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Lances and Labyrinths

Iteration Two
What happens when you decide Tunnels & Trolls is too
complicated.
Attributes
Player characters are defined by seven attributes.
Strength (STR): A character raw muscular power and ability.
Strength determines how much equipment you can carry and
helps in melee combat.
Dexterity (DEX): A characters speed of reaction, reflexes,
agility, athleticism and fighting skill. Dexterity helps in melee
and missile combat.
Constitution (CON): A characters health, fitness, stamina
and size. CON determines how much damage you can take.
Intelligence (INT): A characters intellectual ability, strength
of will, memory, intuition, problem solving ability and
knowledge skills.
Luck (LUC): How lucky a character is. Contributes to both
melee and missile combat.
Charisma (CHA): How attractive and influential a character is
to others.
Essence (ESS): How magical a character is.
Primary and Secondary Attributes
Each character class defines two attributes as primary and two as
secondary.
Levelling Up
When a character levels up their attributes increase as follows:
+2 to each primary, +1 to each secondary and one point to
spend on any attribute of your choice.
Saving Throws
Saving throws are made on 2d6+Attribute Adds. Target number is
set by the GM. When making saving rolls, doubles add and roll
over. When resisting another characters action (such as a spell)
the target number is usually one of their attribute scores.
Easy: 5
Average: 10
Difficult: 15
Very Difficult: 20
Saving throws are made when a character must overcome some
hazard or perform a task.

LUCK

Make a LUCK save to determine if something


happens to you by blind chance.

CHA

Influence someones behaviour, Make a good bargain

ESS

ESS is not normally saved on.

Working Together
Sometimes characters may work together on a saving roll, such as
a group of characters trying to lift something. Every character rolls
separately, then add up their totals and compare to the target
number. The GM always has the final say about when characters
can work together, and how many can work together on a given
problem.
Botches
A natural roll of 2 on a saving roll is a botch, don't add and roll on
and it is up to the GM to decide what this means in each case.
Critical Hits
In a combat roll, matching dice from a given weapon add and roll
on.
For example, if you were using a 3d weapon and rolled 4,4,5 you
would then roll the two 4's again and add on. If your second roll
was 3 & 2 your total would be 4+4+5+3+2=18.
If you are wielding two weapons use different coloured dice for
each weapon.
Opposed Rolls
An opposed roll occurs when two characters are competing for
some reason. Both characters roll and add attribute adds, highest
rolls wins.
Encumbrance
Characters can carry a number of Weight units equal to their
STRx100. For every full STRx10 units they carry they are at -1
DEX, but DEX cannot be lowered below 3 in this way (if the
penalty would reduce it below 3, treat DEX as 3).
A weight unit nominally represents 1/10th of a pound (which is the
weight of one gold piece) but some objects have a weight unit
value which does not represent their true weight. Armour and
Shields weigh far more than they should to represent the
encumbering effect of wearing and wielding such bulky or
uncomfortable items.
Money
The basic unit of currency is the Gold Piece (GP). 1GP is worth 10
Silver Pieces (SP) and 1SP is worth 10 Copper pieces (CP). A
Platinum piece (PP) is worth 10GP.
Poisons
Most poisons reduce CON (some are available which work on other
attributes). A dose of poison weighs one unit and the cost for it
depends on the strength. Rangers can make poisons, the
minimum level required is shown on the table below. If a character
receives an antidote within a few minutes of being poisoned half
the attribute loss. If the character is reduced to 0 attribute they
can still survive if the antidote is adminstered and the restored
points put them back to 1 or more.
CON Loss Cost Ranger Level

Feat of Strength
Some examples of saving throws:
Attribute Example Saves
STR

Lift something, escape from a hold, force open a door

DEX

Dodge a falling object, move without being detected,


climb something

CON

Continue doing something when tired

INT

Hear a noise, spot someone who is sneaking, solve a


problem, know a specific fact, resist being
influenced, resist fear

1d6

10

2d6

20

3d6

50

4d6

100

10

5d6

200

15

6d6

500

23

A dose of poison can be applied to a weapon and used in combat.


If you win a round of combat the poison damage is applied to one
of your opponents. If you lose or draw the round the poison is
wiped off and no longer effective. Once applied the poison lasts
until you fight a round of combat (as described already) or ten
minutes, whichever comes first.
Recovery of Attribute Points
Characters recover lost attribute points at one point per hour.
Falling
A character takes 1d damage for every 10ft fallen (round up).
Armour does not reduce this damage, although magical protection

does unless explicitly stated otherwise.


Burning
A character who catches fire takes 1d damage per round (armour
has no effect on this damage, although magical protection does
unless explicity stated otherwise). If you roll a one on the damage
dice the fire goes out. Other characters can extinguish a burning
character by spend a whole round and making a DEX 10 save.
Movement
Characters can move a distance, in yards per round, equal to their
DEXx2. If they are moving over treacherous or difficult terrain
(including over low obstacles) halve their movement rate.
Monster Ratings
Monsters are defined by a Monster Rating MR. In combat they roll
a number of dice equal to their MR/10 (minimum 1d) and add half
their MR to their roll.
For example, an MR 34 monster rolls 3d+17 in combat.
For saving rolls, add the monsters (MR/10) to their save.
For example, the MR 34 monster mentioned above rolls 2d+3
when making saves.
Named Monsters (also called Boss monsters) get split MR's, shown
as Fighting MR/Constitution MR. Damage reduces CON MR without
effecting Fighting MR. Dice and Adds are calculated off Fighting
MR.
Unimportant Monsters just get a standard MR, losing dice and
adds as they are wounded.
Monster Equipment
A Monsters dice represent it's weapons and armour (natural or
artificial) whilst it's Adds represents it's innate skill, speed,
strength, ferocity and so on. If adventurers encounter ntelligent
monsters (such as Orcs and Goblins) with no weapons or armour
they only get 1d (like a normal unarmed character) in combat.
Setting Monster Ratings for a Party
Begin by working out the parties total dice plus adds. Next
multiply the dice by four and add to the adds. This gives you the
parties average combat roll. Next add up the parties total armour
protection and add to the average combat roll. This gives you the
parties combat rating (CR)
For practical purposes, a monsters CR is equal to its MR (this is not
quite right, but works okay). As a rule of thumb increase CR by
50% again for each special ability a monster possesses.
For example, an MR 30 Skeleton which is Resistant to edged
weapons has an effective CR of 45.
Monster Ratings and Magic
Monsters that can cast magic have relevant attribute scores of
12+ (MR/10).

The following list gives some common monster powers:

Invisibility: Halve the parties combat total against this


creature. This power is negated by rain, dust, mist or
smoke.

Incorporeal: Only characters wielding enchanted or


silver weapons count towards the combat total and can
harm the creature.

Vampiric: If the creature wounds it's opponent(s) it


regains lost MR equal to the largest number of HP's lost
by a single opponent in a round.

Corrupting: Wounds from the creature are always


treated as Serious Injuries (which heal at 1pt per day).

STR Damage: Damage from this creature reduces the


targets STR rather than CON.

DEX Damage: Damage from this creature reduces the


targets DEX rather than CON.

