Credits
Rules Design
Dan Cross
Randall Petras
Game Developers
Anders Johanson
Dieter Zimmerman
Larry Hols
Lloyd Pumphrey
Jon Creffield
Joseph C. Wolf
Malcolm Bowers
Mike Thomas
Seth Clayton
Spencer Wright
Layout
Kosala Ubayasekara
Carrie Murphy
Artists
Cover: Eric Bergeron
Interior: Eric Bergeron, Peter Bradley, James Bardes
Logo Design: Carrie Murphy
Editors
Malcolm Bowers
Richard T. Balsley
Dan Cross
Special Thanks to
Amanda Moyer, Bruce Wiggins, Carrie Murphy, Chris Lewis, Dan Kaufman, Dana Driscoll, Dave Yeager, Elena Holmes, Evilcat, Eytan
Bernstein, Frank Mertin, Gary Kahler, Greg Shields, Heather Myers, Jason Wardlow, Jeremy Smith, Jim Mattaboni, Joe Rydzuski, Kassy
Fowler, Kelly Ohlert, Kosala Ubayasekara, Kristyn Varner, Lloyd Pumphrey, Mark Moyer, Matthew Scheer, Mena Oranzi, Mike Thomas,
Mike Thompson, Nathan Frund, Nikki Clarkson, Peter Ohlert, Scott Frederick, Sean Holland, Seth Clayton, Slim Battle, Tom Pigeon
| page 1
Table of Contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Defense Descriptions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Order of Defenses. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Active Defense Limitations . . . . . . . . . . . . . . . . . . . . . . . . 31
Glossary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Combat Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Dual Wielding and Two-Weapon Attack . . . . . . . . . . . . . 32
Chapter 1: Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Opportune Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Step 1: Racial Packages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Sacrifice: to restore Active D-Pool . . . . . . . . . . . . . . . . . . 32
Race. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Revitalize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Gender/Age. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Melee Weapons Maneuvers . . . . . . . . . . . . . . . . . . . . . . . 34
Advantages & Disadvantages . . . . . . . . . . . . . . . . . . . . . . 11
Ranged Weapon Maneuvers . . . . . . . . . . . . . . . . . . . . . . . 34
Step 2: Abilities & Occupation. . . . . . . . . . . . . . . . . . . . . . . . . . 14 Unarmed Combat Maneuvers. . . . . . . . . . . . . . . . . . . . . . 35
Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Bonus Ranks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Chapter 4: Magic Spells and Powers . . . . . . . . . . . . . . . . . . . . . . 37
Occupation (optional). . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 The 7 Pillars of Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Character Name. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Alteration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Step 3: Calculate Defense Pools. . . . . . . . . . . . . . . . . . . . . . . . 16 Arcanum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Conjuration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Step 4: Character Concept & Equipment. . . . . . . . . . . . . . . . . 16
Elementalism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Chapter 2: Action System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Illusion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Invocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Ability Checks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Psychogenics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Degrees of Success. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Spell Casting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Ability Trees and Branches. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Spell Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Ability Description. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Skill Successions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 The Thaumaturge Repertoire . . . . . . . . . . . . . . . . . . . . . . . . . . 42
The Laws of Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Primary Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Magic In Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Magic Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Magic Defense Pools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Support Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Standard Threat Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Protection Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Chapter 3: Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Immunities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Combat Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Magical Afflictions (a.k.a Status Effect). . . . . . . . . . . . . . . 46
Combat Rounds and Battle Phases. . . . . . . . . . . . . . . . . . 25 Improvised Spells (For Advanced Players) . . . . . . . . . . . . 48
Random Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Multi-Effect Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Surprise. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Spell Vulnerabilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Spheres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
The Attack Action. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Magic Effects by Pillar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Standard Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Alteration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Melee Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Arcanum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Magic Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Conjuration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Ranged Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Elementalism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Unarmed Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Illusion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Helpless Foes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Invocation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Cover and Penalties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Psychogenics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Defense Pools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Active Defense Pools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
page 2 | Contents
Master Spell List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Full-Fledged NPCs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Alteration: Order Sphere. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Chapter 6: Bestiary of Beings Diverse and Malign . . . . . . . . 100
Conjuration: Dimension Sphere. . . . . . . . . . . . . . . . . . . . . . . . . 68 Optional Player Races. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Conjuration: Order Sphere. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Chapter 7: The World of Ainerêve . . . . . . . . . . . . . . . . . . . . . . 129
Elementalism: Air Sphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
How to Use This Section. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Elementalism: Earth Sphere. . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
AINERÊVE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Elementalism Energy Sphere . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Maedoen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Elementalism: Fire Sphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Grimsete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Elementalism: Water Sphere . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Astalch Castle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Illusion: Dream Sphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 The Town of Crossroads. . . . . . . . . . . . . . . . . . . . . . . . . . 151
Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Creating Traps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Contents | page 3
Foreword invariably presented as a confusing pile of loose paper with
scribbled notes. I wanted to play a game, not playtest untried
rules! It was therefore ironic when my friend Randy Petras offered
Tabletop Role-Playing games (RPGs) are a unique form of
to collaborate on a new fantasy role-playing game. Like most
entertainment. Players create characters to explore a world
aficionados of tabletop gaming, we developed our own preferences
described by a Game Master, who prepares and referees the game,
over the years, and had a very good idea of how we felt an epic
and assumes the roles of all things encountered, friend or foe.
fantasy RPG worked best for us. The trick was creating a game
The Game Master is not competing against the players, but rather
that translated our preferences into an effective theme and style,
collaborating in the creation of a shared story. The story is typically
while differentiating itself from the competition. There is no
action oriented, with dramatic conflict mediated by rules using
guarantee that anybody’s vision will be particularly marketable in
polyhedral dice.
this industry.
page 4 | Foreword
Action system
Adventuring campaigns are about the development of characters
Eldritch’s rules are quick in play, easy for a Game Master (GM) to into true world-shaking heroes, supported by rules like those put in
run, and easy to customize. Its rules stand out in their capacity to a nutshell below:
handle many different scenarios and settings with the very flexible
and manageable ability-based action system, which lets the player Combat: Attacker rolls dice to determine “threat points”, opponent
create and customize a character exactly to his or her liking. The chooses Defense type; any excess threat points affect armor, then
skills and resolution system are smooth, allowing combat and other the body. Combat is descriptive; there is no hit-or-miss “attack roll”.
this overflows to the rest of gameplay, getting everybody into the by a random roll performed by the GM. The difficulty of actions is
storytelling groove. Combat is abstract, replacing the traditional represented by a basic system that plays very quickly, allowing for
“attack roll versus target number” with a system of threat points instant results that do not interrupt the flow of the story.
invincible foes spoil the fun. Heroes are powerful in this game, being tied to specific occupational classes, with plenty of room for
but still vulnerable alone or without good teamwork, and the development and diversity. New characters are created through a
same goes for villains and monsters. Combat rules ask players point-buy method, granting full flexibility of design. Eldritch RPG
to describe how their characters survive each attack, before all characters can specialize in one area or dabble in many.
defensive points are lost, rather than making the Game Master
dictate all consequences. Thus, action scenes become truly Magic: The general term for practicing magic is Thaumaturgy
Foreword | page 5
Introduction
Ability Branch: A single branch of an Ability Tree, referring to Speci-
Eldritch Role-playing System: A Role-playing Game is a fantasy alities and Masteries, linked together by some logical succession.
game that can incorporate any of the wonderful things fantasy An ability check is made using such a branch, and cannot incorpo-
gamers enjoy. Knights in shining armor, dragons with glinting rate more than one roll of the basic tier, plus one of its Specialities,
scales, evil cultists scheming in the middle of the night, and plus one of the Speciality’s Masteries (see Ability Tree).
sage wizards laboring in lonely towers — those can all be part
of the game. Even those things that fall outside the bounds of Ability Check: Most actions use this resolution system to determine
traditional fantasy — mutant crossbreeding of men and jackals, or an outcome. A creature’s effort may involve a basic physical ability
vicious, horse-sized carnivorous bats — are possible. The Eldritch or a test of skill; the challenge may be provided by the nature
Role-playing System does not require a specific setting in order to of the action or by active opposition. An ability check uses one
run smoothly. Although the system best supports an epic milieu, chosen Ability Branch, with up to three dice rolled to try to beat a
the rules will work as well with a game of high chivalry as with a Needed Number. Most challenges have such values given as die
game of gritty desperation. This Revised Edition includes details of ranges. Spells, innate powers, and special combat maneuvers tend
the official campaign setting of Ainerêve, which although unique, to have fixed numbers instead.
offers a basic framework upon which individual groups and Game
Masters can hang realms of their own creation. Ability Tree: The basic ability rank plus all its branches. A Basic
ability (1st tier) can have multiple Specialities (2nd tier), which
Glossary can in turn each have multiple Masteries (3rd tier). For example,
Melee Weapons is a basic ability, while specializing in a weapon
Some terms are nearly universal to role-playing games (PC, NPC, group (example: Melee Weapons → Swords) lengthens the branch,
GM, etc.). This book uses these terms in the conventional sense and mastery in specific weapons extends the single branch further
(defined below for new gamers). Other terms and acronyms are (example: Melee Weapons → Swords → Shortsword).
unique to the Eldritch Role-playing System.
“Basic” tier: The first tier in any ability tree, always a single die
Ability: Any skill or innate capacity possessed by a creature. (ranging from D4 up to D12). The basic ability may have several
branches leading into speciality and/or mastery.
page 6 | Introduction
Branch Rank: A character’s level of competence or power in a single Max-Value (MV): Each rank has a corresponding die type, as
ability branch is ranked from Weak to Super. This useful general explained under “Die Rank.” The max-value of each die is simply
guideline is determined by adding up the Max-Value all of the die the highest roll possible. Thus, the max-value of D4 is 4, of D6 is 6,
ranks in the branch. For example, a character with Agility D10 → D8 is 8, D10 is 10, and D12 is 12. Sometimes several Max-Values
Reflexes D8 would have an 18 in that branch, a “respectable” level. are added together to determine Defense Pools. For example,
a player calculates his swashbuckler character’s Agility Defense
Branch Rank score, adding the Max Values of basic Agility (D6) and his Speed
Average 4+ speciality (D8) together; 8+6 = 14 hit points in that Defense pool.
Respectable 6+
Skilled 12+ Needed Number (NN): The number that must be met or exceeded
by a thaumaturge’s ability check in order to cast a spell; a measure
Great 18+
of casting difficulty. Part of each spell definition.
Phenomenal 24+
Legendary 30+
NPC (Non-Player Character): Any character controlled by the GM
and not a player.
Character Points (CPs): Points used to build a character’s abilities.
Threat Points (or just "Threat"): This refers to the potential harm
Die Rank: This is expressed in the rules as the die value itself: D3
possible from any attack or source of danger. For example, an
(below average), D4 (default basic rank), D6, D8, D10, D12 (highest
Ability branch of Unarmed D6 → Punch D4 has a Potential Harm
rank for standard characters), and D14, D16, D18, and D20 (special
range of of 2–10. These threat points do not cause physical
monsters). Die rank refers only to the value of a single die of any
damage unless the attack penetrates both the target’s Active
ability tree tier.
Defenses and armor, hitting the body.
GM: “Game Master.” This person runs the game, and has final say
over how actionare resolved.
Step 1. Choose a character race: pay CPs for the bundled abilities. Cost per level of Rank in Character Points
+ Assign the character’s sex and age.
+ Optionally choose advantages (cost CPs) and disadvantages (to
• Unrestricted basic tier: D4 is free, then 2 CPs per rank, D6
gain CPs).
through D12.
• All other ability ranks (restricted basic tier, all specialities, and
Step 2. Purchase abilities (basic + possible speciality/mastery) with
all masteries): 1 CP for D4, then 2 CPs per rank; D4, D6, D8,
CPs.
D10, and D12.
+ Optionally choose occupation (a vocation with recognised skills).
+ Assign the character’s name.
Primary abilities are those that directly impact combat statistics,
while Support abilities usually do not. Primary abilities are critical
Step 3. Calculate Defense Pools (derived from ability trees).
to the adventuring life, and include Agility, Fortitude, Melee
Weapons, Ranged Weapons, Unarmed Combat, Willpower, and
Step 4. Refine character concept and choose equipment.
the magic abilities. Support abilities are commonly used, important
to different aspects of play, and critical in various contexts. These
Character creation begins with a standard allotment of Character
include Animal Handling, Healing, Influence, Knowledge, Percep-
Points (CPs). These points are used for the selection of basic
tion, Skullduggery, and Talent.
abilities, as well as related Specialities and Masteries, which are
all rated on a ranking scale of D4 up through D12 — the higher
Note that specialities can exceed the basic tier rank (called
the number that the polyhedral die can generate, the better the
the trunk for illustration), and a mastery can exceed its related
knowledge or proficiency rank at that tier.
speciality rank if doing so fits the character concept (although
that is often a waste of Character Points since mastery dice are
used in fewer situations). Abilities trees may branch off into many
hierarchies of speciality and mastery, limited only by character
points earned.
Beginning characters may increase racial ability ranks above the Race
minimum required. Players should purchase any specialities in the
The races presented are representative of generic fantasy, but if
next step of character creation. In addition, the game treats innate
needed, the GM should find it easy to put together his own racial
racial powers as advantages, which cost up to three CPs each.
templates to suit any setting. Some examples of races specific to
the Ainerêve setting are given at the end of Chapter 6.
Dwarf
Night Vision (3 CPs): This is the ability to see well in total darkness,
Sense of Direction (1 CP): This is the innate ability to find one’s way.
A character with this advantage is always able to find true north,
and thus know what direction he faces, even underground or in the
dark. One with this advantage will sense the borders of unsettled
lands, the directionless places where true north no longer holds.
Chapter 2: Action System the broad, general skill of Animal Handling, the default ranking of
which assumes basic proficiency. A speciality in Farming would
‘You think the world moves in accord with your will and design? The gods cover the care and breeding of livestock, such as cows, pigs, sheep,
laugh at such folly. Do you not know that all is chaos? All is chance? and most any farm or herd animal. If the character were a cattle
You ride astride a blind mad mare and where it takes you none can say. farmer, he would likely have the mastery of Cattle, which means he
Laugh, because you may as well enjoy the ride.’
would be particularly good at anything to do with bulls and cows.
--- Adventuring skills work in the same way.
As spoken from the stake by the heresiarch Priscus before the flames
took him.
The player must first determine the relevant ability for any of his
character’s actions. This is usually a matter of common sense.
The next thing to go over is the action resolution system. Various For example, if a character wishes to shadow a villain in an urban
types and quantities of dice measure abilities in the game. Rank environment, he would use his Skullduggery → Stealth → Urban. No
refers to the number of sides on a die, and quantity refers to the more than three dice can apply to a single ability check. In addition,
number of dice rolled for a single action resolution attempt. any speciality and mastery dice rolled must derive from the same
Ability Branch.
For any single ability, die type corresponds to its “rank.” The
more sides on the die, the higher the rank. Ability ranks normally
Ability Checks
progress from D4 through D12. Many in-game calculations
require the highest possible number for a die rank, or for all dice
All ability checks are performed in essentially the same way. The
in an ability tree. This number is the Maximum Value, abbreviated
player chooses the ability (and branch) that the character uses, and
Max-Value, or just MV.
adds together the rolls for each applicable die in the ability branch.
For example, a character with Skullduggery D8 → Stealth D6 →
As briefly mentioned in Chapter 1, a single broad ability tree can
Urban D4 might roll D8+D6+D4 if he were shadowing someone in
branch off into several narrower branches. The basic ability is like
town, but only D8 if he were attempting general Skullduggery, or
the trunk of the tree, with every branch representing specialities,
a task in a branch he did not possess. The total of the ability check
which can themselves split into masteries, or offshoots. There are
(up to three rolled dice) is then used in a way depending on the
up to three tiers of ability in any one ability branch, beginning with
task or situation:
the trunk, sometimes called the Basic tier. Next is the Speciality
tier (branch), and then the Mastery tier (offshoot).
Contest: Against an active opponent, e.g. in a contest of skill, the
Spells: When using most spells, innate powers, and special combat Table 2.1 Challenge Dice: Roll dice to determine
maneuvers, the total is compared to a fixed number for the action; Needed Number
if the player’s total is equal or higher, the action takes effect Easy 1D4
(although its success may depend on a following opposed roll). Moderate 1D8
Difficult 1D10
Attacks: In combat attacks, the total determines “threat points,”
Demanding 2D6
which directly reduce one or more defensive hit point scores (aka
Formidable 2D8
Defense Pools) before they can cause actual damage.
Extreme 2D10
Herculean 2D12
More detail is given hereafter. The rest of this chapter will focus
on ability checks for the first two kinds of action, while the combat
Once the GM establishes and rolls for difficulty, the player rolls in
and magic chapters explain battle, special maneuvers, spells, and
opposition, using the dice indicated by his character’s ability, and
powers in detail.
comparing the results. If the player’s roll is greater than the Needed
Number, the character succeeds.
Contested opposition occurs when there is an active opponent. For
example, our adventuring dwarf Gegdin is attempting to shadow
For example, Frederick the farmer needs to calm an enraged bull.
an elf named Adira in the woods. The GM laughs, knowing that will
Fred has the following Ability Tree: Animal Handling D8 → Farming
be difficult for the dwarf, and says that Gegdin must roll a check
D6 → Cattle D4. The GM determines that the challenge is Formi-
against Stealth (a speciality of Skullduggery).
dable (2D10). Fred rolls D8 + D6 + D4 for his Ability Branch, the
GM rolls 2D10. If Fred’s totaled dice beat the GM’s roll, the beast
All characters begin play with at least D4 in Skullduggery, so the
will be calmed. If he fails… well, he could be in real trouble! The GM
dwarf can attempt to shadow the elusive elf through the woods.
then describes what happened based on the results of the player’s
Alas, he rolls a 2. Adira, on the other hand, is quite stealthy. In fact,
roll. Sometimes the results are immediate and obvious. Other times
the nimble elf is not only specialized in Stealth, but has mastered
the GM may evaluate degrees of success, as explained below.
hiding in the forest (let us say the Ranks are as follows: Skulldug-
gery D6 → Stealth D10 → Forest D8 ).
Degrees of Success
Clearly, the elf cannot possibly roll lower than the dwarf The GM has leeway in describing the results of the attempt from
(D6+D10+D8 has a minimum roll of 3). On the other hand, if the start to finish. The only given is that the outcome of the check
dwarf were shadowing the elf in a small town, his quarry’s terrain- must be respected. Beyond that given, details of how the outcome
specific mastery would not apply, making it possible for Adira to appears are up to him. A failure, for example, could occur at the
roll a 2. Even so, defenders win ties, so the elf is guaranteed to get beginning of the attempt, almost at the point of completion, or
away. at any point in between. Likewise, he could describe a successful
attempt as barely getting the task done, or succeeding in fantastic
Situational opposition happens when there is no active, living fashion.
opponent, such as when a character is trying to climb a wall. For
ability checks of this type, the Game Master will assign an appro- How much a check succeeds or fails by (the difference between
priate level of challenge, thus setting the number of Challenge Dice a character’s ability check total, and the total of the opposition
for an opposition roll. The sum of the roll is the Needed Number dice) can affect the described results. For instance, a result that
for that action. The situational Challenge Dice range was designed just barely succeeds indicates just basic success. The GM could
to simulate heroes who succeed more often than fail, and implies describe the attempt as “just enough,” like jumping just far enough
cinematic skill. to clear a chasm and roll to safety away from the edge. The greater
the difference between the player’s roll and the Needed Number,
the better the effects of the action will be. Likewise, the amount by
Ability Trees and Branches power, special maneuver, or spell cannot be attempted without
meeting prerequisites. Most of the time that means the character
Most actions correspond to some basic ability (any innate physical must purchase at least a D4 rank in the ability, either at the basic,
or mental capacity or learned skill). These abilities form the basis speciality, or mastery tier. Note that most abilities at the basic tier
for almost all action in the game. GMs should note that character are unrestricted, and also default to a D4. There is no default roll
capacities and powers ill-suited to the three-tiered structure (trunk, for capacities above the basic tier.
Ability Description
Specialities and/or masteries add dice to opposed checks when
those capacities are relevant and called upon. Some abilities
convert to defensive pools of hit points (Defense Pools or D-Pools),
or increase an attacker’s damage potential (threat points). Basic
abilities default to a rank of D4 (average) if the character is
untrained, unless the skill is designated “restricted”, in which case
the GM may disallow an attempt to use the skill.
Chapter 2: Action System | page 19
Basic Ability Speciality Mastery
Animal Handling [S,U] → Farming → cattle; chickens; horses; pigs; etc.
→ Hunting → dogs; raptors (falcons, hawks); etc.
→ Riding → draft horses; horses; warhorses; exotic
mounts (one per mastery)
→ Training → one species of animal per mastery
Arcanum* [P,U] → Artificing *
→ Curses *
→ Potions *
→ Wards *
Agility [P,U] → Acrobatics → balance; evasion; falling; jumping;
tumbling
→ Reflexes → reaction time
→ Speed → running; sprinting
Fortitude [P,U] → Athletics → climbing; jumping; swimming
→ Endurance → distance running; resist (one per mastery)
debilitation, incapacitation, paralysis,
slowing, stunning
→ Feats of Strength → break & bend; lift & carry; push & pull
→ Quick Recovery → pain; vs. body control; vs. incapacitation
Healing [S,R] → Animals → animal anatomy; diseases; wounds
→ Humanoids → diseases; humanoid anatomy; madness;
wounds
→ Medicine → first aid; herbal remedies; salves &
ointments
→ Monsters → diseases; monstrous anatomy; wounds
Influence [S,U] → Coercion → intimidation; physical threat
→ Interrogation → inquisition; torture
→ Persuasion → argument; seduction
Knowledge [S,U] → Anthropology → specific race
→ Appraisal → antiquities; art; coins; gems; jewelry;
weapon value
→ Engineering → building; siege engines
→ Legends & Lore → era, culture, or monster lore
→ Linguistics → specific language
→ Mathematics → astronomy
→ Religion → specific pantheon
→ Survival → coast; desert; forest; mountains; plains;
swamp
Magic Abilities* [P,R] → Change; Control; Create; Sense All magic masteries are specific spells
Alteration ↑ *
Conjuration ↑ *
Elementalism ↑ *
Illusion ↑ *
Invocation ↑ *
Psychogenic ↑ *
Magic Abilities
Elementalism (Restricted): This is power affecting the basic
In Eldritch, magic is treated much like any ability tree, with roots forces of nature itself (the elements of fire, water, earth, air, and
and branches, Defense pools (vs. damaging magic) and harm energy), and the art of magic requires deep understanding of these
potential. Magic is built around the six main pillars of magic, each and other forces in order to wield mystic power. This is a single
with its own ability tree(s): alteration, conjuration, elementalism, ability in the world of Ainerêve, but other settings may require
invocation, illusion, and psychogenics. Proficiency in any of these thaumaturges to acquire knowledge of each element separately (in
restricted abilities requires innate capability or years of training. which case each has its own D-Pool).
With only the basic level (1st tier) in any of the six pillars, casters
can attempt to cast lower difficulty spells. Magic users may attempt Illusion (Restricted): The magic user wields the power of illusion,
anything, though specialities increase success within certain focus confusing and beguiling opponents.
exceeded in order for the effect to succeed. If the NN is zero, or invokes a spiritual source (life being the province of the divine) to
the dice branch can't roll lower than the NN (especially in the case restore, revive, heal, or vivify.
Three times arrows struck him, then a blow from an axe that sheared parry a weapon, dodge a boulder hurled by a giant, avoid a close
off cheek and ear. Four of the seneschal’s men lay at his feet – a mass knife thrust to the gut, deflect with a shield, interpose a magic
of blood and severed limbs – and then Yellowbeard sat down on a rock, force field, and so on.
grinned at me, and said, ‘This is how a dwarf dies.’
--- There are two types of Defense Pool, Active and Passive. Active
As recounted by the bard Magdellion Defense Pools cover parries, blocking, dodging, and evading
attacks. Fortitude is the sole Passive Defense Pool, representing
Combat Basics overall toughness against physical attack and resilience against
fatigue. Damage Reduction reduces threat points.
Like many fantasy role-playing games, Eldritch Role-playing System
assumes a substantial part of game play will focus on heroic battle.
Shields reduce threat points by a fixed amount based on type
This does not preclude the GM from generating adventures that
(e.g. –1 damage) before it affects the Active Defense Pool; if
feature great interaction with less violent plots. Rather, these rules
any exceeds the Active Defense, armour reduces it by a random
focus on combat because it is traditionally the most difficult aspect
amount (a die roll based on type). Magic may work in either way.
for GMs to arbitrate with consistent fairness. Even so, the ERP
combat system is abstract rather than a “simulation,” the emergent
The following is a full breakdown of combat: rounds and
story being the focus of play and the mechanics existing only to
movement, attacking, defending, and armor. We’ll begin with the
further action in the story.
combat round and battle phases.
D4 1–4 Phase 5 (slowest) to assault or ambush. Characters who succeed in such a roll twice
(once for move silently, and the other for sneak attack) win total
But what happens if opponents act in the same battle phase? surprise over their foes. Defenders who suffer total surprise lose
In these instances, use the “Heroic Action Order” to determine all actions and cannot use any active D-Pools in the first round of
sequence of actions: combat! Characters can be on the receiving end too, of course.
B) Exceptional creatures. individually, but the GM can decide whether defenders make a
C) Standard creatures. surprise check as a group, using the highest relevant ability score.
D) Minor creatures. Naturally, an advance scout or sentry can ruin either type of
surprise from afar by warning his friends of the danger. Precogni-
If using the heroic action order, Player Characters act first when tive powers and magic can also thwart the element of surprise.
facing foes of the same Agility rank. They are assumed to be heroes
after all, and therefore superior. Exceptional creatures act next,
This is a base move of 22 yards per round at D4 rank, up to 30 The attack roll method is as follows:
yards per round at D12. Then add +1 yard per die rank for the
Speed speciality; and +1 yard (only) for mastery in each of Running 1) Attacker rolls for "potential harm". Normally, only one attack per
or Sprinting (for a maximum possible bonus of +7 yards per round). creature is permitted (but see Special Maneuvers later).
