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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

Ainerêve Campaign setting


Peter Schaefer (principal author)
Dan Cross (developer)
Jon Creffield (developer)

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

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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

General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Unusual Monster and NPC Ability . . . . . . . . . . . . . . . . . . . . . . 99

Alteration: Chaos Sphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Too Tough Rule. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

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

Invocation: Entropy Sphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Psarmorum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158


Temple Mount . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Invocation: Life Sphere. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Forest of Meath. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Invocation: Nature Sphere. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Fertile Glens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Invocation: Matter Sphere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Phantos – “City of Life”. . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Psychogenic: Mind Sphere. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Appendix 1: Names and Places . . . . . . . . . . . . . . . . . . . . . . . . 193
Chapter 5: Game Mastering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Pronunciation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Character advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Weapons and Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Towns and villages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Weapons Chart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Settlement Names. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85

Hazard Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Appendix 2: Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196


Collision (falls, boulders, etc.) . . . . . . . . . . . . . . . . . . . . . . 85
Weather (heat, cold, etc.). . . . . . . . . . . . . . . . . . . . . . . . . . 85
Toxins and Diseases (plague, pox, etc.). . . . . . . . . . . . . . . 85

Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Creating Traps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

Opponent and NPC Development . . . . . . . . . . . . . . . . . . . . . . 90


Creature Type. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Threat Dice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Attack Forms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Extra Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Creature Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Opponent Damage Reduction . . . . . . . . . . . . . . . . . . . . . 94
Creature Saving Throws. . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Agility Rank. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Creature Movement Rate . . . . . . . . . . . . . . . . . . . . . . . . . 95

NPC Equipment and Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . 95


Generic Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

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.

The “game system” as a whole is designed to simulate adventures


But after an arduous journey of design and playtest, we think
in a fantasy (or other) realm. RPGs evolved from miniatures
we’ve created something special. The first edition of this game was
wargaming, and were first popularized as a game form by
published in 2008 by Goodman Games, and this Revised Edition
Dungeons and Dragons®. The game form has since evolved into
was funded by fans via Kickstarter in 2013. This updated book now
myriad types, covering many genres, some emphasizing tactical
includes the full campaign setting of Ainerêve, as well as expanded
combat while others focus more on narrative and role assumption.
sections for monsters, deadly traps, and new treasures to discover.

If you are new to Role-Playing games in general, then you are


The Eldritch Role-Playing Game (or ERP for short) features a
about to embark on one of the most rewarding hobbies imaginable.
lot of flexibility in character creation. You are not restricted to
This book presents all the information you need to run the game
certain classes or archetypes. Character creation focuses more on
for a group of players, explains the rules of heroic conflict, and
character concept than on combat optimization. The player decides
provides a default setting that serves a good basis for fantasy
all personality traits for the character. In Eldritch RPG, we like to
adventure.
say character concept is king, although the game is still at heart a
book of rules for heroic combat and derring-do. Miniatures and a
If you are a seasoned Game Master you might scoff at the notion
battle mat are not assumed, and a narrative is emphasized, but the
of yet another fantasy role-playing system (FRPG). Who needs
game is far from diceless. It may look like a lot to learn, but once
another “elves, dwarves, and dragons” game, when so many
the mechanics are understood, they serve the story and fade into
continue to utilize tired tropes and game mechanics? I feel your
the background.
pain; I often felt the same way. I was annoyed when invited to
a game only to discover the GM had written his own system,

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”.

actions to flow naturally with little need to consult books during


play. The mechanics are detailed but always reinforce narration; Action resolution: The challenge for many actions is determined

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.

versus various Defense Pools. Odds in action resolution skew in


favor of the heroes, so that neither impossible target numbers nor Character Concept: You play the character you want, without

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

collaborative. (wonder-working). There are many different magic abilities, broken


down by what thaumaturges call “the Pillars of Magic”. The Pillars
Story are Alteration, Conjuration, Elementalism, Illusion, Invocation, and
Psychogenic, together with Arcanum, which provides a general
The game world of Ainerêve is an open-ended, “sandbox” kind magical ability that covers folk and ritual magic. Magic is powerful
of setting. The world manifests from dreams and exists in its and flexible, but also desgined to prevent ludicrous, game-breaking
own plane — a common theme, chosen to allow Game Masters effects.
creative license and full control over the nature of their campaign.
Inspirations for the setting include Michael Moorcock’s conception Most importantly, the game is not difficult to play, whether enjoyed
of the multiverse (which also influenced age-old DnD cosmology), by young adults or big kids like the authors.
Roger Zelanzy’s Chronicles of Amber, and just about every trope
of the pseudo-medieval fantasy campaign setting. But Ainerêve is Check out our Patreon: www.patreon.com/eldritchrpg
not an unstable, ever-shifting environment. It’s meant to be highly Note: PDF Updated April, 2019.
customizable, though there is a core with its own history featuring
unique adventure areas. This revised rulebook provides detailed
descriptions of three lands in Ainerêve: Maedoen, a mountainous
Celtic realm resembling pre-Roman Wales; the Crusader state of
Psarmorum with its Templar castles; and the vast and mysterious
Forest of Meath that lies between them, where Celtic myth
This game is dedicated to the memory of E. Gary Gygax,
predominates. my friend and childhood hero.

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.

PC (Player Character): A character in the game that is controlled by


Damage Reduction (DR): Armor and shields are forms of Damage
one of the players.
Reduction, different from the ablative hit point based Defense
Pools. Shields reduce threat points by 1 to 3 points (depending on
Rank: Level of skill, effect, etc. See Branch Rank, Die Rank.
shield type) before the chosen Active Defense Pool is reduced.
Armor reduces threat points that exceed the defender’s Active
Restricted or Unrestricted Ability: The use of restricted abilities is
Defense, by a die roll depending on the armor type.
conditional. A restricted ability, power, special maneuver, or spell
cannot be attempted without meeting prerequisites. Most of the
Defense Pool (DP or D-Pool): A Defense Pool is a number of hit
time that means the character must purchase at least a D4 rank
points used to mitigate or negate threat points.
in the ability, either at the basic, speciality, or mastery tier. Most
abilities at the basic tier are unrestricted, and default to a D4.
Defense, Active: All willful and reflexive defensive actions taken
by a combatant using one of the Active DPs, e.g. parrying (Melee
Saving Throw: Some spells, innate powers, and special combat
Weapons DP), sidestepping an attack in close quarters (Agility
maneuvers allow an opposed roll by the opponent. PCs and NPCs
DP), blocking a magic attack by arcane manipulation (various
use whatever ability is needed, adding together the rolls for each
magic abilities’ DPs) or dodging headlong out of the way (Agility
applicable die in the ability branch. Other creatures are assigned
DP). Includes the Melee Weapons, Agility, and Unarmed Combat
a Saving Throw rank, usually from 1D4 up through 2D10+, that
Defense Pools. Shields are used actively in conjunction with
applies to every situation requiring an opposed roll.
a chosen Active Defense, and are covered under the rules for
Damage Reduction.
Special Maneuvers: These are feats for use with combat abilities:
Melee Weapons, Ranged Weapons, and Unarmed Combat. They
Defense, Passive: Any protection afforded to a creature without
are masteries that can modify or replace standard attacks. Char-
conscious activation or effort. This includes the one passive
acters purchase ranks in them as they do for other masteries, and
Defense Pool of Fortitude (toughness). Armor is a passive Defense,
they add to Defense Pools.
but is covered under the rules for Damage Reduction.

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.

Visit the websites | www.facebook.com/eldritchrpg and www.patreon.com/eldritchrpg


Eldritch Role-playing System is copyright © 2019 Dan Cross and Randall Petras. Introduction | page 7
Ainerêve Campaign Setting is copyright © 2019 Dan Cross
Chapter 1: Character Creation Each character begins play with 30 character points with which
to purchase abilities and advantages. There are three tiers of
I looked into the Eldritch Man’s cauldron and beheld all times, all places ability, each ranked separately: Basic (trunk), Speciality (branch),
and all people, and I saw that all was one. That I was all and all was me. and Mastery (offshoot). It costs 1 point to add a restricted ability,
I can be anything. I am everything. I only need choose, and lo, it is so.
branch or offshoot at the D4 rank. It costs 2 Character Points per
---
rank to increase any die beyond D4. Note that any unrestricted
From the Song of Fallen Stars, by Lady Clannaray of Meath
ability grants a default D4 at no cost, meaning it costs 2 points to
move from D4 to D6 (rather than the 3 CPs total cost for restricted
Character creation is a simple four-step process. Begin with 30 abilities). Most abilities are unrestricted at the basic level (unless
Character Points (CPs), and a character sheet. indicated otherwise).

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.

page 8 | Chapter 1: Character Creation


Step 1: Racial Packages

All races have minimum Rank requirements in specific abilities,


purchased with character points at the time of creation. In rule
terms, racial packages and listed fantasy races are simply bundles
of such abilities. Advantages and disadvantages are rules allowing
greater customization of fantasy personas. Some races have special
innate capabilities, but keep in mind that aside from racial bundle
requirements, there are no character classes with a standard, base
set of abilities: the choices vary according to character concept.

For example, to be a human one must use CPs to buy a rank of


Willpower and a rank of Fortitude, bringing both up to D6, traits
which typify a human hero (or anti-hero) in the world of ERP
(Eldritch Role-Playing). No race escapes the purchase of basic
ability requirements: the player must choose the full package,
although the GM may override the typical selection if an usuual
background is suggested by a player. The requirements constitute
the stereotypical range of knowledge, skills, and abilities for these
races. Elf

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 (15 points)


Dwarves are extremely tough, possessing great endurance and
strength, and a natural resistance to poison and the elements.
All have perfect Night Vision. All Dwarves train in some form of
martial weapon, usually axes or bludgeons.
Minimum Ranks: FORTITUDE D6 (2 CPs) → Feats of Strength D6 (4
CPs) + Endurance D4 (2 CPs), MELEE WEAPONS D8 (4 CPs).
Advantage: Night Vision (3 CPs).

Elf (12 points)


Elves have heightened agility, are fleet of foot, and possess great
willpower, which affords them greater resistance to magic. All elves
have some innate ability in the magic arts, and so have at least one
rank in such a skill, as below. Most train in some form of martial
weapon, usually (beautifully crafted) swords and (high-quality,
ornate) bows. They can see well in low-light conditions. Elves
tend to be either aloof and haughty or fun-loving and frivolous,
depending on their clan or bloodline.

Dwarf

Chapter 1: Character Creation | page 9


in minimum ranks below). All half-elves possess
Minimum Ranks: AGILITY D6 (2 CPs)
Low-light Vision.
→ Speed D4 (2 CPs), WILLPOWER
Minimum Ranks: AGILITY D6 (2 CPs),
D6 (2 CPs), MELEE WEAPONS
WILLPOWER D6 (2 CPs), FORTITUDE
D6 (2 CPs), and ILLUSION D4
D6 (2 CPs).
(2 CPs).
Advantages: Low-Light Vision (2
Advantage: Low-Light Vision
CPs).
(2 CPs).

Gnome (7 points) Half-orc (9 points)


Born of an unfortunate union
Gnomes are a race of small,
between a savage orc and a
misshapen, dwarf-like
human, these demi-humans
creatures that dwell in the
are always stronger than the
earth. They are observant,
average human, but have the
stubborn, crafty, and
disadvantage of being ugly.
swift on their feet when
Minimum Ranks:
confronted by superior
FORTITUDE D6 (2 CPs) →
foes.
Feats of Strength D4 (2 CPs),
Minimum Ranks:
WILLPOWER D6 (2 CPs),
PERCEPTION D6 (2
UNARMED COMBAT D6
CPs), AGILITY D4 (0
(2 CPs Advantage: Low-light
CPs) → Speed D4 (2
Vision (2 CPs).
CPs), WILLPOWER D6
Disadvantage: Ugliness (+1
(2 CPs).
Gnome CP).
Advantage: Low-Light
Vision (2 CPs).
Disadvantage: Restriction: small weapons only
Halfling (11 points)
These short humanoids are not
(+1 CP).
disproportionate in their physical features despite their small
size. Halflings are almost child-like in appearance, having round
Half-elf (8 points)
faces and bright almond-shaped eyes, but the adults have
Prevailing relations between humans and
unmistakably mature physiques. Halflings are generally mischie-
elves dictate if a half-elf is revered
vous and roguish.
or reviled in any given society. If
Minimum Ranks: AGILITY D8 (4 CPs), SKULL-
human kingdoms, for example,
DUGGERY D6 (2 CPs) → Stealth D8 (6 CPs).
were encroaching upon the
Disadvantage: Restriction: small weapons
elves, their forest homelands
only (+1 CP).
in danger, then half-elves
might have a tough time in
human or elven lands. If, on
Human (4 points)
Homo sapiens, the most recognizable
the other hand, the elves
primates of any fantasy world, usually
and humans were allies, the
enjoy military supremacy because of
half-elf could likely travel
their tenaciousness, fecundity, and
anywhere in peace.
penchant for war. Humans are
The union between human
usually also the most influential
and elf usually grants greater
sentient creatures in the world,
agility, innate resistance to
owing to their resourcefulness,
magic through enhanced
willpower, supreme inventiveness,
willpower and better
and incredible knack for survival
endurance through their
against all odds.
human blood (as reflected
Minimum Ranks: Willpower D6 (2
CPs), Fortitude D6 (2 CPs).
Halfling

page 10 | Chapter 1: Character Creation


Gender/Age
Human characters most often begin their adventuring careers
during their youth, but players may create a new character of any
age. Disadvantages can simulate problems related to old age if
the player and GM so desire, but there are no strict penalties for
creating elderly characters.
Many demi-human races live for an astounding number of years,
but the ERP system assumes a childhood for these races that is
the same duration as humans. The differences lie in where middle
and old age begin, and the potential maximum age of each. New
characters of demi-human races should fall within the same
“prime” range as humans. The GM must approve older characters
with assumed experience if this might grant an unfair advantage to
a single player.

Advantages & Disadvantages


Advantages are useful traits that a character can possess that
are not as quantifiable as a skill set. These abilities tend to be
something the character either does or does not have from the
outset. Each advantage costs Character Points (usually 1 to 3). A
few advantages are optionally broken into levels. In these cases, Half-Elf
each level costs 1 to 2 Character Points. Some advantages are
innate and/or race-specific, and can be purchased only at time Advantages
of character creation. Rare advantages may be obtained while Attractiveness: Others find the PC beautiful or handsome. As such,
adventuring. they tend to react well to the PC. This ranked advantage ranges
from a single D4 to a D12 at 2 CPs per level. The PC can attempt
to manipulate NPCs with an opposing die roll vs. Willpower.

Enhanced Defense (4 to 6 CPs):


Magic Defense: Thaumaturges may opt to buy an
Advantage that allows expansion of a standard magic
Defense pool, which normally only works to mitigate
magical attacks. This works the same way for every
magic ability tree. Spending 2 CPs lets the Defense
Pool apply against physical Melee and Unarmed
attacks. Spending 4 CPs allows defensive action
against Melee, Unarmed, and Ranged attacks.

Martial Defense: Warriors may opt to expand the


Melee Weapons Defense pool, which normally
only mitigates the threat of hand–to–hand
attacks. Spending 2 CPs lets the Defense pool
apply against Ranged attacks (parry arrows).
Spending 4 CPs allows defensive action
against standard, targeted Magic attacks
(in lieu of the Agility DP). Note that non-
physical damage is preternatural and cannot
be blocked or parried by mundane shields or
swords.

Half-Orc Unarmed Defense: A martial artist would

Chapter 1: Character Creation | page 11


Worked Example

To illustrate the process, we will generate a character.


In this case, the player has a general idea what he wants
to start with, a stalwart but dour dwarf axeman named
Gegdin. Note that steps are not inflexible: it is fairly
common to add in a disadvantage in step 2 to be able to
start with a certain ability, say.

1. Racial Package. As a dwarf, Gegdin must purchase:


Fortitude D6 (2 CPs) → Feats of Strength D6 (4 CPs)
+ Endurance D4 (2 CPs), and Melee Weapons D8 (4
CPs). Also, all dwarves begin play with the advantage of
Night Vision (3 CPs). The total racial package costs 15
points, leaving the player with 15 CPs to customize the
character. At this point it is also decided that the dwarf is
to be male and young.

2. Abilities & Occupation. The player has 15 CPs to work


with, so must choose abilities carefully. Gegdin is less
Human
than charming, in fact, he is downright frightening, so
the player chooses Influence D6 → Coercion D4, costing
buy this advantage to simulate all manner of enhanced defensive
4 CPs (11 left). Gegdin is an excellent guide in his native
capabilities. The ability to defend against unarmed attacks with the
underground environment, earning him a Knowledge
unarmed ability Defense Pool is free, but spending 2 CPs unlocks
D4 → Survival D6 → Underground D4). So, his skill is
the DP for use against hand-to-hand weapon Melee attacks, and
average for one trained in exploring, observing, and
spending 4 CPs lets it be used against Ranged attacks as well (in
evaluating, but is quite respectable when underground.
lieu of the Agility DP). Spending 6 points allows defensive action
The basic ability is free; D6 speciality and D4 mastery
against targeted, physical Magic attacks (non-physical attacks
cost 6 CPs, with 5 now remaining. The player purchases
deplete Willpower DP). Also, one with this advantage no longer
the advantage of Sense of Direction for an additional
suffers damage when parried by an armed foe (see Chapter 3,
point. To spice things up, the dwarf has an understanding
Unarmed Attacks).
of the arcane, and knows a few primordial, earth magic
spells (Elementalism → Create) learnt while living in
Heightened Senses (sight, vision, taste/smell, touch): The character’s
his underground homeland. The die rank of D4 in
senses are superior to those of the average member of his race.
Elementalism (a restricted ability) and the D4 speciality
The PC can choose one heightened sense for every 2 CPs. This
in the Create power focus brings him down to zero CPs.
allows a +1 bonus on ability checks using the heightened sense.

Inconspicuous Caster (2 CPs): Spells are usually cast with dramatic


advantage once for each language in which he is literate, or just
words and gestures, making magic use quite obvious. Sometimes
spend two points and assume nominal literacy in all languages he
thaumaturges may wish to be subtler and avoid one or both,
knows. Note that either the character can read the language or
but it is difficult, adding +8 to the Needed Number, dropping
not; the rules do not call for ability checks based on literacy. The
either words or gestures, and +16 to cast with neither words nor
PC who wants to learn ancient or arcane languages should instead
gestures. This advantage halves the penalties to +4/+8. It is most
purchase ranks under the Knowledge ability.
useful if the caster is silenced or restrained in some way, e.g. bound
and gagged.
Low-light Vision (2 CPs): This is the ability to see well in dim lighting
conditions, including starlight, without penalties to ability checks in
Literacy (1 CP for literacy in one language and 2 CPs for literacy in
combat and other situations. The character with this innate ability
ALL languages known): The ability to read. Note the PC need not
is usually an elf, half-elf, gnome, or half-orc.
be able to speak a language to be literate in it. He may take the

Night Vision (3 CPs): This is the ability to see well in total darkness,

page 12 | Chapter 1: Character Creation


Disadvantages
Gegdin is named already, and fits the fighter archetype
The opposite of advantages, these are traits that hinder a character
and occupation (quite fitting given his racial increases in
in some way. When selecting a disadvantage, a character gains
both basic abilities).
between one and four Character Points to use in character
creation. These bonus CPs are available at character creation only.
3. Defense Pools. These are calculated and recorded
Acquiring a disadvantage through game play does not award any
on the Character Sheet. Gegdin’s Active Defenses
points. The number of disadvantages any PC possesses to start
include Melee Weapons (8) and Agility (4). Magic
with should not exceed 4 CPs in total.
Defense (usable against magical attacks only) is 4 for
Elementalism + 4 for Create = 8. Passive Defense is the
Addiction: The character is addicted to some substance. The
Fortitude ability tree (6 for Fortitude + 6 for Feats of
character will spend at least an hour a day using the substance
Strength + 4 for Endurance = 16, so Gegdin is respect-
and spend a good portion of income acquiring it. It is possible
ably tough).
to get clean from an addiction, but in times of great stress, the
character will have to make a Willpower roll to avoid returning to
4. Character Concept and Equipment. The dwarf is as
the substance. Addiction may be acquired as a 1 CP, 2 CP, or 3 CP
intelligent, charismatic, and wise as desired. In this case,
disadvantage.
the player decides that Gegdin is blessed with great
acumen (and so is wise in many a thing), and is pragmatic
If the character is forced to go for 2 days without the object of a
and logical, but is neither charismatic nor particularly
1-point addiction, all actions are at –1 penalty, and will increase
intelligent. The player will role-play him accordingly,
by an additional –1 for every two days that pass without using
interpreting abilities in light of that. In addition, Gegdin’s
the substance. A 2-point addiction lowers any ability roll by –2
Melee Weapons ability is probably strength-based, given
for every 3 days without the object of addiction, and a 3-point
his penchant for wielding axes. (Despite this, the player
addiction lowers any ability roll by –3 for every 4 days. Note that
could still decide that Gegdin’s combat style is based on
addictive substances often have other effects on the character’s
quickness and dexterity, perhaps mastering the hand
behavior.
or throwing axe rather than the great axe. The rules do
not force any particular interpretation of ability — Ranks
Compulsion: This disadvantage is much like an addiction, but to
measure levels of knowledge and proficiency, not their
an activity, not a substance. A compulsive PC will constantly try
manifestation. The player or GM fills in details, based on
to perform the stated behavior, and will do so at any opportunity.
the guidelines provided.) Given his background, Gegdin
Examples of a compulsive person are a pyromaniac, a pathological
would scorn any elemental spells other than Earth-based
liar, and a problem gambler. The Compulsion disadvantage causes
ones, at least to start with.
the same penalties as the Addiction disadvantage, and it may be
acquired as a 1 CP, 2 CP, or 3 CP disadvantage.
As an archetypical fighter, Gegdin gets one weapon of
Impaired Hearing: A character with this disadvantage does not hear
choice. For that reason the GM and player agree that the
as well as others. He is at a –1 penalty to any skill in which hearing
dwarf’s concept supports possession of a heavy, broad-
is required (1 CP). Optional levels are available at the GM’s discre-
headed combat axe and a suit of chainmail (see Combat
tion. For 2 CPs, the character is at –2 for skills involving hearing.
section for details), in addition to the essential goods for
travel and exploration.

without penalty to ability checks in combat and other situations.


The character with this ability is usually a dwarf.

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.

Underworld Contacts (1 CP): The character knows several shady


characters in less than reputable lines of work. In new locations,
the character will know where to find contacts. The GM controls all
such contacts.
Chapter 1: Character Creation | page 13
At the 3-point level, the character is completely deaf and may not Step 2: Abilities & Occupation
make hearing rolls. This can affect the cost and availability of skills
based on hearing, like virtuosity with speciality in music (GM’s
discretion).
Abilities
Abilities are at the heart of ERP. One or more dice represent a
Impaired Smell and Taste: The character cannot smell or taste character’s level of proficiency in any action, from swinging a
anything (1 CP). The character cannot detect anything through sword, to performing a song, to turning a foe into a newt. As in
these senses, but is also unaffected by bad smells, like the stench life, some abilities are relatively simple and anyone can attempt
of a skunk, a stagnant, noisome sewer, the putrid smell of rotting them, while other abilities are more complex and require in-depth
fish, and so on. training just to be able to attempt. In some cases, such as Athletics,
restrictions simply represent levels of training and expertise
Impaired Vision: This disadvantage requires the character to use beyond the norm. D4 is the default score for all basic, unrestricted
some form of mechanical aid to see clearly (i.e. spectacles or abilities. Characters purchase abilities and increase Ranks with
magical goggles of some kind). Without glasses or the equivalent, Character Points, costing 2 CPs per increase to Die Rank. If an
the character is at a –1 penalty to any skill that requires sight (1 ability is unrestricted, then the D4 rank is automatic and costs no
CP). Optional levels are available at the GM’s discretion. For 2 CPs.
CPs, the character is at –2 penalty for skills involving sight when Player Character Die-Ranks are D4, D6, D8, D10, and D12 (highest
unaided by artificial lenses. At the 3-point level, the character rank for standard characters). Die rank refers only to the value of a
is completely blind, and may not make sight rolls at all. Such a single die of any ability tree.
character had best obtain significant powers to compensate for
blindness, say by learning magic and focusing on “Sense” spell Ability List (each rank increase costs 2CPs)
types (see Chapter 4). Basic abilities and common specialities are listed below. See
Chapter 2 for for an expanded list and full ability descriptions.
Missing Arm: The character is without the use of an arm (2 CPs). Abilities are noted as Primary or Support (P or S), Restricted or
It need not be completely missing, but is not usable in any way. Unrestricted (R or U).
Tasks that require the use of two hands are all but impossible.
The character cannot wield two weapons at once, including small Arcanum* [P,U] → Artificing; Curses; Potions; Wards
shields, and he can never master two-handed weapons, which are Agility [P,U] → Acrobatics; Reflexes; Speed
always wielded at –2. Fortitude [P,U] → Athletics; Endurance; Feats of Strength; Quick
Recovery
Missing Leg: The character is without a leg (3 CPs). He can walk Healing [S,R] → Animals; Humanoids; Medicine
with either an artificial leg or crutch at –1 penalty in Speed and –1 Influence [S,U] → Coercion; Interrogation; Persuasion
to Agility. Knowledge [S,U] → Anthropology; Appraisal; Engineering; History;
Linguistics; Mathematics; Religion; Survival
Mute: The character is unable to speak (2 CPs). No spells are Magic Abilities* [all P,R] → Change; Create; Control; Sense
possible that require the use of speech, nor skills where speech is (individual Pillars are Alteration, Conjuration,
important. This is ideal for the player who just had his jaw wired Elementalism, Illusion, Invocation, and Psychogenic)
shut due to some freak accident. Melee Weapons** [P,U] → Axe; Bludgeon; Chain/Whip; Knife;
Polearm/Spear; Sword
Ugliness: The character has an appearance characteristic that is Perception [S,U] → Investigation; Notice
generally unappealing in some way. The character has a hunchback, Ranged Weapons** [P,U] → Bow; Crossbow; Thrown
crossed eyes, bowed legs, or is just plain ugly. This will often cause Skullduggery [S,U] → Confidence Games; Disguise; Forgery; Sense
a –1 penalty to reaction or cause a –1 penalty per level to reactions Motive; Sleight of Hand; Stealth; Thievery
from strangers. A character may take this disadvantage up to three Talent [S,R] → Handicraft; Performance; Smithing
times at 1 CP per level, for a truly unappealing or monstrous visage. Unarmed** [P,U] → Grapple; Kick; Punch
Willpower [P,U] → Resistance
* See Chapter 4 for special masteries (spells).
** See Chapter 3 for special masteries.

page 14 | Chapter 1: Character Creation


Bonus Ranks unless all requisite abilities are possessed, but it is possible to
be “on the path” to earning a particular title. Therefore, a player
Some characters will at rare times gain bonus Ranks to abilities,
may decide to begin with only some of the listed abilities and
usually through arcane spells or magic items. For example, a bonus
purchase new ones as the character advances. In either case, she
+1 rank would increase a roll from a D4 to D6, or a D8 to D10, etc.
must justify her choices to her GM in terms of her character’s total
These bonuses can be applied to the basic skill tier, specialities tier,
concept. The occupational templates below are lists of suggested
or masteries tier. However, if the character’s ability (at whatever
abilities for certain character types.
tier is considered) is already maxed-out at Rank D12, simply apply a
+1 bonus when checking for success to the sum result of the ability
These are guidelines to character development, not straitjackets.
roll (all dice added together). These bonuses can be cumulative.
Characters usually fulfill the requirements of the archetypal
Adding speciality or mastery dice grants better average rolls and
classes — fighter, rogue, thaumaturge — before pursuing more
higher maximum values. Somebody with the highest rank D12
specific occupational paths. Doing so follows well-established
in Knowledge has broad understanding of many things, but still
precedents in fantasy literature and games, and serves to make
wouldn’t perform as well as somebody specialized in some specific
character concepts more cohesive.
field.
Society recognizes characters as aspiring members of a given
occupation upon purchasing at least a one Rank increase in all
A rule of thumb to gauge relative capability is to add the Maximum
associated basic abilities.
Value (MV) of the ability branch dice, and check the branch

rank level, using the table below as a guide. Example: Ilvuzor the
Archer (Ranged → Bow → Long Bow)
alchemist has Arcanum ability with Arcanum D8 → Potions D10 →
Barbarian (Fortitude → Feats of Strength, Influence → Intimidation,
Healing Potion D8.
Unarmed Combat)
Bard (Talent → Performance → Musical Instrument, Skullduggery)
Table 1.1 Ability Branch MV Levels (Sum of Maximum
Bounty Hunter (Investigation, Melee Weapons, Ranged Weapons,
dice Value in Ability Branch)
Knowledge → Survival)
Average: 4+
Cavalry (Animal Handling → Riding, Melee Weapons → Pole-Arms)
Respectable: 6+
Elementalist (Elementalism)
Skilled: 12+ Fighter (Fortitude, Melee Weapons → Shield + [any weapon
Great: 18+ group])
Phenomenal: 24+ Gladiator (Melee Weapons → Exotic Weapons* → Net*)
Legendary 30+ Knight (Melee Weapons → Pole-Arms, Knowledge → Heraldry,
Animal Handling → Riding → Warhorses)
This means Ilvuor the alchemist has respectable ability with Mercenary (Fortitude, Perception → Notice)
Arcanum (8 MV), is great with creating potions (adding up to 18 Mind Mage (Psychogenic)
MV) but is phenomenal at making healing potions (total of 26 MV). Mystic Warrior (Unarmed Combat → Grapple + Kick + Punch →
specific martial arts maneuvers)
Paladin (Restoration, Knowledge → Heraldry + Religion)
Occupation (optional)
Ranger (Perception → Scouting → Tracking)
All characters may choose an occupational path, which helps orient Rogue (Skullduggery → Stealth, Knowledge → Appraisal)
the character within the campaign setting. These are occupational Samurai (Melee Weapons → Swords → Katana)
templates, consisting of bundles of abilities to aid the player in Theurgist (Invocation, and any other fitting the deity profile)
conceptualizing his adventuring hero. Wizard (Conjuration, Illusion; any that fit the school attended)

For example, in order to begin play as a knight-in-training (a


squire), one must purchase the skills requisite for becoming a
fighter (Fortitude, one weapon group speciality, and shield) and at
least some specialities unique to knights, like riding, pole arms, or
heraldry. A character is not considered fully a part of an occupation

Chapter 1: Character Creation | page 15


Passive Defense is represented by the Fortitude DP, and is
reduced only after any Damage Reduction due to armor is
applied.

Step 4: Character Concept & Equipment

The character concept is worked out in cooperation with the


GM. Attributes like intellect, charm, and acumen are up to the
player to determine and communicate; the rules do not seek
to quantify them. Nor are there rules to dictate whether the
character relies more on brute strength or on adroitness and
speed in battle. The player has full freedom to interpret these
attributes within the scope of his desired character concept.

All characters begin play with equipment appropriate to the


life of an adventurer. This includes things like backpacks,
bedrolls, belt pouches, utility daggers, flint & tinder, lanterns
(and oil), parchment or paper, a pack mule, rations for a week,
sacks, torches, waterskins, whetstones, and wooden poles. The
* To be defined by the GM. GM can approve or deny other things based on a character’s
Character Name proposed background. Clothes can be whatever the player
imagines is appropriate for his character. Magic items should not
Any gamer worth his salt knows the importance of a good name for
be granted to starting characters, unless the GM has a special
his character. Before naming your character it is wise to ask your
reason to do so.
GM if the character must be from a certain region and if so, whether
there are certain kinds of names required or restricted.
In addition, archetypical items granted at the start of play are as
follows:
Step 3: Calculate Defense Pools
Fighter: One weapon of choice. Also, add one type of armor, and
A Defense Pool is a number of hit points used to mitigate or negate a shield, and a steed as decided by the GM based on character
threat points. There are two types of Defense, Active and Passive. background.
Active Defenses include actions like parrying (using Melee Weapons
DP), dodging (Agility DP), or “rolling with the punches” (Agility or Rogue: One set of thieves’ tools, light armor, and one weapon.
Unarmed Combat DP).
Thaumaturge: One spell book, holy text, relic, staff, or some
Your character’s Defense Pools are calculated based on the focus depending on type of magic practiced.
Maximum Values of the entire ability tree added up, including all
specialities and masteries. Remember, the Max-Value of each die is Monetary transactions in the game world use a system like our
simply the highest roll possible. Thus, the max-value of D4 is 4, of own modern-day currency; simply substitute the word “crowns”
D6 is 6, and so on. for dollars. Assign dollar amounts to items that would be compa-
rable to things in our own world. For example, renting a car is
Active Defense also works in tandem with shields, which offer not unlike renting a horse in the medieval context, so charge 50
straight damage reduction before hit points are depleted ((in other crowns a day for a good horse. Imagine what something is worth
words, subtraction without rolling a die). See the Combat Chapter today, and pretend that translates into the fantasy economy,
for more info on shields. making all conversions easy and fun, even if totally unrealistic.

The reason for a short equipment section is that mundane


items do not require excruciating detail — the stock-in-trade of
adventurers is mostly weapons, magic, and armor. Accordingly,
the rules cover these items thoroughly. Normal treasure found
during the course of an adventure takes many forms, but players
usually convert loot into regular currency without fanfare. A
page 16 | Chapter 1: Character Creation
little reading on ancient and medieval history ought to give the GM
sufficient imagery for the rest. A Speciality is a refinement of a basic ability. For example, a
mundane character with a farming background would likely have

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

Chapter 2: Action System | page 17


total is compared to an opposed roll by the opponent; the higher The levels of challenge and their corresponding dice are shown in
result wins, with the defender winning a tie. Table 2.1. A rating of “easy” is the lowest rating a challenge may
have. If the GM determines the challenge is less taxing than that,
Challenge: When there is no active opponent, e.g. if trying to climb the character automatically succeeds at the attempt. Likewise,
a wall, the GM decides on a level of challenge, and rolls the appli- no challenge is more difficult than Herculean — the only way to
cable dice; if the player’s total is higher, the character succeeds. describe a task more daunting is to call it “impossible”.

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

page 18 | Chapter 2: Action System


which a character fails a check can determine how bad the results
end up. There are two descriptive categories of ability: primary and
support. Primary abilities are critical to the adventuring life,
The GM can describe barely missing the roll as near success in the especially combat. Primary abilities directly affect action scenes,
attempt. A terrible roll can result in a catastrophe for the character. while support abilities may do so indirectly, but the importance
If a character were attempting to use alchemical reagents to turn of each depends on the story and the nature of the campaign.
lead into gold, missing the target by one point might result in silver, The primary abilities are often more difficult to alter without rules
or maybe fool’s gold, while a catastrophic failure might blow up consequences, but the support abilities are highly customizable.
the reagents with deadly effect. Following our earlier example, Support abilities are commonly used during the course of an
Frederick the farmer is staring the bull in the face using all his years adventure, and often important to different aspects of play or even
of experience to calm it down. Whether he succeeds or fails, and critical in some contexts.
by how much, will determine the description the GM would use.
Some abilities qualify as a Defense Pool. These abilities convert to
Example: Margin of Success reservoirs of hit points to use in defending against threat points.
Better than +6: Fred not only calms the animal and locks it away in Some Defense Pools are “Active”, being the first mode of Defense
its pen, but a lovely local barmaid swoons over his bravery. against attack, while Fortitude (the physical body, including ability
+4 to +6: Fred calms the runaway bull and manages to lock it away. to withstand fatigue and some degree of spiritual endurance) is
+1 to +3: The bull is calmed, and is led away towards its pen. “Passive”, the last layer of Defense when all else fails. Simply add
0: The bull is calm but not ready to listen to instructions. up the highest value of all dice in the ability tree (MV), including all
–1 to –3: The bull will not heed Fred, but it is not trying to gore him specialities and masteries, to calculate the score. See the Chapter 3
either. Fred may try again. for more information.
–4 to –6: The bull is enraged and prepares to charge poor Fred.
The use of restricted abilities is conditional. A restricted ability,

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.

branch, and offshoot) are usually better described by Advantages.


For example, a creature either has Dark Vision or not. The basic Skill Successions
abilities listed below are the core capacities and skills of the game, Basic abilities, specialities, and masteries are listed on page 20–21.
listed with suggested Specialities and Masteries. Full descriptions are given hereafter. Abilities are noted as Primary
or Support (P or S), Restricted or Unrestricted (R or U).
The lists of Specialities and Masteries are by no means exhaustive,
and players and GMs are encouraged to add to or alter the lists.
Feel free to make up new (Basic → Speciality → Mastery) ability
successions, or alter existing ones to suit your game and campaign
setting. The abilities as structured and presented here reflect the
life of an adventurer (in the world of Ainerêve). Some speciality
or mastery levels are more detailed than others because they are
common actions in game scenarios.

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 ↑ *

page 20 | Chapter 2: Action System


Basic Ability Speciality Mastery
Melee Weapons** [P,U] → Axe → combat axe; great axe; hand axe; pick
→ Bludgeon → baton/tonfa; bo staff; club; footman’s
flail; footman’s mace; horseman’s mace;
military hammer; morning star; quarterstaff;
shield; sledgehammer
→ Chain/ Whip → bull whip; cat o’ nine tails; horseman’s
flail (mace & chain); loose chain; nunchaku
→ Knife → dagger; kris; parry dagger; throwing
dagger; utility knife
→ Pole-arm/ Spear → halberd; lance; pike; spear
→ Sword → greatsword; fencing; katana; long; short
Perception [S,U] → Investigation → search
→ Notice → traps; illusion
→ Scouting → surveillance; tracking
Ranged Weapons** [P,U] → Bow → compound; long; short
→ Crossbow → hand; heavy; light
→ Thrown → dart; knife; shuriken; spear; sling & stone;
throwing axe
Skullduggery [S,U] → Confidence Games → espionage; gambling; lying; riddles; wit
and repartee
→ Disguise → sex; race
→ Forgery → handwriting; legal docs; military docs
→ Sense Motive → bluff; detect lie; sense emotion
→ Sleight of Hand → conceal; hold-out
→ Stealth → urban; wilderness
→ Thievery → dangerous traps; filching; streetwise
Talent [S,R] → Handicraft → cobbling; cooking; sewing; weaving;
woodworking; sculpting
→ Performance → musical instruments; singing; theatrics
→ Smithing → armor; bronze; copper; gold; iron; silver;
tin; weaponcraft
Unarmed** [P,U] → Grapple **
→ Kick **
→ Punch **
Willpower [P,U] → Resistance → versus (one per mastery): coercion,
confusion, curses, distraction, persuasion,
mind control, terror, possession
* See Magic Spells in Chapter 4 for a list of masteries.
** See Chapter 3 for special masteries.

Chapter 2: Action System | page 21


Primary Abilities The Fortitude D-Pool is a passive Defense that measures how much
physical punishment a character can take before dropping uncon-
Agility (Unrestricted; Defense Pool): This skill measures adroitness, scious or dying. See Chapter 3.
nimbleness, dexterity, and gracefulness in action. It also ranks a
character’s celerity in close combat, and the responsiveness of his Fortitude’s Feats of Strength speciality helps when a character’s
central nervous system, whether instinctive or through training. It might is applied in certain ways. This can be for anything from
defines hand/eye coordination, quickness of actions, and reaction lifting a boulder to arm wrestling, but does not apply in combat—
time. Masteries include jumping, balance, running, tumbling, because requiste might is assumed for all heroes' chosen attack
catching things, and dodging. This skill determines the character’s methods. Masteries of Feats of Strength include breaking items,
combat initiative, and hence battle phase (the higher the MV the lifting weights, performance (bending bars), pushing, etc. Note
faster the reaction time; see Chapter 3). that all normal strength-based actions default to basic Fortitude if
lacking this speciality.
The Agility Defense-Pool determines ability to avoid physical harm.
This includes close-quarter evasion of melee or unarmed attacks, Melee Weapons (Unrestricted; Defense Pool): This skill allows
dodging ranged weapons, or running quickly to avoid a dangerous basic proficiency with all types of medieval style weaponry, and
area effect. is further broken down into specialities for weapon groups and
masteries for specific weapons. Halflings and gnomes can use small
Agility’s Speed speciality enhances the body’s natural ability to weapons only (no larger than a short sword or hand axe), else there
move swiftly, a measure of celerity. Movement is 18 + Agility MV is no restriction on weapon use other than character concept.
yards per round. Then add +1 yard per die rank for the Speed
speciality; and +1 yard (only) for mastery in each of Running or The Melee Weapons D-Pool determines the fighter’s ability to defend
Sprinting, for up to +7 yards, maxing out at 37 yards per round. with all manner of weaponry and shields. The active Defense involves
Running is 2x and Sprinting 4x Movement. parrying melee attacks or deflecting with a shield. The Enhanced
Running requires a Moderate challenge roll of Agility → Speed Martial Defense Advantage expands this to parrying missile weapons
→ Running versus 2D4 each 5 minutes before tiring out (see and even some types of magic attacks. See Chapter 3.
Fortitude for distance running). Sprinting requires a challenge roll
of Agility → Speed → Sprinting each round, starting at Easy (D4) on Ranged Weapons (Unrestricted): The basic ability to use missile
round 1 and increasing by 1 level per round to Herculean (3D12). weapons of any sort. It is further broken down into specialities for
See Table 2.1. missile weapon groups and masteries for specific weapons. As with
Melee Weapons, halflings and gnomes can use small weapons only
The Reflexes speciality and Reaction Time mastery increase initia- (short bow, throwing axe, and so on). Ranged Weapons ranks do
tive, the rapidity of action and response that determines Battle not add to the Melee Weapons Defense Pool (See Chapter 1 & 3).
Phase, adding +1 per die rank to the base Agility MV (see combat
rules). Unarmed Combat (Unrestricted; Defense Pool): Every
humanoid creature has an automatic rank of D4 in Unarmed
For fast, grid-based combat using miniatures use this simple rule Combat, representing basic ability in fisticuffs, which is the ability
instead: Agility Die-Rank MV +1 per Speed Die-Rank = 5’ Squares to brawl rather than disciplined martial combat. Specialities
Per Round (x2 for running). indicate training in various techniques, leading into masteries
representing various special maneuvers. See Chapter 1 & 3.
Fortitude (Unrestricted; Defense Pool): This is the ability to
withstand physical hardship, fatigue, and torment, and is a measure The Unarmed D-Pool determines ability to mitigate or avoid the harm
of the body’s natural strength and endurance. Many specialities of unarmed attacks or the natural attacks of animals. The Enhanced
are possible, such as athletics, endurance, feats of strength, and Unarmed Defense Advantage unlocks the capacity for close quarter
quick recovery from stunning, fatigue and so on. Masteries include evasion of melee weapon attacks, or even dodging ranged weapons.
climbing, swimming, distance running, pain resistance, and so on.
Fortitude’s Endurance speciality is used as a Saving Throw against Willpower (Unrestricted; Defense Pool): The Willpower skill
physical affliction spells, with masteries including resisting physical measures one’s self-control and mental fortitude. It is a measure
status effects such as debilitation, incapacitation, paralysis, of resistance to mental pressures and the ability to force one’s self
slowing, and stunning. Running requires a Moderate challenge roll to perform actions against better judgment. Specialities can take
of Fortitude → Endurance → Distance Running versus 2D4 each 10 many forms, such as resistance to fear or torture, self-control, and
minutes before tiring out (cf. Agility). mental fortitude (useful for overcoming mind control).

page 22 | Chapter 2: Action System


The Resistance Speciality represents the ability to resist spiritual anyone can obtain and use the skill. Arcanists follow the prescribed
or psychic harm from all forms of magic attack (see Afflictions in rituals, prepare the magical ingredients when the stars are right,
Chapter 4). Masteries can include resist coercion, persuasion, and chant the ancient phrases, and so on, as if following a recipe. If all
the various magical status effects: Coercion, Confusion, Curses, is correct, it works, but not everyone can follow a recipe, and when
Distraction, Persuasion, Mind control, Terror, or Possession. invoking mystic forces, the results of failure can be more than a
burned pot.
Willpower converts to a multi-purpose Defense Pool. It is used most
often to absorb the fatigue caused by casting improvised spells, or by Conjuration (Restricted): At its simplest, conjuring is the ability
casting spells from a book or scroll without formal knowledge. It can to create something where there was nothing before. At the basic
also be an active Defense against certain spells or magical traps, but level the mage can call forth simple things, and summon simple
must be the sole such Defense if chosen (only one active Defense can creatures. Summoning more powerful creatures is harder (with
be used against any one attack). higher NNs). This branch of magic also allows calling forth of
magical energy, and teleportation (in effect, summoning a place).

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.

areas, and spell mastery represents the highest proficiency.


Invocation (Restricted: This magic ability is primarily concerned
All spells have a Needed Number (NN) that must be met or with the life force of living and growing things. The thaumaturge

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.

of a mastered spell), then the spell automatically succeeds, the roll


determining the strength of the effect (see Chapter 4, Magic). Psychogenics (Restricted): This is the ability to read minds and
auras, see the invisible, or control the actions of other creatures.

In addition, the seventh pillar, Arcanum, provides an unrestricted


magical ability covering folk and ritual magic. While general Support Abilities
knowledge of wards, hexes, potions, and so on is the province
of hedge wizards and wise women, those who gain mastery in Animal Handling (Unrestricted): The basic ability grants some
alchemy or item enchantment (especially combined with other knowledge of how to approach, calm, tame, train, and breed
magic abilities) can be potent practitioners of the craft. animals, and how to use them for a suitable purpose. This skill
includes working plow animals, breaking horses, training a hunting
The magic Defense Pools defend against magical attacks. Thauma- dog, controlling a steed (usually a horse), or taming a wild beast.
turges may opt to buy an advantage that lets the DP be used against It extends to activities such as charioteering or dog-sledding. In
physical attacks. This is called, simply enough, Enhanced Magic addition, those with Animal Handling usually have a fair idea of
Defense, and works the same way for every magic tree (See Chapter 1; how to deal with livestock (chickens, cows, etc.), birds (sparrows,
Advantages). condors, eagles, etc.), wild animals (bears, tigers, badgers, etc.), or
domesticated animals (cats, dogs, etc.). A character can master a
Alteration (Restricted): This magic ability details spells that particular type of riding, including riding specific horses, or more
allow thaumaturges to increase ability or augment the senses of exotic aquatic or aerial species, with possible mastery in elephants,
creatures, or to fortify, mend, or enchant objects. This form of griffons, or pegasi. A mounted character always uses Animal
magic can be mystic or supernatural in origin. Handling skill instead of Agility for determining initiative.

Arcanum (Unrestricted): This is the skill of using magical formulae


to create effects. Arcanum is more craft than art, and in theory

Chapter 2: Action System | page 23


Healing (Restricted): This is the skill of mending the wounded. The Investigation speciality covers finding or finding out about
Specialities include healing people or animals, and knowledge of something or someone, either through searching, researching,
medicine. The ability covers treating injuries from cuts and bruises, or discussions and interviews with key people. Masteries are in
poisons, and sickness. Greater margins of success bring greater various types of investigation and information. This includes casing
results. Better than +6 allows recovery at twice normal speed; +4 a place, courtly investigative techniques, general investigation,
to +6 allows recovery at 1.5 × normal speed; zero to +3 stems the politicking to penetrate bureaucracies, military investigative
flow of blood and brings a Player Character back to 0 Fortitude techniques, scholarly research, or street knowledge to allow one to
if already below; –1 to –6 can have any number of unfortunate penetrate the criminal underworld (also covered by Skullduggery).
consequences. Getting NPCs to divulge information usually switches the activity
from Investigation to Influence.
Influence (Unrestricted): The ability to induce fear or trust
through sociability and persuasiveness or force of will and The Scouting speciality covers watching, spying, reconnoitring, and
presence. An intimidating person does not often need to use force; following tracks. It is a wilderness skill. Surveillance is observing
typically, the threat of force is enough. An influencer can use his and exploring without being seen, to discover the strength and
or her presence to induce fear, coerce or win cooperation, and placement of an enemy, or features of the terrain. Tracking lets
sometimes to inspire. Specialities include interrogation and intimi- one follow footmarks and other traces of passage. The GM sets a
dation. Masteries include argument and seduction (see page 20). difficulty based on number of creatures, terrain, weather, and time
since the spoor was left (see Table 2.1). Attempts to hide footprints
Knowledge (Unrestricted): At the most basic level of Knowledge or lay false trails require an opposed roll as well.
ability, all educated characters know their local and perhaps
regional history and language (depending somewhat on character Skullduggery (Unrestricted): Any roguish activity, including
concept). In addition, most characters above the status of peasant crafty deception and trickery. Deceit, disguise, bluffing, withholding
will know at least something of grammar, logic, rhetoric, astronomy, information, secrets — the skullduggery ability covers all these
philosophy, and basic mathematics. Specialities cover various broad things. Specialities cover general areas of nefarious activity, and
areas of knowledge. Masteries tend toward occupational subjects masteries cover specific types of action and deception, or the
(and can be almost anything related approved by the GM), but may detection thereof, such as lying and sensing the lies of others.
just indicate more complete knowledge. For example, masteries in
history might be by era, culture, or region, or even narrow down If specialized in Stealth, the character possesses greater skill in
to a specific event. Masteries in linguistics include languages other moving while being silent, or hiding while stationary. It is a primary
than the native tongue. skill for thieves, assassins, and anyone who wants to go unseen.
Mastery is by general environment, wilderness or urban. Skulldug-
Specializing in Appraisal lets one estimate the value of an item gery → Stealth opposes an observing creature’s Perception ability.
(and spot counterfeits). Characters may focus on a large range of The speciality of Thievery covers any action involving the skills of
masteries, from antiquities, art, coins, gems, jewelry, and tapestries professional thieves, not in terms of beguilement, but in the actual
to weapons. Lastly, specializing in Survival allows one to survive technical physical practices. Masteries include disabling dangerous
in uncivilized environments, finding food, water, and shelter. All traps, filching items, and opening locks.
adventurers have some level of ability in this regard (defaulting to
basic tier, general knowledge at D4). Masteries are by wilderness Talent (Restricted): The ability to employ artistic talents, craft
terrain type, and extend the ability in that terrain so as to under- skills, or useful knacks. The artistic masteries fall under the
stand hazards, explore areas to scout out information, and track Performance speciality, and include writing, painting, and sculpting
and observe creatures. in various styles, performing music, and so on. The Handicraft
speciality covers most skills that involve making things with one’s
Perception (Unrestricted): A character with this ability can hands. Many masteries exist, including woodworking, sewing,
often see or discover things others miss. The Notice speciality weaving, etc. Smithing is a separate speciality because of the need
covers things such as locating suspicious characters in a crowd or for mastery in forging weapons and armor. The Talent ability is
a mechanism for a trap door, and detecting hidden persons and useful in describing professional abilities related to backgrounds
things, and stealthy creatures. Masteries are diverse and include for both NPCs and PCs. One useful speciality is a knack for
sensing movement, reading lips, knowledge of security procedures, cooking; with this skill, an adventurer can whip up a decent meal
sensing a creature’s mood or motive, or seeing unusual things. for himself and his comrades. Masteries include styles or methods
of cooking (ethnic or cultural) or food preparation.

page 24 | Chapter 2: Action System


Chapter 3: Combat ability to withstand or avoid damage, with various Defense Pools
representing many types of defensive action, such as the ability to

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.

Whenever battle commences, it is up to each defender to describe


how he parries, dodges, evades, deflects, or otherwise absorbs
Combat Rounds and Battle Phases
the damage of an opponent’s attack. A single roll of the dice The system divides combat into rounds. Battle phases help keep
determines the success of an attack and resultant damage. This track of actions within the round. Creatures typically take their
is reduced by one of several different hit point scores available to actions in descending order of Agility rank, ranging from D12
the defender. (Monsters are simpler, and many have only a single (really fast) down to D4 (average speed). Correspondingly, a round
combined hit point score to deal with.) has five battle phases (D12 down to D4) and lasts roughly 10
seconds. Creatures with Agility ranks higher than D12 take their
There are two ways to mitigate damage: Defense Pools and actions before all others, and creatures with an Agility lower than
armor-based damage reduction. Hit points describe a character’s D4 move last in the round.

Chapter 3: Combat | page 25


Creatures get one action per round. This could be attacking, casting then standard creatures, and then the lowly minor creatures (see
a spell, activating a magic item, or using a special ability. Actions Chapter 5, Creature Type). However, when “Full-Fledged” NPCs
may be complex, but usually take only a battle phase to perform. and legendary monsters act in the same battle phase as Player
Do not assume action occurs broken into lockstep phases, as if Characters, initiative is determined by rolling Agility dice (see
creatures were politely taking turns to attack and defend. Rather, Random Initiative below), highest result acting first.
envision a chaotic situation of frantic action! Once all creatures
have taken their actions, a new round begins, the first action being Random Initiative
taken by the creature or character with the highest initiative, that
Full-fledged NPCs and legendary monsters are elevated in
is, the Max-Value of basic Agility, plus any adjustments.
narrative status to the same level as Player Characters, so to
speak (See Chapter 5). Sometimes they act in the same battle
Initiative Modifiers: Weapon speed, magic, and ranks in Agility’s
phase as player characters. In this case, both sides determine
Reflexes speciality and Reaction Time mastery can adjust the
initiative by rolling basic Agility and applying modifiers, the side
basic Agility MV. Weapon speed can result in an Initiative Bonus,
with the highest result acting first. Each creature adds its weapon
given on the Weapons Chart (Chapter 5), but only factors in if the
speed initiative bonus, magic bonuses, and other modifiers to its
wielder is specialized in the weapon group. Magic adjustments are
individual roll. This done either once for the entire combat, or once
given in the spell descriptions. The Agility → Reflexes → Reaction
per round (GM’s choice).
Time ability branch adds bonuses at the speciality and mastery
tiers of +1 at D4, +2 at D8, or +3 at D12 rank, for a maximum total
As noted above, the speciality and mastery tiers of the Agility →
bonus of +2 to +6.
Reflexes → Reaction Time ability branch modify the result. Dice are
not rolled, but bonuses of +1 at D4, +2 at D8, or +3 at D12 rank
The adjusted number determines if the creature acts in a higher
are added to initiative. For example, Swift the halfling rogue has
or lower battle phase. For example, our friend Gegdin the dwarf is
Agility D10 → Reflexes D8 → Reaction Time D6, rolls a 6 for his
about to enter combat against several lowly troglodytes. His Agility
basic Agility, and adds +2 for Reflexes and +1 for Reaction Time,
ability is D4, which places him in battle phase 5 (see table below),
totaling 9.
acting in the last segment of the round. However, he specialized in
axes, and when wielding a combat axe he gets +1 to initiative. The
Ties between a PC and full-fledged characters or legendary
increase from 4 to 5 (Agility D4 MV +1) bumps him up to Battle
monsters are always won by the Player Characters. Ties between
Phase 4. The troglodytes act in phase 5, so Gegdin attacks first
two PCs or NPCs attacking each other are resolved in descending
every round.
order of range and weapon reach, or the GM may force a re-roll.

Table 3.1 Battle Phases


Agility Rank Adjusted Branch MV Battle Phase Surprise
D12 11–12+ Phase 1 (fastest) Characters who succeed in an opposed roll of Skullduggery (plus
D10 9–10 Phase 2 Stealth speciality if possessed) vs. Perception win simple surprise
D8 7–8 Phase 3 over their foes. Defending creatures who suffer simple surprise
D6 5–6 Phase 4 lose a full round of attacks, but can use any D-Pools in response

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.

A) Player Characters (PCs), Full-Fledged NPCs,


and Legendary creatures. Surprise is usually determined for each creature (or character)

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,

page 26 | Chapter 3: Combat


Movement
The defender can choose only one mode of active Defense against
Movement in the Eldritch RPG is usually abstract, players an individual strike, whether it be from a blade or lightning bolt.
describing such movement as necessary, while the GM tracks how Individual D-Pools are depleted over a combat, simulating fatigue,
it will affect actions and timing. Occasionally, judging speed and luck, flesh wounds, and so on.
distance becomes important for tactical or dramatic situations.
In that case, maximum movement is determined by character or If the damage exceeds the defender’s chosen active D-Pool score,
creature Agility. The following determines how far a character or then armor damage reductions kick in, assuming armor is worn,
other humanoid may move in a round and how it affects attacks. which is determined by a random die roll (see Armor in Game
(For animals and monsters, see Chapter 5.) Mastering Chapter). Damage exceeding both active Defense
and armor depletes Fortitude's passive D-Pool). If the defender’s
Movement — 18 + Agility MV in yards per round (attack without penalty) Fortitude Defense Pool score falls to zero or below, he becomes
Running — Movement ×2 (attack with penalty, –3) unconscious. If the score falls to the negative Fortitude MV, the
Sprinting — Movement ×4 (no attack possible at the end of movement) character dies.

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).

Chapter 3: Combat | page 27


For example, Gantal the Paladin brandishes his footman’s mace and
rushes headlong into battle, attacking a knight. His basic Melee
ability is only D4, but his speciality skill is Bludgeons at D10, and
he is also a master with the footman’s mace at D6. Therefore,
Gantal rolls a D4+D10+D6 against the knight as a single attack,
3–20 threat points before any bonuses (which we will ignore here).
Gantal rolls with a result of 15. The defending knight may choose
to avoid the attack by physically moving out of the way (depleting
his Agility D-Pool) or he may parry (depleting his Melee Weapons
D-Pool). He chooses to parry, but only has 8 points in his Melee
Weapons D-Pool, so the attack exceeds his active Defense. He still
must contend with 7 more threat points, but is wearing chain mail
armor, allowing a D8 armor roll reduction. He rolls 5, so his armor
did not afford him full protection, but it helped. The remaining
2 points cause actual damage, which depletes his meager D4
Fortitude (4 in DP), leaving him with 2 points.

Optional Rule: Players must announce their chosen Active Defense


before witnessing the GM’s roll. This prevents players metagaming; for
example, foregoing Active Defense knowing full well armor can absorb
the hit. Conversely, some GMs feel the characters should have a good
idea of the strength of an enemy attack and reveal the number in
advance. We leave this up to group preference.

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

page 28 | Chapter 3: Combat


Every pillar of magic is also a source of hit points against any Helpless Foes
magical attack, each converting to a limited Defense Pool. Thauma-
Using the combat maneuvers Focused Strike or Precision Shot on
turges may opt to purchase the Enhanced Magic Defense advantage,
an unconscious foe is considered a coup de grâce, and gains a +2
expanding a magic Defense pool to cover physical attack forms.
to the roll. A coup de grâce bypasses all protection, inflicting the
This works the same way for every magic ability tree (See Chapter
Max-Value of the attacker’s ability branch dice.
1, Advantages).

Cover and Penalties


Ranged Attacks
Distance and cover penalties to ranged attacks are often
Most humanoid creatures have at minimum a D4 rank in Ranged
unnecessary. The rules deal with range abstractly; if the attacker
ability, because nearly anybody can pick up a rock and hurl it at
can see his target, just roll the dice. Remember, in Eldritch RPG,
a foe, and most heroes in a fantasy world ought to be familiar
the attack and damage roll are one, expressed together as threat
enough with conventional missile weapons to pick up the average
points. However, if the GM still wishes to consider distance
short bow or crossbow and fire it. Some creatures use unusual
penalties, some general guidelines apply:
ranged attacks, like the projectile quills of a manticore, or the acidic
spit of a giant frog, or a giant who routinely rips trees out of the
Range: Close range to short range carries no penalties to a ranged
earth and hurls them at human pests. A higher rank in basic Ranged
attack. A shot at medium range imposes a penalty of –1 damage
ability represents greater inborn talent, excellent eyesight and
per die rolled, while a shot at long-range imposes a penalty of –2
aim, or a combination of these, the interpretation depending on
damage per die rolled. See below for common missile weapon
character concept. However, making a ranged attack without any
range increments.
speciality is considered an untrained shot, and allows no specific
weapon bonuses to damage.
Table 3.2 Missile Weapon Ranges (feet)
Long Bow 30/75/150
A speciality grants skill with an entire type of missile weaponry,
Short Bow 20/50/100
allowing harm bonuses when specific weapons of that group are
brought into play. Mastery in single, specific weapons or special Compound Bow 50/100/300
maneuvers grants the missile weapon expert even greater damage Crossbow, heavy 55/115/200
potential and capabilities. A higher rank in a speciality or mastery Crossbow, light 75/150/300
represents represent not only skill and aim, but also the honing Sling 10/20/50
of finesse, speed, natural talent, or all of them. Specialities and Dagger, throwing 10/30/50
masteries are listed in Chapter 2 (Skill Successions), and the various Spear 10/30/50
weapons bonuses are listed in the Weapons Chart in Chapter 5
(under Equipment). See also the Special Maneuvers section in this Partial to full cover: Each level of cover subtracts from the attack’s
chapter. damage. It’s possible to hit a target behind total cover, assuming
the weapon used could penetrate the cover. For example, a long
Unarmed Attacks bow arrow can easily penetrate a cheap wooden table.

Every humanoid creature has an automatic rank of D4 in Unarmed


Note: Lying prone would provide the equivalent of moderate cover,
Combat, representing the basic ability to brawl rather than the
but would disallow use of any active D-Pools.
disciplined art of martial combat. Specialities include punch, kick,
or grapple attacks; mastery is in related special maneuvers. See the
Minimal Cover (¼) — subtracts 1 point.
Special Maneuvers section in this chapter. Beasts and dangerous
Moderate Cover (½) — subtracts 2 points.
animals use Unarmed as their main attack form (a simpler version
Good Cover (¾) — subtracts 3 points.
that just deals damage, without the penalty below).
Total Cover — threat points are applied to the cover first, as
if it were an extra Defense Pool. See Table 4.4 for suggested
An unarmed attacker sustains damage when parried by an armed foe,
structural hit points for some common things.
equal to a roll of the target’s Melee Weapons basic rank (i.e., 1st tier,
or trunk rank). This damage directly affects Fortitude if not reduced by
armor (shield is disallowed). Also, an unarmed, physical strike against
a foe wearing heavy armor (D8 and above) causes damage to the
attacker equal to the opponent's average DR (1/2 the armor die-rank).
Buying the Unarmed Defense advantage eliminates these penalties
(see Chapter 1).
Chapter 3: Combat | page 29
Defense Pools of several Defense Pools. Threat points exceeding the defender’s
chosen Active Defense means the attack has penetrated. Luckily,

Defense Pools (D-Pools) are seperate hit points scores divided armor normally reduces such Potential Harm.

into types of self-protective action, and represent all the ways


the character can evade, mitigate, or endure damage. They are However, if an attacker makes multiple strikes or shots with the

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.

All Defense Pools are calcualted by adding up the maximum value


all of its related Ability Tree die-ranks. Example: Fred the Fierce is trying to defend against 8 threat
points from a single attack. Fred has 4 D-Pool points left in Melee
Weapons, and 8 D-Pool points left in Agility. He can choose to
Active Defense Pools use the 4 points left in Melee Weapons to parry, leaving 4 points
Active D-Pools are the first line of Defense a character can employ. of penetrating harm that must be stopped by his armor or reduce
Each represents something a character does to avoid threat points. his Fortitude, or he can choose to use Agility to avoid all damage,
It is typically parrying with a weapon, or dodging. which would bring that D-Pool down to zero.

