malus, and since that day
the cultists have remained in hiding.
246 | M i s t r u n n e r
Tower of Peace
This heavily fortified tower is the home of the
Pagan Hunters.
No longer welcome in the
Church of He, members of the guild perform
ceremonies of faith here, as well as orchestrate
the day to day affairs of eliminating all other
religions.
While they have been quiet since the attack on
Shadow Keep, many suspect it is only a matter
of time before the Pagan Hunters strike again.
While they may be keeping their heads down,
they are anything but complacent.
Teams
continue to drill in the small courtyard, and
weapons are shipped in regularly as the
garrison continues to grow.
Garrelu Elfkiller, leader of the Pagan Hunters,
can be found here on the rare occasions he
enters the city. Normally he leaves his second
in command, Phelon Lyther, in charge. Phelon
is a brilliant tactician and a ruthlessly efficient
leader of men. The skilled warrior monk is a
whirling dervish, proficient with four short
blades that he uses all at the same time. He is
second in skill only to Garrelu himself.
Frozen Embers
The majority of the folk found here are Anuir
and Druga, which tend to make up the bulk of
the followers of the old Norse gods. Those that
follow Odin, Thor, Tyr, and the like meet here to
feast and drink in honor of their deities. It is
not a rare occurrence to see some worshipers
stumbling through the district late at night.
Thorvisald the Mountain Cracker is the Warrior
Priest in residence here. He was once a miner
over in Cretors Crag, its where he got his
moniker. He is a heavily muscled Anuir, earned
from years of swinging a hammer and pick in
the mines. His followers believe he is a true
son of Thor, others know that he is just a really
strong man that knows how to swing a
hammer.
Blackroot Spire
No man has ever crossed the threshold of the
temple of Stevra, save one, and he has never
ventured out again. While any that require aid
may congregate on the outer grounds, only
females may enter the temple itself. The vast
majority of priestesses here are Anduran or
248 | M i s t r u n n e r
Dock Warden
Any cargo that moves in or out of the city, legal
at least, has to pass the approval of the Dock
Warden.
There is a hefty contingent of
Arbitrators on hand to deal with any cases of
smuggling, and the wardens use magic to sniff
out much the contraband they find. Still, illegal
goods flood into the city anyways.
Brarg is a no nonsense type of fellow, and just
like any KralKuru he is ever patient. He will sit
on suspect cargo for months or longer if he
chooses, and there are few in the city that can
override his authority.
251 | M i s t r u n n e r
Kexxons
Inkys Portals
There are other means of travel between the
True Realms other than Mistrunning.
The
maintenance of gates is neither easy nor cheap.
The energy needed to open a gate between two
points takes a tremendous expenditure of
power, and the cost reflects that. The creation
of permanent magic in general is something
most practitioners do not undertake lightly, and
the asylum is full of those who used up a bit too
much of themselves in the creation of such
things.
Ambden Quays
This small protective artificial harbor keeps the
fishing fleets and cargo ships that supply the
city safe from the raging seas beyond. Stone
elementalists spent decades shaping stone
breakwaters to keep the ships moored here
from being smashed against the mighty pillar of
Baerds Rock. Floating piers leave just enough
room for ships to squeeze in and out of the
harbor. The Quays are often crowded with
fishmongers selling the freshest catches of the
day, and ships are always looking out for
weathered seaman to join their crews.
Aside from taking a skyship, there are only two
methods for reaching the main city high above
the Quays. One way is to take the grand stair,
carved into the side of Baerds Rock. It is a long
and arduous climb, taking hours for a fit man to
complete. The other way is on one of the two
lifts. The lifts operate only during the daylight
hours, and it costs a single sovern to hitch a
ride. The lifts only move when there is enough
cargo loaded onto them, so often there is a
wait. Those that cant afford the cost of the lift
take the stairs, tiresome but free.
Au Pucan
This pub is also a memorial shrine to those that
lost their lives at sea. Remembrances cover the
walls on both the inside and the outside of the
bar. They also have live music every night and
the drinks tend to flow somewhat freely the
later it gets.
Seana, a vivacious young Karanar woman has
just recently acquired this tavern. So far she
253 | M i s t r u n n e r
Harbormaster
Much like the Upper Docks with their Dock
Wardens, the Harbormaster is the first and last
word when it comes to the moving of cargo and
ships in the Ambden Quays. It is well known
though that the rules are a bit more relaxed
down here, and the smugglers move a lot of
illegal goods hidden amongst the loads of fish
and other goods making its way up to the city.
Fins
Everything that swims, crawls, wades, or glides
through the seas can be purchased here. Fresh
loads of fish, crabs, and eels arrive here hourly,
most of it already claimed by various merchants
waiting in the city above. There is a small open
market where individuals can buy seafood, and
you wont find it fresher anywhere in the city.
