Anda di halaman 1dari 292

To my dear Llandrath,

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

What is a Role Playing Game?


A role playing game is part acting and part storytelling. The rules of the game provided a simple
skeleton, a framework, that the Players and Narrator give flesh and life to with the power of their
imaginations. Role playing games are different from your standard board game in that there is no
distinct winner at the end of a session. While your heroic Characters may win the day and collect the
treasure, there is always another battle to fight, another chest to plunder. The purpose of a role playing
game is not to win but to enjoy the immersive experience in a magical world. Even if this is your first
6|Mistrunner

time playing a pen and paper role playing game,


it isnt the first time youve role played.
Growing up, we all played games that relied
upon our imaginations, we were cowboys,
princesses, soldiers, cops, and robbers.
Growing up is no excuse to stop playing.
In order to play Mistrunner, you will need at
least three people, and preferably no more than
six or seven. One of you will assume the role of
Narrator. The Narrator has a very important
job, as it is up to them to guide the story and
the Players. The Narrator sets each scene and
plays all the other participants in the story.
The Players will each take on the role of a
Character, an in game persona. The Players
decide how their Characters react to the story
presented by the Narrator. At times the Player
may need to roll dice to determine how well
their Character performs in a certain action.

using your wits and intelligence to get what you


want.
Your Character and what they are is all up to
you. How your Character interacts with the
game is up to both you as a Player, as well as
the Narrator. Sometimes, a Narrator may set
guidelines for the Character type best suited for
the game. It isnt wise to play a mild mannered
librarian if the game is going to take on a
decidedly more brutal path, one where the
Characters are constantly pitted against savage
foes that have nothing in mind other than
tearing you apart.
Same goes for a game
devoted to political intrigue and diplomatic
affairs, a savage warrior from the northern
wastes would be quite out of place. This isnt
to say you cant play what you want, but it takes
a good deal of skill to make the most of your
Character when the situation forces them to be
a fish out of water, though embracing these
challenges can be exciting.

Who Can I Be?


In Mistrunner, unlike many other role playing
games, you have a lot more options which allow
you to cater your Character to your own playing
style. There are no set classes, instead your
Character is defined by the skills and abilities
you chose and the personality you give them.
Want to play a sassy spell slinging rogue, or a
deft handed tinkerer, maybe a quick tongued
swashbuckler, or an inquisitive priest with a
dark past, all these are possible. It is all up to
you, you can wade into battle as a mighty
barbarian that survives solely by the strength of
her arm and the edge of her axe, or perhaps
you prefer to let others do the heavy lifting,

What Do I Need to Play?


To play Mistrunner you will need at least one of
each of the following dice, a four sided (d4), six
sided (d6), eight sided (d8), ten sided (d10), and
a twelve sided (d12). It is highly recommended
that you have a pair of each of the above
mentioned dice, as often you will need to roll
two dice at a time, adding the results together.
It is also a good idea to have some kind of
tokens or counters to keep track of your
Characters spell points, or Essence Pool.
You should also have some scratch paper for
taking notes, writing implements (helps in the
7|Mistrunner

note taking), and a Character sheet which will


contain all of the information about your
Character and their skills, equipment, and the
like. Some folks may opt to use miniatures and
tabletop maps as well. Things that work for
some groups may only serve to bog down
others. Do what feels right for you.

What Does It All Mean?


Many of these terms will be familiar to those
that have played role playing games before,
though some things may be different from what
you are used to. For those that are new, this
should help you understand some of the terms
that will be used throughout the book.
Narrator: The Narrator runs the game, telling
the story that the Players will interact with.
Mistrunner challenges the Narrator to take a
very decisive role in the game. Rather than rely
upon pages and pages of charts and graphs, the
Narrator will decide much of what happens in
the game.
Player Character (PC):
persona of the Player.

This is the in game

Non-Player Character (NPC): These are all the


people and creatures that the Players do not
control.
The Narrator assumes the role of
every NPC.
D4: The use of the letter D before a number
indicates a die type to be used to determine the
results of an action, you will see D4, D6, D8,
D10, and D12, referring to 4, 6, 8, 10, and 12

sided dice. If there is ever a number before the


D, such as 2D10, that indicates a number of the
specific dice to be rolled. 2D10 would require
the Player roll two 10 sided dice.
Attributes:
Attributes are a numerical
representation of a Characters mental and
physical makeup.
Every Character has the
following attributes, Strength (ST), Intelligence
(IN), Constitution (CN), and Essence (ES).
Skills: This represents the natural abilities,
talents, and skills known by the Character.
Each skill is ranked by a die type, such as D8.
There are major skill groups, and within each
major group are a number of specializations.
Mists: The Mists are the physical manifestation
of magic in the world, a world covering fog.
They are strange and mysterious, and often
have unexpected results on those that are
unfamiliar with it.
Armor Value (AV): This number represents the
protection the Character receives against
damage.
The AV is subtracted from any
damage dealt, thus lowering how much damage
the Character receives.
Steps: Steps are the measurement of time
during combat. Every action takes a number of
Steps to complete, more complex actions take
more Steps than simple ones.
Adavancement Points (AP):
Advancement
Points are earned when your character
completes objectives in an adventure. These
are used at a later time to improve your
characters Skills and Attributes.

8|Mistrunner

Endo Shieldrake
9|Mistrunner

Chapter One: How It Came to Pass

The Pulse 2044 AD


We all huddled around the fire, trying desperately to keep warm as winter slowly began to take hold
over the land. It didnt used to be like this. We used to all be safe, warm, and secure in luxurious
homes. We wanted for nothing. The hum of electric heaters lulled us to sleep every night in comfort.
Then came the Pulse. No one knows what caused it or even where it originated, but everyone knew
what it did. I was just a child when it happened, but the memories of it are forever burned into my
brain, the day everything changed. The Pulse covered the globe, destroying everything electrical in its
path. Nothing was spared, computers, cars, cell phones, they all just ceased to function. At first it was
believed to have been some freak EMP, electro magnetic pulse, originating deep in space. But, if that
had been the case, eventually we would have been able to get things working again. Years passed and
still our machines still lay silent. The world fell into chaos and decay. Nations that had been incredible

10 | M i s t r u n n e r

powers spanning the entire globe now


struggled simply to hold society together, to
keep some semblance of peace and authority in
a world gone mad. Without technology this
was an impossible task. Mankind had grown
too lazy and much too reliant upon his
wonderful gadgets, he had no means of coping
without them. Society fell. Despite all this,
there arose men and women that began to
bring order to the chaos, light to a darkened
world. Mankind began to recover, to reclaim,
and to rebuild. For the first time in years there
was a glimmer of hope on the horizon.
Unfortunately, it wasnt the only thing looming
just out of sight. Whatever hope there was, it
was shattered with the appearance of the first
demons.

was too late though, our one source of clean,


fresh water was destroyed. Worse, when we
tried to confront him, he flew into an unearthly
rage. He killed over thirty people that night
with nothing but his bare hands. He seemed to
possess an unnatural strength, and though we
cut and stabbed him dozens of times he would
not relent. It wasnt until one of the farmers
severed his head that he fell silent.
We tried to pick up the pieces, but the home we
had made for ourselves was gone.
We
gathered what we could salvage and moved on,
to seek out others that had managed to rebuild.
Everywhere we went we heard stories similar to
our own. Good, honest folk that had gone
horribly bad, men and women that fought as if
possessed by the devil himself.
We didnt
know how close to the truth that was.

Dawn of the Demons 2053 AD


I dont know what happened to my husband.
We had managed to pull ourselves back from
the edge of the abyss, bringing a bit of order
back to the world around us. His compassion
for others drove him to help. Then he changed.
He grew cold, distant, always angry. He wasnt
the same man I had married, the same man I
loved.
Everything we had built, this new
community, all that we had cobbled together,
he destroyed.
No one knew it was him, at first. He was
clever, calculating, knowing just what he could
get away with. Each time he would push it a
little further. He started small, tools would go
missing, then the mill broke down.
Soon
animals were found dead and crops began to
fail. Then he was caught, poisoning the well.
It

The Demon Wars 2053-2167 AD


Dublin had been under siege for over ten years
now, tomorrow we strike at the Demons and
their army. Even if we succeed in lifting the
siege, what hope remains for us? Weve been
at war since before I was born. It didnt seem
to matter how hard we fought, the Demons
always returned. If you cut down a host body,
the demons spirit would simply regain its
strength and eventually seek out a new host.
How can we win against an enemy that wont
die?
There has been no word from the mainland in
years, even England has gone silent. Are we
alone in the world now, just a handful of
Irishmen against all the hordes of hell? We
11 | M i s t r u n n e r

cant stand much longer. We need help. I fear


that mankind will die here, there is no salvation.
There is only death and oblivion.

The Demon Eaters 2162 AD


For years we have silently fought from the
shadows. There are only a scarce few that are
born with the gift of the Daemon Ith, the
Demon Eaters. We can cage the spirit of a
Demon when the host body is slain. Only those
with a strong force of will can do this task, as
we take the very essence of the Demon into our
very souls.
While we have no way of killing the foul beasts,
we can at least hold them at bay within
ourselves, denying them the freedom to claim a
new host. Even with this power it seems we do
little to change the course of this war. There
are simply too many Demons.
Perhaps if we could unite with those other men
that have remained free, but the Church would
never allow such a thing. They view us as
abominations, tainted by the very beasts we
stand watch over. It is because of them that
we skulk in the shadows. They would kill those
that would help them simply to appease their
own notions of piety.
Yet we soldier on. It is our duty to imprison all
that we can. Perhaps one day we can strike
from the light of day. Perhaps one day we can
end this war. Perhaps one day we will live our
lives free from fear, free from the terrors that
haunt us, and free from death.

The Faye 2167 AD


Man has always been such an oddity. They
face utter annihilation and yet they still fight
amongst themselves. While we Good Folk have
no lost love for the race of man, there are those
among us that see the need to offer aid in their
final hour. Despite our differences with Man,
the Demons are a foe of ours as well. With the
world of Man destroyed, how long would it be
before the darkness set foot in our lands?
We had already shown them how to cage the
Demons, granting the gift of the Daemon Ith to
those that were up to the task, but they were
cast out by their own kind. Noble of heart,
they still bring the fight to the nefarious spawn
of the nether regions, but they cannot
withstand the onslaught forever.
It is time to make ourselves known to Man once
more. It has been centuries since we openly
walked the realms of Man, but the hour is fast
upon us. Those that are eager and willing, as
well as steadfast and honorable, they shall be
granted much of our ancient knowledge. For
too long has the world of Man been devoid of
true magic, and it is that very magic wherein lies
their salvation.
No doubt there will be those amongst them
that will spurn our aid, the Church most
assuredly. But, aid shall be given to any that
ask. There are those that will welcome us
gladly, their arms open and ready to receive an
ally against this impending doom.
It may
already be too late for Man, but the Faye are
going to war.

12 | M i s t r u n n e r

The Reckoning 2214 AD


We never could leave well enough alone. With
the help of the Faye, the Demons were finally
defeated. It had been magic that had won the
day.
It is that same magic that doomed us all.
Mankind was spared one fate, only to fall to a
different one. We are a crass and greedy race,
power calls to us like a drug, and magic offered
power like nothing else.
The Faye gave us knowledge, but they also tried
to temper that knowledge with respect. They
gave us too much credit.
Magic cannot truly exist in our world, the
mundane resists it.
Conduits between the
world of Man and that of the Faye are what
allows magic to flow freely. But, there are
limits. Every time a mage calls forth a spell
they open one of these tiny gates between the
two worlds, it stays open just long enough for
the power needed to feed the spell can seep
through.
Man could weave mighty things with these bits
of magic. Imagine what could be done without
such boundaries.
I researched and studied
every tome and text I could find. So much
good could be done with magic, and the more
energy I could feed into my spells the more
good I could do. I found answers, but not the
ones I had sought. There was a reason why we
could only summon magic in small doses, reality
couldnt withstand the stress of more. I buried
my findings, warning away those that tried to
follow in my footsteps. I should have known
that my warnings would go unheeded. The
lure of

limitless power is too strong a call. I feared


what would happen if magic were allowed to
freely flow into our world unfettered. I never
dreamed in my worst nightmares the
devastation it would bring.
A powerful group of magicians, many my own
pupils and disciples found what I had tried to
hide.
They worked tirelessly to open a
permanent gate to the world of the Faye. They
ignored all the warnings, all they cared for was
the promise of power. They got all the power
they wanted, and much, much more.

Dust Settles 1 AR (After Reckoning)


Im the only one that made it out alive, but I
wish I had perished with the others. The world
wasnt ready for our meddling. What have we
done? The gate worked brilliantly, we could
feel the swell of magical energy flood over us.
It was pure ecstasy, for a time. Panic replaced
bliss as the power continued to grow. The
ground shook, the skies fell, the entire world
was torn asunder.
Im not even sure how it is that I survived it all.
Maybe this is my punishment, to see the world
that my madness has created. I destroyed the
earth, or most of it at least. As if that is not
horror enough, the land of the Faye suffered
dearly as well. There were those that had
theories, tales of how the world of Man and the
world of Faye were forever linked in a way we
couldnt possibly understand, two completely
different worlds occupying the same space, but
in two different dimensions.
When we
prevented the gate from closing we broke the
13 | M i s t r u n n e r

boundaries of those two dimensions.


worlds became one.

Two

I havent left this place, the epicenter of my


folly.
I fear what I will find outside these
crumbling walls. I watched as my companions
were torn from existence, I can only imagine
that the same happened beyond this tattered
place. All that we had been through as a race,
wars, famine, disease, the Demons, none of it
compared to what I have wrought. There is no
redemption for me, and I fear, no future for
man nor Faye.

The Retribution War 54-63 AR


Cant say I blame them. After the survivors
crawled from the debris and saw the world they
now faced, it was only a matter of time. The
Faye had never truly known death to this
degree before. Sure, Faye can die, but never
have they lost so many of their kind, and it was
our fault. Man had taken the gift of magic and
used it to destroy on a scale never imagined.
It took time, but eventually the Faye placed the
blame where it belonged, right at our feet.
They didnt ask for an explanation, they simply
sought out retribution.
It was a slaughter.
This new world resembled that of the Faye
much more than our own, and they used that to
their full advantage.
Man went into hiding. We were almost wiped
out. I cant really say what stopped them,
another few years and we would have been
gone, a fate we rightly deserved. But right at
the end, as the last sword stroke fell, they

stopped. Many of us remained in our hiding


spots, even after it became quite clear that the
war was over. Once again Man had been given
another chance. I only hope that we finally get
it right.

The New Race of Man 897 AR


It has been a long road, trying to adapt to this
new world. Man is no longer what he once
was, only the Bragun have truly retained any of
the lost humanity. The other races that have
arisen from the ashes of the old world, they
may be descended from man, but there is
nothing human about them.
Despite their obvious inferiority to the Bragun,
we still remain close allies with the other
children of men. We have no choice. Even
after hundreds of years our place in this world is
still tenuous.
Small pockets of the earth our ancestors knew
still remain, but surrounding us are the
accursed Mists. This constant fog plays tricks
on the minds of men, and navigating through it
appears to be an impossibility for anyone
lacking true Faye blood. There are a handful
among the new races that can venture a short
ways out, the Karanar, elvish half breeds, for
one.
Still, we are isolated from each other, relying
upon the whims of a charitable Faye to guide us
between these pockets.
The Faye do take
some umbrage at our naming of old earth as
the True Realms, but that is what they are to us,
our only true home in this strange world.

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

guild, but I wouldnt recommend it, most would


rob and kill you just as easily as look at you.
Pirates, smugglers, brigands, and cutthroats
they be.

A Kingdom is Born 1014 AR


It was only a matter of time. With trade and
travel unrestricted the True Realms were ripe
for the picking. The Bragun jumped at the
chance to expand beyond their own meager
borders. One by one the other True Realms fell
under the banner of Bragun Dor.
The Bragun are not kind masters, and those that
are not of pure blood, meaning those that are
not Bragun, are looked down upon and treated
as second class citizens. They have names for
us, half breeds, bastards, scars, and those are
the most polite.
It doesnt help that the
Mistrunners Alliance is run almost entirely by
Bragun.
Travel and trade have become
restricted to those without official vouchers,
and those are rarely granted to anyone not of
Bragun blood.
It sadly seems that we have inherited that
overwhelming desire for power and control
from our ancestors.
Power is a dangerous
thing, the more you have the more you end up
wanting.
It is a thirst that can never be
quenched, once you have it, you will never be
rid of it. The Bragun will never be satisfied as
long as there is more land to conquer, more
people to subjugate. There arent many free
True Realms left, which means they only have
one other place to turn for conquest.

15 | M i s t r u n n e r

Second Retribution War 1375 AR


We Faye need to learn not to ignore the
activities of man, even in his newer
incarnations. More and more we hid ourselves
away, deep in the Mists.
Whether it was
because we believed ourselves to be invincible
in our homelands, or just a sense of desired
isolation, it did not matter. The Bragun armies
marched upon us nonetheless.
In the early days of the war they enjoyed victory
after victory. Their troops fought with fervor,
spurred on by tales and legends of the First
Retribution War.
They held nothing back,
slaughtering all in their path.
Where the
Bragun subjugated the other mortal races, they
offered no such luxury for the Faye. Anyone of
pure Faye blood was put to the sword. Not
since the Reckoning have so many of our
numbers been lost to oblivion.
Regardless of how the war began, and no
matter the number of early victories they piled
under their belts, the Bragun had begun a war
they could not win.
They severely
underestimated two things. One was the size
of the domains the Faye called home. The
other was that by taking arms against all the
Faye they managed to do what a hundred
centuries could not. They united all the Faye,
Seelie and Unseelie under a single banner.
The war had its toll in their homelands as well.
Taxes could not be sustained at the levels
needed to fund the war. Crops were diverted
to feed troops, able bodied men were taken
from the fields and the factories and sent off to
war. Morale on the home front diminished by
the hour. One cannot fight a prolonged war far

from home and leave enough troops to garrison


all the conquered lands behind them. The
other races of man soon joined with the Faye,
though more indirectly.
The True Realms,
loathe as I am to use the phrase, began to rebel.
Without troops to put down the rebellions, the
revolution grew.
Now the Bragun faced a war on multiple fronts.
We Faye had begun to organize and strike back.
Little by little we pushed them back.
The
revolution that had been slow to start grew
larger and more organized. One by one True
Realms cast off the rule of the Bragun.

The Purge 1404 AR


The Bragun had suffered defeat after defeat in
the final years of the war. Soon they had been
pushed back to a single True Realm. They
pulled back behind the mighty walls of their
fortresses in Mikon. They licked their wounds
and waited for the inevitable assault. They
trusted to highly in the strength of their castles
and keeps.
I commanded the armies of the free men of the
True Realms. Tens of thousands of men and
women stood under my authority, and we were
but a speck beside the combined might of the
Faye. Sidhe, elves, dwarves, giants, dragons,
and goblins measured beyond counting.
When the siege began the Bragun fell like
wheat before a scythe. The powerful mages of
the Faye reduced castle walls to dust. None
were spared. Mortal and Faye alike cut down
every Bragun they found, man, woman, and
child.
The Bragun had hoped that their
16 | M i s t r u n n e r

fortresses would keep them safe long enough


for their enemies to grow weary with the war.
They were sorely mistaken.
The Bragun were utterly crushed. Every Bragun
was cut down, not a stone of their empire was
left standing. The day had been won, but the
war was still far from over.

The Hunt 1404-1478 AR


We had won. My people were free from the
tyranny of the Bragun.
The mortal armies
returned to their homes, confident in leading
new lives, free to do as they wished. In our
eyes, there was nothing left to do.
The Faye saw things differently. Voices called
out for the complete annihilation of the Bragun
that had managed to escape the battle at
Mikon.
Thus began the Hunt.
The Faye
scoured the True Realms and the Mists alike,
killing the last remnants of the once proud
Bragun race. It was genocide.
Though many of us took up arms alongside the
Faye, they did not view us as allies. They saw
the potential of a new Bragun Dor in all of us.
If we had suffered under the rule of the Bragun,
it was but a warm up for the darker days that
lay ahead.

The Days of Shadow 1480-1790 AR


We were not about to let the descendants of
man cause us harm ever again. There were
those among my kind that called for all of them

to be eliminated, dealt with just as harshly as


we had with the Bragun. While we had joined
the Faye together for the war, it was an alliance
that could never last. I was among those that
argued for clemency, mercy for those that had
suffered under the Bragun, and had even
helped in their removal.
The Unseelie Faye, never one for compassion or
leniency wanted all out war, but they lacked the
power of their cousins, the Seelie. Once again
the two courts went their separate ways.
Without the influence of the Unseelie, myself
and those like me managed to grant a stay of
execution for the mortals. But, we would not
leave ourselves so exposed ever again.
This lead to yet another mistake. It started off
simple enough, we had garrisons of our Alfar
warriors in every True Realm. At first they
were their to simply remind the mortals that
the Faye were not to be trifled with. So long as
they minded their own affairs, we would not
interfere. There were those, even amongst the
Seelie, that sought out ways to take advantage
of the situation.
Things began to go into
decline. Once again the mortal races that had
been relegated to second class citizenry were
being crushed under the heel of tyranny. Many
Faye began to migrate into the True Realms.
They saw opportunity. They used their status
as Faye to do whatever they wished. They
cheated, stole, lied, and bullied.
How could we have been so blind? Eventually
someone would push to far and then the
mortals would push back. I only hope we can
find a way around war. There has been too
much bloodshed.

17 | M i s t r u n n e r

The Third Retribution War 1790 AR


For over three centuries we toiled under the
rule of the Bragun, finally casting off the yoke of
oppression. Then we were forced to wear a
collar from a new master, the Faye. How long
did they think we would cower before them?
When we began to first began to hint at
rebellion there were those that feared reprisals
from the Faye. Traitors to our cause led to the
arrest and subsequent execution of many of our
supporters, and more than a few innocents.
That was the push many needed. Where we
had once met in shadows and spoke with
whispers, now we became a throng, bellowing
for freedom in the light of day.
Many called it a war, though in my eye it hardly
qualifies. The Faye seemed to understand the
position they had put us into. The first of the
skirmishes between revolutionaries and the
Alfar garrisons were brief, neither side truly
wanting to engage the other. The Faye quickly
sued for peace, a shock to all. They withdrew
their troops and once again retreated to the
seclusion of the Mists. With little blood spilt,
we were free once more. I pray that this time,
it is a freedom that endures. I dont want to
think that my children may fall under the same
yoke that I did.

Wayfarers Way 1821 AR


Soon after the Faye retired from the True
Realms, a young revolutionary named Baerd
had a dream. He took a garrison of his most

faithful followers and founded Wayfarers Way.


It was situated on a magnificent pillar of rock in
the midst of the sea. Far removed from most
of the other True Realms, and yet still outside
the domains of the Faye, it served its intended
purpose perfectly.
Baerd found Wayfarers Way as a safe haven for
both mortals and Faye to work out their
differences. A place where all were welcome.
Baerd seemed to have friends in high places
amongst the Seelie, and he was viewed as a
hero to the mortals that knew him.
Soon many flocked to Wayfarers Way. What
had started as a tiny settlement was growing
into a town, and then a city. It turned out that
Baerd had chosen the location of his outpost
with more than just negotiations in mind. It
provided the perfect hub for trade between the
Faye and the mortals.
It was secure, high
above the waves of the sea, safely away from
the greedy hands of raiders and pirates. It
flourished.
While the mortals vastly outnumber the Faye,
there is still peace. A goblin can walk down the
streets without incident. Alfar warriors drink
side by side with mortals in one of the many
pubs. The world seems to have finally entered
a new age of peace and prosperity.
Nothing beautiful can last though. As the city
grew and prospered, it attracted less scrupulous
folk. Many grew rich off the vast opportunities
the city had to offer, but it came at the expense
of others. Hundreds and thousands flocked to
Wayfarers Way, looking for a better life, but
many were relegated to the slums, barely
scraping by. The city grew crowded and dark.
18 | M i s t r u n n e r

For nearly a hundred years Baerd oversaw the


well being of Wayfarers Way. As it grew it
became more evident that he could not do the
job alone. A council was created to govern the
city, freely elected by the people. Laws were
made, and enforced by both the city militia as
well as by the Arbitrators, a freely formed
militia intent on keeping the peace.
The city continued to grow, and while many
strive to make the city as good as it can be,
there are still those that exploit every loophole.

Wayfarers Way. Even some of the Mistbarges


now use steam engines to propel themselves
through the Mists.
Many are wary of this return to a technological
age, partially inspired by stories of how it was
technology itself that caused the end of the old
world.
Getting past these superstitious
prejudices is slow, but the movement towards
steam power is gaining momentum.

What Lies Ahead 2316 AR


Age of Steam 2311 AR
For over two millennia, the mortals have
existed without the technologies of their
ancestors, magic having replaced much of what
technology once accomplished.
There are
those that harbor different beliefs though, and
they have worked hard to bring all mortals into
a more advanced world.
While steam power is not new to the world, the
dwarves have used it since before the
Reckoning, it has not been seen or used by
mortals since the days of old man. Once again
man has sought out the comforting embrace of
mechanical arms. Great steam generators have
begun provided power for the factories in

The world is still far from a perfect place, but


there is hope. While the mortals and the Faye
still have their disputes, it really never amounts
to anything other than the rattling of sabers and
strong words.
The mortals have grown in numbers and have
established themselves in every True Realm.
Old mankind is a thing of legend, few of his
descendants resemble him at all, but the spirit
lives on.
There
are
limitless
possibilities
and
opportunities for those that have the will to
pursue their dreams and desires. A new age is
dawning, and it will be shaped by those that
seize the moment.

19 | M i s t r u n n e r

Jasper Dodge

20 | M i s t r u n n e r

Chapter Two: People of the True Realms


The Mortal Races
There are a myriad abundance of denizens that inhabit the True Realms, many more than will be listed
here. Those that follow are the most dominant races, both in sheer numbers as well as influence.
Every race is different and each have their own strengths and weaknesses.
Aslonians may be
recognized for their incredible strength, but they are not generally known to be great conversationalists.
Likewise, Chareks are quick and nimble minded, but they arent going to be winning any arm wrestling
competitions. Find the race that best suits the type of Character you hope to play. However, some
may view it as more of a challenge to play a race that seems out of the ordinary, a scholarly Fereg or a
brutish and savage Karanar. Dont let the basic guidelines of a race fence you in. In the end, your
Character is what you make it. Each race will be described in the following pages. You will get a glimpse
of how the different races tend to behave, what they look like, and any special abilities they may
possess. Each race will also have starting racial scores for attributes, as well as any starting skill
bonuses.

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

Starting Racial Attributes


ST 4
CN 4
IN 1
ES 1

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.

Starting Racial Attributes


ST 3
CN 3
IN 1
ES 3

43 | M i s t r u n n e r

Chapter 3: Creating Your Character

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

Before you start building your Character, it


needs to be determined what level of Heroism
your campaign is going to be. There are three
different levels, and each determines how many
points you will get to construct your Character.
The Narrator may also chose to set their own
level of play based on what type of game they
wish to run. In this case the Narrator will
choose whatever they wish for starting
Attribute Points and Skill Point Modifiers.

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

Essence (ES): This is the total sum of the


Characters will.
Essence is the basis for a
Characters magical abilities. Essence is used to
not only channel magical energies when casting
spells, but also as a defensive ability against
magical and mental assaults.

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.

broken bones, deep cuts, and other such


potentially lethal injuries. Wounds are equal to
twice your ST Attribute.
Speed
There will arise occasions where it will be
important to know how quickly your character
can move. Your Speed determines how many
feet your character can move in a single Combat
Step. Your Speed Attribute is determined by
averaging your ST and CN Attributes, rounding
up.
Damage Bonus
The higher the ST of your character, the more
damage they can dish out in combat. Below
are the Damage Bonus levels.
ST 4-5

+1

ST 6-7

+2

ST 8-9

+3

ST 10-11

+4

The bonuses continue increasing at +1 for every


2 points of ST.

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

Chapter Four: Skills and Abilities

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

All Skills and Abilities are represented by a die


type (d4, d6, d8, d10, d12). The higher the die
type, the higher the expertise.
D4

Poor

D6

Average

D8

Good

D10

Great

D12

Exceptional

D12+2

Unnatural

There are 12 General Abilities which represent a


broad field of skills. Every General Ability also
has a number of associated Skill Specializations.
These Specializations take the General Ability a
step further, showcasing where the Character
has developed beyond the General Ability itself.
To be a true master, one must excel in both the
General Ability as well as a field of
specialization.
The 12 General Abilities are; Melee, Marksman,
Perception, Influence, Athletics, Deception,
Education,
Technology,
Style,
Craft,
Performance, and Survival. All Characters start
with a D4 skill level in each of the 12 General
Abilities. Each of these General Abilities also
contain a number of Skill Specializations,
thereby taking the basic General Ability further.
A Specialization can advance to a maximum of
one die type higher than the corresponding
General Ability. For example, a Character with
a General Ability score in Melee of d8 can only
have a Specialization in Shield of up to a D10.

Below are the 12 General Abilities and their


corresponding Skill Specializations.
These
should by no means limit your campaign. If
there are Specializations that you wish to add to
game, by all means, do so. The 12 General
Abilities and their corresponding Skill
Specializations are listed below.

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

This represents the ability to hit a target with a


ranged weapon or thrown object, signifying
hand eye coordination and the ability to judge
distances.

This governs your ability to notice things around


you and how well you will react to them.
A) Listen: The ability to focus your hearing and
filter out the background noise.

A) Bow: The use of normal short and long


bows.

B) Smell: The ability to identify scents.

B) Crossbow:
throwers.

C) Search: Knowing how and where to look for


information or objects.

Mechanical bows and bolt

C) Thrown: Any weapon that is thrown.


javelins, throwing knives and axes, and even
stones.
D) Powders:
Weapons that rely upon
gunpowder, such as rifles, flintlocks, and
sluggers.

D) Spot: A keen eye is important when trying to


notice details.

Athletics
This governs ones level of physical fitness,
flexibility, and dexterity.

Influence

A) Acrobatics: Tumbling, falling, jumping, and


balance.

This governs your ability to interact with others


and affect their attitude and even affect their
actions.

B) Climbing: The ability to move up and down


vertical objects.

A) Seduction: Using ones sexuality to influence


another.
B) Barter: Governs the ability to trade and
haggle for goods and services.
C) Intimidation: The act of being threatening to
get what one wants.
D) Interrogation: Governs the extraction of
information from unwilling subjects.
E) Persuasion: Use ones charm and wit to
influence the opinions of others.

C) Gliding: Available only to Andurans and


Dracons, governs the ability of limited flight.
D) Swim: Governs the ability to not only stay
afloat, but to move about freely in water.
E) Running: Governs the ability to pace oneself
and run long distance.
F) Feats of Strength: Governs the ability to give
that little extra push when needed.
G) Riding: The ability to use mounts.

50 | M i s t r u n n e r

Deception

Style

This governs the ability to commit acts of


subterfuge.

This governs the ability to manipulate others


through your conversational skills, wardrobe,
and appearance.

A) Disguise: Hiding ones personal identity to


appear as someone else.
B) Forgery:
papers.

Altering documents and official

C) Hide: Keep oneself out of sight as well as


keeping items safe from roving hands.
D) Move Silently: Governs the ability to move
undetected.
E) Sleight of Hand: The ability to manipulate
objects without being noticed.

A) Carousing: Knowing how to have fun and


still maintain control.
B) Etiquette: Knowing how to act in a variety of
different situations.
C) Fashion/Grooming: Knowing how to attire
oneself in the latest trends.
D) Wit: Having a sharp tongue can be more
valuable than a sword.

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.

This governs the skills used to manufacture and


create goods.
A) Blacksmith: The construction and care of
metal forged goods.
B) Leather: The construction and care of
leather goods.
C) Carpenter:
wood goods.

The construction and care of

The construction and care of

E) Tactics: The study of military techniques.

D) Masonry:
stonework.

F) Alchemy: The manufacture of potions,


elixirs, and other chemical experimentation.

E) Cooking: The ability to prepare food and


drink.

G) Arcane Lore: The study of the magical arts.

F) Sewing: The construction and care of fabric


goods.

D) Engineering: The study of physical laws and


mathematics used for design and construction.