Active Defenses are fully refreshed after escaping or


Defense Descriptions
ending combat. Generally, a minute to catch one’s breath is
enough. Agility Defense-Pool (Evade, Dodge) = Ability Tree MV
This Defense Pool represents dodging out of the way, or evasion
Example: Our Daring Hero Fred the Fierce (said to be a former
by means of sudden or repeated shifts of movement, place, or
farmer) has Melee Weapons at D6, speciality in Knives at D10, and
position, as well as feints, or “rolling with the punches”. It lets one
mastery in Utility Knives at D8. Thus, his Melee Weapons Defense
avoid most attacks. Such Defense represents swashbuckling or
Pool is 24 hit points. That is, he can protect himself against 24
acrobatic maneuvers, whichever best fits the character concept. It
points of Potential Harm per combat before getting bloody.
measures how well a character can anticipate and move quickly out
of the path of danger, usually by running or leaping out of harm’s
Note that one cannot combine two Defense types to reduce the
way. Characters can evade hand-to-hand attacks, or dodge missile
damage of an attack. For example, a character cannot evade an
weapons, dangerous area spells or explosions, or a charging foe
attack while simultaneously parrying. All the threat points from
(such as a knight charging on horseback).
an attack must be applied to one chosen Active Defense Pool. In
other words, one cannot choose to use only a few points from each

page 30 | Chapter 3: Combat


Melee Weapons Defense-Pool = Ability Tree MV to keep going and avoid falling unconscious. This D-Pool recovers
slowly, 1 hit point per day of rest or 2 hit points per day of total
This hit point pool represents defensive actions made with
bed rest, unless aided by magic or healing ability.
weapons to deflect or parry a melee attack. This includes actions
such as parrying or blocking with a sword, club, or staff, temporary
entanglement (as with a length of chain or a whip), or keeping Order of Defenses
an opponent at a distance by means of a reach weapon (such as Note that shields provide damage reduction before any physical
with a polearm, bo-staff, or long spear). This category total is the active Defense is depleted, but the chosen mode of Defense must
abstract score of a character’s overall knowledge of weapon-based be above zero to take advantage of this.
defensive maneuvers.
1. Shield damage reduction. Subtract points from attacker’s threat
The full point total of Melee Weapons D-Pool is usable by the points depending on kind of shield held.
creature regardless of weapon wielded. For simplicity sake, a 2. Choose Active Defense. Target chooses one applicable Active
creature may switch between weapons at will, but readying a Defense. Attacker’s threat points reduce D-Pool. If chosen
weapon delays the combatant's action by one battle phase. Once D-Pool’s score is not exceeded, stop here.
Melee Weapons D-Pool hit points reach zero, the character is too 3. Armor roll. Roll for Armor damage reduction, if the target wears
exhausted to defend himself with his weapons and must find other any armor.
means of protecting himself. 4. Fortitude loss. Reduce Fortitude D-Pool by any threat points
penetrating armor.
Example: A fighter character has the following Ability tree. For
illustration, bold ranks add to Melee Weapons D-Pool. Remember, Note on “called shots” and critical damage: Attacks at specific body
you add the base rank (trunk) in Melee Weapons only once when parts simply cannot succeed if an Active D-Pool absorbs the
determining the D-Pool hit points. damage. In general, the spirit of the Eldritch Role Playing Game
rules does not favor specific, gruesome damage results. Exceptions
Melee Weapons D10 → Swords D6 → Long Sword D6 are up to the discretion and imagination of the GM, but no “hit-
Melee Weapons D10 → Bludgeons D4 → Focused Strike D4 location” system is encouraged.
Melee Weapons Defense Pool = 30
Dangerous Environs (Optional): dangerous environments (dungeon
Certain weapons may be limited in the capacity to deflect attacks corridor, haunted house, muddy swamp) may slow recovery time
from larger weapons. For example, a utility knife cannot defend immediately following combat to 10 minutes.
against a broad axe. The common-sense arbitration of such situa-
tions is left to the GM.
Active Defense Limitations
Willpower Defense-Pool = Ability Tree MV Not all Active Defenses are applicable all the time. The Agility
DP may be used against any standard attack, physical or magical,
This limited Defense Pool represents resistance to mental and
unless otherwise specified by particular spells, powers, or traps.
spiritual pressure, exhaustion, and non-physical harm. Willpower is
The Melee Weapons DP defends only against melee and unarmed
occasionally used as an Active D-Pool to provide Defense against
attacks, unless the target possesses the Enhanced Martial Defense
the Threat caused by certain mind-affecting spells or magical traps
advantage, which allows one to block Ranged attacks, and (at extra
(where stated). More commonly, it also absorbs the fatigue caused
cost) physical Magic attacks (see Chapter 1). The Unarmed Combat
by casting improvised spells, or by casting spells from a book or
DP defends only against unarmed attacks, unless the target
scroll without formal knowledge. As with physical active Defenses,
possesses the Unarmed Defense advantage, which lets one block
the pool is fully refreshed after danger has ended and the character
Melee Weapon attacks, and (at extra cost) Ranged Weapon attacks
has had time to rest.
(see Chapter 1).

Fortitude Defense-Pool (Passive Defense) = Ability Tree MV


Each Magic Ability grants a Defense Pool against magic harm only,
Fortitude is a measure of how much physical punishment a unless the target purchases an Enhanced Magic Defense advantage,
character can take before dropping unconscious or dying. A which lets one block Melee Weapon and Unarmed Combat attacks,
character is unconscious at zero Fortitude, and can survive damage and (at extra cost) Ranged Weapon attacks (see Chapter 1). The
up to a negative number equal to basic rank Max-Value. So a PC Willpower DP is limited to defending against psychic or non-
with basic Fortitude of D8 will die at –8, and so on. Characters physical Threat effects specified by particular spells, powers, or
may Roll Fortitude → Endurance (or Quick Recovery) every round traps, or to absorbing fatigue due to the use of improvised magic
and some enchanted items.
Chapter 3: Combat | page 31
Opportune Attack
An attack of opportunity allows a PC or NPC an extra, single
attack with the full Ability Branch against a target with which he
is engaged. This is a free attack action at close range with a melee
weapon or using unarmed combat skill (not ranged or with magic).

Use this option in three circumstances:


1. The target turns his back in close combat and runs away
at full speed, without any attempt at performing a tactical
withdrawal. No target Active D-Pool use is possible in this
case. Note: A tactical withdrawal means retreating as the full
action in a round (at least 5 feet) while still facing foe, so as to
avoid or fend off any attack.
2. The target uses a ranged attack at point-blank range against
an armed foe (unless the target is a master of the ranged
weapon being used).
3. The target casts a magic spell when engaged in close combat.
The spell is not disrupted unless the magic-user takes damage
directly to the Fortitude D-Pool.

Sacrifice: to restore Active D-Pool


A PC or Full-Fledged creature may, at any time during the round
and as a free action, temporarily “sacrifice” any number of Speciali-
ties or Masteries (counted in actual number of dice) to bolster a
related Defense Pool or add threat points to a single attack. Add
the Max-Value of the temporarily sacrificed dice to its associated
Defense Pool or Potential Threat. All dice sacrified must be in the
same Ability Branch. This is usually done to offset a potentially
lethal attack, or as a last ditch attempt to slay a foe before
Combat Options defeat. However, the penalty for this gain in hit points is severe;
characters cannot roll burned dice again during that encounter. The
Dual Wielding and Two-Weapon Attack consequences are reduced potential harm, hindered ability checks,
Any character may choose to fight with a weapon in each hand, and lost spells and maneuvers for that time. A character can never
provided the off-hand weapon is smaller and lighter. Basic dual sacrifice basic (1st tier of ability) ranks! A character reinstates the
wielding lets one quickly switch between weapons to vary tactics. sacrificed dice only after combat or immediate danger ends.
Specialization in both weapons allows a coordinated attack with
them. Use the primary weapon to determine Ability Branch and Hit points added to a Defense Pool in this manner can temporarily
add the bonuses for both weapons when modifying damage. exceed the normal hit point maximum. Any points exceeding the
Mastery in both weapons allows dual wielding in combination with normal maximum of the D-Pool vanish after the battle. It is simply,
the Multiple Strikes special maneuver, with the harm bonus applied in semantic terms, transference of skilled energy.
to each separate die roll. In addition, a master may wield two
weapons of the same size. For example, Fred the Fierce “sacrifices” his mastery of D8 in Utility
Knife and adds 8 temporary points to his Melee Weapons Defense
Dual wielding always incurs a one battle phase penalty. If the char- Pool. He cannot add the Utility Knife mastery rank die to an attack
acter’s Agility Rank is already D4, apply a –1 penalty to initiative. roll until the next encounter.
Only adjust initiative by the lowest of the two weapon speeds. (See
Combat Rounds and Battle Phases.)

page 32 | Chapter 3: Combat


Revitalize Number (NN). Failing to beat a Needed Number with some special
maneuvers can cause the attacker to miss the target altogether,
A combatant may choose to forego all action for that round to
negating threat points.
rest and “revitalize” 20 % all of his Active D-Pools, regaining some
strength and vitality. If the character (or Full-Fledged NPC) is
If a maneuver is mastered and given a die-rank, then the character
engaged in hand-to-hand or melee combat, he must perform a
may roll his maneuver mastery die, or roll the die of the associated
tactical withdrawal before attempting the revitalize combat option.
mastered weapon, whichever is higher. For example, if you master
Multiple Strikes at D4 in Swords, but you've mastered the long
Special Maneuvers sword at D8, then roll the 1D8 when wielding the long sword, and
roll the 1D4 when attacking with other sword types.
Combat maneuvers can be combined to perform a new feat, or
Special maneuvers, or feats, for Melee Weapons, Ranged Weapons,
heroes may invent entirely new maneuvers on the spot. Simply add
and Unarmed Combat abilities are masteries that modify or replace
maneuvers’ NNs together when combining (halve for mastery first).
standard attacks. Characters purchase ranks in them as they do
for other masteries, and they add to Defense Pools. Adventurers
All special maneuvers use the following format:
are capable of extraordinary feats, and can defeat their enemies
with such surprising maneuvers, gaining the upper hand in a
Maneuver: The name of the maneuver.
critical moment of combat. Any Player Character may attempt a
special combat maneuver if possessing the necessary rank in the Ability: The related 1st tier ability (e.g. Melee Weapons).
related Ability Branch by making an Ability Check against a Needed Speciality: The related 2nd tier speciality (e.g.
Swords). Heroes may attempt the maneuver
without a speciality if their ability branch
check can possibly meet or exceed the NN.
For example, a warrior with a 1D10 Melee
Weapons alone may attempt a Focused Strike
maneuver with an NN of 4 or 8.

Needed Number (NN): The number to meet or


beat on an ability roll for the move to succeed.
Most maneuvers require rolling over a 4 to
12, and failure has consequences. Those who
master a maneuver check at half the Needed
Number. A few rare and powerful feats have
a NN of 24, and cannot be accomplished
without mastery (by halving the difficulty).
Mastering a maneuver with an NN of 4 or
less eliminates the possibility of failure when
rolling three dice.

Maintenance Penalty: Most maneuvers are


instantaneous, but some, like unarmed
grappling, may impose a penalty each round
on all other Ability Checks until the target is
released.

Description: A brief explanation of the


maneuver.

Consequence: The game mechanics, mostly


based on the Effects of Chapter 4, Magic
Spells.

Failure Effect: This is what happens when


failing to beat the NN.

Chapter 3: Combat | page 33


Melee Weapons Maneuvers
Multiple Strikes
Bypass Armor Attack Ability: Melee Weapons
Ability: Melee Weapons Speciality: Any melee weapon group; mandatory
Speciality: Any related attack speciality NN: 2 to 12 (2 + 2 × weapon’s harm bonus; see Weapons Chart)
NN: 8 + Armor MV + 2 × shield Maintenance Penalty: n/a
Description: Bypasses opponent's armor, reducing HP directly. Description: Multiple attacks with any one-handed weapon.
Consequence: Attacker detects vulnerability in his opponent's Consequence: Damage can be split into multiple strikes, even
armor and negates any armor Damage Reduction from either against different targets within reach. Only 1 die is applied to each
shield, armor, or both. A successful check against NN totally strike, but the weapon’s harm bonus is added to each. All attacks
negates the opponent's shield bonus DR first, and then remaining are resolved on the actor's turn.
threat points bypass armor, but only if the total potential harm Failure Effect: Too slow; use only 1 die for one attack.
exceeds the opponent's Active Defense. Does not work against
natural armor. Trip
Failure Effect: Cannot reattempt for 1 round on same target. Ability: Melee Weapons
Speciality: Any melee weapon group
Disarm NN: 10, then Opposed Roll vs. target’s Melee Weapons or Agility
Ability: Melee Weapons Maintenance Penalty: n/a
Speciality: Any melee weapon group Description: Trip an opponent with weapon, making him fall prone,
NN: 4, then Opposed Roll vs. target’s Melee Weapons ability slowing him.
branch Consequence: Does no damage, but target falls, and initiative
Maintenance Penalty: n/a reduced by one battle phase.
Description: Remove attacker’s weapon. If the Disarm manuever is Failure Effect: Cannot reattempt for 1 round on same target
mastered, then the character rolls his manuever mastery die-rank
or rolls the die-rank of a mastered weapon currently readied in the
Ranged Weapon Maneuvers
same weapon group, whichever is higher.
Consequence: Does no damage, but opponent drops weapon Bypass Armor Shot
Failure Effect: Cannot reattempt for 1 round on same target. Ability: Melee Weapons
Speciality: Any related attack speciality
Feint NN: 8 + Armor MV + 2 × shield.
Ability: Melee Weapons Description: Bypasses opponent's armor, reducing HP directly.
Speciality: Any melee weapon group Consequence: Attacker detects vulnerability in his opponent's
NN: 4 armor and negates any armor Damage Reduction from either
Maintenance Penalty: n/a shield, armor, or both. A successful check against NN totally
Description: Appear to attack from one direction, but shift to negates the opponent's shield bonus DR first, and then remaining
another at the last second. threat points bypass armor, but only if the total potential harm
Consequence: +1 threat points, and bypass non-magical shield if exceeds the opponent's Active Defense. Does not work against
rolling 12 or more. Failure Effect: Attack is –1 to threat points natural armor.
Failure Effect: Cannot reattempt for 1 round on same target.
Focused Strike
Ability: Melee Weapons Pin
Speciality: Any melee weapon group Ability: Ranged Weapons
NN: 4 to 24 (4 × bonus) Speciality: Any ranged weapon group
Maintenance Penalty: n/a NN: 8
Description: Wind up to deliver a crushing attack Maintenance Penalty: n/a
Consequence: Add bonus of +1 to +6 to threat points on the next Description: Pinning a target to a spot using the threat of your
attack round; cannot change weapons. weapon.
Failure Effect: Damage reduced equal to the bonus attempted. Consequence: Targets lose ability to use Agility D-Pool until they
uproot themselves. Escaping a pin requires an opposed roll of
Agility → Reflexes → Reaction Time. Failing this, target provokes an
attack of opportunity.
Failure Effect: Damage reduced by 3
page 34 | Chapter 3: Combat
Precision Shot Bypass Armor Strike
Ability: Ranged Weapons Ability: Melee Weapons
Speciality: Any ranged weapon group Speciality: Any related attack speciality
NN: 4 to 24 (4 × bonus) NN: 8 + Armor MV + 2 × shield.
Maintenance Penalty: n/a Description: Bypasses opponent's armor, reducing HP directly.
Description: Carefully aiming a shot for an additional bonus Consequence: Attacker detects vulnerability in his opponent's
Consequence: Add bonus of +1 to +6 to threat points NEXT attack armor and negates any armor Damage Reduction from either
round; cannot change weapons. shield, armor, or both. A successful check against NN totally
Failure Effect: Damage reduced equal to the bonus attempted negates the opponent's shield bonus DR first, and then remaining
threat points bypass armor, but only if the total potential harm
Ranged Disarm exceeds the opponent's Active Defense. This maneuver is risky
Ability: Ranged Weapons against armed and armored opponents without the Enhanced
Speciality: Any ranged weapon group Unarmed Defense Advantage because it can cause the attacker
NN: 8, then Opposed Roll vs. target’s Melee Weapons ability harm (See Chapter 3, Combat, p. 29). Does not work against
branch natural armor.
Maintenance Penalty: n/a Failure Effect: Cannot reattempt for 1 round on same target.
Description: Shoot an opponent’s weapon out of his or her hand
Consequence: Does no damage, but opponent drops weapon. Throw
Failure Effect: Slow response; drop back one battle phase for the Ability: Unarmed Combat
next round of combat Speciality: Grapple
NN: 6
Ranged Multi-Shot Maintenance Penalty: n/a
Ability: Ranged Weapons Description: Opponent is grabbed and thrown
Speciality: Any ranged weapon group; mandatory Consequence: Damage bonus of +2. Damage can be split if
NN: 2 to 12 (2 + 2 × weapon’s harm bonus; see Weapons Chart) the grabbed opponent is thrown at 1 or 2 other opponents or
Maintenance Penalty: n/a breakable targets (table, door, etc.). Only 1 die is applied to each
Description: Multiple attacks with any ranged weapon target, but the +2 applies to each. See Table 4.4 for structural hit
Consequence: Damage can be split into multiple shots, even points.
against different targets within range. Only 1 die is applied to each Failure Effect: Miss initial target and remain off balance next round,
shot, but the weapon’s harm bonus is added to each. at –2 to actions
Failure Effect: Too slow; use only 1 die for one attack
Hold
Unarmed Combat Maneuvers Ability: Unarmed Combat
Speciality: Grapple
Arm Lock NN: 4, then Opposed Roll vs. target’s Agility → Acrobatics →
Ability: Unarmed Combat Evasion or → Reflexes
Speciality: Grapple Maintenance Penalty: –4
NN: 10 Description: Grabbing and holding an opponent
Maintenance Penalty: –2 Consequence: No damage is done, but opponent held helpless
Description: Grab opponent and twist arm to lock joint until hold broken. Defender can break the hold with Fortitude →
Consequence: Opponent held helpless until hold broken. It only Feat of Strength vs. attacker’s choice of Unarmed → Grapple or
requires one hand to maintain the hold, leaving the other hand Fortitude → Feat of Strength.
free. Breaking the hold requires an opposed roll of Fortitude → Feat Failure Effect: Miss target; embarrassment
of Strength (defender) vs. Unarmed → Grapple (aggressor). If an
attempt to break free fails, opponent takes Basic tier die damage.
Failure Effect: Totally open! Act last in next round, and at –2 to
each die rolled

Chapter 3: Combat | page 35


Knee Kick Maintenance Penalty: n/a
Ability: Unarmed Combat Description: A turning kick that puts your body’s full
Speciality: Kick momentum into the strike
NN: 6 Consequence: Damage bonus of +3
Maintenance Penalty: n/a Failure Effect: Initiative penalty next round of –2 to Basic
Description: A close range attack with the knee Agility
Consequence: Bonus of +1 damage. Unless lower body armor is
worn, armor is bypassed; unless shield is medium or larger, shield is Tackle
bypassed. Ability: Unarmed Combat
Failure Effect: Damage is reduced to lowest die only, and no bonus or Speciality: Grapple
armor/shield exclusions NN: 4, then Opposed Roll vs. target’s Agility → Acrobatics →
Evasion or → Reflexes
Knife Hand Maintenance Penalty: n/a
Ability: Unarmed Combat Description: Standard attack using the whole body
Speciality: Punch Consequence: Inflicts threat points based on ability branch,
NN: 4 and opponent who fails Agility roll is knocked down and must
Maintenance Penalty: n/a spend next round getting up
Description: An open hand karate-style strike Failure Effect: Trip over your own oafish feet and fall down
Consequence: Does +2 damage
Failure Effect: Lousy hit, your sensei will be disappointed; –2 threat Uppercut
points Ability: Unarmed Combat
Speciality: Punch
Leg Sweep NN: 8
Ability: Unarmed Combat Maintenance Penalty: n/a
Speciality: Kick Description: A punch to the chin that begins at the waist of the
NN: 2, then Opposed Roll vs. target’s Agility + → Acrobatics → Evasion attacker
or → Reflexes Consequence: Does +2 damage unless opponent helmeted,
Maintenance Penalty: n/a armor and shield do not apply; opponent loses 1 battle phase
Description: A minimum damage kick that causes defender to fall next round
Consequence: Only does Basic tier die damage. If defender fails Agility Failure Effect: Left open to attack. Act last in next round, and
roll vs. the attack to remain standing, he falls and must spend next at –2 to each die rolled.
round getting up.
Failure Effect: Initiative penalty next round of –2 phases to attacker

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

page 36 | Chapter 3: Combat


Chapter 4: Magic Spells and
Powers
‘The practice of magic is nothing more than the art of bringing reality being grants aid to the theurgist, witch, or warlock; primordial
into accordance with one’s will. It is my will that every citizen of
connection, where the druid or elementalist communes with the
Crossroads shall die, and thus I will make it so.’
forces of nature itself (the druid by supernatural means); and
---
mental abilities, where the psychic’s understanding of the innate
As spoken by Phantos, dread Lord of the Living City.
potential of the mind (including the collective subconscious) lets
him or her perform miracles. These broad paths to power are used
Magic in the Eldritch Role Playing game is versatile and powerful. mostly for narrative purposes, but are useful to keep in mind.
There are many different magic abilities, each with its own flavor. There are many origins possible for magic-using adventurers
They work like other abilities, with specialities (ways to weave in Ainerêve, most in the nation of Maedoen, and especially in
magic) and masteries (individual spells). There are lists of spells to the adventurers’ and explorers’ haven of Crossroads, near the
help magic-using characters get started and to help GMs prepare enchanted forest of Meath.
adventures. Players can also improvise spells on the spot to deal
with the unexpected, or perform ritual magic to enchant items. The setting has opportunities for characters to learn the secrets
This chapter explains how characters cast archetypal, improvised, of thaumaturgy in all its manifestations, whether training under
and ritual spells. It also details the seven Pillars of Magic that are the mystic Wizards and Mind Mages of Crossroads, learning the
the sources of power, and the four spell types that shape it. primordial power of the Gan Creadigeath, or via initiation into
theurgists’ rites, whether of Sol Invictus or other supernatural
Practitioners of magic are called thaumaturges (wonder-workers). entities. While the people of Ainerêve typically categorize spell
There are a myriad manifestations of the craft of thaumaturgy, casters by known approaches to obtaining magical power (mystic
shaped for each spell caster by how circumstance, background, and and so forth), the game rules instead mainly deal with the expres-
experience converge. Thaumaturges can approach the arcane in sion of that power, which depends on seven fundamental pillars of
many ways: mystic study, where the wizard or summoner acquires magic. These are explained next.
magical arts through hard work and learning; connection to
supernatural forces, where a god, pantheon, or other-dimensional

Chapter 4-1: Magic Spells and Powers | page 37


The 7 Pillars of Magic Arcanum
Arcanum is the skill of using magical formulae to create effects. Its
Alteration, Arcanum, Conjuration, Elementalism, Illusion, Invocation, emphasis on utility rather than understanding shows in its speciali-
Psychogenics ties. This pillar relies upon magical components and so on, not the
innate wielding of mystical forces, and so is the only unrestricted
The seven listed abilities form the realm’s known Pillars of Magic. magical ability. At lower levels of ability, Arcanum is the sphere of
The pillars are like schools of thaumaturgy, each with a different folk magic, peddlers of charms and elixirs, witch doctors, and petty
power source, theory or doctrine, and practical application; each magicians who work by rules. When great skill is combined with
school has its own philosophy and style, and a set of core castings understanding, though, it can be a puissant art.
that reflect its nature. However, “school” is perhaps a misnomer,
as only some of the magically inclined find formal teachers, and • Artificing is creating magical weapons and equipment, and
such masters are more often individual savants rather than part activatable spell scrolls.
of a formal academy. Most thaumaturges are born with an innate • Curses are ritually cast spells to afflict or harm someone over
gift for the manipulation of magic, whether mystic, supernatural, time. This speciality also confers knowledge of how to break
primordial, or mental powers. (Thus, they can and often do curses.
improvise spells, based on general arcane knowledge and magical • Potions are alchemically brewed elixirs that are imbibed to
experimentation.) While it is common to concentrate on mastering produce magical effects.
one such ability, as each represents a tremendous amount of • Wards are spells written with magic sigils, used to protect,
knowledge and training, a gifted thaumaturge may study multiple summon, or trap.
pillars of magic.

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

page 38 | Chapter 4-1: Magic Spells and Powers


walls. Energy: energy bolts, force fields, telekinesis; use the force. invoke evil powers and use negative energy to animate the dead,
Fire: explosions, blazing weapons, smoke, incineration; let it burn. or inflict death, disease, and decay.
Water: waves, rain, whirlpools, ice; go with the flow.
• Change the physical condition of creatures to restore or drain
Elemental spells all fall under the same ability tree, but are balance or health, eliminate or cause fatigue; change the size
organized by the individual elements in the Master Spell List. GMs or properties of vegetation (i.e. animate, reshape, transform).
can thus easily make each element a separate ability if that works • Create new restorative or maledictive properties in creatures,
better for the milieu. Either way, the specialities of Elementalism objects, and areas; generate healing or enervating effects,
shape all primordial energies equally. auras granting new immunities or resistances or fast-healing
powers, or cursed auras causing vulnerabilities; reorder plant
• Change into elemental forms, or shape the elements to help, life to form barriers or clearings.
hinder, or harm. • Control the spread of disease and illness, nullify or quicken
• Create elemental forces to light a path, rain rocks upon the poisons and harmful forces, reverse decay and restore order;
wicked, obscure the sight of enemies with fog, or hurl death grow, heal, wither, or diminish vegetation; animate plants or
by fire, storm, ice, or electrical energy. the limbs of trees to grab, push, or strike.
• Control sentient elemental creatures, manipulate elements • Sense chaos, mental and physical and spiritual disorder; gain
within the physical realm, or determine the behavior and path empathy with all things; anticipate reaction and consequence;
of elemental forces. sense forest fires, supernatural minds, Fertile Glens, and
• Sense, counter, and better resist elemental magic affecting nature spirits.
creatures or objects.

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

Invocation objects. See clairvoyantly at great distances.

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

Chapter 4-1: Magic Spells and Powers | page 39


Spell Casting Spell Structure
All spells use the following five-entry format: Spell, Ability, NN,
Spells are specific expressions of magic by pillar and type intended Description, Consequence.
to produce a defined result. Each school has characteristic spells
(see The Laws of Magic, and Master Spell List) that have been Spell: Name of the spell (which may be individually mastered, once
wrought and refined over the ages, with most pillars providing their it is known and its associated speciality is acquired).
own styles of offensive, defensive, and general-purpose spells.
Trained thaumaturges are familiar with the named spells, meaning Ability: Shows the branch of the named magic ability tree. Basic
they understand them in principle, even if some are too difficult ability in the pillar is a prerequisite to casting any related spell.
to cast without great knowledge. A thaumaturge must know (have Listed as: Pillar (Sphere) → Speciality.
learned) a spell in order to cast it normally, that is, without the
fatigue that attends on improvised spells. One steeped in his pillar’s Sphere is what is affected or manipulated by the spell, in terms
lore will have a repertoire of known spells that he can cast at will. of the elements and aspects of existence: see below under
The rarest of spells are learned through the mentoring and training Effects by Pillar. Used for underlying organization and game
of reclusive archmages, or on attaining the highest ranks of priest- color.
hood, or are discovered in ancient grimoires and scrolls.
Speciality is the type of spell cast: Change, Create, Control, or
To cast a magic spell, thaumaturges must make an ability check Sense, for all magic abilities except Arcanum. Possessing the
against a Needed Number (NN); if the player’s total is higher, the speciality allows the caster an additional die roll during the
magic takes effect (although its success may depend, for instance, ability check, but is not required.
on an additional opposed roll by the spell’s target). Failing to beat
a Needed Number may incur a penalty. Mastery of a spell makes Needed Number (NN): The number that must be met or exceeded
casting it far easier (halving the NN). by the thaumaturge’s ability check; a measure of casting difficulty
(see Table 4.1). Rolling over the NN activates the spell during the

page 40 | Chapter 4-1: Magic Spells and Powers


caster’s turn in a round. Number listed is for default target(s) or enhanced luck, and so on. Threat effects are magical attacks.
area of effect; the spell’s description lists other targeting options, if Modify effects either augment or curse abilities or equipment.
any. Some spells’ NN is zero, as with most cantrips. The typical NN Protect effects are just that: magic shielding and armor. Restore
range is from 0 (for standard attack spells with no harm bonus) to effects heal, eliminate fatigue, cure disease, revitalize the soul, and
12. even raise the dead. Trigger (in the sense of causing an event or a
change) covers miscellaneous spells not fitting neatly into the other
Mastery halves the Needed Number, which means masters of easy categories.
spells (NN 4 or below) cannot fail, though some effects still allow
the target a saving throw. On the other hand, there are a few rare, Casting modifiers are extemporary modifiers to NN for targeting
powerful spells that have an NN of 24 or more, making them impos- multiple creatures, expanding area of effect, increasing potential
sible to cast without mastery (or bonuses and modifiers from magic harm, or other scalable options. These options are built into
items and so on). the formula, and are not true improvisation (and thus have no
Willpower DP cost). Note that Casting modifiers are added after
Description [Duration/Range]: A brief explanation of the spell’s halving for mastery (see The Thaumaturge Repertoire).
effect(s), including target and range considerations, and whether it
is instant or can be maintained. Unique Spells
GMs will note that some named spells feature restrictions,
Duration covers whether the effect is maintainable (M) or unusual area effect dimensions, or other parameters that
instant (Inst). The maintenance penalty is not listed because improvised spells may not. For example, Earth Strike works by
many spells are scalable. See general effects below. reshaping the ground into a weapon, but the caster must be
in contact with the earth. So an Air Elementalist might levitate
Range is usually 10 × basic tier MV in feet, double that for his Earth Mage target and prevent him from using Earth Strike.
mastered spells. The target or origination point must always Call Lightning Strike bypasses only metal armor, its restriction
be in direct line of sight: you cannot aim around corners. Spells on armor type lowering the spell’s harm enhancement cost.
may target either an Area, or one or more specific targets, listed as Restrictions may arise because of the unique circumstances of
Self, Creature, Object. Persistent spell effects can be maintained the spell’s creation or the quirks of its creator, or may have been
beyond the caster’s line of sight. See general effects below. a way to reduce spell costs (NN, failure effects). Still, mastering
such spells is worthwhile despite restrictions because you get to
Spell dimensions are tied into range, and apply to all spells roll three dice and halve the NN.
regardless of effect, physical or non-physical, for woe or for
weal. Specific target spells usually manifest as a bolt or a Saving Throw (ST) indicates whether or not a saving throw can be
stream. A bolt appears as a missile of some substance or a used to thwart the spell, if successfully cast. Saving throws use
visible effect up to 1 foot in diameter that streaks towards either Willpower → Resistance → relevant mastery or Fortitude
the target (e.g. an ice spear or glowing ball). A stream is a → Endurance → relevant mastery. Listed as ST [Willpower or
continuous line of effect up to 2 feet wide originating from the Fortitude], “n/a”, or “none”.
caster (e.g. an arc of flame). Area spells usually appear as a bolt
that expands or explodes on reaching the targeted origination
point. The area affected is usually a radius of Ability Branch MV General Effects.
in feet (forming a sphere), double that for mastered spells. A Other characteristics of a spell are not listed with each spell entry
cubic volume will generally be up to 2 × basic tier MV in feet for where they are based on NN rather than individual spell differ-
height, width, and depth, double that for mastered spells. The ences. These characteristics follow general tables, and include:
GM should make an educated guess at NN increases for variant
areas of effect. Maintenance Penalty: Each spell maintained causes a penalty
against any ability checks (add each together for the total penalty).
Consequence [Effect(s) / ST]: The game mechanics for the spell’s Luckily, the penalty does not diminish the effects of maintained
effect(s). These give a quick indication of what the spell does, and spell(s). Maintenance penalties are determined at time of initial
are Afflict, Boon, Threat, Modify, Protect, Restore, and Trigger. casting, after halving the NN for spell mastery. If the spell is instant,
Afflict covers any status effect: Confuse, Control mind, Debilitate it cannot be maintained. See Table 4.1 and 4.2.
sense, Distract, Incapacitate, Knock prone, Paralyze, Possess
spirit, Slow, Stun, and Terrorize. Boons include all benefits like
new temporary powers, divine favor, useful non-combat spells,

Chapter 4-1: Magic Spells and Powers | page 41


Concentration check: If a thaumaturge suffers an attack that Thaumaturges can attempt to cast listed spells outside their
penetrates to Fortitude, he or she must make a concentration known repertoire or improvise new magic effects, provided they
check: failure means all maintained magical powers fizzle. The possess basic skill in the relevant magic ability. Most thaumaturges,
roll is Willpower → Resistance → relevant mastery versus the however, learn and master a number of signature spells rather than
attacker’s original ability roll. relying overmuch on fatiguing and potentially hazardous improvisa-
tion (see Improvised Spells).
Target Variations: There are several possible spell targeting varia-
tions: the self only (–2 NN), multiple creatures or objects (+1 per Altering the Formula; Casting Modifiers
additional target), an area effect spell (+4 NN), a selective area Thaumaturges may alter a learned or mastered spell, rejiggering
effect (+8 NN), or some other special range, as with clairvoyance, the formula to add a fixed range of modifiers. These involve scaling
which is a long-range area effect. Most spells require line of sight up the spell’s effectiveness, whether for potential harm or protec-
for initial casting, but may be maintained at a distance. Variations tion, or increasing its range and dimensions (following the same
are explained in the spell’s description. See also Magic in Combat. NN guidelines given throughout this chapter). Notably, casting
modifers are extemporary and always add to NN after halving for
Failure Effect: Penalty if the NN is not met. Spell mastery improves mastery. To add such spell alterations permanently means creating
the odds against failure, but it’s always the unmastered Needed a new (improvised) spell, which could be learned as usual.
Number that determines consequence. See Table 4.2. Simple
cantrips may require a Needed Number to cast (GM fiat), but never The Laws of Magic
have failure penalties.
The ways in which specialities are applied to cause magical effects
constitute the laws of spellcasting. The laws of magic are described
The Thaumaturge Repertoire below, beginning with a list of typical spell difficulties, maintenance
penalties, and failure consequences. Some spells fall under
Knowledge of any Magic Pillar assumes training, whether by universally applicable rules, while others fall under specific pillars.
college or individual mentor. Such training may initially include Examples are given at various levels of spellcasting difficulty,
the teaching of selected spells. All restricted Magic Abilities grant indicated by the Needed Number (NN).
a number of learned spells equal to 1 per basic die rank (D4 = 1,
D6 = 2, and so on) the first time a Magic Ability is learned, either Magic Powers Rarity and Spell Maintenance
during character generation or during adventures. Known spells This section provides some general information about spells. Table
are picked from the archetypal and esoteric spells in the spell 4.1 provides the basic templates for most spells and powers in the
list, in any combination desired, and added to the thaumaturge’s game, and are useful for improvised and newly created spells.
repertoire. Legendary spells (those with an NN of 16+) must be Spells in the Master Spell List are listed with their NN value. Rarity
discovered during quests. Character Points may be spent to master might also indicate how often the spells are found in grimoires,
any learned spell in the character’s repertoire (2 CP per die rank). treasure hoards, or NPC repertoires (cantrips are often improvised,
The player should keep track of his character’s personal collection and so rarely turn up on scrolls etc.).
of known spells (which could be kept in a spellbook or formulary,
or all in the mind). Note that because Arcanum’s rituals are inde- Table 4.1 Spell rarity, difficulty and Maintenance Pen-
pendent of accumulative magic theory, they can be cast normally alties by NN
without formal learning.
Rarity NN Difficulty Penalty
Cantrips 0-2 Easy 0
Increasing die ranks in any Pillar’s tree whilst adventuring does not
Uncommon 4 Moderate –1
automatically add spells to one’s repertoire. Instead, players have
Rare 6 Difficult –2
the option of adding newly discovered (or improvised) spells to
their characters’ repertoires with an ability roll to learn the formula. Esoteric 8 Demanding –3
Once an improvised spell is cast once, it can be learned with an Occult 12 Formidable –4
ability check (Pillar → Spell Type), rolling against half the spell’s NN Legendary 16 Extreme –5
to memorize the formula. Success means the spell is now known, Mythic 20+ Herculean –6
which eliminates the fatigue penalty for improvising. Failure means
the spell was too difficult to translate for rote memorization, but
another attempt can be made in a number of days equal to the
spell NN.

page 42 | Chapter 4-1: Magic Spells and Powers


The penalty applies to all ability rolls while maintaining a spell
or power. Add together the penalties for each spell maintained
per round (e.g. two Difficult spells would penalize ability checks
by –2–2 = –4). Instant spells or attacks have zero maintenance
penalty. The halved NN for mastery reduces maintenance
penalties.

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.

Table 4.2 Spell failure effects by NN


NN Spell Failure and Enervation
0–2 Spell fizzles, no consequence.
4 Spell fizzles, cannot reattempt for 1 round.
6 Spell fizzles, –1 to D-Pool; minor enervation. Cannot
reattempt for 2 rounds.
8 Spell fizzles, –2 to D-Pool; moderate enervation. Cannot
reattempt for 3 rounds.
12 Spell fizzles, –3 to D-Pool; serious enervation. Cannot
reattempt for 4 rounds.
16 Spell fizzles. Slowed for one round (falls back a battle
phase next turn). –4 to D-Pool; severe fatigue. Cannot
cast any spells for 1D4 rounds.
20 Spell fails. Stunned for 1 battle phase (3 seconds). Asso-
ciated Magic D-Pool reduced by –5. Cannot cast any
spells for 1D6 rounds. Reaching 0 in the Magic D-Pool
due to this sort of backfire knocks the thaumaturge out,
helpless for 1D4 rounds.
30+ Spell fails spectacularly; caster stunned for two battle
phases, and associated Magic D-Pool reduced by –6.
Cannot cast any spells for 2D4 rounds. Reaching 0 in
the Magic D-Pool due to this sort of backfire knocks the
thaumaturge out, helpless for 1D8 rounds. Such spells
are not for the faint of heart.

Enervation means the ability being used to attempt the casting


has its magic Defense Pool reduced; the caster also feels tired and
drained, with the game effect stated in the table.

Chapter 4-1: Magic Spells and Powers | page 43


Magic In Combat
Example spell: An area-effect poison gas cloud with +4 Threat
GM Note: Players do not need to memorize anything in this Game
affecting everyone, with the gas negating both shields and armor,
Master oriented magic section. Players may simply use the master
plus bypassing Melee DP: Final NN = 0 + 8 (threat point bonus)
spell lists and not bother with improvisational magic until more
+4 (area effect) +2 (bypass shield) + 6 (bypass armor) + 8 (bypass
comfortable with the system.
Melee Weapons DP) = 28. The thaumaturge realizes this powerful
effect cannot be improvised: 24 is the maximum roll without
Magic Defense Pools mastery. Mastery would reduce the NN to 14, but even the
Every pillar of magic is also a source of hit points against any highest-level master would fail 20% of the time. So he eliminates
magical attack, each converting to a limited Active Defense Pool. the base harm bonus, resetting the NN to 20 improvised, 10
Although activated by native force of mind, the magic Defense mastered (93% base chance of success for a 3D12 master).
pools are neither learned nor mastered as spells. Such use is
considered a latent ability, representing the focused strength of a Non-lethal Threat
trained mind, counterspelling with will and word (and may be used Non-lethal magical harm subdues the target, but does not kill. A
in lieu of Willpower DP against psychic attacks, since psychogenics target brought to zero Fortitude in this manner is incapacitated
itself is a type of magic in Ainerêve). Thaumaturges may opt to until brought above zero, and also unconscious for 1D4 rounds if
purchase the Enhanced Magic Defense advantage, expanding failing a Fortitude saving throw versus the attack roll.
a magic Defense pool to cover non-magical attack forms. This
works the same way for every magic ability tree (See Chapter 1, Non-physical Attacks
Advantages). Some spells do not cause direct, standard physical harm. Threat
points from such an attack are considered non-physical, and drain
the chosen applicable active DP first (e.g. Willpower, Magic Ability),
Standard Threat Spells Fortitude after. Non-physical damage is preternatural and cannot
A thaumaturge’s standard magical attack targets a single creature be blocked or parried by normal shields or swords (so it has a
within line of sight. Such spells manifest physically and visibly, minimum NN of 8).
by touch or at range, and and may be dodged by Agility DP, or
even blocked by Weapons DP (see Enhanced Martial Defense However, there is usually some visual and auditory component to a
advantage, Chapter 1). But not all spells are easily blocked, parried, non-physical attack spell — a beam of crackling energy, a popping
or dodged, and some may bypass certain types of active Defense distortion field, or the electric hiss of spiraling tendrils of radiance
or protection. Such harm spells always increase the Needed — and therefore it can be dodged using Agility DP.
Number to cast above zero.

Threat Spell Enhancements


+1 to NN to affect multiple targets (1 per die rolled); cannot be
combined with Area Effect.
+2 to NN to negate target’s shield damage reduction.
+2 to NN per extra threat point bonus (per attack).
+4 to NN make area effect, radius equals ability branch maximum.
+6 to NN to bypass target’s armor *
+8 to NN to bypass one Active DP (select one at time of spell
improvisation, which may be set at time of mastery).
+8 to NN to turn spell into a selective area effect (as area effect, but
affects foes only).
*(conditionally; Active Defense must be exceeded).

Bypassing two Active Defense Pools is possible, but must be


improvised during casting, +4 NN for every additional DP bypassed
(factored in after mastery halves original spell’s NN).

page 44 | Chapter 4-1: Magic Spells and Powers


Needed Number determines thickness, and can be increased to
Some non-physical attacks are also non-lethal, meaning they change the wall substance and hence its structural hit points.
subdue rather than slay. One can be brought to zero Fortitude
and thus made unconscious with this mode of attack, but can’t NN = 4 × thickness in feet, not exceeding basic tier MV. [structural
be brought below zero. For example, illusory threat points are a hit points = ability branch MV]
special case of non-physical damage, mitigated only by Willpower
before reducing Fortitude (or until a successful saving throw is +1 NN = wood, +1 hp per foot of wall’s thickness.
made; see Illusory attacks under the Illusion entry below). +2 NN = stone, +2 hp per foot of wall’s thickness.
+3 NN = iron, +3 hp per foot of wall’s thickness.

Protection Effects +4 NN = bronze, +4 hp per foot of wall’s thickness.

Magic that provides damage reduction (DR) or cover to an indi-


Penetrable Elemental Walls
vidual or multiple targets is divided into shield, armor, wall effect
NN = 6 × diameter in feet, not exceeding basic tier MV
types, and immunity.

Walls made of fire, wind, or water usually provide total cover


Armoring Effects
directly in front of the caster. Most are created by elementalists,
The thaumaturge provides himself or the recipient with magical
though similar effects have been seen invoked by priests or
protection, whether conjuring a suit of armor out of thin air or
activated through pyrokinesis. Rather than ranged attacks whittling
generating a force field that envelops and moves with the body;
down their structural hit points, as with most total cover, such
manifestation depends on the source of magic. All protection/
walls impose a –4 threat point reduction to ranged attacks. This
armor spells grant passive damage reduction: the DR value is
is due to the opaqueness of fire or partial opacity and rushing
randomly determined, and it activates only once the beneficiary’s
movement of wind or water elemental walls; it’s difficult to target
chosen Active Defense is exceeded.
those hiding beyond. Unless made to surround the caster, the
typical elemental wall spell provides good (¾) cover further out to
NN = Max-Value of magic armor protection die, from 4 for D4, to
the sides, but no cover behind. Passing bodily through such a wall
12 for D12.
also has consequences.

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

Chapter 4-1: Magic Spells and Powers | page 45


In contrast, no known spells grant total immunity against any type
of magic. Such a spell would be dangerous knowledge indeed.
Luckily for thaumaturges, they can use Magic D-Pools to defend
against preternatural damage whilst honing abilities that improve
their saving throws.

Some elemental transformation spells grant immunity versus


physical attack, but also limit offensive options. For example, a
mage who transforms into pure air or spirit usually cannot make
standard physical attacks, nor cast spells without difficulty (see
Spells without Gesture or Word). Precluding physical attack options
by assuming such a form halves the spell’s final NN (to 18). On
the other hand, some elemental forms are inherently threatening.
For example, a body of fire or energy allows unarmed attacks with
appendages of flame or aetheric electricity, using the caster’s basic
magic ability die for threat points.

Disease and Poison Immunity


Priests, witches, or shamans may have rituals or spells that confer
immunity to diseases or poisons of various strengths. Arcanists and
Conjurers may create or summon magic items and potions that
grant such immunity, either maintainable or made permanent until
dispelled. Spells that grant immunity against poison and disease are
NN 20 combined, or NN 12 separately.

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

page 46 | Chapter 4-1: Magic Spells and Powers


such a “status effect” must meet or exceed the NN and beat the Mental and Spiritual Afflictions
target’s opposed roll.
Distract, NN 12 (Formidable): Reduce the Initiative of the target

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).

saving throw abilities are the target’s Willpower → Resistance →


relevant mastery vs. mental or spiritual affliction, or Fortitude → Confuse, NN 14 (Formidable): Cause the target to become sluggish

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.

is maintained, and success ends the condition. Saving against a


maintained status effect does not trigger a concentration roll on Terrorize, NN 16 (Extreme): The target is stricken with fear, may not

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.

listed below, regardless of Magic Pillar or Spell Type.


Control Mind, NN 18 (Extreme): Victim’s mind is taken over, the

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.

Chapter 4-1: Magic Spells and Powers | page 47


translocation of creatures or objects (as with Conjuration spells), Improvisational flexibility comes with a cost. The Willpower DP
or an effect set off by a contingent circumstance (see Multi-Effect acts as reservoir of mental energy for the fatigue caused by casting
spells, Contingency Spells for the last application). Elementalists, improvised spells (as well as spells cast from a book or scroll
priests, and summoners invoking extradimensional beings, or without formal knowledge, and certain limited spell types and
conjurers translocating or teleporting creatures and objects, or traps). It costs 1 Willpower to cast a single target spell, 2 Willpower
opening rifts into other worlds, use triggered effects. to cast an area effect spell (or selectively targeting multiple
creatures in an area), 3 for a multi-effect single target spell, and

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

page 48 | Chapter 4-1: Magic Spells and Powers


of magic is great fun, and picks up a rank of the Control speciality Casting a spell either without words or without gestures adds +8 to
at D4. She would then roll D12+D4 with any Illusion-Control spell. any spell’s NN. This is factored in after halving the original NN for
Eventually, she masters “Trick Portal” specifically, at D4 rank (for mastery (if any). Casting without gestures and words is extremely
2 CP), and thereby halves its Needed Number. Thus, in the future, difficult, adding +16 to the NN. Worse, spell failure doubles the
Morgana would make a D12+2D4 ability check versus an NN of 4 fatigue cost to Willpower for improvised spells other than psycho-
when casting her signature Trick Portal spell. genic spells (which suffer only the usual fatigue penalty). Buying
the Inconspicuous Caster advantage halves the NN addition to
Learning Improvised Spells +4/+8 (see Chapter 1).
Adding improvised spells to the thaumaturge’s repertoire requires
an ability roll to learn the new or altered formula. Once an impro- Non-Physical Threat without Word or Gesture
vised or known spell altered is cast once, it can be learned with Masters of spellcraft know that non-physical attacks are invisible
an ability check (Pillar → Spell Type), rolling against half the spell’s if cast without gestures. Eliminating the visual component makes
NN to memorize the formula. Success means the spell is now such an attack difficult to dodge, granting +2 potential harm. The
known, and no longer considered improvised, which eliminates defender’s situation worsens if the thaumaturge also casts without
the Willpower DP cost. Failure means the spell was too difficult to words, rendering the effect both invisible and silent. A pure psychic
translate for rote memorization, but another attempt can be made attack is an example of a non-physical attack cast without gesture
in a number of days equal to the spell NN (see The Thaumaturge or word. Defenders cannot block or dodge non-physical harm that
Repertoire). is both silent and invisible.

Cantrips The Willpower DP may be used as an active Defense against


Cantrips are the most common spells learned, ranging the easiest any type of non-physical harm, resisting by sheer determination,
of minor effects to more potent magical attacks and spells. Some otherwise only a Magic Ability DP can help. Either way, only one
cantrips are improvised, others learned as part of the thaumaturgist active Defense can be used against any single attack.
repertoire, and all range from a 1-3 Needed Number to cast. Zero
NN cantrips have no Willpower cost when improvised. Cantrips Magic attacks generating non-physical types of damage can be
follow the standard rules for range and area of effect, modifiable as cast as if the thaumaturge possesses the Inconspicuous Caster
desired when effects are improvised. advantage (see Chapter 1, Advantages), or at half those penalties if
already possessing the advantage.
Examples of innocuous, 0 NN cantrips are like the brooms of a
sorcerer’s apprentice. Illusion: change the face of a card; make Multi-Effect Spells
copper coins seem like gold. Elementalism: air, blow out a candle;
There are two types of Multi-Effect spells, Combined and Contin-
give a musty room a fresh scent; water, a wizard wreaths himself
gency. Multi-Effect spells are improvised using only one ability
in eerie green vapors; fire, the mage’s hands burst into flame as a
branch, regardless of effect combination.
warning. And more… The evil priest’s snake-headed staff opens its
reptilian eyes, terrifying the helpless captive. A druid imitates the
Combined Effect Spells
howl of a wolf to signal to his allies. The theurgist’s symbol sheds
The combined effect spells are quite difficult to cast improvised.
holy light. The enchantress keeps her hair shifting in an unfelt
Combined effects add the NNs together, which also increases
breeze. The GM may allow a cantrip to grant +1 on an ability check
spell failure consequence (see Table 4.1 above). One speciality and
in some cases, e.g. the necromancer makes his eyes glow, adding
associated effect must be named as primary during improvisation,
to his Intimidation attempt. The GM may also assign an NN if a
setting the base NN. Some combined effects are not possible
cantrip seems to need it.
without mastery.

Spells without Gesture or Word


An example of a combined spell is “Stone Armor”. The caster
Gesture and word help focus the energies and direct the mind for
surrounds himself in an armor of stone, adding armor protection
spellcraft, so casting spells usually entails free use of the voice,
of D8, and +2 threat points. It’s a combined effect spell because
hands, and arms. Channeling magic or psionic power without
the extra threat points from stone fists depend on the initial stone
incantation or movement is more difficult, but can be a life-saving
body armor effect activating. This combines two effects of Create,
advantage for a thaumaturge taken prisoner, because intelligent
protection and harm. The protection effect determines the NN for
foes usually bind and/or gag those suspected of eldritch power.
each check.
Other uses occur in adventures, e.g. if climbing a cliff or plunged
underwater.

Chapter 4-1: Magic Spells and Powers | page 49


(see spell lists for examples). GMs should use the general effect
Contingency Spells guidelines to set a fair level of increased difficulty.
Contingency spells work like combined spells for the initial casting,
but the effects only occur if certain conditions are met. For Spheres
instance, if a spell creates a pit trap with great potential harm, it
might be written as Elementalism (Earth) → Create → Hidden Pit (if The spheres are the primal building blocks of the game multiverse,
named and mastered), using contingent Threat (if somebody falls covering all generative, operative, and destructive forces of reality.
in). A good example of a chained effect spell is one that generates They are primordial elements (such as earth or air) or supernatural,
a protective armor (Protect) that also shocks any enemies coming mystic, or mental aspects of experience (such as order, chaos, or
within close range (contingent Threat). However, a spell that thought). In game terms, a sphere is the strand of reality that a
creates an unhidden, natural hazard is not a combined spell. For spell influences or controls. It is useful to distinguish between the
example, creating a wide open pit with Earth Magic is just one elements in Elementalism, for example.
effect; anybody should be able to see and avoid the pit.

The spheres as known in the world of Ainerêve are shown in the


Triggering Effects list below. The Pillars of Magic are formalized ways to channel
Contingency spells can create conditions for potential harm, but it’s power to affect various spheres. For example, Invocation is the
always indirect. For example, the creation of a pool of quicksand Pillar of Magic connected to the spheres of Entropy, Life, and
would be possible with the Earth → Create Ability, for example. Nature.
No harm would come to one unless stepping into the generated
quickstand. Aether (Arcanum): Pure magic, generates energy overarching all
pillars.
The difficulty rating can rise with circumstance. Delayed or contin- Air (Elementalism): Elemental air, wind, lightning, etc.
gency effects are covered by this, like “flame trap”, or wards. Most Chaos (Alteration): Disorder, luck, randomness.
magical traps and wards are created by means of the Arcanum Dimension (Conjuration): Space, time, planes, travel.
ability, though. Dream (Illusion): Thoughts, images, and sensations, reality settling
or unsettling.
+2 to NN Simple trigger (anyone steps here, delay while main- Earth (Elementalism): Elemental mineral, rock, crystal, etc.
tained) Energy (Elementalism): Quintessence, spirit; direct manipulation of
+4 to NN Moderate trigger (any foe steps here, the bell strikes, spirit.
delay until Tuesday noon) Entropy (Invocation): Death, decay, also breakdown of systems.
+8 to NN Complex trigger (intricate programmed illusions, magical Fire (Elementalism): Elemental heat, flame, and light.
dungeon puzzles and riddles). Life (Invocation): That which quickens matter. The intersection of
Dream, Magic, and Order.
Maintenance penalty: additional –1 penalty per contingency tuned Matter (Psychogenic): The physical world, as it manifests in settled
to the spell. lands.
Mind (Psychogenic): Psychic power, organized thought; focused,
Complex trigger example: One who wears the Amulet of Illusory directed will.
Death appears to drop dead when reduced to zero Fortitude, Nature (Invocation): All living things beneath intelligent races; inter-
but it’s an elaborate triggered illusion. What really happens is the sects with the chaos of weather patterns, and the five elements.
wearer is restored to 100% Fortitude while becoming invisible, and Order (Alteration, Conjuration): Hierarchy in all spheres. Allows for
an illusory corpse is created. If the wearer is knocked unconscious, creature summoning and controlling magic. Slows shifts in Dream
then he is teleported to an attuned safe zone. in settled lands.
Time (Arcanun, Elementalism, Alteration): The cosmic weave of
Spell Vulnerabilities past, present, and future, influenced by Dream, Shadow and Mind.
Shadow (Elementalism): The intersection of dream and entropy, the
Improvised spells that exploit the target’s vulnerabilities use a
reverse of energy, occult manifestations.
rule of thumb: a vulnerability adds at least +2 to a spell’s NN. For
Water (Elementalism): Elemental water, ice, cold, etc.
instance, lightning that exploits metal armor to do more damage.
On the other hand, a vulnerability inherent to the spell could
Read on to learn more about each Pillar’s distinctive properties.
endanger the caster himself, even lowering the spell’s overall
Each Pillar lists the essential effects it uses in alphabetical order.
difficulty if it narrows a range of defensive options for the caster.
Obviously, how a vulnerability is applied can be extremely varied

page 50 | Chapter 4-1: Magic Spells and Powers


your reputation, mage! Why must we be still?” The old transmuter’s
gaze moved beyond the irritated man, down the sloping corridor.
“Because, Hunter,” he answered calmly, “you are well positioned…”
The ranger turned and gasped; a nameless creature loped out of
the darkness. The transmuter pointed his walking stick: a dizzying
spiral of transmutative energy erupted from the ivory bone’s tip,
enveloping the ranger. There was a ringing in Hunter’s ears as his
equilibrium was altered, and the world seemed to whirl around; he
staggered, unable to regain his balance, and fell heavily. Silently,
quickly, the nameless creature was upon him: then gibbering,
claws, a devouring madness. Hunter screamed and was lost. The
creature’s essence merged with his dying body, turning into…
something else. “Thanks,” said the old man, “for remaining still.”

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!”

Incapacitate: The assassin by the parapet was uncomfortable in the


dead guard’s uniform. His target was late, and his escape depended
Magic Effects by Pillar on timing. But there, the doors below were opening. As he reached
into his belt pouch, he heard the door onto the balcony open too,
Both Game Masters and their players can peruse the magic effects and spun to see a wispy-bearded man in faded rainbow robes, who
explicated in this section, including story examples of how they spoke a rumbling, grinding phrase ill-suited to the human voice
might work in a game. This information is extensively detailed and raised his hand. A tangled knot of force that distorted the air
where needed, covering the essential powers of each Pillar, but like a flaw in clear glass shot from his hand to strike the assassin,
needn’t be memorized for game play. whose body crackled and grayed as he turned to stone. Whether
he could have known or felt anything as the guards pitched him

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

Chapter 4-1: Magic Spells and Powers | page 51


Few warriors have stood their ground after witnessing their Object Transmutation
comrades clash with a transmuter. Some of their most terrifying NN 4 (Moderate): Morph object. Change size or weight by one
spells combine Threat with Status effects: a spell might compress category (see Table 4.3), or alter the color or shape of an item.
the ribcage making it hard to breathe (Threat+Slow); cause the Altering clothing or accoutrements in this manner adds 1D4 to
target’s skin to cover the mouth and nose, to suffocate and stop Disguise checks.
spellcasting (Threat+Stun effect); shrink armor to constrict, or make
rings into thumbscrews (Threat+Paralyze); turn armor or clothing NN 8 (Demanding): Shapeshift object. Change an item from one
into spike-lined death traps (Threat+Slow: save lets victim strip off thing into another, although material remains the same. Size and
spiky gear). If such alterations are instant rather than maintained weight can be shifted by one category (e.g. change a wooden desk
(say, a brief ribcage crunch), they count as simple harm effects. into a chair).

Transmuter Creature or Object Modification NN 14 (Formidable): Transform object/area. Change hardness,

Creature Shapeshift mass, or state (liquid, solid, or gas) or composition of an object.


Transmute lead into gold. The effect is temporary, and must be
NN 6 (Difficult): Transmute creature. Caster can alter hair and skin
maintained (see alchemist or magic item creation rules for more
color and texture, height, weight, and gender within the norms of
information).
the caster or target species.

Object Change Adjustments


NN 10 or 12 (Demanding or Formidable): Shapeshift self (10) or
other (12), allowing a saving throw if target is resisting. Can change +2 to NN to to affect multiple objects (1 per die rolled).
size (in the range tiny, small, medium); alter type into goblinoid, +4 to NN per extra size or weight category change (per object).
animal, aquatic, or vermin. (Add +4 NN per change in size outside
the given range.) Target gains any racial abilities; height, weight, Note: A set of clothing or armor, or a pile of coins or pebbles,
and gender are under caster control, but must fall within the counts as one object for these effects.
norms for the new form. Equipment held or worn melds into form,
reappearing when the effect ends. Caster can know one form Table 4.3 General categories of sizes and weights
per Speciality die rank, unless new form is improvised, costing a Description Size Weight Animal Object Structural
Willpower point (see Improvisation). (solid/open) HP Range
Miniscule to 5/ 20 to 5 oz Mouse Mug 1
NN 16 or 20 (Extreme or Herculean): Shapeshift self (16) or creature cu in
(24). Can change into giant or even legendary beast, and able to
Tiny to 20/ 300 to 5 lb Rat Breadbox 1–2
alter size to large, huge, even gargantuan. Target gains all physical
cu in
special attacks and Defenses possessed by the form, but does not
Small to 3/ 9 cu ft to 100 lb Goblin Chair 2–5
gain Fortitude or Active Defense bonuses based on size or nature
Medium to 6/ 36 to 300 lb Human Desk 5–10
(see True Polymorph below for that).
cu ft
Note: The base number is for a giant beast; the NN should be harder for
Large to 50/ 500 to 2500 lb Horse Wagon 100
legendary beast forms, say, from +4 for a werewolf to +8 for a ghost to
cu ft
+12 for a dragon (GM’s call).
Huge to 500/ to 25,000 Elephant Cottage 500
5,000 cu ft lb
NN 20 (Herculean): Turn creature to stone or some other hard
Gargantuan to 1000/ to 50,000 Dragon House 1000+
substance, making it helpless until spell is broken. Allows saving
10,000 cu ft lb
throw.

These table categories are rough guidelines; the example objects


NN 36 (Herculean): True Polymorph. A master of shapeshifting can
are ‘open’ in form. The structural hit point range indicates general
transform into any living being from a mouse to a dragon at will,
item robustness, but bringing an object to zero hit points is rarely
shifting up to once per round so long as the spell is maintained.
necessary in order to make it dysfunctional. Breaking something is
Only at this level will the caster assume any percent increases to
not as difficult as reducing it to rubble or powder.
Fortitude based on size or supernatural nature (see Chapter 5,
Game Mastering, and Chapter 6, Bestiary). Ability Roll Bonus or Penalty

This effect modifies the rank of an ability by augmenting or


diminishing the target’s die rolls. Victims of a penalty are affected

page 52 | Chapter 4-1: Magic Spells and Powers


without a saving throw. The recipient of a bonus may be the self or Examples: D4 to D6 is NN 4; D8 to D12 is NN 8; D4 to D12 is NN
another creature within range. No diminishment can be applied to 16. Zero rank to D4 is NN 4 (cannot work at mastery level, which
the self (even if an attempt is forced under mind control). Hit points must be earned).
cannot be augmented or drained directly. However, augmenting
or suppressing an ability can modify the recipient’s threat points, Die Rank Reduction
saving throws, and reaction time. A spell generally names one
The thaumaturge can decrease the die rank of any tier of a target’s
ability to augment, though two or more are possible, or even a
physical ability branches: Agility, Endurance, Fortitude, and Percep-
select few in an area of effect (all of which would increase the
tion. Suppressing die ranks in this way can hinder challenge rolls,
spell’s Needed Number and maintenance penalty).
physical saving throws, battle phase order (or random initiative
rolls), but never decreases the target’s normal Defense Pools.
NN = 4 × static bonus or penalty affecting single, targeted ability (No
higher than ±6).
NN = 4 per Die Rank decrease, down to D4.
+4 to NN per –1 static penalty if targeted die rank is already at D4, up
+2 to NN per extra ability affected by spell.
to –6.
+4 to NN to turn the spell into an Area Effect (fog cloud affecting
all Perception rolls, for example).
Examples: D6 to D4 is NN 4; D12 to D8 is NN 8; and D12 to D4 is
+8 to NN for a selective Area Effect (all allies, all foes, or all
NN 16.
creatures but one or the other are affected).

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 increases or reduces an object’s hardness


–2 to NN if affecting a sense other than sight or hearing (i.e. taste/ (thereby increasing or diminishing structural hit points):
smell or sensation).
NN = 2 per 10% of item’s hit points increased or diminished (e.g. NN =
Die Rank Augmentation 10 at 50%).

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),

Chapter 4-1: Magic Spells and Powers | page 53


potions (alchemy), and wards (sigil magic to fend off evil). At this
point, they start to understand the principles of imbuing materials
with arcane energy. Those who master this ability are generally
known in Ainerêve as Arcanists or Artificers.

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.