254 | M i s t r u n n e r
Underside
The Underside is a bizarre anomaly. Perched
on the underside of the plateau that the rest of
the city of Wayfarers Way rests upon, made
possible by a strange magical vortex. When
walking the streets here, if you look up you will
be greeted with a spectacular view of the ocean
below. Scholars and mages have theorized
since even before Baerd set foot here as to
what causes the magical mystery. One thing is
known for certain though, prolonged exposure
to the Underside has damaging metal affects,
those that live here tend to be more than a bit
mad.
Skyships cannot land in this part of the city, the
only way to reach the Underside is via tunnels
that carve through Baerds Rock.
The
Arbitrators gave up patrolling down here after
numerous guild members went insane. The
only law is a handful of City Watch that are
rotated frequently to minimize any mental
suffering.
Maliks
Malik is some kind of goblinkin, and he seems
to be immune to the maddening effects of the
Underside.
He is still as odd as most
Undersiders, though he will deal with almost
anyone. He stocks the basics and occasionally
has some odd bits he collects from his more
unusual customers.
If anything ever goes missing in the Underside,
it has a habit of ending up here. Malik isnt a
thief, things just seem to appear in his shop
from time to time. The Arbitrators have even
investigated and concluded that Malik doesnt
Guzzling Griffon
Even crazy people need a good stiff drink now
and again, and Dabboo pours them often.
Dabboo can be a bit hard to deal with though as
he tends to see double of everyone. If you
order a drink, you are bound to get two.
Regulars have grown accustomed to this,
especially when they figured out that when you
pay with a single coin, Dabboo interprets it as
two, so drinks are cheaper here than anywhere
else in the city.
Markers
Insanity breeds genius, and that is no more true
than here. Grepe is a master when it comes to
art, though it is a shame that most of his work
ends up adorning the local drunks. This Charek
was once considered the greatest painter alive,
but his constant need to create more and more
drove him mad.
Now he paints on living
canvas, inking tattoos that are amazing to
behold.
Most folks topside arent brave
enough to venture down here, but it is slowly
255 | M i s t r u n n e r
256 | M i s t r u n n e r
Mt. Hirbor
Other Sites
Mouth of Yon
Halfway up the peak of Mt. Hibor stands the
Mouth of Yon. This gigantic stone head stands
almost 50 feet tall and almost as wide. A
constant stream of water sprays from the
statue, cascading down the side of Mt. Hibor,
creating spectacular waterfalls that descend
several hundred feet.
The Downs
Merrowdowns
Spitter Lake
Spitter Lake, so named because of the small
black lizard that dwells here in abundance, is
the primary fresh water source for the city of
Wayfarers Way. The fountain on Mt. Hirbor,
the Mouth of Yon, feeds a continuous flow of
fresh water into the lake. Without the fresh
water here there would be no city.
258 | M i s t r u n n e r
Isle of Aran
Harborside
Isle of Mann
The second floating island is completely
uninhabited. There are ruins of prior attempts
to colonize the island. It is believed by many
that the island is cursed, haunted by the spirits
of those that died during the Reckoning.
259 | M i s t r u n n e r
260 | M i s t r u n n e r
Aldhythe
This plush forested valley is home to many
Karanar. Sprawling woodlands cover the entire
realm and there are no unnatural structures
anywhere to be seen. The subdued climate
leaves little to be desired by the residents and
the light rainfalls are always welcome. This
paradise is open to anyone who wishes to
enter, but the laws of the land are strict and the
punishments for breaking these laws severe.
The only other race that dwells here in
significant numbers are the Nekrons, although a
few Kral'Kuru and Rygar are known to inhabit
the realm as well.
The Karanar make their homes among the trees
and anywhere else they choose to dwell, many
never having a set place to call their own,
preferring to move constantly from glade to
tree and back again. One of the laws of the
realm is that no permanent structures are
allowed. Even simple things such as tents are
often frowned upon. Nature should not be
molested or changed in any way. Fire is also
strictly regulated. There are very specific areas
where fires are allowed.
Aerdmoor
Mt. Cracken
This Fereg stronghold is the only permanent
settlement in Aerdmoor. Mt. Cracken is
actually a plateau, the majority of it lies
beneath the murky waters of the swamp. High
log ramparts surround the entire plateau,
virtually sealing it off from the surrounding
swamp.
Walkways, piers, and wooden
platforms have sprung up around the barricades
as the city has grown.
Mt. Cracken is a harsh place to live, only the
strong and fit survive. There is little law in this
bleak place, the Arbitrators tried to bring peace
years ago, but they gave up. Since then a small
local militia tries to keep the place from tearing
itself apart.