Movement rates of 22/ 30/ 37 yards per round correspond to 2) Resulting threat points are determined by adding the result of
walking at 3/ 4/ 5 miles per hour, which are normal/ fit/ heroic ability rolls as follows:
levels of motion for people — although animals and monsters often
move much faster! • Melee Weapons + Weapon Group (speciality) [+ weapon
harm bonus] + Specific Weapon or Special Maneuver
For example, Swift the halfling rogue has Agility D10 → Speed D8. (mastery)
He can walk briskly and engage without penalty at 18+10+3= • Ranged Weapons + Weapon Group (speciality) [+ weapon
31 yards per round (15 seconds), or 6 yards per battle phase (3 harm bonus] + Specific Weapon or Special Maneuver
seconds). Swift could cover 62 yards per round running or 124 (mastery)
sprinting (that is, 12 or 24 yards per battle phase). • Unarmed Combat + Attack type (speciality) [+ style harm
bonus] + Special Attack or Special Maneuver (mastery)
Grid Combat. For those using a combat board and miniatures or • Magic pillar + Spell Type (speciality) + Specific Spell
the like, a simplified movement scheme is suggested: use Agility (mastery)
MV + 1 square per Speed specialization rank. Moving at over half
MV rate (running) causes -3 to attack. Any move at maximum rate For example, a swordsman with D4 in Melee Weapons, D8 in Sword,
(sprinting) disallows attack. and D4 in Short Sword would roll D8+2D4 to determine threat points
inflicted on a foe.
The Attack Action
3) Defenders holding a shield subtract 1 to 3 threat points
A standard attempt to inflict damage requires no “to-hit” roll.
(depending on shield size) before the chosen active Defense is
Instead, once the attacker chooses the method of attack, he
depleted. (The chosen mode of active Defense must be above zero
rolls the dice to determine threat points, and the defender then
to take advantage of shield damage reduction.)
chooses an appropriate Defense Pool (D-Pool) to thwart the
effectiveness of the attack, that is, mitigate the threat.
4) The defender chooses one Active Defense, and subtracts the
attacker’s threat points from the chosen Defense Pool hit points. If
When a creature makes an attack, it will be effective and do damage
the score is exceeded, go to the next step.
unless the defender can avoid or reduce the damage. The defender
can choose how to to mitigate the threat. For instance, he may
5) Defenders wearing armor subtract a die roll (its type dependent
parry with a weapon (Melee Weapons D-Pool), physically sidestep
on the kind of armor) from the incoming threat points. Any
the attack (Agility D-Pool), jump out of the way of a ranged attack
remaining harm depletes Fortitude, causing actual bodily damage,
(Agility D-Pool), or block with his shield (subsumed by the Melee
reducing the Fortitude Defense Pool.
Weapons D-Pool; note that shields provide additional damage
reduction first).
Standard Attacks
Melee Attacks
Most humanoid creatures have at minimum a D4 rank in Melee are listed in the Weapons Chart in Chapter 5 (under Equipment).
Weapons ability, because nearly anybody can pick up an object See also the Special Maneuvers section in this chapter.
and swing it as a weapon, whether a tree branch or a heavy sword.
Characters using only basic Melee can make only untrained attacks, Magic Attacks
with no specific weapon bonuses added. A higher rank in basic
Woe to any creature assailed by one gifted with arcane might!
Melee represents either increasing brute force or speed, or an
Luckily, not all creatures are capable of wielding magical power
admixture, the interpretation depending on the character concept
to attack their enemies. A basic magical attack targets a single
or monster description. This is why there are no purely combat-
creature within line of sight. The thaumaturge rolls Magic Ability
oriented “strength” or “precision” ability scores in the game. If a PC
(trunk) + Spell Type speciality (branch) + Specific Spell mastery
uses a two-handed sword, he is assumed to be strong enough to
(offshoot) to determine threat points. Such spells manifest
wield it. If the player makes his character a weakling who cannot
physically and visibly, by touch or at range, and may be dodged by
wield a certain weapon, that is fine too. It may be that the PC
Agility DP, or even blocked by Weapons DP (see Enhanced Martial
prefers light, fast weapons, so his die rank is interpreted in terms of
Defense advantage, Chapter 1). Not all spells are easily blocked,
precision and finesse. Rules never trump character concepts.
parried, or dodged, and some may bypass certain types of active
Defense or protection. But only the most adept are capable of
A Melee Weapon speciality branch grants skill with an entire
inflicting magical harm that bypasses most or all protection. Some
type of weaponry, allowing harm and initiative bonuses when
monsters are also capable of attacking with innate, arcane powers,
specific weapons of that group are brought into play. Mastery in
such as the fiery breath of a dragon, or an energy bolt from the
single, specific weapons or special maneuvers grants the warrior
horn of a unicorn. Some spells and powers, such as mind control or
even greater damage potential and capabilities. A higher rank in a
stunning effects, use opposed rolls rather than delivering straight
speciality or mastery represents increasing force, speed, precision,
damage.
or some blending of the three. Specialities and masteries are listed
in Chapter 2 (Skill Successions), and the various weapons bonuses
Defense Pools (D-Pools) are seperate hit points scores divided armor normally reduces such Potential Harm.
organized into “Active” Defense pools, as described below, and a same weapon (see Special Maneuvers), then the defender may
single Passive Defense pool, Fortitude (see Defense Descriptions). choose one Active D-Pool for each separate strike or shot.
Rabbit Punches
Ability: Unarmed Combat
Speciality: Punch; mandatory
NN: 6
Maintenance Penalty: n/a
Description: 3 quick punches to a single target (2 if lacking mastery)
Consequence: Damage is split into 2 or 3 strikes against a single target
(armor applies against each strike). Only 1 die is applied to each strike,
but a +2 damage bonus applies to each.
Failure Effect: Only manage a single strike at the lowest die rank, with
no bonus, of course
Roundhouse Kick
Ability: Unarmed Combat
Speciality: Kick
NN: 6
Conjuration
All of the magic pillar abilities except Arcanum branch into the
same spell type specialities, representing actions taken to shape At its simplest, conjuring is the ability to cause something to
magic, often with concomitant speech and gestures (verbal and appear where there was nothing before. The pillar concentrates on
somatic components). Thaumaturges thus use their magic to bringing things into existence through magic, whether by creation
change, create, control, or sense the warp and weft of the fabric or translocation. At the basic level the thaumaturge can create
of reality. Arcanum’s specialities are artificing, curses, potions, and simple things. A more advanced conjurer can produce complex
wards, indicating the ability’s more practical focus, and its rituals items, or summon creatures to do his bidding, from pulling rabbits
tend to use material components. out of hats to invoking supernatural beings. This pillar also allows
the calling forth of magical energy, dimensional manipulation
(which lies at its heart), planar travel, and teleportation (in effect,
Alteration
summoning a place).
This magic ability is primarily concerned with changing or
enhancing qualities, for instance to increase ability, amplify the • Change the physical location of creatures, objects, or areas
senses of creatures, or to fortify or enchant objects. It can make through teleportation, summoning, and dimensional manipula-
things lighter or heavier. It can even extend to shape-changing, tion.
perhaps to boost movement or combat ability, e.g. if one were to • Create armor, weapons, or useful objects both mundane and
assume the form of a tiger. Conversely, it can be used to weaken otherworldly.
instead of strengthen, to dull perceptions, and to slow or even • Control creatures and objects through summoning strictures.
petrify creatures. • Sense, counter, and better resist conjuration magic affecting
creatures or objects.
• Change the abilities, form, or substance of creatures, objects,
and areas.
Elementalism
• Create new capabilities: abilities, attack forms, or Defense
modes. This is power affecting the essential forces of nature itself: the four
• Control mind, body, spirit, or matter by forcibly modifying elements that form the world, and the quintessence of pure energy
physical, mental, or spiritual capability or properties. that binds them together. Elemental magic has spells that let the
• Sense alteration magic affecting creatures or objects. caster take on elemental form or harness elemental forces.
Air: breath, breezes, lightning, flight; sow winds and reap
whirlwinds. Earth: barriers, earthquakes, quicksand; walk through
Psychogenics
Illusion This pillar encompasses all paranormal and extrasensory effects,
The thaumaturge wields the power of illusion, confusing and such as telepathy, clairvoyance, and precognition. It is the ability
beguiling opponents. This pillar deals with seeming and the to read minds and auras, see the invisible, and mentally influence
senses (particularly light and sound, and thus sight and hearing), or control the actions of other creatures. Psychogenics also
deception, perception, disguise, invisibility, and altered reality. Its potentially lets the psychic divine the history of objects or places,
oblique approach relies on trickery and misdirection, which can be entrance or enthrall others, sense spirits, and perceive future or
a powerful tactic when intelligently applied. distant events.
• Change the entire appearance of creatures, places, and things. • Change a creature’s perceptions psychically, alter the mental
• Create alternative realities, places, creatures, and objects of properties of the living, or alter the integrity and properties of
deception. inanimate things through sheer force of will.
• Control color, light, and shadow, sensation, sight and sound; • Create new neural pathways, allowing for accelerated learning,
beguile and delude others with illusory sensory data. language apprehension, precognition, or heightened senses.
• Sense, counter, and better resist illusions affecting creatures • Control minds and bodies psychically, overpowering the will,
or objects. or manipulate physical systems with psychokinesis.
• Sense, counter, and better resist illusions affecting creatures or
This pillar deals with the life force of living and growing things.
The Seven Pillars, their different spell type variations, and the
Since life is a divine gift, the thaumaturge invokes a supernatural
general rules of spellcasting are fully explicated in the Laws
spiritual source to restore, revive, heal, vivify or otherwise affect
of Magic section. That information provides a comprehensive
plants, animals, people, or even monsters. Usually, theurgists call
reference for spell use. All that you need to start using magic in the
upon their gods and druids or shamans call upon nature (although
game, though, is the Spell Casting section below along with the
angels, devils, and spirits may serve). As well as animating plants,
Master Spell List.
revitalizing weary adventurers, and even restoring life, the ability
covers those life-related powers that higher beings bestow, such
as Boons or turning undead. But just as death is part of the cycle
of life, so this ability can be used by necromancers and so on to
The difficulty description indicates how hard spells are to learn and
cast. An ability check to learn a spell is only half the NN, though,
since the thaumaturge is assumed to be studying in calm and
conducive surroundings.
Shielding Effects
Fire: Causes fire damage equal to caster’s ability roll, +1 per foot
A shield spell reduces potential harm even before the defender
thick, bypassing Agility if somebody willfully walks through it. Half
chooses an Active Defense form. It might be a conjured magic
damage if one charges through. Shields and armor do apply.
shield, appearing in the recipient’s free hand, or a semipermeable
energy field generated around the body. Unlike regular shields or
Water or Air: A wall of rushing water, like an impossibly truncated
parrying weapons, such magic damage reduction works even when
waterfall, can be imposing. One attempting to cross must roll an
the protected recipient’s Active Defenses are exhausted.
Agility saving throw versus the thaumaturge’s ability roll or be
knocked down, or pushed back from the wall. Charging at a full
NN = 6 × static damage reduction bonus. Maximum +6 DR.
run means the one knocked down or pushed may find themselves
prone on the other side of the wall, for better or worse. A wall of air
+4 to NN to turn spell into an Area Effect (Ability Branch MV
has the same effects, but is less striking, marked only by whirling
radius in feet, doubled for mastery).
debris and noise.
Shielding spells affecting an area do not work like walls, but move
Force Fields
with the group protected. For example, a conjurer may create a
NN = 12 base (+8 to NN to stop non-physical harm types as well).
shimmering and strangely viscous membrane centered on and
moving with him and his companions.
Force fields are different from standard walls, their impenetrability
making thickness and material irrelevant. A force field manifests
Walls of Protection
as a stationary bubble around the caster or larger area, its surface
Barrier walls are provided by Conjuration, Invocation, and Earth
repelling all physical damage, mundane or magical. Physical attacks
Elementalism. A wall spell provides total cover for those standing
cannot pass through the barrier. Non-physical threats bypass force
behind it. Its area equals ability branch maximum in feet for length
fields, unless the protection is augmented to defend against such
and height, but it can be reshaped at the time of casting. The base
(+8 NN).
wall type is packed earth or matted vegetation, with structural hit
points equal to the thaumaturge’s ability branch maximum. The
Protection Examples
Immunities Alteration: Toughen skin, change physical resistance, make immune
to physical attack.
Elemental Immunity Conjuration: Summon armor or shields, or translocate attuned
Some spells can confer elemental immunities, but only against magic items capable of generating force fields and other shielding
natural, non-magical elements. Immunity for the self versus powers (see Arcanum, Wards, Attunement Sigil).
regular fire, electricity, or violent wind has a Needed Number of Elementalism: Create barrier walls of stone, wood, bronze, iron,
12, and self-immunity to lesser environmental hazards (heat, cold) force; walls of fire, water, wind. Assume pure elemental form,
has an NN of 6. These kinds of spells are often used ritually by gaining varied levels of physical attack immunity.
thaumaturges who explore extraplanar places settled by elemental Invocation: Call upon gods or spirits to shield from harm; either
beings. No known magic spell has been discovered that confers damage reduction or various immunities granted for one or many.
total immunity versus magic harm (although a robust Magic Ability Psychogenics: Generate kinetic shields.
Defense Pool can come close).
GM Note: Players may creatively activate Magic Ability Defense
Physical Attack Immunity Pools in ways mirroring some of the protection effect examples
Physical attack immunity is a potent protection, disallowing given above. However, Magic DP use interrupts attacks in any
potential harm from normal weapons, whether close or ranged, battle phase, its effect is always instant, and its manifestation
and unarmed attacks, including natural attacks by creatures. Such dissipates immediately.
immunity is broken into three types, each NN 12: vs. bludgeoning,
vs. piercing, vs. slashing. Therefore, total physical attack immunity
Magical Afflictions (a.k.a Status Effects)
would be NN 36 before mastery, preventing damage from a club,
the ham fist of an ogre, an arrow loosed, a sword’s cutting edge, Spells that override the target’s free will, or cause a persistent
a wyvern’s piercing bite, or a tiger’s slashing claws. Nonetheless, change in a creature’s mental, spiritual, or physical status allow an
any preternatural harm can affect one so protected, including opposed roll versus the thaumaturge’s ability roll. This includes
spells and bonuses from magic weapons, whether enchanted or being stunned, slowed, distracted, incapacitated, or magically
enhanced via spell. controlled (either mentally or physically). The thaumaturge using
Such afflictions cannot be blocked by Defense Pools, and are by the threat points rolled, divided by six, always rounded up
persistent for as long as the caster maintains the spell. The default (affecting random initiative and/or battle phase).
Endurance → relevant mastery vs. physical affliction, but the GM and dull-witted, and thus attack in a haphazard fashion. Any attack
may allow ability substitutions, depending on the spell or power the target makes allows an opportune attack by those engaged in
description. close combat with him. The target may not make an attack until
the same battle phase next round. He is however free to move,
The afflicted may make a saving throw each round the status effect support, or help out in other ways in a fight.
the part of the caster. attack the spellcaster, and will run for his life until the same battle
phase next round. If anyone (even the spellcaster) stands in his
All status spells follow the same game rules for each condition way, though, he will attack them to try to get past.
Physical Afflictions caster’s thoughts insinuated into the brain, changing opinions or
perceptions.
Slow, NN 8 (Demanding): Reduce initiative of the target by one
battle phase (reducing the basic Agility rank by one full step, for Possess Spirit, NN 20 (Herculean): The target’s body and mind is
example, from D10 to D8). Increase NN by +1 difficulty for slowing controlled so long as the power is maintained by the caster. Victims
the target two battle phases, and so on until dropping down to to may be forced to attack friends.
D2 basic Agility, with movement reduced accordingly.
Other Effects
Knock Prone, NN 10 (Demanding): Target is knocked off his feet,
falling prone, and is slowed. Boon: Any magic effect that grants a person or group some general
advantage in dangerous or challenging situations. Such spells
Stun, NN 12 (Formidable): The target may not either move or attack represent magic of great utility, expeditiousness, or convenience to
for one full round. the heroes. For example, hastened travel through difficult terrain,
the ability to breathe underwater, or the favor of the gods in battle
Debilitate Sense, NN 14 (Formidable): Cause total blindness or (see spell listings for examples).
hearing loss (NN 28 for both), meaning most perception checks
using that sense automatically fail (GM’s discretion; compensating Modify: Mostly the province of Alteration magic, modification
for the loss may allow a roll with a –12 penalty). spells increase or decrease a creature’s ability rolls or die rank(s),
or change various properties of objects. The Modify effect covers
Paralyze, NN 16 (Extreme): Target is physically immobilized, and transmutation, shapeshift, and polymorph. It never drains or
loses access to any Active D-Pool, but can still use innate powers, increases hit points (see Effects by Pillar, Alteration).
or cast spells with no somatic components (see Spells without
Gesture or Word). Restore: Always governed by the Invocation ability, restoration
magic heals, restores, and mends both creatures and objects. But
Incapacitate, NN 20 (Herculean): The target is rendered uncon- the celestial energy has a flip side, and this effect allows invokers
scious, falls to the ground, and is vulnerable to attack. The first to harness the dark forces of entropy (see Invocation).
saving throw calls for Willpower → Resistance → relevant mastery,
and failing that, the incapacitated target is still afforded a roll Trigger: A Trigger is a miscellaneous effect that causes something
of Fortitude → Quick Recovery → vs. incapacitation. Attacks on to exist, or an event to happen, by means of magic not otherwise
incapacitated targets bypass Active Defenses and shield to reduce pigeonholed. This covers the generation, dismissal, or manipulation
the target’s Fortitude, but armor may be rolled for during general of a substances or energies (Elementalist spells), the summoning or
melee.
Improvised Spells (For Advanced Players) 4 for a multi-effect area effect spell. NN and failure consequence
are still fully in effect. Failing an ability check to cast an improvised
Eldritch’s listed spells are representative, not exhaustive, to allow
spell, in addition to the normal consequence, doubles the cost to
plenty of scope for additions and to encourage players to invent
Willpower, that cost spilling over to Fortitude if the Willpower DP
their own. New spells can be tailored to character concept or
is exceeded.
improvised as needed, within given guidelines. In the game world,
thaumaturges can and often do improvise spells outside their
Example of Improvised Magic
known repertoire. Any spell may be attempted, whether based on
a named spell or created from whole cloth, solely with basic under- Morgana the illusionist attempts to give a rock wall the appear-
standing of (ability in) the magic pillar used as the power source. ance of an open portal, hoping her enemies will crash into the
barrier. The GM decides such a spell is demanding, settling on a
Determining the spell type and Needed Number is a collaborative Needed Number of 8. GM and player agree that Control is the
process between player and GM. Improvised magic, as with any spell speciality, based on player description (Illusion → Control).
formally named spell, must be categorized by spell type (speciali- The spell succeeds with a roll of 9 or above. Morgana possesses
ties of Change, Control, Create, or Sense). Any speciality may be Illusion basic rank at D12, so succeeds with a roll of 10, and burns
designated when improvising a magic spell, so long as its choice two Willpower Defense points (area effect spell). The GM permits
is reasoned and consistent with the creative description. The GM the targets a roll of Perception → Notice → Illusion to save against
and player consult the Effects by Pillar section in this chapter and her illusion, versus her ability check result of 10, but they all fail
choose an appropriate Needed Number. How the spell manifests (because none have the noted speciality or mastery).
depends on the speciality and the pillar of magic used. Target(s) of After her enemies knock themselves out on a wall, Morgana
improvised magical attacks may defend with any applicable DP (see gleefully names her new spell “Trick Portal”, notes its Control speci-
Standard Threat Spells). ality, succeeds in the ability check to learn it, jots it down in her
spell book, and thereby fixes its form. Later, she decides that sort
Paralyze: The deer was mortally wounded, but could make a mile or
two yet, and the light was too poor for a good bowshot. Dairmud
had no wish to see it suffer — or track it for hours across ravines
and ridges in the sleety wind. He turned to his gillie: “Cuid ye see
to it, man?” “Aye,” said his attendant, bracing himself and throwing
out his arm at the deer, which stiffened as the gyring spell hit;
its joints made inflexible, it stopped below the crest of the ridge.
“Guid man!” said Dairmud, scrambling across the slope and drawing
his knife, “And noo for the gralloching!”
Alteration over the edge to shatter on the flagstones below is a matter for
philosophers.
Alteration magic’s essential effects are Afflict, Threat, and Modify.
Masters of this ability are known in Ainerêve as Transmuters.
Transmuter Threat
Transmuter Affliction Transmuters often make magical attacks that are macabre and
bizarre. The magic originates from the caster, whether emanating
Slow: The transmuter in the shadows spread his arms, eyes
from the eyes, or a bolt of twisting, churning transmutation
flashing, and spoke a word of power that resonated through the
magic from an extended hand, or a writhing blast of energy from
victim’s body, weakening muscle tone so that movement was
a Transmuter’s Staff. Luckily it’s normally possible to dodge or
enfeebled. The race favorite slowed from a gallop to a canter
block alteration magic. Failing to evade such an attack could mean
and fell back behind the field, ensuring a fat prize purse for the
twisted arms and legs, swollen joints, and distorted bones, causing
unscrupulous mage.
muscle or tendon damage, or skin and muscle briefly made so
fragile that they tear and bleed. As with all magical harm effects,
Knock Prone: “We must be still,” warned the wizened man,
the transmuter may increase the deadliness of attacks, improvising
leaning heavily upon his short, lacquered femur stick. His ranger
to add threat points or bypass an Active Defense, shield, or armor.
companion was gruff, exasperated; “Why have you stopped?
Where is this escaped circus experiment? You’ve not yet lived up to
Weapon Enhancement
Sense Roll Alteration
The thaumaturge increases or reduces a weapon’s harm or initia-
This effect allows the thaumaturge to alter his own or others’
tive bonus:
senses, such as sight and hearing, either enhancing or disabling
them to various degrees.
NN = 4 × static bonus or penalty affecting single, targeted object. No
higher than ±6.
NN = 2 × static bonus or penalty affecting single, targeted sense. No
higher than ±6. (Debilitate Sense, in Afflictions above, is more severe,
but allows a saving throw.) Object Durability
The thaumaturge can increase the die rank of any tier of a target’s
Diminishing an object’s hit points by 100% (NN 20) allows an item
ability branch. Only physical ability branches can be augmented in
a saving throw (Bronze 3D10, Iron 2D12, Stone 2D10, Brick 2D8,
this way: Agility, Endurance, Fortitude, and Perception. Altering die
Wood 2D6), else the object shatters or crumbles. The thauma-
ranks in this way can help with challenge rolls and physical saving
turge’s Alteration → Control branch MV × 2 determines base cubic
throws, but never increases the target’s normal Defense Pools.
feet affected for sizeable wooden objects: base structural HP are
1 per cubic foot of wood, 2 for stone, and 3 for metal. Doors are
NN = 4 per Die Rank increase, to a maximum of D12.
medium to large (10 cu ft for a sturdy single door to 50 cubic feet
+4 to NN per +1 static bonus if targeted die rank is already at D12,
for large double doors), walls are huge.
up to +6.
A bonus +1 die rank increases the die rolled from a D4 to D6, or a Arcanum
D8 to D10, etc. These static rank increases can be applied to the At its basic level, Arcanum grants knowledge of general magical
basic skill tier, specialities tier, or masteries tier. Bonuses can be components, rituals, and techniques. With a spellbook, proper
cumulative for multiple tiers. instruction, and careful planning, much is possible, and most
dabblers in the arcane stick to this tier of ability. Arcanum rituals
can be cast normally without formal learning, and may be individu-
ally mastered. More advanced arcanists may specialize in artificing
(magic item creation), curses (hexes of objects and places, vodoun),
Ritual Components
Components are exotic magical ingredients. They could be physical
substances or items (special gemstones, mandrake root, dryad’s
tears, dragon’s scale, gorgon blood, eye of newt) or more fanciful
ones (a maiden’s sigh, scent of thyme, moonlight, distilled dreams,
the strength of thunder). These sorts of details, as with those
involved in preparation and the rituals themselves (inscribe the
scroll using a cockatrice quill, walk widdershins thrice around
the astrolabe in the noonday sun), are left up to the GM. While
such details are mostly there for flavor, they could give rise to
adventures from the need to find rare components.
Artificing Speciality
This is the skill of creating magical weapons, activatable
spell scrolls, and equipment. The other Pillars of Magic allow
thaumaturges to enchant existing weapons and gear, but such
spells are temporary, lasting only so long as actively maintained,
and are often less potent. Use of the Arcanum ability for magic
item creation requires the Artificing speciality. Magic energy is
transferred to the item upon completion of the enchantment ritual,
and stored until activated by a user.
Potion of Healing
Examples: Description: Heals minor injuries and refreshes imbiber
Blight/Murrain Brew time: 180 minutes
Description: Inflicts disease on either cultivated plants or farm Components: Morning dew, woundwort, incense
animals Effect: 1D10 restored to Fortitude and 20% to Active Defenses
Components: Hex bag to be buried in field: contains rare herbs, Prerequisite: Potions speciality
mummy dust, etc. NN: 12
Target: One chosen crop or herd Failure: Potion has no effect.
Effect: Causes withering/sickening, fatal to desired extent
Prerequisite: Curses speciality, nasty disposition Potion of Quickness
NN: 2 per 10% of crop/herd to perish (e.g. NN = 10 at 50%) Description: Speeds up reactions
Failure: Hex bag is rejected by the soil itself, so no effect. Caster Brew time: 120 minutes
may be identified, or made subject to own hex, if bag discovered Components: Hairs from a hare’s scut
and taken to knowledgeable thaumaturge. Effect: Increases battle phase by 1 or initiative roll by +2
Prerequisite: Potions speciality
Malediction NN: 8
Description: Whoever touches the maledicted totem is cursed and Failure: Potion imbiber easily startled instead: –1 to resist fear
cannot get rid of it effects.
Components: Any object, usually a trinket or minor treasure;
ethereal glue Wards Speciality
Target: First intelligent, living creature to handle object Wards are written spells that serve a specific function, used to
Effect: Afflicts handler with a penalty to ability checks; item always protect, summon, or trap. Wards are generally sigils written directly
turns up on an object, room, or less commonly a being. Simple wards are
Prerequisite: Curses speciality, a grudge merely written, carved, or tattooed (for permanency). Creating a
NN: 6 per –1 to victim’s ability checks +1 ward vs. demons in a room would require nothing more than
a way to draw the sigil. Complex wards can require components.