An arcanist working without assistance must have basic knowledge


of the kind of magic he imbues into an item. For instance, no
artificer lacking some proficiency in Fire Magic could enchant a
wand to cast fireballs. The arcanist may work with other thauma-
turges, if he lacks knowledge of a pillar, but if so can only benefit rank of super, 28–36 MV) can craft permanent magic items and
from the other caster’s expertise to the lower total of his own weapons.
Arcanum → Artificing branch rank or that called on by the assisting
caster (e.g. an Elementalist with Fire → Create helping to make a Item imbuement time = NN × 15 minutes for every effect included
fire wand). Every magical item effect is assigned dice mirroring its in the item.
creator’s proficiency in the Magic Pillar branch or branches used, NN to imbue item = combined NN of chosen imbued effects.
including mastery if a specific spell is infused.
Increase zero NN effects to a minimum of 2 for this calculation,
For example, a wand of fireballs with Threat 2D8 would need a Fire and roll the ability check at the end of imbuement time. Threat
Elementalist with at least 1D8 → 1D8, and at least Arcanum D4 → effects depend on the caster’s own harm potential, delivering up
Artificing D4 to create it by himself. to the maximum dice of Arcanum → Artificing → specific artificing
ritual.
Artificers require time and components to imbue items with
magical effects, as well as, usually, Talent specialities in handicraft Magic Item Use
or smithing (at D4 or above), with masteries in wood carving, Some permanent magic items such as weaponry or armor always
leather crafting, calligraphy, or the like aiding in the ability check. convey their benefits when used, making them very valuable.
Artificers may employ expert and master crafters to help them Others have short-term effects activated upon command. Every
in talents they lack, working together with them to craft a magic activatable magic item has energy points, that score determined
item. Note that only master arcanists (Arcanum → Artificing branch by the MV of the Arcanum → Artificing → magic item creation ritual
mastery branch. For instance, if an arcanist had Arcanum D10 →
Artificing D6, and the specified magic item creation ritual mastered
page 54 | Chapter 4-1: Magic Spells and Powers
at rank D4, the item would have 20 internal energy points (10 +
6 + 4). The wand of fireballs mentioned above with 2D8 potential
Table 4.4 Difficulty for crafting permanent magical
harm would have 16 energy points.
items or traps
Highest Effect NN, MV Range, Permanency ritual NN
or Modifier (mastery halves)
The owner of any magic item can activate it repeatedly, with the
item’s energy point cost as follows: 1 for single effect, 2 for area 1–4 or ±1 6
effect, 3 for multi-effect single target, 4 for multi-effect multiple 5–9 or ±2 12
target. Maintainable powers cost the same number of energy 10–18 or ±3 18
points during each round of continuous use. A non-permanent 19–27 or ±4 24
magic item brought to –1 or below becomes inert and forever 28–36 or ±5 30
useless.
So a ritual spell to create a permanent trap with an Obscure effect
Some items are “instant”, one-shot items, and are instantly drained of 2D12 (a range of up to 24 points max value) requires an ability
when used. Potions, and some one-shot magic scrolls and wards, check rolled against a difficulty of 24 (or 12 if mastered). The time
are of this kind. Instant items never require energy points to it takes to perform a permanency ritual is the same as the prepara-
activate. Short-term effect duration, for powers not maintained tion time of the magic item or effect to be made permanent.
by the user, is equal to the item creator's Arcanum rank in minutes
(or 1D8 rounds for Archetypal/Common items, 1D10 rounds for
Permanency Transference
Esoteric items, and 1D12 for Legendary items).
A thaumaturge can transfer the permanency bound to an item
If a “permanency” ritual has been cast upon an item, it can be to a status effect, causing persistent affliction, but it is costly,
recharged again (see the Artificer Permanency Ritual below). A user expending half of the item’s energy points. For example, a
possessing the Arcanum ability, or learned in the Pillars of Magic Transmuter activates his Wand of Petrifaction and unbinds the
used in the item’s creation, may roll an ability check to recharge permanency from it in a crackling discharge of power that arcs
the item, starting at NN 2 to recharge 10%. Arcanum → Artificing → to an incapacitated giant, making its stony state permanent (until
Recharge Magic Item mastery may be used to cut the NN in half. dispelled). Only permanent magic items can be used for this, and
the transference can only be done once: the item becomes non-
Recharge magic item: NN = 2 per 10% of item’s charges restored permanent unless another permanency ritual is cast on it.
(e.g. NN = 10 at 50%).
Examples:
Arcanum’s Magic Defense Pool and focus objects The sample core artificing rituals below serve as templates for
Arcanum practitioners often use focus objects to activate their many types of magic items, though covering mostly the archetypal.
latent magic Defense pool, whether a magic ring, staff, or some Esoteric and legendary items may combine many effects and be
other accoutrement. Such an object is a prop in this case, or a created by collaborative efforts of masters (see Chapter 5, Game
focus for defensive counterspelling, and need not be enchanted or Mastering, for random magic item tables).
specifically attuned (see Magic In Combat, Standard Threat Spells,
Magic Defense Pools). Arcane Weapon Bonus
Description: Adds potential harm to a weapon, up to +6 bonus
Components: Parts to make the weapon, 1000 crowns of precious
Permanency Ritual
metals × bonus
Making magical things or ritual spells permanent, so that they Time to Make: Double time for normal weapon smithing × bonus
never go inert, is possible. This falls under Arcanum → [Artificing, Target: One weapon
Curses, Wards] → Permanency for the ability check. The perma- Effect: +1 to potential harm for the weapon per bonus
nency ritual can be used on magic objects with static bonuses (i.e. Prerequisite: Artificing speciality, skill to make a weapon
+1 to threat points, etc.), on charged items (so that they can be NN: 4 to 24 (4 × bonus)
recharged even if they lose all energy points), magical traps, and Failure: Weapon is flawed, –1 per attempted bonus, components
wards. Permanent items work almost like all others, save that they wasted.
do not become useless and inert if drained below 0 energy points.

A player who seeks to have his thaumaturge make an item’s regular


effect permanent must consult the following table:

Chapter 4-1: Magic Spells and Powers | page 55


Gloves of Strength Failure: The object is not cursed, but the arcanist must make an
Description: Increases strength of wielder ability check versus the original NN to know for sure.
Components: 4 gems (2 per glove) worth at least 300 crowns each,
leather to make gloves Potions Speciality
Target: One pair of gloves This is the specific skill of brewing drinkable potions that could
Effect: Raises Feat of Strength rolls by 1 die rank for every die in have a myriad effects. Simple magical effects require easy-to-
the ability branch. obtain components, and minimal time, half an hour at least.
Usable for lifting & carrying only. Complex effects are possible, but components can be difficult
Prerequisite: Artificing speciality, leather crafting to obtain, and brewing times can be hours, days, or more! The
NN: 6 consequence of potions almost always mirror magic spells, thus the
Failure: Item is flawed, gloves offer no bonus, and components NN to create the potion is equal to the Needed Number for the
wasted. desired effect.

Curses Speciality NN to finalize potion (rolled at end of brew time) = combined NN


Curses are spells cast ritually to significantly enhance duration, of chosen spell effects.
avoiding maintenance penalties for the caster. As with other Brew time = NN × 15 minutes for every effect included in the
elements of Arcanum, components are needed to curse the victim. potion.
This speciality also confers knowledge of breaking curses. Components: Varies with magic type and effect.
Description: Arcanist imbues a potion with one or more chosen
Curse creation time = NN in minutes. Thus a NN 6 curse to attract effects, which must directly affect the imbiber.
Undead would require six minutes to inflict, assuming the needed Consequence: The imbiber is affected, exactly how depends on
materials. chosen Law of Magic.

NN to finalize accursed totem = Combined NN of all Effects Examples:

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.

page 56 | Chapter 4-1: Magic Spells and Powers


For example, creating a ward to summon and trap a demon might
require a circle of sulfur, with yew fronds at the 4 points of the Attunement Sigil [requires Conjuration ability]
compass and a powder of human bone in the center. Description: A inscribed or painted symbol that attunes the object
to the caster.
Ward Inscribe Time = NN in seconds (chalk). Thus a NN 6 sigil to Components: Simply a way to draw, engrave, or burn in the sigil
protect against goblins would require two battle phases to draw, (the Conjurer’s Seal).
assuming the needed materials (explained in the ward description). Target: One object or creature (such as a dagger or a steed).
Wards are often imbued with contingency effects (see Contingency Effect: Attuned objects may be called to a conjurer’s hand with
Spells). Other times they are in an “always on” state, radiating an archetypal teleportation spell. NN: 2 (or zero if not in combat,
magical amity or antipathy effects (e.g. through use of status or given enough time).
modification effects). Failure: The sigil may be correct, but the attunement fizzled.

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!

Chapter 4-1: Magic Spells and Powers | page 57


to make the effect permanent, and apply it on the spot. The item
used (scroll, powder of permanency bottle) becomes the item of
transference.

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.

Summoning (trigger effect)


This effect allows a thaumaturge to summon creatures from
common beasts to demons and elementals, banish said creatures
to another dimension, forcibly teleport a victim elsewhere, conjure
or dismiss an object, or even open rifts for travel by “summoning”
named places. A basic summon spell calls one specific object,
or one creature type, per round, each incurring separate spell
maintenance penalties. The range is line of sight, up to basic die
MV × 10. The NN can be modified by the size and magical nature
of some creatures, as below. The summoner can banish a monster
under his control without effort. However, if he loses control over a
summoned creature, a battle of wills ensues (relevant Magic Ability
branch versus the monster’s main attack: its highest Threat Dice).
Be wary of speaking with the dead
Summon Creature
NN 20 (Herculean): Legendary creature (See Monster section
The creature materializes at the chosen point of origination (which statistics).
must be safe in itself or the creature gets an immediate special
+2 NN for each rank above D4, applied to all threat dice.
saving throw to break the spell: summoned dice value vs. the
+2 NN per level of Geas, a sub-effect that increases duration
spell roll). After the first round, a summoned creature gets to roll
between saving throws to break servitude. Level 1, a save every
its highest Threat Dice every round versus the caster’s Willpower
two rounds, level 2, every three rounds, up to every 4 rounds,
→ Resistance or relevant Magic Ability branch, whichever the
which is one minute. Longer durations between saving throws
Player Character prefers, to break free of the spell. If the conjured
requires a ritual summoning.
creature wins the contest, it vanishes or may attack the caster
(GM’s discretion).
So summoning a minor creature (1D max) with 1D10 (Threat
Dice 1D10, HP 10) would be NN 8 + 2×3 = 14. Summoning a
NN 0–2 (Easy): Aides, very minor creatures (cat, rat, bat; 1–2
2D8 soldier to do one’s bidding would be NN 12 + 2×2×2 = 20.
potential harm and fortitude).
Rather than calculating each time, see the list of Base NNs below.
NN 8 (Demanding): 1D Minor creatures
Maintenance penalties also increase with the NN of summoned
NN 12 (Formidable): 2D Standard creatures
creatures (see Table 4.1).
NN 14 (Formidable): 3D Exceptional creatures
Base NNs for Summoned Creatures (mastery halves)
NN 16 (Extreme): Full-Fledged creature (See Monster section
statistics).
1D4 (8); 1D6 (10); 1D8 (12); 1D10 (14); 1D12 (16); 1D14 (18);
1D16 (20); 1D18 (22); 1D20 (24)
2D4 (12); 2D6 (16); 2D8 (20); 2D10 (24); 2D12 (28); 2D14 (32);
2D16 (36); 2D18 (40); 2D20 (44)

page 58 | Chapter 4-1: Magic Spells and Powers


3D4 (14); 3D6 (20); 3D8 (26); 3D10 (32); 3D12 (38); 3D14 (44); That means one defender caught takes the full brunt, but many

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).

unlikely to conjure a 3D20 monster without mastery. Banish Summoned Creature

Banishment requires meeting or exceeding the NN required to


Summoned Creature Modifiers
summon the targeted creature. Success means the summoning is
(Factored into spell before mastery.) broken and the creature will vanish. Any failed attempt to banish
a summoned creature also allows it an immediate saving throw to
Size break free of the original summoner’s command. All thaumaturges

+4 NN Large modifier (horse, bear, tiger): ×2 to Fortitude. know when a summoned creature under their command is subject

+6 NN Huge modifier (elephant, giant squid, wyvern): ×3 to to an attempt to banish it.

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

Chapter 4-1: Magic Spells and Powers | page 59


a means of attack, within limits, say by dropping an anvil out of the conjuration attack spell, with damage determined by the ability roll.
sky (see Conjured Items as Hazards, below). Optionally, use the hazard rules for more detail, basing NN on size,
increased by the object’s height above the target (as above); threat
The object is normally one of the following: one piece of regular points per 10 feet fallen are: small 6, medium 8, large 12, huge 16,
armor, a weapon, a container, tool, wheeled vehicle, or mount, a gargantuan 24. Agility Defense pool is allowed, before depleting
plant, money (copper, silver, gold, platinum, mithral, adamantium, Fortitude. Indirect attacks (rolling boulders, toppling doors) do less
gems), one ration, or clothes. Objects must be mundane in nature damage than direct drops but are harder to avoid, so threat points
and common to the experiences of the average adventurer. stay the same. Unlike hazards, this allows no saving throw.
Ignorance of how an item works does not hinder the effectiveness Ritualized Object Summoning
of a conjuration spell. For example, if someone conjures a padlock,
Items conjured by ritual do not incur maintenance penalties,
it will work (so long as he conjures a key to accompany it). He does
but rather becomes the spell’s focus objects, and will remain in
not need to be a locksmith to do this.
existence for the spell’s duration.

Of course, this leads to interesting questions; how hard would the


A tiny or bigger object requires one round to cast per 4 NN points
lock be to pick? What if he wants to create a silver dagger rather
(round up).
than one made of steel? How heavy is a conjured boulder? How
much money can a conjurer create out of thin air? These sorts of
The preparation time used in the ritual determines the frequency
questions are answerable with impromptu GM arbitration, but
of the conjuration’s renewal requirement. If the thaumaturge
there are general, standardized parameters (as for Table 4.3):
spends two rounds to conjure a small wagon, then he must
perform the ritual every third round.
NN 2 (Easy): miniscule, hold in palm of hand, up to 5 oz, e.g. ring,
mug
Teleportation (trigger effect)
NN 4 (Moderate): tiny, hold in one hand, up to 5 lb, e.g. coconut,
breadbox Teleportation is like summoning, but usually involves the thau-
NN 6 (Difficult): small, hold in two hands, up to 50 lb, e.g. saddle, maturge sending himself, other creatures, or objects somewhere
chair else. The place to which creatures or objects are sent must be in
NN 8 (Demanding): medium, lift with effort, up to 300 lb, e.g. anvil, sight, or have been visited before, or have been studied extensively
desk in books and accurately envisioned. Successful teleportation to a
NN 12 (Formidable): large, can’t lift, up to 2500 lb, e.g. 3 ft boulder, place inaccurately envisioned may result in going astray by 2D6
wagon miles, but perhaps 1 mile closer to the mark per margin of success
NN 16 (Extreme): huge, up to 25,000 lb, e.g. 6 ft boulder, siege (see Chapter 2, Degrees of Success). Teleporting to the wrong place
engine is immediately intuited if the thaumaturgist has visited the place
NN 20 (Herculean): gargantuan, up to 50,000 lb, e.g. 8 ft boulder, before.
small ship
There is also the option to teleport the unwilling to unsafe
+1 NN Per 50 crowns’ worth of precious metal, gems, etc. locations, near or far: this allows saving throws. Creatures
+2 NN Set of related objects (set of clothing or armor, bag of coins) teleported away against their will are permitted an opposed roll
+4 NN Complex object; moving parts, gears, etc. every round of the encounter in an attempt to break the spell’s
+2 NN Per 10 feet above the target (for objects to drop in attack. power. Success means the banishment is ended, and the one
affected returns to the very spot occupied before he was whisked
Example Object Summoning: The party watched the darkness where away by magic. Failure to save means the creature remains stuck,
the circling wolves’ eyes glowed redly, reflecting the flames of and the next save is at a penalty of –2, and so on until there’s no
the campfire that held them at bay. Suddenly, the campfire disap- escape. If a saving throw becomes impossible, the spell no longer
peared! “Oh crap!” said the wizard. “Another bloody conjurer who needs to be maintained and the affected creature remains where it
can’t be bothered collecting his own firewood!” was sent.

Conjured Items as Hazards NN 8 (Demanding): Teleportation of self or another who is willing,


A conjured item can be dangerous if made to fall from the sky, or or small objects only short distances (distance traveled is default
materialize where it will roll, slide, or tumble onto some hapless range: up to 10 × basic tier MV in feet).
creature. Generally, such spell use can be treated like a standard
NN 12 (Formidable): Teleportation of creatures (including self) or up

page 60 | Chapter 4-1: Magic Spells and Powers


to medium-sized objects, up to base ability MV in number, up to a tossing the archers against the battlement walls, stunning them all.
number of miles equalling the branch MV. One ability roll covers all
affected. Paralyze: The wycche, well studied in matters of energy and spirit,
sits in her library, reading over an ancient tome, when the door
NN 16 (Extreme): Actual personal travel to other planes of bursts open. Armed zombies shamble in, swords drawn. A cloaked
existence for self and other willing creatures, including carried invoker steps in behind, saying, “You will be granting your library to
objects, up to base ability MV in number. Unwilling creatures get my priesthood.” The good witch shakes her head and says, “Then
a saving throw each round (with an increasing penalty), and the you alone will have to take them,” and speaks a word of power
must be maintained until the affected cannot possibly win an shakes the building. The necromancer gasps as his battalion of
opposed roll. zombie soldiers freeze in place, their unholy life-force suspended.

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.

Threat; Elemental Combat Magic


Elementalism Elemental spells constitute some of the most destructive spells
Elementalism’s most characteristic effects are Afflict, Threat, known: a fireball exploding over a multitude of foes; a lightning
Protection, and Trigger. Its spells tap into the primordial spheres bolt cooking a single creature; a blinding rain to thwart attacks;
of air, earth, fire, water and aether. Those who master this ability a spear of ice forming out the fog, a blast of wind tossing foes
are known generally in Ainerêve as Elemental Mages (albeit some backward, or a mighty rending of earth and stone itself. The
identify as Fire Mages, Earth Mages, Aether (Spirit) Mages, and so Elementalism ability, like every pillar of occult knowledge, converts
on, depending on the focus of their spell repertoires). to a limited Defense Pool used to thwart magical attacks (see
Magic in Combat section and the Master Spell List). However, this
Afflict; Elemental Status Effects is not the same as immunity.
Slow: Two brigands burst out of the trees, ambushing a hooded
woman traveling by wagon with one companion. Both travelers Elemental Protection
seem unarmed and unarmored: easy prey. The woman turns to
Elemental Immunities
face her ambushers, unperturbed, and raises her hands as if lifting
something in pantomime. “Not so fast fellas!” she says, her eyes Some mythical creatures, especially if of a primordial nature, have
flashing like sapphires. The earth trembles and becomes unsteady, immunity to one of the four elements. For instance, Fire, Earth,
slowing the charging ambushers. She then nods to her companion, Water, and Air elementals, or mages transformed into an elemental
who reins in the the horse and wagon, stands while grabbing a form, cannot be harmed by the elements of which they are
crossbow from his seat, and kills both thieves. composed. Incorporeal undead like ghosts are immune to Energy
attacks, since they exist as (spiritual) energy, the ‘fifth essence’.
Knock Prone: The elementalist smiles wryly at the charging knight Zombies other corporeal undead are harmed by Energy attack
on horseback, points his scepter of cold at the verdant ground, and spells, which weaken their vessels of flesh and bone.
makes a brief incantation: ice forms and causes both attacker and
mount to fall and slide ignobly past. Vulnerabilities

Some spells naturally exploit a creature’s vulnerabilities. For


Stun: The Master of Winds is attacked by a line of archers, all
example, fire magic may double the threat points against a golem
standing side by side. First he bats all arrows away with a gust of
made of ice. Electricity may bypass metal armor, and even reverse
wind, then with gesture and word of will, whips up a great wind,
a metal shield’s damage reduction bonus, damaging its owner. Situ-
ations that justify such effects are common to fantasy games, and
are left to the GM to adjudicate (see Improvisational Magic).

Chapter 4-1: Magic Spells and Powers | page 61


The character will be duped by the spell, until a successful saving
throw is made (allowed once per round versus one illusory source
of magic, not per attack). The Game Master is under no obligation
to reveal this fact to players until after a successful saving throw
is made. Luckily, illusion threat points are also non-lethal, meaning
that although such an attack can knock out an opponent, it cannot
reduce Fortitude below zero as does physical damage.

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.

Afflict; Illusion Status Effects


Debilitate Sense: A hideous sorcerer, cornered at a dead end of a
Distract: The gate guard sees the shadow of a man in the trees dungeon corridor, intones demonic words of power, thus producing
ahead. He doesn’t see the illusionist rogue hiding in the shadows, a jet of ink-like substance, completely blinding those who pursue in
nor does he see through the lurker’s shadow puppet ruse. As he hopes of his capture.
moves forward to investigate, the rogue lunges at his back, dagger
drawn — the moving shadow vanishes, but the guard’s imminent Knock Prone: A priest gains the upper hand against a group of
misfortune is no illusion. subterranean monsters with a single word of celestial command,
causing a burst of concussive force. Most fall to the ground,
Stun: The barbarian steps over his now vanquished foe: a scrawny, howling in pain.
cloaked woman who dared challenge his manhood and battle
prowess. She mutters something; he’s curious. The giant warrior Incapacitate: The druid seems small, old, tired, but unperturbed.
leans down to hear the woman’s whispered words: “I’ve beaten The bandits are emboldened, and draw their weapons, advancing
you, do you not see?” she coughs out the words between gasps. into the copse of trees where he sits in the shade. “You dare accost
“You are disarmed,” she intones. The barbarian doesn’t comprehend me in this fertile glen?”, says the druid. He expects no response.
her audacity, but respects it. Clearly she’s earned a coup de grâce. The surrounding tree limbs reach down and seize each of his
“You die now,” he promises. She responds, “Not without arms…” He attackers, squeezing them until unconscious, holding them aloft
glances at his battle axe — but doesn’t see it. Nor his own hand or like prey caught in a web of bark.
arm. In fact, his limbs appear to be missing…
Slow: The theurgist creates a temporary sense of numinous terror
Threat; Illusionist Attacks that delays target’s action.
A non-physical attack using illusion is possible, the threat points
generated by the branch roll (Illusion → Create → Illusory Attack), Stun: The sorcerer causes slimy tentacles to burst from the floor
only reducing Willpower DP, no matter which active Defense the and hold all targets in the area of effect. Or, an invisible phantom
defender player believes the character to have chosen! In other holds the target in a ghostly vice-like grip.
words, one subjected to an illusory attack may think he parried,
blocked, or dodged, but in fact only lost points from Willpower DP. Paralyze: A necromancer summons unhallowed energies, or a cleric

page 62 | Chapter 4-1: Magic Spells and Powers


evokes the power of his deity, to knock his victim unconscious, NN 12 (Formidable): Communication between planes of existence
or just freeze the target into a state of total inaction, the effect (such as astral plane, elemental planes, demonic dimensions, or
accompanied perhaps by brimstone upon heated wind, or a divine planes).
dramatic thunderclap. NN 20 (Herculean): Can attempt direct communication with gods,
demigods, and so on. Not without its risks.
Possess Spirit: A sorcerer summons a demon, or a theurgist
summons an angelic being, to possess the target creature, thereby Invocational Threat
controlling physical action. Alternatively, a priest controls a
Standard Threat spells using invocational magic are always
creature’s body through the power temporarily granted by a god.
non-physical, blasting enemies with pure enervative energy (NN
8). Other attack forms require more diverse abilities. Even the
Terrorize: A sorcerer draws upon infernal energies to inculcate a
gods are beholden to the Laws of Magic; supernatural beings
feeling of fear and despair, or a theurgist invokes the awesome
understand they cannot grant knowledge of any Pillar of Magic
avatar of her god. The afflicted feels that running is the only
vicariously to their worshippers, supplicants, and minions. For
option…
example, a god of fire expects his priests to study Elementalism
assiduously and learn fire spells.
Invocational Boon (or, reversed, Malediction)
Invokers may grant boons in the form of new, temporary abilities, A standard, single-target enervation attack resembles a whip or
powers, or some magical facility allowing for faster travel, greater tendril of black light, a streak in space darker than pitch black, or
luck, and so on. They may also inflict maledictions, using status an area-effect dark flash of the same qualities, accompanied by
effects, or curse their enemies. Invocational boons and maledic- a strange implosion-like sound. It is possible to evade the effect
tions that affect ability cannot match the power of alteration spells, (Agility DP), but it bypasses non-magical armor and shields.
but may seem similar to the unlearned.

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

Active Defenses (Agility, Melee Weapons, Unarmed Combat,


Movement Benedictions
Willpower, or Magic DPs) all replenish fully after a brief rest,
NN 8 (Demanding): Negate penalties to ability checks based on bad
therefore spells that restore them are used in the midst of combat,
weather conditions.
and are most useful in extended battles.
NN 10 (Demanding): Negate penalties due to bad weather, and
damage per round due to terrible heat or cold (Death Valley or
NN 8 (Demanding): All of recipient’s Active Defense pools restored
Arctic conditions).
by amount rolled.
NN 12 (Formidable): Increase overland movement rate, ignoring
NN 16 (Extreme): All of recipient’s Active Defense pools restored by
terrain difficulties. The individual or party moves with preternatural
MV of spell ability branch.
speed and ease.
NN 20 (Herculean): All of recipient’s Active Defense pools fully
NN 14 (Formidable): Grant the ability to survive in planes and
restored.
dimensions totally hostile to living creatures. (Note that only the
+1 to NN per additional Active Defense pool (affecting any number
greatest of sages understand that all such places remain within the
of visible targets, but once a target is chosen, DPs are affected, and
bounds of Ainerêve.)
the NN increased accordingly).

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.

Spiritual & Physical Revitalization


Slow: The thief bumps against the young noble, relieving him of his
NN 36 (Herculean): Raise the dead (only a master can do this:
purse, but when the psychic attending the noble makes a gesture,
branch rank of super, 28–36 MV).
suddenly realizes that he is old and crippled, unable to move or
Cure Affliction react with the speed he once had. He totters towards the inn door,
NN of opposed roll = strength of poison, disease, or condition to but is easily caught.
cure (determined either by status effect NN or by challenge roll
specified in trap, ward, hex, or cursed magic item description). Stun: A psychic blast disorients the target, causing vertigo and
nausea for one round. Or, a psychokinetic attack lifts all targets off
the ground and slams them back to the earth.
Psychogenics
The essential effects of Psychogenics are Afflict, Boon, Threat, and Threat; Psychogenic Attacks
Protect. Those who master this ability are known in Ainerêve as
Standard psychogenic Threat spells can take two forms; telekinesis
The Odic Brotherhood: their psychic powers manipulate mind and
or psychic energy. Telekinesis is a standard Threat spell, hurling
matter through katas of gesture, word, and will.
objects like missiles (NN zero). Psychic energy attacks (NN 8) use
non-physical harm (see Magic in Combat), draining Willpower DP
Afflict; Examples of Psychogenic Status Effects
first, Fortitude after, bypassing non-magical armor and shield. A
Confuse: A psychic prevents harm to himself by dominating the standard psychic attack causes a visible distortion in the air, either
mind of a soldier, warping his thoughts. Now the soldier stands in a straight line to the target or in the area of effect, accompanied
confused before the strange man he was about to attack, suddenly by temporary tinnitus. It is thus possible to evade (Agility DP).
recognizing him as a dear friend. However, the psychic can launch a pure psychic attack, which
is silent and invisible, bypassing Agility as well (at +8 to the NN
Control Body or Mind: A psychic controls a target’s actions by after mastery calculations). Doing this in conjunction with the
dominating his mind. A vampire commands his victim to walk Inconspicuous Caster advantage is deadly effective for assassins.
toward him, despite her fear.
Note: There is some overlap between psychogenic powers and the
Distract: The target’s mind is clouded, as a psychic attack befuddles magic of other pillars. Pyrokinesis has been observed in the world
him with shadows that reduce his Initiative. of Ainerêve, and appears like elemental fire. But thaumaturges
know it’s unwise for a psychic to use such a power while chal-
Incapacitate: A mentalist infiltrates the mind of his victim and lenging an Elementalist, who’s able to snuff out a pyrokinetic fire as
forces her into deep, dreamless sleep. Alternatively, a psychic a 2 NN cantrip. Adding insult to injury, elementalists can suppress
shoves a target into a wall with a shaped blast of telekinetic force, a psychic’s pyrokinesis attempts with an opposed roll of Energy
knocking her unconscious. (elemental) versus Psychogenic and a –1 maintenance penalty.

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.

page 64 | Chapter 4-1: Magic Spells and Powers


Boon; Sense-Based Psychogenic Powers NN 16 (Extreme): Clairvoyance extending to other planes.

NN 6 (Difficult): Telepathy to read surface thoughts (must know


language, and cannot read the mind of target), or sense emotions

NN 10 (Demanding): Clairvoyance over long distances. Anywhere


known or obvious (such as behind a wall) conveys the desired view.
For long-distance scrying, use the rules for teleportation to find
what is seen — although a few castings can generally zero in on the
target.

Chapter 4-1: Magic Spells and Powers | page 65


Master Spell List effect on a subject and extends it with a successful Jinx spell of NN
16 so it lasts a day, he can then give commands and retreat to his
hideout, using clairvoyance to watch how it goes. However, jinxing
General a maintained spell allows one to be “tracked” by skilled conjurers,
who specialize in translocation and can sense the magical thread of
the jinx, possibly allowing teleportation to the caster’s location.
Dispel Effect
Ability: All Pillars (Aether) → Control Alteration: Chaos Sphere
NN: 2
Description [Inst / Special]: Eliminates a maintained, non-
Animal Transformation
permanent magic effect.
Ability: Alteration (Chaos) → Change
Consequence [Trigger / ST special]: This spell has many variations,
NN: 10
one version per Pillar, and per effect (Afflict, Boon, etc.) dispelled.
Description [M / Self]: The thaumaturge takes on the form of a
Dispel Effect cannot undo or reverse instant spells like firebolts.
chosen animal.
The effect dispelled must be in the same pillar or it won’t work, and
Consequence [Modify / ST none]: Can know one animal form
that may require identification first.
per basic die rank. Can change size in the range of tiny, small,
or medium. The caster assumes the animal’s height and weight
After beating the NN, the caster’s roll must also exceed challenge
(gender is under caster control).
dice based either on the original caster’s roll (if known), or on spell
rarity: Cantrip D4; Archetypal 2D8; Esoteric 2D10; Legendary
Equipment held or worn melds into form, reappearing when the
3D12. Often used to dispel magical barriers, such as shields, walls,
effect ends. Abilities are adjusted (see Alteration’s Modify effect
and armor.
guidelines): Fortitude will remain unchanged, but other abilities,
armor and shielding, and possible Agility and Melee bonuses can
Identify Magic
be affected (GM fiat).
Ability: All Pillars (Aether) → Sense
NN: 2
Blindness
Description [M / Self]: Can detect and identify magic emanations.
Ability: Alteration (Chaos) → Change
Consequence [Boon / ST none]: The NN starts at 2, and the
NN: 14
higher the roll, the better the result. A roll above 2 detects magic
Description [M / Creature]: Disrupts the sense of sight.
if present somewhere near. A roll above 4 detects the general
Consequence [Afflict-Debilitate Sense / ST Willpower]: Perception
direction of magic emanations (can feel strength and if near or far).
checks using sight automatically fail (at GM’s discretion, compen-
Above 8 reveals the precise strength and location of magic effects.
sating for the loss, e.g. by relying on hearing, may allow a roll with a
–12 penalty).
Above 10 also identifies the specific pillar associated with the
effect; above 12 also detects magic type (speciality). Rolling above
Claw Growth
16 also identifies a specific thaumaturge’s spell signature (even
Ability: Alteration (Chaos) → Change
if that caster is unknown), and above 20 also detects triggers on
NN: 4
contingency spells as well as traps with magic detection shielding.
Description [M / Creature]: Recipient grows sharp, animal-like
claws.
Jinx
Consequence [Modify / ST none]: Unarmed attacks gain +1 to
Ability: All Pillars (Aether) → Change
threat points.
NN: 8 or 16
Description [Inst / Creature]: Extends any Affliction spell’s period
Deafness
between saves from a round to an hour (NN 8) or a day (NN 16),
Ability: Alteration (Chaos) → Change
with failure of the Jinx negating the original spell.
NN: 14
Consequence [Afflict-variant / ST special]: A jinx makes a status
Description [M / Creature]: Disrupts the sense of hearing.
effect (stun, distract, mind control, etc.) more dangerous by
Consequence [Afflict-Debilitate Sense / ST Willpower]: Percep-
increasing the time between Saving Throws after the first. The
tion checks using hearing automatically fail (at GM’s discretion,
original spell’s maintenance penalty is active for the duration, and
the thaumaturge does not need to remain within sight or nearby
to maintain it. For example, if a thaumaturge casts a “mind control”

page 66 | Chapter 4-2: Master Spell List


compensating for the loss, e.g. by lip-reading, may allow a roll with Consequence [Afflict-Incapacite / ST Willpower]: Turn creature
a –12 penalty). to stone or some other hard substance, rendering it helpless until
spell is broken or saving throw made.
Ears of the Bat
Ability: Alteration (Chaos) → Sense Savorless
NN: 4 × bonus Ability: Alteration (Chaos) → Change
Description [M / Creature]: Perception boost to the sense of NN: 2
hearing. Description [M / Creature]: Disrupt perception of taste and smell.
Consequence [Modify / ST n/a]: Add +1 to 6 bonus to perception Consequence [Modify / ST none]: Can not roll for perception
rolls involving hearing. with these senses (at GM’s discretion, compensating for the loss,
e.g. a dog tracking by sight not scent, may allow a roll with a –12
Eyes of the Eagle penalty).
Ability: Alteration (Chaos) → Sense
NN: 4 × bonus Strengthen Creature
Description [M / Creature]: Perception boost to the sense of sight. Ability: Alteration (Chaos) → Change
Consequence [Modify / ST n/a]: Add +1 to 6 bonus to perception NN: 4 × bonus
rolls involving sight. Description [M / Creature]: Boosts the threat points of the
recipient by strengthening muscle.
Lighten Consequence [Modify / ST n/a]: Adds 1 to 6 threat points to all
Ability: Alteration (Chaos) → Change physical attacks.
NN: 2
Description [M / Object]: Reduce the weight of an object or Warp Strike
individual. Ability: Alteration (Chaos) → Create
Consequence [Modify / ST none for object or Willpower for NN: 0
creature]: Reduction to half is an easy, to a quarter is demanding, Description [Inst / Creature]: A transmuter’s standard attack. A bolt
and to weightlessness is extreme (for maintenance purposes). of twisting, churning magic shoots from an extended hand, or a
writhing blast of energy emanates from the eyes.
Monster Form Consequence [Threat / ST none] The spell causes standard physical
Ability: Alteration (Chaos) → Change harm, and can be blocked with a shield, avoided with active
NN: 14 Defenses, or absorbed harmlessly by armor. Damage could be via
Description [M / Self]: Take on a fully monstrous form. twisted arms and legs, swollen joints, distorted bones, or tendons,
Consequence [Modify / ST n/a]: Creature form has a shield value skin, or muscle briefly made so fragile that they pull, tear, or bleed.
of 1, D4 armor, and +1 to potential harm and perception rolls.
Transmuter may use ability branch of this spell to cause harm, Weaken Creature
which includes a ranged attack (player’s choice as to form of the Ability: Alteration (Chaos) → Change
attack). NN: 4 × penalty
Description [M / Creature]: The transmuter alters the target
Nose of the Wolf creature so that its muscles are weakened, lowering its potential
Ability: Alteration (Chaos) → Sense harm with any physical strike.
NN: 2 × bonus Consequence [Modify / ST none]: Target creature weakened,
Description [M / Creature]: Perception boost to sense of smell (and lowering ability checks and/or threat points from any physical
taste). attack or feat of strength by 1 to 6.
Consequence [Modify / ST none]: Add +1 to 6 bonus to perception
rolls involving scent. Weaken Object
Ability: Alteration (Chaos) → Control
Petrify NN: 2 per 10% of item’s hit points decreased
Ability: Alteration (Chaos) → Change Description [M / Creature]: Cause an object to become frail. Can
NN: 24 be ritualized and combined with a permanency effect.
Description [M / Creature]: Immobilize: a dreaded spell to turn Consequence [Modify / ST special]: Items brought to zero hit
someone to stone. points must beat an item Saving Throw (Steel 3D12, Bronze 3D10,
Iron 2D12, Stone 2D10, Brick 2D8, Wood 2D6), or crumble.

Chapter 4-2: Master Spell List | page 67


Alteration: Order Sphere a saving throw owing to disruption of the nervous system. The
victim flickers in and out of existence in a state of agony for 1D2

Fortify Object rounds. Inanimate objects are unharmed by the disruption beam,

Ability: Alteration (Order) → Control only shimmering momentarily. Shields, active Defenses, and armor

NN: 2 per 10% of item’s hit points increased apply.

Description [M / Object]: Make an object harder to break.


Consequence [Modify / ST n/a]: Increases an item’s structural hit Flux Bolt
points. Ability: Conjuration (Dimension) → Create
NN: 0

Magic Ride Description [Inst / Creature]: A conjurer’s standard attack. A

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.

Teleport Object Summon Monster


Ability: Conjuration (Dimension) → Control Ability: Conjuration (Order) → Control
NN: 2 to 24 NN: Varies
Description [Inst / Object]: The ability to translocate an item from Description [M / Creature]: Summons named monster to do
place to place. summoner’s bidding.
Consequence [Trigger / ST Willpower]: The target object is Consequence [Trigger / ST Willpower]: The thaumaturge summons
teleported a short distance, up to 10 x basic tier MV in feet within a monster, which is under his or her control and can take basic
line of sight. The size of the object moved determines base NN: 2 commands. The size, type, and nature of the creature determine
for miniscule to 24 for gargantuan (see Effects by Pillar, Conjura- NN (see Effects by Pillar, Conjuration, Summon Creature). Example
tion, Summon Object). monsters: small goblin, giant rat, halfling, swipe; medium orc, elf,
hag, werewolf; large griffin, cockatrice, centaur; huge amphisbaena,

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

Chapter 4-2: Master Spell List | page 69


Consequence [Modify / ST n/a]: Caster turns completely into air,
an indistinct humanoid form kicking up eddies of leaves or debris. Fresh Air
Immune to all standard, physical attacks, but non-physical harm, as Ability: Elementalism (Air) → Create
well as explosions that disturb the air, will do full threat points. Can NN: 4
communicate with a voice like the wind (whisper, moan, or howl), Description [M / Area]: Create fresh, breathable air.
but cannot speak clearly or gesture exactly enough to cast spells Consequence [Boon / ST none]: This spell creates a breathable
normally (see Spells without Gesture or Word). The thaumaturge zone in the form of a bubble. The air continues to exist once
can attack with microbursts of air, doing basic Elementalism die created, but maintenance prevents dissipation. It is useful if one
threat points. finds oneself suddenly high in the atmosphere, or underwater, or
teleported into a dimensional space with no air. If it is cast in a
Breeze confined space, it can increase air pressure. Area effect is ability
Ability: Elementalism (Air) → Control branch MV radius in feet, doubled if mastered.
NN: 0
Description [M / Area]: Create a breeze in the direction desired. Pressure Shield
Consequence [Cantrip / ST none): The light wind created can be Ability: Elementalism (Air) → Change
used to mask a scent or propel a ship. Breezes can be used for NN: 12
misdirection, annoyance, and mischief. Description [M / Creature]: A shield of rapidly changing air
pressure surrounds the caster.
Call Lightning Strike Consequence [Protection / ST n/a]: Adds a shield effect of +2.
Ability: Elementalism (Air) → Create
NN: 12 Push
Description [Inst / Creature]: Manipulate air to generate a lightning Ability: Elementalism (Air) → Create
bolt to damage a foe. NN: 2 × bonus
Consequence [Threat / ST none]: Causes Potential Harm equal Description [M / Self]: Adds bonus threat points to melee or
to ability roll to target. The lightning bolt bypasses metal armor unarmed attacks.
protection. Metal shields add rather than subtract DR score when Consequence [Modify / ST none]: Adds threat points to the
wielder is struck. The thaumaturge can add targets (and divide physical attacks of the caster, no higher than +6, with microbursts
damage) with a single branching strike, + 1 to NN per victim, up to of air at every point of impact. Casting modifiers: The caster can opt
3 (maximum one per die rolled). to knock a target prone with with any attack roll over 12 (at +10 to
NN).
Cleanse Air
Ability: Elementalism (Air) → Change Sense Air Currents
NN: 0 Ability: Elementalism (Air) → Sense
Description [Inst / Area]: Remove airborne poisons, smoke, etc. NN: 2 × bonus
Consequence [Boon / ST none]: The GM will assign a difficulty Description [M / Self]: Feel the air like a motion detector to read
based on the air quality. Basic pollen or smog, easy (NN 0). Clearing the environment.
the air in a burning building or room, extreme (NN 16). Clearing Consequence [Boon / ST none]: The thaumaturge senses any
airborne toxins should always be at least a demanding challenge movement in the air around him. Add +1 to 6 bonus to perception
(NN 8). Area cleared equals branch MV radius in feet or double rolls where there is any air current or movement present, or offset
that if mastered. penalties due to darkness or blindness.

Dust Devils Steal Breath


Ability: Elementalism (Air) → Create Ability: Elementalism (Air) → Control
NN: 4 NN: 0
Description [M / Area]: Launch small tornadoes that can harm all in Description [M-variant / Creature]: Remove the air from victim’s
their path. lungs causing asphyxiation.
Consequence [Threat / ST none]: Dust devils appear in the Consequence [Threat variant / ST none]: No threat points for
selected area, and move quickly and randomly about. They will first round, but breath shortens. Increase by 1 point for every
do ability branch potential harm to anything in their path, which round thereafter to MV of the caster’s basic die (1 threat point on
includes all creatures in the area effect (branch MV radius in feet, 2nd round, 2 on 3rd, etc.). The maintenance penalty is based on
or double that if mastered). current threat point level, rather than initial NN (see Table 4.2).

page 70 | Chapter 4-2: Master Spell List


For example, by round 5, at 4 threat points, the penalty increases heard only by the caster. The caster can speak to the Zephyr Mind
from zero to –1 per round. Damage points inflicted in this way will in turn, and it will obey simple commands, e.g. snuffing a candle. It
immediately return if the spell is cancelled, blocked, or otherwise appears as a turbulent ball of wind, about 3 inches wide, difficult to
dispelled. see if one is not looking for it: –5 to any perception roll to spot it.

Tornado Armor Elementalism: Earth Sphere


Ability: Elementalism (Air) → Change
NN: 20 Body of Stone
Description [M / Self]: A dangerous, spinning vortex of wind whips Ability: Elementalism (Earth) → Change
about the caster. NN: 28
Consequence [Multi-Effect / ST none]: The spell reduces harm Description [M / Self]: Caster becomes living stone.
to the caster, and makes his attacks more dangerous. Adds +2 Consequence [Protection / ST n/a]: Caster’s body changes to
DR shielding, before applying Active Defense, and increases stone, but can still act normally. Add +5 threat points, and add a
nimbleness (+2 to Agility). It also adds +3 to Melee or Unarmed DR of 3 and armor of D12. Must be set in advance, not used as a
attacks, and the caster has immunity to violent, non-magical winds, defensive maneuver.
remaining unmoved even in hurricanes.

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,

Chapter 4-2: Master Spell List | page 71


Description [M / Area variant]: Opens a hole in the ground, Consequence [Trigger / ST by item type]: The caster topples or
whether stone or soil. crumbles a stone wall in range, width approximately 4 feet, by
Consequence [Threat variant-Contingent damage / ST Agility → length ability branch MV in feet, by height 10 + ability roll in feet.
Reflexes]: The caster must be standing upon solid earth or floor The spell works on artificial structures made of separate stones,
to cast this spell, which creates a fissure in the earth. The area not solid earth or rock, and they get an item saving throw: Stone
of effect is special: width approximately 4 feet, by length ability 2D10, Brick 2D8. Falling debris near the point of origination may
branch MV in feet, by depth 10 + ability roll in feet. Those standing pose a serious danger (see Chapter 5, Hazard Rules).
in the area of effect must roll Agility vs. the caster’s spell strength
or take 10 threat points for every 10 feet fallen. Casting modifiers: Rock Ball
+4 to NN for every additional 10 feet deep and 2 feet wide (calcu- Ability: Elementalism (Earth) → Create
lated after mastery). The hole is open as long as it is maintained. NN: 0
Those in the hole are expelled without further harm when the spell Description [M / Special]: Create a rock from out of nowhere.
ends. Consequence [Boon / ST n/a]: The created rock can be as large in
inches diameter as the MV of the ability branch. Useful for making
Minor Earthquake quick sling stones.
Ability: Elementalism (Earth) → Control
NN: 8 Shower of Stones
Description [M / Area]: Causes a structure-damaging earth tremor. Ability: Elementalism (Earth) → Create
Consequence [Trigger / ST special]: This spell causes shaking and NN: 4
rumbling of the ground, damaging structures, but with little effect Description [M / Area]: Rocks rain from the sky, hammering
on individuals unless caught by falling debris or directly targeted creatures beneath.
for the full effect. Ability branch MV damage is done to structures Consequence [Threat / ST none]: The shower of stones that rain
in the area of effect. Falling debris near the point of origination down from out of thin air are translocated from a storm on the
may pose a serious danger (see Chapter 5, Hazard Rules). The elemental plane of Earth. Potential harm is calculated as ½ the
earthquake affects an area of ability branch MV radius in feet, ability roll, but the stones cannot be blocked by the standard
doubled for mastery. Creatures targeted directly are shaken, falling Weapons DP. Area affected is ability branch MV radius in feet,
prone if failing an Agility roll. doubled for mastery.

Quicksand Stone Armor


Ability: Elementalism (Earth) → Control Ability: Elementalism (Earth) → Change
NN: 12 NN: 12
Description [M / Area variant]: Creates a pool of quicksand. Description [M / Self]: Caster surrounds himself in armor of stone.
Consequence [Trigger / ST special]: Quicksand Pool is 4 feet Consequence [Multi-Effect / ST n/a]: The spell reduces harm to
diameter per die rolled, plus 4 feet deep for every die rank in the the caster, and makes his attacks more dangerous. Must be set in
basic tier of the Ability Branch rolled (max 12 ft wide × 20 ft deep). advance, not used as a defensive maneuver. Add armor of D8, and
Creatures trapped by the quicksand (usually by failing a Perception +2 threat points (spiky bits).
or Agility roll) begin to sink, but no deeper than the waist; strug-
gling will not make them sink further. Those trapped are immobi- Stone Javelin
lized, but may take limited physical action with their arms. Trying Ability: Elementalism (Earth) → Create
to pull the victim out requires a Fortitude → Feat of Strength roll NN: 4
versus the caster’s spell roll, but such force is directly damaging to Description [M / Creature]: Launch a missile of rock towards an
the victim, causing threat points equal to the Feat of Strength roll enemy.
to Fortitude DP. Casting modifiers: The caster can alter the sand’s Consequence [Threat / ST none]: The stone javelin’s threat points
viscosity, asphyxiating victims by sinking them completely, causing equal ability branch MV +2.
4 threat points per round until escape (at +12 to NN). Those in the
pool are expelled without further harm when the spell ends. Stone Shield
Ability: Elementalism (Earth) → Create
Rend Walls NN: 10
Ability: Elementalism (Earth) → Control Description [M / Self]: Create a shield of stone.
NN: 4 Consequence [Protection / ST n/a]: The stone shield acts as a
Description [M / Area-variant]: Topple constructed stone walls. normal shield with a damage reduction value of 2. The shield mate-

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rializes in the caster’s hand ready to use, and can be even handed reduction works even when the protected recipient’s Active
to another person in the next round if maintained. Defenses are exhausted.

Stone Weapon Energy Strike


Ability: Elementalism (Earth) → Create Ability: Elementalism (Energy) → Create
NN: 10 NN: 0
Description [M / Special]: Create a bladed weapon of diamond- Description [Inst / Creature]: A bolt of crackling energy bursts into
hard stone. the physical plane to strike an opponent.
Consequence [Modify / ST n/a]: The glittering weapon created has Consequence [Threat / ST none]: The energy strike inflicts ability
+5 threat points and uses any appropriate weapon skill to wield. branch potential harm. Casting modifers: +8 to NN intensifies the
May be used to attack in the round of creation. energy so that its threat points are considered non-physical, and
drain the chosen applicable active DP first (e.g. Willpower, Magic

Elementalism Energy Sphere Ability), Fortitude after. Non-physical damage is preternatural


and cannot be blocked or parried by normal shields or swords.

Energy Blade However, the bolt of energy can be dodged using Agility DP.

Ability: Elementalism (Energy) → Create


NN: 8 Impenetrable Shield
Description [M/ Self]: Creates a bladed weapon of pure visible Ability: Elementalism (Energy) → Create

energy; buzzes faintly. NN: 12

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.

be destroyed; even if it saves, its attack/Defense value is reduced


by 1. Mystic Armor
Ability: Elementalism (Energy) → Create

Energy Form NN: 12

Ability: Elementalism (Energy) → Change Description [M / Creature]: Magical armor of pure visible energy

NN: 16 appears on the recipient.

Description [M / Self]: Caster becomes a cloud of raw magical Consequence [Protect / ST n/a]: A suit of magical armor, seemingly

energy. made of light, appears upon the caster or another designated

Consequence [Modify / ST n/a]: Caster completely turns into being. This is D12 magical armor.

energy, seen as a humanoid form composed of some glowing,


crackling aetheric substance. Can not be harmed physically, but Elementalism: Fire Sphere
motion is at the mercy of astral winds (GM’s whim). Can commu-
nicate with a strange electric voice (crackle and hum), but cannot Ball of Light
speak clearly or gesture exactly enough to cast spells normally (see Ability: Elementalism (Fire) → Create
Spells without Gesture or Word). The thaumaturge can attack with NN: 0
pulses of damaging energy, doing basic Elementalism die threat Description [M / Area]: Creates a ball of light that illuminates an
points. area.
Consequence [Cantrip / ST n/a]: The ball of light will bob in the air
Energy Shield following the mage, or can be attached to an item. It is not harmful,
Ability: Elementalism (Energy) → Create but can light up a large area (up to the ability branch MV in radius
NN: 12 in feet) as if it were a steady lantern. The thaumaturge can adjust
Description [M / Self]: Creates a visible, ghostly shield of pure the radius of the light.
energy, hovering in front of the caster.
Consequence [Protect / ST n/a]: DR of +2 vs all forms of physical Extinguish Flame
attacks, similar to a medium shield, but also reduces the damage Ability: Elementalism (Fire) → Control
of energy attacks. Unlike regular shields, this spell’s magic damage NN: 4

Chapter 4-2: Master Spell List | page 73


Description [Inst / Area variant]: Flames are snuffed out instantly Firebomb
upon a successful roll. Ability: Elementalism (Fire) → Create
Consequence [Trigger / ST special]: As the name implies, this is the NN: 4
ability to get rid of existing fire. The thaumaturge rolls only once, Description [M / Area]: Causes a concussive firestorm to erupt in
but each flame source gets a separate saving throw (an opposed the air at a chosen point.
roll, as per Table 2.1) based on its size. Candles would be easy Consequence [Threat / ST none]: Firebomb is a standard area
(D4) to extinguish, a burning house or area of forest fire would be effect Threat spell. Fire explodes in a sphere around the origin,
extreme (2D12). Area of effect (ability branch MV radius in feet, inflicting threat points on all present. Range is 10 × basic tier MV in
doubled for mastery) is approximate, and flexible — the caster can feet in line of sight, radius of explosion is Ability Branch MV in feet
choose which flames to affect, so long as the flames are in line of (mastery doubles these).
sight.
Flame Creature
Fire Armor Ability: Elementalism (Fire) → Control
Ability: Elementalism (Fire) → Change NN: 4
NN: 8 Description [M / Creature]: Creates a critter of flame to do the
Description Description [M / Self]: Caster surrounds himself in elementalist’s bidding.
armor of fire. Consequence [Trigger / ST none]: This spell animates a flame
Consequence [Multi-Effect / ST none]: Fire surrounds the caster’s creature from existing flame, rather than summoning one, so it gets
body. He or she is immune to fire, is dangerous to touch, and does no Willpower roll to break the spell. The flame creature is non-
threat points via unarmed attacks as for the Flame Fists spell. intelligent, but will attack enemy targets autonomously each round,
Any direct touch to the caster does Basic die threat points to the doing basic die fire threat points. Casting modifiers: +2 to NN per
attacker. extra threat point, up to maximum of caster’s basic die rank. (Flame
Creature hit points = the caster’s Elementalism basic die rank MV.)
Fire Bolt
Ability: Elementalism (Fire) → Create Flame Fists
NN: 0 Ability: Elementalism (Fire) → Create
Description [Inst / Creature]: A bolt of fire streaks from the caster’s NN: 4
outstretched hand to strike a foe. Description [M / Creature]: Adds fire threat points to recipient’s
Consequence [Threat / ST none]: This is a standard ranged fire unarmed attacks.
spell that does ability branch threat points, generating a fiery bolt Consequence [Modify / ST n/a]: The recipient’s fists develop a
1 foot in diameter without need of a nearby fire source. Casting hot glow: add the Elementalism basic die to the threat points
modifiers: +2 to NN per extra threat point. of unarmed attacks. Casting modifiers: +4 to NN per Die Rank
increase. (Lest someone think this is a good way to make invisible
Fire Strike foes visible, note that unwilling creatures shrug off the magic.)
Ability: Elementalism (Fire) → Control
NN: 0 Flame Form
Description [M / Creature]: Change form of existing fire to make it Ability: Elementalism (Fire) → Change
move or attack. NN: 16
Consequence [Threat / ST none]: Using existing fire, a mage can Description [M / Self]: Caster becomes living flame.
change its form to make it move like a living thing, but it still needs Consequence [Multi-Effect / ST n/a]: Caster completely turns into
fuel from a nearby source. The fire can be used to do ability branch fire, manifesting as a humanoid-shaped flame. Immune to physical
potential harm, and is maintainable, unlike Fire Bolt. The fire to attacks and fire, but water, air, and concussive (explosion) attacks
control can be at a distance of 5 × basic Elementalism die rank in will do full threat points. Can communicate with a strange crackling
feet, or up to 10 × basic rank with mastery. tones, rising to a roaring bellow, but cannot speak clearly or
Casting modifiers: +4 to NN to spread fire in front of foes, acting as gesture exactly enough to cast spells normally (see Spells without
a barrier to block movement. This causes fire damage equal to the Gesture or Word). The thaumaturge can attack with fists of fire,
caster’s ability roll, bypassing Agility, if somebody willfully walks doing basic Elementalism die threat points.
through it, half damage if one charges through; shields and armor
do apply.

page 74 | Chapter 4-2: Master Spell List


Flame Trap is not easy. Movement is based on the Elementalism (Fire) →
Ability: Elementalism (Fire) → Create Change → Propel ability branch rather than Agility.
NN: 14
Description [M / Creature]: Sets a trap in a particular area that will Resist Fire
erupt in fire if touched. Ability: Elementalism (Fire) → Change
Consequence [Trigger / ST Perception]: Flame trap leaves a NN: 12
temporary ward on the surface of trapped area. Roll Perception Description [M / Self]: Caster is immune to non-magical fire.
against a Formidable challenge (2D10) to spot the trap. Threat Consequence [Boon / ST none]: The caster takes no damage
points inflicted by trap equals caster’s ability branch MV. from normal fire. Must be set in advance, not used as a defensive
maneuver.
Flame Weapon
Ability: Elementalism (Fire) → Create Wall of Flame
NN: 2 × bonus Ability: Elementalism (Fire) → Create
Description [M / Creature]: Weapon wielded ignites, adding bonus NN: 4 × feet thickness
threat points. Description [M / Area]: A wall of fire that damages to those that
Consequence [Boon / ST n/a]: Weapon acts as a normal weapon of pass through it.
the type, wieldable using the appropriate Melee Weapons branch, Consequence The wall of flame cuts across an area equal to the
but adds scalable harm of +1 to +5 fire threat points. thaumaturge’s Ability Branch MV in feet (double that if mastered)
in a straight line, but can be reshaped at the time of casting. It
Fuel Flames causes fire damage equal to caster’s ability roll, +1 per foot thick,
Ability: Elementalism (Fire) → Control bypassing Agility if somebody willfully walks through it. Half
NN: 2 × bonus damage is taken if one charges through, and shields and armor
Description [M / Area]: Increase the size and potential harm of a do apply. The wall imposes a –4 threat point reduction to ranged
fire. attacks passing through it.
Consequence [Threat / ST none]: By feeding an existing fire with
elemental fuel, the caster can expand the size or height of the Elementalism: Water Sphere
target flames by up to ability branch MV in feet (double that if
mastered). This gives a bonus of +1 to +5 fire threat points. Boil Water
Ability: Elementalism (Water) → Control
Heat NN: 2
Ability: Elementalism (Fire) → Control Description [M / Area]: The thaumaturge heats water quickly.
NN: 2 Consequence [Trigger / ST n/a]: The spell simply heats water to
Description [M-variant / Area]: Cause wave of heat to increase the boiling point. Water vapor is not manipulable until cooled. Area
temperature slowly. of effect is up to 2 × Basic die rank in height, width, and depth in
Consequence [Threat variant / ST none]: The heat wave can affect feet. Creatures standing in affected water suffer no threat points
an area or item. No threat points for first round, but temperature for first round, but temperature rises noticeably. Increase by 1
rises noticeably. Increase by 1 point for every round thereafter to point for every round thereafter to MV of the caster’s basic die (1
MV of the caster’s basic die (1 threat point on 2nd round, 2 on 3rd, threat point on 2nd round, 2 on 3rd, etc.). The maintenance penalty
etc.). The maintenance penalty is based on current threat point is based on current threat point level, rather than initial NN (see
level, rather than initial NN (see Table 4.2). For example, by round Table 4.2). For example, by round 5, at 4 threat points, the penalty
5, at 4 threat points, the penalty increases from zero to –1 per increases from zero to –1 per round.
round.
Drown
Propel Ability: Elementalism (Water) → Create
Ability: Elementalism (Fire) → Change NN: 2
NN: 8 Description [M / Creature]: Slowly increase the amount of water in
Description [M / Self]: Caster can fly by jetting flame behind like a someone’s lungs.
rocket. Consequence [Threat / ST none]: Drowns target. Does no threat
Consequence [Boon / ST n/a]: Flight power is provided by flames points for 2 rounds as the lungs begin to fill, but after that does 1
shooting from lower limbs; this is loud and quite visible, so stealth

Chapter 4-2: Master Spell List | page 75


threat point per round to Fortitude (or a magic D-pool if the target Description [M / Special]: Caster surrounds himself in armor of
has one) until the target perishes, or the spell is interrupted. swirling water.
Consequence [Multi-Effect / ST none]: A volume of clear but
Freeze fast moving water surrounds the caster from head to toe like a
Ability: Elementalism (Water) → Create bodysuit, parting only at the eyes, ears, and mouth to allow clear
NN: 2 sight, hearing, and speech. Adds a D4 armor die, and +2 DR versus
Description [M / Area]: Cools water to a frozen state. elemental attacks. The caster can also attack with tendrils of water
Consequence [Trigger / ST Special]: This spell simply freezes water adding +2 threat points to any melee, unarmed, or water magic
(it does not shape the ice). Area of effect is up to 2 × Basic die rank based attacks.
in height, width, and depth in feet. Casting modifiers: Attempting to
freeze water fast enough to trap a medium-sized creature is +10 to Rain
the NN. Failing an Agility or Fortitude → Feat of Strength roll means Ability: Elementalism (Water) → Change
the target is stuck, unable to free himself from the frozen surface, NN: 4
nullifying Agility DP (or all Active DPs if unlucky enough to be Description [M / Area variant]: Create a heavy shower of rain over
stuck bodily) until the spell is lifted or ice melted. an area.
Consequence [Trigger / ST n/a]: Heavy rain falls, causing –1 to
Ice Blade ranged attacks and –1 to perception rolls. Area affected is special:
Ability: Elementalism (Water) → Create 10 feet diameter per die rank possessed in each tier.
NN: 6
Description [M / Special]: A bladed weapon of ice materializes in Water Bolt
the hands of the caster. Ability: Elementalism (Water) → Control
Consequence [Multi-Effect / ST none]: The ice weapon this spell NN: 0
creates is used with either Elementalism → Create → Ice Blade, Description [M / Creature]: Strikes one or more targets with a
or the appropriate Melee Weapons branch, whichever is higher. high-speed blast of water.
The weapon can ignore 2 points of shielding or armor. There is Consequence [Threat / ST none]: Basic attack, by blast of water,
a 10% chance that the weapon shatters when used for Defense, for ability branch potential harm. Casting modifiers: +1 NN per
which causes basic die potential harm to the attacker (the caster is additional single target within range.
immune to the flying shards).
Water Form
Ice Bolt Ability: Elementalism (Water) → Change
Ability: Elementalism (Water) → Create NN: 16
NN: 0 Description [M / Self]: Caster becomes a being of pure water.
Description [Inst / Creature]: Launch a missile of ice towards an Consequence [Multi-Effect / ST n/a]: Caster turns completely
enemy. into a whirling, humanoid-shaped being of water. Impervious to
Consequence [Threat / ST none]: Quickly freezes the moisture in non-magical physical attacks, but takes full threat points from
air into a spear-like missile, then launches it at the target. The ice explosions that bypass shielding. Can communicate with peculiar
bolt’s threat points equal ability branch MV, or double that against bubbling tones, rising to a shout like the rush of angry rapids,
fire creatures. but cannot speak clearly or gesture exactly enough to cast spells
normally (see Spells without Gesture or Word). The thaumaturge
Ice Shield can pummel enemies with fists like hydraulic hammers, doing basic
Ability: Elementalism (Water) → Create Elementalism die threat points.
NN: 8
Description [M / Special]: Create a shield of ice. Water Skin
Consequence [Multi-Effect / ST none]: The ice shield confers a DR Ability: Elementalism (Water) → Change
value of 2. There is a 10% chance that the shield shatters when NN: 10
used for Defense, which causes basic die potential harm to the Description [M / Self]: Skin is covered by a thin layer of water.
attacker (the caster is immune to the flying shards). Consequence [Protect / ST n/a]: Adds a +5 DR vs elemental type
attacks that works like a shield (half NN cost due to limitation on
Liquid Armor attack type).
Ability: Elementalism (Water) → Change
NN: 18

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Water Streaming
Ability: Elementalism (Water) → Control Cone of Silence
NN: 0 Ability: Illusion (Dream) → Create
Description [M / Area]: Move water from place to place. NN: 8
Consequence [Trigger / ST none]: This is simply the ability to Description [M / Area]: Creates a conical area that sounds can not
manipulate small amounts of water, for example, to drain a pool. penetrate.
Area of effect is up to 2 × Basic die rank in height, width, and depth Consequence [Afflict / ST Willpower]: Cone is ability branch MV x
in feet. 5 inches in diameter, and the same length to its origin. Sounds can
not pass from the inside to the outside of the cone or vice versa.
Whelm Those within the cone can hear one another; it is usually oriented
Ability: Elementalism (Water) → Control point upwards.
NN: 16
Description [M / Area]: Waves of water surge at opponents while Dreamscape
the spell lasts. Ability: Illusion (Dream) → Create
Consequence [Stun / ST Agility or Fortitude]: Waves of water NN: 12
disrupt the area and may knock over and stun opponents. Description [M / Creature]: Creates a fully immersive illusion for a
Those caught in the waves must roll versus Fortitude or Agility victim.
to maintain balance, choosing an appropriate branch (feats of Consequence [Afflict / ST Willpower]: This is the big boy of the
strength, acrobatics, or reflexes, with any relevant mastery). Those illusion category. The victim experiences only what the caster
who fail fall stunned, losing any move or attack next round. wishes, and believes what he is seeing, feeling, and hearing. This
can be a simple scenario where the victim thinks everything,

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.

Assume Inanimate Form Full Body Illusion


Ability: Illusion (Dream) → Control
Ability: Illusion (Dream) → Change
NN: 12
NN: 8
Description [M / Creature]: Disguises recipient as an inanimate
Description [M / Self]: Completely alter one’s appearance to look
object.
like another living creature.
Consequence [Trigger / ST Perception]: This spell makes a creature
Consequence [Modify / ST Perception]: Can fully change appear-
look like an object: a chair, table, pillar, chest, barrel, rug, etc. as
ance, including clothing, voice, and scent, into something else
desired. The illusion only fools visual searches; scent and touch
entirely. This is only an illusion, and grants none of the powers
are not affected. Perception can be used to detect those hidden
of the creature imitated. It cannot be used to mimic specific
by this illusion, but people not specifically looking for someone are
individuals.
unlikely to notice anything unusual.

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.

