World Between For Fictive Hack

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Introduction
Table of Contents................................................ 2
Foreword by Kirin Robinson .............................. 4
Foreword by Jack Shear ..................................... 5
Credits & Acknowledgements, Instructions ....... 6
Needed Equipment, Game Style ......................... 7
Making, Equipping, Advancing Characters
Character Generation .......................................... 9
World Between Character Record .................... 10
Languages ......................................................... 11
Backgrounds ..................................................... 12
Starting Equipment ........................................... 14
Weapons, Armor, Shields ................................. 15
Encumbrance .................................................... 16
Adventuring Motive ......................................... 17
Templates (1-20)
1. Archer ................................................. 18
2. Assassin .............................................. 19
3. Bard .................................................... 20
4. Berserker ............................................ 21
5. Duelist ................................................ 22
6. Fighter ................................................ 23
7. Gambler .............................................. 24
8. Gladiator ............................................. 25
9. Hunter ................................................. 26
10. Knight ................................................. 27
11. Mechanic ............................................ 28
12. Monk .................................................. 29
13. Monster Hunter .................................. 30
14. Noble .................................................. 31
15. Nomad ................................................ 32
16. Prostitute ............................................ 33
17. Scholar................................................ 34
18. Scout ................................................... 35
19. Thief ................................................... 36
20. Tumbler .............................................. 37
Character Advancement ................................... 38
Description of Talents ...................................... 39
Improved Talents .............................................. 40
Occupational Talents ........................................ 41
Master Talents .................................................. 42
Other Talents .................................................... 45
Multiple Templates ........................................... 46
Rules
Arenas ............................................................... 48
Rapid Random Battlefields ............................... 49
Awesome Point Economy................................. 50
Combat ............................................................. 54

Wounds and Recovery ...................................... 56


Everybody Else ................................................. 58
Basic Systems for Tasks ................................... 59
Morale ................................................ 60
Stealth Guidance ................................ 61
Evasion and Pursuit ............................ 62
Terror, Horror, Madness (diceless) .... 63
Terror, Horror, Madness (crunchy) .... 64
Diseases .............................................. 67
Horses ............................................................... 68
Beasts of Burden ............................................... 70
Hirelings ........................................................... 72
Magic
Creating Magic Objects .................................... 74
Spell Talents Across Traditions ........................ 76
Wizard (Template) ............................................ 77
The Manual of Gastromancy (Grimore) ........... 78
The Red Book of Nelandra Kir (Grimore) ........ 79
The Scavenger Masters Grimore ...................... 80
The Spring House Grimore ............................... 81
Narlathian Spellcraft ......................................... 82
Wizards and Familiars ...................................... 83
Witch (Template) .............................................. 84
Familiar Types .................................................. 85
Mage (Template)............................................... 93
Spell Workings of Mages ................................. 94
Additional Mage Spells ...................... 95
Elemental Warmagic of Orxham (Mage) ......... 98
The Hundred Death Gods ................................. 99
Necromancer (Template) ................................ 100
Gallows Wizards Grimore (Necromancer) .... 101
Black Warlock (Template) .............................. 102
Black Warlock Necromancy ........................... 103
Death Talents.................................... 104
Illusionist (Template) ...................................... 105
Shadows of Orxham (Illusionist) .................... 106
Other Magical Subsystems
Fey Magic ....................................................... 107
The Vistani Fate Tradition .............................. 108
Curses ............................................... 109
Magical Radiation Mutations ......................... 111
Questing Knight (Template) ........................... 116
Religion
Holy Warriors of Ulverland (Template) ......... 118

3
Father & Family (Storm Sovereign Pantheon)119
The Storm Sovereign Story ............................ 120
Garm-Gorak ..................................... 122
Hulmora............................................ 123
Charlak ............................................. 124
Maham.............................................. 125
Liberiak ............................................ 126
Servants of the Lady
Codex of the White Way ................................ 127
Saints of the Lady ........................................... 130
Damsel of the Lady (Template) ...................... 131
Friar (Template) .............................................. 132
Purifier (Template) ......................................... 133
Zealot (Template) ........................................... 134
Pagans
Talents of the Pagan Gods .............................. 135
Beastmaster (Template) .................................. 139
Druid (Template) ............................................ 140
Shaman (Template)......................................... 141
Chiresque (Batshifter Template)..................... 142
Lupinesque (Wolfshifter Template)................ 143
Ravenesque (Ravenshifter Template) ............. 144
Ursaesque (Bearshifter Template) .................. 145
Other Gods ..................................................... 146
Context
Gothic Fantasy Flavor .................................... 148
History of the World Between ........................ 153
The Sovereign Calendar ................................. 157
Descriptions of Areas of the World Between
Map ................................................................. 160
Caligari ............................................. 163
Frostreave ......................................... 165
Ghael Isles ........................................ 168
Harrowfaust ...................................... 170
Iron Principalities ............................. 173
Isles of Unparalleled Liberty ............ 176
Midian .............................................. 179
Mord-Stavian .................................... 182
Relmeenos ........................................ 184
Ruinous Scar .................................... 187
Scarabae ........................................... 189
Scavenger Lands .............................. 192
Shae Isle ........................................... 196
Ulverland .......................................... 197

Starter Example: Character Generation .......... 201


Planning the First Session ................ 204
Examples of Leveling Up ................. 207
Combat Example .............................. 209
Monsters
Demons ........................................................... 215
Half Demon (Template) ................... 216
Demon Talents ................................. 217
Demon Examples ............................. 221
Orcs of the Iron Principalities ......................... 223
Orc Examples ................................... 226
Beastmen ........................................................ 227
Sample Beastmen ............................. 230
Ghosts ............................................................. 233
Vampire (Template) ....................................... 237
Werewolf (Template) ..................................... 239
Fey Creatures .................................................. 240
Some Fey .......................................... 242
Fey-Based Demi-Humans ................ 244
Monsters ......................................................... 245
Sample Monsters .............................. 256
Warbands ........................................................ 260
Animals........................................................... 267
Other Character Information
Optional Random Traits ................................. 269
Distinctive Gear .............................................. 273
Dark Secrets.................................................... 276
Adventuring Motives (Expanded) .................. 286
Alignment ....................................................... 292
Belief Systems and Codes of Honor ............... 293
Standard Equipment and Cost ........................ 294
Travel, Housing, Living Expenses .................. 295
Currency ......................................................... 296
Alcohol ........................................................... 297
Drugs .............................................................. 298
Poisons and Venoms ....................................... 299
Enchanted Gear............................................... 302
Explosives....................................................... 307
Art Credits ...................................................... 308
Examples for Clarification .............................. 310

The World Between for Fictive Hack by Andrew Shields is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
The World Between used with permission of Jack Shear.

I am a huge believer in projects that are a labor of love. Theres this wonderful thing about being in the
roleplaying game hobby, which is how easily it can turn you into a designer. This hobby can open an
appetite you never realized you had for all the shared ideas out there to put in the Cuisinart of your own
inspiration, blend it into something beautiful, and then turn around and share it with others, whether its
just your group or the whole world.
Andrews an inspiration. Hes taken my minimalist little twentysome page system and Jacks delightfully
gothic muskets-and-werewolves setting blogposts and turned it into a gorgeously realized game. Its all
here: character building, rules, setting, example of playfar more than anything Ive ever produced, and
wonderfully encapsulated. And its pick-apartable, too, reflecting what I like best about the do-it-yourself
RPG blogger movement: this great attitude of take whatever you need without embarrassment or
presumption. I hope that attitude continues to spread.
Im inclined to believe that
rules should reflect and
influence setting and vice
versa. Attempts to separate the
two are rarely as engaging as
clever ways that they can
integrate and feedback off each
other. Of course, any
presentation of setting and
world carries its own tricky
balance: you want to evoke
and inspire without
constricting too much.
I think Andrew cares about this
a lot and I think it shows in his
work - every bit of setting he
presents is a jumping-off point.
This is indicative, to me, of a
designer not afraid to be
inspired, which is the mark of
a good player, too.
Be inspired. Make the game
your own. And go places! Why
not start with the World
Between?

Watching someone else reinterpret your work tends to go one of two ways. Reinterpretation can engender
feelings of deep-rooted horror, if that person tramples all over your hard work and your unique spirit of
creation. Or, reinterpretation can be deeply rewarding, if that person shows you new ways to think and
dream within the context of your own creation. Andrew Shields's version of my World Between setting is
most assuredly of the latter type.
I have no idea how familiar Andrew is with the Gothic
literature that informs my role-playing game setting, but his
additions ring true to the influences I've always coupled to
the familiar fantasy mode. For example, Andrew added a
few well-chosen elements to my list of typical Gothic
conventions. The power of the sublime and the tenuousness
of sanity are two common Gothic elements that stick out as
being absolutely true to the literature and also as perfect
fodder for creating the particular atmosphere I associate with
my own games set in the World Between.
While many of Andrew's variations on my setting elaborate
on the themes and mood that I had already established, he
also carved-out large swaths of detail that I would never have
come up with on my own. I generally prefer to keep large
sections of my campaign world undocumented and unconsidered until I have a need to fill in those blanks.
Andrew's version of the setting is far more nuanced and comprehensive at the level of specific setting
detail. Though his World Between is not my World Betweencities such as Glasslin and Levanti are
alien to my conception of the settingI would play in Andrew's games in a heartbeat.
As Andrew has made me privy to his drafts of the work he has done on the setting and its accompanying
rule-set in this book, it has been truly interesting to see an alternate World Between emerge and take
shape. If imitation is the sincerest form of flattery, I am duly flattered. But there is more than just
imitation here; Andrew's vision of the World Between is different, yet just as strong and idiosyncratic as
mine. I like to think of both my vision of Gothic Fantasy and his existing side by side as parts of a
darkly-hued Gothic multiverse. (Perhaps they're even just the first two uncovered Worlds Between in a
long chain of uncharted Gothic Fantasy worlds.) Indeed, there is a spirit of cross-over at work here; I like
many of Andrew's innovations enough to now use them in my games. I'd wager that you will also find
much to love in the pages that follow as well.

My thanks to Kirin Robinson! He made a genius game with Old School Hack, and it is my privilege and
honor to rebuild it to my own play style in Fictive Hack. He has been supportive every step of the way. I
have been truly inspired by the simplicity, flexibility, and fun that Kirin codified in his game. I appreciate
his permission to use the ideas taken from his game for this book.
My thanks to Jack Shear! He made a delightful Gothic fantasy setting in the World Between. What started
as adapting some of his offerings to fit an Old School Hack system has bloomed into this book. His
support and encouragement have been vital to my work. We need more people who can pull Warhammer,
Gothic literature, over-the-top D&D fantasy, and wry humor together in one place. I appreciate his
permission to use the ideas taken from his descriptions of the World Between.
My thanks to those who follow my work online at my blog and in other places. When you lend me your
enthusiasm, I use it as fuel it to propel work like this to new heights.
My thanks to Jack Logan, for putting such an incredible public domain art website up. I used it
extensively for this book. https://picasaweb.google.com/102628334940070915254
My thanks to Dyson Logos! His work in the OSR (Old School Renaissance) gaming style and his
evocative mapping pulled me into a blogosphere and offered me such value I really wanted to give back.
My thanks to Paul! He is a good friend, willing to listen to whatever crazed notion I want to show off for
this system and for others. He has been there for my family in good times and in bad, and I can never
repay the kindness hes shown us. If it was not for him, you wouldnt be reading this book.
My thanks to Kristy! Without the support of my loving wife, none of this madness would be possible.
You really have no idea what she puts up with before I get to the point I can hand a book like this to you.
Further, she aids and abets my effort with technical assistance and cartography. She is awesome.

This book is not a restaurant. You should not come in, sit down, and order a game off the menu. This
book is more like a grocery store. You take the ingredients you want back to your game prep kitchen, and
make something for your home table.
This book is concentrate, and you need to mix it with your own game style before you give it to your
friends as a tasty beverage. This book is difficult to read like a novel. Every page is full of game ideas.
The basic rules are pretty simple. The play style is fast and flexible. Most of this book provides options,
background, maps, magical traditions, monster-building, and other tools. The goal is to inspire and
support a Gothic fantasy game unlike anything youve ever played before.
I take great pleasure in offering you this fusion. Kirin Robinson made a magnificent gonzo off-the-cuff
system, Old School Hack. Jack Shear sketched out an inspirational Gothic fantasy setting in the World
Between. I combined the two, fleshing both out to match my personal style. I believe the resulting game
offers a version of Jack Shears world with detail and depth, and proof of the stylistic flexibility of Kirin
Robinsons game system, while showcasing my own creative talents. Now the game comes to you.
I hope you concoct a delicious game using these ingredients and recipes. Bon appetite.

Players. A DM and at least 2 players for best results (though solo play is possible.)
Dice. Everyone needs at least 2-3 d10, one of which looks different.
The Bowl. Where everyone can reach it.
Awesome Points. These can be poker chips, d6s, or other tokens. At least 15 per player.
Templates. Have a copy of all available templates (if starting fresh) or all players should have a
template for their existing characters.
Character Sheets. Everyone gets one. Maybe have some extras on hand.

Quick Reference. Everyone should be able to refer to the order of combat and basic rules.
Dry Erase Board (and marker and eraser). Its a quick and simple way to sketch out arenas
and keep track of where people and objects are, as well as tracking where characters are in the
combat round and other details the DM may wish to note.

Fictive Hack is designed to be low-prep, improvisational, reactive, cinematic, and fast-paced. Character
advancement is based on the kind of game the players and DM want, and how they reward each other for
playing in that style. (The game can be silly and over-the-top, focused on tactics, serious with emphasis
on character development, etc.) Decide what is awesome, and that decision drives the game. A few
interlocked systems (Awesome Point economy, weapons and arenas, armor, inherent abilities and talents)
express a wide variety of action.

This game is built on a permissive, bonus-over-balance, easily improvised mindset. It is fun.


Preparation can be very fast, even improvisational. A few flexible rule sets accommodate a wide
variety of cinematic and exciting action scenes and social interactions. Allies, foes, and monsters can
be swiftly developed and dropped into play.
Skills, feats, magic, and special abilities all combine under the talent umbrella to create a consistent
but flexible system, tightly integrated with the Awesome Point economy.
The Awesome Point economy (points awarded from the DM and also shared among players)
encourages camaraderie and fun. It substitutes for many complex mini-systems by charging Awesome
Points to adjust outcomes.
A simple codification of weapon types combines with the concept of an arena as an area in a fight
to create simple tactical variety that encourages movement and swashbuckling.
Characters can access abilities they have not earned, within limits, and multi-classing or taking
abilities from other areas is easy. Characters advance quickly and are extremely customizable.
Character advancement is tied into the Awesome Point economy, and players choose the speed of
their advancement.
Sometimes the rules call for 1d5. To get that result, roll 1d10 and divide by 2, rounding up.
1: 1-2. 2: 3-4. 3: 5-6. 4: 7-8. 5: 9-10.
To get a result between 1 and 20, roll 2d10. The first d10 is the 10s place; 1-5 is 0, 6-10 is 1. (A roll of
2 10 results is 20.) The second d10 is the 1s place. So, a roll of 4 and 6 would be 06.

Character Generation .......................................... 9


World Between Character Record .................... 10
Languages ......................................................... 11
Backgrounds ..................................................... 12
Starting Equipment ........................................... 14
Weapons, Armor, Shields ................................. 15
Encumbrance .................................................... 16
Adventuring Motive ......................................... 17
Templates (1-20)
1. Archer ................................................. 18
2. Assassin .............................................. 19
3. Bard .................................................... 20
4. Berserker ............................................ 21
5. Duelist ................................................ 22
6. Fighter ................................................ 23
7. Gambler .............................................. 24
8. Gladiator ............................................. 25
9. Hunter ................................................. 26
10. Knight ................................................. 27
11. Mechanic ............................................ 28
12. Monk .................................................. 29
13. Monster Hunter .................................. 30
14. Noble .................................................. 31
15. Nomad ................................................ 32
16. Prostitute ............................................ 33
17. Scholar................................................ 34
18. Scout ................................................... 35
19. Thief ................................................... 36
20. Tumbler .............................................. 37
Character Advancement ................................... 38
Description of Talents ...................................... 39
Improved Talents .............................................. 40
Occupational Talents ........................................ 41
Master Talents .................................................. 42
Other Talents .................................................... 45
Multiple Templates ........................................... 46

1. Choose a Template. You get the inherent ability on the template for your character. Limitations can
help you understand the character, but most dont have penalties.
2. Details for Awesome Points. Optional. Randomize or choose an adventuring motive (simple list on
page 17, detailed list on page 286), a dark secret (page 276), appearance and relationship (page 269),
distinctive gear (page 273) and alignment (page 292). These details help connect your new character
to a personality, and to the game world. (Either now or later, your character will need a name.)
3. Assign Attributes. You have 5 points to put into attributes. You can put all of them in a single
attribute, or spread them out. A character gets +1 to an attribute every level.
You can take an attribute to -1 for 1 more point to spend on another attribute. You can take
up to 4 negative points, no more than 2 in any attribute. Maximum 8 in an attribute.
Positive attributes give the character advantages.
Awareness. Each +1 is a proficiency in 1 extra spoken language (start with 1
language for free), 1 alphabet for literacy, 1 musical instrument, or 1 art. (Negative
has no effect.) Languages are on page 11.
Brawn. Each +1 is 1 load the character can carry without penalty. Positive Brawn
means the character knows how to swim. Encumbrance is on page 16.
Charm, Cunning, Daring. Add the total together for these three. Any positive number
can be used to get backgrounds (page 12).
Commitment. Any bonus allows an optional code of honor (page 293).
ATTRIBUTE
Awareness
Brawn
Charm
Commitment
Cunning
Daring

Description
Alertness, perception, insight
Size, physical intimidation
Social aptitude, ability to inspire, persuasion
Devotion, intensity, resisting magic & suggestion
Trickery, sneakiness, lying, stealth, theft
Courage, reflexes, managing risk

Extra Usefulness
Notice things. Starting languages.
Carry heavy objects, wear armor.
Persuasion, intimidation, leadership.
Strength of will.
Stealth, deception, lock picking.
Reflexive dodging, boldness.

4. Assign benefits. Where your attributes give you extra advantages, choose what you want. Languages
(page 11), musical skill, arts, backgrounds (page 12), and code of honor (page 193) can be selected.
5. Choose a starting talent. You get one of the talents listed on your starting template at first level. You
can get a new talent each time you gain a level.
Occupational Talent. You can take an occupational talent as your first talent instead of a
talent from your template. This costs you 1 of your starting attribute points. Page 41.
Master Talent. If you have an attribute at 5 or higher, you can take a master talent for it
instead of a talent from your template. Page 42.
Unusual Upbringing. If you have a character who had an unusual upbringing, with DM
permission you can take an open or restricted talent from another template as your first.
6. Equipment. The template has one or more signature items and randomized starting money. Then
pick weapon, armor, and backpack (page 14).
Some of the supernatural templates dont have a signature item or starting cash. In that
case, start with 3d10 silver and the normal starting equipment process.
Vulnerable. Your starting character only has 1 Wound. You can raise this as you level, or by taking a
starting talent that grants more Wounds.

10

Date Created:
Description:
Motive:
Languages and Alphabets:
Arts and Music:
Relationships:
Template(s):

Player:
Birthdate:

(Calendar p. 157)

p. 11

1-6 KO, 7-9 Dying 10-12 Cripple, 13+ dead

AP spent this level:


AP at session end:
Loads Carried: p. 16

C
C
C
C
C
C
C
C
C
C
C
C

A
A
A
A
A
A
A
A
A
A
A
A

R
R
R
R
R
R
R
R
R
R
R
R

p.
p.
p.
p.
p.
p.
p.
p.
p.
p.
p.
p.

C: Constant. A: Arena. R: Rested


p. 12, 293

p. 15 for weapons and armor, 294-5 gear and expenses.

11

You start with one language in common with the other characters for free. Being literate requires you to
take one language spot for "Literate in: " and an alphabet. One alphabet may support literacy for multiple
languages. You can be literate in some of your languages and not others.
Example: If you had an Awareness of 2, you could take Harrovian (free) with the Cyronic alphabet
(literate, 1 slot) and Baroque Logos (spoken but not literate, as it is the Draxive alphabet.)
Alphabet
Cyronic

Languages Supported
Harrovian (Harrowfaust)
Reaverspeech (Scavenger Lands)

Notes
Based on demon glyphs.

Draxive

Midianese (Midian and Scarabae)


Relmeenosian (Relmeenos)
Baroque Logos (Church of the Lady)
Language of Law

Based on the Lady of the White Ways script.

Gray Letters

Shaen (Shae Isles, Druids)


7. Used when Fey speak to mortals

Founded in fey symbols.


Symbols of Neutrality and Balance.

Northron

Ulvish (Ulverland)
Throptic (Caligari, Iron Principalities)
Tradespeak (Common language)
Skaria (Frostreave)

Based on dwarf runes.


Tradespeak, the most common language, is spread
by Caligarian merchants.

Staviesque

Ghaelian (the Islands)


Staevent (Mord-Stavian)

Cuneiform of the Hundred Death Gods.

Code Languages
These languages have a specific purpose. They are not used for everyday speech, but they have specific
niches for communication. Taking the language includes literacy (where possible) and speaking (if
applicable.)
Phranatian Battle Tongue. Written conventions are terms of art for texts on war strategy and tactics.
Phrases suggest pre-determined tactical plans, allowing rapid communication in the heat of battle.
Scouts use written signs to give warnings and updates to armies that follow them.
Sly Patter. This adapts to any other language, as it moves ideas and terms of art around. It is used by
criminals and those who participate in criminal culture. Each organized group of criminals will
develop a dialect based on their shared experience and stories and context, but general ideas travel
across dialect barriers. Coded hand signals and simple symbols also get meaning across.
Vermillion Scrawl. The Language of Chaos, or the Vile Tongue. It is the language of arcane magic.
Wizards, mages, illusionists, and necromancers must put enough points in Awareness to start with
this language. One language slot covers speaking and writing, as they are essentially the same
Vistroi. This spoken language has no true written form, but ideas from it can be written in any
alphabet. It is the code-language of the Vistani.

12

At generation, add together Charm, Cunning, and Daring. If you have a positive number, those are your
Background points. You can spend them to get advantages from the beginning. The DM can limit or
expand these lists. You can take some of these more than once; like Celebrity 1 for several famous
people, or Contacts for different spheres of influence.
Status
0. Unemployed or dead end job.
1. Access to authority or power, respectable.
2. In an authority position. Aristocracy.
Generates enough for a comfortable lifestyle,
about 300 silver a month per rating.
Family
0. Maybe some extended family elsewhere,
basically alone.
1. Strong love in a nuclear family.
2. Wealthy relatives, good relationships.
3. Very influential relatives, good relationships.
Contacts
Randomize or choose factions. (Next page)
0. No connections.
1. Contacts in 1 city neighborhood/settlement.
2. Factional contacts citywide/regionally.
3. Personally know the movers and shakers for
the city or nation.
Contacts can be raised upon leveling instead of
taking an Attribute Point.

0.
1.
2.
3.
4.

Celebrity
Unknown.
Related to, or good friends with, a celebrity.
Locally known in your circle of influence.
Locally famous/regionally known.
Regionally famous/internationally known.

Possessions
0. No unusual possessions.
1. Familiar with buyers and sellers of
supernatural objects, start with 1 for free.
2. Known in the market, start with 2 for free, can
find or fence things others cant.

0.
1.
2.
3.
4.

Wealth
How much can you spend on short notice?
Only income from employment.
Some extra, can live frugally. 3d10 silver.
Can live well, spend 3d10x10 silver.
Property owner, can spend 3d10x100 silver.
Independently wealthy. Own a mansion.
3d10x1,000 silver is available.

Generally extra cash generated per session/week


beyond living expenses.

Contacts Details
Contacts may be able to provide henchmen, equipment, transportation, shelter, and an introduction to
meet someone shy or connected. To use the Contacts, the player rolls 1d10 +1 per Contacts rating.
The player can add 25 silver to get +1 on the roll, before rolling, using some money to sweeten the
deal for the existing relationship.
After rolling, the character can insist and lean on relationships, weakening them; each 1 Contacts
rating sacrificed after rolling adds +2 to the roll.
Here are the basic difficulties to get help from Contacts, based on what the character wants. (The DM can
feed the bowl to increase the difficulty based on other circumstances.) Failure can mean inability to get in
touch, or inability to get cooperation, interpreted by the DM.
3. No risk. Common knowledge. Basic equipment and transportation. Overnight shelter for a small group.
6. Moderate risk. Protected information. Could get someones life ruined. Specialty equipment. Transportation
through secured areas. Longer term or better accommodations. Harboring a person of interest.
9. Risky. Costly information that could get someone killed. Rare equipment. Smuggling through high security
(prison break.) Harboring a fugitive.

13
12. Dangerous. Sharing this information will cause the contact to lose power and face danger.
15. Too hot. Even talking to the character is life-threatening.

Add +3 difficulty each time after the first that Contacts are used within an adventure or a week.
Sample Backgrounds
If your DM has a list of factions in the city or region, then you can use that list of factions as options for
contacts. Here are some examples. (You can also randomize.) If you randomize something and dont
know what it is, ask the DM, who will either explain it and work it in, call for a re-roll, or suggest an
alternative.
All contacts are subject to DM approval. They represent a connecting point between the character and the
world, so they are best managed by the player and DM cooperating.
Status can also be randomized and/or chosen, finalized with DM input and approval.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Common Contacts (1d10)


City Watch.
Criminals.
Guilders (leadership of guilds).
Merchants.
Military.
Monster Hunters.
Nobles.
Ruling Regime.
Scholars.
Vistani.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Status 1: Sample Positions


Castellan.
Cleric/Representative of an established religion.
Heir, member of important house/group.
Knight.
Leader of a merchant company.
Minor nobility.
Practicing Spellcaster, Known.
Officer in the military.
Officer in the Watch.
Respected scholar.

1.
2.
3.
4.
5.

Status 2: Sample Positions


Leader of a church.
Court spellcaster.
Powerful Noble and/or Duke level.
General.
Head of an academy or scholarly order.

3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.

Specific Groups for Contacts (3d10)


Brotherhood of the Yew.
Caligari Trade Guild.
Church of the Lady.
Dragonish/Dragon Cult.
Dwarves.
Eladrian.
Frostreave traders.
Ghael Isles nobility.
Ghael Isles shamen.
Halflings.
Inquisition/Purifiers of the Lady.
Iron Principalities ruler.
Killane cult.
Merrihel cult.
Midish Friars of the Lady.
Mordish subculture (Ghael Isles).
Mordish subculture (Midian).
Morgath cult, penangalan.
Necromancers.
Orxham Academy (Fall House).
Orxham Academy (Spring House).
Orxham Academy (Summer House).
Orxham Academy (Winter House).
Power Behind the Throne (local).
Samhat monastics.
Stormwatch Church. (Father and Family)
Thanalia cult.
Vampire lords of Harrowfaust.

14

What Starting Characters Have


Signature Items. Most templates list a signature item the character starts with. (If not, thats fine.)
Starting Coins. Everyone gets 3d10 coins, the template notes type and possibly multiplier.
Weapon. Start with a light, hand, reach, heavy, range, or very heavy weapon. Describe it.
Light, Hand, Reach, Heavy, Very Heavy. A light weapon may be a wizards wand, or a
very heavy weapon could be an enormous tree branch. Feel free to be creative with handto-hand weaponry, or not; a sword could fit in any of the categories (knife to claymore).
Light. These weapons are small, like daggers, gaff hooks, and broken bottles.
Hand. Normal one-handed weaponry. Lots of sword types, maces, battle axes.
Reach. One or two hands, long. Staff, chain mace, spear.
Heavy. Hand-and-a-half or two handed. Bastard sword, heavy mace, claymore.
Very Heavy. Enormous, needs two hands. Huge club, armored foes body.
Ranged bow weapons (whether they are longbows, crossbows, etc.) have a default 20
shots each, and cost 1 silver per additional shot.
A quiver counts as a weapon for calculating encumbrance. A quiver holds 20.
Ranged thrown weapons have 2 types: weapons that can be light or ranged, or weapons
so small they can only be ranged.
Light/ranged: Less than 4 dont count for encumbrance, a group of 4 count as
load. (Throwing axes, knives)
Ranged only: Less than 20 dont count for encumbrance, a group of 20 count as
load. (Shuriken, throwing blades, sling stones)
Firearms can be blunderbusses, pistols, or muskets. They start with 20 shots in a powder
bag that counts as load. Reloads cost 10 silver per shot.
8. Encumbrance Rule on Weapons: What equals 1 load?
8 light weapons are 1 load. 4 light weapons are half a load.
2 hand weapons, shields, or reach weapons are a load. 1 is half a load.
Also quiver, short bow, crossbow, and pistol.
1 heavy weapon, musket, or heavy shield is a load.
1 very heavy weapon is 1.5 loads, round to 2 if you dont have another load.
Armor. Start with light or medium armor if desired, free of charge. Take a shield if you want.
Medium armor counts as 1 load.
A shield counts as load. A heavy shield counts as a load.
Backpack or Home. Characters may start with a stocked backpack if they wish, or a living space
with some extra equipment in it. Carrying all this counts as a load, so it affects encumbrance.
However, it has in it the normal sorts of supplies characters would want.
10 yards of rope, 6 torches, a lantern, 1 flask oil, a bedroll, 1 change clothes, 1 week food, 3
days water, flint and steel, 12 iron spikes, small hammer, small cookpan.
If they want other objects, they can spend 1 Awesome Point to have it conveniently in the
backpack during play. If it is bulky or not something that makes sense, 2 or more Awesome
Points. The DM may deny a request to have an object handy.

15

Unarmed
1d10 to hit, add an attribute to the roll, do 0 Wounds, only KO target. (AP for damage.)
Light
1
1d10 to hit, add an attribute to the roll, do 1 Wound.
Tight
Hand
1
To hit, roll 3d10 instead of 2d10, ignore the lowest.
Reach
1
2d10 to hit. +2 to impede or prevent impeding.
Hazardous
Ranged
1
Attack earlier, and adjacent arenas also.
(target in) Open
Heavy
2
2d10 to hit. Big, so they do more damage.
Dense
Very Heavy
3
2d10 to hit. Huge, no shield, ignore the first Wound armor soaks.
Light. These weapons are small, like daggers, gaff hooks, and broken bottles.
Hand. Normal one-handed weaponry. Lots of sword types, maces, battle axes.
Reach. One or two hands, long. Staff, chain mace, spear.
Heavy. Hand-and-a-half or two handed. Bastard sword, heavy mace, claymore.
Very Heavy. Enormous, needs two hands. Huge club, armored foes body.
All are +2 to hit targets in an open arena.
Light

Hand
Heavy
Very Heavy
Blunderbuss

1
2
3
1

Sling, knife, dart. Roll 1d10 to hit. Add an attribute


to the roll. Max range is adjacent arena.
2d10 to hit. Axe, light crossbow, shortbow, javelin.
2d10 to hit. Longbow, spear.
2d10 to hit. Heavy crossbow, musket, pistol.
Cone effect; those in the way test Daring or get hit.
Shooters arena cone to an adjacent arena inclusive.

1 action to ready, load, shoot.


1 action to ready, load, shoot.
1 action to ready, load, shoot.
Focus action reload.
Focus action reload.

All ranged weapons can attack in the same arena or an adjacent arena.
Aimed. Shooting as a focus action, a bow can shoot targets 1 arena away per Brawn. A musket (not a
pistol) can hit a target 1 arena away per Awareness.
Shortbows have a maximum range of 4 arenas away, muskets a maximum range of 6 arenas
away, and longbows a maximum of 8 arenas away.
Move and Shoot. Spend 1 Awesome Point to do a ranged attack while moving. Roll 1d10 to hit.
This works with thrown weapons, guns, and crossbows, not with bows.
Hand to Hand. Generally ranged weapons count as hand weapons in combat. A heavy crossbow and
a musket may be heavy weapons. A longbow can be a reach weapon.
Gunpowder Criticals. A hit to the face with a blackpowder shot does 6 Wounds.
Blackpowder Misfire. Rolling doubles when firing a blackpowder weapon results in a misfire. Spend
an Awesome Point to have the gun jam, needing repair until it fires again. Otherwise it blows up and
does 3 Wounds to its shooter.
Interrupted Blackpowder Reload. If the powder is wet or a reload action is interrupted, you must
spend a focus action clearing the weapon before loading it again.
Fighting with a shield, you roll 1 fewer d10 to hit. However, once a round you can block 1 Wound. A
light shield counts as load, for encumbrance. A heavy shield counts as a load. You count as armored
in combat when using a shield, so do not get 2 Awesome Points for surviving the fight.
Shield-Sacrificing Protection. A light shield can reduce a single attack to 1 Wound, breaking the
shield. A heavy shield can act as a light shield twice before breaking.

16
Shield Attack. A shield can be used as a hand weapon (or heavy weapon, for a heavy shield) by
itself, or with a hand weapon, a heavy weapon, or a reach weapon.
Shield Cover. Using Defend the shield reduces attackers to-hit rolls by 2 (stacking with the -2 for
defending, total -4). This works against ranged attacks. Also, can use the shield against each incoming
attack instead of just one.

A parrying weapon must be light or a hand weapon, and it can be used with a light, hand, or heavy
weapon in the other hand. When using a parrying weapon, you are -1d10 on your attack roll (so you roll
1d10 to hit with a heavy weapon and 2d10 with a hand weapon.)
The weapon grants +2 to hit, -2 for a foe to hit, or +1 Wound to an attack. It can be used for one of
these three things, once a round. Doesnt stop ranged attacks. Cannot be used with a shield.

ATTACK ROLL
20+
17-19
14-16
11-13
8-10
1-7
Cunning Penalty
Encumbrance
Description

Super Heavy
Full Damage
-1 Wound
-2 Wounds
-3 Wounds
-4 Wounds
Miss
-6
3 loads
Full plate

Heavy
Full Damage
-1 Wound
-2 Wounds
-3 Wounds
Miss
-4
2 loads
Chain & plate

Medium
Full Damage
-1 Wound
-2 Wounds
Miss
-2
1 load
Chain

Light
Full Damage

-1 Wound
Miss
Leather

No Armor
Full Damage
2 Awesome
Points from Stack
for surviving a
fight unarmored

Miss
Clothes

Armor Reduces Damage. The [-X Wounds] on the table represents the number of Wounds that the
armor deflects away from the character inside. This is damage reduction. The higher the roll to hit, the
less effective armor is.
Fighting Without Armor. Characters who are in danger of being hit, who enter a fight without armor
and survive, get 2 Awesome Points from the Stack after the fight.

Brawn is the number of heavy things (loads) you can carry without penalty.
Carrying [Brawn +1] loads is encumbered; fail all rolls (including combat), stagger along.
o At 0 Brawn or lower, 1 load counts as being encumbered.
o A partial load beyond your limit does not count as being overloaded.
Medium armor is 1 load, heavy armor is 2 loads, very heavy armor is 3 loads.
500 coins is 1 load.
Child-sized person=2 loads. Normal person=3 loads. Person with over 5 Brawn=4 loads.
Dragging something over normal ground halves its encumbrance.
More than one person can share the weight, splitting the loads between them.
Encumbrance Rule on Weapons: What equals 1 load?
o 8 light weapons are 1 load. 4 light weapons are half a load.
o 2 hand weapons or reach weapons are a load. 1 is half a load.
Also quiver, short bow, crossbow, and pistol.
o 1 heavy weapon, musket, or heavy shield is a load.
o 1 very heavy weapon is 1.5 loads, round to 2 if you dont have another load.

17

Your character needs a reason to go out into danger! Roll 2d10, pick one, or make one up. The motive
should propel your character out into the world and give you something to do, either short-term or longterm. The DM will give you 3 Awesome Points for your adventuring motive, and may choose an
overarching motive for the group.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.

15.

16.

17.

18.

19.

20.

Your whole life, grandpa told you stories of a legendary treasure he never found. Find it for him.
If you can get 1,000 silver, you can put your masterpiece before the critics and gain fame and fortune.
Your lover has a wasting disease, the doctors are helpless. Can you find a supernatural cure?
Your older sister, who is better at everything, killed a forest drake. Kill something bigger, display it.
Youve heard of an oracle that will answer one question truthfully. Dare you ask who your father is?
Your comfortable life was over when your father remarriedan evil stepmother. Find a new home.
Kidnappers sold your child to slavers, and they went this way. Find them, get your child back.
Thieves were unable to fence their stolen art, so they used it to frame you instead. Clear your name.
Your nephew disappeared a week ago, you are the only one brave enough to look for him.
If you can get the tail-fat of a gillcuddy squirrel, Doc Albrecht will make a love potion for your crush.
Your mother was a famous adventurer. You are ready to go search for her at her last known location.
The necromancer that raided your home took half your family as shambling dead. Lay them to rest.
The House of Idris formerly ruled your area
in peaceful times. Find their heir, and
restore their rule.
You were pressed into service for the
military, but you escaped. Dont get hanged
as a deserter.
You have always wanted to browse the
bookmarkets of Lizport. Can you travel that
far and find them?
You had a whole life where everything went
wrong. Now you want to be famous for
being awesome.
Raised religious, youve always wondered
how real and active the gods are. Go and
find out.
Your ailing parents did everything for you
in your youth; earn enough so they can
retire comfortably.
Bandits wiped out your village. They think
they can get away with anything. Show
them they cant.

18

The Archer has a lifetime of developing eye-hand coordination to strike with tools that magnify strength
and collapse distance.

Choose Brawn, Cunning, or Daring as a trick shooting style with a bow and crossbow. If you are not
shooting to injure, shoot as an attribute test insteadso you can spend Awesome Points to boost the roll.
(If you choose Brawn, you can add your Brawn to the 2d10 roll to hit, and also add Awesome Points to
boost the roll if needed.) This kind of shooting can intimidate. Shooting to disarm has 12 difficulty,
adjusted by the DM as needed. This does not work with ranged weapons that are not bows or crossbows.

Seems like people want to take you into places with low ceilings, twisting corridors, forest canopy, deep
water, and other inconvenient features. And they want to go when it is dark or foggy or raining or
snowing. Also, they tend to assume you cant take care of yourself in hand to hand.
2 quivers of arrows, fletching kit. Starting Coin: 3d10 silver.

Compensation. Constant. Reduce penalties to hit due to distraction, environment, or trick shooting
by 1 per your level. (This stacks with Multiple Arrows and Rapid Shooting.)
Custom Fletching.* Rested. By spending 10 minutes of work with a proper toolkit per arrow, you
can customize your arrows to give you +1 to hit shooting. Each use of this talent works on up to 20
arrows, given the time and equipment.
Long Shot.* Arena. You get the benefit of aiming (+1 arena per Brawn range, if conditions are right)
when using a shoot action with a bow.
Multiple Arrows.* Arena. Focus. You can fire 1 additional arrow per +2 Cunning at once. Roll once
to hit, at -1 per additional arrow fired. That roll counts against all targets. The arrow targets must be
in an area no more than 5 feet across. Multiple arrows hitting one target each count as a separate
attack to the target.
Rapid Shooting.* Arena. You can fire a bow (not a crossbow) more than once in the round. This
takes a lot of strength. You can get up to 1 extra attack per 2 Brawn (upgrade to get +1 extra attack).
Spend 1 Awesome Point for the second attack, 2 for the third attack, and 3 for the fourth attack
(maximum). Upgrade to reduce the Awesome Point cost for each extra attack by 1.

19

The Assassin makes a living by assuring that the target does not.

If undetected (or unsuspected) by a target within arms reach, you can make that target dead by rolling
1d10, difficulty [targets Wounds +1 per level of armor]. Otherwise, the target is not injured, and is now
aware of you. Awesome Points cannot be spent on this roll. Take a focus action to use this in combat.

You strike at others through their attachments. You dont want to be as vulnerable as they are.
: Vial of poison, dose of weapon venom. Starting Coin: 3d10 silver x10.

Low Profile.* Constant. Any thug can kill. You can get to the target, unsuspected. Attribute tests to
avoid identification as an assassin, either socially or through stealth, are +2.
Poison and Venom.* Constant. Can identify, harvest, handle, appraise, and brew dangerous
substances for ingestion, skin contact, inhalation, or other unpleasant entry vectors. You can put
venom or poison on one or more weapons. This takes a full minute, or a focus action for a single dose
in a rush. You do not risk poisoning yourself.
Reach Target.* Arena. If you successfully Push those defending a target, instead of moving them
you get a free attack on the target instead.
Swift Kill.** Constant. Gain +2 on Silent Death attempts, or a re-roll (decide after rolling).
Upgrade to get both +2 and a re-roll. Use Silent Death with ranged weapons.
Targeted Strike. Arena. Attack as a focus action to get +1 to hit per Cunning.

20

The Bard is a student of legendry, song, lore, and the human heart. Also, a fine musician.

You know secret signs and lost languages, riddles and rhymes and stories and legends, myths and
monsters and treasures and historiesa lesser persons head would burst with all the esoteric lore
crammed in it. You automatically know one thing about any legendary, odd, treasure-related, historical,
or monstrous question. With further thought and an Awareness test you may be able to recall more. You
are also proficient with dead languages, old codes, and other esoteric trivia.

Your order travels the land among the buskers and minstrels, but your deeper knowledge makes people
suspicious of your hidden agenda. They should be. You do not always smile at your friends and frown at
your enemies. Your motives follow contours of myth below history, no longer visible to the politician or
the warrior.
: Musical instrument, note folio. Starting Coin: 3d10 silver x10.

Compose.* Rested. Once per level, you can create a song or poem about an event or an exploit.
Crafting and sharing the work of art with other musicians in a process that takes at least 1 week. In a
situation where fame would make a difference, the DM can call for a roll on a 1d10, modified only by
the DMs sense of context. On a success, people have heard of those immortalized in song and verse.
Only one song can be created for each adventure arc, but characters in multiple arcs can witness their
legends growth.
Counter Influence.* Rested. Focus action. Make music that is counter to the influential effect acting
on those in the same and adjacent arenas. All those listening can test Commitment at +2 to resist any
mind control, persuasion, or magic effect currently influencing them.
Magnetic Charm.* Rested. You can spend a few minutes with a person and make that person feel
like the most important thing in the world. Make a Charm test resisted by the targets Commitment. If
the target does not roll higher than you do, then the target believes you are a good friend. The target
will risk unemployment, hazard, embarrassment, and discomfort to please you. However, your
newfound friend will be jealous, and the weird compulsion seldom leaves targets neutral towards you
when it eventually ends a day or a week later. If mistreated, the target gains another Commitment test
at +2. The DM can warp the effect of the charm and give you Awesome Points for the inconvenience.
Mockery.** Rested. Once per level, you can deliver a rhetorical, musical, or otherwise artistic
presentation that delivers a devastating nickname or slur on someones reputation. The target suffers
-2 to all social interaction among those who have heard this mockery. People hum the catchy tune, let
the nick-name slip, or wonder if the target could be so deviant. This cannot be undone, and it takes on
a life of its own. If you do not use your Mockery, it is cumulative, not lost.
Suggestive Inspiration.* Rested. Make appropriate music for at least 10 minutes, then suggest your
listeners prepare to fight, sleep, or celebrate. Those listening must test Commitment difficulty 10 to
resist the suggestion.

21

Anger management is hitting what you aim at.

Enter a rage, either as a focus action or as a free action after taking a Wound. You become immune to
mind control, horror, or fear. You inflict +1 Wound with all melee attacks, and you are +2 to hit. You
ignore the first Wound inflicted by any attack (unless you are wearing metal armor). When the rage is
over, lose 1 Wound from the strain. You can stay enraged as long as you need to (up to a few minutes).
You can fly into rage as often as you want. While enraged you cannot use any talent requiring clear
thinking, analysis, patience, articulate speech, or teamwork.

You arent fun to be around. You are not trustworthy in relationships. After you experience the bitter
intensity of fury, normal life seems deadly dull. Depressions dark waters always lap around you as you
struggle to go through the motions.
: Necklace with a rune on a stone medallion. Starting Coin: 3d10 copper.

Gruesome Kill.*Arena. Focus action. If you inflict at least 1 more Wound than you need to for
defeating your foe, you can messily destroy your once-living target. Your allies face 1d10 Horror.
Minions and toughs will flee from you unless something scarier compels them to stay; if in doubt, roll
2d10. If you roll higher than the number of Wounds arrayed against you, they flee. The DM can split
Awesome Points between you and the Bowl to keep foes from running.
Battle Presence.** Arena. If you can look an attacking foe in the eye, you can take one die from the
foes attack. (A foe with a hand weapon would roll 2d10 instead of 3d10 to hit.) This works against
one foe per use, maximum once per round. A minion or tough will automatically run unless the DM
splits Awesome Points between you and the Bowl. Out of combat, you get +2 to your attempts to
intimidate or resist intimidation.
Vicious Attack.** Rested. While in a rage, you can spend 1 Awesome Point per Brawn to boost your
damage; every 2 points boost your damage by 1.
Unstoppable.** Rested. While in a rage, get +1 Wound per Brawn. When you are done raging, those
extra Wounds go away (and you may die.) If you are at negative Wounds, take the damage as a
critical hit, modifying the roll to see how badly you are dropped.
Purpose.** Rested. If you undertake a code of honor, and if you are fighting for what you believe in
or to uphold your sworn duty, once a day you can get +1 Awesome Point per Commitment rating that
must be spent while raging (they go away when the rage ends, if unspent).

22

The Duelists finely honed sensitivity to questions of honor has led to lethal skill with a blade.

Add your attribute to rolls to hit when using paired dueling blades. This bonus is -2 per level of armor you
wear.

In your culture, you answer insults with a challenge to duel, either on the spot or at an appointed time.
Whether you win or lose, death is in the air. You have learned the hard way that even the most unpleasant
people have someone, somewhere, who cares about them enough to mourn or avenge them.
: Embroidered gloves, medallion to a saint, beautiful dueling blades.
Starting Coin: 3d10 silver x10.

Driving Attack.* Rested. Attack up to all others in the same arena. Each attack after the first costs 1
Awesome Point.
Fancy Footwork.* Arena. If someone impedes you, and you successfully strike during the Move
phase, you can automatically push the target out of the arena instead of inflicting damage, and also
move unimpeded.
Net of Steel.* Constant. You can use your parrying weapon once per round per level.
Paired Weapons. Constant. You are not minus one die when fighting with paired weapons.
Salute. Arena. Salute a foe who fights like a tough or a monster, as a free action. For the duration of
the fight, you are +2 to hit that foe.

23

The Fighter is skilled at weapons, armor, tactics, brutality, and their application to achieve success.

Nobody hits like you do. You can spend Awesome Points to gain up to your level as a bonus to hit. Each
Awesome Point grants +2 to hit. (If you are an odd level, you can spend an Awesome Point and get +1 to
hit.)

To someone with a hammer, everything looks like a nail. It is not always easy to look for non-violent
solutions when violence is a matter of such expertise.
Awesome decorated helmet. Starting Coin: 3d10 silver x10.

Charger. Arena. You can act twice in a row to move and attack. You get a +2 bonus to hit or inflict
+1 Wound, decide after rolling. To use the talent again, spend 1 Awesome Point or move to another
arena first.
Combat Toughened. Constant. You get +2 Wounds. Your confident experience with violence gives
you a +2 on any Charm check when trying to talk someone out of fighting.
Expert Parry.* Rested. As a free action before the opponent rolls to hit, reduce an incoming melee or
unarmed attack by 1 die rolled to hit. This can be done a maximum of once per round. Upgrade this to
use it after your attacker has rolled to hit, choosing 1d10 of your choice.
Fight Dirty. Constant. Any time you roll a 1 on the Face Die, you have pulled a dirty trick on your
target. Maybe you hit them somewhere sensitive besides the face, or threw sand in the eyes, etc. Add
+2 to hit or inflict +1 Wound, decide after rolling. (You may choose not to use this talent if in a fair
fight because it violates whatever code applies.)
Weapon of Choice. Constant. As long as you are wielding a specific weapon, all your attack dice are
Face Dice. If you take up a new weapon, a week of training will switch this talent advantage to the
new weapon. (Used with Fight Dirty this talent allows use of a ten and a one result, but not more
than one of either.) This can be a ranged weapon. If you have a talent that allows your unarmed
attacks to imitate a weapon type, you can choose that unarmed style as your weapon of choice.

24

The Gambler understands that you take your chances if you want to get paid, and you dont play your
cardsyou play the other players.

Any time you roll, you can discard a single roll and reroll it by spending 1 Awesome Point that does not
count towards leveling. You must live with the second result.

You can get a bitcarried away. Lean on those lucky streaks. And when they vanish, you fall hard.
: Dice, pack of brightly colored cards. Starting Coin: 3d10 silver x10.

Bluff.* Constant. When you are lying or bluffing, roll Cunning and Charm and keep the better result.
To detect a bluff, roll Cunning and Awareness and keep the better result.
Bookie.* Rested. You can lay odds, take bets, hold money, and pay out. You can work the crowd and
keep track of the chaotic tumble of shifting bets during a fight, race, or whatever. When it is over,
your management gets you a share equal to your Cunning x 1d10 in copper, silver, or gold (as
appropriate.) You can place your own bets too, of course.
Carousing. Rested. You know how to celebrate in a way that includes everyone nearby. You start
rousing songs, make all jokes funny whether they are or not, and show people a genuinely good time.
Easy come, easy go. You can buy 1 Awesome Point per 10 silver and create a low-risk environment
where others can do the same. You can allow others or yourself to spend up to 1 Awesome Point per
your level as part of the celebration by showing off, bragging, telling stories of humor and heroism,
and so on (to help level.) This takes at least 6 hours.
Cheating.* Constant. You know sleight of hand, dice gripping techniques, and counting cards. If you
want to cheat, add Cunning to your roll. If Cunning is already part of the game, double it. Others
detect the cheat on a Cunning or Awareness test difficulty 10.
Double-Dog Dare.* Constant. You know how to use subtle or blunt techniques to question another
persons courage, honor, and financial security in ways that motivate them to wager even when the
wager is unwise. If you win an opposed roll with your Cunning against their Commitment or Cunning
(target gets the higher), they place a bet or you get an Awesome Point from the Stack. The softer side
of this talent is used to set up cons, losing until it gets interesting and then winning decisively.

25

The Gladiator knows clashes are bloodsportsupposed to be entertaining and suspenseful, not just gory.

Years of hard living and constant combat toughened you. Gain +1 Wound per 2 Brawn. As your Brawn
increases, increase your extra Wounds too. If you add a Wound as a talent upon leveling, you do not also
lose the attribute slot.

Popularity is just as important as combat skill in an arena culture. Succeeding in the shadows is worthless.
People must know. There must be glory.
Wooden sword with arena name and your name on it. Starting Coin:
3d10 silver x10.

Disarm. Arena. If you successfully Push your target, you can disarm your opponent instead of
moving your opponent. This can work against up to 1 target per your Cunning at once, or you can
take a single targets weapon for yourself. If you lose the attempt, the target gets a free attack as
though you were impeding the target. If trying to disarm multiple non-minions, they all get an attack.
Feint. Arena. Roll simultaneously with someone in melee or unarmed combat with you. Activate this
talent to trade rolls with one of them. (Upgrade to gain the ability to trade only one die roll with them,
instead of the total result.)
Make It Look Good.* Arena. Strike to disable instead of kill. Instead of doing Wounds, substitute a
penalty of -2 on the targets to-hit and attribute rolls for each Wound you would have inflicted. This
goes away at the rate of -1 per 30 minutes.
Roll With It. Arena. Spend 3 Awesome Points to reduce 2 Wounds as they are inflicted.
Show Off.* Arena. Focus action. Strut around and flex, working the crowd; there must be an
appropriate audience (if no one cheers or quakes with fear, this wont work). Either heal 1 Wound or
gain 2 Awesome Points.

26

The Hunter has a gift for making living beings into corpses, then harvesting their skin and meat.

You can find food just about anywhere. You can spend 1 hour looking for food and automatically find
enough servings for [1 meal per Awareness bonus]. You can also test Awareness, and if successful, find
an additional serving. You can also use Awareness to identify what is edible and what is not in animal
corpses, mushrooms, berries, clouded water, etc.

People sure like to pack in tight with each other. Then the vermin move in. All the noise, the body odor,
sewage in the streets, crime, oppression, laws, taxes Every time you go to town you cant wait to do
your business and get out, back to the wilds where things make some sense.
: Leather clothes. Starting Coin: 3d10 silver.

Breathless Shot.* Arena. Focus action. You dont often get a second shot at prey, so you are trained
to aim for the heart or throat. Shooting at an unaware or unmoving target in the same arena or an
adjacent arena as a focus action, do an extra 1d5 Wounds on a successful hit.
Butchery. Constant. Small animals can make 2 servings of meat and 3 silver of hide. Medium
animals (half human size) can make 6 servings of meat and 10 silver of hide. Big animals (human
size) can make 20 servings of meat and 50 silver of hide. Huge animals can make 60 servings of meat
and 150 silver of hide. It takes about 5 minutes to extract a serving of meat from a corpse, and 5
minutes per silver piece to prepare the hide. Special elements like ivory, venom, and delicacies can be
identified and removed. Adjust these guidelines as needed.
Canny Prey.* Constant. Either a base Awareness test when none would be allowed, or +2 to a
normal Awareness test, to detect traps and ambushes. You know how to set them, where they should
be, and how they work.
Silent Step.* Constant. Your stealth is practiced to surprise animals, but it works more generally too.
Gain +2 on Cunning tests to move unseen and unheard. Double the bonus in the wilds.
Tracking.* Constant. Identify who or what was present, and where they went. Add difficulty for
elapsed time, rain, difficult terrain, and so on. Can test Awareness to know one important fact about
what happened or the state of those making the tracks. Can be opposed with Cunning.

27

The Knight is part of a feudal system trading freedom for protection in a grand, violent pyramid scheme.

You got the best combat training and experience available. For morale, you gain +2 to Commitment to
keep fighting, and +2 to Charm to keep others fighting. For tricks in combat, you gain the ability to spend
a single Awesome Point to raise a single combat roll by 2 once per arena (after rolling).

You are meshed in a net of family alliances, feudal trades of services and funds for lands, and
requirements that you protect those who generate your livelihood, the ones below you in the feudal
structure. You cannot operate independently and have honor in the eyes of your peers, family, and culture.
: Signet ring, tabard and shield with heraldry. Starting Coin: 3d10 silver
x100.

Armor Skill. Constant. Armor counts as 1 load lighter (minimum 0 loads.)


Logistician.* Constant. You understand that wars may be affected by valor and strength, but they are
won with supply lines, equipment, and efficient travel. On a personal level, you can pack your gear to
reduce it by 1 load effectively. This works on carried armor, not worn armor. On a group level, you
can increase a groups travel time by 1/5. On an army level, you can either increase a columns speed
by 1/5 or increase its carrying capacity by 1/5.
Politician.* Constant. You can see past the immediate consequences to the long-term implications of
political and military decisions. You speak the special code of politics, understand and offer veiled
threats and promises, and think one thing while saying another. Gain +2 to Awareness and Charm
when understanding or dealing with political situations.
Shield Skill. Constant. You are not -1d10 when fighting with a shield.
Titled.* Constant. Your title opens doors for you. When purchasing backgrounds, get 2 instead of 1
each time you buy connections with nobility, military, or scholarly groups. If you gain wealth through
an appointment or marry into family, double the advantage there also (unless the specific
circumstances are already determined.) You cannot use this untrained.

28

The Mechanic has an uncanny gift for working with moving parts, schematics, and machines.

You can see how it works. A structure or a machine (anything constructed with moving parts) tells you
how it is operated and repaired, somehow. A focus action for normal machines or structures, and a minute
or an hour for more complex structures or puzzles. Either you just know, or if in doubt, test Awareness to
understand how a machine or structure is built and used.

People are machines too, in a way; cooling systems, joints that hinge, bone scaffolding and levers. But
whats in the skullwell, thats a pile of squishy meat no one could be expected to figure out.
: Toolkit, tough gloves, firestarter grip. Starting Coin: 3d10 silver x5.

Demolitions.* Rested. Focus action. You can see load-bearing points and weaknesses in structures
and machines. Test Awareness to make a plan to bolster or collapse the structure or machine. You
may not be able to bolster or collapse it, but you know how to. This talent allows you to create or use
explosives, siege engines, or forceful water.
Inventor.* Rested. Every time you level, you can spend a week making a new and unique invention.
You can make 1 invention per level; you dont have to make the invention immediately. The
invention can grant +1 on a type of roll, or allow the user to spend Awesome Points up to the level
you were when you built it to create a special effect once before being reset or reloaded. If the user
rolls doubles while using the device, it breaks until you fix it. You can test Cunning to figure out how
an unknown device works. To work out the bugs so the device can be duplicated in numbers, spend
an attribute slot for it upon leveling. The DM is the final word in using this flexible talent.
Locksmith. Constant. Locks have a complexity between 1 and 10. Each focus (can be upgraded to
move) action you spend on the lock reduces its complexity by 1. When you decide to roll to open the
lock, add +3 difficulty to the Cunning test for each remaining complexity. The base difficulty is 5.
Lock and tool quality affect the difficulty. Each re-try is +3 difficulty.
Repair.* Rested. You can fix it. Whether it is the great stone wheel that operates the ancient gate, or
the broken serpentine on a pistol, or a mast snapped off a ship, or a wall fallen to sappers, you have
the know-how to direct a work crew, delegating as needed. Scale determines time frame; a sailing
ship or wall, 1 day per task. A gate or room, 12 hours. Wagon or door, 6 hours. Hinges or wheel hubs,
1 hour. Anything smaller, 30 minutes. Halve times with ideal conditions. Confronted with an
unknown device, test Cunning to figure out how it works. (+2 with Inventor also.)
Trapmaster.* Constant. You are +2 Awareness to see mechanical traps and features. You can disarm
them with a successful Cunning test. The difficulty is based on the quality of the trap, from 3 to 15, in
increments of 3. You can also create, repair, or activate traps.

29

The Monks detachment from desire has honed an ability to detach foes from their health.

You have a fighting style to copy light, hand, reach, and heavy weapon types unarmed. Using or
switching combat styles is a free action once a round on your turn. Your unarmed attacks gain arena
bonuses and do damage as that weapon type.

You cannot own more than you carry, and you like to travel light.
: Bowl, prayer beads, gi (combat pajamas), straw hat. Starting Coin: None.

Chi Block.** Arena. When defending or protecting, you can stop or deflect a single incoming attack
that is hand to hand, melee weapon, ranged weapon, or magic, with a successful Daring test difficulty
[10 + attack Wounds]. The DM may feed the Bowl to add difficulty for especially dangerous attacks.
Hardened.* Constant. Physical punishment and discipline have toughened your body. It costs 1
Awesome Point to add +1 Wound to an unarmed attack and 1 Awesome Point to take 1 less Wound
from an attack.
Koan Discipline.** Constant. Your mind is trained to engage riddles, ideas, and obstacles in a
variety of ways. As you use non-linear thought, association, intuition, and re-framing, you see the
world differently. The DM may charge you Awesome Points (up to 3) if you request insight, or agree
to accept it. The DM can give you a fact that you could only know through intuition or a flash of
wisdom. Also, mental attacks are at -2 against you, or you ignore their effects with a Commitment
test, whichever is most appropriate.
Meditation.** Rested. You can meditate for an hour and overcome a disadvantage. An hour of
meditation counts as 2 hours of bed rest for healing purposes. If disadvantaged with poison (that will
not kill you in an hour) or some other impediment, whether magical or psychological, you can purge
one of those. Meditation can be used to reset the Wounds to heal daily. The DM may feed the Bowl to
require a Commitment or Brawn test, or add other complications. This does not work against curses.
Zen Focus.** Rested. You can substitute your Commitment for any other attribute for one roll.

30

Some monsters look like people, some are the size of buildings. The bigger they are, the more important it
is to know exactly how to stop them.

Monsters follow different rules. You know those rules, and how to find the weaknesses of the things you
face. You have a background in monster types, strengths, and weaknesses. You also know how to
interrogate people and dig through old records, sifting fact from rumor and finding patterns. Every session
of appropriate research or interrogation, or every informative encounter with a target monster, gain either
1 useful fact or 2 Awesome Points from the Stack.

You hunt monsters. That ends sad, or bloody. If your muscles dont give out, your sanity will. Or maybe
your liver. Better make peace with that now.
Your mentors journal, with room for your entries. Starting Coin: 3d10
silver.

Insanely Stubborn.** Rested. When resisting persuasion, intimidation, fear, terror, horror, or
supernatural influence, combine Commitment and Daring.
Monster Lore.* Rested. You know the rules (and habits) for common monster types, and may
remember some obscure monster trivia with an Awareness test. You may recognize a monsters
tells on a successful Awareness test even if it pretends to be something else.
Scholarly Familiarity.*Constant. You have studied a lot of language roots, and ancient forms. You
cant read clearly, but you can pick lore out of books, even if they are in dead or foreign languages.
This takes 4 times as long as normal. You can also read rituals and incantations with enough
accuracy, even if you dont understand all youre saying.
Self-Possessed.* Constant. A tattoo over your heart, combined with some quick incantations you can
silently recite in the back of your mind even while doing other things, renders you safe from
supernatural possession. No demon can possess you unless it has more Wounds than you have
Commitment. Spellcasters must have twice as many levels as you do for their magic to possess you.
Stunt.** You are usually outmatched by the things you hunt. To survive, you must occasionally be
capable of succeeding in a difficult task against all odds. Once per level, you can add your level as a
bonus to a to-hit roll or an attribute test. If you do not use this ability in a level, it is saved until you
do use it. When you use the stunt, you get a bonus equal to your current level (so it is useful to save
them if you can.) This talent cannot be used untrained, and as soon as it is taken you can use it once
per level gained so far.

31

The Noble was born to rule, educated to refinement, and prepared to lead. Hence, quite dangerous.

You get +2 to Charm when dealing with the better sort, bringing to bear your classical education and
etiquette. You also know the basics of the intricacies of politics among the rulers of your context (usually
broader than a single nation), and can check Awareness to recall the finer points of heraldry, bloodlines
and genealogy, or gossip among the noble set. This sort of thing has been the background chatter of your
whole life.

You grew up with certain expectations of comfort, education, and respect; when you dont get them, or
half of them, or company that would even understand what youre talking about its hard.
: Signet ring, diary, pomander for aromatherapy. Starting Coin: 3d10
silver x100.

Appraise.* Constant. You know quality. Whether it is real estate, food, furniture, art, gems, or
horseflesh, you can quickly assess its base value and determine the best market for it. Difficult cases
or subtleties, or detecting forgeries, may require an Awareness test. You can often increase the value
of an item when it is sold by 10% by going to the best market for it. Sometimes more.
Classical Education.* Rested. You can know one important fact about a region, a person, a legend,
or some other appropriate subject that may have been covered in your extensive education. If it is
sufficiently obscure, or there is a backup question, test Awareness.
Connected.* Rested. Your family has developed networks and friendships and enemies in a
surprisingly broad context. Your signet ring and name may open doors for you. You may ask the DM
for a sympathetic family ally in an appropriate situation. The DM should then prepare a family enemy
for a future encounter.
Flattery. Constant. You instinctively sense what they want to hear, and you have no trouble
suppressing your gag reflex and saying it to them. Gain +4 to Charm attempts when you want to
really turn on the flatterybut if you still fail, then they sense manipulation, and you are then 2
Charm until you get past the awkwardness somehow.
Threaten. Arena. Managing the help and your peers requires a grasp of the subtleties of how to
properly threaten them; violence is mundane. Threatening their freedom or reputation or comfort gets
their attention more than offering to punch them in the face. You can even smile while doing it.
Double the Charm bonus to intimidate.

32

The Nomads only standard of freedom left to exceed is the wind; when your horse is at full gallop, thats
as close as mortals get.

You and your horse are symbiotic. When you are mounted or leading your horse, as a focus action (once
between periods of rest) you can both heal 1 Wound.

You are bow-legged, you smell like horses and greasy campfires, and you have little in the way of
civilization and table manners.
: A bridle you made yourself, and a distinctive saddle. Starting Coin: 3d10
copper.

Herding.* Constant. Combine your attribute bonus with your horses attribute bonus (default +2)
when impeding or avoiding being impeded. Counter-attacks are at -4 to hit either of you.
Horse Whisperer.** Constant. Befriend the horse as a focus action (upgrades to Move action.) You
can get the horse to do anything you ask. If the horse is unruly, the DM must give you 2 Awesome
Points, and another round of soothing gets the horse under control again.
Mounted Combat.* Constant. You can fight normally while your horse undertakes a Protect action,
or vice versa. You can shoot from horseback without penalty.
Mounted Symbiosis.** Constant. You can spend Awesome Points for your mount to succeed at
difficult tasks, as long as you are in the same arena. This can involve getting around obstacles
(jumping fences or chasms), and increasing or reducing Wounds inflicted.
Stunt Rider.* Constant. As a free action, move around on horseback to face any direction, hang
down on the side, dismount, stand up, transfer horses, or whatever. If unhorsed, take 1 less Wound
from falling.

33

From desperate and sick guttersnipes to politically powerful and wealthy courtesans, some people make a
living by exchanging physical pleasures for coin.

You are skilled in offering physical and psychological inducements that lead others to forget their duties,
vows, and better judgment. When persuading a target, gain +1 Charm per level.

Even customers tend to hold you in contempt, an objectified resource. It is easy to convince them to pay
for your favors, but it is always difficult to convince them to take you seriously.
: Perfume and makeup, provocative clothing. Starting Coin: 3d10 silver.

Code of Transaction.* Rested. You know how to identify and approach potential clients and
negotiate the conversation to minimize awkwardness. Per Charm, you can get 5 silver for something
simple, 10 for a standard exchange, and 20 for something strange. Usually takes 1 hour.
Escape. Arena. You know how to hurt someone who is trying to hinder your movement. If they grab
you or spread themselves to block your way, automatically succeed on the counter-attack, striking a
single impeding character as though you rolled 10 + your level. This talent does not stack with use of
a shield or parrying weapon.
Pleading.* Rested. As a Defend action, you can beg for your life, safety, and/or escape. Your
attackers must succeed in a Commitment or Charm test vs. your Charm, or they spare you. (This can
stack with Seduction, if relevant.)
Sensitive Spots.* Arena. Striking unarmed or with a light weapon, gain +2 to hit or +1 Wound.
Streetwalking. Constant. You know how to advertise and handle rapid sexual transactions. Every 3
points on a Charm test (including Seduction) are 5 silver. This generally takes 5-15 minutes per
customer.

34

The Scholar is interested in the lore side of lootand can use it to get the shiny variety.

You know all the alphabets of the World Between. You get Awareness x2 starting languages, plus one for
your default language. For difficult, dead, or unknown spoken or written language, a few minutes and an
Awareness test may be able to communicate basic information. A few days with a new language is
usually enough to learn basic communication with it even if you are not fluent.

Half-mad to go into dangerous situations for academic motivations, you are more interested in answers
than in safety. This can sometimes cause problems.
: Specimen containers, journal. Starting Coin: 3d10 silver x50.

Cartographer.* Constant. You can accurately read and make maps. Upon studying a map, can draw
one useful conclusion from it that others would miss.
Conversationalist.* Constant. Widely read, you can engage just about anyone in conversation on
something that interests them. Gain +2 on a Charm check.
Educated Poise.* Constant. You relate to nobility and the educated with comfortable ease, gaining
+2 to any attribute needed in social dealings with them.
Scholar of Note.* About once per level, you gain enough insight to create a scholarly work that, if
released into the academic community, gains you [100 silver per level when it was earned] and +1 to
Charm when dealing with those who have heard of your work. It takes about a month with the proper
resources to create a scholarly work.
Sketch Artist. Constant. You can draw glyphs, portraits, statues, etc. visual representation as
needed given a few minutes to do so. Skilled enough for the accurate work to be useful.

35

Somebody must risk being outnumbered, trapped, and murdered just so others know whats ahead.

As a focus action, you can automatically get a rough count of everything you see. Also, you have a sense
of the logistical consumption rate of individuals, armies, and communities, and travel time expectations.

Its hard not to start feeling expendable when they keep sending you out up front all alone.
: Compass, birdcall whistle, spyglass. Starting Coin: 3d10 silver.

Birdcall.* Constant. You can imitate the calls of various local and exotic birds. These calls are
generally used to communicate basic information and orders with a minimal risk of detectionthose
who are proficient detect the bird calls with an Awareness test difficulty 5, others with difficulty 10,
and even then they dont understand it.
Elusive.* Arena. Focus action. If you can get out of line of sight long enough, you disappear.
Pursuers without special means (like scent ability or magic tracking) cannot detect you; they only get
a roll if the DM feeds the bowl and gives you half.
Read Signs.* Rested. You can connect rising flocks of birds with movement of foes, estimate forces
based on dust columns from marching armies, and predict the weather for the next 12 hours. Test
Awareness to gain a fact from signs in your surroundings.
Sprinter. Rested. You can lose 1 Wound to cross +1 arena as a Move action.
Survivor.* Rested. Focus action. You can shrug off 1 Wound (can be used with Sprinter). Also, the
roll for when you are out of Wounds is (-1/2 your level). If the result is 0 or less, you still have 1
Wound.

36

You are the premier expert at taking other peoples stuff. Youll practice, sweat, and focus as hard as you
must to make sure you never have to work for a living.

You live for the involuntary transfer of wealth to your pockets. Every time you steal from an unwitting
(or warned and hostile) target, you get 1 Awesome Point from the Stack. If you score big, every 100 silver
equivalent you take from a protected environment as someone elses property (once safely outside the
range of the defenses) gets you 1 Awesome Point from the Stack. If you are working with a group and
split the take, you get Awesome Points for your share. The DM interprets this as needed.

You steal things. Other people have things they want to keep. Having you around is a risk.
Three empty sacks, hooded lantern, grapple hook. Starting Coin: 3d10
silver.

Arsenal.* Constant. You strap blades to your arms, legs, ribs, small of your back; you can carry as
many knives as you want, and they do not count as weapons carried for encumbrance. If you carry
enough knives to count as light armor, they count as 1 load.
Backstab.* Arena. This attack only works with light weapons, hand weapons, or ranged weapons in
the same arena. Attack an opponent who is not focused on you. If the opponent is aware of you, get
+2 to hit or inflict +1 Wound, decide after rolling. If the opponent is not aware of you, get +2 to hit
and +1 Wound.
Bash.* Arena. Focus action. (Upgrades to Combat action.) If you are wielding a blunt weapon, you
can knock a target unconscious. If you hit, do damage if you choose to (not required), then test
Cunning. If you roll higher than [the targets remaining wounds x5, +5 per level of armor on the
head], the target is knocked out for at least a minute. The DM can feed the bowl to increase the
difficulty, or to make a target immune. You get half of those Awesome Points.
Pickpocket.* Constant. Lift something from a target in melee range. Test Cunning against the
targets Awareness to take the object without the target noticing. If you want the object and dont care
if the target knows or not, add Cunning and Daring together. If the target is aware of your attempt, the
target can resist with Daring or Cunning instead of Awareness. Difficulty may be increased by the
object being tied in place, held, secured in layered clothing, etc. In combat, the attempt happens
during the Shoot phase, and you may also Move.
Super Cunning.** Constant. Any time you test Cunning, roll 2d10 and keep the higher result.

37

The Tumbler is a supple and charming entertainer; a juggler, acrobat, joke teller, and adventurer.

Juggling, singing, and tumbling are good, but showmanship is what gets the laughsand the coins. Get a
+2 on Charm tests while performing, and gain 1d10 silver + natural Charm modifier (adjusted by DM for
wealth of setting) per hour of busking. Those nearby the entertaining tumbler are 2 on Awareness tests to
look at their surroundings.

Oh, everyone laughs, some toss coins. But no one trusts you to behave yourself around money, important
people, or clean furniture.
Colorful outfit, extra hat for tips, tambourine. Starting Coin: 3d10
copper.

Balanced.* Constant. Honed sense of spatial relationships grants +2 bonus to all movement related
tests, including Impede and Push.
Dodge.* Arena. When hit with a melee attack roll 1d10. If you get 7+, the attack misses. Take -1
from the roll for every load carried and every level of armor.
Flexible Truth.* Constant. Years on the margins of society have gifted you with a talent for
reframing a story (or generating one from scratch) in a very convincing way. Gain +2 to Cunning
tests when lying or offering misleading truths. Gain an additional +1 per absolutely true fact included
in the story. This talent is countered by the targets Awareness. You automatically keep your story
straight.
Hey Rube!* Rested. You can ask the DM to create a sympathetic busker (street entertainer) or
Vistani NPC in a city environment or on a well-traveled route who may be able to help out somehow
or offer shelter or supplies. However, the DM should also prepare a law enforcer, respectable citizen,
or vagabond your character crossed in the past.
Juggling.* Constant. You can juggle objects equal to your Daring x2 without needing to roll. Also,
+1 to hit when throwing ranged weapons within the same arena. Jugging between more than one
person, the group keeps a number of objects in the air equal to the lowest capacity juggler.

38

How Characters Level


Characters gain a level when their players spend 12 Awesome Points through them. The character
can level in the middle of combat, or in a peaceful moment later (when the player has the time to figure
out what benefits to add.) Spent Awesome Points and earned Awesome Points are recorded at the end of
the session, the character gets those Awesome Points to start the next session (and benefits from points
spent already towards leveling).
Benefits of Gaining a Level
Characters gain a new Talent when they gain a new level.
Half their Talents must be from their base template.
They do not need teachers to take Talents from their base template. They do need teachers to gain a
Talent from another template.
o They may choose to wait to gain a Talent until they can get a teacher. There is no time limit
on this waitingif they wait three levels, then at some point they can train to get three new
Talents.
o It takes at least 24 hours of training with a teacher to gain a new Talent.
o If the character has been training in the background and preparing to level, the DM may
decide the training has been completed in practice and allow the new Talent.
o The DM may charge Awesome Points with no other benefit (including towards leveling) to
intuitively develop a cross-template Talent on the spot.
The DM does not have to do this, but may choose to.
Open talents cost 3, restricted talents cost 5.
Characters gain +1 to an Attribute when they gain a new level.
They may choose to learn a new language instead of taking +1 to an Attribute.
o Literacy. You can speak a language you know, but you must know both the language and the
alphabet it is based upon to be literate in that language. When you spend your attribute point,
you can gain either the language or an alphabet.
They may choose to learn to play a musical instrument proficiently, or be skilled in another artistic
expression, instead.
If the player decides to wait to gain a new talent, the player can still raise one of the characters
Attributes by one.
Gaining a Wound.
The player can give up both the talent and the attribute point to add 1 Wound to the characters
capacity, writing Tougher as a constant ability Talent.
o This can be done once per Brawn bonus. Add an asterisk to the talent for each additional
purchase.
If Brawn goes up from increasing Attributes, then the capacity to gain Tougher
multiple times increases too.
These extra Wounds stack with Wounds granted by talents or Inherent Abilities.

39

Talents are abilities the character can use.


Difficulty to Learn. How widely available is the talent?
Base Template Talents. You can gain talents from your base template without further training.
Open Talents. Training for open talents is easily located, or spend 3 Awesome Points that do not
count towards leveling to automatically figure it out somehow with DM permission. Training
generally takes 24 hours of instruction.
Restricted Talents.* Gaining restricted talents (with 1 asterisk) that are not on your base template
is only possible if the DM agrees, and there are special circumstances and training (or if the DM
allows you to spend 5 Awesome Points that do not count towards leveling.) Training generally takes
24 hours of instruction.
Exclusive Talents.** Training for exclusive talents (with 2 asterisks) is not possible unless the
talent is on the characters base template, or the character is a spellcaster learning appropriate magic.
The DM can make an exception for extraordinary circumstances, but isnt required to. Training
generally takes 24 hours of instruction minimum.
Master Talents. You can only get a Master Talent if the attribute base for the talent is 5 or higher.
However, if your attribute is 5+, you can gain the talent without instruction.
Occupational Talents. These professions ideally take at least 6 months of training, but can be
mastered in about 2 if the DM is generous. If connecting to the characters background, it may be no
further down-time training is needed. They cost 1 talent slot AND 1 attribute slot.
Frequency of Use. How often can the character use the talent?
Constant. The character can always use this talent, it is available any time its use is appropriate.
Arena. The character can use this talent once per arena. If the talent involves moving between arenas,
the talent is reset when it enters a new arena. The talent is only exhausted in the arena if its use is
successful. The talent can be recharged in the same arena by spending 1 Awesome Point as a free
action. The talent automatically recharges when you move out of the arena where you used it.
Rested. The character can use this talent successfully once between periods of rest and nourishment.
The talent can be recharged between periods of rest by spending 2 Awesome Points outside
combat, or 3 points during combat. Generally, rest is about 6 hours of sleep and a meal.
Time to Use. Different talents take different amounts of time to use.
Free action. This takes no time. If in doubt about when it activates, it is used on the characters turn.
Action. This counts as a ranged attack action, move action, combat action, etc.
Focus action. This starts in phase 3 and activates in phase 6 of the round if the character is not
injured in that time. The talent is only exhausted if it is successful. If you are hit while doing a focus
action, but not injured, you are not interrupted.
Longer. Some talents specify they take a minute, or an hour, or some other time increment.
Character Building Advice on Talents
Unusual Upbringing. If the character had an unusual upbringing that the player wants to emphasize,
then the player may ask the DM for access to a restricted talent from another template at first level, to
get the foot in the door and show how the character had access to unusual training. Adding a
restricted talent from another template at first level is a nod to the years of life the character had
before first being played.

40

Instead of taking a new talent upon gaining a level, a player character can improve a talent the character
already has. Here are the available improvements. Areas that can be improved are underlined in the talent
description.
Upgrade one time framerested to arena, arena to constant.
Add +1 Wound (damage) for an attack talent.
Add +1 to hit for an attack talent.
Add +2 to an attribute roll talent.
Reduce Awesome Point cost by 1.
Speedchange a focus action to a shorter action type (default to move if not explained).
Here are some specific guidelines for upgrading talents.
A talent may be upgraded more than once,
but only one of each upgrade type may be
applied to a talent.
Players must get DM approval before
improving a talent, to make sure the
interpretation works for the DMs game and
preferred play style.
Spell talents may be improved.
Every talent is not subject to improvement,
and thats fine.
Improving a base template talent counts as
taking a base template talent, when counting
talents towards the cross-template
requirement that half a characters talents
must be from the base template.
Improving talents generally cannot allow these
possibilities.
Adding a penalty to an opponents Attribute
or combat test.
Reduce incoming damage.
Grant Awesome Points to the character
through its use automatically (without player
or DM involvement.)
Increase a player characters wounds, or
improve healing.
If you see this makes a talent more powerful and cooler, and worry about balance, remember that the
player character gave up a whole other talent to improve this one. And there are some really neat talents
out there.

41

Civilization has division of labor. People have different


jobs, and all contribute towards the well-being of the
community. Most people the characters encounter will have
1 Wound and 1 talent and not be interested in adventuring;
this list helps flesh out some of those occupational talents.
Characters can get an occupational talent with the DMs
permission. An occupational talent costs 1 talent slot and 1
attribute slot upon leveling.
These templates allow a character to automatically do basic
tasks related to the profession, and do more difficult tasks
with an attribute test.
Animal Trainer. Learn animal behavior, offer rewards and discouragements, teach commands.
Apothecary. Identify chemicals, brew potions, make poison, blend healing salve, make blackpowder.
Armorer. Repair and craft weapons and armor, both for all shapes of people, and for mounts.
Beggar. Survives on coins offered by others. Judge when to push and when to shrink back.
Blacksmith. Shoes horses, makes and fixes tools and cookpots, handles metal and fire.
Brewer. Takes basic ingredients and makes intoxicating beverages.
Butler. Runs a noble household, maintains the wine cellar, manages the servants.
Carpenter. Uses wood to make furniture, barrels, wagons, buildings, ships. Skilled at repair.
Castellan. Manages a castle; its rations, fortifications, military posture, army, and so on.
Cleric. Offers rites and education from the perspective of a church, cares for those who need it.
Cook. Takes basic ingredients on a broad spectrum and makes them into sustaining food.
Criminal. Instinctively senses forces of law, shifty judge of character, knows fences and locks.
Doctor. Skilled in bandaging injuries, diagnosing ailments, handling healing chemicals, and surgery.
Entertainer. Singer, dancer, storyteller, general all-around source of amusement and good feelings.
Farmer. Knows about seeds, crops, plant cycles, fertilization, animal care, and hard, thankless work.
Fisher. Can handle small boats, mend and use nets and traps, and bait fish. Can turn fish into food.
Guard. Used to standing for hours, patrolling, intimidating, keeping the peace, holding a poker face.
Gunsmith. Skilled in building, repairing, maintaining, improving, and dealing with firearms.
Jailer. Brutish, intimidating, dangerous, bullying, repairing locks, evaluating health, interrogation.
Laborer. Long experience carrying heavy things and doing heavy work of various kinds.
Mason. Skilled with tools, technique, and blueprints for building with stone, evaluating stonework.
Merchant. Familiar with appraisal, bartering, managing servants and guards, charming customers.
Navigator. Knows constellations and how to steer by the stars, as well as cartography.
Sailor. Familiar with ship-board tasks all over a sailing ship, rowing, working sails, drinking, cursing.
Scribe. Can read and write, often in several languages, and interpret law, manage correspondence.
Servant. Patient and used to demanding masters, carrying out orders and maintaining tasks.
Shepherd. Care for and diagnose ailments for herd animals, weather elements, shear wool, castration.
Soldier. Endures hardships, is prepared to kill, march long miles, understands orders, sleeps outside.
Tanner. Turns dead animals into leather, and leather into clothes, armor, decorations, and so on.
Weaver. Knows how to spin thread or yarn and make various cloths and clothing or hangings.

42

Here are some boundaries for using master talents.


These talents are available when the attribute rises to 5 or more.
o You can take one master talent for each attribute for each point above 4 in the attribute, if you
buy them as you level (instead of template talents, cross-template talents, occupational
talents, additional Wounds, etc.)
o You can take a master talent for your starting talent if you have an attribute at 5.
They do not count as template or cross-template talents.
They require no training to learn, only a high enough attribute.
They cannot be improved.