NN to activate ward (rolled at end of drawing time) = combined The Ritualization of Spells
NN of chosen effects. Those with Arcanum ability can ritualize the spells from other
Pillars of magic in which they are proficient. Ritualized spells do
Wards can be broken by an Arcanum → Wards → Dispel Magic roll, not incur maintenance penalties, but rather require focus objects,
opposing the target ward’s NN. The Dispel Magic ritual always has which must not be broken during the spell’s intended duration. The
an NN equal to the force being dispelled, takes an amount of time amount of time required to perform a ritual is equal to the desired
equal to the original ritual to complete, and can dismiss any magical duration. Therefore, an arcanist conjurer who performs a one-hour
status effect. Dispelling the magic of any actively maintained ritual to summon a demon will have that infernal minion available
spell requires one battle phase in a round, but failing the attempt for one hour before it vanishes. Ritualizing a spell eliminates the
imposes a penalty matching the targeted effect’s NN (see Table regular maintenance penalty by using a focus object to store the
4.1). spell’s energy reserve. Basically, the spell’s maintenance cost is
shifted to an item of transference, even if that item remains distant
Examples: from the effect. A properly prepared focus object must incorporate
or be treated with magical components suited to its intended use.
Ward of Minor Protection
Ritualized spells use the same rules as normal spells for range
Description: Grants the owner or renter of a domicile protection
and difficulty and Needed Number, with some exceptions. First,
within its walls
no instantaneous duration spell can be ritualized. Secondly, the
Components: Simply a way to draw the ward
thaumaturge gains a +2 bonus to the casting roll for every extra
Target: One room
ten minutes spent in unbroken ritual casting, up to a maximum
Effect: +1 damage reduction off the top of any harm that attempts
of +6. Third, once successfully cast, an active ritual spell can be
to befall the beneficiary. Also adds +1 to any Defense rolls vs.
broken in three ways: 1) break the ritual focus object; or 2) an
magical opposed rolls.
Arcanum → Wards → Dispel Magic roll, opposing the spell’s NN, or
NN: 8
3) the thaumaturge suffers an attack that penetrates to Fortitude
Failure: Ward offers no protection.
while performing a renewal ritual. This prompts a Willpower check
opposing the attack roll, with failure causing all maintained magical
Demon Trap
powers to fizzle, including that ritual. (However, other ritual spells
Description: A circle through which a demon can enter but not
still within duration are unaffected, so long as their focus objects
leave
remain safe.)
Components: Simply a way to draw the ward circle
Target: One area, generally 4 feet in diameter
Effect: Demons cannot exit the trap until the circle is broken, Permanency and Ritualized Spells
and the trapped demon is forbidden to break the circle without Making a maintained spell effect on a creature permanent is
a saving throw versus the trap’s NN. A successful saving throw impractical in normal circumstances. The ritual takes so long to
allows the demon to break the circle in the next round, or 15 cast that the creature affected would certainly overcome the magic
seconds. before it was completed. Instead, the thaumaturge maintaining
NN: 6 to 24+ (the NN to set the trap equals the NN for a demon to the spell would have to have prepared a scroll or other magic item
break free)
Failure: Ward offers no protection. You don’t want to find that out
too late!
Conjuration
Conjuration’s essential Effect is Trigger, which includes summoning
and translocation of creatures and objects, and teleportation.
Those who master this ability are known in Ainerêve as either
Conjurers or Summoners.
3D16 (50); 3D18 (56); 3D20 (62) take less potential harm, since the attackers are split between
defenders. The maintenance penalty is based on the ability roll
Note that some creatures are impossible to summon improvisa- total, rather than the initial Needed Number of 2. For example, a
tionally without powerful assistive magic. For example, even an successful casting roll of 10 (which is 10 swarm creatures; 1 hit
Archmage summoner with a Conjurer’s Staff of +3D12 — good luck points each; 10 threat points per round) means the MP is based on
finding one of those without stealing it from a deity! — would be an NN of 10 (–3 per round).
+4 NN Large modifier (horse, bear, tiger): ×2 to Fortitude. know when a summoned creature under their command is subject
Fortitude.
+8 NN Gargantuan modifier (dragon, dinosaur, whale): ×4 to Ritualized Creature Summoning
Fortitude. Ritual summoning of creatures increases spell duration, and does
Nature not incur maintenance penalties, but rather requires a focus object
+4 NN Magical modifier: ×2 to Active Defense or Fortitude. which must not be broken during the spell’s intended duration. The
+6 NN Preternatural modifier: ×3 to Active Defense or Fortitude. amount of time required to perform a ritual is equal to its desired
+8 NN Supernatural modifier: ×4 to Active Defense or Fortitude. duration. The summoned creature can attempt to break free after
each multiple of that duration (creature rolls its highest Threat
For example, the fabled Blue Wind Tiger has ×2 to fortitude for Die rank versus thaumaturge’s Willpower → Resistance or relevant
large size, another ×3 for preternatural toughness (total ×5), and ×4 Magic Ability branch, as the player prefers). Therefore, a ritual
to Active Defense for supernatural speed; summoning one would requiring two rounds to summon a goblin lets the goblin attempt
be at +4+6+8 = +18 to the NN. escape after every two rounds (so it could be free on the third).
However, the conjured creature becomes a permanent resident
Swarm Summoning of the summoner’s settled land if it remains controlled for three
months. After that, the creature may attempt to break free of the
A thaumaturge summoner can also choose to cast a swarm
spell once a year, or if forced into suicidal actions. If successful, the
summoning, which conjures multiple very weak creatures, whether
creature may attack or return to its home plane, or wander at will.
a horde of imps or a swarm of bees. The number of creatures
summoned is equal to the result of the ability check, and each
Summon Object
creature has 1 threat point, 1 hit point, and 0 Active Defense. The
creatures act as one group, with initiative rank equal to the caster’s Objects conjured for entertainment, like a colorful explosion of
spell type speciality. Swarms are always instinct-driven, and while flowers, or small harmless items, are handled via cantrips. These
able to follow simple commands, never possess real intelligence or and other conjured objects are not illusory; each will have the
significant equipment. expected mass and weight, and possess structural hit points in
that general range (GM decides; see Table 4.3 for a guide). Such
NN = 2. A maintenance penalty kicks in on the second round, creation is not ex nihilo, instead pulling an object from near or far
determined by the original ability roll (or half that if mastered). (even if whereabouts are unknown). Summoned objects materialize
where desired within allowable range, if the space is free of any
The summoner can command a swarm or minion horde to attack in creature or solid object.
the same round they appear. The spell operates much like a regular
area effect Threat spell, with the swarm attacking as many targets They remain so long as the spell is maintained. These objects will
as it can surround, but unlike such a spell, the swarm damage is be more or less as envisioned, e.g. lamps will be lit and filled with
divided among those trapped by the summoned attackers. oil if so desired. The summoned objects effect can also be used as
Teleport Attuned Items Incapacitate: The goblins believed the man was probably dead.
They scuttled toward their pit trap, anticipating loot and and man
A thaumaturge can summon a unique existing item to his hands
flesh, but as soon as they approached, their quarry rose out of the
if he has owned it for at least one lunar cycle, and has carved his
pit, propelled upward by jets of flame from his hands and feet.
personal sigil into it. The distance determines NN according to the
Then he dropped to the floor, and with a sweeping motion, filled
teleportation (not summoning) rules. Attuned objects can include
the air with asphyxiating smoke. The goblins realized too late they
branded horses and wagons engraved with the sigil (using Arcanum
were the ones trapped, not he, and each dropped to the ground,
→ Wards → Attunement Sigil), allowing for mass teleportation of
unconscious…
traveling parties. Attuned items stay once summoned.
Invocation
The prime effects of Invocation are Afflict, Threat, Boon, Protect,
and Restore. Those who master this ability are variously known in
Ainerêve as theurgists, witches, druids, necromancers, sorcerers,
and shamans: all of these types are Invokers. Each path calls upon
good or evil forces to channel magic.
Illusion
Invocational Afflictions
Illusion’s essential Effects are Afflict, Threat, and Modify (to alter
perception). Its spells modify the appearance of reality, triggering Confuse: A murder of crows circles the adventurers in maddening
effects that deceive or afflict creatures’ minds. Those who master patterns, their squawks and wings confusing their senses, and
this ability are known in Ainerêve as Illusionists or Dreamweavers. obscuring the druid who steps out of a nearby tree trunk, his skin
Potential harm is usually indirect, as with an adventurer falling into like bark, with eyes reflecting the fury of nature…
a pit disguised with an illusory rug. The permutations of illusion are
too numerous to list; see the Master Spell List for starting points. Distract: The room’s temperature drops precipitously; the walls
ooze some alien black substance from between the cracks.
Invocational Restoration
Benediction or Malediction: NN = 2 × bonus or penalty to all
Restoring means to heal, mend, or imbue with vitality in some way,
saving throws, no higher than ±6.
whether treating injuries, curing disease, countering poison, or
revitalization to the extent of raising the dead.
Modify Ability or Die Rank: NN = 4 × static bonus or penalty
affecting single, targeted ability, no higher than ±3.
Restore Active Defense
Communication Benedictions
Restore Fortitude
NN 8 (Demanding): Speak/read non-human or supernatural
NN 12 (Formidable): Fortitude is restored by amount rolled.
language, e.g. speak to ghosts, spirits, or animals (specify which),
NN 16 (Extreme): Fortitude is restored by amount equal to MV of
the dead (questioning a recently deceased), and the like; responses
spell’s ability branch.
if any are liable to be cryptic.
NN 20 (Herculean): Fortitude is fully restored.
NN 10 (Demanding): Divination and augury allowing direct, less
cryptic answers from channeled beings. Able to navigate Unsettled
Lands (areas subject to magical flux: see Chapter 7, Ainerêve). Chapter 4-1: Magic Spells and Powers | page 63
amazed as he stands there, twitching.
Knock Prone: A caravan of merchants reaches a bridge spanning A similar problem exists for psychics who use apportation; their
a chasm, and halts before a large troll. The troll steps forward, power can be easily thwarted or suppressed by a conjurer. A
demanding coin. The caravan’s leader, a psi master, raises his hand, notable exception to one pillar’s magic trumping another is teleki-
revealing the tattoo of the Odic Brotherhood. “Aren’t you supposed nesis. Both Psychogenic and Elementalism (Energy) telekinesis
to be under the bridge?” he mocks. Then, “Let me pass”. The Troll manipulate the physical world, but the power sources are different,
glowers, takes one thundering, threatening step forward. The psi being respectively psyche and spiritual force, which are intertwined
master sighs, weary of the annoyance. Suddenly, violently, the but not identical.
troll is pushed off the precipice by an invisible force, and howls in Psychogenic Protection
astonishment as it plummets to its death.
Psychogenic Shield Spells
Paralyze: The shaman prepares to point the bone at the explorers,
but the psychic stares into his eyes, and says “Thou art chained.” NN = 6 × static damage reduction bonus. Maximum +6 DR.
The mesmeric mental force causes the shaman to believe that Shield spells reduce potential harm, even before the defender
heavy chains manacle him at every point, pinning him to the chooses an Active Defense form. Unlike regular shields or parrying
ground, preventing any movement or action. His tribe stares weapons, magic shielding works even when the protected recipi-
ent’s Active Defenses are exhausted.
Fortify Object rounds. Inanimate objects are unharmed by the disruption beam,
Ability: Alteration (Order) → Control only shimmering momentarily. Shields, active Defenses, and armor
Ability: Alteration (Order) → Control strange, bright beam of dimensional energy causing rapid oscil-
NN: 4 lation betwixt the settled lands and the 4th dimension, causing
Description [M / Object]: Can add the power of flight to an object. damage to living creatures, but having no notable effect on objects.
Consequence [Boon / ST n/a]: Object can be ridden as long as the Consequence [Threat / ST none]: The beam causes standard
spell is maintained: carpets and brooms seem especially popular. physical harm, and can be blocked with a shield, avoided with
Movement rate is the caster’s sprinting speed (see Chapter 2, active Defenses, or absorbed harmlessly by armor.
Agility).
Object Space
Ability: Conjuration (Dimension) → Change
Conjuration: Dimension Sphere NN: 8
Description [M / Special]: Ability to access an extradimensional
Armor of Ages area for holding items.
Ability: Conjuration (Dimension) → Create Consequence [Boon / ST n/a]: The size of the space accessed is
NN: 4 to 12 (MV of armor die) roughly the Basic die rank MV in cubic feet. Objects in the sub
Description [M / Creature]: Can conjure armor for the caster or a dimension will remain there until removed, and do not age, rot, or
companion. deteriorate. If the spell is not maintained, the item is inaccessible
Consequence [Protection / ST n/a]: Acts as normal armor with a until the spell is recast. The space is incompatible with living
die value of the caster’s choosing (D4 to D12), this determining matter, so any attempt to teleport creatures into it will fizzle. (A
armor type or some less common equivalent. Rolling over an 8 thaumaturge could conceivably open another’s object space, by
allows the conjurer to make the armor instantly donned with extracting the attunement knowledge with a psychogenic spell,
proper fit. Otherwise, proper fit is assumed, but the armor must be and then using this spell at double the NN.)
donned, taking a round.
Summon Trinket
Conjure Weapon Ability: Conjuration (Dimension) → Control
Ability: Conjuration (Dimension) → Create NN: 0
NN: 2 Description [M / Object]: Can pluck a small object from thin air.
Description [M / Special]: Can conjure a basic weapon of any Consequence [Cantrip / ST n/a]: Object must be able to be held
variety. in the palm of the hand, less than 5 oz, and not complex (no swiss
Consequence [Trigger / ST n/a]: Weapon has the stats typical of watches, guns, or computers).
a normal weapon of that type. A roll over 4 allows the weapon
to be instantly wielded by the spell’s recipient. Otherwise, the Teleport Self
weapon must be readied, taking a round. Wielder does not need to Ability: Conjuration (Dimension) → Change
maintain contact to keep the weapon in this plane. NN: 10
Description [Inst / Self]: Translocate oneself, including any objects
Disruption Beam on one’s person.
Ability: Conjuration (Dimension) → Control Consequence [Trigger / ST n/a]: Distance traveled by caster and
NN: 14 all worn or carried is up to 10 x basic tier MV in feet within line
Description [Inst / Creature]: The beam molecularly deconstructs of sight. Teleportation can be used defensively in conjunction
and reassembles the target in the blink of an eye. with the Conjuration D-Pool (and only that). If an enemy’s attack
Consequence [Multi-Effect / ST None]: This spell causes potential fails to penetrate the caster’s Conjuration D-Pool, then the caster
harm with any roll over 2. If the roll is over 12 and any threat points can make a challenge roll of Conjure → Change → Teleport Self vs.
penetrate to Fortitude, it triggers instant incapacitation without
page 68 | Chapter 4-2: Master Spell List
both the NN of the spell and the NN of the attacker’s roll. If both rhino, elephant, giraffe. Once the animal is named, this becomes
are successful, the teleport activates and conjurer escapes close an individual spell, and is so recorded on the character sheet. For
engagement or a vulnerable location with no opportune attack example, if a summoner chose “horse”, the player would write it
allowed. If the enemy’s attack penetrates, this maneuver will not down with the determined NN; it would be mastered as Summon
work. Horse.
Conjuration: Order Sphere ogre, giant. Once the monster is named, this becomes an individual
spell, and is so recorded on the character sheet. For example, if a
Minion Horde summoner chose “griffin”, the player would write it down with the
Ability: Conjuration (Order) → Control determined NN; it would be mastered as Summon Griffin.
NN: 8
Description [M / Creature]: Summon a horde of humanoid minions Elementalism: Air Sphere
to attack an enemy.
Consequence [Trigger / ST None]: The number of creatures Air Bolt
summoned is equal to the result of the ability check, and each Ability: Elementalism (Air) → Create
creature has 1 threat point, 1 hit point, and 0 Active Defense. The NN: 0
creatures’ initiative rank is as one group, equal to the caster’s spell Description [Inst / Creature]: A bolt of compressed air bursts from
type speciality. The spell operates much like a regular area effect the caster’s hand, striking the target with a boom.
Threat spell, with the horde attacking as many targets as it can Consequence [Threat / ST none]: Inflicts ability branch threat
surround, but unlike such a spell, threat points are divided among points against one or more targets. Casting modifiers: +2 to NN per
those trapped by the summoned attackers. Such swarms are extra threat point bonus (per attack), +1 per additional target.
always instinct-driven, and while able to follow simple commands,
never possess real intelligence or significant equipment. The caster Air Bubble
can cast other spells while directing the horde under maintenance Ability: Elementalism (Air) → Create
penalty, which kicks in on the second round, determined by NN: 4
the original ability roll (or half that if mastered). For example, a Description [M / Self, Creature, or Area]: Traps air so as to allow
successful casting roll of 10 (10 minions) means the MP is now breathing underwater.
based on an NN of 10 (–3 per round). Consequence [Boon / ST n/a]: Creates a small bubble of breathable
air around the caster’s or a companion’s head. As the bubble is
Summon Animal gas-permeable, this does not block poisons. Casting modifiers: self
Ability: Conjuration (Order) → Control or one creature is NN 4; +1 NN per additional creature affected;
NN: Varies creating a large breathable bubble is an area effect, adding +4 to
Description [M / Creature]: Summons named animal to do NN.
summoner’s bidding.
Consequence [Trigger / ST Willpower]: The thaumaturge summons Body of Air
a normal animal, which is under his or her control and can take Ability: Elementalism (Air) → Change
basic commands. The size and type of the animal determine NN NN: 16
(see Effects by Pillar, Conjuration, Summon Creature). Example Description [M / Self]: Become a being of pure wind.
animals: small rat, snake, canary, cat; medium dog, wolf, eagle,
honey badger; large horse, cow, bison, anaconda, ostrich; huge
Earth Brother
Wind Riding Ability: Elementalism (Earth) → Change
Ability: Elementalism (Air) → Change NN: 8
NN: 12, 14, or 27 Description [M / Self]: Skin is hardened like stone, acts as armor.
Description [M / Self, Creature(s)]: Allows gliding flight for self, Consequence [Protection / ST n/a]: Caster’s skin becomes stony.
another, or others. Add armor of D8. Must be set in advance, not used as a defensive
Consequence [Boon / ST none]: Allows a gliding flight at the speed maneuver.
of the caster’s ability branch MV in mph. Range options are self at
NN 12, one target creature at 14, or selective area effect at 27. Earth Merge
Intelligent creatures granted the ability of wind riding can direct Ability: Elementalism (Earth) → Change
their movement out of the caster’s line of sight, so long as the spell NN: 12
is maintained. Unintelligent animals lose the ability upon leaving Description [M / Self]: Gives the ability to pass through earth and
the thaumaturge’s sight. stone.
Consequence [Boon / n/a]: Allows passage through earth or stone.
Wind Rush The caster moves at a substantially slower speed (half normal
Ability: Elementalism (Air) → Create movement, no sprinting), and leaves no tunnel. There is some
NN: 16 danger of disorientation in large bodies of rock (GM’s call).
Description [M / Area]: A massive gust of air that can knock over
large objects. Earth Strike
Consequence [Afflict-Knock Prone / ST Agility → Acrobatics → Ability: Elementalism (Earth) → Control
Balance]: A very potent version of the Breeze spell. The area NN: 0
affected is a steadily widening stream from the caster to a circle of Description [Inst / Creature]: Reshapes the ground into a weapon.
basic tier MV in feet, at a range of ability branch MV in feet, double Consequence [Threat / ST none]: The caster must be in contact
that for mastered spells. Opponents must roll vs. Agility or be with the earth to cast this spell, which shapes a weapon out of the
knocked over and spend the next round getting up. earth. This can be used for an instantaneous attack, or the shape
can be maintained in position from round to round. In either case it
Zephyr Mind can strike for ability branch MV potential harm. NN is +1 to affect
Ability: Elementalism (Air) → Control multiple targets (1 per die rolled).
NN: 2
Description [M / Creature]: Summons a small wind creature to spy Fissure
etc. Ability: Elementalism (Earth) → Control
Consequence [Boon / ST n/a]: The spell summons a small wind NN: 4
creature (1 hit point, 0 threat points) that can not fight, but can be
sent to spy for the caster. It can range away from the caster, and
can communicate, sending messages like whispers upon the wind,
Energy Blade However, the bolt of energy can be dodged using Agility DP.
Consequence [Threat / ST n/a]: Caster wields blade of light as if Description [M / Special]: Creates a barrier that can not be pierced.
it were a real weapon, using the higher of this spell branch or the Consequence [Protect / ST n/a]: The shield is impregnable, but
appropriate Melee branch, usually Sword. Can harm creatures the caster is forced to be immobile and maintain the spell, and can
or objects. Any non-magical weapon, shield, or armor hit by the do nothing else while it is raised. Can not be used as a defensive
energy blade (e.g. if blocking), must make an item saving throw or maneuver, must be in place before an attack.
Ability: Elementalism (Energy) → Change Description [M / Creature]: Magical armor of pure visible energy
Description [M / Self]: Caster becomes a cloud of raw magical Consequence [Protect / ST n/a]: A suit of magical armor, seemingly
Consequence [Modify / ST n/a]: Caster completely turns into being. This is D12 magical armor.
Illusion: Dream Sphere including that cliff, is 5 feet to the left, or he can be led to believe
he is at the gates of hell. It is resisted with Willpower.
Illusory Attack
Audio Illusion Ability: Illusion (Dream) → Create
Ability: Illusion (Dream) → Control
NN: 0
NN: 4
Description [M / Creature]: The caster creates the appearance of
Description [M / Creature]: The caster manipulates illusionary
an attack on a foe.
sound.
Consequence [Threat / ST none]: The Illusory Attack seems to
Consequence [Trigger / ST Perception]: The spell is targeted at a
be an actual weapon attack, say, a thrown or missile weapon
certain object as the sound source. The sound can be anything the
shooting from some random direction, the attacker indiscernible.
caster wishes, and can be soft or loud, but not painfully loud.
Illusory threat points cause non-physical damage, mitigated only by
Chameleon Willpower before reducing Fortitude (or until a successful saving
Ability: Illusion (Dream) → Change
throw is made): see Effects by Pillar, Threat; Illusionist Attacks.
NN: 4
Description [M / Self]: Caster can blend in with the background.
Illusory Disguise
Consequence [Trigger / ST Perception]: This spell lets the caster
Ability: Illusion (Dream) → Change
blend into his surroundings, but he can not move. People not
NN: 8
specifically looking for someone are unlikely to notice anything
unusual. Perception rolls used to detect the caster are at –6.
Ability: Invocation (Matter) → Control about the object. Notable events will flash in the mind of the
NN: 4 caster. GMs can apply a difficulty to search for information about a
Description [Inst / Object]: Effect basic repair of an object. specific event (see Table 2.1 Challenge Dice); failure of the roll will
Consequence [Restore / ST n/a]: Object will be repaired, if mostly still yield general information.
intact with all parts present. The GM can set a difficulty based on
the state the object is in: snapped in half, Easy (D4); crushed to Psychogenic: Mind Sphere
bits, Extreme (2D12).
Control Animal
Sharpen Blade Ability: Psychogenic (Mind) → Control
Ability: Invocation (Life) → Control NN: 8
NN: 4 Description [M / Creature]: Take control of an animal.
Description [Inst / Object]: Weapon is restored to a quality like Consequence [Afflict / ST Willpower]: This spell lets the caster
new. control the actions of the target animal.
Consequence [Restore / ST n/a]: A specific repair spell for
maintaining weapons. Edges are sharpened, bends and rust are Control Swarm
removed. It cannot restore completely missing chunks, but even a Ability: Psychogenic (Mind) → Control
badly damaged weapon will become serviceable. NN: 4
Assembly Line Consequence [Threat /ST none]: The thaumaturge controls the
Ability: Psychogenic (Matter) → Control movement and actions of a swarm of insects. If used to attack,
NN: 4 then threat points equals the caster’s ability branch roll (the swarm
Description [M / Area]: Move one or more objects in a predictable, becomes more aggressive and dangerous as the thaumaturge’s skill
repetitive manner. increases). Use the rules for swarm summoning (Effects by Pillar,
Everything is light and shadow. Nothing is real. And yet these dreams Eldritch RPG measures character experience by use of character
can both heal and hurt. Be it nightmare or paradise-glimpse, all is but points, without dictating advancement in terms of any one
a phantasm. Is the one who steers the dream truly a god or mayhap a
god’s dream? “character class” or bundle of abilities. Characters typically earn
between 1 and 3 points per session. This is for showing up,
---
participating, and a bonus point for entertaining and intelligent
The illusionist Easmer, as recorded by her disciple Yeg
play during the session (see individual bonus points below). The
rules assume an average of 3 points per session, increased through
If you are a seasoned Game Master you already know what to do. exceptional play.
Put together compelling adventures with a good mix of explora-
tion, interaction, combat, puzzles, tricks, and traps; know the rules Group Bonus Points
well enough that players don’t need to; referee the game fairly
while taking on the roles of all men and monsters other than the • Survived devastating battle: 1 CP for every PC who survives
PCs and describing scenes and results of actions as they occur in the battle, even if carried away unconscious by companions.
response to players’ statements. Players control their characters, Characters resurrected by their friends retroactively earn the
you control everything else, and collaborate in creating the story of group play point.
their exploits. Simple. • Overcame extremely precarious situation: 2 CP for every
character involved.
If you are a novice, don’t worry, it gets easier with experience. You
can learn along with your players. There is plenty of advice around Individual Bonus Points
on gamemastering, but as with the Eldritch role playing system, the
essentials are simple. Understand the game rules and apply them • Singular action award; an idea or impulse that wins an
impartially. Prepare for the adventure, but be ready to improvise, encounter for the PCs: 2 CP.
because your players surely will. Keep the game moving and the • Creative play award; entertaining role assumption, clever spell
players involved with brief, colorful descriptions and interactions. improvisations, or entertaining combat narrative: 1 CP.
Always let characters have choices and chances, and encourage • Role assumption award, granted if player would have
and reward good play. benefited from ignoring character concept, maybe even risking
the character (without detriment to group play): 1 CP.
Weapons Chart
Melee Weapon specialities: Axe, Bludgeon, Chain/Whip, Knife,
Pole-Arm/Spear, Sword.
Ranged Weapon specialities: Bow, Crossbow, Thrown.
Unarmed Combat specialities: Grapple, Kick, Punch
Short 2H +2/0 20/50/100 respectively): see Chapter 4, Conjuration, Summon Object. For
objects slamming into a living creature, modify by velocity and
Unarmed Combat (see Chapter 3)
circumstance; usually the damage will be similar. Do not bother
Grapple 1H or 2H 0/0 Short
with complex formulas for this. The GM may allow the Agility
(opposed rolls)
Defense pool to apply against most of these types of harm, before
Kick 2H +2/0 Short
depleting Fortitude. If a hero is out of Agility DP the GM may allow
Punch 1H +1/+1 Short a saving throw instead. Roll Fortitude → Endurance vs. the amount
of damage: the difference in rolls is applied to Fortitude.