INT Damage: Damage from this creature reduces the


targets INT rather than CON.

LUC Damage: Damage from this creature reduces the


targets LUC rather than CON.

CHA Damage: Damage from this creature reduces the


targets CHA rather than CON.

ESS Damage: Damage from this creature reduces the


targets ESS rather than CON.

Armour Piercing: Damage from the creature ignores


Armour. The freezing touch of a Wight ignores armour.

Extra Damage: Double the final damage inflicted by the


creature (after subtracting the other sides combat roll). A
snakes venomous bite causes Extra Damage, a Giants
massive tree trunk club causes Extra Damage.

Destructive: The creature damages weapons which


strike it. Any dice rolling a one against the creature is
permanently discarded. Rust monsters are destructive to
metal weapons.

Resistant: The creature is resistant to one type of attack


(usually one of edged weapons, blunt weapons or magic).
Characters using attacks of that type only add half their
rolls to the parties combat total. Skeletons are Resistant
to Edged weapons, Wights and Werewolves are resistant
to any attack which is not silver or magical in nature,
Vampires are resistant to any weapons except wooden
stakes, Trolls are resistant to any attacks except acid or
fire.
Surprise
Surprise only occurs when the party is attacked with no warning at
all (e.g. By enemies who are invisible or who leap out from cover
as the party passes by). The surprising side rolls as normal and
the surprised party gets no roll in reply, they must take the full
damage dealt out by their attackers in the first round. Complete
surprise is quite rare and only happens when the target is
completely unexpecting of an attack, for example when a trusted
friend suddenly attacks them.
Unready
An unready situation occurs when a side is caught unprepared to
fight, but they at least have a few seconds warning of the
incoming attack (e.g. When someone suddenly attacks you in a
bar fight without warning you can be considered to be unready).
Characters without weapons drawn when attacked are also
considered to be unready.
Simply halve your combat total in the first round of combat when
unready, the second and subsequent rounds are handled as
normal.
Unusual Combat Situations
In an unusual combat situation your best bet is to simply halve the
combat rolls of anyone who is disadvantaged. Unusual situations
might be fighting in water, on ice, on a small boat and so on.

Fight!
Monster Treasure
As a good rule of thumb a monster will have treasure on it's
person or in it's lair of value (in GP's) equal to it's MR. This
treasure will usually be a mixture of coins, gems and other
valuable items. Intelligent monsters will probably have weapons
and armour but just assume that their equipment is either
worthless (rusty/poor condition) or forms part of their treasure.
For example, a MR50 creature would have 50GP's worth of
treasure.
Monster Powers

Who Takes Damage


Characters take their share of the damage taken by the party if
there is no obvious reason why they shouldn't (e.g. If the archer or
magician is clearly out of combat and unreachable by enemies
they don't have to take damage). If the allocation of damage is
uneven the lower amount should go to a wizard or missile attacker
in melee, reflecting the fact that, even if in the melee and not
sniping, they are still near the back and less likely to get hurt.
Incapacitation
A character who is reduced to 2 in any attribute is incapacitated
and unable to do anything until they recover to 3+. Death occurs
if any Attribute is reduced to 0. The GM may rule that a character
at 0 lingers long enough to have a last word.

Serious Injuries (optional rule)


A character who loses more HP's in one turn than their CON Adds
has taken a Serious Injury. The HP's lost in a Serious Injury heal at
1pt per Day (rather than the usual 1pt per hour).
Knock Down (optional rule)
A character who loses more HP's in one turn than their STR Adds is
Knocked Down. Halve their combat roll in the next turn.
Adds
Each attribute has an adds value, which is added to any saving
roll made on that attribute. Calculate each attributes adds as
follows.
Attribute score below 9: -1 for each point below 9.
Attribute score of 9-12: No Adds
Attribute score above 12: +1 for each point above 12.
Note that adds are based on your current attribute score, if the
attribute is dropped adds also drop.
Melee Adds
Unless stated otherwise, all characters add their melee adds to
combat rolls with melee weapons. Combat Adds are your adds
from STR, DEX & LUCK.
Missile Adds
Unless stated otherwise, all characters add their missile adds to
combat rolls with thrown or missile weapons. Missile Adds are
double your DEX adds plus your LUCK adds.
Combat Adds
The term combat adds refers to both your melee and missile
adds.
Character Generation
Roll 4d and drop lowest one, repeat six times. Assign each score
to an attribute.

*So humans have two points to allocate to any attributes when


they level up rather than the usual one.
Foreigners
Character generation assumes that human characters are
Midlanders who come from the area around Khazan. Characters
may opt to be foreigners, from lands beyond. In this case use the
following rules:
Northmen must place their highest roll in STR.
Southrons must place their highest roll in CON.
Corsairs must place their highest roll in DEX.
Easterlings must place their highest roll in INT.
Motivation
As an option, you may roll to determine a characters motivation,
the reason why they are adventuring. If you want a heroic
motivation read the dice lowest first, for a villainous motivation
read the dice highest first.
d66

Motivations

11

Liberation: The character wants to bring freedom to


others, this includes democracy and such like. How the
character interprets freedom is up to them.

12

Atonement: The character is trying to make up for past


deeds which they now regret performing.

13

Defense: The character genuinely believes that their


way of life, family, friends etc.. is under threat.

14-16 Altruism: The character truly believes that they can help
protect the peace and make the world a better place.
21-23 Respect: The character is lacking in confidence and
adventures to show others that they are competent and
worthy of respect.
24

Self Improvement: The character wants to enhance


their own skills and abilities.

25-26 Curiousity: The character wants to explore new things


and broaden their outlook.
23

Career: The character is an adventurer because that's


what their family does. They may be looking for a long
term career or may want out at the earliest opportunity
when the family honour is satisfied.

24-26 Thrills: The character is a thrill seeker, getting off on the


adrenalin rush of adventuring.
31-34 Rebellion: The character joined up because everyone
they knew told them not to. The character may have
been the product of a comfortable liberal upbringing and
deliberately joined up as an act of rebellion against their
family and peers.
35

Conformity: The character is an adventurer because


their friends are, they simply followed the herd.

36

Escape: The character is running away from something.


This could be a group or individual, or might be just
memories of past deeds.

41-43 Wealth: The character wants to get rich and will always
be on the lookout for opportunities to turn a profit.
44-46 Prestige: The character is obsessed with fame, awards
and medals and wants to accumulate as many as
possible. The character wants to get famous, or
infamous, it doesn't matter as long as they become well
known.

Elven Warrior
Race
Non-human races get modifiers to their attribute scores. Apply
these modifiers after attributes have been assigned. An attribute
cannot be reduced below 2. Roll 2d, add the highest roll to one of
the attributes in the + column and subtract the lowest from the
one in the - column.
Race

Ability

Elf

DEX or INT

STR

Nightvision

Dwarf

STR or CON

CHA

Nightvision

Orc

STR or CON

INT or CHA Nightvision

Halfling

DEX or LUCK STR

Nightvision

Human

Extra attribute point


when you level up*

51-53 Power: The character is seeking power, usually through


using an adventuring career to lever themselves in
politics.
54

Stability: The character seeks to maintain the status


quo, protecting it from threats and upsets.