Chapter 4-2: Master Spell List | page 77


Description [M / Creature]: Alter recipient’s appearance to that of lethal, non-physical energy that bypasses shield and armor. The
a specific individual. victim brought to zero Fortitude simply falls unconscious, but so
Consequence [Modify / ST Perception]: The caster can fully change horrific is the subdual that he can’t be awakened without magical
appearance of a creature, including clothing, so as to look like a healing.
specific individual. The illusion is visual only, voice and scent are
not altered in any way. Entropic Whip
Ability: Invocation (Entropy) → Create
Invisibility NN: 8
Ability: Illusion (Dream) → Change Description [Inst / Creature]: The caster wields an unnatural whip
NN: 12 of black light to strike a foe.
Description [M / Creature]: Recipient remains unseen, even when Consequence [Threat / ST none]: The spell invokes a lethal whip
moving. of necromantic energy causing ability branch threat points that
Consequence [Modify / ST Perception]: Blend in completely cannot be blocked by non-magical means. The whip can extend
with the surroundings: can move around normally. People not uncannily to strike, up to 10 x basic tier MV in feet, double that if
specifically looking for someone are unlikely to notice anything mastered; the caster does not need any Melee ability to wield it.
unusual. Perception rolls used to detect the recipient are at –6.
Succeeding with a perception roll allows an attack at a penalty of Invocation: Life Sphere
–6, but failure means the attacker is essentially striking blind, with
a penalty of –12. Heal
Ability: Invocation (Life) → Control
Minor Illusion NN: 4
Ability: Illusion (Dream) → Create Description [Inst / Creature]: Restores Fortitude DP.
NN: 4 Consequence [Restore / ST n/a]: This is the basic healing spell
Description [M / Area]: Create a simple visual illusion of an object that heals physical damage. Recipient’s Fortitude DP restored by
that is not there. amount rolled.
Consequence [Trigger / ST Perception]: It simply looks like an
object is there when it isn’t. The object should be small, less than a Neutralize Poison
cubic foot, and easy to describe. Ability: Invocation (Life) → Control
NN: 4
Olfactory Illusion Description [Inst / Object or Creature]: Renders poison harmless.
Ability: Illusion (Dream) → Create Consequence [Restore / ST n/a]: Cast upon a bottled poison,
NN: 2 or a poisoned victim, it will nullify the effects of the poison if a
Description [M / Area]: Create an illusion using scent. challenge roll is successful. The GM sets the difficulty based on the
Consequence [Trigger / ST Perception]: The spell is targeted at a strength of the poison. It will not restore damage, and casting it on
certain object as the scent source. The scent can be anything the a poisonous creature will not neutralize its venom.
caster wishes, and can be pleasant or unpleasant, but never so bad
as to cause nausea. Recovery of the Unready
Ability: Invocation (Life) → Change
Invocation: Entropy Sphere NN: 8
Description [Inst / Creature]: Restores Unarmed DP.
Consequence [Restore / ST n/a]: This spell repairs the skeletal
Enervating Tendrils
muscle fibers of the body, overcoming fatigue. Recipient’s
Ability: Invocation (Entropy) → Change
Unarmed DP restored by amount rolled.
NN: 8
Description [Inst / Creature]: Tendrils of black light enwrap the
target to subdue its very soul. Rejuvenate
Ability: Invocation (Life) → Change
Consequence [Threat / ST Special]: The thaumaturge invokes a
NN: 8
supernatural force to drain the target’s inner vitality. This is non-
Description [Inst / Creature]: Restores Agility DP.
Consequence [Restore / ST n/a]: This spell helps to loosen muscles
and tendons, especially those of the lower body. Recipient’s Agility
DP restored by amount rolled.

page 78 | Chapter 4-2: Master Spell List


Remove Curse Invocation: Nature Sphere
Ability: Invocation (Life) → Change
NN: 8 Animate Flora
Description [Inst / Creature or Object]: Dispels an existing curse. Ability: Invocation (Nature) → Control
Consequence [Restore / ST n/a]: This spell removes a curse on an NN: 8
object or creature. Roll this ability branch versus the initial roll of Description [M / Area]: Plants move as caster wills; can slow
the curse to break it. targets.
Consequence [Afflict-Slow variant / ST Agility → Reflexes]: Plants
Rest of the Weary move in accord with caster’s will, but cannot be uprooted. Area
Ability: Invocation (Life) → Change affected is the ability branch MV radius in feet, double that if
NN: 8 mastered. Plants can obstruct and drag at creatures, slowing them.
Description [Inst / Creature]: Restores Melee Weapons DP. They can even hold them, but plants are weak with this spell, and
Consequence [Restore / ST n/a]: This spell relaxes the muscles of even if failing the saving throw, a victim only needs to roll Strength
the upper body, especially, overcoming combat fatigue. Recipient’s versus D4 to shake the effect (allowed after the first round).
Melee Weapons DP restored by amount rolled.
Blossom/Wither Plants
Shield of Vitality Ability: Invocation (Nature) → Control
Ability: Invocation (Life) → Create NN: 2
NN: 12 Description [Inst / Area]: The caster makes affected plant life
Description [M / Creature]: Strengthens the body’s life energy bloom or die.
field, granting a shield-like bonus against physical attacks. Consequence [Boon or Afflict (plant) / ST none]: This spell’s
Consequence [Protect / ST n/a]: The spell grants increased resist- blooming or withering effect is instant, and permanent. The
ance, a DR bonus of +2, to all forms of physical attack. It acts as a caster can affect 10 lb of material per die rank. If cast at a golem
shield, before any Active Defense. or elemental made of vegetation, then it’s treated as a zero NN
Restore/Threat spell, the roll equaling healing/threat points.
Sleepy Self Withering plants has been known to draw unwanted attention
Ability: Invocation (Life) → Change from druids, nature spirits, and the shee.
NN: 4
Description [M / Creature]: Force sleep even if not tired. Bramble Wall
Consequence [Boon / ST n/a]: Allows rest, which helps recovery Ability: Invocation (Nature) → Create
of Fortitude at twice the normal rate as long as the spell is main- NN: 4
tained. It is frequently ritualized to increase duration. Description [M / Area]: Creates a wall of thorny plants instantly
from out of the earth.
Soothe Consequence [Multi-Effect / ST none]: This spell uses plant
Ability: Invocation (Life) → Change life that is dormant in the earth, and can thus be cast virtually
NN: 2 anywhere. Its area equals ability branch MV in feet for length and
Description [Inst / Creature]: Relaxes the target. height, but it can be reshaped at the time of casting. The wall is
Consequence [Restore / ST n/a]: Recipient’s Willpower DP a foot thick of prickly shrubs and tangled vines, with structural
restored by amount rolled. hit points equal to the thaumaturge’s ability branch MV. Casting
Speak with the Dead modifiers: +1 to NN per extra foot thick. Those trying to charge
Ability: Invocation (Life) → Sense rather than cut through the wall take D4 potential harm +1 per
NN: 12 extra foot thick.
Description [M / Self]: Lets one question the dead.
Consequence [Boon / ST none]: This spell grants the ability Branch to Staff
to commune with the dead when seeking answers to specific Ability: Invocation (Nature) → Change
questions: answers can often be vague, and open to interpretation. NN: 4
The dead can relate events of the location’s past, or speak of Description [Inst / Object]: Transform an ordinary tree branch into
hidden things. GMs can apply a difficulty based on the question. a tough staff.
Failure of the ability roll will yield no answer at all. Failure to meet Consequence [Modify / ST n/a]: The staff created is permanent
or exceed the NN will yield wrong answers! and perfectly balanced, but only adds its preternatural +1 bonus to

Chapter 4-2: Master Spell List | page 79


Plant Behemoth
Ability: Invocation (Nature) → Create
potential harm while spell is maintained. The staff is wielded using
NN: 20
the appropriate Melee Weapons branch.
Description [M / Special]: Creates a large plant creature to do the
caster’s bidding.
Commune with Plants
Consequence [Trigger / ST none]: This spell animates vegetation
Ability: Invocation (Nature) → Control
(about a medium tree’s worth) rather than summoning a creature,
NN: 4
so it gets no Willpower roll to break the spell. The plant behemoth
Description [M / Self]: Lets one question plants.
is under the caster’s control, and can follow simple instructions,
Consequence [Boon / ST none]: The caster taps into the sentience
or move about and attack on its own. It is an exceptional creature:
of the plant life, and may ask specific questions, such as if any
3D4 threat points, hit points = threat point MV, D6 armor. Casting
sentient being has passed recently. Small plants, like grasses and
modifiers: +2 to NN for each rank above D4, applied to all threat
flowers have a low intelligence, and can only give vague answers.
dice.
Ancient trees, on the other hand, can be very wise, but are often
guarded in responses, even to those that call plants friend.
Plant Growth
Ability: Invocation (Nature) → Control
Might of the Oak
NN: 4
Ability: Invocation (Nature) → Change
Description [M / Object (plant)]: Increases the size of target plant.
NN: 34
Consequence [Modify variant / ST none]: This spell can affect
Description [M / Self]: The caster becomes as tough as oak, and
approximately 50 lb of plant material per die rank, and can be used
strong with it.
to obstruct. Ending maintenance returns the plant to normal.
Consequence [Multi-Effect / ST n/a]: The spell hardens flesh and
skin to the state of springy wood, reducing harm and augmenting
Plant Meld
attacks. Add +3 threat points, armor of D8, and damage reduction
Ability: Invocation (Nature) → Change
of 2. The caster is impervious to cold, and floats on water. In this
NN: 8
form any Fortitude damage is healed at a rate of D4 per round.
Description [M / Self]: Caster melds into a tree or large plant.
Consequence [Modify / ST n/a]: The caster actually can meld with
Plant Armor
any plant if there is enough material in which to hide. He then can
Ability: Invocation (Nature) → Create
not be detected, except by magical means. He can “see” out from
NN: 14
within the plant, but can not otherwise take action.
Description [M / Self]: Caster surrounds himself in armor of bark
and plants.
Rose Whip
Consequence [Multi-Effect / ST n/a]: The spell reduces harm to
Ability: Invocation (Nature) → Control
the caster, and improves his attacks. Adds armor of D6, and +1 to
NN: 2
threat points. The caster also blends in with plant surroundings: +1
Description [M / Object (rose)]: Transform an ordinary rose to a
to stealth checks if in an appropriate environment.
whip-like weapon.
Consequence [Modify / ST none]: Requires a rose to transform.
Plant Automaton
Returns to the form of a rose after the spell ends. Use the appro-
Ability: Invocation (Nature) → Create
priate Melee branch to wield whip.
NN: 8
Description [M / Special]: Creates a small creature of vegetation to
Seizing Plants
do the caster’s bidding.
Ability: Invocation (Nature) → Control
Consequence [Trigger / ST none]: This spell animates vegetation
NN: 8
rather than summoning a creature, so it gets no Willpower roll to
Description [M / Area]: Vines, branches, or the like grab at and
break the spell. The plant automaton is under the caster’s control,
hold targets in area.
and can follow simple instructions, or move about and attack on its
Consequence [Afflict / ST Agility or Fortitude → Feat of Strength]:
own, for D4 threat points. It has D6 hit points.
Plants animate and seize creatures in the area of effect, holding
them fast. Creatures can initially resist with an Agility or Fortitude

page 80 | Chapter 4-2: Master Spell List


→ Feat of Strength roll. Once caught, two consecutive Fortitude → Dance of Blades
Feat of Strength rolls are necessary to break free. One can combine Ability: Psychogenic (Matter) → Control
strength with companions to escape. NN: 8
Description [M / Area]: Weapons will animate and attack caster’s
Shape Wood foes as directed.
Ability: Invocation (Nature) → Control Consequence [Threat / ST none]: This spell lets the caster animate
NN: 8 and control weapons in the area of effect: one weapon unless the
Description [Inst or M / Object]: Shape or bend wood. spell is mastered, else up to the mastery MV. Weapons will follow
Consequence [Modify / ST none]: The thaumaturge can alter form the caster’s direction and threaten or attack foes. Each weapon
of wood, whether living tree branches or roots (perhaps to make manipulated can attack independently, doing threat points of
a path hazardous) or wooden products, such as tables, staves, and D2 plus any threat points bonus for the weapon (see Chapter 5,
the like. One can shape dead wood instantly and permanently, but Equipment, Weapons Table).
living wood springs back once unmaintained. Can affect 10 lb of
material per die rank. Object Read
Ability: Psychogenic (Matter) → Control

Invocation: Matter Sphere NN: 8


Description [M / Object]: See the general history of an object.

Mend Consequence [Boon / ST n/a]: This spell yield general information

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

Psychogenic: Matter Sphere Description [M / Creature]: Take control of an existing swarm of


insects or other bugs.

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,

Consequence [Boon / ST n/a]: It is this spell which allows dishes Conjuration).

to wash themselves, several brooms to sweep a floor, books to


stack, etc. It is a favorite of hedge witches calling on the cleanliest
of domestic spirits. The number of objects manipulated at a time is
limited by the number of dice in the ability branch.

Chapter 4-2: Master Spell List | page 81


Psychic Bolt
Hypnotic Suggestion Ability: Psychogenic (Mind) → Create
Ability: Psychogenic (Mind) → Control NN: 8
NN: 12 Description [Inst / Creature]: A bolt of pure psychic energy slams
Description [Inst / Creature]: Place a command or idea in the mind the target’s mind.
of another. Consequence [Threat / ST none]: This is the standard psychic
Consequence [Afflict / ST Willpower]: The thaumaturge is able attack. It causes a visible distortion in the air in a straight line
to insinuate thoughts leading to actions that seem rational to the to the target; Agility DP can be used to evade. A struck target
victim. Commands should be short. An additional roll to save is suffers temporary tinnitus. Psychic Bolts inflict non-physical harm
allowed when the action is to be completed. Once complete, the bypassing non-magical armor and shield, draining Willpower DP
spell’s compunction wears off. first, Fortitude after. Casting modifers: The psychic can launch a
pure psychic attack, which is silent and invisible, bypassing Agility
Induce Sleep as well, at +8 to the NN (after mastery calculations).
Ability: Psychogenic (Mind) → Control
NN: 12 See Aura
Description [Inst / Creature]: Force sleep even if not tired. Ability: Psychogenic (Mind) → Sense
Consequence [Afflict / ST Willpower]: The spell makes the victim NN: 8
fall asleep. The victim rolls versus Willpower upon casting the spell Description [M / Self]: Can see the psychic aura of a person or
to remain awake. Failing the roll means the victim remains asleep a object.
number of rounds determined by a roll of the caster’s Psychogenic Consequence [Boon / ST n/a]: This spell lets the caster read auras
basic die (D4 to D12), or until awakened. (psychic energy fields). It shows general state of health, such as
sick, weary, or wounded. On a roll of 20 or better it can determine
Mind Control the type of being, e.g. human, dwarf, elf, from aura alone. It shows
Ability: Psychogenic (Mind) → Control the presence of magic, and on a roll of 24 or better can distinguish
NN: 16 the type of magic present.
Description [M / Creature]: Take control of any sentient creature.
Consequence [Afflict / ST Willpower]: Infiltrates and controls the See Invisible
mind of the targeted creature, overwhelming its will. The afflicted Ability: Psychogenic (Mind) → Sense
creature follows any command short of suicide, even if it is to NN: 4
harm allies, so long as language or general intent is understood. Description [M / Self]: Can see things that are normally hidden by
The power can continue to dominate a mind once out of sight. invisibility.
The subject may make a saving throw each round the effect is Consequence [Boon / ST n/a]: This spell allows for normal visual
maintained: success ends the condition, regardless of distance. checks against things that are invisible. If the invisibility is due
to the target’s own spell, then roll an opposed roll (Magic ability
Mind Read branch versus Magic ability branch) to determine if See Invisible
Ability: Psychogenic (Mind) → Sense penetrates the invisibility.
NN: 8
Description [M / Creature]: The ability to pick up surface thoughts
of a target.
Consequence [Afflict / ST Willpower]: The caster gains insight into
the thoughts and emotional state of the target, which is a good
way to sense deception. Each attempt at discerning thought or
emotion allows a saving throw, even if spell is maintained.

page 82 | Chapter 4-2: Master Spell List


Chapter 5: Game Mastering Character advancement

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.

Chapter 5: Game Mastering | page 83


Weapons and Armor

As noted in Chapter 1, all characters begin play with equipment


appropriate to the life of an adventurer. Mundane items need no
special description — these are a matter for common sense and
GM judgement. The really important things for most characters
are weapons, armor, and magic. The first two are detailed below.
Melee Weapons’ handedness and reach affects harm and initiative
bonuses. The lighter weapons tend to have the initiative advantage
over the longer, heavier weapons.

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

Name Handed- Threat / Reach or


ness Initiative Bonus Ranges (ft.)
Melee Weapons - Axe
Combat Axe 1H +2/+1 Medium
Great Axe 2H +4/0 Medium
Hand Axe 1H +1/+2 Short
Pick 1H 0/+3 Medium Melee Weapons - Knife
Throwing Axe 1H +1/+2 Medium Dagger 1H 0/+2 Short
Kris 1H +1/+2 Medium
Melee Weapons - Bludgeon
Parry Dagger 1H 0/+2 Short
Baton/Tonfa 1H 0/+3 Short
Throwing Dagger 1H 0/+3 Short
Bo Staff 2H +1/+3 Long
Utility Knife 1H 0/+2 Short
Club 1H +1/+3 Medium
Footman’s Flail 2H +3/+2 Long Melee Weapons - Pole-Arm/Spear
Footman’s Mace 1H +2/+1 Medium Halberd 2H +4/+1 Long

Horseman’s Mace 1H +3/0 Medium Lance 1H +3/+1 Long

Military Hammer 1H +1/0 Short Pike – medium 2H +3/+1 Long

Morning Star 2H +3/0 Medium Pike – short 2H +2/+2 Medium

Quarterstaff 2H +1/+2 Medium Spear 1H +1/+1 Medium

Shield (bash) 1H 0/0 Short Melee Weapons - Sword


Sledgehammer 2H +3/0 Medium Fencing 1H +1/+3 Medium

Melee Weapons - Chain/Whip Greatsword 2H +4/0 Medium

Bull whip 1H 0/+4 Long Katana 2H +3/+2 Medium

Cat o’ nine tails 1H 0/+2 Medium Long – used 1H 1H +2/+2 Medium

Chain – long 1H +3/0 Long Long – used 2H 2H +3/+2 Medium

Chain – medium 1H +2/+1 Medium Short 1H +2/+3 Short

Chain – short 1H +1/+2 Short Ranged Weapons - Thrown


Horseman’s Flail 1H +3/0 Varies w/ Dart 1H 0/+4 10/20/30
(mace & chain) length Throwing Dagger 1H +2/+3 10/30/50
Nunchaku 2H +1/+2 Short Shuriken 1H +1/+4 10/20/30
Sling & stone 1H 0/+2 10/20/50

page 84 | Chapter 5: Game Mastering


Spear 1H +3/+2 10/30/50 Hazard Rules
Throwing Axe 1H +2/+3 10/25/40
Ranged Weapons - Crossbow Collision (falls, boulders, etc.)
Hand 1H +2/0 25/50/100 Falling causes damage equal to 10 hit points for every 10 feet
Heavy 2H +4/0 55/115/200 fallen, with Fortitude the only Defense.
Light 2H +3/0 75/150/300
Ranged Weapons - Bow For objects falling onto a living creature, the GM should assign 4,
Compound 2H +4/0 50/100/300 6, 8, 10, or 12 points of damage for every 10 feet fallen, depending
Long 2H +3/0 30/75/150 on size and weight (small, medium, large, huge, gargantuan,

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).

Hide / 1D4 — Light Toxins (venoms, poisons) and Diseases


Leather / 1D6 — Light
(plague, pox, etc.)
Chain / D8 — Medium
Plate / D10 — Heavy Toxins and diseases are generally assigned a level of
challenge and die-rank from Easy 1D4 to Herculean 3D12
Mithral variations (see Table 2.1 Challenge Dice). The GM also decides how
(exceptional metal): they take effect, and what effect they have. Toxins or
Chain / 2D4 — diseases must penetrate the target’s Active Defenses if
Light delivered by physical attack, such as by a striking snake
Plate / 2D6 — or poisoned sword tip. However a disease is introduced
Medium to the host, it only takes hold if a Fortitude → Endurance
check against it is failed. Some poisons can be similarity
Shields resisted, though others are more potent, with the differ-
Small / 1 ence in rolls being applied as damage to the Fortitude
Medium / 2 DP (or to a specific Ability, depending on the nature of
Large / 3 the poison). This could occur all at once, per period of
exposure, etc. Other toxins or diseases could, for example, apply a
Shields reduce threat points by 1 to 3 points as per shield type –1 per die rank penalty to ability checks, or cause the equivalent of
above, before the chosen Active Defense Pool is reduced. The magical effects (e.g. immobilization).
chosen DP must be above zero, or the wielder is too fatigued to Traps
use the shield to block effectively. Magic shield types add a static
bonus (e.g. small +1 shield reduces threat points by 2). A parry
dagger (main gauche) blocks like a small shield.

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Deadly traps are a staple of fantasy role-playing games, adding depending on its nature and how badly the attempt failed (see
spice to adventures and keeping heroes from getting overconfi- Chapter 2, Degrees of Success).
dent. They can be clever mechanical blades hidden in the walls of
a dungeon, crudely made spiked pits in the jungle, magical tomes Effect: Mechanical traps are usually meant to cause harm through
that explode when opened, or just about anything else. a physical attack, which is represented as threat points, and can
be avoided by using an Active Defense. Mechanical traps can have
The key components of traps are that a) they have a damaging, effects other than (or in addition to) causing potential harm, such
debilitating, or immobilizing effect, b) they are usually sprung when as poison (see Hazards, above).
a specific circumstance is met, and c) they usually take their target
unawares. Traps are characterized by their type, the difficulty of Magical traps are often just spells with a delayed trigger. The effect
detecting and disarming them, their effect, Defenses against them, of magical traps is thus usually described in the same terms as the
their area of effect, and an overall description. spell that created them (normally a harming or status effect) and
the die-rank of the effect.
Type: Traps are divided into two categories: mechanical and
magical. Mechanical traps can be constructed by mundane means Defenses: The nature of a trap’s effect may mean that certain
and require neither magical knowledge nor components. Magical Defenses (e.g. armor or specified Active DPs) afford no protection
traps, obviously, rely upon arcane effects to harm their victims. against it, so those that are effective are noted here.

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

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The chosen rank determines the Needed Number to set the trap, Type: Mechanical
as defined in Chapter 4, Magic. Detect / Disarm: 2D6 / 2D8
Effect: 2D10 threat points
There are also particularly nasty mechanical traps or hazards that Defenses: Agility DP
can inflict these 5 special ranks of threat points. Magical traps are Area: One creature
active until triggered or dispelled. Magical traps follow the same Description: Inset in a wall are a series of gems, at roughly the
rules as any other magic item (see Chapter 4): they have internal height of a human, dwarf, elf, gnome, etc. The gems seem valuable
energy points, and become inert when those points are spent, and cannot be pried out. If a lone brick that sticks half-way out of
unless recharged or made perpetual with a permanency ritual. the bottom of the wall is pushed, a stone dowel will launch from
the wall behind the prospective gem collector and strike him or her
Example Traps with significant force. The “gems” that then clatter to the floor will
be found to be near worthless. The trap does not reset.
Bear Trap
Type: Mechanical Death Scroll
Detect / Disarm: 2D4 / 1D8 Type: Magical
Effect: 3D10 threat points Detect / Disarm: 1D4 / 2D10 (Arcanum → Curse)
Defenses: Armor, Agility DP Effect: Maintained threat points, 12+D6 (13–18) per round
Area: One creature Defenses: Fortitude
Description: Concealed under a pile of dead leaves or other loose Area: Creature reading scroll
material is a set of iron jaws that snap shut on the leg of a creature Description: A dusty old scroll, rolled up with a magic seal, placed
stepping into it. The bear trap can be manually reset. just where some unsuspecting or naive adventurer will inevitability
pick it up and regret it. The act of reading it triggers the effect.
The Brick Willpower DP can be used against the trap’s threat points. Also, an

Chapter 5: Game Mastering | page 87


opposed roll of Willpower versus 2D10 will stop the maintained Nightmares
threat points, otherwise damage continues until death. Type: Magical
Detect / Disarm: 2D8 / 2D8 (Conjuration)
Electric Room Effect: 6+D6 (7–12) threat points per round for D4 rounds, then
Type: Magical stunned for D6 rounds.
Detect / Disarm: 2D12 / 2D10 (Elementalism) Defenses: Willpower → Resistance → Psychogenic effects
Effect: 3D10 electricity threat points Area: A forest glade, a room, perhaps a whole (haunted) manor
Defenses: Fortitude DP Description: Any creatures attempting to sleep in this area will
Area: One creature experience horrible nightmares, becoming increasingly drained,
Description: A ritual was performed to electrify the walls of the then at last awakening but unable to react to their surroundings
room, as well as any closed doors, and made permanent (Energy for a time. Willpower → Resistance can be used as a Defense Pool
Points: 30 pool / 5 points per triggering). The effect can be against the trap’s threat points. Once the temporary DP is zero, the
detected if the low electric hum is heard, otherwise the field is character is stuck in the nightmare until the effect ends.
invisible. Anybody touching a vertical surface will be shocked for
3D10 threat points. Metal walls increase damage by ×1.5. Poisonous Gas Cloud
Type: Mechanical
Explosive Book Trap Detect / Disarm: 2D8 to 2D10 / 2D4 to 2D8
Type: Magical Effect: Poison; either 2D6 to 2D12 threat points, once, or 1D8 to
Detect / Disarm: 1D12 / 1D12 (Elementalism) 2D6 Fortitude loss per hour
Effect: 12+D6 (13–18) Threat Defenses: Agility DP, exceeding threat points reduce Fortitude DP.
Defenses: Agility DP Area: 5-foot diameter cloud
Area: 5-foot radius Description: This trap can be placed virtually anywhere: the mouth
Description: A magical rune on the cover of the book causes an of a statue, the keyhole on a treasure chest or a door, etc., or it
explosive fireball any time the book is opened. Unless the book is could just be an alchemical effort gone wrong. When triggered a
protected against fire, it will be destroyed in the explosion. small glass container breaks and the gas escapes. The potency of
the gas is variable and it can have a one-time effect on any who
Enfeeblement Trap contacted it, or linger until neutralized. The trap does not reset.
Type: Magical
Detect / Disarm: 1D10 / 1D8 (Arcanum → Wards) Poison Needle Trap
Effect: 2D6 Curse (Feats of Strength) Type: Mechanical
Defenses: Willpower → Resistance → Curses Detect / Disarm: 2D8 / 2D10
Area: Archway Effect: Poison; 1D8 Fortitude loss per hour
Description: Blue light fills the archway when someone passes Defenses: Agility → Reflexes saving throw, + armor roll if protec-
through it, and that person is affected by a Modification effect that tive gauntlets worn
drains the Feats of Strength speciality and all Melee Weapon and Area: One creature
Unarmed Combat attacks. The trap automatically resets after it is Description: A poisoned needle inside the lock pricks the finger of
triggered. anyone attempting to pick the lock, unless he is wearing something
stronger than leather on his hands. A victim pricked by the needle
Microburst (Arcane Ward) suffers the effects of a powerful poison, which remains in effect
Type: Magical until it is neutralized or the victim is dead. There is only enough
Detect / Disarm: 2D8 / 2D10 (Elementalism) poison on the needle to affect one creature, so the trap cannot be
Effect: 2D10 threat points reset.
Defenses: Fortitude → Feat of Strength (saving throw) then
Fortitude DP The Reverse Pit
Area: One creature Type: Magical
Description: This permanent arcane ward can be placed on almost Detect / Disarm: 2D8 / 2D12 (Elementalism + Illusion)
anything: a book, a door, a chest, a robe, a wand, etc. Anyone other Effect: 18+D6 (19–24) threat points, + 2D6 threat points
than the caster who touches the item is engulfed in a powerful Defenses: Willpower → Resistance, Illusion → Sense, or Agility DP
whirlwind, lifted rapidly into the air, and then dashed to the Area: One creature
ground.

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Description: An overhead shaft of 20 feet in height is masked by Detect / Disarm: 2D4 / 2D12
an illusionary 10-foot square section of ceiling. When stepping Effect: 2D10 threat points, 2D6 threat points
under the shaft the unfortunate character is propelled upward via a Defenses: Pit, Agility DP; Spikes, Agility DP, Armor
sudden reversal of gravity and then slammed back to the ground by Area: 10-foot square
another reversal of gravity. The top of the shaft is filled with spikes Description: A 10-foot by 10-foot section of the floor has been
(for the 2D6 threat points). The trap is constant. designed to collapse when more than 150 pounds of weight is
placed upon it. When it does, anything on it falls into a 20-foot
Screaming Crystal deep pit with iron spikes. The fall causes 2D10 threat points and
Type: Magical the spikes cause an additional 2D6 threat points. If a character
Detect / Disarm: 1D4 / 3D12 (Conjuration) manages to avoid falling in the pit (Agility DP), then he is unaf-
Effect: Increasing threat points + status effect fected by the spikes as well. It requires a Moderate (2D4) climbing
[round one 2D6 + distract, round two 3D6 + stun; round three roll to get out of the pit. The trap cannot be reset.
18+D6 (19–24) + incapacitate]
Defenses: Willpower → Resistance saving Throw Spin Trap
Area: 5-foot radius Type: Magical
Description: Any creature moving within 5 feet of this shiny Detect / Disarm: 2D6 / 2D6 (Alteration)
glowing crystal shard will evoke supernatural screams from Effect: Turns creatures around
the souls trapped within. Every round the basic effect gets Defenses: The advantage “Sense of Direction”
more serious, inflicting increasing damage; any creature whose Area: Usually 5 to 10 foot square to trigger, but as large as desired
Willpower is brought to zero suffers distraction in round 1, Description: Stepping into this area triggers a magic field that
stunning in round 2, and incapacitation in round 3. The trap resets affects every sentient creature standing within 10 feet of the area
once every living thing within the area of effect is unconscious. or another affected creature, like a chain reaction. All creatures
are immediately faced in the opposite direction. This creates no
Slanting Corridor sensation other than confusion, but if the Spin Trap takes effect in
Type: Mechanical darkness or a hall of mirrors, it can be problematic. The advantage
Detect / Disarm: 2D8 / 2D6 of “sense of direction” thwarts the trap outright for those
Effect: 2D8 to 2D12 threat points, *possibly + 2D8 threat points possessing it.
Defenses: Agility DP
Area: Special Tainted Trove
Description: A corridor of varying length leads to an ornate metal Type: Magical
door. The door is quite large and looks very secure. When enough Detect / Disarm: 2D8 / 2D8 (Illusion)
weight is gathered in front of the door (generally three persons) a Effect: Poison 2D10 threat points per hour until neutralized,
section of the corridor suddenly slants downward, dumping all into ending one day after contact
a shallow pit slightly larger than the door. The door, which is merely Defenses: Fortitude DP
a large metal weight, then falls in on top of them. *If his Agility Area: One or more creatures
DP reaches zero, then the character is trapped beneath the metal Description: A vast and fantastic treasure trove is discovered
weight and may suffer further damage. The trap does not reset. containing all manner of valuables as devised by the GM. This is
an intricate illusion layered on top of base metal coins, rocks, and
Spear Trap junk weapons, etc. Everything has been treated with a slow-acting
Type: Mechanical but very potent contact poison, activated by body heat, that will
Detect / Disarm: 1D8 / 1D8 eat away at Fortitude, likely resulting in death. Unused poison
Effect: 2D10 threat points dissipates with the illusion a few minutes after contact, and the
Defenses: Armor, Shield, Agility DP, Melee Weapons trap does not reset.
Area: One creature
Description: A pressure plate in the floor causes a spring-loaded Tripwire Darts / Pendulum Blade / Falling Block, etc.
spear to be thrust from a false panel in the wall at the creature that Type: Mechanical
triggered the trap. The trap can be manually reset.

Spiked Pit Trap


Type: Mechanical

Chapter 5: Game Mastering | page 89


Detect / Disarm: 2D4 to 2D8 / 2D4 to 2D8
Effect: 2D4 to 2D10 threat points
Defenses: Agility DP
Area: One creature
Description: A very thin, camouflaged, or hidden
tripwire springs the trap when broken. The exact
nature of the trap is variable and left to the discre-
tion of the GM. The trap does not reset.

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.

Most opponents possess only the most basic of statistics. Those


statistics are Type, Threat Dice, Extra Attacks, Hit Points, Damage
Reduction, Saving Throw, Agility Rank, Weapons, Armor, and

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Treasure, and any notes specific to a template, including unusual
movement, magic effects, and so on. Creature descriptions are as
below:

Creature Name: Either monster or NPC name.

Type (TY): Minor, Standard, Exceptional, Legendary (Full-Fledged


will be individuals built like Player Characters).

Threat Dice (TD): Dice used for close combat, missile, and magic/
general special power attacks (up to three dice in each category).

Extra Attacks (EA): If applicable — different from multiple attacks via


special maneuvers.

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.

Damage Reduction (DR): Armor dice and shield bonus, if applicable.


Shield bonus and armor DR is applied before reducing HP for
normal opponents. A defender may always opt to take the average Creature Type
level of armor protection rather than roll the dice (1/2 the armor Minor creatures are the most common type and the easiest to
die-rank; See Opponent Damage Reduction). defeat in combat, like the wimpy goblins that make large-scale
battles swift. Inferior and abundant monsters fit into this bottom-
Saving Throw (ST): Used for determining saving throws against end category. Examples include rapacious hordes of goblins or
certain magic and powers. The dice used are determined by the kobolds, ordinary rabble, inexperienced town militias, weaker sorts
creature template, or whatever is deemed appropriate by the GM of undead minions like skeletons and zombies, etc.
for a particular creature. Minor opponents rarely have more than one attack type above D4
(see Threat Dice below), and are usually medium-sized or smaller.
Abilities (AB): Agility is always listed, and determines the Battle At the GM’s discretion, strong minor creatures (e.g. goblin leaders)
Phase in a round when the creature attacks. Most creatures don't may have more than one single die attack higher than D4, but no
list other Abilities, such as Fortitude, which is why HP is dealt with more than D12. They rarely have much treasure.
more abstractly, based on Threat Dice MV.
Standard opponents are more of a threat, but still no match for
Weapons, Armor, and Treasure (WAT): Lists the creature’s commonly a single full-fledged PC. Typical standard creatures include town
wielded weapons, worn armor, and typical treasure. guards, ordinary soldiers, common criminals, experienced hirelings,
and animals and monsters of all sorts. These foes use up to two
Notes: Special abilities and powers, if possessing an arcane attack, dice to attack (as in 2D6 Melee etc.), and can inflict significant
common equipment, etc. Movement rate if unusual in some way. damage on a hero when attacking in numbers, especially if there
Legends and lore pertinent to game play. are eight or more.

Exceptional creatures pose a great threat, use up to three dice to


attack (as in 3D8 Ranged etc.), and have more hit points and so
are tougher to defeat. Experienced warriors, assassins, dangerous
animals like lions, crocodiles, or elephants, or any other sort of
major opponent can be an exceptional foe.

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Legendary monsters like gorgons, chimeras, lesser dragons, golems, D4, and a main attack of up to a staggering 3D20. Extra attack
and werewolves sometimes have exceptional-level Threat Dice and forms, if any, are independent of the main one. A standard creature
abilities, and can exceed D12 for potential harm. with a main attack of 2D6 could have a secondary attack of 1D4 or
1D8, not necessarily 2D4, etc.
Full-Fledged opponents are NPCs or creatures as fully developed as
PCs. They may be anything from minor to legendary in combat, but Natural attacks by dangerous beasts usually use Unarmed as the
are important enough to the adventure or campaign to warrant a means of attack. Some use unusual, but non-magical, Ranged
full character sheet. attacks, like the projectile quills of a manticore, or the acidic spit
of a giant frog, or a behemoth that routinely rips trees out of the
Legendary monsters and iconic NPCs are the only categories of earth and hurls them at human pests. Some monsters are capable
opponent in the game that can possess ranks of D14, D16, D18, of attacking by Arcane means, such as a dragon’s fiery breath, or an
and D20. Game Masters may decide to open up these levels of energy bolt from the horn of a unicorn.
ability to Player Characters as well, allowing superheroics at an
epic, world-shaking level of play. (Dice with unusual numbers of Magic or general power attacks use the Threat spell effect by
sides are easy to find and purchase on the internet, or can be default (see Chapter 4, Magic). Standard attacks have no Needed
simulated fairly easily.) Number assigned, but some special attacks may have bonuses to
damage or may bypass shields and/or armor, and require beating
Note that extra attacks and modifiers to hit points based on size the NN. Some Legendary monsters may forgo any NN to attack,
or supernatural properties make these categories shiftable (see as with a dragon using its innate breath weapon. Determine range
Creature Hit Points). If a monster with great celerity is granted based on the nature of the attack, or the range given by a spell
three extra attacks in a round, but none are above a single die, it is description. By default creature spells have a range of 10 × Arcane
no longer a “minor” creature, because its maximum potential harm MV in feet. Creatures capable of other sorts of magic effects, or
per round has increased significantly. those possessing innate magical abilities mirroring magic spells, will
have the fact noted in their templates.

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

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Threat Dice). Otherwise, a creature may have any number of Extra Creature Hit Points
Attacks in a round, limited only by its concept.
Creature hit points are listed in the format: HP: # (Active/Passive)
[constitution, size, nature]. Optional Rule: The single hit point score
This rule better simulates special creatures with unusual attack
may be split in parentheses (Active Defense and passive defense-
combinations — hellhounds, multi-limbed demons or golems, giant
Fortitude); some descriptive qualities that may affect hit points
squid, giant snakes, dragons, two-headed giants with psychogenic
follow in square brackets (along with any HP multiplier).
powers, the ever loved and admired hydras, and so on. Do not
confuse an Extra Attack category with multiple strikes via special
Base creature hit points equal either the Max-Value of the
maneuvers, achieved by “splitting” an ability branch.
main attack form (Minor creatures), or the sum of all threat dice
(Standard, Exceptional, Legendary). This counts the base threat
For illustration, imagine a humanoid monster with four arms, and
dice only, without extra attacks (EA), and sans extra damage due to
just to make it really frightening, it wields in each hand a magic
special effects or bonuses. Hit points can be modified depending
fiery bludgeon, each club inflicting +1 damage, plus an extra 1D6
on the creature’s size and nature, and the resultant HP score
of fire-based threat points (as a magic Threat effect). Consider its
can be split if needed or desired. In brief: add modifiers for size
template:
and nature together, divide by 2, and multiply base hit points by
the result; if the creature is armored, then split HP according to
Example of Exceptional Monster Stats
constitution.
TY: Exceptional
TD: Melee 3D8 (+1, +D6 fire) ~ Unarmed D4 ~ Ranged D6 ~
HP Modifiers
Arcane Nil
Size is miniscule, tiny, small, medium, large, huge, or gargantuan:
EA: 1. 2D8 (+1, +D6 fire) 2. D8 (+1, +D6 fire) 3. D8 (+1, +D6 fire)
see Table 4.4. Nature is mundane, magical, preternatural, or super-
HP: 68 (34/34) [normal, medium, preternatural; ×2]
natural. Mundane creatures are normal, and not innately magical
DR: Shield n/a, armor D4 (hide)
(although they may possess magic abilities). Magical creatures are
ST: D12 basic; 3D8 versus Melee Weapons combat maneuvers
so innately, but are not otherworldly: unicorns and the like.
AR: D10 (BP 2; but initiative 13 with clubs, letting it act in BP 1);
Preternatural creatures include most magical ‘monsters’ as such,
Notes: Has the Multiple Strikes special maneuver. Each club (harm
generally anything eldritch or weird. Supernatural creatures are
+1, initiative bonus +3) wielded is magical, granting +1 to damage,
usually extraplanar or incorporeal types, and include vampires,
plus an extra D6 fire threat points with every strike, treated as an
angels, and so on.
attack spell. Cannot sprint (top-heavy).

Creature size modifier guidelines


Example of Battle: This dangerous generic monster attacks a
Miniscule or tiny modifier (mouse to cat): +0
terrified soldier in battle phase 1, using its clubs, and decides to
Small or medium modifier (goblin to human): +1
split its regular Melee attack. One die is applied to each strike,
Large modifier (horse, bear, tiger): +2
with the weapon’s harm bonus added to each. So the GM rolls
Huge modifier (elephant, giant squid, wyvern): +3
against the monster’s target: tossing down 1D8+2 (strike 1) and
Gargantuan modifier (dragon, dinosaur, whale): +4
then adding 1D6 (as magic Threat), and then repeating the process
twice against the same target. The damage penetrates the hapless
Creature nature modifier guidelines
foe’s Defenses, killing him. But Le Monstre is not finished. Turning
Mundane (human, dwarf, wolf): +1
to the next foe, in the very next battle phase of the round, it uses
Magical modifier (fay, shee, werewolf): +2
its extra limbs to attack three more times (2D8, then 1D8, then
Preternatural modifier (golem, hag, plant monster): +3
1D8). Remember to allow a targeted foe his armor roll against each
Supernatural modifier (demon, elemental, ghost): +4
individual Extra Attack; never roll EAs all at once and total the
damage (doing so would overwhelm many Defenses and be grossly
Add the two modifiers together, halve that sum (do not round),
unfair).
then multiply base hit points by the result (always round up). The
resultant single, abstract hit points score combines Active Defense
GM Note: “Minor” type creatures generally do not get extra attacks,
types (Melee, Agility, and so on) and Fortitude, making it very open
but as is the case with most rules, that is only a guideline. Also,
to GM narrative interpretation during battles. If a monster has no
remember that powers or spells which ignore (bypass) Active DPs
natural or manufactured armor, or you just want to keep things
are unusual, and more difficult to accomplish.
simple, use the single HP score as is. It is suggested that you use a
single HP score for Minor creatures.

Chapter 5: Game Mastering | page 93


seems right for a monster is more important than mechanical
application of modifiers. A large but unrobust creature (giraffe) or
a not particularly magical monster might get no modifier. Fragile
creatures with strong attacks can even have hit points reduced. On
the other hand, some creatures can be made very hard to harm,
although total modifiers should not usually exceed +6. GMs could
even give monsters different HP splits, such as 20/80 or 66/34, if
that fitted the concept better.

Note on elemental or incorporeal creatures: Whatever elemental form


is assumed conveys immunity to that element, as well as immunity
from certain physical attack forms. An incorporeal creature is
immune to physical attack, but still susceptible to non-physical
magic harm (although incorporeal undead like ghosts are immune
to Energy attacks).

Opponent Damage Reduction


Most normal creatures have Damage Reduction for neither shields
nor armor. Their single HP score takes normal skin, hide, or fur into
Splitting Hit Points (Optional Rule) account. For humanoid types, shields used and armor worn are
You can split HP to delineate Defenses, or if a foe is armored, to as for Player Characters (see Equipment in this chapter), although
determine when to roll for armor (when Active Defense is pene- Minor creatures should just have their HP increased by 1 per armor
trated). Constitution is normal, fast, or tough, and determines how die rank (+1 for a shield) to keep fights fast (or cut armor rolls in
the score is split. A normal HP score is split evenly between Active half for easier battles). Sometimes armor is worn by other types of
Defense and Fortitude. Fast creatures rely more on movement, creature, e.g. horse barding. More often, monsters and particular
evasion, and skill, and usually split the score 75% Active Defense creatures may have integument or magical protections equivalent
and 25% Fortitude. Tough creatures rely more on toughness and to armor (and possibly shield).
armor, and reverse that percent split, with 75% going to Fortitude
and 25% toward Active Defense. (Always round the results.) GMs Shields or their equivalent reduce threat points by 1/ 2/ 3 points
beware that opponents whose hit points skew toward Fortitude for a small/ medium/ large shield before any Active Defense.
will roll their armor Damage Reduction more often, as the Active Armor reduces threat points that exceeds the Active Defense, by a
Defense Pool is more easily penetrated. If such opponents have die roll depending on the armor type; a rough guide to equivalents
good armor, they are much tougher to subdue or kill. is given below for GMs designing or defining creatures:

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

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Threat ranks may sometimes stand in as Saving Throws, if indicated
in the ST listing. For GMs making up opponents on the fly, this
table can serve as a rough guideline:

Typical Saving Throw Scores for Opponents (basic score):


Minor: D4 to D8
Standard: D6 to D12
Extraordinary: 2D4 to 2D8
Legendary: 2D10 to 3D12

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.

Chapter 5: Game Mastering | page 95


Generic Treasure Magic Shields
Archetypal (+1 max)
Type Coins Chance of Magic 01–33 Wooden
Trinkets 1–6 01% 1 item 34–66 Steel
Small cache 2–20 05% 1 item 67–00 Bronze
Cache 20–200 10% 1 item Esoteric
Small trove 100–600 20% D2 items 01–34 Hledrith Shield, elven (+1D4 DR once
Trove 200–2000 30% D3 items per round, vs. ranged damage)
Hoard 1000–10,000 40% D4 items 35–67 Anoth Shield, dwarven (+1D4 DR once
Dragon’s hoard 10,000–60,000+ 50% D8 items per round, vs. melee damage)
68–00 Goedenhud Shield, druid (Gan Creadi-
$1= 1 coin (crown) = 1 oz. gold, silver, copper, etc. at the GM’s geath); (+1D4 DR once per round, vs.
desire. magic damage)
Legendary
Magic Items, Examples 01–33 Invictus Shield, Steel (Psarmorum) +1D6
DR once/round.
(see Chapter 4, Arcanum for item creation rules)
34–66 Tylwyth Shield, wood (Maedoen) +1D8
01–17 Armor
DR once/round vs. shee (fairy) magic
18–34 Grimoires and scrolls
67–00 Wrhydri Shield, any material (Cross-
35–50 Magic Rings
roads) +1D6 DR once/round vs. any
51–67 Potions spell-based threat points
68–83 Rods, Staffs, & wands
84–00 Weapons
Grimoires and scrolls
Archetypal
Roll 1D6 for Magic Item Rarity 01–25 Contains 1D4 spells
1–3 Archetypal 26–50 Grants 1 CP toward next rank in
4–5 Esoteric designated speciality
6 Legendary 51–75 Grants 1 CP toward next rank in
designated pillar (basic)
Magic Armor 76–00 Magically grants 2 CP toward mastery, if
Archetypal (Static Bonus +1 to +4) spell in repertoire

01–25 Leather Esoteric

26–50 Chain 01–25 Contains 1D6 spells

51–75 Scale 26–50 Grants 2 CP toward next rank in

76–00 Plate designated speciality

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

STs versus magic 26–50 Awards next rank in designated speci-

Legendary ality (immediate increase)

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

page 96 | Chapter 5: Game Mastering


Rods, Staffs, and wands
Magic Rings Archetypal
Archetypal 01–33 Rod of Invocation: +1D3 to Invocation
01–33 Luck (+1 to Support Ability rolls) spell checks
34–66 Danger Sense (ring heats slightly when 34–67 Staff of Elemental Power: +1D4 or 1D6
danger is near) to Elemental threat points
67–00 Adeptness (+1 to any Primary Ability 68–00 Wand of Illusion: +1D3 to Illusion spell
challenge roll, but not threat points) checks
Esoteric Esoteric
01–34 Invisibility 01–34 Rod of Protection: +3 shielding DR
35–67 Might (Feats of Strength +1D4, +1 when activated
threat points) 35–67 Staff of Conjuration: +1D4 or 1D6 to all
68–00 Fleetness (x2 movement once per Conjuration spells
round) 68–00 Wand of Psionics: +1D8 to Psychogenic
Legendary threat points
01–33 Transmutation (self) Legendary
34–67 Ring of [named Pillar/specialty] +1 or 01–33 Rod of Transmutation (permanent item):
greater to all spells in that speciality 1D12 Transmute effects
68–00 Teleport (able to teleport short 34–67 Staff of Threat: 5 ranks exist; threat
distances in lieu of regular movement, points equal to (Rank x 6) + D6
combine this with a standard attack, 68–00 Wand of Affliction: Imbued with 1D12
forcing a surprise roll the first time) status effects
Potions Weapons, Melee and Ranged
Archetypal Archetypal, common effects (See Master Weapons list)
01–25 Healing (fortitude) 01–33 Add +1 to Threat, or to Initiative
26–50 Rejuvenate (Active Defenses) 34–67 Add +1D4 to Threat, or to Initiative
51–75 Puissance (+1D4 to any ability) 68–00 Activate latent spell effect
76–00 Remove Affliction (Magic Pillar Varies) Esoteric
Esoteric 01–33 Add +2 to Threat, or to Initiative.
01–20 Sense enhancement (sight, smell, 34–67 Add +1D6 both to Threat and to Initia-
hearing) tive
21–40 Precognition 68–00 Imbued with 1D4 spell effects
41–60 Quickening Legendary
61–80 Flight 01–33 Hledrith Bow or Blade, elven: +1D6
81–00 Remove esoteric Affliction 34–66 Anoth Axe or Crossbow, dwarven +1D6
Legendary 67–00 Goedenhud Quarterstaff, druid (Gan
01–25 Shapeshift Creadigeath) +1D4 and bypass Wrhydri
26–50 Immunity (elemental) Chain.
51–75 Astral transfiguration (fast unsettled
lands travel)

76–00 Remove legendary Affliction

Chapter 5: Game Mastering | page 97


Full-Fledged NPCs

The GM might decide to use the standard character creation rules


to generate Full-Fledged NPCs. The guidelines below on Character
Point totals can be considered when designing adversaries, but
remember, they measure total experience within a given character
concept, and would cover many abilities. Do not confuse impor-
tance with combat power in ERP. A Full-Fledged character serves
many roles in the game, and can certainly be apparently weak (in
terms of a typical adventurer) but act behind the scenes.

Common NPC Point Values

Weak: 15 CPs
Average: 30 CPs
Respectable: 50 CPs
Good: 100 CPs
Super 200+ CPs

Ability lists as they appear here and in published adventures are


alphabetical for full-fledged NPC stats; each basic ability is separated by
a comma in simple lists, or else a full stop or new line; tiers are separated
by a “→”. A “+” separates multiple specialities or masteries, with the latter
in parentheses. Die values follow abilities. Abbreviations may be used.
For example:

Basic 1 D8 → Speciality D6 → Mastery D4. Basic 2 D4 → Spec D6 →


Mast D8.
Ranged D8 → Bow D6 → Longbow D4. Unarmed D4 → Punch D6 →
Rabbit Punches D8.

Basic D6 → Spec 1 D4 + Spec 2 D6 → Mast D4 + Spec 3 D4 → (Mast 1


D6 + Mast 2 D4).
Melee D6 → Sword D4 + Axe D6 → Combat Axe D4 + Knife D4 →
(Dagger D6 + Utility D4).

Defense Pool Cap (Optional Rule): Even the most outrageously


powerful Full-Fledged creatures have a limit on hit points. A
Full-Fledged NPC’s or monster’s maximum Defense Pool score for
any qualifying ability tree equals MV of basic rank, plus 4 speciality
branches, plus 4 masteries. That’s a maximum Defense Pool of 108
hit points at D12 rank and 180 hit points at D20 rank.
Additional speciality and mastery ranks reap no additional hit
points. For example, some iconic characters have mastered every
spell in a certain sphere or pillar (e.g. The Eldritch Man; see Part
2, Ainerêve), but for purpose of calculating hit points, it does not
matter how many spells are mastered beyond 4 per ability tree.
Multipliers due to increased creature size, or preternatural/super-
natural nature do not count against this limit. Player Characters,
being the special heroes that they are, have no such limits.

page 98 | Chapter 5: Game Mastering


Unusual Monster and NPC Ability If any single creature has more HP than that, no matter the regular
rules for calculating HP, then simply scale it back. Thus, a troll of 176

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.

specialities and masteries. In such a case, a speciality


would add another die, e.g. 2D6 (basic) + D8 (speciality).
Adding a mastery die is also possible, but even unusual GM Arbitration — the most important rule
creatures cannot exceed five dice in a single ability
branch (3D Basic → 1D Spec → 1D Mast). Threat Dice for
some unusual monsters are listed in exactly this manner. First rule, see to the entertainment of all players. One of the nice
For example, if a godlike avatar’s Unarmed attack is things about the system is its simplicity and symmetry, which
listed as 3D8 fist [basic], that means 3D8 is rolled before avoids drowning everybody’s fun in a morass of rules. A guiding
specialities and masteries. A brutal giant, for example, design principle is that of rules transparency, meaning that once
might have an Unarmed attack of 2D10 (basic) + 2D10 you understand the game’s mechanics, they serve the story and
(Specialty of Bludgeons). Some powerful magic items become transparent, fading eventually into the background. It’s also
and spells can also have similar effects. easy to tailor the Eldritch RPG rules to suit your group’s unique play
style. Go ahead, bend the rules; they’re hard to break. The other
design principle is “nothing is impossible,” which is why resolution
Too Tough Rule
favors randomization, and we are careful to avoid impossible target
numbers and invincible damage resistances. However, adventurers
Excessive hit points may add more time than excitement
do have plenty of growth potential. Nothing is impossible… given
to battle, though that’s a judgment call. The GM can
the right tools, skills, and powers. Hero development through
decide at any point to reduce an opponent’s HP below
an unfolding story is important and part of the fun of play. If at a
1.5 × the party’s total maximum threat points per round.
disadvantage through lacking a certain spell or combat maneuver or
The GM usually works this number out in advance. If
magic item, then the heroes of Ainerêve can seek higher knowledge,
you don’t have copies or summaries of the character
develop greater puissance, and quest for mightier artifacts.
sheets, just ask each player what his single highest
potential harm Ability branch is, and add them up. The
result is the group’s maximum potential harm per round.

Chapter 5: Game Mastering | page 99


Chapter 6: Bestiary of Beings revealed that I quote them verbatim, lest some reader accuse me of
inventing its horrors. So too have I studied the writings of witches both
Diverse and Malign light and malign; I have trawled through accursed works that give a
seeker knowledge ― a terrible knowledge I would sometimes rather
Avoid travelling on cloudy days. Those pirates love the clouds. From forget.
hidden ships they’ll swoop down on their abominable steeds and let fly
with devil-forged weapons of flame and steel.
Be clear that I have no fondness for the dark things I describe; and
---
yet I offer what I have read of the motives and goals of such terrible
From Frazer’s Guide to the Kingdoms
sorcerous entities as Lilith and Baphomet without comment — let the
reader ascertain the truth of their claims or prove them a lie.
Note: Two copies of this bestiary exist, both in the town of
Crossroads. One is in the shielded reading room (advanced Grim indeed are the threats that face us, and if one should wonder why
section) of the spiral tower of the Octocirculi Academy. The other any sane man stays in these lands, then let him remember that not all
is in the private vaults of the Guardians’ Guild. Each bestiary is a is given over to horror — there are good folk and good places aplenty
large, locked, brass-bound volume chained to a lectern; access is here in the realms of Ainerêve. The Guardians’ Guild is one beacon of
available on request (and possibly after payment) to those deemed light against the darkness, but all kingdoms cry out for more heroes and
suitable, stable, and discreet. The information outlined is not only heroines. Will you be of their number?
not generally known, but not safe to know. To speak of, or even
hint at, some of the things revealed is to invite attention of the Lest the reader should balk at the sheer number and variety of beasts,
most unwelcome kind. Caveat lector! let us recall the gates leading to worlds far and near, to places, times,
and dimensions as diverse as the universe itself. Every kind of creature
I, Signoret, sage and wizard, pupil of the late Hawklord, and student comes crawling, slithering, loping, or charging through the gates at
of the Octocirculi Academy, being by virtue of personal experience Crossroads ― truly the gates are both blessing and curse.
well informed where the more extraordinary inhabitants of this world
are concerned, have decided to compile a bestiary. In so doing I have To better categorize and explain these beings I have applied a system of
been moved to create as accurate an account as possible and thus I go numerical gradation and probability mapping; the discerning adventurer
beyond my own knowledge and quote freely from sources I know to be will see from the number ranges that the danger of each creature,
reliable. its resistances and abilities, are all clearly expressed. Now, on to a
consideration of the beings an adventurer passing through Crossroads or
Herein are compiled the travelers’ tales of Nathal and Virgil, the crossing the lands of Ainerêve might meet. Gird your sword, ready your
wisdom of the Duchess Sibyl, and the contents of numerous grimoires, shield; if magic be your trade, then prepare a spell ― for surely battle is
scrolls, and librams. I have resorted to reading from an occult tome upon you and the difference betwixt life and death no more than a quick
that describes the city of Phantos; so appalling are the secrets therein wit or a quicker blade.

page 100 | Chapter 6: Bestiary


Ambulant Thresher
Type: Standard (plant)
Threat Dice: Unarmed 2D10
Extra Attacks: D10 (suffering slumber attack)
Hit Points: 40 (10/30) [tough, large, magical; ×2]
Damage Reduction: D4 (natural)
Saving Throw: D10
Agility Rank: D6

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]

Chapter 6: Bestiary | page 101


the stability of a given realm. Let summoner or binder beware: all
such wishes and tasks are fuelled by hate; that which comes forth
from anger is ignobly born, and surely any creation of hate will bear
bitter fruit.

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: The afriti are invulnerable to fire; however,


an attack, magical or otherwise, that incorporates water or ice will
cause double normal harm. The afriti creates a field of fire about
itself that burns anyone close enough to strike a blow against it. At
will, it can project fire up to twenty feet away: such a strike ignites
combustible materials and causes ongoing burns. It can envelop a
foe in its body of magma and flame, immolating its victim within its
fiery core.

He who binds an afriti can force it to do three tasks; the greater


amongst their number can cause reality shifts sufficient to grant a
wish, but not one that is overly powerful or that too much disturbs

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Abilities and Powers: One of the cavernous serpentine maws can Weapons, Armor, and Treasure: Any weapon and any armor, usually
breathe poisonous vapors, the other has fangs dripping a dreadful magical with up to +5 in bonuses to protection or damage. The
green caustic venom that pits the very ground it falls upon. usual ranged weapon is a bow. Angels may have any piece of
equipment desired, but do not carry food, coin, or other sundries
Weapons, Armor, and Treasure: True to the greed that gave it because they don’t have bodily needs. They will carry a magic item
birth, the Amphisbaena always seeks, or possessively guards, other than their weapons 85% of the time — usually an orb or
some object of desire ― it will be a thing of great value, whether wand of some kind. Typically, angels carry a special holy weapon
financial, magical, or living: a person, an artist, a beauty, a creator (any type), with the following properties:
or an inventor may be taken this way. A traveler from Meath, one
whose beard was green, hinted to me that at times the very victim Holy Weapon: The general properties of the weapon match that
of the Amphisbaena is its creator, although how or why that should of the type. It has up to a +5 bonus to damage. It can also do +D8
be is a mystery upon which I cannot comment. non-physical Energy harm once a round (this is a permanent effect).
In the hands of an angel, a holy weapon does triple damage versus
Angel demons (including the bonus and non-physical harm).
Type: Legendary
Threat Dice: Melee 2D20+8 ~ Ranged D20+D12+6 ~ Unarmed Seraphim (“Angel,” city of Phantos)
2D10+10 ~ Arcane D20+6 TY Extraordinary / TD Melee 3D10 ~ Ranged 1D12+4 ~ Unarmed
Hit Points: 168 (84/84) [normal, medium, supernatural; ×1.5] 2D10+10 ~ Arcane 2D10 / EA Looking at one does 4 threat points
Damage Reduction: By armor, shield, or magic item per round to Willpower then Fortitude / HP 123 (61/62) [normal,
Saving Throw: 2D10 medium, supernatural; ×1.5] / DR By armor, shield, or magic item
Agility Rank: D12 or D20 / ST 2D10 / AR D14 / WAT Holy Weapon with D8 Threat effect;
magic chain mail D8 +2 and a steel “Invictus” shield granting +D6
Legends and Lore: Angels are beatific celestial beings, as one would DR once/round; trove = 200–2000 coins worth of valuables, and
probably imagine. There’s not some imperative that each has to the magic weapons and armor, possibly granted to those that free
have a pair of wings, much less a harp, but all will be powerful, not them (see Chapter 7, Phantos).
only in might but also in wisdom. Angels are symbolic of all that is
just and holy in the spiritual world. They often serve as proxies to Anthropophagi
the celestial gods. Their incarnation in the mortal realm is usually Type: Standard
humanoid, and of the most handsome and superior sort, but Threat Dice: Unarmed 2D6 ~ Melee D4
depends on its associated deity and culture. A high-ranking priest Hit Points: 24 [normal, medium, magical; ×1.5]
may summon one, or the master deity may send an archangel on Damage Reduction: –2 versus Unarmed or bludgeoning attacks
a mission to the mortal realm. They are proud and willful, rarely Saving Throw: D4, immune to mental affliction
merciful if provoked, and do not take direct commands unless Agility Rank: D6
issued by a higher power. An angel does not ordinarily stay
around once its mission is finished, unless it must to guard some Legends and Lore: My source for information about these man-like
important, holy place. Archangels are supposed to exist, few in cannibals may not be reliable. Much of what I am told comes from
number but even more powerful: the radiance of their glory is said the goblinoid half-orc Throk. He tells me he has seen the dreaded
burn up mere mortals who gaze on them. Revel of Flesh; a dance and unholy feasting conjured up from the
darkest pits. He saw the anthropophagi, their near-naked bodies
Abilities and Powers: The average ability for an angel is at a D12 deformed by the spirit-energy of the victims they eat ― frightened
(basic) + D12 (speciality). Notable abilities include Influence → faces bulge from bellies, extra eyes open on arms, a second face
Coercion, and Knowledge; just about any speciality imaginable is on the back of the head, writhing mouths opening like wounds on
possible. Languages spoken include the common trade language, torso and limb. Amongst them are the most fearsome of their kind,
plus Celestial. Also, angels can invoke the following powers, using the blemmyes, so deformed as to now resemble little more than a
their Arcane threat dice: headless torso of combined flesh, a trunk from which sprout arms
and legs at awkward angles, askew, misaligned. A great face forms
Spiritual blast (NN 8, Energy sphere, ST None): A harmful stream of in the midst of the torso, its thick-lipped mouth full of teeth and
brilliant, electric-blue light which sears the target’s soul, bypassing ready to devour yet more men. The Revel of Flesh is spreading,
Agility DP. Add +4 to NN to make it an area spell. I am told; it is a dance writhing in the shadows, and at night the
Command the infidel (NN 9, Mind sphere, ST Willpower): The angel anthropophagi stumble, bumble, and tumble into moonlit groves to
intones a command, and the target cannot help but obey. begin a hunt for more eyes and mouths to join their horrid feasting.