Anticipate Move. Constant. You can read opponents, anticipating what they will do. Gain +2 to
Initiative and Impede (whether impeding or escaping.)
Etherspark. Constant. You have a hint of magic ability. You can gain 1 talent for a spell, if taught by
a spellcaster. Spells after the first take both the talent and attribute point upon leveling. You cannot
cast from scrolls or other sources.
Faces and Names. Constant. You never forget a face or a name, and if you connect them, you can
recall them both at once later on.
Lie Detector. Constant. Only those with Cunning equal to or higher than your Awareness have a
chance at successfully fooling you with a lie, without using magic. Others cannot spend Awesome
Points to increase their ability to lie to you.
Light Sleeper. Constant. If there is a chance you will wake up due to something happening in your
arena or an unusual sound, you will wake. You do not have to pass a test. Because your system is
used to light sleep, you are not more tired from being roused in this way; as long as the wakefulness is
brief, your sleep is not disrupted.
Recall Expert. Rested. You have an astonishing memory. If there is a follow-up Awareness roll to
remember something due to a talent, you automatically pass it and get an additional follow-up roll for
more. You can remember any information youve been exposed to (though your recall may not be
complete, it will be helpful.) This includes smells, flavors, symbols, pictures, and text.
Spyreading. Constant. You can read upside-down text, quickly hidden papers, and details in dim or
fast-moving conditions. Your mind is trained to catch and hold information of this kind, and you
automatically retain anything you see under these difficult conditions for at least an hour.

Bashmaster. Constant. Take 1 less Wound


from damage that is specifically bashing. This
includes blunt weapons and attempts to batter
down doors.
Dangerous Might. Constant. You can spend
an additional 2 Awesome Points to increase
damage by 1. (You can improve damage by 2
Wounds with Awesome Points instead of maximum 1 Wound. Even if adding 1 Wound costs less
Awesome Points due to another talent, the second Wound costs 2 Awesome Points.)
Deadly Attack. Constant. You attack in hand to hand as though armed with a light weapon.

43
Healthy. Constant. Gain +2 Wounds and immunity to normal sickness (unless the DM feeds the
Bowl one point per your level.)
Heft. Constant. You can carry 1 more load than your Brawn. If you are scantily clad, you get +2 to
Charm tests with those who may be attracted to your muscular body.
Powerful Attack. Constant. You attack in hand to hand as though armed with a heavy weapon.
Resilient. Constant. You are always -2 on the 1d10 roll when you reach 0 Wounds. If you score a
number less than 1, you still have 1 Wound.

Bully. Constant. If you use Charm to intimidate someone, gain 1 Awesome Point.
Confidante. Constant. If you can get a target talking, the target will reveal things the target didnt
mean to talk about. Every minute of conversation, test Charm against the targets Commitment,
Charm, Cunning, or Daring. If you win, gain another useful statement or line of inquiry.
Deflect Anger. Constant. If you are confronted by an angry person, pass an intimidation test using
Charm. If you succeed, the angry person is not intimidated, but the rage is deflected to another target
or a counter argument has made a convincing case for blaming the angry person.
Empathy. Constant. If you have the same mood as your target (or pretend to have the same mood)
get +2 on Charm tests. On a success, the target believes you understand their feelings.
Recruit. Rested. Gain 1d10 Wounds of followers after an hour of appropriate activity with them.
They will help out for up to 1 hour per your Charm with no payment, or agree to work for you if you
offer them a deal that could be seen as fair.
Inspire Loyalty. Constant. You attract henchmen who are loyal to you until death, regardless of pay
or conditions (though abuse may drive them off or make them disloyal.) You may have 1 Wound or
level (whichever is higher for those involved) per your level. When you level, you may level a
henchman or attract a new one. If a henchman is lost to death or disloyalty, those slots are not
available again, they are lost with the henchman. The DM chooses your henchmen, but you may
make requests.
Humanize. Constant. You are capable of rendering yourself or someone else human in the eyes of
humans or near-humans. If they have been trained to think of you as an inhuman monster, you can
forge a relationship to seem not so very unlike them after all. This requires conversation or exchange,
and winning an intimidation test of your Charm against the attribute they choose (they are not
intimidated, instead you are humanized). Succeeding on this intimidation test can also serve to
forestall imminent violence, execution, and dismissal from authorities holding you.

Confident. Rested. Faced with a difficult challenge, gain 1d5 Awesome Points from the Stack. This
talent cannot be recharged with Awesome Points.
Defiant. Constant. Each time you refuse to satisfy the demands of a greater power than yourself, gain
1 Awesome Point from the Stack.
Ignore Limits. Constant. Add 1 Wound from sheer will.
Lend Confidence. Rested. You may give another person up to your Commitment in Awesome
Points from your reserve as the climax of inspiring them with a speech or symbolic act. This counts as
spending them unless the DM says otherwise.
Mental Peace. Rested. Spend up to your Commitment in Awesome Points while meditating for at
least an hour. (This is used to speed leveling. The talent cannot be recharged with Awesome Points.)
Stubborn. Constant. If you make a decision, no use of non-magic talents or attributes can change
your mind.

44
Vow. Constant. When you promise to do something, as long as you are doing your best to honor your
vow you cannot be persuaded to abandon it, even by magic.

Alternate Identities. Constant. You can maintain in your mind up to 1 other persona per your
Cunning attribute. You keep straight what each persona knows, the plans each persona has, allies and
foes, life history, and other critical information. You can switch between them at will.
Disguise Expert. Constant. With a handful of props you can change your persona to a generic
archetype (beggar, guard, merchant, etc.) You use voice tone, posture, gait, expression, and other
acting skill. Only those with Cunning or Awareness equal to your Cunning can even attempt to see
through your disguise.
Lend Idea. Constant. You have a talent for conversing with people and giving them an idea, but
leading them to it so they think it is their idea. For them to realize it was your idea, they must test
above [your Cunning x2] with a Cunning or Awareness test. They dont have to act on the idea, but
they will think it was theirs and they will consider it.
Lockskill. Constant. All locks count as 1 difficulty less.
Long Reach. Constant. You attack in hand to hand as though armed with a reach weapon.
Mimic. Constant. You have skill in imitating body language and vocals of others. Those with
Awareness or Cunning less than your Cunning are automatically fooled.
Resourceful. Constant. When in danger from a worthy opponent, gain 1d5 Awesome Points from the
Stack to help use unexpected methods or means to strike or escape. Unused Awesome Points are
returned to the Stack at the end of the encounter (whether you succeeded or not.)

Counter-Attack. Constant. You are +2 to hit


or +1 Wound when counter-attacking.
Count Coup. Constant. Each time you commit
an act of defiance against a worthy target when
there is significant risk, gain up to 3 Awesome
Points from the Stack. DM decides.
Dare. Rested. If you dare a target to do
something, and the target does not, attempt to
intimidate the target. If you succeed, the target
is not intimidated, but you gain 1 Awesome
Point per the targets Wounds or level,
whichever is higher.
Fearless. Constant. You are immune to nonmagical intimidation, +2 against magical fear.
Honed Reflexes. Constant. Add your level
as a bonus to avoid taking damage when
allowed a Daring test to get out of the way.
Inspire. Rested. When you yell a battle cry,
those on your side within hearing are +2 to their
Daring tests in the face of the immediate danger, and they can re-roll if they failed a Daring test the
same round or the round before. Your presence gives allies +1 attribute to resist terror and horror.
Unarmored. Constant. Gain an additional Awesome Point (total 3) each time you fight in real danger
without armor.

45

Some talents are useful, but not attached to a template. These are available as cross-template talents.
Battle Oath.* Rested. Focus action. Make a solemn vow about a specific outcome in the current
fight. (I swear I will kill that man. She will leave with me, alive. You will not reach the door.)
Track all Awesome Points you spend in the fight. If you fulfill your vow, immediately get twice as
many Awesome Points back. If you fail to fulfill your vow, you owe the DM that many Awesome
Points, and you cannot spend any more until you pay that debt of shame. (Points repaying the debt do
not count towards leveling, either.)
Book of Power.* Rested. You have a magical tome that is filled with secrets, spells, and lore. You
can spend a few minutes looking through it to find 1 important fact about any given subject. (Without
taking the talent, it is much harder to coax the book to reveal its secrets if you arent bonded.)
Haggle. Constant. Each exchange takes 1-10 minutes of discussion. Test Cunning + any appropriate
attribute, opposed to the buyer or seller youre targeting. (Some people will not haggle, and you know
that automatically after the first attempt.) If you are successful, you can generally shift the price up to
30% lower (if buying) or higher (if selling.) If the DM bumps a roll with Awesome Points, you dont
get any of them.
Healing Touch.* Constant. Spend a focus action on an unconscious ally (not dying or crippled) to
give the ally a Wound and the capacity to rise and fight on next round. If treating a crippling injury
right after the fight (less than 10 minutes after) allow another roll on the critical chart to possibly get
less damaging result. Also, spending 1 hour tending the wounded counts as 6 hours of bed rest for the
wounded, once between periods of rest.
Management. Constant. You can automatically manage a number of people equal to your Charm +
Cunning, and a business with monthly business up to 1,000 x Cunning gold. To manage more, you
can test Cunning as the DM asks for it. You are +2 on all social interactions (intimidating, ordering,
or inspiring) with your employees. You are familiar with researching trade laws and working with
governments for permits.
Party Animal. Rested. For one carousing session, you can add half your level to your Brawn for
holding your alcohol (or whatever substance you use to alter your senses.)
Powdermaster. Constant. Only misfire when rolling two 1 results to hit when shooting a
blackpowder weapon.
Reckless. Arena. When you attack in hand to hand or
melee, inflict +1 Wound by taking 1 Wound of damage
yourself as you tear into your target. Awesome Points
and armor do not reduce this damage.
Sea Legs. Constant. You suffer no penalty to
compensate for the pitching decks of a ship, able to work
and sleep and eat unhindered while at sea.
Sweeping Blow. Arena. Do +1 Wound when spreading
damage between minions or hitting a swarm.
Whack Swarm. Rested. Do double damage when attacking a swarm.

46

There are three ways for a character to have more than one template. None of them are recommended for
players just starting out, but all of them can be useful and entertaining.
Adding a second template to the first makes the second an overlay template. This allows characters to
play noble scholar or archer thief or tumbler prostitute.
These templates are designed to be used singly. Instead of adding one base template to overlay another,
consider taking an unusual starting talent and gaining talents from other templates as the character
levels.
If you start play with two templates, one is an overlay template, so this applies:
No Starting Talents. You do not get a talent at level 1 or 2, but you do get Attribute Points from
level 2 onward as normal. You get your first talent at level 3.
Inherent Abilities and Limitations. Inherent abilities and limitations from both templates apply.
Talents. You can spend 3 Awesome Points to access unpurchased talents from either template.
Purchasing talents from either template counts as buying from the base template.
Awesome Points Spent to Level. Leveling costs 3 more Awesome Points, so 15 instead of 12.
A supernatural power can gift a character with spell-like abilitiestalents from the holy warrior, shaman,
or wizard templates taken with DM permission (or insistence.) Rarely, a supernatural power will give a
character access to the entire set of abilities. In that case, a supernatural template is added to the character.
From then on, the character must spend 15 Awesome Points to level, gains the inherent ability and
limitation of both templates, can access unpurchased talents from either template as the base template,
and counts talents bought from either template as talents bought from the base template.
When a character has 2 talents from another template, the player can decide to switch to that template as
the new base template. This can be done when leveling and taking a second talent from the template, or
any talent after the second.
From that point on, the character cannot get more talents from other templates than possessed for the base
template (but the character may already have more talents from other templates. Those dont count here.)
The character cannot use the inherent ability of the new base template, but can spend 3 Awesome Points
to use any talents not yet purchased from the base template. The character can no longer spend 3
Awesome Points to use talents not purchased from the previous base template.
If a character gets all 5 talents from a new base template, then upon leveling the character can forfeit the
talent and attribute point and gain instead the templates inherent ability.
If there are too many exclusive talents for a character to get 2 talents to move to a new template, the DM
is encouraged to have the character take 6 months to a year of down time to study in an isolated location,
learning the basics as a normal person never could. Then allow the base template to switch.

47

Arenas ............................................................... 48
Rapid Random Battlefields ............................... 49
Awesome Point Economy................................. 50
Combat ............................................................. 54
Wounds and Recovery ...................................... 56
Everybody Else ................................................. 58

Basic Systems for Tasks ................................... 59


Morale ................................................ 60
Stealth Guidance ................................ 61
Evasion and Pursuit ............................ 62
Terror, Horror, Madness (diceless) .... 63
Terror, Horror, Madness (crunchy) .... 64
Diseases .............................................. 67
Horses ............................................................... 68
Beasts of Burden ............................................... 70
Hirelings ........................................................... 72

48

An arena is a place you might fight in thats different from the places around it. Characters can move
around and maneuver within their arena without taking actions to do it. A move action transfers a
character from one arena to another adjacent arena.
In play, this usually looks like a bunch of ovals, squares, L-shapes, and triangles that touch each other,
ideally with some scribbled in scenery or an explanation to understand what is in each arena.
Having a variety of arenas means players can move their characters to places where they get an advantage
from their weapon type, and variety helps combat be more cinematic and dynamic than standing toe to toe
and gradually chewing through each others hit points.
Arena Type
Description
Favored Weapon Type
Tight
Narrow corridors, stairs, balconies, alleys, tunnels
Light is +2 to hit
Hazardous
Rooftops, slick rocks, ledges, rope bridges, swamps
Reach is +2 to hit
Open
Courtyards, open water, gladiatorial arenas, fields
Range is +2 if target in open
Dense
Shops, thick forest, ship deck, crowd, hayloft
Heavy is +2 to hit
Neutral
If it isnt as open as open, but not one of the others.
None
An arena tends to be 15-20 vertical feet. On a cliff face, in the water, or with aerial combat, thats a
helpful guideline. Some monsters have an arena on their back and head!
If you want to do something cool, suggest arena possibilities next to the arenas the DM notes.
o Example: a character in a marketplace is faced with a dense street and tight alleyways as the
guards close in. Her player asks if she can treat the awnings of the shops as a hazardous arena
to get up to the rooftops, which are open. The DM may draw it in!
Arenas can change mid-fight. If you are in a hayloft and the barn catches fire, you may go from a
dense arena to a hazardous arena. If youre in a crowd and they scatter, the arena goes from dense to
neutral, then maybe a round later to open. Boundaries of arenas can change as the fighting space
changes.
The size of arenas varies dramatically. If youre in a house, arenas will be very small; if you are
riding horses out on the plains, theyll be very big.
There are some circumstances that come up often, so here are some typical arrangements.
Roads. Road arenas tend to be narrow (but include the shoulder) and 2 or 3 arenas long for the
purposes of the encounter. They are open unless there is traffic, then they can be any arena type.
Walls. If you can go over it or fight on it, the wall is hazardous. If the walls hem you in, the arena is
tight. If the walls mean you cant go that way, the wall is impassible (and not an arena). If the wall
seems flimsy, you can try to break it; if you do, the DM will tell you whether the rubble-strewn hole
area is dense, tight, or hazardous!
Weather. Rain, mud, snow and ice tend to shift terrain to hazardous.
Woods. Brush and saplings are likely to be dense, stands of trees close together or with low branches
tend to be tight, and old growth big forests with space between trunks may be neutral.

49

Do you need to quickly sketch out an environment? Do you tend to lapse into drawing in the same kinds
of arenas, or only two arenas? Here is a method for quick generation of a more interesting scene of battle.
Plan to make your field of battle about 9 arenas (3 arenas across, three arenas down), with the characters
in the center arena. Assume surroundings default to open or neutral (unless they are somewhere like a
rope bridge and you know that already. Then maybe focus on whats on either end, etc.)
Set a default: probably open or neutral. Then roll 3d5 to see what is nearby that is of interest.
1. Open.
2. Dense.
3. Tight.
4. Hazardous.
5. Inaccessible.
Note the three other types besides
your center arena to include, and
then quickly draw the battle field.
Do not draw a grid with 9
squares, but instead keep that
grid in mind as you add in
arenas.
They can be bigger or smaller,
longer or wider, even curved or
other shapes.
If two or three arenas next to
each other seem to be one
piece, make them all one arena.
Scale it in your mind. Arenas
can be any size. In close
quarters like alleyways or
shops, maybe lots of little
arenas; if they are riding horses
out on the plains, big arenas!
This process is to inspire you, you are not accountable to it.
Description adds excitement. Once youve got your arenas, tell them what is there, based on the
surroundings. In the woods, a dense arena is probably underbrush. In a slum, a dense arena might be a
crowd of people around a performer, or a clutch of street vendors. On the beach, it could be a stand of
bamboo. Try to describe something fun to interact with.
Stay flexible. That dense arena that is a crowd could scatter, making the arenas around it neutral instead of
open. Fighters could leap up on the roof of the market stalls, creating a hazardous arena. Traffic could
jam, creating an impassible or hazardous arena. This is not only okay, its a feature of the system;
encourage it! Do it yourself sometimes! Remind them they are in a dynamic world. Reward creativity.

50

What is it? The Awesome Point economy is not about math. It is about rhythm, direction, and style.
When lots of Awesome Points are being earned, awarded, and spent, a lot of awesome stuff is happening.
If activity slows down, players forget about the Bowl, and Awesome Points are not awarded (or not spent)
for a while. Those are signs that things may not be awesome enough.
What do we use to represent Awesome Points? Awesome Points are generally poker chips or d6 dice, or
some other plentiful token durable enough to withstand enthusiastic play.
Where are the Awesome Points at the beginning of the game? The DM puts the Bowl out where everyone
can reach it, and generally theres at least 5 Awesome Points per player in the Bowl to start with. The rest
of the Awesome Points are in the Stack, the Awesome Points controlled directly by the DM and used to
refill the Bowl or reward individual players. If these characters have been played before, they may have
Awesome Points left over from last time the DM will give the players at the beginning of the session.
How are Awesome Points distributed? Players can give each other Awesome Points out of the Bowl, but
only the DM can put more Awesome Points in the Bowl. Players cannot give each other Awesome Points
out of their own piles, only from the Bowl. Players cannot take Awesome Points from the Bowl for
themselves, they can only give points to each other. Players get Awesome Points for doing awesome
things.

What counts as doing awesome things? The question is not What is awesome? The question is,
What does your game group think is awesome? Awesome Points focus in with laser-like intensity on
what is fun about role playing your game around your table. You like movie quotes during the game?

51
Award each other Awesome Points for whipping out a good one. Want comedy? Award points for laughs.
You want to play a serious Gothic game? Award each other Awesome Points for hitting highlights of the
genre and getting into character, allowing characters to be scared by spooky, unsettling elements. Playing
a mystery? Share Awesome Points around for having creative ideas, finding clues, and making deductive
leaps. Mix and match all you want; whatever is awesome and enjoyable at the table should be rewarded
by Awesome Points.
This game runs best in an atmosphere of delight and gratitude. Cool stuff is happening! Reward the
people who are part of it! Dont forget about the Bowl. Hand those points out to your fellow players. If
somebody is giving you points, dont forget to keep an eye out for what theyre doing thats awesome too.
Got a quiet player? Go out of your way to figure out how to explain why youre giving them Awesome
Points.
If a character concept makes you laugh,
or somebody is brave and plays with an
accent, or they make a character based
on some fiction you like, or maybe
players get you a drink while they are
upgive out an Awesome Point. This
builds the sense of camaraderie and
team and fun at the table.
Why not just empty the Bowl between
the players every time the DM tosses
points in? Well, the Bowl is how you
reinforce play style at the table,
rewarding good behavior and those who
bring fun to the game. Give that away
and the points become tasteless
mechanical game benefits.
Stop and think about why you are
playing. To have fun with your friends.
To achieve goals in a fictional setting.
To play as someone not yourself for a
while. To give an awesome character
concept a spin. There are lots of reasons.
Giving Awesome Points is a way to say
thanks or acknowledge a great moment
or help the group achieve goals. There
are no rules to prevent abuse of handing
out Awesome Points, but if abuse
becomes a problem, theres probably a
different game out there the group would
enjoy more.
There are a number of ways the DM can refill the Bowl with Awesome Points for the players to share
with each other. Ideally, there are always some points in the Bowl, so when something awesome happens
the players can celebrate. Good players will be handing out those Awesome Points all the time, so how
does a DM get more in the Bowl?

52
Progress! The DM may choose to put Awesome Points in the bowl at the conclusion of an encounter.
Evil Chuckle. Any time the DM chuckles evilly, or laughs maniacally, or any other variation on the
theme, the DM must feed the bowl 1-4 Awesome Points. (This is always available, and always
entertaining, so use it! You can choose whether or not to chip in when an NPC laughsthe more it
annoys the PCs, the more likely it is you should chip in.)
Monster Talents. When monsters use talents, its good form to pay for those talents by putting
Awesome Points in the bowl. Many monster talents note they have a cost. If they do not have a cost,
you dont need to feed the Bowl.
Pride. You like how your players and their characters are handling things, you think theyre cool, and
you want them to know it. Toss in a handful of Awesome Points!
Picking on Characters. When a target is hit and you spend 2 Awesome Points to ignore 1 Wound, one
of those goes to the player whose character was cheated and the other goes to the Bowl. Same when
the NPC inflicts an extra Wound. And if you are pulling some rude move in the game (like having a
character lock himself out of his house) thats worth a sympathy point or two also.
Out-of-Game Contributions. Want to reward a player for bringing snacks, or keeping the partys map
up, or doing play reports, or whatever? Give the player Awesome Points that the character can start
with next session.
Now that players have Awesome Points, how do they spend them? Here are basic uses.
(Always a free action)
Add +2 to any attribute roll.
Use a per-arena talent again in the same arena.
Flexibility. Change what you want to do in the round. This cannot allow you to act in a
phase that is over, or to change your mind if you have already rolled dice on an action in
the current round.
2
Do +1 Wound after a successful attack. (But only one per attack.)
Ignore 1 incoming Wound. (But only one per attack.)
Recharge a rested Talent outside combat.
Smite Fleeing Foes. Hit a foe who was in melee with you, but flees before the attack phase.
3
Use a Talent you dont have, from your base template.
Recharge and use a rested Talent during combat.
No Help to Hit. Awesome Points cannot be spent to boost the to-hit roll (unless your template says
otherwise.)
Boosting. You can spend as many Awesome Points as you want to boost an attribute rollto the
point where it is successful, and not beyond. (You cant spend more points just to level faster.)
Entitlement. If a player should get Awesome Points for something (like fighting without armor), it is
the players responsibility to remind the DM. If the player does not remind the DM in a timely
fashion, it is up to the DM whether or not to reimburse the player.
1

A Note on Leveling. Players can ask for lots of rolls (so they can spend Awesome Points boosting them)
and shop for things they dont need using Awesome Points. There are lots of ways to finagle spending
more Awesome Points to level faster. Sometimes this is fun and helpful. Sometimes it is not. Managing
borderline cases of spending Awesome Points just to level is the shared responsibility of the DM and the
players. The point is to have fun, not to wring character power out of the system as quickly as possible.

Spend 2 to reduce 1 Wound done to an NPC, or to increase an NPCs damage by 1. Half this cost
goes to the bowl, the other half to the player character who is directly affected.

53
Sending in reinforcements that werent planned? Upgrading a minion to a guard suddenly? Adding a
talent to a bad guy? Whisking the main enemy away before the heroes finish her off? All these things
are things you can pay Awesome Points for, usually right to the Bowl.
Attribute bidding war with PCs! They make a roll, you make it more difficult or have an NPC resist
them with Awesome Points matching their own contribution, if you want to drive up the Awesome
Point price or even make a target immune to their attempt.
Many monster talents require Awesome Points to go to the bowl if they are used.
If a player wants a degree of narrative control, the player can offer the DM a bribe of Awesome Points. If
a PC wants to have an item that they could find or have on their person or in the area, or if the PC wants
to create a new arena adjacent to existing arenas, or catch a lucky break by finding a friend, or noticing a
door out of the blind alley, or whatever, the player can offer the DM Awesome Points.
The DM has the Stack, and all spent Awesome Points go to it,
and the DM doesnt need the players Awesome Points. How is
this bribe effective? What do the points represent that the DM
wants? Why would the DM agree to let the players suggestion
happen in the game?
1. Players come up with fun suggestions.
2. Players have a higher sense of buy-in to the world if they
feel it is responsive to their desires.
3. Players may have too many Awesome Points; lightening the
load makes them more vulnerable.
4. Players sometimes want to spend Awesome Points to get
closer to leveling.
5. Players dont often see all the consequences of what they
are asking for.
6. This game is about having fun, not reinforcing the utter
realism of the game. If it makes a player happy to have
something at hand or to meet a friend, especially if it leads
to better character development or advancing the plot
usefully, dont stand in the way.
Still, the DM has to agree to the request; it cannot be a demand.
The DM is responsible for setting the tone of the game, and its
challenge level. Player characters are cocky enough. If they face
a werewolf and all of them reach into their socks and pull out
silver daggers out of nowhere, or they go into an ancient castle
and find the front door key under the doormat, that can ruin
some of the challenge and fun of the game. If players get
spoiled by getting everything they want, theyre likely to be
bored, and to pout when they get a no. That is NOT awesome.

Give 3 starting Awesome Points for taking an adventuring motive, and 6 for taking a dark secret. Give
more for character sketches, back story, bringing snacks, or whatever effort went into preparing. During
play, any time the DM would normally put points in the Bowl, the DM gives points to the player. This is
not as fun as having a group giving each other Awesome Points, but it allows for solo missions.

54

Combat has 6 parts to each round, and those parts are resolved in order. The DM assigns the NPCs to the
parts where they will act, then the players say what their characters will do. Combat should be fast,
cinematic, and awesome. It is a free action to move within an arena, and to draw or sheathe a weapon.
Initiative is only needed when multiple characters want to act in the same phase of the combat round.
Every party rolls 1d10, highest roll goes first, and on through descending order. Those who are tied go
simultaneously or dice it off again, DM choice.
The DM always declares what the NPCs will do before the PCs decide what they will do. This may be
a description of their plan, or just noting what part of the round theyll use (shoot, move, attack, etc.)
o For example, a DM may tell players an NPC will defend or protect, but not say which, or who
may be defended. Or the DM can share that information. It depends on how clearly the DM
thinks the NPC is telegraphing the action.
o If this inconveniences players to the point where they complain, the DM may put Awesome
Points in the bowl to pay for secrecy.
It is helpful to put 1-6 down the side of the dry erase board and mark in when everyone will act. Start
by putting in the NPCs, then put in the PCs. (See the combat example starting on page 209.)
Choose one. Actions resolve in the order listed.
1. Defend or Protect. Both can counter-attack those that successfully hit you in melee combat.
Counter Attacking Minions. When a group of minions attack, they roll once to attack so the
defender can roll once to counter-attacknot once for each minion in the group.
Defend: Foes are -2 to hit you. (-4 with a shield.)
Protect: Attacks in this round that target a chosen friend in your arena attack you instead.
2. Ranged Attack. Use a ranged weapon to attack someone in your arena or an adjacent arena. Can hold
and aim to shoot later in the round, and most weapons can shoot further with a focus action.
3. Focus or Impede. Actions that take longer to manage.
Focus: Announce what you are starting to do for a focus action; if unharmed by 6, it happens.
Impede. Prevent someone from leaving the arena you are both in. Test your Brawn, Cunning, or
Daring against their Brawn, Cunning, or Daring. (Both sides choose which attribute theyll use.)
4. Move or Push. Control the movement of yourself or others.
Move. Move from the arena you are in to an adjacent arena.
If someone Impeded you, attack them; if you inflict a Wound, you can move normally.
Push. Move one or more opponents to an adjacent arena. Use your Brawn, Cunning, or Daring,
against their Brawn, Cunning, or Daring. Each target after the first reduces your roll by 1. Those
you beat are hurled out of the arena.
5. Attack or Assist. Attack anyone in your arena.
Attack. Roll to hit, using any applicable talents or weapon bonuses.
Assist. Add 1d10 to the dice rolled by an ally in melee range; the ally keeps the top 2 rolls, so you
are contributing as though you were a minion. You cannot use talents or weapon bonuses to help.
To shift your action to attack independently or protect your ally from another attack, spend
1 Awesome Point.
6. Focused Events. Focused actions go off if the focuser is still undamaged. A successfully impeded
target is Cornered and cannot move next round either.

55

Face Dice. One of the dice rolled to hit is the face die and if it comes up a 10 and the character also
hits, then the attack does +1 Wound. (This may or may not be a hit to the face, it could be any kind of
critical hit, but Face Die is funny.)

Light
1
1d10 to hit, add an attribute to the roll, do 1 Wound.
Tight
Hand
1
To hit, roll 3d10 instead of 2d10, ignore the lowest.
Reach
1
2d10. Impeding or resisting impeding at +2.
Hazardous
Ranged
1
Attack earlier, and adjacent arenas also.
(target in) Open
Heavy
2
2d10. Big, so they do more damage.
Dense
V. Heavy
3
2d10. Huge, no shield, ignore the first Wound armor soaks.
Unarmed 1d10 to hit, + an attribute, do 0 Wounds, only KO target. (AP for dmg.)
Parrying Weapon. A light weapon or hand weapon used with a light weapon, hand weapon, or heavy
weapon. 1 die fewer rolled to hit. (Light weapon just gets attribute bonus, hand weapon rolls 2d10 instead
of 3d10. Reach and heavy weapons roll 1d10 to hit.) Once a round, get one advantage:
+2 to hit. -2 to hit for foe targeting you. Inflict +1 Wound.
Shield. Use with hand, reach, or heavy weapon. 1 die fewer rolled to hit. Ignore 1 Wound per attack. Or,
lose shield to ignore all but 1 Wound from an attack. Heavy shield can do that twice.
All are +2 to hit targets in an open arena.
Light

Hand
Heavy
Very Heavy
Blunderbuss

1
2
3
1

ATTACK
20+
17-19
14-16
11-13
8-10
1-7
Cunning
Loads
Type

Sling, knife, dart. Roll 1d10 to hit, add 1 attribute.


Max range: adjacent arena.
Light crossbow, shortbow, javelin. 2d10 to hit.
Longbow, spear. 2d10 to hit.
Heavy crossbow, musket, pistol. 2d10 to hit.
Cone; in the way test Daring or get hit.
Shooters arena cone to adjacent arena.

++ Heavy
Full Dmg
-1 Wound
-2 Wounds
-3 Wounds
-4 Wounds
Miss
-6
3 loads
Full plate

Heavy
Full Dmg

Medium
Full Dmg

-1 Wound
-2 Wounds
-3 Wounds
Miss
-4
2 loads
Chain & plate

-1 Wound
-2 Wounds
Miss
-2
1 load
Chain

1 action: load, shoot.

Focus action reload.


Focus action reload.

Light
Full Dmg

None
Full Dmg

-1 Wound
Miss

2 Stack AP
for fighting
unarmored
Miss

Leather

Clothes

The -X Wound
on the chart is
the amount of
incoming
Wounds the
armor allows its
wearer to ignore.

For monsters and talents that simulate armor, armor stacks. Wearing leather over hide like leather armor
will stop 2 incoming Wounds.

56

What is a Wound?
A Wound is the amount of injury needed make a normal person stop fighting.
For characters with more than one Wound, or characters who are knocked out, they can regain 1 Wound
per 10 minutes of rest and attending to the injury.
Critical Chart
When characters lose their last Wound, roll 1d10, +1 per Wound beyond the characters maximum. (If the
character had 1 Wound and took 3, the roll is +2.)
o 1-6 KO. Knocked out. At the end of the combat, get up and regain a Wound.
o 7-9 Dying. Badly hurt, helpless, (maybe) unconscious. Without quick medical care, youll die.
o 10-12 Cripple. As Dying and even if you do get medical help, theres permanent handicap.
o 13+ Dead. Bang, youre dead.
Consequences of Dying.
You get a cool scar (if you live.) Write it on your sheet.
If you roll under your Brawn on 1d10, or get medical help, you can regain consciousness, limp, and
manage basic movement. You can carry your normal load capacity. Round up.
o Anyone can render basic medical help as a focus action.
You heal back to 1 Wound after 24 hours of complete rest; that may be in 4 increments of 6 hours
each, but 24 hours of bed rest total.
Negative Wounds are not tracked. Each time a character is hit for Wounds exceeding what the
character has, you roll on the critical chart, negative Wounds are not cumulative.
Consequences of Cripple.
If the result of the roll when the character is downed comes up Crippled, roll 1d10 to see what
permanent damage the character sustains. The DM can assign one if appropriate.
After each kind of crippling, a talent shows how the character can compensate at least in part for the
maiming. These need not be trained, a character can practice to overcome the handicap. They do count as
cross-template talents.

1. Chronic Pain. Take a -2 penalty to Charm and Brawn.


High Pain Threshold. Constant. Reduce penalties to 0 for 10 minutes by spending 1
Awesome Point.
2. Lose a Hand. You cannot use one of your hands.
Hook Hand. Constant. You can compensate with a prosthetic, so you are -2 to two
handed tasks, but you can also attach a light weapon or manage many tasks unimpeded.
3. Lose an Eye. All range attacks and Awareness are -2.
Gauge Depth. Constant. You can spend 1 Awesome Point to gain +2 to range attacks.
4. Lose an Ear. Awareness is -2.
Sharp Ear. Constant. You are no longer -2 to Awareness.

57

5. Lamed. Cut movement to , and Daring is -2.


Hopalong. Constant. Your movement is no longer , as long as you have a prosthetic
and/or a crutch. You are still -2 to movement over barriers.
6. Smashed Teeth. Charm is -2, breath stinks, must be slow and careful to speak clearly.
Charming Slur. Constant. You can compensate for your broken teeth, slurring
understandably, chewing substances that kill the smell, and keeping your teeth out of
sight. You are no longer -2 Charm.
7. Head Wound. Your thinking slows and moves sideways. Charm and Commitment -2.
Whisper of the Gods. Constant. You may not think like other people do, but you work
with it, in your own weird brain damaged style. Spend 1 Awesome Point to ignore the
penalties for 10 minutes.
8. Broken Chest. Breathing is hard. Brawn and Daring -2.
Adrenaline Breath. Constant. You have worked out to the point where you can spend 1
Awesome Point to ignore the penalties for 10 minutes.
9. Confined. Paralyzed from the waist down.
Wheels. Constant. In a wheelchair, can move at movement at -2 Daring (as Lamed.)
10. Lose a Limb. 1-3, right arm. 4-6, left arm. 7-9, right leg. 10-12, left leg. Counts as lose a hand
or lame.

58

The characters are mighty and heroic, but they are not alone in the world. Here are the other broad types
of people and creatures, friend and foe, that exist.
Type
Swarm
Minion
Tough
Monster

Wounds
1-5
1
2+
3-30+

Description
Little things that fight as a mass.
Normal people, soldiers, skirmishers.
Hardier person, leader, elite soldier.
Any sort of beast or creature.

Examples
Rats, big bugs, bats, lap dogs
Guards, soldiers, people
Bandit leader, guard captain
Lots of books on this topic

Swarms
Swarms take a single Wound from weapon or bare-handed attacks, but spending 2 Awesome Points can
allow more Wounds to apply to the swarm (especially with a good description of how.)
Minions
Minions arent skilled or strong enough to get any kind of benefit from weapon types. They benefit from
armor. If they are using shields, the whole mob is -1 die to hit, but all get to ignore 1 Wound.
How Minions Fight. Each minion rolls 1d10 to hit; in a group of minions, keep the highest 2 to see
what the masss to-hit is instead of counting each roll individually. The mass, together, does 1 Wound
unless the DM boosts it to 2 using Awesome Points. They also combine to do a Push action, or a
Shoot action, etc. Minions can mob up into multiple groups for multiple dice pools.
Plowing Through Minions. If you are fighting a bunch of minions, you can possibly hit more than
one if you do more than one Wound. Each one after the first reduces your to-hit by 1 and requires +1
Awesome Point. You can kill as many in a round as you can manage.
The first kill costs 0 Awesome Points. The 2nd costs 1 and is -1 to hit. 3rd costs 2 and is -2
to hit. 4th costs 3 and is -3 to hit. 5th costs 4 and is -4 to hit.
You can spend 2 Awesome Points to increase damage by 1, and more Awesome Points to
include another target.
When fighting defensively and gaining a counter attack, you get 1 strike against all the
minions, since they all combine to one roll to hit you.
This only works with range attacks if they line up and the DM allows it.
Toughs
Toughs get the benefit of weapon types and usually have armor, same as characters. They sometimes have
1 Talent. Giving them shields helps them survive.
Monsters
The DM may throw any kind of monster at you, and the rules that apply to you dont apply to monsters
Be careful, anything could happen.
Skinning these creatures (how they are described) is important to the feel of the game, but less
important to the mechanics. Minions may look different, but have the same game mechanics. The same
stats for a monster could look and feel very different described differently. These rules help improvise
foes quickly for pretty simple clashes. Armor also makes a big difference in their survivability.
Mix and Match. Mix and match types and you can have lots of different kinds of fights.

59

The DM can decide how difficult something is on the spot, and call for an Attribute roll (which can be
boosted by Awesome Points) or a blind luck roll (which cant) to see how the attempt turns out. These
suggestions are for clarification, not to bind the DM to a single way of working these challenges out. The
DM is encouraged to be consistent and creative.

When characters compete or the outcome is uncertain (outside of combat) roll 1d10. A tie is a win for the
player character, or if between player characters, an uncertain outcome.
Opposed. One attribute against an adversary attribute. Both roll 1d10 modified by attribute. Higher
win, tie is inconclusive.
o Save vs. Magic. Commitment is usually used to resist magic effects as an opposed roll.
Challenge. One attribute against a difficulty assigned by the DM. Tie is inconclusive.
Difficulty
4
7
10
13
16

Simple.
Standard.
Difficult.
Amazing.
Epic.

Description
Routine, normal, everyday. (Usually dont call for a roll.)
Challenging, professional level.
Complex, unlikely, expert level.
Almost impossible, superhuman difficulty.
Stories should be told about this feat.

Physical Tasks
Breaking Down a Door. Those trying to
break down a door by kicking it or bashing it
with their shoulders take 1 Wound per effort;
this can be soaked by metal armor.
Pickpocketing. Cunning vs. Awareness. If
Awareness beats Cunning by 4 or more, the
lift is prevented. If Awareness beats or ties
Cunning, the lift happens but is detected. The
DM may make the lift more difficult for
objects bigger than a palm.
Balance. In a high place, test Daring to move. If Daring fails, test Brawn or Cunning not to fall. If
successful, test Daring to move again.
Climbing. Use Brawn, a success moves up or down 1 arena (generally about 20 feet or so.) If Brawn
fails, test Daring or Cunning, player choice, not to fall. Every 10 feet of falling is 1 Wound.
Standing Watch. Usually 3 shifts of 2-3 hours each. Test Brawn or Awareness. First shift difficulty 6,
second shift difficulty 10, third shift difficulty 8. If not roused, wake for your shift at +2 difficulty.
Swimming. Use Brawn, a success moves 1 arena. If Brawn fails, the character only moves arena. A
character can try to swim for 10 rounds, -1 per load, before needing to rest. Only characters with a
Brawn bonus know how to swim; others move arena on a success. On a failure, begin drowning.
o Drowning. Test Brawn each round of drowning, starting at 5 difficulty, +1 difficulty a round.
Each failure inflicts 1 Wound.
Social Tasks
Deception. Test Cunning against the targets Cunning or Awareness. Success means the target will
acknowledge the possibility, success by more than 5 means the target believes you are telling the

60
truth. The DM may add difficulty for outrageous or dangerous lies, and reduce difficulty for truth
mixed artfully in with fiction (or calculated and edited to mislead.)
Inspiration. As a minimum of a focus action, ideally about 10 minutes, one character can inspire
another by testing Charm. If successful (DM sets the difficulty) the target gets +2 to a Commitment
roll.
Intimidation. If the character did something really cool, this could be a free action that takes place
during the Defend/Protect phase. If the character must show off, intimidation can be a focus action.
To scare someone, choose either Brawn, Charm , Commitment, or Daring to test against the targets
Brawn, Charm, Commitment, or Daring (target choice). An intimidated target is -2 to all rolls until a
focus action lets the target shake it off automatically. Either side may get a bonus for superior
strength or numbers.

A great way to shorten battles, rout a statistically superior force, and keep the action moving is to make
the enemys morale a factor. To keep it fast and simple, roll 1d10, and set the difficulty based on how the
situation looks.
This is optional, and you can boost it by feeding Awesome Points to the Bowl (to encourage the
characters and escalate the tension, and replenish their supply.) This is window dressing for your
inspiration and amusement. Pick a number based on the situation or your whim, and roll it. Or, dont
bother with the morale system at all, and decide morale issues.
Situation
Feeling superior
Evenly matched
Outmatched
Troops
Elites
Rabble

Difficulty on 1d10
Dont roll
4+
8+

Modifier
-2 difficulty
+2 difficulty

Events
Lose a leader
Lose THE leader
First blood

Modifier
+2 difficulty
+4 difficulty
+/- 1 difficulty

Who is Scarier?
Troop Leaders
Foe Leaders

Modifier
-2 difficulty
+2 difficulty

Why Roll Morale? Sometimes you want to let the players estimation of the odds play out, being as
impartial as you can be. Then it is helpful to let the dice ultimately decide (after you set the odds) how the
NPCs will act. Also, this is a fun system to use for the allies and henchmen of the characters, to see if
they are willing to fight on when the going gets tough.
Rallying Call. If the leader of wavering or fleeing troops can be seen and heard by them, the leader can
try to intimidate them or the enemy that has broken them. If the intimidation succeeds, the troops rally as
a focus action. Successful intimidation can call for a new morale roll, with +2 for being scary.
Gut Check. If the characters are facing a frightening situation, you can always call for a Daring check
modeled on the difficulty of morale (except they add their attribute, and can boost it with Awesome
Points.) The characters should pass no problem, but the roll can help heighten the tension as they realize
that simply undertaking a course of action requires a success. Spending Awesome Points on the roll to
decide to go on can contribute towards leveling.
Failed Nerves. This is where an inspirational speech by another character may be helpful.

61

The purpose of this guidance is not to load the game up with a lot of rules, but instead to offer some
guidance on ways of handling stealth in Fictive Hackit is an important element of the genre,
atmosphere, and specific objectives.
Stealth is Cunning vs. Awareness. The rest of this is commentary.
Detection Ranges
Those with light sources will only see other light sources and silhouettes beyond the range of their
light. Their night vision is spoiled by their light. However, they can hear just fine.
In general, bright lights and loud voices are detectable from 5 arenas away. Conversation and muted
lights, from 3 arenas away. Otherwise, adjacent arena.
How to Use Awareness
Seeing lights does not require an Awareness testthere they are.
Hearing sounds can allow an Awareness test to see if the origin of the sound is clear.
The DM will often describe the presence of something, and players will want more information.
o Looking at it more closely does not have to trigger an Awareness test, the DM can simply
describe it better. Dont automatically default to dice.
o If something is difficult to perceive due to lighting, distance, or other factors, Awareness
may help determine how much the character can make out.
o Only roll to get more information if there is some question about whether the characters
senses are sharp enough to get more information.
Modifiers
If the characters have some kind of advantage, give them up to +5. If they have some kind of
disadvantage, give them up to -5. Do not consult a table. Stay fair, keep the numbers low, keep the
action moving
If characters look in the place where their quarry is hiding, dont make a rolllet them find the
target. If the characters are hiding somewhere, it is poor form to arbitrarily let the searchers find them.
Sneaking
Basically, sneaking opposes the stealthy characters Cunning to the searching characters Awareness.
Dont call for rolls very often, unless they get positively brazen.
o One roll should get them past an obstacle. If you call for a roll to approach, a roll to get
around, and a roll to retreat, the dice will likely sooner or later betray the players and
youll have a chase instead. This discourages attempts at stealthstealth is vulnerable.
If the searching party is unaware of the presence of others, and unsuspecting, as long as the stealthy
characters Cunning is higher than the searchers Awareness and there are hiding places, no roll is
needed. If there is a tie, or if one is higher than the other, go ahead and roll.
The DM can feed the Bowl to create circumstances that may interfere with stealth; a tickle in the
nose, a snake nosing between boot heels, a spider down the neck, a guard has to take a leak, etc. This
should lead to an opposed roll, not automatic discovery.
If someone is hiding from the characters, and the characters state they are looking around, give them a
roll. Reward good description of character actions by allowing them a chance to spot hidden danger.
Stealth is hard. Dicing for stealth is even harderthe more rolls, the more likely discovery. In general, err
on the side of the players. Being stealthy and sneaking around is fun, and in most games you cant get
away with it. Err on the side of deeper shadows here, and your players will greatly appreciate it.

62

Eventually stealthy people get spotted, and a chase ensues. In Fictive Hack, the system is not granular
enough to measure who is faster, or to account for varying speed because of loads carried. Theres no
accounting for getting winded by sprinting. Therefore, if one character flees in a straight line, and another
character follows, the chase could dully proceed forever. No one wants that. Also, chase rules can get
complicated, and no one wants that either. Here is some advice on running a chase.
Every arena separating quarry and pursuer adds +3 difficulty to Awareness tests to see the other party.
Transition Points. If visibility is not good for any reason, when quarry moves from one arena to
another, allow an opposed Cunning and Awareness test to see if the pursuer can keep the quarry in
sight. Do not tell either party what the other party rolled.
o Hiding. If the pursuer lost sight of the quarry, the quarry may be well served by
immediately hiding if out of line of sight, so the pursuers chase on. If the pursuers did not
lose sight of the quarry, the chase is over right there.
o Multiple Exits. A pursuer who succeeds in Awareness vs. Cunning may see which way
the quarry goes if there is more than one possible arena to escape through. If the pursuer
does not succeed, then the pursuer loses an arena and gets another Awareness vs.
Cunning test to re-acquire the trail (at -3, for adding an intervening arena).
o Arena Difficulties to Detection. Open is +3 difficulty for the quarry. Dense is +3
difficulty for the pursuer.
Burst of Effort. If one party wants to pour on the speed and is in the same arena, so it matters, the
runner can spend 1 Wound to get the edge. The pursuer can spend 1 Wound to gain the opportunity to
impede, attack, or throw. The pursued can spend 1 Wound to negate that opportunity.
o Bidding War. If both parties spend a Wound, then the pursuer can spend one or more
Awesome Points. If the pursuer out-spends the quarry, then the pursuer can attempt an
action. Otherwise, the quarry remains frustratingly out-of-reach.
If a character is in a chase with an NPC, the player gets half the Points.
Obstacles. By racing to hard-to-reach places, the quarry can be harder to pursue. Trying to climb,
knock over a cart, start a brawl, or involve various other obstacles means the DM assigns a difficulty
and the quarry tries to hit it. (Generally involves Daring, Brawn, or Cunning.)
o If the quarry fails, the obstacle defeats the character, and the pursuers get an arena closer
or get to interact with the quarry.
o If the quarry succeeds and the pursuers fail, the quarry gains an arenas distance and the
pursuers must try again or go around.
o If the quarry succeeds and the pursuers succeed, the obstacle is overcome.
Range Attacks. Range is before Move in the combat round, and it can end a chase. The pursuer
or quarry can stop running for a round and use a range attack. To shoot on the run, spend 1 Awesome
Point and use only 1d10 to hit. This only works with weapons that could be used while running; not
bows or slings, but possibly guns or thrown weapons or crossbows.
Winded. Generally minions can run for 5 rounds, and toughs for 10. Subtract 1 round per load
carried. Dont bother winding player characters, let them run their hearts out. NPCs can run longer if
you want them to.

63

Optional System, Without Dice


Characters are confronted with awful things in a Gothic fantasy game. Can their minds cope?
Terror. Characters use Commitment to resist Terror, pitting their conviction in the world as they
understand it against supernatural mind-bending threats and eldritch forces.
Horror. Characters use Daring to resist Horror, drawing on their courage against disgusting, filthy,
physically threatening or gruesome stimulants.
The DM sets a difficulty, starting at 6 and going up by increments of 3 as the stimulant intensifies. If the
character has [the appropriate ability x3] then the character is fine; if not, the character loses control.
Players can spend Awesome Points (1 Awesome Point to add +2 to their score, as though boosting a roll)
to stay in control of their character.
If a player agrees to lose control of the character for a
round, the player gets an Awesome Point from the
Stack. If a player agrees to lose control of the character
for a scene, the player gets 3 Awesome Points.
An out-of-control character is freaked out by the
situation and unable to think clearly. If the player
suggests crazed things the character could do, the DM
(and other players) can reward that creativity with
further Awesome Points. The DM decides what the
character does, and what happens to the character,
while freaked out.
Possibilities include an habitual swoon, screaming
like a girl, dropping what is carried and jumping,
taking a swing at whatevers moving, a little
pantswetting, losing a grip and falling (if
climbing), running away, shouting in anger,
inflicting self-harm in an effort to escape, and so
on.
If a character goes through an intensely traumatic situation, the player and the DM can cooperatively
decide to add madness to the character (both player and DM must consent). This insanity can take various
forms, and either the DM can accept the players suggestion for madness, or choose one without the
players approval.When a character goes insane, the player gets 6 Awesome Points from the Stack.
The DM awards the player an Awesome Point from the Stack when the player role plays the madness for
the character in a way that amuses the DM or improves the overall tone and flavor of the game. If the DM
calls for the insane character to do something insane, and the player resists, thats fine and the player stays
in control, but it costs the player 1 Awesome Point that does not count towards leveling. The DM can call
for insane behavior at any time.
Possibilities include an addictive personality, black melancholia, changed personality, fear of
enclosed spaces, fear of the dark, compulsive theft, fixation on the occult, gluttony, rage, insane
courage, nerves, odious quirks, nightmares, religious mania, self torture, catatonia, hearing voices,
and so on.

64

Optional System, With Dice


Characters encounter things face-to-face that are viscerally, intellectually, and sensually overwhelming. It
is not desirable or appropriate for the player to be faced with those things, but it is also not quite
appropriate for the player to decide a character can shrug off the effects of overwhelming stimulus in the
game. A middle ground to manage that distance is a system for terror, horror, and madness.
Managing Fear
What if there is something that invokes
both terror and horror? If one is obviously
more of a threat than the other, the DM
can choose that one; otherwise, the player
can choose, as the character focuses in on
the more manageable source off distress.
Often a character will favor Daring or
Commitment.
At its foundation, this system is about
adding Gothic spice to the game, and
making it more awesome. It should not
escalate to a punitive system; in fact, it
can be ignored if the DM desires.

Terror involves a feeling of expanding


hair rises on the neck, breathing quickens,
the implications sink in, the hands start to
shake as an impossible truth confronts a
rational mind. Terror strikes at the sense
of selfs location in relation to the outside
world. The sense of human significance is
reframed and revised to be much smaller
than civilization teaches, on an alien
scale. When characters reality bends, so
should their minds.
Confronted with terror, the character tests Commitment. The difficulty is set by the scale of the terror,
adjusted up or down a level or so by the DM (whose judgment on these matters is final, and sets the
desired tone for the gamebut should be consistent.) This roll can be adjusted with Awesome Points.
Difficulty
3
6
9
12
15
18
21

Description
Uneasy
Chilling
Shocking
Blood Curdling
World-Changing
Unendurable
Insupportable

Examples
Someone innocent is capable of dark acts. Your friend has a dark past.
A mentor is corrupt. The dead do not leave. Confronted with magic.
You can be a monster. Evidence of eternal torment. Assaulted by magic.
You are complicit in atrocity. You are possessed. Faced by demons.
You are damned. Trusted authorities are alien. Witness an alien god.
You have damned others. Aliens consumed your loved ones. No hope.
You ended all human future. Communion with an alien god.

65

If the roll fails, roll 1d10.


Roll
1-2
3-4
5-6
7-8
9-10

If 15+
1-2
3-4
5-6
7
8
9
10

Effect
Shaken. You are intimidated. -2 to all rolls until you shake it off. (p. 60)
Staggered. You reel backwards in terror, and lose 1 round.
Paralyzed. You lose 1d5 rounds, rooted to the spot, unable to process what confronts you.
Flee. Fear overtakes you. You must flee for 1d5 rounds.
Faint. Your mind gives way. You fall unconscious for 1d5 minutes or until roused.
Shocked. Roll 1d10 x10, thats the percentage of your hair that turns stark pure white. You lose
that many rounds to dizzying vertigo of the mind.
Madness. Roll once on the madness table. That condition begins to afflict you next adventure.

Horror involves the soul-shrinking impressions of disgust or revulsion. The mind tries to shut out or
repress the implications of what youve just seen. These influences are more external to the sense of self,
more visceral. Something encountered by the body and senses, rather than the mind and intellect.
Corpses, blood, and slime; disgusting and corrupting. Horror reminds characters that they are mortal,
vulnerable, subject to bodily disintegration or transformation. We are fallible, mutational, or unstable.
Confronted with horror, the character tests Daring. The difficulty is set by the scale of the horror, adjusted
up or down a level or so by the DM (whose judgment on these matters is final, and sets the desired tone
for the gamebut should be consistent.) This roll can be adjusted with Awesome Points.
Difficulty
3
6
9
12
15
18

Description
Distasteful.
Queasy.
Disgusting.
Revolting.
Vile.
Utterly Corrupt.

Examples
Stink of death. Significant blood. A corpse. Minor mutation. Parasite.
Mutilated corpse. Gory murder scene. Maggots. Cripple beggar.
Handling viscera. Rotting wounds. Flyblown or waterlogged corpse.
Torture. Experience minor mutation or crippling. Handle dead. Infested.
Rape. Crippling torture. Exposed to wasting disease. Cannibalism.
Alien rape. Transformation to another form. Buried alive.

If the roll fails, roll 1d10.


Roll
1-2
3-4
5-6
7
8
9
10

Effect
Disgusted. Fight through your feelings of disgust, -2 to all actions in the presence of the horror.
Recoil. Drop what you are holding and recoil in fear, lose 1 action.
Sickened. Gag, vomit, lose 1d5 actions to the shakes and violent retching.
Flee. Fear overtakes you. You must flee for 1d5 rounds.
Faint. Your mind gives way. You fall unconscious for 1d5 minutes or until roused.
Rage. You attack as best you can, +2 to hit and +1 Wound. If no clear target, act out violently.
Madness. Roll once on the madness table. That condition begins to afflict you next adventure. Reroll if under 15 difficulty.

The minds desperate attempt to compensate as it is assaulted by awful influences can unbalance it. Every
madness is +1 on all terror and horror chart roles, even if the madness is later cured.

66
Any time the madness could affect a character, test Commitment. The difficulty is 9 to avoid falling into
or avoid snapping out of an ongoing condition. The difficulty is 12 to avoid a specific action.
Madness can be cured with 6 months of religious help, and replacing a talent and 1 attribute point with
Cured Madness.
2d10 Roll
2

Madness
Addictive Personality

Black Melancholia

Changed Personality

5
6
7

Fear of Enclosed Spaces


Fear of the Dark
Fingersmith

Fixation on the Occult

Gluttony

10

Imp of the Perverse

11

Insane Bravery

12

Murderous Rages

13

Nervous Wreck

14

Odious Quirks

15

Prone to Nightmares

16

Religious Mania

17

Self-Starvation

18

Self-Torture

19

Stupefied

20

Hearing Voices

Effects
Action. (12) Constantly in search of intoxication to stave off fear. If
unable to get the it when in need, -4 to all rolls.
Ongoing. (9) If slipping into the melancholy, -6 to all rolls until it is
over. Test Commitment once every 6 hours of encouragement, or 24
hours of being left alone.
Ongoing. (9) Your old personality couldnt protect you. The new one
can. But it isnt very nice. And, former friends and family seem a
threat to the new you.
Action. (12) If you are in a tight fit, -4 to all rolls until you get out.
Action. (12) If you are in the dark, -4 to all rolls until you get light.
Action. (12) If you have the opportunity to steal something, test
Commitment to resist.
Action and ongoing. (12) If you can master the occult, you can
master your fear. Buy tomes and tutoring, apply occult solutions to
all problems.
Ongoing. (9) Every 6 months test Commitment. Fail, and lose 1
Brawn and Daring and gain 50 pounds. If you reach 0 on either, you
are bedridden.
Action. (12) You have an irrational urge to do and say the wrong
thing in any given situation. Test Commitment to resist it.
Ongoing. (9) You cant bear the ambiguity of your danger and
vulnerability, so you ignore it. Test Commitment to see if you can
retreat from danger.
Ongoing. (9) You are freaked. Any provocation must be resisted or
you attack whatever is bothering you. Also, you must pass a
Commitment test to stop attacking before your target (and any allies)
are downed.
Ongoing. (9) You cant handle it anymore. You are -4 on Terror and
Horror tests, and the results of failure are upgraded by 1d5.
Ongoing. (9) You talk to yourself, or choose some other socially
unacceptable loony behavior. Test Commitment to avoid lapsing into
that state, and to snap out of it.
Ongoing. (9) 50% chance your sleep will be wracked by nightmares;
upon waking, lose 1d5 Awesome Points; if you dont have enough,
owe the Stack.
Ongoing. (9) Faith will protect you from fear. Spend all your income
tithing to a church. You can take Zealot talents.
Ongoing. (9) Every 6 months you dont make a Commitment roll,
lose 1 Brawn and Daring and lose 30 pounds. If you reach 0 on
either, you are bedridden.
Action. (12) About once after every stressful situation, you have the
urge to cut yourself, doing 1 Wound of damage that only heals after
24 hours. Resist with Commitment.
Ongoing. (9) You go catatonic for 1d6 hours if you slip into this,
only coming out of it if you make the roll. Resist with Commitment.
Ongoing. (9) Your Awareness and Commitment are -2 as you are
constantly distracted by dark whispering.

67

Medical treatment in the World Between is not very advanced, and your best bet is to avoid getting sick.
Frost Fever. Contracted from cold, empty air or thick, polluted air. You alternate between raging fever
and bone-shaking chills. You count the temperature as 20 degrees less comfortable than it is (either way).
You are -2 to all actions. Any time you act strenuously you take a Wound. Cures involve wrapping the
body in linens and poultices, repeatedly melting ice over the body while it is tied down; costs 250 silver.
Fumbling Shakes. Social disease. The DM can tell you your character drops something, and you have to
spend an Awesome Point that does not count towards leveling to hold on. Fine detail actions are at -4.
The only natural cure is to be bled of 3 Wounds of blood at once, then rest for a week; that is 60%
effective and costs 200 silver.
Galloping Gurgles. Contracted from bad food or drink. Your guts squirm like snakes, and you gurgle and
fart horrifically. Take -2 to all actions. You make bad noises when it is least convenient. Lasts 1d10 days.
Midianese Plague. Contracted by fleas and touch. You break out in black pustules. Test Brawn once a
day, starting at 3 difficulty +2 each day. If you survive a difficulty 15 day, then the difficulty goes down
at 2 a day until it reaches 3. Fail a test one day, and die horribly.
Mordish Rot. Contracted from touching the dead, or cursed treasures. Your skin continually peels off in
itchy patches. You require 24 hours of bed rest to heal each Wound you take, and your critical rolls are
+2. If you die, you are likely to rise as undead. The cure is quite exotic, and some components are illegal;
a usual regimen takes a month of treatment and about 500 silver.
Ruinous Bloodthirst. Contracted from eating rotten meat. You fly into a murderous rage over nothing,
gaining +2 to hit and dealing +1 Wound damage. You can recover when someone has taken 2 Wounds,
including you.
Scarabaen Prance. Contracted through foul water. You spasm like a clumsy dancer any time you try to
do anything physically strenuous. You are -6 to all actions while in the throes of a spasm. One spasm a
week, roll as though reaching 0 Wounds and accept the results. Add +1 per week of infection. This lasts
for 5 weeks or until cured in an unpleasant week-long process overseen by a doctor and alchemist
(usually costing about 100 silver.)
Sputtering Hack. Contracted from night vapors and feverish waters. You cough blood. You lose 1
Brawn upon getting the sickness, and 1 more each week. When you reach -1, you die. Alchemists can
create a poultice to plaster on the chest, and a variety of unpleasant things to drink, and leech out the bad
blood; this process takes 1 week and costs about 150 silver, and has a 70% chance of working.
Ulverlandian Lament. Social disease. You feel like insects are scurrying around in your skull. You
cannot concentrate; you are -4 on mental tasks, and casting magic is impossible. Once a week you forget a
language or alphabet. You only lose a total of 1d5; when you run out of languages, you die. If you still
know a language when the disease runs its course, you live.
Weeping Scabs. Social disease. Your body is covered in pus-leaking sores that grant you -2 Charm. You
get crusts around your mouth and nose and your eyes turn yellow and leak. A strong alchemic regimen
can cure this with a week of focused treatment that inflicts 2 Wounds on you and costs 50 silver.

68

While there are many possible mounts in a fantastic setting, these rules cover horses specifically. They are
the most common mount, and a good system for horses can be adapted to other mounts.

A horse has 2 Wounds. The horse can attack as a heavy weapon, instead of the rider acting.
A horse can carry 2 normal riders, or 1 rider with up to 3 loads (total 6 loads.) The saddle is free.
Mounting or dismounting is a move action.
Falling from a horse, take 1 Wound per speed.
Being on horseback is being in an arena within an arena; attacking a mounted foe, or from horseback,
counts as being in a hazardous environment.
Against a lower, unmounted foe, gain +2 to hit or inflict +1 Wound after rolling to hit.
A horse can move 1, 2, or 3 arenas in 1 move action.
A horse can only move 3 if it is not fully loaded.
Riders on a moving horse can declare they are riding, then act as they wish in the round, getting one
action (out of order if desired) as the horse moves. Initiative still matters.
Attacking in melee from horseback is +1 Wound to a melee attack and -2 to hit for all attacks per
current speed of the horse.
Controlling your horse, roll 1d10 as a free action against a difficulty set by the DM. (Usually 6.)

Carrying capacity.
A typical horse can carry 6 loads; as little as 3, and as much as 9, depending on horse quality.
o A child is 2 loads, a typical character 3 loads, and a character with 5+ Brawn is 4 loads.

69
o
o
o

Basic saddle, bridle, and tack costs no encumbrance.


Barding costs encumbrance like humanoid armor costs encumbrance; it is heavier, but as
it is strapped to the horse, it encumbers the same.
Loads worn or carried by riders apply against the mount too.
A horse can only sprint if it is not fully loaded, and an overloaded horse can only walk and will
fail any rolls. You can only overload a horse by 1 load.

Mounted combat.
Horseback is an arena within an arena. This does not affect weapon ranges.
Mounting or dismounting is a move action.
o If there are exciting circumstances, require a Brawn or Daring test, base difficulty 6.
Attacking a mounted foe, or attacking from horseback, counts as being in a Hazardous arena.
Attacking from horseback grants either +2 to hit or +1 Wound, determined after the roll, against targets
on foot (as long as they are lower).
Riders on a moving horse can declare they are riding, then act as they wish in the round, getting one
action (out of order if desired) as the horse moves. Initiative still matters. If you declare an action after
people in that phase have begun acting, you go last.
Fighting horse.
Horses attack as a heavy weapon. Trained warhorses attack as a very heavy weapon.
o The rider cannot attack in the same round as the horse.
Speed.
A typical horse has a speed of 3.
o Walking is speed 1.
o Canter is speed 2.
o Gallop is speed 3.
A horse can only gallop if it is not fully loaded.
Attacking from horseback does +1 damage per horses current speed.
The horse can cross 1 arena per current speed each round.
A rider can act once while the horse is moving, even if that action is not in its normal place in the
round.
Falling Off.
Falling off a horse does 1 Wound per the horses current speed.
Staying mounted under difficult circumstances takes a move action and a 1d10 test.
o Difficulty 3; the horse maneuvers, up or down steep hills or turning.
o Difficulty 6; the horse is startled and rears, or takes off.
o +3 difficulty per Wound sustained by the rider or the horse.
o If the character already acted before the horse requires a test, the test is +6 difficulty.
Controlling the horse.
Roll above a 6 on a d10 to maintain control as a free action.
o This is to control a startled mount, to get the mount to attack, to compel the mount to back up, go
down stairs, pass something unsettling, or stop running wild.

70

Adventurers need to travel, and traveling usually involves moving equipment and supplies. Beasts of
burden become critically important. Here is a simple rule set for beasts of burden.
Size
Wounds Loads Carried Min/Max
Example
Small
1
2
1-3
Riding dog
Medium
2
4
2-6
Donkey
Large
2-4
6
3-9
Horse
Huge
4-10
9
5-14
Small Elephant
Min/Max is what the weakest to the strongest specimens can carry; generally, they cost half or double
the cost for the animal.
Flying, swimming, and climbing beasts often have their carrying capacity halved because of their
unusual movement methods.
Riders. Riders count as loads.
2 loads per small person. (No Brawn bonus.) Child.
3 loads per normal size person. (Brawn 0-4.)
4 loads per large person (Brawn 5+.)
Saddle and tack do not add to loads for the animal unless they are specialized.
+1 load for a flying rig.
+1 load for a large creature.
+1 load for a specialized arrangement, like a jousting saddle.
+2 loads for a howdah.
Loads the riders carry are loads the animals carry too. If a rider is 3 loads, and the rider has a heavy
weapon and heavy armor, the rider counts as 5 loads.
Animals can drag twice as many loads as they can carry.

Wheeled vehicles add x3 to the carrying capacity with 2 wheels, and x6 for 4 wheels.
The vehicles take 1-3 loads per multiplier. Thats the weight of moving the vehicle while empty.
Up to 4 animals can contribute to pulling the load; more animals just means rotating which ones are
pulling and prolonging the time they can pull.
For sleighs, use the wheel equivalent.
Basic Calculation
Type
Rickshaw
Cart
Wagon
Coach

Wheels
2
2
4
4

Load Multiplier
x3
x3
x6
x6

Load Weight
Counts as 3 loads
Counts as 6 loads
Counts as 6 loads
Counts as 12 loads

Wounds
3
3
6
6

Road Hazard Damage Diff.


3+
6+
6+
12+

Look at how many loads the one pulling the vehicle can carry, then multiply the Load Multiplier and
subtract the Load Weight of the vehicle to see how many loads the vehicle can carry.

71
Road Hazard
The DM can add these to spice up a journey. They could be a tree branch in the road, or a chug-hole, or
running over an unfortunate who fell under the wheels, or a crumbling edge of the road. When
encountering these while moving, roll 1d10 for the vehicle; if it does not beat the difficulty, the vehicle
takes 1 Wound.
The DM can feed to bowl to add to the difficulty, add to the damage, or add a special effect (like a wheel
coming off.)
If the vehicle gets stuck as a result of a road hazard, then the vehicle counts as +1/2 loads for the vehicle
and everything on it, and it must be shifted out of the hole or over the fallen tree or whatever. Wise
characters will empty the vehicle before trying to shift it.
Loads the Vehicle Can Carry Besides Itself
Type
Rickshaw
Cart
Wagon
Coach
Howdah

Donkey (4)
9
6
18
X
2

2 Donkeys (8)
X
18
34
28
X

1 Horse (6)
X
12
30
24
4

2 Horses (12)
X
X
66
60
X

Elephant (9)
X
21
48
38
7

Pulled by Character Strength (Characters may combine strength, loads is how much they can carry)
Type
Rickshaw
Cart
Wagon
Coach
Howdah

2 loads
3
X
6
X
X

3 loads
6
3
12
6
1

4 loads
9
6
18
12
2

5 loads
9
24
18
3

6 loads
7 loads
8 loads
9 loads 10 loads
Rickshaws are too frail to carry moreget a cart.
12
15
18
21
24
30
36
42
48
54
24
30
36
42
48
4
5
X
X
X

72

Characters hire 3 kinds of employees: labor, guards, and experts.


Pay Rates. A laborer expects 3 silver a day. A guard expects 5-10 silver a day. An expert expects 10-25
silver a day. These rates double for difficult or dangerous work. If an employee is expected to do the
work of more than one kind of employee, then the pay should stack.
Examples: If a guard must carry loads, the guard is paid as a guard and a laborer. If a fighter is hired,
the fighter can command guard and expert pay.
o Characters paid to go on a dangerous expedition where they carry their own gear, provide
expertise, and expect to fight may command 35-60 silver a day.
o Expected practice is to identify a beneficiary should you be killed. Your employees will
do the same.
The employer is expected to provide rations, weapons, armor, equipment, and transportation.
A character can command a number of tough level employees (henchmen) equal to the
characters Charm, or a relevant attribute. They should be paid 1 silver per [Wound + highest
attribute] per day. That is also the rate characters should deserve for their services.
Brawn. Warriors.
Cunning. Thieves, rogues.
Daring. Bandits, pirates, machismo types.
Commitment. Acolytes.
Charm. Anyone.
Awareness. Scholars, wizards.
In a mixed group, only the Charm bonus determines the maximum number of henchmen.
A character can command a number of minions equal to the characters Charm rating x5. The
character can command more, because the minions can only handle pretty simple requests, and generally
they operate in groups or are at the characters elbow.
Leaving Employment. If mistreated, the hirelings test Commitment against the characters Charm or
appropriate attribute; if they succeed, they leave employment. (And thats only if the character wants
them to stay employed anyway.)
Porters. Expect to pay 1 silver per Brawn rating of porters; default is 1, but stronger porters may be
available, costing (for example) 3 silver a day for a porter with a Brawn of 3. (Encumbrance, p. 16.)
Talent. All hirelings are expected to have a single Occupational Talent.
Leveling Henchmen. If the party has a really fun henchman and they want to level the henchman, then
once per adventure the table can volunteer 6 Awesome Points from their supply (it can come from any
number of players, it doesnt have to be one person or everyone) that do not count towards leveling. The
DM will then add a level to the henchman (as well as a talent and attribute slot.) Henchmen cannot be
equal to the highest level in the party, or they are characters entitled to a share (not a payment.)

73

Creating Magic Objects .................................... 74


Spell Talents Across Traditions ........................ 76
Wizard (Template) ............................................ 77
The Manual of Gastromancy (Grimore) ........... 78
The Red Book of Nelandra Kir (Grimore) ........ 79
The Scavenger Masters Grimore ...................... 80
The Spring House Grimore ............................... 81
Narlathian Spellcraft Grimore .......................... 82
Wizards and Familiars ...................................... 83
Witch (Template) .............................................. 84
Familiar Types .................................................. 85
Mage (Template)............................................... 93
Spell Workings of Mages ................................. 94
Additional Mage Spells ...................... 95
Elemental Warmagic of Orxham (Mage) ......... 98
The Hundred Death Gods ................................. 99
Necromancer (Template) ................................ 100
Gallows Wizards Grimore (Necromancer) .... 101
Black Warlock (Template) .............................. 102
Black Warlock Necromancy ........................... 103
Death Talents.................................... 104
Illusionist (Template) ...................................... 105
Shadows of Orxham (Illusionist) .................... 106
Other Magical Subsystems
Fey Magic ....................................................... 107
The Vistani Fate Tradition .............................. 108
Curses ............................................... 109
Magical Radiation Mutations ......................... 111
Questing Knight (Template) ........................... 116

74

Magic items are a big part of most fantasy settings and games. Here are two systems for creating them.

Legendary objects represent daring adventurers putting part of their essence in a chosen object that has
been through adventures with them.
At the end of a supernatural quest, you can give up +1 in an attribute, and give a piece of gear a mystical
advantage. This doesnt work with any random item at hand. It must be something that is near and dear to
you, with emotional and symbolic significance.
You can put any number of advantages into an object (maximum one at the end of each quest) but cannot
put the same advantage on an object twice. Here is a list of advantages, subject to DM approval.
+1 to hit.
Conditional +2 to hit (against spellcasters, against reptiles, etc.)
+1 Wound capacity to its user that goes away when the object is not on the users person.
Put one of your talents in the object.
o If a constant talent the bearer also has, add 1 improvement when using it.
o If arena or rested talent the bearer also has, add 1 use.
o If someone who does not have that talent uses the object, they can use the talent.
Recharge any 1 rested talent once per day.
Reduce 1 Awesome Point cost for a favorite Awesome Point costing action.
Protection from 1 special kind of attack, up to 1 Wound or +2 resistance.
Summon a magical being once (if appropriate).
Good candidates include the weapon used to kill a dragon taking on some of its power, a good-luck charm
from the characters deceased mother offering protection, a clerics holy symbol being more profoundly
blessed by the god, and so on.

For wizards, mages, necromancers, illusionists, and shamen, enchanting objects works the same way.
First gain a talent, Create x (where x is the kind of enchantment you want to use.) Then each
enchantment takes the time specified by the talent, and the materials, and any other processes. To infuse
the magic into the object, the spellcasting character loses a point from 1 Attribute (specified by the talent.)
Different traditions of magic and different research from various areas of the world can create talents that
end up making the same objects and enchantments, but use different methods. If the spellcaster does not
take the creating talent, but tries to follow the instructions from a book, they will lack the familiarity,
skill, and instinct to manage the process. Because of the flexibility here, mystic research can create
variants of mystic objects that have more or fewer drawbacks, different parameters and abilities, and
basically whatever the DM will allow. Here are some sample enchantment talents.
Create Ring of Darkvision.* Illusionist talent. Carefully remove the cornea lenses of a deep-sea
angler-fish and cure them in a formula that renders them tough as leather. Then slit them into strips
and braid them into the shape of a ring, and cure them in a formula that renders them tough as steel,

75
and translucent. Lose 1 Daring, and the ring is complete; when worn, it is invisible and adjusts to fit
the finger of the bearer (humanoid sizes only.) The wearer can constantly see 30 feet in the dark.
Create Ring of Darkvision.* Mage talent. The ring must have been crafted by a dwarf, and it
requires at least a sliver of darkstone embedded in it. It must be enchanted once a night for 10 nights,
with dwarves intoning ancient rites for it 24 hours a day and no light coming into its presence. The
final night, bathe it in your blood and lose 1 Awareness, and the ring is complete. The wearer can
constantly see 30 feet in the dark.
Create Ring of Darkvision.* Necromancer talent. Bind the spirit of a blind warrior to a vertebrae of
an elven wizard from the base of the skull. Paint the vertebrae with special sigils in a tarry ink made
from the corruption of a vat of 66 moles and some other special ingredients, including grave earth and
the shedding of fine steel a thousand years old. Place in a dwarf skull sealed shut with steel plates,
along with precisely 82 corpse beetles that have only tasted the flesh of those you killed with your
necromancy. After a month, open the skull and remove the vertebrae, casting the final enchantment
and losing 1 Charm. The bone will have been sculpted to a ring shape that will adjust to fit any
humanoid finger. The wearer can constantly see 30 feet in the dark.
Create Ring of Darkvision.* Shaman talent. Find the spirit of a bat, a mole, and a cave fish.
Persuade or force them to enter a ring that includes a strand of your hair. Each spirit you put in (up to
1 per your level) will serve for 1 year and then depart, and when the last spirit departs the magic is
gone. The wearer can constantly see 30 feet in the dark.
o Shamen generally only pay an attribute point when they create something permanent,
trapping a spirit in an object until the object is broken.
Create Ring of Darkvision.* Wizard talent. Craft the ring of a precise formula of starmetal, mithril,
and silver. Take it above the clouds to bask in the moon and starlight when the constellations of the
Wyvern, the Ettin, and the Demagogue are in the western sky, for a full month. Compel a blind elf to
swallow the ring, and when it has moved through the elf and been ritually cleansed, lose 1
Commitment and the ring is complete. The wearer can constantly see 30 feet in the dark.

The more powerful the enchantment is, the more unique components and difficult timing issues should be
required. Alternatively, talents could require spending more attribute points, losing talent slots, leveling
during the process, human or monster sacrifice, or other powerful substitutes to fuel the magic.
This system is deliberately vague. The DMs world is strongly affected by the type and number of magic
items available. By using this system, the DM can motivate quests for components and circumstances, for
wizards (possibly including characters) who want to make an item. Some enchantments might not be very
utilitarian, they might instead open an ancient door or release a specific suffering spirit.
You can create magic items with this, and you can keep them magical instead of mechanical. Characters
do not need to know how an object was enchanted in order to use it, but having this system in the
background allows the DM to create rich histories for magic items at will, and limit their creation too.

76

Spell talents can be very tempting and exciting. A wizard may want to cast a mage spell, or a
necromancer may be jealous of an illusionist spell. How can one spellcaster get a spell talent from another
kind of magic?

There are four factors to getting a spell from one of these traditions to work in another tradition.
1. Get a competent teacher or a method for learning the spell.
2. Get DM approval.
3. Upon leveling, spend the talent slot to gain a spell talent.
4. Accept the price of learning a different kind of magic.
Price to Learn a Spell of This Tradition
Wizard. Must give up 1 point of Awareness for each Wizard spell taken. There is a lot of background
noise and etheric energy that you learn to touch, but you lack the inherent skill to filter it properly.
Mage. Must take Read Magic as the first spell talent and Enchant Staff (Orxham Elemental
Wizard grimore) for the second. Must craft a staff that will serve as the component for all mage
spells. Some spells will require other components as well.
Illusionist. Must give up 1 point of Commitment for each Illusionist spell taken. Learning the ways
of illusion shakes fundamental certainties.
Necromancer. Must give up 1 point of Brawn for each Necromancer spell taken. Manipulating
undead energy is hard on your health.
Shamen. You must be chosen by a spirit guide, usually a totem animal or an ancestor. This figure
becomes the gateway to learning further interaction with spirits.
If your patron god grants you a spell, then you get that spell. There is no extra cost. However, most gods
will require a sign of faith or a quest. Sometimes a special spell talent is granted as a reward for
completing a quest. Cosmic powers can grant a talent immediately, so the character will not get a talent
upon leveling.
Gods and cosmic powers can give spell talents to anyone they want. A faithful fighter could be given a
spell talent by a grateful god in exchange for ongoing service; granted enough spells, the fighter could
become a holy warrior.
Some gods only operate through handing out spell talents, like the Beast Gods. Instead of dedicated
cadres and traditions of worshipers, they share supernatural abilities with champions, shamen, and those
who quest.
Gods may gift their followers with spells mortals could not get on their own, from any tradition. Faithful
spellcasters might be able to sort out a magic way to replicate a divine effectbut to do so invites the
wrath of the god. Ultimately this is up to the DM.

77

The Wizard has a peculiar connection to the energy of the cosmos, able to bind and shape it at will.

You see how others connect to mystical energy, and you can see where mystical energy has been used.
You detect magic and spellcasting and spellcasters by seeing auras around them at will. You can leave
your magical mark on anything, visible only to people whom you feel would need to see it.

Lots of monsters like the spicy taste of wizard blood. Lots of powerful people want wizard servants as
status symbols or slaves or artillery. Lots of ancient and bored powers enjoy recruiting pieces for their
unknowable and twisted games. Finally, the shifting fates in the aether use those who use them. Magic is
expensive power.
: 5 doses of flashpowder, a scroll case. Starting Coin: 3d10 silver x50.
You can take spells from wizard grimores if you have 6 hours of study time per spell. If you want to be
able to cast spells from a grimore untrained, and use the research feature of the book, you must take [X
Grimore] as a talent.

Arcane Protection.** Rested. Focus action (upgrades to move action). Foes are -3 to hit you for an
hour. This protection can be sacrificed to reduce incoming damage by 1 Wound. This stacks with
armor. This spell only works on the caster. When this spell is active, you do not get 2 Awesome
Points for fighting without armor.
Counter-Spell.** Rested. Cast during the defend/protect phase, this spell allows you to intercept any
magic cast in your arena or an adjacent arena. Both the one you intercept and you roll 1d10 and add
your level to the roll. On a tie, they cancel each other out. If you get a higher success, the spell is
cancelled and the other spellcaster takes 1 Wound. If you lose, the spell works and you take 1 Wound.
Menace.** Rested. Focus action (upgrades to defend action). Gain a flat +5 bonus to an Intimidate
test; when overcoming being intimidated, this spell guarantees success in overcoming fear and also
projects intimidation.
Mystic Attack.** Arena. During the Shoot phase, attack any target you can see in your arena or an
adjacent arena. Attack with 1d10+Level to hit, inflicting 1 Wound.
Rejuvenate.** Rested. Focus action. Count all spell talents as being rested except this one. This does
not rest or nourish the casters body, only the casters mystic reserves. Or, charge an item so it glows
about as bright as a torch for 1 hour per Commitment.

78

The Manual of Gastromancy is a thin book bound in plain black leather. King Relan II, former ruler of
Nalconia (in the Iron Principalities) kept his kingdom through guile and magic instead of military might.
His rule ended in 6,042. His specialty was conjuring enchanted food. It is said that even the most
bloodthirsty warlord might have his disposition changed at one of King Relans great feasts.

The reader can automatically find one useful fact about the history of kings in the Iron Principalities
during the Age of Roads, by looking in the book. The reader can also find recipes for roast meats, sauces,
gravies, ales, and wines.

Conjure Pheasant of Majestic Presence. Rested. Focus action. A beautifully roasted pheasant
appears on an elegantly carved wooden platter. The first person to eat a slice of pheasant is +4 Charm
for 12 hours. No one else gains any magical benefit (though the pheasant is delicious, and can feed up
to 4 people.) When the feast is over, the platter and leftovers vanish in a puff of savory woodsmoke.
Inspiring Feast for Captains. Rested. Focus action. A table and chairs (enough for 1 person per
caster level) appear at a table set to feed that many people. It takes about an hour to consume the
magnificent feast, with invisible servants caring for the diners. The center of the table has a special
treat (candied plums, deep-fried pastries rolled in sugar, etc.). There is 1 per caster level. Eating one
of these grants 1 Awesome Point.
Purify Food. Rested. Focus action. Cleanse food and drink for up to 1 person per level in the arena
by bowing and focusing. This eliminates all poison (even magic poison) as well as dangers from
undercooking, overspicing, or any other discomfort-inducing condition.
Rations. Rested. The process to create enchanted rations takes a full day to make 3 weeks of rations,
with a stocked kitchen and a hot oven. The cost for the raw materials is doubled. However, the rations
will provide 1 day of nourishment (food and water) in a single serving, and also heal 1 Wound (no
matter how grievous the injury, counting as 24 hours of rest for those who were dying). Only one of
the enchanted rations works on a target in a day. It looks like a granola bar.
Taste of Betrayal. Rested. Focus action. This spell affects 1 persons food laid out within the same
arena or an adjacent arena. If the target has betrayed the caster, the target takes 1d5 Wounds about a
minute after eating begins, choking and coughing. In addition, the targets tongue turns blue for 1 day
per Wound inflicted (even if the damage was resisted).

79

The Red Book of Nelandra Kir is a thick, illuminated book bound in blood-hued leather. It is a must-read
status symbol for the decadent and gleefully corrupt wizards of Scarabae that seek to thwart the Church (the
Crimson League, about 4,682). Nelandra Kir was a beautiful mage alive during the Rise of States who was
fascinated by spells that transfixed or paralyzed their targets. It is said that her lush garden was decorated by
many a rival who had been turned to marble sculpture and that her preferred way to dispatch particularly
meddlesome foes was to torture them while under the effects of a paralysis spell.