Armor
Armor reduces threat points that exceeds the defender’s Active
Weather (heat, cold, etc.)
Defense, by a die roll depending on the armor type. Magic armor Bad weather conditions can create situations causing penalties
types add a Rank (e.g. D10 chain) or a static bonus (this bonus to ability checks, while extreme weather can damage creatures’
cannot be bypassed). Creatures with natural armor wearing Fortitude Defense Pool directly. The GM may assign random
additional armor, or humanoids wearing multiple types of armor: damage per round, as with terrible heat or cold, or a flat number of
roll the highest die-rank of armor types, +1 per die rank for the damage points for situations like lightning strikes or tornadoes. The
secondary armor. range is usually anywhere from 1D4 to 3D12 (1 point to 36 points).
Detection: Traps are usually designed to take people by surprise, Area: This describes what is affected when the trap is triggered.
and thus are often cleverly concealed. Most will not be detected It can be a single creature, an area of effect, or something else
unless actively searched for. A trap’s detection difficulty is entirely.
measured by the level of challenge and die-rank assigned on Table
2.1 Challenge Dice. Description: This describes the trap in general, and any other
important details, such as whether the trap can be reset, and if so,
Traps provide situational opposition, requiring a Challenge ability if the reset is automatic or manual; energy points used for certain
check to detect (or disarm). A character searching an area for magical traps, etc.
traps rolls a check using Perception → Notice → Traps against the
trap’s detection difficulty dice. How well the character succeeds Creating Traps
determines what information he gains about the trap. If he barely
Some encountered traps are ages old, their provenance obscure:
succeeds, he will only know that there is a trap and whether it is
the ancient sorceries that ward the cobwebbed tombs of magician-
mechanical or magical. A better success might mean he knows
kings; the shifting stonework in abandoned dwarven deeps. Most
what the trap does or how it is triggered. A much better success
are more contemporary, set in place by campaign NPCs to protect
would give him all of that information.
themselves, treasure vaults, kidnapped princesses, and so on.
Player characters, too, can make traps.
Magical traps are often themselves invisible, but they do leave
signs that magically-trained characters can detect, such as a mystic
Mechanical traps are built with whatever relevant ability branches
rune inscribed on a door, a slightly odd lighting effect, or a tingle
a character might have, assuming the resources and time are
affecting the skin. A character can use Perception to detect magical
available. Whether a PC can build a particular trap and the details
traps, but only if he or she also has Arcanum → Wards, or at least
of that trap are left to the discretion of the GM.
D6 in a Magic ability used for the trap’s creation. Basic Arcanum
knowledge alone is insufficient for detecting magic traps.
To create a magical trap, a thaumaturge must create a trap ritual
using Arcanum → Wards. Trap rituals are constructed in the same
Disarming: If a trap is detected before it is triggered, it can poten-
manner as any other magic item, but can only be used for creating
tially be disarmed. As with detection, a trap’s disarm difficulty is
a specific trap.
assigned on Table 2.1. A character attempting to disarm a trap rolls
against the trap’s disarm difficulty dice.
If a thaumaturge has a Branch Rank total in Arcanum → Wards
between 28–36 MV, then he or she can create magical traps with
Mechanical traps are disarmed using Skullduggery → Thievery →
Threat effects that exceed the normal ranges. There are 5 ranks of
Dangerous Traps. Magical traps are disarmed using the same Magic
such magical traps, and when triggered they inflict threat points
ability branch used to cast the spell that created the trap. If a
equal to (Rank x 6) + D6, i.e. from 7–12 to 31–36 threat points.
character tries to disarm a trap and fails, the trap may be triggered
Vanishing Stairs
Type: Mechanical
Detect / Disarm: 2D6 / 2D8
Effect: 2D6 to 2D12 threat points
Defenses: Agility DP
Area: Stairway
Description: A stairway of any type, ascending
or descending, straight or spiral, can host this
trap. When unsuspecting character(s) trigger the
trap (GM’s discretion) the stairs suddenly flatten
out, forming a slide. The surface is highly polished
and very slick! All affected cascade downward or
backward as the case may be, to where there is usually a deep spike-
laden pit waiting for them, or perhaps a pool of burning oil. The trap
can reset at the GM’s discretion.
Vermin Box
Type: Magical
Detect / Disarm: 2D4 / n/a (Conjuration)
Effect: Distraction and 1D4 threat points
Role-playing games are not exciting without conflict. These
Defenses: Agility DP
games are about adventure, after all, allowing us to step out of
Area: 5-foot radius
our mundane existence, vicariously clobbering wickedness in the
Description: A small magical box containing an impossible number
fantasy realms of our creation. Warriors brandish swords to thwart
of aggressive rats opens upon being touched. Anybody within
evil, wizards bend reality to achieve the impossible, and rogues
5 feet of the box suffers a +1 battle phase penalty on initiative
sneak past them both to claim the treasure for themselves. Eldritch
during their next action. Also, those who are standing in the area
provides a straightforward system to represent the monsters and
take 1D4 threat points (mitigated by Agility DP). foes of legend and nightmare. GMs do not have to spend hours
creating statistics for the opponents in the game, but can focus on
speedy action and excitement during play.
Opponent and NPC Development
There are five categories of creature significance in ERP: Minor,
Standard, Exceptional, Legendary, and “Full-Fledged.” Minor,
Standard, and Exceptional creatures encourage quick battle
resolution, Legendary creatures are a tougher proposition, and
Full-Fledged ones are fleshed out with a character sheet, their skills
usually covering more than combat. Of course, there is no bar to
creating interesting personalities, quirks, and strategies for lesser
foes.
Threat Dice (TD): Dice used for close combat, missile, and magic/
general special power attacks (up to three dice in each category).
Hit Points (HP): Total creature hit points equals Max Value of only
the main attack form’s threat dice for Minor creatures, or the
MV of all threat dice for Standard through Legendary opponents
(Full-Fledged NPCs will use Fortitude Branch). This can be modified
depending on the creature’s size and nature.
Threat Dice
Threat Dice describe all attack forms available to a creature. Such Attack Forms
attacks are abstract, with specific weapon modifiers used for Do note that monsters aren’t required to use “conventional” Ability
creatures of standard or greater rank. (Specialities and masteries Branches. It doesn’t matter if a giant is using an ability branch
as such are considered for unusual or full-fledged opponents.) The as precise as Unarmed → Fist → Pulverize, or the wyvern uses
means of attack are Melee, Unarmed, Ranged, and Arcane. Unarmed → Claws. The potential harm can be expressed as simply
as 3D6 (pulverize), or 2D10 (claws of sharpness).
All humanoids possess a minimum of D4 in Melee and Unarmed.
Most also have a minimum D4 rank in Ranged ability (for at least Threat bonuses: Some of the most powerful creatures can inflict
throwing stones), although if they carry no missile weapons into extra damage, reflecting a creature’s unusual natural capacities,
combat, then the point may be moot. The GM should use common size, or nature. This threat point bonus is written next to any single
sense to decide whether other creatures can use melee or ranged threat dice category (Melee, Unarmed, Ranged, or Arcane), and
attacks, based on biology. For instance, apes might easily use ranges from +4 to +12 per strike. If a creature can perform multiple
branches as clubs, but most bears cannot throw stones unless strikes (as the special maneuver in Chapter 3), add the bonus to
strange magic dictates otherwise. Even if certain creatures usually each roll. The bonus does not apply to any Extra Attacks, unless
go unarmed, a GM who wants a convenient makeshift weapon specifically stated in a creature’s description.
lying around can make it so (there is usually at least a rock to
throw). Extra Attacks
Some monsters have special, extra attacks, in addition to their
A creature’s main attack is whichever attack form has the highest
regular attacks. These always occur one battle phase after the
potential harm (the threat dice with the highest MV). Minor
creature’s regular attacks in the round. Each additional attack is
creatures typically have only one attack type above D4, with a
listed in any monster stat block after the abbreviation “EA,” and
main attack of up to D12. Standard creatures can have two attacks
can be of any type (physical, mental, magical, etc.), and take any
above D4, with a main attack of up to 2D12. Exceptional creatures
form (claws, bite, fire breath, psionic attack, etc.). The extra attacks
can have three attacks above D4, with a main attack of up to
follow the standard rules (like a maximum of three dice tiers with
3D12. Legendary creatures can have any number of attacks above
Examples and Notes Hide / D4 – Light Tough hide, spines or quills, bark
For example, a minor human archer with main attack Ranged D10, Leather / D6 – Light Hard scales, thick fur or blubber, huge
second highest Melee D8, and possessing only the default D4 in Chain / D8 – Medium Thick chitin, horny plates, gargantuan
Unarmed, with no proficiency in Arcane attacks, would have a base Plate / D10 – Heavy Stony, metallic, enchanted
HP score of 10. As he is medium, mundane, and wears no armor,
his HP remains at 10. An otherwise identical faerie archer with a Creature Saving Throws
magical modifier to HP of +2, and armor, would have a multiplier
Monster and NPC Saving Throws come into play when a magic
of ×1.5 and a total HP score of 15, split into Active Defense 8 and
effect, special power, or deadly trap triggers a status effect (see
Fortitude 7. A medium, supernatural creature with 50 base HP
Chapter 4, Afflictions). Every creature is assigned a Saving Throw
might add 1 (medium size) +4 (supernatural nature) ÷ 2 for a multi-
rank, usually from 1D4 up through 2D10+, that is applicable to
plier of ×2.5. So the creature would have a modified 125 HP. If it
every situation requiring an opposed roll. This usually represents
were normal, it could split HP 50/50 (63/62); if it were fast 75/25
only Willpower, but can cover more, either as noted on the
(94/31); if it were tough 25/75 (31/94). The bestiary supplies such
creature template or assigned by GM fiat. Some creatures have
details for the monsters it describes.
different Saving Throws against different attack types, listed after
the basic ST die rank; e.g. D4; D10 versus Magic; 3D10 versus
These rules are guidelines, and GMs may alter hit point scores
Melee Maneuvers.
to suit circumstances and their conceptions of creatures. What
Agility Rank
Each creature template has an Agility rank, which determines
its Battle Phase, and hence when it acts in a round. There is no
formula for this. It varies for each creature and animal, based on
averages for that type. Minor to exceptional creatures automati-
cally lose initiative vs. Player Characters if they act in the same
Battle Phase. (See Chapter 3, Combat Rounds and Battle Phases.)
A creature with two or more dice in the Melee attack rank may
gain a weapon’s initiative bonus, but only if it is specialized in the Huge, gargantuan, and naturally armored creatures (elephants,
general type of weapon wielded. For example, a speciality in Sword etc.) cannot sprint at all, unless, like rhinos, they charge as a special
allows a creature that uses a short sword to gain a +2 to initiative. attack form. Predators and other beasts that charge as their usual
If its Agility rank were D6 (BP 4), this bonus would raise initiative attack form attack with no penalty at the end of movement. Small
to 8 (BP 3). For convenience’s sake, the GM can assume that a fast creatures use half their initiative Agility rank for movement.
standard or greater creature has a speciality in whatever type of
weapon it holds entering into battle.
NPC Equipment and Treasure
Creature Movement Rate The GM determines regular treasure depending on the type of
Movement in Eldritch is usually abstract, with the GM tracking creature encountered and circumstances. Opponents may carry
everything. If it is important, maximum movement is determined whatever weapons and armor befit their roles. Adventurers
by Agility rank plus a number for all creatures. As a guideline, like fortune hunters, explorers, buccaneers, and swashbucklers
the number for base movement is 18 yards per round for most typically carry equipment appropriate to their experience and
humanoids and similar bipeds, and varies with Agility for most power. Specialized NPCs like infamous mages, reclusive druids, and
creatures with 4+ legs (Agility rank/Number: D4/25, D6/38, prominent theurgists often have magic items. Commoners — serfs,
D8/51, D10/63, D12/76; the die MV corresponds to base menial servants, ordinary soldiers, peasants, servants, tavern
movement rate in mph). keeps, hedge magicians, and so on — carry whatever their station
entails. Nobles often possess the highest quality clothes, armor,
Movement — Number + Agility MV (attack with no penalty) and weapons, and typically wear fine jewelry. Rogues and assassins
Running — Movement ×2 (attack with penalty, –3) carry thieves’ tools, often poison vials, and occasionally magic
Sprinting — Movement ×4 (no attack possible after movement) items designed for deception. Monsters from minor to legendary
possess treasure according to their ecology and culture. All in all,
Racing. The effects of adventurers’ typical gear, armour, and it’s up to the GM to decide.
weaponry are already factored into running and sprinting speeds.
The GM may let characters with little more than a loincloth As noted in Chapter 1, coinage in the realm uses a system like our
and dagger run and sprint more quickly: movement ×3 and ×6 own modern day currency; simply substitute the word “crowns” for
respectively. This would allow a character with maximum skills to dollars. Assign dollar amounts to items that would be comparable
move at world record speeds. Notably speedy creatures (antelope, to things in our own world. The following table serves a quick
cheetahs, horses without riders) can also run and sprint more guideline to treasure size.
quickly.
Esoteric (magical metals or exotic material) 51–75 Grants 4 CP toward next rank in
designated pillar (basic)
01–34 Hledrith Armor, elven 2D4 protection,
light 76–00 Magically grants 4 CP toward mastery,
either two ranks, or two spells, if already
35–67 Anoth Armor, dwarven 1D12+1,
in repertoire
medium armor
Legendary
68–00 Goedenhud Armor, druidical (Gan
Creadigeath) as leather +1D4 or higher 01–25 Contains 2D4 spells
01–33 Invictus Plate (Psarmorum) 2D8 51–75 Grants next rank in designated pillar
(immediate increase)
34–66 Tylwyth Leather (Maedoen) 2D6
76–00 Magically grants two ranks to any basic
67–00 Wrhydri Chain (Crossroads) Magic
pillar, related speciality, or mastered
damage cannot bypass this armor
spell
Weak: 15 CPs
Average: 30 CPs
Respectable: 50 CPs
Good: 100 CPs
Super 200+ CPs
Some extraordinary, legendary, or full-fledged hit points facing the following party — a warrior with 2D6 in close
opponents are listed with abilities that are amazing, combat, a wizard with 2D4 in magic, and a cleric with 3D8 in energy
rolling several dice for the basic rank. In other words, a magic (listing only the highest potential harm of any branch for each)
creature may have Stealth at 2D6, before considering — would drop down to (12+8+24) × 1.5 = 66 HP.
Legends and Lore: Three summers past the druid Cathbad, when
returning from some far distant sphere, brought back with him
three strange seedlings. These plants, each with oddly tentacle-like
leaves, grew swiftly into life-threatening man-eaters. They rove
woodlands seeking prey, and if unable to get it, will quest even
into villages or farms. According to Nathal, who has hunted down
a score of these horrors, when full grown a thresher resembles
a bulbous black cactus crowned with a quartet of long purple
tentacles. One can grow to twice the size of a man. Its movement
is a wobbling undulation of its lower quarters that lets it ripple
Accursed, the across the ground with surprising swiftness. Why the threshers
Type: Minor (undead) seek out sentient prey is unknown, however, in the Grimoire of
Threat Dice: Unarmed D6 ~ Melee D4 ~ Ranged D4 Giseld it is written that there are unsettled realms where thoughts
Extra Attacks: D8 rotting attack, once per round (see below) are food and where pain-wracked consciousness can be channeled
Hit Points: 10 (5/5) [normal, medium, magical; ×1.5] to alien gods for whom suffering is sustenance. The plant-beings
Damage Reduction: D4 (natural toughness) were first known in Crossroads, although they have spread across
Saving Throw: D4 the land despite the efforts of Nathal.
Agility Rank: D3
Abilities and Powers: A thresher can strike at multiple foes with its
Legends and Lore: The Accursed are shambling, moaning zombies tentacles; range equals the height of its trunk ― typically 5 to 12
determined to eat the flesh of the living. They are found in unhal- feet. Strikes penetrating to Fortitude cause pain and lethargy, so
lowed graveyards and defiled temples where the priesthood and that one struck multiple times will be slowed (ST vs. Willpower),
acolytes were murdered by the minions of some rival, evil god. and eventually slip into a suffering slumber where they dream of
torture and death while the thresher digs small roots into their
Abilities and Powers: The Accursed are undead creatures devoid of brain to drain nutrients and in time extinguish life. The spiky
will and without any ability to speak of, other than inflicting harm. projections on a thresher’s trunk pose a hazard to one fighting it at
They are immune to curses, Mental Affliction effects, and any harm close quarters.
spells of a necromantic origin (that of the Entropy sphere). Each
Accursed also has a rotting power. If this D8 attack penetrates Weapons, Armor, and Treasure: The cactus-like trunk of the thresher
a target’s chosen Active Defense, it causes D4 to be lost from is equal to hide armor; spikes may strike an adversary in close
Fortitude each round until a revitalization effect is used to stop it. melee (+1 to potential harm when engaged unarmed or with short
weapons). They have no treasure, but legend has it that eating
Weapons, Armor, and Treasure: The Accursed do not generally wear the plant flesh of the Thresher grants one a glimpse of the final
armor; if one does, it’s falling apart and basically useless. They memories of its recent victims.
cannot wield any weapon that provides specific bonuses (being
Minor), but they can be described as wielding whatever the GM Afriti
describes (mechanically, it makes no difference). For treasure, they Type: Extraordinary
carry only trinkets: 1–6 coins and 1% chance of 1 minor magic item Threat Dice: Arcane 3D12 ~ Unarmed D6 ~ Melee D4 ~ Ranged
per group. D4
Hit Points: 100 [tough, medium, preternatural; ×2]
Weapons, Armor, and Treasure: For occult reasons, brass does not
melt in the hands of an afriti; they have an affinity for it, adorn
themselves in curious brazen jewelry, and sometimes bear other
artifacts of brass ― likewise, fire opals, bloodstones, and rubies are
unharmed by an afriti’s fiery touch. Treasure carried is in the range
of a trove: 200–2000 coins and 30% chance of D3 magic items.
Amphisbaena
Type: Extraordinary
Threat Dice: Arcane 3D8 ~ Unarmed 3D6
Hit Points: 126 [tough, huge, preternatural; x3]
Damage Reduction: Immune to mental and spiritual afflictions
Saving Throw: D10
Agility Rank: D4
Damage Reduction: Immune to fire, normal or magical
Saving Throw: D12, or 3D12 versus Elemental Fire spells (other Legends and Lore: Ouroboros unbound; cyclicity become chaos;
than Threat) in essence a large snake with a head at each end of its broad
Agility Rank: D16 barrel-like body with mouths big enough to swallow a horse whole.
Around the amphisbaena vegetation spoils and dies. Only in water
Legends and Lore: There are combustible realms in Ainerêve does it regain tranquility. If submerged beneath water one head
where flashes of fury ignite into raging elemental storms; such are swallows the other and Ouroboros is reborn.
elemental spheres of fire and magma. The afriti, it is said, are but
one of many fire-beings that dwell in such inhospitable realms, From whence does it come? From dreams of greed, I am told, that
although the gnome explorer Sprouta claims they have fashioned a cause Ouroboros to unbind; the natural order is usurped by lust
city of sorts that floats upon an ever-burning sea of flames. for something ― usually wealth or power. That which should be
tranquil and peaceful, wise and eternal, becomes a raging coiling
The afriti are formed by sparks of anger; fire and smoke bound into avatar of death.
a shifting, sometimes man-like, form. When they attack, their upper
body blazes outwards in a fan-like glare in which a hateful counte-
nance can be seen. As to their will and purposes, who can say? But
one summoned into our own realms is a thing of spite and fury; if
you meet one, lay it low, for their anger cannot be quenched, not
even in the depths of the sea.
Abilities and Powers: Greater basilisks exude a killing miasma, so Abilities and Powers: Brownies have magic, of a kind sort that helps
their very presence causes death, not only in man but in beast and with fixing, hiding, and bringing luck. But if harmed, they can leave
plant too; where goes the basilisk, there goes death and decay and curses and misfortune, cause hammers to hit fingers, pots to crack,
desert. Their glance is fatal, stopping breath; their bite so caustic cauldrons to overflow, and hearth fires either to burn too hot or to
that the venom penetrates not only the victim but also anything fade and go out (treat as zero NN cantrips).
or anyone touching the victim. A basilisk biting a horse will kill
its rider too, the very skin and flesh rotting from man and mount, Weapons, Armor, and Treasure: It is a common error of all-too-
leaving nothing but bones and skulls, half clothed in flesh. greedy men to mistake the brownie for some other type of shee
altogether, and seek from it some fabled and non-existent pot
Killing miasma: Any creature within 5 feet must save versus of gold, as if the thing were a miserly leprechaun ― doing so is
Fortitude or fall incapacitated and take D10 to 3D10 every round unwise, and the foolhardy mortal who treats a brownie so will
thereafter, depending on size and age of the basilisk. regret it until the end of his stubbed-toed, broken-tooled days.
Gaze: Victim must roll vs. Perception to avert gaze else suffer harm They do often carry trinkets: 1–6 coins and 1% chance of 1 minor
directly to Fortitude (D10 to 3D10, depending on size and age of magic item.
the basilisk).
Rotting bite: Regular shields and armor can protect the defender, Capture Vine
but must make item saving throws versus the basilisk’s threat rank Type: Minor (plant)
dice or be destroyed. Make a Fortitude save if even one point Threat Dice: Unarmed D12 (capture & constriction)
reduces Fortitude DP; failure to save inflicts another threat dice Hit Points: 18 (6/12) [tough, large, magical; ×1.5]
roll affecting Fortitude DP. Damage Reduction: D8 (tough nature)
Saving Throw: D4 versus physical
Weapons, Armor, and Treasure: I am told by the elven traveler Agility Rank: It doesn’t move; D10 for initiative when in striking
Nathal that a visitor to the Seelie Court brought a tale told in distance.
the east, that each basilisk guards a gem of great size (value
Legends and Lore: There’s always some sort of plant life out in the
page 106 | Chapter 6: Bestiary
torso, arms, and head of a man. Two distinct species are known
to exist, albeit some claim that they are one and the same, their
natures changing when provoked or roused to lust. No matter,
whether two species, or one in which two natures war, the practi-
calities are the same: in some the animal nature dominates ― this
is the animal-side of man given form here in the vision-world of
Ainerêve; he is bestial, drunken, savage, prone to heavy drinking,
acts of debauchery, and even rape. However, at times, or in one
variation, the centaur represents what nature and the animal
kingdom can teach man: he is a scholar, a teacher ― such centaurs
are wise, learned, and might even impart knowledge and skill to
the children of men. In Crossroads the arrival of centaurs causes
unease; the Guardians’ Guild has requested that all such beings be
prevented from drinking alcohol.
Abilities and Powers: Fearsome indeed is this fabled bird, for it can Abilities and Powers: Demons know just about any skill, and possess
turn a man to stone ― some by pecking, others by a talon strike, a any imagined ability. They can see in the dark, or cast any spell of
few by glance alone, and, so I am informed by the priests of Astra, the Chaos, Fire, or Entropy spheres. They use the Arcane rank of
who claim to have subdued such a creature, there are cockatrices 2D20 for all spells and innate powers causing damage or other
with dragon-like breath, a poisonous fume that brings either effects. Their innate powers have no Needed Number:
petrification or a slow choking death.
Infernal blast (Fire sphere): A harmful bolt of fiery red energy sears
Petrification: Every time threat points exceed active Defense and the target.
armor, the victim must makes a save versus Fortitude or immedi- Command the weak (Mind+Matter spheres, ST Willpower): The
ately take 3D4 points to Willpower. Victim is turned to stone demon intones a command, and the target’s body cannot help but
permanently if Willpower DP depletes to zero. obey.
Weapons, Armor, and Treasure: The cockatrices like their reflections Weapons, Armor, and Treasure: Demons wear any armor, wield any
and will gather up gold and position shiny metals so they glimpse weapon (with weapon based bonuses), and possess vast treasure
themselves passing by. Curiously, in the presence of a cockatrice, in their abodes (hoard: 1000–10,000 coins and 40% chance of D4
gold develops a greenish sheen and silver slowly fades to a esoteric or better magic items).
tarnished black.
Now, as this advice will doubtless be ignored, we move on to the The breath of a dragon is magic energy, made of fire, cold,
creatures themselves, although truth be told, they deserve their lightning, or other destructive forms. Whatever the type of breath
own volume. A dragon, when met in the flesh (or in the scale?), is weapon, the dragon is immune to that type of damage. (Dragons
much as traditionally depicted ― a fiery, flying, scaled monstrosity; increase in size and power with age, in 6 stages: whelp, young,
its wings are bat-like, its body serpentine. They have a varying adult, old, elder, ancient / TD D10, 12, 14, 16, 18, 20 / EA D4, 6, 8,
number of limbs, hues, and abilities: four-legged, fire-breathing 10, 12, 14 / HP ×1.5, 2, 2.5, 3, 3.5, 4.)
specimens are the most widely reported. And yet, be prepared
for more snake-like horrors, with but two forepaws, or six-legged Weapons, Armor, and Treasure: Dragons gather treasure out of
examples that will sweep down upon you, blast you to the floor instinct, for, despite their often great intellect, they are driven by
with their wings, and then snatch you up with your companions, the primitive lustful part of their brain. The dragon is greedy in
fly high, and drop you. Some dragons are tied to a single element, every regard, not just in the eating of men, but in the plundering of
thus there are storm dragons of the air, water dragons of the deep, their goods too. Caches of weapons, antique armor, masses of gold
and rock-like dragons and even lava-dragons. Cultural influences and silver, statuettes and gems, not to mention antiques, librams,
too shape the dragon and its powers; thus, I am told, in certain and magics rare, will all be found in the abode of a long-lived
oriental realms the dragons harbor wisdom rather than hatred — a dragon (a typical dragon’s hoard: 10,000–60,000 coins and 50%
manifestation of cultural expectation, not of the act that created chance of D8 magic items).
the creature.