H) Faye Lore: The study of the Faye and their


history, as well as the Mists.
51 | M i s t r u n n e r

Technology

Survival

This governs the skills associated with


innovation and advanced mechanical items.

This governs the ability to adapt and adjust to


ones physical environment.

A) Powders: The construction and care of gun


powder based weapons, as well as the
production of ammunition.

A) Animal Handling: The care and interaction


with animals.

B) Organitech: The construction and the


implantation of organic technology.
C) Ancient Tech: The study and deconstruction
of old Earth technology, as well as the history
behind it all.
D) Steamworks: The construction and care of
steam powered machinery as well as the fuels
used.

B) Fishing: Knowing where and how to catch


fish.
C) Forgaing: Knowing what foods are edible
and where to find them.
D) Hunt/Track: Being able to follow tracks and
stalk prey.
E) Navigation: The ability to find ones way and
tell direction.
F) Trapping: The construction of snares and
traps to catch game.

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

For example, a Veteran has a Skill Point


Modifier of 7 x IN. If they have an IN score of 6,
they would then have 42 Skill Points to
purchase skills, 7 x6 =42.

The Heroism level maximums are:


Novice:
Veteran:
Epic:

D8
D10
D12

The Heroism level modifiers are:


Novice:
Veteran:
Epic:

5 x IN
7 x IN
9 x IN

It costs two Skill Points to purchase a new


Specialization Skill at a level of D4. It then costs
one point for every die type you wish to
increase the skill. There are maximum starting
Skill Level limits based upon your Heroism level,
Novice caps at D8, Veteran at D10, and Epic at
D12.
Example: A Novice wishes to have a Skill Level
of D8 in Faye Lore. It costs a total of 4 Skill
Points, 2 for purchasing the skill at D4, and then
1 point to go from D4 to D6 and 1 point to go
from D6 to D8.
Improving any of the 12 General Abilities costs 2
Skill Points per die type because of the broader
range they cover.
Example: To raise your Craft from its starting
point of a D4 to a D8 would cost 4 Skill Points, 2
to raise it to a D6 and then 2 more to go from
D6 to D8.
Also remember that your starting Heroism level
limits your maximum starting Skill Level.
Unless the Narrator states otherwise, it is not
possible to go above these maximums.

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

These are not the only possible Target Numbers


that can be assigned to the difficulty of a Skill
Roll. It is the Narrators job to decide how
difficult a Skill Roll is and assign what they feel is
an appropriate target Number.

53 | M i s t r u n n e r

Rule of One

Opposed Skill Rolls

If the results of all the dice rolled are ones, then


it is an automatic failure. The Player must then
roll the dice a second time. If the result of the
second roll also results in all ones then there is
a critical failure. The results of a critical failure
are left up to the whims of the Narrator. It
could something as simple as dropping your
weapon or losing your footing, or more drastic
like accidentally wounding a comrade or casting
the wrong spell. As can be seen, attempting a
Skill Roll when one does not have the
appropriate Skill Specialization has a greater
chance of a critical failure as only one die is
being rolled each time.

There will be times when your Character will


attempt to do something that will force an
Opposed Skill Roll. An Opposed Skill Roll occurs
when the skill being used can be resisted or
countered in some way. In these cases there is
no specific Target Number, you will simply try to
roll better than your opponent.
Example: Rikard is attempting to Barter for a
better price on a suit of armor. He rolls his
Influence of D8 plus his Barter of D6, getting a 6
and a 3 for a total of 9. The merchant then
rolls his Influence of D8 plus his Barter of D10,
getting a 4 and a 7, a total of 11. Rikards
attempt fails because he rolled less than the
merchant.

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.

Improving Skills and Abilities


As your character moves through their life they
will be able to improve upon their existing
Abilities and Skills and even add new ones. It
costs Advancement Points (AP) to improve Skills
and Abilities.
Raising Skill Levels and adding new Skills costs
much more at this stage than it does during
character creation. The higher the current Skill
or Ability is, the more it costs.
The cost for adding a new Skill Specialization at
a level of D4 is 4 AP. In order to improve an
existing Skill Specialization it costs AP equal to
the half next die type. For example, to go from
a Forgery of D6 to a D8 would cost 4AP. Once
again, no Skill Specializations can be taken until
the corresponding General Ability is at least a
54 | M i s t r u n n e r

D6 or higher. To improve a General Ability is a


bit more costly than increasing a Skill
Specialization. It costs AP equal to the next die
type. For
example, to advance your
Influence from a D8 to a D10 would cost 10 AP.

There is a bonus for Characters that have a


higher IN Attribute. AP costs for improving
skills is reduced by 1 for Characters with a IN
score of 6 or higher. Those with an IN score of
8 or higher can reduce the cost by 2 AP.

55 | M i s t r u n n e r

Jude MacSubine

56 | M i s t r u n n e r

Chapter Five: The Arcane

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

Magic is broken down into seven schools, each


representing a specific type of focus. Each
school is treated as its own Magic Skill.
Earth: Earth magic deals with powers
pertaining to elemental earth. Shaping Stone,
Pass Wall, and Stone Skin are examples of Earth
magic.
Air: Air magic pertains to the powers of
elemental air.
Levitation, Invisibility, and
Lightning Bolt are some examples of Air magic.
Fire: Fire magic pertains to the powers of
elemental fire.
Fireball, Heat Metal, and
Burning Blade are examples of Fire Magic.
Water: Water magic pertains to the powers of
elemental water. Purify water, Ice Arrow, and
Water Walk are examples of Water magic.
Life: Life magic pertains to the power of living
things, plant and animal. Neutralize Poison,
Heal Wounds, and Polymorph are examples of
Life magic.
Mental: Mental magic pertains to the powers
of anything relating to the mind. Telepathy,
Charm, and Paralyze are examples of Mental
Magic.
Mists: Mist magic pertains to anything related
to the magical properties of the Mists and the
skills used by Mistrunners. Mists and Mist
Magic is covered in the next chapter.
Aside from the school of magic, there are two
skill specializations for controlling ones magical
powers. Every Mage must devote at least a D4
to each of these two skills.

Control: This covers controlling a spell that has


already been cast.

Purchasing Magic Skills


Much like normal skills, Magic skills need to be
chosen during Character creation. It is possible
to study more than one school of magic, though
most chose to focus in one area of study. The
number of Skill Points available when choosing
Magic skills is based upon the Characters IN
and ES scores. A Character has Magic Skill
Points equal to their IN and ES combined.
Veterans get an additional +2, and Epic Heroes
get an additional +4 Magic Skill Points.
It costs a little more to buy new Magic Skills and
upgrade compared with normal skills. For the
chosen school of magic it costs 3 points to
purchase a skill at D4 for , and then 2 Magic Skill
Points for every die type above a D4. The same
Skill Level limits apply depending upon the
Heroism level as well. Unlike with General
Abilities, no Character starts with D4 in any
Magic School or Specialization Skill. All Magic
Skills are bought from a starting point of zero.
The two magic Specializations cost the same as
normal Skill Specializations, 2 to purchase a D4
and then 1 point for each step up in die type.
Because of the complexities of Magic skills, if
one decides to purchase skill in an additional
school of magic, the initial cost is 4 points for a
skill level of D4 as opposed to the normal 3
points. If a third skill is chosen, the cost is 5
points for a skill level of D4.

Conjuration: This covers the initial casting of


magical spells.
58 | 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

Total Essence Pool

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

it helps create. Obviously if a lake is used as a


Focus object to cast an Ice Bolt spell it would
not consume the entire lake, but a campfire
would be consumed completely for a Fireball.
A Focus Object must be something that the
caster can actually touch and have physical
contact with.

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

attempting the specific spell that the fetish was


made for it bestows a +4 bonus to the magical
Skill Roll.
To create a fetish it takes time and energy. A
temporary Fetish that enhances magical
prowess can be made within an hour generally.
It costs 20 Essence to create a Fetish of +1. For
every 10 extra Essence spent the bonus can be
improved by +1.
It takes a full hour to
replenish each point of Essence spent in this
fashion.
A temporary Fetish will also lose
power as time goes by. Every day after its
construction the magic will fade, losing a +1
bonus per day until the Fetish is drained.
A temporary Fetish that enhances a specific
spell takes about 4 hours to create. The cost in
Essence is 20 plus the casting cost of the initial
spell. Regardless of the amount of Essence
spent the bonus will always be +4. The magic
fades the same as any other temporary Fetish,
draining away +1 every day.
A permanent Fetish is much more difficult to
create, the process taking up to a full day or
longer to complete. It costs 50 Essence to
create a permanent Fetish that enhances
magical prowess, and an additional 20 for every
point of bonus above +1. It takes much longer
to recover from the creation of a permanent
Fetish as well, taking 2 hours to regain a single
point of Essence. Because of the high Essence
cost in creating a permanent Fetish, it is often
done as a joint project with several casters
contributing to the work. Despite their name, a
permanent Fetish will start to lose its power
over time. Every year that passes will drain +1
from the Fetish.

A permanent Fetish that enhances a single spell


takes several days to complete. The cost is 60
Essence points plus the cost of the initial spell.
It will fade much the same as any other
permanent Fetish. The bonus for this type of
fetish is always +4, until time begins to wear
away the bonus.
Fetishes can be dangerous though too, as these
items were never truly meant to house magical
energies. If the caster ever suffers a critical
failure while casting a spell with a fetish, there
is 10% chance that the fetish will destruct,
dealing 1D6 damage for every +1 the fetish
stored. This is direct magical damage that is
unhindered by armor of all kinds, even those
bestowed by the characters race.
The
explosion will also completely drain a casters
Essence Pool and they will not regain lost
Essence for a full day.

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

Casting spells is handled a lot like any other skill


check. When casting a spell the Player will roll
dice, one for the school of magic, and one other
for Conjuration. Spells will have varying Target
Numbers based upon their difficulty and
magnitude. Defined spells listed within this
book already have Target Numbers assigned,
though a Narrator may chose to alter these as
they see fit. Free form casting will require the
Narrator to assign a Target Number based upon
the complexity of the spell.
If the spell targets an individual or creature,
then a second Skill Roll is required. This one
uses the school of magic skill and the Control
skill. In many instances these rolls will be
compared to a Target Number like other skills.
However, some spells that target an individual
or creature may be resisted.
Most spells that target a person have a base
Target Number of 8. This Target Number is for
spells that simply target a creature or object,
but do not try to alter the target in any way,
spells such as Fireballs and Ice Bolt fall under
this category. However, spells that seek to
alter a target in some way have a higher
difficulty, such as Charm or Weakness. The
Target Number for these types of spells is 8 plus
the Essence Attribute of the Target. A target
may opt to allow the spell to take effect without
resisting its effects, such as in the case of a
Healing spell. Spells that are not resisted have
a normal Target Number of 8.
Example: Darius attempts to cast Pacify. Pacify
has a Target Number of 8. Darius rolls his
Mental D8 plus Conjuration D6. He rolls a 5
and a 4, giving him a result of 9. The spell is
successfully cast. Darius then wishes to target
Theos with the Pacify spell.
Theos has an

Essence score of 4. This gives Darius a Target


Number of 12 (8+4). Darius rolls his Mental D8
plus his Control D8. He rolls a 3 and a 6, giving
him a result of 9. The spells fails to meet the
Target Number and fails to affect Theos.
The target of a spell may get to use their own
Magic Skill Roll in defense. If the target has skill
in the same school of magic, they may make an
opposed Skill Roll against the attacker. This is
done by rolling their school of magic skill along
with their control skill. If their roll is higher
than the attacker, then the spell is countered.
The target of a spell does not need to actively
resist a spell though, preferring to let their
natural Essence defense handle the attack. In
order to resist a spell though, the target must
expend the same amount of Essence as the
original caster put into the spell. If the target
doesnt have enough in their Essence Pool they
cannot attempt to resist the spell and must rely
upon their natural Essence for defense.
Sometimes the caster may wish to enhance the
likelihood of a spell being cast properly or
hitting its chosen target. A caster can add extra
Essence to boost the effectiveness of the spell.
For every 2 extra points of Essence pumped into
a spell the caster enjoys a +1 bonus, up to a
maximum of +4. This choice must be made
before any dice are rolled.

Essence Cost of Spells


Every spell has an Essence Cost associated with
it. A Character needs to have enough points
available in their Essence Pool to cast the spell.
For spells that are cast during combat, the
caster will regain 1 point of their Essence Pool
61 | M i s t r u n n e r

every combat Step. This applies to spells that


have an instantaneous effect only or active
spells that have been dropped. Spells that
remain active, such as a magical shield or charm
spell will not regain any of the Essence spent as
long as the spell remains in effect.
Example: Darius has an Essence score of 6,
giving him an Essence Pool of 21. He casts
Pacify as above, which has an Essence cost of 6.
As long as the spell remains active his Essence
Pool is reduced to 15.
Essence that is caught up in active spells will
also potentially lower the casters resistance to
spells from others. Whenever the number of
Essence Pool points spent drops below the
current Essence Attribute number the casters
effective Essence Attribute is reduced.
Example: Darius is keeping 6 points of Essence
in use for his Pacify spell. This would use all of
the points he gets for the 6 slot of his Essence
Attribute, thus lowering his effective Essence to
5. By having Essence tied up in active spells it
can may one an easier target for other spells as
your natural resistance is lower.

Critical Spell Failures


When a spell fails there is no repercussion other
than the Essence cost of the initial spell.
However, if the casting results in a Critical
Failure, all ones rolled on the dice twice, then
bad things happen.
Like normal Critical
Failures, the results that happen when casting a
spell are up to the Narrator. The spell could
backfire on the caster, it could accidentally
target a friend, or it could drain extra Essence
from the casters pool.

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

Detect magic will identify the location of any


nearby enchanted items or active spells to the
caster. This spell will not identify what the
magic is.
Identify
Essence:
Difficulty:

6
8

Identify allows the caster to discern what


magical properties are possessed by an
enchanted item.

Magic Script
Essence:
Difficulty:

2+1 per level of security


4+1 per level of security

Every mage has their own Magic Script, a secret


arcane language used to communicate with
others. The caster may increase the potency
of the spell to make the script harder for other
mages to decipher. This same spell is also used
to interpret the Magic Script of another mage.

School of Air

commands and will remain as long as the spell


is maintained.
Air Walk
Essence:
Difficulty:

6
12

This spell will allow the caster to make the air


around them solid, thus allowing them to climb
as if on steps.
Elemental Gate
Essence:
Difficulty:

12
16

This spell allows a caster to teleport between


any two sources of Elemental Air. The caster
must first successfully cast Meld into order to
use an Elemental Gate. The caster must also
have personal knowledge of their destination.
The target element must be stable and in a
fixed location. If the caster has a piece of the
destination element it provides a bonus of +4 to
the casting of the spell.
Fog
Essence:
Difficulty:

4+2 per 10 foot radius


6+2 per 10 foot radius

This spell will call a dense fog, obscuring vision.


Any Skill Rolls involving sight suffer a -1 penalty.
Illusion

Air Servant
Essence:
Difficulty:

12+4 per task


12+4 per task

This spell will summon an invisible servant


made entirely of air. It can obey very simple

Essence:
Difficulty:

6+2 per 10 foot radius


6+2 per 100 foot radius

This spell will create a realistic image of


anything the caster wishes. Though it appears
real, it has no substance.
63 | M i s t r u n n e r

Invisibility
Essence:
Difficulty:

10
10

Invisibility renders the caster or willing target


unseen by the naked eye. The spell does not
block out sound or smell, however.
Levitate
Essence:
Difficulty:

4
8

Levitate allows the caster to move herself or a


target up or down. Those affected by levitation
cannot move horizontally except by interaction
with their environs, such as by using a wall or
ceiling to direct lateral movement.

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:

4+1 per 5 feet


6+1 per 5 feet

Vault allows the caster to leap vertically as well


as horizontally.
Wind Bullet
Essence:
Difficulty:

4 +4 per 1D6 damage


4+4 per 1D6 damage

Wind Bullet will create an invisible burst of air


that the caster can then hurl at their opponent.

Meld
Essence:
Difficulty:

12
12

Meld allows the caster to merge their body into


the air itself. The caster cannot interact with
the normal world while in this form.
Plummet
Essence:
Difficulty:

10
10

When cast upon any flying creature or object,


Plummet will cause them to drop immediately
from the sky, taking any damage the fall would
cause.
Suffocate
Essence:
Difficulty:

10
6+Target ES

School of Earth
Crumble
Essence:
Difficulty:

6+2 per extra 5 cubic feet


10+2 per extra 5 cubic feet

Walls crack and buildings tumble, this spell is


the bane of masons everywhere. Crumble will
reduce up to 5 cubic feet of stone to rubble and
dust.
Elemental Gate
Essence:
Difficulty:

12
16

This spell allows a caster to teleport between


any two sources of Elemental Earth. The caster
must first successfully cast Meld into order to
use an Elemental Gate. The caster must also
have personal knowledge of their destination.
64 | M i s t r u n n e r

The target element must be stable and in a


fixed location. If the caster has a piece of the
destination element it provides a bonus of +4 to
the casting of the spell.

Pass Thru Wall

Golem

The caster can open a passage through solid


stone up to 1 foot thick.

Essence:
Difficulty:

12+4 per additional task


12+2 per additional task

Essence:
Difficulty:

8+1 per additional foot


10+1 per additional foot

Quake

This spell will animate an earthen golem.


Golems are simple constructs, used to perform
very menial tasks. A golem may be given a
single command for simple jobs, such as
carrying things or cleaning. The job cannot be
very complex as golems are not all that bright.
The more Essence a caster sinks into a golem,
the more advanced tasks it can accomplish

Essence:
Difficulty:

Meld

effect for the spell, the caster may also spend


additional Essence to increase the difficulty of
the Athletics Skill Roll.
For every 4 extra
Essence added to the spell the difficulty
increases by 1.

Essence:
Difficulty:

12
8

Meld allows the caster to merge their body into


any form of earth, stone, dirt, minerals. This
spell forms the basis for several other Earth
magic spells. While in this form the caster
cannot affect the normal world.
Mend
Essence:
Difficulty:

2
4

Mend is a simple spell to fix damaged


stonework and metals. When cast it will repair
simple defects, cracks in a wall, smooth out
notches in a blade edge, and the like. The
more repair work that is needed, the higher the
Essence cost and Difficulty of the spell.

10+2 per extra 10 foot radius


12+2 per extra 10 foot radius

The ground will tremble and shake within a 50


foot radius around the caster. Anyone caught
within the area of effect of Quake must pass an
Athletics Skill Roll at difficulty 6 or be knocked
down. Those with Acrobtics may roll that Skill
Die as well. Aside from increasing the area of

Shape Earth
Essence:
Difficulty:

6+2 per extra 5 cubic feet


10+2 per extra 5 cubic feet

This spell gives the caster the ability to move up


to 10 cubic feet earth and stone, forming it into
whatever shape they desire.
When the spell
ends the earth will return to its original form if
possible.
Sharpen
Essence:
Difficulty:

4
4

Sharpen will put a razor sharp edge on any


blade.
65 | M i s t r u n n e r

Stone Bolt
Essence:
Difficulty:

4+4 per 1D6 damage


4+4 per 1D6 damage

Stone Bolt will create an earthen spike that the


caster can then hurl at their opponent.
Stone Fist
Essence:
Difficulty:

4
6

This spell will wrap the caster hand in solid rock.


When executing a punch attack the caster can
add an extra 1d6 damage.
Stone Shield
Essence:
Difficulty:

6
8

This spell will create a disc of stone in front of


the caster. Stone shield confers an AV8 against
any attacks made from in front of the caster.
The shield moves with the caster.

School of Fire

4+2 per 10 cubic feet


6+2 per 10 cubic feet

This spell will cause water to boil almost


instantly. Anyone that comes into contact with
the boiling water will receive 1d6 damage.
Burning Blade
Essence:
Difficulty:

Elemental Gate
Essence:
Difficulty:

12
16

This spell allows a caster to teleport between


any two sources of Elemental Fire. The caster
must first successfully cast Meld into order to
use an Elemental Gate. The caster must also
have personal knowledge of their destination.
The target element must be stable and in a
fixed location. If the caster has a piece of the
destination element it provides a bonus of +4 to
the casting of the spell.
Extinguish
Essence:
Difficulty:

2
4

This spell will extinguish any one source of


flame such as a torch or candle. The more
Essence the caster spends, the larger the fire
that can be put out.
Fireball

Boil
Essence:
Difficulty:

This spell will lace any weapon with an edge of


crimson fire. The weapon will then deal an
additional 1D6 damage.

4
8

Essence:
Difficulty:

6+4 per 1d6 damage


8+4 per 1d6 damage

Fireball creates a sphere of fire that will explode


causing damage to everything within a 10 foot
radius. Anyone caught in the blast must make
an Acrobatics roll against a Target Number of 8
or be knocked to the ground from the force of
the explosion.

66 | M i s t r u n n e r

Fire Shield
Essence:
Difficulty:

Flare
6
8

This spell will create a disc of fire in front of the


caster. Fire Shield confers an AV4 against any
attacks made from in front of the caster and
deals 1D6 damage to anyone that comes into
contact with it. The shield can move with the
caster, but the caster must make a Control roll
every time they move the shield.
Flaming Dart
Essence:
Difficulty:

4+4 per 1d6 damage


4 +4 per 1d6 damage

Flaming Dart will create an arrow of fire that


the caster can then hurl at their opponent
causing a minimum of 1d6 damage. This spell
can also be used to enchant normal arrows with
fire, adding an extra 1d6 damage to the normal
damage of the arrow.
Flaming Servant
Essence:
Difficulty:

12+4 per additional task


12+2 per additional task

This spell will animate a source of fire into a


simple servant. The Flaming Servant can be
issued a single command for a rather simple
task. The more Essence the caster spends, the
more complex actions a Flaming Servant can
perform. Being made of flame, anything a
Flaming Servant comes into contact with may
catch fire, and any living creature will suffer 1D6
damage.

Essence:
Difficulty:

2+2 per 10 square feet


4 +2 per 10 square feet

This spell will cause of sudden burst of sparks to


fill the air. Anyone caught within the area of
effect will suffer a -2 to their next Skill Roll
involving sight, except the caster.
Heat
Essence:
Difficulty:

4
8

Heat allows the caster to cause any metal


objects to become red hot.
Any item so
affected that is held or worn by a creature will
cause 1D6 damage.
Meld
Essence:
Difficulty:

12
8

Meld allows the caster to merge their body into


any source of fire or flame. This spell forms the
basis for several other Fire magic spells. While
in this form the caster cannot affect the normal
world.
Smoke
Essence:
Difficulty:

6+2 per 10 foot radius


6 +2 per 10 foot radius

This spell will cause smoke to fill a 10 foot


radius area. All those in the area suffer -1 to all
Skill Rolls, except the caster.

67 | M i s t r u n n e r

School of Life

healed wounds will remain so. After a full day


the healing will become permanent.

Animate Dead
Neutralize Poison
Essence:
Difficulty:

12+4 per task


12+4 per task

Essence:
Difficulty:

4
8

This spell will allow the caster to animate the


deceased remains of a single creature. The
animated corpse will be able to perform simple
tasks, carrying objects, standing guard, and the
like. The corpse will cease to function once
unless the spell is maintained.

This spell will negate the affects of any poison.


If the spell is not maintained, the poison will
regain its potency. To completely clear the
body of the toxins the spell must be maintained
for a full day.

Bloom

Polymorph

Essence:
Difficulty:

4
8

This spell will cause a single plant to come into


bloom. Larger plants, such as a tree require
twice the Essence cost.
Control Plants
Essence:
Difficulty:

6
10

This spell will allow the caster to control plants,


allowing them to entangle other creatures in
vines, roots, and branches. Anyone entangled
will suffer a -2 to all Skill Rolls involving
movement for as long as the spell is
maintained.
Heal
Essence:
Difficulty:

2+1 per point of Healing


4+1 per point of Healing

This spell allows the caster to temporarily heal


wounds. As long as the spell is maintained the

Essence:
Difficulty:

12
12+Target ES

Polymorph will allow the caster to change the


shape of any one being or object. There are
size limitations, nothing can be reduced by
more than their size, nor can they be
increased in size by more than 4 times their
original size. They will remain in their new
form as long as the spell is maintained. The
creature does not gain any special abilities in
regards to its new form.
For example, a
Karanar polymorphed into a dragon cannot
breathe fire.
Regenerate
Essence:
Difficulty:

16
16

Regenerate will allow the caster to regrow lost


limbs on themselves or others. The spell must
be maintained for one full week before the
affects become permanent.

68 | M i s t r u n n e r

Speak with Animals


Essence:
Difficulty:

2
6

This simple spell allows the caster to


communicate with animals. Animals are not all
that bright though, so the caster will receive
only the most rudimentary of answers to any
questions.
Spirit Call
Essence:
Difficulty:

12+1 per day deceased


16

This spell will call forth the soul of any deceased


mortal creature. It does not compel the spirit
to communicate or answer any questions
truthfully though. The spirit will be unable to
affect anything in the physical world.
Strength
Essence:
Difficulty:

4+1 per point of Strength


8 +1 per point of Strength

This spell will increase the strength of a single


being for as long as the spell is maintained.
This would also increase any Derived Attributes
that rely upon ST as well, such as Wounds and
Damage Bonus.
Sustain
Essence:
Difficulty:

6
8

Sustain will allow the caster or target to carry


on for days without food or water, magically
giving the body nourishment. If the spell is
cancelled the target must eat and drink

immediately or suffer ill effects for starvation or


dehydration.
Weakness
Essence:
Difficulty:

4 +2 per point
4 +2 per point +Target ES

This spell saps the strength from a single target


by at least 1. The more the caster devotes to
the spell, the more strength they can steal
away. The affects remain as long as the spell is
maintained. This does not have an effect on
the targets Wounds.

School of Mental Magic


Blindness
Essence:
Difficulty:

6
8+Target ES

This spell will strike the target with complete


blindness. Any Skill Rolls involving sight will
suffer a -6 to the die roll for as long as the spell
is maintained.
Charm
Essence:
Difficulty:

12
10+Target ES

The target of this spell will believe that the


caster is their friend. While they will not do
anything they would not normally do, for
example, they wont attack their own allies if
merely ordered to, but they will act to protect
the caster if provoked.

69 | M i s t r u n n e r

Daze
Essence:
Difficulty:

6
6+Target ES

Daze will confuse a single target, causing them


to suffer a -1 penalty on any Skill Rolls for as
long as the caster maintains the spell.

6
8+Target ES

This spell will strike the target with complete


deafness. Any skills rolls requiring speech or
hearing will suffer a -6 to the die roll for as long
as the spell is maintained.

8
10+Target ES

Fear will cause the target to visualize the most


terrifying thing imaginable.
The target will
flee in terror and not return as long as the spell
is maintained.
Implant
Essence:
Difficulty:

Paralyze
12
10+Target ES

The target of this spell will be unable to move in


any way. They also may not speak unless the
caster allows them too. The target will remain
paralyzed as long as the caster maintains the
spell. The caster can also target specific parts of
the body, such as the arms or legs, or even a
persons mouth.
Share

16
18+Target ES

This powerful spell will implant a single memory


or command into the targets mind. The target
will have no idea that the thought isnt their
own.
Infatuate
Essence:
Difficulty:

6
8+Target ES

Pacify will cause a single target to cease any


violent behavior.
The target will remain
pacified as long as the caster maintains the spell
or until they are physically acted against.

Essence:
Difficulty:

Fear
Essence:
Difficulty:

Pacify
Essence:
Difficulty:

Deafness
Essence:
Difficulty:

This is a much more powerful version of the


Charm spell. The target will fall completely in
love with the caster and will do anything the
caster tells them to for as long as the spell is
maintained.

Essence:
Difficulty:

6
8

This spell allows the caster to share their


memories with another person.
Only the
casters memories are shared, the target
doesnt transmit anything back unless they
choose to.

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

This spell will put a single target into a deep


sleep. Creatures that do not normally sleep are
immune to the affects of a sleep spell. The
target will remain asleep as long as the caster
keeps the Essence directed at the spell or until
they are physically attacked.

This spell will cause 1d6 damage to anyone the


caster touches.

Truth

Dehydrate will remove the moisture from an


object. It is very useful for preserving fruits and
meats, but can also be quite deadly when used
on living creatures, causing 1d6 damage.

Essence:
Difficulty:

6
8+Target ES

This spell will force the target to truthfully


answer any questions they are asked for. The
caster must maintain the spell for every
question that is asked. The target cannot lie in
any way, but they still may not give a direct
answer. While the answer will be truthful, it
may not be the answer the caster was after.

Dehydrate
Essence:
Difficulty:

4
8+Target ES

Drown
Essence:
Difficulty:

10
12+Target ES

This sinister spell will fill a targets lungs with


water. The target suffers a -2 to all Skill Rolls
and takes 1d6 damage.
Elemental Gate

School of Water
Breathe Water
Essence:
Difficulty:

4
8

Breathe Water allows the caster or target to


survive without oxygen while submerged in
water. This spell does not bestow any other
skills for survival or movement while in water,
so if you cant swim before the spell, you cant
swim after it either.

Essence:
Difficulty:

12
16

This spell allows a caster to teleport between


any two sources of Elemental Water.
The
caster must first successfully cast Meld into
order to use an Elemental Gate. The caster
must also have personal knowledge of their
destination. The target element must be stable
and in a fixed location. If the caster has a piece
of the destination element it provides a bonus
of +4 to the casting of the spell.

71 | M i s t r u n n e r

Freeze
Essence:
Difficulty:

4 +2 per 10 cubic feet


6+2 per 10 cubic feet

The caster cannot affect the normal world while


in this form.
Purify

This spell will freeze any liquid solid for as long


as the spell is maintained.

Essence:
Difficulty:

Ice Bolt

A necessity for all is clean water, and this simple


spell will turn any water no matter how rancid,
potable. The spell will purify a single gallon.

Essence:
Difficulty:

4 +4 per 1d6 damage


4 +4 per 1d6 damage

Ice Bolt will create an icy shard that the caster


can then hurl at their opponent.
Ice Wall
Essence:
Difficulty:

6
8

This spell forms an icy shield in front of the


caster, granting a front facing AV6. The shield
moves with the caster.

Water Servant
Essence:
Difficulty:

12+4 per task


12+4 per task

The Water Servant spell will animate any source


of water. A Water Servant can only obey the
simplest of commands and will dissipate if the
spell is not maintained.
Water Walk

Meld
Essence:
Difficulty:

2
4

12
12

Meld allows the caster to merge their body into


any form of water, be it solid, liquid, or gas.

Essence:
Difficulty:

8
12

This spell will allow the caster or target to walk


along the surface of water as if it were solid
ground.

72 | M i s t r u n n e r

Philo the Bookseller


73 | M i s t r u n n e r

Chapter Six: Mistrunning

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.

Essence, allowing them to exert control over


the entire craft. These ships glide through the
Mists like a boat sailing over the waves of the
sea. The rarest of these ships can even soar
through the skies of a True Realm, but it takes
the most skilled pilots to accomplish such a
feat.
While piloting a barge, the Mistrunner can do
nothing else.
It takes every ounce of
concentration to keep the barge aloft as well as
on course. Some of the larger ships will employ
multiple Mistrunners.
A barge with no
Mistrunner at the helm cannot move.

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

Ages before the Reckoning the Faye had built


numerous Gates to make travel across their
lands quicker. Many have been destroyed or
lost over the many centuries since their
construction, the majority were lost during the
Reckoning.
Knowing where these Gates are is one thing,
knowing how to access them is quite another.
Almost any Gate one encounters will be
dormant, the magical energies required to keep
a Gate active is astounding. Gates that are
active can be used by anyone, and some of
these gates may catch the unwary by surprise,
thrusting them hundreds of miles away from
where they were. Most of them are two way,
though just because the side you left from was
active doesnt guarantee that the side you
arrive on is.
A skilled Mistrunner can open a dormant Gate,
allowing travel through it, and those few truly
75 | M i s t r u n n e r

gifted Mistrunners can determine where Gates


lead without traveling through them first.
Some of the most active Gates are well known
and marked as best as possible on maps. The
Mistrunners Alliance has seized control of many
of these, charging tolls. Many of these Gates
are found near the city of Wayfarers Way.
The majority of Gates one will encounter are
small, large enough for typical humanoid sized
creatures to pass through one at a time. A rare
few are large enough for entire barges to sail
through them.
Most Gates were made to coincide with a key.
The key could be almost anything, usually
something worn on the person, such as a badge
or talisman. If one possess the proper key, a
Gate will open automatically for them.