The reader can automatically find one useful fact about the history of Scarabaes rebel wizards who opposed
the Church in previous ages, by looking in the book. The reader can also find recipes for various paralytic
poisons.

Brain Freeze. Rested. Focus action (upgrades to shoot action). You can blank out thinking in 1 arena per
casting. Each round of casting knocks out a cumulative 1d10 Commitment each round, focused against
one or more targets. Those whose Commitment is reduced to -1 (if it is that bad to begin with they are
affected for free) cant process information. They cant understand what others say, they cant formulate
new ideas, or respond to stimulus (including pain or threat). This lasts as long as you cast, +1 round per
your level (though no new Commitment is affected when you stop, those already affected remain so).
Paralysis. Rested. Focus action (upgrades to shoot action). Each round, you can immobilize 1d5 of a
single targets Wounds. The target is not affected until all Wounds are immobilized. Once immobilized,
the target is frozen for 1 minute per your level. A minute-long ritual (no additional energy required) can
extend this time to hours. Affected targets can still feel pain, and they can speak if you choose to allow it;
they can even be freed from the neck up if it amuses you.
Scarlet Tendrils. Rested. Focus action (upgrades to shoot action). Your arena, or an adjacent arena,
sprouts otherworldly red tendrils. Create 1 tendril per level, each grants +2 to impede. Those successfully
impeded take 1 Wound from constriction each round. This lasts as long as you cast, +1 round per your
level. You must re-cast to resume if you allow the spell to lapse.
Stoneflesh Prison. Rested. You turn a living target into marble, in suspended animation. A resisting target
escapes if able to move; if held immobile, the target is transformed if you can spend 1 focus action per the
targets Commitment (minimum 1) uninterrupted. Your target may consent, or be unconscious. The statue
is ultra-realistic, and has no memory of time passing while stone. Casting the spell again can return the
form to flesh; if the statue is damaged to the point of snapping limbs or features off, apply crippling
damage. Statues ignore the first 2 Wounds from any attack.
Voice of the Marionette. Rested. Focus action. If you beat the target on an opposed Commitment test, you
control the targets voice for 1 minute per level. The target cannot speak without your permission, and the
target will say anything you want the target to say. You must be within 100 feet per level, and have eye
contact to cast the spell (but not to keep it up.) You also control the targets inflection, facial expressions,
and gestures.

80

The Masters of the Scavenger Lands include Gartheon Nack, Yelkar Truth, and Larmak Fermain. These
mysterious robed figures meted justice out among the Vistani and Wastelanders, battling or unleashing
monsters as they learned to manipulate the horrific energies gushing out of the Ruinous Scar. The greatest
honor was survival; their magic tends to grow more potent as its wielder continues on unkilled.
This magic is most often learned from strange wandering masters, or from hermits deep in the Scavenger
Lands, or from scarred mercenary spellcasters who spook the armies they serve.

The reader can automatically find one useful fact about a location in the Scavenger Lands, or one of its
famous Scavenger Master wizards, by looking in the book. The reader can also find useful information on
mutagens, catalyzing mystic radiation into spell effects, and disintegrating matter.

Aspect of Stone. Rested. Focus action (upgrades to defend action). Your skin calcifies and hardens.
Your magic armor will absorb 1 incoming Wound of damage per your level. It will flake off after
about 10 minutes.
Caustic Arrow. Rested. Focus action (upgrades to range action). Fling magical acid as a range attack.
It inflicts 1 Wound a round, and it burns for 1 round per your 3 levels. (1-3 1, 4-6 2, 7-9 3). If it hits
an armored foe, 1 Wound will destroy 1 level of armor instead of wounding the target. If the target
gets out of the armor before the armor is totally destroyed (generally a focus action), the target will
not take damage from the acid.
Caustic Fog. Rested. Focus action. Half an arena is fogged with hideous yellow acidic fog for 1
round per your level. Everything that is in that half arena or moves through it takes 1 Wound a round.
You can focus on a target in the mist (you can feel their location viscerally, things with bodies cant
sneak through without you knowing) and intensify the acid on them or an inanimate target, spending
1 Awesome Point for 1 additional Wound, up to 1 Wound a round per your level.
Globes of Flame. Rested. Focus action (upgrades to move action). Gather energies into a globe held
in the crook of one arm. You gain 1 Wound of energy per your level. You can then throw that energy
as a range weapon with your free hand, putting as many Wounds into each attack as you want (up to
all in one, or multiple shots until you run out.) You can move and keep the globe, but if you are
wounded it dissipates. You can hold the globe for up to a minute.
Mutation Shield. Rested. Focus action. You are safe from (further) mutation for 24 hours. You can
cast this on yourself, or others, but you must touch them.

81

The Spring House of the Orxham Academy teaches magic to wizards who embrace life. At the best of
times, this love works itself out as compassion, joy, and healing. Sometimes that enthusiasm gets
sidetracked into sordid romances, inebriation, and various addictions. Senior members of the Spring
House wear laurel crowns and pure white robes.

The reader can automatically find one blazingly useful romantic poem, historical romance, or biography
of a leader in the Spring House by looking in the book. The reader can also find recipes for love philters,
instructions for cloud reading, and analysis of tea leaves for seeing future omens.

Charismatic. Constant. Any time you must make a Charm test, you can add any other attribute that
you are using appropriately. Brawn for flexing, Daring for a devil-may-care appeal, Commitment for
burning intensity, Awareness to see the subject as no one else can, and Cunning for some sly wit.
Child of Nature. Constant. You are immune to non-magical disease or illness. You can adjust the
perceived temperature 30 degrees warmer or cooler for your personal comfort. You can spend 1
Awesome Point to dry yourself as a focus action if you are wet. Resisting plant and animal toxins,
you count as rolling a 10. Normal animals like you automatically.
Enchant Object. Rested. 1 hour ritual. You enchant an object. You can place up to 1 Awesome Point
in an object per level. Every 3 Awesome Points grants +1 on an attribute roll. Every 5 Awesome
Points can grant +\-1 to hit or +\-1 Wound. The enchantment lasts 1 year per your level. If you spend
an attribute point on the enchantment, it can be made permanent. To create other enchantments (like
animated toys, talking paintings, cunning locks, etc.) the DM will set a number of Awesome Points
that must be spent on the enchantment for it to work.
Fire Whisperer. Arena. Focus action (upgrades to shoot action.) You can light or extinguish the fire
equivalent of 1 torch per level in your arena. You can bolster your power by adding +1 level per
Awesome Point spent that does not count towards leveling. You can affect up to 6 candles per level,
or 2 lanterns. It costs 3 levels to deal with a hearth fire, 6 for a campfire. Used as an attack, the
flammable target takes 1 Wound per 3 levels of fire or +1 Wound from a flaming weapon. Once you
dampen or create flame, you can maintain that state up to your level for free, but you must spend
Awesome Points to keep up the power beyond your level.
Life Energy. Rested. Focus action. Touch the target (including yourself) and regenerate the life
energy there. The target immediately counts as rolling a 10 to resist poison, drugs, infections, or other
harmful ongoing effects. If the target is injured, the target can instead get 1 Wound back.

82

Narlathia is the fey goddess of enchantment, pain, and plunder, also known as the Goddess of Eyes.
Spiders are the way the world itself worships her. They embody her intricate plans with their webs that
glitter with beauty and complexity, then snare and kill. She weaves mystic energies as well as divine
powers. Drow lavish her with love, and all the fey accord her respect.
Wizards willing to debase themselves and accept the shivering pleasure of her pain are wrapped in her
etheric strands and paralyzed. Their spirits are partially consumed. After that, survivors can summon and
manipulate arachnidan energies. Usually, drow or intelligent spiders are the teachers. Very seldom do
wizards survive this training unless they are drow. Maybe half the survivors mutate spider-like features.
This is considered a sign of Narlathias attention, whether favor or displeasure.

The reader can automatically find one useful fact about spiders or Narlathian worship. The reader can also
find descriptions for harvesting and using venom, recipes for spider cooking with digestive acid catalyst,
and knotwork. The book is also a manual teaching graceful movement for seductive dancing.

Compound Eyes. Rested. Focus action (upgrades to move action). You can see in the dark in your
arena, and all Awareness tests in your arena or an adjacent arena add your level as a bonus. This lasts
about a minute per level.
Conjure Web. Rested. Focus action per increment (upgrades to move action). You can generate 1
yard of rope equivalent per level. Each unit can tie a prisoner to be +3 difficulty to escape. Webbing
something shut gives it the equivalent of +3 Brawn per unit. Two units can serve as a reach weapon.
As you gesture in the ether, web coalesces around your hands and takes the shape you desire. Each
increment of webbing lasts for 1 hour, 8 hours if you spend an Awesome Point.
Ethereal Venom. Rested. Focus action (upgrades to move action). Conjure swirling etheric venom
around you that flows into any target you can see or touch. The target is automatically hit for 1
Wound, and takes a -1 to all actions per your level. The venom wears off at the rate of -1 per minute.
Targets with 0 Wounds who suffer from venom die. You can only use this against a target once a day,
measured from dusk to dusk.
Spidermove. Rested. Cast as a free action while moving. Mystical adhesion flows over and around
you, so you can choose what to stick to and what is frictionless to you. You can move at full speed up
or down walls, across ceilings, under walkways, and so on. You can also leap across an arena as a
free move during the movement phaseso you can move twice if one move is a leap, or you can leap
into an arena then engage in combat. This lasts for one use or minute per level.
Summon Spiders. Rested. Focus action (upgrades to move action). Take 1 Wound and conjure up
spiders in a swarm equal to 1 Wound per your Commitment. (Upgrade this talent to summon minion
spiders. Upgrade it again to summon tough spiders up to 3 Wounds each. Upgrade it again to
summon monster spiders. Upgraded, this spell allows mixing types, up to total Wounds.) The spiders
are shadowy, and if light shines through their bodies it reveals a weird red tint.

83

Overlay Template for Wizards, Mages, Necromancers, Illusionists, and Shamen


A magic user may either find a spell to cast to create a familiar, or gain one as a gift from a greater power
the character has agreed to serve (usually a demon or a beast god).

While the familiar is touching you, you can pull energy from it to recharge one rested magic talent a day.
You gain other advantages from the familiar, dependent on its type, while you are in contact. You can
spend 2 Awesome Points to reduce damage to a familiar by 1 if it is in the same arena.

If the familiar is killed, you permanently lose 1 Wound. This loss incapacitates you for about 1 minute per
your level in agonizing pain as your life force unbraids from what is torn from the world. If that takes you
to 0 Wounds, then you die painfully over the course of 1d10 days.

These talents may not be accessed untrained. However, they can be gained without further training. They
do not count as template talents, or cross template talents.
Conduit. Rested. Focus action (upgrades to move). You can speak to the power that gave you a
familiar through the familiar, and it can speak to you. As long as it wants to, that is. And it can injure
you automatically as much as it wants if you displease it during the conversation. (Sometimes a
power will loan you this talent before you level, so you dont get one when you level. If you do not
take this talent and the loaner demands you do, the loaner can kill the familiar)
Extended Contact. Constant. You count as touching your familiar as long as both of you are in the
same arena. This can be upgraded to include +1 arena range per your Commitment.
Familiar Vision. Rested. Focus action. You and your familiar can see through each others eyes; both
of you see the same thing, and you choose who is in charge of acting in which body. This can last as
long as you want it to, up to when either of you are next unconscious.
Invincible. Constant. If killed, the familiar is just banished until the eve of the next full moon, when
it will return none the worse for wear. However, when it is killed, you take 1d2 Wounds. (If you use
Soul Bearer and are merged with it when it is killed, you appear before the force that gave you the
familiar, or return to the world somewhere amusing to the DM.) This talent overcomes the limitation.
Mystical Energies. Constant. Focus action (upgrades to Protect). You can borrow 1 Awesome Point
per your level from your familiar while you are in contact. You must pay the debt back to the Stack
(not requiring contact) before you can receive further Awesome Points.
Soul Bearer. Rested. Focus action (upgrades to Move). You can absorb your body and essence into
your familiar, or your familiars body and essence into yourself. It takes as long to separate as it does
to merge. One of you must emerge from the other for at least an hour a day, or lose 1 Wound a day.
While merged, you count as in contact and if one of you is killed the other dies as well.

84

This can be a characters only template, or it can be an overlay template. See page 46 for details.
When someone who is not a wizard gets a familiar, that person becomes a witch. The character gets
magical power through a pact with a supernatural power symbolized by the familiar, instead of by talent
and study. The usual cost is the characters soul, upon death.
The deal is usually sealed by sex, sometimes by a kiss; the pleasant or horrific nature of this act is really
up to the demon or pagan god. By the end of the contract, it is never enjoyable for the witch, no matter
how it began.
The witch is beholden to the power bestowing the familiar, and punishment for disobedience can be
harsh. When a deal is sealed with a demon, a permanent mark appears on the witch; it may be a mole, or a
scar, or a birthmark, but there will be some sign the alert can link to the pact.
While the familiar is touching you, you can pull energy from it to cast magic talents made available to
you by your patron. You can spend 3 Awesome Points to recharge any spell, even during combat. You
can spend 2 Awesome Points to reduce damage to a familiar by 1.

If the familiar is killed, you permanently lose 1 Wound. This loss incapacitates you for about 1 minute per
your level in agonizing pain as your life force unbraids from what is torn from the world. If you only have
1 Wound, then you die horribly over the course of 1d10 days.
Also, the death of the familiar may represent you failing to uphold your end of the bargain with your
supernatural master, so you may be marked for extradition to the World Below sooner rather than
later. That depends on the nature of your deal, the temperament of your demon, and the cause of death
for the familiar.
You lose all spellcasting ability from the demon upon the death of the familiar.

The entity can choose to give a witch access to 1 spell per level. The witch can take some of the spells as
talents, all others must be cast as untrained talents from the base template, costing 3 Awesome Points. The
nature of available spells depend upon the nature of the demon granting power, the spell list can change.
If a character starts as a witch, the character gains the Conduit talent immediately, and is -2 attribute
points.
Conduit. Rested. Focus action. You can speak to the power that gave you a familiar through the
familiar, and it can speak to you. As long as it wants to, that is. And it can injure you automatically as
much as it wants if you displease it during the conversation. (Sometimes a power will loan you this
talent before you level, so you dont get one when you level. If you do not take this talent and the
loaner demands you do, the loaner can kill the familiar.)

85

You gain the advantages in brackets when you are in contact with your familiar. Familiars have magical
protection. Attackers are -2 to hit them. They have 1 Wound per your 2 levels. (1-3 is 1. 4-5 is 2. 6-7 is 3.
Etc.) DMs can randomize a familiar with percentile, choose on behalf of the power-giving entity, or let
the player choose. Appropriate attributes are assumed to be about +1 per Wound. Familiars benefit from
the bonuses they grant.
1. Air Elemental. Breezy ball of turbulence the size of a head, can be kept in a jug. [Always provides a
breeze, allows breathing in any environment for one person whose head is enveloped]
2. All-Too-Human Cat. Wears a dapper outfit, walks upright on hind legs. [+2 Awareness and
Cunning, can speak]
3. All-Too-Human Rat. Three times the size of a normal rat, stands on its hind legs, likes to dress like a
swashbuckler. [Can speak, attacks with 1d10 + [Wounds] to hit or as an independent parrying weapon
for you]
4. Armadillo. It looks like a normal armadillo, but it has mystic runes etched in the pebbly texture of its
shells. [Ignore negative effects of losing a counterspelling clash, counterspell at +2 levels]
5. Bat. Looks like a normal bat, but the wing membranes have mystic sigils etched in the leather.
[Grants echolocation in an arena]
6. Black Cat. A normal looking black cat
with a human tongue. [+2 Awareness and
night vision in arena and adjacent arena]
7. Black Goat. Walks upright, plays pan
pipes, is incredibly haughty. [Can carry you
in a leap over 1 whole arena as a move
action]
8. Bomber Beetle. The size of two fists, it
dribbles acidic corrosion from its abdomen.
Its carapace has the symbol of a comet across
it. [Unrechargeable rested talent, it fires as a
blunderbuss]
9. Centipede. About the length of your forearm, but it can coil tight the size of your fist. It has 1
segment for every year of your life, and it is marked with fractal iterations of your mystic sigil. [Its
bite causes the target to relive one or more of the most awful moments of life so far, Terror 12; it
automatically hits out of combat, in combat it rolls 1d10 +[Wounds], and the target is incapacitated
for 3 rounds (in combat) or minutes (otherwise) after the bite whether the save is successful or not]
10. Chain-Rattling Spirit. Ghostly form clad in a death shroud weighted down with chains. [Terror test
difficulty your level x2 (maximum 16) at will for everyone but you, incorporeal (hurt with magic or
hit to the face)]

86
11. Chameleon. The size of your hand, a weird horned sticky-tongued tree gripper looks otherworldly. [It
can shift to match any background as a focus action, +6 Cunning. You can add your level to your
Cunning for stealth purposes]
12. Chinchilla. It looks like a normal fluffy handful of chinchilla, but if you pet it you cannot feel a body
in the softness of its fur, even if you reach in up to your elbow while it stares at you with its beady
black eyes. [+2 Charm, and against Terror tests]
13. Cockatiel. Scrappy pale bird with a remarkable crest, the size of your hand. [It can speak, you sense
ambush 1 round before it happens; that crest pops up]
14. Cricket. The size of a thumb, iridescent, and primed for fiddling. [People who committed a wrongful
act must test Commitment difficulty 12 not to confess if the cricket is placed on them for a minute]
15. Crocodile. About the size of your forearm, lazy, ruthless, smug. Several of its teeth are gold. It is
always weeping. [Spend 2 more Awesome Points to ignore 1 more Wound, can spend an additional 2
Awesome Points to inflict a second additional Wound with a magic attack]
16. Crow. A normal looking black crow, but its head is smooth and eyeless. [+2 Awareness, long range
vision, can speak]
17. Dandyish Devil. Tiny, wears a jaunty cap and smokes cigars, complains of ennui. [+2 Awareness,
lend 2 Awesome Points (in addition to Mystical Energies talent)]
18. Demon Grub. Demons use their spawn as fuel for their great spell engines, now you can too. About
the size of a newborn, it is segmented and leaking and hideous, colorless and almost translucent,
unable to move, with the same face you had when you were born. You grow a nipple in your wrist
that leaks a foul smelling fluid it eats, though whether it needs to or not is unclear. [Can speak, lets
you to use 1 Awesome Point for free each round; counts as spent if you spend it, comes from the
Stack]
19. Devilgirl Dancer. Tiny, wears provocative outfit, dances on your command. [+ level to your Charm]
20. Dragonfly. The size of a finger, plus wings, it is potent and lovely. [It can touch one minion per arena
and disable it with magical discharge as a shoot action]
21. Earth Elemental. Handful of rocks that can form a body. [Can dig as well as 2 strong men with
shovels, very minor alterations to stone]
22. Fire Elemental. Fist sized ball of flame, can be kept in a jug. [Flies, acts as a torch, attacks as a
minion or adds +2 to hit or +1 Wound to your attack]
23. Fire Lizard. A tiny dragon the size of a winged kitten, it can spit little licks of fire, fly, and teleport
up to 1 arena. [Unrechargeable rested talent, it can teleport with you up to 1 arena away]
24. Floating Eye. This is the eye of a demon, and you can tell upon close examination. However, some
wizards are willing to lose an eye to give their familiar a roost (it can communicate with the brain like
an eye), instead of allowing it to float along with them. This demon orb is sneaky and sadistic, a
dangerous scout. [It can move one arena a round in any direction, and it can cast any spells the caster
knows, up to 1 per Wound between rested periodsdoes not exhaust the caster or need components]

87
25. Floating Pufflizard. Like a blowfish, but instead of puffing up underwater, it siphons helium from
another dimension and forms a spiky little dirigible the size of a head. It is usually on a leash, or at
least a string. When it is not puffed up, it looks like a sleek lizard the size of a hand. [You can borrow
double your level in Awesome Points from it, without the Mystical Energies talent]
26. Fungaloid. A mushroom the size of a hand, with little arms and legs and eyes. [Communicates by
sneezing telepathic spores at the target, Brawn difficulty 10 to resist, Terror test generally follows.]
27. Furry Biter. A ball of fur the size of a head, 2/3 of it is a massive fanged mouth. [It attacks with 1d10
+ [Wounds] and inflicts 1 Wound; you can throw it as a light range weapon]
28. Gamecock. Belligerent rooster, always appears coated with blood. [+2 Awareness and intimidation,
your voice is audible at twice normal range with a crowing intonation at will]
29. Giant Mosquito. This horrors body is the size of a forearm. [As a focus action, it can drain a
Wound. It can hold up to its Wounds in additional Wounds. It can inject 2 doses of this blood into a
humanoid target to restore 1 Wound; anyone but you punctured by this thing suffers from Horror 10]
30. Glow Beetle. The size of two fists, its carapace reveals an abdomen that glows like a firefly, only
constant and at will. [Glows as a torch, magic can be read by its light]
31. Hand of Glory. This severed hand of a murderer normally holds a candle or hangs around your neck
on a rope. It is dry, withered, mummified, and only barely stinks. [Unrechargeable rested, animate it
(like Thing Addams) to find one target and touch it; the target loses 1 Wound a round and takes a
penalty to all actions equal to your level while gripped; if the target is killed in this way, you get 1
Awesome Point per the targets Wound capacity]
32. Hawk. A normal looking hawk with translucent feathers. [+2 Awareness, long range vision, +2
Initiative]
33. Hellskito. Bulbous head, nasty proboscis, the size of two fists, with bat wings and needle-sharp
gripping claws. [It attacks as a focus action, rolling 1d10 + [Wounds]; if it hits, it drains 1 Wound
from the target and gives you 1 Awesome Point when you connect next, stores up to 1 per your level]
34. Hermit Crab. It is the size of your palm, midnight black, and its shell does not reflect lightat least,
not light from its physical location. [As a focus action, you can go into the hermit crabs
interdimensional shell space, about 5x5x3 ft. Its big enough to sleep, or study, or rest]
35. Hideous Mask. Alien rubbery mask-like thing with 10 long fingers and a whip-like tail, scuttles like
a grotesque spider, likes to spring onto a targets face and latch on, gripping the head and wrapping
the tail around the neck, feeding air to its target as it chooses. [Attacks as a shoot action, ignoring any
armor but helmet; if a hit, the target is incapacitated until the face hugger is removed; trying to
remove it without your consent (or hurt it) inflicts 1d5 Wounds to the victim it grips; this thing
inspires Horror 10]
36. Hop Toad. Toad with pale skin and clumps of hair, croak sounds like human sobbing. [Telepathy
with 1 target in the arena or adjacent arena as a focus action at will]
37. Horned Serpent. Viper with tiny horns, horribly human eyes, and blood red scales. It whispers in a
hiss, urging you to commit terrible acts. [+2 Awareness, 1d10 + [Wounds] to hit, if it hits a target
with under 10 wounds and does not hit armor, the target must test Brawn difficulty 10 or die]

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38. Horse. Looks like a normal horse, except sometimes the eyes reflect light strangely so they seem
lamps of balefire, and when backlit by a sunset sometimes you can see its bones. [As a normal horse]
39. Hovering Skull. Skull of any creature roughly humanoid size, hovers shoulder level default, can
move at normal human speed up to 1 arena higher. Usually has an outrageous accent. [You can cast
spells through it, telepathic contact up to adjacent arena]
40. Hummingbird. Like a tiny thumb-sized scintillating jewel hovering and alive, beautiful and delicate
and too fast for the eye to follow. [Spend 2 Awesome Points to upgrade casting speed by 1, from a
focus to a move to a shoot to a defend action]
41. Hunting Spider. The size of your open hand, it can crouch up small, but it can leap an entire arena in
a bound. [+2 Awareness and Initiative, can automatically disrupt a focus action]
42. Iguana. Perches comfortably on your shoulder or the crook of your arm, usually it is pale or very
dark, its eyes are always gold. [Unrechargeable rested focus action, either automatically succeed
moving between arenas, or move two arenas in one move]
43. Imp. Dark blue-black, consistency of hard rubber, fist sized, venomous tail and fangs, lamp-like
yellow eyes, bat wings; a nasty piece of work. [Night vision, it attacks as a minion and a hit does no
damage, but the sting requires a Brawn test difficulty 10 or the target is paralyzed with seizures for
about 10 minutes; very painful, and if it chews a paralyzed target, 1 Wound every 2 minutes]
44. Koala. Looks like a koala bear, about the size of a head. It is black, with red eyes. [Anything it
watches for more than 10 seconds (that is not in combat or otherwise stimulated) must test
Commitment at 10 difficulty once a minute; fail, and nod off to dream-haunted sleep]
45. Lap Dog. Fits in a purse or the crook of the arm, so ugly its cute. Unnerving stare, never blinks. [+2
Charm, Commitment]
46. Mandragora. Animated root that looks like a baby the size of a hand. [Increasing Wounds damage
by 1 with a magic attack only costs 1 Awesome Point]
47. Mastiff. Big scary dog, ghostly white with all-black eyes. [Has double Wounds, fights as a tough
with heavy weapon, can move 2 arenas per round or move and attack]
48. Mechanical Owl. Made of brass and tin, makes whirring and chirping noises. [+2 Awareness,
automatically picks a lock in 1 round]
49. Meerkat. Looks like a normal meerkat the size of your forearm, but its eyes are always bleeding. [+2
Awareness, hours of rest count as hours of sleep]
50. Monkey. Looks like a monkey, small enough to perch on your shoulder. All its teeth are razor sharp,
and it has human eyes. [+2 Awareness and Cunning]
51. Mouse. Looks like a common mouse, except its tail is unnaturally prehensile. [+2 Awareness and
Cunning]

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52. My Little Familiar. Animated statue of a pony with strange rounded shapes, warm to the touch, of
an unknown tough material like soft wood. Long false mane and tail, very cute. Your arcane symbol
marks its rump. [+2 Charm, only pay 2 Awesome Points to recharge a rested spell in combat]
53. Non-Euclidean Dog. Looks like a normal dog, but something is off; it smells vaguely of sulfur.
[Your attempts to intimidate inflict Terror of that difficulty, fights as a minion or gives you +2 to hit]
54. Parrot. Looks like a common parrot, with a slight metallic sheen to the feathers. [Can speak, +2
Charm]
55. Peacock. An especially beautiful specimen, with shifting designs like a kaleidoscope in its tail feather
display. [+2 Charm, +2 vs. Terror]
56. Phoenix. Gorgeous bird the length of your forearm with a plumed tail twice that long, in every hue of
fire. [Counts as Invincible or if you have Invincible, can return the next day. Ignore 2 Wounds a
round from heat or fire]
57. Pig. Looks like a normal pig, except it glows very faintly. [+2 Commitment; it knows the future, and
very occasionally shares an important insight about what will happen by drawing a picture]
58. Porcelain Double (Life Size). It cannot speak, it looks like you but with a blank for a face. Only you
see its withering stare of hate. [Fights as a tough, can use weapons, armor, shields]
59. Porcelain Double (Miniature). Fits in your hand. It cannot speak, it looks like you but with a blank
for a face. Only you see its withering stare of hate. [+2 Awareness, night vision]
60. Pumpkin King. Has a jack-o-lantern head, over a skeleton carved of wood and dressed like a dandy.
Loves scaring children and, if left alone, will sing to
itself. [Can speak, fights as a tough, can inspire
Terror 10, head provides equivalent of candle light
at will]
61. Pygmy Goat. Unbearably cute, knee high,
stubby horns. Hisses and croaks, spits tar. [+2
Charm and Commitment]
62. Rabbit. Pure black, gold hourglasses in black
eyes. [+2 Cunning, unrechargeable rested move 2
arenas in 1 move action]
63. Raccoon. Daring masked thief of the natural
world! Its shed hair forms runes that, properly read,
reveal the resting places of legendary thieves. [+2
Daring and Cunning]
64. Rat. Looks like a common rat, except it has
human shaped hands for its feet. [+2 Cunning, can
chew through its body thickness of rope as a focus
action]
65. Raven. A normal looking raven, exposed bones

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on undersides of wings. [+2 Awareness, it can drink the eyes of the dead and transmit the dying
vision to you, normally at least 6 Terror or Horror to receive the last sight]
66. Salamander. Brilliant red, fits in your palm, eyes black as the Pit. [You can breathe water, and ignore
the first Wound from fire damage]
67. Sand Crab. Its shell is about the size of your hand. Its coloration shifts to match whatever stones are
nearby. When it pulls in, it looks like a local stone. [It ignores the first Wound from each attack, and
is impossible to distinguish from a local rock when it is retracted; you dont need to breathe]
68. Sand Devilfish. Sandy colored octopus adapted for scuttling around on land, usually grips the
headpiece of a staff (or pretends to be one.) [+2 to impede or attack an impeder, +2 Cunning]
69. Scarecrow. Made of straw and bone, has a profound hate for the living, and the patience of the devil.
Likes to skin its victims and wear their leather. [Fights as a tough, can use sword, shield, armor, can
inspire Terror 10]
70. Screech Owl. A normal looking owl. Instead of screeching, it unleashes hideous maniacal cackling or
the death shrieks of children. [+2 Awareness, night vision, +2 to stealthy movement]
71. Shadow. Fits into your shadow, but commandeers ityour shadow may not act as you do. [+2
Cunning, it can disconnect and move through other shadows to spy]
72. Shaggy Manthing. Covered in hair, amorphous shape, limbed tribble the size of a fist. [+4 to Terror
and Horror tests]
73. Shocker Lizard. Scaly bipedal lizard about the size of a cat. Often shrieks pikaaaa! when
unleashing a charge. [Unrechargeable arena focus action, channels a shock into a target it touches or
hits with 1d10 + [Wounds]; inflicts 1 Wound magic electrical damage, you can boost it with
Awesome Points]
74. Shoulder Angel. Androgynous, beatific, and prone to whisper the filthiest things to you; the most
disturbing part is that you really dont mind. Body the size of your index finger, plus glorious wings.
[+2 vs Terror and Horror and Madness, can speak, fly]
75. Skink. Cute little lizard with iridescent stripes down the sides, the color of a precious metal, the size
of your biggest finger. [-4 to critical roll, you can regrow any crippling you receive while bonded to it
in a week]
76. Slith. Looks like a tyrannosaurus rex the size of a kitten. [+2 Daring and Intimidation, if it attacks as
a focus action it rolls 1d10 +[Wounds] to hit and inflicts 1 Wound]
77. Sloth Bag. It is sloth-like, it grips its feet on your shoulder and forms a sling bag most of the time. It
doesnt mind. Its not doing anything anyway. [+2 vs Madness tests, can carry up to 500 coins (only
currency) in an interdimensional space for no encumbrance, that cant be found by a search]
78. Snail. Its shell is about the size of the last joint of thumb, it has the same color as your skin tone, and
the shell is bone colored, etched with mystic scrimshaw; directions to the center of everything. It has
no eye stalks, instead its eyes just hang above the body, or retreat into it when endangered. [Its mucus
has restorative properties, granting +2 to a save against poison or venom; if it is allowed to crawl over
a severe wound, 10 minutes count as 3 hours of bed rest]

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79. Songbird. Looks like one of any number of normal songbirds, but the beak is always the color of
bone. [Can talk, +2 Charm, can twitter to grant +4 to saves against sound attacks or persuasion]
80. Sparrow. Looks like a common sparrow, only it has no eyes, only tiny pinpoints of balefire in empty
sockets. [+2 Awareness, +2 Initiative]
81. Sprite. Puckish, dressed in green finery, demands to be carried in a kettle, makes lewd jokes. [Can
glow bright as a torch and fly, can cast feeble curses at will]
82. Squirrel. Looks like a normal squirrel, but with a metallic undertone. [+2 Daring and Charm]
83. Starving Book. Hefty tome about the size of a spellbook, bound in human skin and trimmed in bone.
Inside, the pages are oddly texturedwith tastebuds. [It bites; it can somehow slide/glide at human
speed, and it attacks with 1d10 + [Wounds], doing 1 Wound]
84. Strangling Snake. Looks like a speckled band when it is constricting on a targets throat. Requires a
focus action to attack it and not hit its target when it is attacking. It only attacks sleeping targets. [+2
Awareness and Cunning, drowns targets with strangulation, Brawn difficulty 10 to tear it off]
85. Tiny Blue Elephant. It is the size and weight of a bowling ball, and seems utterly useless; it cant
even move around, only sit and grunt and waggle its eyebrows and stunted trunk. [Survive your death
once through a miraculous circumstance; the elephant dies, but you suffer no ill side effect, even from
the familiar limitation; this one cant have the Invincible talent; you get another familiar when it goes]
86. Tiny Crawler. This repulsive thing is the length of your hand, it looks like a sickly pale segmented
cutworm with sucker feet and a head with compound eyes and a mess of undulating tentacles that are
always moving. It smells like a midden heap. [Immune to paralysis, and anyone it caresses with its
tentacles must test Brawn difficulty 10 or be frozen for 1 minute. It can inflict 1 Wound every minute
burrowing into the frozen body]
87. Tiny Flying Dolphin. It looks like a normal dolphin, about the length of your hand, but it can fly as
though swimming, about the speed of a human. It is playful, and will squirt ectoplasm out of its
blowhole when amused. [+2 vs Terror, adding a spritz of ectoplasm to food or drink leads to about an
hour of pleasant hallucinations involving the Astral Seaunless it doesnt like you, then its about an
hour of Terror inducing visions of whats under the Astral Sea]
88. Tiny Gargoyle. Stoic, fist sized, likes to sit motionless and pretend to be a paperweight. [Rested and
unrechargeable (once between 6 hours of sleep), allows you to ignore 1 Wound per your level from a
single hit]
89. Toad. A normal looking toad with retractable claws and teeth. [+2 Awareness, 360 vision, 1
automatic counterspell a day]
90. Tommy Rawhead. A rotting pig head on a human skeleton body, speaks in a low mumble, shouts
obscenities. [Fights as a tough, can use weapons and shields, causes Terror or Horror difficulty 10]
91. Tree Frog. Nestles in the palm, brightly colored, adorable, sticky pad feetprehensile tail.
[Anything licking or biting you against your will must test Brawn difficulty 15 or die from poison]

92
92. Turtle. A box turtle with a shell about the size of your fist. It is shiny black like wet rubber, its eyes
completely white with ivory iris stitching and no pupil. The shell feels like it is squirming when you
touch it, but of course it is not. When it pulls into its shell, it goes somewhere else. [-2 more for foes
to hit when Defending, and incredible patience; when waiting, you dont get hungry or thirsty or
sleepy for at least 24 hours]
93. Uncanny Marionette. A walking, talking ventriloquists dummy that likes murder. [Counts as a light
weapon for you or a minion fighting on its own]
94. Vulture. Looks like a small vulture, the size of a hawk, can perch on your shoulder. Its head and neck
are naked so they are not fouled by digging inside a carcassand the eyes tell you that. [Foes reduced
to 0 Wounds in its arena are always dying, anyone it watches is -1 to all rolls]
95. Walking Stick Wand. It looks like a magic wand, but it can unfold legs, and open slitty little eyes,
and deliberately pace around on walls, ceilings, and floors. [Counts as a component for most mage
spells]
96. Water Elemental. Tempest in a teakettle, fist sized ball of turbulent water, can be kept in a jug. [Can
purify a serving of water per level once a day, control minor water movement, do 1 Wound a round
from inside a target]
97. Weasel. A normal looking weasel with metal needle teeth. [Spend 1 Awesome Point to ignore up to
2 armor soak]
98. Webspinning Spider. The size of your fist, it can weave thin cable and fantastic orb webs. [If it
weaves more than one web (an hour each) whispering in one allows the whisper to be heard in all the
others, webs last about a week, it can weave messages in webs]
99. White Rabbit. Pure white, but not albino. Small, cute. [No real advantageexcept once in a great
while it flips out and kills everyone in the arena without warning. Roll 1d10 to see how many
Wounds it does each round (no roll needed to hit, no counter-attack possible); witnesses must face
Terror or Horror difficulty 10; it stops when its guardian duty or targets are finished]
100.
Wig. From the lowly toupee to the luxurious barrister edition, the animate wig grips the head
comfortably and bolsters confidence when it is not scuttling around on its own. [+2 Charm and
Daring]

93

The Mage is a student of the arcane, taking on the red robes of their order from the Ghelbreth Citadel in
the Iron Principalities.

Magic requires fuel. When you study your spellbook once between periods of at least six hours of rest,
you get 1 Awesome Point per your level that can only be used for spellcasting that day (it does not
accumulate over time). Also, if you run out of Awesome Points, as a focus action you can burn 1 Wound
to gain 3 more.

This limitation has an effect on the game rules! If you wear armor, it restricts the flow of energy through
and around you for casting spells. Add 1 Awesome Point cost that does not count towards leveling, per
maximum soak of your armor, for each spell cast.
: Spell book with 5 spells (not including 5 base spells). Starting Coin:
3d10 silver x50.
You can take spells from mage grimores if you have 6 hours of study time per spell. If you want to be able
to cast spells from a grimore untrained, and use the research feature of the book, you must take [X
Grimore] as a talent.
(The base 5 talents do not require components to cast.)
Arcane Protection.** Rested. Focus action. Foes are -3 to hit you for an hour. This protection can be
sacrificed to reduce incoming damage by 1 Wound. This stacks with armor. This spell only works on
the caster. When this spell is active, you do not get 2 Awesome Points for fighting without armor.
Counter-Spell.** Rested. Cast during the defend/protect phase, this spell allows you to intercept any
magic cast in your arena or an adjacent arena. Both the one you intercept and you roll 1d10 and add
your level to the roll. On a tie, they cancel each other out. If you get a higher success, the spell is
cancelled and the other spellcaster takes 1 Wound. If you lose, the spell works and you take 1 Wound.
Detect Magic.** Rested. Focus action. Detect any enchantments or magical influences in your arena.
Get a general sense of the kind of enchantment; divine, arcane, innate, extradimensional, and so on.
This spell gives no information on whether it is dangerous or helpful, or what the enchantment does.
You can choose to reveal magic to your eyes only, or make the objects stand out to everyone.
Mystic Attack.** Arena. During the Shoot phase, attack any target you can see in your arena or an
adjacent arena. Attack with 1d10+Level to hit, inflicting 1 Wound.
Read Magic.** Rested. Focus action. Read and/or use texts written in the language of magic. Lasts
about an hour.

94

Spellbook Capacity. Spells take up about 10 normal-size pages per spell. The paper must either be
enchanted, high quality, or thick. Most spellbooks are about a foot across, and 9 inches or so wide, and 3
inches thick. They can be taller, wider, thicker, and so on as needed.
Every 10 spells in a grimore count as a load for the book. A book with 5 spells counts as a load, for
encumbrance purposes.
o A regular spellbook is bound with sturdy materials and metal-shod on corners and spine, and
can be used as a light weapon.
o Spellbooks are too awkward to be more than a light weapon, no matter how heavy they are.
Creating a new spellbook costs about 50 silver per page, so about 500 silver per spell. This takes
about 1 hour per page of writing with specialized ink, and it can only be done under the influence of
the Read Magic spell.
Studying Magic. Spending an hour and using the Read Magic spell to peruse spells allows mystic
power to suffuse the casters mind, reinforcing and reconnecting with arcane energies.
Studying a spellbook allows the caster to be familiar with its contents, able to spend 3 Awesome
Points and cast its spells even though they have not been internalized yet.
o Casting unlearned spells takes longer and requires reading aloud from the book.
A focus action would expand to 2 focus actions, a move or shoot action would
expand to a focus action.
Spells can be studied without using Read Magic for the benefit of learning, but without using Read
Magic the mage does not get any Awesome Points.
Spell Components. Some components are consumed, others are reusable; thats noted in the description.
Casting without components is +3 Awesome Points to the cost. It cannot be done with all spells.
o Identify and Escape, for example, require components.
Getting a component out and using it for casting, then returning it or letting it go, takes a focus action.
For spells that dont take that long, the component can be yanked out and used, but not replaced.
Make a space for components off to the side, and mark how many you put aside for each spell you
might cast. Mark them off as you cast spells.
Learning spells from different sources may allow for different components needed.
Enchanted or special components can reduce the Awesome Points needed to cast a spell, or increase
its potency.
Enchanting Components. These generally cost a minimum of 500 silver for materials, and much more
for creation labor. They can be created by giving up 1 attribute, by any mage that has the spell talent in
question. Skill as a tattoo artist, weaponsmith, jewelry maker, and so on can be acquired as an artistic
ability either at generation or by giving up +1 to an Attribute upon leveling.
Staves and wands can be infused as the component for multiple spells. A gem can generally be enchanted
to be a component, and multiple gems can be set in a weapon or bracelet or necklace. Some wizards get
the components for each spell they know tattooed onto their skin, others load up their staff, others
sprinkle components among their jewelry. Wizards can use the enchanted components of other wizards to
cast, except for tattoos.

95

2. Control Portal. Rested. Focus action. (Upgrades to shoot action.) You focus on a lock or barrier.
You reduce its effectiveness by 1 difficulty per level, or count 5 successes on a Brawn test per level,
or a combination of the two. Also, you can spend 1 Awesome Point for an additional level or +2
Brawn. This can be used to bolster or reduce a portal. If bolstering, the spell lasts 1 round per your
level, +1 round per additional Awesome Point spent. Component: a hinge. REUSEABLE.
3. Deadly Grip. Rested. Combat action. (Upgrades to shoot action.) This can be used on targets in the
same arena. The spell can manifest as fire or lightning. The spell has no default Wounds, but can
inflict 1 Wound per Awesome Point you spend (up to your level.) These Wounds can be spread
between targets as you please, as long as you have clear line of sight. If you inflict more Wounds than
the target has, any extra Awesome Points spent past the targets death do not count towards leveling.
Your to hit roll is 10 + your level, for getting around armor. Component: a smear of an enemys
blood on your hand.
4. Enchanted Closet. You must get this talent, and spend a week to cast the ritual, burning 1 attribute
point for each point of access added. This spell continues to function after your death. You create an
otherdimensional space that can weightlessly hold 1 load per your level. Upon leveling (usually the
same level you acquire this spell) you infuse an object with access to this space. Generally, the
maximum mouth of the object is equivalent to a handsbreadth per level. Upon leveling further, you
can create more entrances to this otherdimensional space. (For example, you could infuse a bag, and
infuse a chest in your chambers, instructing your servants to empty the space once a day into your
secure quarters.) The space cannot be opened from inside. Component: infused objects.
REUSEABLE.
5. Escape. Rested. Defend action. Vanish in a flash and puff, appearing in the presence of your Heart
Gem. You can use this on the same dimension only (unless you upgrade the talent for multidimensional escape.) The gem must be worth 10,000 silver per your level; if it is not expensive
enough, you take 1 Wound for each gap point upon returning. It takes a week of dedicated
spellcasting to connect yourself to a Heart Gem. You can only connect to a new one if the old one is
destroyed, or if you level past its capacity. Masters often gift outgrown Heart Gems to their favored
pupils. Component: a Heart Gem. REUSEABLE.
6. Fireball. Rested. Focus action (upgrades to shoot action). Grow a ball of flame in your hand and
throw it up to 3 arenas away. It then explodes, inflicting 1 Wound on everyone in that arena. You can
increase the damage by up to your level at the cost of 2 Awesome Points per additional Wound.
Those who can escape the arena can test Daring difficulty [10 + your level] to take damage (round
down.) Component: Tiny ball of bat guano and sulfur, genesis of the fire, consumed when thrown.
7. Flesh Armor. Rested. Focus action (upgrades to shoot action). Arcane symbols suffuse your body.
You ignore the first Wound inflicted by any attack. This lasts until you have ignored one Wound per
your level, or for 1 hour. Component: a shard of metal that pierces your skin. REUSEABLE.
8. Identify. Rested. This ritual takes 1 hour to cast, and must be uninterrupted. Choose an effect to
activate at the end of the spell. You can: learn the command word, discover whether the object is
cursed or has an intellect or is merely a tool and who can use it, discover its basic powers, and check
to see if there is something beyond basic powers. Component: a gem of any kind. Its value decreases
by 100 silver per use. Mages often charge 500 silver per use of the spell, for customers, and 200 for
friends.

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9. Invisibility. Rested. Focus action (upgrades to move action.) The spell lasts 1 minute per your
level. You can cast it on anyone you touch, or yourself. The target becomes invisible, but not
inaudible or incorporeal. The target can still be smelled, still leaves footprints, and so on. Any objects
held when the spell are cast are invisible, but objects picked up are visible. They can be put in clothes
or pouches and then are invisible. Anything dropped or trailing outside the arena become visible.
Light is visible, though its source is not. Attacking breaks the spell. Those attacking an invisible
target have a penalty to hit, between -4 and -10. The target can spend 1 Awesome Point to add
Cunning to as a difficulty for attackers to hit the target, through tricky moving while invisible.
Component: an eyelash in something sticky.
10. Knockout. Rested. Focus action. Target creatures in your arena or an adjacent arena, but only one
arena can be targeted. Knock out a number of Wounds equal to [your Level + Commitment]. You can
start with the lowest Wounds and work your way up, or the highest Wounds down, but the DM picks
the actual targets that succumb. Targets can shrug off the effects by testing Commitment, difficulty
[10 + your level]. Component: handful of sand. As you cast most of it dissolves, sifting down.
11. Light. Rested. Focus action. Enchant an object to glow as bright as a torch, or a floating ball that
stays within arms reach of a target. When casting, choose whether it will last for an hour, or as long
as it is in your presence. You, or the one holding the light, can cause it to glow brighter for a round, or
to dim down to candlelight. Component: a pinch of luminescent lichen, or a candle stub.
12. Locate. Rested. One minute ritual (upgrades to a focus action). Fix a specific person, object, or
landmark in your mind. Or, you can focus on something generic, like a guard, stairwell, pool, and so
on. Your mystic energies gush out in all directions (anyone in range who is sensitive to magic within
100 yards per your level can feel you looking, but wont know where you are or what youre looking
for). You test Awareness to interpret the jumble of results. The spell will generally indicate distance
from you, and direction, in vague terms. The spell limit is 100 yards per level for something generic,
and 1 mile per level for something specific. If you have something that physically connects you to the
target (like a lock of hair, a bloodstain, the scabbard the magic sword rested within, bit of stone from
the landmark, etc.) the range can be much further. Component: fine dust to sift down from your hand,
interpreting its drift.
13. Menace. Rested. Focus action (upgrade to defend action). Gain a flat +5 bonus to an Intimidate test;
when overcoming being intimidated, this spell guarantees success in overcoming fear and also
projects intimidation. Component: a hint of physical pain, like nails in flesh or biting the inside of
your cheek.
14. Mental Spell Construction. Rested. Use this talent to build a spell entirely in your mind, with no
speech or gestures. Others may not even realize you are casting, they must use Awareness against
your Cunning to see what signs may be visible. You can cast while your hands are tied and you are
gagged. Component: mystic signs carved on one of your bones.
15. Mystic Language. Rested. Focus action. For about an hour, you can speak and understand any
language. This does not work for breaking codes, but it does work for allowing you to make noises
your body cannot make (like insectoid clicks or basso rumbles). You can also read in those languages.
This spell works on all languages, so if there are three people speaking 3 different languages, you
understand them all and you are understood by them all. Because of this flexibility, you cannot write
other languages under this influence unless you choose a single language upon casting. Component: a
preserved tongue of an outsider. It twitches and wiggles while this spell is active. REUSEABLE.

97
16. Mystic Movement. Rested. Focus action (upgrades to move action.) The spell lasts 1 round per
your level. You can move 1 arena further during a move, or add a move to any other kind of action in
the round. Also, you can climb sheer surfaces, leap across up to 2 arenas, and negate up to 2 arenas of
falling damage (slowing a fall to half speed safely.) Component: consume a live spider.
17. Privacy. Rested. One minute ritual (upgrades to a focus action). The ritual uses salt to encircle a
private arena. All that is within the arena is immune to remote viewing of any kind, magical or
otherwise, and sound within that arena stops at the border. Those looking into the arena will find their
eyes veering away, and their minds will tell them the arena is normal. To see into the arena with
Awareness, test against a difficulty of [12 + caster level]. If looking at the arena in person using
Detect Magic, a mage can see it fine. The spell lasts up to 1 day per caster level, or until the ritual line
is broken. Component: enough salt to make a border.
18. Summon Monster. Rested. Focus action. Either create constructs out of nothing, or bring contracted
monsters from another dimension to your aid. They appear in your arena and can act normally in the
next round. Each spell learned works for one specific monster. The monster summoned is built based
on the caster level of the one who created the spell; one level can get 1 Wound, a level of intelligence,
a weapon (held or natural), a level of armor, or a talent. Taking flaws can make them cheaper. When
the caster is high enough level to double the points needed for the creature, the caster can summon
two of them. Triple, three, and so on. Constructs will always be helpful and loyal; contracted
monsters will react based on their long-term experience with you, but will usually have something
they like you can give them to smooth over unpleasantness. Build the monster using guides on p. 245,
or beastmen, or orcs. You can only have points equal to your level in existence at once. This lasts up
to one hour per your level. Component: a piece of a specimen you can summon; leather, bone, meat,
hair, etc. REUSEABLE.
19.
Web. Rested. Focus action (upgrades to
shoot action.) The spell lasts 1 minute per your
level. It fills 1 arena (or 2 half arenas) with
webbing (can be upgraded to fill 2 arenas or 4 half
arenas). The webbing counts as an impede attempt
for all within it, with a result of [10 + your level]
against their attempt to get free. The webbing
counts as having heavy armor. Those who are
impeded cannot make further attacks against the
webbing, they are truly stuck until cut free or the
spell elapses. The web is not flammable.
Component: a bit of spider web.
20.
Withstand Temperatures. Rested. Focus
action. Become immune to negative effects from
temperature, feeling comfortable in extreme
weather. Take 1 less Wound from fire, ice, or
temperature-based weaponry or attacks. This lasts
1 hour per your level. Component: a necklace or
bracelet incorporating reptile skin and fur.
REUSEABLE.

98

The Summer House of the Orxham Academy produces some of the deadliest warmages in the World
Between. These masters of the elements have earned the right to strut in their azure robes, carrying ornate
staves. When Ulverland goes to war, the warmages of the Summer House go too.

The reader can automatically find one historical analysis of a natural disaster by looking in the book. The
reader can also find complex weather prediction matrices, the locations of mass graves after Ulverland
battles, and treatises on the best woods for staves.

Mages in this school must know Mental Spell Construction and have the material component before they
can be accepted to learn the curriculum. The component for all these spells is a customized mage staff. If
making an elemental warmage at generation, take -2 attribute points and Enchant Staff.
Enchant Staff. Rested. Take this spell first. 1 week ritual. You can create a staff that serves as the
component for all your spells. It thereafter works for almost all mage spells. It does not work for
Enchanted Closet, Identify, Escape, and other spells as decided by the DM.
Elemental Immunity. Constant. Defense action. You can ignore 1 Wound per level from any single
element directed at you, magical or otherwise. You can ignore heat, cold, lightning, fire, drowning,
and so on. Choose the element at the beginning of the round. You are protected against that element
until you change it. The DM is the final word if there is a question.
Gust of Death. Rested. Focus action (upgrades to shoot action). Use any combination of elements to
automatically inflict 2 Wounds in your arena or an adjacent arena per your Commitment. Metal armor
absorbs 1 Wound for its target, unless the attack is lightning.
Icewall. Rested. Focus action. You can erect a barrier of ice that seals off 1 arena (along the border,
not filling the whole arena) per focus action you spend on it. The wall gets 1 level of armor and 1
Wound every round you focus on it in one arena border, and you can shape its area to seal off more
than one. You can spend 1 focus action on it per level.
Tremor. Rested. Focus action. You cause 1 arena per your Commitment to tremble violently. This
may provoke a cave-in or avalanche. Those trying to keep their feet or move in the affected area must
successfully impede you (and your magic gets a counter-attack as a hand weapon if they succeed.)
Use of this spell is hard on morale and can give a bonus to intimidate. Buildings are hit for 10
Wounds per your level. If you spend Awesome Points that dont count towards leveling, you can
open a chasm that is 1 yard across per Awesome Point you spend.

99

Before time began, the Hundred Death Gods sought to extinguish humanitys spark and drag everything
into darkness. Now, the slaves of the Death Gods dominate Mord-Stavian (literally, the living and
transcended rulers.) From its grim throne, the Necropolitan rules without mercy.
Outside Mord-Stavian, necromancers study their dark arts in the Scavenger Lands and the rest of the
World Between. Necromancy is illegal in some places, but an acceptable pursuit in some academic
centers, barbaric wastelands, or militaries. Here are the four most popular and widely known of the
Hundred Death Gods.
Cultists of the Hundred Death Gods may be granted necromancer spell talents and death talents by their
gods at the DMs discretion.
The Carrion Marquis. Ascendant master of death in battle, he is outfitted as a general clotted with
flies. The thunder of their wings shakes the ground more than any charge of heavy cavalry could. War
necromancers revere his work, even if they do not worship him directly; he has a shrine in the Winter
House of Orxham, in Ulverland.
The Dismembered One. To say its true name is to be crippled, save for the rare few that have
learned how to handle this vicious gods energies with greater care. Patron of those who seek
revenge, this god has been known to trade wholeness of body for greatness of necromantic power.
The pain turns outward, and each crippling wound becomes a weaponhelplessness transforms to
power. This god is worshiped by war veterans who are injured and forgotten, and survivors of torture.
Flayed Maiden. All that is ripe and luscious in life has been torn from her, including her skin. She is
all that can go wrong when trading innocence for authority and power. Her compassion was stripped
with her skin, but so was her weakness; her bare, screaming meat is flinty and hard. Her pain is so
profound that no plea can move hershe cannot sense anyone elses pain over her own. She is
revered by those put in untenable positions who must allow suffering to transform them if they are to
survive. Slaves, prostitutes, rape victims, prisoners, and beggars revere her hardening might to get
them through what is impossible to endure.
Merrihel. Goddess of Death and Glorious Battle. Her
shadowy Valkyries haunt the battlefields of Frostreave
to collect the worthy slain. Merrihel was first a goddess
of freedom, but then she was martyred in a conflict
among the gods. Refusing to die, she ascended as a
death goddess, and was accepted as one of the Hundred
Death Gods. Refusing to accept their purge of the World
Between, she adopted the Northron and protected them
from the rest of the gods (much to their chagrin.) She
also evicted the Father and Family from their previous
holdings in Frostreave. Garm-Gorak was once her lover,
but he grew furious when he could not control her. No
one and no thing can. Her laughter is said to bring
avalanches from the heights when they try. Those who
appreciate or desire that kind of independence revere
her.

100

The Necromancer has found that good help is dead help.

You can learn necromantic talents. Also, upon leveling, you can use your attribute point to buy a Death
Talent for created undead. You can also choose to lose 1 point of Charm or Brawn per level to gain an
additional attribute point or Death Talent as your corrupting power weakens your meaty frame and your
humanity itself.
Commitment controls undead. You can control 5 Wounds of undead per Commitment rating at a time.
Automatic for stupid or automated undead, opposed Commitment for others (who are +1 per Wound.)

You corrupt the natural order of life and death, introducing the energies of death into corpses or the spirits
of the dead in a profoundly offensive and invasive manner. Your power comes at the expense of manners,
good taste, decency, and in most cases, integration into society. Plus, you smell kind of rotten, and have
to use perfumes even if you bathe frequently, just to get that spicy mummified smell.
You can take spells from necromantic grimores if you have 6 hours of study time per spell. If you want to
be able to cast spells from a grimore untrained, and use the research feature of the book, you must take
[X Grimore] as a talent.
: Perfume, dark robes. Starting Coin: 3d10 silver x10.

Incorporealize.** Rested. Focus action. You can create undead out of lingering powerful emotions of someone
who died, or from cremated ashes. You no longer need intact corpses. This talent modifies the Raise talents, it
does not function on its own.
o Incorporeal undead can only be struck by a blow to the face or magic, and can only be injured by
magic weapons or spells. They can move through solid objects. When they strike, they do 1 Wound as
death energy is infused into a living system. They can fly 2 arenas a round if they choose.
Life and Death.** Rested. Focus action. Drain 1 Wound to replenish 1 Wound. The source of Wounds is any
target that is touched, and the receiver of healing is any target that is touched. You can drain undead to heal
yourself or others, or drain others to heal yourself or undead or another living target. You can also drain 1
Wound from a living sentient to erase 1 year of aging damage in yourself.
Raise Minion.** Constant. Focus action. Raise a skeleton or corpse as a minion to serve you. It lasts until
destroyed, but is stupid, incapable of independent action. Up to 5 minions per Commitment can be raised
between periods of rest. Corpses must be in your arena for this talent to be used. By spending 1 Awesome Point
for each after the first, multiples can be raised at once, up to 1 per your Commitment.
Raise Monster.** Rested. Animation takes 10 minutes per Wound. Compile a golem of corpses (1 per Wound
minimum) or a bigger carcass to serve as an undead monster. It can have a number of Wounds equal to your
Commitment x3. The monster gets up to 1 Death Talent per your Commitment.
Raise Tough.** Arena. Focus action. Raise a skeleton or corpse as a tough (2 Wounds, can use weapons, 2d10
to hit) to serve you. It lasts until destroyed, and has minimal intelligence. You can assign it 1 known Death
Talent per Commitment.

101

Malkith the Gallows Wizard was an obsessed necromancer who wore a grayscale jesters cap in the court
of Ulverland. He founded the Winter School of Orxham. Studies in the Winter School can reveal these
secrets, but learning any of the spells outside that elite tower is rare. Most Gallows Wizards serve the
Ulverland military at some point, helping their nation feed the carrion birds they hold so dear.

The reader can find one useful fact regarding the necromantic history in Ulverland, or about a specific
kind of undead creature, reading in the book. Also, the book contains death talents, spell research, and
energy flow between the worlds of the living and the dead.

Impeding Gaze. Rested. Impede action. Make eye contact with a target up to 1 arena away per
Awareness. Impede the target with your Commitment, the target can resist with Commitment or
Daring. The target cannot counter-attack, and if pinned, the target remains pinned until something
breaks eye contact.
Morbid Tidings. Rested. Focus action. Summon a magical raven to carry a short message (four
sentences or less) to any one recipient the caster knows personally. The raven finds the intended
recipient instantly. The recipient automatically knows who sent the raven. The raven is only used to
deliver bad news that provokes terror or horror, doubling the difficulty to resist it. The message must
be true.
Paralytic Touch. Rested. Focus action (upgrades to combat action). Attack unarmed. If you hit,
instead of doing damage, you paralyze the target; the target must roll higher than 6 + your level on a
Commitment test, or be frozen for 1d10 x 10 minutes.
Spectral Ensnarement. Rested. Focus action (upgrades to move action). Summon a howling,
amorphous mass of angry ghosts who latch onto the target with ectoplasmic hooks. They last for 1
round per level. They impede any target within your arena or an adjacent arena you identify; instead
of rolling, they automatically get 6 + your level. Counter-attack is only effective against them if the
attack can hit incorporeal creatures, through magic or through rolling 10 on the face die.
Wreath of Souls. Rested. Focus action (upgrades to ranged attack). Make the sign of Gilthred the
Vile, then a whirling mass of specters surround you. Incoming ranged attacks are -4 to hit, melee and
unarmed attacks -2 to hit. This lasts for about 12 rounds, a minute.

102

They go masked, their voices dry and rasping, exuding menace as they stride the wastelands.

As a focus action, you can reach back through your interior connection to the world of the dead and find a
mystic translator. You can understand, read, write, and speak any language living or dead. You can also
learn necromantic spells.

You are a terrifying abomination. You arent really alive, and no one is sure whether you can truly die or
not. Your unseen face is a mercy to the curiousyou hide your face for the good of others. If they see it,
thats generally a Horror 6 + your level experience.
: Somber garb, ornate helmet obscuring your face. Starting Coin: 3d10
silver x100.
You can take spells from necromantic grimores if you have 6 hours of study time per spell. If you want to
be able to cast spells from a grimore untrained, and use the research feature of the book, you must take
[X Grimore] as a talent.

Counter Energy.** Rested. Cast during the defend/protect phase, this spell allows you to intercept
any magic cast directly at you. Both the one you intercept and you roll 1d10 and add your level to the
roll. On a tie, they cancel each other out. If you get a higher success, the spell is cancelled and the
other spellcaster takes 1 Wound. If you lose, the spell works and you take 1 Wound. This can also
counter holy energy. You are immune to the magic radiation of the Scavenger Lands and the Scar.
Live on Death.** Constant. Finally, you have put the last vestiges of squishy life behind you. Your
connection to death energies sustains your form. You do not need to eat, drink, or breathe. You take
damage from clerics channeling holy energy at you, because you are now undead.
Master of the Living.** Constant. Add your Commitment and Daring together to intimidate or resist
intimidation. If intimidating, the total is the terror or horror inflicted on viewers.
Master of the Undead.** Constant. Ignore attacks that drain wounds through infusing negative
energy. Undead cannot be compelled to attack you for any reason; they must shy away and show
respect, even if they do not obey you. (This profoundly annoys vampires.) You can telepathically
communicate with undead in your arena or adjacent arenas.
Rouse the Dead.** Rested. Focus action. You can spend up to 1 Awesome Point per your level,
converting those points into Wounds or Death Talents for undead servitors. You can raise one or
more corpses in your arena, infusing them with Wounds and Death Talents. Those with more than 1
Wound will have basic intelligence.

103

They come out of the howling storms of the Scavenger Lands, recognizable by their somber garb and
ornate helmets that hide their faces. They pass teaching on to those who serve as their slaves for a few
years, sometimes; those outside their tight-knit (and possibly alien) number usually get to use their spells
because the magic has been infused in a talisman or weapon.

There are many guesses about what the Black Warlocks are. Maybe they are reptile people exiled from
the Dreamlands. Maybe they are survivors of the Army of the Lady of the White Way who lost their
way and now seek only to prolong their own existence and animate new armies. Maybe they are spies
from Mord-Stavian working the fringes of the World Between. No one knows, but the fear the Black
Warlocks generate keeps most of the curious away.

Bolster Undead. Rested. Focus action (upgrades to move). All undead in your arena and adjacent
arenas ignore the first Wound they receive from any attack, even from blessed sources. You can
affect up to 5 Wounds of undead per your Commitment.
Dead Teachers. Rested. This ritual takes 12 hours and a secret narcotic mixture. The ingredients cost
about 200 silver under normal circumstances. You go among the dead, find a teacher, and compel the
teacher to infuse you with the knowledge of a talent that is open or restricted. (This only works when
you have leveled and can buy a talent.) If you want an exclusive talent, you need the DMs
permission, and the talent takes both the talent and attribute slot for that level.
Dead Whisper Secrets. Rested. This ritual takes 12 hours and a secret narcotic mixture. The
ingredients cost about 100 silver under normal circumstances. You go among the dead, find a spirit
that knows a secret, and torment the spirit until it surrenders that secret to you. You must succeed at a
difficulty 10 test for any 3 attributes selected by the DM to complete this mission, and the DM may
raise the difficulty with Awesome Points split between you and the Bowl. This cannot be done more
than once a day.
Quicken Undead. Rested. Focus action (upgrades to move). All undead in your arena and adjacent
arenas (when castingyou do not need to stay close to them) get to act twice each round, and gain 1
Wound. This lasts for about ten minutes, and when the spell is over, all the affected undead lose 1
Wound (possibly destroying them.) You can affect up to 5 Wounds of undead per your Commitment.
Shrivel Soul. Arena. Focus action (upgrades to range attack). Hit all targets in your arena with
Horror, difficulty of 1d10 + your level. Mindless creatures, undead, and otherworldly beings are
immune.

104

These talents are learned by the necromancer, but their only use is to infuse them into the raised undead.
The necromancer can gain 1 instead of an Attribute point upon leveling, and upon leveling can lower
Brawn or Charm by 1 to gain another.
Undead can also benefit from monster talents at the DMs discretion.
o

Compelled to Answer. Rested. The undead will answer 1 question per the raising necromancers
Commitment. It can only lie if it beats the necromancers Commitment with its Cunning roll,
generally at no bonus. It can only answer questions that the corpses owner knew in life. It can answer
questions for 1 summoning per the raising necromancers Commitment.

Disguised. Constant. Appears to be alive, if distracted and withdrawn. An Awareness test in the same
arena, or at -2 from an adjacent arena, identifies the ruse. This can only be cast on fresh corpses, less
than a day dead, or incorporeal undead. They no longer decay, with this talent.

Life Drainer. Arena. Focus action. If it gnaws at or punctures and drains or uses some other method
to pull life out of a target, the target loses 2 Wounds and the undead gains 1.

Mighty. Constant. Counts as +2 to Brawn, and does +1 Wound in combat.

Paralyzer. Arena. If it touches a target with a


hand or appendage, not a weapon, the target
must test Commitment difficulty 10 or be
immobilized for about a minute, unconscious
and vulnerable.

Rest. Rested. It can lay down and pretend to


be dead, activating at a signal from the
controller or when some set condition is met.
If it rests more than 10 minutes, all Wounds
are healed.

Stench. Constant. Those in melee range must


pass a Commitment test difficulty 10 or be -2
on all rolls while in proximity, and for a
minute afterwards.

Terrifying. Arena. Its horror is unveiled for a


moment, and all living beings in the arena
must test Commitment difficulty 10 or flee.

Tough. Constant. It can ignore the first Wound dealt by any attack.

Weaponized. Constant. Choose one appropriate weapon type, and the undead is physically modified
to function as though armed with such a weapon.

105

Change what they see, you change what they think. Change what they think, you change what they do.
Change what they do, and you rule them.

You can sense active magic in your arena by spending a focus action in concentration. Also, you weave
mystic forces around yourself with ease. As a focus action, give yourself +2 to Cunning for stealth by
wreathing subtly in shadows, or +2 to Charm by improving your appearance. This lasts for at least a few
minutes, up to an hour per use.
You are accustomed to altering the way things appear. When faced with facts, you have a powerful
tendency to adjust them too. You want to treat history and morality and reason with the same disregard
you show to physical form, sound, and light.
Crystal sphere, silk blindfold, rings. Starting Coin: 3d10 silver x50.
You can take spells from illusionist grimores if you have 6 hours of study time per spell. If you want to be able to
cast spells from a grimore untrained, and research in the book, you must take [X Grimore] as a talent.

Disguise.** Rested. Focus action (upgrades to move). You can appear to be someone else, either a generic type
or a specific person. To convincingly copy a person, your Cunning must equal or exceed their highest attribute.
This lasts for 1 hour per your Cunning. It covers voice, clothing, mannerisms, and other visual and tactile
details. You can grow or shrink by and change gender or race. You do not gain equipment, or the memories
or abilities of the target. This only works to mimic sentient humanoid targets. The Awareness test to see through
it is difficulty [your Cunning x2].
Illusory Menace.** Rested. Focus action (upgrades to ranged). You can conjure up a menace up to 2 arenas
away. It will cast a shadow, make noises (sometimes deafening noises), and be genuinely alarming. Those
seeing the menace have a Terror test of up to your Cunning. (For stage shows, you may wish to tone it down.)
The Awareness test to see through it is difficulty [your Cunning x2]. If the target realizes it may be an illusion,
the difficulty drops to your Cunning rating.
Light Painting.** Rested. What you see or imagine can be shaped in four dimensional sculpture with
photographic and artistic quality. To print it on a surface, spend 1 Wound and 3 Awesome Points. This
generally takes a full round of painting per detail included, often several minutes or an hour will be spent on a
painting. The DM may charge more Awesome Points for exceptionally large or detailed scenes. Awesome
Points spent to capture light paintings do not count towards leveling. You can only capture 1 light painting per
level.
Misdirection Mastery.** Constant. You think in terms of misdirection. When someone tries to pull a fast one
on you (magical illusion, fast talking con men, lying prisoners) you add your Cunning and Awareness bonuses
together to detect it.
Prestidigitation.** Constant. Focus action (upgrades to move). You can make coins dance in the air, you can
summon lights with the power of candles, or snuff them; you can manipulate kerchiefs, and create illusory
animals or balls or glowing words. Parlor tricks, only more magical and creative. Gain +4 to Charm (in addition
to inherent ability) when performing tricks for an audience that might be appreciative. Also, gain +2 to Cunning
for pickpocketing. Effects last up to 1 round per your level.

106

The Autumn House of the Orxham Academy trains gifted illusionists to craft beauty from imagination
and magic alone. For the few who show promise of being gifted, clever, and ruthless, there is opportunity
to become one of the Shadows of Orxham. Those who stay with the school are honored by carrying silver
athames and dressing in black robes. The others have their names erased from the roles.

The reader can automatically find one useful suggestion for misdirection, disguise, or a cover story, by
looking in the book. The reader can also find descriptions of the subtleties of chiaroscuro, the flavors of
light, and other delightful essays on bending senses for the sake of art.

Fake Death. Rested. Focus action (upgrades to a move action). Cast this on yourself or someone else
to appear dead. The target can ignore up to 1 Wound a round, numbed and chilled. The target is only
dimly aware of what is being said in the current arena. This lasts up to 1 hour per caster level. No
medical or folklore test can penetrate the illusion of death, only someone who can see magic. The
corpse blurs with enchantment. The target needs a focus action to come out of the daze, then is -1 to
all rolls per hour spent dead. This wears off at the rate of -1 per minute.
Placeholder. Rested. Focus action (upgrades to a move action). Something you have on your person
morphs to imitate something in your arena. This lasts for up to 1 hour per your level. However,
information in a book or a bags contents will be strange enchanted stuffing rather than the real
object, so opening a container or book to check the contents immediately reveals the switch. This
spell does not make the switch, it creates a decoy object. The object reverts at the end of the spell.
Pursuit. Rested. This spell can be cast as a focus action, or by spending 2 Awesome Points. When
you are involved in a chase, those in your arena and adjacent arenas (up to several arenas away as
appropriate) will see figures that look somewhat like you. If you are fleeing, then your image will be
seen fleeing in every feasible direction. If you are pursuing, your image will be seen closing in from
every feasible direction. Only those who can see magic can test Awareness at a 15 difficulty to see
through the illusion. Images that look like you will be mounted or in boats as necessary to be
plausible, mirroring your own method of moving. The images will appear to interact with their
surroundings, but they are intangible. They dissipate if injured.
Sensory Assault.** Rested. Focus action (upgrades to combat). Target must be in the same arena.
You can either block a sense, or overload it with a cacophony of chaotic clamoring. The effect lasts
for 1 round per your Cunning. If the sense is blocked, the target loses access to it. If the sense is
overloaded, the target is faced with a Terror test, difficulty of your Commitment x2. Also, the target
has a penalty on all actions equal to your Commitment.
Watched.** Rested. Focus action. You must be able to see the target of the spell (otherwise distance
does not matter.) The target will feel like someone is watching, or following. All Awareness tests will
reinforce the impression, and the feeling is unshakeable for up to 1 day per your level. This may lead
the target to Terror tests if they think they see someone in an impossible place, or someone must be in
a place to watch them but when they check it no one is there.

107

For their own inscrutable reasons, the fairies and fey of the Seelie and Unseelie Court sometimes impart
some of their powers to mortals. The following talents can only be acquired as boons from the fey.
Curse. Rested. Focus action. You can twist the skein of fate so that one thing that you say will come
to passmaybe not the way you think, but somehow it will come true. There must be a condition,
however; some way that the curse can be broken. There are two ways to power a curse. One is to use
a boon from a fey court. The other is to give up your life force. If the scope of the curse is too big, or
the effect too awful, then the curse will somehow rebound and while you get what you want it will
lead to your sorrow and the destruction of your own hopes. (You can mirror the effects of a Dire
curse.)
Disguise. Rested. Focus action. You can appear innocuous, take on the appearance of a stereotype, or
furniture or a natural object, or imitate a person. (If you imitate a person, those who know the person
may test Awareness against your Cunning to see through the deception.) This can add or subtract a
foot of height, half again your weight, and change clothing and equipment (though the equipment will
not function.) Voice is covered as well.
Geas. Rested. Focus action. This compulsion can only be laid upon a willing mortaleither the
mortal agreed to terms and broke them, or gambled, or accepted the compulsion willingly (whether or
not the target was under duress is unimportant). The target cannot break the terms, or the target is
whisked away to be a slave with an unpleasant form and unpleasant duties in the bowels of the
Ardenwald. Scope is usually limited to a year and a day for extreme service, but can be for a hundred
years and a day. Banishment, service, silence, and questing are all typical compulsions.
Object of Power. Rested. Focus action. You
can split your essence in two, putting half your
Wounds in an object. (You must have at least 2
Wounds to do this.) You cannot die or be
crippled as long as the object is safe (you rise
somehow 1d10 minutes after being killed),
but should the object be broken, your life force
shatters. While the object exists, each Wound
put into the object counts as a Commitment
point as well. Your aging stops.
Transmogrify. Rested. Focus action. Your
target can have no more Wounds than your
Commitment (upgrade for +1 Wound). The
target is transformed into a harmless small
animal that can be killed by 1 Wound of
damage, and is limited in all forms but thought
to its new form. Targets with Commitment of 2
or more can still speak in a very limited
fashion. You can undo this enchantment by
casting the spell again, or a fey noble (or
someone with this talent) can do so.

108

The Vistani are nomadic gypsies who travel through the World Between. Lore suggests they are able to
move through mists to other dimensions as well, their wanderlust able to penetrate barriers between
worlds as easily as the barriers between nations.
This magic is most can only be learned by those with Vistani blood (which, if you believe legend, is
mixed with the blood of demons). This magic is dangerousbut it is expensive too, and all the danger is
not to the victim only.

This weird magic cannot be learned from books, but must be taught, passed from one Vistani to another.
Central to the teaching is the concept of balance. Fate only made this power available to the haunted
Vistani because they are preyed upon by criminals, monsters, civilization, and wilderness; they have no
haven, no safe place. To help them survive a massively unfair situation, they have the gift of rebalancing
the scales through cursing the powerful. Misused, flinging a curse that does not point towards balance, the
power can rebound on the invoker. Maybe 1 in 500 Vistani have the Gift to learn this tradition.

Scope and Scale. Rested. The ritual takes a minute (though some powerful situations intrude on your
consciousness unbidden or with a focus action.) You can sense a curse at work, or the hand of Fate on
a life, situation, or object. You can sense protective powers, or malignant powers, and get a sense of
what they might be, and how powerful. Using this talent is not safe. Usually, what you see, sees you
(if you spy on something with awareness). Powers of the World Above and the World Below like
their privacy.
Break Curse. Rested. The ritual takes a minute for feeble curses, an hour for minor curses, a day for
major curses (usually with conditions, like candles at midnight and special ingredients.) Dire curses,
you must pit life energy or a soul against the curse, and even then, it is not guaranteed. Messing with
curses provokes the powers of Fate or demons that power the curse. You must spend Awesome Points
to make the attempt; 1 for feeble, 2 for minor, 4 for major, and 8 for dire. The DM determines what
else is needed, based on the circumstances and balance and powers involved.
Charms and Hexes. Rested. You can create a charm and put up to 1 Awesome Point per level into it.
These automatically activate either to save the bearers life, or to ward off a supernatural influence or
attack. Also, you can make a sign as a focus action that helps ward off supernatural influence or
attack, adding 1 to an ability test per level as applicable. Wearing more than one charm may attract
hungry elements from the World Below that want the energy they bear.
Fortunetelling. Rested. You are proficient in one method per level; card readings, casting bones,
reading tea leaves, tossing things in the fire, interpreting entrails, and so on. You can do normal
fortune telling using showmanship; test Charm against the targets Cunning to convincingly share
messages from the Worlds Beyond. You can also do real fortunetelling. Doing so costs 1 Wound
(painfully draining exhaustion, never more severe consequence than knocked out), but reveals one

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important insight into the future, generally in a cryptic manner. Activating this talent is not always
voluntary.
Curse. Rested. This can be instant, or it can be a ritual that takes hours; it depends on the moment,
where the balance fits best, and how much thought comes from you and how much is inspiration of
Fate. In general, you can toss a feeble curse once a day to even the scales. Minor curses are for people
who break bargains or injure you or your kin. Major curses are generally reserved for once-in-alifetime revenge; misused, there is danger of circumstantial rebound. Dire curses are only uttered by
the dying, or by those trading their souls for power to strike back If you throw a curse, it hits.
Period. Abuse this power, and Fate will see to it that the misfortune you earn will find you in turn.
You can break any curse you cast except Dire curses.

There are many circumstances where curses come in handy. Cursed scrolls, enchanted objects, coins, and
so on can all bring misfortune. The Vistani are also masters of managing Fate to your detriment if
provoked. The DM will determine what the curse is, and only inform the player of the following results as
they happen. In most cases, the results are more deliciously prolonged, and not immediately apparent.

1-4. Feeble Curse


5-7. Minor Curse
8-9. Major Curse
10. Dire Curse

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

All your hair falls out. All of it. It will grow back normally.
Someone you will meet for the first time will, for no particular reason, intensely dislike you.
You are itchy! Every +2 from armor is -2 from your attack rolls.
In your next fight, the DM will spend Awesome Points to keep your foes up and fighting as long as
possible.
Your next in the face hit will break your weapon; if a magic weapon, you take a Wound instead.
A minor item becomes your lucky piece; if lost, you lose 3 spent Awesome Points towards leveling.
You grow thick patchy red pubic hair somewhere unfortunate and visible. It constantly grows back
even if shaved, for about a week.
The next time someone says your name, you fall asleep for 10 minutes and cannot be woken.
Your footgear shrinks violently, doing 2 Wounds to you and quartering your speed; your shoes or
boots must be cut off.
Your next meal will make you violently ill, -5 to all rolls and -1 Wound to damage for 6 hours.

1. The DM only spends Awesome Points to inconvenience you; what you would get is not given to
anyone, including the Bowl.
2. You no longer get arena bonuses for weapons.
3. Strangers dont like you. Your charm counts as 0 in dealing with them; if it is 0 or negative, they
sometimes attack because they cant stand you.
4. Any time you roll a 1 on any d10 in combat, you automatically miss.

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5. The DM does not give you Awesome
Points from the Stack for any reason.
6. Any time you roll a 1 on any die, you
drop what is in your hands or fall
down.
7. If you tell a lie you writhe in
unbearable pain for 1 minute.
8. If you tell the truth you writhe in
unbearable pain for 1 minute.
9. Anything attacking the group focuses
on you.
10. All your attacks are -1 Wound.
1. Next time you are alone, drop to 0
Wounds; roll to be knocked out,
bleeding out, crippled, or dead.
2. Lose one talent and 1 ability point
(determined randomly or chosen by the
DM.) Bleed from your eyes, nose, and
ears for several minutes.
3. Reduce your highest ability to 0.
4. Every time you wake up, lose 1d3
Awesome Pointsyou can owe the
Stack.
5. You cannot sleep therefore cannot
heal naturally, or rest talents.
6. Lose the ability to use rested talents.
7. You are struck with a weird
sensitivity; Horror and Terror tests are
+1/2 difficulty.
8. Gain a relevant or random madness.
9. Struck deaf, blind and mute
10. Your right arm withers to a mummified stick of its former self, useless.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Polymorph into a small, harmless animal; probably a frog.


Struck with vampirism.
Struck with lycanthropy.
When someone dies in your arena, test Commitment difficulty 12 or leave this world with them.
Wearing clothes (anything but nudity) inflicts 1 Wound a minute on you.
Your family line will die out before you do. Their legacy will also be tainted or destroyed.
Everyone you love will suffer a gruesome fate that is somehow your fault.
You will waste away and die, losing 1 Brawn a week until you die at -3.
All ability tests count as rolling a 1.
A demon gains your soul. You have a year left, and then you go to the World Below as a plaything
for something monstrous. Better yet, a witchs soul is released as you take her place

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When a character suffers prolonged exposure or a brief, high-level exposure to the mutating
power of magical radiation, they gain a point of Charge. When a character has Charge equal to Brawn,
test Brawn difficulty 15. If successful, the body rejects 1 Charge over several minutes of vomiting,
weakness, and intense gut-stabbing pain. If unsuccessful, the Charge sinks in and causes mutation over
the course of 2d6 days (and all current Charges are erased).
Cleansing
Resting in an environment with little or no radiation for 24 hours cleanses 1 Charge. Resting at a holy site
cleanses 1 Charge, spending 24 hours there cleanses 2 Charges.
Rate of Charge
Intense Radiation. 1 Charge per round. Touching a hole in the dimension.
Strong Radiation. 1 Charge per minute. Near raw chaos, handling unrefined magic.
Medium Radiation. 1 Charge per hour. Near a radioactive object, traveling in magic-blasted ruins
surrounding the Ruinous Scar.
Weak Radiation. 1 Charge per 12 hours. In an area of wide-spread fallout; more intense areas of the
Scavenger Lands, outskirts of the Ruinous Scar.
Trace Radiation. 1 Charge per day. Most of the Scavenger Lands, vaults that have held raw magic
over time, demon prisons.
Discard Logic and Reason
This is magical radiation. Appearance and function may or may not be linked, and making a logical case
for how something should change is irrelevant in this case. My bird head should give me +2 Awareness,
because of range of vision and quality of bird eyes! is not a compelling argument. This chart of
mutations is based in the weird unknown mystical realm grounded in because I say so.
Horror and Terror
The Terror level and/or Horror level for witnessing mutants is usually about a 9. Being mutated is a
difficulty around 15-18 for each stage of the mutation; it usually drives people mad, dealing with this
awful physical transformation. These are guidelines.
1. Instead of legs your lower half is now one thick, slug-like appendage. Your movement rate is halved
and you leave a trail of slime everywhere you goyou can automatically be tracked.
2. Your skin has turned to iron. You soak the first Wound of damage from any attack.
3. You have sprouted big, dangerous horns. Unarmed, you have a light weapon.
4. You now have cloven feet and goat's legs. You are +2 to move related rolls.
5. You have grown a vicious proboscis somewhere on your body. It can spit a venomous barb at a target
in the same arena as a light ranged weapon. The target must test Brawn difficulty 10 or go limp and
appear dead for 1d5 hours.
6. Your body is covered in dreaded rune tattoos. Anyone who strikes you must test Commitment
difficulty 10 or suffer the effects of a random minor curse.
7. Your weapon has become inseparably bonded to your hand/arm. You gain the talent Weapon of
Choice with it at no cost and with no training.
8. Your skin is now covered in a shaggy hide. It serves as light armor.
9. Your eyes glow with an eerie light. You now have perfect night vision and can see invisible creatures.
10. You have grown a second head. You get +2 Awareness. You are now prone to arguing with yourself.