Legends and Lore: Sons of the deep earth, born from maggots Elemental
hatched in a giant’s innards, according to some; to others, a race Type: Extraordinary
forged by the primordial gods themselves to be the lords of the Threat Dice: Unarmed 3D6 to 3D12 ~ Arcane 3D6 to 3D12
earth and the guardians of its secrets. In my own realm, so common Hit Points: 168 to 252 [any constitution, huge, supernatural; ×3.5]
is the dwarvish race that to describe them in a bestiary such as this Damage Reduction: Immune to one elemental sphere; same as
would seem insulting; and yet I am mindful that here in Crossroads composition
there is a meeting of realms and realities, and not all who pass this Saving Throw: D16 or 2D8
way will be familiar with this short, squat humanoid race. How to Agility Rank: D12 to D20
describe a typical dwarf? Could one describe a typical man? Let
us picture a man-like being, not dissimilar to the warrior races that Legends and Lore: Elementals are creatures of pure Fire, Air, Earth,
inhabit the northern Thule-like realms of some Earth-realities. Water, or Energy. The building blocks of Earthly creation, when
Standing less than five feet tall, sometimes only four, the dwarf is combined they can form material worlds ― although doing so
small but powerfully built, with muscles typically sheathed in finely provokes the wrath of their near-godlike elemental overlords,
crafted mail of plate, for the dwarves are smiths, master armorers who regard such creation as an abridgment of their liberty. As the
and weapon-crafters. dream realms of Ainerêve settle into substantial form, elementals
can become ensnared in the new realities, combined in physical
Not a few of their race know the secret of forging magic weapons substantiality. They dislike this, and if broken free by spell or
too, and other artifacts of strange enchantment. One cannot mishap, will seek vengeance unless correctly bound.
discuss dwarves without commenting on their beards, typically
worn long, ornamented, and styled. Length of beard is an indicator Abilities and Powers: Elementals can use any elemental spell within
of age, gold beads an indicator of station, and style an indicator of their sphere within the creature and control specialties, with
personality. Beware the dwarf whose beard is unkempt, most likely no Needed Number to exceed. Their ranged attacks are magic
he is a berserker or renegade. elemental threat points. Individual elementals vary in threat dice,
agility, etc.
And yet, there are many species of dwarf, some black-hearted
rather than stoic, some greedy rather than taciturn. I have noted a Weapons, Armor, and Treasure: Elementals do not carry weapons,
species of dwarf that passes oft through Crossroads and might be armor, or treasure.
said to dominate here in Ainerêve. They are the scions of a stable Notes: Ranged attacks are Elemental Bolts or Area Effects of three
realm connected to Crossroads called the Iron Dome. They call dice (MV=12–36) up to Ranged ×2 feet radius in area of effect).
Elf Abilities and Powers: Elves are typically well-skilled with bow and
Type: Minor, up to full-fledged spell; masters of the forest; adept at tracking and woodcraft, with
Threat Dice: Melee D8 ~ Ranged D8 ~ Arcane D6 ~ Unarmed D4 other powers relating to their origin. Thus Seadeep elves can call
Hit Points: 8 (4/4) [normal, medium, mundane] fish, control sharks, and work other watery enchantments; Sea
Damage Reduction: By armor and shield type Elves can call the wind to their sails and still or call up a storm.
Saving Throw: D10 High Elves know the deepest arts of magic: all forms of wizardry
Agility Rank: D8 to D12 are theirs, and some claim they taught magic to men ― a decision
they came to regret.
Legends and Lore: Here I speak of the mysterious, beautiful,
artistic, near-immortal beings of my own realm; some few of whom Wyld Elves know the secrets of bark and briar, woodland animals
now pass through Crossroads to explore the unique wonders of come to their call, arrows answer to their whispers, and few
Ainerêve. Although similar to the shee of Meath and Maedoen, mortals can resist the sound of their revelry ― take care if you
these elves are visitors from realms where the elven race, much drink too deeply of their wine: it is good to dance and play, but
like the aforementioned dwarves, live in close cohabitation with mortals need more rest than the children of the wood will allow.
man and exhibit certain traits in common. They are lovers of music, As for the Dark Elves, what horror of black magic is not theirs to
wood, and wold; they live a free and magical life; masters of bow wield?
and blade, near every elf also knows a spell or three.
Weapons, Armor, and Treasure: Typically, light armor, bow,
There are a great variety of elves, dark and light. The High Elves, longsword; other varieties armed as follows: Seadeep, trident, net;
tall and graceful, like the noblest of kings, can be curt with other Sea Elf, cutlass, alchemical black powder “pistol” (see the Arimas-
races, and although pure of heart, their aloofness can inspire pians entry); Wyld, spear and bow; High, longsword and knightly
hostility; they know magical secrets from the dawn of creation. The accouterments; Dark, spider web nets, and poisoned
Forest Elves, sometimes called Wyld, are free spirits, an weapons: throwing daggers, short swords, and
embodiment of nature, often clad in leaves and vines, crossbow quarrels. Elves avoid traveling with
they laugh, run and hunt, carefree, and yet are like lots of equipment, though many possess in
the most fearsome barbarian-born warriors in their domiciles a cache: 20–200 coins
battle, so it is fortunate they are not bellicose. and 10% chance of 1 magic item.
The elves of the ocean are of two species.
Abilities and Powers: For the soldiers, bite and sting; the latter Abilities and Powers: Sharp senses, swooping attacks, grab and drop
injects a toxin that can paralyze or kill (ST vs. Fortitude). Red ant tactics, razor-like beaks and talons. For some, transformation into
varieties inject a venom that causes intense pain, disabling the men or smaller birds.
victim and making all tasks doubly hard; black ant toxin induces
slumber and paralysis; green ant toxin can be deadly. (Effects Weapons, Armor, and Treasure: No treasure is typical in a giant bird
are respectively stun, but allows non-combat actions without nest, save perhaps that which accidentally accrues to the predatory
movement; incapacitate; and poison: green ant’s attack roll versus types as they pluck up victims and carry them back ― in such case,
victim’s Fortitude, the difference in rolls applies as extra damage any amount of valuables might be found amidst stick, twig, bone,
to the Fortitude DP.) More humble worker ants can bite, grab, and and moss.
pull an opponent away ― they will mob a victim.
Legends and Lore: As with dwarves and elves, the gnomes passing
through Crossroads come from a settled land where certain
traditions in regard to the races seem firmly entrenched. These
small beings, slighter than dwarves but with a kinship in appear-
ance ― someway betwixt halfling and dwarf one might say, with
cherub-like features in the youngest, but all wrinkled wisdom in the
oldest. Tinkerers, inventors, pioneers of science; part engineer, part
magician. Heroes familiar with gnomish adventurers have grown
fearful of their potions and inventions, oft times as likely to cause
havoc to friend as to foe.
Legends and Lore: A shell of stone and clay, large, hulking, man-like.
It is inscribed with runic marks, glyphs, spells: secret names of God
― and the devil too? It is the work of a magician, often misguided;
kneeling before the unfinished construct, he implores the powers
of heaven and hell to give it life. Yet it is the servants of Lilith
most likely to enter within, there to work the sinister will of their
mistress. The golem might be mindless or possessed of a wicked
spirit, and who can tell the difference? For a seemingly mindless
Hag Weapons, Armor, and Treasure: Hags may have jewels and treasures,
Type: Standard magic items, and cursed objects hidden in their baskets (200–2000
Threat Dice: Arcane 2D10 ~ Unarmed D6 ~ Melee D4 coins value and 30% chance of D3 magic items). If her life is
~ Ranged D4 seriously endangered, one will offer to trade goods for it (plucking
Extra Attacks: Critter swarm (2D6, zero NN) forth cursed objects first, of course).
Hit Points: 68 (51/17) [fast, medium, preternatural; ×2]
Damage Reduction: None. Halfling
Saving Throw: 2D10 versus Entropy sphere; else D10 Type: Minor, up to full-fledged
Agility Rank: D6 Threat Dice: Melee D6 ~ Ranged D6 ~ Unarmed D4
Hit Points: 6 (3/3) [normal, small, mundane]
Damage Reduction: By armor or shield type
Saving Throw: D10
Agility Rank: D8
Abilities and Powers: Hunting dogs can follow even the faintest Lilith
scent trails, with a roll of 3D12, or spot small quarry (including Type: Legendary (avatar)
Swipes) with the same level of ability. Their hearing is also very Threat Dice: Arcane 3D18 ~ Melee 3D10 ~ Unarmed 2D8 ~
good, with a default Perception check of D6+4. Ranged 2D6
Extra Attacks: Extra spell action
Weapons, Armor, and Treasure: Most owners don’t fit their hunting Hit Points: 336 (252/84) [fast, large, supernatural; ×3]
dogs with armor, or allow them to carry treasures. Damage Reduction: By armor and shield type; immunity to Entropy
sphere spells and mundane weaponry
Hydra Saving Throw: 3D10
Type: Standard to Legendary Agility Rank: D16
Threat Dice: Unarmed 2D12 to 3D20 (primary head’s bite, or
constriction) Legends and Lore: Lilith, Mother of the Night, first woman, creatrix,
Extra Attacks: 2D6 per head (4 heads standard, 8 extraordinary, 12 elder sister of Eve. Embittered against heaven, weary of hell, she
legendary) is wed in unholy union with Baphomet and seeks to free him from
Hit Points: 48 (12/36) to 120 (30/90) [tough, large, magical; ×2] the constricting webs of heaven and hell ― to grant him ultimate
Damage Reduction: D6 (tough hide) power and freedom, and with it the end of all, the coming of night,
Saving Throw: D6 the journey across the abyss and ultimately rebirth. She is the
Agility Rank: D4 Whore of Babylon; dressed in red, a lion at her right hand, a many-
headed dragon behind her. Hidden from sight, first wife of Adam,
Legends and Lore: The hydra is a water serpent with many heads the true Sophia, Lilith has existed through countless incarnations,
that often hunts on land. If stretched out, in length it is like that trapped in the warped matter of reality, downtrodden, forgotten,
of two men. Its constrictor-like thick serpent trunk breaks into humiliated, accursed; in Ainerêve she seeks the source of her
multiple ophidian heads, each with venomous jaws. suffering; is she born in the mind of man? Have all her pains been
mortal dreams? Was Eden first here or on Earth?
Abilities and Powers: Able both to constrict and bite, the hydra is a
fearsome foe. Multiple toxins can be found in a single specimen, Abilities and Powers: Lilith chooses to appear in the guise of a
so bites from one head may cause paralysis, from another somno- demonic vampire queen, beautiful beyond reason. She inspires a
lence, while a third induces a berserk frenzy against the victim’s charmed lust that forces men, and some women too, to seek her
companions, and so forth. approval and voluntarily do her will (mesmerizing command). She
is a mistress of all dark magics, can heal herself by drinking blood,
While some hydras can be killed by decapitation of each head, take on the form of wolf, bat, or screech owl, and put those she
or by chopping through the central trunk by a prodigious feat talks to into a submissive trance (entrance).
of strength, others (1 in 6) will grow D3 fresh heads each time a
head is severed, thus making them harder to kill with each telling Despite appearances to the contrary, Lilith is not truly undead, she
blow. Fire might be used to cauterize the neck stumps and prevent is a manifest spiritual entity, and, so certain drug-maddened sages
re-growth… or so legends say… argue in the Scrolls of Licentia, mother to all living things. Immune
to all but the most highly enchanted weapons, Lilith’s avatar is still,
Poison: Any hydra head’s bite penetrating Active Defenses forces like a vampire, vulnerable to wooden stakes, submersion in running
a Saving Throw versus the attack roll, else victim suffers a poison water, and decapitation.
Weapons, Armor, and Treasure: Peris wear light armor, often magical The impact of this Earth-myth created an order of serpent-revering
as provided by the Church of Psarmorum, and usually prefer ranged prophets. Young girls showing promise join at the invitation of the
spells to missile weapons. Up close the peris are capable fighters, Sisters of the Serpent; typically, the sisterhood garners recruits
and will often conjure their weapons as needed. Like elves, Peris from communities afflicted by war. Oft the young girls brought into
don’t like to travel with a heavy burden, though many keep a cache its ranks are orphans, keen to get a measure of vengeance on those
in their homes: 100–200 coins and 20% chance of 1 magic item. that have brought them suffering. The order’s witchcraft creates
the serpent hair and grants each convert a baleful stare ― petrifica-
Raptor tion awaits the one who challenges a Sister of the Snake. The order
Type: Minor reveres serpents as a symbol of wisdom.
Threat Dice: Unarmed D8+1 (beak or talons)
Hit Points: 8 [normal, small, mundane] Despite evidence to the contrary, the sisterhood is not pure evil,
Saving Throw: D4 but its members are intimidating, and their aims may conflict with
Agility Rank: D16 that of other powers. They seek an end to the wars that threaten
the realms of Ainerêve; to achieve peace they are willing to kill
Legends and Lore: Raptors are birds of prey, and hunt game for their combatants on all sides. Through the use of hoods, subtlety, and
trainers, who are either called falconers (for falcons) or austringers stealth ― not to mention spells of illusion ― the sisters disguise
(for hawks). The raptors of the city of Phantos are more than their appearance; issuing from hidden gates they move through
hunting hawks, it is said, and are greatly feared there. Meath, Psarmorum, and Maedoen working always towards a
peaceful end, but firmly convinced that to achieve that end, any
Abilities and Powers: Those birds of prey trained to attack or means are justified ― including betrayal, assassination, and acts of
retrieve are highly valued. They have a “static” speed score of 16, calculated fury.
which means they rarely lose initiative in a fight, and are incredibly
fast when flying. The sisters vie with each other to bring back the heads of those
they deem warmongers ― each might be viewed as a huntress of
Weapons, Armor, and Treasure: None. sorts, setting out from the ophidian pocket-realm of Serpentes to
spread peace through acts of insurrection.
Legends and Lore: Small and fleet of foot, swipes look like small,
fuzzy monkeys with huge eyes. As a species, they are mostly
thieves with the most annoying hideout possible: the astral
plane. They can shift at will into unsettled territory. These “astral
footpads” are capable of traveling great distances, teleporting upon
mental command.
A swipe will steal a coin purse, and then with a brief shimmering
and a “pop” sound, it’s gone. They are as intelligent as humans, and
organized into tribal, nomadic societies that invade small towns,
quickly depleting food sources and other items, then moving on.
Abilities and Powers: It has all the abilities of a wolf, and its bite may
spread lycanthropy. Fearsomely strong and agile, with a matchless
ferocity, it may be vulnerable to silver and otherwise unharmed by
GMs may decide to let players choose one of the following races
Goblin: Melee D6 (2 CPs). Night Vision (3 CPs), Ugliness (+1 CP).
for their characters. Minimum ranks, advantages, disadvantages,
Orc: Unarmed D8 (4 CPs), Melee D6 (2 CPs). Night Vision (3 CPs),
and character point costs are shown (see Chapter 1).
Ugliness (+1 CP).
Peri*: Arcane D10 (8 CPs), Melee D8 (4 CPs), Ranged D6 (2 CPs).
Centaur*: Melee D8 (4 CPs), Ranged D8 (4 CPs), Unarmed D6 (2 Winged flight (6 CPs), Attractiveness (2CPs).
CPs).
Changeling*: Ranged D10 (8 CPs), Unarmed D8 (4 CPs), Magic * The magical nature or size of some races does not increase Player
(Illusion) D8 (6 CPs).
Character Defense pools as it does with regular opponent hit
Faun/Satyr: Melee D6 (2 CPs), Ranged D6 (2 CPs), Magic point calculations. Player Characters can achieve great power and
(Invocation-Nature) D6 (4 CPs).
versatility, so there’s no need to stack the deck.
Fox Folk*: Unarmed D8 (4 CPs), Melee D6 (2 CPs), Magic D4 (any)
(2 CPs). Low-light Vision (2 CPs).
The Eldritch Man; an accursed honorific, more slave than hierophant. It is true he carries the spark of Cernunnos, but Titania and
Mother Mali keep him from such knowledge. They are wise to do so, lest he learn of his true station, and rise to avenge the blood of
Chydonax, shattering the treaty between humans and the Shee.
---
The wizard Signoret to Duchess Sibyl
There is nowhere as calm and beautiful as Adwedd Hill; its groves are perfumed by sweet-smelling wild flowers. Wherever you
wander, you are embraced by greenery; betwixt its bowers you glimpse colourful shrubs, masses of bright petals and shady spots
just inviting a picnic or the artist’s brush. I love Adwedd Hill; most of all, I like to sleep beneath its trees…
---
The gnome explorer Sprouta, as recorded in her Journal of Lost Lands
Fear Adwedd Hill; fear it I say. There is sorcery in its hushed creepings. What natural place could move so? And move slyly too, so
few honest folk ever know of it. Why comes the lightning? Why the phantasms that beset a sleeper’s mind? When these heathen
realms have fallen, I shall dig up the hill and cleanse every evil sod with Sol’s blessed light.
---
From Frazer’s Guide to the Kingdoms
‘You are travelling through Meath you say? The forest is a wonder – so beautiful; so deadly! Consider that great woodland as you
would an ocean – it is vast, deep. Rather than islands, there are glens – some are tranquil places to bring a traveller welcome rest;
others are deadly lands unto themselves, where even dragons fear to set down their scaly limbs.’
---
The half-elf Nathal to a group of adventurers leaving Crossroads.
‘I speak only truth; the dwarven ambassador had an acorn-man in his beard. The little fellow wore a thimble as a helmet and
wielded a needle in place of a sword. I am told he is part of a lost immortal being and that the dwarf seeks to reunite his overly
animated and heavy drinking acorn-brother with…, well… with itself!’
---
Virgil of the Guardians Guild after a conference in Crossroads.
‘I dwelt in Phantos – in the city itself! I’ve seen it with my own eyes, and wish I hadn’t! Why would you go to such a place? Why
seek out death? There is nothing there except corruption and cruelty? You want life, you say? The eternal life of Phantos… I
thought I did too… and gods be damned, I accepted the offer… and paid the price…”
---
Overheard in the Crossroads Coffee House
Ainerêve descriptions (those that cover entire nations, for example) are so
large that their guilds and training halls (for example) are better
The breadth of this world encapsulates all: every dream and reality of left to more regional descriptions. Second, smaller locations often
man. Here it is: all you have searched for! Towering cities of ruby, bronze share the qualities of the larger places within which they fit.
and smoke; endless dungeons tunnelling into the night; forests and
cloudscapes teeming with beasts and wonders. Here, all is adventure
Place Name: This is the name of whatever place currently being
and every adventure ends with a new quest.
described.
---
The gnome explorer Sprouta, as recorded in her Journal of Lost Lands
Description: Here, obviously enough, is a description of the place.
It is reasonably thorough and includes a measure of the location’s
This is the first campaign setting for the Eldritch Role Playing history. Enough to tell you what you need to know.
Game. As such, Ainerêve is a best-of world of fantasy. It has room
enough for all the archetypes people are used to from Tolkien and Regional Pantheon: What gods or similar entities are worshipped in
Dungeons & Dragons. the place, openly or not, and which creatures exert their influence
over the area, recognized and worshipped or not. Some places have
How to Use This Section no “regional pantheon” entry; these default to a larger location.
In this book are detailed descriptions of the two nations of Population: This is a short entry. It describes the local population
Maedoen and Psarmorum, and the vast and mysterious Forest of density as sparse, moderate, or heavy and includes a short descrip-
Meath between them. Each major location has a number of smaller tion of why or how that is.
locations contained within — cities, towns, landmarks, and the like.
(Or groves, clearings, and fairy courts in Meath.) What follows is an Economy: Here is where you learn about the location’s economic
example of the format used to introduce those places to you, with survival. What it buys, what it produces and sells, what it needs
explanations of what they mean. more or less of. That sort of thing. Many places have specific or
unique economies based on whatever qualities makes them stand
out.
Noteworthy Landmarks: This tells you what all pilgrims, travelers, [ The Tempest (IV i) ]
locals, or sightseers recognize about the place, what’s famous or
infamous, and what isn’t well-known, but still may be important. Ainerêve is a dream world, a shadow realm, an alternative
Great pyramids and great whorehouses both fall under this dimension. It coexists undetectably with the Earth that we all know
category. so well. Its essence may be primordial chaos, raw protomatter left
over from the creation of the universe, or perhaps the aether of the
Relics and Treasures: Famous bits of loot or powerful artifacts that ancients: the fifth element, breathed by the gods and forming the
can be found in the region. Anything important enough to draw a soul. Whatever its basis, its substance is mainly shaped by thought,
petty thief’s eye but too well-guarded for him to steal falls under and takes local form from the beliefs and imaginings of humankind.
this category, as do other interesting prizes. Ainerêve is thus something like a phantom Earth — it has lands
and seas, mountains and rivers, sun and moon — but reality there
Vendors and Dealers: Every good adventurer needs someone who is unstable, and areas of normality are set like mosaic pieces in a
can turn the treasures he or she “finds” into lovely, lovely cash. changeable flux of dream and caprice.
These are the good ones (and sometimes the bad ’uns, too). These
can also serve as “fixers” for some mission-style games. In general terms, Ainerêve is made up of settled lands and unsettled
lands. These terms are in common use, in one form or another,
Guilds and Training: Not every place is large enough for organiza- across the dream world. Settled lands are stable regions, internally
tions to be present, but when they are, this is where you find them. consistent and relatively static. Physical phenomena and those
Thieves’ guilds, mage’s guilds, churches, and the like. Also, when a things that depend on them (such as travel) are normal. There can
character wants to find a teacher for some skill or the other, guilds be weird things in settled lands, things that no person on Earth
and individual teachers or independent schools listed here fill that ever saw, but even the weird things there are somewhat predict-
need. able, being folk beliefs and so on conceived of on Earth.
Regional Monsters: Here you find a description of the sort of thing Ainerêve’s primordial protomatter has a receptive intelligence,
your heroes can find to fight in any given place, along with sample literally reifying the thoughts and dreams it responds to. It fills
statistics. in the gaps from the Earth it swirls through, so when a forest
or herd of animals is imagined, each tree and beast is real and
Adventure Hooks: This is just about the most important entry in indistinguishable from its earthly model. Extraordinary creatures
the whole list. Sure, you need to know what a region looks like and are extrapolated from this basis, so they are mostly real, and for
how its inhabitants act, but what you really need are some good instance, a shee (one of the fairy folk) can mate with a human.
ideas for your games. This is where you find them. (There are also Sentient beings have free will and in some cases their own souls.
plenty of potential adventure seeds in the text should you wish to In short, things are pretty much like a fantastic Earth. Walk down
develop them.) the road to the baker, and he’ll always be there. Houses don’t get
infected with some sap’s random thought of Baba Yaga and walk
Note: Most local names in this book should be fairly easy to pronounce, away on their owners. It is beliefs, solid and lasting, that create
but a list of important names in Ainerêve and a guide to pronunciation settled lands. Over time, as a mythology or religion refuses to fade
is given in Appendix A. on Earth, it creates a place in the infinitely malleable Ainerêve. That
is where settled lands come from.
Description: Maedoen is a land of mountains, rivers, and rocky currently Gwalter ap Dagda. The title “ap Dagda,” meaning “son
beaches washed by cold waves. It is most like old Wales, and of the Dagda,” is appended to every king’s name, and it indicates
its nature and legendry resemble those of Welsh and Celtic that the great blessing and goodwill of the Dagda is with the king.
mythology. Maedoen is shaped much like Great Britain on Earth, By the nation’s most ancient law, the product of a forgotten pact
but is a peninsula. To the west lies the cold ocean and several large with the natural creatures of the land, the Maedoen high king is
islands. To the north and south lie great seas, difficult to cross, that half-shee. Once a king is crowned and married, he travels with
separate the Maedoens from the dangerous unsettled lands there. a small retinue of Gan Creadigeath to find the ‘proper’ shee, as
Directly in the center of the nation’s eastern border lies a hundred- determined by the king and his advisors. The shee, once found,
mile stretch of land that ties the peninsula to the Forest of Meath, spends one night with the queen and disappears, leaving only a
and through that to Psarmorum, with which Maedoen wars. guest gift behind. The next king is born later. It is rare, but in the
Traveling on the seas around the forest brings one to unsettled event that the king’s heir is unfit to rule (or simply declared so),
lands that resemble, but are not, Psarmorum. Meath cannot be the king must repeat the process (usually with a new wife). Human
entered on that side; it does not even appear to connect to the blood is always stronger than shee, so the miscegenation must
continent, though explorers believe that it somehow must. continue each generation.
Ages ago, what would become Maedoen was an island of warring Gwalter is a strong king. His sway over Maedoen is undeniable, and
kings, and the shee who lived there played mischievously with the the Gan Creadigeath sorely miss the great influence they wielded
inhabitants instead of looking out for them. At some point, the during the reign of his father, Maddox ap Dagda (Maedoens ignore
sea to the east became fecund, and trees grew out from the water the surrogate shee). Gwalter has the strength of arms and will to
and floated there atop it. Their seeds planted more trees, and the lead men well. The Maedoens respect him, and the strength of his
trees grew outward from the sea over centuries, until they touched position makes it difficult for the Gan Creadigeath to refuse his
Maedoen on the east and the far land on the west, making the sea requests of them.
unsailable. Exploring it, the people of that ancient land found the
sea-forest as stable as any that grew on the land, and more fertile Regional Pantheon: An admixture of the Celtic and Welsh mytholo-
for both vegetation and magic, and soon they forgot its origin and gies, but principally tales of the Dagda and Math ap Mathonwy
knew it only as the strange forest. respectively; a host of creatures from those legends, and the
people of the hills (Irish gaelic shee) or fair folk (Welsh tylwyth teg).
shortly after that. It has lasted centuries. In addition, great horned to guard it against the depredations of troublesome shee and the
demon-shee attack from the west, regularly and with great ferocity. implacable forces of Psarmorum, but they live spread out. When
Their ships sail the waves preceded by long, iron horns under Maedoens congregate in larger groups, they never number more
the waterline, and their great drums roll with their rowing after than what Psarmorum would consider a “town.”
they drop sails for an assault. They have immense strength and
endurance, and if they can capture rather than kill, they do. These Economy: Maedoen is an agrarian society, but all men and many
ship-borne monsters are the most regular threat to the Maedoens women of age are capable enough with weapons to defend
from the sea. themselves. At a pinch, the Maedoens can rise up in arms to
defend their homes. Most of the nation’s economy is internal,
Maedoen has two leaders, one spiritual and one temporal. The involving trading grains and other foods for woven cloth, iron tools,
Eldritch Man is the nation’s official spiritual leader. He is the sole and services.
the gods. Some believe the Eldritch Man lives forever, but he is they carefully never use iron shaped while cold. Cold-wrought iron
in fact replaced periodically by a properly-trained young man. His has properties that make it dangerous to the nation’s shee allies.
name is never known, and he spends nearly all his time among Denizens of the faerie realm are also averse to hot-forged iron and
the fay creatures and legendary gods of Maedoen. Though the steel for this reason, though it does them no special harm. Since
Eldritch Man is supposed to guide the spiritual life of Maedoen, he many a poet calls steel “cold iron”, perhaps this contributed to the
is almost never there; the Gan Creadigeath guide the people in his confusion, but in any event, it would be unpolitic of Maedoens to
Treasure:
There, away from the eyes and ears of any not initiated into their
About $4000 in rare druidic accouterments, jewelry, gems, and
druidic secrets, the sisters told him what had happened. The
Maedoen coinage.