55-56 Revenge: The character is seeking revenge on their


enemies. Perhaps their family was killed by Goblins?
61-62 Hatred: The character hates the enemy because they
are different, a form of xenophobia. They have joined up
to give vent to their prejudices.
63-64 Kills: The character is a bit of psycho, they may be a
stone cold killer or a raging berserker. Either way they
adventure in order to notch up kills.

65-66 Sadist: The character is a sadist who takes pleasure in


hurting others. This does not mean they kill, they are
more interested in terrorising and hurting than death.
Class
Choose your character class when you create a character. This
determines how your attributes advance when you level up. Each
class has one or more examples of characters of that class from
literature or media.
Warrior
Warriors are front line fighters and the leaders of men in battle.
Primary Attributes: STR & DEX
Secondary Attributes: CHA & CON
Boromir was a pure warrior.

A Midland Warrior
Barbarian
Barbarians are less civilised and trained fighters, but they make
up for this lack of technical skill with superior stamina.
Primary Attributes: STR & CON
Secondary Attributes: CHA & DEX

Choose a God or Goddess.


Can use miracles at double normal cost.

Warrior-Wizard
Equally comfortable with a blade in hand or casting a spell, the
warrior-wizard is skilled with magic and battle.
Primary Attributes: DEX
Secondary Attributes: INT & STR
Can use spells at double cost.
You may choose a Magical Tradition. If you do not, you cannot
then later choose one.
Rogue
Quick thinking and fast on their feet, the rogue stays just within
the bounds of the law.. or outside of it on occasion.
Primary Attributes: CHA & INT
Secondary Attributes: DEX & LUC

Eastern Rogue
Scout
Scouts specialise in stealth and wilderness craft.
Primary Attributes: DEX & CON
Secondary Attributes: INT & LUC

Northern Scout
Northern Barbarian
Ranger
A charismatic figure skilled in combat. Ranges are frequenters of
the wilds, protecting the borders of civilsation from danger.
Primary Attributes: CHA & DEX
Secondary Attributes: CON & LUC
Aragorn is the quintessential ranger.
Paladin
Paladins are holy warriors, infused with their faith they are natural
leaders and preachers, whilst also able to battle the enemies of
their church.
Primary Attributes: STR
Secondary Attributes: CHA & DEX

Wizard-Rogue
Some Rogues acquire a touch of magic through their careers.
Primary Attributes: CHA
Secondary Attributes: DEX & INT
Can use spells at double cost.
You may choose a Magical Tradition. If you do not, you cannot
then later choose one.
The Gray Mouser was a Wizard-Rogue.
Wizard
Masters of magic, wizards are knowledgeable and able to wield
powerful magics, drawing on the forces of darkness.
Primary Attributes: ESS
Secondary Attributes: INT
Can use spells.
You may choose a Magical Tradition. If you do not, you cannot

then later choose one.


Merlin is the archetypical Wizard.

sleeping blanket (2/20)


backpack or sling bag to hold everything in (5/15)
water skin (5/20)
Days provisions (5/20)

Weight (units)

Range (yards)

Cleric
Urbane and well educated, priests preach to the faithful, convert
the unbelievers and are able to draw on the power of the Gods.
Primary Attributes: ESS
Secondary Attributes: CHA
Choose a God or Goddess.
Can use miracles.

Cost (GP)

A Wizard

Dice

Weapons
1h: One handed weapon.
1h: One and a half handed weapon.
2h: Two handed weapon.
Weapons are simply classed by how many hands they need to
wield. A 1h weapon can be wielded in one hand or two. In both
hands it gets 3d, in one hand it only gets 2d (you can wield a
shield and 1h weapon, but not a 1h weapon and other
weapon). Polearms require two hands to wield and are not really
usable in enclosed areas, such as underground (if used in such an
environment halve their combat total each round). Small 1h
weapons are concealable. Range is used when the weapon is
thrown.
Weapon

Examples

Unarmed

1d

Fist, Foot, Headbutt,


Knee

Small 1h Weapon 2d

20

10

20

Knife, Dagger,
Cudgel

1h Weapon

3d

70

20

10

Short Sword, Rapier,


Hatchet, Mace, Club

1h Weapon

3/4d

100

30

5*

Long Sword, Broad


Sword, Battle Axe,
Heavy Mace, Flail,
Staff, Short Spear

2h Weapon

5d

150

60

5*

Great Sword, Maul,


Warhammer, Heavy
Flail, Great Axe, Long
Spear

Polearm

6d

100

100

Poleaxe, Scythe,
Pike, Halberd

*A short spear or long spear has a throwing range of 20 yards

A Matter of Faith
Starting Equipment
Each character begins play with the following (cost/weight):
An Adventurers Kit (90/360)
A dagger (small 1h weapon) (20/10)
A 2h weapon (150/60) OR Polearm (100/100) OR 1h weapon
(100/30) & Round shield (40/100) OR 1h weapon (70/20) &
small 1h weapon (20/10).
Soft leather armour (50/200).
100 GP (weighs 100).
You can choose to use your starting cash to upgrade any items of
your choice (e.g. You could upgrade the round shield to a kite
shield for 30GP), or convert any starting items into cash.
The adventurers kit contains (the X/Y after each entry is the
objects cost in GP/weight). A means the cost and/or weight is
negligible):
30yds of rope (10/200)
Pitch soaked torch (burns for an hour) (0.1/10)
Ball of string (-/-)
6 iron pitons (20/30)
Piton hammer (5/20)
Bronze mirror (5/-)
Chalk (2/-)
Wax (2/-)
Salt (2/-)
Sheet of parchment (1/-)
Quill pen and ink (5/5)
tin plate and mug (10/10)
fish hooks (1/-)
flint and tinder (5/-)
normal clothing (5/20)

Characters can wield a 1h weapon in one hand and a small 1h


weapon or shield in their other hand. This gives a character more
flexibility (and the same number of dice) as a two-handed weapon,
but remember that 2h weapons critical more often (as all 5d or 6d
are from a single weapon).
Ranged Weapons
Weapon

Dice Cost Weight Range

Light Crossbow*

3d

200

60

50 yards

Crossbow*

4d

250

80

100 yards

Heavy Crossbow* 5d

400

150

150 yards

Shortbow

2d

100

30

100 yards

Longbow

3d

150

40

200 yards

Sling

2d

20

10

50 yards

Javelin**

3d

50

20

100 yards

Quiver of 20
arrows or
bolts***

50

Pouch of 20 sling
bullets

20

*All crossbows are slow firing and can only fire on alternate
rounds, requiring a round between shots to reload.
**A javelin can be used as an improvised 1h weapon if necessary.
***Short and Longbows fire arrows, crossbows fire bolts.
Short or Longbows can be built giving +1 missile adds with the
bow, +10 yards to range and increasing cost by 50%. Building
means using laminated woods in the bows construction to aid
resiliency.