112
11. You have grown an additional arm. It is usually useful, but the DM can have it attack your face or
crotch, inflicting 1 Wound, as a rested talent. (If reloading it, 1 of the Awesome Points goes to you.)
12. You have grown a long, whip-like reptilian tail. You get +2 to impede or strike an impeding foe.
13. You have grown a functioning set of gills. You can now breathe as well in water as you can on land.
14. Your blood has turned to acid. Anyone wounding you in melee must test Daring difficulty 10 or acid
ruins their weapon (2 Wounds to claws, jaws, etc.)
15. You can vomit a 30' cone of fire once per day for 4 Wounds, Daring difficulty 10 to only take 2.
16. Your body constantly emits steam and is hot to the touch. You are immune to fire-based attacks.
17. Your body is covered in frost and cold to the touch. You are immune to cold-based attacks.
18. Tiny arcs of electricity dance across your skin. You are immune to all electricity-based attacks and
anyone striking you with a metal weapon takes 1 Wound.
19. You are an albino and being in direct sunlight causes you to take 1 Wound an hour. You are -2 to hit
and to ability tests in direct sunlight.
20. You heal with unnatural speed. You can spend 2 Awesome Points to regenerate 1 Wound a round.
21. Your eyes are on stalks. You cannot be surprised or flanked.
22. You emit a horrible stench. Anyone in your arena must test Brawn difficulty 10 or take a -2 penalty to
all actions until they leave your arena. You cannot sneak up on anything that can smell you coming.
23. You have vampiric fangs. You may drain blood from an immobile foe of your race. Every 2 Wounds
you drain give you 1 Wound.

24. You have a mass of tentacles somewhere on your body. They can independently attack anyone in
melee range, rolling 1d10 to hit and inflicting 1 Wound.
25. You have a pair of gigantic wings. You can now fly 2 arenas a round.
26. You have a third eye in the middle of your forehead. This eye has the supernatural ability to tell you
when someone is lying to you.
27. Your blood hates you and seeks to leave your body at any opportunity. You cannot spend Awesome
Points to reduce incoming Wounds.
28. Your fingernails are perpetually filthy talons. They count as light weapons, and anyone taking a
Wound from them must test Brawn difficulty 10 or starting the next day the target will have a high

113

29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.

fever and hallucinations, giving them -1 per your level to all actions for 1d5 days. (Wears off -1 a
day.)
You emit an aura that withers any plants around you.
Your shadow is animate. If you pass a Charm test difficulty 15, you can persuade it to scout for you
as an incorporeal tough. If slain, it grows back over 24 hours, showing you as a baby, child, teen, etc.
You have suddenly grown corpulent. You gain 1 Wound capacity.
You are gaunt. You lose 1 Wound capacity. If taken to 0, you die.
You have an extra leg, but it's always in your way. You can only move half speed.
Your skin is perpetually covered in snot-like slime. Any attempts to impede you automatically fail.
Your brain has atrophied. Your Awareness decreases by 2 points.
Your body has hulking proportions. Your Brawn increases by 2 points.
Your body is monkey-like. Your Cunning increases by 2 points.
You have a second heart. Anytime you drop to 0 Wounds and must test to bleed out, be knocked out,
or be crippled, you may roll twice and take the best result.
You are insect-headed.
You are dog-headed. Kobolds will attack you last.
You are cat-headed. Kobolds will attack you first.
You are bear-headed.
You are sloth-headed.
You are elephant-headed.
Your face is gone. Oddly, doppelgangers will now take a perverse liking to you.
You are wolf-headed. You will likely be mistaken for a werewolf and hunted.
You are bug-eyed, but this decreases your normal range of vision by 50%.
You have a second brain. Your Awareness increases by 2 points.
You have a scorpion-like tail. Your tail attacks as a heavy weapon, and if you hit in the face with it,
or spend 2 Awesome Points, you can inject venom; the target must test Brawn difficulty 10 or be
paralyzed for 1d5 rounds. The tail has 2 Wounds.
When you die your body will explode like a Gas Spore. Everyone in your arena must test Brawn
difficulty 10 or lose 1d5 Wounds and be -2 for about a minute after they escape the cloud.
You are boar-headed.
You float a foot above the ground at all times.
You have suckers on your hands and feet that allow you to flawlessly scale walls.
Your skin is an odd color.
You can control the color of your skin, giving you +2 Cunning to hide.
You are rat-headed.
You are horse-headed.
You have an enormous pair of fairy wings, but they are useless.
Your skin is a mirror-like reflecting surface. Any spell cast on you has a 50% chance of rebounding
on the caster.
You are mushroom-headed.
You are snake-headed.
You are sphinx-headed. People will continually ask you for a riddle.
You are skull-headed. You get +4 to Intimidation attempts.
One of your hands is a crab-like claw. It counts as a light weapon.
Your body is unstable. You gain a rested talent to turn gelatinous for up to 10 minutes and crawl in
that form.
Your body continually quivers, with a jelly-like spot on your gut. It can dissolve wood, leather, dirt,
or meat over the course of an hour to heal 1 Wound even if badly hurt.
You are a hermaphrodite.
You now have a forked tongue. Oddly, you are now unable to tell lies.
Animals are drawn to your pheromones.

114
70.
71.
72.
73.
74.
75.
76.

Animals are repulsed by your pheromones and will flee from you.
Your skin now appears to be perpetually necrotic and rotting.
Your skin appears to be perpetually crawling with insects.
Your head has disappeared; now your face appears on your chest.
Your neck is elongated, like a giraffe.
You are bird-headed.
You have snakes for hair. If you make eye contact with someone (including your reflection), the
target must test Commitment difficulty 10 or turn to stone.
77. Your left palm grows an eye, and your hand can detach and scuttle around on its own.
78. You bleed ale or wine.
79. Your hands are hairy.

80.
81.
82.
83.
84.
85.
86.
87.
88.
89.
90.
91.
92.

Your hands are reptilian.


You are 50% shorter than you were.
You are 50% taller than you were.
You are frog-headed.
You can vomit a 30' cone of acidic fish once a day for 2 Wounds, Daring test difficulty 10 for 1.
You are fish-headed.
Your flesh is sticky like fly-paper. Everything sticks to it; a weapon pulls free on a Brawn test
difficulty 10.
You have a monstrously elongated tongue. You can speak all languages.
The front of your body is now covered in eyes. You can read all languages.
You are spider-headed. Drow will prostrate themselves before you.
Your body is covered in thorns or small horns; anyone impeding you takes 1 Wound.
Your gender is switched.
You emit a pleasing aroma. Your Charm increases by 2 points.

115
93. You exude a disquieting aura. Your Charm is -2 and children rush to kick you in the shins.
94. You have a shrunken head. Your Commitment is -2.
95. Your head is egg-shaped. Your Commitment is +2.
96. Your body is hollow like a reed. Your Brawn is -2.
97. Every day, you suffer from a new feeble curse as your body bleeds chaos energy.
98. A major curse strikes you.
99. A dire curse strikes you.
100.
You are now capable of casting magic if you were not; if you were, you transform into an energy
being and are siphoned out of the dimension, lost forever.

116

The Questing Knight of Scarabae is inspired to undertake journeys and dangers to gain strange wisdom
and prizes. Diplomatic training helps rule in a land full of conflicting allegiances.

Choose a melee weapon significant to you because of something you achieved with it, or because it is a
family heirloom. With this weapon, you can hit incorporeal creatures as though it was magical. You can
also spend 4 Awesome Points to inflict 2 extra Wounds with it, or 4 Awesome Points to ignore 2
incoming Wounds while it is on your person. If the weapon is broken or lost, you can attune a new
weapon (if it has meaning through your questing or through a family connection) with at least a week of
meditation or by using it when you level.

Somehow you are never in a position to give all your loyalty wholeheartedly to a single person or cause.
You are able to see more than one side to a situation, and you know that nothing is ever straight-forward
and obvious. Your ingrained commitment to an amicable situation sometimes overrides your own sense
of self-interest, and your instinct for justice can derail your victory.
: Icon of a patron saint, token of a faraway lover. Starting Coin: 3d10
silver.

Heroic.** Constant. Any time you become part of an adventure that would make a good supernatural
story or stirring tale of battle, gain 1 Awesome Point. Any time you choose to pursue a dangerous
course that will make a good story if you survive, gain 1 Awesome Point (DM is the final word.) You
are worked into the mystical fabric of the surreal in the world. If anything exciting (especially
supernatural) is happening in your area, you are likely to be drawn in.
Immortalized in Song.* Rested. You are trained to perform Scarabean ballads, rimes, epics, and
romances. When you perform for at least 10 minutes for an appreciative audience, your stirring and
emotional tale can inspire those who are listening, granting them 1 Awesome Point.
Legendry.* Constant. You have absorbed every story, every fragment of lore you could get. Asked
about any legend of the fey or the Lady of the White Way, you know at least 1 thing, and most of the
story if you succeed at an Awareness test. Awareness tests can also possibly reveal answers to followup questions.
Litany of Sight.** Rested. Focus action. Murmur a prayer in Draxive (even if you dont know the
language you can recite by rote), and if you are looking at a supernatural illusion you will be able to
see through it while you pray. You can keep this up as a focus action each round for up to 1 round per
your Commitment.
Mystic Protection.** Constant. You are blessed. If you are attacked by something supernatural and
you get a roll to resist the effect, count that roll as a 10. This protection works against monster area
effects, mental attacks, supernatural persuasion, dodging, and so on. DM is the final word.

117

Holy Warriors of Ulverland (Template) ......... 118


Father & Family (Storm Sovereign Pantheon)119
The Storm Sovereign Story ............................ 120
Garm-Gorak ..................................... 122
Hulmora............................................ 123
Charlak ............................................. 124
Maham.............................................. 125
Liberiak ............................................ 126
Servants of the Lady
Codex of the White Way ................................ 127
Saints of the Lady ........................................... 130
Damsel of the Lady (Template) ...................... 131
Friar (Template) .............................................. 132
Purifier (Template) ......................................... 133
Zealot (Template) ........................................... 134
Pagans
Talents of the Pagan Gods .............................. 135
Beastmaster (Template) .................................. 139
Druid (Template) ............................................ 140
Shaman (Template)......................................... 141
Chiresque (Batshifter Template) ..................... 142
Lupinesque (Wolfshifter Template)................ 143
Ravenesque (Ravenshifter Template) ............. 144
Ursaesque (Bearshifter Template) .................. 145
Other Gods ..................................................... 146

118

The Holy Warrior serves the Father and Familygods of the Storm Sovereign pantheon of Ulverland.

Focus action. Channel divine energy through a holy symbol. This is usually used to affect a holy site or
object sacred to the god, or to strike the gods enemies. The effect is equal to inflicting 1 Wound, healing
1 Wound, or 1 point of change per 2 Commitment of the cleric. The effect is up to the DMs ruling of
what the god wants or what is holy or what is an enemy; none of the gods take a casual use of this ability
lightly. This wounds undead, demons, and monsters from outside the World Between. One use tunes a
holy symbol to function with you.

You are committed to living and teaching the Way of Strength. You are loyal to Ulverland, the Sleet
People; betraying them is betraying your god. Your lifes work is now the service of Ulverland.
: Holy vestments, holy symbol, incense. Starting Coin: 3d10 silver x10.
Choose a god from the Storm Sovereign pantheon to serve. Take that gods name for your first talent.
Then you can treat the 5 talents from that template, and these 5 talents, as template talents. If you have an
overlay template, reduce starting attributes by 2.

Blessing.** Rested. Focus action. Borrow up to 1 Awesome Point per level; the deity garnishes
awesome wages until the debt is repaid. These borrowed Awesome Points can go to you, or to the
Bowl, your choicebut you must pay them back to the deity either way. (Paying back this debt does
not count as spending Awesome Points towards leveling.) You can give them to others you pray with.
Elemental.** Constant. If you are acting in an environment affected by powerful weather, you gain
an advantage. If weather makes the arena hazardous, you are +2 to hit. You are +2 on attribute tests in
a howling storm. A thunderstorm or blizzard can replace a nights sleep and a meal for you. In
Ulverland, you only need 4 hours of sleep and 1 meal a day to be sustained.
Grounded.** Constant. You always know which way Ulverland is. If you are in Ulverland, you
cannot get lost. Your knowledge of the Motherland and your place upon her is supernaturally keen.
Inspire the Faithful.** Rested. Pray with those faithful to your god for 5 minutes, and all of you get
1 Awesome Point. Have a worship service for an hour, everyone gets 3 Awesome Points.
Revered.* Constant. Ulverlanders who know you are a holy warrior will treat you with respect, give
you gifts, and support you any way they can. This support may diminish if you abuse it or if you do
not return their respect, but it will turn to fear before it goes away altogether. You are a mouthpiece
for your god, an instrument of divine will. Ulverlanders have a reverence for your role (even if you
are a jerk.)

119

Each member of the Father and Family has profound lessons to teach about the Way of Strength, which is
the perfect lifestyle an Ulverlander may aspire to live. When fathers teach their sons to be men, and
mothers teach their daughters to be women, this is the model they use. The Father is the most primal and
basic of all lessons, and the Indulged is the most rarified. Each of these ideas is taught to children in basic
ways, teenagers in more complex ways, and adults with contextual nuance. Interpretations vary.
Garm-Gorak (Father and Founder)
Lord of Sleet, the Bloody Maw, Allfather. God of Wolves, Winter, and War.
The first strength is to kill that which threatens.
The first ruthlessness is willingness to silence all life but yours should the need arise.
The first compassion is allowing yourself to survive at the expense of all else.
The first lesson: choose to kill.
Hulmora (Mother and Homeland)
Goddess of Lightning, Lady of Winds, Motherland. Goddess of Elements, Ulverland, and Storms.
The second strength is to outlast that which threatens.
The second ruthlessness is willingness to silence your needs for the needs of others.
The second compassion is surviving so those who depend on you can be protected.
The second lesson: choose to live.
Charlak (Firstborn, Responsible)
Master of Chains, The Architect of Prisons, Mazelord. God of Imprisonment, Darkness, and Waters.
The third strength is to restrain that which threatens.
The third ruthlessness is willingness to endure the agony of others for your own sake.
The third compassion is allowing enemies to live, however miserably.
The third lesson: choose for others.
Maham (Second Son, Teacher)
Beast-Tamer, The Grim, Master of Lessons. God of Civilization, Self-Restraint, and Education.
The fourth strength is to learn from that which threatens.
The fourth ruthlessness is using pain to carve lessons in permanent scar tissue.
The fourth compassion is preparing yourself and others to face a harsh world.
The fourth lesson: choose to listen.
Liberiak (Indulged, Refined)
The Gaunt Gent, The Scribe, Allseer. God of Knowledge, Libraries, and Silence.
The fifth strength is to outwit that which threatens.
The fifth ruthlessness is to break, poison, or steal the meaning of others.
The fifth compassion is drowning the fire of now in the flood of all time.
The fifth lesson: choose to wait.

120

The Beginning
The gods made war. We call it the Cosmic Event. The World Above clashed with the World Below. The
wreckage of their battle created the turbulence of the World Betweenclaimed by neither, but both
responsible. The gods left their broken and wounded on the field as they reeled away from the battle,
spent. After a century of darkness, the Lost Hosts were still alive, wandering and stranded, stripped of
their cosmic energy. The survivors were already forgetting the deeper mysteries.
Then came the Death Muster. The Hundred Death Gods breathed motion and purpose through the
Ruinous Scar into the sea of corpses left behind. One column of the Lost Host retreated to a grim island
and made their stand.
The First Crusade of the Legion of the Lady passed them by, marching to the Scar itself and building
cities to restrain the death energies at their point of entry. Still, life was not easy.
Father and Family
The clans that settled on the huge island fought each other, and the reavers from the east, and the wild
tribes of the west. They fought the storms, and the seas, and the rocks. They fought against their despair,
and they fought against the lure of leisure.
The noise of their fighting woke the unconscious Lord of Sleet, Garm-Gorak. He claimed the people as
his own. Seeing himself as a head of family for the first time, he summoned forth the essence of their land
to be his bride. With Hulmora, the Ulverlandess, he had three sons to teach his people the way of the
strongCharlak, Maham, and Liberiak. He knew these gods would give his people things he could not
give them. For a thousand years, the gods shaped the people.
The War of Storms
Then the Scar imploded, the Legion of the Lady was defeated, and all of the world readied itself for
destruction. Forming avatars, the five gods marched on the Scar. Driving the dead past the shattered
fortifications of the Warriors of the Lady, they joined forces with the Beast Gods in the Scavenger Lands.
They each slew ten gods, then they stood upon the Ruinous Scar, and gave up their essence in the World
Between to seal the Scar for all time.
However, Hulmora was made of our land itself. Because of her, we will never lose touch with our gods,
nor will we forget what they did for us. Each one inspires holy warriors who will act for Ulverland, who
will slay for the people of Garm-Gorak, and who will honor their mother.
The Age of Storms
Ulverland shared its prosperity with the World Between, overrunning petty tyrants and bandit kings to
bring the unity of empire and the prosperity of loyalty to the world. The proud nation offered the world a
unifying calendar, a rich culture, and strong military protection. However, as always, the world would not
consent to be saved.
Jealous of Ulverlands loving Father and Family, others turned to forces in the World Below for aid.
Armed with demonic power, small kings and robbers drove back the forces of Ulverland, attacking from

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all sides. As the final betrayal, the Church of the Lady of the White Way declared the Father and Family
no more holy than the demons that others crawled to in their desperation. Shocked and sorrowing,
Ulverland withdrew from the World Between and cared for its own people for a time.
The Death Fleet
As nation states formed in the wake of alliances with demons and rebuke from the Lady of the White
Way, Ulverland kept to itself. Isolation ended when a vast Deathfleet sailed from Mord-Stavian to destroy
life in the World Between. Ulverland heroically put aside past differences and built fleets of ships,
unleashing the Fathers rage on the dead, driving them back to their desert and forcing their deathless
masters to call off the attack.
The Fourth Crusade and the War Below
Even after all that, the Church of the Lady of the White Way mounted a crusade against Ulverland,
claiming the Father and Family were just as demonic as the rest of the monsters worshiped by the
deluded. Their war was deflected, and its failure shown clearly as demon factions tore at the World
Between from below. Demonic agents sparred and looted unchecked. Once again it was time for
Ulverland to save the world, with the help of the Father and Family.
King Balduran sent adventurers all across the world to find a way to stem the flow of unholy power into
the World Between. Then the Queen of the Seelie Court came to him from the Shae Isle, and taught him a
ritual to create The Veil. They sacrificed a living dragon to seal the world so demonic energies could
not penetrate easily, if at all. In so doing, they woke all the dragons.
The Inturning
King Balduran pleaded with the Father, that he share his prowess and rage with the world so they might
survive the dragons. Garm-Gorak refused, for his gifts were for his people alone. Let those they worship
aid them in the battle. Sure enough, the World Below belched up gunpowder that fought the dragons off.
That was a crucial lesson. The generous impulse had led the People of Sleet to share their guardian and
culture with the world, but Garm-Gorak knew the hearts of the craven foreigners. He knew they would
never submit to learn true strength. Instead, the people of the Father and Family now rule, battle, and
survive on the Motherland. They alone inherit the Way of Strength.

None of the Father and Family gods have one monolithic church. The Ulverland culture reveres each, but
individual cities, families, and clans have their own interpretations. The closest thing to a single unified
structure is the Great Library in Lizport, a massive sprawling stone edifice dedicated to the Gaunt Gent.
Titles and structure, theological focus, and level of involvement in daily life vary. For a time during the
Age of Storms it was fashionable for those in positions of power to experiment with how they wanted to
worship, and that tradition set down roots that endure to the current day. From house shrines to the House
of Charlaks Dusk (a noble confederacy that spans all of Ulverland) there is great diversity of power,
wealth, and influence.
Officials who serve the church are known as clerics. The gods themselves also pick out servants and gift
them with divine power. These individuals are called holy warriors, they are revered in all of Ulverland.

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Garm-Gorak is the God of wolves, winter, and war. He is usually depicted as a berserk Northron, a
rampant wolf, and a brooding but majestic king. He is known as the Bloody Maw, the Lord of Sleet, and
the Allfather.
His holy symbol is a pointed X cross. His favored weapon is an axe; any size and shape will do. His
followers wear the skin of wolves they have slain themselves.
He is pleased by survival against all odds, crushing threats to his people, and living close to the land. He
is angered by civilization bringing softness, overreliance on tools (including other people), and cowardice.

Blood Seal. Constant. If it is cold enough for blood to steam in the air, then when you kill something
warm-blooded with your axe and get the blood on you a Wound heals. Also, your flesh toughens in
the cold, and you ignore the first Wound from any attack.
Cutting. Rested. Take 1 full minute to sharpen an axe with a specially prepared whetstone, or on an
Ulverland rock covered in ice. The blade will ignore 1 soak from armor per your level before the
enchantment wears off. Anyone can use the weapon, but if it is used to strike at a holy warrior of
Garm-Gorak, the wielder is struck by a dire curse.
Refuse Rest. You can choose not to die, not to go to the Allfather with unfinished business. Gain 1
extra Wound per your level when you are dying or killed. You will be able to continue on for up to 1
day per your level before succumbing to death. You can no longer heal, and you will still die; nothing
can stop that short of a true miracle. However, you have some time and energy to bring your legacy to
a close.
Winter Thriving. Constant. You can eat snow and gain food and water from it. You can eat raw
meatyour teeth cut it and it nourishes you. The cold hardens your flesh but does not injure you, and
your breath does not cloud in the chill. You sleep in the drifts and they shelter you.
Wolf Call. Rested. Focus action. You can call as a wolf. You, and all those under your command
within earshot count as rolling 10 on Brawn, Commitment, and Daring. The effect lasts for that round
and for 1 round after per your Commitment.

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Hulmora is the goddess of elements, Ulverland, and storms. She is usually depicted as a Northron battle
maiden, a tree of lightning, and a cliff. She is known as the Goddess of Lightning, the Lady of Winds, and
the Motherland.
Her holy symbol is a dagger of blued steel. Her favored weapon is a javelin. Her followers wear
decorations of lightning patterns.
She is pleased by violent acts defending family, reveling in the power of dramatic natural events, and
mounting successful rescues. She is angered by betrayal, architecture muting natures power on her soil,
and suicide.
She only accepts women as holy warriors. Her spell talents only work in Ulverland, or in coastal waters.

Bones of the Land. Constant. You get +1 Wound for every 2 Commitment, while you are close
enough to Ulverland for your goddess to affect you.
Chosen Child. Constant. You cannot be hurt by weather or weather-related phenomenon (in
Ulverland). You are safe from heat, cold, lightning, avalanche, brushfire, or drowning while in
Ulverland. Weapons forged in Ulverland do 1 fewer Wound to you.
Mothers Madness. Constant. Get 1 Awesome Point from the Stack for every attack you mount
against someone threatening a person dear to you. While fighting for something or someone you are
protecting, it only costs you 1 Awesome Point to add a Wound to your damage or take 1 less Wound
from an attack.
Nurturing Goddess. Rested. Focus action. You can touch someone and heal a Wound (even if they
are dying), repair a crippling injury received less than a day ago, and negate any natural poison,
venom, or illness. Your touch can provide the equivalent of 12 hours of rest. If you give up a
permanent Wound, you can revive someone who has been dead less than 1 hour per your level. You
can heal barrenness and leprosy (but these conditions may return if the target leaves Ulverland.)
Throw Lightning. Rested. Focus action (upgrades to shoot action). Hurl 1 Wound of lightning in
your arena or an adjacent arena per your level. The target must test Daring difficulty 10 to dodge.
You can split your lightning among multiple targets.

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Charlak is the God of imprisonment, darkness, and waters. He is usually depicted as a brooding Northron
prince, shackles, and a minotaur. He is known as the Master of Chains, the Architect of Prisons, and the
Mazelord.
His holy symbol is a metal grid. His favored weapon is a cudgel. His followers wear striped gray.
He is pleased by leaders making practical but unpopular decisions, selfishness, and secure prisons. He is
angered by courting popularity, self-sacrifice, and escapes.

Cage of the Firstborn. Rested. 1 minute ritual. You can place your target on a stone surface in
Ulverland, and cast the ritual. After 1 minute, the ground will open, and blind gray-skinned jailers
will climb out and take your prisoner to your cell block in the Firstborns dungeon below. You can
retrieve a prisoner, or go down to your cell block, by casting this ritual. You have room for 1 prisoner
to be cared for per your level. There is no escape, unless you allow it (and allowing it may bring
consequences with an unamused god.)
Disorientation. Rested. 1 hour ritual. In a prison (anywhere people are incarcerated) you can spend
an hour and magically confuse the intersection. Those entering it will choose which way they leave,
but the DM will randomize the direction they actually take. You can permanently affect 1 intersection
per your level.
Meat Prison. Rested. Focus action. Grip the target, who must be a living person or animal. Inflict one
crippling of your choice from the list on the target. This spell may be cast multiple times on the same
unfortunate target.
Pickproof. Rested. 1 hour ritual. Render a lock magically impossible to breach without the proper
key or your personal permission (or the one you designate.) You can permanently affect 1 lock per
your level.
Walk Out. Rested. 1 minute ritual. You do not need anything but the ability to think to use this ritual.
One obstacle between you and an exit per your level will fall away. Guards will turn aside, locks will
fall open, riddles will solve themselves, and so on. You instinctively know the way out.

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Maham is the God of civilization, self-restraint, and education. He is usually depicted as a one-eyed ogre,
a stern professor, and a hot iron. He is known as the Beast-Tamer, The Grim, and Master of Lessons.
His holy symbol is an actual whip, or a specially-prepared leather eye-patch. His favored weapon is a
cauterizing iron. His followers put out one eye.
He is pleased by scars, animal training, and psychological profiling. He is angered by willful ignorance,
naivet, and submitting the human will to nature and animals.
Characters who put out an eye so they can follow Maham get 6 Awesome Points from the Stack.

Hard Lesson. Rested. When a talent is used against you, thats all the training you need to learn it.
The talent can be open or restricted; with DM permission you can magically learn an exclusive talent
if it is appropriate. You can learn 1 talent this way per 3 levels. You gain the talent immediately, but
do not gain a talent when you level. You cannot use this without buying it.
Heat Iron. Arena. Focus action. You can heat iron red hot in seconds. This can be used to
automatically cauterize a wound (with no chance of infection.) It can add +2 to an Intimidate attempt.
It can add +1 Wound to an attack with the iron. It can scar a target, even one not down to 0 Wounds.
Iron Calm. Constant. You cannot be intimidated or frightened by normal means. Supernatural
attempts to affect you double your Wounds or count as rolling a 10 to resist. (The DM can improvise
any other appropriate defense against unusual supernatural fear.)
Lessons Learned. Rested. An hour. You touch each scar you have gained in your life, and reflect on
what you learned from the situation or injury. (You can count 1d5 scars gained before play started,
and then 1 per scar gained in play.) Each scar gives you 1 Awesome Point.
Master Beasts. Constant. Normal animals refuse to attack you unless driven by a greater force. You
automatically intimidate both natural and unnatural animals (including sentient monsters like dragons,
but not constructs.) If it is bestial, you intimidate it. You can train domesticated animals swiftly, in an
hour or so. You can domesticate a wild animal in a day or so. You can train a monster in a week. This
power works against basic animals of any size and strength. If there is a question, the monster is
obedient if it has fewer Wounds than your Commitment x2.

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Liberiak is the God of knowledge, libraries, and silence. He is usually depicted as a painfully thin old man
in dark robes, a rune-scrimshawed skeleton with a jaunty cap, and an ink well. He is known as the Gaunt
Gent, the Scribe, and Allseer.
His holy symbol is an ink well. His favored weapon is a bodyguard. His followers wear soft black robes.
He is pleased by seeing patterns, profiting from misinformation, and plans with long time frames. He is
angered by destroying knowledge, insisting on simplistic perspectives, and despair.
Those who speak Liberiaks name may receive a feeble curse, DMs discretion. Refer to him by one of his
titles, to honor the silence he reveres.

Booksafe. Rested. You have a shelf of books that is partly in the Great Library in Lizport, and partly
in the heart of the Gaunt Gent. You can meditate for an hour and go to this book nook (you get 1 shelf
of space per level) to pick up, drop off, or study texts. The ritual is the equivalent of 12 hours of
study. As a focus action, you can put a book in your robes and it vanishes, appearing in the booksafe.
This only works with books. If you die, the booksafe is merged with the Great Library for goodbut
it must be found by anyone looking for the books in it. Cannot be used untrained.
Commune with Stacks. Rested. This one hour ritual allows you to commune with the Holy Stacks of
the Great Library in Lizport, no matter where you are. You get the equivalent of 12 hours of research
there, a ghostly image of you flickering through the library touching books. When you rouse from
your meditation, you have the benefit of that research. Cannot be used untrained.
Knowledge is Fuel. Rested. You can use studying to sustain your body. You can read for up to 1 hour
per level to gain benefit. Each hour can replace 1 meal and drink or 1 hour of sleep.
Silence. Rested. Focus action (upgrades to defend action). This gift is very flexible. You can silence
yourself so you make no noise as you move. You can silence another so they can make no noise. You
can silence an entire arena so nothing is heard and no noise is made. Be creative in applying this
silence, it is a gift from the Gaunt Gent. It generally lasts as long as you are present, and up to 1 round
per your level after you go. Its range is current arena or an adjacent arena.
Unlock Knowledge. Constant. You can read through your fingertips, even in the dark, at normal
speed. Any written language renders itself understandable if you can touch it and run your finger
across the symbols.

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Where does the scripture of the Church come from? There are three broad eras of canon and scholarship.
First Writings
The first writings from the Army of the White Way originated with sketched out worship notes upon the
First Landing, materials all long lost to legend. When the Army of the White Way began training
reinforcements in the worship of the Lady, they prepared basics that formed the foundation of the Book of
Teachings. Only fragments from this generation of works survive, enshrined at the Landing.
Over time, lore has been gleaned from the wrecked Cities by the Ruinous Scar, sifted by looters and sold
to scholars and the Church. Visions from angels, teaching of prophets, and codified wisdom of saints and
martyrs all made an impression. What started in most cases as oral tradition was written, and copied, and
copied again, and sent around the World Between. Most communities managed to build and curate a solid
collection of the core teachings, as adapted by the Church leaders and occasional otherworldly infusions
of wisdom from the World Above in various forms.
The First Canon
When the Army of the Lady of the
White Way landed for the Third
Crusade in 4,540, Alistathus was an
otherworldly scholar who was
assigned to work with the Church to
canonize scripture. The church
officially maintains he was an angel,
there is speculation as to what he
really was. For ten years, he
commissioned warriors and scholars
to roam the Lands of the Lady and
beyond, collecting the very best
records and samples from various
shrines, churches, and libraries,
leaving in their place platinum
tokens of the Codex with the
promise that the platinum tokens could be exchanged for completed codexes at the conclusion of the
project.
When the quest was more or less complete, Alistathus spent a few more years sifting the scholarly work,
and was in the process of finishing the First Canon when he mysteriously vanished. After two years, the
Pontiff shared the end result of the First Canon of the Library of Nine, authorizing a copy sent to each
place that had a platinum token of the Codex (which was then returned to the Church.) Of course, treasure
hunters dream that they missed a few (that could still be turned in for codexes of the First Canon)
The Second Canon
Widespread unrest led up to the Fourth Crusade, riddled it, and blossomed after the failed war. Vocal
reform-minded clergy challenged the conclusions of the First Canon, arguing that Alisthatus did not finish
his work, and the books would read very differently if he had completed the sifting process himself. This
unrest climaxed in 6,700, when the Veil separated the World Between more thoroughly from the World
Above, the World Below, and other destinations.

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The shock of waking dragons was enough to discredit the corrupt and frightened incumbent leadership,
and sweeping change rocked the church to its foundations. Part of that process was the reviving of the
sifting process, pulling out all the ancient documents predating the First Canon and all that had been
collected since, to this time have a more accurate, insightful, pure, and holy canon. Calbrius the Light
Seeker led the process.
The sifting took a century, and that was at a break-neck pace. An army of scholars and fanatics engaged
the mountains of scholarship and primary sources, and much blood was spilled as those assigned to the
project challenged each other to duels over fine points of theology. The church organizations founded
during the Age of Roads invested political and theological capitol in various outcomes of the sifting
process; some were disbanded, some restructured, and some just disappeared. Others emerged
strengthened and victorious. Codification of the Second Canon was a sore point that still aches through
many of the Churchs various structures hundreds of years later.
The Church sent out Purifiers to collect First Canon copies of the Library of Nine and the Library of
Three, with platinum tokens of the Codex. Over the course of decades, many copies were traded in. The
Purifiers became more and more aggressive in collecting copies of the First Canon, resorting to
destruction where necessary; any remaining copies are either very well protected by powerful people,
outside the Lands of the Lady, or undergroundand therefore, very valuable indeed.
The collected copies were not destroyed, but instead built into a massive library under the Landing called
the Repository. The various copies of the First Canon Libraries suffer from updates, glosses, integration
with local records, and other various embroidering of lore and art that makes them sometimes useful in
ongoing investigations and battles against the supernatural.
Library of Nine.
Here are the core books in order. They are sometimes bound in a single volume of cramped close text,
and sometimes spread over nine separate volumes with gorgeous illuminated text in large script. Various
combinations are bound for different purposes.
Book of First Truths. Regarding the binding of the world. Chapters for each epoch.
Book of Prophets. Each Prophet of the Lady has a chapter.
Book of Teachings. Chapters for rules; covers sins, penance, purity, duty, and other subjects.
Book of Songs. Ancient poetry for worshiping the Lady.
Book of Prayers. Prayers for every occasion; historical events, theological needs, holy days, hours.
Book of the Pilgrim Road. Allegory about the Glory Road and the struggle for personal salvation.
Book of Parables. Stories from wise men and seers that contain riddles containing truths.
Book of Angels. Chapters for angel types in the Host; avengers, guardians, warriors, seraphim, etc.
Book of End Times. Regarding the unbinding of the world. Chapters for each seal to unlock it.
Library of Three
The Library of Nine is not easily portable. The three books usually prepared for a traveling preacher are
the Book of Teachings, the Book of Songs, and the Book of Prayers. Indeed, that is all that most nonprofessionals know of the theology and writings of the Church.

Apocrypha
Many fragments from the time of the First Writings were developed into theological texts deemed
inaccurate, unhelpful, or otherwise unacceptable to be in the First Canon. Likewise, dubious texts or
suspect lore accumulated around every era of Library organization. These fragments are collected into

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books, or hidden in libraries, or variously formatted through the World Between. Sometimes they are
more accurate, more graphic, more localized, or otherwise more useful for various purposes than the
canonized versions. There is also some suspicion among the usual suspicious types that there are forces at
work in the Church concealing truths about the Lady of the White Way that would repel her supporters
If you want to banish angels, summon demons, develop weird powers with magick of the World Above,
learn True Names of the Forces of Air, and that sort of thing, sifting the vast Apocrypha is for you. Or,
you could make a profit trading in these materials by selling them to scholars or the Church.
Specialist Books
There are a number of books used by scholars, church administrators, monster hunters, and other highly
specialized individuals.
Hereteckkal. This book documents all of the official heresies the Church has declared, with
theological elucidation of both the perspective of the heretics and the Churchs correct answer to
them. The book, and documentation supporting it, fill shelves at the Landing. Access is heavily
restricted.
o Heretecklesi. Various copies have various foci on different eras or regions, and some detail
personalities and events surrounding heresies, or are packed with illustrations, or offer
counter perspectives to what can be found in the Hereteckkal. These books are often infused
with power by demons who use them to lure mortals into bargains. They can contain rituals
and rites with dangerous power. They should be in the care of the Church, or destroyed. They
can only be written by priests of the Church with a solid scholastic background.
Adversarium. This book documents all of the demons, monsters, gods, spirits, and other supernatural
foes of the Church. It is now 208 volumes long, kept in the vaults deep beneath the Landing, updated
by the Foe Hammers of the Church.
o Adversatia. These books are field manuals for battling demons, ghosts, monsters, and so on.
They are often themed along a region, a type of foe, or the exploits of a single monster
hunter. Each chapter of the Foe Hammers has an Adversatia in their Sanctum that is updated
and guided by the warrior scholar priests of the order.
Gratia Voxelia, Book of Saints and Martyrs. This is not a book, but in fact a library, where the
names are in a massive index (the Book of Souls) in the highest spire of the Landing. Each name has
a book with all the information that the Church could glean on the individual.
o Exemplars. This is the name for books that outline the lives of saints and/or martyrs, for the
edification and instruction of the faithful. They are often rife with a mix of lore and history,
and bear clues to riddles, lost treasures, ancient locks or keys, and the forces that tangled with
the faithful. In the time before, during, and after the Fourth Crusade there were secret factions
in the Church that used Exemplars to code information and messages in ornate illuminated
manuscripts. Many of these Exemplars are still out in the wider world as objects of reverence,
art pieces, scholarly collections, or treasure hunter fantasies.

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There are four dominant apostolic saints of the Lady of the White Way.
Bernus, the Stumbling Wayfarer. Patron of travelers, merchants, and penitents. Sacred to Sustantivo.
He is depicted as a blind-folded pilgrim leaning on a shepherds crook.
When? 3,658. His monastery was taken by the forces of Ulverland. He blinded himself and walked
towards the Ulverland rulers in penance. He was very popular. Rulers who had been bickering and
scattered united to rescue him, and in their unity managed to protect Midian from invasion.
Favored Books: Book of Prayers, Book of the Pilgrim Road
Coraline, the Voice of Doom. Patron of mystics, Templar, and purifiers. Sacred to Armandura.
She is depicted as a gaunt woman with eyes that burn with divine radiance.
When? 4,545. Third Crusade. She personally led a small group that drove the Northrons all the way to
the mountains of Frostreave, saving the Army of the Lady that headed for the Scavenger Lands.
Favored Books: Book of End Times, Book of Parables
Arianna, the Bloody Redeemer. Patron of crusaders, warriors, and the military. Sacred to Calrissia.
She is depicted as a mighty warrior in plate with a bloody sword.
When? 5,704. She led a rag-tag fleet that defeated an element of the Death Fleet where Calrissia is
now, then led an armada south ten years later.
Favored Books: Book of Songs,
Book of Prophets
Calbrius, the Light Seeker. Patron of
scholars, wizards, and theologians.
Sacred to Arlona.
He is depicted as a cowled,
hunchbacked scribe laboring over
ancient tomes.
When? 6,701. He was the heart of
the beginning of the Second Canon.
Favored Books: Book of Teachings,
Book of Angels
Faith, Luck, and Prayer
If a character has faith in the Lady of the
White Way as a belief system, and prays
to a saint then kisses the medallion, the
character might get an Awesome Point
from the Stack. Faith can be funny that
way. This is not a mechanical benefit,
but the DM may sometimes stand in for
the divine, who may be pleased by a
faithful gesture.

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The Damsel is a sorceress avatar of the Lady of the White Way coming out of a Scarabean tradition.

You have an otherworldly charisma and grace. You always count as rolling a 10 on Charm and
Commitment. Also, you can glow, lighting your arena with the equivalent of moonlight.

You represent the one true goddess putting divine energy in a mortal. You reflect the Ladys light, as the
moon reflects the sun. So everything you say and do is closely watched. Show your fallible humanity, and
your greatest supporters may become your most dangerous enemies.
: A medallion of authority and authenticity from the Pontiff. Starting
Coin: 3d10 silver x10.
Damsels of the Lady begin with crimson hair. Every 4 levels the hair color shifts; first to orange (5th
level), then to gold (9th level), then to white (12th level). Starting at level 16, the hair glows, and by level
20 it is almost weightless, as though the Damsel was underwater.

Ethereal Authority.** Rested. Focus action. You can counter any spell being cast. Your counterspell
total is [level + Commitment + 10]. When you use this talent, all demons in your arena or an adjacent
arena are flung back to the World Below unless they have more Wounds than your total. If they have
enough Wounds individually or as a group, they ignore your Authority. Half demons take 1 Wound.
Guardian Angel.** Rested. Focus action. Once per level, you can summon an angel. The angel can
overawe mortals, transport you swiftly across the world, do battle with demons (only demons, twisted
and evil monsters, or undead), or take the dead to rest safely. Angels are super-powerful, and should
not be called upon lightly. Taking this talent means bonding with one angel, who may also sometimes
bring guidance from the Lady. You dont have to use this once each level, you can store up uses.
Revivification.** Rested. Focus action. Touch a person and heal 1 of their Wounds. Once per day,
you can heal a single person up all the way. Once per your level, you can bring a person back from
the dead if they have been dead less than 1 day per your Commitment; missing pieces will still be
missing.
Sustenance.** Rested. Focus action. Create strange pale wafers that count as a meal and a drink each.
You can make 1 per your level + Commitment. It only lasts 6 hours if saved.
Transition Miracle.** As you die, tell the DM what you are thinking about. The DM will conjure up
a miracle from the World Above regarding your last thoughts. This may be whimsical, it may be a
curse, it may be a blessing; the miracle will take on the character of your last wishes, but it is not
something you can pick (though you are free to suggest possibilities to the DM.) Cannot be used
untrained.

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The Friar travels or settles among the people, resisting the lures of wealth and fame to stay grounded in
the teachings and desires of the Lady of the White Way.

You are literate in your starting language, and you know Draxive and the Baroque Logos. You get the
occupational template for Cleric. Every time people are grateful for the Church of the Lady because of
service you provide (not grateful to you, but to the Lady or the Church) you get an Awesome Point from
the Stack.

You are bound by vows of poverty, chastity, and obedience in service to community. To be clear, that
means you cannot accept payment for your services or own more than you can carry. You are not allowed
the pleasures of romance or any of its elements except the love of friendship. If the Church of the Lady
gives you a command (though some hedge that it must come through their Order) you must obey.
: Simple habit, cowl, walking stick. Starting Coin: 3d10 copper.
You must have at least 1 in Commitment to take this template. Take the Belief System Consecrated Life
which covers the three vows: poverty, chastity, and obedience.

Conviction.** Constant. You are living the life of a servant to a greater, benevolent power. Any time
you intimidate or resist intimidation, or you are speaking from your faith or resisting those speaking
against your faith, add Charm and Commitment together. This can stack with your Belief System as
an additional bonus.
Inspire the Faithful.** Rested. Pray with those faithful to the Lady for 5 minutes, and all of you get
1 Awesome Point. Have a worship service for an hour, everyone gets 3 Awesome Points.
Inured to Hardship.* Rested. Each point of Commitment allows you to ignore the fatigue of 1
sleepless night or the hardship of a day without food. When you can sleep or eat again, you catch up 2
points each day you get +1/2 what you need.
Healer.** Constant. Your extensive education and experience becoming a friar allow you to dabble
in (if untrained) or master the occupational talents for doctor and alchemist. Gain +2 on relevant rolls.
Work of the Lady.** Rested. Friars are not expected to follow the strict work of prayer required of
monastics, but you have experienced it. When you pray at dawn, mid-morning, mid-day, afternoon,
evening, and night for a full day of worship, you gain 1 Awesome Point per your level.

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Purity comes from singularity. Not from many voices, many paths, many thoughts. If the doctrine of the Lady of the
White Way is to have saving power, it must be pure.

You have purified yourself, prepared, and hardened your soul. You are ready to stand before demons filled with the
holy wrath of the Lady of the White Way and cast them out of this world. You have memorized the Writ of Denial.
Each round, spiritually wrestle with a demon in the same arena as a focus action. Pass a Commitment test, difficulty
6 the first round, +3 each round thereafter. If you pass a number of consecutive tests equal to the demons Wounds,
it is ejected to the World Below.

The demands of purity are absolute. If matters of faith cannot be reduced to yes or no questions, then the things your
sworn duty requires you to do lose their holy mandate, and you sacrifice yourself and others for nothing. You do not
add complexity to create ambiguity when it comes to doctrine and heresy; the mind can twist any statement to sound
reasonable eventually. You have too much power to betray those you serve by pitting your reason against their
consensus.
Writ of Purification signed by the Pontiff. Broad brimmed black hat, long black
coat. Silver dagger etched with the holy symbol of the Lady of the White Way. Starting Coin: 3d10 silver x50.

Chilling.** Constant. You have seen things, done things; you know what humanity is capable of, and youve
faced what comes from the World Below. The law allows you to torture and kill. Add your Commitment and
Charm together to intimidate others or resist intimidation.
Circle of Protection.** Rested. It takes 10 minutes per arena, or 1 minute for a circle big enough for about 3
people to stand. You also need salt and chalk as a minimum, ideally also candles and special ingredients (each
extra potency adds +1 to your Commitment to power the protection). You can create a barrier that demons
cannot cross. A demon with more Wounds than your Commitment can push through in 3 rounds, losing 1
Wound a round. This also works on door frames and window frames to seal a room or building.
Conviction.** Constant. You know how to silence your own doubt and human weakness, to steel yourself to do
what you must. Every Awesome Point you spend to resist Terror or Horror grants +4.
Sense the Supernatural.** Constant. Focus action (upgrades to move). Test Awareness to detect supernatural
power when it is active in your arena. This works on passive or active enchantments, as well as disguised
supernatural creatures. The DM sets the difficulty.
Wrath.** Rested. Focus action (upgrades to combat). When you smite an enemy of the faith (not animals, or
the ignorant, unless they pursue a course to defile something holy to the Lady), when you hit you can force the
target to roll as though they had 0 Wounds when you struck them. This works against orcs, monsters, and any
creature abhorrent to the Lady.
You speak for the Church, with the power of the Law. In lands where the Lady of the White Way is worshipped as
the one true Goddess, you may investigate anyone you choose. Only two Purifiers or a Cardinal can accuse you of
crimes or incarcerate youanyone else must endure your attention. You may kill anyone you choose (though your
actions will be reviewed by your superiors if you anger powerful people.) You have the power to administer Last
Rites to save the dying, to anoint, and to defrock clergy (three purifiers can defrock a cardinal.) You are versed in
theology and ritual practice.

134

The Zealot knows the end is near. Atone! Rebuke sinners! Admonish the faithful! Soon, it will be too late.

Dont roll Commitment. All Commitment tests assume you rolled a 10.

All the things that matter to other people are meaningless. The end of the world is here. The only hope of
safety is finding solace in the loving embrace of the Lady of the White Way. But the world is clearly
damnedjust look around.
: Book of prayers, switch of thorns. Starting Coin: 3d10 copper.

Feel No Pain.** Constant. Your frequent self-torture and your evident madness have dulled your
sense of pain. You gain +2 Wounds and you can ignore up to -2 penalty from distraction or
discomfort.
Glorious Death.** Rested. If you go into battle with a Very Heavy Weapon and no armor, against
foes of the Lady who are heretical, vile, or otherwise opposed to the church, you can enter a trancelike ecstatic state. You get 1 temporary Wound per Commitment. When the battle is over, those extra
Wounds go away, and if you have 0 or fewer Wounds roll a critical.
Iron Will.* Constant. When intimidating or resisting intimidation, combine your Commitment and
your Charm bonuses, +10, instead of rolling.
Sacrifice.** Constant. Every time you take down an unbeliever foe face-to-face in combat, gain 1
Awesome Point from the Stack.
War Chant.** Rested. Attack as a focus action, screaming out scripture and catechism of the Lady or
bellowing a battle hymn. While using this Talent in a fight, (attacking as a focus action each round,)
you get 1 Awesome Point per level to use in the fight before you stop singing or get hurt (when
unused points go away.) Use them fast!

135

Primal spirits in the World Between are powerful, and able to grant supernatural powers to their
followers. Those who worship nature gods are called pagans. Druids worship in an organized way, with
a specific culture and tradition. Beastmasters and shamen are gifted to deal with animals and spirits in
their own unique ways. Tribes in the Scavenger Lands have totem spirits and traditions of worship.
Beast Gods can grant anyone who pleases them one or more of these talents. When you get a talent from a
Beast God, that replaces the talent you would get when you level. These supernatural abilities are based in
animal abilities, authority over animals, or authority over their environments. Once a talent is granted to
you, no further training or permission is needed for you to improve it as you level if you want to.
Here are some of the most prominent pagan gods.
Crooked Moon. Cruel nature god, hidden deep in forests, striking at civilization. Represents the
insane brutality of a survival-oriented natural world with no room for compassion.
Father Sothak. God of the Briny Depths, the Drowned King, Prince of the Krakens Maw. He is a
grim sea god, his rites involve near-drowning baptisms. His grudging consort is the demon goddess
Mother Lothak, the Tempest Queen, Our Lady of Sharks. Disruption in their uneasy peace draws the
seas in their tides.
Forest Who Walks. Cruel nature god of Ulverland. The Walker constantly groans like creaking
wood, spills monsters out into the World Between to scour the woods and cleanse them of intruders.
Only placated by blood sacrifices at consecrated and remote stone altars in the forest. Weird and
monstrous, looks like a moving grove of trees (with the trunks as legs, and its growths as the foliage.)
Gods of the Grapes. Powerful trickster satyrs in the forests of Relmeenos. They inspire greatness and
depravity in humans, and ultimately they care little for the consequences of their inspirations. They
are horny and tricky, musically inclined and lazy. They love to entertain at parties, but when roused
they are vicious.
Golden Lion. God of pride, honor, and martial prowess. One of the major totem spirits of the
Scavenger Lands. Leonine tribes have a loose alliance and rivalry, and are widely considered the least
depraved of the wasteland savages. The Lion hunts undead near the Ruinous Scar.
Kumo-Thlis. The snake god, the One Who Slithers. This sinister god comes from Mord-Stavians
blasted desert, and has a significant presence in Midian. Rites involve snake-handling, speaking in
tongues, and rolling in the aisles. Focused on seduction and corruption, the Great Snake has targeted
the Church of the Lady for destruction.
Lamenting Mother. Goddess of all monsters, natural and supernatural. They worship her, and she
punishes those who rise up against the tide of monsters that threatens to engulf the world. Slay her
children, and you may be a local hero, but you also may attract Mothers wrath. She is depicted as a
swollen sac of meat and evil, usually with some spider features, deep beneath the Spine Mountains.
She mostly causes trouble in Relmeenos.

136
Luminous Hawk. The Hawk Tribes of the Scavenger Lands are the swiftest warriors. They believe
the Hawk drags the sun into the sky each day. The energy of the sun destroys undead, and the Hawks
have rituals of adulthood that involve single combat with powerful undead monsters.
Unconquered Badger. The Badger Tribes in the Scavenger Lands are formidable in defense. The
Badger protects hearth and home.

Attention! Rested. As a focus action (upgrade to move action), draw every eye in the area; for a few
seconds, everyone stops talking and looks at you. For the next few minutes, your voice will project up
to 1 arena in every direction per Commitment rating.
Blend. Constant. Focus action (upgrade to move action). You can add your Commitment to your
Cunning to avoid notice in the dark or in a natural environment. This also allows blending into
crowds.
Bounty of the Sea. Rested. Focus action. You can summon food from the sea, and cleanse sea water
to be potable. You can cleanse or summon 5 servings per Commitment rating per casting.
Cast Swarm. Rested. Move action. Lose 1 Wound and fling a swarming mass of flying insects from
under your skin. The swarm can automatically interrupt one targets focus action. The target must be
in the same arena. You can interrupt up to 1 target per Wound spent creating and releasing bugs from
your skin. The swarm is dispersed when the round ends.
Dark Kin. Constant. Can see up to 10 yards in the dark, and sense where light disrupts it (even if not
visible from current location.) Communicate telepathically with living things that cannot see that are
in the same arena. +2 to Cunning to be stealthy where there are shadows.
Devour. Rested. Focus action. Summon a mass of scarabs from the earth. The next round, as a focus
action, the scarabs will devour up to 1 load of meat, supplies, leather, wood, or earth per your
Commitment. Living meat takes 2 Wounds per load devoured, unless they make a Daring or Brawn
test difficulty 10, so they only take 1 Wound per load devoured. You can keep them in existence for 1
Awesome Point per round after the first. They cannot leave your arena. When they are done, they
burrow back down into the earth. This does not work if there is no earth to act as a summoning
gateway.
Evade the Hunter. Rested. Focus action. Automatically succeed in some improbable method of
movement to escape being trapped, or to elude pursuers. Move through an entire arena in an
unexpected way. This might be scrambling up a sheer wall, flipping over a spiked fence, diving
through a hole that looks too small to pass through, etc.
Fearless. Constant. You have seen the beauty in the world, and know it is worth fighting for. You are
impossible to intimidate or drive to despair, even magically. You can also add your Commitment to
your Daring.
Life Force. Constant. If injured to 0 Wounds you are always knocked out, never bleeding out (unless
hit again.) If you roll under your level on 1d10, you do not scar when badly hurt, and you only need
to rest 12 hours. You can rest and regain Wounds (if not dying or crippled) as much as you want in a
day with no cap.

137

Mark the Prey. Rested. Focus action. Watch the target for a focus action. Until you choose a new
target, you will be able to take a focus action to know the rough direction (within 90 degrees) and a
vague sense of distance (in the room, less than a mile or so, less than 100 miles, more) for the target
you have chosen.
Moonlight. Constant. At will, you can cause your arena to be lit as with moonlight.
Natural Weapon. Rested. Focus action (upgrades to move action). Grow or summon a weapon.
Choose a type when taking the talentlight, hand, heavy, reach, or range. The weapon lasts until you
lose consciousness.
Nourishing Earth. Rested.
Focus action. You can turn
sand, rock, clay, or mud to
food or water, creating 5
servings of food or water per
Commitment rating.
Passage. Rested. Focus
action. You can open and
close walls, floors, and
ceilings made of stone or
earth. You can move 5 cubic
yards of material per
Commitment rating, for
creating or collapsing doors,
pits, and tunnels. Those who
would be caught can test
Daring difficulty 7 to leap to
safety, if it is possible.
Protection. Constant. You
ignore the first Wound from
any attack.
Relief. Constant. Focus
action. Anyone touched
(including self) is freed from
fever, infection, rash, illness,
bad dreams, emotional pain,
and any other kind of suffering. Minor pain may be eliminated in this way. More serious pain creeps
back after a period of time, but the target should be free of suffering for about half an hour per your
Commitment.
Scuttle. Rested. You can gain short-range flight (no more than 1 arena a round), ability to walk on
ceilings and walls, and ability to jump 5 times normal distance, for 1 round per Commitment. You
can automatically manage most unusual movement, and if a roll is necessary, add your Commitment
to it, possibly in addition to another attribute.

138
Sea Kin. Constant. You can breathe water or air. You can communicate telepathically with sea
creatures within line of sight, earshot, or adjacent arenas. You ignore the first 4 penalty for moving in
water or swimming.
Spatial Gifts. Constant. You always know how deep you are and which way is north, when
underground. You automatically memorize maps and remember where youve been.
Survival. Constant. You can eat what insects eat to survive; carrion, small animals, insects, offal,
slime, mold, etc. You can always heal with a short period of rest, even if you were dying or crippled.
You are immune to sickness and disease that wouldnt affect an insect. In a week you heal crippling.
Treeflesh. Rested. Focus action. Your flesh takes on the hardness of wood. Ignore the first wound
from any attack. This lasts for an hour. You are +2 to Cunning to hide among trees, and others can
see your condition with an Awareness difficulty 6 test. Instead of armor, you can choose to become a
tree shape for up to 1 day per Commitment, minimally aware of your surroundings, but difficulty 14
to an Awareness test to detect. Upon taking damage, you return to human form. You an act the
following round.
Unstoppable. Rested. As a focus action (upgrade to defend action), add +1 Wound per Commitment
to yourself. This can heal existing injuries. If you get more Wounds than your capacity, the extra
Wounds do not refresh when you heal,
and they are lost when you sleep next.
Watchful. Constant. Add your
Commitment to your Awareness. Your
senses are honed, so whether you are
hunting or being hunted, you are difficult
to surprise or escape.
Windrider. Rested. Focus action
(upgrades to move action). Lasts for
about an hour. The character cannot carry
more weight than normal, but can move 3
dimensionally. In general, every 5 yards
of height marks a new arena. The
character can move through or over 2
arenas a round, seeming light on currents
of wind.
Wolf Speed. Rested. Move two arenas in
one move action, or move and attack as
one action.

139

The Beastmaster has a gift for communicating with animals, and securing their help.

You can communicate empathically with all animals and animalistic monsters. Also, you can exert a
measure of control over any animal with equal to or fewer Wounds than your Commitment bonus. In case
of a conflict, both you and the animal test Commitment, you with your bonus and the animal with +1 per
current Wound. If you win, it obeys you.

You are spoiled by your ability to easily understand and communicate with animals. People, with their
layered nuanced needs and communication methods, are too difficultso few are worth the struggle to
have clear communication, much less trust and friendship.
: Jerky treats and sugar lumps. Starting Coin: 3d10 copper.

Animal Empathy.* Constant. Upon seeing an animal, you can immediately tell its mood, the source
of any distress or enthusiasm it is experiencing, what it wants, and its gender. In obscured, swift,
indirect, or other difficult cases, an Awareness test may help uncover these facts.
Beastsight.** Rested. Focus. You can settle into a trance, then see through the eyes of one of your
animal companions (or test Commitment difficulty 10 to see through a sympathetic animal that is not
one of your companions.) This lasts as long as it needs to, up to when you rest again. Breaking
contact (including if the animal dies) disorients you for one round, then you can act normally.
Companionship.** Rested. You can have sympathetic, helpful animal companion(s) with Wounds
equal to or fewer than your Commitment. While they are sympathetic, helpful, and more clever than
most of their kind, they will not react well to abuse or being exposed to extreme danger while you are
safe (unless they volunteer.) Releasing an animal from service requires you to be with the animal.
There are no hard feelings on the animals part when it is released from service.
Restful Company.** Rested. Resting for at least 10 minutes with all your animal companions counts
as being Rested, by activating this ability, once between periods of actual rest.
Vitality.** Constant. You can borrow up to 1 Awesome Point from the DM per Wound of animal
companion in the same arena. When you gain more, the animal vitality is paid back first.

140

The Druids commitment to the Beast Gods and the Wild Energies is a formidable counter to civilization.

You know the desires and hates of the Beast Gods. You know what to do to make an area sacred to them.
You know all plants and animals, what is normal for them and what gives away tampering or coercion of
the natural order. You are a skilled healer and poisoner, gaining the apothecary occupational talent.

You worship the Beast Gods in your way, and defend natural places from your own people. You will
never be a plant, or an animal, but youll never fit in with humans again either. Youve chosen a lonely
path of worshiping the ancients at the expense of living in the world your kind has made. Kind druids are
vegetarian and focus on life and growth. Cruel druids are predators; they eat meat and they hunt for sport.
: Deep cloak, woven belt and sandles. Starting Coin: 3d10 copper.

Beastfriend.** Constant. You can empathically communicate with animals; not complex ideas, but
basic feelings and images, like advanced nonverbal communication. Animals recognize you are a
ruler in the natural order, chosen and empowered by Nature itself. If they are natural, they will assist
and they will not attack you or those you protect.
Fertility.** Rested. After about a minute of prayer, you make new life possible where it was not
possible before. You can rejuvenate a field, affect a mammals reproductive cycle, help roots crack
solid stone, or whatever other miracle seems necessary. This prayer can also accelerate growth
modestly.
Forest Kinship.** Constant. You can move through arenas with plants as a focus action and leave no
trace. You can mentally communicate with any plants that have a mind and are in the same arena at
+2 Charm. You can spend an hour in contact with earth and water and sun, or any two of the three,
and get a full days nourishment.
Hungry Branches.** Rested. Focus action. Cast this spell on a tree or bushes, anything that is both
flexible and rigid and made of living or dead wood (but not shaped with tools.) You can create up to 1
Wound of branch beasts per Commitment. If they are minions, they fight as minions. If you make
toughs or monsters with more wounds, then they can use 1 melee weapon type of your choosing.
They last up to an hour before turning back into greenery.
Mark the Enemy.** Rested. Focus action. Look at Natures foe in the same arena and cast this
highly dangerous spell. Any time the target is in contact with unshaped plants for more than a minute,
or pushes through brush, or is swiped by a tree branch, or has other contact with plants, the target
takes 1 Wound. If the target can endure 1 Wound without taking damage, the target takes 2 Wounds
through the DMs use of Awesome Points. This lasts until the target makes peace with the Druids or
dies.

141

The Shaman can speak to the spirits of the world and the spirits of the dead; the shaman is seldom lonely.

Choose one attribute besides Brawn or Awareness. That is your style of connecting to the spirit world. (If
you cant use the tactics of your style, you get no bonus, but do get penalties if applicable.) Use
Awareness to see spirits, as a focus action (against a difficulty set by the DM, default 7.) Then interact
with them as though they were people. Your focus on the energy of the place compels energy to take form
in a spirit shape that no one but the shaman can usually see. You and spirits can only hurt each other if
Awesome Points are exchanged.
CharmDiplomat. CunningTrickster. DaringHero. CommitmentCommander.

You do not see what other people see when you look at the same thing. The best shaman have given
themselves permission to enjoy that difference, hamming it up.
: Pigments and chalk, a whistle, lucky amulet. Starting Coin: 3d10 silver.

Ancestors.** Rested. In a ritual taking 1 hour and requiring the presence of the person to be affected
(if not you) you can summon an ancestor from the past of the bloodline. This ancestor can mystically
impart teaching for a talent, convey information the ancestor knows that helps the living character, or
provide a blessing (generally about 1 Awesome Point per the ancestors level.) The DM can make this
happen in an emergency situation or in a thin place between worlds without the ritual.
Bind Elemental.** Rested. Cast in a 12 hour ritual. Bind a chip of an element into something else,
usually used to make elemental arrowheads.
Converse With the Dead.** Rested. If you are in a haunted place, or have an object with powerful
meaning for the departed, you may attempt to contact the spirit as a focus action. You mentally go to
a misty in-between place, shaped by the one you are contacting, and you may meet there for a brief
conversation. You cannot hurt one another. Ghosts are not always available at your whim.
Expand Style.** Constant. You can add another Attribute to your style, and get the Attribute bonus
on interacting with spirits in that way. This talent may be taken more than once.
Ghost Strike.** Arena. You can strike ghosts and spirits as though they were physical. You can use
this with a melee weapon or a thrown weapon. Improve this to ignore physical armor on targets.

142

These pagans can transform into leathern-wing bats, assassins for the forest.

To wizards, you appear faintly enchanted.


As a focus action, transform into a bat. While in bat form:
o You can fly up to 5 arenas a round.
o If you hold still, others are -4 to hit you. If you are moving, -6 to hit you.
o You cannot inflict injury in bat form, but if you successfully roll to hit during the Shoot
phase, the target loses an action or is -4 on their next action (DM choice.)
o Echolocation reveals what is within your arena and adjacent arenas (even when moving)
without need for sight.

Bat Awkwardness. You cannot use combat talents, magic talents, or physical talents based on the
human form while in the shape of a bat.
Hollow Bones. You carry 1 less load than your Brawn. You gain no protection from armor heavier
than leather; the impact passes right through into you.

Echolocation Boost.** Constant. You gain echolocation in your arena and adjacent arenas in human
form, and 1 arena in all directions per Awareness in bat form.
Impossible Dodge.** Constant. You can buy off all Wounds of damage by spending Awesome
Points, not just one. Each Wound must be paid off separately.
Mark Target.** Rested. Beginning sometime after noon, spend a focus action (upgrade to move
action) staring at your target. Until the next dawn, you will have a sense of direction and distance of
the target, unless the target is protected by some kind of magic cast by someone higher level than you.
Piercing Fang.** Rested. Beginning sometime after noon, you spend an hour (improve the talent for
10 minutes instead) meditating with a dagger or arrowhead, and touch it to your blood. Until sunrise,
the point will ignore 1 Wound soaked by armor per your level. When the weapon has ignored as
many Wounds from armor as your level, the enchantment ends. Anyone can use the dagger or arrow.
Twitch Reflex.** Constant. You do not declare when you will act in the round before the round
begins. Tell the DM when you are ready to act during the round. You do not need to roll initiative.

143

These pagans can transform into ferocious wolves, warriors for the forest.

To wizards, you appear faintly enchanted.


As a focus action, transform into a wolf. While in wolf form:
o Ignore the first 2 Wounds from an attack that does not involve silver or fire.
o Move 2 arenas as a move action, or move and attack.
o Jaws count as a light weapon.
o You can track by scent, and your senses are enhanced. Double your Awareness.
o Ignore negative effects of weather or temperature for comfort or safety purposes (not for
movement or detection.)

Four Legged Awkwardness. You cannot use combat talents, magic talents, or physical talents based
on the human form while in the shape of a wolf.
Lunacy. The three nights of the full moon, you transform to a wolf and have no control over your
activities. You tend to act out your most repressed feelings at that time. You wake up around dawn,
muzzy and fogged, with evidence of your escapade around you.
Silver Allergy. Take 1 Wound from touching silver for up to a minute. Take 1 additional Wound
from silvered weaponry. You cannot reduce damage done by silver by using Awesome Points.

Burst of Speed.** Rested. Move 1 arena for free during the Move phase, in human or wolf form.
Full Moon Control.** Constant. You remain in control during full moon. You cannot spend
Awesome Points to use this talent untrained. It generally involves a quest to discover inner resolve,
set by one who already has this talent.
Smell the Supernatural.** Constant. Your sense of smell lets you sense mystical forces at work,
spells in effect, or when they were cast in the last day or two. You can detect the nature of a
supernatural creature or spellcaster (even disguised) with an Awareness test. You can leave your
magical scent on any wall or object, visible to those who can detect supernatural energiesif you pee
on it and want to leave your mark.
Wolf Senses.** Constant. Use your wolf senses in human form.
Wolf Speech.** Constant. You can talk to wolves (as human or wolf), and they will generally be
respectful. Also, you can howl and call for help from all wolves within earshot, or roll to intimidate
all within earshot.

144

These pagans can transform into iridescent black ravens, spies and messengers for the forest.

To wizards, you appear faintly enchanted.


As a focus action, transform into a raven. While in raven form:
o You can fly up to 4 arenas a round.
o If you hold still, others are -2 to hit you. If you are moving, -4 to hit you.
o You are able to manage croaking speech in raven form, and if you have any supernatural
talents, you can use them.
o You can roll 3d10 to hit, but only do 1 Wound, and then only if you spend 2 Awesome
Points. You can also do 1 Wound with a hit to the face. If you successfully impede a
target, you disrupt the targets focus action.
Golden Pain. The touch of gold does 1 Wound per touch or per minute of contact. Gold weapons do
+1 Wound.
Distractible. If confronted by shiny objects or plentiful stimulus, the DM may inform you that
youve gotten distracted. You may have to pay 1-3 Awesome Points that do not count towards
leveling to regain your focus.
Hollow Bones. You carry 1 less load than your Brawn. You gain no protection from armor heavier
than leather; the impact passes right through into you.
Avian Awkwardness. You cannot use combat talents or physical talents based on the human form
while in the shape of a bird.

Curse.** Rested. You can curse someone in the same arena with a random feeble curse.
Drink Eye.** Rested. You can drink the eyes of the dead. In so doing, you can either see their last
sight, or have a brief conversation (no more than a few minutes) with their departed soul. This
automatically works within 12 hours of death, and every 6 hours after that the talent gives less
information.
Focus Bird.** Rested. You can heighten the natural energies latent in a bird, so you can speak to
them in their language and make them more intelligent for n hour. The bird is able to remember back
an hour, with almost-human intelligence, to report on what it has seen. Or, the bird can become
intelligent, willing to run errands or spy. You, and those who speak bird can understand the bird,
but the bird understands all the languages you do when under this influence.
Messenger Mind.** Rested. You can memorize verbatim text or conversations, to repeat back at
will. You must activate this talent to capture the information. Memory lasts up to a month. You can
have multiple messages captured at once. If confronted with a lot of information, spend Awesome
Points to remember more.
Sense Secret.** Constant. Focus action (upgrades to move action). You can automatically sense one
secret in your arena. If the secret is hidden by magic, your difficulty on an Awareness test is equal to
the (caster level x2). Each use will reveal 1 secret, starting with the most obvious. This detects coded
text, hidden doors, false bottoms in containers, concealed switches, etc. It does not reveal people
keeping secrets.

145

These pagans can transform into towering bears, bent on defending the holy places of the forest.

To wizards, you appear faintly enchanted.


As a focus action, transform into a bear. While in bear form:
o In bear form, ignore the first 2 Wounds from any attack involving a forged weapon.
o Double height, and triple mass.
o Gain 1 Wound per your Brawn or Commitment (choose one upon gaining this template.)
o Claws count as heavy weapons.
o You gain +4 Brawn.
o Ignore negative effects of weather or temperature for comfort or safety purposes (not for
movement or detection.)
Dead Magic. You cannot cast spells of any kind or use other supernatural abilities while in bear form.
Winter Sleep. You must spend 1 Awesome Point that does not count towards leveling to do anything
but sleep when the nights are longer than the days. You must spend 2 points if there is snow on the
ground, or it is below freezing. Spend 1 for a scene, not each individual action.
Clumsy Bear. Combat techniques designed for a human form do not work in bear form. Also, the
bear form cannot speak.

Display.** Arena. In bear form, you rise up, bare fangs, and roar, showing off. Minions automatically
flee your arena. All those wishing to attack you must test Daring difficulty 7 to do so, and are -2 to
attack this round.
Fury.** Constant. Activate for free in the first phase of the round before anyone acts. You can get up
to +4 to hit, but every point you take as a bonus is also added to attacks against you in melee.
Supertough.** Constant. Gain either your Brawn or your Commitment bonus as extra Wounds in
your human form, and both in your bear form.
Smack.** Arena. In bear form, after hitting and doing damage, spend 1 Awesome Point to stun the
target. The target cannot act this round (if the target has not yet gone) or next round (if the target
acted this round.) Or, grants +4 to a push attack to move the target immediately into another adjacent
arena.
Unstoppable.** Constant. In bear form, automatically hit anyone who attempts to impede you as
though you rolled your level +10.

146

Not every cosmic power in the World Between fits into a pantheon or classification. Here are ten other
gods, and a description of the role they play in the World Between. There are hundreds of religions,
pantheons, sects, and local deities. In general, these gods are more to be placated than adored. They
mostly work out their will in the world through mortal servants.
Asthaeton. God of civilization, virgins, and progress. He is depicted as a bald-pated patriarch with a
cloud of hair around the sides of his head and a flowing beard, dressed in a spotless toga and always
gripping an implement of science (with a dour look of concentration). He is worshiped in Relmeenos,
and he is a driving force behind the idea that humanity has the power within it to succeed without
resorting to supernatural alliances and powers. He focuses on study and concentrating your energies
towards a goal, rather than dalliance, dissipation, and sloth. He is married to Astariax, but it is not a
happy arrangement; they are revered in different countries for a reason. However, the temple to one
usually has a shrine to the other.
Astariax. Goddess of intrigue, stratagem, and mercantile prosperity. She is depicted as a haughty
noblewoman in luxurious clothing, with cruel eyes. She is worshiped in the Iron Principalities, the
goddess who can command worship in competition with demons. Demons offer power, and use
cunning to manipulate their slaves. Astariax offers cunning, and uses the resulting power to
manipulate her servants (and their enemies.) She is married to Asthaeton, an acknowledgement that a
level of civilization is required to protect schemers and to provide luxuries. Oddly enough, while they
do not compete with one another,
those who worship one find that the
stratagems of the other increase the
overall potency of their efforts. Their
relationship is a lesson that happiness
and effectiveness need not go together.
Dragon Cults. Humanity has a long
tradition of venerating that which has
the supernatural power to destroy it.
Dragon cults are either generic
worshipers of the Keepers of Magic
and Scourge of the Skies, or they find
a specific dragon to worship as a god
in exchange for protection and
purpose. Some dragons teach new
magic to their slaves. Others grant
supernatural abilities to those who
please them. All dragons tend to eat
some of their followers, and treat all
with contempt. Still, for many
humans, the opportunity to be near
something so powerful and look into
its eyes is worth their small, miserable
lives. The rare cult that tries to
manipulate dragons to their own end
tends to fizzle out fast.

147
Junox the Ever Flowing. When the Cosmic Event resulted in the death of a number of gods,
theologians and scholars speculate that Junox came from the corpse-pile of the divine. Not undead
energies, but spectacular cosmic rot and liquefaction from the decay of such mighty energy beings.
As a result, this semi-sentient power squats on a throne of filth somewhere in the ether around the
Ruinous Scar, still decomposing, with supernatural menaces like oozes and slimes flowing into the
real world all around. There is further speculation about whether Junox is aware enough to have an
opinion on being married to Skaylex the hen-pecking mushroom goddess.
Killane of the Road. The Luck Lord, Prince of Coins, and the Keeper of the Crossroads. He is
depicted as a one-eyed dandy with a slouch hat, a cowled beggar with a ring, and a coin with heads on
both sides. Killane is the patron of gamblers, pirates, bandits, travelers, and the Vistani. He is a
trickster god, opposed to any structure or power keeping its form unchanged for too long.
Mama Lazuul. Lady of the Midnight Hour. She is the goddess of crimes committed under cover of
darkness, and late-night rendezvous. She is the patron of thieves and love. She is depicted as a
Mordish woman, shapely and seductive, dressed in shadow. A powerful gateway to spirits and
secrets, she is mostly revered by the shamen of the Ghael Isles.
Narlathia. Fey Goddess of Enchantment, Pain, and Plunder. She is worshiped by the fey, especially
red-caps and drow (though all who respect cunning and beauty revere her.) She is depicted as having
either black or white skin, with her hair the opposite, generating as many limbs as she needs to weave
her plans. She has a gift for bending men to her will and then discarding them. The world created
spiders as a primal way for all that is to worship her magnificence, and crushing spiders risks her
wrath. She is equally offended by the notion of faithfulness and by any lapse in reverence from her
people. Her favor and her displeasure both take the form of mutations in an arachnoid direction.
Papa Simett. Lord of Secrets and Whispers. He is depicted as a thin but vital old man scarred by
whips and hot irons, with a massive gray fro in which are hidden a million secret thoughts. Anything
that is whispered, he hears. He is married to Mama Lazuul in a somewhat open arrangement. He is
revered by shamen, who use his name as a gateway to speak with the spirits of the Ghael Isles where
he is worshiped. He is also the patron of the Mordish who long to flee Mord-Stavian and escape
northward; he has an intensely passive-aggressive relationship with the Hundred Death Gods. He is
mostly worshiped through singing simple hymns that are work songs and contain deeper meaning in
code. None are written anywhere.
Skaylex. Goddess of Fungi. She is the domineering spouse for Junox, growing from its pile of
energies. She commands fungi in its varied forms, and rumors whisper of colonies of mushroom men
who do her bidding. Scholars and theologians speculate that her goal is to slay the world, and grow
her cosmic army on its rotting corpse.
Thanalia. Goddess of forging, sailing, and cavorting. She is depicted as a beautiful olive-skinned
woman with raven hair, loaded with jewelry and wearing thigh-high leather boots. She is associated
with a spyglass and anvil symbol. She is worshiped across the south of the World Between, and the
islands, unwilling to restrict her attentions to one area. She brims with celebratory energy and
optimism. Her freedom is the freedom of invention and trade, creativity and sharing. She encourages
those who worship her to overcome barriers and challenges and live bigger. She is revered by
locksmiths, barkeeps, seafarers of all stripes, and humanists.

148

Gothic Fantasy Flavor .................................... 148


History of the World Between ........................ 153
The Sovereign Calendar ................................. 157
Descriptions of Areas of the World Between
Map ................................................................. 160
Caligari ............................................. 163
Frostreave ......................................... 165
Ghael Isles ........................................ 168
Harrowfaust ...................................... 170
Iron Principalities ............................. 173
Isles of Unparalleled Liberty ............ 176
Midian .............................................. 179
Mord-Stavian .................................... 182
Relmeenos ........................................ 184
Ruinous Scar .................................... 187
Scarabae ........................................... 189
Scavenger Lands .............................. 192
Shae Isle ........................................... 196
Ulverland .......................................... 197

Starter Example: Character Generation .......... 201


Planning the First Session ................ 204
Examples of Leveling Up ................. 207
Combat Example .............................. 209

149

The Core Choice: Enlightenment or Superstition?


The heart of Gothic conventions suggests there is a choice, both for those making the story and for the
characters within it. What will you trust, what is true? Enlightenment, or superstition?
Enlightenment promises that the universe is orderly, if you can get close enough or far enough away to
see the workings. Science will eventually have the answers. Human passions and thoughts can be
schooled and ordered for productive life. All problems have solutions, adding knowledge and science to a
situation automatically improves it, and humanity has progressed onwards and upwards from the morass
of the past and its inferior ideas and practices. There must be a reasonable explanation.
Superstition tries to combat the random dangers of the world by manipulating the unseen forces beyond
visible reality. You cannot understand why it works, but trial and error have led to some reliable ways to
deflect bad luck, encourage good luck, and deal with supernatural forces. Thirsting for an explanation for
why things happen, the superstitious mind is open to a wider range of possibilities than the rational mind.
A wild array of creatures and monsters intermingle with spirits and ghosts for a varied cast of invisible
characters. Superstition accepts instinct as knowledge, and is open to accepting intuition that comes
without explanation. The explanation can come laterthe intuition is critical. The rational mind is only
open to part of the truth, and there is more truth out there, more ways to understand that truth than logic
will admit. There are things out there you cant understand.

The tension comes from when one perspective trespasses on the territory of the other. In the movie
Sherlock Holmes the detective applies deductive reasoning and psychology to the arcane ritual of the
villain. In the novel Thinner a rational everyman is struck by a lethal gypsy curse. In Buffy the
Vampire Slayer a teenybopper valley girl is drawn into the grim world of vampires and demons. In
Devils Advocate a successful well-educated lawyer is seduced to sell his soul to Satan. In Skeleton
Key a young woman is herded from one world view to another, with disastrous consequences.
If all you have is the supernatural or enlightenment, the tension fails to be Gothic. The Gothic threat
comes from another world; whether the characters draw authority from superstition or enlightenment,
they must face an opposing world view that threatens to destroy them.

150
You can have a great time with an enlightened group of characters against supernatural remnants of the
past. You can also have a great time with a bunch of witches, monsters, and shamen making trouble for an
orderly world plowing towards modernity.
I think it is most enjoyable if you swirl the nuance into both sides. Characters can have mixed
allegiances; a gypsy woman gets a university education and is torn as she faces a threat, how best to
combat it. A scientist is harnessing elementals to fuel constructs. And so on.
Staking Out the Spectrum on Television
Enlightenment. The adventures of the original Scooby-Doo team repeatedly demonstrate the victory of
enlightenment over superstition. Where everyone else is willing to believe there are monsters and ghosts,
with each outing the crew of the Mystery Machine proves that it is only an old man in a rubber mask.
Their willing disbelief and courage in the face of the so-called supernatural allows them to thwart those
who would take advantage of the gullible.
Superstition. The adventures of Sam and Dean Winchester (Supernatural) demonstrate that there is a wild
world of monsters out there, and knowing the lore is the key to interacting with it. It is not important,
the why of how it works. Their efforts are about technology over science; the how over the why.
Pull out the symbols of superstition, because they have power over the darkness that the modern mind has
forgotten. Those who accept the reality of the inexplicable are the protectors of those who are too blinded
by the lies of modern life to see what is going on behind the scenes.
The Tension of the Question. The adventures of Mulder and Scully (X-Files) are more the ambition of
Gothic Fantasy. Mulder draws from both his enlightenment modern tradition, and a willingness to be
open to things he cannot prove or even explain. Scully is so determined to vindicate her rational
background that she is willfully ignorant of the evidence of her senses if she cannot reproduce the result
in a controlled environment. The ongoing story comes down on the side of the alien and inexplicable most
of the time, but at its best it allows room for speculation as to the how and why, the origin and nature
of the threat.
Why Gothic Fantasy Works.
You lose some of the tension about whether the world is ruled by the supernatural or logic when there are
monsters and spellcasters in public view. However, the question only shifts. Instead of, what is true? the
question becomes what can save us?
The world is intensely dangerous. Undead armies, dragon attacks, and demon wars drive that point home.
The back story of the World Between is designed to give the human race a question for the first time ever.
With the introduction of gunpowder, there is a non-magical way for a physically inferior specimen to
destroy a monster.
This world is turning away from the gods and magic, towards gunpowder and independence. What if we
can defend ourselves? What if we dont need deals with demons, patronizing protection of indifferent
gods, demeaning traditions that elevate spirits above humanity, and dehumanizing magic?
Led by Caligari, humanity is turning away from supernatural protection and trusting in firepower. Guns
and cannon drove off the dragons, humanitys first big win against monsters. This win has given
humanity all the false confidence of a plucky teenager who successfully defied his parents.

151
Repurposing the answers to fit the questions: enlightenment promises that science and technology and
reason will provide safety in the future. Superstition promises that the only true protection is in using
supernatural energy against supernatural energy.
It is not a question of what is real and true. It is a question of where humanitys faith will lie. Will
humanity rely on their own resources, or always require the resources of the supernatural?
The Church of the Lady of the White Way, and the Catholic Church
In the real world, the
Catholic Church plays a dual
role in the Gothic tension.
On the one hand, trust in the
supernatural in the form of
the divine, angels, saints, and
the Virgin Mary provides
comfort and protection. On
the other hand, the church is
a center of learning and
education, providing a
framework for study that
leads to the logical and
rational worldview.
To increase the tension, the
church also provides a stern,
judgmental presencewhile
also providing hope for
sanctuary and repulsion of
evil aberration.
The Church of the Lady of
the White Way serves a
similar function in the World
Between. On the one hand, the Church offers no tangible supernatural protection. The clergy of the Lady
have no supernatural power, only their faith and trust that a supernatural force is looking out for them. On
the other hand, the Church provides a framework of grimly determined defenders of humanity who can
sometimes create blessings that will harm evil creatures. These are the mortals with the grit and knowhow to defend humanity from monsters even without supernatural powers.
And, in the background, the Church is a stern and judgmental presence. Characters who cannot feel the
weight of sin and sense the gaping chasm of damnation cant be properly Gothic.

If you are not sure you know how to focus in on Gothic elements in your scenario or character generation,
here is a jump-start list of elements that weave together into the Gothic backdrop. The first 14 elements
were in a list Jack Shear put in the introduction to his first compendium. I added a few more. Roll a few
times on the chart to get some elements to work into your scenario.

152
If you roll a 3 (Catholic setting) and your adventure is in Harrowfaust, thats not a problem. Think about
someone traveling from the Lands of the Lady to participate in the scenario, or refugees from the Lands
of the Lady that settled here but brought their culture with them. Adapt, but put the flavor in.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.

An imperiled heroine whos life and/or virginity is at stake.