Black Fergus doesn’t know what he might encounter, but he’s The god Belenus (Bel, or Beli Mawr, in his aspect as god of cattle)
ready. He hopes. watches over this area. He tends it himself, invisibly, making
sure it is always fertile and free of disease. Loving and gentle, he
Local Authorities ensures that his creatures come to no harm, even as they serve the
Gwalter ap Dagda has authority over Maedoen in secular matters, Maedoens Belenus also loves.
and the Gan Creadigeath direct the Maedoens in the spiritual
aspects of life. Tradition separates Maedoen into six distinct Sechdraic Valley: In the center of Maedoen lies a valley that
regions, each called kingdoms, each of which has its own king. supports little life. It is certainly not barren, but it stands out from
Gwalter ap Dagda rules only one region, Enwys, directly; in the the abundant land that surrounds it. Sechdraic Valley is a place
other five, lesser kings (without the “ap Dagda” title) rule in his of frequent earthquakes and great heat. The villages nearby take
name. Each king has the right to call upon the men and women of advantage of this, mining the ores that earthquakes uncover and
his kingdom for war, and they occasionally war with each other, using the heat to help their smiths craft iron. Some very hard
but Gwalter has the right to command each warrior of Maedoen woods grow there as well, resistant to heat and difficult to carve,
individually, and so can end wars when necessary. but worth a great deal to those nearby.
Noteworthy Landmarks The valley’s qualities come from the twin dragons imprisoned
An ancient land, Maedoen has many places known across the beneath it. They want to break free of their prison, but each dragon
nation. hates the other more than freedom. The two will fight until the end
of time or their eventual release. When the locals desire peace, or
Yr Gwethva: Also called the White Graves, these are the three need the ground safely still for whatever reason, they mix many
highest mountains in Maedoen, quite near each other in the tuns of mead and wine and pour them down the deepest tunnels
southeast of the peninsula. The circular valley they create between of the valley. The dragons become drunk, and sleep for several
them is one of the traditional burial grounds of the Maedoen kings. weeks afterward. Prophecy states that a great hero will release the
By this point in the nation’s history, there are over three hundred dragons, tame them, and ride them to victory against Maedoen’s
different sons of the Dagda buried there. Each one has its own looming enemies.
burial mound of two to five chambers, containing the body lying
in state, treasured possessions, and occasionally favored pets. Mawr Ibar: In the south, there is a region of very lush growth. The
In some cases, minor shee watch over a tomb to protect it, or to region grows more hilly as one travels toward its center, where
attract robbers to it out of mischief. grows the Mawr Ibar, the Great Yew, surrounded by many normal
trees of its kind. The Great Yew is two hundred feet tall at least,
The Great Pasture: There is a place in mid-northern Maedoen and it is older than most of the country, if the Gan Creadigeath are
where thousands of cows and sheep walk without supervision, correct. Maedoens come to the Mawr Ibar to harvest yew for its
free of any fences or shepherds. The peaceful creatures do not many spiritual properties, but also for making longbows from its
fear predators here, and they do not compete for food or space. wood.
The grass is always plentiful and nutritious, and wolves do not
notice the vast green field, though they hunt around it. Farmers At certain times of the year, the Gan Creadigeath come to the
who inflict no harm to the animals, who gently milk or shear them, Great Yew to conduct rites that may be described only to the
walk among them without difficulty. But these creatures are not for initiated. Also on occasion, the Mawr Ibar takes the form of a
food or hide — anyone who harms a creature in the great pasture person and walks the length of Maedoen, fathering children (or
instantly suffers the ire of the great mixed herd, which quickly sometimes having children fathered upon it). Such children are
chases the offender from the field or tramples him to death. considered blessed and almost always become initiates of the Gan
Creadigeath.
But despite that charge, and in full knowledge of the war between This was the turning point. Members of the Black Standard, as it
nations, the guild the often partners with the State of Psarmorum came to be known, blunted the spearhead of the invading fiends.
against servants of Satan and the creatures of Hell. While avoiding Though they could rarely stand up to the cythraul in direct battle,
direct involvement with the corrupted High Priests of Sol, the they delayed or deflected many attacks so that they fell upon
Guardians aid and protect Psarmorum’s warriors against Satan’s evacuated villages or well-defended fortresses. They did not end
legions. Psarmorum crusaders are therefore protected in the town the war — that happened when a group of young women made a
of Crossroads, and guaranteed asylum so long as they do not raise pact with the land’s shee, planting the seed that would become
a sword to any Maedoen native. Maedoen — but they prolonged it until it could be ended.
The Black Standard: Eons ago, the nation of Maedoen (then a In the earliest years after the war, a score or more of the then-kings
fractious and warring land known by a hundred different names) tried to outlaw the “dangerous rabble.” They did not remain kings
became the chosen victim of an unknown force. Armies of terrible for long. And as the hundreds of kings dwindled to forty, the
fiends with mind-rending spells swarmed out of the oceans on all Black Standard forced the kings to accept their existence. The
sides onto the peninsula. Though vaguely human in shape, these kings swore that they and their successors, for all time, would let
monsters were always pale white and malformed in numerous the Black Standard cross their lands freely, so long as the Black
ways that marked their ranks or types. The shee named them the Standard did not march against them.
cythraul, and the shee were afraid.
None of the kings swore to give the Black Standard a home. The
Their first ferocious assault took the people of the land by surprise. roughshod army didn’t ask, because they knew it wouldn’t be
Cythraul fiends scythed through rank after rank of each petty king’s given. An army not under one’s control is a frightening thing to
armsmen. Worse, they also took prisoners. Men and women taken have around, and armies consume much and produce nothing
by the devil-creatures could be heard for miles, screaming, begging, (more like locusts than people, oftentimes).
pleading, and making less recognizable sounds, until they stopped.
Children stolen fared worse. Early in the onslaught, the warlords’ As the threat dwindled, so did the army. Many of the soldiers had
fortresses would open their gates to small bands of children who family waiting, or farms and livestock and old friends to see again,
claimed to be escaped refugees. Blood and terror soon taught and so departed. But some of the Black Standard kept marching
those who survived otherwise, and the child-things dissembled less from one kingdom to the next, watching and ready for threats
and ravened more as the war wore on. that the kings would ignore. And they found them. The core of the
Black Standard army that remains can call willing farmers and the
Despite the horrifying tales carried from the sea by rivers of like to it when the need arises. Maybe there’s something magical
refugees, the hundred kings of early Maedoen did not put aside about the Black Standard, maybe the spirit of the farmer who first
their personal feuds. Perhaps the refugees were not convincing, or decided to fight walks with them, but shepherds and green boys all
the kings had no ears for words that didn’t please them. Who can fight better when they march under its banner.
know? But the land’s many lords paid little heed to the cythraul
sweeping in from the shores. Today, although one hundred kingdoms have coalesced into
six, ultimately ruled over by just one, the Black Standard is still
The people, without walls to shield them from the hell Maedoen unaffiliated with any king or lord. This has made most kings in
was becoming, could not ignore the threat. Ruled by kings who recent history more than a little nervous. They still do not like it.
Abilities: Abilities:
Agility D8 → Reflexes D6 + Speed D4 {DP 18} Agility D6 {DP 6}
Animal Handling D8 Fortitude D6 → Endurance D4 {DP 10}
Elementalism D10 → Change D8 + Control D10 + Create D6 + Knowledge D8 → Appraisal D10 + Gather Information D12
Sense D12 {DP 56} + Court & Politics D8 → (Bureaucracy D6 + Heraldry D12 +
Fortitude D4 Stewardship D12)
Healing D8 Perception D8 → Notice D8 → Unusual Things D10
Invocation D10 → Change D8 + Control D6 + Sense D6 {DP 30} Willpower D8 {DP 8}
Knowledge D8 → Augury D10 → Entrails D8 (goats, chickens,
etc.) {54} Equipment: Emlyn carries a magic knife (+1 to threat points),
Melee Weapons D4 {DP 4} capable of granting him a protect effect on command (+3 DR, 30
Ranged D4 EP –1 point per activation). The knife is a permanent magic item.
Talent D8 → Perform D6 → Singing D6 + Craft D6 → Sewing D10
Unarmed D4 {DP 4} Treasure:
Willpower D10 → Resistance D10 → Shee Glamor D8 {DP 28} On person, about $500 in accoutrements and coin. In dwelling,
$10,000 in goods.
Equipment:
Margred holds a wand created by the Order’s mother, which can
create a blocking wall of living flora, granting D12 “armor” to
those who stand behind it (36 energy points, permanent item). If Gwalter has his way, the power of the Gan Creadigeath will wane
and that of the throne will wax. In fact, his aspiration is to divest
Treasure: Maedoen of all sources of power outside the throne, especially the
$500 on person, or $2000 in domicile. lesser kings. He would leave the Gan Creadigeath only a shadow
of its current self, true guides instead of the puppet masters they
Spell Repertoire: try to be. He is smart enough to hide this from the mother Gan
Elementalism: Learned: Body of Air, Call Lightning Strike, Creadigeath and Margred, his appointed Gan Credigeath advisor,
Pressure Shield, Rain. Mastered (D10): Call Lightning Strike. but they certainly get inklings.
Invocation: Learned: Heal, Nullify Poison, Remove Curse, and Margred, Sister Gan Creadigeath: She is the most politically percep-
Speak with the Dead. In addition, knows all Nature sphere tive and deceptive sister that Mother Mali could find, so she is the
spells. one appointed to be Gwalter ap Dagda’s personal advisor. Margred
sits in at all of the king’s councils and meetings, and she’s present
for all his major decisions. The sister makes conscientious reports
on Gwalter’s actions and apparent aims, and her presence in the
king’s court influences greatly how much he dares to displease the
Important Entities Gan Creadigeath. Margred is a master of many shee glamors that
Gwalter ap Dagda: Gwalter is king by virtue of his birth, and he help her in the courtly environment.
suits the throne well. His shee blood is strong, evident in his fair
hair and eyes, his slender height, and his beauty. He is politically Emlyn Steward: Emlyn’s family has served Gwalter’s for generations,
and militarily canny, and a fierce warrior. He is indiscriminate in his and Emlyn is as loyal and incorruptible as household servants can
friends, drinking and supping with everyone, but when angered be. It is Emlyn who runs the everyday activities of Grimsete Castle,
he holds a grudge. His heritage gives him a wide variety of natural hiring and firing servants, arranging schedules, keeping the pantries
shee magic at his disposal, but he has not taken the time to and wine cellars stocked, and making sure everything’s clean.
develop any single arcane discipline very deeply. When Gwalter is away with his household guard, it is Emlyn who
directs the small remaining garrison in Defense of the walls and
watch schedules, so he has some small experience with Defense.
Noteworthy Landmarks Adweth Hill is a very comfortable place for a picnic or an outdoor
As one of the largest cities in Maedoen, Grimsete certainly has a lesson. The springy grass makes a natural cushion, and the slight
few tourist attractions. trees on the hill provide cooling shade. Despite being a popular
place to visit, it is never crowded. Adweth Hill subtly directs those
Grimsete Castle: The castle that started it all stands tall over approaching it to an unoccupied spot or grove; if there is no
the rest of the city. Situated advantageously on a low hill above good place vacant on the hill, people just find themselves going
Grimsete itself, the castle’s three towers are strong and its wall is elsewhere on their walk. They never notice. One going just to see
thick. Rumors that the castle was built on a shee mound are wrong the hill, not to occupy a place, never has any trouble getting there.
(Licha came to live in the castle of her own accord), but it does
have strange qualities. There are also a few noticeable peculiarities about Adweth Hill that
make the local populace think of it as something special. Whenever
Viewed from above, the pattern of the castle’s interior and exterior there is a storm, one and only one lightning bolt strikes the hill.
walls form something very like a Celtic knot, which lends resilience There is never any evidence of the strike afterward. People who
to Grimsete Castle’s Defenses, subtle strength to its men, and sleep on the hill all dream of the same thing: themselves, on board
mystical power to druidic enchantments cast within. a vast ship of silvery-blue wood, sailing into a storm. No one knows
that it means.
The second mystery is that of the castle’s founders. The name is
written clearly at the gate and in the grand hall for all to see, but it Despite these strange qualities, the Gan Creadigeath has not
is foreign to the local tongues. Even the druids have not been able forbidden going to the hill, or even mentioned it, so the people
to decipher its origin. In truth, visitors who came long ago from a of Grimsete feel confident in visiting it. In fact, the oldest treaties
distant land, in peace instead of war, designed Grimsete Castle and between the Gan Creadigeath and the shee states that no law,
laid its first stones. Its magic is of their invention, and they left as rule, pact, or treaty may address Adweth Hill. The Gan Creadigeath
peacefully as they came. cannot warn people away from it without breaching the old agree-
Further legends state that only as long as the king’s family Others exchange something exotic for something normal. In one
possesses the jewel will they continue to rule over all Maedoen. direction, a mortal might trade the memory of a beating for a
Some suggest that, should it be stolen or lost, whoever holds it will collection of fine carving woods; in the other, one might give an
have the right to rule the country. It’s really the mixed bloodline expertly-made metal puzzle for the ability to control one’s dreams.
with the shee that gives a king the right to rule, but that doesn’t Finally, some of the shee deal only in the strange and magical.
Surrounding Porreth Bazaar are many large warehouses where The Armsmen of the King: The closest thing to a group of guildsmen
merchants carrying stock in bulk can stow goods until they sell or people offering weapons training, Gwalter’s armsmen serve him
them. The warehouses offer another function as well as space: loyally. One may join them with a simple oath of loyal service to
providing exchange tokens. When a set of goods is registered, the the king, at which point one is expected to live with them, sup with
warehouse factor verifies what is to be sold with a series of tokens. them, and train with them. It is an occupation, not just a club.
These are generally about the size of a palm, cut from wood, and
painted to represent common lots of trade goods, like bales of Without joining for life, a warrior can train with them for a small bit
hay, large quantities of foods, weapons, and so on. Marked with of coin. They may be loyal to their king, but he’s never told them
the trader’s name or sigil, they can be taken into the fair and sold, not to spar save with brother armsmen. So it isn’t hard to learn a
whereupon the buyer can bring the tokens to the warehouse to little sword or spear work from the king’s skilled men, but going
claim his purchases. for lessons every day of the week will see the armsmen urging a
warrior, especially a skilled one, to join them. After all, the pay is
The king in Grimsete also uses the warehouses to calculate taxes. decent, the food is okay, the lodging certain, and one more person
There are few alternatives to dropping one’s goods off there, and in the ranks means a greater chance of leaving the next war alive.
limited storage room in the bazaar itself, so the warehouse factors
record the goods and declare a tax on behalf of the king. Some Adventure Hooks
factors are corrupt, some are fair, some lax, and careful merchants Here are a couple possible adventures in Grimsete.
make sure they know the factors they deal with.
Rebellion: Two of the lesser kings, acting together, have surprised
Most smaller goods go untaxed in Porreth Bazaar, despite the Gwalter ap Dagda and besieged Grimsete and the castle while
law that anything sold for a certain amount or more be reported. the bulk of his armsmen deal with an incursion by horned demons
Just in case, the king has shrewd agents who wander the stalls, many miles north. The kings have refused to obey Gwalter’s
keeping their eyes peeled for anything that the king would want to commands despite his right of rule. Together, their armies
know was being traded in Grimsete. Sometimes such objects are outnumber the remaining men Gwalter can field from his local
confiscated, sometimes confiscated with compensation, sometimes garrison, and he hasn’t been able to get word out to his forces
they are taxed, and sometimes they are ignored. Not that it’s too elsewhere, or his still-loyal kings. Gwalter is a fierce warrior and a
difficult to trade without attracting any attention, which is the skilled tactician, but even he can’t beat a force four times the size
preferred option for grave robbers, thieves, and other “treasure of his that also has the advantage of preparation. Gwalter needs
hunters.” some help, which is where the players’ characters come in.
Argoel Artaith: Argoel is an ancient witch. Her age and provenance Most simply, they can slip or break through the siege lines to bring
are unknown, but her tinted skin and her strange magic mark her word from Gwalter to some of his manned outposts. Alerting
as foreign to Maedoen. Sisters Gan Creadigeath used to visit her enough soldiers means that the two kings trying to depose Gwalter
often to inquire about her methods, but she rebuffed them all and will end up trapped between a new army and the hard walls of
now they keep away. People whisper that she came from a far land Grimsete. More directly, the heroes could seek out and kill or
and took a new Maedoen name, and they are right. But she never kidnap the two rebelling kings. Gwalter would prefer to have them
speaks of her past. alive, because it would be more politically advantageous to defeat
and chastise the kings than to kill them and have them be replaced
The witch makes and sells potions, tinctures, salves, ointments, by revenge-minded sons. Still, either action will end the siege.
and other mixtures, all with special properties. Many of them are
simply for healing, but they work surprisingly well and sometimes The heroes could also supplement Gwalter’s army with diplomacy
even leave no scars. Some of her oils do other things, like speeding or creative warfare. The shee in Porreth Bazaar may be willing to
the growth of plants, strengthening woods or metals, or bursting sell military aid for some price, who really knows? And the potions
into flame when opened. For her concoctions, Argoel Artaith is of Argoel Artaith could do interesting things to a besieging army,
constantly ordering myriad exotic ingredients, including quicksilver, especially when catapulted on top of them en masse.
gold, silver, cinnabar, and many rare herbs. She pays well for them,
and never seems short of coin or barter goods. Theft: Something of value has been stolen from Grimsete Castle,
and it’s time to catch the thief. Emlyn Steward is certain that the
criminal did not have time to leave the city before he shut the
page 146 | Chapter 7: Maedoen
gates and stopped letting anyone in or out, and that there was no Population: Sparse. Not only are there no villages nearby, there are
other way out of the castle. Tension is running high in Grimsete, no woodsmen or hermits in the woods, fields, or hills surrounding
especially as traveling merchants are losing money, people are the castle. Only a few animals (few enough for the scarcity to look
getting hungrier, and no one even knows what’s disappeared. If strange to an experienced outdoorsman) and the monsterous
the players’ characters want to leave, they’ll have to sneak past all cythraul live here.
the king’s guards (and the two small armies that have since settled
in outside the walls, if you want to combine this with the first Economy: There is no economy since nobody lives here, but there
scenario), or find the thief. is a great deal of arable land and old growth wood not being used
for anything here. The hills even contain decent quantities of
But what’s been stolen? It could be something as straightforward copper, tin, and iron. Reclaiming this land could make anyone who
as a great treasure. Perhaps it’s the Heart of Grimsete, something managed to secure that claim fairly wealthy.
Gwalter would certainly want back, and he wouldn’t want any
more people than necessary to know it was missing. On the other Important Entities
hand, the stolen object might be a private message from Gwalter, The only important entities here are the monsters, with one
giving away the king’s intention to do away with the lesser kings or disturbing exception, the Womb of Cythraul…
weaken the Gan Creadigeath, neither something he would want his
targets to find out. Local Authorities
None. Anyone who could have kept the peace has been chased off
Vendors and Dealers: Surprisingly, there is one, but he’s not the
The honest scale can be used for mere weight, and is never wrong, friendly neighborhood grocer, or even the sleazy skinflint visiting
but the person using the scale can state what quality it is to weigh. merchant. He’s something else.
The honest scale then compares the relative values of that quality
in any two things set upon its yard-wide scale plates. This could Old Eryi looks like a weak and weary old man. He is hunched over,
be the monetary, philosophic, historic, or military value of most with a roughly-trimmed beard, and the clothes he wears have been
items, or even the morality, cruelty, or worth of people. The scale is cobbled together from a half-dozen different shirts and pants. The
always as right as it can be — some things are governed by chance, trader speaks haltingly, as if he were always taking a moment to
and it does not predict the future. search for a better word, or any word at all. He never looks directly
at those he talks to, instead gazing just over their right shoulders.
Astalch Keystone: In the days that saw Astalch Castle raised, it was He can always be found standing southeast of Astalch Castle, at
common for wizards to enchant the foundations of major construc- the end of one of the fallen towers. Old Eryi never appears to sit,
tions. Though this is no longer as common, the keystone of Astalch lie down, or sleep, and anyone dealing with him is never attacked
was so enchanted, and it retains that magic. Someone trying to by the cythraul.
repair Astalch Castle will benefit from it: the work crews will work
faster, tire more slowly, have fewer accidents, and ask for less pay. Concealed among the tumbled stones are what he has to trade:
All in all, the repair would take about 25% less time than usual. many of the minor treasures of Astalch Castle, from small gems and
pieces of jewelry to age-old cutlery and the ancient Astalch crest
Removing the keystone from the castle to use in the foundation of from above the hearth. He’s perfectly willing to take all forms of
another building would give the same benefits to that project. minted currency, raw precious metals, or other valuables. Eryi puts
especial value on books, and a trader braving the forest to bring
him current written materials could make a killing.
Notes:
Regional Monsters
The gweithraul has an extra forearm and hand at each elbow.
The cythraul are white humanoids who hate all human life. They
Each forearm has as much freedom to move as a human’s single
are truly creatures out of nightmare, looking vaguely human, but
forearm does. All its fingers end in wicked, barbed claws that
with elongated features, and always some aspect that is entirely
are as good for tearing flesh as they are for grasping objects.
alien. They are barbaric and insane by human standards, but not
Gweithraul are, roughly, the worker caste, though they are as
stupid, and only the simplest will attack without considering
terrifying in combat as most cythraul.
acquiring an advantage or kill without thinking about taking a
prisoner.
The gweithraul possess tough skin, granting them the equiva-
lent of leather armor for D6 points of protection. In addition,
Cythraul have a limited hive mind. At times, individual cythraul
due to their unusually tough nature, they receive ×2 HP, rather
“check in” to the communal mind. At that moment, the cythraul
than ×1.5.
has the perspective and memory of the entire race, and it updates
the hive memory with the individual’s experiences since the last
WAT: The gweithraul are capable of using standard weapons,
communion. Though cythraul can stray from the hive’s goals over
but usually have no need, given their many, scary appendages.
time, they naturally check in every week or two, which reinforces
Their hide is useful in creating armor, and when incorporated
an individual’s communal responsibilities and sets it back on
into armor or shields it grants a +1 bonus to either.
course. A straying cythraul would have to subdue its natural urge
to connect with the hive consciously, which gets harder over time.
the land can’t be anything but good, and there is potentially more
Some specific aspect of the cythraul’s inhuman features marks long-term wealth involved if they can claim the castle as their own.
them as belonging to a certain caste, determining rough pecking
orders and responsibilities. The cythraul womb described above Campaign-style: Here, the game focuses on the threat the castle
has the ability to change a cythraul from one caste to another, and presents for more than a few sessions. That threat probably looms
even to devise new castes for specific purposes. The cythraul in over the rest of Maedoen, as the cythraul are just now beginning
question must spend a half-hour stationary in the womb’s glow to to explore the world outside their castle. Those small villages have
complete the transition. Three sample castes follow, though there probably been destroyed, and the plague of fiends is spreading.
are certainly more. After building up to an assault on the castle over several sessions,
the heroes go in to stop the cythraul and save the world, or die
Adventure Hooks trying. All the treasure from the previous two options is there, but
Astalch Castle is, itself, a giant adventure hook. Still, there are a the characters can also become nationwide legends.
couple ways for players’ characters to treat it.
Raid-style: Get in, get stuff, get out. This is the classic dungeon-
delve, where the heroes know that there are both monsters and
treasure, and they’re determined to fight the first and take out the
second.
Notes Notes:
Aniathraul have no eyes, possessing only deep black voids Draigthraul are taller by a foot than the average cythraul, with
where the ocular cavities should be. Further, their fingers are more massive bodies and very evident, very white fangs. They
about twice as long as a normal human’s, with an extra set of are immensely strong and skilled at unarmed combat (their
joints. They are very dexterous, and they can create strange, natural way of fighting) and combat with all sorts of weapons.
razor-sharp ivory needles and scalpels out of their own flesh in When a draigthraul chooses to run, it can match a horse for
an instant without apparent pain. The aniathraul are the wizards speed. Draigthraul are one of the many cythraul war castes,
and mad doctors of the cythraul. They wield terrifying magic effectively designed to battle and kill living creatures of all kinds.
completely foreign to druids, and it is they who change human By grabbing and biting a living or recently dead opponent, the
captives into tortured weapons, tools, and playthings. monster can drain some of the victim’s blood and regain some
vitality. Draigthraul who do this gain a ruddy cast to their white
These horrid monsters have extra attacks, even occurring in skin until they have not consumed any blood for at least a day.
the very same phase as the primary attack, capable of turning The draigthraul are superhumanly strong and quick, capable of
foes into… just about anything. The first extra attack is always attacking up to three times in a round.
a malediction effect (modify ability; NN 6; –3 to ability), mani-
festing as a force that warps some facet of the target’s physical *Special attack
body, reducing ability checks in one of the following: Agility, A draigthraul can leech life force from a victim like a vampire, but
Fortitude, Melee Weapons, Perception, Ranged Weapons, must first grab the victim. A contest of Unarmed ability between
Unarmed Combat, Willpower. the monster and its opponent determines whether the target
has been grappled. If the monster wins a second opposed roll,
The second extra attack can transmute the target into the grappled opponent is pinned and unable to evade until he
something else, even an ordinary object (e.g. the target is breaks the hold. The monster can then drain his blood, sucking
temporarily changed or part-changed into a cabbage or out 3D10 points of Fortitude DP, bypassing all active Defense
cauldron or candle). This is Alteration magic, but its game effect and armor. Use an opposed roll each round to see if the target
is Affliction, Stun (NN 12, see Chapter 4, Afflictions). breaks free of the hold. Vampirism can bring a target below
zero Fortitude. Whatever points are drained are added to the
WAT: These monsters can conjure almost any sort of equipment draigthraul’s HP, restoring its health up to its maximum. Note
needed. The brain of an aniathraul, if pulverized and eaten, adds also that the attacker gets no active Defense while grappling.
2D12 to Willpower DP for one week. Most mortals cannot Also, the draigthraul cannot make extra melee attacks when
stomach such a feat, and the very attempt causes 12 points grappling.
of damage directly to Fortitude, causing unconsciousness for
one day per point exceeding that score. Once awake, the user WAT: The draigthraul prefer the flail (+3/+2 harm/init bonus),
can evoke psychogenic powers mirroring any standard magical or the combat axe (+2/+1 harm/init bonus). It is not unusual to
effects. discover one of these monsters was carrying an item possessing
magic effects, or some permanent bonuses to harm or armor of
D4 strength.