Creatures that are not native to the Mists will


find it difficult to perform tasks while in the
thick soup like fog. Those that do not have the
skill of Mistrunning or natural abilities to see
clearly in the Mists suffer -2 to all Skill Rolls
involving sight. They also cannot see beyond
10 feet with any clarity.

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:

Surviving in the Mists


While travel through the Mists is difficult at the
best of times, surviving in them for any length
of time is a constant struggle.
Water is
generally found easily enough, sometimes too
easily as a river may appear where there wasnt
one before. Finding food can be an altogether
different thing though. True enough, there is
plenty of game to be had, if one knows where
to look and what is safe to eat.
Aside from the essentials like food and water,
there are other things to consider while in the
Mists. Prolonged exposure to the wild magical
energies of the Mists can have long term side
effects on creatures not native to it. Madness
is the most common.

8
10

Armor will wrap the caster in a protective shell


of the Mists itself, granting a full body AV2.
Aside from that it also helps to protect the
caster from magical spells. Anyone targeting
the caster with a spell suffers a -2 penalty to
their Magic Skill Roll.
Call Mists
Essence:
Difficulty:

20
16

This spell will allow the caster to summon forth


the Mists within a True Realm. The Mists will
fill a 50 foot radius. This small pocket of the
Mists will behave as normal, including all
penalties to those within in. It will also remove
the normal penalty of -4 to a Mistrunner for
casting spells outside the Mists.
76 | M i s t r u n n e r

Choke
Essence:
Difficulty:

Helm
4
8+Target ES

This spell will animate a tendril of the Mists,


causing it constrict around the throat of a single
target. The target suffers a -1 to all Skill Rolls
and takes 1D6 damage.
Climb
Essence:
Difficulty:

6
12

This spell allows the caster to ascend upwards


in the Mists as if walking on solid steps. As long
as the caster maintains the spell they can
continue to move upwards, though any steps
behind them dissolve after a few seconds.
Dissipate
Essence:
Difficulty:

6
8

This spell will push back the Mists in a 10 foot


radius, negating all penalties normally
associated with the Mists.
Gate
Essence:
Difficulty:

20
16

The Mists are riddled with ancient Gates, and


most often it requires a skilled Mistrunner to
open them. This spell will open a dormant
Gate and keep it open as long as the spell is
maintained. If the caster doubles the initial
Essence cost of the spell they can also
determine the location on the other side of the
Gate.

Essence:
Difficulty:

20
12

It takes skill and dedication to pilot a barge


through the Mists.
This spell allows a
Mistrunner to take control of a vessel and safely
guide it through the swirling chaos.
While
using this spell the caster can do nothing else,
as they must devote all their energies into
controlling the craft.
Meld
Essence:
Difficulty:

12
12

This spell allows the caster to join with the


Mists itself. The caster cannot interact with the
physical world while in this form, nor can they
be physically harmed
Mist Servant
Essence:
Difficulty:

12+4 per task


12+4 per task

This spell will animate a portion of the Mists


directly under the control of the caster. The
Mist Servant can perform very basic tasks as
long as the spell is maintained.
Navigate
Essence:
Difficulty:

6
8

This spell is essential for any Mistrunner. It


allows them to safely find their way through the
Mists.
The caster will always know which
direction they are headed no matter how much
the Mists play with the landscape.
77 | M i s t r u n n e r

Obscure
Essence:
Difficulty:

Sanctuary
4
8

Essence:
Difficulty:

6
8

This spell will hide the caster from sight.


Anyone who wishes to target the caster for any
reason will suffer a -2 to any Skill Rolls. This
applies to any Skill Rolls involving sight.

This spell creates a small pocket within the


Mists. Those inside the 10 foot radius of the
spell are invisible to anyone outside, it even
masks smells and sounds.

Path

Sight

Essence:
Difficulty:

8
10

This spell will highlight a path to a specific


location or object, of which the caster must
have prior knowledge. The highlighted path is
only visible to the caster, and they must
maintain the spell to keep the path so
enchancnted.

Essence:
Difficulty:

2
4

This spell gives the target the ability to see


clearly within the Mists, ignoring the normal
penalties.

78 | M i s t r u n n e r

Frater Ferro

79 | M i s t r u n n e r

Chapter Seven: Tools of the Trade

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.

Goods and Services


The following are lists of typical goods and
services one can obtain with relative regularity.
The prices are based upon the most common
prices found in Wayfarers Way. More remote
areas will charge more for many of these goods.
These are also the most mundane of items,
higher quality goods will always cost more
based upon the level of craftsmanship Items

such as Clothing and Armor are priced based


upon an average sized humanoid, such as a
Karanar. For larger races, Anuir, Aslonians, and
Rygar, prices will be double.
Armor and
clothing for KralKuru is incredibly difficult and
costs triple the normal price.

Armor
Arm Bracers, Leather, Hard

12sv

Arm Bracers, Leather, Soft

9sv

Arm Bracers, Steel

18sv

Armor, Chain Mail

50sv

Armor, Leather, Hard

35sv

Armor, Leather, Soft

28sv

Armor, Plate Mail

90sv

Breast Plate, Leather, Hard

20sv

Breast Plate, Leather, Soft

16sv

Breast Plate, Steel

30sv

Coif, Chain

10sv

Coif, Leather

7sv

Greaves, Leather, Hard

14sv

Greaves, Leather, Soft

11sv

Greaves, Steel

20sv

Helmet, Leather, Hard

9sv

Helmet, Leather, Soft

6sv

Helmet, Steel

12sv

Shield, Steel, Large

18sv

Shield, Steel, Small

13sv

Shield, Wood, Large

9sv
81 | M i s t r u n n e r

Shield, Wood, Small

5sv

Crossbow, Heavy

35sv

Shirt, Chain

20sv

Crossbow, Light

27sv

Shirt, Chain, Full

30sv

Javelin

2sv

Shirt, Leather, Hard

14sv

Sling

1sv

Shirt, Leather, Soft

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

Ranged Weapons Accessories


Ammo, Flintlock, 10 rnds

2sv

Ammo, Hand Cannon, 5 rnds

10sv

Ammo, Long Rifle, 10 rnds

4sv

Ammo, Muzzle Loader, 10 rnds

2sv

Ammo, Revolver, 10 rnds

4sv

Ammo, Heavy Revolver, 10 rnds

5sv

Ammo, Thumper, 5 rnds

5sv

Arrows, Wood, Dozen

2sv

Bow, Long

20sv

Arrows, Steel, Dozen

4sv

Bow, Short

15sv

Cartridge Belt

3sv
82 | M i s t r u n n e r

Crossbow Bolts, Wood, Dozen

3sv

Pipe

2sv

Crossbow Bolts, Steel, Dozen

6sv

Pipeweed

1sv

Gel Canister, Spitfire, Single

20sv

Pocket Watch, Plain

20sv

Holster

4sv

Pocket Watch, Silver

50sv

Powder Maintentance Kit

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

Clothing and Accessories


Belt, Cloth

1sv

Belt, Leather

2sv

Boots, Fur

4sv

Boots, Leather, Hard

7sv

Boots, Leather, Soft

5sv

Cloak, Cloth

2sv

Cloak, Fur

7sv

Tools and Gear

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

Hand Mirror, Silver

20sv

Compass

10sv

Hand Mirror, Steel

11sv

Everflame

15sv

Hat

2sv

Field Mess Kit

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

Rope (40 feet)

4sv

Sack (2)

1sv

Beverages

Saw

2sv

Absinthe, Bottle

12sv

Scroll Paper, 5 Sheets

2sv

Absinthe, Glass

2sv

Scroll Tube

1sv

Beer, Bottle

1sv

Shovel

3sv

Beer, Pint

2sv

Spyglass

25sv

Mead, Bottle

6sv

Tent, One Man

12sv

Mead, Glass

2sv

Tent, Two Man

15sv

Rum, Bottle

4sv

Torch (5)

1sv

Thaggs Mineral Water, Glass

4sv

Waterskin

2sv

Whiskey, Bottle

9sv

Whetstone

1sv

Whiskey, Glass

2sv

Whistle

3sv

Wine, Bottle

8sv

Wine, Glass

1sv

Accomodations and Dining


Breakfast, Lavish

5sv

Breakfast, Poor

1sv

Dinner, Lavish

12sv

Dinner, Poor

2sv

Lunch Lavish

7sv

Lunch, Poor

1sv

Lodging, Modest, Per Night

2sv

Lodging, Lavish, Per Night

10sv

Lodging, Common Room, Per Night

1sv

Soup

1sv

Dried Rations, Per Day

2sv

84 | M i s t r u n n e r

Arm Bracers

Organitech
Body Plating, External

400sv

Body Plating, Internal

550sv

Chameleons

350sv

Claws

200sv

Claws, Retractable

275sv

Drake Glands

800sv

Eagle Eyes

350sv

Eavesdroppers

275sv

Fiber Weave Skin Crafting

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.

Arm bracers provide armor protection for the


arms only.
Leather, Hard
Leather, Soft
Steel

AV3
AV2
AV6

Armor, Chain Mail


Chain mail armor consists of all the under
padding, full coif, chain shirt, greaves, and
gloves. While it is heavy, the design makes for
general ease of movement.
Made of
thousands of individual interlocked rings it
provides very good protection.
Chain

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

Armor, Plate Mail


Plate mail is the heaviest armor one can wear.
For many it is also a sign of status. A suit of
plate consists of the padding, breastplate,
greaves, bracers, and helmet. The protection
plate mail offers is highly sought after by
seasoned warriors.
Plate

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

any damage. To truly benefit from the use of a


shield, one should take the Shield Skill
Specialization as it adds many extra benefits. A
shield confers an armor bonus to attacks made
from the front. Small shields offer a bonus to
the torso, arms, and head. Large shields offer
protection to the entire body.
Steel, Large
Steel, Small
Wood, Large
Wood, Small

A coif is a hood and collar worn to protect the


head. The coif is often worn under a helmet to
offer added protection.
Chain
Leather

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

Melee Weapon Descriptions


Sometimes things get a bit cramped, and having
a good, solid weapon in your hand can make all
the difference. Aside from a simple description
of the weapon, also listed is the base Damage,
the Weapon Speed, and which specific Skill
Specialization is related to.
Battle Axe
With a broad metal head and long wooden
handle, this monstrous weapon is ideal for
removing limbs.
Damage
Speed
Skill Specialization

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

attached to the end, the flail is a sinister


weapon.
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

A mace is a solid metal head attached to a


single shaft.
Damage
Speed
Skill Specialization

2D4
4 Steps
One Handed

Maul
This huge hammer breaks bones with ease.

Any small blade falls under this category, be it


dagger, knife, or dirk. The damage may be
small, but the number of attacks one can make
is quite high.
Damage
Speed
Skill Specialization

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

Elegant and sleek, this is the fighting sword of


the nobility. It is also highly favored among
many of the Faye, though theirs are of a much
higher quality.

A heavy rounded head atop a shaft handle, the


war hammer great for smashing things until
they become smaller things.

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

Ranged Weapons Descriptions

Though ranged weapons tend to do less


damage than melee weapons, it is often good
to soften up your foe while they are still out of
hand to hand striking distance.

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

This simple, yet powerful weapon gives the best


of range and damage.
Damage
Speed
Skill Specialization
Maximum Range

2D4
6 Steps
Bows
350 Feet

88 | M i s t r u n n e r

Bow, Short

Sling

Smaller and easier to use than the long bow,


the short bow is well known for its irritating
bite.

Weapons dont get much simpler than this, a


leather pouch that is whirled about the head to
fling stones at the enemy.

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

The first mechanical weapon, the crossbow is


an ingenious weapon. Though slower than a
bow and with a little less range, they pack more
punch.

Perfectly balanced for throwing, these are the


silent razor barbs used by thieves throughout
the True Realms.

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

Made for quicker use than its heavier brother,


the light crossbow is favored among those that
like to strike quickly and quietly from a distance.
Damage
Speed
Skill Specialization
Maximum Range

Damage
Speed
Skill Specialization
Maximum Range

1D8
3 Steps
Thrown
200 Feet

Powders have only been available for the last


50 or so years.
Most Powders use a
combination of explosive powder and small
metal balls or bullets.
They are loud,
unreliable, dangerous for the user, and yet
extremely deadly to whomever they are aimed
at. A critical failure with a Powder can have
explosive results for the shooter.
It isnt
unheard of for a Powder to cause greater injury
to the shooter than to the target.
Each
description also shows the Damage, Weapon
Speed while firing the weapon, Weapon Speed
for reloading, and the maximum range of the
weapon.

89 | M i s t r u n n e r

Flintlock

Muzzle Loader

These small two shot pistols are great for a


quick volley before entering melee. They are a
favorite among sailors, both on the sea and in
the sky.

The oldest form of rifle, these single shot beasts


fire a round ball of lead shot into their target.
They are slow to reload and not all that
accurate, in fact shooters suffer a -1 penalty to
all die rolls with a 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

Banned entirely from Wayfarers Way, this


horrific weapon is truly a terrible creation. It
fires a single gelatinous ball that bursts into
flame when it strikes its target. There is a 50%
chance that whatever it strikes will continue to
burn, causing an additional damage roll.

Normally worn at the hip, this leather pouch


will carry a flintlock or revolver and allow for
quick access.

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

Ranged Weapon Accessories


Cartridge Belt
Worn either around the waist or over the
shoulder, this convenient belt holds up to 20
rounds of ammunition.

Powder Maintentance Kit


Powders are finicky and require constant
maintenance. They must be cleaned and oiled
regularly to remain effective. This small kit has
everything one needs to keep their firearms
happy.
Quiver
This shoulder slung pouch holds either arrows
or crossbow bolts for easy access when firing
your weapon.

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

Due to the magical nature of Trolls, Rygar and


KralKuru cannot receive Organitech implants.
The inherent magical energies that hold their
bodies together always reject the intrusion of
foreign objects.
This is an incredibly new field of study, and new
discoveries are being made all the time. With
those
discoveries
come
many
failed
experiments as it takes time and research to get
the formulas down correctly.
Body Plating, External
This is actual scale plates attached to the body.
It has a drawback in that it is physically
unattractive and cannot be concealed very
easily. While does provide extra protection to
all of the body, except the head, with an AV5,
that protection comes with a cost. Those with
Body Plating suffer a -2 to all Athletics based
Skill Rolls.
Body Plating, Internal
Much like the external plates, these provide
added protection for the body, though to a
lesser extent, an AV3. It is much easier to hide
and the penalty for Athletics Skill Rolls is only -1.
Chameleons
This is similar to a Fiber Weave, but the fibers
woven into the skin give the ability to change
color. This allows the bearer to blend into their
surroundings, giving a +2 bonus to all Hide Skill
Rolls.
Claws
These are simply extensions added onto the
fingers for use in close quarters combat. Claws

give an additional 1D6 damage bonus in


unarmed combat.
Claws, Retractable
Similar to regular claws except that they can be
retracted into the fingers to conceal them, and
just like the normal claws, they bestow an
additional 1D6 damage bonus in unarmed
combat.
Drake Glands
This sinister implant gives the bearer the ability
to spit an acidic poison. Initial contact with the
poison causes burns, damage of 1D6.
The
poison then seeps into the bloodstream were it
will bring about paralysis and eventually death
within a few hours. The target must pass an
Athletics Skill Roll with a Target Number of 15
minus their CN Attribute. Failure results in
paralysis and continued 1D6 damage every 10
minutes until the poison is neutralized or the
target is dead. Pass the Skill Roll results in 1D6
damage as the body fights off the poison.
Eagle Eyes
Harvested from the bodies of deceased
Andurans, Eagle Eyes grant the ability to make
out detail at incredible distances.
The
possessor receives a +2 bonus to all Spot Skill
Rolls.
Eavesdroppers
There are varieties of Faye that possess
extraordinary hearing. The grafting of these
implants grants a bonus of +2 to all Listen Skill
Rolls.

92 | M i s t r u n n e r

Fiber Weave Skin Crafting

Muscle Lacing

This process weaves strong plant fiber into the


skin, giving it increased strength and durability,
as well as small regenerative powers. The skin
will repair itself daily if in sunlight, in much the
same way as a Rygar. The Fiber Weave also
bestows an AV2 to the entire body.

Where the muscle fiber comes from is a well


guarded secret, but once infused with a subject
the results are astonishing.
Muscle Lacing
grants a boost of +2 to the possessors ST
Attribute. The Muscle Lacing does wear off
those as the fibers that break down cannot be
duplicated by the host body.
To keep the
benefit of Muscle Lacing, the process must be
reapplied every year.

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

Chapter Eight: Combat

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

Combat is handled in a series of Steps. Steps


represent how long it takes to do specific
actions. The more complex the action, the
more Steps it will take to complete. Listed
below are some typical actions and their cost in
Steps.

Initiative is determined simply by rolling the die


for Perception. The highest roll will take the
first combat step. For the others, subtract the
total of each initiative roll from that of the
highest result and that will be their starting
combat step.

Move Your Speed


Punch
Cast a Spell
Switch Weapons
Drink a Potion
Parry an Attack
Dodge and Attack
Drop Prone
Stand Up
Pick Up an Item
Target with a Spell
Attack with a Weapon

2 Steps
2 Steps
4 Steps
4 Steps
6 Steps
2 Steps
3 Steps
2 Steps
4 Steps
2 Steps
2 Steps
Varies

Weapons all have varying speeds when it comes


to how quickly you can attack with them. Small
weapons like daggers and short swords are
much quicker than battle axes and bastard
swords. Every weapon has a speed score which
represents how many Steps it takes to recover
from making an attack with that specific
weapon.
Characters may wish to do more than one thing
in a set of steps, such as moving and attacking
or dodging while casting a spell. Each action is
done separately, and each action takes its
required number of Steps. Sometimes actions
may be combined, such as switching weapons
while moving. These actions and any modifiers
to their speed is up to the discretion of the
Narrator.

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

Jude now gets to go again when we reach Step


3. He decides to forgo a second shot and
switches to his short sword, taking 4 Steps to
change weapons.
Ranna-Kiri can now target someone with his
spell at Step 6. Targeting with a spell takes 2
Steps, so he will act again on Step 8.
We now reach Step 7, which was Tarmachs
result. However, he is tied with Jude. Jude
had the higher initiative roll so he wins ties and
acts first. He takes a swing with his short
sword which has a Speed of 4, allowing him to
go again at Step 11.
Tarmach finally is able to take his first action.
He is going to swing his mighty Maul which has
a Speed of 7. Though he wont go again now
until Step 14, the mauls damage more than
makes up for its slow attack.
The combat would continue in this matter until
someone is victorious or combat ceases for
some other reason.
Those wishing for a simpler initiative system can
eliminate the Step system.
Have each
Character make an Initiative roll as above,
highest roll goes first and so on. That will be
the order for each turn of combat.
This
completely replaces the use of Steps, an action
is completed when the persons turn order
comes up. Once everyone has had an action,
an entirely new round of combat would begin
with the same initiative order as the first one.
Combat would continue this way until someone
is victorious or a different outcome forces an
end to combat.

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

They compare their Parry Roll to the Attack Roll.


Again, if the defender rolls higher than the
attacker, the result is a miss. If the person is
parrying with a small shield, they will also block
the attack on a tie as well. If the person is
parrying with a large shield they win ties and
also receive a +1 to their Parry Roll.
There are often other modifiers than can affect
a Melee Attack Roll. Below are some of the
most common modifiers. The Narrator can
modify the attack as the situation dictates.
Attacker on High Ground
Attacker Prone
Called Shot, Head
Called Shot, Limb
Called Shot, Torso
Defender Immobile
Defender on High Ground
Defender Prone
Fighting Blind

+2
-2
-8
-4
-1
+6
-2
+2
-6

two short swords. Normally a short sword has


a Speed of 3, but when making multiple weapon
attacks the Speed is reduced to 2. As a Nekron,
Phelon would suffer only a -2 per Attack Roll. If
Phelon first acts in Step 1 he could make an
attack with one short sword then, and then an
attack with the second short sword at Step 3,
then again with the first one at Step 5 and so
on. While he is getting attacks in much quicker,
he is sacrificing a bit on his attack rolls.

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.

Using Multiple Weapons


Some characters will attempt to attack with
more than one weapon at time, when doing so
there are penalties that apply to each attack,
but there is a bonus to the weapon speed.
When using multiple weapons there is a -4
penalty on each Attack Roll.
However the
Speed of each weapon is reduced by 1. For
Nekrons things are slightly different.
They
suffer only a -2 penalty on each Attack Roll and
still enjoy the Speed reduction of 1 per weapon.
Each attack is still handled separately, the
primary weapon attacking first.
For example, Phelon Lyther is a Nekron using

The defender can attempt to dodge a ranged


attack by making an Athletics roll, plus
Acrobatics if applicable. Due to the difficulty of
dodging a ranged attack the roll is made at -4 if
the attack is made further away than point
blank range. Ranged attacks made at point
blank range, meaning in Melee combat range,
the dodge roll is unmodified.
The final option is to attempt a parry of a
ranged attack.
Parrying a ranged attack is
harder than dodging and suffers a -6 to the die
roll. Parrying a ranged attack is done the same
way as parrying a melee attack, rolling Melee
plus the applicable Skill Specialization. If the
99 | M i s t r u n n e r

Parry is done with a shield the modifier is


reduced to a -4 for small shields or a -2 for large
shields.

location using a called shot, the hit locale will be


randomly determined by rolling a D10 and using
the chart below.

There are many other factors that can affect the


difficulty of ranged combat. Below are the
most common modifiers that will be added to
the base Target Number of 8.

Die Roll

Body part Hit

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

When dealing with winged beings, such as


Andurans or some Dracons, any roll that results
in a hit to the torso is rolled a second time. If
the result is an 8 or higher the attack actually
hits a wing.
Any location roll that indicates a strike to the
head results in double damage. The damage is
doubled, including any modifiers, after armor
has been applied. Damage to the head will
always result in a minimum of 2 Stamina.
Step 3: Subtract Armor: If the attack hits a
location that has armor, you will subtract the
Armor Value (AV) from the damage total.
Note, some races have a natural AV because of
their thick skin or body makeup. Armor can
only stack so much. Worn armor can never
stack higher than an AV10.
Natural armor
combined with worn armor can never stack
higher than AV15. Regardless of the result, the
target will always suffer at least 1 Stamina

100 | M i s t r u n n e r

damage if they are successfully hit with an


attack.
Example: Gwendolyn Jarred is hit in the left
arm where she is wearing Chain Armor with an
AV4. The damage roll is 3, the armor absorbs
the damage. However, because it hit was a
success Gwendolyn still takes 1 Stamina
damage.
Step4:
Check damage results:
If after
subtracting the AV from the damage there is
still damage left, that result is compared to the
Characters damage Thresholds. If the damage
is equal to or less than the Minor Threshold, it is
a small scrape, bruise, or scratch. These are
more annoying than life threatening, though
enough of them can add up to more serious
harm. This type of damage is applied to the
Characters Stamina value.
If the damage is greater than the Minor
Threshold but equal to or below the Critical
Threshold, then the damage represents more
serious injury such as cuts and lacerations that
will take some time to heal.
This type of
damage is applied to the Characters Wound
score.
If the damage exceeds the Critical Threshold,
then the Character has suffered a grievous
wound, such as broken bones, punctured
organs, and other potentially lethal blows. The
nature of such critical wounds is determined by
the Narrator.
Step 5:
Wounds

Applying Damage to Stamina and

Each Character has two damage tracks to


record damage. Stamina represents non-life
threatening scrapes and bruises that will heal

quite quickly. The Wounds track represents


more serious damage from tissue damage and
blood loss.
When marking off damage, tick off one box for
every point of damage taken in the appropriate
column. If a Character loses all of the Stamina
points all subsequent damage will be applied to
Wounds.
If a Character loses all of their
Wound points they are in serious danger of
dying.
Once a Character is out of Wounds, they must
make a ST roll to remain alive. This roll is done
by rolling a D6 plus the Characters ST score
against a Target Number of 4, modified by +1
for every point over the Characters maximum
Wounds. If the roll is failed, the Character dies.

Unarmed Combat and Grappling


When fighting with bare hands, damage is a
base 1D6. Some races have bonuses they add to
this base damage. An unarmed strike takes 2
Steps.
Grappling involves physically overpowering your
adversary. To successfully grapple one must
first make an Unarmed Attack Roll and score a
hit. If the hit is successful it means you have
grabbed your opponent. The target of a
successful grapple may attempt to break free
every 3 Steps. This is an opposed roll involving
a ST check. Each person involved rolls a D6 and
adds their ST Attribute. If the grappler has a
higher roll, the hold is maintained, if not, the
defender breaks free.

101 | M i s t r u n n e r

When a person is successfully grappled they


cannot move away or perform any actions other
than attempting to break free. The grappler
may also inflict 1D6 damage plus any applicable
ST damage modifier every 3 Steps.

Healing and Recovery


So you lived through combat, but not without
taking a few hits, time to heal up so you can
fight again another day. How you heal depends
on the damage you took, Stamina and Wounds
heal differently.
Stamina heals relatively quickly. With rest a
character recovers Stamina equal to their CN
Attribute every hour. If engaged in moderate
activity, such as walking, they will heal Stamina
at the same rate as above every 2 hours. If
engaged in strenuous activity, such as running
or moving over difficult terrain they do not
regain any Stamina.

it takes 2 days to recover the same amount.


Again, strenuous activity negates all natural
healing effects.
Lost limbs and such will not grow back for
characters, other than a Rygar. To recover
from such serious wounds would require
magical intervention of some sort, and such
healing magic does not come easy or cheap.
The best way to recover from a wound like this
is to simply never suffer it.
Rygars will heal much quicker if exposed to
sunlight. Because of their natural regeneration
they double the normal healing rate listed
above. A Rygar can also regrow a lost limb.
While exposed to direct sunlight a Rygar may
regrow a lost limb within a week.

Wounds take a bit more time to heal. With


rest a character will heal Wounds equal to the
ST Attribute every day. With Moderate activity

102 | M i s t r u n n e r

Rikkard von Ludwig

103 | M i s t r u n n e r

Chapter Nine: The Story Goes On


The Characters are made, you know how to cast spells, pick a lock, and sling a sword. Now, you just
need an adventure. The Narrator is responsible for bringing the story to the Players. There is a lot that
goes into prepping an adventure. It is also a good idea to have some flexibility in your preparation,
because if there is one thing that Players are truly good at, it is derailing whatever ideas you had in
mind. Always have a backup plan.
104 | M i s t r u n n e r

Campaign or One Shot


Before you decide what the adventure will
entail you need to decide if this will be part of a
greater campaign or a one shot adventure. A
campaign is a series of many adventures all
linked together in to a greater overall plot. The
Characters will grow as the world around them
does. A one shot is a self contained adventure
that has no greater story beyond itself.
One shot adventures are much easier to plan
than campaign adventures. You dont need to
worry about what effects the Characters
actions will have on the world around them.
They find the missing gem, rescue the princess
(or prince), deliver a package, and then the
quest is over. Some people prefer one shots
because they either dont have the time or the
desire to commit to a larger overall story.
There is nothing wrong with one shots, if done
properly they can be a lot of fun.
Campaign adventures take a lot more work to
prepare, but watching as the Characters
progress from one plot to the next is also in
credibly rewarding. This isnt to say that every
adventure in an ongoing campaign needs to
have world changing ramifications, but it does
mean that there are direct consequences for
Character actions that may come back to haunt
or reward them later. If they burn down an inn
in the some remote wasteland it quite likely
wont be there a year later when they need
some place to lick their wounds and have a nice
cold beer.
Of course you can always start of with a series
of one shots and gradually turn it into a
campaign as well. There is no reason to force

things to fit these specific molds. As Narrator


you create the world, and you make the rules.

Designing the Adventure


The adventure is made by creating an outline
for the plot or plots. Once you have the basic
concept you can improve upon it by adding
puzzles, dilemmas, locations to explore, people
to interact with, enemies to fight.
These
elements will help move the plot forward,
hopefully to the point where the Characters can
achieve their desired goals.
Every adventure needs a starting point, that
catalyst that will get the Characters involved in
the action. This can be tricky. As stated
before, if there is one thing that Players truly
excel at, it is doing the opposite of what you
want them to do. As the Narrator it is your job
to choose an adventure that you feel would
appeal to the Players and one that fits their
Characters. Try to come up with something
that will not only peak their interest, but also
something that will challenge them. Whatever
you do, dont try to force the Players to do what
you want, no one likes being railroaded and
nothing ruins the fun of a game quicker than
being denied the ability to affect the story.
Okay, so you have got the attention of the
Characters, you need to give them some sense
of reward. They need a reason to go on this
quest or complete the task at hand. Is it going
to be out of some sense of nobility, doing the
right thing? Or maybe it will be simply for the
lure of loot and fame. You need to create that
desire, that need and hunger to ensure that the
105 | M i s t r u n n e r

Characters will see things through to the end.


If the Characters have nothing worthwhile to do
or look forward to, it will quickly kill the game.
Once you have them on the hook you need to
keep tension on the line to safely reel them in.
Without any sense of conflict the Players will
quickly lose interest.
You need to create
drama, present them with choices that have to
be made. These should test the Characters so
that they have to work to attain their goals.
Dont make it so easy that the Characters just
coast to the resolution, but also dont make it
so hard that success is impossible. It is through
conflict that the Characters will grow and
become more than just numbers on a piece of
paper.
Things should start off slow though, so you can
build up the anticipation and the excitement as
play progresses. You want the action to rise as
the Characters move forward.
Remember
though, there is more to an adventure than
combat (though for some Players that is all they
ever want).
There should be intrigue,
negotiations, riddles, and most of all, a story.
Sure, sometimes the swords will come out and
things will get bloody, but there should be more
to the story than just a constant stream of
fights.
Once the players have risen to the challenge
and progressed through the story to that final
moment you need to have a big payoff.
Questions need to be answered, villains need to
pay for their crimes. This is when the most is at
stake. Do the Characters win in the end, or
not? What happens in either circumstance?
You need to have things in place for both
situations. Whether they win or lose, in the

end they need to feel that things have changed


for them. This is what makes an adventure
worthwhile.

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

The Puppet Show

Trouble at the Wake

Children have been going missing in the city of


Wayfarers Way. The only possible connection
seems to be a traveling puppet show. Is there
someone stalking people that attend the
puppet show? Maybe those that run the show
themselves are kidnapping their patrons.
Regardless, there are concerned parents that
will gladly pay a reward for the return of their
children.

A relative or friend of one of the Characters has


passed on. While attending the wake it is
discovered that the body of the deceased is
missing. Were they ever truly dead? Was the
body stolen, and if so by whom and for what?

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

folks stumped. People have started to rot,


their bodies decaying while they are still alive.
Rumors abound as to what the cause is, and the
Characters need to not only find the cause, and
hopefully a cure, but also prevent widespread
panic from taking over the city.
Pest Problem
The Characters are hired for what should be a
routine clean up job. A local warehouse has a
problem with some rather stubborn guests that
refuse to leave. Is it a couple of Kobolds that
only wish to cause a little mischief? Maybe it is
something worse, perhaps a Grey Spinner that
has set up shop where there are so many tasty
morsels right outside its door.

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

One of the Characters incurs the wrath of a


gypsy witch, it could have been an overheard
slur, an insult while haggling over prices, or
even a case of mistaken identity. Whatever the
cause, the offended gypsy has placed a very
public and very loud curse one the Character.
Whether or not the curse is real is up to the
Narrator. However, as long as the locals think
the Character is cursed they will all do their best
to avoid them.

The Characters are enjoying a refreshing


beverage at the local pub when a ruckus is
heard outside.
After exiting the pub the
Characters see a strange blue cloud hanging
overhead. Folks outside are quarreling with
each other, some just arguing, others actually
engaging in physical confrontations. The cloud
disappears within seconds and the folks stop
their bickering, all confused as to why they even
started.
The cloud continues to appear at
random intervals, and every time it does folks
start fighting again, often for no apparent
reason. Where does the cloud come from, and
how is it affecting people? Will it have the
same effect on the Characters?

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?

It Was Here a Second Ago


The Characters are hired to deliver an object,
perhaps a piece of jewelry or a document.