A Catholic setting (generally Spain or Italy).
Focus on terror (psychological fear) or horror (disgust) or both.
A long-buried secret from the past can no longer be repressed.
Monstrosity (human or inhuman) or villainy (often a patriarchal figure of power).
Violence and sexuality that passes beyond the border of the socially acceptable.
Incest.
Doubling (dopplegangers, mistaken identities, etc.)
A decrepit castle, monastery, fortress, dungeon, or other medieval structure as part of the setting.
The Inquisition and the misuse of religious authority.
Specters, ghosts, or phantasmal visions (remnants of the past that cannot be repressed).
Mysterious veiled women.
Fragmentary narratives (framed narrative, missing text, etc.)
Enclosure, premature burial, and imprisonment.
The sublime power of the elements.
Setting as character; buildings or landscapes are an active part of the story.
The tenuousness of sanity, its vulnerability.
Enlightenment as willful ignorance of folk wisdom, dismissed as superstition.
The authority of breeding and class in determining quality and values.

153

The Cosmic Event (Prehistory)


There was a war among god-like beings across the World Above and the World Below. Their clash
formed a battleground, the World Between, and its umbilical cord was severed in the hideously warped
devastation of the Gaping Wound (that later became the Ruinous Scar). Gods were born and slain in the
conflagration. The whole earth was dark for a century. Then, the survivors withdrew, leaving tatters of
their armies and energies spent upon the battlefield. Many of the lost armies wandered to the west,
stranded on the World Between, stripped of their cosmic energy and knowledge of the deeper mysteries.
The Death Muster (Prehistory)
The first to recover were the Hundred Gods of Death. Pouring energy through the Gaping Wound, they
breathed motion and purpose into the sea of corpses left behind, marching them in pursuit of the survivors
of the Cosmic Event, to sacrifice them and open the World Between to be the plaything of the Gods of
Death. They had free reign, drifting out in all directions, and the living retreated into the wild places and
stayed ahead of the Muster as best they could.
The First Crusade (0-50)
The Legion of the Lady also survived the Cosmic Event, and they sailed to the shores of the beleaguered
World Between on their white ships. Their landing marked the beginning of recorded time. They led the
First Crusade, driving the Death Muster back. They built the great Ring Cities around the Gaping Wound,
suppressing its connection to the Gods of Death.
The Age of Shaping (50-1,000)
Under the protection of the Lady of the White Way, the survivors used their dwindling cosmic connection
to shape the lands into tributes to their lost masters. They discovered many creatures had been formed by
the Cosmic Event, including dragons, and the fractured lands and seas held great desire for life, creative
in their own way. Most were nomadic, but some tribes began to form, and settle in areas with rich
resources.
The Second Crusade (1,000 to 2,000)
The Warriors of the Lady discovered an entire continent to the south had fallen to the Death Muster,
serving the Hundred Gods of Death. They mustered armies, and marched south, over and over. Much of
the magic and cosmic energy of the Early Times were lost in that sand-swept folly as wave after wave
marched to the south over a thousand years.
The Scar War (2,000 to 2,080)
The suppressed forces of the Hundred Death Gods rose up in the Gaping Wound, fighting hard against the
cities of the Lady of the White Way, throwing their fortresses down and slaughtering all who stood
against them. After almost a century of fighting, their ever-replenished armies of the slain stood ready to
flow across all of the World Between.
The War of Storms (2,080 to 3,500)
Meanwhile, the Age of Shaping had reconnected some of the Lost Host with their cosmic masters, albeit
in a diminished way. The Storm Sovereign Gods ascended in unity to stand against the Hundred Gods of
Death in epic battle that lay waste to everything east of the Storm Range (named for the saving pantheon).
Marching to the center of the Ruinous Scar, the five Sovereign Gods sealed the Gaping Wound, ending
the supremacy of the Gods of Death; this sealing act also ended their ability to manifest in the World
Between, limiting their presence to acting through their worshipers.

154
The Age of Storms (3,500 to 4,293)
Worship of the Sovereign Gods strengthened them, and they sent their servants into the World Between to
conquer all for them. The center of their rule was Ulverland. Worship spread, inspired by the sword
(whether to protect them or to threaten them.) As far east as the Storm Range, the Sovereign Gods were
ascendant; at the edges of that territory, and the Shae Isle, some remained stubborn and resistant. The
power of the gods balked the dragons, sending most to sleep in the depths of the earth.
The Harrowfaust Corruption (4,294)
As the armies of the Sovereign Gods tightened their grip, King Harrowfaust was pushed all the way back
to the Storm Range. He could not win by military might, but he was served by the first sorcerers. They
gave him a way to search for other patrons in the World Above or the World Below. King Harrowfaust
contacted the demon Morgath, Lord of Undeath. The King and his officers were given great gifts of
vampiric undeath and necromancy, and they drove the armies of the Sovereign Gods back.
The Age of Compacts (4,294 to 4,540)
Others quickly followed suit as word of the new power spread. The Lord of Frostreave allied with a death
goddess, Merrihel. The Caligari Council allied with Slithian Vor, a demon queen eager to gain traction in
the World Between, and with Hakhan, demon lord of bestial bloodshed. The Shae Isle had long resisted
by relying on nature gods (who could survive, so far from the destruction of the Ruinous Scar.) The
armies of the Sovereign Gods were driven back, and corruption squirmed loose and spread rapidly
through the World Between.
The Third Crusade (4,540 to 4,555)
Another army of the Lady of the White Way landed in the far West, sent from the World Above. They
explained that the Lady of the White Way was the only true goddess, and all other compacts were with
lesser forces, destructive and dangerous forces too alien to be worshiped. They quickly converted King
Midian, and marched east, scything through Storm Sovereign armies. They cut through Harrowfaust on
their way to the Ruinous Scar, and they vanished over the Storm Range, into what became known as the
Scavenger Lands. Their fate remains unknown. However, the legacy of belief and mighty artifacts they
left behind assured a profound legacy in the World Between.
Rise of States (4,555 to 5,700)
Cultures had taken on distinctly different patterns during the Age of Compacts and the Third Crusade.
Priesthood and nobility had a chance to secure their positions in a more formal way, and for the first time
in a long time the external pressures of weird alien monsters or vast waves of undead were much reduced.
The people of the World Between started sparring with each other in earnest. Caligari was split by the
Banishment War. The brutally violent followers of Hakhan halved Caligari, founding the Iron
Principalities. The city states of Relmeenos briefly banded together in an abortive effort to conquer the
World Between, boasting (rightly so) that they remained undefeated in their home territory. The Knights
of the Lady of the White Way had been given lands to the east of Midian, and they rebelled over
theological differences, separating from the rulers of Midian and founding Scarabae.
The Deathfleet (5,700 to 5,800)
A massive fleet of the dead and constructs launched from Mord-Stavian, crashing into Relmeenos, the
Iron Principalities, Midian, and Harrowfaust. For a century, pitched war raged as the World Between
scrambled to protect themselves from the startlingly powerful undead. Apparently it took Mord-Stavian
about five thousand years to muster the forces to retaliate for the Second Crusade. Mord-Stavian would
surely have wona massive fleet with the Avatar of Marrow was sailing towards Harrowfaust. No one
knows what happened, but legend is an extraordinarily clever captive tricked the Avatar into blaspheming
against Father Sothak and Mother Lothack, who both manifested to express their displeasure; the

155
resulting battle is said to have stripped the coast all the way back to the Storm Range in a vicious
unearthly storm that raged for fifty years.
The Desert War (5,800 to 5,850)
Frostreave, Ulverland, and Caligari shipyards produced ships to fortify the Isles of Unparalleled Liberty
and the Ghael Isles, and counterattacks against Mord-Stavian began in earnest. The war climaxed with the
sack of Alexandrotta and the burning of the necromantic libraries and laboratories there. The
Necropolitan accepted an offer of peace, as neither side was thrilled about continuing the war in MordStavian itself. The Betweeners pulled back and did not sack Levant; in exchange, the Necropolitan halted
raids against the northern neighbors.
The Age of Roads (5,850 to 6,500)
Having worked together, the nation-states of the World Between knew more about each other than ever
before in their history. As a relative peace settled in reinforced by recent war in common cause, trade
increased. Mortals escaping from Mord Stavian mingled with the leftover forts in the Ghael Isles, and
veterans who could not find their way back to civilized life hid in the Isles of Unparalleled Liberty.
Advances in naval technology spurred on by the war against Mord-Stavian created ships that could brave
further distances and greater dangers, increasing trade with the ports in distant Ghael Isles, Relmeenos,
the Iron Principalities, Scarabae, Ulverland, Calgari, and Midian. Spices cultivated by the strange nomads
of the Scavenger Lands flowed along the same roads as Frostreave steel, and Scarabae tapestries.
Violence shifted from national level to increased piracy and banditry. Attention on alien gods began to
lapse in the mind of the general public.
The Fourth Crusade (6,500 to 6,548)
Pope Viala IV had a vision of demons preparing to invade. He was very charismatic, and he knew that the
only way the World Between would survive was if it had a direct link to the Lady of the White Way that
would only be possible if there was pure and powerful worship, the other gods banished, and demons
worship eradicated all through the World Between. He launched a mighty war, allying with Scarabae. The
crusade was a complete failure; they conquered Caligari before they got bogged down in the factitious
mountains of the Iron Principalities, they faced a vampire army in Hallowfaust, and a pantheon full of
gods in Ulverland. They were stymied. Frustrated, the Church determined their failure was from a lack
of faithfulness within their own lands. The Order of Purifiers was founded to root out and crush
unfaithful, heretical, and pagan influences in the White Ladys lands.
The War Below (6,550 to 6,700)
Apparently, a war erupted in the World Below. Worshippers of demon nobility in the World Between
were pulled into the conflict, motivated to strange intrigues and half-understood struggles for power.
Raiders from Frostreave assaulted targets in the Iron Principalities as Slithian Vor motivated the passage
of strange discriminatory laws in Caligari. The magnificent city of Karmodia sank under unknown
daemonic powers in a climax of the struggle.
The Plague of Dragons (6,700 to 6,920)
The King of Ulverland feared that the entire World Between would be pulled into war by demon allies
within the nation states. He sponsored a mighty quest to discover a way to reduce demonic influence in
the world, to stem the flow of unholy power into the cults serving dark masters embroiled in the War
Below. Heroes scoured the World Between in search of a solution, and in the mists of the Shae Isle they
found a way to wake the World Betweens energies to make it more difficult for demons to interfere.
They conducted the ritual taught them by the Queen of the Seelie Court. They created the Veil, fey
protection making it more difficult for otherworldly forces to enter the world. The ritual did vastly
weaken demons, making it nearly impossible for them to physically manifest for long, and reducing some
of the power flowing to their servants. However, it also roused the dragons that drifted into slumber

156
thousands of years before. Focuses of activity were along the northern edge of the World Between, and
along the Storm Range of mountains. As dragon attacks spanned a century, then more, the dragons began
to realize they could not easily replenish their number, but the cunning and viciousness of humans was
multiplied by their fertility. No matter how many they killed, more came. Magic and technology made
them dangerous, as did their capacity for hate. However, the dragons were still mighty, and stubborn to
bow before any threat.
The Age of Cannon (6,920 to 6,995)
No one knows how the secret of gunpowder made its way to Caligari, though there are many stories.
However, Vorial the dragon menaced the Empress in Hiding, and a cannon broke his chest, slowing him
enough for the army to kill him. The dragons soon faced cannon fire from sailing ships and castle walls.
Shortly after, they faced muskets and black powder in the hands of infantry. This backed them off as
magic had not, and most of the surviving dragons returned to their deep places with the spoils of centuries
of theft, and once again slipped into slumber. Caligari became fantastically wealthy as other nations paid
dearly for the secrets of gunpowder that they could not steal themselves, and in a matter of decades
firearms could be found in most corners of the World Between. Notable exceptions were the Shae Isle (no
need), Relmeenos (too poor and too proud), and Frostreave (too cold, warrior ethos).

Which brings us to the present.


Apocalyptic cults ready themselves for Lucky Seven, as the millennium is commonly called. This
may mean war in the World Above or the World Below overtaking the earth, the coming of the Lady
of the White Way, the tilting of the world into the maw of the World Below, a resurgence of the
Cosmic Event that shaped the World Between in the first place; legends vary, but anxiety is high.
Everything matters, and nothing matters.
The last major dragon attacks were over 60 years ago. Only the very oldest humans remember them
first-hand. Occupied cities and so forth have rebuilt, so most of the damage is invisible, but there are
many ruins destroyed by dragons that were abandoned and have had decades to fall further into ruin.
Humanity is giddy on cold iron and gunpowder; magic is more in league with forces seeking to
enslave humanity than a defense against them, and human determination, hot blood, and clever tools
are enough to sort out any musty threat, fangly monster, demon, or alien god. A certain cockiness has
settled in the wake of the retreat of dragons. It is not warranted.
In the predictable pattern, external threats have faded into the background, so humans are gearing up
to fight each other. Caligari is flush with wealth and pride, the Iron Kingdoms want more guns and
powder and are willing to fight for and with them, Relmeenos is feeling its pride threatened, religious
concerns mixed with concern over aggressive neighbors have Midian and Scarabae nervous, the
rulers of Harrowfaust are not oblivious to Caligaris military thinking that finally they might have the
tools to even the playing field against supernatural threats
The current year is 6,995.

157

#
1
2
3
4
5
6
7
8
9
10
11
12
13

Month
Hulmvas
Thavas
Hakvas
Garmvas
Thanvas
Primalvas
Hamvas
Lanevas
Helvas
Charvas
Pathvas
Gentvas
Tervas

Patron
Hulmora
Asthaeton
Father Sothak
Garm-Gorak
Thanalia
The Beast Gods
Maham
Killane of the Road
Merrihel
Charlak
Lady of the White Way
The Gaunt Gent
The Death Gods

Season
Spring
Summer
Autumn

Winter

(Modern Equivalent)
March
April
May
June
July
August
September
October
November
December
January
February
Still cold and/or rainy

Each month is four weeks of 7 days, 28 days total. There are 13 months, so 364 days in a year. Every 5
years there is a 7 day festival between the end of the year and the beginning of the next, balancing the
calendar out (more or less.) Its close enough to inform planting crops and managing herds. The next
Festival is on 6,998. The Festivals religious significance has been adapted, varying between cultures.

The week has 7 days. Days can be abbreviated by dropping kell, an archaic word for day. These
names existed before the formal calendar, dating back to the beginning of the relationship between
Ulverland and its gods. Except Merriket, the names remained the same from when usage started to the
present, even though in most places their original meanings are dimly remembered at best.

Name
Morakell
Garmkell
Hamkell
Lakell
Gentkell
Waykell
Merriket

Purpose
Day of elements. For those who work outside.
Day of aggression. For warriors.
Day of mastery. For rulers.
Day of obligation. For prisoners.
Day of study. For scholars.
Day of gratitude. For religious observances.
Day of transition. For healers.

Patron
Hulmora
Garm-Gorak
Maham
Charlak
Gaunt Gent
Lady of the White Way
Merrihel

What, are you an astronomer? Or a cultist planning a ritual? You need exact dates?
Spring equinox is near Hulmvas 21.
Summer solstice is near Garmvas 21.
Autumn equinox is near Hamvas 21.
Winter solstice is near Charlak 21.

158

As the World Between approached the 4th millennium, there was considerable anxiety in the empire of
Ulverland. While the Armies of the Lady had once dominated (and imposed their other-worldly measures
of time), they were now overthrown. The avatars of the Storm Sovereign had sacrificed themselves to seal
the gaping hole in reality far away in the Ruinous Scar. But with the year 4,000 fast approaching Emperor
Helvsted of Ulverland determined it was time to make sense of history before it was over. Now that
Ulverland was a giant empire, it was time to use that advantage to unite the way the world measured time.

Spring had first come in the World Between on the heels of the Army of the Lady, and so the beginning
of spring was determined as the beginning of the year. The first year of the calendar (as far back as time
could be guessed) was the point when the Army of the Lady first landed to face the Death Muster. This
point in the calendar was already fixed and traditional.

The Emperors scholars filled in the first month of each season with their gods from the Storm Sovereign
pantheon; spring led the way with Hulmora, goddess of the elements. Then summer belonged to GarmGorak, their grim and bloody leader, god of war and wolves (as the summer campaigns started up).
Maham the Beast Tamer led the way into autumn, and Charlak imprisoned the world in cold for winter. In
the deeps of winter, with little else to do, the world turned to study and reflection with the Gaunt Gent.
The calendar honored the gods of regions that submitted to Ulverlands rule. Asthaeton supported
civilization in Relmeenos, and Thanalia was his counterpoint. This concession was the tipping point so
Relmeenos grudgingly paid some tribute to Ulverland, and built some half-hearted temples to their gods.
The beginning of spring education was connected to Asthaeton, and midsummer celebrations connected
to Thanalia.
As an island, Ulverland found it was prudent to honor the sea god Father Sothak, and through him his
consort Mother Lothak. The spring storms are fierce around Ulverland.
In the cosmic battles of the Scavenger Lands, the Beast Gods had made survival possible for the avatars,
long enough for them to sacrifice themselves. As a group, the Beasts received the height of summer; the
Golden Lion, the Luminous Hawk, and the Unconquered Badger. Lest they grow too proud, on their heels
comes Maham, God of Beast Taming, to put away the excesses of late summer.
Some stories insist the avatars received help each step of the way from Killane, God of Crossroads; other
stories suggest this god was included because of blackmail and poor gambling choices by the leaders of
the scholarly effort. Still others suggest that no one knows how it happened, he just showed up on the
calendar and refused to leave. No one knows the truth of the matter, and it doesnt make much difference.
The Lady of the White Way was grudgingly included because theologians pointed out that the Storm
Sovereign gods had not been strong enough to stop the Death Muster, and they only saved the world
because of the breathing space afforded them by the Armies of the Lady. She was included, a sign of hope
before the year truly died.

159
Tervas is a month honoring the Death Muster and the Hundred Death Gods; they arent welcome, they
arent popular (publically), but they are a huge part of the supernatural influence on the World Between.
As the supplies run out and winter thins people down to starving shadows, this is their month.
Finally, the last god on the calendar was Dulvistran, a god of transitions. He had been the go-between as
the gods fought with the demons (and sometimes negotiated) and he had friends among the Death Gods.
He eased the faithful to their final rest, and from beyond into the World Between.
Then came the Age of Compacts, and Merrihel was given fresh power in the World Between through her
alliance with the Northrons of Frostreave. According to legend, she slew Dulvistran and took his power
and his role for her own. According to history, the Northrons pounded the Ulverland coast mercilessly;
then Ulverlanders discovered that the Northrons did not raid settlements that built and maintained a shrine
to Merrihel. Over about 30 years, the tradition spread, and by the time the raids quieted, the governments
had dealt with each other, and to purchase peace, the Ulverlanders replaced Dulvistran with Merrihel in
their Sovereign Calendar, in the year 4,320.

160

161

162

163

Caligari is a trade empire in the heart of the World Between. Surrounded by strong nations, it has
traditionally resorted to using diplomacy and wealth to keep the peace and its autonomy. It is the focal
point for a philosophical movement to turn away from supernatural alliances for safety, and look instead
to gunpowder and human ingenuity. It is the only nation in the World Between with a real middle class.
Those outside the aristocracy have access to wealth, education, property rights, and business. The division
between rich and poor does not automatically mirror the line between aristocrats and peasants.

Not-Germany. An oppressed underdog nation has had an influx of both power and wealth. They have
rocketed to prosperity as the nation that brought gunpowder into the World Between as a practical
weapon. Meanwhile, the soul of the country rots away; they gave up tremendous wealth and power, and
suffered terribly in a civil war to drive demon worship from their lands. But now it is back, worse than
ever, and the moral and lawful elements of the country are exhausted. Combine moral despair with
unsteady new-found wealth and violence, and you have a country rife with crime, drug use, corruption,
and marginalized religious institutions.
The Lands of the Lady (Midian and Scarabae) have tried to claim Caligari. They are resisted by people
who do not want to be ruled by gods (as they were when occupied by Ulverland) and who envy the power
and apparent freedom of their neighbors (Harrowfaust and Frostreave). The only elements of the Church
that can get a foothold are corrupt clergy cashing in and living well, and roving friars preaching
revolution to desperate peasants. The religious monuments and cathedrals built by the reformers who
opposed demon worship loom on the skylines, but decay as they stand more or less empty.

Caligari is ruled by Empress Christiana the Scarlet. The capitol city is Thronberg. She is supported by the
Cabinet of Commerce, with the ten wealthiest aristocrat trader princes of the United Trade Guild
represented.

They are tall, with dark hair and eyes, square features, and a smarmy smile. All of them have a gift for
trading. Bargains are either shrewd or cunning. They solve problems with money, using other peoples
blood and sweat. They have a love/hate relationship with aristocracy. They are hypocrites. With demons,
Caligarians talk against them, but secretly embrace what they offer. With the church, Caligarians verbally
embrace what they offer, but work against them. Betrayal comes naturally to them.

Finest firearms in the World Between. Wonderful sausage and beer. Tall, dark forests. Diplomacy and
trade. Strong middle class, pressure towards independent cities and marginalized aristocracy.

164
Thronberg. The capitol is nestled in the shadow of Bloodtatter Mountain, a dwarven forge. It is famous
for fantastic architecture, drug dens, and cabarets. Cursed aristocratic families with demon blood running
through their family trees dominate the legal and illegal trade empire of Caligari.
Spionhause. This trade city on Glasslake is notorious for its cavernous sewers backing into natural caves
in the mountain. The entire aristocracy of the city was cursed once by a Saint of the Lady, all turned into
rat-things. The port is famous for its drug dens, spy games, and Chiaroscuro District of professional
illusionists.
Dextali. This trade city focuses on
Harrowfaustian trade and the free city of
Pacisurb, as well as communication to
Trivium. It is generally accepted fact that
supernatural forces rule the city from the
shadows, though stories as to what those
forces are vary.

Bloodtatter Mountain. This formidable


peak houses a dwarven forge. The
dwarves are traditionally allies of the
emperors house. They built much of the
fantastic architecture of Caligari,
including its churches and sewers. They
make deals, trades for their services. Not
all the terms of these deals are available
to the public.
Shadow Cities. Caligari has cities in the
shadow of Trivium, Pacisurbs, and
Chantiernaval. The cities across the water
have the glory and the wealth, and the
Caligarian cities serve as entry points to
those glittering worlds. No wonder smuggling and crime are widespread. They are Venksberg, Riverside,
and Westenhause (in order.)
Seafort. The Sea Road across the northern coast terminates in a fortress. The line is in place to stop
Northron raids into Caligarian territory. The most ferocious veterans Caligari can produce come from
Seafort and the Sea Road.

Angels and Demons. Caligari has traditionally been the battleground of the tug-of-war between the Lands
of the Lady and the unapologetically demon-ruled eastern lands. Armies from the World Above have
landed in Midian and swept across Caligari towards their objectives to the east. Hypocracy is rampant in
the Church of the Lady. The Chosen of the Lady, known as the High Elect, have expensive tastes while
the people often starve.

165
The Banishment War. In resisting the demonic rule that was threatening to overtake Caligari, reformers
organized and passed laws to force those who publically acknowledged worshiping demons out of
Caligari. A brutal civil war followed, ending with Caligari shrunk to half its former size and the
demoniacs creating the Iron Principalities to the south. Ironically, the reformers only won because of help
from Slithian Vor cults, and after the war demon worship is rife on both sides of the bloody border.
The Secret War. Mind flayers (creatures the size of a fat chicken that suck themselves onto a persons
head and control the person until they eat the brain) and dopplegangers (shape-shifting spies) vie for
control of the trade routes and the access to the rest of the world that they represent. And possibly
something else, too.
Thin Blood. When demonic traits wear thin in an aristocratic family, or when curses are flung too thick
and fast, or when mutation in the newborn gets out of hand, lots of strange monsters are released into the
woods. Experimenting wizards and summoning cults alike claim no responsibility in cleaning up after
themselves. The results are thick, dark forests (The Thrushknell Woods) where agents of law shoot to kill
and twisted creatures roam in search of fresh blood.
Aboreal Guard. Mystic yetis scour the woods hunting and slaying abominations. No one knows why, or
what they plan to do with demon-tainted humans.

Grim frozen northern land, populated by Northron warriors who survive in spite of ice and monsters. Too
poor to subsist on its own, it is proud nation of raiders.

Not-Vikings. A dark land, full of depression and berserk rages. Life is short and hard, death is always in
your shadow, and even if you cannot expect to win you must fight hard all the way down. They have dealt
with their land of demons and monsters by becoming monsters themselves, escalating their own violence
until they can credibly threaten what threatens them. This is a place of privation and grim fatalism,
against a backdrop of breathtakingly beautiful scenery that can kill you.

Katrina Rimehart, the Masked Queen of Iron and Ice, rules from the capitol Iskanten. Chieftains rule
clans. The Council of Marches extends her rule through the country. Law is simple and violent.

Giant, either tall or fat. Flaxen gold hair. Gigantic mirth and disabling depression. Impossibly blue eyes.
Crude workmanship. Fatalistic. All of them are formidable warriorsmen, women, children. They have
no interest in civilization or history, or the art of other cultures. No loyalty outside the clan. No mercy.
Slavish worship of Merrihel, death goddess, who urges them to die in combat as soon as possible. Desired
by the fey for some reason.

166

Mercenaries, especially marines. Long ships and sailing skill. Monster fighting tradition.

Iskanten. Backed up into the Forest of Wolves, the city is made of pale granite. It has never fallen to
mortal siege, though it has been conquered three times by frost giants. The city is mythic in legend, in part
because of the polar bear cavalry of its berserker army. They build ice ships that sail on the plains when
the snow is deep enough. They specialize in survival against both supernatural and natural threats, and
their land-locked position isolates them from the culture of the rest of Frostreave.
Mordklokke. This fortress overlooks the Moon Sea across from Vengeance Point in Ulverland. It is the
most hostile port in Frostreave, the launching point for most of the raids that hit coastlines all around the
World Between. This city is holy to Merrihel, the death goddess that goads her raiders on. They specialize
in the raider culture, haunting the southern coastal waters and returning loaded with plunder. They hold
monster hunters and land lubbers in contempt.
Sarhals. The primary trading port for Frostreave is not accessible by land. This city is the most open to
outsiders in all of Frostreave, and a place where the goods of the frozen north find their way to trade
caravans headed south.
Verdentopp. This weird city was founded by warriors looking to stop the raids from the Aether into
Frostreave. Warriors train here to do battle with monsters from beyond space and time who stalk the
skeletal forests; be they demons, aliens, or gods, the warriors of Verdentopp will have a go at killing
anything that trespasses in the world where it doesnt belong. They worship dread stars as gods. The city

167
is considered safe as it is in a meteor crater from thousands of years ago, and nearby are mines rich with
ghostsilver. They consider any plunder they get from other countries or the supernatural to be dues owed
them for keeping the world from being overrun. They specialize in fatalism and rage.
Langtland. See description in Scavenger Lands.

Storm Throat. This long, narrow sea requires tremendous skill to navigate; between the rocks, ice,
uncooperative weather, and rocky shorelines, it is very dangerous.
Arctic Wall. This mountain range was full of dragon lairs. A thousand years ago the dragons poured out
and burned their way across Frostreave. Only a few small white dragons are still awake, but killing one is
a source of pride and assurance of a place in legend.
The Northern Gate. There is a semi-permanent gateway to the Ardenwald in the mountains, and a
human(ish) city has grown up on the fey side of the border. Those who can manage to trade with the city
can bring back remarkable goods and impossible stories.
Mushroom Forest of Khem. A vast forest of mushrooms the size of trees, loaded with all kinds of
unpredictable spores. The forest is full of completely insane goblins. It is not always on the World
Between, but in the northeastern mountains, it sometimes manifests.

Death Goddess. Merrihel, a death goddess of battle, is the patron god of Frostreave. The dread stars are
also worshiped. Once, the people worshiped the Father and Family of Ulverland, but the cult of Merrihel
put a stop to that. (Only Sarhals still has Father and Family worship.)
Dread Stars. Kairons Belt, the Gibbering Maw, and the Crown of Embers watch over the Winterlands.
They have unspeakable and inhuman avatars that sometimes become real in the icy deeps of winter,
inimical to life and deadly in the extreme. They are apparently beyond description, according to the few
who have survived meeting them.
Reparation Servitude. Harrowfaust retaliated after countless raids over centuries. They passed a law that
any Northron causing trouble in Harrowfaust could be given to a noble (probably a vampire) as a slave.
Frostreave lacks the focus to go to war over the issue, and bad things were happening to raiders who were
caught anyway, so this is mostly a gesture that infuriates and insults Frostreave with little consequence.
Aethyric Raiders. Gaunt and almost mummified, these weird creatures scream out of the blackness of
space and attack, raiding for slaves and riches. Only when it is darkest night, in deepest winter. The
strange starmetal of their weapons has found its way into Northron hands, and the knotwork they are
famed for comes from studies of these weapons.
Giants and Trolls. The fey seem to think they own Frostreave, and periodically frost giants will stir
themselves from their mountain fortresses and try to kick humanity out. Theyve not yet succeeded.
Where giants die on the field, trolls emerge some decades later. It is not understood why, but trolls are as
much of a problem as giants are.

168
Dwarves. These squat fey artisans play both sides against the middle. They aid the humans against other
elements of eldritch power, but they do so for their own ends. They are not to be trusted, but possessing
one of their weapons is a sure path to power before meeting a grim fate.

These lush, sweaty islands are in the south east Sea of Sothak. This is as far as fugitives can run,
bordering the World Between and Mord-Stavian and the Scavenger Lands, a place with no centralized
authorityand therefore a population accustomed to taking matters into their own hands. There are six
big islands, and countless smaller ones.

Not-Caribbean. Fear is pervasive, and shelter is far away. The Mordish (living) escaping from MordStavian find their way to the Ghael Isles, but unless they are connected with an organization they are
more likely to be pressed into service as living or dead labor than they are to escape. The folk magic of
shamen is the most powerful force in the islands, followed by necromancy. The Isles had many fortresses
built during the war with Mord-Stavian; some are now settlements, others are crumbling and abandoned.
The jungle has many mysteries, including islands with dinosaurs, forbidden magic experiments, and cruel
aristocracy far from the censure of more compassionate peers. Monsters and disease haunt the fecund
deeps of the jungle and seas. Even pirates tread carefully here.

The Ghael Isles have no centralized government. The closest thing are the Lords and Ladies, owners of
vast plantations that band together for mutual defense and coordination as needed. Tribes and other
organizations lurk in the jungle. Some are secret, others simply out of reach of civilization.

Most thoroughly mixed blood in the World Between; Mordish escapees mingled extensively with armies
fighting Mord-Stavian long ago. The most superstitious corner of a very superstitious world, they cant
make decisions or take action without involving spirits. They are born knowing how to swim. They all
have a gift for necromancy. Given any reason at all, they will paint themselves. All of them have a tattoo.
They are legendary torturers who use drugs and spirits to unhinge their victims. Some are cannibals.

Shamanistic tradition. Unique sea-side cuisine, including gumbo, dark bread, and sauces for meat.
Smuggling skill honed by proximity to Mord-Stavian. Knowledge of the secretive and dangerous islands.
Knowledge of the horrific secrets in Mord-Stavian.

169

Valvisto. This port is easy to find. It has a


sheltered harbor backed up to a spur of
defensive rock. It is an independent citystate that is the doorway to the Ghael
Isles, a door that swings both ways. The
city is strong enough to be indifferent to
most threats, but not strong enough to
consider conquest. It is ruled by an Exile
of Masks, refugees from a lost city that
made a new home in the Isles.
Banjoke. A drunken lord got in a banjo
playing contest with a grubby little
boggie, Nuffink. He promised his estate
and island (most posh in the bayou)
should he lose. He lost. Then he was
furious when all the boggies and their
houseboats choked his desirable island
property. He ranted and raved and
whipped up a militia. He disappeared, so
did the militia; the neighbors shrugged
and went about their business. Since then, the island (renamed Banjoke) has been infested with boggies
and houseboats. They own the bayou.
Tideport. This port is on low-lying ground on a river delta. The richest plantations surround it, so it
attracts the island aristocracy as well as the abject poor. Mord-Stavian has a slave auction house where
they buy, sell, and trade humans. The marines from Tideport keep the savages in nearby islands in line so
the glittering parties and elegant civilization doesnt have to get its hands dirty. Meanwhile, in the
shadows, the underclass rely on aid from spirits and shamen just to survive.

Zakathanox. This formidable tower is an outpost of the Black Warlocks. For a price, they will animate a
work force for a plantation or military. There are subscriptions available, for animation on an ongoing
basis. They are cruel and deadly, but their only interest appears to be in trade. No one knows what they do
with the exorbitant fees they collect.
Oracle Pools. The interior of the island has a deep crater full of pools. Some go to other places, like the
Dreamlands. A temple there has captured masses of gibbering protoplasm that giggle and whisper hideous
truths.
Crystal Mountain. It is a mountain, but it is not crystal; it is the fortress of the wealthy and exiled
Crystalline Brotherhood of Admixers, alchemists with peerless skill. However, due to their unhealthy
interest in vivisection and necromancy as elements of alchemy, they must practice far from civilized eyes.
They are jovial, friendly, ruthless, and insane.
Isle of Domagio. This island is stuffed with monstrous reptilian beasts, reptile clans, and medicinal
plants. Apparently, time does not move the same here as it does in the rest of the World Between.

170

Spirits. The Isles swarm with spirits. Ecstatic ceremonies of narcotics and possession ease the tension of
the marginalized poor, and give them a sense of connection with some power in their hopeless lives.
Meshing with the spirit world brings obligations and power; some use that to help people, others use it to
punish their enemies.
Necromancy. The Black Warlocks are a powerful necromantic faction, but other necromancers are hired
on as cheap court wizards for wealthy plantation lords and ladies, or consortiums (usually families.)
Aristocracy are smug that they are too enlightened to be squeamish about the utility of using the dead
once youve worked the life out of your slaves or soldiers.
Season of Scales. Most blame the Crystalline Brotherhood of Admixers for the reptilian population.
People who look like lizards, or lizards who look like people. No matter how they came to be, they are
well adapted for the tropical islands, and they have lairs both above and below the surface of the waves.
No one knows what their goals are, or whether they serve a higher purpose, but there are accomplished
shamen in their ranks.
Threat of Corruption. To the east, windswept deserts rife with mystic radiation. To the south, an
inexorably powerful theocracy of the dead. To the north, a patchwork of crazed imperialists. The Isles
have been in the middle of war before; thats how civilization was born there. They dont care to do it
again. Still, its hard to pay attention to all these threats when life is so absorbing where you are.

The powers of the night are firmly in command of this country. Demons and vampires carry out intrigues
against each other, casually maintaining the population to support them. The forests seem impossibly
deep, the mountains impossibly tall. The past is more real in Harrowfaust than the present.

Not-Transylvania. Humans know their placesupport infrastructure, cash cows, toys, and food. Peasants
under decadent nobles feel that their disconnected rulers are monsters, and in this case, it is literally true.
Vampire/noble/demons are longer-lived, pale from lives of leisure out of constant sunlight, rarified in
tastes, without compassion, absorbed in intrigues that seem distant to the common folk, and surviving on
an unhealthy reliance of the life blood of their subjects.
The jack-booted captains of the nobles can be escalated to werewolves. The outsider perspective and
ancient culture of the gypsies can be escalated to Vistani with power over curses and divination. The
lingering presence of past misdeeds influencing the present can be escalated to hauntings. The grim
faceless oppression of armies can be escalated to ranks of the walking dead. The dangers of the elements
and untamed nature can be escalated to packs of demon wolves racing through restless half-awake forests.
The disinterest of rulers in the well-being of their people can escalate to crazed scholars and scientists
taking up residence in lonely places to continue unwholesome experiments.

171

Harrowfaust is torn between secular leadership and spiritual leadership. The king can only be crowned in
the temple to Morgath beneath the Claustrum Arx, but the Claustrum Arx is the seat of power for the
penangalan demons opposing the vampires. The penangalan cannot rule Harrowfaust on their own, and
the vampires will not submit to them. So, Duke Maximilian von Karlock rules from Trivium, and
Gabrielle Lorbrek rules from the Claustrum Arx. A feudal system of nobility (most vampires, some not)
handles secular rule, and the penangalan are the priestesses of Morgath, the state religion. Those who
serve vampires wear red; those who wear red and do not serve vampires are made to.

Medium height, mix of Caligarian, Northron, and Vistani blood. Servile wretches, they are looking for a
strong master but ready to stab their master in the back if a better opportunity comes along. Or, arrogant
ruler who thinks of people as mere cattle. Or, the hardest and scariest of monster hunters, blending wits
and violence for continued survival. These people know the weaknesses and strengths of undead. They
can summon and bind monsters. They worship a god of death when threatened, and the Lady when they
think they have a chance for freedom. The spirit has been ground out of these people.

Blood wine. Secrets for


summoning and binding
demons. Ancient
treasures. Necromancy.
Herbology.

Trivium. Named for the


point where three nations
meet, this mighty city is
one of the most
formidable in the World
Between. Frostreave has a
settlement to the north,
and Caligari one to the
west, but Harrowfaust
rules the port and the
vastness of the city that
the port serves. Duke von
Karlok rules from here
and maintains the strength
of his undead military.
Amnicola. This is the center of trade in Harrowfaust. It is not well defended, and it is sacked from time to
time, but it is always rebuilt. It is too close to the outside world, so supernatural forces that rule
Harrowfaust have a lighter touch here. The Brexton family has ruled Amnicola for centuries. They are

172
monster hunters, allowed to rule to keep them too busy for murder sprees. They are canny and ruthless
researchers and fighters, fond of traps and intrigue. This helps them rule and also hunt monsters.
Pacisurbs. The ironically named City of Peace has changed hands many times, and ended up an
independent city. Its main export is compromise. The city is one of the keys to Harrowfausts security,
and it is rife with spies, diplomats, and trade.
Solumach. See Scavenger Lands for description.
Adumbratis. At the western end of the Deep Road under the Storm Range, this trading city is the
connecting point between the Scavenger Lands and the rest of the World Between. It is a major stop for
Vistani. Harrowfaust controls the settlement in wary truce with Frostreave.

Claustrum Arx. This massive fortress is less of a city than a fortification. Four mighty castles guard the
approach to the vast monument to military paranoia. It has never been taken by force (only through
trickery, by the penangalan.) Below is the Seat of Morgath, where the king of Harrowfaust must be
crowned. Legend suggests that from time to time an undead army marches from the Claustrum Arx
directly from the World Below.
Mother Minas Gardens. Deep in the Shade Forest, there is a cleared meadow that has been transformed
into an incredible botanical garden. Mother Mina is reputed to be immortal, but she is hunched and she
looks ancient. She tends her plants, and according to legend, if it can die then there is something in her
garden that will kill it. She always has a price for assassins, but if youre bold and if you have something
she wants, you can walk out with the means to kill anything. Hers is a unique temple to Morgath.

The Corpulent Reaper. Morgath is not actually a god; he is a powerful demon lord. King Harrowfaust
called upon him when the empire of Ulverland was ready to absorb the last of his territory. In exchange
for worship and rulership in Harrowfaust, Morgath gave the kings nobles vampirism (and necromancy).
Bolstered with new dark power, the vampires carved out their territory and still maintain it. They also
worship Morgath. So too do many of the common people; they want the power they see the undead wield,
and undeath ironically symbolizes independence. This is a lie, as the undead are mastered by their
hungers and by those more powerful than themselves, but those nuances are lost on people who are
starving and subject to brutality. The penangalan are the priestesses of Morgath, which annoys the
vampires to no end.
Penangalan. These demons are the heads of women who can rip loose of bodies, floating through the air
with hanging intestines they can use to strangle their victims. They are powerful spellcasters, utterly
devoted to intrigue and concealment. They would like to own and rule Harrowfaust, but they recognize
the need for the might of the vampires, (and the vampires realize the priestesses of their patron god should
not be exterminated) so their conflicts do not escalate beyond sparring.
The Nature of Evil is to Defeat Itself. The dark rulers of Harrowfaust have their hands full with internal
intrigue and conflict. They participate in international espionage with glee, but they cannot realistically
invade; their own conflicts would sabotage them. Should another army invade them, they band together
and fend off the threat. The only army they have consistently failed to defeat is from the World Above,

173
and theyd have a good chance to win if they could stop bickering long enough. These practically
immortal creatures have long memories for grudges centuries old.
Brotherhood of the Yew. These crazy hunters are trying to free Harrowfaust from its demonic and undead
rulers. They have informants, scholars, priests, and warriors in their ranks. They are ignored when they
pick off minor or annoying demons and vampires. When they attack someone who matters, that tends to
launch a fresh investigation. Those connected to the Brotherhood die slowly, in great pain. When they
dare, the Brotherhood identify themselves with a silvered half-moon pin on the lapel. In many places they
have legitimate fronts as a society of folkloric and historic scholars.
Reparation Servitude. Northrons caught fighting are given as indentured servants to nobles. It is the only
way Harrowfaust has found to get some good out of the constant raids from Frostreave.
Church of the Lady of the White Way. Some peasants turn to the church in hopes of a future without
monsters. The rulers tend to indulge this as long as it doesnt get in their way.
Vistani. Harrowfaust is the main route between the Scavenger Lands and the rest of the World Between,
and it is heavily traveled by gypsies. The locals use them as spies and gain news of lands nearby and far
away, in exchange for relatively safe passage. Vistani influence has steeped the country; the nobles use
the Vistani, and the common people admire and try to emulate their ability to survive. When things go
wrong, both sides can be abrupt in using the Vistani as a scapegoat. That way they can send a message
without getting on the wrong side of neighbors who will not simply move along.

Petty kingdoms rule what they can reach. Dynasties rise and fall with dizzying speed. Rampant demon
worship (especially of Hakhan, Demon Lord of Slaughter) combines with intrigue and competition to
keep border wars a feature of the landscape. Against a dark and bloody backdrop, art flourishes. A bold
talent can carve an aristocratic life out of the chaos.

Not-Italy. The land is beautiful. Azure oceans, mountains full of character, tended vineyards, and regal
architecture dominate the landscape. Behind this faade, brutality is the driving force of the Principalities
(whether in warfare, relationships, or politics). However, the Principalities are too fragmented to manage
full-scale war, so they are constantly embroiled in petty border squabbles punctuated by insincere treaties.
Morality and ethics are sidelined by chill practicality. Honor in defeat is an idea used to manipulate onlookers or losers. Torn from their roots, the founders of the Iron Principalities serve nothing greater than
themselves, except for those who are slaves to demons. They prefer to rule in Hell than serve in Heaven.

During the civil war, the Prince of Hell (as Prince Damian von Schledgermeyer was known) drafted a
charter signed by 66 of his supporters. The Southern Charter gave right of rule to the southern lands in
Caligari, as well as the lands along the Crook Mountains. The Southern Charter is still held by the King of

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Nalconia, with names added and subtracted as diplomats wrangle the byzantine process of getting
recognized by the King of the Iron Principalities. Each king then manages a kingdom as the king sees fit.
The landscape is a kaleidoscope of rulers, with few successful dynasties and lots of ousted schemers.

Southrons are short and slender, with dark hair and big eyes. They have olive skin and flashing white
teeth. They can be mistaken for Vistani, but they are more brutal. None are squeamish about killing, or
poisoning, or cheating. They all know how to fight with the long and short blade, rapier and main-gauche.
Lazy, they try to get out of work however they can; it is hot where they come from, so they like to nap all
day and scheme all night. They dislike proper armor, preferring opulent velvet and embroidery and light
weaponry for stabbing similarly unarmored opponents. All of them have demon blood in the family tree.
All of them know how to play some instrument.

High fashion. Gourmet wine. Oil paintings, especially portraits and landscapes. Exotic cooking, very
spicy, lots of pasta. Orchestral work, manufacture of fine instruments. Pulp fiction of derring do, thievery,
and dark monsters. Premium gunpowder, quality guns. Fine steel for blades, slender but exquisite
weapons. Mercenaries who are blooded, ruthless veterans. Battle-tested spellcasters. Demon lore. Court
necromancers. Orc armies.

Nalconia. This city is on the southern shore


of Glasslake. It is called the Banishment
Vineyard after a story told in Relmeenos,
where a fox declares grapes are sour
because the fox cannot have them. Once
Nalconia was a center of art and culture in
Caligari, but it became the capitol of the
Iron Principalities when the dust settled
from the Banishment War. It is the
showcase of the Principalities, where its
rulers grimly demonstrate their carefree
ease and leisurely living to prove Caligari
made a huge mistake over 2,000 years ago.
In the meantime, it is a major center for the
arts and for intrigue in the World Between,
ruled by the Iron King.
Setine. Known as the White Rose, this port
city is on the southern coast of the
mainland. The city fell to the undead when
the Deathfleet attacked, and centuries later
an army marched from Midian and retook
the city at the behest of the Masks, exiles of
Setine (who wear silver masks.) The
military was formed of a martial order
called the Hammers. They worship the

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Master Builder as a saint of the Lady of the White Way. Setine is unique in the Principalities, as demon
worship and magic are forbidden and the Hammers punish lawbreakers harshly.
Pinoa. This major port on the south of the Crook Mountains is the biggest market and trading center
outside Caligari, and it is a major stop on Caligarian trade routes. Here, politics are worked out through
trade. The Principalities need not be friends with Midian, Scarabae, Caligari, and Relmeenos to trade with
them. With almost no trading restrictions, wealth flows freely in this decadent city. It is the assumed
hiring grounds for sailors and pirates. The finest dueling academy in the world, the du Masiline, is here.
The Duke is of the Gerrardo family, as have been the dukes for a millennia. This city is the headquarters
of the Knights of the Silent Wisteria, charged with protecting trade caravans to the Scavenger Lands and
back. (These knights worship Astariax.)
Varav. The Free City is on the edge of Relmeenos, controlling trade to and from the country by land.
After the Relmeenos army tried to conquer the world, Duke Boris von Kloffmakk was given the order and
resources to build his kingdom at the entrance to Relmeenos. The city developed a strange history;
whether it was attacked by one or more Princes, or by Relmeenos, the city shuts its gates and sends for
help from the other side. The siege becomes a battle, and Varav is saved. Intermarriage and mingling
culture in the walls makes this place alien to both its neighbors.
Calobra. This western city is the launching point for offense and defense towards Scarabae. Also, it is a
major port for trade with the Lands of the Lady. The Prince who rules maintains a hands-off religious
policy, concealing his own allegiance; most of the trade is conducted by Midianite traders and Caligarian
consortiums. The city is nearly impossible to take. It has an inner city and an outer city; one dug into
rock, the other available for visitors and tourists.

Karmodia. This city sank beneath the waves during the War Below in the days of King Glavius, part of
the climax of that war. Some say it is still visible beneath the waves, loaded with shimmering loot and the
corpses of the damned. Others say it sank all the way to the World Below, and to swim towards it is to
find damnation. A vast demon serpent (Amaloch) is rumored to have been responsible for its sinking.
Ghelbreth Citadel. A hidden fortress in the mountains, the Citadel trains red-robed illusionists to assist
rulers in the Iron Principalities. Some suggest that they manage complex plots using the bush wars of the
Principalities to accomplish some esoteric aim. They provide many court wizards and war mages.

The Root of Demon Worship in the Iron Principalities. Over 2,000 years ago, Caligari had a massive civil
war, the Banishment War. Moralists banned demon worship, and the aristocracy steeped in a demonic
tradition took exception. After long years of bloody fighting, Caligari was torn in half. Those who
worshiped Hakhan, Demon Prince of Slaughter, founded kingdoms of their own in what was once
southern Caligari, or further south. They signed the Southern Charter put forth by the Prince of Hell
(Caligarian rebel leading the Iron Army.)
Demon Footsoldiers. The powers of the World Below appreciate chaos and warfare on the level of the
civil war, and they made many kinds of demons available for the fighting. Even now, most of the killing
and dying is done by orc armies commanded by humans with demonic ties.

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Jaded. The people of the Iron Principalities are used to seeing demon footsoldiers as part of their defense,
necromancers at court advising kings, and tainted aristocrats bragging about orgies with summoned
succubae. It is difficult to sway them with arguments about good stopping the triumph of evil. Survival by
any means is a greater good, especially considering the atrocities visited upon losers when the winners
found the battle harder or costlier than they liked.
Weak Faith. Rulers and people of the Iron Principalities are not as demon-focused as their ancestors were.
Raised greedy and selfish, they dont want to share anything with demons that they dont have to. Broken
deals and lip service to demons is far more common than outsiders realize; the people of the Iron
Principalities arent much more faithful than worshippers elsewhere in the World Between. Demons seem
to be lax in enforcement, probably because the overall environment of the country pleases them.
The Goddess and the Demon Lord. Astariax is the goddess of intrigue, stratagem, and mercantile
prosperity. Hakhan is the Demon Prince of slaughter. Astariax is married to Asthaeton, prudish and
boring god of civilization, but shes having a fierce affair with Hakhan as the bad boy. For mortal
worshipers, this means that as Astariaxs methods prove effective, she frustrates and taunts those using
Hakhans methods. However, in the final analysis, they need each other. Cunning eventually requires
force, and force benefits greatly from cunning. Astariax is the bridge between using civilization and chaos
to support schemers in luxury. This is a snapshot of the soul of the aristocratic culture.
The Victorious Remnant. The civil war with Caligari was eventually provoked by the actions of the
Victorious Remnant. This movement believed that while earlier generations made deals with demons, the
Remnant would be the humans strong enough to master demons and eventually invade and conquer the
World Below. Symbolized by the black eagle on a while circle, these purists weeded all those with demon
blood from their organization, then set to work summoning, binding, and exorcising. They lay the
foundation for the orc armies of the Principalities, as they worked towards summoning the perfect orc
soldier to serve them in conquering the world, consolidating power in the World Between to assault the
World Below. The atrocities of this group outdid any force before their time as they delved deep into
forbidden magic and lore. Alarmed, the moralists in Caligari united to evict them, and that was the spark
needed to ignite the tensions that had simmered for millennia. Even now, madmen scheme and plot in
secret on their inherited dream: a united World Between subjugated by the perfect orc army.
Blood Magic. Blood is the base component for most demon spells in the Principalities. Artists can paint
with it, creating marvelous enchanted paintings. The Guild of the Red Hand uses their blood and the
blood in their targets as weapons to end life. Nobles use blood to bind the enchantments of their weapons
and armor to their line. Demonologists use it to raise orcs. The blood is the life and the death here.

Also known as the Liberty Isles. These islands are difficult to navigate, with thousands of ready-made
hiding places for a ship. They were fortified in the war with Mord-Stavian. Some of those fortresses
crumble in the humid heat, others have been shored up and refurbished by pirates. A few settlements draw
traffic, but most are designed not to. The liberty comes at the price of safety.

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Not-Sicily/Mediterranean. Classic age-of-sail high seas treasure hunting piracy and trade ships, rife with
letters of marque and reprisal for privateers and romance novel specimens of manhood and womanhood
striding the rolling decks. The islands are stuffed with places to hide. Sometimes ships will drop anchor
just to visit a settlement comprised mostly of taverns and houses of ill repute. Ghost ships rise from the
depths, and also sail from the south. The law is fragmented between sparring nations in these waters, so
lawlessness is mostly kept in check by well-armed traders.

Pirate Countess Isolda Tarmapp rules in the sense that she adjudicates disputes and maintains treaties. The
Pirate Count/Countess position was founded by a pact between King Vorhiax and Commodore Duhnell,
sealed by Mother Lothak herself. Certain powers were granted the Pirate Count, so the position came to
have the respect of all pirates (and others) who sail these waters. Outside of that, cutthroat rule of the
strongest and most cunning is the standard order.

Utterly lazy and without character, murdering thieves, almost sub-human degenerates that must be
whipped into shape to do anything. The collected refuse of the rest of the World Between. Superstition
has overtaken reason completely. They have no concept of honor, the only ones with education are the
worst of the lot because theyve fallen so far. However, no one can predict weather like they can, and they
all have the ability to summon sea demons. Every pirate knows where at least one booby-trapped treasure
is hidden, and any treasure a pirate gets will be hidden in its turn (or spent on women and wine.)

Techniques for brutal punishment and torture. Finest techniques for streamlining and repairing ships with
minimal facilities. Weather magic. Cheapest grog in the world. Most jaded prostitutes in the world.

Plotters Blood Bay. Tucked out of the


way, but not too out of the way, this port
tends to harbor those on the wrong end
of usurpation and betrayal in the Iron
Principalities. Sometimes more exotic
ousted nobles or royals will hide here.
Everyone knows the Commodore and his
line are of royal blood, but no one knows
which throne they may someday claim.
Commodore Bytslaan protects those
seeking political asylum in Plotters
Blood Bay, as long as they sign the
Refugee Blotter in his castle.
The Ramshackle. Spread across the
wide mouth of a bay, there are literally
hundreds of run-down public houses.
They have houses of ill repute, taverns,
markets, mercenary auctions, press

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gangs, markets to buy and sell the dead (animate or otherwise), and every kind of debauchery that could
abase you. To the Ramshackle! is a battle cry known across the sea. It means the crew demands shore
leave, or the infamous pirate settlement is under attack and everyone should come to its aid.
Wreckers Point. The unpredictable rocks around this settlement have assured that no navy has
successfully taken the city. The settlement got its name from rogues who set up false beacons, guiding
ships onto the rocks, then killing any surviving crew and harvesting whatever floats from the shipwreck.
These heartless criminals are called wreckers.
Hai Meri. No land routes connect to this city, all travel is by sea. The city was founded by a fanatical cult
to Mother Lothak, Our Lady of Sharks. Its near-drowning baptism pools are famous across the World
Between, as are its bestial marines who fight with clubs bristling with shark teeth (and some of the
marines are whispered to be shark-men.) This is the true seat of power for the Liberty Isles, and from the
turrets of the fortress the Pirate Countess of the Six Coins rules supreme. If she doesnt like what you
have to say, you wont make it back to your ship. A court sprang up in the fortress; any politically aware
pirate captain wants to know who is saying what to the Pirate Countess. A few spies from other factions
are also tolerated for her amusement, granting her the ability to communicate with governments by
passing intelligence (or counter-intelligence) as she sees fit. A shipyard builds pirate ships, and repairs
ships that need suitable docking facilities for extensive damage. Only pirates trade here.

Shrine to Mother Finn. This temple to Sothak, Our Lady of Sharks, is on a crumbling promontory off
Sharkbite Bay. It is occupied by sea witches, and guarded by shark men. Oracular pools there are said to
be able to control weather and spy on anything touching the water in the Sea of Sothak. Rumor suggests
they only accept payment in shipwreck treasure and human sacrifice.
The Shell by the Sea. After the Banishment War that tore Caligari in two, King Vorhiax came to rule a
powerful port in the Crook Mountains. He desperately missed the high art of Caligari, especially opera.
He found an acoustically perfect location on an island, and developed it into the Shell by the Sea, a
fantastic opera house. To protect it, he made a deal with the most powerful pirate in the Isles, Commodore
Duhnell. In exchange for protecting the Shell, the new Pirate Count would have some elemental authority
to rule the other pirates and compel a degree of order. The opulent concert hall is strangely safe, and
people of all kinds meet there to witness fantastic performances by performers from all around the Sea of
Sothak and beyond.
Order of Consecrated Tenebriates. They are said to lair in the shadows in the center of four islands,
moving through cracks in the stone to step in and out of their shadow lair. Their purpose is unknown.
Legend suggests they gain their sustenance from drinking the shadows of their victims. They have a
diplomatic outpost on the Black Lagoon, a small port where youll be found by their people if you ask
around.
Tower of Zzorch. These towers can come and go in the mist and the night, bringing with them a faint red
glow in the dark or the fog. Legend suggests the cultists and demons of Zzorch corrupted some towers of
the Eladrian and now use them to move about the Isles. Zzorch is blamed for the spontaneous change to
orc that is more common in the Isles than elsewhere. No one knows the purpose of the cult in the tower;
not even its name. Those who investigate do not come back, or do not come back unchanged.
Sea of Turmoil. Some call the pirate-haunted waters the Sea of Turmoil in honor of Sothaks struggles.

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A Mothers Love. While Father Sothak rules the sea, Mother Lothak has adopted this island cluster as her
own playground (according to legend.) Our Lady of Sharks rules the pirate roost, further diminishing
chances of law being imposed in the islands. The Demon Queen hates humans who worship gods like the
one that defeated and wed her, and she hates other demons, so it pleases her to disrupt shipping and
spread pain and fear. Bitter souls seeking revenge are drawn here, and may find mutually agreeable terms
with Our Lady of Sharks for darkening the world.
The Death Fleet. Thousands of years ago an undead navy engulfed these islands, and some remnants of
that past remain. Pockets of undead power, lingering spirits, and shambling skeletons still carry out dark
purposes. Their numbers have been bolstered by refugee necromancers, secret agents of Mord-Stavian,
and the restlessness of the sea infecting the islands. Some undead rise spontaneously here, and in
sufficient quantity, undead energies can raise whole ships.
Nest of Demons. Demonic influence is so powerful here that those involved in marauding, or breaking
vows, or other evil acts sometimes spontaneously become orcs. Most are so far gone they dont care.
Sometimes it happens to a whole ships crew at a time, and they murder and eat anyone aboard who
doesnt change with them.
The Code and the Vows. Making promises with pirates means giving them a bit of your essence. If you
break a deal in the Isles, there is a good chance a curse will find you. Or a monster. Or you will change
into something youd rather not be. Still, rogues and miscreants risk it and break deals all the time. There
are general guidelines for something like honor, but it is quite flexible as needed.

Hot and dusty, this country is the beating heart of the Lands of the Lady. The Church of the Lady of the
White Way is based in Calrissia, and from there it spreads into the World Between. The country is
defined by four proud city states in alliance with each other. They are proud and uncompromising, much
like the land where they live.

Not-Spain. Dangerous blinding pride leads to crusades and inquisitions, limiting the immigration from the
rest of the World Between. The biggest cultural influence outside the Church of the Lady is from the
south, where the Mordish escape oppression in Mord-Stavian and settle in Midian. They bring their own
culture and art, and quietly slip in some of their religion too. Another great influence is the Vistani, who
trade and entertain in Midian as in the rest of the World Between. The idea of demons manipulating the
Church to further their schemes is too terrifying to considerthe Church must be above such things.
Midian considers the Church and the Lady to be great gifts to the rest of the World Between.

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Rulership in Midian balances between two points. Spiritual matters overflow into the temporal world
under the supervision of the Pontiff at the Landing in Calrissia, spiritual leader of the World Between.
The nation is ruled by a King supported by the Council of Eight, noble advisors. From there, the system is
feudal for both the secular and spiritual structures.
In the past, civil war was prevented by the Pontiff interceding as needed, or by the King stepping in to
curb heresy that approached schism. Now, the Church and the State are pitted against each other. From
Calrissia, Prince Eduardo Melrose II claims the throne to Midian based on his familys relationship with
the Church through the millennia. He plans to unleash a purging inquisition to finally reach spiritual
unity. From Arlona, Princess Saliani Avengelina claims the throne to Midian based on her backing with
the Council of Eight. She would risk civil war to nationalize Church holdings and distribute them among
her supporters.

Midianites (or Midish) people are short and


olive-skinned, with dark eyes and hair. Their
educated speak with a lisp, and all of them talk
very fast. They are all slavishly devoted to the
Lady, and all of them cherish at least one silver
pendant with a saint depicted on it. They are so
proud they are willing to risk death to force you
to retract an insult that stains their honor. They
cannot accept defeat, and are very narrowminded. They are bad sports, whether they are
winning and gloating or losing and moaning. All
are trained with sword-fighting and theology;
the Church is not a religious choice, but a
cultural background. All of them obsess about
their sins, forgiveness, and inevitable
damnation.
The Mordish are a sizeable sub-population.
They have very dark skin that makes their eyes
and teeth seem really white. They all prefer
wearing curtains with belts, and head gear, and
they fight with curved weapons. They had to
raise so many monuments to the undead in
Mord-Stavian they only like art with abstract geometric patterns. They will eat anything. They like hot tea
when it is blisteringly hot outside. There are two kinds; Mordish that are devoted to the Church of the
Lady for protecting them, and Mordish that smuggle their snake cult into the country with them. Either
way, they use their cultural trappings to adjust the culture where they arrive, creating hybrids that can be
disturbing to locals.

Scholars from their seminaries, all knowledge of the Lady of the White Way (including knowledge of the
Ruinous Scar and Scavenger Lands connections with the Armies of the Lady), connections with the
Church of the Lady, fine horses, fine steel, passionate dancing, meditative mystic hermits.

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Calrissia. Armies of the Lady of the White Way have landed here twice. Once during the First Crusade
that started recorded time about 7,000 years ago, and again for the Third Crusade in 4,540 to save the
World Between from Ulverlands domination. The failed Fourth Crusade was launched from here in
6,500. The secular city calcified around the holy core of the Churchs beating heart, to protect it. Pilgrims
come here in a constant stream. Patron saint: Arianna, the Bloody Redeemer.
Arlona. The city defends the only viable land entry to Midian. It has the greatest trade markets in Midian.
The Princess rules from here, with her all-female musketeers known as the Guns of Arlona. The city also
has the Echoing Downs, a haven for the Vistani granted them for their heroics defending the city during
the War of the Traitor Knights. (They defended a section of city wall, and it has never been repaired, so
they have their own way in and the meadows around it.) Patron saint: Calbrius, the Light Seeker.
Sustantivo. This major port was built during the Deathfleet invasion in the 5th century. The arrogant
culture is based on ship-building and famous high-spirited and powerful horses (Sustantine mounts).
Patron saint: Bernus, the Stumbling Wayfarer.
Armandura. This city was shattered in the 5th century by the Deathfleet, and again by the dragons. The
city is a center of culture and education for bounty hunters, monster hunters, and undead hunters. Bounty
Square is a major city feature, with bounties on bandits constantly refreshed. The Order of Valenciar are
the greatest vampire hunters in the World Between. Raids into Mord-Stavian are mounted from this
ruined city with fair frequency. Patron saint: Coraline, the Voice of Doom.

Shield of Faith. To the south, a rugged range of mountains stands between the Welcoming Sea and
Midian. Legend suggests the mountains were erected to protect Midian from Mord-Stavian. There are
enough caves and canyons in the badlands and the mountains to hide numerous packs of desperate
bandits, hermits, heretics, and other fugitives.
Searching Desert. The center of Midian is filled with an arid dust bowl, plains mixed with badlands.
Those seeking a closer relationship with the Lady of the White Way go into this wilderness to test their
bodies, minds, and spirits, to cleanse their souls of impurities.
Gray Reaches. This barren valley in the mountains between Midian and Scarabae can only be found by
spellcasters who can see through the illusions that hide it. Here, wizards come to duel in the lifeless dust
of a valley decimated by a ferocious mystic battle millennia ago. A few enigmatic wizards claim the title
Lord of the Gray Reach, and those outside mystic circles speculate that may mean they won significant
duels there and/or they can serve as judges if need be.

The Church of the Lady of the White Way. This is the seat of power for the church, and it embodies all the
best and the worst the Church has to offer. Those speaking for the Lady have stated that all demons and
gods are powerful entities, yes, but not worthy of worship. They say the Lady is the only true divine and
cosmic power. She does not see fit to grant them supernatural trickery; instead of giving them powers that
seem like magic, she looks after the fate of the world, coincidence and guidance with the occasional
unpredictable miracle. She is subtle and powerful (or imaginary, depending on your point of view.) Her
saints have provided a tangible presence, and she inspires holy warriors and prophets to her service. Her

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theology is at its most vulnerable when the Church is flush with temporal power and wealth, and it is at its
best protecting the weak when it is underpowered with little practical reason for hope.
Kumo-Thlis (the Snake God, The One Who Slithers). All those raids into Mord-Stavian earned Midian
special attention. A cult of Kumo-Thlis has begun manipulating the rulers of the Church and Midian with
startling success, and the snake cult is suspected of supporting Princess Avengelina in opposing the
Church. Their influence gained momentum before the Fourth Crusade, the disaster that weakened Midian
to dangerous levels and precipitated the fiercest infighting the country ever endured.
The Faithless. The lawless places in Midian are haunted by tall, fur-covered subhumans with gleaming
yellow eyes and fangs. These stealthy bandits eat human flesh and survive entirely on the proceeds from
theft and mayhem. Their lives are illegal, so killing one is a service to Midian and they dont mingle in
the cities. They are almost invisible in dust storms. According to legend, they are the cursed descendants
of those who refused to worship the Lady, their bestial traits surfaced for all to see.

The northern edge of Mord-Stavian is badlands and desert; further south, there are lush jungles. The
Hundred Death Gods rule Mord-Stavian ruthlessly, managing the human population as cattle, toys, and
work force, compelling them to worship and feeding from their energy.
In their native tongue, Mord means the living and Stavian means transcending, ruling. MordStavian is ruled by those who transcend mere living, and are undead. Predictably enough, the Mords (the
living) escape to Midian and other places in the World Between to escape their undead masters.

Not-Africa/Egypt. Rulers who are immune to age and death force their oppressed populations to build vast
monuments in the deserts and jungles. Bestial jackal-headed creatures enforce the will of their undead
masters. Clockworkian despots manage vast estates. Giant scarabs serve as mounts. A vast variety of
undead and monsters and corrupted humans render this enormous continent deadly to visitors.

The Necropolitan rules from its vast pyramid shrine outside Levanti, the capitol city on the River Nilus.
Other extremely powerful undead or avatars of death gods rule as the Deathless Majesties, pharos or
sheikh or khans. They are constantly at war, except for the Necropolitan, who rules with the authority of
the Hundred Death Gods and controls a portal to the World Below that is more than enough fuel for all
the Deathless Majesties.

Mordish are all black-skinned, hard-muscled, superstitious, and inclined to wear as little clothing as
possible. They all have brands, ritual scarring, or some sort of bloody decoration that tells the story of
their lives. They like to wear strange things on their heads and put any kind of jewelry anywhere they can

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pierce a hole, often deforming their flesh in the process. They are all polygamous and chauvinistic, and
the women are always scheming for top position with their husband (to the point of killing babies from
other wives.) Mordish can see in the dark, sense the presence of spirits or the undead, and hold their
breath for a very long time.
Clockworkian undead despots have all adapted to eat human flesh whether they need it or not. They feed
on pain. They are war machines built to subdue humanity, and they are all looking for a top spot to lead
the next Deathfleet. They keep the Hundred Death Gods weak by constant infighting and jockeying for
position; their unity would spell another world-wide war. Their egos are impossibly arrogant.

Very strong workers and soldiers with high pain tolerance and few physical needs. Strange drugs grown
under the influence of undead energies. Otherworldly architectural skills and magic. Fantastic locks and
trap designs, with long-lasting lethality and reset capability. Stable beastman creation rituals.
Unparalleled designs and rituals for making animated constructs.

Levanti. This sprawling city is built on the delta of the River Nilus where it flows into the Sea of Sothak.
The Necropolitans pyramid shrine is right outside the city and overshadows it with undying majesty.
Anyone may visit, but if they are killed out of hand or imprisoned without cause, no one will rescue them.
Explorers who were civil, lucky, and daring enough to survive a visit are few.
Alexandrotta. This port is the only city in Mord-Stavian that has significant traffic from the World
Between. The city is open because of Nuvok-Tyre, one of the Death Gods that is obsessed with what
knowledge is among the living and what is known among the dead. The vast libraries of Nuvok-Tyre are
maintained by undead scholars, some with millennia of study within their experience. Those who bring
knowledge not yet captured are welcome, and they may research (within bounds.) Those who bring

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violence find themselves overcome and destroyed by vast waves of incorporeal undead. Also, some of the
libraries are spectral, scholars must cross over to study there. The books and buildings are ghosts of what
burned during the Desert War, in 5,849.

The Colossal Sepulcher of Faraad-Ka. Protected by necrotic sphinx guards, this vast necropolis is
rumored to be the resting place of the first Necropolitan and founder of the Mordish culture. As he was
the last ruler of Mord-Stavian to taste true death, his resting place is of major religious importance to
current rulers because of his link to the Hundred Death Gods.
Forges of Creation. This holy complex is carefully hidden in the heart of Mord-Stavian. It is the
birthing-place of the ruling elite. There is no proof it even exists outside legend.

Hundred Death Gods. When the Armies of the Lady came from the World Above and pushed the Death
Muster out of the World Between when time began, they did not make it to Mord-Stavian. The Hundred
Death Gods have ruled there for over 7,000 years. There is some speculation that conflicts between
corporeal and incorporeal undead, and between various sentient varieties, saps the strength of MordStavian and keeps it from invading. In particular, clashes between those who are mummified and those
who are infected with vampirism are sharp. The three best-known Death Gods are the Carrion Marquis,
the Dismembered One, and the Flayed Maiden.
Abstract Art. Mords are often spent in the hundreds or thousands as slaves building massive monuments
to the ego of their undead rulers; those who escape refuse to make art that is representational, honoring
the sacrifice of their brothers and sisters to the south. Instead, they focus on geometric patterns, mosaics,
architecture, and other forms of decoration. These styles have really dressed up all the cities of Midian,
and beyond. Scholars speculate that there may be foundational elements to inter-dimensional magics in
the patterns; that some may possess the power to repel the undead.
Dervish. Mordish tribes with little or no control by undead tend to wander the edges of civilization. They
go out in the desert for weird rituals, and they have an ecstatic tradition that gives them almost superhuman combat ability. Little is known about these nomads; are they spies for the undead, or are they a
kind of resistance force, or are they something else?
Scuttlers. Scholars piecing together the insane ravings of travelers returning from the depths of MordStavian, and accounts of more mentally balanced scouts that survive, speak of scuttlers. These creatures
seem to be blends of human and insect heritage, uniquely adapted for desert or jungle. They do not seem
to answer to the Hundred Death Gods or to humanity, but they pursue their own inscrutable purposes,
casually lethal as if they see no value in life. Scholars suspect that conflict with these scuttlers helps
prevent the undead from building up another wave of invaders.
Guild of the Frayed Noose. An order of spies and assassins, their signature weapon is the kurki knife.
They deal death as a meditation and an offering, and they only work for necromancers. They are based in
Alexandrotta.

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They are the best at everything. They alone save the world from being overrun by monsters, they provide
the greatest thought and music,
they produce the finest goods,
and they have the most elite
warrior traditions. They like
fighting and they like sex.
Hemmed in by mountains, these
independent city states live and
die for their bragging rights.
They cant get along, so travel is
dangerous and rife with monsters
and banditsbut thats how they
like it, to emphasize the safety of
the city and to inspire heroic
adventure.

Not-Greece/Rome. The
underlying motive for everything
is to be the bestbetter than
everyone else. The independent
city states are so absorbed with
each other that internal strife
limits the damage Relmeenos can
do to the rest of the world.
Attitudes feel like high school or
college rivalriesover sports
teams, quality of education,
enrollment numbers, and so on.
Monsters created by the
Lamenting Mother, a corrupt
nature goddess trapped under the
Storm Range, rampage through the country. This has inspired a rich tradition of story, song, and heroics.
Close contact with nature gods has inspired a tradition of demi-god heroes and villains to further
embroider history and rivalries.

Each of the cities is ruled by a Poet King or Queen, chosen by the gods and often insane; this ruler is a
figure-head. A Senate of wealthy land-owners decide issues for the good of all.

186
Relminosans are short and slim, olive skinned, with dark hair and dark eyes. They go bald early, but all
are capable of growing fantastic beards. They like to wear togas and sandals everywhere, and put leaves
in their hair when they are dressing up or celebrating.
They drink wine all the time, for every occasion; if you go to Relmeenos, you wont even find ale, beer,
whiskey, or maybe even water. All they talk about is their heroes, their exploits, and their superiority; if
you edit out the bragging, all they do is demand more wine.
They are all lecherous, keen for sex with each other (any gender, often in groups) and supernatural
creatures. They do have remarkable ability for monster-killing and endless skillful rhetoric. They all have
crab bucket pride in that if someone looks like they are about to succeed, all the others will pull that one
down so they can feel good about themselves even if they dont succeed.

Excellent wine in many varieties. Rarified philosophy. Tough skirmishing warriors and monster hunters.
Curious symmetrical architecture. Gladiatorial combat: arena design, combatant management, drama, and
combat skill.

Voitmatu. Maze City is the birthplace of rhetoric as a discipline, and the architectural distinctiveness of
Relmeenos. The city is the seat of Asthaeton, God of Civilization. The city is built blocking the Stygian
Passage, a series of interconnected passages leading (eventually) down to where the Lamenting Mother
wails and births monsters. The city was built to support military and heroes who came here to slay
monsters before they could escape out into the countryside, and that is still the citys main function. Over
the millennia, both monsters and humans have shaped and refined areas of this vast underground maze,
learning from one another the better to do each other in. Minotaurs use mathematical magic to control
access to the deep maze, and heroes have learned to counter and use their hideous tricks the better to bring
death into the darkness. This is reflected in the architecture above, and the mental training of their
warriors. Their elite are the Purple Helmd Brethren, an order of celibate fighters with intimidating focus
and discipline.
Leping. Battle City is ironically distant from borders, near the center of the country. Here the most
magnificent four arenas in the World Between draw huge crowds, distracting from oppressive taxes,
widespread poverty, and military rule. A powerful consortium of scholars has also grown up here, to
study monsters (living and dead) at closer quarters than is possible elsewhere. The city was founded by
deserters from other armies that clashed repeatedly in the Plain of Fire to the east, built on strong drink
and easy virtue. They are defiant about their past, and they compare their prowess to that of any army in
the Iron Principalities and their learning to any philosopher academy in Relmeenos. They host the annual
contest of athletics, poetry, and philosophical debate called Wrestling with the Self and the Divine.
Rebimine Oda. Sail City is the seat of Thanalia, Goddess of Sailing. This bustling port is brimming
with the optimistic energy of its patron goddess, and it is a key destination for sea-going trade. The citys
defenders are a wild order of skirmishing marines, all female, known as the Sisterhood of the Rending
Spear. They believe that success in battle and in life stems from passion and emotion; their fighting and
carousing skill are equally renowned.
Hai Meri. See the Isles of Unparalleled Liberty for the description.

187

Lake Lands. A wedge of lands between Skylake and the bay is thick with monsters. They are kept in that
area by the natural barriers of the rivers, for the most part, but they emerge from under the Storm Range
and seek refuge here. Adventurers seek glory, sport, and prizes by hunting this dangerous area.
Forest Oracle. This tower deep behind the Vulture Woods, in the Oracle Peaks, is perched on a crack in
the earth. An oracle to each of the three gods of Relmeenos (Asthaeton, Astariax, and Thanalia) sit on the
Oracular Focus and intone the insights of the gods. This is a powerful influence on decisions made by the
city states, and efforts to subvert the prophecies always end badly.

Cosmic Domestic Troubles. Asthaeton is married to Astariax. While she is worshiped in Relmeenos as an
extension of Asthaeton, her worship is far more pronounced in the Iron Principalities. There she is linked
to Hakhan, the Demon Lord of Slaughter. Astariax is into intrigue, cunning, cruelty, and commerce. She
plays her men off each other, and Asthaeton withdraws into his logic and reason to cope. Meanwhile,
Asthaeton could have a chance with Thanalia, if he wasnt so stiff about everything and if he was able to
shrug off the insult to his pride and let Astariax go. (Relminosians love their convoluted love tales.)
Nearby Gods. The Gods of the Grapes are nymphs and satyrs that are supposed to be the results of the
gods sexing up each other, demons, and mortals. Diluted cosmic power flows down into demi-gods, then
flows from there into mortal bloodlines. Gifts of the Beast Gods tend to crop up in special more-thanhuman heroes, and more-than-beast monsters. The beast gods and proper gods of Relmeenos have made
the fey unwelcome, and demons must be cautious here (because pretty much everyone resents what
Hakhan and Astariax are up to.)
Order and Chaos. Asthaeton represents order from his Mountain of Law. Mother Lothak represents chaos
from the primordial sea. Asthaeton represents human courage and civilizations might. Mother Lothak
represents monsters, fear of the dark, and evil pacts. This is deeply ingrained in the Relminosian mindset.

This wasteland is rife with shrieking winds and howling monsters. Life is twisted and torn by the resonant
energies of a Cosmic Event over seven thousand years ago. The Gods made war, and everything was
shattered into the World Above, the World Below, and the World Between. The Hundred Death Gods
have never stopped trying to force the Scar open to be a Wound once more, so all might die. People dont
go here; if they do, they dont come back. The rare exception is changed forever by what they experience.

Not-Post Apocalyptic Asia. Beyond the edge of the map, There Be Dragons. The disaster was more
intense than nuclear fallout, and mutation of vast monsters is possible in the deadly depths of the territory.
The Death Gods have reached up through the Scar, the Armies of the Lady have built cities to ring it in,
the Father and Family were protected by the Beast Gods long enough to sacrifice themselves in sealing

188
it the Scar has shaped many cultures in the World Between, and their sense of self and place. It remains
profoundly toxic but alluring in its mystery.

Chaos rules. No human civilization survives in the tainted rubble of shredded reality.

Anyone who has been there is a mutant and/or is protected personally by a god or demon. Mounting a
successful expedition to one of the Ring Cities cements your reputation as a legendary scholar/treasurehunter, and after such an expedition, many retire after selling their lore in Midian.

Clues about the first Armies of the Lady that came to the World Between, more undiluted lore and
history. Pools of the blood of gods. Powerful monsters.

The Ring Cities. The first Army of the Lady came to the World Between, chased off the Death Muster,
and built cities around the Ruinous Scar to contain its energies. They used magic or technology long-since
lost, and they could live very near the Scar as they kept it shut. These five cities were destroyed by the
undead, and the Beast Gods ushered the Father and Family avatars past them to seal the Scar for good.
Somewhere out there, in the drifting tainted dust, half-buried by millennia of shifting sands, those cities
still stand. They lure many adventurers to their deaths in the haunted nothingness. The cities were
Tellminga, Elydirin, Vothuria, Kagalias, and Sherebae.

Deep Ward. Scholars and theologians have pieced together a working theory that the extensive
construction under the Ring Cities formed a vast three-dimensional runic barrier that contained the
energies of the Scar. In any case, there are incredible labyrinths and tunnels under the cities, and
elsewhere in the Scar. They are full of ancient lore and twisted monstrosities now.
Heartswell. There is supposed to be a magically hidden spring in the Scar that contains the ever-welling
heart blood of the Lion, who was slain on that spot by five of the Death Gods working together. Those
who dip into those waters are cleansed of mutation and rendered immune to radiation, as long as they
honor the Lion and provide it with new life in the world.
Tomb of the Seven Swords. Each sword was carried by a paladin of the Army of the Lady. They did not
want their efforts to cease when they died, so the Lady herself blessed each of their swords when they
were buried together. The swords can be found and carried in the world for the lifetime of one owner,
then they magically return to the tomb to be found again. The last sword disappeared over 200 years ago,
and some doubt the tomb even exists.
Zzorchville. Mutants worshipping Zzorch can often find their way to a certain underground settlement in
the Ruinous Scar, where only mutants live. They experiment and oppress and breed and do all the things
normal people do, just with different numbers of organs and limbs. Some theologians rant that this
settlement is a magnet for demonic energy, and that the city will eventually erupt and invade.

189

Junox and Skaylex. Junox is thought to be an avatar of the rotting corpses of the gods slain in the Cosmic
Event, squatting at the heart of the Scar. Skaylex is thought to be the horrific mushroom goddess, growing
on him and pushing him around. Junoxs goal seems to be continued squishiness, sloughing off oozes,
slimes, and so on. Skaylexs goal seems to be to slay the world and grow an army of cosmic mushrooms
on its corpse.
Supernatural Architecture. The Armies of the Lady knew tricks for making secret buildings, hiding doors,
bending time and space around the shape of stone, and other weird spatial tricks. Any lore, portable or
experiential, is wildly valuable to scholars back in safer lands.
The Hundred Death Gods. They got sealed out, that makes them very angry, and they still try to force
undead energy up through the plug to keep their already-animate servants active. Some of the strangest,
deadliest undead in the world roam these haunted wastes.
Armies of the Lady of the White Way. Two separate movements of armies from the World Above came
out to the Scar and left traces behind. Ancient magic and technology remain in the wreckage. Their
legend resonates, sometimes corrupted and sometimes as a last note of hope.

There is a dream-like quality to Scarabae. Fey-touched nobles serve the Church of the Lady, and rule
from manors overlooking the enchanted woods. Wicked aristocrats and spellcasters lurk in the shadows,
striking at the Church and its followers. Vows bind nobles beyond death in protecting their lands. In
Scarabae, nothing is as it seems, and making assumptions (especially assumptions that allow violence) is
always the wrong move.

Not-France. This nation is carefully balanced between four powerful neighbors. The ruling class
developed a gender-neutral knighthood founded in an ideal of respect, with balancing ties to the fey and
to the Church of the Lady. Concerns of history, diplomacy, and supernatural pacts require Scarabeans to
be diplomats to manage competing demands. Ability to use violence is necessary to gain traction at the
bargaining table, but it is never the first choice. No culture here is dominant enough to be dismissive of
the others, and the past is very present.

The Sun King or Sun Queen (currently Liza VI) rules a feudal network. The ruler is usually one who has
quested for the Grail, found it, and returned it to the Lady by dropping it into the pool in the Kings
Cathedral in Foret Tour. Only nobility may make pacts involving their lands, so all legal agreements go
through the ruler at whatever level is appropriate. This is a cautious result of millennia of tricky bargains.

190

Scarabaens are tall, with straw-blonde hair, big noses, weak chins, and blue or green eyes. They are
wishy-washy, their promises full of caveats and wiggle words, but they are true to the letter of what they
promised. They have an unnerving inability to be exclusively loyal, always entertaining other offers. They
would rather read and sing than fight and rut. They take themselves and their honor and the honor of their
families too seriously, but they are difficult to provoke. Once roused, they have an uncanny focus on
punishing the offender, after which they tend to let grudges go. They tend to have a neutral or positive
relationship with the dead and undead from their country, every old house has an ancestor or two floating
around.

Trade with the fey, quality broadswords and chain mail, romantic ballads and poetry, diplomacy, elite
warriors, fine wine, heavy fabric and tapestries.

Carrefour. The capitol and trade


center of Scarabae. The Sun Queen
rules from this city, and it is famed for
its diversity of architecture, its
hundreds of museums, and its variety
of foods.
Chantiernaval. This port is the center
of Scarabaes naval strength. The
shipyards produce vessels that ward
away Frostreave raiders, and sail all
the way around Midian to the Sea of
Sothak for trade in the south.
Foret Tour. The Forest Gate is an
ancient city, full of illusions and
cryptic mysteries layered upon one
another. It is the spiritual center of
Scarabae. Legend has it that you can
contact any otherworldly creature from
someplace in Foret Tour.
Valencira. The Two-Faced City is known for being fortified to either protect against Midian or protect
Midian from eastward threats. This city has many fine schools for diplomats, and it is as far out of Midian
as many nobles there are willing to send their children. Valencira is the center of Scarabaes military
tradition, from personal combat to army movements and command to naval engagements.
Porte. The Southern Shield is a fortress settlement designed to keep undead corralled to the south,
suppress aggression from the west, stop raiders from the coast, and check demonic warbands from the
Iron Principalities.