The Mage College (Octocirculi Academy): Several tall towers like Relics and Treasures
twisted candles and long stone buildings connect to form the only Traveling Staves. The leader of the Guardians’ Guild crafts magic
school of wizardry in the land. The college is also the site of the items that he calls traveling staffs (or staves), fashioned after his
Annual Council of Renewal. The council, usually hosted by Bertran own original, the powerful Jaunt Staff. Travelers holding a traveling
Forthwind at the Mage College’s amphitheater, is one of the few staff, and possessing a basic rank in Arcanum, can usually find their
times that the Gan Creadigeath trots out the Eldritch Man to read way through unsettled lands without getting hopelessly lost. The
poetic tales of their alliance. This is also the only time each year staves’ magic helps guide wayfarers toward their destination so
the Kings of Maedoen gather on neutral ground to reaffirm their long as the place is adequately named and described. Each staff
mutual bonds. has a painted, hollow, sphere-shaped bauble affixed to its top, with
a scene depicting symbols of the place to which it is attuned.
The Equinox Portal is housed inside a large building near the
central mansion, and is heavily guarded. Twice each year, there’s a Vendors and Dealers
ceremony to herald the opening of the gate attended by delegates Within the town are the following: ale houses; armorer (with armor
from the kingdom, as well as warriors and mages. Nobody knows from several realms); apothecary; an actual bank, owned by Virgil;
who, or what, will come through the gate at those times. The blacksmith; boatwright (a river runs next to the town, and into
rift shifts from one realm to another, the place predictable only the forest); bookshop with books from all kinds of exotic places;
by augury. The exact place follows an unpredictable pattern, as coffee house (for the intelligentsia of Crossroads, and visiting
dictated by the dreams, hopes, and fears of humans on Earth. The sages); college (with its striking spiral towers); fishmonger; falconer;
destination is always somewhere on the outskirts of settled lands gambling house; lapidary (needed when gem-laden adventurers
in Ainerêve, and therefore is inherently dangerous. Some travelers come back from dungeons); general store; horse trader; many
Duchess Sibyl (Crossroads) The Duchess understood the value of good alliances and
Occupation: Duchess relished the power the marriage afforded her, despite the
Race/Gender: Half-elf female common knowledge that Duke Verurteilt was a fool. She
confidently expected Verurteilt to undo himself sooner or later,
Abilities: which, gratifyingly, he did forthwith. Her subsequent friendship
Animal Handling D6 → Riding D6 + Hunting D4 with Virgil and Bertran Forthwind was fortuitous, allowing
Arcanum D10 → Wards D10 {DP 20; 40 with Guardian Brooch} her to secure the land the Duke had claimed, building it into
Agility D6 {DP 6} Crossroads as it is today, and affording herself a unique amount
Fortitude D8 {DP 8} of power and prestige among the lords of Maedoen. She was
Healing D10 appointed proxy of the Eldritch man, in the protection of the
Influence D12 → Persuasion D12 → Forge Alliances D10 borderlands of Meath, and therefore granted the aid of Nathal,
Knowledge D12 → Court & Politics D12 → Heraldry D12 a Seelie Emissary of the Gan Creadigeath.
Melee Weapons D8 → Knife D8 → Dagger D4 {DP 20}
Perception D8 → Investigation D6 + Notice D6 Equipment:
Ranged Weapons D10 → Crossbows D4 Dagger of the Moon (2D10, 20 EP), capable of activating the
Talent D12 → Handicraft D10 → Sewing D12 + Weaving D10 spells Full Body Illusion and Illusory Attack, like a wand. Magical
Willpower D12 → Versus Persuasion D12 {DP 24} azure cloak (+2 DR as shield, before Active Defense). Staff of
the Unsettled (3D12, 24 EP travel staff, capable of Teleport Self
Notes: and attuned to Crossroads Equinox Gate). Guardian Sigil Brooch
Duchess Sibyl is tall and regal, usually seen wearing beautiful (legendary, persistent magic, Boon, doubles Arcanum DP;
flowing sapphire gowns and valuable but understated jewelry attuned to Duchess Sibyl only).
(one item of which, a garnet ring, is the focus for her Arcanum
Defense Pool). She has a keen mind and is a good judge of Treasure:
character, which is why she was fairly certain she’d be soon The Duchess possess all of the riches of her station and also the
stepping into her late husband’s role. heirlooms of her late husband. Value of cash assets is easily two
hoards: 2000–20,000 coins worth.
Nathal (Crossroads) hair (matching his scintillant armor), fair skin, and golden eyes,
Occupation: Gan Creadigeath Seelie emissary, adventurer earning him the appellation “The White Lion”. He represents
Race/Gender: Elf male the Seelie Court as a liaison between the shee and the druids
in Crossroads, and presides over the annual Council of Renewal
Abilities: between the humans of Maedoen and the Tuatha Dé Danann.
Animal Handling D8 → Hunting D8 + Farming D6 + Riding D8 + The council is a tradition that began with the pact made by the
Training D8 earliest human with the natural creatures of the land, which
Arcanum D10 → Wards D10 {DP 20} established the Dagda Priesthood.
Agility D12 → Acrobatics D10 → (Balance D10 + Evasion D8 +
Tumbling D4) + Reflexes D10 → Reaction Time D8 {DP 62} Although Nathal has no quarrel with Mali, leader of the Gan
Fortitude D6 → Athletics D6 + Quick Recovery D4 {DP 16} Creadigeath, he deeply questions the legitimacy of the matri-
Healing D8 → Animals D6 + Humanoids D4 archal order. His mother Titania was a party to the treachery
Influence D12 → Persuasion D12 + Sense Motive D12* that destroyed the older, male, druidical order of Cernunnos.
Illusion D12 → Create D10 {DP 52} He was also there centuries ago when his father decreed that
Knowledge D10 → History D8 → (Meath D4 + Gan Creadigeath the Cernunnos bloodline be honored by making the son of Mab,
D4) + Religion D6 → Áes Dána D4 + Survival D10 → Forest D12 daughter of moon goddess Arianrhod, the first Eldritch Man
Melee Weapons D10 → Knife D6 + Sword D8 → Long D6 {DP (which has proved to be a curse to those who hold the “honor”).
30} Nathal knows that Mab has since joined the Unseelie Courts
Ranged Weapons D12 → Bow D10 → Short D6 + Crossbow D8 planning retaliation against his father Oberon.
→ Hand D6 + Thrown D6 → Knife D4
Talent D12 → Performance D10 → Harp D8 + Singing D10 Despite the shee’s tumultuous history, Nathal is not a
Unarmed D10 {DP 10} proponent of their leaving Maedoen for another fabled realm
Willpower D10 → Resistance D8 → vs. Mind Control D6 {DP 24} deemed their homeland, and therefore shuns pilgrimages to
Adweth Hill. He thinks the foretold exodus is a misreading of
* Alternative speciality placement legend, and that the realms can be made to be their heaven
with enough vision. In this he finds an ally in Mother Mali,
Spell Repertoire: because she would like to see integration between the human
Arcanum: Learned: Demon Trap, Ward of Minor Protection. culture and shee.
Illusion: Learned: Chameleon, Illusory Attack. Mastered:
Dreamscape D8, Cone of Silence D6, Minor Illusion D10, Audio Equipment:
Illusion D6. Sword of Fae Might +4, bypassing mundane shields and armor
on a roll over 13. Magic Breast Plate and elven chain armor
Notes: 2D8. Cloak of Invisibility (20 energy points).
Nathal is a high elf and one of the Shee nobility, a son of
Titania — daughter of the Goddess Danu, Queen of the Fair Treasure:
Folk of Meath. He is kind hearted and soft spoken, but of steely Carries only a few coins (20–200) with him; has a hoard, 1000–
resolve when facing evil and injustice. He is tall, with platinum 10,000 coins value in gems and “arboreal” art, in domicile.
Treasure:
Betrand keeps only a few items on his person, like his wands,
and little to no coinage. The college itself, however, is a practical
museum of strange and dangerous artifacts, the value of which
is indeterminable. A thief may loot the treasury of the college
and come away with several hundred thousand coinage worth
in wealth, with 100% chance of 3D12 magic items in the haul
(many cursed), but it’s unlikely any but the most legendary
footpads would ever make it out alive.
Description borders; on the edge of the unsettled lands, or beyond. Often, they
Psarmorum is home to racial and religious purists descended from are not quite human. Many of them have strange eyes, hair, or skin;
the Templars and pilgrims. They derive their magical strength usually, a unique tribal trait. These tribes are universally heathens
from their unrecognized demon blood, and worship Sol Invictus, in the Templars’ eyes. The people of Psarmorum and these barbar-
whom they call the Lord and the one true god; but who actually is ians war often, and on great scales. They are one of the reasons
a powerful demon, Baphomet. The government is headed by the that the Templar Knights and their armies, much larger than those
Grand Master, and strongly influenced by the politically powerful of Maedoen, have not crushed their Celtic enemies.
Geography: Geographically, Psarmorum is bounded on the west by protecting a group of several thousand on a long pilgrimage from
the Orllewin Sea. This is the Maedoen name, which the Psarmorum France to Jerusalem, somehow found themselves in a new and
settlers eventually adopted, having originally named it after different land instead. Separated from the world they knew and
an ocean of Earth. From there, the nation is structured much with no way back, the knights organized the “immigrants” in order
as France is, with coastal plains giving way to hilly forests and to ensure survival. That began the pattern of government by the
mountainous terrain in the south and southeast, although none Poor Knights of the Faith that continues to this day. The Knights
of the landmarks are specific analogs to those on Earth. In the claimed the new land for civilization, named a Master Templar
center, between the plains and the forests, is a small desert area of the region and a provisional bishop (pending approval by the
with several small, fertile valleys. There, the first settlers of the area Pope), and went about making the land livable. After a century or
found an abandoned city that reminded them of their destination: two of defending themselves against the nightmares of Ainerêve
Today, it is the site of the new Temple Mount. (records are vague), the Templar Knights named the land with
some forgotten Latin tag as a sign of piety: this name soon was
As one travels farther south or north, the land becomes less settled shortened to Psarmorum. They raised their master to grand master
and more dangerous. There are strange, ungodly things; monsters and decided the Pope’s approval was implicit, accepting that their
and abominations that hunger for the flesh or dreams of man. Ships separation from France and Rome was permanent. The nation
that sail too far out to sea, beyond the small and desolate islands flourished, growing mighty in battle and strong in faith; its priests
off the nation’s coasts, do not return. The Istigh Sea is unnavigable working miracles and its leaders advised by angels. So far, the war
because of maelstroms and monsters. Only to the west do of two hundred years with Maedoen is just a grace note on the
the settled lands continue, and then they become significantly nation’s already long history.
is thought, by the uneducated, to be a gateway on Earth to both Temple Mount, are not so simple. The outer circle of Psarmorum’s
Heaven and Hell. Wiser heads know that it is a place of frightening elite — low-ranking Templars, nobles, ecclesiastics, those holding
magic, which serves as passage to the heathen nation of Meath, office — know more of the nation’s early years. Angels and archan-
and contains gateways to Heaven and Hell. gels of the Lord came to the knights and pilgrims lost in a strange
land, offering blessings, aid, and guidance in founding a new nation
and renewed church in Ainerêve. As part of this aid, these celestials
shared their essence and nature with the Templars, imbuing them
and their children with the heavenly strength and righteous power
needed to combat the strange enemies that assailed them. The first
generation of half-angel children were called the Nephilim; they
were trained by the angels to be guardians of the realm. Legend
has it that they still live, and patrol the far reaches of the land,
guarding it against incursion. The Church Celestial, whose colors of
gold, red, and white fly above Psarmorum’s cathedrals and armies,
was but a change of lineaments for the old church, since it made
sense to use new names and forms of worship for a fresh start
in a new land. The holy trinity of Sol, Luna, and Astra (sun, moon,
stars) is much as it ever was. Celestials (angels to the unlettered)
Men who ply the river in quieter waters share tall tales inspired by After many centuries in which a nation developed around the order
the horrible rapids and white waters the mountain river men must and its practices, these offices have changed somewhat. Templar
face. Many of the stories aren’t too far off the mark. knights no longer have to swear to poverty and chastity, and all
but the most skilled buy their way into the position with some
Pont Glorieux. Facing the Forest of Meath to the northwest, financial gift to the Temple Mount. They serve Psarmorum as the
upriver from the unnavigable Istigh Sea, sits the Pont Glorieux, the army’s generals (the least experienced knights occasionally serve
glorious bridge. Massive, raised of smooth and polished granite as lower-ranking officers, but never lower than lieutenant colonel).
and trimmed with marble, the Pont Glorieux is wide enough for About half the nobility belong to the Order of Knights, and the
one hundred men to cross abreast. Massive walls and two strong grand master is the head of this order, though he is rarely the most
garrisoned towers protect the west end of the bridge from assault. martially capable.
The bridge was named not only for its physical magnificence but
also for the ambitions of the grand master who commissioned it.
It is the eastern end of the Safe Road through Meath, originally
meant for a triumphal mass invasion of Maedoen. Other threats to
Psarmorum and internal politics mean this has never taken place as
envisaged.
The Temple Mount is a busy place, and nearly everyone who lives
Equipment:
there serves the vast bureaucracy in some way. Templar factors
Chartres IV has access to many weapons, but only trains
organize the purchase of food for the city and for the many
regularly with a longsword, and fences in several styles for
beasts of burden that the town uses. Local farmers only produce
exercise. He usually carries a fine grade longsword (+4 harm
enough in a year to feed the city for a month. The order demands
bonus, +2 init bonus) and a Medium shield (+1). He wears a fine
a standing tithe of any and all surplus from the other farmers
set of mail, embellished only slightly to distinguish his rank (2D6
of Psarmorum. Those who tithe most earn payment from the
armor).
Templars’ deep coffers and favor from the order, assuming they
aren’t already in financial or social debt to the Temple Mount and
Treasure:
the grand master.
As a Grand Master he has access to the full treasury of his
nation, but chooses to live as simply as his station will allow.
Much of the Temple Mount’s economic strength — besides being
the capital city of a powerful totalitarian government — comes
He has an attunement with mystic forces (Arcanum D6) but
from the debt that all businessmen incur as a matter of course. As
knows no spells and has not developed any of this raw talent.
the only legal armed force in Psarmorum, the Poor Knights of the
Faith take it for granted that their knights and sergeants will escort
merchants, pilgrims, and other travelers to protect them from Important Entities
bandits, heathens, and the abominations that never quite seem Grand Master de Chartres IV: The grand master is not a large man,
to go away. While no traveler is forced to accept this protection, and does not impress people with his image, size, or appetites. He
those who don’t really are in some danger (and may be looked doesn’t dress ostentatiously, wearing the simplest clothing that
upon with some suspicion). The Templar Knights see this service befits his rank as ruler of the nation. In fact, in company with other
as a duty, but do claim restitution for it. Knights Templar, Templar Masters, and nobles, he might seem
the least impressive — but only until he spoke. De Chartres IV’s
voice carries a tone of command that is unmistakable, his personal
presence is intense, and he is difficult to disobey.
Bishop Mallory: Philip Mallory was the third son in his noble family,
Equipment:
and was expected to join the Order of Knights, or, given his status
Bishop Mallory usually wears his formal robes in public. He
as a late child, the Order of Sergeants. The good Philip disap-
generally carries a knife concealed within the robes. The bishop
pointed his father (but gave his pious mother great joy) when he
carries a treasured Mitre staff when in public, which halves
joined the Order of Chaplains instead and worked arduously, and
Invocation NNs. Mallory has mastered all Life sphere spells
without much thought for his family’s advantage.
at D8, but none from the other spheres. While he does not
usually use his Mitre staff as a weapon, he can if necessary. The
Philip Mallory is a truly pious man, and it was his devotion to the
staff has a heavy gold headpiece, but is not really balanced for
Sun Lord and, moreover, to his flock that earned him the accolades
combat (2H, +2 harm). The bishop is not bellicose in nature, and
and respect that escalated him to the office of bishop. He often
while he can fight, he generally chooses not to do so.
comes up with new and creative methods for helping spread the
word and increase attendance and general piety. Bishop Mallory is
Treasure:
less interested in alleviating worldly troubles than he is seeing to
Has access to thousands in coins and gems, but all of it is used
everyone’s afterlife.
for the needs of the church.
Mallory can cast any Invocation spell, but has not mastered
Local Authorities
those of the Nature sphere.
Sergeants of the order provide the city’s police presence, led by the
knight Vernon de Cadeaux, cousin of the current grand master. The even such a city can’t avoid a few places that earn notoriety or are
central offices are within the walls of the cathedral-fortress, but known across the land.
Vernon keeps secondary offices in the city’s densest section, where
he spends most of his time. Sergeants serving as police wear chain Mont de Déité: commonly called the “Mountain of Sol,” it rises
shirts and arm themselves with short swords and batons. They are upward from the hills around the Temple Mount to about a
quite skilled at urban warfare and can draw from the city’s stores mile and a half. Mont de Déité is neither particularly steep nor
of spears, long swords, and crossbows in little time. treacherous, so its summit is achievable, even if a somewhat
arduous trip. A small official monastery of the order’s chaplains
Noteworthy Landmarks rests atop it; a common destination for pilgrims who already live in
As the capital of Psarmorum, the Temple Mount is the most the city of the Temple Mount. (Pilgrims from farther away would
homogenous city of a nation that works toward homogeneity. Still, rather visit the fortress-cathedral itself.) It is not a destination for
Lay Brothers Hostelry: This sprawling caravanserai sits at the edge The original building, donated by heirless noble Charles Picaud,
of the city. It manages to stay open despite its name mostly by rests near other nobles’ homes on top of the low Argent Hill; it
paying hefty bribes to Vernon de Cadeaux, which it can afford contains the portraits and accouterments of the city’s first Templar
because it’s so very popular. It puts up entire caravans of goods, Masters in Ainerêve. The second building is entirely dedicated
cleaning and feeding the mounts and making a decent living that to De Herriot, the Templar master who had the strength to
way. But the location is really known because Talebot and his staff declare himself grand master. As time went on, and individual
simultaneously run the most extensive brothel in (if barely in) the grand masters tried to buy remembrance and entire buildings by
city of the Temple Mount, and maintain an extremely strict policy increasing the museum’s funding, the Walk of Ages grew. At its
of silence and studied ignorance. Even a chaplain can have a good predicted rate of growth, and if the architects continue to insist it
time there without concern for his good name. be perfectly straight, another few decades will see it piercing the
city wall.
Seervall Cathedral: This cathedral is the largest house of Sol outside
the fortress-cathedral itself. Constructed from a rosy-white stone The relics have survived countless raids and looting attempts
quarried in distant unsettled lands, it is a unique and recognizable because of the strong ward magic in the halls. Those who attempt
building that rises above its neighbors and, indeed, most of the to plunder its halls may even face demons. Baphomet oftentimes
city. It is from here that Bishop Mallory directs the city’s religious protects his antiquities better than his living subjects, and stations
life, which encompasses a lot of what goes on every day. He powerful celestial guardians in the Walk of Ages during times of
remains bishop at the grand master’s whim, and consults him often, trouble.
but makes up his own mind on spiritual matters. Even if he were
gutless and not in control of his own teachings, though, Mallory Sol’s Sheath: About ten miles outside the city, north by northeast,
could exert a great deal of influence over the inhabitants of the city lies Sol’s Sheath, so named because it is where Psarmorum rests
of Temple Mount. the blade of its military. It is a tract of land seven miles square, of
mixed hilly, wooded, and flat terrain, surrounded by several miles
The cathedral’s interior, all of its pews, and its altar are carved of buildings. These house soldiers both fledgling and veteran,
entirely of the same pale red stone that makes up its exterior. The who use the land set aside for marching, training, war games, and
many hangings that adorn its walls display scenes from holy writ honing their skills. A portion of the army stationed here is ready to
or from the history of the Knights Templar, and it contains several defend the city and the Temple Mount at all times.
holy relics for devout worshippers and pilgrims to view. The pipes
of the great instrument Merlion’s Organ are a shining white. Sol’s Sheath consumes copious quantities of food and material,
People believe the pipes to be made of white gold, the bones of a though it supplements these by using recruits to till its own fields
dragon, a special metal stolen from unsettled lands, a gift directly and grow its own crops. It is one of the main sources of weapon
from Sol, or several dozen other possibilities. Since Merlion’s and magic training (at least for offensive magic) in Psarmorum.
Organ is over two centuries old (older than Seervall Cathedral, and
retrieved intact from an earlier house of Sol demolished in a war) Relics and Treasures
and its maker long since gone to the Celestial Realm, the truth is As a repository for many of Psarmorum’s holy relics, the city of the
anyone’s guess. Temple Mount and the Temple Mount itself contain many treasures
— but few for the taking.
Walk of the Ages: The Walk of Ages is a long and perfectly straight
walkway lined with elegant buildings on both sides. One terminus Cupola of the Temple Mount: This is the golden dome that now
is in the city’s most noble (and expensive) district, and the other is caps the Grand Cathedral within the Temple Mount. Though few
currently near the city wall. A covering of gold and glass covers the know it, the cupola was constructed for the first temple in the first
walkway along its length. Temple Mount of Ainerêve. Despite its age, it is structurally intact,
and has been integrated centrally into every rebuilding of the
This is the Templar Knights’ official hall of history and historical Temple Mount’s internal house of Sol. There are obscure stairs at
artifacts, not counting those relics of religious import (which are the top of the cathedral’s central tower that allow the grand master
kept in the Seervall Cathedral or the Temple Mount itself). It is over and his closest advisors to access the cupola.
three miles long at present, and has been growing for centuries.
All the buildings on either side of the Walk of Ages are part of the
Gleipnir, the Mad Wolf’s Ribbon: The Mad Wolf, the legend goes, Shinbone of d’Echallens: One of the most lauded and remembered
was so strong that no chain could hold it — but the enchanted grand masters in Psarmorum’s history, Marlon d’Echallens was a
ribbon Gleipnir did. Legendary Templar Aloin de Ridefort returned skilled orator, politician, and general. He reformed the nation’s
with Gleipnir and its legend from parts unknown, and presented nobility, cleansing their ranks of the worthless and corrupt, and he
the scintillating ribbon to the then grand master at the ceremony inspired the people with his words and his noble ideals. He is best
that welcomed him home. That man, Jullien Pinault, promptly known for completely restructuring the order’s military. (This is his
bound Aloin with it, declaring the knight a traitor and puppet greatest legacy, but perhaps also the nobility do not wish folk to
of Satan, and Aloin met his end on the execution block. Pinault remember that they needed to be culled.) d’Echallens incorporated
himself was shortly thereafter deposed and executed as a madman the use of prepared enchantments and active magic into the
and demon worshipper. army’s tactics for the first time. Owing to his changes, individual
companies now include two to five members proficient in the
The Mad Wolf’s ribbon shines iridescently, and its texture is that magical arts; quartermasters equip the troops with charms to ease
of fine silk. Binding a person or thing with this ribbon renders that marching and ward against diseases like trench foot and dysentery;
person incapable of escape or resistance. Even a symbolic binding, and officers learn how to field their company arcanists. Much of
like tying the ribbon around a person’s wrist, is more effective than d’Echallens’s work was to convince the order and the people of the
imprisoning someone with dozens of heavy chains — the person still-young nation that not all magic equated to worship of demons
cannot flee, remove the ribbon, or fight back. or foul sorcery.
The artifact now rests in a chamber along with many other arcane d’Echallens was the first person elevated to sainthood by the Poor
objects foreign to Psarmorum’s faith. Presumably, the Mad Wolf Knights of the Faith once the Grand Master de Caillaux and Bishop
is no longer bound, but this is a matter for the faraway land from Poincare agreed that they could do so, failing any communication
whence it came (which Aloin suggested was on the brink of a war from the Pope. This was several hundred years ago.
of great scale). It is known that Gleipnir has an additional power:
when the correct three esoteric knots are tied into the ribbon, it Since then, various parts of d’Echallens’s body have appeared
summons a massive, devilish wolf with smoky eyes, fetid breath, across Psarmorum. Some are no doubt fakes, made up by
and stiff hairs sharp as razors. charlatans who charge money for the viewing. Several monasteries
The wolf obeys the one who holds the ribbon, performing any claim a bone or piece of preserved flesh from the saint’s body,
tasks requested with a great deal of cunning, and disappears after and have thus become greater attractions for pilgrims. This relic,
twenty-two minutes. For the most part, this artifact is considered the shinbone of d’Echallens, is real. Kept in one of the grandest
unholy, and its use proscribed. In times of intense war or impiety, chambers of the Seervall Cathedral, the shinbone rests on silken
this proscription does not always hold. cloth-of-gold on a marble pedestal, and it is placed nightly into the
cathedral’s strongest vault (as befits a powerful magical artifact —
To bind a person requires a grappling ability test. If the defender stealing it would not only be sacrilege but the greatest theft of the
makes the roll, the combatants experience a burst of light and are generation).
forced apart. If he loses, he must roll Fortitude vs. a difficulty of
Extreme (2D12), or be bound permanently by the ribbon (unless Simply looking upon the shinbone makes a person more secure
somebody else removes it). If the Mad Wolf is invoked, the in his beliefs. Most often, this simply makes a person’s faith so
following creature appears… strong as to be unassailable by naysayers, because those who
look on it are usually pilgrims. Should someone else look upon it,
for example, a Satanist or someone determined to steal it, that
The city guides aren’t blatant. Most often, if people mention that As the magical arm of the martial order, the Templar chaplains can
they’d like something illegal, the guide says, “Huh, no idea where also work miracles for the benefit of the faithful. Many of Seervall’s
you’d get something like that.” A few hours or days later (depending spells go toward glorifying Sol but it is commonly known that the
on difficulty of the request and the urgency involved), someone proper tithe can purchase treatments such as healing the sick and
apparently unrelated to the guides makes contact and names a strengthening the health of the young. Conventionally, chaplains
price or talks terms. The contact man is often carrying the goods are not present at births, but those who disregard that are also able
already for many requests, or money for the stolen object based to dull the pain of a difficult birth for a few fortunate mothers.
on the expected selling price. Supposedly, people can even get in
touch with able-bodied men and women to help with certain tasks, Church doctrine nowhere states that people are equal and deserve
like robbing a place or getting rid of a body. equal assistance. Merchants with extra money pay for blessings
on their merchandise, on the health of their beasts of burden, and
Why the generally effective city police haven’t stomped the on their silver tongues. Farmers purchase healthier crops and the
group flat like they do most lawbreakers is a common point foreknowledge to hire the best field workers. It may not be fair, but
of idle debate among those who know of the guides’ sideline it’s the way it works. Prices are high to keep demand within limits.
activities. Most assume the guides have a very effective series of
cutouts and a cell-like structure. In fact, it’s because Slim Rupert The Crossing: Henry Channing runs “the Crossing,” a large, dusty
was smarter than most people think. He approached Vernon de store at the intersection of two of the city’s busiest streets.