Short or Longbows can be backed, giving +2 missile adds and


+20 yards range, increasing cost by 50%. Backing involves adding
various glues and elasticisers, such as gut and sinew, to increase
the bows springiness.
To build and back a bow double its cost, it gets +3 missile adds
and +30 yards range.
Recovering Arrows
If you win a combat you may roll 1d for each unit of ammunition
(arrow, sling bullet, javelin or bolt) expended during that combat.
Each 5 or 6 rolled lets you recover one expended unit and reuse it.
Armour and Shields
The suits of armour below assume a full suit of protection. Cut
down suits can be obtained which just protect the head and body,
half hits taken, cost and weight.
Armour

Hits Taken Cost Weight

Padded

20

100

Soft Leather

50

200

Hard Leather

100

400

Mail

10

200

600

Scale

12

400

800

Plate

14

800

1000

Shields

Hits Taken Cost Weight

Buckler

10

30

Round Shield

40

50

Kite Shield

70

70

Tower Shield

10

100

90

150

100

Viking Spike Shield* 6


*+1d in combat due to spike.

Missile attacks are rolled as normal (using missile adds rather than
melee adds) and added to the parties combat total. The missile
firer may opt to stay out of combat and fire from a distance (n.b.
The GM must agree that this is a reasonable option in the
circumstances). They do not have to share any damage which the
party takes if it loses the round UNLESS the enemies are also
using ranged attacks, in which case they do.
Range & Target Size Penalties
At anything beyond point blank range (i.e. In melee) or against
small targets, ranged weapon attacks take a penalty to their rolls.
If the penalty reduces the roll below 0 the attack missed
completely.
+0 for short range (within five yards)
-5 for medium range (up to weapons range)
-10 for long range (up to weapons range)
-15 for extreme range (up to weapons range)
-5 for small target (specific limb, humanoid in partial cover)
-10 for tiny target (hand, eye, humanoid in full cover)
Non-Damaging Spells in Combat
The intention to cast a non-damaging spell is declared before
combat rolls are made. The wizard gets no combat roll in the
round and if they take no damage the spell casts at the end of the
round. If they take damage (after armour) the spell fails to cast.
Note that, like missile attacks, Wizards may be able to stay out of
the fight and cast.
Magic Missile
Magic missiles add their damage to the parties combat total in a
round and, even if the party loses the round, that damage is still
applied to the opposition.
Monsters & Missiles Weapons
Monsters using missile weapons have the same options as player
characters, those monsters that stay out of the melee halve their
totals but take no share of any damage if their side loses.
Experience Awards
Characters receive experience points (XP) as they play. A
characters current XP total determines their current level. As a
rule of thumb, characters should receive 100XP per hour of play,
modified by how well they have been playing (150XP for excellent
roleplaying, 50XP for poor roleplaying).
Level XP

Level XP

Level XP

11

16500

21

63000

300

12

19800

22

69300

900

13

23400

23

75900

1800

14

27300

24

82800

3000

15

31500

25

90000

4500

16

36000

26

97500

6300

17

40800

27

105300

8400

18

45900

28

113400

10800

19

51300

29

121800

10

13500

20

57000

30

130500

Advanced Combat Options

Some Weapons
Combat Procedure
Combat is divided up into ten second rounds and is very simple,
both sides roll all their dice plus adds, add the sides total, then
compare them. The side with the highest total wins the round and
inflicts damage to the losing side equal to the difference. This
damage is divided as evenly as possible between all the
participants on a side.
For more Dramatic Play the GM may wish to break the melee down
into smaller fights, rolling for each separately (although they are
still all occuring simultaneously). This allows for more tactics in a
battle, but takes more time.
A single round lasts ten seconds and the combat roll represents
maneuvering for advantage, sniping, using cover and so on.
Rather than trying to map individual actions combat is treated as
a chaotic melee of blood, pain and fury.
Missile Weapons

Stunts
A stunt is some kind of cool move made during combat, a
cinematic one. Charging, berserking, drops kicks, roundhouse
kicks, massive overhead blows, acrobatic rolls and strikes and so
on are all Stunts. A character who opts to perform a Stunt in a
round says what the stunt is, then doubles their adds and rolls.
The catch is that they must halve their adds in the next round, and
you can never Stunt if you Stunted in the previous round.
Double adds, halve adds next round.
Some examples of stunts:
Diving between a giant opponents legs and trying to hamstring
them.
Fending a foe off with a spear.
Delivering a mighty overhand blow or delivering a spinning
blow.
Binding an opponents weapon with your primary weapon and
stabbing them with your offhand weapon.
Charging into combat.
Going berserk and throwing caution to the wind, concentrating
on attacking and not defending.

Jumping onto an opponents shield and stabbing down at them.


Shield charging an opponent to knock them down.
Foot sweeping an opponent.
Using a polearm to trip a foe.
Spitting in an opponents eye.
Kicking an opponent in the testicles or poking them in the eye.

3rd

400

400

800

800

5th

1600

1600

th

3200

3200

th

6400

6400

th

12800 12800

th

9th
10

25600 25600
th

+1

51200 51200
x2

x2

Rituals
Characters who can use magic or miracles can work together to
cast ritual spells/miracles. One character casts the spell, using
their own attributes and the cost of the spell is shared as evenly
as possible between everyone participating.
Magical Items
Making Magical Items
Magical items can be made by Clerics or Wizards. The level
required to make an item is the square root of its cost (in Gold
Pieces), rounded up. Making magical items is a ritual process and
it takes one day per level required to make the item.
For example, making a 3 LUCK ring (200GP) requires a 15th level
Wizard or Cleric and 15 days work.

Dwarf vs. Demonic Hounds


Grappling
To grapple a foe you must have both hands free. A grapple is an
unarmed attack, but if you win you have pinned an opponent
rather than inflicting damage. On subsequent rounds you can
inflict damage equal to the tens value of your STR (or tens value of
MR if a monster). Armour gives no protection against this damage.
The pinned character can only try to escape, by making an
opposed STR roll agains the grappler, if they win they break out of
the hold.
Subdual Attacks
To make a subdual attack halve your combat total. The advantage
of a subdual attack is that it cannot reduce a target to below 1
CON, so they are incapacitated but still alive.
Fighting Retreat
Declare your intent to retreat before rolling then fight a round of
combat as normal. If you win you are deemed to have successfully
disengaged. If you lose you take damage normally and must fight
on.
Running Away
Declare your intent to run away (flee) before rolling. If you opt to
flee half your combat roll but you escape the combat whether you
win the round or not.
Defending
A character may opt to concentrate on defending themselves. Roll
as normal but if you win you inflict no damage.
Resurrection
Most temples can resurrect dead player characters as long as they
have all the bones. The cost, in gold and XP, depends on the
number of times the character has been resurrected. Clerics and
Paladins can halve the cost in XP and GP if resurrected at a church
of their own Religion.
If you do not have sufficient XP you cannot be resurrected, you are
dead and gone. If you do not have sufficient money someone must
make a CHA 10 saving roll to persuade the priests to extend
credit.
Resurrection GP