191
Alertier. This port on the western edge of Glasslake is the center of espionage between Scarabae and the
rest of the World Between. Intrigues abound, diplomacy happens under the table, and there is the
occasional stabbing. It is also a major trade city, getting goods from Midian and Scarabae to markets
eastward.

Talonback Woods. These woods are the heart of Scarabaes supernatural allegiance. Here, the fey
enforce their claims as promised by the Maron family of Foret Tour, centuries ago. Here, the
demonologists, wizards, and witches of the Crimson League based in Carrefour unleash their monstrous
summonings and smuggle demons and their masters (or slaves) from Caligari and the Iron Principalities.
Here, the knights questing for the Grail seek adventure and clarity. The forest is deep and rugged, littered
with shrines to the Lady, tiny villages, fairy circles, and dark altars. The Veil is thin here, allowing many
supernatural energies to ebb and flow over the centuries. Were any one faction to gain supremacy here,
the character of the whole nation would shift.
Collines Brouette. These rugged hills to the south are the traditional resting place for kings and war
leaders of Scarabae, including warriors from the World Above. The practice of raising barrows ended in
5,710 when the Warmaster of Dust and his necromancers landed in the barrow hills and raised the Slain
Kings. The bolstered army nearly enslaved all of Scarabae with the local honored dead leading a vast
army of remains. When the army reached Carrefour, King Louis the Holy confronted the army. In a
stirring passionate speech to the barrowdead, he reminded them of their allegiance, their oaths, and their
honor. The Scarabian dead turned on the Warmaster of Dust. After the battle those that remained returned
to their barrows in a ghostly tide. Now they defend the hills from other dead that seek to enter Scarabae
from the south. Still, they are not happy or restful, and any adventurous warm-blooded soul venturing
deep into the hills for an overnight stay is unlikely to return.
Plaines Choc. The Clashing Plains in eastern Scarabae are fertile for farming, and often serve as
battlefields with Caligari or the Iron Principalities. Food grown on these plains helps feed Scarabaes
neighbors; one of the greatest deterrents Scarabae has against war is to threaten to cut off the food supply.
Any farmer who has been on the land for generations is able to recite the various significant military
clashes that happened on fields he works.

Legend of the Wounded King. The Ulverland, Lady, and fey traditions all have variations on the legend of
the Wounded King. The Sun King was wounded by evil, and could not recover without drinking from the
divinely infused cup. So the knights sought the cup. Nobles who are confused or in emotional pain
sometimes take leave of their responsibilities to seek the Grail. The few who find it can take it to the
Kings Cathedral in Foret Tour and drop it in the Well, where it heals all present; that rare individual is
likely to be the next ruler. For most who survive, the quest teaches them something about themselves and
their dilemmas, and brings a measure of peace. Those on the quest join the Solemn Order of Questing
Knights for the duration of their quest, and then are released.
Ulverland Influence. Ulverland occupied Scarabae from 3,950 to 4,440. In that time, the traditions of the
Father and Family religion were somewhat entrenched. Scarabae won its freedom by allying both with the
fey of the Shae Isle and with the Church in Midian, both elements driving the invader out (and resulting
in mixed loyalty.) Even now, Scarabae must maintain good relations with Ulverland to neutralize a
neighboring threat, and to cooperate against Frostreave attacks on both their coastlines.

192
Midian Influence. Midian only has one border on land shared with a neighbor. They cannot understand
why Scarabae is not slavishly loyal to the Church of the Lady and rejects all lesser alliances and beliefs.
That is tiresome and frustrating for those in Scarabae. However, a strong cultural element is profoundly
connected to the Lady of the White Way, and to the Church. Because of that, Midian and Scarabae will
always have a common ground and they will be able to fight for common cause, even if egos and policies
over the centuries cause their political interests to drift apart. In 5,212 the Traitor Knights of Scarabae
rebelled against Midians rule, over taxation and theology and other issues. They rebuilt diplomatic
relations quickly once they had independence. Scarabae needs Midians promise of military support to
maintain other diplomatic relations, and Midian needs the food grown on Scarabaes fertile plain to
survive.
World Below Influencethe Scarlet League. During the Third Crusade, the righteous army from the
World Above marched east. When they reached Scarabae, there were many tense situations where the
forces of the Lady of the White Way decided whether or not Scarabae was still faithful (considering the
pacts with fey and Ulverland occupation.) During this process, many powerful and influential people were
executed, trying to make Scarabaes nobility fall in line with Midian and the Church. A number of
independent nobles, and some that were actually evil, banded together and formed a secret society called
the Scarlet League. These free thinkers resist the church at every turn, working to minimize its influence
among the influential of Scarabae, resenting the iron inflexibility of their neighbors to the southwest and
the Church of the Lady. Targeted by inquisitions, rejected by those who define honor by the standards of
the Church, these subversives have worked for centuries to turn Scarabae away from being a Land of the
Lady. They harbor wizards, witches, anarchists (as long as the anarchists agree nobles should rule), rogue
scholars, and all sorts of white collar heretics.
Fey Influence. During the Age of Compacts, the city of Foret Tour was ruled by the Maron family. The
Maron Duke made a compact with the eldritch forces of the Seelie Court, giving them the Talonback
Woods as a sphere of influence if they would help drive the Ulverlanders from Scarabae. Over the next
decade, the necessary stones, lines, and circles were placed and enchanted. The resistance to Ulverland
rule strengthened in the forest. With glamered stealth, the rebellion took Carrefour and Chantiernaval,
driving Ulverlands forces back across the Moon Sea and forcing those trapped in Scarabae to flee into
Caligari. Since then, the fey presence in the Talonback Woods has flavored the politics, culture, religion,
and history of Scarabae.
Damsel of the Lady. This highly controversial tradition involves a girl born with bright red hair and
remarkable mystical talent. No test can confirm whether her gifts are genuinely from the Lady of the
White Way, or some eldritch fey trick. These women are revered as avatars of the Lady of the White Way
by everyone but skeptics. They have tremendous powers, and often help knights who search for the Grail.
Knightly Orders. The Knights of the White Raven are based in Foret Tour. They were founded by the
Army of the Lady on its way to fight the Third Crusade. Their purpose was to find all those who were
pacted with demons or serving the World Below and put them to the sword. Some now suggest they have
lost their way. The Knights of the Golden Rays were founded only a century ago, bound to the will of the
monarch of Scarabae as an elite force loyal only to the ruler. They are not yet taken very seriously, as they
tend to express their fervent patriotism while tipsy at all hours of the day and night. Some suggest they
are trying not to be taken seriously, so they can do their real work more freely.
Thrice-Damned Brotherhood. A monastery deep in the Talonback Woods at the edge of the mountains
has a secretive order of monks. If a person suffers from three curses simultaneously, they are rumored to
be able to break the curses if the person will join their order, now immune to curse-work. They travel
widely, protecting the world from danger by finding cursed items to seal in the mountain fortress.

193

Three cultures coexist in the Scavenger Lands. Decadent civilizations live in ancient cities that have
evolved their own religions and cultures in relative isolation. Nomadic barbarian tribes wander the
wasteland between oasis points of life-giving resources. Evil forces shelter and plot far away from
interference. Always in the background, winds loaded with mystic radiation scour the badlands bringing
death and change in their wake. These lands belong to the survivorssurvival requires them to be
ruthless. These are the lands between the Ruinous Scar and the civilized world, and they bear some traits
of each. The wandering Vistani are the thread that holds the cultures of the Scavenger Lands together and
connects them to the World Between.

Not-Post Apocalyptic India/Near East. Very swords-and-sandals. A deadly desert, strange monsters and
evil wizards, decadent civilizations, gypsy rovers and caravans, tribes and clans at various levels of
degeneration, wasteland beasts and mutants. Also eastern flavor for silks, architecture, fantastic tales, and
unique monsters.

Each settlement has its own ruling structure. In general, barbarian tribes have a chieftain and a shaman to
manage the tribe and balance each other. Then blooded warriors have a say, then those who have proven
helpful (with crafts, or as allies, etc.) Other kinds of rule tend to be ad-hoc.

Anybody from the Scavenger Lands is either a weird degenerate city-dweller, or a rock-hard killer from
the wasteland, or a slave of evil. The only other people who travel out there are the Vistani, and they think
they can go anywhere. The tantalizing bits of lore and artifacts of past times out there from the Armies of
the Lady and such go to show how awesome they were before they were lost.

Unique spices. Best, hardest mercenaries you can scare your foes with. Genuine artifacts thousands of
years old. Powerful mutations and mutagens. Genuine true Vistani survive out there. Cool monsters and
beastmen to use as guards or gladiators. Silk. Strange weaving patterns for clothes and carpets. Genuine
barbarian goods for decoration or study.

Shamhat. Hidden up in the chilly mountains, this fortress city is dedicated to honing the mind and body
with supernatural focus. Martial arts and meditation are key studies developed by a priest caste trying to
combat the effects of mystic radiation. The city is a riddle and a mystery, absorbed in Eastern mysticism
that has penetrated into the nature of knowing itself enough to make a western mind uncomfortable. If
attacked, a combination of monsters and martial artist monks tends to discourage continued assaultas
does the cadre of stone giants that live in the mountains, allied to the secret city.

194
Calx. This trading city is on the other side of the Deep Passage from Harrowfaust. Travel from the World
Between and the Scavenger Lands mostly goes through the pass. The city allows a gentler transition, and
a relatively safe place for each world to study the other.
Solumach. Once this city
surveyed a broad, fertile
coastline. During the
Deathfleet assault, a 500 mile
across storm stripped the land
away and made the mountain
city a port. The pass to reach
it is open about 3 months a
year, it is narrow and
dangerous. Solumach is
generally independent, but it
rules its local interests with
an iron fist.
Langtland. An improbable
city of Frostreave, on the east
side of the mountains. The
wanderlust presses the
Northron out over land as
well as sea, and this is their
trading post with the
Scavenger Lands. It was
founded by a banished prince,
and the Volgortch River is
named for him. Filled with
violent Northrons, this is one
of the safest places for
outsiders to visit in the
Scavenger Lands. They focus
on the honor and venerable
tradition of the noble caste.

Dust Road. This trade route


is anchored in Calx and
Shamhat. A leg goes south to
Solumach. The road also
curves past Langtland. Most
trade in the Scavenger Lands
moves along the Dust Road,
so named for the poisonous
radioactive dust that hisses
endlessly across the lands.

195
Desertport. This ruin was a major city, far inland, before the massive storm that stripped thousands of
miles of land from the coast during the Deathfleet Invasion. Now it is at the edge of the water, but it is not
a port. This city was claimed by the handful of survivors from the Deathfleet Invasion, and they have
never been dislodged from the ruins. Still, people mount expeditions to go there to harvest pre-Deathfleet
lore and artifacts from the corpse of the city once known as Mindausaan.
The Husk. This city at the meeting of the rivers always had a tumultuous history of battle. It was the first
great resistance where the rearguard met the Death Muster to buy others time to flee, before history
began. It was traditionally a critical strategic point for the Armies of the Lady. It was annihilated during
the Father and Family avatar march to the Ruinous Scar, and never rebuilt. When the dragons awoke, they
claimed it as their tomb city, and no one argues with them. A great family of blue dragons rules all they
care to rule from the shattered remains of a once-great city once known as Valdaaghur.
The Black Tower. It has no name, and people do not wish to speak of it. According to legend, the Black
Warlocks are based from the Tower. It stands alone, impossibly tall on an impossibly vast desert known
as the Plains of Unquenchable Sorrow. Some scholars speculate that the Black Warlocks are somehow
priesthood of the Army of the Lady that were turned to the Hundred Death Gods, and that they persist in
their betrayal waiting for the time to act. No one knows for sure, but the Black Warlocks go masked and
enigmatic, chilling those that encounter them. The Black Warlocks tend to raise orc armies for their
protection and to raid for their own inscrutable purposes.
Undercities. The foundations of cities built long ago when the land was clean still remain under the
tainted sands. Many of these are occupied by cults, monsters, tribes of beastmen, and other
unpleasantness. Within, there are treasures to be found.

The Ruinous Scar. The Cosmic Event 7,000 years ago created the world. Radiation from the point of
impact still blows around the Scavenger Lands. As long as that is true, this will always be a tainted
desert that is incapable of supporting large-scale settlement.
Sealing the Scar. The Father and Family pantheon sent avatars striding across the world to seal the Scar
so the Hundred Death Gods could not get more avatars and power into the World Between. The Beast
Gods guided them and sacrificed themselves along the way so their mission could be completed. The
avatars sealed the Scar, so they can never rise as avatars in the World Between again. The Beast Gods
also cannot rise as avatars, but they are still worshiped by barbarian tribes: the Hawk, the Badger, and the
Lion are the biggest gods.
Narlathia. This goddess of the fey, of spiders and cruelty and pain, has a massive undercity settled by
spidery types. From time to time, drow are escorted by spider mutants up to the surface, where they
preach Narlathias words and invite converts to join them in the safety of the underground.
Rampant Mutation. All kinds of weirdness roams the plains and the dark under the surface. Beastmen are
the tamest examples. Dragons prowl the waste, mostly immune to the radiation (though a few mutant
dragons have been spectacular.)
Worship What is Bigger. Some human tribes and clans worship dragons. Others worship Narlathia. Others
worship Beast Gods. The ancient cities tend to generate dozens of deities to worship, for some places
believe that powerful and famous humans ascend to godhood upon death. The staggering variety does not
clearly reflect faith traditions from the World Between, except a few demon cults and Narlathia.

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This magical island has deep ties with supernatural creatures, so it has never been conquered by outsiders.
The land is both profoundly primal and otherworldly, thick with nature spirits and the eldritch fey. The
people of this island embrace its powers, rather than struggling to dominate them or destroy them. While
this alliance makes a potent national defense, it also seems to make the people alien to their own kind.

Not-Ireland. The power of story and the power of fate are tied together; changing the story of a thing may
change the thing itself. Reality is flexible under the influence of powerful supernatural forces. The island
is riddled with portals to the fey realm of the Ardenwald, the Dreamlands, the Wailing Labyrinth of
restless dead, and other places that are neither the World Above or the World Below. The land is
impossibly green and vibrant with life. To enter the island is to enter a story, and anything can happen.

The Chief of Clan Glasslin rules from Glasslin City. This appears to be the equivalent of a king, but in
truth, the clan was given the heavy responsibility of managing relations with outsiders. They are admired
for doing this job well, but they are not the human rulers of the isle. Each of the 14 clans has their own
chieftain and druid hierophant. Few indeed are the leaders who would suggest humans are the rulers of
the Shae Isle; they consider themselves more tenants who are tolerated by the islands masters.

Shaelin have red hair, pale skin, green eyes, and freckles. They are slender and stealthy, with beautiful
singing voices (because their lives sometimes depend on it when they confront the supernatural seeking
amusement.) They have rude tools and shabby houses, their only real city is more of a town, and they are
backwards superstitious rural folk. They rely on weird fairies deals and woodland spirits instead of human
ingenuity and tools. They can curse you if they want to, because theyre not fully human. Most of them
dont realize theres a world outside their little island, and wouldnt care if they did.

Amazing alcohol called moonshine, henna and tattoo traditions, shamen with fey lore, pagan expertise.

Glasslin. Ruled by the Clan Glasslin, this large town is the focal point of dealing with the world beyond
the island. It has walls, and a large market, a shipyard, and services to handle trade and visitors. Beyond
that, there are villages and small fortresses

The Verdant Tower. This tower atop Thorn Mountain seldom roams. Those seeking audience with the
eladrian have a good chance of finding them there, if the fey warriors allow it. They also impart fey

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abilities to some, for their own strange reasons. Both the Seelie and Unseelie courts have representatives
in the tower. While the outside of the tower is in the real world, the inside is in the Ardenwald.

Pagan Gods. No speculation is necessary about


whether these gods exist or affect humanity. On
certain nights you can see them. The Forest Who
Walks, the Lamenting Mother, and the Crooked Moon
are the greatest of these gods. Druids manage the
worship and maintain the tradition. The gods must be
honored through life and through death, with blood
sex magic and time-honored ritual. These gods are not
human and do not think as humans do, they are
unfathomable. These gods have survived since the
Cosmic Event, the Death Muster and its energies did
not flow this far to poison the land. Maybe this is what
the whole world could have been like. Here,
primordial energies endure. Their surging energies
create forms of life in the woods that allow it to
defend itself, and sometimes druids can borrow those
powers.
The Fey. Forces from the Ardenwald hold court in the
wilds of the Shae Isle. The Seelie Court and Unseelie Court both have elements that meet in the World
Between. Their agents, the eladrian, have eldritch towers that roam the Shae Isle, and into Scarabae and
sometimes Ulverland. No one really knows what they want. They make deals with mortals, from time to
time. The bargains are not clearly fair or unfair; clever humans always get the sense they dont have the
whole picture. The fey give gifts, strange gifts that bring sorrow and joy but affect the humanity of all
who touch them. Sometimes, they take peoplebut why? Time moves differently in the Ardenwald, and
the fey can copy people (or possess them.) Those who study the fey for any length of time risk madness.
Some conclude this is all a game to them, a game with inscrutable rules that may not be possible to win or
lose.
The Witches. Some desperate and power-hungry people go to pagan gods or to forces of the World Below
and beg for supernatural might and assistance. They are given familiars, conduits for supernatural
energies and abilities. Now slaves to the entity that empowers them, they act individually or in groups to
pursue the will of their alien master. Even so, witches in contact with proper demons are rare in the Isle,
and they are often hunted and killed by the other supernatural forces here. This is the least demon-haunted
corner of the World Between.

This grim, misty island is the shadow of a former empire. The gods of Ulverland, known as the Father
and Family, grant powers to holy warriors who are ferocious in their defense of the Motherland.
Ulverland balances a tradition of crazed warriors with a tradition as the center of elegant magical

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instruction in the World Between. Their greatest influence on the world now is through their formidable
navy and through the reputation of Orxham Academy of Mystical Arts.

Not-England. In the mists of early history, Ulverland conquered most of the World Between. They left
religion, architecture, ideas, and people behind when they withdrew. Their current isolation is in part
caused by sulking in the wake of successful revolutions thousands of years ago, magnified by a stoic
culture and a focus on domestic issues. There are misty moors, ruthless gods who are very present with
their followers, bustling port cities, and a press of history that hardly leaves room to breathe.

The Glorious King rules (currently Barthon I) with the Council of High Wizardry. The Council is made
up of a representative of each of the four colleges of magic at Orxham Academy. Sometimes
representatives from the Father and Family in Stormholt will consult with the king, or the king will seek
them out, for the religious perspective. This relationship is important, but not formal. There are six dukes
that answer to the king, and a feudal structure below them. The dukes are more powerful than the king, as
a group, but the king balances them with the wizards.

Ulverlanders are tall and solidly built. Most look like Northrons, others look Caligarian. Their smiles are
ironic, wry, sour, or grim, but seldom pleasant. Their sense of humor is dark and morbid, or focused on
embarrassing situations, and even then they usually only allow a sardonic chuckle. None of them are
really happy; at best, they take a determined satisfaction in their successes. They seem most alive and at
ease when everything is going wrong. They are so besotted with the Father and Family pantheon that they
refuse to make deals with any other supernatural power. They dont expect protection from their gods or
their government, they see their safety as their own concern. They think their nation and its ways are the
best in the world, and every country that refused to stay conquered was giving up what is best in life.
They like awful food; it reinforces their dark view of the world. They love mighty storms.

Longbows and their expert military use, elite skirmishers, disciplined ship crews, tough ships, secret
navigation techniques, the best and most diverse magical education in the world, illusionist spies,
elemental war wizards, incredible libraries of collected lore, really bad food.

Lizport. The capitol and seat of the king, and the home base of a powerful navy and trade armada. Once
Lizport ruled an empire that stretched almost all the way to the Storm Range mountains and the Sea of
Sothak. Traders from here have interests all over the World Between and beyond. Lizport also houses the
Great Library of the Gaunt Gent, a true wonder of the world.
Khendal. This port has thrived and defined itself through constant warfare with the raiders of Frostreave.
Their naval clashes are legendary, and the coastal defenses devised by Khendal have been exported to
countless coastal areas hit by Northrons. Khendal manages the reserved national pride of Ulverland, with
museums and architecture hailing back to the Age of Storms, keeping their heritage alive.

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Stormholt. The holy city of the Father and Family, the Storm Sovereign Pantheon. All Ulverlanders
romanticize this city, on the rolling moors. Since Hulmora is the goddess personifying their island, they
see her natural beauty here. The massive thunderstorms that rake the highlands are the work of GarmGorak, their bloody chief god. All the children of the gods have their niche in Stormholt. The married
high priest and high priestess live in the Temple of Storms and are sometimes taken up in oracular
ecstasy. This city is the home base for an army of holy warriors gifted with supernatural powers by the
gods themselves.

Vengeance Point. Those crazed by


rage or grief, or looking to become
toughened warriors (or dead) travel to
Vengeance Point. The weather there is
so hostile that it seems impossible
people could survive there given the
minimal trappings of civilization in the
settlement. This is where warriors go to
strike at Frostreave, outside the
permission of governments or the
logistics and chain of command that
hamper the revenge these warriors
crave. The warrior culture only
acknowledges kills in battle and
survival. Risk is something to be
sought, not avoided. To be blooded and
acknowledged in Vengeance Point is to
be a respected warrior in all Ulverland
territories and cultureand also in
Frostreave.
Orxham Academy of Mystical Arts.
They are the Spring House (wizards),
the Summer House (mages), the
Autumn House (illusionists), and the
Winter House (necromancers.)
Graduates of Orxham are highly sought after. The elemental war mages have proven battlefield prowess,
the illusionists are some of the finest spies in the world, and the necromancers are considered the least
distasteful of their kind. Tuition tends to be about 1,000 silver per semester, with 8 semesters to graduate
(plus expenses.) There are many other schools and colleges attached to the Academy, but the magical
schools are the most impressive.

Father and Family. The Storm Sovereign Pantheon was inherited from Frostreave, but the chief god
adopted Ulverland and this is their religion now. Garm-Gorak, the Bloody Maw, is a god of winter,
wolves, and war. He was awakened by the fighting on the island, and he adopted these people as he
admired their pluck. He created a goddess out of Ulverlands bones, Hulmora, Queen of Elements.
Together they had three sons: Charlak, Maham, and the Gaunt Gent. These gods have come to define
Ulverland culture, and each creates holy warriors to defend the Motherland.

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Merrihel. This death goddess rules Frostreave, and she is possibly the sometime lover of Garm-Gorak.
Independent and murderous, she has a foothold in Ulverland; around 3,000 years ago raiders stopped
hitting settlements with a shrine to Merrihel. She even found her way into the Sovereign Calendar. She is
not really worshiped in Ulverland, but regard and respect for her ebb and flow. When times are good,
Ulverlanders thank Hulmora for protecting them. When times are bad, they look to Merrihel to get them
out of their difficulties.
Sluurge. The Demon Lord of Pestilence, Famine, and Gallows Humor has a presence as an underground
cult in Ulverland. For those who give up completely, Sluurge offers uncanny food for the starving.
Whether that starvation is from hunter, need for revenge, or utter depression, Sluurge offers dark
substitutes to meet those needs without relying on the outside world or other people. Newly self-sufficient
cultists of Sluurge may have a new lease on life, but they become destabilizing influences as they
undermine the culture and safety of Ulverland.

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Lydia is going to run a game of Fictive Hack in the World Between. She talks to her group about it, and
they decide they want to play a loosely affiliated crew of criminals in Thronburg, Caligari. Their one free
language will be Throptic.
Thumphauser (Bills character)
Bill is in a hurry. He picks a Fighter template (cant go wrong) and puts all 5 of his points in Brawn. He
notes the date the character was created, scribbles in the character age 18, for Description he puts Big.
Motive, he shrugs and writes Get a steady job. For that he gets 3
Awesome Points for the first session. Language, he gets the default,
Throptic, and he is illiterate. He puts Fighter in for Template, and
jots the inherent ability Awesome Violence down on the sheet.
(Spend 1 Awesome Point to get +2 to hit.)
For a first talent, he takes Combat Toughened so he will get 3
Wounds to start instead of 1. He rolls 3d10 and gets 7x10, so he gets
70 silver. He picks a heavy weapon (bastard sword, 1 load) and a shield
(1/2 load), medium armor (1 load), and a backpack with standard stuff
in it (1 load). Thats 3.5 loads.
All done but a name! Bill grins and decides his fighter is named Thumphauser. His character is done, and
will start with 3 Awesome Points.
Ril Kunyer (Howards character)
Howard really isnt sure what he wants to play. There are 20 base templates, so he rolls 2d10. The first
d10, if it rolls low it is a 0 and if it rolls high it is a 1. Then the second die is the ones column. He rolls 8
and 4, so 14. Thats a noble.
He uses the quick-roll random traits. Rolling a 24, he turns out to be 28
years old, slim, 61. His wife died. He has a penetrating voice and a
distinctive chin.
He uses the quick-roll distinctive gear. He rolls a 91. He has boots that
were a gift from a child. They have an odd symbol on them. They are
ancient, but in good condition. They are pink and white. Howard
decides his noble is an exile from Setine, and these boots were very
fashionable there before the city fell. They have a white rose
intricately worked on the back of the heel, and he wears them to
remember the family pride. He is not sure how he got them, but he can
figure that out later. (From a child) For this he gets 1 Awesome
Point when he starts.
With this in mind, Howard looks up at his description. He decides his wife died, on the road to Setine,
where he was going to catch up. Her family received his son, and will care for him; Howards noble
doesnt have the money or inclination to go to Setine right now.

202
Howard randomizes a motive from the long list in the back, specific to Caligari. He rolls an 8, so his
motive is revealing the conspiracy of demonic rule. (For that he gets 3 Awesome Points.)
He decides a dark secret could be fun. He rolls a 1d100/2, rolling 72 (so thats 36.) He has a debt, so he
has to stay out of the way of a gangster. He has since changed his identity. Howard figures his character
has not gone to Setine because his enemy is watching his child waiting for him to make contact. He gets 6
Awesome Points for his dark secret.
After looking the template over, Howard puts 1 in every attribute but Commitment. With the 1 in
Awareness he gets a language, so he decides hell take Throptic for free, and be literate with the Northron
alphabet. He can carry 1 load. He has a total of 3 in Charm, Cunning, and Daring, 1 each. He remembers
they are playing criminals, so he decides he can be their fence. He takes Contacts 2Criminal, and
Wealth 1. He has fallen on hard times.
For a starting talent, he figures hes a better fence if he takes Appraise. He also writes Blue Blood
and information on his sheet as the inherent ability. He notes that he gets a signet ring, diary, and
pomander. He generates his starting money as 18 silver x100, so 1,800 silver.
For equipment, he takes a hand weapon, a rapier. He doesnt bother with armor or a shield. He decides his
character has a dingy apartment in the city, but it has a secret room where he keeps his ill-gotten gains.
Howard uses an online name generator, and picks out Ril Kunyer as his name. He uses the same
generator to pick a previous name (because of his dark secret.) He gets Kos Hyz as his debt-riddled
former identity. His background gains him 10 Awesome Points for when the first session starts.
Caylix Nifflegrek (Sues character)
Sue is excited about playing a thief, so she takes that template. Sue knows all about her character! Her
name is Caylix Nifflegrek, she is 56 with bright red hair and green eyes, slightly built but with pixie-like
good looks. She wears black all the time, and a red cloak that is reversible black. She was raised by a
blind master thief who was killed by an assassin who was coming after her, and she doesnt know why
but she has sworn to avenge her master, Guildmaster Hicks. Caylix likes long walks on the beach, smart
guys, and defeating traps. Turn-offs include jailors, facial hair, and nervous tics. She dreams of one day
stealing the Seajewel from the tallest tower in the city.
The DM is pleased and amused at her enthusiasm, and gives her 10
Awesome Points. Lydia tells her to fill in her description, make a note
of her dark secret (hounded by assassin, vengeful), and note her
adventuring goals of avenging her master and stealing the Seajewel.
Sue also notes her inherent ability, Greedy on the sheet.
Sue wants Caylix to be alert, sneaky, and fearless. She puts 2 in
Awareness, 2 in Cunning, and 2 in Daringso she needs a penalty
somewhere. She takes -1 to Commitment. She has 2 languages and 4
background points. She takes Throptic for free, with the Northron
alphabet to be literate, and Tradespeak (also literate since she already
has the Northron alphabet.
For her 4 background points, she takes 2 in Celebrity (she is a famous rogue in the citys criminal circles),
and 2 in ContactsCriminals.

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For her first talent, she wants to be a great criminal already. Rather than zeroing in on any specific
criminal skill, she wants the occupational talent. She takes Criminal. Instinctively senses forces of law,
shifty judge of character, knows fences and locks. However, that means shell need another penalty or
take a point off an attribute. She decides to take Commitment to -2.
For equipment, she takes her signature items, and also a shortbow with quiver of 20 arrows (1 load) and
light armor. She gets 3d10 silver, and rolls 10, so she spends that to buy a dagger too.
Sorsha Ascendant (Elsies Character)
Elsie only plays wizards. After pondering the spellcasting selections, she picks the Illusionist (as they are
most popular in Caligari.) She writes the inherent ability, Shadow Touch and what it does on her sheet.
She also picks the starting talent, Shadows of Orxham so she has access to 10 spells for the very first
adventure. She prints out the Illusionist template on one side, and the Shadows of Orxham grimore on the
other, keeping that reference sheet with her character sheet.
Spellcasters must be educated and alert, so she takes 3 in Awareness and puts the other 2 in Cunning. For
languages, she gets Throptic for free and she is required to take Vermillion Scrawl. She takes Northron, to
be literate, and Ulvish (since she studied in Ulverland at Orxham Academy.)
She gets 2 background points. She doesnt just want to know her
grimore, she wants a copy of the book. She puts both points in
Possessions so she is known in the supernatural market, and she can
find or fence things others cant. For 1 possession, she takes the
Shadows of Orxham grimore. For her other possession, she takes a
ring of Protection, reducing all incoming attacks by 1 Wound.
She starts with a reach weapon, a wizard staff. She disdains armor and
a pack (plus she has no Brawn, so even 1 load is too much.) Her
signature items are a crystal sphere, silk blindfold, and rings (so you
cant tell which one is magical.) She starts with 22 x50 silver, 1,100.
That is too much for her to carry, so she decides she has a loft in the
seedy part of town where she throws parties now and then.
Elsie wants to start with some Awesome Points, so she digs into background possibilities. She imagines
her character as a pretty blonde with a fairly revealing black robe and a rune-carved staff with a crystal on
top gripped in a dragon claw. She is 24. (Elsie doesnt want to roll on the quick-roll random traits.) She
does roll on the Distinctive Gear quick-roll table, and she rolls 54. She has a baldric with inset gems and a
holy symbol that saved her life once. It is purple and magenta. Elsie decides it was a gift from a highranking priest of Charlak, and it has the symbol of Charlak on it, and without his patronage she would
have been flunked out of Orxham. She wears it to remember him and to stay grateful for how things
turned out. Thats 1 Awesome Point.
She rolls 1d100/2 for a dark secret, rolling a 34 (halved is 17.) She was once a willing spy for the
inquisition, but she turned in an innocent person. Elsie figures that must have been in her early days in
Caligari, when she was still stunned that the Church of the Lady had a presence in this secular, hedonistic
place. The DM can work out the details later. Thats 6 Awesome Points.
She rolls for an adventuring motive, choosing Criminal Mind. She rolls a 4, so she wants to show she can
live well without hurting anyone. Elsie figures shes driven to overcompensate on that point after hurting
someone quite badly by ratting them out falsely to the inquisition Thats 3 Awesome Points, total 10.

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She names her character Sorsha Ascendant, just for fun.


Devlin Starhallas (Joshuas character)
With DM permission, Joshua is going to make a half-demon duelist.
He writes the inherent ability for Duelist (Ha HA!) so he can add an attribute to rolls to hit when using
paired dueling blades. As a half demon, he adds Awesome Loan. He can borrow up to 1 Awesome
Point per demon talent he has.
Since he has 2 starting templates, he will not get any talents until level 3. He will also spend 15 Awesome
Points to level instead of 12. Joshua can access any Duelist talents for 3 Awesome Points each use, but no
Half-Demon talents can be used untrained. However, Half-Demons can lose 2 starting attribute points to
take a demon talent, and take 2 points of demonsign to take a demon talent. The DM allows it, so he
drops to 3 attribute points.
Joshua takes Demon Strength, gaining +2 to Brawn and +1 Wound in
hand to hand. Then he takes Hellish Speed, allowing him to move
twice or move and attack as one action.
He must take 2 Demonsign to pay for one talent, so he takes
NeedlessFood and NeedlessSleep.
For a dark secret, he takes InhumanDemon for an easy 6 Awesome
Points. He looks over the adventuring motives, and chooses one; his
parents are desperate for him to get into the aristocracy. Another 3
Awesome Points. For distinctive gear, he chooses a scabbard from his
teacher made of unusual leather (demonskin) that is valuable with fine
workmanship, red and black. 1 Awesome Point. Total 10.
He has 3 attribute points left. He gives himself -2 Charm and -2 Commitment, so he has 7 points. He puts
6 in Awareness and 1 in Brawn. For languages, he gets Throptic for free, and takes Northron alphabet so
he is literate. He takes Harrovian and the Cyronic alphabet, so he can read and write that too. He is
proficient playing the harp. He takes the Draxive alphabet, and Baroque Logos, as an educated man. He
will also use Awareness to assist him when fencing, with his inherent ability.
Duelist gives him embroidered gloves, a medallion to a saint, and beautiful dueling blades, along with
3d10 silver x10. He rolls 3d10 and gets 15, x10 is 150 silver. He takes medium armor, 1 load.
He names his character Devlin Starhallas.

Having seen all the characters, Lydia plans the first session. She jots some notes about motives and dark
secrets. (You can plan the first session without seeing the characters, but it is more fun to base the session
around the characters playing in it.)
Thumphauser (fighter) wants a steady job.
Ril Kunyer (noble) wants to prove there is a demon conspiracy behind everything.

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o Former identity has lots of debt, child in Setine.
Caylix Nifflegrek (thief) wants to get revenge on the assassin that killed her mentor and steal the
Seajewel.
o Hounded by an assassin, not sure why.
Sorsha Ascendant (illusionist) wants to prove she can win without hurting anyone.
o Once worked for the inquisition, surviving victim out there somewhere.
Devlin Starhallas (duelist, half-demon) wants into the aristocracy.
o Inhuman blood, half demon.
This crew has two fighters, a fence, a thief, and an illusionist. Lydia thinks that over for a minute, then
decides to randomize once for a character goal and once for a dark secret, to drive the first session. She
rolls 1d5, because she has 5 characters. She gets a 2 and 4. So, there is a demon conspiracy that needs
unmasking (Kunyer). Also, the victim of the inquisition may come into play somehow (Ascendant).
Lydia kicks her creativity into high gear. She knows she wants to do a party, a masked ball, so she plans
that for a creaking ancient Great House in Thronberg. The event will be hosted by the enigmatic Lord
Marswell, who some years back was interrogated by the Purifiers for purported traffic in orc pearls.
(Dont ask.) (Ill totally tell you. Look at the orcs, the Dark Pearls.) Marswell is also somewhat crippled,
having lost most use of one arm and leg and a few fingers from his time in interrogation.
Kunyer has heard some chatter that Marswell will take a fall for smuggling again, but he doesnt believe
it (as he is passingly good friends with the reclusive noble.)
Kunyer wants to hire some people to assist in flushing the fiend who is trying to set up his friend. To that
end, he hires some muscle, a thief, and an illusionist to blend in at the party and look for the contraband
and anyone who might be framing Marswell.
This is a bit awkward as Sorsha framed him before, but she can decide whether it will help her conscience
to clear him, or help her breathe easy to put him away again. Devlin and Thumphauser can be
bodyguards, Caylix is responsible for finding the stash, and Sorsha is on call in case of needed subterfuge.
Lydia sketches out a bad guy; a merchant who has been trying to buy the Great House to get that oldschool street cred as a noble. Marswell wouldnt sell, so the merchant (Herr Vontel Schneader) has a
small chest of orc pearls that will be stashed under Marswells throne by a couple orc bodyguards. Its not
elaborate, but it should do the trick; Schneader is friends with Herr Kardan, a Purifier authorized to
operate in Thronberg. Kardan should haul Marswell off, and Schneader should buy the Great House
cheap.
This plot is simple and sketchy, but the players will doubtless provide the rest of the meat of the event by
doing unexpected things.
To round out her adventure and make sure she has Gothic elements, Lydia rolls three times on the list of
elements to see what inspiration that can offer. She gets a 4, a 12, and an 18.
Focus on terror or horror or both. Specters, ghosts, or phantasmal visions (remnants of the past that
cannot be repressed.) The tenuousness of sanity, its vulnerability.
Lydia decides to play it cool and use these themes for window dressing this time out. The big party is
inspired by rumors that Marswells suicide wife Marguirete is haunting the house. People (especially
Kardan) want to take a look for themselves, rubbernecking of the most morbid kind. A number of
servants have quit recently, fueling the rumors.

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Meanwhile, Marswell is mentally vulnerable; if it looks like the Purifier will haul him off again, hell
snap and go completely mad. He sweats around people, hes nervous, looking for traitors, and in his mind
hes still smelling the damp stone and blood, his stomach a starving knot barely eased by bread crusts and
drippings, hearing the screams of despair and madness in the darkness of prison. Kind of pathetic, he will
lean on Kunyer for support. He does not suspect Sorsha at all.
Lydia goes online for a good mansion floorplan. http://www.victorianstation.com/hpbrickblock.htm
She notes who is there.
20 servants for the night: 10 serving, 5 coachmen/greeters, 4 cooks, and the butler (Atkins.)
o Light refreshment and wine only. Dancing is the main entertainment.
o The other entertainment is the sance scheduled for midnight in the sitting room; thats what
the Purifier is here to oversee.
Madame Lorbetia is a Vistani seer of some renown here to do a sance for the suicide
wife Margurite. Nothing will come of it.
There will be about 10 groups invited to the party, on average 4 each; married couples, with adult
children, possibly indispensable experts, sycophants, entertainers, and bodyguards.
A nice string quartet provides the dancing music in the hall upstairs.
Lydia makes herself a safety net, noting the bad guy plans and some random events to add color and
opportunity.
Bad Guy Plan
Herr Vontel Schneader, fat wicked merchant, will hobnob with Herr Kardan, a Purifier, all evening.
Vex and Talbot, two compact shiny black battleborn orcs in Schneaders hire, will take a chest with 5
illegal pearls each the size of 2 fists, and hide it under Marswells throne-like chair.
o In case it comes up, Schneader is paying them 20 silver each for the job.
Vex and Talbot will subdue Willis and Schmidt, Marswells bodyguards, and replace them. In
costume, no one should be able to tell. Then when the Purifier finds the pearls, they can swear they
were hired by Marswell. After they do their part theyll be quietly released.
o The orcs wheeze faintly, unable to breathe quietly. That could help catch them.
o They have 2 Wounds each, and will always spend Awesome Points to do more damage.
Kardan drags Marswell off in chains.
Schnaeder buys the house cheap.
Other Events
1. Lady Havalaans lapdog gets a snout of something and tears around barking madly, must be caught
and subdued. It gets +5 to get out of being impeded, and it will bite; if it hits, Daring 10 or let go.
2. Lord Reginald Gusippe catches his wife, Lady Fran, in a tryst upstairs with his nephew, Lord Harold
Adler (who is the same age as the aged lords young wife.) He tries to kill the young man.
3. Six young rakes set up a fencing competition in a side gallery, with heavy betting starting at 100
marks. Naked blades, so spend Awesome Points to avoid the one Wound (and lose gracefully.) Shots
to the face are bad form. The ringleaders are Jared Farnell and Argo Schmidt, long-time fencing
rivals.

207
4. Lady Harkswell, a kindly lady in her 60s, has had too much to drink. She has slipped her handlers,
spindly and worried girls, and shes singing lustily. If she gets any reaction, she tries to climb on a
table and add some dance moves.
5. Young Lord Van Teluris is enjoying a cigarette in the corner, brimming with ennui, loudly telling
stories about his jaded adventures in spiritualism while studying at Vilvaaht Seminary (across town.)
He is desperate to shock people while seeming blas. He will only shut up if the Purifier comes within
earshot.
That is plenty of prep, and Lydia looks forward to getting together with her players to run a great game.

In this example each of the five players from the generation example will get to 4th level.
Thumphauser (Bills character)
Level 2. He hits first level (reaches 12 spent Awesome Points) trying to charm his way into a kitchen. He
figures since his illiteracy hasnt come up, hell take his attribute slot and use it to buy the Northron
alphabet. Now he is literate. For a talent, he looks at the Master Talents (since he has a Brawn of 5.) He
takes Healthy so he now has 5 Wounds and an immunity to normal sickness.
Level 3. He spends his last Awesome Points not dying from falling off a racing horse in a rainstorm. He
really likes his tough Brawn, so he puts another point in it (raising it to 6). He also got a cool bastard
sword, so he takes the Fighter talent Weapon of Choice so all his attack dice with the sword are face
dice.
Level 4. Surprised to find himself the spokesman of the party, Thumphauser takes +1 to Charm and the
Master Talent Heft. Now if hes scantily clad, he gets +3 Charm with those who like muscles. If he is
trying to talk people out of violence, that rises to +5 (because of Combat Toughened, his first talent.)
He can also carry 7 loads!
Ril Kunyer (Howards character)
Level 2. He wants to be even better at navigating the citys underworld, so when he levels in the first
session he raises Contacts: Criminal from 2 to 3, with friends in higher (lower?) places. For a talent, he
takes Threaten.
Level 3. Impressed by how Caylix is using her occupational talent Criminal he takes it too, giving up
both the attribute slot and the talent slot for it. Since that was part of his character concept to begin with,
the DM figures thats fine.
Level 4. Having hobnobbed around at the university with most of his free time, and developed some skill
in fencing things for the scholars there, Ril takes Educated Poise. It is a restricted talent, but the DM
agrees that Ril has been role playing a good way to learn it. He raises Charm by 1 also.
Caylix Nifflegrek (Sues character)
Level 2. Sue thinks the Tumbler template is super-cool, so she takes Juggling as a talent. She has not
had much training, but the DM lets her take the restricted talent because she is willing to spend 5

208
Awesome points that do not count towards leveling to get it. (The other players think she is hilarious, so
shes got the points to spare.) She puts her attribute point in Daring to be a better juggler.
Level 3. Caylix was in a traveling carnival that was attacked by flying wolves, and she leveled as she
fought them. She takes the Thief talent Super Cunning and puts an attribute point in Daring. She
wanted to take another Tumbler talent, but she has to take at least her talents from her base template.
Level 4. Caylix is going to leave her life of crime! She takes Dodge from the Tumbler template, and
does not have to pay extra as she has a teacher and shes been working on it. Now she has 2 Tumbler
talents, so she decides to switch to the Tumbler as her base template. She cannot use the Tumbler inherent
ability (and she keeps the Thief inherent ability) but she can now learn Tumbler talents without extra
instruction. She can use Tumbler talents untrained for 3 Awesome Points, but no longer use Thief talents
untrained for 3 Awesome Points. She puts her attribute point in Daring, raising it to 5.
Sorsha Ascendant (Elsies character)
Level 2. Elsie likes how fast she levels using untrained talents, so she plans to not buy her most used
talents (so she can keep paying 3 Awesome Points every time she uses them.) Instead she focuses on her
art, taking Light Painting from the Illusionist template, and she raises her Commitment (as it helps with
Sensory Assault, something shes been using untrained a lot.)
Level 3. Elsie upgrades Light Painting so it is Arena instead of Rested. She raises her Cunning (to help
with Illusory Menace, something shes having way too much fun using untrained.)
Level 4. Elsie upgrades Light Painting so it is a move action. She puts another point in Cunning. Now
4th level, she has access to ten talents but shes only bought (and upgraded) one besides the grimore.
Devlin Starhallas (Joshuas character)
Level 2. He cant get a talent until level 3, unless he takes another demon talent. (Also, he has to spend 15
Awesome Points to level, not just 12.) He puts his attribute point in Awareness, as it helps his to-hit roll.
Level 3. He survives a battle with a pack of hellhounds to level. He immediately spends his attribute point
on Awareness, maxing it out at +8. He gets to buy a talent also, and he picks Armorflesh so he counts
as being in light armor (and that stacks with worn armor.)
Level 4. Involved in a plot ducking Purifiers who want to kill him for being a demon, he decides he needs
more power. He upgrades Armorflesh to count as medium armor. He gives up his attribute point and
takes a point of demonsign (Needless: Haircuts) so he can also get Terrifying (to inflict 7 terror!)

209

Awesome Point Economy Update


There are 15 Awesome Points in the Bowl.
Name
Thumphauser
Ril
Caylix
Sorsha
Devlin

Currently Has
7
2
4
9
5

Has Spent
5
3
1
6
3

Spend to Level
7
9
11
6
12 (needs 15)

Total Received
12
5
5
15
8

This is not a table youd track in game, because each player is responsible for tracking how many points
the character has and how many have
been spent towards leveling. The total
received is to help us keep track as we
go through the example.
Go Time!
The group of fourth level characters are
walking down an alley towards where
they expect to meet their contact, when
they are attacked! The DM was in a
hurry prepping for this session, so she
grabbed the Black Warlocks
Entourage from the Warbands
section. The characters are trespassing
too close to the Black Warlocks
secrets, so he has decided to ambush
and silence them.
First the DM sketches out the arenas so
they can see where they are. Characters
are the dots in the open in the middle of
the map.

She tells them that four gaunt figures have stepped across the path ahead and the path behind, and the
Black Warlock is visible on the roof to the east flanked by henchmen. The DM notes what the NPCs will
do this round.
NPC
1 Defend/Protect
2 Ranged
3 Focus/Impede

2 on roof
Black Warlock

PC

210
4 Move/Push
5 Attack/Assist
6 Focus Event

Group of 4, Group of 4, Others

The party is concerned by that others entry, and figures the Black Warlock is probably casting a spell.
Thats a problem! They arrange their actions.
Thumphauser sees the groups of NPCs are moving, and figures theyre moving into melee range. Since
they move before combat, he signs up for the combat phase. Ril wants to shoot his pistol at the Black
Warlock, but since others are protecting the Warlock, it would probably be a wasted shot. He will shoot at
people nearby.
Caylix figures she can be most helpful with a thrown weapon attack to clear some space down here, so
she pulls out her knives for a range attack. Sorsha decides to climb up onto the roof where the Black
Warlock is so she can use an illusion spell on him. Devlin will climb up with her to protect her.
NPC
1 Defend/Protect
2 Ranged
3 Focus/Impede
4 Move/Push
5 Attack/Assist
6 Focus Event

PC

2 on roof
Ril. Caylix.
Black Warlock
Group of 4, Group of 4, Others

Sorsha. Devlin.
Thumphauser.

First, the two gaunt figures move to protect the Black Warlock. Second, Ril and Caylix act. Since they
dont care who goes first, the DM calls on Ril, who fires his pistol at one of the approaching figures from
the north.
Rill rolls 2d10 and gets a 4 and an 8, total 12. The DM notes that the Tough Undead target has medium
armor, and with a 12, that takes -1 Wound from the 3 Wounds the pistol does. The undead also ignores 1
Wound, so it takes a total of 1 from the pistol shot.
Caylix is dismayed to see how little effect the gunshot had, but she squints and flings her knife anyway.
She rolls 1d10 and adds her Daring of 5. She rolls a 6, total 11. She saw from Rills effort that the undead
ignores 1 Wound, so even if she boosts the damage with Awesome Points she wont get through that
tough armor and the undead power. She marks the knife off her inventory.
The Black Warlocks eerie chant echoes through the alleyspellcasting, as they suspected.
Devlin and Sorsha want to go before the NPCs, so they ask if they can roll initiative as a single unit
against the NPC initiative as a single unit. The DM shrugs, sure. The characters roll 4, the NPCs roll 9.
So 4 from the north and 4 from the south move into the middle open arena, and a number of remains
shuffle into view to the south. Not good!
Devlin wants to climb up to the roof. It is a single story, so the DM figures a Daring difficulty 10. Devlin
rolls a 1. No worries; he has 5 Awesome Points, and he spends them all to turn his stumble into a cool
series of flips, adding +10 to the roll. Hes on the roof with no Awesome Points left

211
Sorsha rolls an 8. She spends 1 Awesome Point to get to 10, and shes on the roof too (with a lot less
drama.) She is impressed by Devlins efforts, so she tosses him an Awesome Point from the Bowl.
Thumphauser agrees that was funny, he tosses a point from the Bowl to Devlin too.
Now for combat! Thumphauser looks at the 11 bad guys assembled in his somewhat crowded arena, and
he takes a mighty swing at the injured one with his bastard sword, a heavy weapon that is his Weapon of
Choice. He rolls a 5 and a 1, total 6a miss. However, he is a Fighter, so he can boost his to-hit roll by
up to 4 (his level) which would cost 2 Awesome Points. He spends them without hesitation, so his new tohit is 10. The targets medium armor soaks 2 Wounds with a 10, so even if he spends 2 Awesome Points
he cant do damage at this point. He calls the undead thing an extremely rude name, and the other 4
players all give him an Awesome Point each.
At the end of the round, no one has injured the Black Warlock. The spell goes into effect, and the DM
makes a note. Bolster Undead can affect 20 Wounds, and the 6 Toughs are affected (18) and 2 Remains
that are bodyguarding on the roof. The DM does not tell the players what happened, except to describe a
light show and a dim glow around some of the undead. Now the affected undead will ignore another
Wound in combat.
Players groan, the DM cackles; she puts 5 Awesome Points in the Bowl to pay for the laugh.

The DM describes what the NPCs will do.


NPC
1 Defend/Protect
2 Ranged
3 Focus/Impede
4 Move/Push
5 Attack/Assist
6 Focus Event

PC

2 on roof
Black Warlock
Others
Group of 4, Group of 4,

The heroes are worried. However, theyll give it another round for the dice to be kinder before they run
away. Thumphauser figures they are all better off on the roof, as the Black Warlock is the real target and
the undead are unlikely to be good climbers. Sorsha will try to get a spell off, and Devlin will try to clear
the Warlocks protectors out of the way.
NPC
1 Defend/Protect
2 Ranged
3 Focus/Impede
4 Move/Push
5 Attack/Assist
6 Focus Event

PC

2 on roof
Black Warlock
Others
Group of 4, Group of 4,

Sorsha.
Thumphauser, Caylix, Ril.
Devlin.

So, the protectors still hover in the way. Both the Warlock and Sorsha are casting, their tones eerie and
sonorous.
The DM tosses 3 Awesome Points into the Bowl, and says that 3 of the undead are changing their actions
to Impede. One for each of the 3 characters trying to climb out.

212

First, Thumphauser. The undead rolls 4 +3 (default to max Wounds.) Thumphauser uses Brawn, and rolls
5+7, easily winning and thrusting the undead out of the way.
The undead trying to block Caylix rolls 8+3. Caylix uses her Daring and rolls 8+5, ducking around the
rotten arm.
The undead trying to block Ril rolls 6+3. Ril sighs, and rolls 5+1. He got 6, against a 9, so he spends 2
Awesome Points to get the +4 he needs to push past. He whistles the Globetrotters theme, and the other
laughing players give him an Awesome Point each from the Bowl.
Now the DM will offer group initiative against group initiative; the party accepts. They roll 6, the NPCs
roll 4, so the party can climb before the remains move into their arena.
All 3 roll a 1d10 + Daring to climb the wall and get up to the hazardous roof with the others.
Thumphauser rolls a 2, Caylix rolls a 9, and Rill rolls a 10. Muttering darkly, Thumphauser spends 4
Awesome Points to get the 10 he needs to climb. Caylix is fine, and surprisingly, so is Rill.
The attacking undead below that the DM did not spend Awesome Points to repurpose find that their
quarry has scrambled away. Devlin grins, and lunges towards the Black Warlock, attacking. He only has 2
Awesome Points, but he has 4 demon talents, and he can borrow 1 Awesome Point for each because of
his half-demon inherent ability. He spends 3 Awesome Points to use Driving Attack untrained, and 2
Awesome Points so he can attack 3 targetsboth defenders and the Black Warlock himself!
The other players cheer and each gives him an Awesome Point. That pays off his debt, he still has 1
Awesome Point left. Devlin rolls his attacks, getting 8 on the first (and adding 8 for his inherent ability, as
he is fighting with sword and parrying dagger). A hit, but the minion is bolstered! It has 2 Wounds! The
players groan, but Devlin has Demon Strengthso he boosts his attack by 1 Wound, knocking the
minion down. Enthused, the players each give Devlin another Awesome Point.
The second, 14 (+8), and the minion goes down. The third attack, on the Black Warlock, is 16 (+8).
Thats over a 20; not a face die hit, but the Black Warlocks armor is ignored. Devlin not only uses
Demon Strength, but he also uses the parrying weapon +1 Wound in there. That takes the total to 3, and
he spends another 2 Awesome Points to inflict +1 more Wound, total 4. (That is 15 Awesome Points! He
will level when the fight is over.)
The DM notes that the Black Warlocks casting is disrupted. She does spend 2 Awesome Points to negate
1 Wound, giving Devlin 1 and putting the other in the Bowl. Somehow the dastardly necromancer is still
up.
Sorshas casting goes off without a hitch. She spends 3 Awesome Points and throws Sensory Assault at
the Black Warlock, overloading his vision with blaring colors and flashes; the Black Warlock has a Terror
test difficulty 10 (no problem) but also is -5 on all rolls

The DM describes what the NPCs will do.


NPC
1 Defend/Protect

PC

213
2 Ranged
3 Focus/Impede
4 Move/Push
5 Attack/Assist
6 Focus Event

Group of 8, Remains, Black Warlock

He is not getting away! Thumphauser thunders on behalf of the group. The hurried discussion forms a
plan. Ril has another pistol, and Caylix has throwing knives. Theyll try to take the Black Warlock out,
Thumphauser will impede him in case he does try to get away, and Devlin will defend Sorsha as she
keeps up the sensory assault on the Warlock.
NPC
1 Defend/Protect
2 Ranged
3 Focus/Impede
4 Move/Push
5 Attack/Assist
6 Focus Event

PC
Devlin
Ril, Caylix
Thumphauser, Sorsha

Group of 8, Remains, Black Warlock

Devlin settles between Sorsha and the climbing undead.


Ril yanks out his other pistol and fires at the Black Warlock, rolling 12. The Warlocks heavy armor stops
2 of the Wounds, but not the last. The DM cackles and gives Ril 1 Awesome Point, putting another in the
Bowl; the Warlock stays up! Ril protests, and gives the DM 2 Awesome Points to add +1 Wound to the
attack. The DM rolls to see how the Warlock took it. Oh, a 9! The Warlock is out of action.
While the characters cheer, the DM thinks quickly. This was an exciting battle, (even if it was only 3
rounds) and the characters played well, homing in on the leader and using their talents to take him out
somewhat surgically. Would it be more fun to mop up, to have the undead just fall over, or to have them
scatter and maybe come up again, or maybe not? Obviously, scattering is most fun.
The DM describes the move actions of the undead now a scattering into the streets and alleys rather than
climbing the building. Elated, the characters decide not to give chase at this point. Better to search the
Black Warlocks body and see if he had any clues. But hes not quite dead; they could revive him and
keep him for questioning, or they could finish him off That is up to the players! (And the DM has a pile
of animated undead that could mount a rescue if they keep the necromancer alive.) The story continues.
Awesome Point Summary
Name
Thumphauser
Ril
Caylix
Sorsha
Devlin

Currently Has
5
3
4
5
4

Has Spent
11
7
1
10
15

Spend to Level
1
5
11
2
0

Bowl: [15] -18, +7, total 4. (Need more Awesome Points in there right away!)

Total Received
16
10
5
15
19

214

Demons ........................................................... 215


Half Demon (Template) ................... 216
Demon Talents ................................. 217
Demon Examples ............................. 221
Orcs of the Iron Principalities ......................... 223
Orc Examples ................................... 226
Beastmen ........................................................ 227
Sample Beastmen ............................. 230
Ghosts ............................................................. 233
Vampire (Template) ....................................... 237
Werewolf (Template) ..................................... 239
Fey Creatures .................................................. 240
Some Fey .......................................... 242
Fey-Based Demi-Humans ................ 244
Monsters ......................................................... 245
Sample Monsters .............................. 256
Warbands ........................................................ 260
Animals........................................................... 267

215

People in the World Between have a long history of making deals with demons to get power. From
witches to kings, many people have been asked to pay a gruesome price; sex with the demon in exchange
for hearts desire. The blood of demons is well-mixed in some decadent human populations, like the
aristocracy of Caligari or the rulers of the Iron Principalities.
A Selection of Demon Lords
Hakhan. Demon Lord of Bestial Bloodshed. Once he was pretty much the state religion of Caligari,
until the civil war between those who worshiped demons and those who did not want to. Hakhan is
still the most prominently worshiped demon in the Iron Principalities. He is depicted as a massive
minotaur covered in blood and decorated with skulls.
Matakhan. Demon Queen of Assassins. She is into executions and poison. Purple-skinned and multiarmed, bloodthirsty. Some suggest she is nothing more than a female avatar of Hakhan, the more
subtle side of making things dead.
Morgath. The Corpulent Reaper. He is vast and fleshy, a scythe is his badge of office, and his face is
too horrible to be depicted any single way; a decaying pig snout, bare human skull, swarm of
darkness, and so on. Legend suggests there is a portal beneath the Claustrum Arx in Harrowfaust that
leads eventually down to his gory throne. His worship is the state religion of Harrowfaust. Vampires
and penangalan worship him, as do the liches that hide in Harrowfaust to continue their studies. To
Harrowfaust, he represents the lesser evil; their pacts with Morgath allow them the strength to be
independent of would-be conquerors.
Mother Lothak. Tempest Queen, Our Lady of Sharks; she is entrapped in a relationship with Father
Sothak, the sea god that defeated and overbears her. Continuing struggle between them moves the
seas in tides. Those who survive shark attacks are blessed by her.
Slithian Vor. Demon Queen of Aestheticism and Carnality. Shes the incestuous mother of succubi
and incubi. If there is an unhealthy way to have sex, shes into it. She finds entities with principles
irresistible right up until she has seduced them to betray everything they believe in. Her greatest
worship is in Caligari, where her cults seduced the fervent crusaders that pushed most of the other
daemonics out of Caligari in a brutal civil war.
Sluurge. Demon Lord of Pestilence, Famine, and Gallows Humor. A diseased dandy in a top hat, he
has the greatest presence in Ulverland, undermining the Father and Family.
Zzorch. Demon Lord of Mutation and Magic. Everything that is was once something else, and will be
again. Zzorch propels his slaves towards creating that change in unexpected ways, and revels in the
resulting chaos. His most treasured tool is the illusion of control; by convincing his slaves and targets
that they can manage the energies they unleash, he provokes them to pursue spectacular bad ideas.

216

If you have demon blood, or if by some awful accident you gain demon blood, then you have dark power.
The more you focus on your demonic blood to draw power from it, the more power it has over you and
the more you risk changing.
At generation, you can get demon talents a number of ways.
Take a demon talent as your first.
Lose 2 starting attribute points to take a demon talent. (Get up to 4 this way.)
Take 2 points of demonsign to take a demon talent. (DM limits how much, default 2 points.)
More Demon Power
When you level, you can give up your attribute point and take a demonsign point to get an extra
demon talent (in addition to a normal talent).

You can reach into your demonic heritage and borrow up to 1 Awesome Point per demon talent you have
(including +1 per upgrade.) Once a day while resting you can spend up to 1 Awesome Point per demon
talent you have, if you want to level faster.

Blessed and holy weapons or energies do 1 Wound to you if you touch them. Blessed or holy weapons do
+1 Wound to you. You cannot buy off Wounds from holy power with Awesome Points.

Instead of 5 base talents, demons can pull from a larger pool of talents but cannot use talents untrained.

217

Pure-blood demons have staggering variety. While varied, human/demon hybrids are tamer. Here are
talents that can be chosen for characters that have demonic blood running through their veins, in whatever
quantity.
With DM permission, you can also take talents from the Monster talent list. There are more possibilities,
this is a selection to get you started. These cannot be used untrained.
1. Armed. Constant. Move action to unleash (upgrades to free action) only if it is concealed with
Hidden Deformity. You have a natural weapon built in. This could be claws, a flame whip,
distended maw, curving horns, sharp hooves, whatever. Choose a weapon type. Heavy weapons
require 1 level of Demon Strength, very heavy weapons require 2. Ranged weapons are possible. This
talent can be taken more than once. It can be upgraded to make the weapon +2 to hit or +1 Wound.
2. Armorflesh. Constant. Your flesh alone is as tough as armor. Its benefits stack with worn armor.
Take this talent one time per level of armorlight, medium, heavy, super-heavy.
3. Brainwash. Rested. 1 day ritual. Restrain your target, and spend the day with the target, forcing the
target to taste your blood each day. You must do this for one consecutive day per the targets
Commitment, +1. Once you have finished the process, the target will be loyal to you unless freed
somehow. The targets memories are intact, if hazy, but the personality will take a turn towards the
demonic.
4. Breathtaking Gaze. Constant. Focus action. If
you can look your target in the eye, then you
can assume you roll a 10 on any Charm or
Commitment test instead of rolling. In combat,
a foe must beat a Daring test difficulty 10 to
attack you if you are looking the foe in the eye.
5. Charring Touch. Rested. Focus action
(upgrades to attack action). Touch a target, and
the target takes 1 Wound of burning damage a
round from the inside out. Armor does not help
against this. You can increase it to 2 Wounds
with Awesome Points. If the target is resisting,
you must Impede the target to maintain the
grip.
6. Custom Orc. Rested. As a 1 hour ritual, you
can summon 1d5 Wounds of orc. You can
build the orc type yourself, but once built,
thats the only kind of orc your summoning
with this talent will bring. You can teach this
talent to wizards, illusionists, necromancers,
mages, and shamen.
7. Deathblood. Constant. You can take
necromancer talents without training.

218

8. Demon Strength. Constant. You have +2 to all Brawn tests, and do +1 Wound in hand-to-hand or
melee combat. You can take this talent up to 3 times.
9. Flight. Rested. Focus action (upgrades to move action). You can move 2 arenas a round through the
air. You can upgrade this to make it 3 arenas. This can happen with wings (that have 2 Wounds each)
or through gusts of hellfire or through eerie lordship of the air.
10. Fireproof. Constant. You are immune to damage from heat or fire, magical or otherwise.
11. Hellish Speed. Constant. You can move twice, or move and attack, as one action.
12. Hellspeak. Rested. 1 minute ritual involving your blood. You can speak to anyone you know who is
in the World Below, for about 1 minute per Commitment (if they consent to speak to you). It is
considered good manners to commit human (or at least animal) sacrifice with this ritual to send
something to eat with your request for audience. Also, you and demons can communicate easily in
person; you both know a language in common. (Add Hellspeak to your languages.)
13. Hidden Deformity. Constant. You can retract a weapon or conceal a demonic feature at will. You
can upgrade this talent to cover an additional feature or weapon each time.
14. Horrifying. Constant. At will, inflict Horror rating 3+level to those in your arena. Spend an
Awesome Point to affect those in an adjacent arena, or 2 Awesome Points to affect those in line of
sight. This involves doing something gruesome and disgusting; vomiting clotted gore, tearing your
face off, bursting wings through your hot back-meat to quiver in the night sky, etc.
15. Invisible Thought. Constant. You are immune to mind reading, charm effects, scrying, and
intimidation.
16. Magic Resistance. Rested. Focus action (upgrades to move action). When magic is thrown in your
arena, or targets you, you can try to counter it. You get
your level + 1 per demon talent +1d10 against the caster.
If you roll higher, the caster takes a Wound and the spell
fails. If you tie, nothing happens; your energies cancel
out for the round. If you fail, you take a Wound and the
spell goes through.
17. Shadowblood. Constant. You can take illusionist talents
without training.
18. Stunning Blow. Rested. Focus action (upgrades to attack
action). When you strike a target in unarmed combat or
melee, you can reduce the targets attributes by 1 per
Wound inflicted. When an attribute reaches 0, the target
is unconscious. Points return at the rate of 1 per hour for
each Attribute.
19. Terrifying. Constant. At will, inflict Terror rating
3+level to those in your arena. Spend an Awesome Point
to affect those in an adjacent arena, or 2 Awesome
Points to affect those in line of sight. This involves doing something alien and impossible; pulling the

219
target into your eyes through your gaze, manipulating your shadow on the wall behind yourself,
touching the target from across the room, speaking words only the target hears as everyone else seems
frozen, etc.
20. Wizardblood. Constant. You can take wizard talents without training.

These signals reveal the demonic blood in a person. In some contexts, they are status symbols and
preening deamonics show them off. In other contexts, if they are not hidden then the revealed daemonic
will be killed brutally. Either way, each demonsign gives its bearer +1 to intimidate or resist intimidation.
To choose demonsign, the DM can either roll (and roll on any sub-table options), choose for the player, or
let the player choose.
Holy Water. Water that is ritualistically purified by the Church of the Lady will make a daemonic -2 on
all actions for a round while smoking if it is splashed on. If a quantity hits, the target loses 1 Wound
alsothis damage cannot be reduced by Awesome Points.
2. Charming Tail. You have a lashing tail about as long as your arm and as thick as your thumb.
3. Sleek Hide. You are smooth, like a dolphins skin, or rubber.
4. Vibrant Color. Your skin is a wild color.
Roll, choose, or make up something
appropriate. 1-Red. 2-Green. 3-Black. 4White. 5-Iridescent.
5. Pebbled Texture. Your skin resembles a
crocodile or reptilian lizard.
6. Striking Eyes. Your eyes are a startling
shade. Roll, choose, or make up something
appropriate. 1-No iris or pupilwhite, black,
red, yellow, or mirrored. 2-Brilliant red
tattoos etched in your irises that pulse when
you have high emotion. 3-Slitted like a cat
(vertical) or goat (horizontal). 4-Shaped like
an hourglass, when you look into them you
feel yourself decaying. 5-Shift color and
intensity based on mood.
7. Hooves. Cloven hooves at the end of your
ankles.
8. Pointed Ears. They can be dainty and fey, or
more goat-like.
9. Prominent Fangs. On the top or the bottom,
usually two to a side or two in the middle. No

220
impediment to speaking or eating.
10. Pointed Teeth. All your teeth are pointed. No impediment to speaking or eating.
11. Remarkable Feature. One of your facial features is either grossly prominent, or nearly absent. 1nose. 2-ears. 3-mouth. 4-jaw. 5-webbing (hands or feet).
12. Unnatural Size. You are the wrong size. 1-half as big. 2-twice as big. 3-grotesquely obese. 4impossibly gaunt. 5-all your dimensions are subtly wrong.
13. Unusual Blood. You dont bleed red. 1-tarry black. 2-pressurized kool-aid. 3-iridescent green. 4-dust.
5-sizzling hot, weak acid.
14. Strange Aura. People sense you arent quite right. 1-Too charming; people you charm feel sticky and
gross afterwards. 2-Inspire lust; its like a sickness with instant onset and lingering malaise. 3Temper; people around you have trouble keeping their anger restrained. 4-People can immediately
tell youre not fully humanevery instinct says not to trust you. 5-Confidencethe longer people are
around you, the more they think they can do anything.
15. Unruly Shadow. Your shadow does not precisely mirror what you do. It has a sense of humor and it
loves the taste of fear, uncertainty, terror, and horror. You cant compel it to behave. When it affects
other peoples shadows, sometimes they feel a hint of whats going on.
16. Remarkable Nails. There is something different about your nails. 1-Long, sharp weapons. 2-gnarled
and twisted; it is astonishing they dont impede you. 3-Peculiar dark coloration. 4-They are always
perfect. 5-They always have charred human flesh and soot jammed up under them.
17. Odd Joint. Some of your joints dont work like normal
joints. 1-Recurve goat knees. 2-jointless elbows, arms
can flex like snakes. 3-Your head can spin all the way
around. 4-You have a thumb on both sides of each hand.
5-All your joints have doubles, you can slip them in and
out at will.
18. Needless. You dont need everything humans need, that
can give you away. What dont you need? 1-Drink. 2Food. 3-Sleep. 4-Air. 5-Haircuts.
19. Scent. You smell unnatural. 1-Sulfur. 2-Blood and
death. 3-Sensual perfume. 4-Hot stone. 5-Comforting
smell of home.
20. Animal Reaction. Animals are often more sensitive than
people, when it comes to supernatural energies. How do
they respond to you? 1-Cower away from your arena. 2Desperate love, licking and snuggling, frantic not to
leave. 3-Attack on sight. 4-Stay out of reach and stare. 5Sicken; if in your presence long enough, fall over dead. (Roll once on taking this, not every time
animals approach.)

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Cambions
Aristocrats with demon blood are called Cambions. Those who worship demons are usually called
daemoniacs. Common people with demon blood tend to just be called the Blooded. All are Fireproof.
Fireproof. Constant. Immune to damage from heat or fire, magical or otherwise.
Conquerer. 4 Wounds. Leaders, taking political and military action to secure ever-greater power.
o Demon Strength. Constant. You have +2 to all Brawn tests, and do +1 Wound.
o Mage Blood. Can take mage talents. (Has all 5.)
Can cast Elemental Warmagic from Ulverland.
Enigma. 2 Wounds. Riddles, puzzles, quests, research, violence; all meld in plots for weird power.
o Demon Strength. Constant. You have +2 to all Brawn tests, and do +1 Wound.
o Invisible Thought. Constant. Immune to mind reading, charm, scrying, intimidation.
o Wizard Blood. Can take wizard talents. (Has all 5.)
Hellknight. 6 Wounds. Hideous and warped in appearance and soul, they live to slay and dominate.
o Charring Touch. Arena. Attack action. Touch a target who takes 2 Wounds of burning
damage, armor does not help. Impede target if need be to hold on.
o Demon Strength (2). Constant. +4 to Brawn, +2 Wounds in hand-to-hand or melee.
o Stunning Blow. Arena. Attack action. Strike a target in unarmed combat or melee, reduce
target attributes by 1 per Wound inflicted. When an attribute reaches 0, the target is
unconscious. Points return at the rate of 1 per hour for each Attribute.
o Terrifying. Constant. Inflict Terror of 13 in adjacent arenas by doing something impossible.
Seducer. 2 Wounds. Charming, cunning, they are thrilled by the act of seduction and corruption.
o Breathtaking Gaze. Constant. Focus. Look target in the eye, count as rolling 10 on any
Charm or Commitment test. In combat, a foe must beat a Daring test difficulty 10 to attack
you if you are looking the foe in the eye.
o Invisible Thought. Constant. Immune to mind reading, charm, scrying, and intimidation.
o Shadowblood. Can cast Illusionist spells (has all 5.)
Deciever
Tiger headed, or in human illusion they appear to be from the Scavenger Lands and the mysterious East.
Hands are jointed backwards, their palms are on the outside (this can be hidden by illusion). Their
shadows misbehave, showing off and not matching the actions of the tiger demon. More than anything
else, these wicked monsters like to crush trust and faith, corrupt, and send heroes to their deaths. To this
end, they deal in information, and use it as best suits them. They offer poisonous favors to the desperate.
5 Wounds. When claws and jaws are revealed, they act as a light weapon. Flesh counts as medium
armor. Does not wear armor, will use weapons.
Wizard Blood. At least 5 levels in a spellcasting discipline, usually wizard or illusionist.
Magic Resistance. Counter with 10+1d10 to counterspell as a move action.
Invisible Thought. Immune to mind reading, charm, scrying, and intimidation.
Regenerate. Heal 1 Wound a round.
Hag
Warped by rage and infernal dealings, these demons were once human women who were wronged. The
hag takes on the nature of the dark hiding place that provides her shelter and hosts her twisted congress
with demons. As the hag grows in power, her humanity withers. She always has pointed teeth, and normal
animals fear her.
6 Wounds. Flesh counts as heavy armor. Nails count as hand weapons, +1 Wound damage. Brawn 8.

222
Stunning Blow. Rested. Focus action (upgrades to attack action). When you strike a target in
unarmed combat or melee, you can reduce the targets attributes by 1 per Wound inflicted. When an
attribute reaches 0, the target is unconscious. Points return at the rate of 1 per hour for each Attribute.
Alchemist. She can brew 1d5 potion types at will, one dose per day with her special equipment.
Mutatinator of Zzorch
Its bone joints are made of demonstone, and its very touch is corrupting. They all look different, but are
generally twice the size of a human.
10 Wounds. Its meat counts as very heavy armor. It attacks with reach tendrils that do 2 Wounds.
Mutator. Constant. Instead of Wounding, it can pump mutagenic energy into its target. Each Wound
it would do counts as 6 difficulty for a Commitment test. Failing the test, the target screams and
collapses, and over the next 12 hours the target receives a random mutation.
Penangalan
These hideous she-demons are flying heads trailing ropes of intestine and bundles of organs.
4 Wounds. Twitching loops of entrails attack as a reach weapon, she can bite as a light weapon. The
body provides another 2 Wounds.
Simmering Magic. Get a minimum of 5 caster levels in some spellcasting discipline.
Hidden Deformity. She can hide by replacing the head on a body and appearing to have those
features, using the body as a vehicle, undetectably hidden within and on top of it. As a move action,
she can peel up out of the body. As long as she returns within an hour, it will still seem alive.
Flight. She can fly up to 2 arenas a round 3 dimensionally when a detached head.
Succubus/Incubus (Children of Slithian Vor)
These tough seducers of the World Below are accomplished warriors, but they much prefer corruption.
They inspire lust in those who are around them; not only for them, but for everything.
5 Wounds. Flesh counts as medium armor. +1 Wounds with melee weapons or unarmed attacks.
Breathtaking Gaze. Focus action to look the target in the eye, assume 10 on Charm or Commitment
roll (+5). In combat, Daring difficulty 10 for a foe to attack you if you are looking the foe in the eye.
Fireproof. Immune to fire, magic or otherwise.
Hellish Speed. Move twice or move and attack as one action.
Invisible Thought. Immune to mind reading, charming, scrying, and intimidation.
War Demon of Hakhan
Violent impulses of Hakhan given physical form in the World Between are extraordinarily unpleasant.
They are made of blood and screams and arterial spray, and the eye struggles to lock on to their shape.
10 Wounds. Flesh counts as very heavy armor. Its body shifts to always give it +2 arena bonus, and it
does 4 Wounds in melee.
Custom Orc. Rested. Each war demon has a favorite orc type it can create.
Flight. Arena. It can move 2 arenas a round through the air.
Horrifying. Constant. It can inflict horror 15 at will by doing something gross.
Magic Resistance. Its very presence counts as counterspell 20 once per round.

223

The Banishment War in Caligari drove the most violent demon collaborators south. When battle on behalf
of demons took on the scale of a war, the Lords Below provided more demonic energy through rituals and
sacrifices. The wide variety of demonic footsoldiers (orcs) reflects a wide variety of sponsoring demons.
Roll once on each table below (or choose results) to build an orc type. Usually orcs prefer company of
similar orcs, and different kinds of orcs are hostile to one another (given their factitious and quarrelsome
masters, and their innate ferocity) but powerful leadership can unite them to kill a foe.
Orcs can supervise the process to make more orcs like themselves. Any spellcaster in communication
with the World Below can take a talent Make Orc that allows them to have the ritual support and
demonic communication to make a type of orc determined by the DM.

Victims: Replace person-hood with that of a demonic footsoldier.


Volunteer Minions: Gain 1 Wound and replace person-hood with that of a demonic footsoldier.
Toughs: Gain 1 Wound and replace person-hood with that of a demonic footsoldier. Also, add 1 power
from the chart below.
Tough Orc Power (1d5)
1.
2.
3.
4.
5.

Profound Vitality. Add 1d5 Wounds.


Savage. DM will usually spend Awesome Points to boost Wounds by 1.
Tough. DM will usually spend Awesome Points to reduce Wounds by 1.
Demonic Mutation. Roll for 1 talent on the monster generator.
Mystic. Add the Wizard or Shaman template.

Orc default attribute bonuses are equal to their Wounds unless the DM alters them.

1. Slaves of Hakhan. In an all-night ritual, those who paint themselves and slay a sacrifice in the name
of Hakhan become orcs if they are kept out of the sun for a full day metamorphosis.
2. Dark Pearls. After a battle, the orcs are able to excrete concentrated death energy in an iridescent
black sphere the size of two fists together. When this sphere comes in contact with a significant
amount of demon blood, it hatches into a child-size orc that matures over the course of a month. This
orc is born able to speak and kill. (Necromancers prize these objects for their own ends.)
3. Fang Guardians. When a Dumochite demon is summoned to the World Between, it has rows of
fangs (much like a shark) and when one of the fangs is hurled to the ground, it explodes. From the
puff of smoke leaps an orc with weapons made of black bone, ready for battle.
4. The Corrupted. When a human eats human flesh and thinks evil thoughts, the corruption manifests
as demonic energy swells into the cannibal and twists the body to that of an orc. This can be helped
and shaped with ritual so the corrupted human is an offering, but sometimes it is spontaneous.

224

5. Fleshriders. These orcs are incorporeal, but they can possess a physical host and alter its form. Once
possessed, the victim is recognizable, but irrevocably gone. Fleshriders can use corpses, but dont like
to; they cant use skeletons, meat of some kind must still be on the bones. The orc regenerates the
corpse to look half-dead, half-orc.
6. Cauldron Born. Corpses steeped in a big enchanted and unholy cauldron for a few minutes are
infused with demonic energy and climb out as orcs, altered and vicious.
7. Battleborn. These orcs have long tongues with ragged spines on the sides. They can stick the tongues
into the chest of a corpse on the battlefield and hack up some weird goo into the body. Over 12 hours
the body changes, and then rises as an orc.
8. Drinkers. A human is drowned in blood, then painted with blasphemous sigils and buried in bloodsoaked earth. Six hours later, an orc digs free.
9. Feasters. Humans eat the flesh and drink the blood of demons. Depending on how much they eat and
drink, and what kind of demon it was, and how much ritual support the process has, the feasters
transform into orcs in a wrenching process that is most excruciating.
10. Castaways. Humans cursed by authorities of the Lady sometimes are cast so far out of Her favor that
demons flow into their bodies with them, forcing them out (sometimes over time) as their features are
twisted and corrupted.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Green, pig-like, pronounced jaws with tusks, round ears. Some have spots. None have hair.
Short, stocky, gray, bulging yellow cat eyes, lank hair like dead grass. Long floppy hands and feet.
Compact shiny black, weirdly graceful, luminescent green cat eyes. It hisses.
Albino white, almost translucent skin, pink eyes with glowing red pupils, fangs.
Gorilla-like thick fur and wrinkled face, long arms, squat, white tusks.
Wide mouth, chinless with a wattle, tufty gray fur, bull-like horns, red eyes, meatball shape.
Slick red, all kinds of body shapes, bright yellow eyes, black teeth, horns, and nails.
Jaw hinges out to the side, no chin, wicked tongue. Can pass for ugly slightly dead human.
Whimsical, almost cute. Wrinkled nose and crooked jaw like a quizzical pug.
Curling ram horns, recurve legs, hardened red scaly flesh with a lashing tail and cruel black eyes.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Flesh carved with sigils of demonic patron in blasphemous praise.


Likes to wear pieces of downed foes, especially skin and bone as masks and helmets.
Likes the feel of cloth, and will wear layers of it to hide all skin.
Likes the feel of metal, and will wear it with no gambeson or padding.
Prefers paint, ideally with blood in it, to make camouflage and wicked signs on skin and armor.
Likes matching uniforms or symbols, and bannersespecially of flayed flesh.
Wants to look rich, bedecked in gaudy stuff (even if it isnt valuable.)
Wearing snakeskin or some kind of reptile skin is a little piece of home.
Blue is lucky.
Red goes faster.

225

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Has a nagging cough. Doesnt like the air here, doesnt like exertion.
Breath has an odd whining wheeze, clearly audible. Not very stealthy at all.
Insatiably hungry. Presented with raw meat, requires intense danger or fear not to chow down.
Compulsive liar, unable to tell the truth straight.
Weak eyes and skin susceptible to sunburn; weary and disoriented in sunlight.
Alcohol is the neatest thing in the World Between!
Even in flesh, they cant bear holy energy; it repels them as though they were undead.
Must drink blood daily, or grow weak.
Passive-aggressive.
Energy follows a lunar cycle; insomnia maniac on full moon, lethargic depression on new moon.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

If you appear weak theyll turn on you in a flash. 5 Commitment.


You summoned them; now, in the world, theyve got business elsewhere. 5 Commitment.
They get impatient if you deviate from their demon lords interests. 3 Commitment.
They are superior to mere humans. They dont like bossy monkeys. 3 Commitment.
Let them blow off steam now and then, and they arent picky. 1 Commitment.
Low threshold of self-control; constant outbursts of glee or violence. 1 Commitment.
Not creative at all; it is a relief to be told what to do.
They approve of efforts to degrade this world and bring energy from Below. You must be okay!
Like automatons, they dont get bored. They follow orders, or stand motionless. -2 Commitment.
Fawning and affectionate, theyll do anything to make you happy. -2 Commitment.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Slaying, glorious slaying!


Recreational torture, prolonged and sadistic.
Cat and mouse hunting games (on either side).
Sexual assault.
Mass sacrifices to demonic lord.
Rebellion and power politics.
Defiling holy places.
Spreading fire, panic, and chaos.
Pursuing a hidden agenda.
Corrupting humans.

1.
2.
3.
4.
5.

Up to a month.
Up to 5 years.
Up to 20 years.
Up to 80 years.
Live until killed.