108 | M i s t r u n n e r

Regardless of what the item is, the person


carrying it soon discovers that the item is
missing. The Characters now have to keep
their employer from learning the truth as they
struggle to recover the stolen object.
Bully
Some of the local merchants have hired the
Characters to take care of a bully. They claim
that the bully has been beating them and
robbing them. But, are they telling the whole
story? Is this really a case of one bully preying
on those weaker?
Maybe the locals are
actually trying to have the Characters remove a
rival.

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.

across. Maybe give that villain a stutter, or


have the informant have a penchant for colorful
hats. Make it so the Characters will remember
them. You want to hear that sigh of relief
when an ally appears when they are needed
most. You want to see the players cringe when
the same bad guy that ruined their day a month
ago shows up once again to spoilt their fun.

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.

It is NPCs (Non Player Characters) like this that


truly make your world come alive. While some
the people in your stories will be simple
cardboard cutouts, you need some folk with a
bit of depth.

AP should not just be awarded for completing


the quest. You can reward players for being
creative in the way the solve problems, or for
truly outstanding role playing. Depending upon
the length of the adventure, as well as the
number of hardships the Characters endure,
typical rewards will be about 4-8 AP.

When you are making these recurring roles try


to make them unique. Give them a little flash,
something to make them stand out from all the
other nameless faces the Characters may run

The cost for improving Attributes is covered in


Chapter 3: Creating Your Character. The cost
for improving General Abilities and Skills is
covered in Chapter 4: Skills and Abilities.

109 | M i s t r u n n e r

Eric the White and Gimbles the Dream Puppy


110 | M i s t r u n n e r

Chapter Ten: Our Savage World

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

General Abilities and Skills


Melee
D6 plus D8 Unarmed
Marksman
NA
Perception
D4 plus Smell/Taste D4
Style
NA
Athletics
D4 plus Running D10 and Feats
of Strength D12+4
Influence
NA
Education
NA
Deception
NA
Craft
NA
Perform
NA
Technology
NA
Survival
D8 plus D8 Foraging

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

D12 Mistrunning and D8 Life


D10
D10

General Abilities and Skills


Melee
D10 plus minimum D6 in all
Specializations and one chosen
weapon type at D10
Marksman
D12 plus D12 Bow
Perception
D10 plus D8 Listen and Spot
Style
D6
Athletics
D10 plus Riding D8, Running D8,
Climb D6, Acrobatics D8

Perform

D8 plus Hide D10 and Move


Silently D12
D8 plus Interrogation D6 and
Intimidate D8
D10 plus Tactics D8, Faye Lore
D8, and Arcane Lore D6
D8 plus one Skill Specialization
at D8
D8 plus one Skill Specialization
at D6
D4
D8 plus Foraging D8,
Hunt/Track D10, and Animal
Handling D6

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

General Abilities and Skills


Melee
D8 plus D8 Unarmed
Marksman
NA
Perception
D12 plus D12+2 Spot

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

117 | M i s t r u n n e r

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.
118 | M i s t r u n n e r

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

General Abilities and Skills


Melee
D6 plus D6 One Handed
Marksman
D8 plus D8 Thrown
Perception
D6 plus D6 Spot
Style
NA
Athletics
D8 plus D10 Climb and D8
Acrobatics

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

D8 Mental (Fear only)


D6
D6

General Abilities and Skills


Melee
D8 plus D10 Unarmed
Marksman
NA
Perception
D12+2 plus D12 Listen, D10
Spot, and D12+4 Smell/Taste

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

General Abilities and Skills


Melee
NA
Marksman
NA
Perception
D4 plus Smell/Taste D6
Style
NA

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

General Abilities and Skills


Melee
D10 plus D8 Two Handed and
D8 Unarmed
Marksman
NA
Perception
D6 plus D6 Spot

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

General Abilities and Skills


Melee
D10 plus D10 Unarmed
Marksman
D8
Perception
D6 plus D8 Spot
Style
NA

Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival NA

D8 plus D10 Flying/Gliding


NA
NA
NA
NA
NA
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

General Abilities and Skills


Melee
D8 Plus D8 Unarmed
Marksman
NA
Perception
NA

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

General Abilities and Skills


Melee
D8 plus D8 Two Handed and
D10 Unarmed
Marksman
NA
Perception
D6 plus D6 Spot

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

D12 Mental plus D8 Life


D10
D12+2

General Abilities and Skills


Melee
NA
Marksman
NA
Perception
D10 plus D12 Listen and D12+2
Spot
Style
NA

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

General Abilities and Skills


Melee
D8 plus D8 Unarmed
Marksman
NA
Perception
D10 plus D12 Spot

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

General Abilities and Skills


Melee
D10 plus D12 Unarmed
Marksman
NA
Perception
D10 plus D12 Spot

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

General Abilities and Skills


Melee
D8 plus D6 Unarmed
Marksman
NA
Perception
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

General Abilities and Skills


Melee
D6 plus D4 Unarmed
Marksman
D8 plus D6 Thrown
Perception
D6 plus D4 Spot
Style
NA

Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival

D10 plus D8 Climb


NA
NA
D6 plus D4 Hide
NA
NA
NA
D8 plus D6 Hunt/Track and D8
Trapping

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

D8 Air plus D8 Life and D10


Mistrunning
D10
D10

General Abilities and Skills


Melee
D4
Marksman
D12 plus D10 Thrown
Perception
D10 plus D12 Spot
Style
NA

Influence
Education
Deception
Craft
Perform
Technology
Survival

D10 plus D8 Acrobatics and D6


Climb
NA
NA
D8 plus D10 Hide and D12
Move Silently
D12 plus D10 in all Skill
Specializations
D8 plus D6 Dancing
NA
NA

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

D8 Earth (Shamans only)


D6
D6

General Abilities and Skills


Melee
D6 plus D8 Unarmed and D4
One Handed
Marksman
NA
Perception
D8 plus D10 Listen

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

General Abilities and Skills


Melee
D8 plus D6 Unarmed
Marksman
NA
Perception
D10 plus D8 Smell/Taste

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

D10 Water plus D6 Earth and


D10 Mental (Charm only)
D8
D8

General Abilities and Skills


Melee
NA
Marksman
NA
Perception
D6

Athletics
Influence
Education
Deception
Craft
Perform
Technology
Survival

D6 plus D6 Etiquette and D6


Wit
D10 plus D12+4 Swim
D8 plus D8 Persuasion and D6
Seduction
D8 plus D10 Faye Lore
NA
NA
D10 plus D12 Singing
NA
NA

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

General Abilities and Skills


Melee
D10 plus D8 Unarmed and D8
Two Handed
Marksman
NA
Perception
D6 plus D4 Spot

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

General Abilities and Skills


Melee
D6 plus D6 One Handed
Marksman
D10 plus D12 Bows
Perception
D10 plus D8 Listen and D8 Spot
Style
D6 plus D6 Etiquette and D8
Wit

D10 plus D12 Acrobatics and


D10 Flying/Gliding
NA
NA
D8 plus D12 Move Silently and
D12+2 Hide
D8 plus D8 Tailoring
D12+4 plus D12 in all Skill
Specializations
NA
D6 plus D6 Hunt/Track

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

General Abilities and Skills


Melee
D8 plus D6 Unarmed
Marksman
NA
Perception
D10 plus D10 Spot

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

D12 Mistrunning plus D10 in at


least 2 other schools of magic
D12+2
D12

General Abilities and Skills


Melee
D12 plus D12+2 One Handed
Marksman
D12+2 plus D12 Bow and D10
Thrown
Perception
D10 plus D10 Listen and D12
Spot
Style
D12+4 plus D10 Carousing, D12
Fashion/Grooming, D12
Etiquette

Perform
Technology
Survival

D10 plus D8 Riding and D 10


D10 plus D8 Interrogation, D10
Persuasion, and D12+2
Seduction
D12 plus D10 in at least 2 Skill
Specializations
D10 plus D8 Hide and D10
Move Silently
D12 plus D10 in at least 1 Skill
Specialization
D12+2 plus D12 in at least 1
Skill Specialization
D4
D6 plus D8 Hunt/Track

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

General Abilities and Skills


Melee
D8 plus D10 Unarmed
Marksman
NA
Perception
D6 plus D6 Spot

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

D8 Mental plus D6 in any 1


other school of magic
D10
D10

General Abilities and Skills


Melee
D8 plus D6 Two handed
Marksman
NA
Perception
D8 plus D6 Spot
Style
NA

Influence
Education
Deception
Craft
Perform
Technology
Survival

D8 plus D6 Feats of Strength


and D6 Climb
D8 plus D10 Seduction
D6
NA
D8 plus D6 Carpentry and D6
Leatherworking
NA
NA
D8 plus D10 Animal Handling

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

General Abilities and Skills


Melee
D8 plus D10 Unarmed
Marksman
NA
Perception
D4

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

Chapter Eleven: Wayfarers Way, City On the Sea

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

Once relations with the Faye cooled, Wayfarers


Way made an ideal neutral site, both for
diplomatic issues as well as for trade between
the inland mortal realms and that of the Faye.
Seeing as mortals are almost never allowed into
the Faye lands, and the Faye have no desire to
travel inland so far from their own base of
power, Wayfarers Way became the perfect spot
for both. Isolated from any other power base,
its neutrality was all but guaranteed.
Soon the city became a place people flocked to
in search of new opportunities, a place to build
new lives, to start over and put the thousands
of years of bloodshed behind them.
The
growth of Wayfarers Way also saw the decline
of the other realms, as thousands migrated to
the city in the sky. But, it is those same realms
that make Wayfarers Way a possibility. The
city has no arable farmland, though the local
fishermen bring in a plentiful bounty from the
sea. To feed the thousands of inhabitants, food
must be imported, along with many other
resources, wood, iron, and with the recent
advent of steam power, coal.
The city is divided into fourteen districts. With
the exception of Old Town, every other district
grew out of specific need. The citys founder,
Baerd, had tremendous insight into how the city
should be laid out once it had grown past its
early settlement days. It seemed inconvenient
and cumbersome when the city was still
growing, but now that every inch has been
claimed it all makes perfect sense. Industry
and its always present pollution were placed at
a far end of the city, to minimize the overall
contamination. Water is routed into canals
from the sole fresh water source. This was
done for two reasons, one being the easy

transportation of goods throughout the city.


The other was to keep a clean supply of drinking
water, waste is routed into the canals and then
dumped into the ocean below, thereby keeping
the river fairly pristine.

People of Wayfarers Way


Cities are nothing without the people that
inhabit them. Nowhere will you find a mix as
varied as that of Wayfarers Way. Every mortal
race and hundreds of Faye call this rock home.
It is the largest permanent settlement of any
kind in the known world. As if often the case,
with many different people comes a yearning
for similarities, a need to find those one can
understand, congregate with, and call friends.

Guilds and Societies


While this is far from an exhaustive list of the
varied and plentiful groups that call the city
home, it is some of the larger and more
prominent.
Their entry here does not
guarantee their legitimacy though, and more
than a few operate without the consent of the
powers that be.
Arbitrators
The Arbitrators are often the only law in the
True Realms.
Justice by the hands of the
Arbitrators is swift and usually harsh. They are
the first and final word on the streets of most
major cities and towns.
Each individual
member has the power to act as judge, jury,
and executioner, though in recent times they
have tried to process all those accused of
166 | M i s t r u n n e r

crimes with a trial. Some Arbitrators seem to


have trouble remembering this bit, acting as if
nothing has changed.
Still, street side
executions are mostly a thing of the past.
The loyalty tests one must undergo to join the
Arbitrators is generally more than enough to
weed out those who are weak willed or corrupt.
Arbitrators dont play favorites, the law is the
law, break it and pay the penalty. Of course
the law does tend to favor the wealthy and
powerful as it is usually the wealthy and the
powerful that established the law in the first
place. There are also a fair number of bullies
that have found a home with the Arbitrators,
using the law as a means to harass anyone they
please.
The guild supports itself normally by the fines
the levy. Larger towns pay a small fee as well
for the services provided by the guild.
Wayfarers Way uses a large number of
Arbitrators to bolster their own city watch, at a
cost that many citizens deem too costly.
The Arbitrators maintain the courts and jail in
the city of Wayfarers Way. The jail is for the
temporary holding of accused criminals until
they reach trial. Anyone serving hard time for
a crime is eventually sent to the salt mines of
Therral Mar, the primary source of income for
the guild.
The leader of the Arbitrators is Supreme Chief
Justice of the Law, Hapheus Dinswar IX. This
former Druga warlord is descended from the
original founder of the guild and has been at its
helm for only a few years, barely a fraction the
guilds 500 year history. He is a young, yet
hardened, man, his verdicts are based wholly on

the word of the law and they are


unquestionable. He has recently been under
fire for his restructuring of the law, cutting back
on an Arbitrators ability to dole out
punishment at the scene of a crime. He is the
first guild head to enact a policy change in over
a century.

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

especially with supplies dwindling as they are.


Every year the price of black iron goes up. So
far, despite many attempts, no permanent
mines have been established on the Blood
Glacier. Someone, or something, is working
hard to keep outsiders away.
Currently master craftsman Gingo Anvil
Smasher is head of this guild. A powerful
Aslonian that earned his nickname due to the
number of anvils he has ruined over the years.
He always has a gaggle of apprentices working
for him, often as many as a dozen. For every
group he takes on, only one or two will finish
the program and become a Black Hammer. He
is known even amongst the Faye as a true
artisan when it comes to forging blades. He
rarely produces more than two or three items
per year, and only the richest can even
contemplate purchasing a Gingo blade. Even
still, Gingo will not sell to anyone that merely
has the right number of coins, they must meet
his ideals of honor as well.

spending his time under isolation.


The
penalties they levy are as varied as the crimes,
anything from fines to execution.
Baerd is known to sit on the tribunal council, as
well as Lady Seline of the Seelie Court. High
ranking members of the Mistrunners
Association, the Society of Magics, and the
Arbitrators are known to be members as well.
Lady Seline is currently the head of the tribunal
council. The hunters themselves are led by a
mysterious man known only as Bane. His true
identity is unknown though it is believed he is of
some form of elven blood, either Karanar or
Alfar. Tribunals are held in the Keep of the
Lord Protectorate and most prisoners are kept
in the jails of the local Arbitrator chapterhouse.
The most dangerous of prisoners are held in a
small keep that is only reachable via the
Ancestral Gate, deep within the Keep of the
Lord Protectorate, and the only key is held by
Bane at all times.

Children of the Pale


The Blood Hunt
Another secretive group, though several of its
members are known, the Blood Hunt is a
collective of Faye and mortals. They are the
strength behind the enforcement of the latest
treaty between the two groups. Anyone that
violates treaty law falls under the authority of
the Blood Hunt. They are both hunters and
judges, capturing wrongdoers as well as trying
them. No one is immune to their tribunals as is
evident by the number of high ranking
individuals that have been found guilty, both
Faye and mortal. They even charged the Seelie
King Auberons nephew, and he is currently

Often referred to as sewer people, these


subterranean Karanar make their homes
beneath the streets of Wayfarer Way. Many
regard them as a mere nuisance, though the
city planners have some stronger words to
describe them. They can be found in small
groups, usually numbering between 10 and 30
individuals, living in the maze of sewer tunnels
and catacombs beneath the city. They will
squat anywhere they can and are known for
collecting just about anything they find. More
than one sewer has been completely blocked by
rubbish and bits of junk belonging to these
underground dwellers. The last one took city
168 | M i s t r u n n e r

work crews a month to dislodge.


The Children of the Pale never venture above
ground, not even during the darkest of night.
They seem to have an intense fear of the world
above. They have adapted well to their gloomy
environs though and can see without problem
in the dark tunnels they call home. Light does
not appear to bother them as they regularly use
cooking fires and some of their homes are
illuminated with either torches or by magical
means.
The city has been trying for years to get rid of
the Children of the Pale, with little success.
Despite the problems they cause there is no
strong support on the council to permanently
eliminate them, preferring instead to find some
way to either relocate them or put them to use
for the city somehow. This has met a small
amount of success as of late as several small
groups are now employed performing sewer
repairs. Many others though still harbor too
much fear of outsiders and flee whenever
topsiders venture below ground. People in the
city are growing more impatient though as the
number of sewer related problems seem to be
increasing
Still, they are not without other friends. The
Lostmen and the Redeemers both can be found
working deals for items plucked from the trash
and sewage by these pack rats.
Many a
Shadow Eater also has allies among the Children
of the Pale, and they rely upon their extensive
knowledge of the underground highways. It
has taken these groups decades to foster good
relations with the sewer dwellers, and anything
that endangers that is deemed a threat, such as
too much interference from the city planners.

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

the contract is fulfilled. No Crimson Brother


has ever willingly broken a contract, at least not
that the guild will admit. The guild isnt suicidal
though, every contract has some sort of out for
them.
Things have changed with the guild recently.
Ever since the appearance of a rival mercenary
group in Wayfarers Way, the Order of the
Shattered Spear, the guild has lost some higher
profile jobs. This isnt to say that the Crimson
Brothers never had any competition before.
The True Realms are full of mercenary groups
and soldiers for hire. None have ever been
large enough to steal away any of the high
paying jobs that the Crimson Brothers specialize
in. They are currently weighing their options
before they act. It also stings that the founders
of this upstart were once high ups with the
Crimson Brothers.
Battlebane Keep is the headquarters of the
Crimson Brothers. It is located in Wayfarers
Way in Old Town. It is more a series of large
stone buildings than an actual keep, but it is still
quite defensible. There has been an ongoing
project of walling in the entire compound, but it
is still years from completion. The sound of
steel on steel can be heard throughout the day
as training is a constant for the soldier for hire.
Recruitment is generally open to anyone that
can hold their own, though those that are
deemed too rough for the job are weeded out
as quickly as possible. It does take a certain
hard edge though to be a mercenary, honoring
a contract even if you arent a believer in the
cause. In the end, its still all about the money.
The leader of the Crimson Brother is the Battle
Master Axel Deathbane. This Rygar warrior
was once a mercenary in the lands of

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

So far the guild has remained rather low key,


striking out and then disappearing, sometimes
for a year or more, only to resurface and strike
again. No one knows how many Karanar are
members, nor how many more support the
group, there are even rumors that a member of
the city council is a member.
The group acts in small units known as cells.
Each cell operates independently, and any
communication is handled through secondary
sources. This way if one cell is compromised
they cannot expose any other members.
The Evenstar Warriors have a secret hideout
somewhere in the deep Mists, though it is
known they have safe houses throughout the
True Realms. They also have a fairly strong
presence in Wayfarers Way. They were dealt a
stinging blow recently though as the Arbitrators
along with the city watch have managed to
arrest members of four different cells in the last
year alone. Many are fearful about the coming
reprisal in response to these arrests.
The maniacal leader of the Evenstar Warriors is
Pencha the Cleanser. She is convinced that one
day all the Karanar will join her and help
overthrow the other unclean races of the True
Realms. Pencha is actually half Karanar and
half Alfar, and she does have a few contacts in
the Seelie Court, and even more amongst the
Unseelie. There are those among the Faye that
not only condone the actions of this group,
some even aid and fund them. The location of
Pencha is not known, though many suspect she
lives among the Unseelie, and thus far out of
reach of any mortal authorities.

The Dead Generals


A more radical group of Historians that strive to
preserve ancient sites intact, the Dead Generals
have been facing an uphill battle. They are
constantly butting heads with the Tunnel
Hounds and the Lost Men. They try to solve
any conflict as calmly as possible, but it is not
unknown for some members to use sabotage,
intimidation, and in at least one case, murder to
achieve their goals. They have gone to great
lengths petitioning both mortal governments as
well as the Seelie Court in order to protect
areas they deem to be of historical significance.
Fedlyn, an outspoken and headstrong Anduran,
has been leading this group since she founded it
nearly 40 years ago. She has been the subject
of much scrutiny by the Inquisitors, and she has
been in hiding since receiving death threats
from members of the Tunnel Hounds. Her
second in command, a more reasonable young
Charek named Argo, has been trying to utilize
government channels as opposed to more
physical means.
Anyone that violates an area currently under
protective status may face some serious
consequences. If it is a site registered with
either the Historical Archives in Wayfarers Way
or under the jurisdiction of the Seelie Court,
then the punishment could be severe,
dependant upon the level of desecration. Sites
that are merely under the current hold of the
Dead Generals are a little hazy as far as what
may happen to defilers.
If the identity is
known, then those responsible may find
themselves black listed by several powerful
guilds, like the Historians. There are those that
are facing a life time ban from the Historical
171 | M i s t r u n n e r

Archives as well as all the guild operated


libraries. Others may be harassed by members
of the Dead Generals, normally nonviolent, such
as the destruction of property or theft of items
removed from the sites. Many an adventuring
has found his plans foiled by these meddling
preservationists.

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,

working the control their unconscious as easily


as they do their conscious mind.
Many followers of this cult are merely disciples,
those trying to harness the power of their
dreams to better their lives. Those that are
truly masters of their dreams can work wonders
that baffle even the most open minded of
scholars. Dream Slayers that are masters of
their craft cannot only affect and control their
dreams, they can even enter the dreams of
others. This power is used sparingly and with
great caution, as entering ones dreams can
have dire effects if one is not careful. Those
plagued with nightmares or dreams that defy
explanation may enlist the aid of a Dream
Slayer. First they will attempt to interpret the
dreams and work with the petitioner so they
can conquer their dream on their own. If that
fails they will confer with other masters, and if a
consensus is reached, one of them will cede to
an intervention. It is a complex ritual, and
aside from the Dream Slayer that will be
journeying to the dream realm, a group of other
masters must remain as an anchor to the
waking world so the seeker may find his way
back.
No Dream Slayer is able to enter anothers
dreams unwelcomed, or at least that is the
common belief. Lately there have been some
disturbing trends with people dying in their
sleep after suffering bouts of terrible night
terrors. Some suspect the Dream Slayers are
involved.
Eric the White, an eccentric Anuir, is the most
renown of the Dream Slayers. Many consider
him to be insane, but keener minds can see the
genius that lies behind his raving eyes. He can
172 | M i s t r u n n e r

be found almost anywhere in the city as he is


constantly on the move. Always by his side is
Gimbels the Dream Pup, an apparently invisible
hound. This unseen dog is no figment of a
madmans imagination though. Best guess is
that Eric created the dog from the power of
dreams itself, and it has a fair amount of power
all its own, as several Grey Dogs can attest.

plan for their one day triumphant return home.


Their mournful songs can often be heard
coming from the small series of buildings they
now call home.
Prince Harkon Wallsmasher is the leader of this
ragtag group of Druga.
He refuses to call
himself king until his people are back in their
ancestral halls. Together with his sons, Drak
and Lyan, he keeps his people together and
keeps their hope alive.
They have been
amassing the entire clans wealth, knowing full
well that they will need to hire aide in the form
of mercenaries if they ever want to reclaim
their home.
Tales abound of overflowing
chests of gold and jewels hidden somewhere in
the Druga compound in the Lower Ward.

The Gilded Compass


Those brave folks that make their living on the
waves have called this guild home for centuries.
Its ranks boast everyone from captains of entire
fleets to lowly fishermen and sailors. Even the
general laborers that work the docks of most
ports fall under this guilds sphere of influence.
There is no cargo that moves in Wayfarers Way
without this guild having some involvement.
Exiles
This dispossessed Druga clan lost their home
after a long battle with a rival Dracon hive
somewhere in the mountains of Alheim. The
small band of surviving members made their
way to Wayfarers Way about fifty years ago.
Since then they have proved to be skillful stone
masons and blacksmiths, working their way into
many of the artisan guilds in the city. They are
a joyless bunch, doing nothing but work and

For years the guild was rife with corruption and


greed. On the verge of being swallowed up by
the mighty Mistrunners Alliance, the guild
neared collapse. That is until the arrival of an
honorable Charek wrested control from the
power hungry thugs that were ruining the guild.
Harish Straight Arrow Capero has worked
hard to reclaim the tarnished image of this
mariner guild. In the dozen years since he took
control hundreds of members have been
purged from the ranks.
Those that were
173 | M i s t r u n n e r

ousted have found themselves blacklisted,


unable to find work anywhere in the realms, at
least not legal work.

Few have collected though, and of those that


have, none have lived very long to enjoy their
reward.

The Mistrunners Alliance is constantly trying to


find ways to get the Gilded Compass to forge a
permanent pact, thus garnering an even
stronger stranglehold on trade in the realms.
So far Harish and his followers have maintained
a hard stance on keeping their guilds
independence.

The Grey Dogs have so many of the citizens


terrified that almost no one is willing to come
forward against them. There is a fear among
both the council as well as citizens of other
districts that it is only a matter of time until the
Grey Dogs look to expand out of the slums and
into better territory. This has lead to some
rather heavy handed tactics on the part of the
Arbitrators as they are intent on preventing that
from happening.

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.

Crime boss Roody Moops, a sadistic, yet clever,


Fereg earned his position by brute strength and
savagery, and seemingly uncanny luck . He is
feared by everyone in the Grey Quarter and has
even claimed responsibility for the death of
several Arbitrators. His only weakness would
appear to be his intense arrogance, openly
appearing in public from time to time.

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

hard to find any evidence of underhanded


dealings. Those found to be obtaining body
parts illegally are charged and sentenced
harshly.
An old warehouse, reeking of death and decay,
located on the fringe of the Underside serves as
the central guild hall for the Grinders. They
have a large stockpile of ingredients here.
No one but guild members live anywhere near
this place as the foul stench is too much for
anyone else.
Grona, a hunchbacked and wingless Anduran is
in charge of this odd group. She was once a
powerful necromancer, but years of abuse have
left her with little essence left to perform
magical acts. Other guild members are trying
to remove her from power, but her strong ties
with the Resurrection Men and the support of
her younger sister, a prominent member of the
Hunters Guild, have kept her in control so far.
Still, many believe that it wont be long before
Grona herself is just another pile of components
ready to be sold.

fee for access to the libraries, but the more rare


tomes are kept in secure vaults. The price to
peruse these ancient texts is dependant upon
the book in question.
There is always a
Historian archivist present when the vaults are
being accessed.
The Librarium, located in Wayfarers Way is the
base of operations for the Historians guild.
They maintain and operate this massive library,
which is the largest in all the True Realms.
Anyone is welcome into the library. No books
are ever allowed to leave the library for any
reason. Theft of a book is a serious offense and
the Historians always have a few off duty
Arbitrators helping to keep the library safe and
secure. The deepest archives are for members
only.
The guild collects any history, be it fact or
fiction, and the ancient mythologies and stories
are always in doubt as to where they fall in
those regards.

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

The soft spoken leader of the Historians Guild is


Philo. This wise and wisecracking KralKuru
spends most of his days plodding through the
streets of Wayfarers Way carrying a collection
of books to sell. When he manages to find the
time, he oversees the main committee
meetings which take place once every year in
order to share new information and spread it
across the True Realms for the benefit of
everyone.

Holy Order of Icros, Keepers of the Machine


This is an odd sect of Druga priests and techs
that maintain the great steam engines for the
city of Wayfarers Way. They believe that their
god, Icros, lives through the use of technology,
his greatest gift to all of us. Without these
dutiful Druga the city would have no power and
no rail system.
They are unmatched as
technical engineers, though many believe them
to be quite insane with the way they worship
the machines they build and maintain.

sheer cost of such a project, yet so far they


seem to have no shortage of funds. Another
would be the Mistrunners Associaiton,
something such as a inter-realm train system
would destroy their near monopoly on trade
and travel. The most daunting though would
be the mists itself.
It is hard to make
something permanent when the very ground is
constantly changing.
Apparently they have
been enchanting every single component of the
rail system, often with those working the
enchantments giving their entire essence to fuel
the process.
Most members of the Order dwell in the steam
tunnels beneath the city. They do little other
than work on their machines and pray, barely
taking time to even eat or sleep.
Many a
member has literally worked until they
dropped.
While they seem to have little
concern or desire for wealth they never seem to
run short of hard coin when they need it.

Aside from the technical wonders they can


build, member of the Holy Order of Icros can
also work incredible magic. Magic helps fuel
many of the machines. Members often use
magic to fuse tools directly to their bodies,
making them more efficient workers. They are
also the minds behind metal grafting and body
upgrades, a relatively new procedure where bits
of steam tech, armor, and even plants, are
fused with a persons body.
It is the Holy Order of Icros that has been hard
at work trying to make a permanent rail system
to connect the True Realms with one another.
They have faced many obstacles. One is the

The Most High Technician of the Eternal


Machine, Jasper Dodge, is the efficient leader of
the Order. He is said to be without peer in his
technical expertise. He is the original designer
of the giant steam engines. No single person
176 | M i s t r u n n e r

knows the entire specs for the machines but


him. He has secretly given out bits to select
members, none known to each other. Jasper
merged himself with a steam powered hulk,
having given up most of his mortal body nearly
two hundred years ago.

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.

The leader of the Hunters Guild changes quite


frequently as old leaders tend to have accidents
from time to time. The true identity is a well
kept secret, for the guilds sake as well as the
leaders. The leader is simply referred to as the
Death Keeper. It is not normally an enviable
position for most members because of the
relative short life expectancy, about six months.
The voice of the guild though is known quite
well. This is the, somewhat, public face of the
Hunters. Ranna-Kiri no longer takes contracts,
and he actually denies that he ever did, but he
is apparently the one that will contact those
that seek help from the Hunters less friendly
members.

This guild operates in a delicate balance with


local law enforcement.
They do help in
bringing some very unsavory types to justice.
However, the Arbitrators do not always approve
of the methods they employ. Assassinations
are always frowned upon, and on several
occasions charges have been filed against a
member of the Hunters Guild. It is a rare such
occasion when the charges stick though, and
even when they do, the guilty party tends to
disappear.
The Hunters Guild has two unofficial
headquarters.
The bounty hunters base of
operations is in Wayfarers Way, it is a small inn
called Tommyruns in the Grey Quarter. The
assassins are based out of Mt. Cracken in
Aerdmoor, as they are not technically welcome
in Wayfarers Way.

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

the picket lines one day cant be found the next.


The Union works to keep prices fair, or at least
at a point where it wont raise any legal
concerns and to prevent too much competition
in a specific area.
The Tunnel Hounds are a strong ally of the
Ironworkers Union, primarily because it was
once part of it. They supply the guild with all
the ores they process.
The Mistrunners
Alliance does a lot of business with the union as
well, having total control of all transport of
union goods through the Mists. The Crimson
Brothers once handled security matters, but as
of late the Ironworkers Union has begun
training its own security forces.
The main union office is located in Wayfarers
Way, but it is believed that all the real decisions
come out of the Smelting Pot in Cretors Crag.
Still, they conduct day to day affairs in the city
and any trade agreements, job applications, and
grievances are handled out of Wayfarers Way.
Union boss Davias Erincksan is the first leader of
this guild in over a century that is said to be
above corruption. Having been in charge for
only two years, that is still to be seen. He has
worked hard to make the union stronger and
create ties with as many other guilds as
possible. Others believe he is just biding his
time until his position is strong enough.
Inquistors
This sub-sect of the Arbitrators deals with
crimes that are not as evident and thus require
the skills of a master investigator. They can be
found at many crime scenes, collecting forensics
data, talking to witnesses, and following up any
leads.
Often they work deep under cover,

penetrating some of the more sinister


organizations, such as the Shadow Eaters or
Midnight Men. Inquisitors have even more
authority to do as they see fit than most
Arbitrators, and many an unfortunate innocent
has paid the price for simply being in the wrong
place at the wrong time. They use any means
necessary to achieve their goal, whether it be
bribery, blackmail, coercion, even torture.
High Inquisitor Jaerl Windshadow has come
under scrutiny recently for some of the tactics
her men employ. This scarred Anduran has
proven herself a master at the art of being an
investigator, but her methods are viewed as too
extreme by some, even a few fellow Inquisitors.
Torture, which was once used only sparingly has
become widespread under her command, and
there have even been several public executions
without the aid of a trail or Judge. Still, her
effectiveness cannot be disputed, just her
means.