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Abilities and Powers: Attacks are a mixture of bites and clubbing the arimaspians. Their cutlasses add bonus threat points to Melee
strikes; if a victim is grappled, he will be bitten many times. A bite or Unarmed attacks with microbursts of air at every point of impact
from a blemmyes will induce a blasphemous craving in a victim, (+1 threat point per strike). Some also wield bizarre weapons that
an unholy desire to dance and feast on the flesh of men, or worse belch noise, fire, and brimstony smoke, as below.
still, a desire to be eaten, a wish to be consumed (Saving Throw vs.
Willpower, once at time of bite, then once per day). Alchemical black powder “pistol”. Roll Ranged ability against NN 4 to
hit; a 12 bypasses all armor. Threat points equal Ranged → Firearms
Weapons, Armor, and Treasure: Incidental wealth may abound; (extremely rare specialty) → Pistol ability branch +6.
anthropophagi have no use for a victim’s possessions ― they will
be scattered, as may be entrails and body parts, in the wake of their Banshee
dreadful dance. It is possible that within one of these cannibals, an Type: Legendary
item of value might be found, eaten thoughtlessly as its struggling Threat Dice: Arcane 3D14 ~ Melee 2D4 ~ Unarmed D6+D4 ~
owner was devoured. Ranged D4
Hit Points: 160 [fast, medium, supernatural; ×2.5]
Arimaspians Damage Reduction: –2 against all potential harm
Type: Standard; some exceptional Saving Throw: D12, or 2D14 versus Spiritual Afflictions
Threat Dice: Arcane 2D6 ~ Melee D10 ~ Ranged D8 Agility Rank: D10
~ Unarmed D6
Hit Points: 54 (27/27) [normal, medium, magical; ×1.5] Legends and Lore: Fearsome spirit-women of Maedoen, the
Damage Reduction: Immune to Air Sphere magic banshee are harbingers of death. Oft appearing as old crones
Saving Throw: 2D10 holding out bloodied clothing, with sly grins upon their
Agility Rank: D8+D8 (speed) age-wracked faces; it is said that a warrior recognizing his own
garb in the banshee’s claws is doomed. Alternatively, the banshee
Legends and Lore: Of the arimaspians, I speak with authority, for I might take the guise of a fair maid to lead a warrior astray — to
was a “guest” of their Duke Pathafarial in his cloud-borne palace. A where something horrid lies in wait. In the library of Duchess Sibyl
single eye glares from the forehead of these cyclops-like man-sized I found a scroll reportedly penned by the Eldritch Man. It says the
warriors. They are ruthless reavers, plunderers of gold ― they are banshee are seeking vengeance for every bitter and heartless deed
adorned with gold jewelry and lust after the metal. Dressed in warrior-men have done, and that they shall take vengeance until
flamboyant nautical garments, they have a bronze, almost gold, hue moon and sun shine together in a darkened sky.
to their skin, and an evil demeanor. They enslave griffins and are
oft encountered mounted upon or leading such beasts. They are Abilities and Powers: One who sees his own clothes in the
pirates of the skies, flying upon their fearsome subjugated steeds. banshee’s grasp, hears her mournful and frightsome keening wail,
or is led away by her from his comrades into the dark wood, mist,
Abilities and Powers: They can conjure forth mists and winds, and or mire, falls under a curse, and death will stalk him by day and by
the greatest amongst them can cause clouds to become as ice night. (Save versus Willpower, or else suffer +2 potential harm from
and bring forth sleet or snow ― amongst their own kind, these all traps and hazards, plus –1 rank per tier on all Saving Throws
wielders of elemental magic are called navigators. An ice-cloud until the curse is lifted.)
formed as a flying creature passes through it becomes a prison
(NN 9; ST vs. Fortitude). The ice-clouds stay aloft, unless cast to Weapons, Armor, and Treasure: Some locations, the sites of
earth by the arimaspian sorcerer. Their warriors, invariably led by a remorseless deeds perhaps, become nexial gathering places for the
flamboyant or aggressive captain, wield cutlasses, and some bear banshee, and in such locales the bodies of many warriors might lie,
fearsome weapons of metal and wood that can shoot balls of lead adorned still with armor and treasures, with sword and steel.
into a man’s heart. These somehow make use of an alchemical
black powder. Only the arimaspians and the sea elves know the Baphomet
secrets of such “pistols” as they name them. Flying ships have been Type: Legendary (avatar)
reported, upon which are mounted siege engines of iron and flame, Threat Dice: Arcane 3D20 ~ Melee 3D20 ~ Ranged 2D12 ~
so-called “cannons,” able, they say, to lay low a city from the air. Unarmed 2D10
Hit Points: 492 (369/123) [fast, large, supernatural; ×3]
Weapons, Armor, and Treasure: Gold, jewels, enchanted weapons, Damage Reduction: D12 (plate armor)
magical items that grant the power of flight, even flying ships, Saving Throw: 3D14
islands, and palaces, all await the adventuring band that can defeat Agility Rank: D14

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status of the divine. To the true Baphomet believer there are no
real gods, no true devils ― both are manifestations of limitation;
artificialities created by human consciousness fearing its own
power; thus, they say, men have made two masters, two rods for
our backs. And yet, their texts say, the power of freedom will not
be denied, so in addition to our prison we have fashioned an occult
key. That key is Baphomet, and both Heaven and Hell fear the
nullification Baphomet will bring: death, night, and a new dawn in
a new Eden ― one built by the true will of man. Baphomet hates
the powers of Hell and all so-called gods, whether divine or darkly
satanic: they are artificialities that existed before him (or so he
and his adherents claim) and obstacles to his will. He would undo
the whole of creation, turn it back to primal matter, so that man
can start again and build a better and more fitting world ― or so
Baphomet believes.

To his followers, all gods are demiurges, craftsmen of inferior


skill that have built a prison for life rather than a paradise. In this
view, Baphomet is “good” because he will liberate life through
destruction of the illusion/matter that binds us. Good and Evil
both are part of the system Baphomet would destroy. And thus
it is that Baphomet seeks some method to undo creation here
in Ainerêve; to reshape Earth via mankind’s dreams ― to reorder
reality in reverse from the dreamworld back into the physical. To
do this he must gain power here, and he plays a long game, willing
to take centuries, for what are years when placed against eternity?
Heaven and Hell have become aware of his strategies, and through
a strange and unexpected alliance have woven a web of energy
light and dark across Ainerêve to bind Baphomet’s power as best
Legends and Lore: Here I shall write of that which men call
they may. In response, Lilith, Baphomet’s bride ― and some say
Baphomet; I find little, even in the darkest grimoires, to tell me
creatrix ― has sent her presence too, seeking a way to free her
the truth of this being that some claim is demonic, and for certain
consort’s full energies once more.
has truck with much that is demoniacal and of the shadow. There
are the oddest hints, webs of thought linking Baphomet with the
Abilities and Powers: Although many forms might be taken, I have
Templar Knights, but how can this be so? They that so staunchly,
read of three (all extraordinary mortals): the knight, the bard, and
even heartlessly, cleanse (or persecute?) all they deem heretics,
the emissary. The knight brings war, is garbed in impenetrable
witches, or demonists, let alone demons, how can they have any
steel, is fear made manifest, and can stand in tourney against any
communion with the Sabbatic Goat?
champion. The bard would appear to bring merriment, and jovial
clowns may follow in his wake; quick of wit and sharp of eye, he
It is said Baphomet can put on the guise of any man or spirit ―
makes a play of every drama he sees, and stirs drama where peace
why, some scrolls even claim any god ― that he chooses. The
once prevailed. Quick to feel boredom, and careless of those he
avatar so assumed can take many forms, but when contemplating
might hurt, he moves on swiftly after spreading his stage across a
Baphomet, the reader of this bestiary is best served by considering
tavern, village, or even a kingdom. The emissary ― he offers much,
Baphomet’s accepted image ― half male, half female, the body
is peace made real; soft, kind, cheerful, quick to please others, and
parts of human and goat, phallic in its strength, creative in its
ever wanting the approval of those he meets, and yet, if it is not
potency; an embodiment of occult and alchemical concepts and
given, he will fall into the depths of sorrow, and swiftly thereafter
power.
fade beneath the shadow, and in his going call forth bard or knight
― or something even more fearsome, bestial, and dark.
To the inner cabal of those who secretly worship Baphomet, his
existence is known to be the result of all mankind’s desires, all
Weapons, Armor, and Treasure: Any. Without exception, Baphomet’s
magical workings, the wizardly attempts to lift humanity to the

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avatars will be adorned with strange, often cursed and dangerous, 10,000–60,000 in coin), and that if this gem is properly incubated,
items of the most complex sorcery. Baphomet may choose to leave a dragon will come forth from it. Of the truth of this I cannot say.
such behind when seemingly defeated; indeed, his whole purpose
for coming might be to leave a trinket, an item worthy of Pandora, Brownie
when he departs. Treasure possessed is a hoard: 1000–10,000 Type: Minor to Standard
coins but 100% chance of D4 magic items. Threat Dice: Any attack type, D4 to 2D4
Hit Points: 4 to 8 (2/2 to 4/4) [normal, tiny, magical; ×1]
Basilisk Damage Reduction: –1 if wearing properly sized brownie armor
Type: Standard to Extraordinary Saving Throw: D4 to D8
Threat Dice: Unarmed 2D10 to 3D10 ~ Ranged (special) ~ Arcane Agility Rank: D4 to D8
(special)
Extra Attacks: Killing miasma, gaze, and rotting bite Legends and Lore: The brownie is a tiny shee that dwells unseen in
Hit Points: 60 to 90 (15/45 to 22/68) [tough, huge, preternatural; the homes of mortals. Small men and women with weedy arms and
×3) legs, clothed in scraps of cloth and often with an acorn, thimble, or
Damage Reduction: D4 (tough hide) spider-web shawl worn on the head; their spindly-fingered hands
Saving Throw: D10 to D12 are quick to perform all household chores, and they can mend and
Agility Rank: D6 fix too. If spied out of the corner of the eye, one might be seen
clutching needle and thread, set upon useful tasks like repairing
Legends and Lore: Existing in multiple forms, or perhaps breeds, the socks or busily knocking the dents out of a damaged pot.
basilisk is the king of serpents, distinguished by a crown-like crest
and a single white spot between its narrow reptilian eyes ― unlike But a home blessed with brownies had best not mention or watch
other serpents, its eyes are man-like, with heavily hooded lids and the little things; they are shy and wary, dislike attention, and will
a pronounced slant. In youth no more than twelve fingers in length, seek another home if disturbed. Small gifts, a little milk, some
the thing grows both in size and danger, so that when full grown it cheese and bread perhaps, or maybe some cloth that they might
rears up to the height of a man atop a horse, and in length exceeds sew, will earn the brownies’ favor ― but only if given discreetly,
that of three horses. without seeming to recognize the little people’s presence at all.

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
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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: Centaurs are excellent archers, huntsmen, and


warriors, unparalleled in their skill with spear, club, and bow. Some
few, of both variations, can cause trees to walk, animals to do their
will, and the forces of nature to accommodate their wishes ― but
world that wants to kill you. Capture Vines prefer a slow death for this capacity is rare (10% chance), and the workings of such
their victims. The sentient vine will detect warm blood, lash out, wonders seem more incidental than planned, instinctive rather
wrap its vines around the neck or torso, and pull its victim to its than deliberate.
central stalk, where thousands of hollow needles prick the skin
and drain the blood. If the plant wins surprise, it can a bring out Weapons, Armor, and Treasure: The cerebrally inclined species of
a vine to capture and constrict with amazing speed, although it is centaur may possess scrolls of ancient knowledge, although they
otherwise immobile, its central stalk being rooted into something rarely work magic. Centaurs travel light, but many possess in their
organic: the soil, timber, even a dead body. domiciles a trove: 200–2000 coins and 30% chance of D3 magic
items.
Abilities and Powers: In the first round, the vine rolls D12 against
the target’s Agility → Reflexes → Reaction Time: success means Changeling
capture. The round after a capture an opposed roll of D12 is made Type: Standard (Fay), up to full-fledged
versus the victim’s Feats of Strength. If the victim succeeds, he is Threat Dice: Arcane 2D8 ~ Melee 2D6 ~ Unarmed 2D8 ~ Ranged
able to escape, otherwise he will take D12 points of constriction 2D4
damage to Fortitude DP, with armor adding to the damage (roll its Hit Points: 78 (58/20) [fast, medium to large, preternatural; ×1.5]
value and add). Damage Reduction: By any armor worn
Saving Throw: D16
Weapons, Armor, and Treasure: The Capture Vine has natural Agility Rank: D10+4
“armor” of D8 because its stalks and vines are very tough to break
or cut. Plants don’t carry treasure. Legends and Lore: Doppelganger infiltrators spreading paranoia
and dissension everywhere while fostering distrust and mystery,
Centaur changelings are part of the various societies of the Fay, living
Type: Standard, up to full-fledged mostly in the great forest of Meath, waylaying travelers from
Threat Dice: Unarmed 2D6 ~ Melee 2D4 ~ Ranged 2D4 ~ Arcane settled lands to steal their shiniest possessions, or walking
D4 (10%) throughout the kingdoms, seeking to seduce or lure hapless folk
Extra Attacks: Kick D10+4 into the dark of the forest, where human souls are forsaken and
Hit Points 64 (16/48) [tough, large, magical; ×1.5] memories lost.
Damage Reduction: D4 (large and tough hide)
Saving Throw: D4 to D12 Abilities and Powers: The Changelings are masters of deceit and
Agility Rank: D10+D6 (speed) trickery. As such, they are almost all quite skilled in areas such as
Skullduggery (including specialities of Stealth and Thievery) and
Legends and Lore: The centaur has the lower body a horse but Perception (up to 3D12). In fact, they are so good at such things

Chapter 6: Bestiary | page 107


that they may be assigned a rank of up to D12 at any tier for any A party of treasure seekers set out from Crossroads one autumn,
related action. All changelings have the ability to shapeshift into seeking the cockatrice called Ignatious by the Fay-folk of Meath;
the semblance of any humanoid race, short or tall. A changeling’s a treasure hunt was this, sadly unsuccessful, but the two that
shapeshifting powers are limited to the range of “self” but require returned alive from the dark statue-studded glen where Ignatious
no difficulty checks. roams and pecks claim it to be filled with treasures.

Weapons, Armor, and Treasure: Any weapon or armor is possible, Demon


limited only by the size of the form assumed by the changeling at Type: Legendary
the time. Equipment melds into a new form during a shape-shift, Threat Dice: Melee 3D16 ~ Arcane 2D20 ~ Unarmed 2D18 ~
but can be willed back onto the body and into hands after the Ranged 2D12
change. Changelings often keep their treasure in their domiciles Hit Points: 296 (148/148) [normal, large, supernatural; ×2]
(small trove: 100–600 coins and 20% chance of D2 magic items). Damage Reduction: By any armor worn
Otherwise they carry trinkets, and 20% encountered will have Saving Throw: 2D12
some sort of magic item. The kinds of magic items they prefer Agility Rank: D10
block psychogenic power or scrying.
Legends and Lore: Demons are malignant spiritual tumors, the
Cockatrice cloacal concentrations of every foulness, sniggering malice,
Type: Extraordinary brutality, perversion, and derangement in the mind of man. Their
Threat Dice: Unarmed 3D4 form is thus often humanoid, but twisted: leering, evil-visaged,
Extra Attacks: Petrification bat-winged, horned. Their nature is protean, though, so some have
Hit Points: 24 [normal, large, magical; ×2] fearful forms out of nightmare, or can even assume a pleasing
Damage Reduction: None shape for a while to seduce or deceive. They serve infernal powers,
Saving Throw: 2D8 or D4 versus Mental sphere and themselves. Luckily they are so chaotic and violent that they
Agility Rank: D8 spend as much time infighting as defiling or destroying the good.
Demons, like angels, are nearly demigods and are not to be thrown
Legends and Lore: The cockatrice is a dragon-like combination into the path of adventurers on a whim. Possessing supernatural
of serpent and cockerel; its head is that of a fighting cock with strength and skill, these creatures inflict devastating amounts of
sharp beak and wide eyes, likewise its two limbs are feathered, damage, are cruel beyond measure, have high resistance to magic,
positioned at the fore of its serpentine, coiling body, where they and grant no mercy. Furthermore, they can summon hordes of
can be used in movement, or to strike with vicious bird-like talons. minions to aid them — up to 2D20 devilish imps per round (TY
Its body has a warty, toad-like appearance. The creature is large, Minor / TD Melee D4 ~ Unarmed D4 ~ Ranged D4 ~ Arcane D4 /
twice the height of a man. HP 4).

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.

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Archdemon, Phantos Legends and Lore: I have many reports, and yet I must be concise.
TY Legendary Demon / TD Melee 3D16+4 (axe) ~ Arcane 3D12 Perhaps a consideration of what forms most dragons is in order.
~ Unarmed 2D18 ~ Ranged 2D12 / HP 288 (144/144) [normal, Dragons are born in unsettled lands; they are stray currents of
large, supernatural; ×2] / DR D8+2 (armor) / ST 2D12 / AR energy, usually, but not always, of a negative kind. When some
D12+D8 / WAT Wields a massive great axe and wears magic chain great and powerful evil occurs on Earth ― a massacre, an act of
mail. Magical great axe (+4) ignores normal armor and shatters genocide, or some other terrifying evil ― the psychic repercussions
shields (20% each strike). Anybody who touches the axe other would disrupt any settled land, no matter how close it hews to
than Phantos takes D10 damage and must make a Fortitude save its earthly archetype, and so the waves of unfulfilled destiny
or be stunned. Has a demon hoard in his sanctum, and possibly manifest in Ainerêve as a vengeance-seeking beast. The fearful,
a dragon’s hoard (10,000–60,000 coins and 100% chance of D8 hateful, angry, primitive core of its mind is a collective creation
magic items) in his realm beyond the spirit gate there. of those Earth-bound people whose horrifying death created the
dragon — their anxiety, grief, fury, and despair. Normally dragons
Dragon are drawn to travel the unsettled lands until they reach the borders
Type: Extraordinary to Legendary of a settled realm; one with a culture the dragon’s subconscious
Threat Dice: Unarmed 3D10 to 3D20* ~ Arcane 3D10 to 3D20* collective memory recalls. Often this initial manifestation takes the
(dragon breath) form of an egg; I am told some dragons breed true, and thus, if two
Extra Attacks: Tail lash or buffeting wings 2D4 to 2D14* meet, they can create more eggs, a ripple of destruction that has
Hit Points: 90 to 480 [normal, large to gargantuan*, magical; ×1.5 crippled kingdoms, laid low empires, and killed more adventurers
to ×4*] than legends can count.
Damage Reduction: D12 natural scale armor, +1 per stage*
Saving Throw: 3D10, +1 per stage* Abilities and Powers: We will speak first of typical dragons, if any
Agility Rank: D10 can be called such; a plume of fiery breath, hot enough to sear
* die rank or value generally depends on age; see below. flesh from bone; if airborne, a deadly swoop, snatch, lift and drop;
hovering, a blindness caused by whirled up soil and debris, plus
Foolhardy are the adventurers of every world, every realm, and as strikes from every claw; a lashing tail that can knock even an ogre
those passing through Crossroads are no different, I will include in prone. Yes, those but recently hatched are easier to destroy, but
this bestiary a description of those fabled beasts called dragons. where you see whelps, be ready for their larger kin. The dragon is
But first, a word to the wise, a suggestion to every would-be sharp in all its senses, with the eyes of a hawk; although prone to
dragon hunter: don’t! Do not seek out the great wyrms, go not near slumber, they awaken easily. I have read of great invincible beasts
their cavernous abodes, pretend for all the world that they do not that, sleeping for centuries, grow so vast that the awakening of
exist, and hope beyond hope that one never decides to seek out such leads to cultural nullification and extinction in surrounding
you. realms ― if the beast is evil, and most are.

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.

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Let us discuss one of the great dragons of Ainerêve, for in the themselves Nordwur and are garbed in Viking-like gear (for those
consideration of one, we will learn much of all. unfamiliar with the stable realms of Scandinavian lore, picture a
warrior armed with round shield, cap-like metal helm with partial
Example: Dragon, Xoraxai face guard, mail armor, axe, and spear). They are somewhat leaner
TY Legendary Dragon (Elder) / TD Unarmed 3D18+6 (bite or claws) of limb, paler of skin and slyer in demeanor than is otherwise
~ Arcane 3D18 (fire breath weapon; area effect 80 ft stream) / EA common. They trade in strange treasures, are greedy and oft
Unarmed 2D12 (wings or tail) + knock prone if AD penetrated / HP dishonest, and can forge powerful weapons; but beware their gifts
378 (94/284) [tough, gargantuan, magical; ×3.5] / AR D12+D8 / and trades, be careful of their bespiked, rune-cut weapons forged
WAT Xoraxai was chained to the side of a mountain when captured of black steel.
by the demon lord Phantos, without treasure (this makes him even
more angry). His dragon’s hoard — whether it lies in his former Abilities and Powers: Typically, skilled with axe, maul, crossbow, and
lair, or was taken by Phantos — is 10,000–60,000 coins and 100% other arms; some have an ability to weave enchantments into the
chance of D8 magic items, several of which are Legendary. items they forge (magic is of the Earth sphere). For the Nordwur,
these enchantments come at a price to the user, a curse of sorts
Dwarf that might give what the owner seeks, while taking away that
Type: Minor, up to full-fledged which he loves most.
Threat Dice: Unarmed D8 ~ Melee D8 ~ Ranged D4 ~ Arcane D4
Hit Points: 8 (2/6) [tough, medium, mundane] Weapons, Armor, and Treasure: Expect arms and armor of the
Damage Reduction: By armor and shield type highest quality; often a goodly portion of gold and gems, for
Saving Throw: D4 to 2D10 even the most honorable of dwarves has a dragon’s heart where
Agility Rank: D4 to D6 average treasure is concerned.

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).

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Example: Earth Elemental over the sunlit world; meantime they indulge themselves in artistic
TY Extraordinary / TD Unarmed 3D12 (punch) ~ Ranged 3D10 / tortures, exquisite ballets of death, and other works of cruelty
HP 231 (58/173) [tough, huge, supernatural; ×3.5] / DR 2D6 / ST amidst their cavern-homes of ancient spires, baroque dwellings,
2D8 / AR 2D8 / WAT None. and rock-hewn temples.

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.

The Sea Elves rules the waves in great ships


powered by wind and magic: they explore, and
even piratically raid, as they spread across the
oceans of the world; they share some form of
brotherhood with the arimaspians of the air. The
other variety, the Elves of Seadeep, dwell beneath
the waves, breathing the water through gills in their
necks; blue or green of skin, they build palaces of
coral and share their domain with eels and fish,
great oysters and squid.

All know of the dark elves, the


sinister brethren to the elves born
high: accursed, they dwell ’neath
the earth in caverns ever dark.
There they plot and scheme,
planning to bring a veil of shadow

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Faun/Satyr Legends and Lore: Fox Folk are mischievous, and sometimes even
Type: Minor, up to full-fledged a little malicious, shee capable of taking the form of a man-fox (a
Threat Dice: Melee D6 ~ Ranged D6 ~ Arcane D6 ~ Unarmed D4 human with a fox head), an ordinary fox, or a fully human form.
(+2 kick) They are beautiful ― females are seductive, males handsome;
Extra Attacks: Spells (Nature sphere) D6 like succubae and incubi they can lead mortals astray, and yet
Hit Points: 6 (3/3) [normal, medium, mundane] their purposes are more often mirthful than wicked. Tricksters,
Damage Reduction: D6 thieves, rogues, the fox-folk dress well and adorn themselves with
Saving Throw: D6 finery ― they are alluring in all guises, real foxy ladies and exotically
Agility Rank: D10 handsome men. It is said that those with black fur around their
eyes when in fox-form are unkinder, likely to be assassins, while
Legends and Lore: The Fauns and Satyrs are denizens of the Forest those with golden fur are kinder of heart, and although inveterate
of Meath, but ones with a secret link to Baphomet; they are spirits tricksters, unlikely to do harm.
that have abandoned the contest between heaven and hell and
through Baphomet’s sorceries been reformed in their new master’s Abilities and Powers: Masters of illusion and physical transforma-
image. Fauns appear as goat-legged men with animal horns: their tion, they are oft-times drawn to involve themselves in theatrical
lower body is clad in woolly fur, with cloven hooves in place of display, and roguish fox-folk sometimes join, or create their own,
feet. The faun appears gentle, and will guide travelers through traveling circuses and theatrical groups. Love spells, invisibility
the woods, but be wary, for it might take a traveler to Phantos or charms, and other enchantments that confound, mislead, and
some other hellish abode. The satyr has goat-like tail and ears, but mentally entrap the victim are all part of the fox-folk armory of
a man’s legs and body; it is wild, lustful, and sometimes warlike ― if magic. They are capable of casting any illusion spell, rolling 3D12
the faun is a gentle yet capricious creature with motives hard to against the NN.
fathom, the satyr is a being of wild passion, its motives often all too
apparent. What few understand is that both beings are the same; Armor, Equipment, and Treasure: Fox-folk favor small fast weapons,
the one transforms into the other, the transition reflecting the shuriken, daggers, whips, hand crossbows, and the like; some are
being’s thoughts. Their ultimate aim is to be free of all constraint adept with ropes; a few, of a crueler and darker disposition, with
and to give that freedom too to their horned lord; meantime they the garrote. Jewels, gems, small antiques, priceless antiquities — all
participate in Lilith’s revels and work weal or woe seemingly upon are of interest to the fox-folk, and if they are not carrying them,
a whim ― and yet there is hidden purpose to all they do: the will of you can be sure they are scheming to steal such at the earliest
Baphomet. opportunity. It’s not unusual for the fox-folk to possess a treasure
trove: 200–2000 coins and 30% chance of D3 magic items.
Abilities and Powers: Faun and satyr both can exhibit startling
bursts of speed; they know magics that can turn the forest dark, Gargoyle
bend trees and plants, and control wild beasts. The faun can deliver Type: Standard
a potent kick, while the satyr wields club or other armament to Threat Dice: Unarmed 2D8+1 (claws) ~ Melee 2D6 ~ Arcane D8
hand and is adept at wrestling. Hit Points: 54 (27/27) [normal, medium, magical; ×1.5]
Damage Reduction: 2D6 (stone skin) vs. slashing / D4 vs. bludg-
Weapons, Armor, and Treasure: Little is likely to be carried upon eoning & heavy piercing
the person; a faun may know of forest monsters and their hidden Saving Throw: D10
troves and could be prevailed upon, or might willingly offer, to lead Agility Rank: D14
adventurers through the woodland depths to a promised glittering
reward. Fauns and Satyrs often possess in their own dwelling a Legends and Lore: In appearance, the ugly gargoyles resemble the
small trove: 100–600 coins and 20% chance of D2 magic items. apotropaic waterspout carvings from any church building. The
hideous living gargoyles are the secret creation of Psarmorum’s
Fox Folk inner circle, originally intended as a way to help convert the
Type: Minor, up to full-fledged heathen while protecting Psarmorum; an occult plague secretly
Threat Dice: Unarmed D8 ~ Melee D6 ~ Ranged D6 ~ Arcane D4 sent to terrorize Maedoen but hunting through the woodlands of
(but see below) Meath too, indiscriminate in their destructive acts, save for never
Hit Points: 12 (6/6) [normal, small or medium, magical; ×1.5] striking against a true believer in the church of Sol Invictus.
Damage Reduction: By armor or shield type
Saving Throw: D8 Abilities and Powers: The gargoyles can sense religious affiliation,
Agility Rank: D10 and do so by sniffing ― only the scent of a believer in Sol Invictus

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stills their cruel claws. They can fly, have tough stone-like hides, Giant
and, by covering themselves with their typically bat-like wings, Type: Standard to Extraordinary
increase this protection to near invulnerability (DR +4). When still, Threat Dice: Unarmed 2D10 to 3D12 ~ Melee 2D10 to 3D12 ~
a living gargoyle is indistinguishable from a stone carving. Ranged 2D6 to 3D6 ~ Arcane nil to 3D12
Extra Attacks: Sweeping strike
Weapons, Armor, and Treasure: Gargoyles generally attack with their Hit Points: 130 (52/78) to 378 (94/284) [tough, huge to gargan-
claws. Their tough, stone-like hide is more vulnerable to smashing tuan, magical; ×2.5 to ×3]
weapons like maces or mauls, or to piercing weapons like picks Damage Reduction: By armor or shield (specially fitted or made but
that pack a hefty punch behind a single point of impact. They rarely same die or DR)
have treasure, although occasionally they are used as couriers, and Saving Throw: D12 to 2D8+
thus might carry some secret message, potion, or item to one of Agility Rank: D8
Psarmorum’s agents.
Legends and Lore: Let us reflect upon the several forms of giant,
Ghul the different kinds of huge man-like beings born in the cultural
Type: Standard (Undead) imaginations of Earth and given birth here in Ainerêve ― from the
Threat Dice: Melee ~ D8+D6 ~ Unarmed D6+D4 ~ Ranged D8 elemental to the misshapen. Now, what one man might call a giant,
Hit Points: 48 (16/32) [tough, medium, magical; ×1.5] another might call an ogre. And where an ogre to some is a lesser
Damage Reduction: Immune to non-magical weapons giant, or one able to pass itself off as a man, to another it is the
Saving Throw: D4 most fearsome of giant-kin, and the most ravenous. No matter, let
Agility Rank: D6 us say that in general, the giantish races stand anything from one
and a half times the height of a man to mighty titans that loom
Legends and Lore: It is in the Book of Red Flowers that I read of the taller than a cathedral spire. There are ice giants swathed in frost
ghul, adherents of a bloody cannibal cult; once mortal men, they and animal hides, fearsomely ugly fire giants with flaming fists,
transform through participation in unholy rites in to flesh-feasting trolls with sly faces and murderous claws, and every other kind of
hunters of graveyards. Cult members consider the ghul state a giant being from folklore and myth. While most are crude and dull-
form of immortality; in decadent cities they partake in secret horrid witted, some are fairly personable: one such, an enslaved hulking
feasts that mirror the mass of Sol celebrated in Psarmorum, but Viking-like Jotunn, dwelt here in Crossroads for some months,
with a bloody host and with real blood in their chalice too ― one fetching and carrying at its capricious goblin-overlord’s whim, until
who “eats the body and drinks from the cup” for many years will the elf-son Nathal forced the goblin to free it and let it pass home
eventually become undead and transform into a ghul. It is rumored through the gates.
that the Guardians’ Guild suspects one or more ghul to have
passed through Crossroads, but surely so blasphemous a cult could Abilities and Powers: Typically armed with clubs, large throwing
grow no root here ’neath the watchful gaze of Virgil. And yet, dark rocks, and sometimes more conventional weapons and armor too.
auguries have of late troubled M’lady Sibyl… For the primitive sort, just blows and kicks are enough to shatter
most foes. Elemental giants typically have some power, great or
Abilities and Powers: The ghul are undead, can shape-shift to the small, to influence their environment: they might produce flame, a
form of a hyena, take on a man-like hyena-headed form, or appear patch of ice, a swirling mist, or a deadly rock fall. Giantish mages
as mortal ― but the longer they have been in full ghul state, the have greater powers and might summon elementals too.
less human they appear. Enchanted weaponry is needed to cause
ghul permanent physical harm, although a limb lopped off will Weapons, Armor, and Treasure: The first two: rough animal hides
not regrow and the severing of the head is effective; even then, through to iron plate; humble huntsman’s gear through to the
a horrid, convulsive and continuous clawing occurs, dangerous to armaments of a barbarian prince or knight. Fire giants forge armor
one nearby (D8 potential harm). Depending on form taken, attacks and weapons, other giants may trade for them or be fitted out by
can be weapon strike, claw, or bite ― or all three. an employer. Treasure always, for the giants are plunderers born; a
sack of loot ― for the largest perhaps a sack of struggling victims
Weapons, Armor, and Treasure: Treasures owned in mortal life, too. In an ogre’s or giantish mage’s lair, wonders of treasure, magic,
plundered grave goods, and items of malevolent occult power and items rare ― singing music boxes, talking books, every item of
might be found in a ghul’s possession (small cache: 2–20 coins and fairytale lore. A giant’s treasure is valued as a hoard: 1000–10,000
5% chance of 1 magic item). Armor and weaponry, often of good coins and 40% chance of D4 magic items.
quality, can be found, especially so on one but recently “rewarded”
with the ghul-state. As an example, consider the giants of Phantos.

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Example: Giant, Jotterthug The queen, a cumbersome creature surrounded by larvae, weaves
TY Standard Giant / TD Unarmed 2D10+8 ~ Melee 2D10+6 ~ magic and cuts runes into her favored followers’ carapaces. The
Ranged D10 / HP 125 (31/94) [tough, huge, magical; ×2.5] / DR following runes are known: yellow cross ― the ant regenerates
By armor type / ST D6 / AR D4 / WAT Metal weapons and armor harm (D4 per round); glowing blue circle ― invulnerability to
in Phantos stadium, else rocks and fists; no treasure in Phantos, normal weaponry (up to two attacks per round); red triangle ― fiery
typical hoard in group lair, magic will be from victims, perhaps bite that doubles harm (to Fortitude); purple star ― teleportation
some late hero’s magic sword used to pick the flesh from between and phasing (the ant disappears and reappears at will each round,
the giant’s crooked, stained teeth. always behind a new victim if possible). Other runes certainly
exist and combinations of runes are common; the queen will have
Notes: These giants are big, stupid, greedy, and enjoy eating warded herself with every rune she knows (D4+1 of them).
humans or other fleshy creatures. Primordial, existing since the
dawn of the human imagination, they personify the terrible Weapons, Armor, and Treasure: The giant ants are avid traders. The
strength of the earth. They stride from unsettled lands into civilized ant nest will contain a fortune in treasure and plundered goods.
places to wreak havoc and terrorize the populace. A&P Jotterthug Typically, a hive trades to build up a surplus in wealth so that food
giants are incredibly strong. Only a magical or exceptionally stocks can be bought when war and raiding are unprofitable. The
wrought weapon can parry its unarmed attack safely: others queen will buy magic items too, since she eats them to power her
risk breakage (5% chance per threat point inflicted). Shields may runes. The hive usually pools its treasure together near the queen’s
be broken likewise, and any small shield is useless for damage chamber, a veritable dragon’s hoard: 10,000–60,000 coins and
reduction against their might. 50% chance of D8 magic items.

Giant Ant Giant Bird


Type: Minor to Standard Type: Standard to Extraordinary
Threat Dice: Unarmed D4 to 2D12 (bite) Threat Dice: Unarmed 2D6 to 3D12 (talons and beak)
Hit Points: 4 (2/2) to 24 (12/12) [normal, medium, mundane] Hit Points: 24 to 144 [normal, medium to gargantuan, magical; ×2
Damage Reduction: D4 (chitinous hide) or special to ×3]
Saving Throw: D6 to 2D8 Damage Reduction: None
Agility Rank: D12 Saving Throw: D4
Agility Rank: D12 (large), D10 (huge), or D8 (gargantuan) in flight
Legends and Lore: The giant ant is a pest: it undermines castles,
ruins fields, carries off livestock, and even makes war ― for the ants Legends and Lore: There are a number of giant birds that sweep
together have a hive mind capable of the most complex strategy. A aloft on the air currents of Ainerêve. The best known is the roc, so
typical specimen stands about the size of a pony, although varieties prodigious in size that it can bear an elephant aloft or take a dragon
smaller and larger can be found. in its claws. Giant versions of more typical fowl exist too, eagles
and hawks, owls and robins. The latter talk, and can take the form
Soldier ants have glowing runes on their segmented bodies, gifts of red-jacketed men. Indeed, certain giant owls have enchanted
from the hive-queen, who works magic spells. An established hive speech and a knowledge to rival my own. Beware men in black and
will even barter and trade with human settlements, although care white harlequin garb if they sport a feather in their cap ― for they
should be taken, for the ants often prefer to overrun and occupy an are magpie robbers. Texts tell me sentience is common in many of
established settlement when swarming time comes. the greater birds, but not so in the roc.

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.

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The more intelligent may have garnered precious stuff, or dwell in Gnome
comfortable and furnished aeries. Those with a magpie-like bent Type: Minor, up to full-fledged
might actually be thieves and deliberately rob goods and amass Threat Dice: Melee D6 ~ Ranged D4 ~ Arcane D10 ~ Unarmed D4
wealth (small trove: 100–600 coins and 20% chance of D2 magic Hit Points: 6 [normal, small, mundane]
items). Damage Reduction: By armor and shield type
Saving Throw: D10 or 2D4 vs. magic of Dimension and Order
Agility Rank: D8

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.

Those that have settled Ainerêve practice alchemy ― they seek


the philosophers’ stone, though why here rather than elsewhere I
cannot say. I challenged one once, saying ‘Surely the stone is the
seeker’s own will, used to turn the elements of his common spirit
into a soul of gold?’ but to this the gnome gave only a cryptic smile
Giant Rat and said no more.
Type: Minor
Threat Dice: Unarmed D4 (bite/claw) Abilities and Powers: Gnomic magic centers on the spheres of
Extra Attack: Disease (10%) Dimension and Order. Gnomes use their own magical machinery,
Hit Points: 4 [normal, small, mundane] arcane inventions, and potions that cause magical effects, both
Saving Throw: D2 for weal and woe. Every item should be given a misfire chance ― a
Agility Rank: D10 probability of opposite or non-action (5% to 20% — roll each time
the invention, potion, or other item is used).
Legends and Lore: What adventurer worth his salt hasn’t bravely
faced down some rodent of unusual size? For the neophyte, Weapons, Armor, and Treasure: Good quality weapons and armor
it’s practically a rite of passage! Next to goblins, it’s what many are the norm, with everything from flying clockwork planes to
aspiring kings and would-be Destroyers of Worlds start with, early exploding gloves as additional equipment; potions, elixirs, and
in their careers. In a land rich in heroes, these creatures might well strange unguents are likely. Gnomes are often rich, and sometimes
be placed on the king’s endangered species list. envied; gold coins and gems are secreted in belt and pouch
(individual cache, 20–200 coins and 10% chance of 1 magic item;
Abilities and Powers: Giant rats only have the power to scare domicile trove, 200–2000 coins and 30% chance of D3 magic
children or give warriors a reason to wear thick boots, although in items).
greater numbers they can rise above the level of mere annoyance.
Some (10%) are capable of inflicting disease on somebody after Goblin
penetrating armor and if a Fortitude → Endurance check against Type: Minor, up to full-fledged
threat dice is failed, at which point it deals 1 point of harm per Threat Dice: Melee D6 ~ Unarmed D4 ~ Ranged D4
round until the victim falls unconscious and starts to die from a Hit Points: 6 (3/3) [normal, small, mundane]
wasting disease. Damage Reduction: By armor or shield
Saving Throw: D4 to D10
Weapons, Armor, and Treasure: These rodents have no equipment or Agility Rank: D6 to D12
treasure, save perhaps a gold coin or two in their stomachs.

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automaton, doing the bidding of its master, may one day, at a time
ripe for wickedness, strike and act at Lilith’s will.

Abilities and Powers: Possessed of great strength and durability, the


golem is a dutiful servant in labor or war, and can be set as a guard.
One possessed by a spirit of occult cruelty will act to bring chaos
and dishonor to all it has served and while so possessed, it may
gain demonic powers to harm and kill: an ability to pass through
walls, to mimic voices, to move items by will, and to weave strange
choking fogs, are all recorded in De Rerum Horrida, a volume of
weird occult lore. Elemental golems, of ice, rock, earth, lava, clay,
etc., are known, and each will have an additional power appropriate
to the element from which it is formed. Golems of metal, crystal,
and even diamond have been reported. The flesh golem is the work
of a necromancer, or misguided scientist, and almost certain to
attract a stray soul. A golem may be a near-unstoppable juggernaut,
Abilities and Powers: Goblins lack any remarkable skills, but grow
but, as surviving adventurers have noted, it is one possible to
into adulthood learning how to kill with any implement they may
outrun.
find. They are ruthless, lazy, greedy, and sadistic as a species,
growing as they do out of the nightmares of humankind. They
Weapons, Armor, and Treasure: Armor levels as appropriate to the
breed among their own kind, but the first is said to have stalked
element or combination of elements/materials from which the
out from the unsettled lands.
golem is formed. Smashing fist strikes and leg stomps form the
basis of attack ― additional harm and magical results may ensue:
Weapons, Armor, and Treasure: Goblins normally wear leather
fire, ice bursts, muddy entrapment, stunning, etc.
or hide armor. Favored weapon is the hand axe or short sword.
Individually a goblin’s treasure amounts to little more than trinkets
Griffin
(1–6 coins and 1% chance of 1 minor magic item). Or, if found in a
Type: Extraordinary
lair, a small cache (2–20 coins and 5% chance of 1 magic item).
Threat Dice: Unarmed 3D10 (beak and talons)
Extra Attacks: Hind lion claws 3D12 (contingent attack, see below)
Golem
Hit Points: 60 (15/45) [tough, large, preternatural; ×2]
Type: Standard to Legendary
Damage Reduction: D4 (natural toughness)
Threat Dice: Unarmed 2D8 to 3D18 ~ Melee 2D6 to 3D14 ~
Saving Throw: 2D6
Ranged 2D4 to 2D12 ~ Arcane 2D10 to 3D14
Agility Rank: D8 ground; D10 flight
Extra Attacks: Possible elemental blasts (by associated sphere)
equal to main attack
Hit Points: 112 (28/84) to 324 (81/243) [tough, large, preter-
natural; ×2]
Damage Reduction: D4 to D18 natural armor plus immunity to
main associated sphere
Saving Throw: D4 to 3D12
Agility Rank: D6

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

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Legends and Lore: With the wings, forelimbs, and head of an eagle Legends and Lore: These horrid spirits in the form of crones stalk
and the hindquarters of a lion, the griffin is a fearsome combination the Forest of Meath and are found in Maedoen too; typical
of two mighty predators. Their ears prick up, a sign of their near- witch-like women, black teeth, stony eyed, that seek to lead mortal
prescient senses. Griffins lair in mountainous homes and whether children away, to feast upon their blood and bone. The hags have
by accident or design, their airborne prides oft-times have aeries other objectives too, they form covens, weave spells, and some
above deposits of gold, so that a prospector can be guided to gold have ranged from their native homes into other lands, there to
ore by following their flight. This leads to conflict, as griffins will increase wickedness and spread their sinister power across the
not tolerate intruders in their hunting ranges. Here lies the origin realm.
of the griffins’ enslavement by the Arimaspians; seeking gold, to
plunder or mine, inevitably led the one-eyed reavers into conflict Abilities and Powers: Each hag cradles a basket in her arm: ’neath
with griffins; and sore woe came unto the winged bird-lions when its lid are horrors; from the basket the hag can pluck forth imps,
the Arimaspians learnt some occult method of binding them. spiders, serpents, bugs, even goblins and other hateful things.
Fear the hag, for she carries evil wherever she goes. In addition,
Abilities and Powers: Griffins see and hear with great acuity. All each hag can perform magical spells and workings in the spheres
a griffin’s senses, including those of smell, vibration, and taste, of Chaos, Dream, and Entropy, and if in the company of twelve of
are heightened, so that it is impossible to surprise one, unless her sisters, a full coven, the power of such is doubled ― trebled on
magically hidden. Beak and talon strike, backed by a hunting bird’s certain occult and accursed nights in the sabbatic calendar of dark
accuracy and a lion’s ferocious strength. A griffin that strikes with wizardry. The swarm a hag plucks from her basket is as below:
bird-like forelimbs can, thereafter, bunch up its lion-like rear limbs
and make a devastating clawing strike as it holds its prey fast Critter swarm: The number of critters summoned is equal to the
(whenever the main attack exceeds the defender’s Active DP). result of the ability check, and each creature has 1 threat point, 1
hit point, and 0 Active Defense. The creatures act as one group,
Weapons, Armor, and Treasure: Only incidental wealth will be found with initiative rank equal to the hag’s spell type speciality. See
in a griffin aerie, left amongst victims’ remains. Swarm Summoning in Chapter 4.

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

Legends and Lore: The halfling is is a country-born, oft shy,


sometimes impulsive, but loyal and adventurous fellow who,
while loving life’s comforts, can undertake arduous tasks, and win
through despite the odds. He is a diminutive fellow with child-like
features, of similar size and build to the gnome, but with something
more of the peasant-stock in both build and nature. Halflings (as
with the elves, dwarves, and gnomes passing through Crossroads
of late), seem to come from some shared reality where the intel-
ligent companion races of man’s imaginings manifest in certain
archetypal patterns.

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The halflings must take care if near the borders of Psarmorum,
where they are mistaken for godless shee and must live the life of
outlaws. Some speculate that the Templars know full well
that the halfling-folk are not true shee, but persecute
them for another, unknown reason. But what could
cause mighty knights to fear such simple country
folk?

Abilities and Powers: Be not misled by the


halfling’s seeming passivity, these are nimble
fleet-footed raiders of dragon lairs, adept at
stealth, with a sharp eye for accurate shots,
and quick to dodge away from a telling
blow.

Weapons, Armor, and Treasure: Typically


light or no armor, bare of foot, with
perhaps a dagger or short sword, maybe
a small bow or sling. Little in the way of
wealth, unless returning from a successful
adventure ― but their earth-burrow homes
contain comforts and antiques.

Treasure carried is usually trinkets (1–6 coins


and 1% chance of 1 minor magic item); in a domicile, a
small cache (2–20 coins and 5% chance of 1 magic item). Horse
Type: Minor to Standard
Harpy Threat Dice: Unarmed D10 (riding horse) to 2D12 (warhorse)
Type: Standard Hit Points: 20 to 48 [normal, large, mundane; ×2]
Threat Dice: Unarmed 2D6 (talons) Damage Reduction: By any armor (barding) up to D12
Hit Points 24 (18/6) [fast, medium, preternatural; ×2] Saving Throw: D4 to D8
Saving Throw: 2D10 versus Illusion; else D8 Agility Rank: D10
Agility Rank: D8
Legends and Lore: Horses are important in any medieval society,
Legends and Lore: With a bloated bird body, wickedly taloned legs, and even in lands where magic functions, nothing beats their
wings not arms, and the deformed head of an ugly woman, the reliability and strength. Magic remains taxing, and the effects
harpy is a horror to behold; only the hair holds beauty: it is flowing relatively short-lived, so most folk still need conventional modes
and luxuriant. of transportation. The average riding horse can carry 250 pounds
thirty miles in eight hours.
Abilities and Powers: Through illusion a harpy can appear as an
exotically attractive winged maiden, perhaps to be mistaken for Abilities and Powers: Horses can also be used in combat, and
an angel. They can make their cackling squawks sound like soft warhorses typically have a higher Unarmed rank (usually as high as
and pleasant song, and through such contrivances lure a man to its trainer’s Animal Handling ability).
his death, for their talons are wickedly sharp, and they will gorge
themselves on a dead man’s flesh. (Their powers are Illusory Weapons, Armor, and Treasure: Horses, especially warhorses, may
Disguise and Audio Illusion, as the spells, but no need to roll NN.) be fitted with armor (barding), granting general protection, with the
usual armor types listed in Chapter 5.
Weapons, Armor, and Treasure: The harpy is sometimes used as a
guardian of occult places, as a protector of some greater creature’s
wealth (trove: 200–2000 coins and 30% chance of D3 magic
items).

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Hunting Dog effect. Usually this is another instant D10 poison damage (ST vs.
Type: Minor Fortitude). Some (1 in 4) hydras have a random effect per head, e.g.
Threat Dice: Unarmed D6 (bite) roll D12: 1–5 poison, 6 GM’s whim, 7 stun, 8 blind, 9 paralyze, 10
Hit Points: 6 [normal, small, mundane] incapacitate, 11 confuse, 12 terrorize (ST vs. Fortitude or as per
Saving Throw: D4 to D8 magical affliction).
Agility Rank: D8
Weapons, Armor, and Treasure: Often found as guardians of (un)holy
Legends and Lore: Nobles often use hunting dogs in sport, or when sites, the hydra might be tasked with protecting wealth, or some
tracking down escaped prisoners. They’re either scent hounds like sacred object of power (hoard: 1000–10,000 coins value and 40%
coon hounds, or sight hounds like pointers. chance of D4 magic items).

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.

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Extra spell action: Choose 1 extra spell action, 1 battle phase after Damage Reduction: By armor or shield
initial attack — mesmerizing command, any Psychogenic pillar spell, Saving Throw: D4
or any spell of the Entropy sphere at +D10 (3D18+D10).Mesmer- Agility Rank: D6
izing command: Inspires charmed lust in susceptible mortals: NN 0
Control Mind effect using 3D18; ST Willpower. Legends and Lore: Orcs are stupid, barbaric, tribal creatures. Bigger
Entrance: Induce trance state (semi-conscious until stimulus or 10 and meaner than goblins, they enjoy robbing human villages and
minutes) by talking uninterrupted to mortal for one round, NN 0 terrorizing every living thing.
effect using 3D18; ST Willpower.
Abilities and Powers: Orcs are very strong, capable of Feats of
Weapons, Armor, and Treasure: Lilith’s avatar can conjure any item Strength at 2D8, and have a keen sense of smell (Perception D10).
for her use. She will be clad in valuable finery, usually of a gothic
bent, and carry many mystical and magical objects (small trove: Weapons, Armor, and Treasure: Orcs usually wield inferior axes and
100–600 coins, but 20% chance of D10 legendary magic items). swords to spread mayhem, and don hide or leather armor. Their
shields often provide only 1 point of DR even if medium-sized
Lilith’s Daughters for they are not known for good workmanship. They may possess
Type: Standard trinkets (1–6 coins and 1% chance of 1 minor magic item) or for
Threat Dice: Arcane 2D10 ~ Melee D10 ~ Unarmed D8 exceptional specimens as much as a small cache (2–20 coins and
~ Ranged D6 5% chance of 1 magic item).
Extra Attacks: Extra spell action
Hit Points: 88 (66/22) [fast, medium, preternatural; ×2] Peri
Damage Reduction: D4 (preternatural toughness) Type: Minor, up to full-fledged
Saving Throw: 2D10 versus Entropy sphere, or D10 Threat Dice: Arcane D10 ~ Melee D8 ~ Ranged D6 ~ Unarmed D4
Agility Rank: D8 Hit Points: 10 (7/3) [fast, medium, magical; ×1.5]
Damage Reduction: By armor and shield type
Legends and Lore: The Daughters of Lilith are Vampiric succubi; Saving Throw: 2D4
visions of passion and lust but with a touch of terror ― their eyes Agility Rank: D10 (D12 in flight)
are without pupils and their fingers end in claws.
Legends and Lore: It is with a heavy heart I speak of the Peris, for
Abilities and Powers: As with their dark mistress, all the classic they unwittingly spread evil and fear on the borders of our land of
powers of the vampire belong to Lilith’s daughters, and yet they Maedoen, persecuting those of ancient wisdom and tradition by
too are flesh-clothed spirits rather than undead entities. Each can order of their master, Lord Sol Invictus. Beautiful, with sapphire
wield dark magic and otherwise has Lilith’s powers in reduced eyes, bird-like wings, and the passion of a young star, a Peri is at
capacity, but they often choose to attack with their bite and once angelic and formidable.
iron-hard talons rather than rely on enchantments.
Nathal of the Seelie court insists that the near-immortal peris
Extra spell action: Choose 1 extra spell action, 1 battle phase after are not evil, despite their incursions into Maedoen. Originally
initial attack — mesmerizing command, any Psychogenic pillar spell, summoned as servant angels of Psarmorum, they were and are
or any spell of the Entropy sphere (the last two at NN 2 using a willing to fight the powers of Hell. In turn, some of the ablest
D10 if other than a Threat effect spell). knights of Psarmorum have gone to aid their battles in their
Mesmerizing command: Inspires charmed lust in susceptible mortals: own realm, so the bond is strong. However, of those peris that
NN 4 Control Mind effect using D10; ST Willpower. linger here long, many a one has grown suspicious of the Order
of Chaplains’ good intentions, as they encounter more of the
Weapons, Armor, and Treasure: Usually each has a small cache good people of Maedoen. Peri defectors are welcomed by the
(2–20 coins and 5% chance of 1 magic item), but their mistress may High elves, usually joining the Seelie Court, and protected by the
have set them to guard a greater treasure. Guardians Guild. Although resembling and welcomed by High
Elves, peris prefer the company of Wyld Elves, for they are more
Orc impulsive and passionate, which matches their fiery sensibilities.
Type: Minor, up to full-fledged Called Rogue Angels here in Crossroads, peris often hide their
Threat Dice: Unarmed D8 ~ Melee D6 ~ Ranged D4 wings when traveling through the kingdoms of Maedoen, for fear
Hit Points: 8 (4/4) [normal, medium, mundane] they’d be assumed spies.

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Sacred Ophidian Sisterhood of Seven Serpents Entwined
Type: Standard
Threat Dice: Ranged 2D12 ~ Arcane 2D10 ~ Melee 2D8 ~
Unarmed 2D6
Extra Attacks: Petrifying gaze or poison bite (contingent attack, see
below)
Hit Points: 72 (54/18) [fast, medium, preternatural; ×1]
Damage Reduction: By armor or shield
Saving Throw: 2D6
Agility Rank: D8

Legends and Lore: I offer here a description of the Sacred Ophidian


Sisterhood of Seven Serpents Entwined. The members of this
select order are commonly thought of as monsters and so I include
them in this bestiary, and yet I set them aside too as they are
not quite true monsters ― as shall be seen. Certain Earth-realms
hold to an ancient legend of a barbarous serpent-haired entity
named Medusa and it is for this creature that the members of the
Abilities and Powers: Peris are adept magic users, preferring the sisterhood are named. Incongruously, those that encounter them
Elementalism and Invocation Pillars of magic, and focusing on the often call each member a medusa. The sisterhood does nothing to
spheres of Aether, Energy, and Life. They also possess the power of challenge this, perhaps motivated by a degree of appreciation for
flight, their base agility increasing a full die rank when in flight. the fear the name engenders.

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.

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Let it be said that the knights of Psarmorum dispute my judgement, Poison bite: If a medusa grapples and holds her opponent with both
holding the sisterhood irredeemably evil. I heard a Templar chaplain hands then her head snakes attack anywhere exposed, causing
demand a crusade after the assassination of his commander: “We causing the following instant poison damage by serpent-sister
must exterminate this vile brood of snake-sisters, sorcerous scum age: young D4+8, adolescent D4+12, adult D4+16, middle-aged
born from slithering slime! Murder for peace? Never! Sol is our D4+20, old D10+24 (vs. Fort.)
judge, not viper-loving witches who make even the wanton shee
seem wholesome!” Weapons, Armor, and Treasure: The sisterhood favors hefty jewelry
of gem-inlayed bronze. As a gift, they might give a favored
Hid in a realm to itself is the City of the Snake, sometimes called companion an item of jewelry, a wrist clasp inscribed with runes,
Serpentes or the City of the Pyramid. Here a great bronze- that grants immunity to the sisterhood’s toxins ― only trusted
sheathed pyramid rises above a steaming jungle overrun with friends are given such gifts: males chosen as breeding partners
venomous fauna. Befittingly, the city’s walls are undulating and need such protection as a sister’s hair will bite in ecstasy during
long, setting off a complex of flat-roofed dwellings, parks, and their sinuous couplings. Carried treasure is typically a small trove:
waterways ― the waterways form an interconnected series of 100–600 coins and 20% chance of D2 magic items, or in domicile a
twisting moats, so that an invader passing the wall would need to trove: 200–2000 coins and 30% chance of D3 magic items.
cross numerous water obstacles, each teeming with snakes. There
are vast hatcheries: pools where the sisters lie entwined with their Sea Serpent
venomous kin ― for they can breed true as well as recruit, and do Type: Legendary
so either with serpent fathers or with specially selected men. Be Threat Dice: Unarmed 2D20 (crushing attack)
wary of an invite to Serpentes, there are sorceries here: drugs, Extra Attack: D14+24 (bite)
sights, and magics that can forever change a man’s soul. Hit Points: 200 (50/150) [tough, gargantuan, mundane; ×5]
Damage Reduction: D10 (thick, scaly hide)
A recent rumor speaks of an unheard of thing: four male members Saving Throw: 2D10
of the species. If this is true, it is an occurrence most strange, for Agility Rank: D10 in the sea
only females have ever been bred or recruited. Sources speak
of sorcerous male prophets that lead a faction in Serpentes that Legends and Lore: Sea serpents are the bane of the oceans and
would change the Sacred Ophidian Sisterhood of Seven Serpents great lakes of the world. Those who travel by sea had better keep
Entwined’s objectives; it is claimed that the new prophets would a thaumaturge on board who can summon the wind and speed
have the sisterhood achieve its aims by dint of conquest ― forcing their travel before such a beast appears. Rare though they may be,
peace by taking the reigns of power. What will come of this is just one of these death-dealing beasts quickly sinks ships and their
uncertain; there are dark portents of civil war in the serpentine treasures. In the Murex Scrolls, it is written that one of these beasts,
city. And whence came these prophets? known of old as Leviathan, has lived so long that it nears twice the
size of its lesser kindred, but this is surely myth.
Abilities and Powers: The members of the order grow snakes in
place of hair; the serpents’ venom increases in toxicity as the sister Abilities and Powers: Sea serpents can capsize a large galley in
ages ― the most experienced members have toxins utterly deadly only five rounds, crushing the hull like matchsticks. If attacked or
that devastate flesh and stop heart in but moments. Worse still is hungry, they will bite at the attackers as well.
the petrifying glance of death that turns a man who meets a sister’s
gaze to stone. Weapons, Armor, and Treasure: None.

This terrifying glare is an act of will on the serpent-sister’s part ― Sentinel


one need not fear accidentally being turned to stone by a member Type: Standard to Legendary
of the order simply by looking at her. With that said, the streets Threat Dice: Any attack type, 2D to 3D, any die rank
of Serpentes are decorated by numerous statues. Witchcraft and Extra Attack: up to 3 (2D or 3D, any die rank)
other magics are commonly learned as a sister progresses through Hit Points: 8 to 720 [any constitution, any size, any nature;
the order’s ranks. Archery and the arts of a huntsman are prized. up to ×5]
Saving Throw: D12 to 3D12
Petrifying gaze: Victim must roll vs. Perception to avert gaze else Agility Rank: D8+
suffer harm directly to Fortitude (as for poison below, but results in
permanent petrification, not death). Legends and Lore: All places, sacred or profane, have their
guardians. Sometimes this is a non-sentient protection, such as a

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glyph or runic trap, but often it’s a creature summoned or created black it is, for Satan is vicious, psychopathic, remorseless, and vile
for the purpose of guarding something important. Because a ― what if, he thought, this realm of dreams was his source?
sentinel can be just about any imposing creature or something
unique, the statistics shown here are specific to the Guardian of What if, he reasoned, there had been no true Heaven from which
the Sanctum in the city of Phantos, a typical specimen of its kind. he fell, and only here, in the unstable lands, had he burst into
creation? He, that had always hated and persecuted man, now
Example: The Impassable Child (Sanctum Guardian) feared he was their son ― their creation ― their miscarried fear and
TY Standard / TD Arcane D12+12+push / EA 1. D10+10+push, loathing, shadow, and hate. And if that were so, could Baphomet
2. D10+10+push, 3. D10+10+push / HP 18 (9/9) [normal, small, and Lilith be seeking a reverse creation, one in which the dream
preternatural; ×1.5] / DR D10+4+D8 (magic protection) / ST 3D10 realms of Ainerêve reshaped Earth? And thus, through emissaries
/ AR D10 / WAT The Impassable Child has +4 magic armor with and intermediaries, has Satan reached out to Heaven, and betwixt
a +D8 bonus rolled against all attacks, physical or magical, but it the two a spider web of energies, a net of power, a fine but firm
crumbles if taken by mortal hands. He may also use his levitating chain, has been spread across Ainerêve to limit and bind Bapho-
mirror shields to counter spells or attacks, with a damage reduction met’s power, and Heaven and Hell alike hold their breath, waiting
roll of D10+10 (up to three times in a round in lieu of one of his to see if in truth they too are but a dream or facsimile.
extra “push” attacks). Notes: A&P The Impassable Child appears
with three strange mirror-like shields floating around his small Abilities and Powers: Any. Satan is very close to, but just falls short
body, controlled by his mind. Each round he can use each to “push” of, complete omniscience and omnipotence… or so he believes…
an opponent back from the Spirit Gate: threat points exceeding and he is right, surely he is right, is he not? When the Avatar of
the Active Defense score do no harm but cause a target to fall Evil comes to mortal realms it may toy with men, presenting itself
back a number of feet equal to the amount by which the score was as a daring alternative to normal societal rules, but it is a raging
exceeded. His arcane attack, a visible, kinetic energy blast, also has wrathful hateful thing. Despite all appearances of aristocracy,
this “push” effect and is stronger: threat points exceeding Active intellect, debonair charm, and wit, this thing is the utter and
Defense cause damage to Fortitude as well. complete opposite of love ― and it will have its way in a revel of
perverse destruction, humiliation, and remorseless death. Yet he is
Weapons, Armor, and Treasure: Weapons and armor depend on the often overconfident, often allowing some vulnerability in his avatar
particular sentinel. Treasure guarded ranges from from trinkets to form to taunt his attackers, as if mortal combat were a game. But
the equivalent of a dragon’s hoard (wildly varied, 1 to 60,000 in to Satan, death is a game, of which he is a master.
coin value, 1 to 50% or greater chance of magic items).
Regenerates 10 HP per battle phase, plus gains temporary hit
Source of Evil points equal to all damage inflicted against a target’s Fortitude or
Type: Legendary (avatar) Willpower. Avatar regenerates even from dust after D4 rounds if
Threat Dice: Arcane D20+30 ~ Melee D8+24 ~ Unarmed D6+18 ~ slain, but in Hell.
Ranged D6+12
Hit Points: 80 (40/40) [normal, medium, supernatural; ×2] Weapons, Armor, and Treasure: Again, potentially any item, treasure,
Damage Reduction: Immune to non-magical weaponry or device (dragon’s hoard: 10,000–60,000 coins in value and 100%
Saving Throw: D10+10 chance of D8 magic items).
Agility Rank: Battle Phase 1 default or D20+10 for random initia-
tive Spectre (or Limbo Spirit)
Type: Standard (undead)
Legends and Lore: The Source of Evil, Satan, the Accuser, Lucifer; Threat Dice: Threat Dice: Unarmed D10 (+D8 non-physical harm
known by different names in other cultures. A radiant angel once, via spectral touch).
and even now able to appear with an image of purity ― but a cold Hit Points: 18 [normal, medium, supernatural; ×2]
and cynical purity, full of self-righteousness and pride — at other Damage Reduction: Immune to non-magical attacks
times, the bestial figure of folklore, horned and tailed: the Devil. and Energy sphere spells
Saving Throw: D6
Wary of the usurper Baphomet and his consort Lilith, Satan has Agility Rank: D10+12
turned a casual eye across Ainerêve, wondering why this realm of
dreams is so important to the Sabbatic Goat. Initially he did so with Legends and Lore: Ghosts and spirits that act as guides, allies giving
a sense of superiority (was Baphomet now seeking only to rule in clues to the living, wandering souls, or guardians of holy or unholy
dreams?), but then a dread fear gripped Satan’s black heart ― and places. Sometimes called “Limbo Spirits” as an aspersion, those

Chapter 6: Bestiary | page 123


Damage Reduction: D4 astral field (phasing in and out)
Saving Throw: D10; immune to teleportation and summoning
Agility Rank: D12+4

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: A swipe gets +4 to initiative to increase Battle


Phase and/or random initiative roll (see Chapter 3, Combat). They
unworthy of transcending the mortal coil even in death, cursed to use small weapons only, and are expert dart throwers (using a
dwell forever between the worlds of the living and the dead. “kestros” sling). Swipes can see in total darkness. Their teleporta-
tion ability may be used once per round for short distances, and
Abilities and Powers: These ghosts seem almost solid, if not for as a natural Defense (D4 damage reduction), but if the swipe
a faint shimmering, but can turn invisible at will. Striking at one shifts into the astral plane for longer than a battle phase, then it
with non-magical weapons is pointless, as they are immune to can’t return for D2 rounds (it must get reoriented). They speak the
such. They are also immune to Energy attacks, since they exist as common language, which allows them to converse with travelers of
(spiritual) energy, the “fifth essence”. Thaumaturges can unravel all sorts, and are easily bribed. Unbeknownst to most, the swipes
a spirit’s manifestation with non-physical harm spells, especially are experts at navigating the chaos of unsettled lands, and once a
entropic spells, which inflict double damage. The weapons of a place is described to them, they can guide anybody there in a short
Limbo Spirit appear real, but are actually dense energy fields. Their amount of time.
weapons cannot be used to parry, but ghosts don’t often use such
tactics. All damage from their attacks bypasses non-magical armor. Astral snap: Once per round, a swipe can touch a creature and
send its spirit into the astral plane, but only for a split second. The
Spectral touch: The spirit’s extra non-physical damage die, whether victim’s spirit snaps back into the body with a jarring, disorienting
delivered by touch or weapon, is preternatural and cannot be effect (D6+D4 Stun effect vs. Willpower).
blocked by armor — but only roll the extra damage die if the base
Unarmed threat roll exceeds the target’s chosen Active Defense. Weapons, Armor, and Treasure: Swipes are strange creatures, as
their bodies exist almost in two places at once: the astral and
Some spectres have extra powers consistent with their nature. The the settled realms. As such, they have some natural resistance
Limbo Spirits of Phantos, for instance, can blast a foe with positive to normal forms of damage, and get a D4 damage reduction
energy, a bolt of light that has no effect on celestial creatures such against every physical attack. They are immune to teleportation
as angels (Arcane D10, non-physical harm). and summoning spells if they are unwilling to be affected by
them (though they can choose to be summoned, hitching a ride
Weapons, Armor, and Treasure: These spirits don’t carry real to adventure, but no conjurer has figured out how to control or
equipment or treasure. command one). If found traveling alone, a swipe may only have a
trinket or two (1–6 coins and 1% chance of 1 minor magic item),
Swipes (Astral Footpads) but if adventurers invade a swipe community in the astral plane,
Type: Standard (extraplanar) they’ll have a small trove: 100–600 coins and 20% chance of D2
Threat Dice: Ranged D10 (+D8 kestros) ~ Unarmed D4+2 (claws) ~ magic items.
Melee D4
Extra Attacks: Astral snap D6+D4 (by touch)
Hit Points: 26 (20/6) [fast, tiny, preternatural; ×1.5]

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Vampire attendant vampiric horrors that are obviously dead: things risen but
Type: Standard (undead) recently from the grave. Some vampires choose to revere Satan,
Threat Dice: Arcane 2D12 ~ Melee D10+D6 ~ Ranged D4 ~ some Baphomet, and not a few regard Lilith as their creatrix. Many
Unarmed D16+2 display a self-assured disdain for all, as they term them, so-called
Extra Attacks: Vampiric bite or hypnotic gaze and self-proclaimed deities.
Hit Points: 150 (75/75) [normal, medium, supernatural; ×2.5]
Damage Reduction: By armor worn and shield wielded, if any Abilities and Powers: In Ainerêve, where every folktale becomes
Saving Throw: 2D12 a reality, the cultural base of a realm will dictate the vampire’s
Agility Rank: D10+D10 (speed)+D10 (reaction time) powers and vulnerabilities. Typical are powers of charm that can
fascinate and disarm a foe, the ability to fly, either in human or bat
Legends and Lore: Several types of this horrid undead parasite exist, form, shape-changing to bat or wolf. Some can take on the form of
from zombie-like corpse-things shuffling in search of blood to a mist and flow ’neath doors or through cracks; all can drink blood,
highly magical specimens able to maintain a semblance of humanity regenerating and thriving upon it. Some can only enter an abode
― sometimes with an enticing charisma. Thus one might encounter if invited, are repelled by garlic or holy symbols, burn in the sun,
a seductress, fanged and sultry, reminiscent of Lilith’s brood, with expire beneath water, and die only if staked or perhaps beheaded.