263 | M i s t r u n n e r
Anduranaia
This heavily forested realm takes its name from
its most predominant inhabitants, the
Andurans. The extreme size of the forests of
Anduranaia is hard for most outsiders to
comprehend. There are five individual layers
to the forest. Each of these layers are home to
numerous and diverse creatures. The entire
forest is composed of the mighty yggdrasil
trees, towering over 1000 feet into the air.
Thick foliage clings to these monstrous trees,
creating the separate layers.
The uppermost layer consists primarily of the
treetops and is the least populated. A few
dragons are known to dwell in the thick upper
branches as well as other winged beasts. The
second layer is the home to the Andurans. A
good deal of light still penetrates to this layer,
providing a comfortable and relatively safe
home. The third layer is considerably darker
than the ones above it. Only the Nekrons and
some of the Azhriat, tree dwarves, live here.
The plant life is quite thick, making travel
difficult and confusing.
The fourth layer is
home to many nocturnal carnivores. It is very
rare when light reaches this deep so the plant
life is sparse, consisting mostly of mosses and
fungi. The bottom layer is a swampy mess. All
of the refuse and dead plant material ends up
here.
The stench is overwhelming in this
eternally dark place. A rare breed of Dracon
lives down here, feeding upon unmentionable
creatures that make their home in the
primordial ooze.
Aside from the Andurans, many Nekrons and
Rygars, as well as some Karanar make their
home here. All of the races are at home among
Quag
This is the only known village of Azhriat that are
not abusive, or worse, towards outsiders. It is
located on the third level of the forest. It relies
upon artificial illumination for light and engages
264 | M i s t r u n n e r
Rustle
This is the largest village in the entire realm.
The Renru Flock of Andurans call this village
home. The Andurans here are great hunters,
and offer the days catch to the few caravans
that travel here from the other realms. The
town is occasionally harassed by Azhriat raiders
from below and the even rarer dragons from
above.
Talon
Talon may not be the largest village, but the
Heran Flock are the strongest in the realm.
Raised to be warriors from birth, the Herans are
feared and respected.
The population is
roughly half that of Rustle, but nearly everyone
can fight if called upon. The Andurans that live
here spend much of their time on hunts above
the canopy, proving their valor and merit by
battling small Drakes and Avias. They are wary
of outsiders and most visitors must prove
themselves worthy before entering the town,
the most common being feats of strength or
skill at arms.
265 | M i s t r u n n e r
Alfheim
Fort Lhand
This small keep is located on the southern
border of the realm. Numerous forges work
constantly here, turning the precious ores that
the Anuir mine into forge bars and expensive
arms and armor. Clan King Bjor Forkhammer
rules the small hold efficiently.
The fort
welcomes traders and travelers, but charges a
high fee for any services or goods. This is also
the only permanent settlement in this hostile
realm.
Breidabalik
Located in the heart of Alfheim is a mighty hall
dedicated to the old Norse gods, particularly
Baldur. It is not a place of worship though,
more one of respect. Many Anuir still follow
the ways of the old gods, and they still strive to
preserve their ancient heritage. Once a year
the chieftains of the local clans gather here for
the annual Moot, a meeting where laws are
handed down, grievances are aired, and treaties
are forged. The rest of the year this is a place
of rest and resupply for those hunting in the
266 | M i s t r u n n e r
Blood Glacier
Inching its way down from the Icy Nails, this
glacier receives its name from the deep red
streaks running through it. The streaks are
caused by a red claw found deep in the
mountains that has been picked up by the
glacier. A band of Aslonians call this glacier
home and can be found hunting across its icy
breadth. It is a brutal environment and one
can easily fall prey to the shifting nature of the
glacier. Despite this danger many people make
the trek to the glaciers edge in search of the
rare and highly prized black iron. Many never
strike a claim, and many more die trying.
267 | M i s t r u n n e r
Jurop
This snaky realm has been getting smaller every
few years due to erosion from the surrounding
Mist shrouded seas. The realm extends for
roughly 100 miles in length, but the width is
only 10 miles at its greatest point. The local
Aslonians and Dracons are well aware that
someday soon they will be without a home, and
they spend a great deal of time seeking new
ways to survive on this ever shrinking rock.
One of the ways the two races attempt to
survive is by waging near constant war on each
other. Land is a precious commodity, and no
price is too high for a chunk of land. Currently
the Aslonians
control about two thirds of
Jurop. The neutral zone between the two races
is a hot zone, with frequent clashes erupting.
The Aslonians may be much bigger, but the
Dracons are much more numerous. Many have
tried to forge a lasting peace between the two
groups, though never with any true affect. It
seems some hatreds run too deep and some
fires have been burning for too long to ever be
extinguished.