The Ivory Fist


This gaggle of dandies and spoiled rich boys run
the largest underground fighting circuit in
Wayfarers Way. None of the members actually
fight, but many own a stable full of fighters that
will fight to the death, some for money, some
to earn their freedom. Most of the fighters are
not here by choice. Some were bought, many
were forced into it to try to earn some money,
and others are simply folk that disappeared off
the street.
The locations of the fights are constantly
changing in order to stay one step ahead of the
law, most of the time they take place either in
the Grey Quarter or on the Underside. There
178 | M i s t r u n n e r

are some higher class members that run smaller


events in better environs under the pretense of
being legitimate. Regardless, it is barbaric and
illegal, and the Arbitrators would love nothing
more than to shut the entire operation down.
It isnt that easy though. Many members of the
group are influential members of society, or at
least their children. There are also many a
nefarious organization involved as well. The
Grey Dogs are known to supply many of the
recruits for the fights. The Shadow Eaters are
also heavily involved as they run most of the
gambling in the city.
There does not appear to be any single leader,
and often smaller groups set up their own fights
whenever they wish. Still, larger events fall
under the dominion of Lord Hallman, a member
of the Unseelie Court that has taken up
residence somewhere in the city, in secret of
course as Unseelie Faye are barred from the
city. He has a large stable of well trained
fighters, and the reward for any fights his crew
participates in is quite substantial. If anyone
calls the shots, it would be him.

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

Lords of Steel act in secret, no one member


knows more than one or two other members.
The Order of Nine has done little to curb this
behavior, nor have the Arbitrators, and no
witnesses are willing to testify from within the
ranks of the city watch.
Some even believe
that the Order of Nine originally founded the
group and purposely do nothing to stop the
organization. As of late the Lords of Steel have
been focusing much of their efforts on two
particular groups, the Shadow Eaters and the
Grey Dogs. They have actually succeeded in
regaining some control of the Grey Quarter but
have done little to quell the activities of the
thieves guild.
As far as who is leading the Lords of Steel, that
is unknown, even to its members. Most act on
their own or in pairs and very rarely does an
order come down from any type of superior.
Still, there is some form of ranking and
organization and therefore someone must be
calling the shots. So far no one has ever been
revealed to be a member so there isnt even
anyone to question on the matter. There is a
reward offered for any information on who the
members of the Lords of Steel are, but there
are few that would ever dream of collecting.

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

steam power are due mostly to the hard work


of this guild.
The Lostmen are closely allied with the
Historians Guild, and often rely upon them for
information on the past. Many Lostmen are
also members of the Historians guild as well. If
you need to know something about tech, new
or old, the Lostmen are your best bet.

the Lostmen are about. This rebellious Druga is


part historian, part archaeologist, and part
inventor. He rejected his familys ironworker
heritage for the sake of knowledge. He travels
the True Realms and the Mists, looking for keys
to the past.

The Lostmen often hire people off the streets


for work at excavation sites, the pay is fair and
the work reasonable.
General labor is
something that most Lostmen dont have the
time or inclination to do. Anyone can dig a
ditch.
The Lostmen base themselves in Wayfarers
Way. They own a long stretch of warehouse
property near the main docks. They keep a lid
on many of their finds, but the Arbitrators have
been known to spring surprise inspections on
them. Their labs are no longer allowed in the
city, and they reside on the mainland, where
accidents cause the least amount of property
damage, as well as limiting the loss of life.
Dr. Leas Wagnar, an Anuir inventor with a
knack for long winded speeches, is the head
research advisor to the guild. While she is
rarely present at the annual guild meetings, her
papers are well distributed among the guilds
members.
The papers are filled with her
ramblings of a future that is filled with
skyscrapers and energy powered vehicles, most
people think she is quite mad. Those that
know enough about the past know fear that she
may be all too right.
Despite Dr. Wagnars position in the guild, most
look to Endo Shieldrake as the true face of what

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

ensure a profitable encounter, not to mention a


safe one, but bring some backup just in case.
Of course the Shadow Eaters are always
welcome to part with any goods obtained in the
line of duty.
Being a highly illegal organization, they always
have to be wary of the Arbitrators, who have
been trying to close down the Midnight Men for
years, but with little luck. The Mistrunners
Alliance also has very little love for the Midnight
Men, seeing as they dont use the regular trade
routes very often. However, certain members
of the Mistrunners Alliance have been linked to
rumors about new Midnight Men clients.
Regardless of any affiliation they may have with
the Mistrunners Alliance, this guild employs
many renegade Mistrunners. There are some
that feel this tactic will end up burning the
Midnight Men in the end.
No one knows where the Midnight Society
bases their operation.
It is believed to be
broken up so that they wont fall too far behind
in the event of a mishap. Put the word out on
the street and they will find you. Every location
imaginable, from a back alley, seedy tavern, or
even the streets of the High District have served
as drop and exchange points.
Etymos the All Seeing is the master mind behind
this organization. His true identity is unknown,
some even suggest that he is not even a he at
all. However, it is known that Etymos has
always been able to meet a customers request,
though the price may be more than most can
afford, or are willing, to pay. It is also known
that no one crosses Etymos and lives to enjoy it.

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

might of this guild. Once every year the heads


of every chapterhouse will meet here to discuss
the needs of the guild.

Orchid Preservation Society


The Orchid Preservation Society was formed by
some past members of the Midnight Men that
were unsatisfied with the monotony of low
scale fencing jobs and small profits.
They
specialize in the rarest of rare items, and their
prices reflect that. Because they deal in such
rare commodities, a buyer must often wait a
little longer until the searchers can locate and
secure the desired item. Of course payment is
always due in full and up front. Its best not to
question their methods as they have never
broken a contract.
Those who violate a
contract, or worse yet break the confidence
shared by the members of the Orchid
Preservation Society, are typically never heard
from again.

Pars Olsha, an Alfar that now resides in


Wayfarers Way, is the founder and president of
this guild. She is greedy and manipulative,
always looking for a way to increase her own
personal power and wealth first, then that of
the guild. She cares little for politics, leaving
such activities up to her underlings. She enjoys
the real gristle of her job, putting down other
guilds, and especially joining a group of hunters
as they seek out renegade runners. Baerd was
also a founding member of this guild, but he has
since distanced himself. It is well known that
Baerd is the only mortal that operates without a
license, and the guild has never said a word.

The Orchid Preservation Society still has strong


ties with the Midnight Men, and many still have
positions in their old guild. It will refer current
clients to the Midnight Men for easier to obtain
items, not wanting to waste their efforts on
such minuscule things. The Shadow Eaters are
also a close friend, doing a lot of the leg work
needed to acquire hard to find items. They are
also said to have connections from the abyss,
which may explain how they obtain some of
their clients wishes.
The Arbitrators are of course a big adversary of
the Orchid Preservation Society, although they
rarely make any arrests.
The Orchid
Preservation Society is too secretive and
protective of itself that any inside information
rarely leaks out. Even when some information
is leaked, the guild is quick to act.
182 | M i s t r u n n e r

No one knows where the secret Headquarters


of the Orchid Preservation Society, not even its
members. It is rumored to be in a pocket
dimension, accessible only to those summoned
there. Every member has a ring that acts as a
catalyst for the summoning.
Lara Star who is supposedly part demon and
part Anduran, is the eccentric leader of the
Orchid Preservation Society. It is well known
that she possesses certain supernatural powers
and that no one ever crosses her and lives. She
runs his group with such efficiency and
intelligence that she has never actually been
linked to any crimes. She even flaunts this fact
by living quite openly in a palatial estate in the
High District, where she can enjoy her love of
wine and the finer things.

the Lord Protectorate, and the latter only in


times of war.
It is thought by many that several of the
members of the Order of the Nine are also
involved with the Lords of Steel. There is no
proof, of course, yet the rumors persist.
Several of the Order are also suspected of being
members of the Arbitrators as well.
Mysha Holly, first born daughter of House Holly,
is the Watch Commander. She is a dominant
and stern woman, exacting in her pursuit of
peace in the city. She is a by the book officer,
and she has vowed to crack down on corruption
in the City Watch. However, to date, she has
not purged the watch of a single person, though
she insists that there are ongoing investigations.
The Captains of the City Watch are Draggo, Perl,
Finbar McDane, Grzt Nar, Lido Banebridge, Jugo
Nist, Palu Palu, and Tyros Iron Thumb
Nordisk.

Order of the Shattered Spear

Order of the Nine


This knightly order is comprised of the eight
Captains of the city watch and the Watch
Commander.
Each of the Captains is
responsible for a specific area of the city, with
the Watch Commander overseeing all activities
within Wayfarers Way. The Order of the Nine
has supreme legal authority in the city, even
over the Arbitrators. The only one who can
supersede their orders is the city council and

This small mercenary unit recently split from


the Crimson Brothers.
Tired of facing the
guilds rules and paying dues as well as a
percentage of any fees they accrue, they are
trying to go it on their own. For the most part
they pull duties that the Crimson Brothers deem
below them, which apparently is quite a bit.
Unlike most common mercenaries, the Order of
the Shattered Spear is quite well organized and
they emphasize training and discipline.

183 | M i s t r u n n e r

Order of the Veil


This knightly order is just a shadow of its former
self. Once a very prominent group of knights
that were regarded as heroes of the last
Retribution War, they have fallen on hard
times.
Years of peace, along with the
prosperity their previous exploits brought them
has lead to their becoming lazy, decadent, and
arrogant. Once champions of the people, they
are now just like the majority of the upper
classes, spending their time throwing lavish
parties and generally complaining about the
poor wretched folk they once fought to protect.

Gwedolyn Jarred is captain of this mercenary


band. Despite her small frame, even for a
Karanar, she is the match of nearly anyone with
her blade. She is an able and inspiring leader,
earning her respect through her exploits on and
off the battlefield. She earned a big boost to her
personal honor when she bested a pair of Alfar
warriors in a duel, she could have easily killed
them both, but chose to leave them alive to
further their humiliation.
Recently the Order of the Shattered Spear has
been doing some guard duty for the Lostmen
when they venture into less than friendly
environs. This high profile job has caused a bit
of a stir with the high ups among the Crimson
Brothers, as well as opened the door for other
disgruntled members to seek their own
fortunes.

Lord Dimble Flathead is the head of the Order


of the Veil. He is a fat and rude Anuir that
surrounds himself with a throng of servants
wherever he goes. He enjoys showing off and
throws money about quite freely, though only
amongst those folk that matter.
The last
beggar to get in his way ended up with a severe
beating. Dimble has gotten so fat lately that
his servants carry him on a litter to and from his
home.
Not all of the knights have succumb to such
depths of depravity and hedonism. A small few
have been meeting in secret, trying to right
what has gone wrong with their order.
It
appears to be an uphill battle, and most believe
that change will only happen once Dimble is out
of the picture.
There is one amongst the Order of the Veil
though that has been working to restore order
as best he can under the misguided rule of
Dible.
Rikkard von Ludwig is a true noble
knight, champion of all. It is going to be a long,
uphill trek for the chivalrous Fereg, but thus far
his heart has proven to be up to the task.
184 | M i s t r u n n e r

between the two groups, the Archbishop going


as far as publicly denouncing the group and its
actions on several occasions.
The Arbitrators dont know what to do with the
Pagan Hunters. They should arrest them for
the violence and mayhem they cause. On the
other hand, they should thank them for getting
rid of a lot of the riffraff. They normally only
intervene when the Pagan Hunters step way out
of line.
The Pagan Hunters tend to get
different treatment from the Arbitrators
compared to any other guild or religious group.
The Pagan Hunters base themselves at a small
keep in Wayfarers Way. Truth Hold maintains a
large garrison of Pagan Hunters and is the main
training grounds of new recruits. There is a
large cathedral on the grounds as well and
services are held there every day for members.

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

Garrelu Elfkiller is the veteran leader of the


Pagan Hunters. He made a name for himself by
hunting eves during the last flare up of the
Retribution Wars, and there are few alive,
mortal or Faye, that can match him in combat.
He was excommunicated from the Church of He
years ago, but repented and was allowed back
in. He has calmed down a little bit since, but
his motive remains the same.
He is one
Karanar you never want to cross. The Cult of
Malus learned this the hard way and Garrelu
burned their stronghold to the ground.
He lost an eye to a Sidhe, supposedly a member
of the Seelie Court itself. Since that day he
seems to be able to sense things before they
even happen whenever hes engaged in
combat.

185 | M i s t r u n n e r

The Scrapyard seems to grow every year, taking


over a little more of the Underside as it does.
The city has been trying to work to make the
Redeemers cull the piles of scrap a bit. A fire
broke out about 20 years ago and bits of it are
apparently still burning. The city fears that
something worse may happen some day, and
they are working to prevent it.
Freyd, a grizzled old Fereg, and his son Lamon,
have been running the Scrapyard, and the guild,
for years. They work as a team, Freyd knows
his scrap and the worth of everything in the
Scrapyard, Lamon is the brains that keeps
everything organized, at least somewhat.

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.

Though they are disliked by many, or at least


they lack the respect of most, the services this
guild provides is invaluable to the cities and
towns of the True Realms. This was shown to
be an undeniable fact when the Redeemers
went on strike about ten years ago. It only
took a few days for the city to be so strewn with
filth that their demands were met with a
unanimous vote from the city council.

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

laws in place to prevent such abuse, but the


lure of money is a strong one.
While nearly everyone sees the Resurrection
Men as a necessity, not everyone particularly
likes them. The Arbitrators keep a close eye on
them, watching for any questionable behavior.
They have brought down several body
smuggling rings in recent years, all of which had
ties with the Resurrection Men. The poor are
not very big fans either, as they usually cannot
afford the services provided by this guild. Of
course there are times when the guild is feeling
generous and will perform funeral rites at little
or no cost, provided the deceaseds family sign
a waiver for the body to be disposed of as the
guild sees fit.
The Resurrection once made their main home in
Mt. Cracken in Aerdmoor. Recently they have
relocated to Wayfarers Way, as the population
grew, so did the demand for their services.
They have a thriving business and have
locations in every major city and town in the
True Realms. .
The Dark Brother is the guild leader of the
Resurrection Men.
Many know his true
identity, or more accurately, his former identity.
When a member is elevated to the head of the
guild he assumes the identity of the Dark
Brother. Through various rituals and rites the
old self is joined with the spirits of all those who
held the position before.
Rim Riders
Without the efforts of these masons the walls
that protect Wayfarers Way as well as the
foundation of Baerds Rock itself would falter.
It is a constant job to maintain the city and its

environs and the amount of material used is


staggering.
Shipments arrive at the docks
almost every day, stone from quarries further
inland and steel for tools that will be forged in
the Grey Quarter. Members of this craft guild
can often be found dangling from safety lines
working on the outer stonework of the city.
Balto Stonesmoother is a hard working and
hard driving Druga.
Much of his clan are
members of the Rim Riders, though it is not
exclusive. He will hire on any skilled mason
that can prove his worth, and general brute
labor is always in short supply. It is grueling
work with many hazards, but the pay is good.
It is rumored that the Rim Riders know several
secret entrances to the city, bypassing both the
walls and the mystical fields overhead. Truth
be told though, these are of little use to the Rim
Riders. Every master mason has a personal
badge that allows them to pass through solid
stone, taking their crews and supplies with
them. These magical keys are usable only by
the master mason it was crafted for, and they
cease to function whenever their owner dies or
leaves the guild.

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

expulsion from the city under the guilds


influence. Members may not steal from other
members, or from the poor. Other important
and powerful people around the True Realms
are listed as off limits as well. Those that dont
want to have to get an okay for every heist can
always work on specific contracts handed out
by the guild.
The Midnight Men and Orchid Preservation
Society are good friends of the Shadow Eaters,
as the thieves supply both of them with the
bulk of their merchandise.
People on the
street will often defend members of the
Shadow Eaters from local authorities, and those
that do are most often rewarded for their aid.
Recently the Shadow Eaters have gotten into a
bit of a shoving match with the Grey Dogs. The
Grey Dogs managed to seize almost complete
control of the Grey Quarter, once a Shadow
Eater stronghold. The thieves guild does not
intend to go down without a fight, and the
bodies are beginning to pile up on both sides.
Each city has its own guild chapter with its own
headquarters.
The unofficial base of
operations is on the Underside, and it is said to
change every few months to keep the location a
secret from the prying eyes of the law.
The current leader of this band of rogues is
Larle Deep Pockets Maroni. This Dracon runt
rose to power through a series of exquisite
robberies that netted the guild quadruple its
normally yearly take. Although he is the official
King of Thieves, he has little power over the
individual
chapters,
which
are
run
independently from town to town.

Society of High Magics


The Society of High Magics is best known as the
Mages Guild. It is divided into different schools
for each magical art form with the exception of
Mistrunning. The guild offers varying services
to those that can afford it, and they also act as
mentors to thousands of students and
apprentices all across the True Realms. While
one does not need to be a member of this guild
to practice magic, membership has its
privileges. Membership is not cheap however,
and it is different for everyone.
Dues are
determined by both the skill level of the
applicant as well as their ability to pay.
188 | M i s t r u n n e r

Aside from the Mistrunners Alliance, this is the


most powerful guild in all the True Realms.
Their members penetrate every level of society,
and they hold positions of power and authority
in nearly every True Realm. Their tremendous
magical abilities are formidable, as is their over
abundance of wealth.
They maintain
treasuries, both mundane and mystical,
throughout the True Realms as well as in the
Mists.

nearly anywhere, and everyone knows it is bad


luck to turn one away when they are seeking
hospitality. However, never make the mistake
of making it seem like you are giving them a
handout, as that is the highest insult one could
give a Tinker. They are quite capable, they can
mend pots, fix broken tools, restore broken
glass, even work small bits of magic. Nothing
they do is free, though what they charge is
based on what one can afford.

The main college is located in Wayfarers Way,


although each school has branches throughout
the True Realms. Anyone is welcome to use
the colleges vast arcane library, but the more
precious the tomes sought the higher the
admittance fee is. No books are ever allowed
to leave their respective schools. A member
can always access the library at no cost.
Students are always on hand to work small
magics for a fee whenever they are needed.

All Tinkers must abide by the code. The code


states that nothing can ever be freely given or
freely taken. This is to ensure that all Tinkers
receive the same, fair treatment.

The Mages Guild doesnt officially have a single


leader, each school has their own Professor
Emeritus and each has an equal vote. They do
have an official spokesperson, currently that
position is occupied by Ganalaya, an outspoken
and charismatic Karanar.
She is the first
spokesperson in a long time that can
occasionally get the different schools to agree
from time to time. Many think this young
woman has charmed her way into her current
position, using more than just her natural
beauty.

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

Aldus Road Stretcher is the unofficial leader of


the Tinkers. If a Tinker violates the code in any
way, Aldus is the one they must answer to.
Also, any Tinker that has a grievance can
petition Aldus for a solution. Aldus is the rare
Tinker that has taken up permanent residence,
most are born with a wander lust that is
insatiable. He still takes to traveling every now
and again, but most of the time he can be found
at his tiny shop on the Underside.

The Tunnel Hounds


The Tunnel Hounds is an organization of miners
and excavators. It was once a part of the
Ironworkers Union, but it broke away once its
size became too big to manage without
independent leadership. The group is broken
into numerous sects, each in control of its own
operation.
Although the sects are
independent, they do have to answer to the
guild leader.
There is a lot of internal
competition between the sects, and sometimes
189 | M i s t r u n n e r

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

Cretors Crag, the highest members of the guild


are almost always found at their offices in
Wayfarers Way.
Cretor Praetor, the Fereg founder of Cretors
Crag, is also the man who broke the Tunnel
Hounds away from the Ironworkers Union over
four centuries ago. He spends most of his time
enjoying the profits that his personal complexes
at Cretors Crag bring in. He rarely interferes
with the operation of individual sects, stepping
in only when its absolutely necessary. He is
known to have a small, private army at his
disposal, and he has used it in the past to put
down unsanctioned strikes at some of his
mines.

190 | M i s t r u n n e r

Oden Shenold
191 | M i s t r u n n e r

Religions and Cults


A belief in something greater has been a
constant throughout the history of mankind,
and his Mist altered descendants are no
different. Some of the old religions survived the
Reckoning, and some even older still have had a
resurgence since. Still others have risen up as
the lost, the confused, the desperate, hopeless,
and unorganized masses have sought out
meaning to it all. While there are literally
hundreds, if not thousands, of varying belief
systems throughout both the True Realms and
the Mists, these are some of the larger and
more organized to be found.

Band of the Severed Hands


The members of the Band of the Severed Hands
are the fanatical worshippers of Tulane, god of
the severed hands. Tulane is said to have been
a mortal that achieved godhood after he
defended his kinsmen against a giant crocodile
in the swamps of Aerdmoor. The crocodile bit
off his hands in the fight, but Tulane eventually
triumphed, despite his new found handicap.
He died shortly after the great fight, but
apparently his spirit ascended to a higher place
where he took his place among the varied
pantheon of the True Realms.

few must distance themselves from their deity,


and that way they are able to more efficiently
do his work among the unbelievers.
Their
reward will be to eventually one day sever their
hand, or even both hands, and burn them on
the altars of the temples of Tulane and join the
rest of the true chosen.
The main temple of Tulane is located in
Wayfarers Way in the heart of the Temple
District. The Hand Temple is actually very small
and only the highest ranking members are ever
allowed inside. There is a large courtyard
though with a small altar on a raised ziggurat in
the center. It is there that members burn there
severed parts in honor of their god. This act is
said to bring them closer to their god, and one
day it will grant them a place at his side.
The Priest Most High of the Inner Circle of
Tulane is Jobe Wario, a disfigured and deranged
Charek of incredible magical skill. Jobe cut off
both his hands as a young adept of Tulane, but
he currently has magical replacements in order
to practice his art. He boasts several pairs of
animated hands, taken from some of Tulanes
most devout followers. Jobe is said to be able
to animate the dead, even parts of dead bodies,
thus explaining his magical appendages.

Children of the Beast


All followers of Tulane are required to sacrifice
one of their hands in tribute to their deity. This
is not always done immediately, as the high
priests see the unique benefits of some two
handed individuals. Those that do not sever
their hand are considered to be doing an
additional service for Tulane, though in the end,
everyone must make this sacrifice. These select

There is a belief that all mortals have a bestial


side, an animal within that is always fighting to
be let out. The Children of the Beast embrace
this part of themselves and dedicate themselves
to harnessing the power of the animal within.
Many followers are not much more than
animals themselves, and few live among the
192 | M i s t r u n n e r

more civilized folk. , preferring the security and


comfort of the wilds.
The Children of the Beast have a very strict
hierarchy, all dependent upon what ones
animal side is. Predator types are always the
leaders, bears, wolves, and the like, while prey
are always followers. It is not uncommon for
predators to beat and on rare occasions, kill,
prey. Some have even lost themselves to their
animal side. Once that happens there is no
turning back, the animal consumes the person
and nothing mortal remains. Rumors speak of
a rare few that have crossed this threshold and
come back, able to change shape at will.
The Children of the Beast are a rarity these
days, most live by themselves or in small groups
in the more remote wilderness areas. Prey are
generally the only ones that can fit into normal
society, so if any are encountered it is usually
them. They are wary of outsiders, and some
predators may view them as a threat.

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

come to her aid if called. The Knights of the


Word, Knights of the Cross, and Knights of the
Eternal Order have been defenders of the faith
since the First Retribution War. While small in
number, these mounted warriors are practically
unmatched in their skills at battle. The Church
has many other allies that would come to her
aid if threatened, as well as her many followers.
The Church of He is very appealing to the poor
and down trodden because of its general
message of an afterlife filled with joy and
eternal happiness. The priests of the Church of
He have been known to work great magic in the
name of their God, which they prefer to call
miracles. However, they frown upon other
forms of magic, though no longer condemning it
outright.
The Church has been steadily increasing in
power over the centuries. Both those that
want to cling to remnants of a past that is no
more as well as those that hope for a greater
future often find the Church of He a welcome
sanctuary. There are many that have begun to
fear the Church though, as it now boasts more
members than any other religion in the True
Realms. No other faith does as much in the
way of converting the masses to its banner.
St. Avers Cathedral in Wayfarers Way is the
physical home of the Church. It is there that all
Church doctrine is decreed, as well as the
united voice of the Church. This monumental
edifice is a wonder of architectural
achievement, and it tends to overshadow
everything else in the temple district. Deep
within the cathedral is a small chapel, the
original church that was erected hundreds of
years ago shortly after the founding of the city.
193 | M i s t r u n n e r

Once a year special services are held in the


chapel to celebrate the founding of Wayfarers
Way and to ask for continued blessings for the
year to come. No one aside from the
Archbishop and a select number of priests are
ever allowed inside the original chapel, which is
said to house many of the churchs most prized
artifacts.
The Church also maintains monasteries and
convent for those followers that wish to truly
dedicate their lives to their God. These often
secluded establishments are generally self
sufficient, those that reside there supply their
own food, clothing, and anything else they may
need. Monks and nuns spend their time in
prayer, meditation, and study. These spiritual
folk have penned many volumes of learned
texts, which they eagerly share with those that
wish to peruse their libraries.

Archbishop Joshua Eloine is the primary


spiritual leader of the Church of He.
This
Charek is a simple man who is wise,
compassionate, and just. Unfortunately Joshua
is very old, and it is apparent that his remaining
time among the living is quite short indeed.
Bishops have been preparing for the day when a
new leader must be chosen. Many fear that
there is not anyone quite up to the task of
replacing the Archbishop, and darker days lie
ahead for the Church. Regardless, there are
many that are already fighting for position to
take his place when the times comes.

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

financial arenas. There are many dealings done


where not a drop of blood is spilled, but the
interests of the Cult of Malus are fulfilled just
the same.

Hunters have been searching for his tomb ever


since they killed Bluther the first time, hoping to
make the second time stick.

The list of enemies the Cult of Malus has


acquired over the years is quite long. The most
prominent would be the Pagan Hunters. The
Pagan Hunters and the Cult of Malus are
constantly at each others throats. The Pagan
Hunters are the ones primarily responsible for
driving these fiends into hiding. The Banes
must now perform their rituals in secret, even
in the fetid lands of Aerdmoor. Of course
human sacrifice is also generally frowned upon
by law enforcement, so the Arbitrators do what
they can to keep this group under control as
well, though not to the extremes that the Pagan
Hunters do.
Skruul Keep was once the main temple to
Malus. Located in the swamps of Aerdmoor at
the base of Mt. Cracken, this twisted spire was
host to many a horrible ceremony dedicated to
the Dark Lord.
Ten years ago the Pagan
Hunters launched a massive attack on the keep
and destroyed it, and everyone inside either
died or fled. Not a stone was left standing and
nothing has been erected in place of the fallen
temple.
Bluther the Blackhearted is the high priest of
Malus. Bluther was once a mighty fereg noble,
but that was centuries ago. He died in a battle
with some Pagan Hunters, but has since been
resurrected by Malus. He now mandates the
orders of Malus from his hidden tomb, located
somewhere in the deep Mists. He is never
seen anywhere in the True Realms,
commanding his followers through a series of
lesser priests and demon overseers. The Pagan

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

means. There are rules regarding the proper


use of necromancy , and the punishment for
breaking the rules is severe. Unless one wishes
to speed their way to death they follow the
rules.

task at hand, which is the eventual death of all


things. It is their job to help and observe, but
never accelerate the process.

The Death Palms seem to have originated


during the First Retribution War. They were
the ones responsible for removing the dead
from the battlefields. Some believe that the
Death
Palms
originally
founded
the
Resurrection Men, and in truth many Death
Palms do work as undertakers and grave
diggers.
The Death Palms are also the keepers of the
catacombs that lie beneath the city of
Wayfarers Way. Though no new bodies are
buried there, they still keep the catacombs in
good repair, maintaining respect for the
cherished dead. New burials are now done on
the mainland in Redsbrook Cemetery, also run
by the Death Palms. Death Palms frown on the
act of cremation, preferring to leaves the body
intact as a message that death will eventually
claim everyone.
Lenore, a diminutive Anuir woman has long
been at the head of this group.
She is a
follower of the old Norse god Hel. She has a
small retinue of undead servants that cater to
her every whim, supposedly some rather
grotesque by most standards.
She resides
within the very heart of the catacombs,
venturing forth once a year to visit her
homeland near Blood Glacier. She is strict in
the enforcement of the cults rules regarding
the use of dark arts and many members have
been exiled for violating them. She has tried
hard to keep the Death Palms focused on the

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

depending on their own whims and the amount


of coin they possess. One must show a natural
talent for divination powers to even be
considered for membership, though one can
always volunteer as a servant for the seers. For
every seer there are more than a dozen
servants.
The Fated have their main temple in Wayfarers
Way, though most of them make their home in
the old city library, abandoned by the Historians
years ago, in need of too many repairs that it
was cheaper to construct a new building. The
crumbling library now houses several dozen
Fated and an unknown number of servants. No
one is allowed past the main hall except
members and their servants. Those that wish
to purchase a scrying are directed to the AllSeeing Eye in the Temple District.
Keeper of the Fates, Duncan Julian, is a swarthy
Druga who is quite deluded and very misguided.
He uses his powers of divination to look into the
near future. If his vision is not clear enough, he
merely makes an educated guess as to what it
means, relying upon what he calls his immense
experience in such matters. Many of his own
colleagues are beginning to question his sanity,
as well as the accuracy of his divinations. There
is a power struggle going on as each lesser
member jostles for position for the coming fall
of Duncan.

Order of the Rising Sun and Order of the


Waning Moon
This religious splinter group from the Church of
He has taken a slightly different approach.
They separate themselves by gender, men in

the Rising Sun and women in the Waning Moon.


Only Karanar, Anduran, and Anuir are allowed
to be members, the other races are viewed as
too corrupted by the magic of the Mists. They
prefer to remain isolated from outsiders,
though they do venture out in search of new
converts. Their preferred converts are people
that are already alone and isolated.
A
preferred tactic is to take in orphans, raising
them in the ways of the Order.
The group bases its philosophy of worship on
there being two aspects of God, one being
male, the other female.
Neither can exist
without the other, yet they are still separate.
Males and females are only allowed to interact
when they are chosen as a mated pair. Those
chosen will then move into a secluded lodge
until the female conceives a child.
After
conception the male then returns to the
monastery he came from, the woman enters a
special convent for expectant mothers.
Children are kept together until the age of 3,
they then join their respective gender group.
Membership is for life. There is no leaving the
Order, and those that have tried were hunted
down.
A select number of each gender is
trained as hunters and assassins. This type of
activity is one of the major factors that caused
the rift between the Orders and the Church of
He.
The Order of the Rising Sun maintains a large
monastery in the Temple District.
Only
missionaries, the most trusted members, ever
venture from its secure grounds. The Order of
the Waning Moon has two convents in the city,
one for children, located in the Grey Quarter,
197 | M i s t r u n n e r

and the other, which is reserved for adult


females only, in the River District.

houses of ill repute, provided one has enough


coin.

Eldest Brother Absolous, a calm and cool


headed Karanar, is head of the Rising Sun, his
counterpart being Eldest Sister Glaria, a hot
tempered Anduran/Karanar half breed. It is
said that Absolous is both brother and father of
Glaria, a trait not too uncommon in this sect.
Both have held their respective positions for
many years, and they will not be replaced until
the time of their death.

The Church of He preaches against the


indulgences of Papa Jon's followers, and it has
been waging a war of words with this cult. The
Pagan Hunters, acting on what they believe is in
the best interest of the Church are always trying
to find ways to shut down the Pleasure Domes.
They will threaten, intimidate, or worse, just to
keep people out of the Pleasure Domes. No
matter how hard they try though, people
always make it inside. The Arbitrators have
been called in more than once to settle disputes
between the two groups, most often reluctantly
siding with the followers of Papa Jon.

Papa Jon's Society for the Advancement of


Ultimate Happiness
These are the maniacal followers of the
deranged and totally insane Green Priest, Papa
Jon. They follow his commands to the letter,
even unto death. They are always looking for a
few new converts, and they are always willing
to speed a person's path to true happiness.
They are hedonists by nature, seeking to
indulge in all pleasures of the flesh. They are
always on the hunt for the next, new
experience.
Papa Jon runs numerous brothels and pleasure
houses, known as Papa Jon's Pleasure Domes,
throughout the True Realms, which is the only
reason people tolerate this madman.
People
of all walks of life and from nearly every guild
and society frequent Papa Jons Pleasure
Domes.
Some of the larger Pleasure Domes
employ a few Crimson Brothers, but normally
they dont have any security forces, relying
upon the fanatical devotion of Papa Jon's
followers for protection. Any pleasure of the
flesh or vice can generally be had at these

Papa Jon himself resides in a palatial mansion in


Wayfarers Way.
He is surrounded by his
faithful followers at all times, and he never
leaves the palace grounds. In fact, no one has
seen him in almost 40 years, and there is talk
that he is actually dead. Whether or not this is
true is
anyone's guess, but this rumor hasn't stopped
anyone from enjoying the Pleasure Domes. In
fact, the number of bathhouses opened by the
followers of Papa Jon has only increased in that
time.