Chapter 6: Bestiary | page 125


Vampiric bite: Vampire rolls D16 versus the target’s
Unarmed ability to grapple, and upon success,
bites the victim, which has a stun effect
(no NN for the vampire). Once grappled,
stunned or not, the victim takes D6 blood
loss per round directly to Fortitude.
Although stunning is a physical affliction,
the Saving Throw to break the effect
(versus the vampire’ s original grapple
roll) is Willpower, allowed initially,
and once per round. Once stunning is
eliminated, an opposed roll of Unarmed
may let the victim break free.
Hypnotic gaze: If the vampire concentrates
and gazes into its victim’s eyes, it can create a mind
control effect (zero NN; Vampire rolls 2D12 versus
target’s Willpower).

Weapons, Armor, and Treasure: Grave


goods for some, for others all the
finery of an aristocrat ― much depends
upon the vampire’s goals, its mode of
operating, and its need, or not, to acquire
material power (treasure is typically a
trove: 200–2000 coins and 30% chance
of D3 magic items).

Werewolf weaponry. It will only use melee weapons in humanoid form.


Type: Extraordinary
Threat Dice: Unarmed 3D8+8 (bite, claw, punch) ~ Melee D10+8 ~ Weapons, Armor, and Treasure: Usually none, save that which it
Ranged D6 possess naturally in human forms. In some realms, skinning the
Hit Points: 80 (40/40) [normal, medium, magical; ×2] werewolf and donning its hide will allow the wearer himself to
Damage Reduction: Immune to normal weapons except magic and assume wolfish guise. Often, the werewolf drops all its gear when
silver assuming wolf-form — although some, in a half-man, half-wolf
Saving Throw: 2D4 state, maintain possession of weapons, armor, and other accoutre-
Agility Rank: D8 human or D12 wolf ments (a small trove: 100–600 coins and 20% chance of D2 magic
items).
Legends and Lore: As with the vampire, to which it bears a degree
of kinship, the werewolf is shaped by Ainerêve’s dream-reality. *****
In some realms it is undead, in others an accursed human who And thus we come to the end of this bestiary, and may it bring
has donned, willingly or not, a cruelly enchanted belt that forces knowledge and help to all its readers. Remember, the written word is
wolf-form upon its wearers. Some werewolves appear as ravenous only as valuable as its source, and I, Signoret, can vouch only that I have
man-wolves, a bipedal mixture of man and wolf, in others the tried to garner the truth of all herein reported.
were-creature comes as an exemplary wolf ― bigger, fiercer,
swifter than its kin, but a wolf nonetheless. In most cases it is a One more caveat, Ainerêve is a world of dreams, and dreams shift and
living thing, a human that, at the time of the full moon, becomes a change ― be careful of everything, depend upon nothing, and at all
blood-hungry hunter of the night. times, expect that which you least expect.

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

page 126 | Chapter 6: Bestiary


Optional Player Races

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).

Chapter 6: Bestiary | page 127


The hills are shadows, and they flow
From form to form, and nothing stands;
They melt like mist, the solid lands,
Like clouds they shape themselves and go.
---
[ Tennyson, In Memoriam, CXXIII ]

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

page 128 | Quotes of the Realm


Chapter 7: The World of Note that not every location will have an entry. First, some place

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.

Chapter 7: The World of Ainerêve | page 129


Important Entities: Whether gamemaster-controlled characters or AINERÊVE
well-known monsters, they will be described and given statistics
here if they’re important to the region. Only the most influential or The cloud-capp’d towers, the gorgeous palaces,
mighty creatures deserve definition on the grand scale of a nation, The solemn temples, the great globe itself,
so most end up within a specific location. Also in the individual Yea all which it inherit, shall dissolve
character descriptions will be some rough directions for rivalries,
And, like this insubstantial pageant faded,
alliances, and how else things might play out in a game.
Leave not a rack behind. We are such stuff
As dreams are made on, and our little life
Local Authorities: Who lays down the law? Well, this is where you
Is rounded with a sleep.
go to find 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.

page 130 | Chapter 7: The World of Ainerêve


Unsettled lands are lands unclaimed by any belief, and they are One can navigate unsettled lands in two ways: in the educated
ruled by dreams. Where lasting faith or consistently-held ideas manner, following the chain of concepts from one settled land to
forge a settled land and stabilize it, the quicksilver dreams of another; and by conventional (settled land) navigation, which may
humanity keep the unsettled lands in constant flux. Far stranger function as intended, but usually depends more on instinct. In the
things happen or live there than in the settled lands, and they end, both are equally effective — or ineffective. Skilled travelers of
are far more dangerous. A location in the unsettled lands can be unsettled lands are very rare, and usually mix the two methods to
concrete and real in appearance (even if thematic), dreamlike, or find their way in and out more than once.
completely abstract, and may sometimes change with the ideas of
the moment. Love may create a blushing pink-and-red area with Beyond conceptual similarity, there is one other thing that can
soft curves and some razor-sharp angles. Cult beliefs might focus bring two places together in the dream world. Repeated and shared
on the cult leader and vague savior figures, perhaps with the cold, experience can solidify parts of the unsettled lands to make a
blue and white backdrops of unswerving dedication. reliable (if not necessarily safe) path between two unalike locations.
This happens only rarely.
Proximity in Ainerêve is dictated largely by conceptual nearness.
That is, two places are only as close as the dreams or beliefs Inhabitants come to Ainerêve from two sources: Earth dreams and
that color and shape those locations. To travel from an unsettled beliefs, and Earth itself. The first is more common, as Victorian-age
place based on fear of death to one based on fear of the dark is a children dream a Dracula into existence or early American settlers
short jaunt — the emotions are the same, and both are shadowy have nightmares about the fiendish red Indians. Entire unsettled
unknowns. Going from the idea of a circus, complete with spun lands have been populated this way, though the inhabitants
sugar and clowns, to a wealthy fantasy kingdom requires a longer generally fade over time and disappear unless reinforced with
trip. Worse, in the unsettled lands you can never be sure if going belief. People from Earth occasionally travel to the dream world
the same direction means you’ll get to the same place each time. through a form of unknown magic. Once there, most end up
making their lives there and beginning a new society in whatever
Ainerêve’s definition of nearness means that the settled lands, settled land they can find. Usually, people from Earth only find their
defined largely by a single belief system, surround themselves way through to settled lands to which they are close — those based
with related concepts. Travel out of a Buddhist settled land, and on beliefs similar to theirs.
the unsettled lands will be more Hindu or Taoist than Christian or
Norse. Still, it usually takes a significant period of traveling through This book concerns itself with a very small section of Ainerêve. It
unsettled lands to reach a settled land not one’s own. Leaving the involves three settled lands with enough concepts in common that
Buddhist region, one is likely to come across pseudo-Buddhist they grew together over long periods of time. Today, the three are
unsettled ideas first. Buddhist-like religions, ideas of peace, rein- bound together irrevocably. They are the Forest of Meath, a place
carnation, vegetarianism, and other Buddhist precepts will abound. defined by Celtic mythology, whose native shee clash with Persian
Next might come admixtures of Buddhist and Hindu concepts, and angels (peris) and demons (deevs); Psarmorum, peopled by a lost
then near-Hindu beliefs before the traveler finally reaches a Hindu- company of Templar Knights and pilgrims tricked into worshipping
flavored settled land. a demon in a twisted simulacrum of Christianity; and Maedoen,
a kingdom founded on the Celtic/Welsh culture that preceded
The change is very gradual. Settled lands exert their stabilizing Roman occupation, but changed forever under the influence of the
influence over a significant area. Leaving one means that a traveler powerful shee.
will experience a slow change in general wilderness décor as one
belief melds into another, and from the various ideas that have Psarmorum is evangelistic and conformist, and their discovery of
seeped in over the years. It is only far from any settled land that a the heathen Maedoens on the other side of the Forest of Meath
person finds places that change as he watches and where a misstep roused them to another of their many holy crusades. This one
can mean a thousand years of pain. There are not settled lands for has been going on for at least a hundred years, but it’s hard to be
every religion and belief, or Ainerêve would all be settled lands, certain. On the Maedoens’ part, they war for their way of life and
with a slow change in nature as one traveled across it. Instead, their shee brethren. The Forest of Meath, apparently stuck in the
the criterion for becoming a settled land is the sort of imaginative middle, manages to flourish despite soldiers tromping back and
energy that resonates with the realm. forth through it.

Chapter 7: The World of Ainerêve | page 131


page 132 | Eldritch Map
Maedoen
Ruling over Maedoen in the realm of economy, law, and war is

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).

An unknown period later, the first Knight Templar emerged from


the forest, and the war between Psarmorum and Maedoen began Population: Sparse. Maedoen has a substantial population, enough

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.

male member of the druidic Gan Creadigeath, and their chosen


representative to the shee creatures of Meath and Maedoen, and It’s notable that, while the Maedoens do mine and refine iron ore,

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

name. carry steel weapons commonly. As a result, most of the nation’s

Chapter 7: Maedoen | page 133


tools that require great sharpness or hardness — mostly for tools
Nerthach, The Eldritch Man
of war — are made of bronze. Because bronze is harder to come
Occupation: Hierophant
by than simple iron, the uncomplicated folk of Maedoen still use
Race/Gender: Human (shee blood) male.
ordinary wrought iron to make their knives and simple tools. The
‘cold-wrought iron’ weaponry is of course only available via black
Abilities:
market suppliers and by paying massively exorbitant prices, and
Agility D8 → Reflexes D10 + Speed D6 {DP 24 or 174 with
often is unauthentic. Only kings can or must spend the effort and
magic ring}
money to distribute all-bronze weapons and tools to their subjects.
Animal Handling D10 → Riding D10 → Horses D10
Fortitude D6 → Endurance D6 {DP 12 or 112 with magic cloak}
Of course, not all fairy folk are friendly; when one foresees
Invocation D12* → Change D12* + Control D12* + Create D12*
encountering a troublesome shee, there is little stigma in carrying
+ Sense D12* {DP 108}
a knife of cold iron for security, although the other shee one might
Knowledge D12 → Anthropology D10 → (Fairy Lore D12 +
meet with may not agree.
Shee Courts D12) + History D12 → Forest of Meath D12 +
Mathematics D10 → Astronomy D8 + Religion D12
Externally, Maedoen trades to some extent with the shee. It is the
→ Gan Creadigeath D12
Gan Creadigeath, led by the Eldritch Man, who take on this difficult
Melee D8 → Swords D8 {DP 16}
task, because the shee require strange and hard-to-acquire goods
Ranged D10 → Bows D12
or services. In exchange, Maedoen receives long-lasting spells and
Skullduggery D6 → Stealth D12 → Wilderness D10
glamor, enchanted objects, and advice. Some individuals choose to
Survival D12 → Forest D12
barter for shee goods and blessings without the protection of the
Talent D12 → Performance D10 → (Dance D10 + Musical
Gan Credigeath. Only the clever succeed.
Instruments D10 + Storytelling D10) + Handicraft D10 →
Woodworking D10
Some brave merchants manage to trade reliably with Psarmorum.
Willpower D8 → Resistance D8 → Persuasion D10 {DP 26}
They regularly bring back weapons of excellent steel and foreign
arts and craftwork; from Maedoen, they take local woodwork and
*D20 when in any sylvan area {DP 100}, a power granted as a
things of fay make. The best make a great living, but they are few.
gift from the shee. Nerthach has mastered all listed Invocation
(Nature) spells at D12.
One of the secrets that none have been able to bring back from
Psarmorum is that of making good steel. Over the last two
Equipment:
hundred years, many have tried, but without a single success.
Nerthach carries a magical, druidic yew staff, created by the
Most Maedoens who think about it believe that the smiths of
most powerful magic of the shee, capable of producing all
Psarmorum must be supremely protective of their crafts, or the
spells in the Nature sphere. He can also use the staff’s power
close-mouthed government is skilled at killing those who acquire
to distract, stun, or incapacitate opponents at 3D10 per use
that knowledge for Maedoen. In truth, it is the fay of the Forest
(see Chapter 4, Magic in Combat, Afflictions). The staff is a
of Meath, and the shee of Maedoen, who are to blame. They stop
permanent magic item with 240 energy points (–1 point per
those who would carry the process to Maedoen; the forest fay do
activation). He carries a short bow (+2 harm) with arrows that
it to spite them, the allied shee of Maedoen do it because they
cause magical sleep (3D8 versus the target’s Willpower →
prefer bronze. To the shee, bronze is a soothing alloy.
Resistance, but only if target’s Active DP is penetrated). The
arrows are one-shot items, but he normally has a magical quiver
Important Entities
of 80. He also wears a ring of protection that adds 150 points
The Eldritch Man: Nerthach began his life as the child of a
to his Agility DP, and a magic cloak that adds 100 points to
fisherman and his wife, living off the sea a few days’ travel south
his Fortitude DP. The energy points of these permanent items
of where the Forest of Meath touches Maedoen. He lived simply.
equals the extra hit points granted. An ability check to recharge
Nerthach almost grew up on his father’s small fishing boat with a
the ring or cloak is 2 per 10% of items’ charges restored
net in his hand, and was deft with both. Then, when he was 13, the
(Arcanum → Artificing → Recharge Magic Item mastery may be
Gan Creadigeath came to his small, five-house village. They took
used to cut the NN in half). These two items are enchanted to
him without explanation, using their status as sisters as a shield,
disintegrate if anyone but the Eldritch Man wears them.
and removed him to Cartrefol Cyfain.

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.

page 134 | Chapter 7: Maedoen


Eldritch Man had died on the same day that Nerthach turned 13
Mali, Mother Gan Creadigeath
and became a man. That, along with a modicum of shee blood in
Occupation: Druid
Nerthach, marked the child as the next Eldritch Man. His training
Race/Gender: Human female
was harsh, because ancient agreements with the shee allowed only
one year from the death of one Eldritch Man before presentation
Abilities:
of the next. Nerthach learned a great deal of druidic and fairy lore,
Agility D6 → Reflexes D4 {DP 10}
manners in the shee courts, various useful magics and spells, and
Animal Handling D10 → Farming D10 + Riding D8 + Wild
how to completely ignore the use of his “discarded name.”
Animals D12
Fortitude D6 (x2 for strong fay blood) {DP = 12; 62 with magic
That was almost 10 years ago. Now, the Eldritch Man is constantly
cloak}
busy entertaining in one shee court or another. He has realized
Elementalism* D12 → Change D12 + Control D12 + Create D12
that he is not an emissary, though he occasionally brokers deals.
+ Sense D12 {DP 84}
The Eldritch Man is a sacrifice, a toy given to the shee until death
Healing D12 → Animals D12 → Diseases D8 + Medicine D12 →
to satisfy their whims and urges. He only lives in Maedoen proper
(First Aid D6 + Herbal Remedies D12)
long enough to travel from one shee court to the next, and he
Invocation* D12 → Change D12 + Control D12 + Create D12 +
often walks the secret paths of the fay even for that. He has not
Sense D12 {DP 108}
seen another human for years, since the last druid came to check
Knowledge D12 → Anthropology D6 → (Fairy Lore D8 + Shee
up on him. The Eldritch Man felt quite poorly, but the sister judged
Courts D10) + History D10 → Forest of Meath D8 + Linguistics
him well and congratulated him on the journey to the next court.
D10 + Religion D12 → Gan Creadigeath D12
Melee D6 → Bludgeons D6 → Staff D4 {DP 20; 30 when using
Mali, Mother of Gan Creadigeath: She is the current “mother” of the
magic staff}
Gan Creadigeath, guiding them with a firm hand. She was one of
Psychogenics D8 → Sense D12 → augury and divination spells
the very rare true prodigies, chosen by the traveling sisters at age
only {DP 20}
four and done with her training in Cartrefol Cyfain at age seven. By
Survival D4 → Forest D12
the time she had completed her tour of Maedoen, she had already
Talent D12 → Performance D10 → Musical Instruments D6 +
made allies of a dozen shee and earned the respect of many of her
Handicraft D10 → Sewing D10
sisters.
Willpower D12 → Resistance D12 → (Confusion D8 + Persuasion
D10 + Shee Glamor D10) {DP 52}
Mali’s ambition as mother is to achieve a greater integration
between the human and shee population of Maedoen. She believes
* Mali has mastered all listed Elementalism spells at D6 and
that, with the two of them cooperating on a more fundamental
Invocation (Nature) spells at D12. She also has the full Enhanced
level, she could guide the nation to greater wisdom. The unique
Magic Defense advantage associated with Invocation, allowing
perspectives of the shee would inspire the more mundane inhabit-
her to defend against any physical attack with that DP.
ants of the nation. The baser natures of the human Maedoens
would ground the shee in something closer to reality and teach
Equipment:
them to use their fantastic skills for everyone’s spiritual gain.
Mali uses a gnarled, magical, yew-wood quarterstaff in battle.
She can use the staff’s power to fire a bolt of primordial energy
Under Mother Mali’s direction, the druids of the Gan Creadigeath
for 3D12 Threat, manifesting as any of the five elements. It also
have been making entreaties to the shee courts. She considered
grants 10 points of DP. The staff is a permanent magic item with
involving Gwalter ap Dagda, but she believes (correctly) that he
120 energy points. She also wears a magic cloak given to her by
would resent her intrusion into the realm of the people’s everyday
the fay that adds 50 points to her Fortitude DP.
welfare. Many Maedoens would not properly understand her goal,
she knows, which is why she is dealing mostly with the shee for
Treasure:
now. If she can forge an agreement with the shee of Maedoen and
$500 on person, $1,000,000 in domicile at Cartrefol Cyfain.
entice them to intermingle with its human population, she knows
that the humans will not resist, or not for long.

The good mother is not so ambitious in this regard that she


neglects her other duties. Sisters continue to travel Maedoen in
the long-established and complex patterns that keep their arrival
times unpredictable. They find and bring new sisters to the Gan

Chapter 7: Maedoen | page 135


Black Fergus, Commander of The Black Standard rides astride his warhorse Eccher, whose barding matches its
Occupation: Military Commander rider’s armor.
Race/Gender: Human male Treasure:
Has access to thousands in coins and gems, but much of it
Abilities: is used to pay for the needs of the army. He usually carries
Agility D10 → Speed D10 + Reflexes D10 → Reaction Time D4 200–2000 worth in valuables, with a 30% chance of D4 magic
{DP 34} items beyond those mentioned above.
Animal Handling D12 → Riding D6 → Warhorses D6
Fortitude D12 → Athletics D10 → (Swimming D4 + Climbing D8) Notes:
+ Endurance D10 + Feats of Strength D10 → (Break & Bend D4 As leader of a powerful army, Black Fergus has access to many
+ Lift & Carry D4 + Use Huge Weapons D4) {DP 62} weapons, but prefers large swords and maces. He has no spells
Healing D8 → Humanoids D8 or other powers, but relies on his great physical prowess and
Influence D10 → Persuasion D10 + Intimidation D10 + Inter- military genius.
rogation D6 Creadigeath’s stronghold, where the mother and other sisters
Knowledge D12 → Engineering D8 → (Fortifications D8 + Siege teach them. Mali directs many emissaries every year to the many
Engines D6) + Military D12 → (Battle Tactics D12 + Magical shee courts in pursuit of common needs — subtle spells recast,
Tactics D6) + Survival D12 → Forest D8 new wisdom revealed, exchanges of goods and secret aid given to
Melee D12 → Bludgeon D10 → (Horseman’s Mace D4 + Shield various ailing towns, villages, or efforts. To her most trusted sisters
D6) + Swords D12 → (Greatsword D8 + Long D6) {DP 58} she gives the task of carefully watching and herding the Eldritch
Ranged D12 → Bow D12 Man, making sure he remains suitable for his mission among the
Skullduggery D8 → Stealth D6 + Ambush D10 fairy folk. That one is most important, because losing him would
Unarmed D10 → Grapple D6 + Punch D10 {DP 26} lose their favor and ruin her greater plans.
Willpower D8 → Resistance D6 → Resist Coercion D4 {DP 18}
Black Fergus: The Black Standard, a free-roaming independent
Equipment: militia of long standing, is small right now. Black Fergus leads a
Black Fergus wields a massive oversized greatsword (Pionós band of barely more than five hundred, small enough that none of
an Bháis, meaning death sentence). The weapon is so large the five lesser Maedoen kings worry about him. Only Gwalter ap
it requires a Feat of Strength roll over 2 simply to lift it, and Dagda has concerns, and Fergus pays the great king little mind.
a roll of 4 or better every round to wield it (although Fergus Centuries and centuries of tradition stand between Gwalter and
need not roll). The sword adds +5 threat points. Its size means Black Fergus clashing, unless one were to attack the other’s men
damage can be carried over from a primary target if additional directly. Fergus would never be so stupid as to start such an
targets are in the path of the swing, stopping only when all altercation, even if he had the slightest inclination to do so, which
threat points are used up or there are no more targets in range! he doesn’t.
He carries a magic round shield (D6 with active Defense) that
shines with a deep, dark hue, nearly black as night. His ebony Black Fergus knows that the Black Standard is currently under-
armor is padded with heavy fur that offers a layer of protection manned and could stand against few important threats, but is not
even in the gaps normal in armor. The heavy padding along with worried by this. He had reasons to let the Black Standard’s ranks
the thick armor conveys astounding protection from physical diminish. First, a farmer off soldiering needs another to farm for
and elemental harm (D12+2 vs. both regular attacks and him — he uses and does not produce. By dismissing soldiers, he
elemental attacks penetrating Active Defense). Black Fergus allowed more food and goods to be produced. Second, a soldier
needs to eat. Since the Black Standard is forbidden to settle in
any kingdom, it is always on the move (if not always quickly), and
a moving army quickly drains resources. A smaller company puts
significantly less strain on the villages it passes. Third and last, a
small Black Standard puts the kings at ease, which makes it easier
for the company to scout out dangers as Black Fergus likes and
otherwise get along without difficulty.

The commander is worried that he may find a great threat to the


kingdom that will devastate the Black Standard before he can
gather its full strength. Gathering extra soldiers only as required
is part of Black Fergus’s strategy. The men of the many companies
page 136 | Chapter 7: Maedoen
that he disbanded when he was elected to the command are now When the field’s population grows beyond what it can support,
farming or fishing or smithing, but they still know how to soldier. some creatures wander past its borders. Then, they are fair game
And Fergus has recruited more farmers and farmers’ sons, who for predators, human or beast. People of Maedoen consider this
have promised, some eagerly, to come if called. He can send out the birthplace of both the cow and the sheep. The Gan Creadi-
twenty fast riders within ten minutes, and have a sizeable and geath tell that both cow and sheep grew out of seedpods of a tree
suitable army marching to meet him as quickly as any king could tended by Belenus, and that the tree of life remains in the center of
gather his troops. the field, but unfindable.

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.

Chapter 7: Maedoen | page 137


Cartrefol gan Cyfain: Often just called Cartrefol Cyfain, this low
fortress consists entirely of sloping earthworks covered with grass
and flowers, with thick, thorny bushes as crenellations and massive
trees serving as towers and strong points. It is home to the Gan
Creadigeath. Resting in Maedoen’s east, it is near the spiritually
strong south and the mystical Forest of Meath. The latter is most
important, as the shee who live there are less friendly toward
Maedoens; they are not bound by the ties between Maedoen and
its native creatures. From Cartrefol Cyfain, the sisters Gan Creadi-
geath can present a unified front to those more dangerous shee.

The natural-seeming fortress also serves as the home and school


for all girls and young women training to become full members of
the order. Until they are ready to journey with a full-fledged sister,
they remain here and study the secret runes, tongues, and spells of
the Gan Creadigeath.

Though it is pleasing to the eye, Cartrefol Cyfain is a very


defensible position, especially when guarded by the sisters and any
allies they are able to call to their aid. History proved the fortress’s
strength over seventy years ago, when Evan ap Dagda called all the
armies of Maedoen down on it in an effort to bend the Gan Creadi-
geath to his will. When his siege was broken, so was his rule, and it
took three decades before the ruler of Maedoen had regained the
power that Evan ap Dagda had lost.

Equinox Gates: These portals are mysterious archways that harness


the magic of the ley lines that crisscross the settled lands. The ley
lines’ energy surges in spring and fall, when they are briefly visible
as glowing mists; the surges activate the portals in Maedoen and
beyond, opening to lands near, far, and unsettled. for the country, built and manned by the unrescinded order of
an earlier king. The soldiers there are ever watchful for invasion
The sage Signoret believes that Cernunnos built the gates to from Psarmorum (and, less so, for incursion of Meath’s shee),
give his lover Arianrhod easy entrance to the otherworld. The against which they are the first line of Defense. So far, the fort
Horned God and the fay goddess of the moon had a daughter, has fallen twice, but each time it has held off the Templar Knights
the demigoddess Mab. Arianrhod later betrayed Cernunnos, until reinforcements could push them back through the forest.
sorcerously binding him while Mab seduced and murdered the Olafort has enough financial and political support from Gwalter ap
archdruid Chydonax. Mother and daughter then used the gates to Dagda and other kings that its commander has actually managed
surprise the order of male druids and send them all to perish in the successful raids through Meath into Psarmorum. The smaller size
far reaches of chaos (as was long planned by Arianrhod, Danu, and of the Maedoen raiding parties lets them avoid the similar encamp-
Titania). This sacrifice, to secure shee power in the face of human ment on the Psarmorum side.
encroachment, occurred at the first Nexus Portal at Cartrefol
Cyfain, and heralded the start of the matriarchal order of the Gan Guilds and Training
Creadigeath. Mab gave birth to Chydonax’s son, who became the
first Eldritch Man, fulfilling a promise to the Tuatha dé Danann to Gan Creadigeath: The Gan Creadigeath command most aspects
honor the bloodline of Cernunnos. of of Maedoens’ spiritual lives. All women but for the Eldritch Man,
they tell the gods’ stories, soothe the fay when necessary, and read
Olafort: This squat, sprawling fortress lies several miles from the the omens in chicken entrails and the flights of birds. It is the Gan
effective border between Maedoen and the Forest of Meath. It Creadigeath who say when the gods have blessed the planting, and
is less than two hundred years old, a rare thing in the old land when it is fortunate to remove tons of iron ore from the mountains
of Maedoen. Olafort is the easternmost defensive construction that bear them. Their influence is ubiquitious in Maedoen.

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A member of the Gan Creadi- Maedoen and the shee
geath is usually called a druid, to keep both healthy
or “sister Gan Creadigeath.” and happy. Length of
The wisest woman in the education depends on
order, decided by various tests, the individual, but it
is addressed as “mother” and is typically between
guides the Gan Creadigeath. three and seven years.
Druids often have other regional The order does accept
names and titles that apply, children as young as
depending on whom addresses four, but their training
them or where they grew up. changes even the
Sisters and mothers travel the fastest students into
length of Maedoen annually reserved, mysterious
to find new members. They sisters by the time
visit each town or village, even it is complete. Even
ones no more significant than seven-year-old druids
a pair of hovels by a spring, speak well and with
and examine all girls between wisdom.
the ages of four and nine.
Those they find acceptable, Formal education
they claim for the Gan complete, the young
Creadigeath, often to sister then travels with
the dismay of their one more experienced.
parents. A daughter This is the druid’s
lost to the druids is official journey across
one that cannot plant, Maedoen, which the
weave, clean, or marry to bind Gan Creadigeath’s oral
families. histories describe the
first sisters as doing to
A child the Gan Creadigeath wants looks fair — somewhat achieve wisdom and affinity
pretty, if not of startling beauty. The child is smart and insightful. with the land. Along the way, the journeyer
Finally, the child has active shee blood. The first two criteria test learns many things firsthand that she could not have seen in
aspects related to fairy ancestry, but a small magical examination Cartrefol Cyfain. She is also meant to encounter shee on her own,
reveals if the third criterion is met. deal with situations successfully, and hopefully gain a few personal
allies along the way.
All Maedoens have some blood of the fay, having lived so close
to them for so long, but it often doesn’t express itself. A child Sisters Gan Creadigeath revere Brigit, daughter of the Dagda,
only needs a little active glamor in her blood to be eligible, but it whom they say taught the first sisters their druidic secrets and
must be there or the girl cannot treat with the shee on Maedoen’s charged them with keeping the peace between the people of her
behalf. father (the shee) and the people of Maedoen. Legend suggests that
Brigit served as wife of the first great king centuries ago, Hlacheu
While such criteria are not shared with anyone outside the order, ap Dagda, chosen of the moon goddess Arianrhod. Since the
some parents guess the first two. They try to dirty up their girls current tradition demands that a male shee impregnate the king’s
when they know the sisters are coming (which they rarely do), but wife, few give the legend much weight, though it is true.
do not often go so far as to knock out teeth or bruise them. They
instruct them not to answer a druid’s questions (asked privately) or As students of Brigit (at least by association), the sisters Gan
to answer poorly, but the Gan Creadigeath know how to tease real Creadigeath use high-pitched, keening songs in many of their
answers out of children. rituals. It is also their duty to sing dirges over the dead. They play
many musical instruments as a part of their tasks, especially wind
After being chosen, a girl travels to the Cartrefol gan Cyfain, instruments like the flute or recorder.
where she receives her education in what it means to serve the

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The Guardians’ Guild: The Guardians’ Guild is an association of would do nothing, the people decided to defend themselves. The
swashbucklers and explorers. Members are usually independent first to raise a banner was an old farmer who had once served as an
adventurers and treasure hunters, often viewed as mischief-makers armsman. His banner was black and plain because it was the only
outside of their nerve center, the prominent town of Crossroads. large and sturdy cloth he owned, but the word that soon spread
Sworn members have access to superior equipment and training, was of black against the cythraul’s white faces, and plain against
as well as a far-reaching network of potential allies across both the creatures’ multifarious bodies. The black banner and unnamed
Maedoen and Psarmorum. In return, the Guardians tithe a part of farmer drew a surprisingly large army unaffiliated with any kings.
their earnings back to the Guild’s leadership, whose mission it is to Men, women, and sometimes children volunteered, and all were
gather treasure and knowledge in the service of eradicating evil. accepted. Most rulers denounced the force as unlawful, and many
The guild is charged with preventing the evils of the forest from would have set their personal armies against it if their soldiers
entering the Kingdom of Enwys, where Gwalter ap Dagda, high had not refused, or even defected to follow the black banner
king of Maedoen, sits upon the throne of Grimsete. themselves.

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.

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Gwalter ap Dagda, in particular, considers the existence of the helping him escape, and he is their willing ward. Can the heroes
Black Standard a slight on his ability as the ruler and protector of return the Eldritch Man when he does not want to go?
Maedoen. He also sees it as a black mark on the records of all kings
who preceded him, both because they could not rid themselves of Missing Soldiers: A small unit of Gwalter ap Dagda’s soldiers, about
the Standard and because they needed it. Gwalter ap Dagda and fifty strong, has disappeared completely. They left one guardpost
Black Fergus do not get along; though Fergus keeps his nose out of but never reported to the next while traveling through a lesser
politics, as he believes the Black Standard should, Gwalter is more king’s kingdom. Gwalter is not one to suffer such an affront, and
than eager to find some way or reason to disband the man’s army if the disappearance isn’t resolved before he hears of it, the great
and absorb its soldiers into his own armsmen. Fergus is a friend of king is likely to ruin anyone he considers responsible. What’s more,
the Guardians’ Guild, and in fact guild members march with him, the Black Standard was passing through the same area around the
but he is not himself a member. His allegiance is to his own. same time, and Gwalter would love an opportunity to blame them
and have them disbanded permanently. Either the local king or
Adventure Hooks Black Fergus want to get to bottom of the disappearance, and the
There are many quests to be had in Maedoen; just look at ancient players’ characters are there to help. The simplest option is that
Welsh legends for inspiration. But here are a few ideas. they encountered a band of monsters or unfriendly shee, and that
was the end of that. The heroes either need to prove it somehow,
Escaping Providence: The Eldritch Man has disappeared, and all of or find and rescue any surviving members of the unit for eyewit-
the Gan Creadigeath are searching for him. Why has he left, and nesses.
where is he going?
More complicated, the soldiers deserted. As a unit, they decided
The Eldritch Man has figured out that he’s more of a prisoner than to flee the military and try to disappear. When they were passing
anything else, a toy for the shee, and he’s decided not to take it through the territory of a king Gwalter doesn’t trust and the Black
any longer. En route from one shee glen to another fairy court, he Standard came by, they saw an opportunity and took it. Letting the
stepped off the path and disappeared into Maedoen. The spells politics of the situation cover their tracks, they got out of there
and secrets he learned over his years in the many shee courts now as quickly as possible. Heroes can track them by asking the right
serve to keep him hidden. If nobody finds him, the shee will break questions in nearby villages, where a suspicious number of men
off with Maedoen, the king will lose the blessing of the Dagda, and may have come through to pick up supplies, or by finding a hillside
Maedoen will descend into chaos. With Psarmorum waiting like shepherd who saw the soldiers disperse.
jackals, that can’t be allowed.
Or the soldiers may have deserted to join the Black Standard.
The players’ characters are the ones who find the Eldritch Man, Knowing that Gwalter would be furious but unable to turn away
whether they were seeking him or not. Stuck between his misery men who want to serve, Black Fergus requests the heroes’ help to
and refusal to go back (willingly, at least) and the great potential confuse the issue and perhaps direct suspicion onto the lesser king.
harm for the entire nation, the heroes have some thinking to do.
Do they return him to the Gan Creadigeath and the shee, help him Return of the Druids: Not all male druids were destroyed by
escape, or go about forging a new pact with the shee that keeps Arianrhod’s treachery (see Equinox Gates above). Many perished
Maedoen together? in the unsettled wastes beyond space and time, but the strongest
survived, and became heirophants with powers and perspectives
Or maybe the Eldritch Man’s disappearance is an inspired bit of far exceeding those of mortal men. At some convenient equinox,
foreign sabotage. When their spies figure out that it is the Eldritch these patriarchs of the ancient order will exit the Equinox Gates
Man upon whom Maedoen’s treaty with its native shee depends, in style, wreathed in power, and fully apprised of current affairs
Psarmorum attempts to destroy its enemies from within. A small by Cernunnos. They can, amongst other things, snuff out any spell
squad of stealthy commandos enter Maedoen and track down the used by a mortal as an NN 2 cantrip.
Eldritch Man, then kidnap him. It is up to the heroes to rescue him
before the Knights Templar escape with him behind their battle They could completely overturn the current order, but do not
lines, or before the shee decide the pact is completely broken. wish to damage Maedoen overmuch. They can still cause as much
turmoil and NPC consternation as the GM desires. Most likely
For a situation with more ambiguity, the men from Psarmorum they will seek their natural allies, Gwalter ap Dagda, the Guardians
did not kidnap him. They pulled the wool from his eyes, helping Guild, and the Eldritch Man (who is of the blood of Cernunnos),
him see that he’s more of a prisoner than a diplomat. Now, they’re and gradually try to return spiritual life and mankind to what

Chapter 7: Maedoen | page 141


they were. Their attitudes towards the “silly little girls” of the Gan
Gwalter ap Dagda
Creadigeath and suchlike are very old-fashioned. They do not
Occupation: King
trust females, and will definitely wish to train more male human
Race/Gender: Human male
druids — perhaps such PCs could be their harbingers, trainees of
the emissaries of Cernunnos in Meath. The heroes could aid them,
Abilities:
oppose them, try to broker a compromise between parties, or take
Agility D10 → Acrobatics D6 + Reflexes D10 → Reaction Time
advantage of the ferment they cause in some way.
D8 + Speed D8 → Sprinting D12 {DP 54}
Fortitude D12 → Endurance D8 → (Drinking D8 + Poison D6 +
Grimsete Pain D6) {DP 40}
Description: Grimsete is Maedoen’s only city. It is also home to the Knowledge D10 → History D10 → (Local History D12 +
king, Gwalter ap Dagda, and serves as the nation’s capital. It is here Maedoen D12) + Mathematics D8 → Astronomy D8 + Military
that Gwalter holds court, houses his close family and advisors, and D12 → (Battle Tactics D10 + Magical Siege D8) + Native
garrisons his personal armsmen. From the walls of Grimsete Castle, Languages D10 + Shee D10 + Religion D10 + Survival D10 →
Gwalter’s edicts guide all Maedoens, especially in the war against Wilderness D10
Psarmorum that he inherited from his father, his father before him, Melee D12 → Axe D10 → (Combat Axe D8 + Great Axe D8 +
and so on back two hundred years. Throwing Axe D6) + Bludgeon D8 → (Military Hammer D6 +
Footman’s Mace D8 + Shield D10) + Pole Arm/ Spear D12 →
The people of Grimsete are used to war. Ancient kings built the (Lance D12 + Halberd D10 + Spear D6) + Sword D12 → (Long
castle, in times forgotten, to help guard the coast against coastal D12 + Short D10 + Greatsword D8) {DP 98}
raids, and it serves that purpose still. The horned demons have Ranged D12 → Bow D12 → (Long D12 + Short D10)
not stopped raiding, so the soldiers of Grimsete have not stopped Perception D8 → Sense Motive D6*
fighting them. But in the period since, nearly twenty thousand Unarmed D10 → Grapple D10 {DP 20}
Maedoens have come to live in the city, once ramshackle but now Willpower D12 → Resistance D10 → Mind Control D10 {DP 32}
strong and stone, outside the castle. The city has its own wall, and
even more live outside it, tending the many hundreds of acres of * Alternative speciality placement
planted crops and livestock.
Advantages:
Regional Pantheon: Licha, a shee countess who lives beneath Quick Draw and Quick Shot. These advantages grant +1 to
Grimsete Castle. She is happy to live there peacefully, for the most initiative when using a sword or bow respectively (for PCs, it’s 4
part. She demands little other than occasional company, tastes CPs per +1 to initiative). Specialization in those weapon groups
of all foods prepared for the king, and a brief moment alone with is prerequisite. The bonuses stack with Agility → Reflexes →
condemned men before their execution. Licha enjoys the company, Reaction Time.
tastes the food for poison because she enjoys her arrangement
with the king, and sups on the criminals’ fear of death for her Equipment:
sustenance. People of Grimsete offer her thanks often, especially Gwalter possess all manner of exquisite weapons, certainly the
Gwalter ap Dagda. finest of any weapon mastered. He carries a magic greatsword
called Táethen, an item of fay make, +6 threat points, which
Population: Heavy. Grimsete is the only place in Maedoen with this upon command directs 2D20 of eldritch fire (physical harm) in a
many people in this small a place. Anywhere else, the population is searing arc following his swing toward any foe within 40 feet.
going to be moderate at most.
Treasure:
Economy: A bastion of war, Grimsete has great need of weapons. $6000 on person, and $2,000,000 in domicile.
It can buy iron, copper, and tin ore to forge its own, if necessary,
because the castle has a foundry in its depths and there are many None of this is particularly taxing on the economy of the city,
metalworkers in the city. It is easier for the garrison to purchase because the needed food, ores, and weapons are paid as taxes to
weapons, as smiths are often busy repairing weapons or dealing the king. In exchange, the king (or resident steward) protects the
with other projects. Home to many people, Grimsete is too large to villages and towns along the coast and for about a hundred miles
sustain itself on locally produced foodstuffs, and the city needs to inland.
import 15–25% of its comestibles each year.

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Margred, Sister Gan Creadigeath Emlyn Steward (Grimsete)
Occupation: Druid Occupation: Steward
Race/Gender: Human female Race/Gender: Human male

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.

Chapter 7: Maedoen | page 143


Local Authorities Adweth Hill: Gently sloping and covered with lush grass, but
Several thousand of the king’s most able and loyal armsmen are just taller than a man from its base to its peak, Adweth Hill is
garrisoned in Grimsete and around Enwyn, and they are the only exactly one mile south of Grimsete’s southernmost point. It has
authority Gwalter ap Dagda needs. He does not often need to always been so, since there was nothing more than a castle and
close that mailed fist, because the many Gan Creadigeath sisters despite the many years of Grimsete’s slow expansion. This is one
and secular magistrates are able to resolve most problems. Both of its magical properties. Few notice, because it’s hard to notice
are practiced at turning aside wrath and disarming potentially something that moves so slowly, and the memory plays tricks to
troublesome citizens. make it seem normal.

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-

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ments. The reason for the shee’s stipulation is that Adweth Hill is stop the peasantry — and some of the lesser kings — from talking,
where the shee of Maedoen must gather for their foretold mass and sometimes believing.
exodus to their homeland. When they return to the land of the
fairy from the hill, life in Maedoen will change immensely. Occasionally, shee who visit Gwalter ap Dagda’s court request a
viewing of the diamond, which is why the vault is designed to make
Relics and Treasures looking on the stone simple. The shee get nothing out of viewing
As one of the oldest castles and greatest centers of population in the diamond beyond pleasure at seeing such a large and flawless
Maedoen, Grimsete has some interesting trinkets about. jewel, and maybe a little joy from misdirecting the king and the Gan
Creadigeath. Even though the heart of Grimsete has no magical
The Brass Cup Forsaken: Once, legend states, an old man was properties, it’s still a giant diamond and worth an utter fortune,
waiting in a field for death to find him, because his time was near. enough that it probably couldn’t be sold without breaking it up into
Before his life ended, a similarly old man of the shee approached smaller diamonds. Though maybe someone in Psarmorum, where
him, also waiting for death. The two sat without words for some the wealthy are wealthier and the tastes are most costly, might buy
time, until death was on the horizon. Then the shee offered a drink it whole.
of fresh water from a brass cup to the dying man; the old man
accepted gratefully, because he thirsted, and he died. The shee Vendors and Dealers
said, “My debt is paid,” and bowed to the dead one, then left. His In a city the size of Grimsete, there’s a buyer for almost any prize.
cup lay on the grass of the field.
Porreth Bazaar: A few minutes’ walk from the city’s northeastern
Whether or not this is true, the brass cup remains in Grimsete, gate, the stone buildings open away from the street to reveal a
near where women by the hearth place the death in the legend. wide, cobblestone plaza over half a mile across. Hundreds of large
It rests on the high mantle, twenty feet off the ground, in Gwalter booths and small stands spread out before visitors to the city,
ap Dagda’s favorite feasting hall. It does not look impressive to and scores of dancers, jugglers, barkers, other entertainers, and
the naked eye, but wizards and druids who look upon it have been salesmen compete with each other. There are people there whose
known to catch their breath for a brief moment. sole tasks are to welcome travelers to Porreth Bazaar, where
anything and everything can be bought or sold. Many hundreds
The cup has one property: to sip from it means death, or something of merchants and traders come to Porreth Bazaar to pick up new
near it. If one fills the cup with any non-alcoholic concoction, merchandise or divest themselves of their wares. There is almost
drinking from it makes one fall asleep. This is a magical sleep from always an interested buyer, no matter how common or rare the
which one cannot be roused for a time depending on the amount item in question, and only the most completely worthless things
imbibed. A sip is about an hour, the full draught is almost a week. If go unsold. Nothing but cold-wrought iron is illegal here (and even
one fills the cup with two parts water and one part wine (or mead, that can be part of an under-the-table exchange). The criers who
or ale), drinking from it puts one into a deathlike coma for the same welcome people to the bazaar call to them to leave their cold iron
time per dose. A person so affected cannot be told apart from one behind; booths at the bazaar’s border keep items for people until
dead. Finally, drinking unwatered wine, mead, or ale from the brass they return with the claim ticket.
cup results in death, inexorable and complete.
The reason for the restriction on cold iron goods is that one-tenth
The Heart of Grimsete: Though it is not magical, this diamond is of the fair’s grounds, that in the very center, is given over at all
the size of a grown man’s head, and that is magic enough for times to the shee. The beautiful, taffeta-and-velvet tents there are
most people. Legend states that the ancestor of the king, while not always occupied, but when they are there are strange trades
laying the foundation of Grimsete Castle, found this stone resting to be made. Some fairy folk happily exchange solely normal goods,
at the nadir of the deepest basement. As the castle was built trading bales of cotton for bronze blades and shields, and there is
by foreigners, this is clearly false, but the diamond is more than always at least one such among the shee crowd. Where the goods
a myth. It rests in its own special room in the castle’s deepest they trade come from is a happy mystery to most who receive
basement, a combination vault and viewing room. them.

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.

Chapter 7: Maedoen | page 145


These are the ones who can give you a new face in exchange for Guilds and Training
your true love, or a mighty enchanted sword for a firstborn child. There are not many guilds in Grimsete.

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

Astalch Castle or tortured and devoured.

Description: Far in the north of Maedoen, Astalch Castle was once


Relics and Treasures
a military stronghold for one of the kings in the north. Today, it’s a
As the place is an ancient, abandoned castle, there should be
ruin. Only two of Astalch’s five towers still stand, and they may not
plenty of interesting treasure to be found. These are just a few
stand long, as one leans and the other sprouts bushes. The other
suggestions.
three lie, like the splayed limbs of a dead man, across the moat
and surrounding field. Climbing through the dry moat over the old
The Library of Astalch: Astalch was a small castle in the distant
towers’ stones is the only easy access to the castle now, since the
past, little more than a fortified mansion, and no great palace or
drawbridge rotted through and collapsed long ago.
walled city, so its library would have been uninspiring. Today, any
book contained in its library is worth a fortune in both hard cash
The forest, once cleared from around the castle so that guards
and knowledge to historians. Though the library itself has been
could see anyone who tried to approach, has grown closer. It is not
ravaged by the cythraul, nearly all the books are still intact, the
yet so close that a tree cut or pulled down would bridge the moat,
cythraul knowing instinctually that a future captive might be able
but trying to make the castle usable again would involve clearing
to interpret them to their advantage.
a lot of land. Astalch is one of many abandoned castles dotting the
landscape of Maedoen (there is no need now for the vast number
Gavin’s Horn: This is a bone horn, probably taken from an enormous
of castles the land supported in its past), but few of them come
mountain goat, and banded in bronze. Various druidic runes of
with difficulties as great.
knowledge, wisdom, and enlightened communication mark its
length. Though the legend is long lost, Gavin, son of Fercos, once
The nearest villages are over four days’ travel from the castle.
stood on a near hill and watched over a decisive battle. When he
All the inhabitants of those villages know intimately the legends
knew it was lost, he blew his horn to tell the women and children
of what lives there: white-faced creatures, like but not like the
to flee. How it ended up in Astalch Castle is a mystery. This horn, if
shee, who torture and devour any they catch. Inhabitants of every
blown, can be heard over great distances. Anyone the horn blower
surrounding village know not to travel more than a half-day toward
considers an ally can hear the horn, regardless of distance, and
Astalch Castle, because that is entering their territory.
understands its meaning: victory, defeat, mourning, et cetera. It
cannot carry messages more elaborate than that.
After the war that saw the founding of the Black Standard and the
first pact with Maedoen’s shee, most cythraul were forced back
Honest Scale: This plain brass scale is the height of a short man
into the sea, from where they have not since emerged. But not all
and stockily built. It has a magical Defense that must be unwoven
fled. Here, a cell of cythraul infiltrated and infected Astalch Castle,
before the scale can be harmed in any way physically. This is
turning it into a home for their hate and hungers in Maedoen. They
separate from its core enchantment, which is to describe perfectly
have lived there for many generations of men and have fed.
the balance between any two things, physical or metaphysical.

Chapter 7: Maedoen | page 147


Womb of Cythraul
TY: Extraordinary The womb is intelligent. It can communicate telepathically with
TD: 3D20 Psychic Influence (any sub-effect), or 5D10 bite (see anyone caught within its pale light. It is also a master of reading
notes) on contact others and deceiving them. The womb never communicates with
EA: 1. 2D10 Psychic Threat, 2. 2D10 Psychic Threat, 3. 6D10 someone unless this will be advantageous, and then it fabricates
Afflict: Stun. some story to manipulate its victim into obeying it. One example:
HP: 240 [normal, tiny*, supernatural; ×4] It might claim to be the spirit of an ancient princess locked in
*size not counted in the womb’s HP multiplier. a gemstone, and then describe a ritual to “free the spirit” that
DR: None would actually birth hundreds of new cythraul.
ST: Any strike bringing HP below zero must beat an item save
vs. 3D10 or all harm from that strike is forfeit The womb can make direct mental contact with any cythraul
AR: Battle Phase 1 (no agility die), mind only. The womb does within one mile, knowing their thoughts and memories, seeing
not move unless carried. through their eyes, and commanding them. Cythraul almost
WAT: No treasure, unless the womb itself is valued as a gem… always obey the mental directions of the cythraul womb. It can
but it may be an unfortunate prize to bring to the jeweler. create new cythraul by consuming the mind of one human or
the flesh of five, or by consuming five pounds of pure precious
Notes: metal. Material being consumed appears to disappear over about
Whether the cythraul who settled here brought it with them or a day; consuming a human mind is entirely mental and is more
somehow constructed it over the several centuries they’ve had difficult.
here, this is what allows them to live comfortably within Astalch
Castle, and to grow in number. It sits in one of the central The womb is capable of casting any psychogenic spell with no
lower chambers of the castle, resting on the floor and filling the chance of error, and can summon, control and heal (or destroy)
room with an ivory light. Cythraul avoid it, even to the point of cythraul. The womb can bite with a razor-sharp mouth that is
refusing to chase fleeing heroes into that chamber. It appears invisible, but soon discovered by any creature that touches its
to be a cut crystal about the size of a woman’s palm. The catch crystalline form with exposed flesh.
is that it looks like treasure, and players’ characters are just the
sort to bring it out of the castle. And when they do, cythraul and
death will follow.

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.

page 148 | Chapter 7: Maedoen


The trader is only part Eryi at this point. He is half-merged with a
Gweithraul
cythraul, and he trades for precious metals because the cythraul
TY: Standard (humanoid)
can use them to spread. He values written materials because they
TD: 2D8 Unarmed ~ 2D6 Melee ~ 2D4 Ranged ~ D4 Arcane
help the cythraul learn about the world around them. If someone
HP: 80 (40/40) [normal, medium, magical; ×2]
kills Eryi, the body slowly turns into a cythraul after about an hour.
DR: D6
It will then rise, the guise destroyed. There may be a way for heroes
ST: 2D4
to purge Eryi of the cythraul within him, at the GM’s option, but it
AR: D8
should be difficult.

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.

Quest-style: This time, they have to accomplish a specific task while


they’re in the castle. For Astalch, that probably means cleaning out
the nest of cythraul who want to eat them. Wiping the blight from

Chapter 7: Maedoen | page 149


Aniathraul Draigthraul
TY: Extraordinary (humanoid) TY: Extraordinary (humanoid)
TD: Arcane 3D12 (Threat) ~ Melee 2D8 ~ Unarmed 2D6 ~ TD: 3D10 Unarmed* ~ 3D10 Melee (flail mastery) ~ Ranged
Ranged 2D4 2D10 ~ Arcane 2D6
EA: 1. 3D12 Malediction –3, 2. 3D12 Afflict-Stun EA: 1. 2D20 Melee, 2. D20 Melee
HP: 108 (81/27) [fast, medium, magical; ×1.5] HP: 138 (34/104) [tough, large, magical; ×1.5]
DR: None DR: By armor, plus another D4 (natural toughness)
ST: 3D10 ST: 3D10 versus mental afflictions, else 2D10
AR: D10 AR: D16

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.

page 150 | Chapter 7: Maedoen


The Town of Crossroads the king’s interests. This guild is led by Virgil, an eccentric old man
who set up the guild to protect outcast warriors and renegade
Description: This town is situated on the edge of the Forest
mages. It remains independent in outlook, but over the years, the
of Meath, and is a haven for interdimensional travelers. The
group has developed into a major force for weal in the world, the
surrounding arable land is especially fertile.
amassed skills, expertise, and daring of its members having proved
particularly effective when dealing with menacing monsters and
Regional Pantheon: The travelers in Crossroads worship many gods
dark magic. The Guardians’ Guild has established secret (if not
and goddesses, which differ based on their realm of origin. Celtic
wholly stable) routes through Meath, in addition to the main road.
deities predominate. The Shee Lords of Maedeon keep spiritual
Its members are vigilant about preventing dangerous monsters
leaders in Crossroads, to ensure that no interlopers come into the
from entering Crossroad, and are entrusted with doing the
realm hoping to usurp the rulers of the Seelie and Unseelie courts.
same for the Kingdom of Enwys as a whole. The Guardians have
Psarmorum has a small, hidden temple in Crossroads; a refuge for
outposts along the ley lines, near the borders of the unsettled
travelers from that realm who want to pray and cleanse themselves
lands, and often hire special bands of adventurers to hunt down
of the taint of foreign gods.
and destroy monstrous threats across the six kingdoms. (Mages
trained in such matters can discern the best place to build these
They were granted the temple and right to worship for past aid
outposts without extreme risk.) The Guild Hall has large books
to Crossroads, and pay a secret maintenance tax to Sibyl, the
of places and creatures cataloged: some identified by travelers
Duchess of Crossroads; a proxy of the Eldritch Man. There is a
passing through the Equinox Portal; other information revealed by
large shrine to Dagda and Math ap Mathonwy within the manse of
captured unfriendly beings (there is a Guild prison for interrogation
the Duchess. There is a smaller shrine to Cernunnos in the forest
of such). The information may be had for a price — a very steep
nearby.
price for non-members.

Population: Moderate. The town is an active trading center,


Local Authorities
with a surplus of farm produce and timber, and a constant flow
Duchess Sibyl oversees Crossroads, and pays homage to Gwalter
of mundane and exotic goods and those trade in them. There
ap Dagda, the King of Maedoen. She knows the town is particularly
are many people passing through Crossroads, including some
hazardous, situated as it is on the nexus of major ley lines, and
especially strange denizens who arrive via the guarded Equinox
thus prone to infiltration or outright attack by powerful monsters.
Portals, which open to a dimensional rift twice a year. Those who
The town guard is paid handsomely, and helps keep dangerous
travel through unsettled lands are drawn to Equinox Portals, which
beings from entering the town or raiding farms. It is sometimes
sit on the nexus of ley lines. This brings in to Crossroads travelers
supplemented by unusual members of the Guardians’ Guild. The
from different cultures, as well as otherworldly places in Ainerêve.
guard is led by a goblinoid half-orc named Throk: he actually was
captured outside town, exposed as a guide leading black-market
Economy: Strange travelers from Meath Forest, wayfarers once lost
criminals into Crossroads, and was to be executed by the Duchess,
in unsettled lands but stumbling upon this town, and merchants
because she needs to control the criminal element, and regards
from both Maedeon and Psarmorum create an economy of barter
goblinoid creatures as demons. But an elf named Nathal, one of the
and trade in Crossroads, especially in exotic teas and coffee. A
Gan Creadigeath’s emissaries from the Seelie court, stepped in and
small number of other-realm adventurers (and monsters) filter
saved Throk’s life on the condition that he serve the town forever.
through to Maedoen and Psarmorum, making Crossroads the
Nathal claimed that the half-orc’s human side had some shee
perfect place to find black market items, magic items, and weapons
blood; and, therefore, he was not a complete abomination.
and armor uncommon to local realms. It’s a great place to hire
a ranger guide, or typical mercenaries. Information is also a big
Noteworthy Landmarks
commodity in Crossroads. The Guardians’ Guild and Mages’ College
The Duchess’s mansion is constructed of marble, brick and timber.
are the prime sources.
On the same site is the shrine of Math, housing the Priesthood of
the Dagda.
Important Entities
One of the most prominent features of the town is the Guardians’
There also is a small Temple of Astra, whose shrine serves as a
Guild. The Guardians’ Guild is composed of explorers, swashbuck-
neutral zone for merchant travelers from Psarmorum. (Astra, one of
lers, and adventurers. It takes a percent fee on treasures gained
the aspects of their god Sol Invictus, is called the savior by many in
by its members in return for providing access to information,
Psarmorum. There are those who believe he soon will return to the
training, employment, and other services. The Guild pays a tax to
realm and end the war, heralding an age of peace.) The followers
the Duchess, and respects the high king of Maedoen, but looks
of Sol are protected by Virgil’s Guardians’ Guild, who prevent the
the other way when its members’ activities might be at odds with

Chapter 7: Maedoen | page 151


Virgil, founder of the Guardians’ Guild (Crossroads) of Grimesete, to whom the Duchess owes fealty. The neutral
Occupation: Guild Master, adventurer zone attracted adventurers from myriad backgrounds, including
Race/Gender: Human male the likes of Bertran Forthwind, who famously set up the only
mage school in the realms, the Octocirculi Academy. This was
Abilities: in part to help Virgil and the Duchess protect the kingdoms of
Animal Handling D10 → Riding D10 → (Horses D8 Maedoen from the dangers of the Equinox Gates. Thus, the
+ Pegasus D6) Guardians’ Guild was born.
Arcanum D12 → Artificing D12 → (Traveling Staff D12 + Arcane
Weapon Bonus D12 + Imbue Conjuration Magic D12 + Imbue *Virgil has mastered all listed Conjuration spells at D10. He has
Alteration Magic D12) + Potions D10 + Wards D8 {DP 90} learned, but not mastered, all listed Alteration spells. He also
Alteration* D8 → Change D6 + Control D6 + Create D6 + Sense has the full Enhanced Magic Defense advantage associated with
D6 {DP 32} Conjuration, allowing him to defend against any physical attack
Agility D10 → Speed D6 {DP 16} with that DP.
Conjuration* D10 → Change D10 + Create D10 +
Sense D6 {DP 36} Equipment:
Fortitude D12 → Quick Recovery D8 {DP 20} Virgil’s Jaunt Staff, like most of the traveling staffs Virgil created,
Healing D10 → Animals D8 + Humanoids D8 + Medicine D10 + is attuned along ley lines in Maedoen and Psarmorum, allowing
Monsters D6 him unhindered travel via the gates in either realm. The staff
Influence D12 → Persuasion D12 is an artifact capable of manipulating Ainereve’s protomatter
Knowledge D12 → Anthropology D10 + Appraisal D12 + within the unsettled lands, amplifying Virgil’s “dreamvision”
History D6 → (Maedoen D12 + Psarmorum D10) + Linguistics during travel, actually reshaping the terrain, leading him where
D10 → Shee D10 + Mathematics D6 + Religion D8 he wants to go like a divining rod. The jaunt staff has a crystal
Melee Weapons D12 → Sword D12 → (Rapier D12 + Short ball affixed to its top, which amplifies Virgil’s imaginal journey
Sword D10) + Bludgeon D8 + Knife D6 {DP 60} vision, helping him find his way. It is also imbued with the
Perception D10 → Investigation D10 + Notice D10 → (Illusion following spell-like powers: Dispel Effect (Conjuration), Flux
D10 + Traps D10) Bolt, Teleport Object, Teleport Self.
Ranged Weapons D10 → Bow D10 + Crossbow D8 → hand D6 The legendary Rapier of Banishment [Rapier: 1H, +1/+3,
Skullduggery D6 → Confidence Games D6 + Disguise D8 + Medium reach], +4 to Threat supernatural. Striking a super-
Forgery D8 + Sense Motive D12 + Stealth D12 → (Urban D10 + natural creature with this rapier triggers an opposed roll of
Wilderness D10) 3D10 versus the creature’s Saving Throw, or the summoner’s
Conjuration branch, whichever is more relevant. Failing this save
Notes: means the creature is instantly banished. It’s a permanent item
Virgil is a renowned traveler, explorer, and local hero. His with its banishment properties always on (therefore no energy
wit, quick thinking, spryness, and strength belie his old age. A points required). Wrhydri Chain (D8+4): magic damage cannot
master artificer and collector of magic items, Virgil’s obsession bypass a roll of this armor. Virgil also possesses any number
with understanding the nature of the multiverse led him of other magic items, including many potions of healing and
to study the Equinox portals. He first arrived in Crossroads protection, and perhaps some means of prolonging life, since he
following news of the activation of the transdimensional gate, is now very old indeed.
and consequent death of Duke Verurteilt, husband of the young,
half-elven Duchess Sibyl. Arriving quickly, he stepped through Treasure:
the portal to assist, finding his way with the power of the Jaunt Virgil owns a bank and his net worth amounts to that of a
Staff, but too late. dragon’s hoard (something the Duchess is fond of reminding
him): 10,000–60,000 coins value and 50% chance of 2D12
The devil Lord Phantos had razed the then fledgling town of magic items.
Crossroads and destroyed its first stronghold. Virgil befriended
the widowed Duchess Sibyl and together they led an unlikely
alliance between the local Shrine of Math and the devil hunters
of Psarmorum to help banish Phantos into the forest of Meath.
As a reward for their trust, the devil hunters were granted the
Temple of Astra, and the Duchess declared Crossroads neutral
ground. This decree was begrudgingly agreed to by the powers

page 152 | Chapter 7: Maedoen


apprehension of travelers deemed unwelcome by the Nation pass through the rift and travel to the realm of their choice:
of Maedoen, and have saved many from murder by the Dagda perhaps in an induced trance, or with the aid of an artifact that
Priesthood. allows quick passage through unsettled lands.

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.