As far as the local fauna goes, there isnt much
to speak of. Most of the trees were cut down
long ago. Farming is a hard job, but that is a
must if the locals are to survive. Some brave
individuals will do some limited fishing near the
coast, but attacks from denizens of the Mists
that surround the island are frequent. Because
of this the inhabitants must import all of the
wood needed for construction. Thankfully there
are numerous peat bogs on the island which is
used to fuel fires when the cold sea winds rip
Sailors Haven
This heavily fortified dock is the only safe
landing area for boats. A small pub is located
here as well. The entire thing is run by Ungred.
This Rygar sailor is alone here, but a crew of
well trained sailors stop by quite often. It is the
only true nuetral site in the realm, and Dracons
and Aslonians both use the docks. No one is
quite sure how Ungred keeps the peace all by
himself.
Juton
Juton was once a part of Jurop, but long ago it
drifted away. It is still a True Realm, but it
floats upon the Great Dun Sea. It is a small
realm, measuring less than 20 square miles. A
small group of retired warriors have taken up
residence here and maintain a small keep in the
center of the realm.
Troubadour Keep
This multi-level keep is home to the
retired band of warriors known as the
Troubadours. They are led by Lord Arnos and
Lady Quinta, a Karanar and Anduran
reszpectively. They are veteran soldiers and
also musicians. They do take apprentices and
squires, both in combat and music, however,
the cost and commitment are high.
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Mikon-Groa
This blasted plain was the scene of one of the
bloodiest, albeit short, campaigns in the history
of the Retribution Wars. The ground has been
soiled with the blood of nearly every living thing
that has ever lived in the realms. This realm
has seen so much destruction that nothing
grows here anymore. Once, long ago it was the
home realm of the kingdom of Bragun Dor, now
it is a wasteland. Bragun Dor itself was built
upon the ruins of an ancient city, and the rubble
of the once mighty empire now mingles with
the rest of the past. But, it isnt only the
remnants of Bragun Dor and its foundation that
can be found here.
For reasons beyond
understanding, Mikon-Groa has become a
dumping ground. Refuse from all over the
Mists, much of it relics from old earth,
somehow finds its way here. Heaps of stone
and rusted metal litter the landscape, the slowly
decaying bits of history a reminder of what
once was.
Yet, here amongst the trash of world, there are
those that call this place home. Most of the
residents are Feregs, though some of the less
accepted Faye also live here. These scavengers
have cobbled together a patch of dirt to call
their own, away from all of those folks that
have cast them aside. In that way those that
reside here share a commonality with the trash
around them.
An enterprising few have managed to turn this
slag heap into hard coin.
While most
everything here is beyond repair or redemption,
if one digs enough and knows what to look for,
treasure can be found. It was from ancient bits
of the old world found here that the new age of
Therral Mar
Therral Mar is home to the salt mines of the
Arbtrators. Those found guilty of crimes that
result in a non-capital punishment are sent here
to work off their debt to society. While the
work is hard and the lives of those here brutal,
the local Arbitrators employ healers to make
sure no one dies unnaturally. It is the salt
extracted from this mine that provides the
Arbitrators with a large portion of their
revenue. They have the largest salt mine in
operation, and they work very hard to control
any others that spring up, always within the
confines of the law that is. With such a cheap
labor force, the prisoners only cost as much as
270 | M i s t r u n n e r
Dardus
Cresthaven
Trouas Wagons
This wagon train of traveling Charek gypsies can
be seen anywhere in the realm, though they
tend to winter in Lakeridge. Aside from winter
quarters, they rarely stay camped in the same
place long, preferring to stay on the move.
Visitors are always welcome by their campfires,
hospitality is the one thing that makes these
Chareks different from most others.
Lakeridge
This town resides on the high shores of Lake
Mendotta. It sits on a ridge overlooking the
pure blue waters. This is the largest Anuir
settlement in Dardus, numbering about 400
residents, and the people are excellent
fishermen and sailors.
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Cretors Crag
This once small mining town rests precariously
on a large ledge on Mt. Dardun. Its small size
above ground does little justice to the labyrinth
of tunnels that lie below. Hundreds of miles of
tunnels, corridors, and shafts are riddled
throughout the mountainous lands here.
This is the largest mining complex in all the
known realms, bigger than the next 20 mines
combined. The racial mix is the broadest found
outside of Wayfarers Way, and travelers are
always welcomed. Anyone looking for work
will have no trouble finding a job in the mines,
which produce large amounts of gold, and iron,
as well as some various precious stones. The
town takes its name from the original founder,
Cretor Praetar, a Fereg journeyman of the
Tunnel Hounds. He established the mine about
200 years ago and still oversees its operation.