XP

1st

100

100

200

200

nd

Home Stones
A home stone can teleport one or more individuals back to a preset point instantly. The stones target point is set simply by telling
the GM and making a note of it. Using a stone requires a whole
turn and no other action by anyone being transported (everyone
must stay still and touch the stone). A homestone may be used no
more than once every twenty four hours. The stones cost depends
on the number of people it can transport:
2 people: 100GP
4 people: 200GP
8 peoples: 400GP
16 people: 800GP
32 people: 1600GP
x2 number of people: x2 cost
Essence rings
These items store ESS points which can be used to cast spells
with. A character may wear up to four rings on each hand (a ring
must be worn to effective).
1 ESS ring: 50GP
2 ESS ring: 100GP
3 ESS ring: 200GP
4 ESS ring: 400GP
5 ESS ring: 800GP
6 ESS ring: 1600GP
+1 ESS: x2 cost
Magical Amulets
Amulets give +1 or more to one attribute as long as they are worn
round the neck. The attribute is specified when the amulet is
made. You can wear any number of amulets, but their effects are
not cumulative. If you wore two STR amulets, one of +1 and one of
+2 you would get +2 STR NOT +3 STR.
+1 to one attribute: 100GP
+2 to one attributer: 200GP
+3 to one attribute: 400GP
+4 to one attribute: 800GP
+5 to one attribute: 1600GP
extra +1 to one attribute: x2 cost
Lucky Charms
A Lucky charm gives you one or more re-rolls per day.
One re-roll per day charm: 50GP
Two re-roll per day charm: 100GP
Three re-roll per day charm: 200GP
Four re-roll per day charm: 400GP
Five re-roll per day charm: 800GP
+1 Re-roll: x2 cost
Restorative Potions
Restorative potions restore lost CON or ESS points. When you
drink the potion roll the appropriate dice to see how many points
you recover. Note that a given potion restores ESS or CON points,
not both.

Restore 1d6: 50GP


Restore 2d6: 100GP
Restore 3d6: 200GP
Restore 4d6: 400GP
Restore 5d6: 800GP
+1d6: x2 cost

Enhancement Potions
Enhancement potions increase an attribute until the next sunrise.
When you drink the potion roll the appropriate dice to see how
many points you add to your attribute. A given potion only effects
on attribute.
Add 1d6: 100GP
Add 2d6: 200GP
Add 3d6: 400GP
Add 4d6: 800GP
Add 5d6: 1600GP
+1d6: x2 cost
Cursed Potions
Cursed potions work just like enhancement potions but reduce an
attribute rather than increasing it. A cursed potion cannot reduce
an attribute below three points. If the roll would do so, simply
reduce the attribute to three.
Subtract 1d6: 100GP
Subtract 2d6: 200GP
Subtract 3d6: 400GP
Subtract 4d6: 800GP
Subtract 5d6: 1600GP
+1d6: x2 cost
Disposable Lucky Charms
A Disposable Lucky charm gives you one or more re-rolls then is
exhausted.
One re-roll charm: 10GP
Two re-roll charm: 20GP
Three re-roll charm: 40GP
Four re-roll charm: 80GP
Five re-roll charm: 160GP
+1 Re-roll: x2 cost
Armour Enhancements
Enhancements are not cumulative, use the highest value
enhancements on a suit of armour. The enhancement is the
number of extra damage points the suit of armour can absorb
each round.
+1 Armour: 50GP
+2 Armour: 100GP
+3 Armour: 200GP
+4 Armour: 400GP
+5 Armour: 800GP
extra +1 Armour: x2 cost
Weapon Enhancements
Enhancements are not cumulative, use the highest value
enhancements on a weapon. The enhancement is the number of
extra adds the weapon has.
+1 Add: 50GP
+2 Add: 100GP
+3 Add: 200GP
+4 Add: 400GP
+5 Add: 800GP
extra +1 Add: x2 cost
Religious Orders
Clerics and Paladins must worship a specific God, being part of
that Gods religious order. Their choice of God may influence their
abilities, making some miracles more expensive to cast and others
cheaper.
Magical Traditions
Wizards, Warrior-Wizards and Rogue-Wizards may opt to be
members of specific traditions of magic. Like religions,
membership of an order increases the cost of casting some spells
and reduces the cost of others. If you choose not to join a Tradition
during character creation you cannot then later choose to do so.
Magic, Miracles and Saves
The difficulty for a save against magic is the casters INT, against a
miracle it is the casters CHA.
Unless stated otherwise, the target of a spell always gets a save
against a spell which does not cause damage, a successful save
negates that spell or miracles effect.
Damaging Effects

Unless stated otherwise, armour reduces damage from spells.


Casting at Higher Level
A characters can double the cost of a spell to double its effect.
They can quadruple the cost to triple the effect, increase the cost
eightfold for four times the effect and so on. This multiplier applies
to attributes for saves, points of effect, damage, protection, range,
duration and so on...
Rituals
Spells and Miracles marked * are ritual magics, taking ten minutes
for each point of ESS spent. The target of a ritual magic spell must
be fully subdued, restrained or compliant.
New Spells and Miracles
The lists of spells and miracles given are by no means exclusive,
but they are the ones most commonly encountered. The GM
should feel free to create new ones as they see fit.
Clerics and Paladins
Don't get spells, instead they get special divine powers. The cost,
in Essence points, of a miracle is noted after the miracles name (it
is normally two). Unless stated otherwise miracles require touch to
use and can be used on the character or another target.
Blessing (2): Adds CHA points to someones attributes for an
hour. How the points are allocated is up to the Cleric/Paladin
and only one blessing can be on one character at a time, if
more than one blessing is applied only the most powerful has
any effect.
Healing (2): Restores lost Attribute points equal to clerics
CHA.
Purification (2): Neutralises a poison or disease.
Rebuke (2): Undead target must make an INT save or run
away for ten minutes. Range 50'
Exorcism (2): Inflicts damage equal to clerics CHA to undead.
This damage can be applied to one or split between a group
evenly. Range 50'
Holy Shield (2): Target gains armour equal to their CHA
against attacks from undead, worshippers of evil gods or
supernatural attackers.
Wrath (2): Target of spell adds clerics CHA to their combat
total for next ten minutes.
*Sanctify (2): Cleric or Paladin permanently loses ESS points
spent on this miracle to sanctify a 2 acre area (ten thousand
square yards). This area can be any shape the creator desires
(if you create a strip it should be at least one yard across at
any given point). Any Undead entering that area takes
damage, each round, equal to the clerics CHA (non-magical
armour does not protect against this damage).
*Rites (2): Cast on a characters mortal remains. Anyone
trying to use magic on that corpse must spend an extra
number of ESS points equal to the clerics CHA. This only
applies as long as the target body is dead, if it is resurrected
this benefit ends.
*Inspiration (2): Use ESS points to ask your God a question.
They will either give a Yes/No answer or a cryptic vision,
depending on how the GM feels the question is best answered.
*Resurrection (2x targets Level): This spells brings the
dead back to life. There is also an penalty to the resurrected
characters total XP which depends on how many times they
have been resurrected.
Word of Command (2): You give a single, simple, command
to a target which they must instantly obey if they fail an INT
save. They will not follow an obviously self-destructive
command though.
Oath (2): You speak a holy word which stuns any undead,
worshippers of evil gods or supernatural beings who hear it.
They can take no action in the next round if they fail an INT
save.
Evil Miracles
These miracles are available to priests of the Demon princes.
Curse (2): As Blessing, but the points are subtracted from
attributes rather than added. No attribute can be reduced
below three with a curse.
Harming (2): Drains CON points from target equal to clerics
CHA if the target fails an INT save.
Animate Undead (2): Animates a corpse or skeleton as a
zombie or skeleton respectively. The creatures MR equals the
casters 2x(CHA+INT). Range 50'
Black Sacrament (2): Heals damage equal to clerics CHA to
undead or followers of evil Gods. This damage can be applied
to one or split between a group evenly. Range 50'
Corruption (2): Target is infected with an unpleasant disease
which reduces STR by INT points after one hour has passed.