Chapter 7: Maedoen | page 153


Throk (Crossroads) when Lucalla tribesmen raided, and slaughtered her and all of
Occupation: Captain, town guard her half-orc slaves. Throk fled into Meath forest, met many
Race/Gender: Half-orc male strange allies, and emerged a year later near Crossroads, where
he suddenly appeared to help the elf Nathal escape a band of
Abilities: marauding harpies near the forest border.
Animal Handling D10 → Riding D8 → Warhorses D6
Agility D10 → Stealth* D8 {DP 18} Advantages:
Fortitude D12 → Endurance D10 + Feats of Strength D12 + Underworld Contacts (1 point): Throk knows several shady char-
Athletics D12 {DP 46} acters in less than reputable lines of work. Unarmed Defense
Healing D4 → Medicine D4 (2-point level; may use DP against physical Melee attacks).
Knowledge D4 → Orc Culture* D4 + Orc Tongue D8* Low-light Vision. Heightened Senses (smell). Disadvantage:
Melee Weapons Melee Weapons D12 → Axe D10 → (Great Axe Unpleasant Appearance (2-point).
D12 + Focused Strike D10) + Bludgeon D10 → (Horseman’s
Mace D6 + Military Hammer D6 + Sledgehammer D10) + Special maneuvers:
Pole-arm/Spear D10 → Spear D10 + Sword D12 → (Greatsword Focused Strike (Melee Weapons → Axe): NN 8; +3 threat points
D12 + Multiple Strikes D10) {DP 98} next attack round. Multiple Strikes (Melee Weapons → Sword):
Ranged Weapons D10 → Crossbow D10 + Thrown D8 NN 9; 3 strikes. Hold (Unarmed → Grapple): NN 4 + opposed roll.
→ Spear D8 Pulverizing Strike (new and NPC-specific: Unarmed → Punch):
Unarmed D10 → Grapple D10 → Hold D10 + Kick D8 + Punch NN 6, +6 threat points.
D12 → Pulverizing strike D12 {DP 50}
Willpower D10 {DP 10} Equipment:
Great Axe of Shattering (a roll above 8 bypasses armor if attack
* Alternative speciality placement exceeds defender’s chosen Active Defense. Opponent’s armor
must make an item saving throw of double its die rank (i.e.
Notes: leather 2D6, Chain 2D8, etc) or be reduced one die-rank until
Throk is a half-orc, an unfortunate fact few have failed to repaired. In addition, defender’s shields, if used, have a 2%
recognize due to his exceptionally homely appearance. His chance of shattering per threat point inflicted with Throk’s Axe
origin was one of violence and tragedy. His human mother was (including archetypal magical shields). He also owns several
called “Mère Aufahm” by her mercenary hirelings, and “The spears, and a sledgehammer. Tylwyth Leather Armor (2D6).
Whore of the Orcs” by the goblinoid tribes. She was no victim
but a perpetrator, a blackheart who forced the women of her Treasure:
remote town to copulate with the local Orc chieftain, only to Throk carries beef jerky, a few coins, and his weapons. Now
sell the unnaturally strong babies as warrior slaves to nomad and then he may have a severed head in his bag as a temporary
tribes in the far reaches of Psarmorum. “Throk” was named souvenir. He’s not known to care much for treasure.
after the sound made when she’d smack his large, crooked nose.
He was an exception to her business model, her own child
raised solely to protect her. But her luck ran out, as did Throk,

by a powerful Mind Mage, a master of psychogenics named


residents’ homes; several hostels near Crossroad; a main inn;
Bertran Forthwind. Crossroads, in addition, seems to attract skilled
famous weaponsmith; many traders (and places for them to trade),
individuals of all sorts.
wagoners.

Guilds and Training Regional Monsters


Since Crossroads is a nexus of ley lines, and the location of the
The Guardians’ Guild is a large, powerful guild of mercenaries
Equinox Portal, there are innumerable monsters in the area. That
and explorers. If it can’t provide training in an area itself, it can
is why their town guard force is abnormally large and diverse in
certainly direct members to those that can provide it. Crossroads
capability. (See Chapter 6 for the bestiary penned by Signoret, the
is also home to one of the most powerful mage colleges in the
honorary sage of Crossroads, and a renowned visiting wizard at the
Nation of Maedoen, sanctioned by both the Gan Creadigeath
Octocirculi Academy.)
and Shee Lords of Maedeon, both eager to learn and support
the dissemination of secrets beyond their own purview and
experience. The college, called the Octocirculi Academy, is headed

page 154 | Chapter 7: Maedoen


Crossroads Adventure Hooks it of course. He just needs a hand… and guess who he wants to
recruit to give it to him?
Roll up, Roll Up! Canguistine the Magnificent is a showman beyond
compare. All he needs is a show. Since Crossroads is known to Golden Acorn: A curious trader comes through the Equinox Portal;
have many monsters, he has come here to capture a menagerie a seelie with the form of a woman, and yet one that is as much
of beasts that he will take on tour to the seven corners of the tree as flesh. Branches sprout from her hair, leaves flurry about
cosmos — or so he says. Canguistine is slender, dark, energetic, her and acorns tumble at her feet. Golden Acorn says she comes
charismatic and just a little sly: his magic is showy but of little from all times and none. She knows the adventurers and speaks in
substance, as is his personality. He has money and will pay for riddles; she claims to be from outside their timeline, to know them
the capture of rare creatures — he might go so far as to use in the future — she is always confused as to what has and hasn’t
the network of ley lines and the Equinox Portal to summon a happened yet. She gives garbled hints as to what might occur,
particularly spectacular monster, with the intention of capturing while claiming it would be wrong to say too much. She offers
magical items for sale and also brings gifts: gifts given by the

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.

Chapter 7: Maedoen | page 155


Bertran Forthwind (Crossroads) wooden wands slipped into his belt, alongside a simple athamé
Occupation: Chancellor, Octocirculi Academy (ceremonial dagger). Bertrand — along with the college’s seven
Race/Gender: Human male appointed archmage mentors (one teacher per Pillar, their
identities never quite certain) — is dedicated to bringing forth
Abilities: the societal boons of thaumaturgy. The academy accepts ten
Animal Handling D10 → Riding D6 students a year, male or female, of any intelligent (and even
Arcanum D12 → Artificing D12 + Potions D10 + Wards D8 {DP innately magical) race, so long as they show latent talent, and
42} are not associated with the Gan Creadigeath, whose power he
Agility D10 {DP 10} believes weakens and stifles society.
Alteration* D10 → Change D8 + Control D8 + Create D8 + The Gan Creadigeath, in turn, underestimates his influence and
Sense D8 {DP 42} vision for a more advanced, and decidedly arcane, civilization.
Conjuration* D8 → Change D8 + Control D8 + Create D8 + Travelers will note that the college grounds is testament to his
Sense D8 {DP 40} vision, with lamps lit by magic, and details like a small sourceless
Fortitude D8 {DP 8} stream running moat-like around the academy, softly aglow at
Elementalism* D12 → Change D12 + Control D12 + Create D12 night. The beautiful, circular meeting table in the main meeting
+ Sense D12 {DP 60} hall can display an explorable map of the known realms, like a
Influence D10 → Persuasion D10 mahogany scrying surface. Even the college’s sewage system
Knowledge D12 → Anthropology D10 + Appraisal D8 + Court & and aqueducts are magically aflow. He happily entertains
Politics D10 + Engineering D8 + History D10 → Maedoen D8 + townsfolk each year with fireworks displays, and throws feasts
Linguistics D10 + Mathematics D10 → Astronomy D8 for nobility with meals cooked by invisible hands, magic, and
+ Religion D8 elemental fire. The Academy recognizes gods and goddesses,
Melee Weapons D8 → Knife D6 {DP 14} but does not encourage worship so much as a healthy respect
Perception D10 → Notice D10 for their power. The Eight, as the staff of the academy call
Psychogenic* D12 → Change D12 + Control D12 + Create D12 themselves, secretly wish to convince Gwalter Ap Dagda to
+ Sense D12 {DP 108} allow Nerthach, the Eldritch Man, to seek asylum within their
Ranged Weapons D6 walls as a blatant challenge to the ancient pact that holds the
Skullduggery D8 realms in thrall to the Seelie Court. He sees as a golden age
the days when the druids were the powerful masters of nature,
*Bertrand has mastered all listed Psychogenic spells at D12. rather than the mere proxies of the fairies of Meath forest.
For the other Pillars, the GM may assume all known spells He’d wish the peaceful return of the order of Cernunnos, not
are learned, and in his repertoire (roll basic + specialty). His to destroy the Gan Creadigeath, but to integrate and reform,
Psychogenic DP usually involves telekinesis. but understands that peace is an unrealistic expectation should
those circumstances arise.
Notes:
Bertrand, although plucky and adventurous, is a serious Equipment:
man. Medium of height and build, he appears at first glance Wand of Binding, 3D10 incapacitation, maintainable. Wand
unremarkable. He is never foppish in dress or demeanor, of Psionics, adds 2D10 to all Psychogenic threat points (200
but is rather quiet and unassuming, usually seen wearing a energy points), single target or area effect. Wrhydri bracers
simple tunic and cloak. There are always several gnarled, dark (magical leather), +1 to passive armor, and +D6 DR once/round
vs. any spell-based threat points. Small dagger, athamé (more
often used as a focus item).

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.

page 156 | Chapter 7: Maedoen


adventurers’ future selves — or by their friends. She is unwilling, Ygmir needs dupes who will carry this task out for him. He seeks
or unable, to say which amongst the band still live in the future kind-hearted adventurers; to these he will pose as one concerned
days she has visited. Golden Acorn’s ramblings contain hints and for the poor starving citizens of Phantos — won’t they help him
hooks, suggestions and warnings, that might prompt the party in bring food to his suffering people? He will even go so far as to
the direction of adventure. She comes and goes – her presence pretend to be a secret opponent of Phantos and the Seven to gain
presaged by roots growing from floors, vines from ceilings, and a sympathy. The dupes are granted entry to the “City of Life”, and
scattering of squirrels that run at her feet. When she visits, there is might make several trips to and from the city before realising the
no guarantee that to her the meeting will be consecutive with the great profits Ygmir is making and what little advantage is coming to
last encounter: the fifth time she meets the party might, to her, be the oppressed people; Petal Violet might tip them off, seeking to
the first or twentieth! recruit them to her own cause. And what of Phantos himself? Will
this charade amuse him? If it doesn’t, the adventurers might find
Auxiliaries of the Guardians’ Guild: Heavens above, why are so many themselves on the sandy floor of the Jotterthug Stadium.
hideous things coming through the Equinox Portal? Can they help
uncover the reasons behind it all? Worse than any time on record, Nathal’s Fear: The elven emissary has received word that a dark
things strange and bizarre are overrunning the town guard and mirror realm — one that is a duplicate of Crossroads but a mirror
even Virgil’s stout guildsmen. Will the party sign on as probationary image, where that which is evil has become good and vice versa,
members of the guild to aid in this time of crisis? is drawing metaphorically near to the Equinox gateways and that
an overlap will occur. His concerns have been dismissed by the
Ygmir’s Gambit: The mayor of Phantos (over the border in Meath) duchess, since the sage Signoret has detected no such dangers
has hit upon an ingenious scheme. He would trade cheaply bought and neither have any of her seers. But Nathal has not been misled,
plundered goods for foodstuffs, bring the food back to Phantos, a shadow is about to fall over Crossroads that will see some of
sell it for a great profit, buy yet more stolen luxuries, and trade its residents intertwined with their mirror images — a Crossroads
again ad infinitum until he is as wealthy and powerful as a prince. where the Guardian Guild oppresses rather than protects and evil
He looks to Crossroads as a place where he can make his trades entities are welcomed through the portals…
— but the Duchess Sibyl would never allow Phantos’s brigand-won
treasures to be sold on her town’s streets.

Chapter 7: Maedoen | page 157


Psarmorum
To the south and east, strange nomads dwell beyond the nation’s

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.

Order of Knights, the Bishop, and other noblemen and religious


figures. History: The generally known history of Psarmorum is soon told.
A large band of Templar Knights, including members of all ranks,

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.

dangerous. Along the northern half of the nation’s western border


is the Forest of Meath, where demons and angels dwell. That forest The nation’s secret histories, recorded only within the vaults of the

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)

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still confer their wisdom upon those of high rank, and may aid the Peris are good, very attractive fay with magical powers, long life,
pious of any station. and the passions of mortals, who often take winged form. They
are happy to help deserving souls in angelic ways; so Baphomet
The inner circle of Psarmorum’s elite, the highest-ranking employs peris for such lesser matters and to keep up appearances,
Templars and nobles, know more of the truth. The leaders of the and at times to bolster the morale of troops raiding Maedoen. In
original band of Knights Templar secretly worshipped the demon return for their aid, he promised them help in their eternal war with
Baphomet. Knights adjudged worldly and wicked enough were the cruel and ugly deevs (Persian demons). Peris often need help
initiated into occult rites, and promised wealth and power. When from mortal heroes in this struggle, and Baphomet supplies them
the stars were right, the demon was able to use the link magically knights of great prowess who prove not to be “morally flexible”
forged by worship to summon the Templars and the pilgrims they enough for high rank. He keeps serving peris out of his way in the
escorted from Earth to Ainerêve. It was not angels who came Forest of Meath, where they clash with other demons (all deevs to
to the aid of the pilgrimage, but Baphomet’s vassal demons in them).
heavenly guise, who granted the power to survive. Today, the
blood of demons flows, to lesser or greater degrees, in the veins of Baphomet now has a temporal and spiritual power base in
all Psarmorum’s nobility, kept strong by periodic reinfusion. Psarmorum: a nation of fierce warriors dedicated to him (in
his persona as Sol Invictus), with little of the fickleness of pure
The demons who started the slow process of corruption have demons. What his plans are, only he knows — world domination?
guided and shaped Psarmorum since its beginning, through always- true godhood? Only the wisest of sages know enough to speculate.
plausible and wise-seeming advice to the high and mighty. The
Church, too, has changed, and the faith is not what it was. It was Baphomet’s success infuriated Satan and his demons beyond
close at first, and there were genuine saints early on whose relics measure, and they strive against him and his people just as hard
now have power in this magical world. The celestial imagery was as they ever fought against good. In turn, Baphomet makes sure
a cloak, though, and the change of names essential to Baphomet’s that Psarmorum’s rulers ruthlessly hunt down and destroy those
plan, since names have power. demons not in thrall to him, and those people they “turn from the
light”. This helps keep the populace on their toes, suspicious, and in
He presents himself as Sol (Invictus), a pure, implacable, and a state of fear, and thus more easily controlled. And since Church
warlike god; whose other aspects (Luna, Astra) deal with facets and State are “fighting the good fight” against genuine servants of
such as mercy and a savior figure. Baphomet, through his priests, darkness, creatures of the pit, and devil-worshippers, who could
talks of brotherhood, purity, and faith, so as to harness those who doubt their essential virtue?
believe in such things to work for him. Over time, relying on faulty
human memory, he has magically changed scripture to stress The People: People living in Psarmorum come in two basic types:
unquestioning obedience, fierce piety, conformity, and intolerance citizens and brothers. Brothers are those who served in the army.
of mystical creatures, outsiders, or any that are lax in devotion. They are typically accorded more freedom and authority than
Even so, redemptive aspects remain, and clues for the truly percep- citizens, that is, everyone else. Citizens can be influential, by virtue
tive. of noble birth or wealth, and brothers can get trod upon, say, if
they were simple infantry in the military but have returned to
Baphomet, like many demons, sought power. Unlike the rest, he civilian life. A person’s status as brother or citizen is secondary. A
had cunning and patience, kept his bargains, and achieved it. He wealthy citizen still has power over a poor mason, but a brother
and his vassal demons left Satan’s court in Hell when his plans mason has an advantage over a citizen mason down the street.
were ripe. With the aid of two other entities, he was able to work
the great magic that brought the knights and pilgrims to Ainerêve. Baphomet’s demons have often been surprised by the people they
In exchange, they gain some measure of power via worship as think they control, for instance, when the Knights Templar decided
the aspects of Luna and Astra in his unholy trinity. (Luna is his there was no return to Earth, and avoided a complete civil war.
consort, Lilith; Astra’s identity is unknown.) In order to harness Still, they are pleased with their work. As strictly conformist as the
the full strength of (demon-tainted) humanity over the long term, country is now, the demons could leave it alone for years without
Baphomet needed to have good and evil serve him alike, so had to the risk of it becoming any more tolerant or pleasant in nature.
maintain the illusion of righteousness. His ‘celestials’ thus include
not only disguised demons but also peris, recruited from the stable Baphomet sees the benefit of alloying evil with some good to
land of Persian myth. make it stronger, and gradually extending the inner circle of true
initiates. His demons are more impatient, and would like to see a
wholly dissolute nation that openly worships Baphomet (which

Chapter 7: Psarmorum | page 159


would of course burn itself up in an orgy of demonic debauchery there are some traders who make their money selling good steel
in a generation or two). Baphomet keeps them on plan, working on weapons to the warlike tribes or bringing back their native arts as
the very slow corruption that he knows is the only certain way to oddities. These carvings, musical instruments, and hide paintings
retain his power. The demons still compete through their charges, are occasionally considered beautiful works of art, but are usually
as is their nature. They have a lot of work to do, but that’s what treated as little more than cheap curios.
they get for starting out on a people as dedicated as a large group
of knights and pilgrims. Internally, Psarmorum is largely agrarian, as it must be to feed its
populace. Many large farming communities have reliable buyers in
Regional Pantheon the middlemen who transport and sell the crops (mostly grains) to
The Holy Trinity (Sol, Luna, Astra), and the Celestials (the host of the major cities. Threats to the nation’s welfare — from barbarians,
angels). Opposing them, Satan and his demonic hordes. monsters, demons, demon worshippers, and others — are common
enough to keep the military elite in control of the country and the
People of Psarmorum may not be faithful to a man, but those that military well-funded. Danger from the west is rare and often more
aren’t pretend to be. To call its atmosphere that of an inquisition easily faced on land, so Psarmorum’s navy is weak.
would be excessive, but not by a great deal. One who does not go
to church weekly gets funny looks, less business, and sometimes Local Authorities
social abuse (thrown vegetables and the like). A person or family Psarmorum maintains an army large enough to withstand
who is not pious enough is encouraged to change, and those who prolonged assault from a serious force. They have had to do so
do not change convincingly enough must go on a state-organized several times over the nation’s long history, so nobody questions
pilgrimage to find their faith. People suspected of demon- the choice to have the army now. Only the Templar order is
worshipping in any form whatsoever are thoroughly investigated allowed to field an organized and armed force larger than ten
and, if found guilty, executed or sentenced to hard labor. people, so all members of the military belong, if only loosely, to
the order. The army is called “the Sword of Invictus” officially, but
Farther from the nation’s centers of population, there are villages the title is rarely used outside formal writings. In conversation, it is
that are harsher or more lax. There are even some villages where simply “the army,” “the military,” or “the sergeants’ lesser brothers.”
they worship not at all, or the wrong god. When the Templar
Knights learn of such a place, they punish the disbelievers. The army has five main stations in Psarmorum. One is near the
Temple Mount, and the other four are near clusters of significant
Population cities or points of tactical importance. Most cities also have smaller
Moderate. There are some very densely-populated cities in garrisons to provide police services and Defense until the larger
Psarmorum, but there’s a lot of space that is devoted entirely to units march to relieve them.
farming or lies unused.
Noteworthy Landmarks
Economy Most landmarks are better described on a local level, but a few
Since Maedoen is the only nearby other nation, and the people of stand out.
Psarmorum consider them godless heathens, there isn’t a lot of
real trade between them. Individual merchants sometimes brave Astra’s Threshold: This is a giant archway formed within the trunk
the forest to sell and bring back goods that bring high prices, but of a massive, ancient oak tree, leading into a giant, dark hollow for
there is nothing on a significant scale, and no “official” exports or most of the year. The Bishop of Psarmorum, head of the Order of
imports. Chaplains, gathers here with the highest ranking of the priesthood
during the summer solstice to greet the angels (peris), who often
What the people of Maedoen most prefer to purchase from lead them into battle. This site is actually one of the mysterious
Psarmorum’s brave traders is the weaponry they manage to get Equinox Gates, a transdimensional portal commandeered by the
through Meath. Psarmorum produces sturdy, if not exceptional, will of Baphomet and the strong beliefs of Psarmorum’s devout.
weapons and armor, and Maedoen is happy to have it. Merchants Legend has it that the tree absorbed the souls of the fallen Shee
traveling between the two nations (not to mention just to and from Lords during Astra’s Last Battle, their blood fusing with its sap.
the Forest of Meath) also make good money selling the regional Ceremonial use of shee blood can wrench the gates open during
artwork of each. the equinoxes. The local devil worshipers have tried this on several
occasions, but Astra’s Threshold is well guarded by the Poor
There are tribes of heathens, usually barbaric, who live beyond the Knights of the Faith.
nation’s boundaries and threaten the people’s welfare. But even so,

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Mont Blanc: It’s not the same shape as the original, and it’s a little The town to the east of the great bridge is one of the
bit shorter, but it is always covered in snow, and at least there’s army’s five main stations, with ten thousand warriors and their
no Italy to contest its ownership in Ainerêve. The settlers from support troops, much siege weaponry (and the teams to operate
Earth named it Mont Blanc before they knew any better, and the them), and two generals from the Order of Knights to command
name stuck. Also in the southeast, the three monasteries that dot them. Usually, about half the troops are on patrol, throughout the
its slopes serve as common destinations for the more devoted northern forest of Psarmorum, or along the Safe Road. Special
pilgrims. task forces sometimes dare the Forest of Meath itself. As well as
general tradesmen and so on in town, some trade (legitimate and
Most of the remains of Grand Master de Sablé II, one of the more otherwise) goes on with Maedoen and Meath.
renowned grand masters, were interred somewhere on the slopes
of Mont Blanc. Most legends claim that he was buried with great Sol’s Gauntlets: These twin fortresses are so-named because they
wealth and that his body will rise, armed with his great sword guarded the original northern river border of Psarmorum at a
Valiance and his heavy armor, to defend Psarmorum should the natural crossing point. Psarmorum has long since expanded into
need arise. the northern forests beyond, and the fortresses now guard a
mighty bridge that now provides the main way across the Grand
The first is true, the second is somewhat off: the chaplains who river. Although the garrison is only a token force, a town of
oversaw his burial worked sorceries on the grave. Invoked by the significant size has grown around bridge and fortresses. There is a
proper rituals, de Sablé II’s spirit comes to defend any holy man on great deal of wealth to be had by trading at the bridge, rather than
Mont Blanc (especially in the monasteries). Only a member of the spending a week or longer finding the nearest ferry or lesser bridge
Order of Chaplains can call on him, and each chaplain only once. and paying more for a slower crossing.
Grand River: So named for its enormous width and inexorably
steady flow, the Grand runs from east to west, cutting the nation Guilds and Training
of Psarmorum roughly in half. At some places in flatter terrain, the There is only one “guild” notable on a national scale in Psarmorum,
river is as much as two to three miles wide. and it is central to the country’s entire way of life. It offers training
on a very limited scale to non-members.
There, it is gentle and fairly slow; it is never low enough to be
forded, but the villages that thrive along its slower reaches provide The Orders of Knights, Sergeants, and Chaplains: Originally, each
bounties of fish for the rest of the nation, and there are constantly of these was a specific rank among the Poor Knights of the Faith.
sails on the water there. Higher in the hills, the Grand River is Knights were the order’s champions, heavy cavalry, deadly in battle
narrower, faster, and much less forgiving. The mountain river men and inspiring to men. Sergeants were the light cavalry and heavy
who float rafts and barges filled with ore and other goods down to infantry, formidable opponents on their own, but especially skilled
the cities from the mountains and high towns are legends of sorts in fighting as groups or units. Chaplains were ordained priests and
in the rest of Psarmorum. served the order’s spiritual needs.

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.

Chapter 7: Psarmorum | page 161


Though they are all called knights, the order has a complex system Knights occasionally serve at similar ranks as the highest-ranked
of determining superiority. One knight may outrank another based sergeants; officially, when a sergeant-colonel and a knight-colonel
on military rank (a brigadier general defers to a major general, disagree, the knight takes precedence. In practice, there is usually
for example), achievements (a knight honored for defending a a higher-ranking knight nearby who knows enough to take the
pilgrimage against banditry has more sway than one who has sergeant’s advice. But not always — some knights look down on
received no honors), or experience (based mostly on age, but also the sergeants and stubbornly refuse to see wisdom in their words;
accounting for time in active service). Family has no official effect others are trapped by the politics that often surround military
on influence within the Order of Knights, but a knight whose family decisions, and let that force their hands.
has made a significant donation to the Temple Mount is more
likely to be recognized by the grand master and earn the esteem Because no citizen of Psarmorum may participate in an organized
necessary to boss around lesser knights. armed force without being a member of the Templars, the Temple
Mount created the Order of Sergeants. Citizens who join the
Sergeants are significantly more numerous than knights. This is army are inducted as “lesser brothers,” which basically lets them
largely because joining the Order of Sergeants comes with fewer become infantry without initiating them into the Templars’ serious
expectations of nobility and wealth. Becoming a sergeant is a mysteries. Not all members of the Order of Sergeants serve the
matter of aptitude and dedication, and few who have even one of Poor Knights in a military capacity, and many have other skills.
those are turned away. Rarely, when the Order of Knights refuses Knights govern and the chaplains see to faith, but everything else
a nobleman’s son, that nobleman may buy a place in the Order of falls to the sergeants. Often today this means administrative work.
Sergeants for the son, it being better than nothing. Sergeants make Most craftwork falls to non-initiated citizens, who are directed and
up most of the lower-ranking officers in the nation’s military, nearly funded by sergeants.
everything from second lieutenant to colonel.
The Order of Chaplains started out seeing to the piety of
Military Ranks of Psarmorum the initiated Poor Knights of the Faith, but today it serves all
Grand Master Lieutenant-Sergeant Psarmorum. All ordained priests, from the Bishop of the city of
General, major 2nd Lieutenant-Sergeant the Temple Mount on down, are initiated members of the order.
General, brigadier Sergeant They learn how to read, give services, perform expected rituals
Captain or colonel Corporal
Lieutenant colonel Archers
Major Men-at-arms
Sergeant-colonel Proletariat Sol, it usually consists of wayward humans and not monsters.
Devil worshippers control sorceries proportional to the evils they
Devil worshippers perpetrate. Some bands never do anything worse than breaking
TY: Minor to Exceptional things and blaspheming, and they have minor magical powers.
TD: Minor: Arcane D8 ~ Melee D4 ~ Ranged D4 ~ Unarmed D4 Others are more dedicated to Hell, and they make animal or
Standard: Arcane 2D8 ~ Melee D6 ~ Ranged D6 ~ Unarmed D4 human sacrifices and engage in ritual orgies. Their powers are
Exceptional: Arcane 3D8 ~ Melee 2D6 ~ Ranged D8 more varied and more potent. Minor worshippers can cast Threat
~ Unarmed D4 spells via Invocation. Standard worshippers have that basic
HP: Minor 8, standard 32, exceptional 48 [normal, medium, power, but can also Curse via Arcanum. Exceptional worshippers
mundane] have Threat, Curse, and Conjure (imps or demons). The GM may
DR: Standard +1 (cloak), exceptional D6 to D8 (armor) as well add or subtract powers as needed, of course.
ST: Minor D4, standard D8, exceptional D12
AR: D6 WAT: Minor worshippers have crude weapons and only minor
harm spells. Standard worshippers wear cloaks unhallowed by
Notes: demons, granting them +1 damage reduction against every
Devil worshippers: Mostly human in appearance, devil worship- threat point, and get weapon-specific bonuses. Exceptional
pers usually travel in groups of ten to thirty. At their worst, they worshippers often carry magical items of unhallowed nature,
have some light demonic traits, like red-tinted skin and nubs of and sometimes wear leather to chain armor (D6 to D8). Treasure:
horns. They despise Sol and revere Satan in all his wickedness. To minor $50, standard $100, exceptional $200.
worship him, they perform evils in his name, from ruining wagons
to eating babies. Most travel rather than settling; when there
is a stationary community that worships something other than

page 162 | Chapter 7: Psarmorum


Gethra Temple Mount
TY: Standard Description: The Temple Mount is the nerve center of all life for
TD: Ranged 2D10 ~ Melee ~ 2D8 ~ Unarmed 1D10 the Poor Knights of the Faith and the society that has risen around
HP: 46 (23/23) [normal, medium, mundane] them in the phantom world of Ainerêve. The term Temple Mount
DR: By armor or shield type properly refers only to the fortress-cathedral at the foot of a
ST: 2D6 mountain, but most folk apply it to the grand city that surrounds
AR: 1D8 it. Only scholars and chroniclers remember and use the city’s
old name, Piusarmorum. It is a beehive of chaplain and sergeant
Notes: activity, and it is from here that Grand Master de Chartres IV
These creatures are not overly common, but they appear with directs his knights’ activities.
enough regularity that they cannot be considered unique. Gethra
walk digitigrade, on cloven hooves, and have the furred flanks Large enough to contain all of the order’s official members in case
of a goat or deer up to their waists. Above the waist, they have a of siege or emergency, the Temple Mount was designed by Psar-
muscled bare chest, and antlers top their heads. They fight with morum’s first inhabitants as a combination of temple and fortress.
crude spears or axes, or steel weapons if they can steal them. It provided both consecrated ground whereon the order’s chaplains
Gethra usually work alone and are best known for kidnapping could conduct holy services, and a stronghold against the terrifying
innocent villagers. Most presume that the gethra eat them, creatures who constantly threatened the Poor Knights in this
and they often do, but some gethra try to make their own little strange land. The walls first built around the Temple Mount marked
villages out of their prisoners. out an area 300 by 550 yards and stood at the height of three men.
Within the walls’ safety, the gold-domed temple provided a respite
WAT: Gethra carry crude spears or axes, or steel weapons if they from the apparently godless surroundings.
can steal them. They do benefit from specific weapon bonuses,
but not mastery bonuses (as per all standard monsters). Treasure: Since then, heathen armies have razed the Temple Mount fortress
These creatures usually hold onto miscellaneous stolen goods, twice and its surroundings several times more. Each time, the
D4 × $100 worth. Templar Knights have rebuilt more strongly than before. Today, the
Temple Mount is visible from leagues away, its hundred-yard-high
cathedral roof and all six of its slender towers sheathed in beaten
gold. Its walls, now twenty yards high and heavily defended by
(weddings, funerals, etc.), and generally see to people’s immortal
crossbow and ballista, guard several square miles appropriated
souls. The Order of Chaplains is the Church in Psarmorum.
by the holy order. The order’s experience with sieges ensures it
is prepared: the walls are well stocked with missiles and other
After the ruling of Grand Master d’Echallens changed magic from
armaments, and food enough to keep a full complement of troops
a source of evil to (at least in part) a blessing from the Lord Sol, it
fed for weeks. Scaling the wall with siege ladders is made hard by
became the province of the Order of Chaplains. When the army
the long iron spikes sticking out from the battlements.
marches, the chaplains march with it not just to lead daily prayer,
but also to support it with their arcane knowledge. Chaplains use
The city itself is a sprawling affair. It originally grew up to house
their magic in the course of their work to heal the faithful, exorcise
the pilgrims who came with the Poor Knights into Ainerêve. The
demons, and strike down the unworthy, but also to manifest the
city’s first incarnation was as a small agricultural center. With
divine favor of Sol in their services. Just as the grand master is
each rebuild, the Templar Knights have had more manpower and
rarely the best warrior, the Bishop of Psarmorum (foremost ecclesi-
a stronger economy for reconstruction. Archived maps of the city
astical authority in the nation and head of the Order of Chaplains)
show its evolution from a spread-out farming community to an
is not always the mightiest theurgist, but more often a man skilled
efficiently designed, stone-built city, with disordered peripheral
in debate, philosophy, rhetoric, and politics.
areas (and, alas, a perennially troublesome waste-removal system).
Almost one out of every ten buildings is a temple, minor or major,
Regional Monsters
to Sol, and any inhabitants who don’t pray regularly get strange
Monsters in Psarmorum usually wander in from the unsettled lands
looks from their neighbors. Eventually, Templar chaplains come to
beyond the borders. They are embodiments of the people’s fears:
visit such malcontents, who either reaffirm their piety or are told
vaguely demonic, vaguely human, all unholy or heathen. Examples
to go on a state-sanctioned pilgrimage to one of Psarmorum’s holy
include devil worshippers and gethra.
sites.

Chapter 7: Psarmorum | page 163


A large oasis, fed by an underground river, sits beside the Temple
Grand Master de Chartres IV (Temple Mount)
Mount and city. It is used for local agriculture. Pipes from the river
Occupation: Grand Master, nobleman, and knight
itself provide water for the city’s needs, and keep the many
Race/Gender: Human male
underground cisterns full. The city cisterns, which can be
separated from the river in case of poison, hold water enough
Abilities:
for a three-month siege or drought. Should the city be lost, the
Agility D6 → Speed D4 + Stealth D6* + Reflexes D6 → (Reaction
Temple Mount itself could hold against a siege for six months with
Time D6 + Balance D4) {DP 32}
full barracks.
Animal Handling D10 → Riding D8
Arcanum D6
Population
Fortitude D6 → Athletics D12 → (Swimming D6 + Climbing D6)
Heavy. More than a hundred thousand people inhabit the Temple
{DP 30}
Mount’s city.
Healing D10 → Humanoids D8
Influence → Intimidation D10 + Coercion D6 + Blackmail D6
Economy
Knowledge D12 → Augury D6 → Astrology + Court & Politics
Of all the towns in Psarmorum, the Temple Mount produces the
D10 → (Bureaucracy D10 + Monarchy D10) + Engineering D12
least. It is home to the nation’s bureaucracy. At the top sits Grand
→ (Fortifications D12 + Siege Engines D10) + Gather Informa-
Master de Chartres IV, and beneath him are scores upon scores
tion D12 + Linguistics D6 → Celestial D4 + Mathematics D6
of the order’s knights, sergeants, and chaplains, all with minutely-
→ Astronomy D4 + Military D12 → (Leadership D12 + Battle
differentiated rank and eager to advance, and hinder others’
Tactics D12 + Magical Tactics D12)
advancement or accelerate others’ decline. Commands from the
Melee Weapons D12 → Sword D12 → Long D10 {DP 34}
grand master or his lieutenants and other lesser functionaries
Ranged D6 → Bow D6
are sent from the Temple Mount to hundreds of knights and
Willpower D12 → Resistance D6 → (Psychogenics D8 + Pain D6
sergeants, wandering chaplains, and mayors across the land every
+ Mind Control D8) {DP 40}
day, and couriers return with as many reports, all of which need to
be read, recorded, summarized, and eventually archived.
* Alternative speciality placement

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.

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Originally Percival de Cadeaux before he chose the name de
Vernon de Cadeaux (Temple Mount)
Chartres IV for his office, the grand master began life aspiring to
Occupation: Commander of City Garrison
be a powerful knight, as many noble children do. But Percival did
Race/Gender: Human male
not grow to be tall, strong, deft with a blade, or even particularly
handsome. He is of medium height, and his mastery of the manly
Abilities:
sports was adequate at best. His mastery is of the mind: he is a
Agility D10 → Speed D10 + Reflexes D10 → (Balance D8 +
brilliant strategist and tactician. Though Percival’s father had to
Reaction Time D10 + Evasion D6) {DP 54}
buy the boy’s way into the Order of Knights, Percival distinguished
Animal Handling D10 → Riding D10 → Warhorses D6
himself commanding soldiers, and gained prestige and rank quickly.
Fortitude D10 → Athletics D8 → (Climbing D8 + Swimming D4)
He has a similar great facility with politics, seeing it in much the
+ Endurance D12 → Pain D8 + Feat of Strength D8 → (Break &
same light as moving soldiers on a field.
Bend D8 + Lift & Carry D8) {DP 70}
Healing D10 → Humanoids D10
De Cadeaux is not a powerful family, so nobody considered
Influence D10 → Intimidation D12 + Interrogation D8
Percival (or any of his cousins) to be a genuine contender for high
Knowledge D8 → Engineering D4 → Fortifications D4 + Gather
office until he won a famous battle. Percival was the second-
Information D12 → Linguistics D4 → Celestial D4 + Military D8 →
ranking Knight Templar of the Sword of Invictus when it faced an
Battle Tactics D6 + Reconnaissance D10
assault from the barbaric heathens out of the north. The situation
Melee Weapons D12 → Knife D10 → Dagger D6 + Sword D8 →
looked grim, and even worse when the commander fell in battle;
Long Sword D6 {DP 42}
but once in command, Percival rallied the army, out-maneuvered
Perception D8 → Scouting D8 → Surveillance D10
the foe, and won a devastating victory. The northern heathens
Skullduggery D10 → Stealth D10 → Urban D10
have not roused themselves to more than a raid since that defeat
Ranged D12 → Thrown D8
over a decade ago.
Skullduggery D10 → Stealth D10 → Urban D10
Unarmed D10 → Punch D10 → (Knife Hand D10 + Rabbit
Percival’s popularity was high after the battle, just when the
Punches D10 + Uppercut D10) {DP 50}
previous grand master died. Many nobles of more powerful families
Willpower D6 → Resistance D12 {DP 18}
still didn’t give him a second thought, and he rode his fame and
amazing military performance into the office while they were busy
Equipment:
with internecine squabbles. After the vote went his way, Percival
De Cadeaux has access to many weapons as Captain of the
took the name of de Chartres (after the cathedral of long-lost
Guard, however he mainly dresses and arms himself in one of
France) for his victory over foreign heathens and to indicate that he
two ways. When acting in his official capacity he wields a fine
intended to be a mediator. Since Percival’s ascendance, the family
quality longsword (+1 bonus threat point for craftsmanship,
de Cadeaux has gained a great deal of financial and political power,
totaling +4 harm /+2 init bonus 2-handed) and a Medium shield
and de Chartres IV has done a near-miraculous job at balancing the
(+1 due to craftsmanship; total 3 DR). He wears fine plate mail
other major families against each other. De Chartres IV has held
adorned to distinguish his rank (2D6 armor), and sometimes a
the office for 13 years, since his major victory in the field at age 30.
surcoat with heraldry. Off duty, he may stalk the city covertly
It has been a remarkably stable period of rule — yet another reason
in a heavy cloak and leather armor (D6 + 1). Additionally, he
for the other noble families to feel jealous of him.
will have a small buckler shield and carry several daggers and
throwing knives. In this guise he is easily mistaken for a common
Grand Master de Chartres IV meets with his “angel” advisor once
scoundrel.
every other new moon. Because of increasing tensions in the
demons’ own ranks, the emissary to de Chartres IV (who takes the
Treasure:
form of a beautiful female angel called Avnas) has taken measures
As a captain of the guard he has access to the full treasury of the
to protect her investment. She has warned him that the denizens
garrison, as well as anything confiscated from criminals. Much
of Hell may attempt to influence him in disguise, and the two have
of this latter is allocated to the guards as pay and rewards. This
arranged security codes to ensure that each knows the other.
makes his men loyal followers.

Vernon de Cadeaux: Cousin of Grand Master de Chartres IV, Vernon


achieved his current office upon the elevation of his cousin to the
highest office in the land. Vernon assiduously serves as commander
of the city garrison, and his sergeants and knights police the city
with skill and honor.

Chapter 7: Psarmorum | page 165


Vernon always had a significant rivalry with the grand master; he
Bishop Mallory (Temple Mount)
was everything Percival was not — tall, handsome, blessed with
Occupation: Patriarch
skill with the blade and lance, and at other noble and knightly
Race/Gender: Human male
pursuits. These virtues awoke resentment in Vernon’s younger
cousin, who started trying to make life difficult for Vernon and
Abilities:
began their rivalry.
Agility D6 → Reflexes D6 + Speed D6 {DP 18}
Animal Handling D8 → Riding D6 → Horses D6
When the grand master took his current office, he had earned the
Arcanum D10 → Potions D8 + Wards D8 {DP = 26}
ultimate honor, one his cousin could never surpass, and he was
Fortitude D10 → Athletics D8 + Feats of Strength D8 {DP 26}
mollified. De Chartres IV appointed Vernon to his current position
Healing D12 → Humanoids D8 + Medicine D10 → (First Aid D6
as a peace offering, and Vernon accepted with few reservations.
+ Herbal Remedies D6 + Salves & Ointments D6)
Now, it is Vernon’s turn to fume and let his anger grow. He does
Influence D10 → Coercion D10 + Interrogation D6
not feel that his cousin can begin a feud and then choose to end it.
Invocation D10 → Change D8 + Control D8 + Create D8 +
Vernon serves faithfully, but he is not a proponent of his cousin’s
Sense D10 {DP 76}
rule. He will not undermine de Chartres IV openly, but he secretly
Knowledge D12 → Augury D8 → Astrology D10 + Appraise D12
associates himself with opponents of the grand master.
→ Jewelry D6 + History D8 + Gather Information D8 → Court &
Politics D6 + Linguistics D8 + Religion D12 → Sol Invictus D12
Someday, he may be tempted to try a coup. It wouldn’t be the
Melee Weapons D8 → Knife D8 + Bludgeon D8
first in the history of Psarmorum. He has already quietly laid the
→ Quarterstaff D4 {DP 28}
foundations for such an action, after prompting by his own visiting
Talent D8 → Public Speaking D8
“angel,” who calls upon him irregularly but is acting to counter the
Unarmed D4 → Grapple D4 → Hold D4 {DP 12}
influence of the demon who visits the grand master.
Willpower D10 → Resistance D12 {DP 22}

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

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Templar-sanctioned pilgrimages, because the trip would be over museum, built and maintained using the city’s impressive taxes and
too soon. by the order of Temple Mount.

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

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From the outside, the cupola appears to be pure beaten gold. From that only those with great resistance survive. Inhuman creatures
within, it is transparent. One who looks through it can see clearly are unpredictably susceptible to this power, and it is unrelated to
and in detail for dozens of miles around. The viewer can even blood. Angels and demons, for example, almost always succumb to
peer a short way through solid objects. Everything seen through the shard’s magic, while the shee of Meath do so only rarely. It may
the cupola is colored faintly gold. (Perhaps here lie the origins of protect the wielder somehow as well.
the phrase “golden sight”, used to describe the optimism of some
unfortunate past grand masters who believed that there was The shard can be wielded as a weapon, but it’s not easy. One may
nothing wrong with Psarmorum even as things crumbled around affix it to a haft with straps of leather or rope, but it may fall off on
them.) The cupola appears to be indestructible, though this might delivering a solid blow. The shard could be used as a short dagger
just be luck (it can be marred and defaced). or knife, but it is sharp and must be worn with thick gloves, lest
it cut the warrior and turn its deadly magic on him. And even the
Merlion’s Organ: This tall, white-steel organ is emplaced in the strongest gloves cannot ensure that the shard will not accidentally
Seervall Cathedral in the city of Temple Mount. The chaplains of cut the one who fights with it.
the order play it regularly for services, and some note that it brings
out piety and reverence in those attending the service. In truth, it Chaplains and knights of the order disagree about the shard’s
makes them docile. People hearing the gentle tones of this organ proper placement in the vaults. Chaplains want to treat it as the
(which can be heard across a large swath of the city when played holy relic it is and allow it to be shown on special holy days (under
at its loudest) grow calm and accepting. They’re not immune to heavy guard, of course), but otherwise leave it alone in the vaults.
passionate feelings, like anger or jealousy, but it becomes harder to
rouse them, let alone whip them into a frenzied mob. The shard inflicts 12 threat points against shee, 36 against
humans, 72 against undead, or 100 against demons (no random
This effect is just incidental. The main power of the organ is roll) with every strike. With every use, there is a 5% chance the
emotion-manipulating magic. Playing a particular tune “primes” shard will pierce or cut the wielder, doing damage immediately.
Merlion’s Organ, so that the next song played affects those who
hear it much more strongly, evoking whatever emotion is natural The knights would prefer to keep it in the Temple Mount’s most
to the song. A tarantella makes people joyous and celebratory; secure armory, bringing it out for important battles and wars and
a dirge makes them weep. The music that activates this power otherwise keeping it away from the populace as they would any
(a toccata) is obscure. Merlion himself composed it, but while he dangerous and valuable weapon. Where the shard is kept and how
fancied himself a composer, society appreciated only his brilliant it is treated changes along with the balance of political power in
organ-making. His many compositions reside mostly in the deepest the Temple Mount.
basements of musical archivists and obsessive collectors.
Roll of Years: This is a long scroll of parchment of uncertain
Shard of the Spear: There are many mighty relics and artifacts provenance, yellowed with great age. It sits alone on an ivory
hidden in the deepest vaults of the Temple Mount, but only a few pedestal in a special room among the vaults beneath the Temple
are described here. One of the most treasured is a shard of the Mount. In blocky red letters, the history of the Poor Knights of the
spear of Longinus, the spear that pierced Astra’s side as he hung Faith is recorded, perfect down to every relevant detail, from the
on the tree. Astra is a saviour figure, said to be an aspect of Sol. He very moment when the Templars first stepped on the magical soil
incarnated on Ainereve to save the people from the pagan devils, of Ainerêve. The scroll, wrapped around a cylinder at each end,
and sacrificed himself in a losing battle, his spirit remaining among always displays the current events on its pedestal. Rolling upward,
the people to save their souls. It was the Shee Lords who nailed one can read the past; rolling downward, one sees that it even
him to a tree. As they pierced his side, his spilt blood burnt the describes the future.
ground and consumed his captors with pale fire. His sacrifice saved
the people and his star now burns in the heavens as a beacon of Unlike its always-accurate history, the future written on the roll of
righteousness. years may be completely correct, blatantly false, or partially flawed.
There is no way to tell which, since it always seems believable. A
About as long a man’s hand from palm to fingertip, the jagged noble, whom the roll accurately notes as disaffected and corrupt,
shard thins from two finger widths to one after about half its might be described as leading a coup, when in truth his conviction
length. It is said that a wound from this shard dooms a soul to Hell, will waver and he will instead decide to retire to his country villa.
as it lades all the world’s sins on a person. What is known is that
a blow from the shard can (and usually does) slay a mortal target. Grand masters of the order have spent far too long reading the roll
It forces some form of transmutation upon the victim’s blood of years, searching for patterns in history or, more often, seeking

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advantage in the red-lettered future. It is important to note that
Mad Wolf
the roll of years is objective, recording facts not judgements. Thus,
TY: Legendary beast
it never tells a reader why he failed in the past, and never gives
TD: Unarmed 4D10 (bite) ~ Arcane 3D10 (Affliction/incapacitate
warning that he is obsessing over the relic rather than governing. In
breath weapon: area effect 50 ft stream)
some cases, the roll is the source of the “golden sight” attributed to
EA: 1. 3D12 claw, 2. 3D12 claw
spectacularly failed grand masters in the order’s past.
HP: 210 (105/105) [normal, large, supernatural; ×3]
DR: D8
Note: Requires a successful Arcanum roll when reading the scroll,
ST: 2D10
the difficulty depending on the complexity of the situation, and the
AR: D14
question at hand.
WAT: Carries no treasure.

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

Chapter 7: Psarmorum | page 169


person’s resolve is likewise reinforced. This does not affect mere they find a bargain, they can often make an enormous profit selling
whimsy: a paranoid thief who idly considers stealing the relic is not it to Balmain.
convinced to do so; more likely, she is convinced her paranoia is
warranted and acts accordingly. Dominick Balmain never sells anything. A history-laden object is
too valuable to sell, and an object of no worth is better thrown
Touching the shinbone, a privilege allowed only to the most away. Not all his subordinates are as scrupulous.
honored, the most holy, or the most generous donors to the
church, conveys the benefit of a long and healthy life. Only a light Sol’s Sheath Bursar: For arms and armor, there’s no place in the city
brush is necessary, and it chases all but the most deadly diseases of Temple Mount better than the Office of Surplus and Finances
from the beneficiary’s body (weakening those it cannot banish) and of Sol’s Sheath. The selection is expansive and the prices generally
reduces the ill effects of old age. Only the elite of Psarmorum know low. Edouard Reynaud is the facility’s bursar and head of office.
of the effect, and they consider each touch to add five years to life He is responsible in part for finding space in the budget to run
(up to some reasonable limit). Sol’s Sheath on a daily basis, and he and his staff also manage the
surplus arms and armor that accrue. The craftsmanship of the
To bear the shinbone would be an honor so great that it is government smiths who manufacture these swords and shields
unconsidered by anyone. It also has significant benefits. No magical is never superior. But it is suitable for its intended purpose, and
effects can harm or otherwise adversely affect the person who substandard pieces are rare. The Temple Mount believes it gains
carries the shinbone. Such spells fade out and disappear as they more security than danger from an independently armed populace,
near the bearer. The only people to benefit from this power over so is happy to sell them decent equipment at fairly low prices. Only
the centuries have been the four official bearers who take the relic the promise of greater variety and higher quality lets other vendors
to and from the vault every day. They have no idea of the protec- of weaponry, shields, and armor survive in the city.
tion that surrounds them when performing their duties.
City Guides: Several decades ago, a fellow called Slim Rupert
Vendors and Dealers founded a company called the “Illustrious Guides to the City of
In a city the size and population of that surrounding the Temple Temple Mount.” (Now universally called the city guides.) He hired
Mount, adventurers should have no trouble finding someone to the uncouth youths of the city, all the sewer rats, ragamuffins, and
buy or sell what they need bought or sold. But with all the knights unloved waifs he could find. Slim’s theory was that nobody knew
and sergeants of the order wandering around, it’s difficult for the city better than those who had starved in it, and there must
anyone to operate beneath the law’s radar for long, and harder have been something to that. His guides were more effective and
to find those who do successfully. Here are some notables, both soon more favored than all the many independent guides.
above and below board.
After a short few years, Slim had saved up the cash to buy uniforms
Walk of Ages Consignment Office: Located about one mile down the for the kids, nice enough that the police wouldn’t chase them
Walk from where the street begins, the office is located in a small immediately out of the city’s nicer areas. After that, there was
alleyway. Dominick Balmain runs the office: a socially timid man nothing to hold the company back. Today, it is an institution. There
who comes completely out of his shell when confronted with relics are many guides — or content retirees — who spent their entire
of history. He and his subordinates are charged with receiving lives leading people around the city. Slim Rupert is gone, having
donations of historical objects or accounts relevant to the Walk passed on his command to “Penchant,” a lame man or woman never
of Ages and confirming their authenticity. He is quite good at and seen and purportedly once a guide him or herself.
dedicated to his job.
City guides frequent both gates into the city, and many of them
More importantly to players’ characters, Balmain is also “patrol” the more confusing and/or dangerous parts of the city.
empowered to purchase relics for the museums. Since the Walk’s All of them seek people who look lost or willing to pay for a little
funding is reliably good, he has a good deal of leeway in the offers direction to where they’re going, or from where they don’t want to
he makes, and he can be quite generous. The office can also be a be. Reasonably, they charge more to get people out of danger.
source of employment: Balmain has several dozen freelance agents
who scour the city for artifacts that would interest him, and a few Under the surface, the city guides are the city’s most widespread
more who range all Psarmorum. Such agents try to find an object and reliable network of fences. They dispose of illegal items,
of interest and purchase it at a low price. Some may go so far as to turning them into hard cash for the seller, minus an often hefty cut.
deceive its current owners as to its worth, or out-and-out steal it. If Under Penchant’s direction, the guides can also get anything for
anyone, within reason: drugs of all sorts, poisons, rare weapons,

page 170 | Chapter 7: Psarmorum


and other contraband. They also case places for people, and some No matter who rents the item, the time the chaplains allow it out is
higher in the ranks can arrange “gainful employment” for the strictly limited, and they lay a strong spell of tracking on the object
willing, in exchange for a cut of the action. to prevent it from being stolen.

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).

Chapter 7: Psarmorum | page 171


Guilds and Training by most in the male-dominated culture to be a man, she evaded
As befits its size and population, the city of the Temple Mount has capture and identification completely over her career. Already
hundreds of guilds (although many are small and insignificant), and daughter of a wealthy man, she amassed even greater wealth by
many sources of training. Here are some of the most important: stealing from the wealthy and the politically powerful. Glisser often
made political points or gibes with her robberies, mocking the
Sol’s Sheath: The commanders of Sol’s Sheath are willing to train wealthy who used their wealth for trivialities. In counterpoint to
individuals, but only for a price. The wealthy can purchase places those she robbed, Elise uses her excess wealth to fund businesses
for themselves or their scions in the military facility’s school that rejuvenate entire swathes of the city, keeping many areas
for civilians. Those not fortunate enough to have a fortune can economically healthy. She goes unthanked, since most consider
get the training by promising a span of years in the army when the work to be that of her husband Bertrand — who in fact spends
called (usually five). Psarmorum is happy to have, in case of an most of his time either playing at noble sports with his friends or
emergency, a trained populace with a debt to pay. soused.

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

page 172 | Chapter 7: Psarmorum


Over the century and a half that the Society of Merchants has been Working for de Chartres through a single, trustworthy cutout, the
around, something called the Merchant’s Hostel has developed. characters perform any number of secret tasks. Some examples:
Almost a village, it sits right outside the city’s main gate and Seek a stolen artifact when it’s too dangerous or secret to tell the
provides room and board (at a price, of course) to dealers who do official police it’s missing. Expose or derail a noblewoman’s plot
not belong to the society. There, the society’s factors deal with to maneuver her cousin into position to become the next bishop.
foreign merchants while keeping them in relative comfort. Uncover a secret group of Satanists and deliver them for justice.
Stop an assassination in the nick of time. Recover a relic from a
The Society of Merchants is a remarkable guild, but the individual distant monastery before it can be stolen.
merchants who make it up are nondescript, and so listed here
rather than under Dealers and Vendors. Missions may be self-contained, or may blossom into larger-scale
quests, as happens with many of the inspiring sources. Those
City Police: The sergeants who police the city are technically the sources are often action-oriented. That can be a fun style for the
city’s army garrison. While they are fully capable of defending the game, but it’s not necessary. The basic scenario works well with a
city against attack while the army marches from Sol’s Sheath, their more politically- or mystery-oriented game. You need not choose
primary function is keeping everyday order in the city. The police only one style — it’s easy to switch back and forth.
force has more lesser brothers per sergeant than in the army,
since city encounters are more varied and involve fewer men than Notions Eleven: Maybe it’s personal, or maybe it’s just a job.
battles, so the brothers need to make decisions more often, and are Whatever the reason, the players’ characters are in position to
more independent. make one of the biggest heists in the Temple Mount’s history. It
might be one of the relics in the Seervall Cathedral, which would
It is not difficult to join the city police. The induction process to be very impressive, but it’s more likely one of the artifacts kept
become a lesser brother is simple, if binding, and anyone already an deep within the Temple Mount’s most secure vaults.
initiated Templar can swear himself to service for a one-, two-, or
five-year period (or even for life). The force accepts assistance from While there aren’t any high-tech gadgets in Ainerêve, magic
several quarters. can take their place, and most of the tricks used in such movies
are tried and true techniques for worming into a secure place.
The city police normally never ask help of civilians, but groups Eldritch’s skill system lets individual sorcerers have distinct special-
of active citizen volunteers keep their eyes open for dangerous ties and unique spells. It can be important, for this sort of game, to
or suspicious people, warn the sergeants, and occasionally help have a single adversary for the group to focus on. In this case, it’s
outnumbered police corner criminals. Informants without the likely Bishop Mallory, Grand Master de Chartres IV, the operating
backbone to do anything more active are more common — after all, head of security for either location, or Vernon de Cadeaux as the
it’s easier to rat on a person than it is to confront them. Someone commander of the local garrison and policing force.
who tips off the policing Templars becomes a permanent source for
them. Kill People for Satan: There is a demon-worshipper loose in the city,
and rumors are flying: he’s murdering people for his fell master;
Adventure Hooks it’s a coven of Devil-worshipping witches; someone tried to assas-
As the center of the Templar order and the large nation of sinate the bishop by wielding unholy powers. The police are out
Psarmorum, the city and the Temple Mount have a lot of in force, de Cadeaux is frantically trying to locate the individual,
potential. The Temple Mount really is smack-dab in the center of and all sermons focus on the responsibility of the pious to speak
Psarmorum’s settled lands, densely populated, and very thoroughly out against the Devil and related evils wherever they arise. Since
“civilized,” so adventure hooks here are more political and it’s not letting up and no one knows what’s true, the people are
city-focused. Adventurers who prefer to explore ruins and fight beginning to panic. And when the army comes, and suddenly
monsters can find the hooks to adventures here, but the actual nobody’s getting in or out of the city, it gets much worse.
adventures are going to end up elsewhere.
There are multiple ways to play this scenario. In one, the heroes
De Chartres’ Angels: Every government needs deniable operatives. simply seek out the demon-worshippers and end the terror one
The government of Psarmorum is no exception. This is a (poten- way or another. Perhaps the damned people kill someone close
tially) long-term scenario in which the players’ characters serve as to the players’ characters or just cross too near their paths. Or, to
the grand master’s private and secret team of operatives. provide a stronger motivation, the characters may end up suspects
in the investigation. Perhaps one of the real demon-worshippers
stayed in a room near one of the heroes, and the hero is guilty by
association. The only way to prove innocence is to find the guilty.
Chapter 7: Psarmorum | page 173
In a more morally ambiguous set-up, the “demon-worshippers” brethren on election. So every noble in the city (and many a noble
may be innocent of any impiety. Perhaps a group is unfairly who comes just to influence the election) is busy calling on favors
targeted. The Society of Merchants is pulling strings to eliminate owed and trying to earn more without giving too many away. Each
a rival consortium, or a noble is playing games with people who master is pulling every string to secure a vote (or buy, steal, or
displeased him. But even if it’s unfair, every government office has extort a vote, depending on morality).
condemned them — what to do? Alternately, the targeted group
may be from Maedoen — they’re certainly not worshippers of Sol, Player characters can be pawns in the game, performing distasteful
but they’re not worshipping the Devil, either. Their case may end work that nobles don’t want connected to them, or dangerous
up just the same as if they were standard evil devil-worshippers, or work (like recovering a lost relic) that could bring fame to the
the heroes may decide that religious persecution is a bad thing. master who sponsors them. If the heroes are famous (having
already performed some legendary feat), masters and noble
I’m Not With Him: After some high-profile heroic feat, one that families may seek their support as is. Infamous characters might
put the characters in the eyes of the city’s wealthy and powerful, be maneuvered to show support for rivals, dragging that master’s
they are invited to attend a luxurious party and rub elbows with prospects down. And the characters could have their own aspira-
some of the Order’s movers and shakers. Unfortunately, the heroes tions, especially if they have any noble family ties.
were invited for two reasons, neither to honor them as they might
assume: to make the host look good, and to make his enemies Finally, the grand master wasn’t exactly old. Rumors about murder
think the players’ characters are somehow implicit in his schemes. begin circulating immediately, and what if there’s some truth to
Now, they’re caught up in the politics game. them? Who’s going to investigate, and how far will others go to
keep them quiet?
Nobody is what he or she seems anymore. Their innkeeper or
landlord hints not-so-subtly about their affiliation, and people the
heroes have known for ages start to treat them as co-conspirators
or seem to pay too much attention to what they do. Eventually,
a political rival to the characters’ “patron” begins trying to nullify
them as “political weapons.” He tries to discredit them, or convert
their fame into infamy, or get them sent out of the city on pointless
missions.

It’s almost impossible to make everyone believe that the characters


aren’t involved in these plots (especially if they are involved in
other plots). Public statements just inflame speculation. Leaving
Lucalla Nomads — Example Heathen Threat
reduces it to a simmer, but returning after an absence can return
the rumors to the front burner. What will the characters do to get
themselves out of the conspiratorial frame? And what will they do Description: South of the Psarmorum border, the nomadic Lucalla
when they figure out how their original host used them? tribe marks its annual path with the skulls of animals, and occasion-
ally humans. Other southern tribes recognize its markers, know the
Succession: Grand master is a lifelong office — and de Chartres IV’s Lucalla warriors’ ferocity by repute or experience, and so avoid the
life has just ended, peacefully and in bed. The next grand master path during the proper seasons. Some southerners of Psarmorum
is to be elected in a convocation of current masters. (The only learn the language of the southern tribes, a strange bastardization
thing that keeps it remotely fair is that a master cannot vote for of French (basically distorted Spanish), can read the warning
himself, and that the current bishop also gets a vote.) The city of posts, and know when the Lucalla claim each area. Others had
the Temple Mount is even busier and more crowded than usual, as best keep away from the marked lands, or be prepared to face the
all 11 masters and their considerable retinues take up residence. consequences — death or slavery.
Even the usually efficient police cannot keep everything stable,
as sergeants close to their masters get into altercations over who Savvy southern adventurers can tell the Lucalla apart from the
should succeed as grand master. other southern tribes by their piercings and how they wear their
hair, long down the back but shaved at the sides above the ears.
In the higher echelons of political life, there’s more going on. Everyone can distinguish them by their unique irises, the color of
Templar Masters almost all belong to a noble family, and only red-hot iron; this goes with night vision so good chaplains claim
the most ethical (truly saintly) grand masters avoid favoring their it must be supernatural. This is one reason the Templar Knights
characterize the Lucalla specifically as heathen worshippers of the
page 174 | Chapter 7: Psarmorum
Devil, even Satan’s children. They have never been able to destroy The tribe chooses its chief via ritual contests gauging manhood:
the tribe, though, winning minor victories at best. skill at wrestling, hunting, horsemanship, and marksmanship. These
take place every autumn, to determine who is most fit to lead the
Though the Lucalla are largely products of the unsettled lands, the tribe through winter. Most Lucalla warriors are allowed two wives;
demons of Meath and Psarmorum shaped their nature centuries the chieftain has three, one of whom is the matron of the tribe —
ago. They endowed the people’s eyes with their color and percep- the living woman who has borne the most children. When another
tion, but they did not put the lust for war in the tribe’s blood. That woman has more children, she takes the old matron’s place as the
comes from a long history of competition with other southern chief’s third wife; and when the chieftain is displaced, the matron
nomads, and of small crusades instigated by the local Templar goes to the new chief. If one woman is especially fertile, she can
Master. remain matron well into old age (around forty or fifty in the tribe).

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

Gero, Chief of the Lucalla (Lucalla Nomads) Ipar (Lucalla Nomads)


TY: Extraordinary (human male) TY: Extraordinary (human male)
TD: Melee 3D10 (+4 with sword) ~ Ranged 3D8 ~ Unarmed TD: Melee 3D8 ~ Unarmed 2D6 ~ Ranged 2D4 ~ Arcane 2D4
2D10 HP: 52 (26/26) [normal, medium, mundane]
HP: 74 (37/37) [normal, medium, mundane] DR: D8 magic hide (+2 die-rank bonus to armor).
DR: D8 (chain) ST: D12
ST: D12+4 AR: D6
AR: D10+D4 (reflexes)
Notes:
Notes: Gero’s cousin, Ipar, has traveled alone into Psarmorum many
Chief of the Lucalla, Gero is a tall, lean warrior of great strength times. Ipar believes that the tribe should adopt certain aspects
and skill. He talks little, preferring to lead by example — he will of the land’s culture. He especially favors their different magic
not ask any Lucalla warrior to do a thing he will not do himself. and crafts, but also wants to incorporate certain aspects of the
His most trusted warriors, his brothers and cousins, know him religion into Lucalla life. Ipar would love to displace Gero as
so well that his small gestures and low grunts give them enough chieftain, but lacks the skill. He is specialized in pole-arms, and
information to relay commands for him. He is specialized in has mastered the spear.
swords, and has mastered the greatsword.
WAT:
WAT: Equipment: Fire and Ice Spear (+1 threat points, +1 init, or +2 init
Equipment: Wears chain mail D8, and carries a steel greatsword thrown), +D10 Fire threat points, or +D10 Cold threat points (20
(+4 threat points). Treasure: $500 in accoutrements and coin. energy points). Treasure: $50 on person, $800 in domicile.

Chapter 7: Psarmorum | page 175


stop to pull up and pound roots or draw water into skins. Warriors 100-mile strip between mountain and ocean provides a corridor for
spread themselves even thinner, but if they find intruders in their adventurers and weaker tribes to travel without (or with less) fear.
path they are quick to gather spears and thunder down on the
unfortunates. The Lucalla stop there on the westward leg of their annual journey,
and aim to arrive in the fall. On the slopes of Alnor, warriors
Economy: The tribe has no real economy to speak of. It is feared compete to be chief. Wives prefer to give birth on the mountain,
by many of the other southern tribes, so when the Lucalla chief is believing that sons born there will become great warriors. After a
strong he often exacts tribute from the weaker tribes they come half-month there, the longest period the tribe spends in any one
across. Because of their long history of conflict with the Poor place, the Lucalla head south, then back to the east, toward their
Knights of the Faith to the north, the Lucalla rarely trade with a other landmark.
person of Psarmorum.
Mer Medeter: The eastern border of the Lucalla tribe’s nomadic
Local Authorities range is marked by the Medeter Sea, a large sea that separates
The chief and the matron are the only true authorities. Beneath the southeast of Psarmorum from unsettled lands. (Members of
them, a complex structure of honor, seniority, and skill determines the Knights Templar occasionally cross that sea to bring salvation
who has influence over whom. Warriors have authority over their to the lost peoples on the other side; sometimes, they do not
wives and children, second only to the matron. return.) Girls born during the two weeks the Lucalla spend here are
believed to be destined to be great mothers.
Noteworthy Landmarks
As the Lucalla are nomads, their “territory” is loosely claimed and Buried beneath the sands here, in a place indicated by several
constantly changing. There are two important landmarks, both to children’s rhymes and old legends told by the mothers and matron,
the Lucalla and to those who want to avoid them. is Garuko’s fang. It is a bone dagger said to be inhabited by the
spirit of the black wolf Garuko (see hereafter).
Alnor Mountain: Alnor is the northernmost mountain in the
southern range, about a hundred miles east of the Orllewin Sea. Alnor Mountain and Mer Medeter mark the southernmost settled
Many people in southwestern Psarmorum — and many southern lands of Psarmorum. They are stable, as are some other landmarks
tribes as well — are thankful for that, because Alnor Mountain near them, but most of the lands that the Lucalla travel shift and
marks the farthest west that the Lucalla tribe travels. That change unknowably.