Cadeaux’s predecessor after his guides were in full swing and Through the small, loudly-squeaking door, a visitor finds two
made a proposal, which the commander of police accepted. The sprawling floors of shelves covered with various knickknacks.
grand master tacitly agreed to the charade as well. In short, Slim Small porcelain bowls, ivory and wood tobacco pipes, writing pens
Rupert (now Penchant) pays taxes on the guides’ profits to help inlaid with runes, odd-looking chairs, silvered mirrors in strange
fund the police. He also keeps track of the criminals the guides shapes, and many other items fill the shop. They are all magical
deal with, and the worst of them end up in prison or, more usually, to greater or lesser degree, and they are all for sale. Channing
in a shallow grave. Penchant and de Cadeaux are very careful to assigns every piece a price — generally very fair — based on their
prevent people from catching on to the ruse. So far, it’s worked. powers, strengths, ease of use, and aesthetic and material values.
He likewise buys magical objects. Although not much of an arcanist
This doesn’t mean that players should be worried about their himself, he is skilled at determining whether or not an object is
characters using the city guides for guidance. Even fencing and magical and then deciphering its abilities.
buying goods through the guides should go smoothly nearly all
of the time. It’s when they’re doing things that they shouldn’t tell Channing has an agreement with Bishop Mallory (a cousin of
anyone about — like major sabotage, espionage, robbing the Temple his) and the Order of Chaplains in general. He never purchases
Mount’s vaults, or things on that scale — that involving the guides or sells religious relics, magical or not, though he will appraise
would get them in serious trouble. them. None of the magical trinkets in his shop have any religious
associations. When a relic comes to him, his advice is to take it to
Seervall Cathedral: As with the Temple Mount, few treasure hunters Seervall Cathedral. Depending on how greedy and knowledgeable
would really want to approach the cathedral with an exciting the person is, Henry may suggest that the Bishop will purchase it
discovery. Both places are likely to simply claim it, and then work there. (He won’t; instead, the chaplains confiscate it if the person
hard to enforce that claim. Unlike the tight-fisted Temple Mount, refuses to donate it.) He always reports any such relics he sees
Seervall Cathedral is a little more flexible with what it already to the chaplains and gives information about the individual who
owns. Though they never sell a religious relic or other magical possessed it.
treasure, the chaplains in charge of the cathedral’s treasures have
sometimes found it financially advantageous to lease them. There are no reliable vendors for religious relics in the city. The
very possession of them by anyone other than the Poor Knights of
Prices range from merely gouging for the least relics to astronomi- the Faith is illegal, and the city’s police force is effective at rooting
cally exorbitant for famous or powerful religious treasures. The out any who would break that law.
cathedral is reluctant to lease to anyone not initiated into the
Templar Knights, but occasionally will (for a large increase in fee).
Sol’s Sheath offers classes in self-Defense, wilderness survival, Elise now wishes to pass on her knowledge before she dies or
and the care and use of horses. Self-Defense amounts to training becomes too old to demonstrate it. In the guise of a mysterious
with the sword and shield, though other common weapons like the woman from unsettled lands, she teaches several students her old
spear and axe are available on request. Those who qualify for (or skills. They learn how to move unseen and unheard, how to evade
purchase) riding lessons sometimes also learn the lance. Survival or bypass traps, how to pick or get around locks and doors, how to
amounts to lessons in how to find or construct shelter, and what to tell the truly valuable from the dross and to know which items can
or not to eat. be stolen without causing a huge fuss, and how to lie convincingly
to people who lie for a living (like the nobility and politicians). She
Temple Mount and Seervall Cathedral: Both the Temple Mount and is currently taking on more students.
Seervall Cathedral are interested in enlightening the populace, in
certain ways. They always need more missionaries and wandering Society of Merchants: Few traders in the city are not members of
chaplains to spread the word of the faith and the order. The Temple this inclusive society. Accepted and endorsed by the Temple Mount
Mount also trains its knights and sergeants in the arts of war, of itself, the Society of Merchants works to fix prices on all goods
course, but it sends them to Sol’s Sheath for that, or squires them across the board. The Temple Mount will only freeze prices when
to existing knights. stability is necessary. Merchants who take part prize the ability
to gouge customers, and they get away with it as long as it’s not
Grand Master de Chartres IV funds the cathedral’s program to find too bad or for too long. And the grand master’s bursars appreciate
and train any with the avocation to become Templar chaplains. To the ability to enforce the cost of grain or iron, which they do
this end, the cathedral offers training, free of charge, in reading infrequently enough that the Society considers the arrangement to
and writing, memorization, public speaking, community organiza- be a net gain.
tion, and enduring the hardships of the road; all with a focus on
scripture. Simple annual dues guarantee one’s membership in the society.
As long as a merchant follows the fixed prices, he is not ejected
Those who take advantage of such ‘free’ training, though, are soon from the group. Prices are generally set at a level to provide a
expected to assist with duties at the cathedral or its many satellite decent profit; the most successful merchants of the society,
churches around the city. They hold minor services, act as scribes, therefore, are those who find the cheapest sources for their wares.
help administer public works, or even do janitorial work. Any who Non-members who try to sell large quantities of goods in the city
slack at these duties (which begin lightly and grow more onerous) face a concerted effort to undercut prices until they leave the city
or show too little piety are asked not to return to classes. Though in defeat. The Society of Merchants can raise the prices slightly on
phrased as a request, this is a command that will be backed up by other goods to make up the difference, while individual merchants
the city’s police, if necessary. Eventually, dedicated students will do not have that option. Most often, though, free traders are met
become ordained and initiated into the Order of Chaplains, after at or near the gates by representatives of the society who offer to
which there is no going back. Before that point, many key lessons buy all they have. The price offered is usually enough to give the
are withheld, making it hard for citizens who wish to remain non-member some profit while keeping the wares profitable for the
citizens to gain much from the cathedral’s training. society. Traders from far away with rarer goods for sale can make
substantial profits from such gate sales.
Elise Brossolette, Gentlewoman Thief: Now in her early fifties and
retired, Elise was the cat burglar known only as Glisser. Thought
Of course, the Lucalla people raided the southern lands of Together, the chief and the matron are very much the alpha male
Psarmorum first, as is their way — in the end, each people finds and female of the tribe; all warriors obey the chieftain, and all
fault with the other, and they will probably continue to war until women and children obey the matron. Questioning a direction is
the end of time. acceptable, but disobedience is punishable by withholding food
and assigning hard tasks (or shameful tasks, such as requiring a
Lucalla hunter-warriors tame and ride fierce horses that they warrior to walk with the women).
capture on the wild plains of the unsettled lands, but do not breed.
Such horses often show unique characteristics — some are faster Regional Pantheon:
or more resilient, but some have six legs, have strange coloring, Lucalla people are animists and worship the “spirits” in natural
or breathe fire. The warriors ride while they hunt, and fight with and unnatural objects and phenomena. Demons occasionally
throwing spears and bows from horseback or long knives afoot. impersonate such spirits.
Others of the tribe, women and children, walk behind the riders,
gathering food and so on as they go. They travel slowly, and the Population: Moderate. There are over two thousand warriors in
warriors return to them before nightfall. Some warriors always the Lucalla tribe, about twice as many women of child-bearing age,
remain behind, circling the noncombatants, ready to race out and and about another two thousand aged or children. They spread
call the hunters back in case of attack. out over several miles while they walk, so are more likely to be
encountered as a long stream of women and children who often
Notes: Notes:
At 27 years, Balere has given birth to seven children, four of The most famed and respected warrior of the Lucalla, Ostor
whom were healthy males. She is the current matron, third wife is rare in his desire not to lead the tribe. Though most assume
of Gero, and she is anticipating another child within the year. he could best Gero, if not by much, at the annual competition,
Balere is not the strongest-minded matron the tribe has ever Ostor refuses to try. He claims his honor comes from serving the
seen; an indication of the selection method’s flaws. Her mother, Lucalla and his chieftain, not asking the Lucalla to serve him. He
Gurutze, advises Balere so much that most understand where is specialized in bludgeons (D8).
the real power lies.
WAT:
WAT: Equipment: Wears magic hide armor D6 (+1 die-rank bonus), and
Equipment: Wears hide armor, D4. Treasure: On person $100, in carries a magic warhammer (+3 threat points), capable of a jolt
domicile $800 in accoutrements and coin. of electricity when penetrating armor, delivering 2D10 threat
points. Treasure: $250 in person, $2000 in domicile.
Description the new beliefs of the Romans were quickly adopted. The changes
The vast and lush forest of Meath seems at first to be normal, in religion changed Meath. Mischievous but largely unaligned fay
with sunny and shaded stretches, hills and dales, waterways, light creatures waned in number, displaced by demons, imps, and so on.
woods, thickets, and clearings. It is a home to beautiful open They served or opposed the distant but powerful God.
esoteric. At the edges it is fairly natural, but it is an enchanted had its core in Ireland and Wales. It was then, before the faith
forest and the abode of the shee. began to spread again, that Meath’s mischievous fairy creatures
became more like the fay of those countries, and recovered their
These changeable forest denizens fit the traditional beliefs they numbers. By this point, the Forest of Meath was a vast, sprawling,
are shaped by, with most valuing cleverness and courtesy and primeval woodland filled with strange creatures and bizarre natural
despising boorishness and greed, regardless of whether they are magic. That was the last major influx of belief and imagination the
cruel or kind, grim or playful. The most powerful and stern of the forest received from Earth, although a steady trickle of fairy lore
shee rulers treat Maedoen as a plaything and mingle with its royal has added to it gradually since, helping to leaven and lighten the
bloodlines. Also hidden in the glens of Meath are the angels (celes- place somewhat.
This juxtaposition of beliefs is more than a simple accident of fate. Knights Templar. Thus, it became a bridge between the two
The first tree of Meath sprouted with the beginning of the Celtic worlds. Baphomet’s adoption of the sun god persona, Sol Invictus
religion in the region on Earth that would become Wales. As this (supposedly as Ainerêve’s name for God, but in fact from a Roman
belief commingled with the superstitions of the Celtic people, the cult) took advantage of underlying beliefs to twist Meath’s Celtic
land around the first sapling grew more fertile and the tree’s seeds Christianity to his own religion.
took hold. The strength of the belief and the widespread nature of
the Celtic religion gave the young Meath enough energy to grow. There is constant skirmishing going on in some areas of the forest.
In its youth, the forest was a dark place filled with gnomes and The angels (peris in service to Baphomet) and demons (those
goblins, full of mischief and danger; but strong, ruled over by the opposed to Baphomet), clash here in Meath as in Psarmorum,
one druidic sun god. but are united in their dislike of the shee. The two are as likely to
encroach upon the portions of the forest inhabited by the fairy
creatures as to fight each other, and sometimes make (very) brief
Notes:
Shee Lord
TY: Extraordinary
Creatures of the faerie world assume many forms: diminutive
TD: Arcane 3D8 (glamor) ~ Ranged 2D10 ~ Melee D8 ~
winged pixies, tall, almost angelic beings (not unlike the Peris),
Unarmed D4
elegant alfar, short, wizened and frightening bögges, or magical
HP: 96 (48/48) [normal, medium, preternatural; ×2]
spirits of nature (sidhe gaoithe). Some commoners describe the
DR: By armor or shield
shee as any magical creature, but it’s usually the more ethereal
ST: 3D8
creatures that are counted. Indeed, woe to the one who suggests
AR: D10
that a goblin might count among the exalted creatures of the
Tuatha Dé Danann! The shee’s glamor power allows them to
Notes:
distract or stun targets, whether for self-Defense or mischief
The Shee’s innate glamor power allows them to distract or stun
(using their Arcane dice as the opposing rolls). Shee typically
targets, whether for self-Defense or mischief. Shee typically
learn and cast spells using the Nature, Life, Illusion, and Plant
learn and cast spells using the Nature, Life, Illusion, and Plant
spheres.
spheres. As well as being more powerful, the Shee Lords tend to
be more serious than their oft-times frivolous lesser kin.
WAT:
Treasure: 100–1000 coins value in gems or “arboreal” art.
WAT: Treasure: 1000–10,000 coins value in gems or “arboreal”
art.
Imp An imp may curse its foe’s primary or secondary abilities (1 point
TY: Standard (devil) penalty per 4 points NN, rolling its Arcanum D10). The imp must
TD: Arcane D10 ~ Unarmed 2D4 (claws) ~ Ranged D6 (sling) ~ penetrate the target’s Willpower DP before the penalty to the
Melee D4 target’s ability is applied. Once the effect causes enough threat
HP: 44 points to deplete the target’s Willpower, apply the penalty.
AR: D8 Never apply excess points to the target’s Fortitude. The imp can
maintain its innate power by paying half the cost of the original
Notes: activation.
More common to the eastern end of the forest are imps and
minor demons. With few responsibilities, they can wander into WAT:
Meath to make trouble for passers-by and other inhabitants. Imps carry little to no equipment, and are usually found without
Their magic is generally less flexible than that of even minor clothes. Their ranged attacks are usually made via sling-shots,
shee, and more useful for tricks and deceptions than full glamor. but they are not specialized in such weapons, and get no special
bonuses.
An imp’s primary attack is the Curse effect, an innate power
power it can activate at will, and without any somatic or verbal Treasure: 100–600 coins value in strange artifacts, gems, or ugly
components. jewelry.
Thomas the Seneschal has charge of the moat-warded palace that Note: The GM is encouraged to create NPC stats for those in Phantos
looms near Phantos’s sanctum. As with all the devil-lord’s lackeys, not listed in the bestiary, and to scale difficulty according to the player
characters’ current strengths.
Local Authorities
Again, first in precedence is Phantos himself, afterwards a council
of priests, called the Seven Worthy Students, that serve him most
closely; next is the Seneschal. In matters of war the seneschal can
act without the seven’s approval — there is rivalry between them
as a result.
Noteworthy Landmarks
The city is a place of luxury and death; of seeming beauty on the The Palace: Shaped by Phantos’s will, the palace is an edifice of
one hand, but evil on the other — like a rose with poisonous thorns supernatural magnificence. Gleaming emerald green walls of a
and scent. glassy substance with the density of rock rise in a twisting plethora
of towers and battlements, so that the whole resembles a mass
The Dump: The city graveyard, a festering pit of rotting corpses just of tentacles or tangled roots rising in the air, or writhing snakes
outside the city — smelt rather than seen by a first-time visitor; petrified in mid-undulation. It is both imposing and oddly capti-
long-time residents are accustomed to its charnel house vapours vating, and one looking long at the towers can become dreamy and
when the wind blows from the south. Anyone who ages in the City detached, as if hypnotized by actual movement. A moat of green
of Life is evidently undeserving of eternal life. So once a person water surrounds the palace and in it dwells a sea serpent of great
starts to lose his youthful appearance (which can happen at any ferocity (see bestiary).
age after 20 for humans, but always before 30), he is accursed by
Phantos and hunted down for disposal, so the city can rid itself of Raptors’ Aerie: This tall black spire is a place of unspeakable sorcery
“trash”. The bodies dumped here are those deemed unfit to be “a where the eyes of men are put to hideous use. The tower is as
good change of clothes” for the changeling tax-collectors. dark and malevolent as the ends its inhabitants serve. Certain evil
aristocrats have the dubious honor of acting as keepers for the
The Sanctum: Phantos’s unholy dwelling, in appearance, a augmented birds (see Raptors hereafter).
columned edifice of shining white stone. It is guarded within by
seemingly angelic beings; here the Spirit Gate leads to Phantos’s Jotterthug Stadium: This is the city’s amphitheater where unfor-
own realm — and, it is whispered, one confronting him here can tunate adventurers may find themselves in a battle to the death
destroy the devil-lord if they know a certain secret (but what that with captured members of the nearby Jotterthug tribe of giants.
secret might be, none can say). In any event, the Impassable Child The stadium has something of a barbaric feel, fashioned from giant
wards the gate. blocks of unmortared stone and floored with blood-soaked sand.
The treasure awarded to victors in the Jotterthug Stadium usually
Limbo Spirits: The city of Phantos was created upon the desecrated
Goblin: Most communities dislike the idea of large, roving bands of
ground of an old religious outpost of Sol Invictus. Their high
violent goblins hanging around their town or city. But in Phantos
priest was murdered, and the priesthood hunted down like dogs.
it’s welcomed, as the goblins serve as the de facto “gate guards”.
Priests of the old religious order are killed when discovered. Some,
Common in the area surrounding the city of Phantos, the Wild
however, return in spirit form, whether through the distant agency
Goblins prevent most adventurers from proceeding too far, owing
of Sol or a magical effect of the fertile glen. These are vengeful
to their great numbers. Only the more powerful explorers make it
spirits, attacking officials of the city without mercy until contained
to the center of the valley, which suits the leaders of the city just
by powerful necromancers. These spirits are called spectres by the
fine. If some do reach the city, they can be conscripted into service
denizens of Phantos, and are rarely encountered.
or set to face the Jotterthug giants in gladiatorial combat. The
goblins are also involved in a strange sort of “horse trading”, as they
Raptors: Raptors are feared in the city of Phantos, not because of
enjoy eating horse, as do the officials of the city. Many travelers
their unceasing vigilance, but because some of the low-born slaves
will have their mounts killed on the spot, and attempting to defend
get taken away to become “Raptor Hosts”. These poor souls are
their mounts usually results in capture and jail time.
chained into a cell, their eyes carefully removed from their skulls
The four crystal jars are powerful artifacts. They act like spiritual
Leyden jars, collecting the prayers of the pious and good nearby.
Phantos uses the jars to imprison and torment the spirits, and to
charge them to near-angelic power when occasionally released to
hunt. Breaking the jars would release the Seraphim, learning the
commands would let one control them, and returning the jars to
Psarmorum (which has its own uses for them) would gain one a
great deal of wealth.
Roll D10: 1–6 main, 7–9 other, 0 other European (GM’s whim).
specified, such as cities and adventure locations, and the rest left
for you to arrange to suit your campaign. For instance, lesser and Settlement Names
less adventurous settlements can be added to the map as required.
Guidelines are given below. Here are lists of native names for towns and villages of Maedoen,
Psarmorum, and Meath. Choose, or roll dice to allocate randomly.
Settlement sizes for Psarmorum (halve for Maedoen or Meath): Mix as you like with ordinary names like Wayford, Rivertown, and
Hamlet 50–300 (D6 x 50) Hillfort.
Village 400–900 (D6 x 100 + 300)
Town 1000–6000 (D6 x 1000) Maedoen. Names are mostly Welsh; 1 in 6 is Gaelic (see Meath).
Roll D30 (or D10, and on a D6 roll of 1–2/ 3–4/ 5–6 add 0/ 10/ 20
Maedoen is moderately populated, and its settlements are small. to the result).
Roll D6 for size: 1–3 hamlet, 4–5 village, 6 town. Psarmorum is well
populated. Roll D6 for size: 1 hamlet, 2–4 village, 5–6 town. For 1 Aberlech, 2 Asaph, 3 Bala, 4 Bandor, 5 Bethgelert, 6 Bron-yr-Aur,
Meath, roll D8 for size: 1–4 hamlet, 5–7 village, 8 town. Human 7 Caereinion, 8 Caerthig, 9 Carreg, 10 Carystwyth, 11 Cenan, 12
settlements are few, near the edge of the forest, and all hamlets. Clywedog, 13 Colwyn, 14 Conwy, 15 Dolwythelan, 16 Ernarvon,
If the settlement is elsewhere or larger, it is a Fay community or 17 Ffestiniog, 18 Hlanberis, 19 Hlanvair, 20 Hlangollen, 21
encampment, and probably hidden by illusion at least. Hlechweth, 22 Mawthach, 23 Morva, 24 Neath, 25 Powis, 26
Rhuthlan, 27 Rhyl, 28 Ruthin, 29 Talley, 30 Tegid.
General notes. Assume an average of five persons per dwelling
place; one tradesman (blacksmith, brewer, carpenter, hedge wizard, Psarmorum. Names are French. Roll D20, and on a D6 roll of 1–2/
etc.) per 150 population; and one inn or tavern, plus one shrine or 3–4/ 5–6 add 0/ 20/ 40 to the result).
temple, per 200 population. Hamlets tend to centre on one activity
(farming, fishing, forestry, hunting and trapping, mining); villages 1 Aigueze, 2 Ansouis, 3 Arc, 4 Auvillar, 5 Balazuc, 6 Barfleur,
will deal with several; and towns are centers for more extensive 7 Bargeme, 8 Belcastel, 9 Belves, 10 Beuvron, 11 Beynac, 12
trade and will be on main roads and beside rivers. Bonneval, 13 Brancion, 14 Bruniquel, 15 Camon, 16 Carennac,
17 Charroux, 18 Coaraze, 19 Conques, 20 Domme, 21 Entrevaux,
Villages are with 10 miles of a castle or keep in Maedoen, 5 miles 22 Estaing, 23 Evol, 24 Eze, 25 Fer-ah-Sheval, 26 Flavigny, 27
in Psarmorum. Each town in either country is walled and has Fources, 28 Galan, 29 Gordes, 30 Laroche, 31 Lagrasse, 32 Lautrec,
an associated castle. Each castle has a lord and fighting men, a 33 Lauzerte, 34 Lavardin, 35 Lods, 36 Loubressac, 37 Lourmarin,
thaumaturge or two, and various officials, but draws on the local 38 Lyons-la-Forey, 39 Mirmande, 40 Monpazier, 41 Montsoreau,
populace for its servants. 42 Mornac, 43 Mortemart, 44 Mosset, 45 Nazhac, 46 Noyers,
47 Parfondeval, 48 Peillon, 49 Peyrouges, 50 Rocheforre, 51
Attitudes. Although this book focuses on the many monsters and Roussillon, 52 San-Florey, 53 San-Veyran, 54 Sarlat, 55 Sarront, 56
problems that adventuring heroes will fight and face, most people Seillans, 57 Seyguret, 58 Usson, 59 Vouvant, 60 Yvwahr.
in the realm live fairly ordinary lives concerned with everyday
matters. They provide a base of normality, and are not usually Meath. Names are mostly Gaelic; 1 in 6 is Welsh (see Maedoen).
hostile. Their general dispositions, by settlement, are as follows: Roll D30 (or D10, and on a D6 roll of 1–2/ 3–4/ 5–6 add 0/ 10/ 20
to the result).
Maedoen D6: 1–3 friendly, 4–5 neutral, 6 unfriendly.
Psarmorum D6: 1–2 friendly, 3–4 neutral, 5–6 unfriendly. 1 An Daingean, 2 Ardara, 3 Athkenny, 4 Athlone, 5 Bandon, 6
Meath D6: 1 friendly, 2–3 neutral, 4–6 unfriendly. Buttevant, 7 Cashel, 8 Chainoc, 9 Clonmel, 10 Clontarf, 11 Dalkey,
12 Dingle, 13 Drogheda, 14 Dundalk, 15 Duverick, 16 Eothaile, 17
Obviously, you can choose what you like, individuals will vary, Fethard, 18 Galadare, 19 Kenmare, 20 Kilderry, 21 Kilmallock, 22
and adventurer actions can modify the base reaction. Friendly Kinsale, 23 Limlin, 24 Raith Mor, 25 Rindoon, 26 Tara, 27 Tracht,
can mean smiles, greetings, and visitors made welcome, or simple 28 Trim, 29 Uisnech, 30 Youghal.
politeness in towns. Neutral means wariness (perhaps the party are
thought to be tax collectors?), indifference, or a business-as-usual
approach. Unfriendly can mean surliness or fear of strangers
Table 1.1 Branch Rank and Meaning (Sum of MVs) Type Coins Chance of Magic
Average: 4 Trinkets 1–6 01% 1 item
Respectable 6+ Small cache 2–20 05% 1 item
Skilled 12+ Cache 20–200 10% 1 item
Great 18+ Small trove 100–600 20% D2 items
Phenomenal 24+ Trove 200–2000 30% D3 items
Legendary 30+ Hoard 1000–10,000 40% D4 items
Dragon’s hoard 10,000–60,000+ 50% D8 items
Table 2.1 Challenge Dice: Roll dice to determine
Needed Number $1 = 1 coin (crown) = 1 oz. gold, silver, copper, etc. at the GM’s
Easy 1D4 desire.
Moderate 1D8
Difficult 1D10
Table 4.1 Spell Difficulty and Maintenance Penalties by
Demanding 2D6 NN
Formidable 2D8
Extreme 2D10 Rarity NN Difficulty Maintenance
Herculean 2D12 Penalty
Cantrips 0-2 Easy 0
Table 3.1 Battle Phases Uncommon 4 Moderate –1
Agility Rank Initiative total Battle Phase Rare 6 Difficult –2
D12 11–12+ Phase 1 (fastest) Esoteric 8 Demanding –3
D10 09–10 Phase 2 Occult 12 Formidable –4
D8 07–08 Phase 3 Legendary 16 Extreme –5
D6 05–06 Phase 4 Mythic 20+ Herculean –6
D4 01–04 Phase 5 (slowest)
The penalty applies to all ability rolls while maintaining a spell
Table 3.2 Missile Weapon Ranges (feet) or power. Add together the penalties for each spell maintained
Long Bow 30/75/150 per round (e.g. two Difficult spells would penalize ability checks
Short Bow 20/50/100 by –2–2 = –4). Instant spells or attacks have zero maintenance
Compound Bow 50/100/300 penalty. The halved NN for mastery reduces maintenance
Crossbow, heavy 55/115/200 penalties.
Crossbow, light 75/150/300
The difficulty description indicates how hard spells are to learn and
Sling 10/20/50
cast. An ability check to learn a spell is only half the NN, though,
Dagger, throwing 10/30/50
since the thaumaturge is assumed to be studying in calm and
Spear 10/30/50
conducive surroundings.
Arcanum Agility
Melee Weapons
Alteration
Unarmed
Conjuration
Willpower
Elementalism
Weapon Harm Bonus Init. Bonus Reach
Illusion Armor Die
Invocation
Shield DR
Psychogenics
Fortitude
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page 200 | Appendix 2