Hundrels Foundry
A vast majority of the raw ore that comes out of
the ground here is processed in the massive
furnaces of this foundry. Hundrel himself died
more than twenty years ago, and the place is
now run by his two sons, Mur and Utor. Mur is
a hulking behemoth, muscles upon muscles
from years of working with metal. His brother
Utor shows just how much Feregs can differ
from each other. He is small and frail and very
clever. Mur handles the grunt work, Utor takes
Howlers Crag
This sinister peak lies just south of Cretor's Crag.
It got its name from the sound the wind makes
as it blows over the top of the mountain,
howling like a wolf. It can be heard for miles
and even those that live in Cretor's Crag have
had to get used to the eerie sound.
It is rumored that the mineral veins that course
through the mountain rival those of the famous
aforementioned mine. No one knows for sure
because any mining attempted there always
ends in disaster, cave-ins, explosions, lost
miners, blizzards, avalanches.
It is fairly
obvious that someone, or something, doesn't
want visitors. The Tunnel Hounds have lost
quite a bit of money on failed expeditions to
Howler's Crag, and at least for now it seems
they have given up on it.
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Drachmoor
This rugged land is filled with long mountain
ranges and extensive plateaus.
Numerous
mines dot the surface of this realm, as well as
the fringe of mists surrounding it. The miners
have pulled many varied ores from this plentiful
land, gold, silver, and iron. Unfortunately most
of the most profitable mines dried up decades
ago. The realm was quickly becoming a ghostly
shadow of its former self. However, with the
recent emergence of steam power there has
been a boom as coal mines have sprung up
almost overnight. Despite the abundance of
coal, mining here is difficult at best. The harsh
terrain makes travel very difficult and therefore
getting supplies is near impossible at times.
The weather is also very unpredictable. Fierce
rainstorms rage across the hills almost every
week. Once winter sets in all but the fringe
mines are locked in for the season beneath tons
of snow. Those brave enough to traverse the
icy slopes and treacherous passes can make a
hefty profit bringing goods to those mines that
need them the most.
There is little wildlife except on the plateaus,
which are the ancestral burial grounds of a
warlike band of Aslonians. They will kill any
trespassers without question. If the Aslonians
dont get you, then perhaps the roving bands of
treasure seekers and bandits will.
A
particularly large band of Druga maintain a
series of caverns in the area from which they
launch raids against the mining caravans and
travelers.
Aside from the Aslonian warband and the Druga
Hammerfist Clan, there are no other indigenous
sentient races here. The wildlife is sparse and
Farpost
This small trading post is the only contact the
mines have with the other realms. All of the
mined coal is transported through here and the
miners collect their monthly supplies here as
well. Tharlon is a well respected member of
the Tunnel Hounds, and he runs the town like
he runs his mine.
His entire demeanor is
business-like. If someone is here and has no
purpose to further the mining of this realms
ores, that person is useless and therefore
unwelcome.
Bridge of Bones
Jutting out from the coast near Drachmoor, this
sinister structure is a pathway to hell itself, in all
of its various forms. Built from thousands of
bones of both man and beast, bleached white
by centuries of exposure to the sun and the sea
spray, this is the site that the Demons launched
their assault so many centuries ago.
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Kaitan-Ra
This mountainous realm is the ancestral burial
grounds of all the trollkin. It is here that trolls
of every breed come together to pay their
respects to the dead. Because of its highly
spiritual significance, outsiders are generally not
allowed here.
In fact, only high priests of
Ugradt the Devourer, the god of the trolls, are
allowed upon the consecrated burial grounds.
The threat of death to intruders is almost never
enforced. This isnt because the trolls are lax in
their duties, but more because the burial
grounds are in the most remote and hardest to
reach areas of the entire realm.
Vale of Songs
In the center of Kaitan-Ra is a large valley
known as the Vale of Songs. The name comes
from the sounds the winds make as the rush
down from the mountains and whistle through
the mighty oaks of this ancient forest. The
forest is teeming with wildlife, but surprisingly
few mortals call it home, just a handful of trolls
and a few Karanar. There is one particularly
large colony of Pixies though that dwell along
the eastern edge though, and it is best if they
are left alone. These Pixies tend to be less
carefree and jovial than the rest of their
brethren.
Greeningsdale
Windlawn Vineyards
Tower of Aardrock
Sanction
Hykest Grove
It is in this open valley that the Dindal Clan of
Karanar live. It is a short jaunt from Sanction,
and Nekrons are often found here as well. The
Karanar live off the land, though a many of
them maintain small vegetable gardens and
raise goats as well. They are well known for
their skill with the whip and lasso.