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

worked for redemption ever since.


though

Even

it has been over two hundred years since she


"turned a new leaf", many still regard her with
distrust and suspicion. For many she will never
be free of her previous taint. Regardless, it
cannot be discounted the amount of good that
has been done by the priestesses of Stevra since
her conversion. Just as there are those that
will never trust her or her followers, there are
dozens more that are simply alive because of
the services the sisters provide to those that are
in dire need of help.
Even though males are never allowed into the
folds of the sisterhood they are often used for
duties that occur outside of the actual religious
realms, such as messengers and mercenaries.
Males are never allowed into any temples of
Stevra however, no exceptions. The women
that make up the ranks of the sisterhood are all
well trained in many areas, both mundane and
combat oriented. The sisterhood is very active
in local communities, housing the poor and
destitute. Only women may wear symbols of
the sisterhood, and men are generally
considered lesser beings.
Stevras Oasis in Wayfarers Way is the main
temple of the Sisterhood of Stevra. Located in
the heart of the Grey Quarter, they control a
large well in the poorest section of town and
work a lot with the community. They also
provide temporary housing for many people
and operate the only legal orphanage in the
city. Young women are encouraged to join the
ranks of the Sisterhood, and most are from poor
backgrounds.
By helping the poorer
communities they also sow the seeds of
conversion early and often.

Sister Shara Solias is the high priestess of


Stevra. She is an ambitious and driven woman,
often trying to find ways to solidify her power
while showing good face to the public.
Everyone thinks she is too egotistical to last
very long at her position, which she has held for
just over a year.
However, this powerful
Anduran has many tricks up her sleeve. Much
like her goddess, Shara was once on the other
side of good.
She had achieved a very
impressive reputation as an assassin, earning
her the nickname Shara the Bloodwitch. Her
killing days are behind her, so she says, and she
truly appears to have the best interest of Stevra
in mind. Still, it is unwise to cross her as she
still carries her preferred weapon from her days
as an assassin, a wicked scythe.

199 | M i s t r u n n e r

Sons of the North


The pantheon of the old Norse gods is alive and
well in the True Realms. Despite the name,
followers of either gender are allowed, though
it is mostly male. The group is also almost
exclusively Anuir and Druga in its makeup, with
a smattering of Aslonians and not much else.
In the northern lands outside of Wayfarers Way
the Sons of the North are not only the religion
of choice but often the governing body as well.
While they recognize the entire Norse
pantheon, there are favorites it seems. Thor
and Odin are the big two, followed by Baldur
and Freya. Loki though, regarded by many as
part of the pantheon is not accepted by the
Sons of the North.
There are those that do
follow the trickster god, but they are no friends
of the Sons of the North.

the one in the Temple District has no single god


chosen as its primary benefactor. Also unlike
other lodges, only Sons of the North are
allowed to enter the lodge in Wayfarers Way.
The caretaker here is JarMach, a giant of a man
even for an Anuir. He is particularly fond of
fine wine and beer, and when he is not in the
lodge he can be found at any one of a number
of local taverns. Sometimes though he returns
to his northern homelands and wanders the
wastes with nothing for company other than his
mighty hammer.

Lodges dedicated to the many gods can be


found scattered throughout the True Realms,
being most prevalent in the realm of Alfheim.
These lodges are generally small long houses
with a single caretaker and a lone patron deity.
Anyone can stay and enjoy the hospitality of the
old Norse people, but it is considered proper to
leave a small gift behind for the caretaker as
well as the god that is honored by the particular
lodge. Those that seek to abuse this hospitality
will find themselves hounded by the cold
northern winds itself.
The Sons of the North have no official leader,
each village and town has its own lodge and the
caretakers are generally considered the
ambassadors of their gods will. There is a
large lodge in Wayfarers Way though, located in
the Temple District, as well as several others
scattered in other districts. Unlike most lodges,
200 | 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

enter Seelie lands without escort. Druids are


treated with great respect wherever they go,
and woe unto those that cause harm to a druid.
The druids roam the lands, there are no
permanent temples or shrines, the great
outdoors is all the Tuatha Mar need to be close
to their goddess. They consider many places to
be sacred, and these places of power are often
gathering points for druids.
High Druid Boddica, Keeper of the Wooden
Circle, is leader of all the Tuatha Mar. She is
said to be a living vessel for the godly spirit of
Morrigan herself. She is a quiet woman, and
though she is blind she can somehow see better
than most. It is said she was mortal many
centuries ago, long before the Reckoning, and
she was taken to live with the Faye.
She
appears to be Karanar, but some have their
doubts as to her true identity.

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

Wherever mortals gather there will be those


that rise to the top, either through economic
prowess or by treachery and guile. Regardless
of how they reached the top, they are there,
and for the better or worse of society, they
arent going anywhere. These are the folks
that shape the city, the people with both the
money and the power.

These haughty Karanar claim to be descended


from the first of the half-born elves. They are a
very powerful family, primarily in the
Mistrunners Alliance as well as in the Seelie
Court itself. They are the only mortal born
allowed to sit in on Seelie Court council
meetings.

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.

It is quite rare for members of the family to be


seen in public. They rarely leave their estate
grounds, and when they do it is by closed
carriage. Anything they want or need is taken
care of by an army of servants.
This self
exclusion suits most of the other noble families
quite well. It is a well known fact that most, if
not all, of the members of House Hakon are
insane, obviously from centuries of inbreeding
as any outside blood is considered a taint.
Every generation seems to be a little worse than
the last.
Despite the power they hold, House Hakon is
disliked, even despised by most other noble
houses.
Only House Holly ever works in
conjunction with them, and only when it serves
House Holly's needs. It is common knowledge
that House Hakon fought with the Faye in the
last Retribution War. That alone has garnered
them the contempt of most denizens of the
city.
Lord Dral has been the head of House Hakon for
nearly three centuries now. Ever since he lost
his seat on the city council twenty years ago he
has not been seen. Many wish the same could
be said for his twin offspring, Lura and Larn.
This brother and sister relish in the apparent
untouchable status being a member of House
203 | M i s t r u n n e r

Hakon possesses. Rumor has it though that the


Arbitrators are about at their limit of patience
with these two spoiled miscreants.

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.

their perch has made them quite jealous of the


cities newest noble addition.
The Lady Felyn just recently became the head of
House Holly.
With their heavy Anduran
lineage, women have always lead House Holly.
Angelique is a beauteous terror, boundless in
both compassion and rage, her mood swings
are renown throughout the True Realms. The
rest of her family does take umbrage at her
taste of lovers, as Felyn changes paramours
more often than most people change clothes.
Status means nothing to her in these regards, a
pretty face, of either gender, is all that matters
to her, she has even been known to engage in
illicit activities with a Fereg or two. Rumors are
that she has been overly affectionate with a
member of House Urgaz, openly called an
enemy of House Holly, though lips are tightly
sealed on that matter.

To this day they are still good, personal friends


of Baerd, though most of the original family
members have passed on. Members of House
Holly can be found at Baerd's tavern several
nights a week.
While they have broad monetary interests, their
primary field of economic exploitation is in
trade. House Holly owns nearly one third of all
the warehouses in the city, and almost half of
those on the docks. This makes them strong
allies of the Mistrunners Alliance.
House Holly has a new enemy though, that
being House Shurecki. Until their arrival House
Holly boasted the most powerful mages in all of
Wayfarers Way. The sting of being knocked off
204 | M i s t r u n n e r

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.

Zolor is big and brutish in appearance, even for


a Fereg. But, despite his fearsome looks, his
heart and compassion has won him more
friends and allies than any of noble family in the
city. He has been the head of House Urgaz
since the founding of the city, and his age
doesnt appear to be slowing him down as he
still continues to oversee much of his familys
business interests.

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

As far as overall politics of the city goes, House


Shurecki has shown little interest to date. They
spend most of their time teaching at Farson
Academy and seem to have little time or
inclination for much else.
Scarla is a mage of nearly unequaled skill, her
powers rivaling even some of the lower
members of the Seelie Court. She is said to be
an old friend of Baerds, dating back to the days
before the founding of the city, though she has
only lived here for the last century. She spent
many years living amongst the Faye, both the
Seelie and Unseelie. She spends most of her
time as the dean of Farson Academy, and her
school has lead to a tremendous increase in the
number of skilled spell slingers in the city.

from the tribes of Anuir and Aslonians from


Alfheim, and have grown quite rich in the
process.
They have also grown quite
accustomed to their new lives in the city and
don't take kindly to anyone trying to force them
back to the cold wastes they left behind.
Jarl Thorston Icebiter is the man behind the
rise of House Alrun, at least on the surface.
Many suspect that it is his wife, Hela that is the
real brains. Thorston spends much of his time
feasting and drinking, so someone else must be
running the business.

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.

Miara Dwyer is the queen of snobbery. Nearly


everyone else is considered too low for her to
even glance upon. Anyone that has a sense of
superiority about them is often referred to as a
Miara.

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

elixirs. They do not travel much outside of


their estate except to the docks to either
inspect incoming cargo or for departure on their
own expeditions.
The Utz-Cara are always
looking for new plants and exotics to import
and they pay extremely well.

208 | M i s t r u n n e r

JarMach

209 | M i s t r u n n e r

Crime and Punishment


The general keeping of the peace in the city falls
under the jurisdiction of the City Watch. Most
busy areas of the city have at least two or three
watchmen on duty at all times. There are also
random patrols doing sweeps through the city.
While in name they may appear separate, the
City Watch falls under the control of the
Arbitrators, though the Lord Protectorate can
seize control of the City Watch and the City
Militia at any time. While the City Watch is
technically part of the Arbitrators, not every
member of the watch belongs to the guild, in
fact most dont.

Arbitrators are known for getting creative in


assigning offenses to criminals, and the
following list is just some of the more illicit
activities and the normal punishment.
Assault, on a citizen
1 month or 50 soverns
Assault, on a Arbitrator
1 year or 200 soverns
Assault, on a government official
1 year or 200 soverns
Murder
50 years or Execution

Aside from the patrols, there are guardhouses


throughout the city. Most of these are found
near the gates between the districts. Each
guardhouse can hold between ten and thirty
men, and there are rotating shifts all through
the day and night.
If things get so out of hand that neither the City
Watch nor the Arbitrators in general can handle
it, the City Militia will be called into service.
There are always about two or three hundred
active troops stationed at the Keep of the Lord
Protectorate, but in times of crisis this can be
bolstered to several thousand. In the citys
entire history the militia has never been called
to serve.
Generally most crimes are judged at the scene if
the perpetrator is captured red handed.
Punishment can be given, though the execution
of such rarely takes place outside of the jail
compound.
More serious crimes or those
requiring a trial are most often handled in the
city courts in the Government Block.

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

Any convictions lasting over a month generally


involve a trip to the salt mines in Therral Mar.
It is hard labor, but deaths on the job are

210 | M i s t r u n n e r

extremely rare. Prisoners that do their share of


work are treated well, those that do not may
find their sentences extended.
Any crimes involving visiting members of the
Seelie Court are handled by the resident

ambassadors. It is hard to say what mood they


may be in as punishments can range from a
mere slap on the wrist to exile in the deep
Mists, a fate worse than death for most.
Because of the unpredictable nature of the
Faye, such crimes rarely occur.

211 | M i s t r u n n e r

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

since relocated to the Government Block. Still,


half of the council members reside in Old Town.
Shops, taverns, inns, and guildhalls line the
main streets, while homes cram the back alleys.
Everyone seems to know each other in the
tightly knit neighborhoods of Old Town. There
is little room for the less than legitimate
dealings here. The community polices itself
quite well, and there are always patrols of
Arbitrators and city militia on the streets.
Outsiders are generally spotted easily by locals
and everyone watches their neighbors back. If
you werent born in Old Town, chances are you
will never live in Old Town.
Old Town hasnt changed much as the city
expanded around it, there really isnt room
without replacing some of the older buildings.
The residents have fought long and hard to
keep it this way. There are always dozens of
restoration projects underway in an effort to
preserve the heritage of the district.
The
wealthier residents fund most of these
construction efforts.
New buildings would
mean new people, and the people of Old Town
dont want that.
There are many hidden treasures in Old Town.
Some of the finest craftsmen operate out of this
district, many of which refuse to sell their goods
in the citys open markets. If you want the
best, chances are you will have to go to Old
Town to get it. Just dont be all that surprised if
the residents arent all cheery and welcoming to
outsiders, this is their neighborhood and they
pay close attention to everything that happens
here and everyone that comes and goes in the
district.

213 | M i s t r u n n e r

Baerds Tavern

Battlebane Keep

The first thing anyone notices when they enter


this mammoth tavern is the dcor. The entire
place is filled with relics of the old world. The
oldest of which is most likely the owner and
founder of the city, Baerd. Baerd is always on
the lookout for things from before the
Reckoning, and he will pay handsomely for
something that his collection lacks.

This is the main guildhall and recruiting center


for the Crimson Brothers. It really isnt a keep
as much as it is a series of large stone buildings.
The mercenary guild has been working for years
to enclose the entire compound, but the work is
vast and completion is still years off.

The food and drinks are plentiful, albeit a bit


expensive, and there is never a shortage of
customers filling the tables. The city council
used to meet in one of the many banquet
rooms that are available to rent here. The
district leaders still meet here once a week to
discuss issues that affect Old Town first, the city
second.

Anyone looking for work as a sell sword would


be wise to check here. Jobs are only available
to members, but membership comes fairly
easily. If you can tell which end of the sword is
the pointy bit, and you have the coins to pay
dues, youre generally accepted.
The guild
takes care of its own, but every job has a share
that goes directly to the guild.

Thaggs Brewery and Distillery


Thagg, a jolly old dwarf, opened this brewery
shortly after the founding of the city. Thaggs
Sparkling Mineral Water is one of the finest
brews in all the True Realms. While most pubs
make their own house brews, Thagg is one of
the few that actually bottles his brew for
distribution.
Several years ago Thagg premiered his newest
product. Aged for fifty years, Thaggs Single
Malt whiskey has been received with great
enthusiasm. There are few places outside of
Old Town that have managed to acquire any
bottles of this smooth libation. Those rare
bottles that do make it out of the district are
highly prized, even by members of the Seelie
Court.
Rivals have been trying to get their hands on
Thaggs secret recipe for years, as well as other
214 | M i s t r u n n e r

unscrupulous folk. No one has succeeded yet,


but that doesnt stop more people from trying.
Anyone that did get their hands on it would find
more buyers than they could possibly imagine,
and also a rather angry dwarf and his clan.

nothing to change the way the place has been


run since it first opened its doors.
Yousingers supplies many of the local
restaurants with fresh meat. They also supply
Valeruns Trading Post with their famous Travel
Links, smoked and dried meats that are perfect
for the traveler. Travel Links will last almost
indefinitely, yet they still have a profound
flavor.

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

Grancion Pudro, a Druga of nearly unmatched


skill, crafts some of the finest blades ever made.
Even members of the Seelie Court have sought
out his work. Everything is custom made to
order, nothing is available for general sale.
Grancion will make only a handful of blades
each year, sometimes spending months working
on a single sword. As such, the only thing more
215 | M i s t r u n n e r

extraordinary than a Grancion blade is the


price. Only the wealthiest can afford one, and
even they must expect to wait several years
before they receive it. Gracnion has a habit of
taking back swords for those he feels are no
longer worthy of them.

St. Avers Cathedral


One of the only buildings known to have
survived the Reckoning, this aged temple stands
as a testimony to the strength of the Church of
He. Easily over 5000 years old, this gothic
structure is under constant repair and
renovation. It is also within this shrine that the
Church of He bases itself. The main archives
are here as well as the seminary grounds where
new initiates are trained.
Archbishop Diallo Utem is the spiritual leader of
the Church here. He is renowned for both his
incredible wisdom as well as his passion. He
could have easily been chosen to lead the entire
Church of He, but he turned down the position
to remain in Wayfarers Way.
While many
distrust the Church and its motives, everyone
will agree that Utem is a man of honor and
integrity.
Due to recent vandalism, supposedly done by
cultists following the Dark Lord, Malus, there
has been an increase in the presence of
security. No one is allowed on the ground after
dark except for members of one of the holy
orders.

Harp Theater
Funded entirely by the good will of charitable
donations, this is the premiere theater in the

city. It boasts a full time professional staff of


actors, directors, musicians, and singers. The
theater puts on a different show once every ten
weeks, and it is always sold out. In between
shows the theater is home to rehearsals and set
building.
Only the most talented people perform here,
and only those with deepest of pocket can
afford to attend a show here. Singers and
performers from all over the True Realms, and
even a few Faye, flock here in the hopes of
landing an audition. Most leave disappointed.

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.
216 | M i s t r u n n e r

Luxury Lane Soap


Wonderful scents and exotic fragrances caress
the senses when one enters this emporium of
all things related to keeping yourself clean.
Kylee is a miracle worker when it comes to
creating intoxicating soaps and lotions, and
people flock from all over the city for her
creations.
While the recipes are a well guarded secret,
Kylee is often in need of new and unique
ingredients, many of which are not easily
procured, even in Wayfarers Way.
She
constantly hires out teams to fetch the various
roots, herbs, and specialty items she requires
for her delicate and unique work.

217 | M i s t r u n n e r

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.

The Gates Pub


This pub is a soldiers pub. Many of the City
Watch and the Arbitrators can be found here
when they are off duty. While technically not
off limits to other folks, the Gates Pub and her
patrons dont go out of their way to make
others feel welcome. This is a place for those
in law enforcement to relax and not be
bothered by the world outside.
The owner, Dibbo Prime is a retired captain in
the City Watch. He lost his arm in service to
the city, though he has a shiny new
replacement thanks to friends in the Lostmen.
While he is still getting used to his new
appendage, more than a few pewter mugs have
met a crushing demise as he adjusts to the arms
strength, it is a welcome boon.
A good ear can catch stories about almost
everything going on in the city.
Coin may
loosen a few lips as well, but many among the
Watch dont take well to bribes, and the

Arbitrators, well, bribery is an


punishable by a stint in the salt mines.

offense

The Clock Tower


Construction on this time telling monolith
ended just a few years ago. The tower is taller
than just about anything else in the city, and the
clocks four faces can be seen from almost
anywhere. Like the great steamworks beneath
the city, the clock tower is efficiently run by the
Holy Order of Icros. There is one big difference
though, as the public is welcome to tour the
mighty clock tower. Some areas are still off
limits, but guided tours are offered daily, and
the view from the observation deck is
breathtaking.

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

It is quite questionable if Marella has any actual


claim to such a noble title, but there is enough
money flowing through her doors that none
bring it up. This bordello has been in operation
for decades, and it has a well respected
reputation.
Or it does when one enters
through the front doors. Seeing a need to
cater to different levels of clientele, Marella
instituted a back door policy. The front rooms
are well appointed in silks and crystal, the girls
are of the highest caliber, not simply
prostitutes, but carefully selected companions.
Those without a large coin purse can still
partake of the delights inside, but they are
relegated to the rear of the building. While the
girls are still of higher quality than most
brothels would offer, gone are the magnificent
trappings and fine dcor.

This formidable stone building is home to the


famous Allinger Vaults. Those that have items
too precious to keep anywhere else find
security here. With a large number of both
magicians and soldiers on staff, every
precaution is taken to keep things safe. In its
two hundred plus year history there has never
been a successful break-in at Allingers. This
isnt to say that many havent tried, the salt
mines of Therall Mar are full of those that
failed.

Lady Marellas still has strict rules for the


etiquette of visitors. Regardless of which door
is used, patrons must be clean or willing to take
a bath (at a reasonable fee) before they make
use of any of the girls company. Payment is
due before services are rendered and girls have
first right of refusal for acts deemed unnatural.
Marella keeps a healthy contingent of muscle
on her staff to ensure the rules are obeyed by
everyone.
More than one have found
themselves bruised and bloodied when they
step out of bounds.

Many of the vaults are found beneath the main


building, stone crypts with walls warded against
entry make up the bulk of the vaults at
Allingers. For those that truly have the coin to
spend, there are special vaults. It is rumored
that there are several gates located in the
crypts beneath Allingers, and these gates lead
to other vault locations. True or not, none can
argue with the success of Allingers at keeping
their customers goods in place.

219 | M i s t r u n n e r

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.

pickpockets roam the crowds, stealing from


both vendor and consumer alike.
The rest of the district is mostly residential, the
bulk of which are those that work the
marketplace. Some shops are mixed with the
homes, hoping to lure in those that wish to
avoid the crowds of the main market. Most fail
to last long, and those that do often have
booths in the central marketplace as well.
By day, Pendelton Square is a mass of chaos as
residents from all over the city come to buy
anything and everything. At night, the market
closes and people return to their homes or
sequester themselves inside one of the
delightful taverns and spend their hard earned
money and unwind from a long day. Though
the market closes one day a week, it is always
assured that it will reopen and people will be
able to buy whatever it is they need.

The marketplace is run by the Halls of


Commerce. A commissioner is always on duty,
along with support staff. They are responsible
for the collection of fees, settling disputes
between vendors, and assigning spots in the
marketplace.
The commissioner also is in
charge of security in the marketplace. The
market employs a special detail of the city
militia that patrols the central marketplace,
while the rest of the district is under the control
of the regular militia and the Arbitrators. The
pandemonium of an open market is a ripe fruit
of criminal possibilities and it is impossible to
catch them all. While the militia is vigilant,
220 | M i s t r u n n e r

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

business, though now all her shipments go


through the legal channels, or so it is thought.

Nearer Than Farther


Parchments cover every piece of furniture in
this cramped shop.
New maps hang from
hooks, allowing the inks to dry. If you need to
find your way someplace then odds are Grecio
has a map for you.
This pure blooded Elf
wandered into town ten years ago with a
collection of maps under his arm.
He has
traveled the True Realms and the Mists,
mapping everywhere he goes. After a run in
with a rather nasty lot of Unseelie Faye, Grecio
has been unable to travel himself. He is always
looking for those that possess a keen sense of
direction and a steady hand to bring him more
maps.

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.

221 | M i s t r u n n e r

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.

Lars Cheese Castle


The pungent smell of dozens of different
cheeses waft into the nearby streets from this
huge shop. Despite the name, there is no Lars.
The shop is owned by a young Karanar woman,
Zeria. She inherited the shop from her father, a
master cheese artisan who passed away just
two years ago, also not named Lars. Nothings
seems to have changed since Zeria has taken
over, and the locals still flock here day after day.
This is also a well known stop for travelers as
Zeria makes some of the longest lasting
cheeses, perfect for any long journey.

multitude of other necessary goods can be


purchased here at a very reasonable price. If
you want leather that lasts, there is no other
place to go.

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.

The Tamed Hide


Though tanners themselves are no longer
allowed in the city, except on the Underside,
there is still a plethora of leather workers to be
found. Few come close to Shutzie when it
comes to the quality of work produced. While
this Aslonian craftsman doesnt do anything
fancy, his leather is known throughout the True
Realms for its strength and durability. Belts,
boots, satchels, saddles, scroll cases, and a
222 | M i s t r u n n e r

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.

Aside from criminals and iron workers, there


are others that have made these dreary blocks
into a home. Quite a few Druga feel right at
home alongside the roaring fires and the
constant ring of steel on steel. Feregs, either
unbothered by or uncaring about the filth have
also found their niche. Entire blocks are made
up almost entirely of these two races, with
shops, and a great many taverns, catering to
their needs.
There is also a demand that can only be met
here, away from the ever prying eyes of the
Arbitrators. Illegal goods are abundant in the
Grey Quarter, and one can find almost anything
they would desire. Of course the price can be
rather high, and most that can afford it would
never set foot here. So, there are numerous
servants and proxies for the cities more well to
do coming and going, engaging in an illicit
trading operation with the gangs that rule here.
Though most of the city looks down on the Grey
Quarter, without it many of the cities needs
would go unmet.
Tools, weapons, and
numerous sundries pour out of this district,
keeping the citys populace equipped for their
daily lives. So, as much of an eyesore that it is,
it is essential to the city and the survival of its
people.
Alongside the many foundries, other
entrepreneurs have found their niche. Taverns
exist to quench the thirst and fill the bellies of
the hundreds that work the furnaces.
Leatherworks and tanners are in abundance
here, as are smaller smithies and metal
workers. For those that know where to look,
almost anything can be had here.

223 | M i s t r u n n e r

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.

Tides of the Falling Sun


Often just called the Sun, this feasthall is
popular to those that are deep of stomach but
shallow of pocket. The food is nothing special,
but the generous portions keep the people
coming back. Khadash, an Aslonian that has
spent several terms on the city council, has
been running this establishment since he
opened it more than thirty years ago. Some
say he only runs the place because of his own
huge appetite, but those that truly know him
understand his true motives. Khadash himself
came from a poor background, and now that he
can afford to, he helps those less fortunate than
himself.
With the sheer number of people that pass
through here every day comes a vast amount of
information. It takes work to disseminate truth
from rumor, but a well placed coin here or
there can have excellent results. Care should
be taken though, as this is one of the few places

that the Arbitrators will frequent in the Grey


Quarter, often undercover in attempts to ferret
out some of the criminal element of the district.
A keen enough eye can pick them out though.
The Sun is also a safe haven, what is supposed
to be neutral ground for everyone. There are
always a few that seek to violate that, and as of
late some of the local gangs have been trying to
pressure Khadash, some for protection, some
for free food. Whatever their reasons, Khadash
isnt one to take being pushed around, and he
will push back when he can. Khadash grew up
in the slums of Mt. Cracken, and he can handle
the worst that the local toughs can throw at
him, plus he has the support of the local
populace, as well as more than one ear on the
city council.

Seven Torches Inn


This small stone tavern is run by an unassuming
Anuir called Gyrus. He was once a professor of
in the School of Elemental Fire, and he opened
this place upon his retirement.
Many
elementalists still meet here to discuss new
discoveries and show off new spells. All of the
furniture is made of stone as on more than one
occasion a patron has gotten carried away with
a demonstration.
In keeping with the tradition of fire, the
Torched Inn specializes in hot and spicy foods,
particularly their fried peppers and red rice. It
takes a mighty stomach to handle the scorching
heat of that dish, and a local challenge has
arisen because of it. Anyone that can eat it
without the aid of libations gets it for free. So
far only three have eaten without charge.
224 | M i s t r u n n e r

McCracken Arms

Howlers

Though from the front it appears as little more


than a simple smithy, this is the largest
producers of firearms in the True Realms.
Started in the tiny shop out front, adopted
brothers Filis and Pilis have grown it into a
economic powerhouse.
Filis, a Fereg of
immense size and strength, is the muscle of the
operation. His younger brother Pilis, a rather
rotund Druga, is the brains.

This tavern is little more than a ramshackle


collection of shanties wedged together. The
swill it serves it some of the nastiest stuff that
could ever pass your lips, but it is cheap and
that brings in the crowds. It is also well known
as a front for the Shadow Eaters.
The
Arbitrators have tried to shut the place down,
but they lack the evidence to do so, plus it
would seem that the owner, Gugrat, has friends
in high places.
The sharp tongued Nekron
never does his own dirty work, always keeping
some distance between himself and the
business that is conducted in his establishment.

Both brothers are also prominent members of


the Lostmen. They have been known to pay
hefty bounties to anyone that can bring in PreReckoning weaponry, even just bits of them.
Every time there is a leap forward in the field of
weaponry, Pilis and Filis are at the forefront,
and they intend to stay there.
While guns are still uncommon, there is plenty
of demand for a McKrakens Arms flintlock or
musket.
The Arbitrators recently
commissioned hundreds of rifles to help them
rearm their forces, trying to keep pace with the
changing world.

If one is in need of a fence, or needs to make


themselves known to the local thieves guild,
this is the place.
It isnt easy though, as
everyone is on the watch for Arbitrator spies.
Make your intentions known and someone will
find you.
Ask too many questions and
someone a little less friendly will find you.

Tower of Song and Light


It can be imagined that this structure was once
marvelous to behold.
After decades of
bombardment from the districts smokestacks it
is just as dismal as everything that surrounds it.
At least on the outside. Pass through the doors
and you are taken somewhere entirely
different. The sweet smells of incense wash
away the bitter taste of soot, and the hammers
of the forges are replaced with the trickling of
water and chimes.
This is a place of meditation and seclusion. It is
an escape offered to any that desire it, for a
small donation of course. Subscribing to no
225 | M i s t r u n n e r

single deity or religious beliefs, the proprietor,


Minx, has been here longer than just about
anyone. She is obviously a Faye of some sort,
though she has never said where she came
from. She doesnt speak much at all, but she is
always willing to help a weary soul find solace
from the outside world.

brains behind many new advances in steam


technology. He is one of the rare individuals
that is allowed in the tunnels run by the Order
of Icros.

Of course her mysterious ways and silence lead


inevitably to rumors of her true intentions. She
is thought to be a spy for the Seelie Court as
well as the Unseelie.
She is believed to a
vampire, a succubus, a demon of the old days,
and hundred other things.
She feeds on
children or steals souls. Minx always smiles
when she hears these things, never confirming
nor denying their validity. People may not
know the truth, but they do know that she is
hiding something.

Varek was once a general in the last Retribution


War. The old Anuir has long since retired from
active duty, but his life still revolves around
war, or at least the preparation for it.
Weapons are mass produced here, primarily
those that no one else builds.
Catapults,
ballista, and more and more often now,
cannons are built in pieces here, to be
assembled by one of Vareks engineering crews
after delivery. The city of Wayfarers Way has
recently sought to upgrade their own defenses
and have a standing contract for many cannons
to be delivered over the next few years.

Four Hammers Forge


This forge produces more finished goods than
any other location in the district. The bulk of
its goods are tools and building materials.
Recently they have begun work on railroad
track for the new rail system that looks to link
some of the True Realms together. It is a long
and arduous process as each rail must be forged
with the aid of an artificer that can weave
magical runes into the molten iron. It also
requires the use of a mix of metals, including
black iron. Black iron is becoming harder to
come by, as the railway depends on it so much.
Weander the Witty, a jovial Fereg with a keen
eye for design, has worked hard to make his
forge the biggest in the True Realms. Aside
from numerous sundry goods, Weander is the

Vareks Arsenal

The Mistrunners Association also relies upon


Varek to provide many of the ship mounted
weapons they use to discourage pirates and
renegade runners.
Due to an increased
workload, Varek has been looking for any
talented men he can find, carpenters, smiths,
leather workers, and engineers.

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

Ingots seem to pour endlessly from the forges,


shipped all over the district, and many to the
docks.
Nearly half of all the raw metals
processed in the city come from Dracos.
Hasphetion used to be the only person that
knew how to work with the temperamental
Black Iron, but somehow Weander stole away
the secret, as well as the highly prized contract
for the railroad. Hasphetion has been much
less than pleased about it.

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

in the pits he hasnt been able to bring himself


to fight since.

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

hours of the night, but nothing can be


confirmed.

the city militia and the security employed by the


university to handle the population surrounding

River Ward

the school. However, the Arbitrators are quick


to put down anything that they determine to be
a more serious threat.
Thieves and gangs
quickly overstay their welcome, and for most
the cost to reward ratio isnt worth the risk.

Stretching along the banks of the River Corrib,


the River Ward is smallest district in the city.
Despite its small size this district is bursting with
life. It is home to artists, poets, minstrels, and
philosophers. During the day the streets are
full with performers, jugglers, and musicians.
At night, the districts clubs come to life.
People from all over the city, mostly younger
folk, flock here to enjoy the robust nightlife.
The River Ward is also home to many students.
The citys main university, Farson Academy is
located here, and most of the students reside in
housing blocks near the school. Many of the
businesses in the area cater to this crowd,
scribes and parchment shops, bars that serve
inexpensive food and drink, instrument makers,
chandlers, and the like.
There are a great
number of pawn and resale shops near the
Academy too, school can be expensive and
many students make prodigious use of these
locales.
This area is also one of the most popular with
the Faye. Many different Faye both visit and
reside here. The other locals treat them no
different than anyone else, primarily due to the
relatively young age of most of this districts
residents, most of them never lived through the
wars and strife and therefore hold no grudges.
Many are also fascinated with the Faye and
enjoy having them as neighbors and friends.
The Arbitrators treat this part of the city
differently than the other districts. They are
more apt to let the small things go, relying upon

The River Ward is constantly changing, nothing


stays the same too long here, changing almost
as frequently as the classes at Farson Academy.
Tastes change and the district reflects that as
there is constant renovation and construction
underway. If the Docks and Marketplace are
the heart of Wayfarers Way, then the River
Ward is its soul.