Balere (Lucalla Nomads) Ostor (Lucalla Nomads)


TY: Minor TY: Standard (human male)
TD: D6 Arcane ~ D4 Melee TD: Melee 2D8 ~ Unarmed 2D6 ~ Ranged 2D6
HP: 6 (3/3) [normal, medium, mundane] HP: 40 (20/20) [normal, medium, mundane]
DR: D4 (hide) DR: D6+1 (magic hide)
ST: D4 ST: 2D6
AR: D4 AR: D10+D4 (reflexes)

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.

page 176 | Chapter 7: Psarmorum


Relics and Treasures Garuko’s fang is made unbreakable by the black wolf’s spirit. It
The Lucalla people hold few objects sacred, but they do like to increases the strength of anyone who wields it tenfold, and adds
keep trophies. Occasionally, one of these has some special power its own devilish mastery of war to that of its wielder. Fighting
or worth. with the dagger gives a warrior frightening speed, and makes it
nearly impossible for him to fall in battle. The sands of the sea
Teeth of Eucherius: The current matron of the Lucalla always wears bind Garuko for now, but releasing it from its prison will allow the
five old, yellowed teeth hanging on a leather thong. The teeth spirit to call ambitious wielders to it. If the dagger slays enough
were part of a silver and glass reliquary taken from a slain intruder people, or all descendants of the warrior who defeated it, the wolf
a century ago, and belonged to Saint Eucherius. The Order of believes it will have another body — it is not sure which, but is
Chaplains would dearly love to recover the religious relic, but they willing to try for both. One way to destroy the dagger, and Garuko,
have no idea what happened to the teeth, beyond that the chaplain forever is to find an albino wolf cub, plunge the knife into its
carrying them disappeared. heart, and bury both beneath the sands of the Mer Medeter. After
a hundred years, the dagger will have rotted to nothing. There may
When worn or carried, the teeth of Eucherius bestow wisdom. be other ways.
One who wears them gains great facility with philosophy, vast
knowledge of Templar lore, and the ability to write or speak
This relic never loses energy points, and grants the user an extra
eloquently on those or other subjects. Matrons of the Lucalla use
3D12 threat points, bypassing all but magic armor. The fang
the philosophical understanding to help guide the tribe spiritually,
emits a strange, faint growling sound when penetrating flesh.
the lore to anticipate those who would destroy the tribe, and the
Any warrior holding this dagger immediately gains specialization
eloquence not at all — the speaking and writing are both in Latin.
in military knowledge at D12, and mastery in battle tactics also
at D12. Also, the wielder gains +2 die-ranks to their Reflexes
When one matron is replaced by the next, she spends several
rank in every other round of combat (bonus ranks above D12
weeks in seclusion with her successor. During that time, she
granting +1 to base). However, its use drains 12 points of
teaches her many things, one of which is the secret of how to
Fortitude from the wielder each round.
use the teeth. A matron about to die with her title is usually wise
enough to pass on her knowledge to her anticipated successor
(wearing the teeth virtually guarantees it). Vendors and Dealers
Lucalla are not a trading people, for the most part. Only the most
The Teeth of Eucherius grant +1 die-rank Knowledge, plus bonus silver-tongued traders can convince them to exchange goods
specialities in religion (D12) and philosophy (D12), mastery in peacefully, and that tongue had better speak the tribe’s language.
the religion of the Templars (D12). They also grant Influence Otherwise, they’re most likely to take what they want and leave
and Persuasion at D10, if one can speak and one’s audience can the trader’s body as yet another warning.
understand Latin.
Guilds and Training
Garuko’s Fang: This is a black bone dagger, carved from an One who can impress the warriors of the Lucalla tribe may be
unknown animal. Its textured grip is the length of a man’s hand accepted as an honorary brother warrior. An honorary warrior
from palm to longest fingertip, and the ever-sharp blade is as long is expected to take one wife and travel with the tribe for a part
as a forearm. The knife features frequently in the Lucalla’s legends of every year, lest he neglect his wife and potential children. If
and oral histories, and they consider it a tool to recover only in the accepted thus, a person may avail himself of the exceptional
most dire need. A creature lives within the Fang, giving it several training the tribe offers in all the skills necessary to survive —
extraordinary properties and making it exceptionally dangerous. riding, archery with short bows, spear-throwing, dagger-fighting
That creature is Garuko, black wolf of the night, who once trod the and wrestling, tracking and hunting, and the lore of the southern
unsettled lands making mischief and spreading terror. Ages ago, the tribes.
forebears of the Lucalla fought Garuko and bound the monster’s
spirit into the long dagger. Regional Monsters
In the unsettled lands where the Lucalla roam, almost anything can
Legend states that a warrior then buried the dagger, which had be a danger. From the horses they tame to the other tribes they
turned dark from within, under the pure sands of the Mer Medeter, fight, everything has at least a touch of the monster about it.
where the spirit would be sealed away. (In truth, the warrior
wandered the southern unsettled lands. A black lust for death took The Asemata: Every once in a while, among the Lucalla or the other
him, and he left rivers of blood in his wake before a gathering of tribes, a boy is born with a dull, unnatural sepia skin, marking
tribes put him down and buried the dagger.)
Chapter 7: Psarmorum | page 177
that child as evil. Once, all tribes in the south killed such children Attacking so often is out of character for the Lucalla, so why are
at birth, but great diseases and storms racked them until they they doing it? There may be something important they are trying to
stopped. Now, tribes leave the boys to die of exposure. They rarely find, such as a prophesied child, or perhaps an omen signals their
do, for something finds and gathers them, and together they form downfall if they cannot claim a certain artifact. The Lucalla may
the Asemata, a tribe of insane murderers. know of a great danger slowly coming from the south, and their
attacks are meant to attract the attention of the nation’s military or
The Asemata tribe never numbers more than fifty or so at most, heroes.
because its members die too quickly. Since they are immediately
recognizable by their skin color, and almost always attack living Black Wolf Walks Again: Garuko’s fang has been found. Perhaps
creatures on sight or ambush them, the Asemata are usually killed someone deciphered the riddles hidden in the rhymes and legends
in self Defense. Asemata fight with the same weapons as other of the Lucalla and dug it up, a fearsome storm washed over the
southern tribes, but their insanity lends them strength, and they beach and unearthed it, or something else, but it’s out and about.
are known for their awareness. It usually takes several warriors Armed with the dagger, a mysterious warrior is leaving a trail of
working together to take one down. bloody death across the south. The Lucalla tribe diverts from its
Adventure Hooks regular path and prepares to fight whoever bears the knife. Players’
Adventures among or around the Lucalla are likely to revolve characters get involved because they’re in the south, in the path
around combat, since the tribe itself is so warlike. But battle isn’t of the storm. They might have a tenuous alliance with the Lucalla
the only solution: diplomatic characters should be able to find tribe, or desire one, and choose to stop the killer on those grounds.
other methods to resolve most dangers presented. Or they may be on a mission to one of the southern towns of
Psarmorum, but they can’t get what they need if the wielder of the
Red-Eyed Raiders: Lucalla warriors are raiding the southern towns knife murders every living soul in the town.
of Psarmorum. They attack with the onset of dawn or dusk, kill
a dozen or so in a brief sortie, take a small amount of loot, and Moreover, once the murderous warrior is dead, they must deal with
retreat on their fierce mounts out of sight. The raids aren’t doing Garuko’s fang. It still calls to those with black hearts and death in
too much damage, but they don’t seem to be stopping, either. So their eyes, and must be reburied or destroyed. To learn how to do
far, the military has been helpless, as the Lucalla avoid any town either, the heroes must consult the wise matron of the Lucalla.
it moves to protect, and there are too many southern towns to
guard them all. The players’ characters may be asked for aid as
local heroes or expert adventurers — the Lucalla will have a harder
Percto
time avoiding a small band of travelers than they do a legion on the
TY: Standard Beast
march.
TD: 2D10 Bite
EA: 2D8 claws
Asemata HP: 30 [normal, large, mundane; ×1.5]
TY: Standard
ST: D4
TD: Melee D8 ~ Unarmed D6 ~ Ranged D6
AR: D8
HP: 40 (10/30) [tough, medium, mundane; ×2]
DR: By armor type
Notes: This beast looks like a coyote from the front, with similar
ST: D10
muzzle, eyes, and fur. Seen from the side, the difference is
AR: D6
immediately apparent: it is about ten feet long, with three sets
of legs with retractable claws. Perctos have many of the same
Notes: All Asemata possess Skullduggery D10 → Stealth D10.
habits as coyotes, hunting and scavenging, but their large bodies
Their insanity makes them difficult to combat, gaining them ×2
give them a great deal of resilience. Older perctos are longer,
to HP.
stronger, and have more sets of legs. When cut in two pieces,
the two halves can regrow a head and a rear, becoming multiple
WAT: Asemata carry a wide range of weapons and armor, and
creatures, as long as a segment has at least two pairs of legs. Add
always gain the benefits of specific weapon bonuses. They
10 HP and +2 to damage for each pair of legs over 3.
normally do not wear armor better than leather (D6), although
leaders have been known to find very good armaments, both
WAT: The pelt of a Percto is worth $1000 to a furrier hoping to
mundane and magical. Treasure is usually around $300 per
make old rich women happy (and young mistresses of old rich
Asemata in weaponry, coins, rations, trinkets, and accoutre-
men too).
ments.

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Forest of Meath When the Romans conquered the Celts and later forced religious
integration, the obvious parallel with the Christian God meant that

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.

valleys, many hundreds of square miles of pristine woodland, and


countless secret, verdant dells that hide secrets both earthly and After the decline of the Roman Empire, the Celtic Christian church

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.

tials or peris) and devils (demons or deevs) that the inhabitants of


Psarmorum worship or revile. Together, this mix of various beliefs made it a conceptual destina-
tion both for the Welsh of the time and the later (mainly) Christian

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

Chapter 7: Forest of Meath | page 179


alliances against them, since the shee are numerous. The shee tax or toll per se, though some may sometimes claim unwilling
fight back obliquely. Many are content to evade the assaults of the travelers as living playthings — which serves as a heavy enough toll
celestial and demonic beings, playing tricks in return and spreading on all who would pass through the forest.
mischief in their ranks. Others war directly, raising legions of There’s almost as much to trade with the forest residents as
their own, hundreds of strange and unique creatures who tangle there is to trade with the humans on the other side. The fay folk
with the demons and angels, killing some and sometimes dying of Meath, benign or malign or simply capricious, take pleasure in
themselves. No matter how many die on both sides, there always playing with the less magical humankind. Wit and politeness are
seem to be more. oft the best sword and shield for those who deal with them, and
innocent children have been known to wander scatheless through
Besides the war that mirrors that of Psarmorum and Maedoen, the woods. Some humans (usually of Maedoen) enter the forest
there is an incidental effect of the intermingling in the Forest of specifically to try their luck with the mercurial shee, hoping to
Meath. As time passes, the occasional angel or demon may find receive a random boon or endure the fairies’ tricks or tests long
the shee not so despicable after all, and become more interested in enough for their mood to become more generous. (Many folktales
experiencing life in Meath. Likewise, the occasional shee may learn told on both sides of the forest have the moral that those who
to take pleasure in the company and practices of angels or demons. enter Meath seeking gifts are more likely to receive nothing. That
Their natures may gradually change through such associations. doesn’t stop the occasional adventurer from trying for the even
There are always more pure shee, angels, and demons, but the more occasional success.) There is even a steady trade outside the
number of creatures that have traits of two species slowly grows. forest in charms and enchantments that their barkers claim will
make the fay look upon one favorably.
Regional Pantheon
The shee and like fay creatures mostly worship Bel (Belenus, in Others don’t take chances. A fortune hunter who is daring and
his aspect as god of sun and fire); various demons (also known as silver-tongued enough might forge a deal with the shee. (If the
devils or deevs) worship the Devil, Prince of Darkness and Father stories are to be believed, a promise or bargain made by the fair
of Lies; resident humans and half-humans may worship Sol Invictus folk is impossible for them to break.) Most typically, a human
(not known by them to be Baphomet), or Maedoen gods such as volunteers to undergo a quest (or to be the butt of the shee’s
Cernunnos. The angels that are peris serve Sol, for now. Rarely, jokes, pranks, and other mischief), and after success (or a set time)
genuine angels from various faiths may appear to aid the truly good the fairy gives him or her a moderate boon, often in the form that
and oppose the truly evil. folktales describe (since that is what people expect). Less moral
individuals may trade others for their boons. Whether they provide
indentured servants, men trying to alleviate debts or liens, or
Population slaves (illegal in either human nation), the entrepreneur can earn
Sparse. Meath has no dearth of natural and supernatural creatures, significant benefits from certain shee (if they are what they seem).
but it’s so vast in scope and changeable in nature that even a Shee are not the only inhabitants of the forest who indulge in
master woodsman might sometimes have difficulty finding a bargaining with the humanfolk who come by. The most powerful
sentient inhabitant — assuming one was not looking for him as creatures and gods of the forest (of which Bel is one) are often
well. There are human hamlets near the forest edge, but the willing to accept sacrifices in exchange for potential benefits.
camps, courts, and other domiciles of the shee and so on are often Demons in the east do much the same as the shee in the west,
magically hidden (see Appendix A). tormenting travelers they find in Meath but also eagerly dealing
with them for souls or to tempt their victims into sin.
Economy
Despite the war between Maedoen and Psarmorum, there are Within the forest itself, its inhabitants engage in myriad different
some merchants (too brave or too foolish, as their contemporaries forms of exchange. Some trade in the comprehendible medium
say) who dare travel from one nation to the other. They take the of enchanted silver or fairy gold, but many others incur and pay
sole long safe road forged through Meath, and pay heavy tariffs, debts by performing songs, teaching rhymes, with bits of seeds,
imposts, and levies, or sometimes short-cut trails, hoping not to worthless crystals, or even by being inhospitable or wittily rude to
run into one of the frivolously cruel shee or the gleefully cruel another. Only the sharpest travelers manage to break even trading
demons who live in the woods. The inhabitants of Meath levy no in Meath.

page 180 | Chapter 7: Forest of Meath


Noteworthy Landmarks hopelessly lost, and perhaps prey to monsters or wicked shee. For
The Safe Road: The road that runs through Meath from Psarmorum each half-day of travel off the safe road, roll a D12.
to Maedoen is packed-earth 30 feet wide, with 30 feet a side
clear. Psarmorum built it, maintains it, and patrols it to within a 1. Glamor. Illusion subtly changes landmarks and features as one
few score miles of Maedoen, which patrols its end. Save for the goes. Travel is hard going save for certain paths, which vanish after
ends, the road is protected by a potent enchantment, agreed to a time, and only lead deeper in.
by all including the shee. The magical effects of the forest do not 2. Change. As for glamor, above, but changes are real. Trees move
apply there, but no one may fight unless combat is mutually agreed to block routes etc.
to. So a lone knight may challenge someone, and if the challenge 3. Travel rate. Seems normal but is at D6: 1 tenth, 2 fifth, 3 half, 4
is accepted, the contest can proceed normally; or patrols from twice, 5 five times, 6 ten times normal.
Psarmorum and Maedoen can skirmish if so inclined. Otherwise 4. Distance. Actual distance between places varies as for rate,
blows, missiles, and spells (which manifest visibly) all seem to move above.
as if through thick syrup, and have no effect. Of course, if one 5. Direction. Travel is in a random direction (D8 for compass
should leave the road and enter the forest, all bets are off. There heading: N, NE, E, etc.), but sun, moon, stars, and direction sense
are many temptations to do so. all indicate travelers are heading the way they think they are going.
6. Plain lost. No idea which way is which, end up traveling in circles.
The Forest: The realms of faerie can be cruel or enchanting or 7–12. No effect.
whimsical, but are always changeable. Meath is no exception. It
has few stable landmarks, and apart from strange encounters, Effects last the day (or night). Magic can counter some of them
has effects of its own that generally result in a traveler becoming (GM’s call), but will attract magic-using denizens of the forest.
There are some deer trails, and a series of loosely-linked bridle
Shee (Fay or Faerie) paths that the shee have woven through the forest for their own
TY: Minor to Standard use, but these are very hard to find and not stable, keeping to the
TD: Minor: Arcane D10 (glamor) ~ Ranged D8 ~ Melee D6 ~ same general route for only a few days. The bridle paths are not
Unarmed D4 magical per se, but the shee are bound by their laws not to molest
Standard: Arcane 2D6 (glamor) ~ Ranged 2D4 ~ Melee D8 ~ any who remain thereon. The Guardians’ Guild of Crossroads has
Unarmed D4 worked out how to find and follow such paths to travel to a desired
HP: Minor: 15 to 25; Standard: 48 to 80 [any constitution, location, most of the time (5 in 6), with only brief treks through the
miniscule to large, preternatural; ×1.5 to ×2.5] more dangerous forest itself.
DR: By armor or shield (often crafted by fay and fitted to size)
ST: 2D6 or 2D8 The Waters: Reflecting the fluidity of faerie, water is often magical
AR: D4 to D12 in Meath. Streams and pools in the forest (off road or path) will be

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.

Chapter 7: Forest of Meath | page 181


clear and refreshing unless polluted by some fell beast or other, The shee will seldom refuse a contest, and are especially fond of
but have a 1 in 6 chance of being enchanted when drunk from fighting and chess, at which they are skilled enough that many
(and an hour after). Roll a D6 to see what happens if the waters are mortals have lost all they owned in a match. In their places of
magical. power, the fay folk can often exceed the normal bounds of magic.
For instance, even minor sprites and so on can cast cantrips that
1. Sleep. Fall into deep slumber after a few rounds. affect ordinary mortals. While demi-human heroes will be called
2. Memory loss. Who are we? Why are we here? Where is here “cousins” as a courtesy, they get no special favors.
anyway?
3. Confusion. Lose sense of direction; no idea how to find one’s Fertile Glens
way.
Description: Fertile glens are typically one of the many small valleys
4. Tranquility. Perfectly at peace; just want to lie back, eat lotuses,
in the Forest of Meath. The canopy is no less thick above it, and it
etc.
is no less verdant, but there is typically a single easy path in at one
5. As a beneficent potion. Whatever the character seems to need
end of the glen that threads the valley to the other side, where it
most.
stops, usually at the bottom of a cliff. These glens are fertile not
6. Touch of faerie glamor. Next encounter reaction will be positive.
just in plants, but also in magic. Fertile glens serve as homes to
the many strange shee creatures that live in Meath. A glen often
Effects last the day (or night), as for forest magic. Meath water in a
houses a small fairy court of some kind, with one powerful creature
waterskin varies with its source while in Meath (i.e. 1 in 6 magical if
presiding over the rest. All of them typically play at some form
an hour or more has passed).
of internecine politics, allying and backstabbing to their hearts’
delight. If they have hearts, that is. A glen is not always a valley,
Regional Monsters
although that is the most common: it could be a clearing, a small
Though they would object to the term “monsters,” the shee are
lake, a hollow hill (rath), and so on. The only true requirement is
the best example of the local fauna. They are hard to categorize,
that the glen has one way in and out. Most are fairly idyllic places,
since each strives for a unique appearance and nature. As a general
since most Fay like it that way.
rule, one of the shee is practiced at the magic of glamor, which can
make the false appear real, the real look false, and can accomplish
Many fertile glens have unique properties. One might cause those
myriad effects. Shee generally feed off emotions or feelings
who die there to live on in its memory, another could turn silver
from humans they meet, and thus they play inventive and often
that crosses its boundaries into gold. Most glens cause some
dangerous games with them. On the rare occasions that the shee
measure of local time distortion. Common legends talk of visitors
make mortal heroes welcome, they can be charming hosts, fêting
spending a day but returning after a minute and vice versa. Usually,
them with wondrous food, drink, music, and stories.
the distortion is less. Only the most powerful fairy lords rule glens
that have great effects on time. Each glen has its own unique name

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.

page 182 | Chapter 7: Forest of Meath


that describes and defines it to inhabitants and potential visitors. 1. Animals can talk. Plants can D10: 1–4 talk, 5–6 talk and move,
Some fertile glens, like many of the fay creatures they house, also 7–10 only dream.
have secret names. One who knows that secret name has power 2. Directions reversed. Must walk backwards to go forwards, left to
over the glen, including the power to seal it away from the rest move right, etc.
of Meath and alter its appearance and nature. Ways to discover 3. Magic is erratic: half the time spells have punning and/or
a secret name are intrinsic to the place — perhaps a specific rite amusing results.
performed at the glen’s heart, or reading tea leaves under a specific 4. Objects can D6: 1–4 talk, 5–6 talk and move. On a 6, includes
moon, might reveal it. sun, moon, and stars.
5. Time. Seems normal but passes in glen at D6: 1 thirtieth, 2
Usually only the single strongest shee in a fertile glen knows the tenth, 3 third, 4 thrice, 5 ten times, 6 thirty times outside rate.
glen’s secret name (if any), though other strong shee may know it 6. Travel takes D6: 1 five, 2 ten, 3 fifty, 4 100, 5 200, 6 500
as well. It is not uncommon for a shee lord, not tied down to any times longer to cover ground (a field might seem a plain, a hill a
glen or fairy court, to know many glens’ names and use them as mountain), but returning is at normal rates.
leverage for safe travel. It is the more strange and magical glens 7. All creatures (and gear) entering the glen are shrunk to miniature
that have secret names, and the most powerful actually have size, so normal-sized glen and plants seem enormous. Common for
two — such glens are intelligent entities in their own right, and important Fay courts and settlements.
dangerous to cross. Glens’ second secret names can be revealed 8. Animals and plants are D4: 1–2 miniature, 3–4 giant-sized.
against the entities’ wills, but the rituals to learn them are known 9. Color. Everything is D6: 1 pastel shades, 2 riotously bright,
only to the sagest of theurgists. 3 striped, 4 rainbow hues, 5 other than normal, 6 monochrome
shades (D8: 1 red, 2 orange, 3 yellow, 4 green, 5 blue, 6 purple, 7
Glens can actually be “killed,” though the methods for slaying them gray, 8 brown).
are unique to each glen. Planting a mistletoe twig in one might 10. Gravity. D4: 1 all creatures can fly, 2 moon gravity, 3 objects
destroy it, while stealing three of the place’s seven gem-laden float in air if left there, 4 water flows uphill.
idols might slay another. Killing a glen eliminates one of its secret 11. Intangibles are tangible. D6: 1 sunlight, moonlight, songs,
names. If a conscious glen loses its second and more secret name, dreams can be woven, forged, or distilled, 2 auras are visible,
it becomes little more than a fertile glen of special ability. Killing reflect thought and emotion, 3 speech (and spells) appear in
a glen with only a single secret name is less like murder and more bubbles — pop to hear (or take effect; needs magic weapon), 4
like disabling or breaking a potent weapon or tool. A glen with no dreams become real if one sleeps, 5 death, truth, the world, etc.
secret names is just a magical place, and cannot be further harmed may appear as characters or symbolic creatures, 6 enchanted pool
in this way. shows how to obtain desired goals, items.
12. Objects are D4: 1–2 miniature, 3–4 giant-sized.
Demons and angels (peris) also use fertile glens for their domiciles 13. Season. D6: 1 spring, 2 summer, 3 autumn, 4 winter, 5 four
in Meath. Some learn the secret name of a glen, and may try seasons in one day, 6 random season each hour.
to change it into something that suits them. Such changes are 14. Stream in glen is D8: 1 ale, 2 liquid gold, 3 liquid silver, 4 mead,
more than decorative, so it takes time for a fertile glen to don a 5 milk and honey, 6 wine, 7 as for forest stream; or 8 small pool in
diabolic or paradisiac aspect. Where the change is complete, an cave is liquid cold iron.
unsuspecting traveler in Meath can step from verdant forest to 15. Terrain. D6: 1 arctic, 2 desert, 3 jungle, 4 misty and foggy, 5
hellfire-burned wasteland (or harp-strewn cloudscape) in the space cloudscape, 6 crystalline.
of a minute’s walk — and it can often be harder to leave than to 16. The glen is a lake, or island thereon. (Inhabitants may grant
enter. guests water breathing, or passage on an enchanted boat.)
17. Time of day. D6: 1 dawn, 2 day, 3 twilight, 4 night, 5 random
The following table is provided to help GMs characterise the large each hour, 6 all four at once (light/dark rotate visibly around glade
numbers of fertile glens in Meath. They are often (5 in 6) inhabited, center).
although the main inhabitants might be away for a while (roll of 18. Tree grows D6: 1 all manner of food and drink, 2 fruit whose
4 or 5). Glens usually have D4 special properties, stronger glens stones are gems, 3 edible gems, 4 weapons, 5 armor, 6 spell fruit
more. Choose or roll for typical ones below, D6 for the first, D20 (to be thrown or eaten).
for any more. 19. Wind can talk, may (possibly) provide information or transport
if asked nicely.
20. Wind sounds like D8: 1 bells, 2 chimes, 3 flute, 4 harp, 5 lyre, 6
pipes, 7 singing, 8 woodwind.

Chapter 7: Forest of Meath | page 183


Note that liquid metal is cold, not molten, and will solidify once ride off, muttering. He will leave behind a golden key — what it
removed from glen. Edible gems are delicious and juicy in the glen, unlocks is up to the GM. If the party champion is slain, his goods
but turn to valuables outside it. Talking animals and so on also are forfeit to the knight, and they and his body will vanish. He is
usually become ordinary once removed. Things work they way tended to by maidens of the Pool of Life for a sennight and a day,
they do in fairy tales: if something is asked for or freely given, it and will then be transported by the fabled blue wind tiger to his
is good, otherwise it will may well have a curse or geas or severe usual haunts, alive again.
drawback attached. There may be stated conditions that must not
be breached (with irrevocable penalties), but simple mistakes, like Flowers in their hair: As many pretty Fay females as there are male
plucking an apple from a sentient tree without asking (“Ow, what heroes will invite males for an afternoon’s (or evening’s or night’s)
did you do that for?”) can be remedied, by mollification, agreeing to pleasant dalliance in a secluded grove. All is as it seems. Female
undertake quests, etc. and suspicious party members can cool their heels — there is wine
and food set aside. Polite refusal will be met only with tears “Don’t
Adventure Hooks you like me?” and a feeling of being a heartless cad, but rudeness,
by fairy law, will mean the next encounter will be with some nasty
Since Meath is so changeable, these are encounters, although it’s Legendary beast(s) in a bad mood.
easy enough to add a few longer-term consequences.
Gingerbread house: Icing roof, sugar windows, etc. An old half-hag
Distrait giant: A sorrowful 8–9 foot ogre or giant carries a human witch, short-sighted and hard of hearing, will be overjoyed to see
skeleton wrapped in rich silken robes. He asks “What think you, any halflings or gnomes: “Dear children, I’d love to have you in for
mortals, of my fair and lovely wife?” He is quite mad, but can sense dinner.” Thinks the rest of the party are talking trees.
truth, and will be enraged if people lie or tell him she is dead. The
best reply is something like “She is a bride like no other,” or “She Goblin market: Fay of all kinds, other forest inhabitants, angels
has great bones,” but magical remedies may suggest themselves. and demons, creatures from other realms, the odd wizard, and
select traders (of which the party is assumed to be) gather here
Enemy in need: A party foe — a knight of Psarmorum, a druidess, under truce to wander through the tents and tables piled high
a goblin lord, a notorious bandit — is magically trapped, being with stupendous goods and produce. As for the shee section of
dragged down slowly but inexorably into solid ground. If the party the Porreth Bazaar in Grimsete, but vendors, choice, and clientele
effect a rescue, they will be owed a big favor, and if they do so are wider. Everything is noise, bustle, color. Rare wines, ambrosial
without hesitation or bargaining, they will have a friend. foods, faery fabrics, marvelous magic, wondrous weapons are all
displayed. Counsel can also be sought — how best to win the hand
Faery knight: All clad in green on black horse. Blocks road, and will of a princess, how to lift a potent curse. The more desirable goods
allow passage only if bested in mortal combat. As skilled as the and services generally require elaborate quests as payment, to
party’s strongest fighter. If slain, will gather head under arm and perform deeds or gain items for the seller.

page 184 | Chapter 7: Forest of Meath


Phantos – “City of Life” formed the so-called City of Life, a place where any mortal creature
who sacrifices his firstborn to Phantos stops aging (Phantos does
Description: Not far within the borders of Meath, hidden in a glade
not mention the slight drawback that if one leaves the city, one
shielded by dense forest, briars, and rock-strewn hills, lies the
ages — quickly, if one is very old.)
horrid haven of a devil-lord. Once a fertile glen that held a small
temple of Sol, it is now a hideous town of death, where all that is
This sacrifice must be performed in public, which pleases Phantos
good is mocked and twisted. Here, perverse cruelty reigns.
greatly. Residents still in their youth face no coercion to convert
(for Phantos likes a youthful form), but once a citizen ages beyond
Phantos entered Ainerêve through the Equinox Gate in Crossroads;
a certain point he is hunted down. The authorities label an older
a foolish sorcerer summoned him, thinking to master that
person “accursed” and kill him, dumping his body into a mass
which cannot be tamed and to gain both immortality from the
grave. And in the times since, many mortals of evil mien have come
youth-giving devil and worldly power. For three nights before
seeking the right to stay in the “city” — attracted by whispers of
Phantos came the good folk of Crossroads were witness to signs
Phantos’s terrible gift, or fleeing justice elsewhere.
and portents — blood fell from the sky, the moon bore a mocking
visage, and croaking frogs spoke the devil-lord’s name in a
Visitors enter the place in the High quarter, and there at first
distorted chorus. At the coming of Phantos, the conceited sorcerer
glance it seems to live up to its name. It is pleasant and well-
who opened the gate to him was the first to die — it is said that
appointed: the main streets clean, the walls and buildings faced
one who waits at midnight near the Equinox Gate can hear his
with gleaming stone and leafy with vines, and the people young
spirit shrieking in shrill surprise.
and handsome, laughing as they shop for luxuries along the
esplanade, or wait for the games to begin in the amphitheater.
The Duke Verurteilt and a handful of knights and wizards rushed
The attendant serfs and slaves are neat and tidy. Even the goblin
to challenge him, but Phantos, overwhelmingly strong, used his
guards seem only there to highlight the rest by contrast. But this
manifold powers to dispatch the ill-prepared sortie, raze the
is misleading: the seedy and overcrowded low-born quarter (really
new town, and destroy its first stronghold. Virgil, arriving in the
three quarters) is hidden by architecture and illusion from here,
aftermath, met the Duchess, who had rallied her scattered people
there is a brittle quality to the laughter, the vines seem to move
with the new day, and led a combined and well-coordinated assault
even without wind, and was that a whiff of carrion in the air?
by survivors, theurgists of Math, and devil hunters of Psarmorum
(there following up portents), that drove Phantos away.
Regional Pantheon
As far as Phantos and his aristocracy of the damned are concerned
The devil-lord had no wish to test himself further against such
there is but one god, and that god is Phantos, by whose name the
strong opposition. He took himself off to the nearby wilderlands
city is also known. Sol is still worshipped in secret.
of Meath and there found a small temple-community dedicated
to Sol Invictus: a hidden town and shrine intended by the Templar
Phantos did not slay all the priests of Sol. Such as remain of the old
Knights of Psarmorum as a waystation and forward base in their
priesthood, plus brave agents of Psarmorum questing here to help
efforts to spread the sun god’s faith. It had proved unsuccessful:
their brethren, are always at risk of exposure and a terrible death
few converts had been won and the original pilgrim-settlers were
— either they live reclusively in the surrounding woods or else pose
losing faith; Sol’s followers were also fading in power here where
as loyal citizens of the devil-lord’s macabre realm. Some of the
other entities held sway.
more powerful servants of Sol Invictus tried to escape by changing
into spirit form, but were captured and enslaved. It amused
Phantos surprised and killed the high priest of Sol, then slaugh-
Phantos to transform them into terrible “angels” and use them
tered the leaderless priests, so he could build a pleasure-realm
to hunt out followers of the old order. These tortured spirits are
of youth and cruelty on the grounds of the sun god’s desecrated
called the seraphim (see the bestiary, under angels), and Phantos
church. Quickly gaining control of the fertile glen (which he
commands them to kill or imprison their old priesthood. He dubs
recognised for what it was, even if the followers of Sol did not) he
Sol’s priests the Priests of Limbo (because — he claims — their god
began shaping the land around him. He transformed the temple by
is lost in limbo).
the power of his will and imagination, making it the centre for his
dark cult of youth and dubbing it the sanctum.
Population
The population of the small city of Phantos itself is dense, with
For the pilgrim-settlers the choice was simple, accept the new
many hundreds of either oppressed or willing followers of the
order or die. Many did accept, tempted by the devil-lord’s promise
devil-lord crammed together in old Templar buildings modified by
of eternal life in this world, at a price. Others went along in the
Phantos’s dark will. The whole place is overgrown with flesh eating
hope that this new overlord would soon be overthrown. So was

Chapter 7: City of Phantos | page 185


vines and warded by feral packs of goblins at the gates; these act Caveat emptor: those doing the selling are as likely to cut the
as city guards — although who guards the citizens from the goblins throat and steal the money of the seemingly weak as they are to
is a question many ask. go through with the sale. In short, the place produces little except
suffering.
Beyond the vine-warded walls, in the fens and woods, the
population is sparse. To the north dwell fearsome giants, so what Of note are The Twistings, an area of interlocked alleys where
communities of relatively free people there are lie predominantly thieves and robbers offer up their goods from darkened stalls or
to the south — yet even here there is much to fear from monster, seedy tavern tables; The Blackened Hand, an inn of sorts where
undead thing, malevolent shee, or the followers of Phantos. dark wizards gather to trade in items needful to the evil side of
their craft, including certain charms and magics, made in the city, of
Economy interest to corrupt magicians; and Plentiful Street, the sarcastically
Officially, the city buys nothing, but takes what it needs. It still named market area where feeble dribbles of food are offered at
allows trade. Bandits and brigands love the City of Life, and many extortionate rates to supplement the low-born citizens’ diet of rat
come here to trade their plunder — unscrupulous merchants (and the aristocracy’s diet of horse).
buy their goods and profit from selling them in distant markets.
Unwholesome traders are shown secret routes to the city, passes Bandits sell stolen horses here as well. Horses in Phantos are
are issued, and goblin guards brutally instructed to let favoured not used for transport, but eaten. They are often seized or stolen
traders and raiders through the gates. Trade in slaves is common at the city gate: the wild goblin guards have an obsession with
too, for no commodity, or cruelty, is off limits here. Most of those horsemeat that is shared by Phantos’s depraved priesthood and
captured by bandits from Maedoen to Psarmorum end up here as aristocracy, who consider it a delicacy. Travelers who come into
slaves, for fresh supplies are always needed. the city by horse usually find themselves without a mount, and
perhaps fighting for their horse’s life as the Wild Goblin guard
Goods are for sale, as well as people, but they are not made here — (called the Horsekillers Tribe by some) tries to take it to the
and that which is sold may well still be drenched in its true owner’s butcher. Transportation in the city is usually by carriage, wagon, or,
blood. There is a shortage of everyday necessities just as there is for the aristocracy, the Sedan Chair. Large demonic hounds pull the
a surfeit of stolen luxury goods — thus it is that bread and other wagons and eat those who fail to pay their fare. (Demonic hounds:
needed things sell at five or more times their usual price while TY Standard / TD Unarmed 2D8 ~ Arcane (fire breath weapon)
exotic items, plundered on the road, might be bought for a quarter 2D8 / HP 32 / DR D4 vs. fire only / ST D10 / AR D12.)
of the going rate.

page 186 | Chapter 7: City of Phantos


Important Entities he has the look of youth, and yet in reality he is aged — formerly
Of obvious precedence here is the incredibly powerful Demon Lord a supposedly loyal monk with long years in the service of Sol, he
Phantos himself (see the bestiary). He dwells in a magical place had forced himself on a serving maid; shamed, she did not reveal
beyond the so-called Spirit Gate in his unholy sanctum. Some say his assault, even when she bore his bastard son and her shame was
he adopts the guise of youthful beings of whatever race suits his made public. The son grew to be a confident and hard-working
whim and might be found in the city itself, walking in the company lad — his mother’s joy — but when Phantos made his vile offer,
of his closest worshippers while engaged in some seemingly happy Thomas dragged the grown lad before him and stabbed him
activity — shopping for clothing or gems, watching a gladiatorial through the heart. As a reward the old monk was not only given
display, or delighting in some random act of wild cruelty. youth but fighting prowess too. He stands tall and strong, dressed
in blue armor and wielding a sword with an invisible blade. The
Of note is the dragon Xoraxai (see the bestiary). The city officials aged mother still lives, hiding in the fens outside the city — she is
of Phantos have low tolerance for large, aggressive serpents half mad but in her insanity has learnt something of witchery and
spreading terror: it tends to undermine the town militias’ efforts magic; she would have vengeance on Thomas.
to terrorize the populace themselves. The demon lord Phantos did
battle with one marauding dragon early in his reign, and victorious, Petal Violet is the uncrowned queen of all the thieves and ruffians
he enslaved the magnificent beast to his will. The dragon Xoraxai, that come to Phantos to buy and sell; the head of the local thieves’
an elder fire drake, remains chained to the side of a cliff to this guild, Petal Violet is seemingly a follower of Phantos: she has
day, in a remote location far outside the city gates. (Phantos keeps eternal youth after her former husband offered up her beloved
it alive, just in case he tires of ruling and decides to unleash it on new-born son against her will. She mastered the arts of stealth and
the city.) Although no friend of man, and as likely to kill each and murder, killed her husband, and by dint of bloody skill became head
every denizen of the city as it is to kill the followers of Phantos, the of all the city’s crime gangs. She dresses in the height of fashion,
dragon could conceivably be of use to one seeking to overthrow puts on a girlish display of spoilt petulance, coquettishness, and
the devil-lord’s rule — if its fury could somehow be channeled, or flirtatious fun, but this belies a secret and steely determination to
the fate of non-followers was of no concern. rule the city herself.

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.

The Seven are an evil brood; although fair of face, each is as


wicked as a mortal can be; intrigue, assassination, and the worst
kind of insincere camaraderie are their hallmarks. The wickedest
of denizens vie for these roles at the top of the city aristocracy
(where rank depends on wealth). Some of the Seven are former
priests of Sol, tempted by power, others evildoers from Maedoen
or Psarmorum. Phantos grants powers to these his priests but is
not worshipped directly; since his only creed is “Do as you like,”
those who revel in the life of his city please him. Of course, failure
to enjoy this worldly paradise is a sure sign of apostasy and aging.
The Seven’s main duties are to organize entertainment and deal
with the aged and the servants of other gods, mainly Sol. The
changelings (see below) taught the Seven how to use human
corpses as temporary bodies, thus letting them “shape-change” by
switching bodies while in astral form.

Chapter 7: City of Phantos | page 187


There is no true law. The town has a supposed Mayor, Ygmir, a
dwarf who seems for one of his race both affable and surprisingly
interested in the wellbeing of the city’s inhabitants — this creature
was appointed by the Seven, and is in truth selfish and corrupt,
as one might expect, and only interested in grabbing power and
wealth. He has a number of powerful cronies in Phantos’s priest-
hood who benefit from the crooked and unscrupulous deals he
engineers.

The office of High Constable is currently taken by Olan Hind, a fop


with dandyish good looks, always dressed in the height of fashion.
Olan is thought to be Ygmir’s stooge, but unbeknownst to the
scheming dwarf, Olan is actually loyal to the thieves’ guild — with
which he has substantial gambling debts. He is secretly besotted
with Petal Violet, who uses his infatuation to her own ends. Olan
takes bribes, extorts money, and generally misuses his power. He
heads up the New Guard, an amalgam of former brigands, merce-
naries, and evil adventurers. Its tasks include hunting down the
“Priests of Limbo” (renegade priests from the old religious order,
before Phantos) and those who show signs of aging, so the priests
of Phantos can deal with them.

Revenue and taxes: The so-called Changeling Tax Collectors gather


money from the downtrodden residents of the city. They also
aid the New Guard with the task of hunting down and capturing
followers of Sol Invictus.

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

page 188 | Chapter 7: City of Phantos


amounts to 1000 in the gold coin of the realm, and temporary tear flesh from bone or boil a man’s marrow while he yet lives. He
freedom from harassment. can fight too, and predictably carries a big and bloody cleaver. His
shop is uncomfortably close to the dump, so the freshness of his
Relics and Treasures wares is hard to judge.
There are tavern tales of powerful artifacts linked to the church
of Sol that allow Phantos to control the seraphim that were once Guilds and Training
servitors of the sun god — one penetrating the sanctum might The thieves’ guild is the only coherent group other than those
learn the truth of this. of Phantos and the Seven, and offers training in both arms and
skullduggery. The guild house lies in the Twistings — the house
The Whip of Scales: This lengthy whip of dragon scales can control, is a series of above and below ground chambers, all tastefully
for a short time, a subdued dragon; could it control Xoraxai? In any decorated to Petal Violet’s precise instruction; there are comfy
event, it is in the seneschal’s possession — kept in his chamber high pillows and pretty wall hangings as well as a deadly trap or three.
up in the palace’s tallest tower. The New Guard offers no training as it only hires thugs who already
know how to bully.
Vendors and Dealers
A roving fay called the Metal Man deals in exotic jewellry Regional Monsters
and gems, and secrets too — he might be found in the The entries in the bestiary have game statistics for the many of the
Twistings, or perhaps wandering the woods that surround strange and deadly creatures that dwell in or near this accursed
the city. He is capricious and unpredictable, but pays well city, and its vile ruler. Details relevant or specific to Phantos, the
in buying, offers a good deal in selling. He has four arms so-called “City of Life,” are given below.
beneath his cloak, and can take on the form of a man-size
bipedal insect with an armored exoskeleton as hard as steel; The Accursed: These zombies were people murdered by the Priests
in this form he wields four swords. of Phantos, whose bodies were disposed of like lumps of meat
in “The Dump”. But they, too, linger on, perhaps animated by the
The Butcher is a favorite of the wild goblins; he always has meat same force that gives rise to limbo spirits.
— wild game; often horse; sometimes man. He is a fat goblin-like
thing sired by a demon on a hobgoblin hag. He knows spells that Capture Vine: This vine grows all over the buildings of Phantos,

Chapter 7: City of Phantos | page 189


climbing up the walls. The minions of Lord Phantos planted them
all over the city to help capture runaways, such as low-born
criminals. Oddly, their worst enemies are the Accursed. Undead
creatures wither Capture Vines instantly should they pass by within
ten feet.

Changeling Collectors: The changelings found a perfect home in


the abode of the Demon Lord Phantos. A city that welcomes them
unconditionally without condemning their chaotic behavior, plus a
master who rewards them with many glittery, shiny things. Why, it
just couldn’t be better for Fay creatures! In return, the changelings
collect the taxes from the downtrodden residents of the city. They
also aid the New Guard. The changelings, in return for having a
new, wonderful playground, taught the leaders of Phantos City
how to prepare human corpses as temporary bodies, granting even
humans the ability to “shape-change” by switching bodies while
in astral form. The Changeling Collectors often use pointer dogs
to track down the Swipes, who frequently steal from the barracks
coffers. Many changelings are fond of taking on the form and
abilities of a hunting dog as well, if the real thing isn’t available. Of
course, a changeling hunting dog won’t tolerate leashes!

Giant, Jotterthug: The city of Phantos is located in a valley on


the north side of which is a forested, slightly mountainous area
called the Jotters’ Hills, named after a race of giants that would
kill travelers and “jot” down the kill score total on the side of a
cliff, near their main lair. Phantos thought this immensely amusing,
and has several of the giants captured each year. He uses them
for gladiatorial sport in the city’s amphitheater, called Jotterthug
Guardian of the Sanctum: Adjacent to the palace sits the Sanctum.
Stadium. Captured adversaries of greater prestige or rank than the
Its guardian is actually a minion of the demon lord Phantos,
low born find themselves facing these huge humanoids in a battle
summoned to guard the Spirit Gate, where the priesthood may
to the death.
enter into their god’s realm. Its form and visage is that of a
small boy, making the priesthood feel welcome, but unnerving
Giant Rats: Giant rats are a staple food of the low born in Phantos,
trespassers. Trying to get by the Impassable Child may prove to be
as well as the Accursed zombies in The Dump. Some say the rats
quite a feat, as he is capable of interposing several magical shields
taste particularly delicious if they recently feasted on changeling
to push back any creature trying to get past him.
flesh, but few believe the rumor.

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

page 190 | Chapter 7: City of Phantos


and used to replace the raptor’s eyes. Then, with the aid of a
sorcerer’s spell, the bird and the man are connected forever, and
he sees through the bird’s perspective.

If the Raptor Host’s body is killed, his soul immediately travels to


the bird’s body and takes over its mind. Therefore, some raptors
are as intelligent as humans. All of them are controlled by the
city’s few Raptor Keepers, who are usually aristocrats.

Seraphim: The “angels” of Phantos are called the Seraphim, and


they are terrible creatures: humanoids with four heads and
six wings. Just looking at one causes 4 points of damage to
Willpower DP, then Fortitude, every round. The average citizen
would be incinerated in a minute or so. They are the enslaved
spirits of “Priests of Limbo”: Phantos collected their tortured,
disembodied minds into four crystal jars, and keeps them on
his mantelpiece in his palace in the center of the city. Phantos
commands the Seraphim into action, always to kill or imprison
their old priesthood wherever they may be hiding.

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.

Swipes: Swipes are useful to some in the city of Phantos. Easily


bribed, the monkey-like creatures make for great spies and
filchers. These creatures are reviled by the aristocracy and priest- own and will leave his comrades long before the battle is won.
hood, which view them as the low born’s method of challenging
their authority and stealing their riches. Recycling: Uh-oh, when the wife of one of the Seven showed signs
of aging she was swiftly killed in the proper fashion, but the foolish
Adventure Hooks guards forgot to remove her precious jewellery before disposing of
When Baphomet Calls: The witch-addled mother of the her in the dump. Now a race is on to get the jewels from beneath
seneschal’s murdered son whispers that it was no chance the piles of corpses: her former husband wants them back and has
that brought the devil-lord to one of Sol’s enclaves; she hints despatched some lesser priests to fetch them; meanwhile Mayor
guardedly of something unspeakable, an impossible entangle- Ygmir has prevailed upon the High Constable to send a squad of
ment betwixt Sol and Baphomet — but surely this is just her the New Guard; not to be outdone, Petal Violet has pointed a
madness raving? And yet, a roving “minstrel” has slipped through group of daring thieves in the right direction.
the gates, when he plays his tunes even the goblins caper and
laugh, and he plays especially for those who might turn against The adventurers are contacted by the Metal Man — will they try
Phantos. Who will accompany this strange bard into Phantos’s and beat these rival groups, dodge the accursed, and bring back
sanctum? He seeks adventurous comrades. Hell has reason the gems for a rich reward? The Metal Man can give secrets as well
to hate Baphomet as surely as heaven — and by striking here, as gold…
Phantos has weakened Baphomet’s long-term plans. Now a
reckoning might be due, or mayhap the minstrel has plans of his

Chapter 7: City of Phantos | page 191


Axes of Evil: Disreputable dwarves from afar (led by Rak, Ran, and
Kor, relatives of the Mayor, Ygmir) have been making forays deep
into the forest to hew down a sacred grove, while city goblins cart
away the timber. Phantos extends tendrils of his dark power to
protect them from the fay, who are not happy, and seek mortal
aid (since Phantos’s magic is not directed at such), to wit, the PCs.
How directly or indirectly the PCs are approached, whether they
are cajoled or threatened, and why Phantos wants this destruction,
or the magical timber, are left in the GM’s hands. If the PCs are
smart, they might extract a binding promise from the fay, if they are
capable, they might overcome the dwarves, and if they are percep-
tive, they might find out what is going on.

NPC Rivalries: Everyone here is a rival of everyone else;


consider each named character in the service of Phantos
as a rival of the rest — and Phantos himself is no friend
to his followers — in truth, he despises them all and
once they no longer amuse him then all will be dead.
Perhaps the greatest hidden rivalry is that between
the thieves’ guild under Petal Violet and the
followers of Phantos. This is hidden… for now…

page 192 | Chapter 7: City of Phantos


Appendix 1: Names and Places Welsh (Maedoen) is smooth and musical. Words are stressed on
the next to last syllable. A /y/ as the last syllable is a long /ee/
sound, and the /i/ is always short. The /ch/ is as in ‘loch’. We have
This appendix contains names and notes on people and places
written the breathy Welsh /ll/ as it sounds, /hl/.
in Ainerêve. They should help with adding background color,
expanding the setting, naming characters and NPCs, and so on.
Gaelic (Meath) is fairly smooth but throaty. Stress is on the first
syllable. Accented vowels are longer. The /c/ and /g/ are hard, and
Pronunciation the /r/ is rolled. The /ch/ is as in ‘loch’; /h/ softens consonants;
/ae/ is pronounced /ai/ and /oe/ is pronounced /oi/.
Most local names in this book are spelled fairly phonetically:
Fergus, Shee, Roberre, rather than the orthographic but misleading
French (Psarmorum) is nasal. The /é/ and /ei/ rhyme with ‘hey’;
Fearghas, Sidhe, Robert. Just say the words as you see them,
other e’s are as in ‘men’; a final ‘e’ is silent unless accented. Final
perhaps with a trace of a suitable accent (Welsh, Irish, or French).
consonants are often silent. The /i/ is a long /ee/ sound. The
Some tips are provided for important names.
/eau/ rhymes with ‘go’. We have written French /oi/, /gn/, /j/ as
they sound, /wa/, /ny/, /zh/ (e.g. Agnes, Joie, Guy = Ahnyes, Zhwa,
Ainerêve. Varies with regional accents: an-Ah-reev in Maedoen;
Ghee).
Ann-ah-reev in Meath; Ai-nurr-evv in Psarmorum.
Cartrefol Cyfain. kar-Treff-oll Kiff-ain.
Chartres. Shah-trez. Names
Cythraul. Kai-thrawl.
d’Echallens. Deh-Shall-onz. This section provides lists of typical names for the inhabit-
Grimsete. Grim-seat. ants populating the towns, villages, and groves of Maedoen,
Gan Creadigeath. Gann Krraid-gaith. Psarmorum, and Meath. Choose, or roll dice to allocate randomly.
Mali. Mal-ih.
Maedoen. may-Doe-en. Maedoen. Maedoen names are mostly Welsh; some are Gaelic
Meath. Meeth. because of interaction with Meath. Bynames (e.g. Huw of Seatown,
Psarmorum. sar-Mor-um. Huw Math’s son, Huw the Fisher, Huw the Tall) are used rather
Shee. She; as in banshee. than fixed surnames. In Old Welsh, ‘ap’ meant ‘son of’ and ‘merch’
meant ‘daughter of’, so Huw’s children might be called Owen ap
Huw and Olwen merch Huw.

Roll D6: 1–3 main, 4–5 other, 6 Gaelic (see Meath).

Male main (D20): 1 Aneirin, 2 Arthur, 3 Bran, 4 Bryn, 5 Cadoc, 6


Derwyn, 7 Dylan, 8 Emrys, 9 Geraint, 10 Griffyth, 11 Hlewellyn, 12
Hloyd, 13 Huw, 14 Madoc, 15 Melvyn, 16 Morgan, 17 Owen, 18
Pendaran, 19 Rhys, 20 Tecwyn.

Male other (D20): 1 Amren, 2 Angwyn, 3 Avon, 4 Berwyn, 5


Cadfael, 6 Caradoc, 7 Corryn, 8 Elphin, 9 Gethin, 10 Gwydion,
11 Maelgwin, 12 Math, 13 Mawr, 14 Meredyth, 15 Nerthach, 16
Owein, 17 Peredur, 18 Pryderi, 19 Taliesin, 20 Uther.

Female main (D20): 1 Angharad, 2 Anwen, 3 Blodwen, 4 Branwen,


5 Bronwen, 6 Ceinwen, 7 Gwendolyn, 8 Lynwen, 9 Mederei, 10
Morwenna, 11 Nerys, 12 Nest, 13 Nona, 14 Olwen, 15 Rhiain, 16
Rhonda, 17 Tangwen, 18 Tegan, 19 Wynne, 20 Yseult.

Female other (D20): 1 Adwen, 2 Brisen, 3 Carys, 4 Creirwyn, 5


Dwynwen, 6 Eurfron, 7 Gwendyth, 8 Gweneal, 9 Gwenevar, 10
Hafren, 11 Innogen, 12 Malvina, 13 Mererid, 14 Morved, 15
Neued, 16 Nimue, 17 Rhiannon, 18 Saeth, 19 Sirona, 20 Tangustel.

Appendix 1 | page 193


Psarmorum. Names in Psarmorum are almost all French, but a few
are from elsewhere in Europe. Surnames are used. Ecclesiastics
sometimes adopt Latinate names when they take holy orders.
Noble family surnames often start with ‘de’ (meaning ‘of’ or ‘from’)
before a place name, as in de Nimes or d’Or.

Roll D10: 1–6 main, 7–9 other, 0 other European (GM’s whim).

Male main (D20): 1 Ahnri, 2 Alain, 3 Baudouin, 4 Bertrohn, 5


Blaise, 6 Clowde, 7 Etienne, 8 Franswah, 9 Gaston, 10 Gautier, 11
Geoffroy, 12 Ghee, 13 Guiyaume, 14 Jacque, 15 Louis, 16 Mathieu,
17 Pierre, 18 Roberre, 19 Ugues, 20 Zhean.

Male other (D20): 1 Abelard, 2 André, 3 Antwahn, 4 Benwah,


5 Bernar, 6 Blondel, 7 Deni, 8 Gaspar, 9 Gervase, 10 Gilberre,
11 Isembar, 12 Maurice, 13 Michel, 14 Philippe, 15 Raimon, 16
Renart, 17 Rishard, 18 Toussaint, 19 Zherome, 20 Zhoscelin.

Female main (D20): 1 Ahnyes, 2 Alice, 3 Anne, 4 Bernadette, 5


Blanche, 6 Charlotte, 7 Eleanor, 8 Emma, 9 Isabeau, 10 Isabelle,
11 Louise, 12 Madeleine, 13 Marguerite, 14 Marie, 15 Marthe, 16
Matilda, 17 Mowde, 18 Suzanne, 19 Yvonne, 20 Zheanne.
Female other (D20): 1 Amice, 2 Antoinette, 3 Arletta, 4 Beatrice, children might be called Cormac mac Fergus and Maeve ingean
5 Clotilde, 6 Constance, 7 Eglantine, 8 Esclarmonde, 9 Estelle, 10 Fergus.
Eugenie, 11 Fransoise, 12 Gabrielle, 13 Helene, 14 Melisonde, 15
Rixende, 16 Stephanie, 17 Tomassia, 18 Vuissance, 19 Wahseel, 20 Roll D6: 1–3 main, 4–5 other, 6 Welsh (see Maedoen).
Yolande.
Male main (D20): 1 Áed, 2 Ailill, 3 Angus, 4 Brian, 5 Cathal, 6
Surnames main (D20): 1 Armand, 2 Bernard, 3 Bertrand, 4 David, 5 Conall, 7 Conovar, 8 Cormac, 9 Domnall, 10 Eochaid, 11 Eoghan,
Dubois, 6 Durand, 7 Fournier, 8 Girard, 9 Laurent, 10 Lefebvre, 11 12 Fergus, 13 Fland, 14 Lochlainn, 15 Lugaid, 16 Niall, 17
Leroy, 12 Martin, 13 Michel, 14 Moreau, 15 Petit, 16 Rishard, 17 Oishean, 18 Rónan, 19 Shéamus, 20 Sheán.
Roberre, 18 Roux, 19 Simon, 20 Thomas.
Male other (D20): 1 Bróccan, 2 Cónan, 3 Conn, 4 Dáire, 5 Dairmud,
Surnames other (D20): 1 Arpin, 2 Bouchard, 3 Charette, 4 Charles, 6 Dálach, 7 Donnchad, 8 Dovnall, 9 Duthach, 10 Ferchar, 11
5 Clement, 6 Dubois, 7 Fontaine, 8 Garnier, 9 Hamel, 10 Joliot, 11 Fergal, 12 Finn, 13 Gavran, 14 Lugaid, 15 Máeldúin, 16 Morrann,
L’hiver, 12 Laroux, 13 Marceau, 14 Olivier, 15 Perreault, 16 Picard, 17 Nuadu, 18 Orthanach, 19 Tuathal, 20 Uaithne.
17 Roussel, 18 St Crois, 19 Tibault, 20 Vautier.
Female main (D20): 1 Bévinn, 2 Ciannah, 3 Djearváil, 4 Duvessa, 5
Ecclesiastical (D20): 1 Aemilius, 2 Ambrosius, 3 Beneventus, 4 Ehnat, 6 Eithne, 7 Fionnavair, 8 Goormla, 9 Grahnya, 10 Maeve,
Celestinus, 5 Cornelius, 6 Gregorius, 7 Honorius, 8 Jacobus, 9 11 Mór, 12 Muirenn, 13 Nessa, 14 Nuala, 15 Oona, 16 Orlah, 17
Julius, 10 Lucius, 11 Marcus, 12 Parvus, 13 Paulinus, 14 Petrus, 15 Sáerlah, 18 Sahrich, 19 Sheila, 20 Tailltiu.
Pius, 16 Quintus, 17 Simplicius, 18 Theodoricus, 19 Theophilus, 20
Vigilius. (Change -us ending to -a for females.) Female other (D20): 1 Affraic, 2 Brigit, 3 Caírech, 4 Caitilín, 5
Cawran, 6 Doireand, 7 Éile, 8 Emer, 9 Fionnuala, 10 Gohbnit,
Meath. Names of Forest of Meath natives are mostly Gaelic; some 11 Lethann, 12 Muirecht, 13 Niav, 14 Órnat, 15 Rónnait, 16
are Welsh because of interaction with Maedoen. Bynames are Samthann, 17 Sarnah, 18 Sath, 19 Shivahn, 20 Táethen.
used (e.g. Mór of Redgrove, Mór Sahrich’s daughter, Mór the Tree-
speaker, Mór the Nimble) rather than fixed surnames. In Gaelic,
‘mac’ meant ‘son of’ and ‘ingean’ meant ‘daughter of’, so Fergus’s

page 194 | Appendix 1


Towns and villages (maybe the village has something to hide, or there are guards
because of recent raids), or (as is usual with Fay) a wish to be left

Ainerêve is a ‘sandbox’ setting, with some important things undisturbed.

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

Appendix 1 | page 195


Appendix 2: Tables
Generic Treasure

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.

Typical Saving Throw Scores for Opponents (basic


score):
Minor D4 to D8
Standard D6 to D12
Extraordinary 2D4 to 2D8
Legendary 2D10 to 3D12

page 196 | Appendix 2


Table 4.2 Spell failure effects by NN Shield Types
Small / 1
NN Spell Failure and Enervation Medium / 2
0–2 Spell fizzles, no consequence. Large / 3
4 Spell fizzles, cannot reattempt for 1 round.
6 Spell fizzles, –1 to D-Pool; minor enervation. Cannot Shields reduce threat points by 1 to 3 points as per shield
reattempt for 2 rounds. type above, before the chosen Active Defense Pool is
8 Spell fizzles, –2 to D-Pool; moderate enervation. Cannot reduced. The chosen DP must be above zero, or the
reattempt for 3 rounds. wielder is too fatigued to use the shield to block effec-
12 Spell fizzles, –3 to D-Pool; serious enervation. Cannot tively. Magic shield types add a static bonus (e.g. small +1
reattempt for 4 rounds. shield reduces threat points by 2). A parry dagger (main
gauche) blocks like a small shield.
16 Spell fizzles. Slowed for one round (falls back a battle
phase next turn). –4 to D-Pool; severe fatigue. Cannot
cast any spells for 1D4 rounds.
Armor Types
20 Spell fails. Stunned for 1 battle phase (3 seconds). Asso-
Hide / D4 — Light
ciated Magic D-Pool reduced by –5. Cannot cast any
spells for 1D6 rounds. Reaching 0 in the Magic D-Pool Leather / D6 — Light
due to this sort of backfire knocks the thaumaturge out, Chain / D8 — Medium
helpless for 1D4 rounds. Plate / 1D10 — Heavy
30+ Spell fails spectacularly; caster stunned for two battle
phases, and associated Magic D-Pool reduced by –6. Mithral variations (exceptional metal):
Cannot cast any spells for 2D4 rounds. Reaching 0 in Chain / 2D4 — Light
the Magic D-Pool due to this sort of backfire knocks the Plate / 2D6 — Medium
thaumaturge out, helpless for 1D8 rounds. Such spells
are not for the faint of heart.
Deadlier Armor Values Optional Rule
Table 4.3 General categories of sizes and weights Hide / D2 — Light
Leather / D3 — Light
Description Size Weight Animal Object Structural Chain / D4 — Medium
(solid/open) HP Range
Plate / 1D5 — Heavy
Miniscule to 5/ 20 to 5 oz Mouse Mug 1
cu in
Mithral variations (exceptional metal):
Tiny to 20/ 300 to 5 lb Rat Breadbox 1–2 Chain / 1D8+1 — Light
cu in
Plate / 1D10+1 — Medium
Small to 3/ 9 cu ft to 100 lb Goblin Chair 2–5
Medium to 6/ 36 to 300 lb Human Desk 5–10
cu ft
Large to 50/ 500 to 2500 lb Horse Wagon 100
cu ft
Huge to 500/ to 25,000 Elephant Cottage 500
5,000 cu ft lb
Gargantuan to 1000/ to 50,000 Dragon House 1000+
10,000 cu ft lb

Appendix 2 | page 197


Name
Occupation Race Age
Basic Ability > Speciality > Mastery Equipment
Animal Handling [S,U] :
Arcanum* [P,U] :
Agility [P,U] :
Fortitude [P,U] :
Healing [S,R] :
Influence [S,U] :
Knowledge [S,U] :
Melee Weapons** [P,U] :
Perception [S,U] :
Ranged Weapons** [P,U] :
Skullduggery [S,U] :
Talent [S,R] :
Unarmed** [P,U] :
Willpower [P,U] :
Magic Abilities (Basic > Speciality > Mastery*)
Alteration [P,R] : Advantages Disadvantages
Conjuration [P,R] :
Elementalism [P,R] :
Illusion [P,R] :
Invocation [P,R] :
Psychogenic [P,R] :

page 198 | Appendix 2


* See Magic Spells in Chapter 4 for a list of masteries. Character
** See Chapter 3 for special masteries Points Awarded Spent Remaining
Permission Granted to Photocopy for personal use
Appendix 2 | page 199
Basic Ability > Speciality > Mastery

Action Defense Pools


Magic Defense Pools

Arcanum Agility
Melee Weapons
Alteration
Unarmed
Conjuration
Willpower
Elementalism
Weapon Harm Bonus Init. Bonus Reach
Illusion Armor Die
Invocation
Shield DR
Psychogenics
Fortitude
Permission Granted to Photocopy for personal use
page 200 | Appendix 2

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