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Hyved
This light forested realm is home to the palace
holdings of the Charek trading barons. Small
groves of trees are the only vegetation left
here, most of the realm has been converted
into strongholds and caravan staging grounds.
Each individual trading baron dwells within a
short distance of their caravan grounds.
Anyone is welcome in this realm, especially
those that wish to engage in trade.
This realm is home to many other races, all
employees of the trading barons.
Most of
them dwell in tents on their employers caravan
grounds. Each caravan ground maintains all
the utilities necessary for their workers needs
and desires. Most barons do not allow their
workers to visit the other caravan grounds for
fear of espionage and theft. The barons are all
very paranoid. There is one local square where
workers for competing barons can gather.
Each baron has spies that keep an eye on
things, and anything or anyone suspicious is
reported immediately.
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Vlusk
The realm of Vlusk is the largest of the True
Realms, but it is the most sparsely populated.
This realm is actually divided into three parts.
The center is Vlusk-Uked, a realm completely
covered by water. Pirates and fishermen rule
the waves in Vlusk-Uked. There is also a band
of Chareks known as the Sea Barons. They
claim to be traders, but it is well known that
they sponsor many pirate fleets.
The only
settlements in Vlusk-Uked are artificial with the
exception of Fathom, a deep sea mining
complex. Fathom is run by an aquatic race of
Druga and outsiders are forbidden.
Vlusk-Karton is the second realm, which
surrounds Vlusk-Uked. This realm is a massive
sea of silt. The ground is too soft to walk on,
the only means of transport is by silt-ship.
These lightweight craft glide along the surface
of the silt. Because constant movement is
necessary to remain on the surface, permanent
settlements are an impossibility.
Vlusk-Sharo is a barren desert that circles
around Vlusk-Karton.
Nomadic bands of
Karanar, Chareks, and Aslonians live here. They
all tend to be harsh and brutish in their
demeanor, though they will generally avoid
outsiders rather than interact with them. The
endless search for freshwater makes all the
residents of this realm constant wanderers.
Fairview Plaxton
This collection of barges floats upon the eastern
seas of Vlusk-Uked. Triton, an Anuir with no
small amount of nautical knowledge, is the
mayor of this town. He views all visitors with
suspicion, after all, anyone could be a spy for
the pirates or Sea Barons. Anyone entering
Fairview Plaxton must pay a one Sovern tax.
Briggoon Bay
This is the only dry land in Vlusk-Uked. A
volcanic eruption thrust a pile of rocks above
the surface. It measures no more than 80 feet
across and only twenty feet, but it is home to
about one hundred people.
Briggoon, a
seemingly dimwitted Nekron, is the founder of
this oddly placed tavern and trading post.
Fathom
This iron mine is located almost a mile below
the surface of the fresh water sea. The Grandu,
278 | M i s t r u n n e r
Valkheld
Filchers Gulch
This small fortified town acts as a trading post
for the Druga. For most of the half dwarves
that work the hills and mountains of this realm,
this place is their only contact with the outside
world. There are shipments moving through
here quite regularly, weapons and tools and
silver leaving the Druga caverns and imports of
grains, leather, and cloth.
Outside the current wall still stand the burnt
out husks of the rest of the town. It was
destroyed in the last major conflict with the
Dracons, almost sixty years ago. It has been
left as a bitter reminder that war is always
lurking.
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Evenstar
The Evenstar is the tallest largest mountain in
the known world.
It stretches more than
30000 feet into the sky.
If that isnt big
enough, it used to be even taller, but the top
portion of the mountain was supposedly
destroyed by a star that fell to earth. Since
that time, more than a thousand years ago, this
has been considered a sacred and holy site by
nearly every religion in the True Realms. Even
the Faye believe the place has deep spiritual
significance.
The plateau at the top covers over 200 square
miles, and it is dotted with shrines and temples
to nearly every deity imaginable. The journey
here is quite treacherous, but that does not
keep away the thousands of pilgrims that come
every year. For every pilgrim that reaches the
plateau, another hundred never make it all the
way up, more than a few even losing their lives
on the trek.
The Hollows
There is truly no place more beautiful than the
flower filled meadows of the Hollows. There is
also no place more annoying for a mortal than
the Hollows.
While the Hollows are fully within the realms of
the Faye, the sun shines bright and constant
here. Flowers of every color stand forever in
bloom, and flowers taken from here never wilt,
Colussa Keep
Also called Dragon Keep and the Hold of the
Horn, Colussa Keep is nearly as old as the Faye.