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

rather than their individual merit, though the


university denies this.

off some sort of punishment are ever found in


the sorting rooms.

While the university campus is stretched along


the southern banks of the River Corrib and is
open to the public, the class buildings
themselves are securely guarded and only
faculty and students are allowed entrance. The
only building that the public may access is the
Librarium.

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

This place is an absolute dive. The food is


terrible, the service lousy, and the clientele loud
and abrasive. All of those are probably good
reasons why it is so popular with many of the
students from the university.
There is live
entertainment almost every night, singers,
poets, storytellers, and musicians keep this
place packed regularly.
Lanky Phibs was once a bard of some fame. He
was a master of anything with strings, but a
terrible accident several years ago left this
Fereg minstrel without the use of his left arm.
Now he contents himself with helping other
performers and spreading the joy of
entertainment. He has been known to sponsor
truly gifted musicians, helping to further their
training at the Academy.

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

of the last Retribution War, and he isnt adverse


to knocking a few skulls around.

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

given time frame, Pisdank gets to keep


whatever was pawned. As such, he has many
items available for sale or trade.
Pisdank is known quite well as the most
honorable of the local pawn brokers.
He
charges a fair rate of interest, and is often open
to negotiating extensions. His good reputation
has paid him back much more than any shady
dealings would have.

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.

The Printed Word


While books are still a luxury for most folks,
they are still found in abundance in the River
Ward. This reseller has four floors of books,
230 | M i s t r u n n e r

piled and crammed into shelves. It seems to be


in complete disarray, but Hob knows where
every book is. If you know the author or a title
he can either sell you the book from his vast
collection, or find a copy for you. The rarer the
book though, the higher the price will be.
Hob is also a former professor at the university,
and he is still afforded all the accommodations.
When he is not in the shop, he is most likely
somewhere deep within the Librarium. Some
of the most prized books in the librarys
collection are courtesy of Hob.

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.

Quite the skilled herbalist, Franno also offers


many hedge wizard remedies for every ailment
of the body and mind. Though nothing here
comes cheap, one will never hear a complaint
from one of his patrons.

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

only a small contingent of Alfar to keep the


premises safe and secure. When a member of
the Seelie Court is in the city, the embassy is
swarming with Alfar and minor Faye attendants.
Anyone wishing an audience with an
ambassador will meet in the Grand Chamber of
the city council hall.
The Government Block is a symbol of the citys
vitality and economic might. Things are going
very well and the tax money has been pouring
in. This district seems to be more about the
city showing off than it is about serving the
greater public good. Still, it has had the desired
effect and has inspired more confidence and
pride in the city.

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.

Quiet Meadows Asylum


For those unfortunate few that cant cope with
everyday life, as well as those that are
completely insane, the staff at Quiet Meadows
is here to help. While many of the residents
here are not voluntary, there are services
232 | M i s t r u n n e r

available for those that require them. On the


outside there are tranquil fountains and well
maintained gardens. Those residents that are
deemed safe are free to roam the grounds at
their leisure.
However, in the lower levels one can find those
that are a danger to both themselves and
others.
Many criminals that are not sane
enough to work the salt mines are confined
here. The conditions are quite deplorable, but
there are few that either know or care about it.
It is a kind of out of sight out of mind thing.

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.

building. The accuracy of those floor plans may


be suspect with some buildings, but the Halls of
Property tries to be as thorough as possible.
Any files pertaining to public property is open
for any to view, with the exception being the
Keep of the Lord Protectorate.
Any
information on private structures requires
permission from the Property Commissioner, as
well as the paying of several nominal fees.
Anyone wishing to buy or sell property in the
city must conduct their business through the
Halls of Property, with a percentage of the sales
being taxed. Any expansions or new buildings
must also be approved by the zoning board,
which meets here once a week to examine new
petitions.

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

Halls of Public Works

Floor plans to every home, shop, guildhall, and


temple are stored within the walls of this

Anything pertaining to the daily operations of


the city is handled through this office.
233 | M i s t r u n n e r

Maintaining the streets and walls, keeping the


park clean, waste removal, and the steamworks
are part of the Halls of Public Works.
Despite what anyone else may think, this is the
department that keeps the city working.
Without the constant vigilance of the crews
dispatched from here the city would fall into
chaos almost immediately. The workers here
are constantly threatening to go on strike, but
the city always comes through with some
agreement at the last second to keep them
working.

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

merchants have returned, reopening old shops


as well as starting up new ones. With the
return of commerce has come more people,
which in turn leads to more commerce, which
leads to even more people. The residents are
taking great pride in the resurgence of their
neighborhoods and are working closely with the
militia to keep things moving in the right
direction.

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

home to smuggled goods and illegal drugs. The


city is working to find some way to not only put
the owners away, but to close the shop down
permanently.

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.

Gardens of Serenity and Joy


Once the worst brothel in the entire city, this
building has gone through a rejuvenation since
becoming one of Papa Jons Pleasure Domes.
While many of the same services are still
offered, it is in a much cleaner and safer
environment.
The Lower Ward has been a great recruiting
ground for followers of the Green Priest, luring
in the downtrodden and poor with temptations
of the flesh. It is well known that this Pleasure
Dome recruits more new members than
anywhere else in the True Realms.

Openers

Rimshot is most definitely a Faye of some sort,


though no one seems to know for sure what he
is. He has a trickster sense of humor about
him, and despite the fine reputation of the
establishment, he is not above playing pranks
on his guests. It has become a bit of a ritual, a
sign that you have been accepted as a regular,
to survive Rimshots hazing with good
sportsmanship.

If it has a lock, be it magical or mundane, Fenax


can open it for you. This Karanar was the most
accomplished safecracker ever known.
His
reputation was so well known it landed him a
lengthy stay in Therall Mar. Now he claims to
be reformed and only uses his vast lock picking
skills for legal jobs. Whether or not that is true,
well, the Arbitrators keep a close watch on him.

Talk is that the name comes from an actual


minotaur that feel afoul of a wizards trap and
had his hide turned blue. Rimshot tells many
stories of his adventuring days with his
minotaur companion Togol Blackhorn. Some
nights, a large figure has been seen leaving the
back entrance, hooded and obscured from
sight, and some folks claim that hoof prints are
often found in the back alley.

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.

spirits, cures for minor ailments, all of these


things are in abundance here. Everything that
Dreeble sells truly is magical, at least to some
extent, but whether or not they do what he
claims is debatable.

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 district, and even those that do are always


under supervision. The district itself employs
many, needing people to keep the streets clean,
gardens kept up, and general labor. These
people are housed in a block of buildings near
the High Guard barracks.
Residents here have worked long and hard to
make High Ward the place it is. They continue
to work hard to keep it the way it is. Anyone
wishing to live here must meet the approval of
the High Council, a group of residents elected to
office every two years.
The council also
handles any disputes between residents and
dealings with the High Guard. While many
outside the district view those inside with envy,
it is the wealth of the residents of High Ward
that helps the city thrive.

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

238 | M i s t r u n n e r

that the primary function of the Overlook Hotel


is as a place for the rich to have their dalliances
with mistresses and the like.

supposed mystical fountains that will reverse


the effects of aging, these are what the wealthy
will pay hardy coin for.

To even be considered for a room here you


must already be a resident of the High Ward or
have a letter of intent from one. The staff live
on the grounds, and few ever leave.
It is
rumored that those that work here do so under
enchantment, though there is no proof of such
magical mischief.

While not a house of decadence like one of


Papa Jons Pleasure Domes, it is still run by the
jovial hedonist.
There were many that
complained when the Sparkling Palm first
opened its doors, but after a complimentary
visit they all quickly changed their minds. Now
the residents of the High Ward flock here and
the coffers overflow with their coinage.

The Glittered Dove


There are many glassblowers in the city of
Wayfarers Way, but there are none that can
match Felix for his skill and creativity. His
masterful creations are only for the wealthy, as
nothing he makes really has any practical
purpose. Glass sculptures ranging from the size
of your thumb to behemoths that would dwarf
the mightiest Aslonian are what can expect
from the artful fingers of Felix. Everything is
custom made, though on rare occasions Felix
will have a few special items available for
general sale.

The Sparkling Palm


Because the rich dont feel pampered enough,
the Sparkling Palm provides spa services for
them. Enriching mud baths, skin peels,

One of the things that makes Felixs items so


special is the sand he uses. Felix only works
with sand from the silt seas of Vlusk. To make
things more difficult, the sand must be
extracted from a precise depth as well. It is a
tricky process and Felix is known to reject many
shipments with a simple glance or a wispy touch
of his fingertips.

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

Mercantile District. Those that work here have


paid their dues and done the job long enough
and well enough to prove themselves and earn
a spot at the top. With that comes certain
perks, the best shops, the best clients, and the
best prices.

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

Mask and Veil


Iola has been running this costume shop for
decades, and her faithful seamstress friend Zen
has been at her side since day one. Once Iola
catered to the tastes of many of those in the
High Ward, but after a dalliance with a certain
married noble she has fallen on harder times.
Still, she continues to make costumes for any
that need them, though rumors abound that
many of her creations go to aid those that are
less than law abiding citizens. Zen is said to
imbue the very fabric of with special magics
that create the perfect illusion. Despite these
claims, the business is barely hanging by a
thread.

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

with those of other parts of the city. Normally


the nobility would consider it slumming to be
amidst the general riff-raff of the city, but there
is something unifying about the Dancing
Dragons.

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.

Valeruns Trading Post


Everything and anything, that is what Valerun
claims to sell.
Others will say, If Valerun
doesnt have it, you dont need it. Shovels,
sacks, carts, horses, sails, boots, hammers,
lanterns, and a thousand other items cram the
shelves of this massive storehouse. There isnt
an adventuring type that hasnt dropped many
a coin here.
As for the owner, Valerun, he is a bit of a
mystery. No one has seen the man for over a
hundred years except for a scant few of his
closest associates.
He was always a bit
eccentric, and he grows more reclusive and
strange as the years pass by. Every now and
again some new oddity will show up in the
241 | M i s t r u n n e r

storehouse, creating a new fad when it does.


Either Valerun has a second sight that gives him
a peek as to what consumers want before they
do, or as some suggest, magic is at work.

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.

242 | M i s t r u n n e r

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

mention a few Faye, mostly sprites and the like.


Hunting or harassing of the natural wildlife is
strictly prohibited. Anyone caught breaking
this law can expect to enjoy a short visit to the
salt mines. A small group of KralKuru have
taken up semi-residence in the park too. The
city thought to have them removed, but the
rock trolls have done nothing but stand in place.
They have become a bit of an attraction for
some folks as they havent moved in over ten
years now.
They only react if threatened,
which no one has done since a certain incident
several years ago. They are now protected
much in the same way as the other natural
residents of Travelers Park.
Worthington Manor, a large estate house is not
open to the public.
The city watch has a
constant presence here, even when it is not
occupied. The gardens surrounding the manor
house are a marvel, boasting an immense array
of flora that is meticulously groomed. The
gardens are open for public viewing during the
day, except when the manor is in use. The city
has recently begun allowing individuals to rent
the manor house, though the fee is quite high.
A few of the cities more well to do residents
have taken them up on the offer, generally for
high society parties and the occasional wedding.
Travelers Park is something that many of the
residents of Wayfarers Way cherish and take
great pride in. With so little in the way of
nature left in the city, it is a welcome oasis for
those that cannot afford a trip to the mainland.
For a city so cramped for space as Wayfarers
Way there are those that question the immense
size of the park. Despite a lot of coin being
thrown about and the city bursting at the
243 | M i s t r u n n e r

seams, there has been no ground made on the


idea of converting some of the parkland for
more practical uses. Those that know their
history understand that the park isnt

technically part of the city, but the land actually


falls under the ownership of the Seelie Court,
the Faerie nobility. It is precisely why the land
has never been, and never will be developed.

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

but the law can be patient, and once a suspect


leaves hallowed ground, they are quickly
apprehended.

Hall of the Bloodied Fist


This odd shaped structure resembles a severed
hand clutching a rock. It is the main temple to
the mad god Tulane. Darkos Mepastinor, a
rather noble Fereg, is the high priest. He can
often be found roaming the temple grounds
muttering to himself, or as he says, in constant
communication with his god.
In the old days the ritual sacrificing of limbs was
performed in an open courtyard. The city put a
stop to the display, though the rituals still go on,
now out of sight of the general public. Even
removed from sight though, the stench of
burning flesh can be overwhelming at times
when passing by.

Palace of Happiness and Enlightenment


This glorious edifice is the home of none other
than the infamous Green Priest of Delight, Papa
Jon. While the seemingly jovial Aslonian rarely
leaves the compound, he can often be seen on
one of the many balconies waving to his
infatuated followers.
There are many residents that have fallen under
the sway of Papa Jon, and many of those that
enter the secluded halls of this temple are
never seen again. The Arbitrators have been
trying to find a way around the laws regarding
the sanctity of temples so they can rid the city
of what they consider a dangerous cult.

Feasting Halls of the Immer Essen


Balus the Bulky, a grotesquely rotund Charek is
the high priest, known as the First Eater, of this
strange food based sect.
Believing that
consuming a thing grants understanding of it,
the followers of the Immer Essen strive to eat a
little of everything they can. While the eating
of people is against the law, once again, it is
suspected that such rules are ignored behind
closed doors.
Regardless, there is always a plethora of
different delicacies and exotic animals arriving
here for the never ending feasts.
Many
members must be carried in as their bodies can
no longer support their massive bulk.
Rumors abound that the true leader of this
disgusting group is a Demassiador, keeping
itself hidden within the confines of the temple.
If that can ever be proven true, not even the
temple laws can supersede the ban of Unseelie
Faye.

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

The attack did have its repercussions though,


and many of those responsible have been
banished from the city. For no lack of trying,
the Arbitrators were not able to connect the
Pagan Hunters leader, Garrelu Elfkiller to the
attack. The Pagan Hunters maintained that
those that carried out the attack were a splinter
faction and acted without the consent of the
guild.

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.

First Church of He Who Is and Was


While not as grand or ancient as St. Avers, this
massive church is easily the largest single
structure in the district.
Services are held
several times a day, every day of the year, and
the doors are always open.
In addition to the main service area, there are
also two smaller builders which are used to
house the permanent clergy and assorted
servants. The number housed here is often
quite low, and in times of need the church has
also served as a makeshift shelter and hospital.
There is one other thing that truly sets this
overly large stone chapel apart from the
beautiful architecture of St. Avers Cathedral.
The altar stone is said to contain the heart of an
angel, one that sacrificed itself for mankind
247 | M i s t r u n n e r

during the Demon Wars.


True or not,
thousands flock here with the hope that some
of the altars mystical powers will bring them
whatever it is they seek.
Father Ulem is a soft spoken man in person, but
this slow moving KralKuru is a whirling dervish
when he takes to the pulpit. His sermons have
been known to carry on for hours and claims
abound from those in attendance of the spirit of
God himself descending upon the simple priest.

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

Karan, though one may find a rare Anuir in the


midst.
Shara the Bloodwitch divides her time between
Blackroot Spire and Stevras Oasis in the Grey
Quarter.
However, she has been spending
more time here lately ever since a young
Karanar named Heilo became the first man to
violate the sanctity of the temple of Stevra.
Heilo hasnt been seen since, but people swear
they have heard his voice coming from within.
Of course that leads to rumors about Shara and
this mysterious man. Folks on the street think
she is forsaking her vows and has taken Heilo as
her lover. Shara, tight lipped as always has said
nothing on the matter.

House of Father Oak


The Druids of Tuatha Mar have been around as
long as anyone can remember, predating the
Reckoning by over 2000 years.
They have
managed to create a small green space in the
heart of the Temple District, surrounding one of
the few trees left outside of Travelers Park.
The mighty oak stands at the heart of both their
ground, as well as their entire belief system.
Neel couldnt be a better fit for a bunch of tree
worshippers. The Rygar Archdruid spends most
of his time in deep meditation at the base of
the oak. Along with him are three KralKuru,
said to be the guardians of the tree. The trio
has not moved in over a hundred years, but
they speak with Neel quite often, as well as
other members of the faith.

248 | M i s t r u n n e r

The All-Seeing Eye


Purple smoke constantly rises from this small
temple, a result of the hallucinogenic herbs
used by members of the Fated to perform
divination. The Jarro root is contraband to
anyone in the city, the Fated being the only
ones allowed to possess it, and only for use in
their ceremonies. The smoke produced by the
Jarro root is highly addictive as well, and those
that come seeking the aid of the soothsayers
must remain outside at all times.
Magical
Wards are in place around the temple as well,
to prevent the haze from drifting elsewhere.

Tears of the Earth


This squat stone building is covered
with plants. No one can remember when the
followers of Gaia moved into the Temple
District, some claim that the district was
constructed around them.
The sons and
daughters of Gaia, as her followers call
themselves, deem to be the keepers of the
earth. They were once members of the Tuatha
Mar, but have since splintered off.

Anyone with the right amount of coin can hire


the services of the Fated, though it is best to be
aware that they never give a straight answer.
Whether it is just the way the mysteries of the
future unravel, or a brain destroyed by the
constant use of mind altering drugs is anyones
guess.

Nirra is obviously a Faye of some sort, her green


hair and pale skin kind of gives her away. She
never speaks, communicating with nothing
more than gestures and a flutter of her eyes.
She only dons clothing when she leaves the
temple grounds, and even then it is less than
discreet. When she is here, it is a safe bet she
is somewhere in the city park.
249 | M i s t r u n n e r

The Upper Docks

enjoying a pleasant stay in the Therral Mar salt


mines.

Everything that comes into the city moves


through the Upper Docks. Seeing as the city
needs to import nearly everything it needs, the
docks are of the utmost importance. Cargo is
moving in and out of the city day and night,
every day of the week. The docks never rest as
the city has an appetite for goods and raw
materials that is never satisfied. Warehouses,
packed to the rafters, are crammed into row
upon row throughout the docks, each one with
its own staff and security.

Those that have a need to reach the sea over a


thousand feet below the city can find transport
here, unless they wish to take the Great Stair.
One can also purchase a ride on one of the
docks two elevators, huge lifts that descend to
the Lower Docks and help move even more
cargo into the city.
The lifts operate only
during the daytime though as they are shut
down for servicing every night.

While the docks are technically under the


jurisdiction of the city, the real authority here is
the Mistrunners Association. Only skyships and
mistbarges can dock here and only if they are
licensed with the guild. This does not stop the
flow of illegal goods though as bribes flow as
freely as the cargo coming off the ships. The
Arbitrators lack the manpower to inspect every
vessel that docks here and the city officials in
charge of it are often corrupt or intimidated by
those seeking to ply their nefarious trade. The
Mistrunners Association handles some of the
policing as well, but they are reluctant to
implicate their own guild members and prefer
to handle any problems without outside help.

All travel between the Docks and the rest of the


city is taxed, whether there is cargo involved or
not. Passage through the gates is one sovern,
no great amount by any account, but it has the
desired effects. For one, it helps the city pay
for the numerous employees that work the
docks, as well as pay for the upkeep of many
other city projects. The tax also acts as a
hindrance to those that work on the vessels
that dock here and makes it less likely that they
will venture further into the city. The tax is
payable whether one is coming or going as well.

With the constant coming and going of trade


ships comes a constant flow of sailors and crew
members that need entertainment. Dive bars
and brothels can be found along the walls, half
encircling the district with a lewd curtain.
Brawls are common and the Arbitrators tend to
make offenders pay small fines and then quickly
return them to their ships. Those that become
a recurring problem end of facing more serious
charges and more than a few sailors are
250 | M i s t r u n n e r

The Black Dragon


This imposing structure is home to the most
renown, and the most feared, guild in all the
True Realms. The Mistrunners Alliance control
the bulk of travel and trade between the True
Realms. Any and all mistrunners wishing to
offer their services must do so through the
chapterhouse. Those that fail to do so will find
themselves blacklisted if they are nonmembers, or expelled if they are. Legitimate
businesses will not deal with non-registered
runners, the guild is too powerful an enemy for
most.
Aside from all of the administrative functions
the chapterhouse serves, there is also
temporary housing available to any mistrunner
that requires it. There is no fee, the guilds
hefty fee covers it all. Only those that are dues
paying members can stay here though, no
exceptions.

and he burned out, and it has left his Dracon


body partially crippled.
That ambition and
drive though, has served him better as a
businessman.

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.

The City Shipyards


Topsider
Those that must make use of either the Lift or
the Great Stair will find this bustling pub waiting
for them when they arrive atop Baerds Rock.
With the constant flow of people and goods
moving past its doors, the Topsider is always
busy. The food and drink are decent in the
common rooms, and those that can afford more
private accommodations will find the quality
greater improved.
Yusk is a retired Mistrunner, though he is still a
member of the guild. He was once one of the
most promising runners to ever cross the Mists,
but he pushed himself too hard and too fast,

The city of Wayfarers Way maintains their own


fleet of sky ships and mistbarges. Many of
them are old, and as such, they are in constant
need of repair. Crews work day and night to
keep the ships fleet sky worthy.
The City Shipyards also house government
docks, the only place where Dock Warden Brarg
has no power. Shipments bound for the Keep
of the Lord Protectorate or the City Watch
come through here, and it is well known that
some members of the City Council use these
docks as well.

251 | M i s t r u n n e r

Talen the Shipwright


It takes not only shipbuilding skill, but also a
great deal of magical prowess to construct a
ship that skim through the Mists.
No one
builds ships like Talen. His ships are faster and
more maneuverable than anything else out
there. A captain would sell his own mother to
stand at the helm of one of Talens ships, even if
for but a moment.

there based upon distance traveled. Despite


the costs, Inky has become an incredibly
wealthy individual, though much of his wealth is
spent to protect his Dracon kin. Inky comes
from a Hive bordering the Deep Mists, home of
the Unseelie Faye, and as such they live under
the constant threat of oblivion from numerous
sinister forces. Over the last hundred years
Inky has been moving his people to a safer
home in Aerdmoor, a costly endeavor indeed.

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.

Oil in one form or another has been in use for


thousands of years.
Kexxons specializes in
whale oil, though they dabble with crude fossil
fuels as well.
They process tons of whale
blubber every day to try and meet the demand
for whale oil. Lately though, with the rise of
steam power, demand for oil has been declining
as people are getting power elsewhere.
Tyer Kexxon has been trying to find new uses
for whale oil. The one that has met with the
most success is marketing it to his biggest rival,
the city steamworks as a lubricant for the
mighty gears of the machines that now power
the city.

Inky has spent centuries building his network of


gates. One can reach any of the known realms
through one of his gates, traveling near
instantly over hundreds of miles. But, it takes a
rather heavy purse to afford the trip, starting at
100 soverns per person and going up from
252 | M i s t r u n n e r

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

has changed nothing, the chowder is just as


awful as it always has been, the beer a bit too
warm, and the air stale. She works the bar
while her husband Niar makes food in the back.
She keeps him back there because of his abrupt
and often rude nature when it comes to the
customers.
Also, in a back corner nearly every night is Old
Tip, a grizzled and time worn Nekron.
He
regales the crowd with tales of the sea, some
are real, some are embellished, and some are
just plain whoppers.

The Weeping Maiden


A small, unkempt tavern located on the docks
looks as though it is ready to fall into the sea
any moment. The figurehead of an old ship is
secured above the door, a weathered carving of
a crying woman. The place is very popular with
sailors and fishermen and all other manner of
folks that make their living with ships and the
sea.
Coopy, a one eyed, peg legged Anuir Is the
owner of this establishment. The figurehead in
front is from his last ship, it went down with all
hands but him. He keeps a close eye on the
patrons and he does not stand for the brawling
normally associated with seaside bars. Dirty
Darla, the ugliest woman ever seen, maybe
even the ugliest Fereg ever seen, helps serve
drinks as well as keep the peace.
There is a shrine dedicated to those lost at sea,
and many folks leave offerings here to appease
whatever gods or spirits that dwell within the
watery depths to keep the fleets and her sailors

253 | M i s t r u n n e r

safe. It is considered good luck to leave a coin


for those that make their livings by the sea.

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.

The Arbitrators try to keep a close watch on


things, but as space is very limited there are
time constraints. Cargo cant be left to sit for
days and days, it must move in hours or the
backlog would become too much.

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

appear to be up to any mischief of his own


devices.

Aldus the Tinker


When Aldus is not on the road, he can be found
here, offering his services to the locals. He is
well respected as few merchants and craftsmen
will deal with underside folk, let alone setup
shop here. As far as what affect the Underside
has had on him, it is unclear as Aldus while
more than a bit insane to begin with.

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

becoming a right of passage amongst some of


the gangs to sport a Markers tattoo.

MacSubines Delivery Service


Jude MacSubine is known as a man that gets
the job done, no questions asked, provided the
job is moving items from point A to point B.
Such services though do not come cheap.
MacSubine has yet to fail on a delivery, though
he is notorious for adding on extra fees due to
unforeseen difficulties.
He is also a crack shot with most forms of
Powders, and it is rare to see him without at
least several firearms on him at all times.

256 | M i s t r u n n e r

The varied districts arent the only things to see


while in the city of Wayfarers Way. Catacombs
and tunnels wind their way through the massive
spire of Baerds Rock, holding mysteries still to
this day. There are so many things to see and
nooks and crannies to explore in this marvelous
city by the sea.

nothing more than drain money from the city.


Supporters view it as a symbol of the citys
strength, and while its walls have never seen
battle, it helps deter would be attackers. The
resentment of city residents has grown and
there is growing sentiment on the city council
as well. The office of the Lord Protectorate has
tried to cut back on its expenses while still
maintaining the same level of military strength.

Keep of the Lord Protectorate

Mt. Hirbor

Dominating the Eastern portion of the city is the


Keep of the Lord Protectorate. The Keep is
home to the Lord Protectorate, an elected
official that is responsible for the protection of
the city and the maintaining of the militia and
the city walls. Originally it was nothing more
than just a small fortified building, but it has
grown along with the city.
Now it is an
impressive series of fortified stone buildings
and formidable walls encircling everything.

Located on the eastern most edge of Baerds


Rock is Mt. Hirbor, its long shadow falling over
a third of the city. Once, many centuries ago a
great dragon called this place home, and before
that it was the entrance to a vast underground
city from a long lost civilization. One of the few
remnants of that old age is the Mouth of Yon, a
magical fountain that spews forth a river of
fresh water.

Other Sites

Aside from the keep there are also numerous


other buildings, barracks for the city militia,
stables, housing for government staff and
servants, the city provision stockpile, and the
private city docks.
The Keep is fairly self
sufficient, small farms on the grounds supply
the bulk of the residents food, blacksmiths
keep the soldiers armed and provide tools for
farmers, and a reservoir is kept full of fresh
water. Despite this the Keep still brings in
plenty of goods, both from the city as well as
from abroad.
There is a growing feeling among the citys
populace that the Keep is not necessary. It has
never been assaulted, and most feel that it does

There are few permanent structures on the face


of Mt. Hirbor. The rugged cliffs and crumbling
slopes dont lend themselves well to solid
foundations. Still, there are a few places of
note that have managed to latch on to the
jagged mountainside.
A lonely lookout tower stands atop Mt. Hirbor,
manned by the equally lonely tower guards. It
is generally considered punishment to be
stationed in the tower as a lookout. The climb,
done on foot, takes the better part of a day.
With nothing to block the wind it is also a chilly
home where fires require much attention. One
can see for miles and miles in every direction
from the top, thanks primarily to a very special
looking glass made by the lensman, Celos.
257 | M i s t r u n n e r

There is also the Great Gate, the entrance to


the forgotten underground metropolis. The
City Watch sealed the gate many years ago,
after a few too many intrepid adventures failed
to return from down below. Behind the gate is
a single shaft some two hundred feet across
that drops down into the darkness, nearly a
thousand feet beneath the waves. Rumors
abound of other secret entrances to the lost
realms beneath the sea, and also of the vast
riches just waiting to be plundered.

and many believe they go even deeper than


that.

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.

Water from the lake makes its way around the


city via a series of canals, and more recently
through pipes fed by two large steam pumps.
The pumps run day and night to keep the city
supplied with all the water it needs. The Holy
Order of Icros maintain the pumps, and no one
outside of the order is allowed near the
machines.

The Downs

Merrowdowns

The Downs are the sewers of Wayfarers Way.


The only accessible parts are for water runoff
from the streets above.
The sewage itself
moves through much smaller pipe works. The
Shadow Eaters, as well as many others, use it as
an underground highway of sorts. Many of
those cast out of the city above or those that
can't make it anywhere else can be found living
in the shadows here.
The Arbiitrators
occasionally do a sweep of the sewers, the
higher levels at least, especially with all the
problems that have come up recently with the
Children of the Pale. However the network of
tunnels reaches all the way down to the sea,

This small series of aquatic caverns lies at the


base of Baerd's Rock. In the deepest of winter
the seas recede enough that the highest caves
are visible at the waterline.
Still, anyone
wishing to explore these caverns had best come
equipped to breathe underwater as almost the
entire complex is submerged. Centuries ago
horrible Merrows, an ancient and malevolent
breed of Unseelie Faye, called these caves
home, but as the city above grew they were
forced into exile. Some say they have come
back to reclaim their ancestral home, but the
local Arbitrators say they have kept the area
clean and will continue to do so.

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

The few entrances that are easily found have


been barricaded by the Arbitrators, to
discourage those too curious for their own
good.
However, many would be explorer
manages to find a way in, though many never
come back, most likely victims of drowning.

Regardless, the island is considered off limits.


There are no patrols or guards to keep
trespassers away, but it is well known that
those who venture there rarely return. Of
those that do make it back, few have their
sanity intact.

Isle of Aran

The Deeping Darrows

The Isle of Aran is one of the two mysterious


floating islands to the east of Wayfarers Way.
This particular one is home to Baerds
magnificent estate.
Few have ever been
invited to visit the wondrous abode of the citys
founder. There are all manner of stories and
legends about the magnificent treasures Baerd
has stashed away here. Baerd keeps his own
security forces that are quite loyal to him. They
do not let anyone even near the island, let
alone on it. Aside from his guards, there are
hundreds of magical wards and spells that
protect his home from prying eyes and greedy
intruders.

Well beneath the churning waves, burrowed


deep into the seabed is the home of a once
mighty race of dwarves.
There are still a
handful of the dwarves residing here, but it is
only a shadowy remnant of the past days of
glory. The Deeping dwarves are not fond of
visitors and they have a treaty of sorts with the
city above. They also trade for needed goods,
offering up gems pried from the stubborn claws
of the deepest caverns. Clan Mercuria also
dwells in these caverns among their dwarven
brothers.

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.

Miles to the west is the small village of


Harborside. In truth it is nothing more than a
collection of vast farms and fishing shacks. It is
here that much of the food needed to feed the
city of Wayfarers Way comes from. If one isnt
a farmer or fisherman, this place has little to
offer.

259 | M i s t r u n n e r

Chapter Twelve: Its A Big World Out There


Wayfarers Way isnt the only True Realm, in fact there are dozens of them. Most of them are rather
small, tiny pockets that are nearly impossible to find in the depths of the Mists. There are others
though that are home to many mortal creatures. The borders of these True realms are not as solid as
Wayfarers Way, as the Mists constantly shift around them. It is not unheard of for some of the smallest
True Realms being completely swallowed up by the Mists. It is also believed that there are many more
True Realms that are as of yet undiscovered. Perhaps there is even a place out there that is still home
to old humans.

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.

hoping that one day the lost clans will return.


A clan is only believed to be completely lost
when their representative Katu dies. If that
happens the dead tree is left where it is, as a
reminder of those that have gone before.
Aldhythe is the one True Realm that maintains a
very positive relationship with the Faye, the
Seelie Court in particular. It is quite common
for there to be a variety of Faye in the forest at
any time. Alfar are by far the most common,
though Kobolds, Nixens, and Pixies are regular
visitors.
Once every ten years the Karanar hold a grand
gathering of the clans. Karanar travel from all
over the True Realms to be counted. It is a
time of merry making and storytelling. Each
clan hopes to gain honor amongst their peers
by spreading the word of the exploits of clan
members.