After a second hour INT points (rounded down) are lost, after
a third INT points (rounded down), continuing until no
damage is inflicted or the disease is treated with a purification
spell. If STR is reduced to 2 the character is incapacitated, if
STR is reduced to 0 they die.
Unholy Shield (2): Target gains armour equal to their CHA
against attacks for the next ten minutes.
Unholy Fury (2): Target of spell adds clerics CHA to their
combat total for next ten minutes.
*Desecrate (2): Cleric or Paladin permanently loses ESS
points spent on this power to desecrate a 2 acre area (ten
thousand square yards). This area can be any shape the
creator desires (if you create a strip it should be at least one
yard across at any given point). Any Undead entering that
area heal damage, each round, equal to the clerics CHA.
*Black Mass (2): Cast before a human sacrifice. The caster
adds the victims ESS points to their own when they kill the
victim. This does not change the casters ESS score, only their
current total.
*Black Whispers (2): Use ESS points to ask the dead or your
demon prince a question (there is no difference in game
terms). They will either give a Yes/No answer or a cryptic
vision, depending on how the GM feels the question is best
answered.
*Resurrection (2x targets Level): This spells brings the
dead back to life. There is also an XP penalty to the
resurrected character.
Blasphemy (2): You speak a blasphemous oath and any
hearing it are convulsed by pain and unable to act in the next
round if they fail an INT save.
Word of Power (2): You give a single, simple, command to a
target which they must instantly obey if they fail an INT save.
They will not follow an obviously self-destructive command
though.

Spells
Wizards are treated like clerics/paladins, but have a different list
of powers (each power is called a spell).
*Ward (2): Caster permanently loses ESS points spent on this
miracle to ward a 2 acre area (ten thousand square yards).
This area can be any shape the creator desires (if you create a
strip it should be at least one yard across at any given point).
When the ward is created the caster specifies who may freely
pass through it and/or any methods which allow safe passage.
Anyone else entering the ward takes damage, each round,
equal to the casters INT (non-magical armour does not protect
against this damage).
Light (2): Illuminates an area up to the casters INT radius in
yards.
Darkness (2): Negates all illumination in an area up to the
casters INT radius in yards. A Light spell negates a darkness
spell. Anyone in the area who needs to see has their combat
rolls halved due to the darkness.
Magic Missile (2): Inflicts damage equal to Wizards INT. This
damage can be applied to one or split between a group evenly.
Range 50'
Magical Armour (2): Target gains armour equal to their INT.
Wall (2): Creates a magical wall, the composition of the wall is
up to the caster and it can be solid or non-solid, transparent or
opaque. The wall can be any shape you wish but cannot cover
more than INT square yards. An attacker must inflict more
damage in one attack than the casters INT to breach the wall
(so it can be passed through). The wall lasts for one hour
before vanishing (if breached it remains in place, it just has a
hole in it).
Dispel (2): Dispels a magical effect cast by a character of
equal or lower INT than the caster.
Detect (2): Detects the presence of something within INT
yards of the caster and its nature. The something is specified
when the spell is cast.
Store (2): Stores a single item, of up to INTx10 weight, in a
dimensional pocket. Once summoned it can be bought back as
an instant action. Returning it to the pocket dimension requires
the store spell to be cast again.
Conceal (2): Makes up to casters INT characters invisible for
up to ten minutes. Any character who attacks whilst invisible
has surprise but becomes visible after attacking. Invisible
characters still have scent and make noise as normal.
Teleport (2): Teleport up to INT yards away instantly. You
must either be able to see where you are teleporting to, have
been there before or have something closely associated with
the target place.
*Summon (2): Summon supernatural creatures. The
summoned creature will perform one task for the caster before
leaving. Its MR equals the casters 2x(CHA+INT). Halve MR for

each special ability it has, such as Flight, Poison, Water


Breathing, Super acute senses and so on.

Summoning the Lady

Creation (2): Creates a single, non-magical, object with a


value of no more than 20GP. The object exists for one hour
then vanishes. The caster must have seen an object before to
create it, or have a very good description from someone else.
*Enchant (2): Cast on a weapon, adds INT to its combat adds
for ten minutes. Cast on a suit of armour, increases armour
protection by INT for ten minutes.
Banish (2): Send supernatural creatures away if it fails to
save.
Command (2): Target must obey one simple instruction from
caster if they fail their INT save. If the instruction is selfdestructive they can double their INT for the saving roll.
*Enslave (2): If the target fails their INT save they become
casters slave until released or the spell is dispelled.
Lock (2): Target door or container is locked and can only be
opened by a dispel magic, by bashing it down, or with a STR
save.
Unlock (2): Target door or container is unlocked. If target has
a Lock spell on it opens with a successful INT save.
*Transform (2): Caster may rearrange targets attributes,
moving a number of points equal to the INT around. This
process also allows physical changes to be made, the degree
of which relate to the degree of change in the targets
attributes.
*Transmute (2): Converts up to INT cubic yards of something
into something else. This spell cannot add or subtract
significant value in the process of transmutation.
Enhance Sense (2): Multiplies the effectivness of one of
targets senses by your INT (so sight becomes INT times more
sensitive and so on).
Alter Size (2): Double or halve a targets size for one hour. If
you double, double STR & CON, but halve DEX. If you halve,
halve STR & CON, but double DEX. Target gets an INT save if
unwilling.
Confusion (2): Target must make an INT save, if they fail they
are confused and wander around aimlessly for ten minutes or
until attacked, whichever comes first.
Portal (2): Creates a portal from one place to another. The
places can be between dimensions, but not between times.
The portals area, in square feet, is the INT of the caster. The
portal remains open for ten minutes. The caster must be able
to see the place where the other side of the portal will be, have
been there previously or have something closely associated
with it.
Cantrip (1): Creates a minor cantrip effect within INT yards of
the caster. A cantrip cannot directly cause damage. Some
examples include:
Blow a candle out with a gust of wind.
Cause a door to swing shut or open (if not locked).
Clean a room with magic.

Light a fire with magic.


Conjure a small reading light.
Whisper a word in someones ear.
Cause the temperature to drop suddenly, then slowly
return to normal.

Religions
There are various religions in the game. Any character may
profess to follow a particular religion, but Clerics and Paladins
must declare a God which they follow. Each God has certain
miracles which are usable at half cost and others which are double
cost to use. These miracles reflect the nature of the God.