226

Magratchs Bodyguards
The wizard Magratch released a demon from a summoning circle years ago in exchange for knowledge of
how to summon effective bodyguards. He can summon these orcs, and always has 1-5 with him.
Magratch takes tough prisoners from the authorities to make these bodyguards.
Magratchs Orc Bodyguards. Fleshriders. The victim is recognizable but altered. The jaw hinges out to
the sides, no chin, wicked tongue; can pass for ugly human. They like to make masks and helmets of skin
and bone. They love alcohol. They approve of Magratch and are grateful to him for freeing their dark
master. Their favorite hobby is prolonged torture. They last up to 20 years.
Tough +1d5 Wounds (default 4). Medium armor. Heavy weapon and shield.
Tillvanes Army
A scion of the Tillvane House in the Iron Principalities was disinherited, so he became a witch and
learned to make orcs. He used them to sack his family holdings, but he became an orc himself. The army
rolled around the Iron Principalities for years. Some are still out there. They continue the War Below
here, attacking the interests of other demon princes that are enemies to their patron.
Tilvanian Orc. Feasters. These orcs capture prisoners and force-feed them orc meat and blood. Then
they conduct an all-night ritual that painfully transforms their victims to tilvanian orcs. They have curling
ram horns, recurve legs, and hardened red scaly flesh. They have a lashing tail and black eyes. Their skin
is scarred with sigils of Vorshuun, their patron Demon Prince. They last about 5 years.
2 Wounds. Light armor. Spear (reach) and shield. (Proficient, 2d10 to hit).
Holy energy harms them as though they were undead.
Rusters
This warband has plagued the Dust Road for a century or more. They capture and domesticate massive
boars to use as mounts, and they attack as cavalry. Those taken alive are turned into orcs, a dark baptism
in a cauldron they hide in their mountain lair. Destroying the cauldron would put a stop to this threat.
Ruster Orc. Cauldron Born. They are short, stocky, gray, with bulging yellow cat eyes and lank hair.
They have long, floppy hands and feet. They wear lucky blue warpaint. Their energy follows a lunar
cycle, they are most dangerous at full moon. They constantly fight over leadership, sometimes doing
serious damage to their viability as a warband with lethal combat. They love corrupting humans. They
live until killed.
Mang the Chief. Level 5 Gladiator. (Built.) All gladiator talents. Usually spend AP to reduce Wounds.
7 Wounds. Medium armor. Defacer: axe (hand weapon), spend 1 Awesome Point to hit in the face.
The Maulers. His elite.
4 Wounds. Medium armor. Spear (reach, ranged). Usually spend 1 AP to increase Wounds.
The Brawlers. His troops.
2 Wounds. Light armor. Spear (reach, ranged).
Warpigs. Mounts. Move up to 3 arenas a round. Charge for +2 to hit or +1 Wound damage (attacks with
heavy weapon, or gives bonus to rider). Usually spend 1 AP to reduce Wounds.

227

Some of the Beast Gods mix animal and human to create loyal footsoldiers. Some wizards get carried
away with their experimentation. Mystic radiation can do funny things to people or creatures. Regardless
what the source is, there are ways of mixing human and animal that are unpredictable and unpleasant.

Creating one type of beastman is a talent that can be given by cosmic powers or arcane research that is
into that sort of thing. Make a beastman type for each talent, and the circumstances for creation.
A pagan version might require a blood-sex-magic ritual in a consecrated glen, and the next full moon
the ground will erupt with 1d10 Wounds of beastmen per person involved in the orgiastic rite.
A mage version might require specially treated human flesh fed to certain animals on a certain
schedule for a month per their eventual Wounds.
A Vistani curse might turn a person into a beastman. And so on.

Roll 1d5 for results. You can roll on the chart once and read across, or (to make it weirder) you can roll
once for each column. You can also choose results to best fit what youre going for.
1
2
3
4
5

Wounds
1 (minion)
2
3
4
5

Mutation
Mostly the head.
Lower half.
Mostly the limbs.
Head and torso.
Full body blend.

Size
human size
Small human size
Large human size
+1/2 human size
x2 human size

Intelligence
Wicked cunning.
Smart human.
Basic human.
Halting speech, childish.
Just above animal.

Roll 1d50 for results. You can roll once on the chart and read across for a fairly normal version. If you
roll twice, you get something weirder. If you roll all three times, you get to enjoy making the pieces fit as
you describe your strange new beastman. Feel free to substitute, expand, revise, or otherwise customize
the chart.
For even more entertainment, roll more than once on one or more of the columns to make a more complex
and terrifying beastman. Also, beastmen can have talents from the monster talent list.

228
Animal

Benefit

Drawback

Ape

Climb up and down as normal movement.

Ceaselessly grooms.

Bat

See in the dark.

Squeaks and clicks a lot.

Bear

Unarmed attack does +2 Wounds.

Always sleepy.

Boar

Move and attack, 1 action, +2 to hit or +1 Wound.

Always angry.

Bumblebee

Light weapon, venom attack, Brawn difficulty 10 or die.

Puts out a constant low hum.

Cat

Dodge any attack on a 7+ on 1d10.

Always insolent.

Centipede

Light armor hide.

Always in motion, hypnotizing.

Chameleon

Gets +4 to Cunning attempts to hide.

Hide leaves big skin flakes everywhere.

Chicken

Murderous eyes give +4 to Intimidate.

Total coward.

10

Cow

Has +2 Wounds.

Stinking flatulance.

11

Crab

Natural weapon as a hand weapon or shield.

Pretty much ignores orders.

12

Deer

Add +2 to hit or +1 Wound from leaping and attacking.

Prefers eating your food to its food.

13

Duck

Can float and carry double loads while on the water.

Impossible to housebreak.

14

Fish

Amphibious, able to breathe air and water.

Rotten stench.

15

Fox

Bright, usually fights with decent tactics.

Unbearable snob.

16

Gator

Medium armor hide.

Tends to eat weaker allies.

17

Gecko

Gets +4 Initiative.

Impossible to motivate when it is cold.

18

Goat

Gets +4 Daring to climb and move.

Burps up meals to chew some more.

19

Hawk

Can fly 2 arenas a round.

Screams if annoyed. Every time.

20

Horse

Never gets tired.

Super-annoying laugh.

21

Horsefly

A flanking attack gets +2 to hit or +1 Wound.

Tells dirty jokes it doesn't understand

22

Lemur

Prehensile tail counts as a parrying or light weapon.

Really good at mocking impressions.

23

Lizard

Can run across 1 arena of water.

Assumes every comment hides an insult.

24

Mastiff

Always spends 2 Awesome Points to inflict +1 Wound.

Wants to lick the boss.

25

Mole

Twice as effective digging as a man with a shovel.

Painfully bad vision.

26

Monkey

Can pass for an ugly human.

Passive aggressive.

27

Moose

Natural weapon as a heavy weapon.

No regard for self-preservation.

28

Mosquito

Spend 1 Awesome point to make incoming attack -2 to hit.

Likes to hum like a kazoo all the time.

29

Octopus

Gets +4 to impede or avoid impeding.

Really touchy-feely, no personal space.

30

Owl

Impossible to surprise. +4 Awareness.

Tends to barf up inedibles.

31

Pig

Can eat anything that once lived (plant or animal) for food.

Noisy congestion.

32

Mantis

Heavy armor hide.

Always staring at you, never blinks.

33

Rabbit

Can move twice or move and attack at will.

Always nervous.

34

Raccoon

Masterful at picking locks and pockets, +4 Cunning.

Impossible to threaten credibly--brash.

35

Ram

Natural light weapon.

Hits stuff with head all the time for fun.

36

Rat

Automatically destroy 1 restraint a round on self or other.

Serious shedding problem.

37

Sloth

Ignore 1 soak when hitting armor.

Likes puns and knock-knock jokes.

38

Slug

Rubbery meat ignores 1 Wound from each attack.

Leaves slime on everything.

39

Snake

Venom: Brawn difficulty 12 or lose 1d5 additional Wounds.

Irritating lisp.

40

Squirrel

Can leap across an arena as a move action.

Never listens all the way through--

41

Steer

Automatically hits impeding characters.

Always trying to establish dominance.

42

Tick

Automatically does 1 Wound on pinned targets per round.

Utterly alien and unfriendly.

229

43

Toad

Natural weapon as a reach weapon.

Hallucinogens, Brawn 6 or 1 hour trip.

44

Tree frog

Adheres to any surface, can move normal speed.

Occasionally releases shattering belches.

45

Turkey

Delicious, counts as double food.

Next-level ugly. Horror 6.

46

Turtle

Very Heavy armor hide.

Needs to say and hear things 3 times.

47

Wasp

Free light weapon counterattack.

Always something snide to say.

48

Wolf

Noisy call tries to intimidate all in earshot.

Can't relax without others of its kind.

49

Woodpecker

Free extra light weapon attack with +2 to hit or +1 Wound.

Dumb as a sack of doorknobs.

50

Worm

Regenerates 1 Wound a round.

No conventional communication.

230

Beastial humans can be given character templates with inherent abilities. They can be given demon
talents, if they are infernal. Mutants or special cases can get monster talents. This system is designed to
provide a platform with a place to start, not to limit the possibilities you want to explore.
Arachnitaur (Elf-Spider)
Torso up is elf, waist down is giant spider. 2 arms, 6 legs. +1/2 human size. Smart. Touched by Narlathia.
Hateful.
3 Wounds. Natural light armor. Front 2 legs can serve as reach weapons. Can use armor, weapons.
Mobile. Climb up and down as normal movement. Can leap across an arena as a move action.
Darksight. Can see in the dark.
Chitintaur (Mantis-Centaur)
Appearance of human +1/2 chitin-encased mantis with 4 arms and 4 legs. Compound eyes, mandibles,
antennae; it cannot pass for human. Does not care to communicate with humans, uses sign language.
3 Wounds. Natural medium armor. Natural light weapons. Can use armor, weapons.
Dodge. Put 1 AP in the bowl to make an incoming attack -2 to hit at will.
Counterattack. Free extra light weapon attack with +2 to hit or +1 Wound.
Mover. +2 to impede or avoid impeding, can leap across an arena as a move action.
Crabbish (Crab-Human)
Human +1/2 size, lumbering and slow, but can swim as well as walk. Thick natural armor. Mentally slow,
cannot speak, communicates with complex clicks. Intensely territorial.
2 Wounds. Natural heavy armor. Natural heavy weapon. Natural shield. Cant use armor or weapons.
Amphibious. Can breathe in air or water, swims at normal movement speed.
Delicious. Each crab man provides 12 servings of tasty crab meat.
Draconians (Dragon-Human)
Human size and intelligence, usually a dragon head and claws with scaled skin (but there are variations.)
They can speak. Some can fly. They are arrogant bullies.
2 Wounds. Natural light armor. Natural light weapon. Can use armor and weapons.
Flight (optional) Can fly up to 2 arenas a round 3 dimensionally.
Tail (optional) Prehensile tail counts as parrying or light weapon.
Faithless (Debased Human)
Tall, fur-covered, baleful yellow slitty eyes. These raiders are addicted to sneaking up to scare people.
They are cunning, if not terribly bright, and they can speak. They organize in tribes.
2 Wounds. Can use armor and weapons.
Eyes of Terror. They can see in the dark. Murderous eyes give +4 to intimidate or resist.
Stealthy. Gets +6 on Cunning tests to move about undetected.
Fish People (Fish-Human)
Hunched, heavy, squat, wrapped in fishy leather hide with luminous eyes and gaping fish mouths. They
stink of fish. They can croak out speech. They live until killed.
2 Wounds. Hide counts as light armor. Claws are light weapons. Can use armor and weapons.
Amphibious. Can breathe both air and water, and can move in water just like on land.

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Froggish (Frog-Human)
Looks like a big bloated frog, hardly any human features. Human +1/2 size, childish intelligence. Can
speak, has a booming croaking call it uses to communicate over distances with others of its kind.
2 Wounds. Hide counts as light armor. Can use weapons or armor.
Charger. Can move and attack as a single action, with +2 to hit or +1 Wound. Can leap across an
arena as a move action.
Tongue Lash. Can use tongue as a ranged action on a target in same arena or adjacent arena; if the hit
is successful, no damage, but immediately the froggish tries an impede; if it fails the target gets loose.
If it is successful, the froggish can attack at +2 to hit and +1 Wound as the target is yanked close.
Harpy (Bird-Human)
Child-size, always women, humanoid torso, arms, and head with bird-like legs and wings. Savage, clever,
brimming with hatred for humanity. Poop on everything, smell awful.
1 Wound. Can use weapons, light armor. Talons on legs count as light weapons.
Flight. Can move 2 arenas a round 3 dimensionally.
Hypnotic Song. Sing at targets in the same arena or an adjacent arena, and the targets must test
Commitment difficulty 10 or be mind-controlled by the harpy. If they take a Wound or receive a
sudden shock they get another test. Each harpy can affect up to 5 Commitment, and multiple harpies
can pool their songs to control a bigger pool of Commitment.
Hyenish (Hyena-Human)
Head and torso of a hyena, human limbs, +1/2 human size. Human intelligence. Growling yipping speech.
2 Wounds. Capable of using armor and weapons. They are always angry.
Savage. Always spends 2 Awesome Points to do +1 Wound.
Jackalwere (Jackal-Human)
Ebon black skin with a stylized jackal head, serving undead masters in Mord-Stavian. +1/2 human size,
human intelligence, sibilant whispering speech.
2 Wounds. Capable of using armor and weapons. They are calculating and cruel.
Alert. Impossible to surprise. Also, +4 Awareness.
Kenku (Raven-Human)
The size of a small human, with a raven head and wings and scaly clawed feet (but human shaped legs.)
Very smart. Can speak, often is literate in multiple languages. Tends to talk too much and be rude.
1 Wound. Can peck as light weapon, most cannot use weapons. Custom-fit light armor.
Flight. Can fly 2 arenas a round.
Cunning. Masterful at picking locks and pockets, +4 Cunning.
Minotaur (Bull-Human)
This monster is at least three times the size of a human, a massive bristling wall of muscle and meat.
Irritable and easily angered, it seems almost desperate to kill and devour humans. Capable of speech.
7 Wounds. Horn, fist, or hoof attack for heavy weapon. Hide is light armor. Can use weapons, armor.
Charger. Move and attack for +2 to hit or +1 Wound.
Savage. Always spends 2 Awesome Points to inflict +1 Wound.
Amazing. Never gets lost, and can navigate any maze (even enchanted ones) flawlessly.
Rat People
The size of a small person, they have the claws, tails, and heads of rats as well as a thick coat of fur.
Otherwise they appear as hunched humans.

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1 Wound. Cumulative tooth and claw weaponry counts as light weapon. Can use weapons and armor.
Sneaky. Always gets +4 Cunning to hide or move quietly.
Escape Artist. Automatically eliminates 1 restraint a round on self or other.
Omnivorous. Can eat anything that once lived (plant or animal) for nourishing food.
Reptilians (Lizard-Human)
Sullen and cunning, these sibilant whisperers of the marshes and swamps nurse ancient grudges against
humanity. They are sleek and scaled, like snakes with limbs and torsos, and their eyes are flat and chilly.
1 Wound. Can wear armor and use weapons.
Fangs. Light weapon, venom attack, Brawn difficulty 10 or die.
Gaze. Murderous eyes give +4 to intimidate or resist.
Quick. Always wins initiative. Can spend 1 Awesome Point to reduce incoming to-hit roll by 2.
Shark People (Shark-Human)
Rough skin, gaping maw, gills, and dead eyesbut the creature has humanoid arms and legs! Twice as
big as a human. It is not very bright, easily bored, always hungry, and irritable. Its speaking parts are
deep in its torso, flexing and gurgling, not connected to the moving of its killing mouth.
5 Wounds. Hide counts as light armor. Mouth counts as a very heavy weapon, but always +2 to hit.
Lethal Bite. It can spend Awesome Points to increase its bite damage up to double.
Amphibious. It can breathe air and water both equally well. It swims 2 arenas a round in water.
Horrifying. Seeing this thing provokes Horror 4, witnessing an attack is 6, being attacked is 8.
Turtle People
Their green faces mix human and turtle features. They have humanoid arms and legs, but wrapped in
green skin. Their torso is in a shell with a plastron, and they have short curled tails. They can talk.
4 Wounds. Medium armor shell/hide. Can use weapons.
Amphibious. Can breathe and move
equally well in air and water.
Yeti (Debased Human)
These wise forest guardians are on average 7
and draped in luxurious fur. They telepathically
communicate with one or two chosen partners,
while speaking with an animalistic set of grunts
and calls. Many are capable shamen.
4 Wounds. Thick fur counts as light armor.
Can use armor or weapons.
Claws. Retractable claws count as hand
weapons for these powerful fighters.
Strong. They have 8 Brawn and can climb
up and down terrain at normal movement
speeds.

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In the natural order of things, a person dies and there is a shaft of white light visible in the ether. The
spirit goes into the light, which then resolves into the World Above or the World Below; this is
unknowable from the World Between.
Now and then, the trauma is too severe. The death is too fast or too slow. There is too much unresolved,
and a powerful personality is involved. The latent energies of a place interfere. Whatever the reason, a
ghost is created; the spirit does not go into the light, but lingers in the World Between.
These guidelines are not designed to be totally strict, all-inclusive, or boundaries for DM creativity. This
framework creates a way to use ghosts for entertaining game play.

Ghost Strength. A ghosts default strength is 1 per Commitment in life. Sometimes this is amplified by
circumstances, especially in places with powerful energies or when artifacts get involved.
Chill. The ghosts presence can make a cold spot. When a ghost of 4+ strength activates powers, the
temperature drops so you can see your breath.
Unclean. The purity of iron and salt are a danger to ghosts. The touch of either forces them to
discorporate and vanish for at least 1d5 rounds. They cannot cross a line of salt or iron, or enter a room
ritually sealed by them (no 3 dimensional shenanigans like phasing through the wall, ceiling, or floor.)
Movement. Ghosts are tied to a location, an object, or a person. These rules can be pretty loose and
adaptable, but the DM should figure out a ghosts movement range and stick to it.
Destruction. Ghosts are dispelled by having fire and salt simultaneously applied to their bones, or to
some other bit of their physical presence that remains (like a lock of hair, a flap of skin, a tooth, etc.)
Ghosts bond to part of their previous body, and that part must be destroyed to free the ghost. They can
also be exorcised by a purifier, banished by a shaman, or dealt with by a necromancer. Ghosts can also be
destroyed by erasing their reason to remain; this can open a second chance for them to leave.
Warping Veil. Ghosts go insane. They lose their ability to frame issues, to see other points of view, to
inform their decisions with logic. They have a need, all of them, and that need becomes consuming. Even
good intentions are warped and twisted. Given time; maybe some benevolent forces that make it to the
World Above can reach back to the World Between to help, but eventually all sentient ghosts trapped in
the Veil of the World Between go mad and become dangerous.

Echo. The ghost seldom has more than 3 power, and it is a non-interactive image that replays its final
trauma and death. This could be visual, or audial, and it sometimes involves smell. Usually the echo
projects a sense of foreboding and fear. These ghosts are harmless.
They can manifest about once a year per strength, and each time they can create about 1 supernatural
anomaly per strength.

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Finisher. Unfinished business will not allow the spirit to rest. Some injustice needs righting, a message
must be delivered, a murder must be punished, or some wrong forgiven. The ghost usually has 3-8
Commitment, same as in life.
They can manifest about once a year per strength, and each time they can create about 1 supernatural
anomaly per strength (or use multiple strength to power stronger actions).
Desperation. The Finisher can gain an extra point of strength for immediate use when exhausted and
frustrated, but each use of desperation reduces the finishers maximum strength by 1.
Vengeful Spirit. The dead can be furious and hell-bent on revenge. The ghost usually has 4-8
Commitment, same as in life; only those with strong will become vengeful spirits.
They can manifest about once a year per strength, and each time they can create about 1 supernatural
anomaly per strength (or use multiple strength to power stronger actions).
Dangerous. They spend 1 Awesome Point every time they kill someone, or injure the target of their
wrath. After spending 12 they gain 1 point of strength.
Haunt. This can be any of the other types of spirit, expanding to include ghosts guarding something.
Haunts are ghosts that were placed using necromantic power, which sets them apart from spontaneous
occurrences of stranding.

Here are abilities that ghosts can learn and use. In general, ghosts have up to 1 ability per strength.
Jump Scare. 2 strength. The ghost can basically yell boo but usually with rotting face, bursting
into flames, zooming at the victims, or other theatrics. The ghost may go for the scare, or affect the
targets food, held objects, slam a door behind the target, and so on. Targets are hit for Terror,
difficulty the ghosts base strength +1 per strength spent on the scare (including the 2 to use it.) Even
if the event or sight is not that scary, there is a supernatural throb of vicious supernatural energy.
Killing Touch. 4 strength. The touch of the ghost inflicts 1 Wound a round that ignores armor, most
talents, and Awesome Points spent to reduce it. The affected victim counts as pinned, unable to use a
move action.
Move Object. 1 strength. Close a door, move a cup, knock on something, shift a curtain. Taken
twice, objects can be moved fast enough to inflict 1 Wound or have 4 Brawn for a push. Each
subsequent time this is taken, another Wound is possible, and the ability can move bigger objects.
Each Wound or +1 size use takes +1 strength too.
Possession. 4 strength +1 per Commitment of target. The possession usually lasts 1 minute per
strength, but it can be taken again to increase to 10 minutes per, and again to 1 hour per. The target
can spend 1 Awesome Point to make the ghost spend 1 more strength, up to all Awesome Points.
Seal. 8 strength. A haunted location can be sealed. Doors and windows crash shut. If someone does
somehow get out, they run only to find themselves back at the site of the haunting. This can last up to
6 hours per the ghosts strength; thats usually more than enough. It usually deactivates at dawn, but
time can move oddly while a site is sealed.
Sensory Trace. 1 strength. A faint sound, a glimpse of movement, a touch, a smell. This lasts up to
10 seconds per use. Taken again, the sensory impression can be clear, and last up to a minute or so.
Taken a third time, the sense can be overwhelming enough to make those in the arena -2 to rolls, or to

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make a noise as loud as a scream or crashing thunder (or to pass as a living person). Or, each time this
is taken it can encompass another sense.
Writing. 1 strength per phrase/word. The ghost can frost a surface for 2 strength, or write on a
fogged window or in sand. For 2 strength, the ghost may generate blood or ectoplasm to write with.

Some humans have a talent for interacting with


ghosts. DMs can allow these talents to be taken at
creation, or gift them to characters (who do not
then get a talent when they level next.) These
talents are usually triggered by near-death
experiences, out-of-body experiences, infusions of
necromantic energies, devotion to a death god, the
death of a profoundly loved one, gaining the
attention of powerful undead, and other unpleasant
circumstances.
Some necromancers are born with one of these
talents. To gain one of these talents, there are
rituals they can undertake that kill them. They
either come back with a talent for dealing with the
undead, or stay dead.
Sensitive.** Constant. As a focus action (upgrades to move action) you can sense the presence of
ghostly or necromantic energy in your arena. This can be upgraded to allow you to see and hear
ghosts if they are present, even if they are invisible and silent to others.
Medium.** Rested. As a ritual taking a few minutes, you can link hands with others, or risk
contacting the other side of the Veil alone. Give up 1 Commitment (points return at the rate of 1 per
hour of sleep, upgrading grants 2 more available points). Any restless ghosts or spirits may draw from
your Commitment instead of their strength to manifest signs of themselves or use supernatural
energies. (Upgrade this talent to gain the ability to voluntarily end their use of your Commitment.)
Those who do not know they are mediums may inadvertently strengthen ghostly activity. Ghosts may
possess, but if hand contact is broken, the ghost is ejected.

The Lady of Charlaek. On the anniversary of the night of her death, she is rumored to walk the west
parapet where she fell. Sometimes people go up to watch for her. Sometimes they freeze to death, or
fall from the height; this is attributed to carelessness and drunkenness, but it fuels the legend.
o Strength 4. She has Possession, Jump Scare, and Move Object. She was a Finisher, trying to
get people to find her body down in the tumble of rocks and put her to rest. She already took
care of her lover, who pushed her off the wall when he found she was pregnant. He was the
first one she killed. When people stopped looking, she became a Vengeful Spirit.
She can manifest up to 4 times in a year, she does all that leading up to or the night of
the anniversary. She wants to kill one person a year, to keep attention focused on her
unresolved need. She possesses people to try to make them look for her body, but

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through the Veil all she can do is quote her lovers love poetry at them and then make
them dive off the wall. Now shes so angry all she does is kill.
Darbols Laboratory. The evil necromancer tortured people to death, then tortured their spirits.
There are about 50 echoes down in his lab, with 1 or 2 strength each and Sensory Trace and/or Jump
Scare. Anyone searching down there will have a rough time of it, as their life energy will attract the
echoes and agitate them. The effort of sorting out blood stains and meat jerky remains of victims and
putting ghosts to rest would be a major project.
Lord Farleys Mansion. It was his, not his familys. He built it, died in it, and was buried in the
basement under heavy-duty protections. The house will always be his. He brutally kills anyone who
tries to take his house over.
o Strength 10. He has Jump Scare, Move Object, Seal, and Killing Touch. He uses the traps in
the house to kill intruders, screwing up attempts to delicately circumvent them (or reactivating disabled traps.) He is buried with a chunk of ghost rock that boosts his powers. He
is confident nothing can get into his coffin to end him.
o Strength 3. Valira, his wife, died here too. She is buried with him and wants to be released.
She will use Move Object, Writing, and Sensory Trace to help them put her to rest.
Captain Urechts Stash. When the pirate captain buried the stash, he killed four of his men and left
their bodies with it. His necromancer bound them to protect the treasure. They will kill to keep it
hidden.
o Strength 2. They all have Move Object twice, so they can animate their skeletons and fight.
Those who think the fight is then over will take the treasure, but the ghosts are still bound to
it and will continue trying to kill those who own it. They get about two chances a year each.
Without their own skeletons, theyll have to get creative, but they can still inflict Wounds.

Here are some sample reasons people might want to hunt ghosts.
If a spirit is unquiet, it is suffering; compassion for the spirit and the relatives demands these agonized
spirits be released to their final reward. I dont know why I have a talent for this, but I must use it.
Justice is precious. A ghost is like rotting stench; both are useful for revealing the presence of a dead
body. The ghost usually means something evil or unjust happened, so it is our friend for putting
things right (even if it has gone insane in the meantime and must be destroyed.)
I didnt believe they existed, but now I do. I still believe they shouldnt exist. The world has no room
for things like this anymore. Every ghost that goes to its rest is a step away from a magic-drenched
and supernaturally dependent past.
Revenge. A ghost took away someone I cared about a great deal. I want to stop that from happening
to others. More, I want the murderous dead to suffer the same fear and pain they caused my family
and me. I want them to feel fear, to be torn to pieces screaming, and I want them to know I did it.
People get attached to treasure. They kill for it, they die for it, and they resent each other for all that
killing and dying. Ghosts are like big red flags, thar be treasure. Wipe the ectoplasm and curses off
it, and you can make a lot of money. Or, sell it caveat emptor as-is to your enemies and rivals.

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Called the Damned for a reason, these lost souls are shadows of people, now undead demonic monsters.
Vampires are dead people, and they cannot return to life.

Bite and Drain. As a focus action, bite the target, and drain up to 2 Wounds a round. Every 2
Wounds drained heal you 1 Wound. Once bitten, the target must pass a Commitment test difficulty 12
to act, otherwise enthralled until released.
Unholy Might. Gain +2 to Brawn tests, and inflict an additional +1 Wounds in hand-to-hand or
weapon combat (not ranged, unless throwing a weapon.) Ignore the first Wound from any attack that
does not involve magic, blessed objects, fire, or sunlight.

Holy Vulnerability. Take 1 Wound touching a holy symbol (amulet, blessed water, carving on a
door, etc); if on a weapon, +1 Wound.
Hunger. Lose 1 Wound every 12 hours from hunger. Only blood feeds this unholy starvation.
Shadow. Cast no reflection in mirrors, unable to cast any wizard or cleric spells or be a shaman; the
only spellcasting open to a vampire is learning necromancy. Death is destruction; nothing waits. You
have a waxy complexion, smell faintly of the grave, are chill to the touch, and you never blink.
Sunlight Allergy. Take damage when exposed to sunlight. Take 1 Wound each round for each part
exposed (head, torso, 1 per arm, 1 per leg, up to 6.) If not fully exposed (wearing heavy clothes, only
beams of sunlight, etc.) take 1 Wound each minute. If completely covered, but still in sunlight, take 1
Wound per hour of exposure.

Decapitation. Strike as a focus action with a big enough blade and inflict a Wound.
Energy. Sunlight, fire, massive crushing kinetic energy, divine energy.
Stake. Pound a stake into a vampires heart by striking as a focus action against the targets chest
with an appropriate weapon and inflict a Wound. The wooden shaft piercing the heart will immobilize
the vampire until the stake is removedbut it also disables the hunger, so the vampire does not take
damage from starvation.
(None can be used untrained.)
Create Vampire. Rested. Focus action each session. Bite a target and drain 2 Wounds of blood for
one sessionthis can take up to an hour, or be as swift as a focus action. Do this once per the targets
Commitment rating. If more than a week passes between bites, you must start over. Once you have
had a draining session with the target once more than the targets Commitment, the victim dies. Then
1d5 days later, the victim rises as a vampire at dusk.
Daywalker. Constant. Counts as a level of coverage; direct sun does 1 Wound per minute; if partially
covered, 1 per hour; if completely covered, no damage.
Hypnotic Gaze. Constant. Focus action (upgrade to defend). Look into a targets eyesthe target
must be in the same or an adjacent arena. Test Charm, the result is a difficulty for the targets
Commitment test. If you succeed, you can implant a suggestion to be acted upon within the next 24

238
hours, that will not directly lead to injury or death for the target. The exception is the command to
accept biting from the vampire and forget the incidentthat can be deadly.
Strange Movement. Rested. As a focus action (upgrade to move), activate this talent to defy physics
to move three-dimensionally. This can be levitation, crawling on walls or ceilings, turning to mist, or
shattering into a mass of vermin. Take a focus action up to 1 hour later to turn normal physics back on
(and, if necessary, recorporate.)
Unreal Stealth. Constant. Add your level to your Cunning bonus any time you want to be stealthy. If
your bonus is double the targets Awareness, you can move in the open and among the targets without
triggering an Awareness test to see you, unless you attack, shout, run, or attract attention.
Every 100 years of undeath, a vampire can develop a new talent based on how they have been using their
undead curse. Other vampires who have made powers not on this list may share their learning with you.

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This is not a superpowerit is a curse. Those infected are doomed to hurt people they care about, kill the
innocent, and lose control of their lives. They transform in a gristly horror show into an animal, or a
hybrid monster. Ultimately they must be hunted down with silver and fire. A rare few learn control from
mystics and sorcerers, or find magic talismans to help. The only hope for a cure is divine intervention.

In wolf or wolfman form, ignore the first 2 Wounds from any attack that does not involve silver or fire.
As a focus action at night, you can transform to a wolf (slightly bigger than most) or a wolfman form
(about +1/2 human size.) Wolf form can move 2 arenas as a move action, or move and attack as one
action. Jaws count as a light weapon. Wolfman form can attack as a hand weapon with claws and jaws.
Sunlight transforms you back to your human form. To wizards, you appear faintly enchanted.

Dead Magic. You cannot cast spells of any kind in wolf or wolfman form.
Lunacy. The three nights of the full moon, as soon as the moon rises you turn into a wolf or wolfman
form (DM choice) and rampage around howling and carrying on, muzzily regaining consciousness
around dawn, remembering nothing and covered with evidence of your escapades.
Silver Allergy. Attacks with silver do an additional 1d5 wounds and require 24 hours of rest to heal.
Temper. If provoked, you may have to test Commitment to keep your cool and not let the inner beast
show. The DM sets the difficulty; 6 for a minor frustration, 9 for successful taunting, 12 for actual
danger or humiliation, and 15 for desperate circumstances like imminent deadly threat to your child.

Full Moon Control. Constant. You retain your own mind and control during nights of the full moon.
This talent cannot be used unless it is trained and purchased.
Transformation Control. Constant. You can change forms at will, not relying on day, night, moon
cycles, and so on. This talent cannot be used unless it is trained and purchased.
Wolf Senses. Constant. Your sense of smell is so acute in any form that you can follow a trail by
scent alone. Each scent barrier requires a test at a difficulty set by the DM. Also, your hearing and
sight are enhanced, so you are +4 to Awareness tests, and your senses stretch out so adjacent arenas
count as being your arena for purposes of noticing things. If confronted with a powerful stimulant
(hot pepper flakes, undead stench, wolfsbane, intense garlic) you might have a penalty of up to -4 to
rolls for attribute tests and hitting in combat until it is removed. You can instead turn your senses
down, if not caught by surprise, to avoid the penalty.
Wolf Strength. Constant. In wolf form, you get +2 Brawn and do +1 Wound to all attacks. In
wolfman form, you get +4 Brawn and do +2 Wounds to all attacks.
Infectious. Rested. Focus action. Attack a human target in wolf or wolfman form, and if you score a
Wound, then the target is infected with lycanthropy. Next full moon, your target will become a
werewolf.

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Fey Traits
Iron Allergy. All fey feel intense pain if cold iron (not forged) touches them. A cold iron object can
inflict up to 1 Wound with a touch. An attack with a cold iron object does +1 Wound to them.
Roll once on each of the following charts to custom-build a fey creature.
1
2
3
4
5
1
2
3
4
5
6
7
8
9
10
1
2
3
4
5

Size (and Wounds)


Fit in your hand
Long as your forearm
Half human size
Human size
Human size +1/2

Intelligence
Animal
Child
Human
Genius
Idiot-savant****

Malice
Friendly
Careless
Annoyed
Holds a grudge
Hates humans

Wealth (can offer)


None
Illusory
Troublesome trinket*
Treasure**
Offers service***

Body Type
Fungus
Cute, Chibi
Ugly, Warts
Alien Beauty
Bestial

Troublesome Trinket*
Mirror shows you your hearts desire
Love potion, works for 1d10 days (or years)
Bag that produces illusory coins, last 1 hour
Comb that, while worn, makes a woman pretty
Pipe full of pleasant dreams while smoked
Stone that turns lead to goldfor a while
Pebble you can place, immoveable to all but you
Pearl, inspires everyone with desire to own it
Book with an absorbing story, never ends
Small rock, instantly kills those who kiss it.

Treasure**
Crystal bottle, 1 drop from it heals any wound
Self-playing harp full of beautiful music
Pouch always full of bland, nourishing pellets
Dagger on a cord, points towards your target
Hunting horn that always summons help
Quiver that always has arrows in it
Necklace doubles your Charm
Cloak, all under it is invisible
Ring, you land gracefully, no falling damage
Diamond worth 10,000 gold

Offers Service***
Will take you to Ardenwald now or later
Until the sun next rises, will do anything
Will give you a boon from the Court
Service for a year and a day (or until released)
Service for life, until released by you or Court

Idiot Savant****
Skilled killer (+1d5 Wounds per attack)
Connected with fey (1d5 Contacts)
Encyclopedic knowledge of lore
Counterspells 1 spell a round at will
Instant counter/calculator

Motive (1d5) Why? Who knows. They dont think like we do.
1. On a mission for the Seelie Court, interrupted in transit.
2. On a mission for the Unseelie Court, interrupted in transit.
3. Assigned to an outpost for observing the local area.
4. Encountered while on vacation, hanging out looking for amusement.
5. Sent as a messenger to the characters, to manipulate them (rather than
communicate).
1. A more powerful fey interest wants to test them and has arranged
a challenge to see how they respond to various influencesare
they greedy? Heroic? Clever? Respectful?
2. A more powerful fey interest wants someone rescued, and will
use them to do it.
3. A more powerful fey interest wants a threat quashed, and has
chosen the character(s) to do it.

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4. A more powerful fey interest has fallen in love with one of them, and wants to lure them in.
5. A more powerful fey is a parent to one of them, secretly, and has chosen to make contact.
Finishing Touches
Roll 2d10: the first die is 0 for 1-5, 1 for 6-10. The second die is the ones place. (So a roll of [1, 6]
would be 06, and a roll of [6, 1] would be 11.)
For fastest results, roll once and take that result for each column. For more fun results, roll twice on each
column. Choose or reroll to get the results that you want.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
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18
19
20

Feature
Kaleidoscopic color shifts
Delicate wings
Weird skin texture/condition
Covered in fur
Looks passably human
Clearly elvish influence
Too thin, unsettling
Impossible to see clearly
Dressed elegantly in lace
Skilled musician
Rimed with frost
Pitch black
Wrinkled and elderly
Has interdimensional lair
Armed with moonsilver blades
Answers questions with stories
Pure white
Emits atonal pretty purring
Lives in a mirror, can step out
Animated liquid shape

Ability
Blind you with eye contact
Can fly 2 arenas a round
Create illusory wealth at will
Create spectral mount for travel
Invisible at will
Can grant 1d5 AP at will
Heal 1 Wound per touch
Shed light at will
Sage and loremaster
Can protect from elements
Can make food and water
Guide, or glamer confused trail
Big favor bank with fey
Cast 5 fey talents
Grant 1 genuine wish a year
Grant 3 pyrrhic wishes a year
Shapeshifter
Can grant water breathing
Can grant flight
Can lift curse

Irritant
Eat anything, always eating
Wants to sit on you
Likes to copy what you say
Speaks in rhyme
Endless pull my finger jokes
Sheds glitter dust
Hungers and thirsts for human
Dies in sunlight
Easily distracted, no memory
Collects something avidly
Snarky, sarcastic
Addicted to gambling
Lures humans to Ardenwald
Always leaks/vomits/sneezes
Curses things to smell of poop
Needs focus action to find gear
Prankster with ventriloquism
Wants impractical romances
Never ever shuts up
Bossyin charge, or sulky

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Djinn
5 Wounds. No armor (but can wear armor.) Human size and intelligence. Its natural form is incorporeal,
brilliant blue or red, with an Eastern cast to its features. It doesnt care about humanity, but it can pretend
to if thats convenient.
Iron Allergy. Feels intense pain if touched by cold iron (not forged). A cold iron object can inflict up
to 1 Wound with a touch. An attack with a cold iron object does +1 Wound to them.
Flight. Can fly up to 5 arenas a round in any direction, corporeally or not.
Incorporeal. At will once per round, can shift in and out of solidity. When incorporeal, can only be
touched by a 10 on the Face Die.
Wish. Can grant 1 genuine wish a year, or 3 twisted wishes. (Offer 1 or 3 wishes, to punish greed.)
Doppleganger
4 Wounds. No armor (but can wear armor.) Human size and intelligence. Its natural form has an alien
beauty in unnaturally smooth and featureless skin colored gray. They hate humanity.
Iron Allergy. Feels intense pain if touched by cold iron (not forged). A cold iron object can inflict up
to 1 Wound with a touch. An attack with a cold iron object does +1 Wound to them.
Shapeshifter. It can take on any human appearance, complete with voice and clothes, at will as a
focus action.
Dryad
2 Wounds. No armor. Human size and intelligence. All female. Her natural form is green skin with bark
clothing and leafy hair. She usually finds humans amusing.
Iron Allergy. Feels intense pain if touched by cold iron (not forged). A cold iron object can inflict up
to 1 Wound with a touch. An attack with a cold iron object does +1 Wound to them.
Tree Connection. She ignores the first Wound from any non-magic non-iron attack. So does her tree.
The two of them share a pool of 10 Wounds between them, plus her 2. Both scream and bleed when
struck for damage. She can merge with her tree. No mystic sight can reveal which tree is hers, but
druids know.
Fey Treasure. At DM discretion, she may have 1 troublesome trinket or fey treasure to offer.
Fairy of Healing
1 Wound. No armor. Fits in a palm. Flies up to 2 arenas a round. Natural form glows like a candle and
sheds glittering dust. Usually finds humans amusing.
Iron Allergy. Feels intense pain if touched by cold iron (not forged). A cold iron object can inflict up
to 1 Wound with a touch. An attack with a cold iron object does +1 Wound to them.
Healing. Can heal 1 Wound using a focus action.
Mound-Thing
5 Wounds. Medium armor. Twice human size. An energy being formed of gathering together rotting
vegetation and plant life to form a body. Usually summoned/created as an assassin or guardian.
Animator. 3 AP. Focus action. It can raise 2d5 wounds of constructs from greenery in its arena.
Grappler. 1 AP. It impedes the target, gaining its Wounds as a bonus to the roll. As long as it
successfully impedes the target, the target is -1 to all rolls per the grapplers Wounds.
Natural Weapons. Constant. Reach and heavy both at once.
Natural Camo. Constant. In forest or swamp it is almost invisible; Awareness difficulty 15 to spot it
holding still, 12 if it is creeping, and 9 if it is running. (You can boost the difficulty with Awesome
Points to the Bowl.)

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Nymph
2 Wounds. No armor. Human size and intelligence. All female. Her natural form is water colors (a great
variety) and flowing hair that appears as if underwater. She usually finds humans amusing.
Iron Allergy. Feels intense pain if touched by cold iron (not forged). A cold iron object can inflict up
to 1 Wound with a touch. An attack with a cold iron object does +1 Wound to them.
Water Kiss. She can kiss a human as a focus action, and either grant the human the ability to breathe
underwater for a few hours, or inflict 1d5 +1 Wounds of drowning.
Swimmer. She can move up to 5 arenas a round through the water, and move others with her at will.
Fey Treasure. At DM discretion, she may have 1 troublesome trinket or fey treasure to offer.
Redcap
2 Wounds. No armor. Half human size, human intelligence. Natural form is a gnarled figure like a tree
root, the size of a child, with a red hat and a long pale knife. Hates humans, wants to kill them all.
Iron Allergy. Feels intense pain if touched by cold iron (not forged). A cold iron object can inflict up
to 1 Wound with a touch. An attack with a cold iron object does +1 Wound to them.
Sharp. Ignores 1 soak, whether from armor or Awesome Points. The knife counts as a hand weapon.
Amazing Dodge. It can dodge up to 2 Wounds inflicted by using Awesome Points.
Satyr
2 Wounds. No armor. Human size and intelligence. All male. His natural form is goat-colored (a great
variety) and kinked hair in a mane around curling horns and tusks. Usually finds humans amusing and
wants to mate with attractive women. Goat legs and cloven hooves, human torso and arms. Heads vary.
Iron Allergy. Feels intense pain if touched by cold iron (not forged). A cold iron object can inflict up
to 1 Wound with a touch. An attack with a cold iron object does +1 Wound to them.
Glamered Guide. Can play pipes to reveal a hidden path and lead others (even in the dark.) The
same talent allows a path to be confused and magically hidden so it takes an Awareness 15 test to see
it through the glamer.
Sentient Tree
10 Wounds. Heavy armor. Double human size. Basic human intelligence. It looks like a tree that can
develop anthropomorphic features. It is usually awake because it has to be, so tends to be grumpy.
Hulking. Constant. Add 4 Brawn, and +2 extra Wounds of damage per attack.
Invulnerable Except Fire. Constant. Ignore the first 5 Wounds from any attack that does not involve
fire.
Will-o-Wisp
1 Wound. No armor. Head-size, low intelligence. Natural form looks like a lantern from a distance, and
can move up to 2 arenas per round. Tremendous malice towards humans, wants to lead them to danger
and watch them die.
Iron Allergy. Feels intense pain if touched by cold iron (not forged). A cold iron object can inflict up
to 1 Wound with a touch. An attack with a cold iron object does +1 Wound to them.
Hypnotic. Test Commitment difficulty 6 not to follow it, and once following it, 10 to tear away (and
15 once the path is clearly dangerous.)

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It is strongly recommended that all players make human characters. Here are some insights into alien feybased creatures that can move among humans and pretend to be like them. This is a thematic description.
All have 1 Wound to begin, and can wear armor and use weapons as appropriate for their size and shape.
Elementalists
Scholars think these elemental-powered fey creatures are the mixing of elementals, or fey nobles from
distant realms in the Ardenwald, with humans. They have affinity for air, fire, water, earth, and shadow.
Some cannot pass for humans, others can. None seem to stay in the World Between for very long. The
elementalists taught humans mastery of the world, at the cost of a natural place in it.
Elf
They are alien, graceful, beautiful, and dispassionate. Their motives and thoughts are not human. They are
capricious and untrustworthy by their very nature. They look more human than other fey, but they are not.
Only the eladrian, their ruling caste of knights and spellcasters, take extra damage from iron. The drow
are elves that have chosen evil, and revel in the results. (Drow look just like all other elves.) The elves
first taught spellcasting to humans, and stole from them innate self-knowledge.
Dwarf
Squat and powerful, these warrior-artisans labor to twine matter and energy together in beautiful and
functional ways. They have strange powers of creation, and strange appetites rooted in a powerful fusion
of greed and vengefulness. They can give powerful gifts, but the cost is often more than it seems. The
dwarves taught humans the art of architecture, and in so doing instilled jealousy within them.
Gnome
Slight as children and nimble as acrobats, all gnomes are capable of illusion magic. They are cheery
masters of misdirection, delighted by the strange idea of individual ownership and the easy reaction it
provokes in less fey targets. They also have a gift for creating objects that are not what they seem, and
towards that end they have developed breathtaking craftsmanship. Vanishingly few in numbers, most
publically visible gnomes are either inventors or stage performers. The gnomes taught humanity politics,
with all its gifts and curses.
Goblin
Wildly diverse in appearance, goblins are the citizenry of Ardenwald. Some escape to the World
Between. Goblins are the perverse innovators, pushing the boundaries between natural and supernatural
with their wildly imaginative machinery. Goblins taught humanity mechanics, and science, with all its
gifts and curses.
Halfling/Feydin/Boggies
They look like fat children, and scholars suspect they are the result of unions between fey and humanity.
They inherit and magnify humanitys appetites for comfort, food, and material success. They appear a
caricature of humanity as seen by the fey; short-sighted, grasping, overindulged liars. They call
themselves the Feydin, but humans tend to call them halflings (to be respectful) or boggies (to be honest.)
They all have curly hair and stubby tails the length of one of their fat fingers that wiggles when they are
excited. They didnt teach anyone anything.

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Theme. Monsters have a visual and textural theme. Roll 1d10 or choose.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Reptilian.
Shadowy and amorphous, leaks darkness.
An element; roll 1d5. 1. Flame, 2. Water, 3. Earth, 4. Air, 5. Combine 2.
Hide and tusks, like an elephant or rhino.
Humanoid, with a shiny leather wrapping.
Undead.
Chitenous and insectoid.
Spider-like, with lots of extra limbs and eyes.
Essentially an energy being, a body pulled together out of victims and local material.
Built out of eye-stinging runes that arc with energy and hiss with smoke.

Wounds. Monsters have 6-15 [5+1d10] wounds. Roll or choose.


Size. They stand about 1 foot tall (or long) per Wound. They weigh about 100 pounds per Wound.
Natural Weaponry. Monsters have 0-4 [1d5-1] weaponized appendage sets. Roll for each, or choose.
1-2. Light. (+1d5 to hit)
3-4. Hand.
5. Reach.
6-7. Heavy.
8-9. Very Heavy.
10. Ranged. Ranged type is 1d5.
1. Spit acid.
2. Fire spines.
3. Throw stuff hard.
4. Eject minions.
5. Psychic pyrokinesis.
Depending on the monster, note whether each weapon type gets an independent attack or whether the
creature attacks all-out. An all-out attack gets the advantages of every weapon type for a single attack.
o For example, a creature with light, hand, reach, and heavy weapons could get a +2 to hit for
arena advantage if in any of the weapon types apply. The creature would roll the best dice
(hand, 3d10) with the light weapon bonus (+1d5 determined at generation) and do 2 Wounds
(heavy) and would be +2 to impede or escape impeding (reach).
Intellect. How smart is this thing? 1d5.
1. Not really responsive to normal stimulus.
2. Animal intelligence.
3. Monster cunning. (20% chance of speech.)
4. Human intelligence. (50% chance of speech.)
5. Genius. (80% chance of speech.)
If there is a chance of speech, go ahead and
determine whether or not your monster can talk
or leave it as a chance per specimen
encountered.

Natural Armor. How good is its armor? 1d5.


1. None
2. Light
3. Medium
4. Heavy.
5. Super Heavy.

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Monsters have 1-5 Talents.
1. Acidic. Constant. When a weapon hits it, the weapon is rendered useless by its magical corrosion.
The attacker can negate this effect with 2 Awesome Points. The monster can strike at a character and
reduce the characters armor by 1level per Wound the armor absorbs.
2. Adhesive Grip. Constant. It can walk on walls and upside down as easily as on the ground.
3. Aging Assault. 1 AP. When it hits, the target ages 1d10 years and takes an additional Wound.
4. Aquatic. Constant. It can breathe water and is equipped to move unhindered in water.
5. Armed. Constant. Give the monster another set of natural weapons.
6. Authoritative. Constant. It can control a number of Wounds of creatures or toughs per its maximum
Wounds, and any number of minions. These creatures will willingly die for the monster. Only those
who agree to serve it are bound in this way, it is not an attack against enemies.
7. Bargainer. Constant. It can make a trade with a character, reducing Commitment and increasing
another attribute. It keeps 1 of every 3 moved. If the target doesnt have enough Commitment, it can
harvest permanent Wounds instead.
8. Blinding. 1 AP. One attack type can blind
the target, inflicting a -5 on Awareness and
to-hit rolls per assault.
9. Blinker. Constant. If it rolls 7+ on 1d10
when it is hit, it blinks out of the way. It
cannot avoid a 10 on the Face Die.
10. Breathe Death. 3 AP. Focus action. Affects
3 half arenas adjacent to each other (in a
row, or around it, etc; it is not harmed by its
own attack.) All those in that space take 3
Wounds. Those who can reach cover and
test Daring difficulty 10 take 1 Wound.
11. Breathless Aura. Constant. Those in its
arena cannot breathe. They count as
drowning for each round they are in its
influence. (p. 59)
12. Caress. 2 AP. As a focus action, it touches
a target in melee. That target must pass a
Commitment test difficulty 10 or be
paralyzed for a minute.
13. Carrionbelch. 3 AP. It can vomit out a
mass of half-digested carrion (or
equivalent) that inflicts 3 Wounds on those
who do not dodge, 2 Wounds on those who

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fail a Daring dodge, and 1 Wound to those who are splashed by the runoff. Any creature killed by this
attack rises as the monsters minion.
14. Chameleon. Constant. It can activate this ability to become almost invisible; Awareness difficulty 15
to spot it holding still, 12 if it is creeping, and 9 if it is running. (You can boost the difficulty with
Awesome Points to the Bowl.)
15. Chosen and Blessed. 1 AP. Assign a spell list, it can cast 1d5 of that gods spells. For 3 AP, it can
upgrade its speed of casting by 1 increment.
16. Darkbreather. 3 AP. As a shoot action, it can fill its arena with pitch darkness. It can still see.
17. Deathfarts. 1 AP. Any time it is hit, or takes a focus action (even to do something else), it can fill its
arena with noxious gas. The gas lasts for the rest of the fight. Anyone in an arena with the gas must
test Brawn or Commitment difficulty 10 to act and not gag, clutching at watering stinging eyes.
18. Deathnode. 3 AP. Focus action. It can raise 2d5 Wounds of servitor undead from corpses in its arena.
19. Deathtouch. 2 AP. If it hits a target and inflicts a Wound, it can choose to infuse it with death energy;
Brawn or Commitment save difficulty 10 or drop dead.
20. Disarm. Constant. If it rolls a 10 on the Face Die, it knocks one of the targets weapons into an
adjacent arena in addition to doing damage.
21. Disorient. 1 AP. When it hits a target, whether it inflicts a Wound or not, the target loses an action.
22. Displacer Field. Constant. Always on unless it is voluntarily off, projecting a weird haze around the
monster so it cannot be seen clearly. Attacks requiring sight are -4 to hit. A 10 on the Face Die allows
the attacker to ignore the field, but does not do +1 Wound.
23. Dodge. 2 AP. Split the AP between the bowl and the one attacking, allow the monster to
automatically dodge one attack each round.
24. Dominator. 3 AP. As a focus action, it stares at someone in its arena or an adjacent arena. The target
must pass a Commitment test difficulty 10 or be the monsters slave for an hour.
25. Eat Life. 3 AP. If it strikes a blow that takes the target to 0 or fewer Wounds, it can use this power to
drain the last of the life into itself. It gains 1 Wound, and the target dies beyond recall. If the target
has 5+ maximum wounds, the creature gains an extra permanent Wound.
26. Enervating Venom. Constant. Anyone hit with this attack loses 1d5 Brawn. Targets reduced to -3 go
limp for 1d5 hours, but are still aware of pain and surroundings. Nothing can revive them faster
(unless there is an antidote).
27. Entombed. 5 AP to the bowl only. When it dies, it reforms in a specific place (its tomb, holy site,
etc.) 2d10 hours later. The site must be desecrated/destroyed to end the creature for good.
28. Exhaustive. 1 AP. As a free shoot action, it can target a character and exhaust all the targets talents.
As a focus action, it can exhaust all talents of those in its arena.

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29. Explosive. Constant. When it dies, everyone in the arena takes 3 Wounds; 2 Wounds for targets who
attempt to dodge with a Daring test difficulty 10 and fail, 1 Wound for those who succeed.
30. Extra Sense. Constant. 1d5. 1, darkvision. 2, infravision. 3, echolocation. 4, psychic sensitivity. 5,
taste the air.
31. Fast. Constant. It gets +2 on Initiative tests, and can move 2 arenas a round, or move and act.
32. Filthy. Constant. When it inflicts a Wound, the target must test Brawn difficulty 7 or be infected.
Infected targets take cumulative -2 to all rolls each day, and -1 Wound a day, until magically healed
or treated by a skilled healer. Reaching 0 Wounds means unconsciousness, and death the next day if
untreated.

33. Flight. Constant. It can move 3 arenas per round, including up (5-6 yard vertical move is 1 arena.)
34. Force Ring. 3 AP. Everyone in melee is flung to an adjacent arena directly away from the monster; if
thrown into something, take 0-4 (1d5-1) Wounds. This counts as a push move, difficulty to resist is
15 and successful resistance takes a Wound from pressure. It is a free action for the monster, up to
once a round.
35. Freezing. Constant. It inflicts +1 Wound of cold or paralytic damage with its natural attacks. Those
hit must pass a Brawn test difficulty 10 or lose their next action.
36. Friendmask. 3 AP. Focus action. The monster creates an illusion so any attacks on it are randomized
between it and others in the arena. If the numbers dont divide easily, a greater chance is on the
monster. It can use this before combat begins to appear as a friend to the characters, though this talent
does not give it the ability to speak if it cant already (it can make noise in combat to be convincing.)

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37. Grappler. 1 AP. It impedes the target, gaining its Wounds as a bonus to the roll. As long as it
successfully impedes the target, the target is -1 to all rolls per the grapplers Wounds.
38. Gutmoss Lurcher. 3 AP. Focus action. It can vomit out a mossy mass of horrific slime that has half
the monsters original Wounds, and counts as having light armor.
39. Hallucinogens. Constant. Anyone hit with this attack loses 1d5 Awareness. Targets reduced to -3
suffer from visions and are unable to tell them apart from reality. 1d5: 1, go catatonic. 2, frenzied
attack of the nearest target, friend or foe. 3, sobbing and weeping. 4, powerful religious experience. 5,
the brain or heart seizes up and the character keels over dead.
40. Hard Skull. Constant. Hits to its head (and face) cannot do more than 1 Wound.
41. Howl. 1 AP. Howl as a focus action, all those in hearing are -2 to all rolls unless they pass a
Commitment test difficulty 10. This stacks with intimidation.
42. Hulking. Constant. Add 2 Wounds and 4
Brawn and +2 extra Wounds of damage per
attack.
43. Humanshape. Constant. As a focus action, it
can appear to be human. As a free action
during the move phase, it sheds its form and
looks like a monster again.
44. Hypnotic Draw. 3 AP. This activates as a
shoot action. Those in the current arena must
test Commitment difficulty 10 to act, or they
walk up to the monster, limp for a round,
changing their action to a move action. Those
in adjacent arenas must pass a Commitment
difficulty 6 test or change their action to
move, approaching the monster. Anyone
taking a Wound is snapped out of it.
45. Illusion. Constant. It appears to be
something other than what it is.
46. Implant. 3 AP. If the monster successfully
impedes the target, the target is implanted
with something like eggs. After 1d5 days, the
eggs hatch, messily killing the target and allowing a swarm (1d5 Wounds for the birthing, hundreds
of them) of monster spawn to scuttle in all directions.
47. Inflict Feeble Curse. 1 AP. As a focus action, it hits a target with a feeble curse (random or
assigned.) There is no defense.
48. Inflict Major Curse. 6 AP. As a focus action, it hits a target with a major curse (random or assigned.)
There is no defense.

250
49. Inflict Minor Curse. 3 AP. As a focus action, it hits a target with a minor curse (random or
assigned.) There is no defense.
50. Invulnerable Except Acid. Constant. Ignore the first 5 Wounds from any attack that does not
involve acid.
51. Invulnerable Except Blessed. Constant. Ignore the first 5 Wounds from any attack that does not
involve the blessing and energy of a god.
52. Invulnerable Except Fire. Constant. Ignore the first 5 Wounds from any attack that does not involve
fire.
53. Invulnerable Except Magic. Constant. Ignore the first 5 Wounds from any attack that does not
involve an enchanted weapon or wizard spell.
54. Invulnerable Except Silver. Constant. Ignore the first 5 Wounds from any attack that does not
involve silver.
55. Invulnerable Except Starmetal. Constant. Ignore the first 5 Wounds from any attack that does not
involve starmetal.
56. Joined in Death. Constant. When it dies, everyone in its arena must test Commitment difficulty 10 or
they die with it.
57. Lash. 1 AP. The target takes 2 Wounds and flies to an adjacent arena, taking a hit for 0-1 Wounds
upon landing (depending on what it hits.)
58. Lethal Venom. 3 AP. When it hits, it can choose to inject venom; the targets base difficulty on a
Brawn test is equal to the creatures maximum wounds. Failure means death in 1d5 rounds.
59. Lifedrain. 3 AP. When it strikes as a focus action, half the damage it inflicts heals its Wounds.
60. Meatriddler. 3 AP. Focus action. It can eject a cone of writhing grubs that burrow into any exposed
flesh they touch; roll 1d10 per the monsters remaining wounds, take the top 2 to hit anyone in the
area. Targets may test Daring difficulty 10 to get out of the way of the cone (if possible.) Those who
are hit take 1 Wound at the end of each round; the only way to end the effect is to pass a Cunning or
Daring test difficulty 12 as a Focus action (resolved before they take 1 Wound) to yank grubs off of
and out of flesh. Others can help.
61. Memory Drain. 3 AP. Focus action. The monster drains memory from the target; sometimes this is
lethal, sometimes not. Sometimes the target is left a vegetable, sometimes only the memory of the
assault is erased. The monster gets 1d5 useful facts a round from the process, and it inflicts 1 Wound
a round.
62. Mimic. Constant. It can imitate sounds; specific people talking, a crying baby, whatever seems useful
for putting prey off guard and luring them into the dark. The smarter the monster, the more dangerous
this power. The imitation is perfect; only a flaw in how it is presented, or what the voice says, can
reveal the trick.
63. Mind Milk. Constant. The milk takes different forms, but the monster exudes a substance that
overwhelms up to 5 Commitment and grants the target +2 Wounds, +2 Brawn, and +1 Wound

251
inflicted with its hits. The target is mindless and obedient and can telepathically communicate with
the monster. This lasts about 3 days per dose of milk. Accepting the substance is a focus action.
(This is often used to increase the obedience and combat ability of a slave population.) Awareness can
sometimes detect the influence if the subject is trying to pretend nothing is wrong.
64. Mistform. 3 AP. It can assume an incorporeal form as a focus action, and move 1 arena a round as
mist moves. It takes a focus action to reform.
65. Multiple Heads/Limbs. Constant. It has 2d5 heads. Half the heads will usually use protect actions
for the body. Each head can take 2 Wounds before being too crippled to fight on; this does not count
towards its Wounds.
66. Nightmarish. Constant. Those who encounter it are plagued with nightmares about the encounter. If
they win a decisive victory against the monster, they can make a Commitment test difficulty 10 to end
the dreams. Otherwise, not.
67. Paralysis. 3 AP. When it strikes a target, the target must beat a Brawn or Commitment test difficulty
10 or be frozen for the rest of the fight. The monster can project this ability as a focus action,
affecting everyone in the arena.
68. Petrifaction. Constant. When it dies, it turns to stone. The last weapon to strike it is locked in stone
unless the attacker passes a Daring test difficulty 10 or the weapon was blunt.
69. Phoenix. 10 AP to the bowl only. If slain, it rises again nearby in 2d10 hours, furious. It can only be
destroyed if its ashes are mixed with blessed water (or some other hilarious method, up to the DM.)
70. Pounce. 3 AP. It can land on its target(s) in a current or adjacent arena, doing 1 Wound per its
maximum Wounds. This can be distributed among closely clustered targets. Aware targets who pass a
Daring difficulty 10 test can get out of the way, and the Wounds assigned to them hit the ground
instead.
71. Psychic Chant. 3 AP. As a focus action, it can chant into the minds of all those in its arena and
adjacent arenas. Those affected must pass a Commitment test difficulty 10 to act at all.
72. Psychic Pin. 1 AP a round to the Bowl per target. Psychic force immobilizes a target in the same
arena or an adjacent arena. Resisting the force and getting free requires a Commitment or Brawn test
difficulty 15, and counts as the move action. The pin happens during the move phase and does not
cost an action, but can be applied to up to 1 target per the monsters 5 wounds each round.

252

73. Pull. 1 AP. Make a range attack in the


current or an adjacent arena. If successful,
it does no damage, but instead yanks the
target close enough for a melee attack. The
target and the monster test initiative, the
monster gets +2. If either of them hit, they
inflict +1 Wound for pulling in the same
arena, or +2 if pulling from an adjacent
arena.
74. Regeneration. 1 AP per wound. It can
automatically regenerate 1 Wound during
the defend/protect phase, and if it chooses
to use a focus action, it can regenerate 5
Wounds.
75. Restraints. Constant. It can restrain
targets, taking 1 focus action per their
Brawn or Cunning rating. The target can
only escape if assisted from the outside, or
if possessed of a tiny blade near at hand
and then making a Cunning test difficulty
12.
76. Ring of Retribution. Constant. Every
character that scores a Wound on the
creature in melee range is hit by an attack
roll of 18 for 1 Wound. (If the retribution is
magical or psychic and ignores defenses, it
costs 1 AP per use but can be used as often
as the DM wants.)
77. Rotbite. Constant. Anyone hit with this attack loses 1d5 Wounds. If taken to 0, the target is
automatically bleeding out. Gangrene and putrescence sets in the moment the attack hits. Targets
must rest for at least 6 hours with competent medical care before rotbite wounds heal. If taken to 0
Wounds, 30 hours.
78. Rotbreath. 6 AP. As a focus action, it breathes in a 45 degree cone, at least 1 arena long. Everyone in
the cone must pass a Brawn or Commitment save difficulty 10 or lose 2d5 Wounds; those that make
the save take 1d5 Wounds.
79. Scream. 3 AP. Shoot action. All those in the monsters arena, and adjacent arenas, test Brawn,
Daring, or Commitment difficulty 10 or lose an action.
80. Sensitive. Constant. It can sense magic, see invisible items, and automatically detect the living.
81. Slick. 3 AP. As a focus action, it can beslime an arena so it is a Brawn or Cunning difficulty 10 to
successfully move across it and not fall down and wallow for a round.
82. Snap. 1 AP. Destroy a shield with an attack, instead of injuring the targets Wounds or armor.

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83. Spelleater. 3 AP. When it hits a spellcaster, all the spellcasters spells count as used.
84. Spellproofed. Constant. Runes carved into the monster deflect magic. If it is targeted by magic, and
it rolls 5+ on 1d10, it ignores the magic effect.
85. Starving Maw. 3 AP. When it rolls a critical to hit while biting, the jaws distend (supernaturally if
necessary) and snatch the target into its guts, where the targets take 0-4 (1d5-1) wounds each round.
Only light weapons can be used inside. If the monster is killed, the target can cut its way out in 1
more round.
86. Stench. Constant. Awareness is +5 to detect this monster, but all those in melee range suffer a -2 to
hit and to all attribute tests because of the horrible stink; it digs into pores, into eyes, crawls into
sinuses. It is not just a stink, it is a supernatural horror and it hates everything but its carrier.
87. Strong. Constant. It inflicts +1 Wound with a hit, and can double its damage at 1 AP per additional
Wound (half to the Bowl, half to the target). It gets +4 Brawn and will feed the Bowl to up to double
its bonus.
88. Swarmhide. Constant. Its hide swarms with bugs, or something like bugs. Each time it is wounded, a
swarm ejects into its arena that will spend itself automatically disrupting any focus action in that
arena or an adjacent arena. It can eject 1d5 swarms as a focus action (even if it takes a Wound.)
89. Tear Armor. 1 AP. When it hits, spend 2 AP to reduce the targets armor by 1 level in addition to
damage. Up to all the targets armor can be ripped off with this attack. Half the points go to the
victim.
90. Telepathic Link. 5 AP. As a focus action on a cornered target, the monster can implant a psychic link
that allows it to spy on the targets thoughts. The target can also manage to cull basic information
from the link, one fact per day per Commitment. Each fact inflicts a Wound of strain on the victim.
The monster can track the linked target.
91. Teleportation. 3 AP. It can teleport up to 3 arenas through any obstacles as a focus action.
92. Tentacle Cluster. Constant. A protruding mass of tentacles can whip and attack of its own volition as
a tough with a reach weapon.
93. Tentacle Defense. Constant. One attack a round near the tentacle mass rolls 1 fewer die to hit.
94. Unerring Tracker. Constant. Once it meets a creature, if it decides to, it can track that creature
across dimensions for as long as the target lives.
95. Vicious. Constant. It can add 1 Wound per 2 AP spent, without limit. Half the Awesome Points go to
the victim.
96. Vine-ish Restraint. Constant. Tendrils can restrain targets in the same arena or an adjacent arena.
There are about 20 vine-equivalents, and each one offers 1d10 towards restraining the target; keep the
top 2 for the result on an impede test. This is a free attack for the monster. Cornered targets are drawn
towards the monster; a move action, or if in the same arena, an attack action.

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97. Webgush. 3 AP. It can spray out a mass of webbing that impedes everyone in an arena, or half an
arena. The impeding strands have an impede score of 17 (instead of rolling) and 3 Wounds, -1 Wound
a minute.
98. Whispers. Constant. At will, it releases psychic/audible whispers that haunt those in its arena with
half-heard terrifying voices that seem familiar somehow. Targets must pass Commitment difficulty 10
tests to act.
99. Wizard. 1 AP. Assign a grimore or base wizard talents, it can cast 1d5 of those spells. For 3 AP, it
can cast one increment faster.
100.
Worry. 1 AP. If the monster successfully impedes, the target is one less die to hit and -4 to all
rolls.
Monsters have 0-2 [1d5-3] flaws. Roll 2d10 for each.
2. Cocky. It overestimates itself and underestimates its foes. Goes for drama instead of quick victory.
3. Delicious. The monsters meat is savory, tender, and desirable to humans and other predators.
4. Feeding Restriction. 1d5. 1, little boys. 2, little girls. 3, women. 4, men. 5, religious types. Make up
other categories if you like.
5. Herbal Allergy. It is -4 in the presence of a certain herb, visibly uncomfortable in the same arena and
in pain within melee range.
6. Highly Flammable. If set ablaze, it loses 1d5 Wounds a round and thrashes around until it dies. Then
it explodes the next round, doing 3 Wounds to those in melee range who dont dodge, 2 to those who
try to, and 1 to those who leap out of the way on a Daring difficulty 10 test.
7. Insecure. At its core, it is worried that it isnt good enough, so it requires outside reinforcement;
fawning minions, terrified foes, etc. It is easily provoked, and easily goaded into paranoia.
8. Iron Allergy. If it touches iron, it takes 1 Wound after a round, and another after a further minute of
contact. Iron weapons do +1 Wound. It senses iron in its arena and in adjacent arenas.
9. Light Allergy. If exposed to the equivalent of daylight, it dies if it rolls above a 5 on 1d10. It can see
fine in the dark.
10. Light Sensitive. In daylight or equivalent, it is -4 to all rolls. It can see fine in the dark.
11. Obsessive/Compulsive. Confronted with a riddle, maze, counting game, or other specific brain teaser
(just one kind) it is compelled to solve the riddle before it can act further. This can take 1d5 rounds,
minutes, or hours, depending on the puzzles size and complexity.
12. Popular Components. Its fluids, bones, meat, organs, etc. provide spell components for some
common and sought after magical effects.
13. Purity. If struck by a virgin, in addition to any damage, if it rolls above a 5 on 1d10 it dies. It will not
attack virgins.

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14. Repelled by Salt. It cannot cross a line of salt, and if struck with salt it takes 1 Wound.
15. Running Water. If it touches running water for an entire round, it takes 1 Wound it cant soak.
16. Silver Allergy. If touched by silver, it dies if it rolls above a 5 on 1d10. It can sense silver in its
arena.
17. Stake-able. If struck for at least 1 Wound by a stake made of a certain kind of tree, it dies.
18. Territorial. It likes to stay in its comfort zone, in its territory. It is compelled to attack intruders, and
if it is forced out of its territory it is -2 on all rolls until it finds or makes a new territory or gets home.
19. Unreflective. Its reflection shows its true form even if it appears to be something else. Or, if it does
not use illusions and cant pass for human, it flees from its reflection in a mirror as big as its head.
20. Well Known. Weaknesses, powers, and habits are common knowledge locally.

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Here are some monsters that characters might need to hunt, escape, or fight. These baselines are a place to
start; it is encouraged to adjust them to fit your needs with bigger or smaller, more or less skilled versions.
The notes do not attempt to be exhaustive, describing all sensory capabilities and mating habits and
capabilities. Here are some quick-start monstersfill in the blanks as you need to.
In general, attribute bonuses are the same as Wounds. Improvise as needed.
Add +2 for Awareness senses as appropriate.
Add +2 to stability and movement for those with 4 legs.
For monsters over 10 Wounds, halve the attribute bonus for everything but Brawn.
Babbler. Amorphous blob about twice the size of a human, covered in crazy eyes and babbling mouths.
6 Wounds. No armor. Can attack as any weapon type. Never fails a Commitment test.
o Crazy Talk. It babbles all the time; those in the same arena must test Commitment every
round, difficulty 10. Those who fail either run at least 2 arenas away or take1 Wound. Ear
protection does not help at all.
o Munch and Drain. 1 AP. It gets 5 dice to attack that can be directed against up to 5 targets,
each die like a minion. If it attacks as a focus action, it inflicts an additional 2 Wounds of
blood loss.
o Amorphous. It ignores the first Wound from any attack. Those in hand to hand range must
test Daring difficulty 6 each round during the defend/protect phase or lose their footing and
be unable to act in the round.
Bear Owl. Towering over 10 feet tall, it is heavily muscled and thickly furred. Its staring yellow eyes
flank a killing beak that can snap a horses head clean off in one bite.
12 Wounds. Medium armor. Claws and beak as heavy weapon, +1 Wound (3).
o Savage. Always spends 2 AP to add 1 Wound to its damage.
o Tough. Always spends 2 AP to ignore the first Wound from an attack, if necessary.
Blinkbeak. Hideous beaked biped made mostly of mouth. This thing exists in reality and in the energy
next to reality.
6 Wounds. Light armor. Beak and claws as heavy weapons.
o Blinker. 1 AP. If it is hit, it can flicker out of the way by rolling 7+ on 1d10. It cannot avoid
hits to the face.
o Half Real. It is immune to being impeded, grappled, or pushed.
Blurbeast. Like a huge puma with two extra legs and two whip tendrils from its shoulders, all black.
6 Wounds. Light armor. Tentacles as reach weapons, claws and jaws as heavy weapons.
o Displacer Field. Always on unless it is voluntarily off. A weird haze around the creature so it
cannot be clearly seen, and a tooth-jarring buzz. Attacks requiring sight are -4 to hit.
Devilfish. Like an octopus, also capable of acting in marshes and freshwater. Amphibious.
5 Wounds. No armor.
o Tentacles. It can use up to 6 of its 8 tentacles a round. A tentacle can attack as a minion
(groups can cooperate), as a light shield, as +4 to move or resist moving, or +2 Brawn to a
grapple test.
o Beak. The beak bites grappled targets only, ignoring up to 2 armor soak and doing 2 Wounds.

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Dragon. House-sized body with a 15 foot neck and massive bony skull weapon, packed with wicked
intellect and greed and savagery. Four long legs end in gristly talons. Two leathern wings and a vicious
whip of a tail 20 feet long. This is the king of monsters.
20 Wounds. Very heavy armor. Attacks as all weapon types but light (rolls 3d10 to hit and keeps
highest 2, +2 to impede or prevent impeding, does 3 Wounds.)
o Back Arena. Its back counts as a hazardous arena.
o Breathe Flame. 3 APs. Affects 3 half-arenas adjacent to each other. Inflicts 5 Wounds to all
in that space. Those who can test Daring difficulty 9 who can get to cover may take 3
Wounds instead.
o Flight. It can fly up to 3 arenas a round.
o Lash. 1 AP. Tail hit inflicts 3 Wounds and flings the target to an adjacent arena; if the target
hits something dangerous, the target takes an additional 2 Wounds as a separate hit.
o Pounce. 3 AP. Land on a target in the current or an adjacent arena, roll to hit once to hit up to
4 targets in a cluster for 4 Wounds each.
o Spellcaster. 2 AP each. The dragon can be outfitted as spells that are cast as move actions, no
focus actions needed.
o Weaponized Skull. Takes no extra damage from a hit to the face. Adds 1 Wound to bite
damage per AP put in the Bowl, no limit.
Drake. Coach-sized body with a 10 foot neck. Lots of fangs, not much brains. A 12 foot tail has a
venomous stinger. 2 legs, 2 wings.
10 Wounds. Light armor. Claws and jaws as heavy weapons. Stinger as a reach weapon.
o Swoop. 1 AP. During a move action, swoop past a target striking with feet at -2 to hit, doing
4 Wounds if successful.
o Tearing Bite. 1 AP or a hit to the face. Ruin 1 level of armor instead of doing 1 Wound, do 2
Wounds (or 2 levels of ruined armor.) Does not cost an Awesome Point if scoring a hit to the
face.
o Venom Barb. 1 AP. The wyvern takes an extra reach weapon attack. If the stinger scores a
Wound, the target is poisoned, losing 1 Brawn a round. When the target reaches -1 Brawn,
the target dies.
Frost Giant. About 40 feet tall, about 2 arenas.
12 Wounds. Heavy armor. Axe is 12 foot long, does 6 Wounds.
o Snowsouls. 1 AP each, up to 5. Can release souls from the axe to take shape in snow and ice,
creating minions, as a focus action. They last about an hour. They do +1 Wound from cold.
o Stomp. 1 AP. Stomp as a focus action on a target in the same arena. If the target does not
dodge, the target dies. If the target tries to dodge (Daring difficulty 10) and fails, 4 Wounds.
If passing, 2 Wounds.
o Wind Ally. 1 AP. Attacks as reach, heavy, and very heavy weapon, can attack adjacent
arenas with melee weapons. Can move up to 2 arenas 3 dimensionally if in wind colder than
freezing.
Gargoyle. Looks like a demented carved statue with wings.
6 Wounds. Heavy armor. Claws and jaws count as hand weapon. It can fly 2 arenas a round.
o Stony. Awareness difficulty 9 to realize it is alive, difficulty 6 in melee range. It ignores the
first Wound from any attack.
Hellhound. Coal black, eyes and mouth glowing red-hot, terrifying.
2 Wounds. Light armor. Claws and jaws count as heavy weapon.
o Fast. Move 2 arenas a round, or move and attack as 1 action.

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o

Howl. 1 AP. Focus action. All those who can hear this howl are -2 on everything unless they
pass a Commitment test difficulty 9.
Hotmouth. 1 AP. Do +2 Wounds from a bite attack in a gust of searing hellish heat.

Hellskitoes. Fist-sized black insectoid horrors with hummingbird wings and deep bloodlust.
Killed by 1 Wound. Need 10 to hit.
o Blood Drain. If it succeeds in a focus action attack with 1d10, it ignores armor and grips the
target. If it is still attached the next round, it draws 1 Brawn. It can draw up to 3 Brawn before
it is full, then it lets go and flies away as a wobbly move action. Brawn returns 1 per hour of
bed rest.
o Horrible Buzz. It can hover around a targets face, automatically disrupting focus actions
and making all rolls -2 to hit. Up to 3 can do this per target.
Hydra. Cottage-sized body with necks 12 feet long, each capped with a befangled bone nightmare of a
head. They like to back into an alcove to fight. Usually half the heads defend the body.
15 Wounds (+2 per head for the head itself.) Light armor. Bites as heavy weapon.
o Breathe Flame. 2 AP per head. Covers a full arena in any direction. Damage is 2 Wounds
per head breathing fire in that direction. Dodging the flame is Daring difficulty 7, +2 per head
contributing fire. If successful dodging, take half damage.
Mind Flayer. About the size of a fat chicken, these hideous wet leather things grip a skull and eat the
brain, then use the body as a vehicle until it bores them.
1 Wound. No natural armor. Capable of leaping and floating, attaches to skull with successful impede
(it is +3 to impede.)
o Brainride. Once it is attached, it can inflict 1 Wound a round as it bores down towards and
eventually into the brain. Once rooted, it inherits the bodys Daring and Brawn. It prefers to
sit on the skull in a conical hat or big wig, but it can push most of its organs down in the skull
to ride with a low profile.
o Mindblast. It can automatically disable 2d5 Commitment worth of thinking processes in its
arena or an adjacent arena each round. Blasted Commitment returns at the rate of 1 per hour.
Those reaching -1 are unconscious for an hour.
Ogre. About 12 feet tall, usually either gaunt and hard or fat and sloppy. Vicious, love eating humans.
10 Wounds. No natural armor, can wear armor. Hand weapon attack unarmed, can use weapons.
o Terrifying Bite. If it hits to the face it can attempt to impede for free. If it succeeds, the
target is stuffed into its supernaturally distended gullet and bit for 3 Wounds each round as a
free action until killed and swallowed. Must succeed in a move action in a subsequent round
to escape.
o Strong. The ogre has 10 Brawn and does +2 to all attacks (also ranged, if using muscles.)
Sewer Dumpling. Disgusting leathery lump with three stubby legs and two abrasive whip tentacles. A
third tentacle has two eyes so it can scout outside its pool of murk without exposing itself. It eats garbage,
supplemented with incautious meat.
10 Wounds. Medium armor. Tentacles count as reach and heavy weapons, bite as very heavy.
o Filthy. If it inflicts a Wound, the target must test Brawn difficulty 7. If the target succeeds,
the target gets a fever and some discomfort for a few days. If not, the target is -2 to all dice
rolls and loses 1 Wound every day. This Wound cannot be healed normally, but must be
healed by magic or a skilled healer.

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Tentacle Crawler. Like a caterpillar three feet thick and fifteen feet long, with sucker feet, compound
eyes, and a writhing mass of tentacles over its mouth.
6 Wounds. Light armor. Crawls on ceilings and walls as easily as the ground.
o Caress. Roll 1d10 to hit per tentacle committed to a target (up to 8.) Cannot inflict Wounds.
Instead, when it hits, the target must test Commitment difficulty 9 or be frozen rigid for about
a minute.
o Long Chew. The crawler inflicts 1 Wound per minute of gnawing a target. Ignores armor.
o Tentacle Mass. 2 AP. Reduce attacks near the head by 1 die to hit. Declare before the roll.
Troll. Looming at 12 feet, this monstrosity has greenish knobbled hide, bristling black hair, and soulless
pits for eyes. It can see in the dark.
14 Wounds. Heavy armor. Claws and jaws count as heavy weapons.
o Brimming With Life. Every round it can regenerate up to 3 Wounds at the cost of 1 AP
each, all to the Bowl. It cannot regenerate from fire or acid, track those Wounds separately. It
must roll 13+ on the critical chart to be truly killed.
o Savage. It will always spend 2 Awesome Points to do +1 Wound.
o Tough. It will always spend 2 Awesome Points to take 1 fewer Wounds.

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Here are some warbands already assembled so you can use them quickly and easily. Feel free to custom
build your own NPCs and arrange your own warbands! Part of the nature of this game is to encourage
rapid preparation and play, so sometimes it is helpful to have a grouping of opponents together so you can
run them as-is, adjusting on the fly as necessary.
Attribute Bonuses. Make up whatever attribute bonuses you want, as long as they fit in appropriate
limits. For a general guideline, NPCs get a bonus equal to their maximum Wounds for what they do well.
Balance. In general, you can probably have 2 minions per character, 1 tough per character, and a leader
type without putting your characters in too much desperate danger. Double that every 5 levels or so.
Adjust weapons, armor, and talents too.
By those guidelines, a group of 4 players could face off with a warband of 8 minions, 4 toughs,
and a leader type and still expect to win. For 6th level characters, 15 minions, 10 toughs, and 2
leaders might be a better challenge.
Balance is really not the most important element; clever tactical play, negotiation, and retreat are also
important tools for characters.

Vampires Entourage
Vampire. 4 Wounds. Medium armor. Heavy weapon and shield (with shield talent.)
o Daywalker. Only takes damage if in the sun for a minute unshielded.
o Hypnotic Gaze. Constant. Defend action. Test 1d10+4, generate difficulty for target
Commitment. Can implant suggestions, nothing dangerous (except to accept a bite.)
o Unreal Stealth. +8 to stealth rolls, can move quietly in plain view unseen unless viewers
have 4+ Awareness.
Young Vampire. 2 Wounds. No armor. Hand weapon.
o Hypnotic Gaze. Constant. Defend action. Test 1d10+4, generate difficulty for target
Commitment. Can implant suggestions, nothing dangerous (except to accept a bite.)
o Unreal Stealth. +8 to stealth rolls, can move quietly in plain view unseen unless viewers
have 4+ Awareness.
Vampire Traits. +2 Brawn. +1 Wound in hand to hand. Ignore 1 Wound from attacks not involving magic, blessed
objects, fire, or sunlight. Focus action to bite and drain 2 Wounds, get 1 back, target must pass Commitment
difficulty 12 to act.
Take +1 Wound touching holy things or being hit with blessed weapons. Lose 1 Wound every 12 hours. Cast no
reflection. Young vampires take 1 Wound a round per part exposed to sun, or 1 a minute if covered.
Decapitate with focus action with big enough blade inficting at least 1 Wound. Strike chest as focus action with
appropriate weapon and inflict a Wound to stake the vampire, disabling hunger and movement.

Soldiers. 2 Wounds. Medium armor. Hand weapon and shield.