An immense horn rests atop the keep, nearly
covering the entire structure. When one blows
into the horn it summons every dragon within
1000 miles to the keep. These dragons are
honor bound to grant one boon to the blower
of the horn. However, a dragon need only grant
such a favor once every hundred years. Not
anyone can blow the horn either, only those of
the line of the keeps founder, Newom may
sound the horn.
Founded by Newom, a half elf born long before
the days of the Reckoning, this keep was once a
safe haven for all who needed it. He forged an
alliance with dragons, though no one knows
how he did it. Newom is long since dead, killed
in one of the early Retribution wars when his
medical convoy was ambushed. Now the keep
is home to a small group of retired soldiers. It is
still considered safe haven, but the horn hasn't
been sounded since Newom's death. It is not
known if any of Newoms line remain, and the
Seelie Court has been searching for centuries.
Gate Keep
The only land based route into the True Realm
of Vlusk is through a narrow pass in the Barren
Mountains. Straddling the entire pass is an
ancient stone fortress. The gates stand open,
no guards will be found along the battlements,
and no one resides within the abandoned
corridors.
Travelers and caravans routinely
pass through the pass, and the keep as well, in
their journeys to and from Vlusk without
incident.
Those that do more than just pass through will
find a vast collection of undiscovered wonders
and pitfalls. On either side and beneath the
keep are three halls, the Hall of the Wanderer,
the Hall of the Dreamer, and below, the Hall of
the Lost. Entrance into any of these halls is
easy, though not recommended.
The Hall of the Wanderer is a seemingly never
ending labyrinth of passages, corridors, rooms,
and caverns. There have been many attempts
at mapping out the maddening maze, but the
very rooms themselves seem to shift about.
Many an adventurer has been lost in the
dizzying tunnels.
As if being lost in a maze wasnt bad enough,
something sinister lives within. Not everyone
that enters gets lost, some end up eaten.
Those fortunate enough to enter and return
have told tales of piles of bones, most with
gnaw marks on them. No one has ever seen
the beast of the maze, but many have heard it.
The Hall of the Dreamer is a single chamber
carved into the western mountainside. The
room is gigantic, thousands of feet in length and
282 | M i s t r u n n e r
few that have made their way out into the light
above have caused massive destruction. It is
rumored that it was one of these demonic
entities that caused the Reckoning itself.
Freeport
This is home to pirates and thieves and
renegade Mistrunners that operate outside the
reach of the long arm of the Mistrunners
Alliance. Freeport is a collection of old barges
and skyships lashed together. It floats about in
the Mists, never staying in one spot so as to
avoid detection.
Only those that have a special compass can ever
find it. The Mistrunners Alliance would pay a
kings ransom for such a compass, yet there has
been no one willing to part with one. Few of
these rare instruments have been created, and
only the most trusted friends of Freeport
possess them.
Ky, a rather sly Fereg Mistrunner that is the
closest thing to a leader as can be found here.
He is very suspicious of outsiders until they
prove themselves, and even then his eyes are
everywhere.
Nothing happens in Freeport
without his knowledge.
From this roaming base, bandits strike out
against caravans and traders, both in the Mists
and out. Bounties are always issued for the
capture of these brigands, but few have ever
been collected. The pirates strike fast and
never linger long, nor do they ever return
directly to Freeport.
The Arbitrators and
Mistrunners Alliance have been led on many a
merry goose chase by the renegades of
Freeport.
Aborrossa
The weeping wood is a dark and dreary place.
A feeling of overwhelming sadness permeates
the very air of this once glorious woodland.
Now only silence lingers among the blackened
trees. No life can be found here any longer,
but death, death thrives here.
Once home to a proud and noble band of Alfar,
the Yaniel, now it is a desolate and depressing
place. They were poets and artists, minstrels
and scholars. They had long ago put aside the
sword opting instead for the pen. They spent
many centuries isolated from the world and
their brethren.
They mastered arts and
philosophy. When the Retribution Wars began
they were called to duty by the Sidhe. Having
given up the ways of the warrior centuries
before, they declined to respond. Members of
the Seelie Court were furious with the
response, and it was this that lead to the Yaniels
demise.
Rather than punish the insolent Alfar
themselves, information was leaked that
Aborrossa was a staging ground for an assault
on the mortal realms.
Leaving a gap in their
protective front allowed the mortal armies to
surge into Aborrossa. Mortals, eager for a
victory attacked with such ferocity that almost
no one survived.
The trees were then set
ablaze, destroying every last trace of the Yaniel
clan.
284 | M i s t r u n n e r
Baran Dul
A large clearing in the forests south of
Andurania is the ancient ancestral burial
grounds of the Alfar. Only those that have died
in battle are laid to rest here, their bodies
placed beneath cairn stones. The spirits of the
long dead warrior elves roam the woods of
Aborossa, spawning the name, the Weeping
Wood. While the spirits that are encountered
285 | M i s t r u n n e r
Farwater
Ardlea
Ardlea is often called the City of Stars. This
mystical city is never in the same place twice.