Temples of the Lady can be found in most settlements.


Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
Half Cost: Healing, Purification, Resurrection
The Spirit
The spirit is the main opponent to the Demon Princes. Clerics of
the spirit are better equipped to fight evil than others, but the
Spirits focus on the metaphysical makes them less effective when
it comes to mundane tasks such as healing.
Double Cost: Healing, Purification, Resurrection
Half Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
Shamans of the Horned God
Worshippers of the nature deity of humans. The horned God
personifies the wild nature of the wilderness. He is an old God
who's worship is gradually dying out in favour of the newer Gods,
such as the Hanged Man, the Spirit and the Virgin.
Double Cost: Healing, Purification, Wrath
Half Cost: Oath, Word of Command, Inspiration
The Lady of the Moon
Another old God who's worship is in decline. The Lady of the Moon
is a Goddess of the feminine, magic, madness and mysteries.
Double Cost: Word of Command, Oath
Half Cost: Healing, Inspiration
Shamans of Gurrsh (Tribal Orcs)
Clerics of Gurrsh are normally referred to as Shamans.
Orc God of drinking, fighting and pleasure. Shamans of Gurrsh are,
on the whole, an excitable bunch who tend to charge into combat
along with their fellow Orcish warriors. Gurrsh doesn't approve of
those who hang back or plan too much, rewarding aggressive
action and penalising defensive thinking. Civilised Orcs tend to
worship one of the Human Gods, rather than the barbaric Gurrsh.
Double Cost: Holy Shield, Healing
Half Cost: Wrath, Blessing

Shamaness of the Horned God


Human Gods
On the whole, humans seem to have a thing about deities,
worshipping the greatest range of such beings. Humanoids (Elves,
Dwarves, Halflings, Orcs and so on) seem to be quite content with
one or two Gods only.
Elves
Elves worship four Gods, worshipping one in each season of the
year. The Hag is not actively worshipped in winter time, simply
acknowledged.
The Maiden of Spring
Elvish Goddess of Spring. The maiden symbolises youth, birth,
growth and life.
Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
Half Cost: Healing, Purification, Resurrection
The Lord of Summer
God of activity, battle, hunting, beauty and physical prowess. All
Miracles are used at normal cost.
The Old Man of Autumn
Elvish seasonal God who represents old age and the gradual
decline into peace. He is also revered as a symbol of wisdom and
knowledge.
Double Cost: Healing, Purification, Resurrection
Half Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
The Hag of Winter
Elvish seasonal God. The Hag is considered evil and represents
death and decay. Those who actively worship her are known as
Dark Elves and are outcastes from normal Elven society. Most
Elves respect the Hag but do not worship her. Worshippers of the
Hag use the evil miracles list.
The Hanged Man
The martyr, hung for his beliefs. Clerics and Paladins of the
hanged man have no double or half cost miracles, they pay 2 ESS
for every one.
The Virgin
The virgin is also known as the Lady of Mercy. Her clerics are
healers, focussing their efforts on caring for the sick and injured.

Sigmar Stronghammer
Sigmar is the Dwarf God of battle and creator of Dwarven kind.
Double Cost: Healing, Purification, Oath
Half Cost: Holy Shield, Wrath
Ingrid Hearthmother
Ingrid is the Dwarf mother God, Lady of Mercy and compassion.
Double Cost: Rebuke, Exorcism, Holy Shield, Wrath, Sanctify
Half Cost: Healing, Purification, Resurrection
Grimnir the Smith
Grimnir is the smith God of the Dwarves, Lord of mines, gems,
gold and so on. His followers pay normal cost for all miracles.
Locknir the Greedy
Evil Dwarvish God. Locknir is the brother of Grimnir. His
worshippers are outcasts from Dwarvish society and are known as
Dark Dwarves. Locknirs worshippers use the Evil miracles list.
Half Cost: Unholy Shield, Unholy Fury
Double Cost: Black Mass, Black Whispers, Blasphemy
Mighty Kondria
Halfling God of food and eating. His followers pay two for all
miracles (normal cost).
Cle Var
The Evil Halfling God. Cle Var is worshipped by the Dark Halflings,
outcasts form halfling society. Dark Halflings are cannibals. His
worshippers use the Evil miracles list.
Half Cost: Black Mass, Black Whispers, Blasphemy
Double Cost: Unholy Shield, Unholy Fury
Maratuu
The main Goblin God, worshipped as the creator of Goblin kind.
His worshippers use the evil miracles list.
Golgaar
Another Goblin God who competes with Maratuu for the attention
of Goblin kind. Followers of Golgaar and Maratuu spend much of
their time fighting one another. His worshippers use the evil
miracles list.
Demon Princes and Princesses
Clerics and Paladins of the Demon Princes all use the evil miracles
list.
The Master of Pride
Half Cost: Black Mass, Black Whispers

Double Cost: Animate Undead, Black Sacrament


The Lord of Gluttony
Half Cost: Black Mass, Resurrection
Double Cost: Holy Fury, Harming

The Veil is the wall between our world and the myriad worlds
beyond. The Renders are masters of the arts of summoning.
Double Cost: Magic Missile, Magical Armour
Half Cost: Summon, Banish
Blood Mages
Blood Mages have mastered the manipulation of the flesh.
Double Cost: Portal, Ward, Summon
Half Cost: Transform, Enhance Sense, Alter Size
The Celestial Court
Mages of the Celestial Court specialise in defending against magic
and other threats.
Double Cost: Magic Missile, Confusion
Half Cost: Ward, Dispel

Demon of Gluttony

Sky Mages
The Sky Mages are one with the winds and the clouds.
Double Cost: Transform, Transmute
Half Cost: Teleport, Portal

The Lady of Envy


Half Cost: Curse, Word of Power
Double Cost: Unholy Fury, Unholy Shield
The Lady of Avarice
No modifiers
The Lord of Sloth
Half Cost: Curse, Corruption
Double Cost: Unholy Fury, Blasphemy
The Lord of Lechery
Half Cost: Black Whispers, Word of Power
Double Cost: Unholy Fury, Unholy Shield
The Mistress of Anger
Half Cost: Harming, Unholy Fury
Double Cost: Black Sacrament, Black Mass

Sky Mage

Anger Demon
Magical Traditions
Each tradition of magic focusses on specific types of magic at the
expense of other types. Rather than providing a list of traditions
players can create new ones when they create characters. Just
choose two Half Cost Spells and two Double Cost Spells, then
explain to the GM the rationale behind the Tradition. If the GM
agrees with the rationale you can have it, otherwise change it until
you get agreement. Some examples follow:
Scarlet Robes
The Scarlet Robes are masters of flame and energy. They tend to
be somewhat volatile and impetuous in character.
Double Cost: Conceal, Creation
Half Cost: Light, Magic Missile
Circle of the Icefangs
The Icefangs are based in the Northern lands and are masters of
cold and ice.
Double Cost: Light, Portal
Half Cost: Magical Armour, Wall
The Shattered Mirror
Masters of illusion and confusion.
Double Cost: Wall, Creation
Half Cost: Conceal, Confusion
Renders of the Veil