The High Court of the Clans is located in a


protected glen in the north eastern corner of
the forest. Each clan of the Karanar has a
representative here, and each has a Katu, or
home tree, located in this area. A clans Katu is
its most prized thing, valued above honor and
even family. The number of Karanar inhabiting
this realm is unknown as there are always
numerous clans moving in and out of Aldhythe.
Those clans that have ceased to be still have
Katu, and other clans care for them, always
261 | M i s t r u n n e r

Aerdmoor

The Fountain Flowing

Aerdmoor, or as it is commonly called, the


Lands of Ever Twilight, is unique among all the
realms. It is the only True Realm that exists
entirely within the mists. While the mists do
cover the realm, it is not as thick as usual. The
terrain of Aerdmoor is mile upon mile of swamp
land and bogs. The swirling mists and bleak
landscape make it a very unpopular place, yet
some races still choose to eke out an existence
here. Dracons, Rygars, and Feregs are the most
common races here, but there is a single clan of
Karanar that dwell on the outskirts of the realm.

Situated deep within the dark swamps of


Aerdmoor, this fresh water fountain is a site of
constant struggle. To start with, fresh water is
so rare and hard to come by without the use of
a water elementalist to purify the rancid swamp
water, then you can add the fact that the
fountains waters are magical. When water is
drunk from the fountain, it will immediately
heal all wounds and relieve all signs of
exhaustion. This magical property only works
in this way if the water is not moved away from
the fountain. After the water is moved its
magical properties become unpredictable. The
water then takes on different magical
attributes, it can either poison the drinker,
transform them in some way, or any other
infinite number of weird effects. Regardless of
the location of water removed from the
fountain, it loses all magical powers after a few
days.

The Feregs are the greatest in number, and they


hold the only dry ground in the entire realm.
About two hundred years ago a volcanic
eruption formed a small island in the swamp.
The Feregs have fought hard to secure this safe
haven, which they have dubbed Mt. Cracken.
It is heavily fortified, as the swamps are home
to a thousand different beasts that are always
trying to eat you. The actual amount of dry
land is very sparse, and most of the town stands
on platforms just above the brackish swamp.
The lone Karanar clan, the Vagras, live on the
northernmost tip of the swamps. They are
fierce warriors and superb hunters. They are
cordial to strangers, often offering their services
as guides through the swamps. They roam
about the edges of the swamp, living in small
boats that glide effortlessly across the weed
choked waters.
There are so many different types of creatures
living here that new ones are being discovered
all the time. Life is abundant here, as is decay
and death.

Currently the fountain is under control of the


Pagan Hunters. They secured the site a few
months ago and have spent a tremendous
amount of money and manpower fortifying
their position. Work on a permanent keep is
currently under way, though it is hard finding
enough solid ground for a foundation. The
garrison sees new recruits coming in almost
constantly.
Sir Horus was the leader of the local Pagan
Hunters in Mt. Cracken, but he was the
responsible for securing the fountain.
A
veteran Rygar of numerous campaigns, he is a
strict and competent captain, and he has not
allowed anyone outside of his guild near the
fountain.
262 | M i s t r u n n e r

His second in command, Lady Lira, a stunning


Karanar woman, is trying to convince Horus that
the waters should benefit all people. Lira is a
holdover from when the Pagan Hunters were
still on good terms with the Church of He. She
was demoted to the swamps of Aerdmoor for
her more liberal beliefs.

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

the immense branches of the yggdrasils. While


the Nekrons and Rygar tend to be quite solitary,
the Andurans band together into flocks to guard
themselves from the many predators that also
call the trees home.
The Andurans create
dwellings near the center of the largest trees,
building homes on the branches. Because of
their ability to glide and fly, there are few, if any
catwalks or bridges between dwellings. The
Andurans also do some limited agricultural
work in the sparse sunny areas. With the rarity
of true sunlight breaching the treetops, the
Andurans are constantly bickering with each
other over the rights to these tiny farms. The
bickering often escalates to feuding and even
outright war between the flocks.
The majority of Nekrons dwell in the level
below the Andurans, although they frequently
climb upwards to trade goods procured from
the lower levels. Nekrons are the only race
known to travel between all five layers of the
forest. Because of their solitary nature, they
rarely stay put for long and are wary of
strangers. Even when visiting Anduran villages
on trading runs they are suspicious of those
around them, only trusting a few select
individuals. The Nekrons are renowned for the
extensive knowledge of the forests and its many
dangers. It would be wise for any travelers
here to hire a Nekron guide, although it wont
be easy.

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

heavily in trade with other realms. The tree


dwarves that live here scavenge for rare plants
and animals, normally for use in elixirs and
potions. Rare components are readily available
here, and at a premium cost to those willing to
travel this deep in the forest.

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

The Icy Nails

This is a frigid wasteland, devoid of almost all


life. A few Anuir clans survive here by mining
the rare ores that lie beneath the frozen turf as
well as trapping for furs.
The temperature
here rarely rises above freezing, and when it
does the danger of shifting ice and avalanches
outweigh any benefits the warmth provides.
The only other race that lives here in any
significant number is are hunting packs of
Aslonians. Most of them exist peacefully with
the Anuir, often trading animal pelts and
carcasses for exotic metals which they fashion
into fine weaponry, though a rare few have
grown fond of half-giant flesh.

Tall, ice covered peaks that form the northern


border of the frozen wastes of Alfheim. That
which is not covered by snow and ice is a mass
of jagged rocks and deep crevases. Dwarves
once called these mountains home, but
something drove them off centuries ago and no
one has been in their caverns since. Even the
bold Anuir and Aslonians that call this frigid land
home tend to give a wide berth to the Icy Nails.

The Anuir clans are generally at peace with one


another, but occasionally tempers flare, usually
over mining disputes. The clans move about as
the veins of ore they mine run out, but they
always have groups of seekers looking for new
veins. They welcome outsiders willingly, but
are stubborn when it comes to sharing supplies.
They will trade happily, but nothing is free in
this harsh world. Typically these clans number
between twenty and fifty family members.
The packs of Aslonians that hunt for food across
the ice are not choosy about what prey they
catch, though few eat other mortals. They are
very nomadic, never staying put for more than a
few days. The packs rarely number more than
ten, though once a year when the mighty Acrels
migrate south the Aslonians all join together for
a mighty hunt. It is a time of mate bonding and
sharing in great feasts. The fires burn for days
as the Aslonians eat and dry meats to take with
them.

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

frozen wastes. The tribe responsible for the


hall changes with the year.
Outsiders are
welcome at all times, except during the Moot,
and will be treated with the utmost hospitality
and respect.
The one person that is always here is Dinwall
the Pointed.
Tall, even for an Anuir and
incredibly lean, Dinwall takes care of the hall
and keeps the fires burning day and night.
Regardless of the clan in charge, Dinwall is still
the boss. He is also a brewer of the finest
mead in all the realms. The mead is the only
thing here that isnt offered up for free, a hefty
2 soverns per mug. Honey is rare in these
parts, thus the high price, but it is well worth it.

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

across the island. It is also this peat that serves


as the only export other than fish, without it,
the islanders would have perished long ago.

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.

268 | M i s t r u n n e r

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

steam power was born. Historians, Lostmen,


and even some of the Holy Order of Icros have
flocked here to try and unlock the secrets of the
past.
Mikon-Groa is not a friendly place
though. Nasty things hide in the piles of rubble
and many of the residents do not take kindly to
folks digging around in their homes.
The
reward is worth the risk to some, but many of
them have paid a hefty price in their quest for
knowledge and fortune.

The Keeper of Things


Housed in a building that is easily a millennia
old, this is the where the records for everything
dumped here over the centuries is kept. It is
beyond a disorganized mess, it is a natural
disaster waiting to happen. Crates and boxes
and reams of paper and scrolls are piled
everywhere. It doesnt appear so daunting
from the outside, a squat one story building.
Once inside though it quickly becomes evident
that any attempt to find anything useful will
most likely be a futile gesture. The building
extends more than 50 floors into the depths of
the earth. No one even knows what lies on the
lowest levels, or how deep the archives go.
269 | M i s t r u n n e r

Bixi is a crooked Fereg sage that has been in


charge of this depository for nearly fifty years.
He has a collection of Kobolds that help him
with the place, but even their magical aid isnt
enough to keep the place tidy.

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

they eat and the troops garrisoned here are


almost all new recruits in training, the
Arbitrators reap huge profits. The shafts extend
several over a mile below the surface and the
prisoners dwell in rooms carved from the salt
itself. Most of the time there are at least 2,000
prisoners here and a garrison of about 300.
There is a magical gate for immediate
reinforcement and the transport of prisoners.
Several mages are kept on hand as well to
dampen the abilities of any magically inclined
prisoners.
Marshal Krannus is a tough Fereg soldier,
responsible for keeping the mines running
smoothly. He rewards prisoners that perform
well, and he harshly punishes those that don't.
He was originally sent here as inmate over a
hundred years ago, but after he paid for his
crimes he joined the Arbitrators and rose
quickly through the ranks.

270 | M i s t r u n n e r

Dardus

Cresthaven

This realm consists of rolling hills, verdant


plains, and crystal clear lakes. Several large
clans of Anuir live in this realm, making a living
by farming and fishing. The clans live in peace
and harmony most of the year, but during the
short and brutal winter, it is everyone for
themselves. A gypsy band of Chareks have also
made a home of sorts here, traveling between
the Anuir clans, earning goods and money as
entertainers.

This village lies on the misty shores of Dragon


Lake.
Its residents make their living as
lumbermen and carpenters. They receive most
of their lumber from a number of logging camps
that surround the town. It is smaller than
Lakeridge, about 200 permanent residents,
though when the loggers are in town that
number doubles.

The Anuir dwell across the entire realm,


although most of the clans prefer to stay near
the shores of one of the many lakes. There is
plenty of land to be had, so the population is
very spread out. The winters can be harsh, but
the Anuir were made for such things.
The Trouas, or gypsy Chareks, journey through
the realm in colorful wagons and offer their
services as circus performers, musicians, and
story tellers. The Anuir enjoy watching the
Chareks perform, and are known to act quickly
if the gypsies are threatened. While the land is
abundant and generous, the Anuir spend most
of their time working hard and enjoying the few
pleasures the Chareks bring them.

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.

271 | M i s t r u n n e r

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

care of the business. Aside from the mines,


Hundrels Foundry is the largest employer in all
of the True Realms.
Outfitters Emporium
True Realm or not, the lands here are
dangerous and full of pitfalls and nasty
inhabitants. There are untold riches out there
though, and many a prospector has sought their
fortune, some to a degree of success. Jacel has
been offering everything the intrepid explorer
needs to survive in these hostile environs.

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.

272 | M i s t r u n n e r

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

it is the rare hunter that can catch anything in


this rough realm.
As such, the mines rely
heavily upon caravans bringing in supplies.

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.

The Lost City of the Sun


For centuries people have been searching for
this fabled city from an earlier age. It is said
the streets are made of pure gold and there are
vaults filled to the ceilings with jewels and
magical relics. So far no one has found it, but
that doesnt stop hundreds of adventurers from
journeying here to seek it out.

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.
273 | M i s t r u n n e r

The gate itself is now sealed, and there are


many that intend to keep it that way. Sariel, a
divine being of incredible power, is the sole
guardian. Sariel is hard to describe, his mere
presence is blinding to most, though he appears
to be of humanoid shape and size. He never
sleeps, never leaves his post, and his flaming
sword never dips from the sky.
There are forces that wish to bring the demons
back, but nothing has arisen that can challenge
Sariels might, though several have tried. If
Sariel were to ever fall, and the gates reopened,
it would herald dark days, not seen since before
the Reckoning.

274 | M i s t r u n n e r

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.

as 50 feet and more than 10 feet at the base.


There is little else that lives among the
mushrooms, as they secrete a sticky film that is
poisonous to the touch. However, the fleshy
pulp under the skin is a highly valued delicacy.
The mushrooms fetch a high price on the open
market because of the dangers involved in
harvesting it properly.
Poorly collected
mushrooms can easily be contaminated by the
poison and rendered worthless to all but those
that would use tainted goods for their trade,
such as assassins.
A tribe of Dracons have taken up residence
here, and they fiercely guard their harvesting
rights.
They coat their weapons with the
mushrooms poison and will deal harshly with
any interlopers. They have bartered a lucrative
pact with the Mistrunners Alliance to handle
shipping to the many markets that will gladly
pay the near extortion price. This has lead to
many poachers that will risk both the poison
and the Dracons for a load of mushrooms.
Many try, most fail and end up supplementing
the diet of the Dracons or as fertilizer for the
mushrooms.
Those that do succeed though
often make enough money that they need
never try again.

Fungus Fields of Llyar


The huge expanse of greenery that is the Vale
of Songs is broken near the center where a crop
of giant mushrooms has sprung up.
The
mushrooms have been known to grow as high
275 | M i s t r u n n e r

Greeningsdale

Windlawn Vineyards

This realm is comprised entirely of sprawling


meadows and several vast lakes. The land is
plentiful and the bounty it provides is sufficient
for all. Most of the residents make their living
by farming and fishing, although a small clan of
Druga work a small iron mine on the northern
border. There are several expansive vineyards
in the realm as well, the grapes of which are
highly sought by vintners across the True
Realms.

There is no fruit more sought after than a


Windlawn grape. The finest of wines can all
claim heritage from these aromatic bundles of
delight. Rare amongst vineyards, Windlawn
does not produce any of its own wine. To the
shock of many, the only thing they make with
their precious bounty is jam. They still sell
hundreds of bushels of grapes to other vintners,
but they keep the best for their special blended
jams and jellies.

Tower of Aardrock

Sanction

This large stone tower is home to the Druga


Rockpounder Clan. Beneath the tower is a
small iron mine that the Drugas work in at their
leisure. They are superb iron workers and also
maintain small fisheries both underground and
also by the nearby Lake Friasdat. Clan King
Hrendall "Blackboot" Rockpounder is a jovial
Druga with a surprisingly bright demeanor.

Sanction is home to a small group of Nekrons.


They subsist on what they can scrounge from
the forest and occasionally trade with the
nearby villages.
They each have a small
makeshift home in the tall trees of the Rainbow
Forest.
They spend most of their time
daydreaming and philosophizing.

These Druga take special pride in the metal


crafting they indulge in, especially the fine war
hammers they smith. A Rockpounder Hammer
is the envy of Druga the realms over, and even a
few dwarves. Not surprisingly though, few of
these hammers ever leave the Tower of
Aardrock. Most of those few that have are gifts
bestowed to friends of the clan.
In rare
circumstance the Rockpounders will forge a
hammer to sell.

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.

276 | M i s t r u n n e r

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.

Sargus Trading Grounds

barons in Hyved. He maintains a large garrison


of troops, about 200 soldiers. He also has a
fleet of mistbarges that numbers over 20.
Trian Trading Grounds
Trian is an ambitious young Charek that has
carved out a niche in the ore trade. His small
fleet of mistbarges now controls the transport
of nearly 30 percent of the ore flowing out of
Cretors Crag.

Buniss Trading Grounds


The Buniss trading barons are a set of twins.
This brother and sister control the majority of
the other 70 percent of Cretors Crag ore
shipment. They are very bitter towards Trian
after losing some of their trading contracts to
him.

Gorctsh Trading Grounds


The one woman that runs this small trading
company is Tara Yash.
She once had a
monopoly on weapons trading, but recently lost
some business to independent traders from
other realms.

These trading grounds are owned by Sargus the


Great. He is the most powerful of the trading

277 | M i s t r u n n e r

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.

an aquatic race of Druga, operate this facility.


They engage in trade with the Sea Barons in
exchange for goods from other realms and
slaves.
Non Grandu are not almost never
allowed to enter Fathom.

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

The Iron Hive

This conglomerate of mountains and swamps is


the homeland of both the Drugas and the
Dracons. The two races have been waging a
war of attrition for the last three hundred years,
with no side achieving any decisive victories.
The last fifty years or so has seen very little
hostility between the two, though. There are
those that hope a lasting peace can finally be
forged.

Once home to thousands of Dracons, this once


mighty fortress now stands eerily empty, high in
the mountains south of Valkheld.
No one
knows what happened to the former occupants,
they all simply disappeared about two hundred
years ago. While tales of treasures left behind
circulate frequently, few have made the
harrowing journey to check the validity of such.
The Iron Hive has only one known entrance,
nearly two thousand feet up the side of a nearly
vertical wall of stone.

The Drugas inhabit the deepest areas of the


mountains.
They are quite isolated from
outside contact. They are normally content to
mine ores and forge iron goods deep in their
cavernous home. On rare occasions they will
venture to other realms to negotiate trade
deals.
The Dracons live in the swamps and on the edge
of the mountains. They are fierce warriors and
barbaric, attacking anything on sight. They
stumbled upon some of the Druga mines
centuries ago, and it was hatred at first sight.
The swamps are a dangerous place. Numerous
predators and disease make a long stay a near
impossibility. Not to mention the fact that the
Dracons are always looking for new war
trophies, or dinner.
The mountains are not much better.
The
surface is cold and snowy, and the Druga have
laid out thousands of traps in the hopes of
catching unwary Dracon raiders. Neither race
particularly cares for visitors, but the Druga are
sociable at times.

Recently maps have begun appearing, speaking


of secret tunnels and vaults, all of them filled
with precious metals and gems. Of those that
trek to the mountains, many turn back, driven
away either by the fierce weather, or the many
creatures that call the mountains home. Those
that have made the journey have, so far,
returned empty handed.

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.
279 | M i s t r u n n e r

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.

At one time every ruling member of the Seelie


Court and all its generals had a key.
This
provided a huge advantage to the Faye and her
Alfar armies during the Retribution Wars.
Many keys were lost though, fallen wherever
their holder met their demise in the wars.
Anyone that can find a true key will find many
interested parties, especially among the Faye.
Hundreds of fakes can be found just about
anywhere that fellows with few scruples gather,
and many a fool has been separated from their
purse because of the counterfeits.

The Rock of Granna


The Rock of Granna is the legendary stone
where Granna the Mighty, an Alfar warrior,
fought back the hordes of Bishra, the father of
the dark elves. Many Alfar and Karanar make
pilgrimages here to honor fallen warriors,
though most turn back before reaching it. The
stone lies deep within the lands claimed by the
Unseelie, a place that many dread and sinister
beasts call home.

The Pillars of Dunra Dun


These twin pillars stretch endlessly upwards, or
so it seems.
They are both well over one
thousand feet tall. There is no way to reach
the top, unless one can fly. The pillars appear
to be made of normal rock, though they are
unnaturally smooth, and they show no special
powers to casual observation. However, when
a person that holds one of the ancient keys of
Dunra stands between the pillars they can
instantly travel to any place in the Mists or even
the True Realms. Few keys are known to exist,
and the only mortal to possess one is Baerd in
Wayfarers Way.

Despite the remote and dangerous location,


many other folk seek out the stone for its
supposed mystic properties.
Granna is
practically considered a deity amongst the Alfar,
and the spilling of his blood upon the stone is
said to have imbued the very rock with magical
powers.
The stone is much too large for
anyone to move, and whatever it is made of, it
has proven impervious to pick and spell.
Legend goes that anyone who has received a
mortal wound in honorable combat should be
laid on the Rock of Granna for three days. The
magic from the rock will heal any wound.
280 | M i s t r u n n e r

Other Places of Note


With the vastness of the Mists, plus all the tiny
pockets of old earth still left, there are
thousands of interesting places to see and
explore. There are sure to be even more that
are still undiscovered.

The Great Dun Sea


The inky black waters of the Great Dun Sea
stretch for thousands of kilometers. Its dark
waters surround Wayfarers Way, and the
myriad rivers that run through the swamps of
Aerdmooor empty into it. There are almost no
islands to be found, and those that are found
are quite close to the mainland. The dark
waters go deeper than anyone truly knows.
The water is also cold as ice and prolonged
exposure can lead to a rare and often deadly
illness. Still, the sea teems with life. The bulk
of the sea is shrouded in Mists, and they only
grow thicker the further east on travels. It is
the rare mariner that travels further than the
isles of Juton and Jurop.

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,

making them a luxury for many a wealthy lady,


though the Faye frown heavily upon anyone
picking them.
This is the beauty of the
Hollows.
Pixies by the score flitter about the sunlit glades
and glens of the Hollows, and their mischief
assaults any they cross paths with. While the
majority of their pranks are harmless, the pixies
can prove to be more than handful for anyone
that cant take a good joke. These irascible
sprites will work numerous small magical spells
on anyone and everyone, boils, rashes,
summoning biting insects, foul smells and
excretions are the norm. This is the annoyance
of the Hollows.
Eiden Mounds
This series of three ancient burial mounds date
back thousands of years. Anything of value has
long since been stolen away by looters and
vandals. All that remains are three crumbling
piles of stone. The two outer mounds are now
nothing more than rubble heaps. Someone of
truly tiny stature might be able to scramble
their way inside, but to what purpose would be
anyones guess. The larger, central, mound is
the only thing of importance here.
Many centuries ago a true human sage created
a way to capture pure sunlight in a series of
magical stones. Eiden stones, as they came to
be called, can hold a burst of sunlight which can
be unleashed at the holders discretion. The
stones can only be used once before needing to
be recharged. Upon both sunrise and sunset of
the summer solstice, an uncharged Eiden stone
281 | M i s t r u n n e r

can be placed within the center chamber of the


mound. When the sun light shines through the
tomb it strikes the stones and the light is
captured within. Eiden stones have proven
useful to many a soul that has found need to
venture into the dark lands of the Unseelie, and
few creatures there can bear the full glory of
the sun. Eiden stones are uncommon, and
many lie unused for a lack of knowing what they
truly are.

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

several hundred feet wide. Braziers constantly


burn sweet smelling incense. Tapestries cover
the walls and soft cushions and mats litter the
floor, hundreds of bodies strewn upon them.
Closer inspection will reveal that all of the
bodies are not corpses, but those lost in
slumber.

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.

The sleepers are of every race imaginable,


mortal and Faye alike. The one thing they all
have in common though is that each of them
came here for a single reason. It is said that
anyone that sleeps here will have powerful
dreams, dreams that will unlock the meaning of
everything.
Untold power and knowledge
awaits those that awake from the dream,
though the few that have were rather mad.
Those that lie here never age, never require
sustenance, and they cannot be woken.

The age old empire of Thesal buried its kings


and mightiest warriors here. Thesal was a preReckoning empire of mortals that dwelt within
the faerie realms.
They ruled their small
kingdom for nearly 5000 years and then simply
vanished. This tomb is all that is known to
remain as evidence of them ever having been.
It has stood silent since, though someone, or
more likely, something, has been tending to its
upkeep. The likeness of every king to have
ever ruled is carved into each of the five
hundred pillars that line the length of the tomb.
The tomb is still guarded, by the Havannor,
royal guards of Harrazar the first king of Thesal.
These two mammoth stone knights will do
nothing to those that peacefully and
respectfully visit the tomb. Anyone defacing
the tomb in any way will find themselves
engaged by this indestructible duo. As of yet,
no one has stood against them and survived to
tell of the deed.

The Hall of the Lost lies below Gate Keep. It is


in these myriad catacombs that a bit of
everything that has ever lived can be found, if
one believes the stories. Fragments of the
spirits of the dead, man, beast, and Faye roam
the dark tunnels. Most are just whispers from
the past, but some are more than that. Many
have come here, seeking out answers from
those that have passed beyond. Most leave
unsatisfied. It isnt easy finding answers one
wants when there are billions upon billions of
voices to be heard.
This is also a very dangerous place for another
reason. Some of the darker shades of the
formerly living want out. These shadows have
been known to cluster together, forming into
vile things that terrify even the most dread of
the Unseelie Faye.
They will attempt to
possess any living thing they encounter, and the

Thousand Kings Tomb

The flame of Harrazar still burns at the far end


of the tomb. It is said that as long as the flame
burns that the children of Thesal still live,
waiting for the day when they can reclaim their
lost heritage. One can prove their birthright as
a Thesallian by entering the flame. Those that
are not consumed are said to be of Thesallian
blood. It is a rare few that have tried this feat,
and so far there have been no lost Thesallians
found.
283 | M i s t r u n n e r

If there is treasure to be found here, it is well


hidden. The tomb is made of one huge hall,
and aside from the pillars and the flame of
Harrazar, the tomb is empty. Historians have
spent countless hours here, cataloging the kings
and tales of their deeds as etched into the stone
of each pillar. In all their searching they have
found no other rooms or chambers.

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

Now, the long dead spirits of the ancient Alfar


haunt this place. They take out their wrath on
any living thing that treads upon their domain.
Their hatred extends to both mortals and Faye
alike.

in the forest are benign, those in the actual


burial grounds are fearsome.
Only the most foolish would ever try to rob a
grave here, and of those that have tried, few
have returned. Of those that did make it back,
all met a ghastly demise shortly afterwards,
most folks believe at the hands of angry Alfar.
Despite this, there are always more than
enough fools that will try their luck in the hopes
of unearthing the fortune laden graves of long
dead warriors.
The Deep Mists
North of Alfheim lie the lands of the Unseelie
Faye. The Unseelie are the direct opposite of
their brethren, the Seelie. Where the Seelie
are beings of light, the Unseelie are most at
home in the dark. Twisted and horrid things
call the deep Mists home, things that even the
worst of nightmares cant explain. Few ever
venture here, and those that do never return
the same, if they return at all.

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

The Mists here are just as tormented and


corrupt as the denizens that dwell here. The
effect it has on those not native to these lands,
especially upon mortals, is disturbing at best. It
warps not just the mind, but the body as well.
Tales abound of hapless travelers that
accidentally crossed over into the deep Mists,
only to return disfigured and insane.
If the Mists dont finish you off, there are plenty
of nasty Faye creatures just waiting to either
gobble you up or trap you into servitude. The
hard rules of the Faye apply here. While in
their homeland never eat the food or taste of

285 | M i s t r u n n e r

the drink, nothing other than the food of the


Faye will ever satisfy you again. Never make a
deal with the Faye, they would never agree to
anything if it wasnt slanted in their favor.
Never join them in dance or song, months will
fly by and many will dance until death claims
them. And, never accept a gift from them,
doing so will bind you to the gift giver for life.
The Unseelie are particularly clever and they
will do whatever they can to make you break
these rules.

Court of Sun and Song


The lands to the far south are home to the
Seelie Faye. Many consider the Seelie the good
Faye, but never let that fool you. While the
Seelie are not evil or malicious, they still have
little care or compassion for mortals. A Seelie
Faye will still try to trick and trap mortals,
though it is generally out of curiosity or lust
rather than malevolence. Follow the rules and
you should be safe here, the Seelie wont
directly cause harm to those that do not seek it
out.
The lands here are beautiful beyond measure.
The streams run clear as crystal, flowers bloom
and their sweet scents waft through the air year
round. The forests are always lush and vibrant
and full of game. Pixies and other light Faye
dwell here in great multitudes.
Mortals are generally not welcome here,
though Karanar and Andurans are given the
most leeway. Those that violate the borders of
the Seelie Faye will soon find themselves faced
with numerous Alfar. Most will be escorted
away, provided they dont resist. Some may

intrigue the Faye and those will be brought


before the Sidhe to have their fate decided.

Gardens of Love Lost


There is a place where love is said to endure
forever. The Gardens of Love Lost is a paradise,
trees always hang heavy with ripe fruit, birds
sing songs, and the water is sweet and pure.
When two lovers join with each other here, it is
a love that will never die. It is all a lie. Well,
perhaps it isnt, but it isnt what most are
expecting.
There is a curse on this place, place by a
scorned warlock centuries ago. Only those that
are in love can even find this place, and once
here, they will be very reluctant to leave. Some
may think there could be worse fates than to
spend eternity in such a beautiful place with
ones true love. If that were the extent of the
curse, they would be right. But, lurking within
the garden is a fell beast, the Vishu. The Vishu
is a nine armed beast that cannot be slain by
means mundane or magical. It feasts upon the
any lovers foolish enough to enter the gardens.
Those slain are forever doomed to haunt this
place. A pair of lovers will then live forever,
but they will never know each others embrace
again, the caress of lips, the sweet sounds of
their loves voice. These spirits cannot be seen
by the living, nor can they interact with them
without the use of powerful magic.
Still, lovers come here, in the hopes of eating of
the fruit of the tree in the center of the garden.
Legend has it that a single bite will grant life
immortal and love everlasting to those that eat
it, but only if their love is true. Those that are
286 | M i s t r u n n e r

not truly in love, the fruit will still grant


immortality, but everything will sour for the
consumer. Food will rot in their mouth, loved
ones will die, nothing good shall endure for
them.

sorrow on their hearts because of the


knowledge that they may never get to return.
Any males that set foot in Ardlea are killed on
sight, unless it is the bonded mate of a citizen.
Even the rare male that is bonded to an
Anduran is treated as much less than a person
and more like property. To chose a life here
and be accepted is to forfeit the outside world
forever.

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

This small, lonely realm is located far out in the


Great Dun Sea. It is not much more than a tiny
outcropping of rocks.
A lone peak stands
slightly over 200 feet above the surface of the
water. Several smaller crags lift over the reach
of the crashing waves, most no more than a
dozen feet across. The main peak is about 100
feet wide and stretches about 200 feet in
length. It is this peak that helps gives this
island a safe harbor.
The harbor only has
enough room for a few small ships, or one large
one at any given time. A retired pirate baron
has made his home on the large peak, named
Wave Breaker. His small keep stands alone at
the edge. No one knows his name, everyone
simply calls him the Baron.
He lives alone
except for a handful of servants and hasn't left
Wave Breaker since the day he moved in.
There are several other buildings wedged onto
the side of the peak. This is the last known
habited area before seemingly endless miles of
open ocean. The few that ever make it this far
out journey no further, having seen the end of

287 | M i s t r u n n e r

the world here.


There is only one tale of
anyone ever sailing off into the east and coming
back, but no one truly believes it.

worthiness, and agree to a modest donation of


all wealth found within.

Garswytch

The Nomad is an interesting place indeed. It is


a solid stone structure that floats through the
Mists, propelled by ancient magic that not even
the owner truly understands.
While it is
incredibly rare to find this place without help,
those that do are awarded a beacon. The
beacon will allow a skilled Mistrunner to locate
the Nomad and travel there safely.

This realm lies below the surface of the


Drakespire Mountains, south of Valheld.
Thousands of winding tunnels and caverns cut
through the rough earth. It is rumored that
these earthen halls were carved over a
thousand generations ago by a clan of now
dead dwarves. Everything here is now in ruin
from years of abandonment and neglect.
Sinister creatures live here and hoard the
untold treasures that once filled these mighty
halls. A small group of Pagan Hunters have set
up camp at the only known entrance to the
realm, although numerous other openings are
thought to exist. These holy warriors venture
into the ruins on occasion to cleanse it of the
evil residing there. It is also used as a training
ground of sorts for those wishing to join the
Pagan Hunter ranks. They will allow treasure
seekers to enter, but only if they pass a test of

The Nomad Wandering Pub

Aside from its unusual existence as a freely


floating tavern in the Mists, it is really no
different than any other mundane pub one
might walk into, or crawl out of. The beer is
refreshing, the food filling, and there is always
live entertainment provided by skilled bards.
There are magical tethers that allow mistbarges
to anchor here while the crew takes a break.
The Nomad also has its own smaller barge that
will ferry customers between their ships and
the pub.

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

Mega Ninja Patrons


Candice Bailey
Dave Garacci

Uber Patrons
Adam Loper

Brad Ludwig

Conor Maury

Morgan Dodge

Chris Endo Sheldon

Patrick Burton

Phil Krause

Jenna Jayroe

Aaron Roudabush

Eric Anthony White

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

Gretchen Dudley Wolfmeyer

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

Paul Alex Gray

Todd Hill

Judy Haber

Todd Hill

Adam Boisvert

Scott Schwartz

[insertgeekhere]

Robert Blake

Michael Stum

Winston

Joyce Newby

Mark Bender

291 | M i s t r u n n e r

292 | M i s t r u n n e r

Anda mungkin juga menyukai