Every night it disappears, magically transporting
to some new destination. Ardlea floats high in
the sky, built upon the clouds. Those Andurans
that once lived here are nearly all gone, only a
small handful remain. For centuries they have
been dying off, births here are incredibly rare,
and they almost never allow anyone entrance,
let alone permission to live here. Even when
they do, it is exclusively open to Andurans only
and their most trusted of companions, provided
they are female.
The libraries here are said to contain
information on everything that has ever
happened since the first days of the Reckoning.
Those select few that have been given a glimpse
inside have left in awe and dismay, with a heavy
287 | M i s t r u n n e r
Garswytch
288 | M i s t r u n n e r
Patrons
It takes more than one person with an idea to make a world. It takes many people to populate it and
give it life. Ideas that are not shared are worth nothing and they will never truly grow. The World of
Mistrunner started as an idea all the way back in 1989, my senior year of high school. Playing my made
up game with Jeff, Eric, Mike, Brad, Dave, and Bob are memories I will cherish forever. They were the
first ones to set foot in a world that would change so many times I can still hear the grumblings.
On to college where I gamed more often than I studied, and with that even more people to invite into
my imagination. It was in my years at UW Oshkosh that the first written materials appeared for
Mistrunner. For many years I offered this version of the game for free on the internet, never expecting
it to go much beyond my little circle of friends.
Since then, many others have traveled through the Mists. Many of them were instrumental in making
the game what it is today. Jeff Waltersdorf, the same Jeff as the one mentioned from high school, has
been the single biggest influence on the world. Much of the artwork throughout the book is because of
him, he gave my ideas form outside of the printed word. His gaming group in St. Louis had their own
adventures here and the world is so much richer because of him.
While I made many changes, much of the rules owe their birth to the work of Randy Wolfmeyer. The
rules for Mistrunner have changed almost as many times as the setting has, but Randy finally gave me a
great base upon which to build. He also supplied the map of the realms as well as some of the art in
this book. It was at his table that I introduced new friends to Mistrunner, Gretchen, Vicki, Sam, Mark,
and Lloyd brought more life to the world.
There are so many other friends that have played and helped make this game a living thing, all the
FREAKS that have dallied in the Mists. So many people that I have met over the years at conventions
that have played in demos of the game and given valuable feedback and much needed support and
encouragement.
Then there came Natali. She has never played a role playing game in her life, but she is geek to deepest
degree of her soul. She showed me that I can pursue dreams and people will be there to help. It is
because of Natali that I started a project on Kickstarter. I feared that I wouldnt reach my goal, but in
the end I was proven that geeks and gamers are the best folk in the world.
Lastly, all the folks at the Board Game Barrister, you are much more than coworkers, you are family.
Lastly again, Rollin Kunz and Katrin Hustedde, two extraordinary artists that helped give my world sight.
Without all of these people, this game would never have made it to print.
289 | M i s t r u n n e r
Super Producer
Brian Waltersdorf
Producers
Randy Wolfmeyer
Jeff Waltersdorf
Eric Kamprath
Natali Heuss
Rollin Kunz
Katrin Hustedde
Uber Patrons
Adam Loper
Brad Ludwig
Conor Maury
Morgan Dodge
Patrick Burton
Phil Krause
Jenna Jayroe
Aaron Roudabush
Mandy
Robin R Warden
Reto M Kiefer
290 | M i s t r u n n e r
Patrons
Linda Kolar
Natalie Kamprath
Mike Ward
Jack Heck
Andrew R H Girdwood
Daniel Emery
Michael Pape
Kristian Karlsen
Jay Peters
Michael Ostrokol
Austin Stanley
Shane McClean
Mark Shocklee
Troy Small
Ben Hall
Jacqui Keller
David Garfield
Kyle Simons
Drew South
Chris Jahn
Steven Schrab
Alex Strang
Rolf Borei
Uli Troyo
Hannes Yttersjo
Michael Blanchard
Brandon Gollihue
Justin Erdman
Michael W Mattei
Stephen Szabo
Geek Shui
Fireside
Derrek Long
Michael Novy
David Rogman
Adam Rajski
Travis Bryant
Robert Blake
Morgan Goodrich
DivNull Productions
Mara Mamerow
H Lynnea
Todd Hill
Judy Haber
Todd Hill
Adam Boisvert
Scott Schwartz
[insertgeekhere]
Robert Blake
Michael Stum
Winston
Joyce Newby
Mark Bender
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292 | M i s t r u n n e r