The World
The game world is very large but the players are only adventuring
in the area around the city of Khazan. This consists of a mixed
landscape of hills, forests, river valleys and marshes (a temperate
climate). The area is nominally divided up into manors, each ruled
by a local Lord, but in reality the Lords have little sway outside of
their own settlements and bandits and monsters run rife over the
area. Dungeons, tomb complexes and other ancient sites dot the
landscape and are a continuous draw to adventurers. The
settlements have areas around them under cultivation and sell
most of their produce to Khazan. Most of the plains are fertile but
dangerous to farm due to the hazards of bandits etc..
Khazan is a large city-port which sits on the coast. It is ruled by a
Duke. When the old Duke dies a council of the aldermen of the city
elect a new Duke, the election if a lifetime appointment (unless
you get bumped off in one of the numerous plots and intrigues
which are rife in Khazan). Khazan is thousands of years old, with
new buildings put on top of old for that entire team, resulting in a
maze of labyrinths, caves and other structures deep below the
city.
Foreign Parts
To the west of the land lies the Corsair Isles, separated from
mainland by the Inner sea. Past the corsair isles is the Outer sea.
The Corsair isles are a group of independent city states, originally
founded by pirate bands. The trade and raid the mainland in equal
measure.
Past the Corsair isles lies the great Outer ocean, no one knows
what lies beyond that.
To the north lies a moutain range, the Icefangs, then beyond that
a region of cold fjords and deep vessels bordering the northern
ocean. The inhabitants of this fjordland are known as the
Northmen. The northern ocean freezes into winter and the ice
pack extends to the northern coast.
To the east the fertile plains of the land turn into grass covered
rolling hills, which gradually rise into a great mountain range, the
barrier peaks. On the far side of the barrier peaks the land slopes
down into the celestial empire. The people of the empire are
known as Easterlings.
To the south the land becomes more and more barren, finally
turning to desert, populated by nomad tribes and wealthy city
states. The peoples of the desert are known as the Southrons.
Beyond that lies a land of dank tropical jungles inhabited by
strange tribes and, rumours have it, a great empire of lizard men
who cannot venture away from the tropical wetness and warmth.
Major Races
Orcs
Orcs are generally classed as civilised or tribal. Civilised Orcs have
settled into human culture and live alongside humans. Tribal Orcs,
the larger majority, hold to the old Orcish ways of pillage and
plunder and are an ever present threat to the inhabitants of the
lands.
Dwarves
Dwarves have moved into the hills to mine the abundant ores
there.
Elves
Elves are found in the deep woodlands, living in harmony with
nature.
Halflings
Small, fat, hairy. Halflings live to eat and enjoy life and are a very
bucolic people. A reasonable halfling population has come to live
in the area, working the rich farmland.
Humans
The most populous species in the lands.
Settlements
Nurg
Two miles from the Trollstone caverns, thirty miles west of Khazan
on the Khazan road. Nurg is a small town and popular base of
operations for adventurers, having a variety of sites of interest
within a few miles of itself. There have been settlements where
Nurg stands for thousands of years, making it an interesting place
to be.
Factions
For such a small area the land has a remarkable number of
powerful, and evil, factions. All of these alternate between

cooperating and vying with one another to wipe out Khazan and
the good guys.
The Red Hand Orcs
The Red Hand Orcs are a tribe operating in the vicinity of Nurg. A
group of Red Hands were based in the Trollstone caverns, raiding
traffic passing on the nearby Khazan road.
Murgo Bonecracker (MR 80) is the leader of the tribe, a huge
heavily tattoed Orc warrior.
Red Hand Orcs are MR 20 opponents, armed with a variety of big
heavy weapons (Choppa's) and armour made of cast of bits slung
together.
The ArchFiend Necromagus
The ArchFiend is the Master of an undead horde. He regularly
moves his base of operations from place to place. Defeating the
forces of the ArchFiend will be a campaign unto itself.
Evil Cults
There are various evil cults, either hidden or operating out in the
open, in the settlements of the land. Most cults are a group of
people motivated by religious fanaticism or a pragmatic desire for
power. Those operating in settlements are usually involved in
nefarious plots and intrigues, those operating openly are often
linked to bandit or raider groups who prey on nearby settlements.

Edges
A character gains their first Edge at 3rd level, a second at 6th level,
a third at 9th level and so on.
Bodyguard
You can take one others characters share of the damage in a
melee round, but you must specify the intent to do this at the start
of the round before rolling.
Berserker
You can enter a berserk fury. In this state your Combat roll is not
added to your parties combat total (making your party more likely
to lose the round) but your combat roll is applied as hits to your
opponent regardless of their roll. Once you go berserk in a
combat you cannot then flee or revert to normal until the combat
ends.
Smithing
You can make weapons or armour, use the same rules for required
level as those for magical items.
Weapon Specialisation
Choose a specific type of weapon (e.g. Swords, axes, hammers,
unarmed). You get +5 in combat when wielding a weapon of that
type. You can take this skill a second time to achieve Weapon
Mastery of a weapon you have already specialised in, giving you
+10 with it (this replaces the +5 for specialisation). For critical
purposes, you still only have to roll the same on the weapons base
dice to get a critical.
Armour Specialisation
Choose a specific type of armour (e.g. Soft leather, mail, plate).
When wearing a suit of that type of armour you increase its
protection value by 5pts. You can take this skill a second time to
achieve Armour Mastery of a type of armour you have already
specialised in, giving it +10 protection rather than +5.
Snap Shot
With this skill you can use thrown weapons or fire a bow (not a
crossbow) twice in one round. Roll as normal but use up two
arrows/thrown weapons and get +5. Take this a second time for
Master Snapshot, which lets you fire three arrows/thrown weapons
for +10.
Brew Poison
You can prepare poisons.
Tracking
You can follow tracks unerringly can conceal your own tracks so
that anyone without the tracking skill cannot follow you.
Eagle Eyed
Double the maximum range of any ranged weapon you are using.
Evaluate
You can automatically work out what anything you find is (e.g.
Identify what apotion does, what properties a magic item has, how
much you could sell something for and so on).
Brew Poison
You can prepare poisons.
Improved Dodge
If you have no DEX penalty due to encumbrance you get +5 in
combat. You can take this a second time for Masterful Dodge,
giving you +10 in combat.
Brew Potions
You can make magic potions (see the magic items list for rules on
minimum level to make a given potion). This skill also lets you
identify any potions you find.
Enchanting
You can make magic items, except potions (see the magic items
list for rules on minimum level to make a given item).
Spell Specialisation
Add another spell to your list of Half cost spells.
Miracle Specialisation
Add another Miracles to your list of Half cost miracles.
Martial Artist
You roll 2d when fighting unarmed.

Two Weapon Fighting


All the dice from two weapons are treated as being from a single
weapon for critical purposes.
For example, if you were wielding 3d and 2d weapons and rolled 3
& 4 on the 2d weapon and 4,5, 6 on the 3d weapon you would
normally not get any critical hits as the two 4's are from different
weapons. If you have the Two Weapon Fighting Edge you would
get to re-roll the pair of 4's.

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