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Necromancers Entourage
Necromancer. 3 Wounds. No armor. Reach weapon.
o Raise Minion. Constant. Raise up to 15 between periods of rest, 1 a round or up to 3 a round
if feeding the bowl 1 Awesome Point for each. Need bodies in the arena.
o Raise Tough. Arena. Focus action to raise remains as a tough, can have 3 Death Talents.
o Life and Death. Rested. Focus. Drain 1 Wound from touched target, regain 1 Wound for self
or touched undead.
Tough Undead. 2 Wounds. Medium armor (ignores 1 Wound too). Heavy weapon, does 3 Wounds.
o Life Drainer. Arena. Focus action, drain 2 Wounds, tough gets 1.
o Mighty. +2 Brawn, +1 Wound in melee.
o Tough. Ignores first Wound dealt by any attack.
Undead Hounds. 1 Wound. No armor (ignores 1 Wound). Fight as a minion.
o Tough. Ignores first Wound dealt by any attack.
o Fast. Can move twice or move and attack as 1 action.
Undead Bird Scout. Destroyed by 1 Wound of damage. No armor or weapon. Difficulty 12 to hit.
Scouts and reports back to the necromancer.
Remains. Minion. 1 Wound. No armor. No weapon modifiers.
Black Warlocks Entourage
Black Warlock. 4 Wounds. Heavy armor. Heavy weapon (life-drinker, every 2 Wounds inflicted
gives the wielder 1 back) and shield. Can speak any language.
o Bolster Undead. Rested. Focus. All undead in arena and adjacent ignore first Wound, even
from blessed sources; affect up to 20 Wounds.
o Counter Energy. Rested. Defend/protect, intercept magic, 1d10+10 vs. casters level +1d10.
On a success, they take 1 Wound, spell is lost. On a failure, take 1 Wound, spell goes off.
o Master of the Living. Constant. +8 to Intimidate or resist intimidation. Inflict 8 Horror.
o Master of the Undead. Constant. Undead will not attack you, they show respect, telepathic
communication with undead.
o Rouse the Dead. Rested. Focus. Spend up to 10 Awesome Points, convert into Wounds or
Death Talents to raise corpses. Those with more than 1 Wound have basic intelligence.
Tough Undead Interrogator. 4 Wounds. Heavy armor. Heavy weapon and shield.
o Paralyzer. Arena. Touch, target test Commitment difficulty 10 or be immobilized for 1 min.
Tough Undead. 3 Wounds. Medium armor (ignores 1 Wound too). Heavy weapon, does 3 Wounds.
o Mighty. +2 Brawn, +1 Wound in melee.
o Tough. Ignores first Wound dealt by any attack.
Remains. Minion. 1 Wound. No armor. No weapon modifiers.
Beetle Swarm. Swarm. 5 Wounds. Each Wound is spent disrupting 1 focus action in the same or an
adjacent arena. They are in the Black Warlocks cloak, they can fly.

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Haunted Battlefield
Vengeful Phantom General. Strength 6 ghost. (6 times a year, 6 strength per manifestation.)
o Jump Scare. 2 Strength. Target 8 Terror, +1 per further Strength spent.
o Possession. 4 Strength +1 per Commitment of target. About 1 minute per strength, can be
made more expensive if target spends Awesome Points to resist (1 for 1 strength).
Undead Hero. 4 Wounds. Heavy armor (ignores first Wound also). Heavy weapon (4 Wounds).
o Stench. Those in melee range pass Commitment difficulty 10 or be -2 in range +1 minute.
o Terrifying. Test Commitment difficulty 10 or flee.
o Tough, Strong.
Finisher Wizard. Strength 8 ghost. (8 times a year, 8 strength per manifestation.)
o Killing Touch. 4 Strength. 1 Wound a round ignoring armor and most talents, cannot be
reduced with Awesome Points. Affected victim counts as pinned, cant use move action.
o Writing. 1 Strength per word or phrase.
o Sensory Trace. 1 Strength. Gives a hint or sign that it is present.
o Wants staff returned and remains found and laid to rest.
Remains. Minions. 1 Wound. Medium armor.
Echoes. No stats. They march or battle as echoes of what they did in life, harmless and invulnerable.
Mord-Stavian Raiders
Undying Automaton War Leader. 10 Wounds. Very heavy armor. Very heavy weapon.
o Unliving Construction. Immune to intimidation. Ignores extra Wounds from spending APs.
o Gruesome Kill. Inflict 1 more Wound than necessary killing foe, messily destroy target;
inflict 8 Horror, those who cant handle it flee.
o Rebuilt. Regain 1 Wound during the Defend phase of every round, until rolling 13+ on the
roll after running out of Wounds.
Necromancer Advisor. 4 Wounds. No armor. Hand weapon. Ring of Protection: ignore1 Wound
from every attack.
o Counter Energy. 8+1d10 vs. caster level +1d10 to counterspell, win and inflict 1 Wound and
stop spell; lose, take 1 Wound and spell goes off.
o Rouse the Dead. Rested. Focus. Spend up to 10 Awesome Points, convert into Wounds or
Death Talents to raise corpses. Those with more than 1 Wound have basic intelligence.
o Dodge. 1 AP. When hit with a melee attack roll 1d10. If you get 7+, the attack misses.
o Sensitive Medium. Can feed up to 4 strength to ghosts. Can communicate with them.
Monstrosity. 8 Wounds. Medium armor. Reach and heavy weapon (+2 Wounds inflicted). Free extra
Life Drainer attack, inflict 2 Wounds as a focus action to get 1 back. If it rests 10 minutes, it is healed.
Undead Marines. 2 Wounds. Light armor. Hand weapon.
Undead Troops. Minion. 1 Wound. Medium armor.
Incorporeal Scout. Bound to necromancers pendant. Strength 4. Can manifest and spend up to 4
points per manifestation. Can refill strength from necromancer. Can use Sensory Trace to whisper.

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Bestial Raiders
Minotaur. 7 Wounds. Heavy armor. Hide is light armor. Uses very heavy weapon with 3d10 to hit.
Horn, fist, or hoof attack for heavy weapon.
o Charger. Move and attack for +2 to hit or +1 Wound.
o Savage. Always spends 2 Awesome Points to inflict +1 Wound.
o Amazing. Never gets lost, and can navigate any maze (even enchanted ones) flawlessly.
Ram-Head Shaman. 2 Wounds. No armor. Heavy weapon. Unarmed, light weapon.
o Ghost Strike. Can strike ghosts and spirits as though they were physical. Use this with a
melee weapon or a thrown weapon. Ignore physical armor on targets.
o Converse with Dead. Can summon and speak to the dead.
Deer-Head Chiefs. 4 Wounds. Medium armor. Use heavy weapon. Unarmed, light weapon.
o Alert. Cannot be surprised, 8 Awareness.
Goat-Head Troops. 2 Wounds. No armor. Hand weapon.
Orc Warband (Fang Guardians)
Thick black fur, gorilla faces, long arms, squat, white tusks. They like the feel of metal on their fur. They
have a nagging cough. If they can blow off steam now and then, they can behave themselves. They like to
take their time hunting prey. They last up to 20 years.
Orc Warboss. Gladiator 5. 8 Wounds. Heavy armor. Paired hand weapons.
o Feint. Roll simultaneously in combat, trade 1 or 2 dice with opponent.
o Make it Look Good. Make target -2 to attributes instead of 1 Wound.
o Roll With It. 3 APs to reduce 2 Wounds.
o Show Off. Work the crowd, get 1 Wound back or get 2 APs.
Orc Wizard. Wizard 3. 2 Wounds.
o Mystic. Can see magic workings and leave magic marks.
o Counter-Spell. Both roll 1d10 + level, winner chooses spell go or not, loser takes 1 Wound.
o Menace. Focus. +5 bonus to Intimidate (7). Recover from intimidation.
Orc Elites. 2 Wounds. Heavy armor. Heavy weapon.
Orc Grunts. Minion. 1 Wound. Medium armor.
War Boar. 2 Wounds. Ignore first Wound from any attack. Attack as heavy weapon.
o Mount. Move 2 arenas a round. Use horse rules for mounted combat.

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Faithless Bandits
Faithless Leader. 4 Wounds. Medium armor. Heavy weapon. +8 Cunning for stealth.
o Eyes of Terror. They can see in the dark, eyes give +4 (8) intimidate or resist intimidation.
Bandit Chief. 3 Wounds. Light armor. Hand weapon.
o Double-Dog Dare. Constant. Use subtle or blunt techniques to question another persons
courage, honor, and financial security in ways that motivate them to wager even when the
wager is unwise. If you win an opposed roll with Cunning against their Commitment or
Cunning, they place a bet. The softer side of this talent is used to set up cons, losing until it
gets interesting and then winning decisively.
Snake Shaman. 1 Wound. No armor. Hand weapon.
o Passage. Rested. Focus action. Open and close walls, floors, and ceilings made of stone or
earth. Move 5 cubic yards of material, for creating or collapsing doors, pits, and tunnels.
Those who would be caught can test Daring difficulty 7 to leap to safety, if it is possible.
Faithless Raiders. 2 Wounds. Medium armor. Heavy weapon. +6 Cunning for stealth.
o Eyes of Terror. They can see in the dark, eyes give +4 (6) intimidate or resist intimidation.
Bandit Raiders. Minion. 1 Wound. Light armor.
Assassins
Expert Assassin. Assassin 10. 3 Wounds. No armor. Hand weapon, light range weapon.
o Silent Death. Roll 1d10 on unsuspecting target, diff Wounds +1 per armor level; success, the
target is dead.
o Low Profile. +2 difficulty to detect status as assassin, or +2 to stealth. (Cunning 6)
o Reach Target. Constant. Push those defending a target to hit the target.
o Targeted Strike. Constant. Focus action is +10 to hit.
Illusionist. Illusionist 5. 3 Wounds. No armor. Reach weapon.
o Disguise. Rested. Move action. Appear to be someone else, either a generic type or a specific
person. To convincingly copy a person, Cunning (5) must equal or exceed their highest
ability. This lasts for 1 hour per Cunning. It covers voice, clothing, mannerisms, and other
visual and tactile details. Grow or shrink by and change gender or race. Do not gain
equipment, or the memories or abilities of the target. This only works to mimic sentient
humanoid targets. The Awareness test to see through it is difficulty 10.
o Sensory Assault. Arena. Combat action, target in same arena, block a sense or overload it,
lasts 5 rounds. Overloaded, Terror difficulty 10. Target -5 on all actions.
Professional Assassin. Assassin 5. 2 Wounds. Medium armor. Hand weapon, shortbow.
o Silent Death. Roll 1d10 on unsuspecting target, diff Wounds +1 per armor level; success, the
target is dead.
o Low Profile. +2 difficulty to detect status as assassin, or +2 to stealth. (Cunning 6)
o Deadly Weapons, Poison and Venom. Poisons weapons, can use poisons.
Grizzlemouth. 3 on weapon. 1d5 rounds onset, 3 Wounds (Brawn 12 for 1 Wound.)
Heartkill. Contact, injury. Instant. No save. Roll 1d10 per Wound remaining,
survives if 1 rolls a 10.
Hired Killer. 3 Wounds. Medium armor. Hand weapon, light weapon.
Thug. Minion. 1 Wound. Light armor.

265

Pirates
Captain. Duelist 5. 3 Wounds. No armor. Hand/parrying weapon (+5 to hit with it, 3d10 to hit).
o Salute. For the rest of the fight, +2 to hit that foe.
o Driving Attack. Attack up to all others in same arena, each after the first costs 1 AP.
First Mate. Scout 3. 3 Wounds. No armor. Hand weapon, pistol.
o Military Intelligence. Can count everything seen as a focus action. Logistics expertise.
o Read Signs. Predict weather for the next 12 hours, gain facts from surroundings (+3).
Marine. 2 Wounds. Light armor. Hand weapon.
Sailor. Minion. 1 Wound. No armor.

266
Brigands
Dispossessed Noble. Noble 5. 1 Wound. Light armor. Hand weapon.
o Blue Blood. +2 Charm with the educated, knowledge of politics.
o Appraise. Know the worth of goods.
o Classical Education. Know facts about subjects.
o Threaten. Charm 10 to intimidate.
Highwayman. Nomad 3. 2 Wounds. Light armor. Hand weapon, pistol.
o Horse Lord. With horse, as focus action, both heal 1 Wound.
o Mounted Combat. Fight while horse protects, or protect while horse fights, shoot from
horseback without penalty.
Sniper. Archer 4. 2 Wounds. Light armor. Longbow, hand weapon.
o Trick Shot. If shooting to impress spend AP on accuracy.
o Multiple Arrows. Shoot 2 arrows, roll 1 against all targets, targets w/in 5 feet of each other.
Thug. Minion. 1 Wound. Light armor.
Frostreave Raiders (All have Sailor occupational talent)
Captain. Fighter 5. 3 Wounds. Medium armor. Hand weapon and shield (shield talent.)
o Awesome Violence. Can spend 1 Awesome Point for +2 to hit, up to +5.
o Fight Dirty. Do +1 Wound on a 1 on the face die also.
o Weapon of Choice. His axe, all rolls are face dice.
Berserkers. 3 Wounds. No armor. Hand weapon.
o Rage. While enraged, +2 to hit, inflict +1 Wound, immune to fear, ignore 1 Wound from
each attack. When it is over, lose 1 Wound from the strain. Get +3 Wounds while raging.
Raiders. 2 Wounds. Medium armor. Hand weapon.
Vistani Caravan
Camp Leader. 4 Wounds. No armor. Hand weapon, light weapon.
o Threaten. Charm 8 to intimidate.
Fortune Teller. 1 Wound. No armor. Light weapon.
o Charms and Hexes. Put 3 Awesome Points in a charm for others.
o Fortune Telling. Curse.
Acrobat Performer. Tumbler 4. 1 Wound. Light weapons, hand to hand and throwing.
o Paired Weapons. Not -1 die when using paired weapons.
o Dodge. 7+ on 1d10, she dodges an attack.
o Juggling. Juggle 8 objects without rolling, +1 to hit throwing in same arena.
Plucky Bravo. 2 Wounds. No armor. Hand weapon. Charm (3 Awesome Points).
o Paired Weapons. Not -1 die when using paired weapons.
Thug. Minion. 1 Wound. No armor.

267

Here are baselines for animals that characters might need to hunt, escape, or fight. These baselines are a
place to start; adjust them to fit your needs with bigger or smaller, more or less skilled versions. The notes
do not attempt to be exhaustive, describing all sensory capabilities and mating habits and capabilities.
Here are some quick-start animalsfill in the blanks as you need to.
In general, attribute bonuses are the same as Wounds. Add +2 for animal senses as appropriate, and +2 to
stability and movement for those with 4 legs. Improvise as needed.
Alligator. Ridged and leathery, primordial and cruel and patient. Can hold breath for 30 minutes.
2 Wounds. Medium armor. Bite counts as heavy weapon.
o Snap. 1 AP. Can target and destroy a shield instead of the character.
o Camo. If it is hunting or resting, Awareness 9 to realize it is not a tree or sand bar.
Bear. Twice the bulk of a human, mostly interested in being left alone.
4 Wounds. Medium armor. Claws and jaws as heavy weapons.
Boar. Big, bristled, irritable pig with tusks.
2 Wounds. Light armor. Tusks count as light weapons, 1d10 +4 to hit.
o Charge. Move and attack as one action, at +2 to hit or +1 Wound.
Deer. A major source of food for poachers, and sport for nobles.
2 Wounds. No armor. Antlers and hooves count as hand weapons.
o Fast. Can move twice or move and attack as 1 action. Charging, +2 to hit or +1 Wound.
Dog. Used for companionship and home defense. Awareness +4.
Minion. 1 Wound. No armor. Bites as light weapon, 1d10+1.
Great Cat. Lynx, mountain lion, other hunting cats of the wilderness. Lions and tigers are 4 Wounds.
2 Wounds. Light armor. Claws count as hand weapon.
o Quick. +2 Initiative. 1 AP to the bowl for the cat to dodge 1 attack a round.
Horse. This is for a medium mount. War horses can have +2 Wounds, attack as very heavy weapons.
2 Wounds. No armor. Hooves count as heavy weapons.
Mastiff/War Dog. Specially trained and bred for fighting. Often trained to take commands. 5 Awareness.
3 Wounds. Light armor. Jaws count as hand weapon.
o Savage. Will always spend 2 Awesome Points to do +1 Wound.
o Tough. Will always spend 2 Awesome Points to ignore 1 Wound.
Polar Bear. Massive white-furred monster of the north, sometimes a mount for Frostreave berserkers.
8 Wounds. Medium armor. Claws and jaws as heavy weapons.
Wolf. The size of a large dog, wilderness predator that often hunts in packs. Alpha will have 3 Wounds.
2 Wounds. No armor. Bites as light weapon, 1d10+2.
o Worry. 1 AP. If the wolf impedes the target (+4), target is -1 die to attack and -4 to all rolls.
More wolves worrying one target do not have cumulative effect.

268

Optional Random Traits ................................. 269


Distinctive Gear .............................................. 273
Dark Secrets.................................................... 276
Adventuring Motives (Expanded) .................. 286
Alignment ....................................................... 292
Belief Systems and Codes of Honor ............... 293
Standard Equipment and Cost ........................ 294
Travel, Housing, Living Expenses .................. 295
Currency ......................................................... 296
Alcohol ........................................................... 297
Drugs .............................................................. 298
Poisons and Venoms ....................................... 299
Enchanted Gear............................................... 302
Explosives....................................................... 307

269

If you want to quickly dice your way through making a distinctive character that you might not choose to
play, these tables can help.
Age (Wealthy or Healthy)
1.
2-4.
5-7.
8.
9.
10.

Teen. (15-19) 14+1d5


Young Adult. (20-29) 19+1d10
Adult. (30-48) 28 +2d10
Middle Age. (49-59) 48 +1d10
Old. (60-78) 58 +2d10
Elderly. (79-97) 77+2d10

Shape
1.
2.
3.
4.
5.

Rail Thin
Slim
Balanced
Meaty
Obese

Roll on one of
these charts to
determine the
age of your
character
based on your
background.

Height
(Default: Male, 510. Female, 56)
1.
2.
3.
4.
5.

6 inches shorter.
About right, 3 inches shorter.
About baseline height.
About right, 3 inches taller.
6 inches taller.

Age (Poor or Sick)


1-2.
3-6.
7-8.
9.
10.

Teen. (15-19) 14+1d5


Adult. (20-29) 19+1d10
Middle Age. (30-49) 29 +1d10
Old. (40-58) 38 +2d10
Elderly. (59-68) 58 +1d10

Starting Relationship
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Incurably single.
Recovering from a bad breakup.
Promised in an arranged marriage.
Dating.
Going steady.
Paramour for a married lover.
Faithfully married.
Married with a paramour.
Open marriage. (Arranged, decadent, or both)
Spouse is dead. (Roll again if you want.)

Physical Traits. Roll twice to see what kind you get. 1: bad. 2-4: neutral. 5: good. Or, buy a good trait
with a background point. You can spend a background point to buy off a bad trait too. No more than 2
traits of any kind. No mechanical effect, except to help explain how you are awesome spending Awesome
Points, and why you fail if the roll is poor.
Bad Physical Traits

Neutral Physical Traits

Good Physical Traits

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Acne.
Offensive smell.
Bad hair.
Off-center eye.
Awkward.
Crooked teeth.
Unpleasant body hair.
Warts.
Creepy stare.
Patchy balding.

Left handed.
Unusual hair.
Mixed heritage.
Penetrating voice.
Memorable face.
Long hands and feet.
Distinctive nose.
Distinctive chin.
Otherworldly cast to features.
Scarred hands.

Sexy.
Classically attractive.
Charming accent.
Singing voice.
Fashion sense.
Disarming smile.
Good skin.
Natural grace.
Attractive scent.
Intense eyes.

270

You can use the charts to randomize a number of traits for a starting character. This quick-reference
reduces the charts to a single percentile roll, for when you are in a hurry. Italics traits are good, no
emphasis for neutral traits, and bold traits are bad.
D100

Age

Shape

Height (M/F)

Relationship

Trait

Trait

15

Rail Thin

5'4/5'0

Open marriage

Bad hair

Acne

20

Rail Thin

5'7/5'3

Dead spouse

Offensive smell

Acne

21

Rail Thin

5'10/5'6

Incurably single

Acne

Attractive scent

22

Rail Thin

6'1/5'9

Recovering from breakup

Off-center eye

Attractive scent

30

Rail Thin

6'4/6'0

Promised, arranged marriage

Bad body hair

Awkward

31

Rail Thin

5'4/5'0

Dating

Crooked teeth

Awkward

32

Rail Thin

5'7/5'3

Courting

Awkward

Bad body hair

49

Rail Thin

5'10/5'6

Paramour for married lover

Warts

Bad body hair

60

Rail Thin

6'1/5'9

Faithfully married

Creepy stare

Bad hair

10

70

Rail Thin

6'4/6'0

Married with a paramour

Patchy balding

Bad hair

11

16

Rail Thin

5'4/5'0

Open marriage

Left handed

Charming accent

12

23

Rail Thin

5'7/5'3

Dead spouse

Unusual hair

Charming accent

13

24

Rail Thin

5'10/5'6

Open marriage

Mixed heritage

Classically attrative

14

25

Rail Thin

6'1/5'9

Dead spouse

Penetrating voice

Classically attrative

15

33

Rail Thin

6'4/6'0

Incurably single

Memorable face

Creepy stare

16

34

Rail Thin

5'4/5'0

Recovering from breakup

Long hands, feet

Creepy stare

17

35

Rail Thin

5'7/5'3

Promised, arranged marriage

Distinctive nose

Crooked teeth

18

50

Rail Thin

5'10/5'6

Dating

Distinctive chin

Crooked teeth

19

61

Rail Thin

6'1/5'9

Courting

Otherworldly looks

Disarming smile

20

71

Rail Thin

6'4/6'0

Paramour for married lover

Scarred hands

Disarming smile

21

17

Slim

5'4/5'0

Faithfully married

Left handed

Distinctive chin

22

26

Slim

5'7/5'3

Married with a paramour

Unusual hair

Distinctive chin

23

27

Slim

5'10/5'6

Open marriage

Mixed heritage

Distinctive chin

24

28

Slim

6'1/5'9

Dead spouse

Penetrating voice

Distinctive chin

25

36

Slim

6'4/6'0

Open marriage

Memorable face

Distinctive chin

26

37

Slim

5'4/5'0

Dead spouse

Long hands, feet

Distinctive chin

27

38

Slim

5'7/5'3

Incurably single

Otherworldly looks

Distinctive nose

28

51

Slim

5'10/5'6

Recovering from breakup

Distinctive chin

Distinctive nose

29

62

Slim

6'1/5'9

Promised, arranged marriage

Otherworldly looks

Distinctive nose

30

72

Slim

6'4/6'0

Dating

Scarred hands

Distinctive nose

31

18

Slim

5'4/5'0

Courting

Left handed

Distinctive nose

32

29

Slim

5'7/5'3

Paramour for married lover

Unusual hair

Distinctive nose

33

20

Slim

5'10/5'6

Faithfully married

Mixed heritage

Fashion sense

34

21

Slim

6'1/5'9

Married with a paramour

Penetrating voice

Fashion sense

35

39

Slim

6'4/6'0

Open marriage

Memorable face

Good skin

36

40

Slim

5'4/5'0

Dead spouse

Long hands, feet

Good skin

271

D100

Age

Shape

Height (M/F)

Relationship

Trait

Trait

37

41

Slim

5'7/5'3

Open marriage

Distinctive nose

Intense eyes

38

52

Slim

5'10/5'6

Dead spouse

Distinctive chin

Intense eyes

39

63

Slim

6'1/5'9

Incurably single

Otherworldly looks

Left handed

40

73

Slim

6'4/6'0

Recovering from breakup

Scarred hands

Left handed

41

19

Balanced

5'4/5'0

Promised, arranged marriage

Sexy

Left handed

42

22

Balanced

5'7/5'3

Dating

Classically attrative

Left handed

43

23

Balanced

5'10/5'6

Courting

Charming accent

Left handed

44

24

Balanced

6'1/5'9

Paramour for married lover

Singing voice

Left handed

45

42

Balanced

6'4/6'0

Faithfully married

Fashion sense

Long hands, feet

46

43

Balanced

5'4/5'0

Married with a paramour

Disarming smile

Long hands, feet

47

44

Balanced

5'7/5'3

Open marriage

Good skin

Long hands, feet

48

53

Balanced

5'10/5'6

Dead spouse

Natural grace

Long hands, feet

49

64

Balanced

6'1/5'9

Open marriage

Attractive scent

Long hands, feet

50

74

Balanced

6'4/6'0

Dead spouse

Intense eyes

Long hands, feet

51

15

Balanced

5'4/5'0

Incurably single

Acne

Memorable face

52

25

Balanced

5'7/5'3

Recovering from breakup

Offensive smell

Memorable face

53

26

Balanced

5'10/5'6

Promised, arranged marriage

Bad hair

Memorable face

54

27

Balanced

6'1/5'9

Dating

Off-center eye

Memorable face

55

45

Balanced

6'4/6'0

Courting

Awkward

Memorable face

56

46

Balanced

5'4/5'0

Paramour for married lover

Crooked teeth

Memorable face

57

47

Balanced

5'7/5'3

Faithfully married

Bad body hair

Mixed heritage

58

54

Balanced

5'10/5'6

Married with a paramour

Warts

Mixed heritage

59

65

Balanced

6'1/5'9

Open marriage

Creepy stare

Mixed heritage

60

75

Meaty

6'4/6'0

Dead spouse

Patchy balding

Mixed heritage

61

16

Meaty

5'4/5'0

Open marriage

Left handed

Mixed heritage

62

28

Meaty

5'7/5'3

Dead spouse

Unusual hair

Mixed heritage

63

29

Meaty

5'10/5'6

Incurably single

Mixed heritage

Natural grace

64

20

Meaty

6'1/5'9

Recovering from breakup

Penetrating voice

Natural grace

65

48

Meaty

6'4/6'0

Promised, arranged marriage

Memorable face

Off-center eye

66

30

Meaty

5'4/5'0

Dating

Long hands, feet

Off-center eye

67

31

Meaty

5'7/5'3

Courting

Distinctive nose

Offensive smell

68

55

Meaty

5'10/5'6

Paramour for married lover

Distinctive chin

Offensive smell

69

66

Meaty

6'1/5'9

Faithfully married

Distinctive nose

Otherworldly looks

70

76

Meaty

6'4/6'0

Married with a paramour

Scarred hands

Otherworldly looks

71

17

Meaty

5'4/5'0

Open marriage

Left handed

Otherworldly looks

72

21

Meaty

5'7/5'3

Dead spouse

Unusual hair

Otherworldly looks

73

22

Meaty

5'10/5'6

Open marriage

Mixed heritage

Otherworldly looks

74

23

Meaty

6'1/5'9

Dead spouse

Penetrating voice

Otherworldly looks

75

32

Meaty

6'4/6'0

Incurably single

Memorable face

Patchy balding

76

33

Meaty

5'4/5'0

Recovering from breakup

Long hands, feet

Patchy balding

77

34

Meaty

5'7/5'3

Promised, arranged marriage

Distinctive nose

Penetrating voice

78

56

Meaty

5'10/5'6

Dating

Distinctive chin

Penetrating voice

272

D100

Age

Shape

Height (M/F)

Relationship

Trait

Trait

79

67

Meaty

6'1/5'9

Courting

Otherworldly looks

Penetrating voice

80

77

Meaty

6'4/6'0

Paramour for married lover

Scarred hands

Penetrating voice

81

18

Obese

5'4/5'0

Faithfully married

Left handed

Penetrating voice

82

24

Obese

5'7/5'3

Married with a paramour

Unusual hair

Penetrating voice

83

25

Obese

5'10/5'6

Open marriage

Mixed heritage

Scarred hands

84

26

Obese

6'1/5'9

Dead spouse

Penetrating voice

Scarred hands

85

35

Obese

6'4/6'0

Open marriage

Memorable face

Scarred hands

86

36

Obese

5'4/5'0

Dead spouse

Long hands, feet

Scarred hands

87

37

Obese

5'7/5'3

Incurably single

Distinctive nose

Scarred hands

88

57

Obese

5'10/5'6

Recovering from breakup

Distinctive chin

Scarred hands

89

68

Obese

6'1/5'9

Promised, arranged marriage

Otherworldly looks

Sexy

90

78

Obese

6'4/6'0

Dating

Scarred hands

Sexy

91

19

Obese

5'4/5'0

Courting

Sexy

Singing voice

92

27

Obese

5'7/5'3

Paramour for married lover

Classically attrative

Singing voice

93

28

Obese

5'10/5'6

Faithfully married

Charming accent

Unusual hair

94

29

Obese

6'1/5'9

Married with a paramour

Singing voice

Unusual hair

95

38

Obese

6'4/6'0

Open marriage

Fashion sense

Unusual hair

96

39

Obese

5'4/5'0

Dead spouse

Disarming smile

Unusual hair

97

40

Obese

5'7/5'3

Open marriage

Good skin

Unusual hair

98

58

Obese

5'10/5'6

Dead spouse

Natural grace

Unusual hair

99

69

Obese

6'1/5'9

Incurably single

Attractive scent

Warts

100

79

Obese

6'4/6'0

Recovering from breakup

Intense eyes

Warts

273

If a character starts with a piece of distinctive gear, give the player an Awesome Point. This is just a bit of
inspiration to go further into the characters back story and give the character another connection to the
game world. Come up with a story behind each piece, either at generation or after playing for a while.
Item Type

Jewelry Type

Why is it special?

Eye-Catching Feature

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Boots
Scabbard
Buckle
Baldric
Gloves
Cloak
Jewelry
Hat
Tattoo
Book

Ring
Bracelet
Earring
Piercing Stud
Broach
Bracelet
Necklace
Pendant
Arm Band
Neck Band

First Impression of Quality


1.
2.
3.
4.
5.

Fine workmanship, valuable.


Once fine, now worn.
Handmade and somewhat crude.
Exotic and foreign.
Religious symbols.

Gift from your child.


Gift from your lover.
Gift from your parent.
Gift from your teacher.
Souvenir of your first adventure.
Religious significance.
Reminds you of a failure.
Reminds you of your hopes.
Saved your life once.
Roll twice and use both results.

Unusual leather
Silver
Gold
Bronze
Stone
Fine detail
Exotic design
Unusual symbol
Inset gems
Calligraphy

Color
Roll twice (or more) to mix
1. Red
2. Blue
3. Yellow
4. Black
5. White

Want a quick distinctive item? Roll d100 to get an item and an Awesome Point at
generation.
D100

Type

Special Because:

Feature

1st Impression of Quality

Color

Color

Boots

Gift from child

Bronze

Fine, valuable

Red

Aqua

Scabbard

Gift from lover

Bronze

Fine, but worn

Blue

Aqua

Buckle

Gift from parent

Bronze

Crude, handmade

Yellow

Aqua

Baldric

Gift from teacher

Bronze

Exotic, foreign

Black

Aqua

Gloves

Souvenir, 1st adventure

Bronze

Religious symbols

White

Aqua

Cloak

Religious meaning

Bronze

Ancient, battered

Purple

Aqua

Ring

Reminder of failure

Bronze

Ancient, good condition

Green

Azure

Hat

Reminder of hope

Bronze

Fine, valuable

Orange

Azure

Tattoo

Saved your life once

Bronze

Fine, but worn

Brown

Azure

10

Book

Gift from child

Bronze

Crude, handmade

Magenta

Azure

11

Boots

Gift from lover

Calligraphy

Exotic, foreign

Pink

Azure

12

Scabbard

Gift from parent

Calligraphy

Religious symbols

Burgundy

Azure

13

Buckle

Gift from teacher

Calligraphy

Ancient, battered

Azure

Black

14

Baldric

Souvenir, 1st adventure

Calligraphy

Ancient, good condition

Aqua

Black

15

Gloves

Religious meaning

Calligraphy

Fine, valuable

Iridescent

Black

16

Cloak

Reminder of failure

Calligraphy

Fine, but worn

Plaid

Black

274

D100

Type

Special Because:

Feature

1st Impression of Quality

Color

Color

17

Bracelet

Reminder of hope

Calligraphy

Crude, handmade

Red

Black

18

Hat

Saved your life once

Calligraphy

Exotic, foreign

Blue

Black

19

Tattoo

Gift from child

Calligraphy

Religious symbols

Yellow

Blue

20

Book

Gift from lover

Calligraphy

Ancient, battered

Black

Blue

21

Boots

Gift from parent

Exotic design

Ancient, good condition

White

Blue

22

Scabbard

Gift from teacher

Exotic design

Fine, valuable

Purple

Blue

23

Buckle

Souvenir, 1st adventure

Exotic design

Fine, but worn

Green

Blue

24

Baldric

Religious meaning

Exotic design

Crude, handmade

Orange

Blue

25

Gloves

Reminder of failure

Exotic design

Exotic, foreign

Brown

Brown

26

Cloak

Reminder of hope

Exotic design

Religious symbols

Magenta

Brown

27

Earring

Saved your life once

Exotic design

Ancient, battered

Pink

Brown

28

Hat

Gift from child

Exotic design

Ancient, good condition

Burgundy

Brown

29

Tattoo

Gift from lover

Exotic design

Fine, valuable

Azure

Brown

30

Book

Gift from parent

Exotic design

Fine, but worn

Aqua

Brown

31

Boots

Gift from teacher

Fine detail

Crude, handmade

Iridescent

Burgundy

32

Scabbard

Souvenir, 1st adventure

Fine detail

Exotic, foreign

Plaid

Burgundy

33

Buckle

Religious meaning

Fine detail

Religious symbols

Red

Burgundy

34

Baldric

Reminder of failure

Fine detail

Ancient, battered

Blue

Burgundy

35

Gloves

Reminder of hope

Fine detail

Ancient, good condition

Yellow

Burgundy

36

Cloak

Saved your life once

Fine detail

Fine, valuable

Black

Burgundy

37

Piercing Stud

Gift from child

Fine detail

Fine, but worn

White

Green

38

Hat

Gift from lover

Fine detail

Crude, handmade

Purple

Green

39

Tattoo

Gift from parent

Fine detail

Exotic, foreign

Green

Green

40

Book

Gift from teacher

Fine detail

Religious symbols

Orange

Green

41

Boots

Souvenir, 1st adventure

Gold

Ancient, battered

Brown

Green

42

Scabbard

Religious meaning

Gold

Ancient, good condition

Magenta

Green

43

Buckle

Reminder of failure

Gold

Fine, valuable

Pink

Green

44

Baldric

Reminder of hope

Gold

Fine, but worn

Burgundy

Iridescent

45

Gloves

Saved your life once

Gold

Crude, handmade

Azure

Iridescent

46

Cloak

Gift from child

Gold

Exotic, foreign

Aqua

Iridescent

47

Broach

Gift from lover

Gold

Religious symbols

Iridescent

Iridescent

48

Hat

Gift from parent

Gold

Ancient, battered

Plaid

Iridescent

49

Tattoo

Gift from teacher

Gold

Ancient, good condition

Red

Iridescent

50

Book

Souvenir, 1st adventure

Gold

Fine, valuable

Blue

Magenta

51

Boots

Religious meaning

Inset gems

Fine, but worn

Yellow

Magenta

52

Scabbard

Reminder of failure

Inset gems

Crude, handmade

Black

Magenta

53

Buckle

Reminder of hope

Inset gems

Exotic, foreign

White

Magenta

54

Baldric

Saved your life once

Inset gems

Religious symbols

Purple

Magenta

55

Gloves

Gift from child

Inset gems

Ancient, battered

Green

Magenta

56

Cloak

Gift from lover

Inset gems

Ancient, good condition

Orange

Orange

57

Bracelet

Gift from parent

Inset gems

Fine, valuable

Brown

Orange

58

Hat

Gift from teacher

Inset gems

Fine, but worn

Magenta

Orange

275

D100

Type

Special Because:

Feature

1st Impression of Quality

Color

Color

59

Tattoo

Souvenir, 1st adventure

Inset gems

Crude, handmade

Pink

Orange

60

Book

Religious meaning

Inset gems

Exotic, foreign

Burgundy

Orange

61

Boots

Reminder of failure

Silver

Religious symbols

Azure

Orange

62

Scabbard

Reminder of hope

Silver

Ancient, battered

Aqua

Orange

63

Buckle

Saved your life once

Silver

Ancient, good condition

Iridescent

Pink

64

Baldric

Gift from child

Silver

Fine, valuable

Plaid

Pink

65

Gloves

Gift from lover

Silver

Fine, but worn

Red

Pink

66

Cloak

Gift from parent

Silver

Crude, handmade

Blue

Pink

67

Necklace

Gift from teacher

Silver

Exotic, foreign

Yellow

Pink

68

Hat

Souvenir, 1st adventure

Silver

Religious symbols

Black

Pink

69

Tattoo

Religious meaning

Silver

Ancient, battered

White

Plaid

70

Book

Reminder of failure

Silver

Ancient, good condition

Purple

Plaid

71

Boots

Reminder of hope

Stone

Fine, valuable

Green

Plaid

72

Scabbard

Saved your life once

Stone

Fine, but worn

Orange

Plaid

73

Buckle

Gift from child

Stone

Crude, handmade

Brown

Plaid

74

Baldric

Gift from lover

Stone

Exotic, foreign

Magenta

Plaid

75

Gloves

Gift from parent

Stone

Religious symbols

Pink

Purple

76

Cloak

Gift from teacher

Stone

Ancient, battered

Burgundy

Purple

77

Pendant

Souvenir, 1st adventure

Stone

Ancient, good condition

Azure

Purple

78

Hat

Religious meaning

Stone

Fine, valuable

Aqua

Purple

79

Tattoo

Reminder of failure

Stone

Fine, but worn

Iridescent

Purple

80

Book

Reminder of hope

Stone

Crude, handmade

Plaid

Purple

81

Boots

Saved your life once

Odd leather

Exotic, foreign

Red

Purple

82

Scabbard

Gift from child

Odd leather

Religious symbols

Blue

Red

83

Buckle

Gift from lover

Odd leather

Ancient, battered

Yellow

Red

84

Baldric

Gift from parent

Odd leather

Ancient, good condition

Black

Red

85

Gloves

Gift from teacher

Odd leather

Fine, valuable

White

Red

86

Cloak

Souvenir, 1st adventure

Odd leather

Fine, but worn

Purple

Red

87

Arm Band

Religious meaning

Odd leather

Crude, handmade

Green

Red

88

Hat

Reminder of failure

Odd leather

Exotic, foreign

Orange

White

89

Tattoo

Reminder of hope

Odd leather

Religious symbols

Brown

White

90

Book

Saved your life once

Odd leather

Ancient, battered

Magenta

White

91

Boots

Gift from child

Odd symbol

Ancient, good condition

Pink

White

92

Scabbard

Gift from lover

Odd symbol

Fine, valuable

Burgundy

White

93

Buckle

Gift from parent

Odd symbol

Fine, but worn

Azure

White

94

Baldric

Gift from teacher

Odd symbol

Crude, handmade

Aqua

White

95

Gloves

Souvenir, 1st adventure

Odd symbol

Exotic, foreign

Iridescent

Yellow

96

Cloak

Religious meaning

Odd symbol

Religious symbols

Plaid

Yellow

97

Neck Band

Reminder of failure

Odd symbol

Ancient, battered

Red

Yellow

98

Hat

Reminder of hope

Odd symbol

Ancient, good condition

Blue

Yellow

99

Tattoo

Saved your life once

Odd symbol

Fine, valuable

Yellow

Yellow

100

Book

Reminder of hope

Odd symbol

Fine, but worn

Black

Yellow

276

Players with shiny innocent characters running around a dark, gritty world may be tempted to judge that
world and its inhabitants as being morally inferior degenerates. A corrective to that problem is to dangle 6
starting Awesome Points in front of a player, if their character has a dark secret to conceal as well. Pick
one for the player, or randomize with 1d50, or make up your own. Duplicates can connect characters.
The first thirty dark secrets are adapted from Jack Shears list. Here is some further discussion of dark
secrets by Mr. Shear himself.
In Gothic fiction, protagonists and antagonists alike tend to have horrible, repressed truths lurking in their
pasts that threaten to reveal themselves; the revelation is usually apocalyptic on a personal scale or at least
exposes the character to danger. And thats exactly what you should want for characters in your Gothic
Fantasy games: personal apocalypses and a constant exposure to danger.
This isnt a table that generates anything of mechanical heft; rather, its designed to add something that
can inconveniently arise in play. In general I advise not to bring any of these elements fully into play too
quickly. Hint to a player that someone may have a little dirt on their character, but dont make it explicit.
Use their own paranoia to ratchet up the tension.
Mr. Shear also shares literary inspirations for his dark secrets in his first Compendium.
These dark secrets can also be used to customize an aristocratic family, a back-woods rural clan, or a
stranger met on the road. The DM can roll something on the chart and have some element of that dark
secret come to light during an encounter. The DM can also roll on this chart to find a conflict that could
involve the characters; maybe they protect the one keeping the secret, or they find evidence of it, or they
are hired or tipped off to pursue it themselves.
1. Fratricide/Matricide. You killed one or both of your parents. Polite society would shun you if they
knew. You may be pursued by one or more family members, or the law.
1. Your parent was abusive, and you were trying to protect a family member.
2. You stood to inherit a sizeable estate.
3. Your aunt held a grudge, and supplied you with the poison. Only she knows.
4. It was an accident, but you feel responsible, and by your silence assumed guilt were the truth
to come out now.
5. The worst of it is, you had no reason and you feel no remorse.
2. Inhuman. You have an ancestor who may have sexually consorted with a demon, a necromancer, a
beastman, an orc, or some other monstrous creature. You have some subtle visible signs (that you can
conceal) of your heritage. If you are revealed, you will probably be hunted as a monster or pursued as
a specimen. When you take talents related to your heritage, signs of it grow more visible and
pronounced as you push that door in your blood further open.
1. Demon/Orc. You can take demon talents with DM permission.
2. Cosmic Monster. You can take wizard talents with DM permission.
3. Necromancer/Dead Thing. You can take necromancy talents with DM permission.
4. Beastman. You have vague resemblances to the animal in your features. You may be able to
take one or more appropriate beast or monster talents.
5. Avatar. You can take divine talents from that gods offerings with DM permission.

277
3. Plunderer. You stole a treasure. However,
you couldnt get away clean, so you had to
hide it. If you are connected to the theft, the
law will punish you harshly. That is, if they
get to you before the treasures original
owner Fenced, the item is worth 1d10 x
10,000 silver.
4. Blasphemer. You once followed a strict faith,
but you violated the tenets of your religion in a
spectacular way. Maybe you defiled a holy
altar, or defaced a rare scripture. Whatever you
did, it is bad enough that the authorities of
your faith would hunt you down and burn you
as a heretic if they connected you to the act.
5. Grave Defiler. You worked as a
resurrectionist, digging up fresh corpses and
selling them to medical schools for anatomical
lessons. If you are found out, the families of
the dead people you dug up would probably
take vigilante action against you.
6. Changeling. You are not human. The family
that raised you had their infant switched out
for you. You have slightly pointed ears, red
hair, and an aversion to cold iron. If your
secret is discovered, your family (who never really took to you) will probably try to capture you and
trade you to the fey for their naturalborn baby. You have an instinct that you probably dont want to
go back.
7. Haunted. You murdered someone in the heat of passion. Their ghost haunts you. Your secret is
mostly safe, but those with psychic sensitivity or occult knowledge may be able to see the ghost that
pesters you. The ghost is enough evidence in some courts to have you executed for your crime.
8. Debauched. You are addicted to sensual pleasure. You have led other nave youngsters down the
heady path of the hedonist. If your role in their degeneracy and corruption is discovered, their
families will seek you out and demand satisfaction.
You can take a madness, addictive personality, for 3 extra Awesome Points with DM
permission.
9. Consorter with Demons. As a child you were taught to summon demons from the World Below.
You can open a doorway to the World Between for demons (one at a time) through a magical ritual,
but you cant control it. Still, if the authorities (pretty much anywhere) discover you have this power
you will likely be burned as a witch or pressed into service for a dark army.
You can take the Make Orc talent one or more times with DM permission.
10. Drug Fiend. You are a drug addict. Whether your poison of choice is opium, rotgut, or lotus, you
cannot resist plunging into sweet oblivion. You have lost your familys fortune to your vice and run
away in shame. Your family would very much like to know where you are and see to it you are
punished.

278
You can take a madness, addictive personality, for 3 extra Awesome Points with DM
permission.
11. Institutionalized. You once had a complete mental breakdown. Only you know why. If others find
out you are mentally unstable, they will not trust you. You are not sure they should trust you.
You can take a madness for 3 extra Awesome Points with DM permission.
12. Shipwreck Survivor. You were the only survivor of a terrible shipwreck. Only you know that you
survived because you struck a deal with the supernatural cause of the ships destruction. You were
allowed to live because you agreed to some hideous price. If your secret were revealed, the families
(and financial backers) of the ship would be interested in your whereaboutsas would religious
authorities.
13. Voices in Your Head. Since childhood you
have heard voices in your head urging you to
do cruel, inhuman things. Sometimes you
listen. More rarely, you obey. If others were
to learn of this, you could be locked in an
insane asylum, connected to past crimes,
destroyed by religious authorities, or pressed
into service as a dark oracle for the cult that
worships the monster whispering to you.
You can take a madness for 3 extra
Awesome Points with DM
permission.
14. Expedition Survivor. You were the only
survivor of an expedition to a wild, unmapped
place. Unfortunately, everything went wrong,
and you were all on the edge of death. Of
those who succumbed to cannibalism, you
alone escaped. Sometimes you hunger for
human flesh. Sometimes you are haunted by
the thought of what might happen if you are
not, in fact, the only survivor
15. Silent Witness. You saw a serial murderer cutting up a young woman. You were too cowardly to
intervene or step forward and stand witness with the authorities. You are haunted by the knowledge
that the murderer saw you; you pretended you hadnt seen anything, and strolled away. What if the
killer decides to ensure your silence? What if there was someone else there who saw? What if the
dreams you have about the victims death screams are more than just dreams?
16. The Assistant. You supported the work of a scholar scientist who was obsessed with expanding
scientific understanding of natural to supplant the need for supernatural. You were drawn deeper
and deeper into crimes against law and nature as you helped him in his quest. Then it all went wrong,
and his creation killed him and wrecked the lab, then escaped. If your role in the scandal were known,
youd be imprisoned at best. Worse yet, one or more of the scholars creations escaped, and may be
stalking youhis later experiments were quite cunning, patient, and sadistic, and the most dangerous
one survived.

279
17. Spy for the Inquisition. You were once a willing spy for the Inquisition, turning in anyone
suspected of witchcraft and heresy. However, you also turned in a rival who you knew was innocent.
You are haunted by the knowledge that your rival was tortured upon your word. Should anyone find
out your rival was innocent, the Church will not hesitate to turn on you. Also, your rival was
eventually released, though terribly scarred. Could your rival suspect you?
18. Arcane Meddler. Your mentor had books you were forbidden to ever read or touch. You stole one so
you could impress your friends, when you were prepubescent. You went to a circle of standing stones
and read something impressive-sounding. Then the pressure soared, and the fear, and you sawwell,
you dont remember clearly what you saw. But each of the 6 of you that were there have had
strange lives since then. You dont know enough about what you did to ask for help, but you did
manage to steal the book. Maybe, someday, you can trust someone enough to confess. Before
something irrevocable happens to you. Your greatest fear is that somehow you left a door open to the
World Below. You try not to think about it.
19. Uncanny Double. There is something out there that looks exactly like you and sometimes pretends to
be you long enough to commit awful crimes. You have moved across the World Between trying to
stay ahead of the consequences of your dopplegangers foul acts. Somehow you know that in your
heart you are responsible; when your rage, fear, or jealousy mount to a certain level, your double is
summoned somehow. You are genuinely unsure of how innocent you are. The true horror is that
when your contentment, love, or commitment grow to a certain level, that summons your double as
well. You suspect you will only meet when you succumb to your darkest passions and embrace them.
20. Catacombs Disturber. You were hired to help an expedition that broke into catacombs in MordStavian. The loot was fantastic, but you suspect it was cursed. You cant shake the feeling that
something followed you back. The other members of the expedition lingered in Midian; they are dead
now. You are the only one left. If you are connected to the evil artifacts fenced from that expedition,
the Church will punish you. Severely. To death.
21. Failed Exorcist. A powerful Purifier in the Church identified you as touched by the Lady with a gift
for unsettling demons. He took you along on a number of exorcisms; you werent sure if you were
any help or not, but you were like his mascot. You saw things things you cant unsee. Most cases
were mentally disturbed people. Not your last case. The little girl killed her family, and your mentor
could not exorcise it. Then, it possessed him. You managed to escape, and youve never stopped
running. Somewhere, there is a demon wearing a Purifier that would kill you to hide that secret.
22. Gambling Debt. You are addicted to gambling. Youve racked up an impressive debt in one of the
lowest (and most violent) sorts of gaming houses. There is no hope of squaring your debt now, except
through the most magnificent of sums; even then, you are more valuable to your creditor as an
example than as a fortune. If you are exposed, you are dead.
You can take a madness, addictive personality, for 3 extra Awesome Points with DM
permission.
23. Diseased. You inherited a terrible disease passed down through your family. The disease represents a
great sin perpetrated by an ancestor that you are doomed to repeat; the disease has a few tell-tale signs
and the fear of physical degeneration constantly sets your nerves on end. If your disease (or its
familial cause) is discovered, you will be shunned in polite society. Disreputable doctors may send
their agents after you to retrieve a specimen.
1. Hauptmanns Syndrome. If a human drinks vampire blood too much, then the human might
contract Hauptmanns Syndrome. The blood turns blackish-green and stinks. From time to
time, the victim falls sick and nerveless for a week or two at a time. Death comes a decade or

280

2.

3.

4.

5.

two early. The condition is passed on to children. However, if the offspring never drink
vampire blood, the condition never surfaces.
Monarchs Curse. Inbreeding leads to deformity and weakness. This is seen among nobility
marrying into pure blood lines, and backwards rural networks without enough fresh blood.
Come up with a creative deformity, or have the deformity result in something from the
crippling chart due to genetics instead of injury. +3 Awesome Points.
Mortahlshike. Contracted by intercourse with the dead while pregnant, and passed on to the
unborn child. Breathing is difficult, fits of coughing require the victim to spit up ectoplasm.
The victims skin is always cool to the touch. The eyes gray out like massive cataracts have
built up. Only drinking fresh human blood can alleviate the symptoms. Victims live three
times longer than a normal lifespan and tend to have a talent for necromancy.
Togrok. This venereal disease was unleashed as a curse on the army that lay siege to
Bokormi, a boggie fort in the Ghael Isles. Roughly once a month, victims rise and sleepwalk,
finding a target and committing rape, then returning to bed none the wiser. The only telltale
sign of the disease is that the targets flatulence tends to stink of sulfur. It can take years, but
the victims mind deteriorates to madness; it starts with dreams of fire and screaming children
(boggies). It escalates to reveal atrocities of that siege. There is no cure.
Slahldag (Slow Burn). A venereal disease caught by intercourse with demons. It can only be
caught after sex with more than
one demon. It can be passed to
children; in that case it manifests
around puberty. Slahldag mixes
the appetites, so the victim feels
thirsty instead of bored, or
starving instead of horny, or
hungry instead of sleepy. Later,
the senses are mixed, so the victim
sees scents, hears colors, feels
light. In the end, the victim is
completely insane. The only thing
that seems to stave off the
symptoms (for years at first, then
months, then weeks, then days)
also accelerates the condition
more sex with demons. It usually
takes about 20 years for this
disease to finish off the victims
mind.

24. Abandoner. The pressures of respectable


family life were too much. You abandoned
your spouse and children, leaving them to
fend for themselves. You married a person
from a very conservative family that was
scandalized and horrified by your flight.
They are looking for you, and if they find
you they will punish you for how you hurt
their favorite child and grandchildren etc.
Then you will never escape again. You
have 1d5 children.

281
25. Fraudulent Spiritualist. You were part of an operation that pretended to contact spirits of the dearly
departedfor a price. Your operation got too ambitious and cocky. They bilked a grieving barons
widow out of her entire savingsa great victory, except for her nephews interference. He figured out
the scam, took the money back, and killed everyone he could who was involved. Then the determined
crusader started working your groups back trail, getting other marks in on it. So, there are a lot of
angry people looking for the few of you that survived that initial purge.
26. Blackmailer. Never let anyone tell you that blackmail is easy work. You managed to get a prominent
member of society, but unfortunately your target retrieved the evidence. Blackmail victims are, as a
group, poor sports. Now your target wants to extract a painful revenge. The law cant and wont
protect you; in fact, if you are connected to certain events, you are still a person of interest. Your best
bet is to keep your new identity disconnected from your old identity.
27. Family Cult. You belong to a family that is deeply involved in demon worship. You may or may not
be involved in the family faith, but your blood connection is enough. If your familys acts are
discovered, youll be implicated, and the Church is traditionally unconcerned about collateral damage
when they go after demon worshippers.
28. Sadist. You are addicted to inflicting pain on others. You were once abusing a young servant and you
went too far, killing your unfortunate plaything. If your secret is discovered, the law will take an
interest, and it seems likely intimidated past victims and their families will come forward.
You can take a madness, addictive personality, for 3 extra Awesome Points with DM
permission.
29. Prostitute. Not just a whoreno, you were in demand. You had prominent clients. One of them
helped you leave that life (before the heart attack) and you never looked back. However, if any of
your past prominent clients were to connect you to that life, they would be obligated to silence you;
they talked too much, and you saw their faces.
30. Cursed. You inherited a family curse. You are also the last of your family line. You can feel the
curse working up a crescendo, a dramatic finish. There is no way out for you. You will meet a
hideous end, and sweet death is the only release you can hope for. If your ancestors are any
indication, anyone close to you will get pulled down too. You know of no way to break the curse,
though your family has tried for two hundred years. You know what your fate will be. It is not pretty.
1. You will answer the Call of the Sea, become warty and amphibious, and swim into the ocean.
2. You will go insane. Usually the result is a spectacular murder spree. You can hear your
ancestors already restless in your spirit, itching to do it again. Some of them were not caught
until theyd been at it for decades. They had time to get creative. You are horrified by the
idea that some part of you admires their work.
3. Everybody commits suicide by age 30. The ghosts of a Vistani camp inspire it; first you see
glimpses of Vistani, then the occasional dead one; by the end, if the journals of your dead
ancestors are any indication, its a screaming, stinking, clawing mob of ghosts out for
vengeance. You are not sure which of your ancestors is responsible, but somebody apparently
murdered an entire Vistani campsite.
4. You are a werewolf. Apply the overlay template (or use it for a base template.)
5. A cult of Slithian Vor has a prophecy that your bloodline will unlock the end of the world.
Theyve caught everyone else, so you must be the one their prophecy spoke of. Youve
dreamed of their Wheel of Pain and the chanting in the dark, and the cracking of the sky. If
you commit suicide, then their god will intercept your soul. Dont let the cult catch you.

282
31. A Breathless Gift. You sense the dead. You can feel the restless energy squirming beneath the city,
sometimes finding its way into corpses and ripping them from their rest. When you were a child, a
dark man from the Breathless Order spoke with your parents, and as you eavesdropped, arranged to
purchase you as an apprentice. You ran away. You see ghosts, you sense the motives of the unquiet,
and you fear that necromancers will again try to recruit you to become one of them.
You can take necromantic talents with DM permission.
32. Heir Obfuscated. You are the bastard child of Baron Lachmarsse. There are rumors among the
powerful that you exist; assassins have gotten close in the past. Your nursemaid, and later your foster
parents fell to assassin blades, probably after they were tortured. You are not sure how much the
shadowy forces that hunt for you know. You do not know if the assassins were sent by the baron, or
by the barons rivals. Were your identity to become known, youd stand to inherit considerable
power, but youd likely die before you could use it.
33. The Whetstone. Within the Church of the Ladys tangle of orders and chapters is a fearsome shadow,
the Order of the Whetstone. These scary men are the intelligence arm for the Pontiff himself,
watching friend and foe alike for signs of weakening or faithlessness. You were inducted into their
order as a small child, but raised like others. You report to the Whetstone, and they have power
political, economic, superstitious, and mystical. Revealing their existence to others is worth your life,
and speaking to Purifiers of it is exceedingly unwise. Report to your masters through the regular
coded channels, and dont give them a reason to doubt your loyalty.
34. Pleasure and Secrets. As a child you were
pimped out to debauched noble parties. There
was horror in the lifestyle, but also pleasures of
wealth and comfort, so you grew up a little
twisted. On the edge of puberty, you went to
the party of a powerful noble, and while you
were with a masked priest, you overhead a
conversation about a political secret worth your
life. Realizing your danger, you managed to
escape, fleeing your handlers and the lifestyle.
But you know the voice of the priest you were
with, and the face of his conspirator, and you
know thats worth your life should you ever be
found and connected to that night.
35. Wanted for Murder. It was a dark night
outside the tavern, and two men were hassling
a young woman who obviously didnt want to
go with them. You intervened, knives were
drawn, then one man was dead and the other
fleeing. In a breathless moment, you
recognized the girl, then she ran too. By the
time you got out of there, the streets were
crawling with the city guard, led by the
wounded escapee, hunting for youas it turns
out, you knifed a noblemans son. A year has
passed, but you keep your ears open, and know that theres a bounty out for someone matching your
description and known by your previous name, wanted by the law (which is bad) and the noble
(which is worse.)

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36. Debt. Your mother fell ill, and your father succumbed to the temptation of easy riches through crime
to afford her doctors. He was sent off to prison, leaving you to handle the situation. You brashly
negotiated with a local criminal, who generously loaned you funds. Your mother died anyway, and
now you were in the pocket of the gangster, who wanted to sell your body to lechers. You welched on
the debt, accidentally killing one of the enforcers in the process. Now, if your new cover is blown,
youll have a debt that has probably geometrically grown in the intervening time, and a criminal with
an army of thugs to help collect it.
37. Dealer. You had connections among the pagans who would give you weirdroot, umber lotus,
poppygum, whatever. You know people from various walks of life who will pay for these substances.
For a while, you made a good living as a dealer. Then a Church supporters son foolishly mixed drugs
and overdosed to death; the same week, you had to dump a shipment because the city guards were
patting everyone down, so you angered your supplier. Now youve tried to walk away from the whole
mess, but if you get connected to your old life, you wont still have a new one.
38. Hit and Run. It was dark, and late, your coach was going fast, ran over some old woman in the road;
as driver or passenger, you urged the coach on, and left the scene as quickly as possible. You heard
some gossip later about how some holy woman among the Vistani had been run down, and the
Vistani were positively furious. You think animals watch you. You think Vistani look into your
shadow. You feel marked by your guilt. But you dont want to give yourself away; how could they
know anything? No one else could put the pieces together. Still. You just dont feel safe.
39. The Affair. A powerful noble in the city liked to show off a ravishing companion. You and the
companion had a desperately passionate fling, with the intensity of love at first sight. A number of
white-hot trysts followed. The noble found out and had the companion stoned to death. The noble
blames the mysterious lover (you) who stole away the companions heart. So if your identity is found
out, you will be considered the reason the noble lost the companion, and dealt with harshly and in
private, probably for an extended period of time before receiving sweet death.
40. Marriage Inheritance. You were married at age 13, and lived in an estate far from the City. Years
later, the Church investigation of your inlaws found evidence of pagan worship and seized their
estate. Furious, your spouse (revealed as a pagan sympathizer) went native and joined a radical group
bent on violence and mayhem. Your friends helped you escape Church punishment, but you still
endure Purifier scrutiny. You were so convincing in denying involvement that you disgust the pagans,
and the Church will never trust you again. Youve done your best to put that incident behind you, and
you sometimes wonder what your spouse is up to.
41. Born Underground. You were born in prison, your mother a prisoner. You were returned to your
family, an innocent. At the age of 13, you had strange blackouts for hours at a time. As the news of
gristly murders spread, and as your dreams of darkness, stone, screaming, and blood intensified, you
realized the ghost of your mother was riding you to carry out revenge on those who destroyed her.
Three church men, two informers, and a nobleman died at your hands. Then the visions stopped. Still,
if you are connected to those crimes, youll end your life where it began.
42. The Loose Grip of the Dead. When you were a child, you were loaned out to the Church for fetch
and carry service. They trusted and/or ignored you. Then the bishop of the local church died. You
assisted with preparing the body for burial. When he was clad in his burial garb, and gifted with
treasures, you were almost spellbound by a crimson ruby pendant. When no one was looking, you
snatched it and hid it. The priests involved in the burial were desperate and distraught to see it
missing, but dared not tell others; they decided to entomb the body without the ruby, none the wiser.

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You stopped going to the church after that, and fearful they made the connection, you avoid the
Church altogether. You didnt dare to fence the gem, or to lose it. It is distinctive, and were it ever
found and connected to you, the Purifiers would not hesitate to punish your thieving, no matter how
long ago or how young you were. But now, in your dreams, you see the old bishop. Guilt, or
haunting?
43. Favor of the Woods. Your features are a bit odd; your eyes a bit off in color and placement and
focus, your face a slightly unusual shape, your hair a bit different in texture. Pagans seem respectful
of you, though they dont appear to know why or even recognize it is happening. Your inner thigh has
a strange crescent eye kind of birthmark that tingles when you touch it. Strange, that such small
details are enough to get you killed should the Purifiers learn of them.
44. Anothers Burdensome Secret. You were the only one there when the aged exorcist collapsed in an
alley, struggling to breathe. He gripped you, terrifyingly strong, and glared at you out of rheumy eyes.
He said you would be restless dead and damned forever if you did not help him, and he thrust into
your hands a slender book sheathed in metal. He told you to hide it, to hide it well, and to tell no one
where. Then he died. Something in his furious passion terrified you, so you hid the book. For weeks
priests and agents combed the streets of the area, rough and angry, looking for the book but unwilling
to admit what they were looking for. They finally gave up. You could not open the locked book, and
werent sure you wanted to. You hid it. You have tried to forget about it.
45. The Fling. You met a charming person, and had a passionate fling over the course of a weekend.
Your new paramour had business, and vanished. While you were coming back from an errand, you
saw your trysting apartment being torn apart by the barons troops. Inquiring around, you found out
an assassin tried to kill the baron, and anyone associated with the assassin was wanted for
questioning. You knew what that meant, and made yourself scarce. Then your paramour showed up,
dripping from the river and wounded, needing help. You hid your lover, provided food and clothes
and a little money, and aided in escaping the city. You really hope no one ever connects you to that
difficult and unpleasant week.
46. Poaching. As a child, you were hunting rabbits and birds in the forest, alone. As it was getting dark,
you headed back and got lost. You saw a pagan ritual, and were caught; the stag-headed priest spared
you, but marked you with a burn from a carved stone, and said someday youd repay the gift of life.
47. Alone in the Dark. You were young, part of an expedition through the Deep Road between the
Scavenger Lands and Harrowfaust. Your group was attacked; they fended off the creatures, but could
not travel. You were given all the money you could carry and sent for help. When you miraculously
made it to daylight again, you rationalized. You ignored your cowardice and decided there was no
reason for others to die, for the money to be wasted, for you to take the risk again. You left them in
the dark, and reported them all dead. Only you know where they made their last stand. Youve never
had the courage to go back and count the bodies to make sure they all perished.
48. Posessed. You are a demon. You were dragged up from the World Below and bound to this body.
Your powers and mobility were severely constrained so you would not give away your presence. You
have a very specific job to do, and when your demon lord contacts you in dreams, youll know it is
time to carry that job out. In the meantime, stay away from holy water, divine power, Vistani fortune
tellers, and that sort of thing; you cant have your cover blown before you act. Choose or randomize!
1. When you get the signal, kill [a party member.]
2. You must find a specific person, mate, and produce a special child to be raised in safety.
3. Encourage your friends to help you find a certain holy site.

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4. An oracle said if you make friends with these people, they will vouch for you and get you
close to a powerful enemy of your lord at a key time in the future.
5. Steal a piece of your lord from where enemies keep it as a trophy. Then conduct a blood
sacrifice ritual to bring your lord back to the World Between.
49. Best Friends Forever. As a child you played with the barons son and other children on the estate.
The barons son was an unhappy, unpopular kid; others sucked up to him to get the advantage of his
wealth, but snubbed and teased him when they thought they could get away with it. Desperate for
friendship and respect, hed do outrageous things for peer pressure. It was supposed to be a joke; get
him to go up in the ruined watchtower and leave him there overnight; after dark you couldnt see to
climb down. Well, he tried, fell, and broke his neck. You tattled to the baron and blamed your
friendthe baron believed you because, surprise, your friend was the bastard son and next in line. If
your friend ever gets out of his prison on the barons estate, hes unlikely to forgive and forget.
50. Amnesia. You remember nothing of your life before about a year ago. However, the DM will roll for
another dark secret to see what youre forgetting. +3 Awesome Points.

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Roll or choose a type of character (1d10), then randomize or choose a motive (or use your own.) You get
3 Awesome Points for taking an adventuring motive.
1. Lands of the Father and Family (Ulverland)
1. Shrines to Merrihel on Ulverland soil are blasphemy. Convince as many settlements as you
can to reject the shrines to the demon goddess who wants to seduce Garm-Gorak.
2. Everybody but the hard-liners and the willfully ignorant knows that the Storm Sovereign
pantheon was imported from the Northrons of Frostreave. Its time to reject the gods.
3. You want to be chosen as a holy warrior. All your life youve worshiped one of the gods, and
you know that if you can only prove yourself youll be gifted with power and responsibility.
4. Growing up in the shadow of Orxham,
you always wanted to be an educated
type. If you can get the money and
make enough friends, you can study
and graduate and BE somebody.
5. Someday you want to make enough
money to go back to your village and
pay for a wall to be built around it, to
protect it from raids like the one that
killed your father.
6. Before you can have a life of luxury as
a noble in Lizport, you have to get wealth, title, friends, lands, and that sort of thing. Secure
your place as a future layabout and hobnobber!
7. Cleanse the land of cults to Sluurge, demon lord of pestilence, gallows humor, and famine.
This makes sense as a matter of principle, but when your aunt joined, that shamed the family.
8. There is a hidden library around the town where you grew up. You never could find it, but
now you have a coded map that may give you clues you missed before.
9. If you can get a pet cockatrice and train it, then youll be ready to fake being an aristocrat
long enough to make contacts, score some loot, embarrass the ruling class, or get peerage.
10. Northrons from Frostreave killed your parents. You feel the rage of Garm-Gorak in your
heart, and you want to kill as many of them as possible. But you can afford to be careful.
2. Lands of the Lady (Midian, Scarabae, Caligari)
1. Your family has traditionally been staunch in supporting the throne of Midian. The recent
unrest has your people choosing sides. If one of the claimants to the throne dies, no war.
2. Scarabae should be loyal to the Church; they owe everything to the Lady. Hunt down people
who argue otherwise and silence them. Especially those who advocate for aliens like the fey.
3. You couldnt do anything about it when the Purifiers came and put your father to death for
decorating the clocks he sold with symbols from his homeland. But you want revenge.
4. The Fourth Crusade had the right idea, but it tried to wipe out demonic influence through
military action. You know it has to happen more subtly, traitor by traitor. Kill them.
5. Are Damsels of the Lady truly gifted with divine grace, or are they aliens hiding in the
Church? The riddle is thousands of years old, but you have a feeling you can solve it.
6. Your brother decided he was a prophet of the Lady and he went off preaching and teaching.
Retrieve him and get him home before he embarrasses your family any further.
7. You sinned when you were young and foolish, but the weight of the sin still presses on your
mind. Serve the Lady until you get a vision that you are finally forgiven.

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8. You are nauseated by the idea that magic tricks and demon powers convince people that
creatures from outside the World Between are gods. Help the deluded see the truth.
9. You eventually want to take the cloth, but the world is big and exciting. You want to go out
and see everything, do everything, get all that out of the way so you can settle in as clergy.
10. You want to make a pilgrimage to each of the Saintly Cities of Midian, and by then youll
have your purpose for the crusade the Lady has picked out for you.

3. Merchants and Iron (Caligari and the Iron Principalities)


1. You have always admired illusionists, even while you resented the truth that they could make
your senses unreliable. Someday you want to fool people on a grand scale for that rush.
2. Your parents are desperate for you to get into the aristocracy before it is gone altogether, to
give the family the credentials it feels it deserves. Marry in, buy it, whatever, but get it done.
3. Your uncle sold guns all over the World Between. He came home full of gold and stories
about outwitting the superstitious and shooting the monsters. You want to live his stories.
4. Gunpowder is the future. It frees humanity from eldritch prices, costly demon deals, worship
of petty gods, and fear of the dark. Take a gun and save humans from the supernatural.
5. Your mother was an elegant dancer. The reviews of her performances call them poetic. She
was famous and beloved. Then a gaunt nobleman from Harrowfaust killed her. Get revenge.
6. Drugs flow in from the Scavenger Lands. They ensnare vulnerable people and make sure they
cannot recover. People like your sister. Work your way up the tree and stop the drug trade.
7. Laughing merchants hide gunpowder and drugs in storage vaults under cathedrals. Truthspeakers are mocked and killed. Caligari is on thin ice. The Lady wants her land back.
8. The criminals and aristocracy are puppets that dance to their demonic masters plan. The
Church doesnt know it is run by demons! Theyre everywhere, man! Expose the conspiracy.
9. You were apprenticed to a painter, before the revolutionaries shot him. You have seen that art
cannot flourish again until artists have a safe place to hone their art. Make such a place.
10. You were 15 when the artist paid you a hefty fee to sit for a painting. You never felt the same
since. Sometimes you wonder about it. Why you sometimes dream youre looking out of it.

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4. Islander (Isles of Unparalleled Liberty, Ghael Isles)


1. The people who raised you pulled you out of a Northron dragon ship, from a cage affixed to
the mast with a chain. Why put a baby in a cage? You have a bad feeling about your past.
2. You think of the people enslaved in Mord-Stavian and you get angry. You want to build an
organization that dedicates itself to raiding the desert and freeing the oppressed people there.
3. You were undercover, then your handlers were killed. As far as your people know, you are a
traitorous pirate. You want to clear your name and get back in their good graces.
4. As far as you know, you are the only one who realizes that the boggies of the Ghael Isles
serve human flesh with most of their meals. Unmask the hideous cannibal conspiracy.
5. The wealthiest people in your neighborhood were dashing smugglers. You are bright and
strong and lucky; surely you can build up contacts and run drugs out of Mord-Stavian too.
6. In an ecstatic ritual, you were ridden by a loa that slew the hounan of the tribe. You were
banished. However, that loa still hovers around youthere is an injustice that needs righting.
7. A chaos beast prophesied that you would open the last door. Since then, cultists have been
dogging your heels; stay ahead of them, or wipe them out, but dont let them catch you.
8. Your heart was broken in the Shell by the Sea when you heard the most beautiful aria in the
world. The singer was snatched by cultists of Zzorch. Get some muscle and rescue her.
9. A shark bit you when you were small. The scar drew attention in your village. A wise woman
of Mother Lothak said her mother had work for you when you were ready. You are ready.
10. Your father went insane when he saw your great-grandfather on the black, sodden decks of
the Lady of Mists, a ship that sank 60 years ago. Rescue your ancestor to restore your dad.
5. Cold and Dark (Frostreave, Harrowfaust)
1. One summer you had a fling with a Vistani for the happiest months of your life. You cant get
it out of your mind. Track down your former lover and see if the spark is still real.
2. Growing up in Harrowfaust, your best friend was an old Northron enduring reparation
servitude to a wicked vampire. Now that youre grown, rescue and repatriate him.
3. You have what it takes to survive as a vampire. You want to find a vampire who can see that,
enter service, and earn eternal undeath with its attendant fringe benefitsone way or another.
4. You grew up on a decrepit farm immersed in stories of the former nobility of your family.
Someday youll free your familys former lands from vampires. Humans will defeat demons.
5. Claimed by the cold northern winds, your father is out there somewhere, undead. He starves
for bright blood. As long as he is cursed, your family is in danger. Find and destroy him.
6. A Vistani fortune teller with bleeding eyes told you your future: you would join with a god.
Now you find you have a renewed interest in all things religious. What did she mean?
7. As a child, you watched a penangalan devour your mother. You were raised by a household
loyal to vampires. You want the vampires to crush the penangalan and retake Harrowfaust.
8. You grew up in a village of raiders, in feast or famine. Then Ulverlanders wiped out your
village and sold you to Harrowfaustian nobles, splitting up your family. Find your siblings.
9. You were raised by a friar of the Church of the Lady. He traveled Frostreave and
Harrowfaust. You found out he carried coded messages for the Church. You want to help.
10. The Church of the Lady burned your family to death as heretics, you escaped. Someday you
will return to your hometown and burn those priests to death where your family died.
6. Touched by Fey (Shae Isles, Scarabae, Frostreave)

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1. Your father gave you to dwarves in exchange for a rune axe when you were an infant. The
dwarves sold you to a barren couple for a meteor rock. Find your father and take the axe.
2. Everything your cousin touches turns to goldbut that gold melts in sunlight. Your family
has tasked you with finding a hex-breaker powerful enough to return him to normal.
3. You were mutating, and an eladrian knight casually pulled the mutation from you and threw
it away. Somehow, it grew into its own creature. You dream of it. Find it and kill it.
4. You resisted the charming song of a siren, and now all music is just noise to you. Find a way
to restore your love of music and cleanse your ears of that infernal singing.
5. Your father was cursed for stealing something from the fey. Shortly afterwards he died with
an axe wound. You suspect the curse encompassed his family line. You should keep moving.
6. You have heard that the fey are willing to teach their secrets to mortals, and impart some of
their power. You believe you have an aptitude for the work, and you want a teacher.
7. A nymph melted your heart with her beauty. You cannot properly rest until you possess her.
You ache down to the depths of your bones with need to touch her, but she laughs
8. You were supposed to grow up in the druid tradition, but an Ulverland raid wiped out the
local glade. You have traveled far to
find someone who can train you as is
your destiny.
9. One night you found your way into a
wandering fey tower of the eladrian,
and you saw something vitally
important that everyone must know.
Only now, you cant remember it.
10. You fell into the Wailing Labyrinth
when you were exploring the woods
with your brother as a child. Now
your hair is bright silver, your skin is
cool. Youd like to rescue your
brother.
7. Soldier of Fortune
1. You know a small town in the
Liberty Isles where youd like to
retire in style. It will take about
50,000 silver to do it right.
2. Your father, grandfather, uncles, and
so on served in the [national]
military. You served, you were
doing well. Then a crooked officer framed you all. Can you clear your family name?
3. As he lay dying, your buddy told you about a score from his days as a wrecker, hidden in the
rocky cliffs of the Iron Principalities. If you can get a crew together to claim it, youll be rich.
4. You were present at the field execution of a rotten captain. Last year you saw him dressed in
finery at a fancy event. If it is the same man, he deserves death or worse. Find out the truth.
5. You went on a secret mission with hand-picked mercenaries and stole an idol from a
museum. Of the seven chosen for the job, four are dead and one is missing. Whats going on?

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6. Iron Kate was the finest captain you ever served. She got double-crossed and shes rotting in
prison. Get some of your mates together and help her find her way out.
7. [Noble] hired you and your team for risky and bloody work, and you did it for him.
Afterwards, he tried to have you
all killed instead of paid. Get
your payment from him.
8. Youve been a hired sword long
enough to know how this works.
Get your own warband together
and see about making some
serious coin.
9. You soldiered for a legendary
captain, and he died. You wont
be whole until you find someone
else who is worthy of your
loyalty, and your service has
meaning again.
10. If it isnt human, it should be
dead. Youve fought in the
woods, in the rocks,
underground. The things youve
seen tolerance is for the nave.
The aliens are a very real threat.
8. Studious Scholar
1. One night when he was tipsy, your over-qualified tutor mumbled something about the fifth
mystic academy at Orxham. He furiously denied it the next day. Look into the mystery.
2. Master Souzinar wrote luminous prose, incisively summarizing the events of the Caligarian
civil war in One Stood Apart. Volume 8 and 12 are lost to scholars. Find copies.
3. You were one semester from gaining your Doctor degree when you succumbed to illness and
were evicted in poverty. With 20,000 silver, you could graduate and get a title.
4. Your distant relatives fled to the Iron Principalities centuries ago. You heard a family story
about a platinum Codex Tag your great-grandfather had. Go find your people and look for it.
5. Intriguing connections have surfaced as you studied apocryphal materials; could Merrihel
have once been an angel of the Lady of the White Way? Can you prove this blasphemy?
6. There is an Exemplar book on Saint Vascuse of Valencira that is rumored to have evidence of
the crime for which Melanthie Del-Rosa was burned. Prove it, your career is made.
7. Only a Lord of Books in the Great Librarys structure can get into the Oubliette for dangerous
texts. There you can find the name of the demon holding your mothers soul and save her.
8. They say the elven language is part magic, and beyond the reach of the human mind, ears,
and mouth. Wont they be surprised when you are the first human to master it.
9. Why would the Trivium Library of Arts cover up your fathers work? He was a doctor of
architecture, and a brilliant teacherbut now all his books are gone, his name erased. Why?
10. Living shamen confirm what legends suggestthere is a great library in the Wailing
Labyrinth full of the confessions of the dead. Can you get to it and bring knowledge back?
9. Criminal Mind
1. Someday youll have enough skill and contacts to assume the identity of a noble and
smoothly inherit everything youll ever need. Work on that aristocratic cover.
2. Your mother abandoned you so she could be free to become a master criminal. Find her,
infiltrate her gang, and compensate yourself for a miserable childhood.

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3. Civilization means trusting paper more than people. Become a master forger.
4. Those in charge like to hurt people to get what they want. You can get what you want and
only hurt their pride. Prove you can live well without hurting anyone.
5. You are smart. You are the smartest one. Smarter than the religious investigators, the city
watch, the road wardens, the sellswords, the other criminals. Use your smarts to be in charge.
6. Your grandfather swears he once picked a Charlak tumbler lock. You will too.
7. Captain [name] threw your grandmother in prison because she wouldnt pay protection
money. She drowned in her own phlegm and was buried in a paupers grave. Avenge her.
8. It wont be easy framing your ex-lover as a diabolist, but it will be immensely rewarding.
9. You were an honest servant when you were thrown in prison for two years. Now you are an
incorrigible criminal. Time to use your new skills and friends to punish your former master.
10. There is a rooftop footrace once a year, for the daring and foolhardy. You must win it once.
10. Monster Hunter
1. The nights were the worst, up in the rocks in the border skirmishes of Harrowfaust. Thats
when the vampires came. They didnt just kill, they laughed. You must end the laughter.
2. Live and let live does not work when they are contagious. Your sister was turned into a
werewolf and killed your parents. Shes still out there somewhere. Stop the infections.
3. She used magic to strip the skin off your uncle, and make your mothers bones explode. She
killed without touching them, laughing all the while. Wizards they arent human anymore.
4. You were visited by the Lady of the White Way in a dream. It was more real than your
waking life. She told you to hunt the predators. Thats what youre going to do.
5. The streets of Caligari taught you all
you know about why humans should
never make deals with demons. Kill
the traitors, plug the leaks that let
energy up from the World Below.
6. Hunting monsters is a family
tradition. Your worth as a person is
measured solely by the monsters you
kill and the people you save. Earn the
respect of your family.
7. When you went after the
necromancer, you found he had made your uncle his bodyguard. You killed them both.
Necromancers respect nothing, and they must be stopped.
8. The tribe of cannibals almost got you. You were close enough to see the demon they
worshiped, that twisted them. Stop demonic influence before it makes humans demons.
9. You were 7 when your sister was taken by the fey. Time moves differently there, and you
hope to get her back before her innocence is lost altogether. You hope she is still your sister.
10. If we can study these monsters, we can develop chemicals, tools, armor, tactics, and weapons
so we can beat the monsters and also the enemies of the state.

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This system has no mechanical impact on game play.


One way to get into the mindset of Gothic fantasy is to consider the spectrums on the Gothic Virtues and
Vices chart below. Placing a mark on the spectrum to show where your characters inclinations are can
help you get a handle on some ways to think about the culture of Gothic fantasy.
The DM may choose to offer you Awesome Points to fill this out for your character.

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Every point of Commitment can be used towards taking a belief system or a code of honor. These can be
taken at generation or added during play for freethey carry their own cost.
Each point in a belief system or code of honor adds another +1 to a Commitment roll when resisting
temptations or violations of that belief system or code of honor.
Players should suggest that they get the bonus any time it occurs to them and seems appropriate,
understanding that the DM is the final interpreter of when the bonus applies and when it does not.
Beliefs and honor only provide this extra boost if they require structure and sacrifice. While they can be
general, as described below, it can be entertaining to find or write up specific codes to follow.
The key is that the belief system or code of honor makes a character accountable to and willing to
sacrifice for something bigger than self and self-interest.
Violating the Belief System or Code of Honor
Sometimes characters will fail to live up to the strictures of their beliefs, they will be dishonored. When
this happens, they get no bonus to Commitment tests of any kind. The only way to restore the bonus is to
atone, to sacrifice, to somehow symbolically restore the broken relationship. The player and DM can
work together on what that looks like for the characters situation.
Sample Belief Systems and Codes of Honor
Chivalry. The character believes the strong should protect the weak, that people should be treated
with dignity (even foes), and that honor defines a person to the point where without it, wealth and
victory and fame are hollow. Politeness symbolizes respectgive it, expect it from those with honor.
Duty. The character has sworn to uphold a duty. This duty is taxing, and requires sacrifice, but it
grants meaning and pride in exchange.
Family Honor. The character values the honor of the family, and is horrified at the idea of tarnishing
the family with personal misbehavior. The familys integrity and renown gives the character strength,
through attachment to it.
Idealist. The character has a vision for what the future should be. No inducement is more valuable
than this dream of the future, of what should beand could be. The character is willing to sacrifice
now to draw the world closer to this dream of someday.
Religion. Whether you believe in the Lady of the White Way, the Storm Sovereign Pantheon, the
Beast Gods, or some other faith, religion can make you part of something bigger than yourself. You
become accountable to the universe in a way that gives strength to your convictions.

294

The listed cost is for standard equipment. This is not meant to be exhaustive, only to provide a general
sense of what is available and how much things cost. Feel free to adapt, improvise, and customize.
Shoddy Equipment. Pay price. The DM can have the equipment break by giving you 1 Awesome
Point and putting 1 in the Bowl.
Masterwork Equipment. Pay x5 the price.
o Weapons. Adding 1 Wound only costs 1 Awesome Point.
o Armor. Reducing 1 Wound only costs 1 Awesome Point.
o Equipment. You are +2 on rolls using the equipment.
All listed prices are in silver coinage: marks, denarii, pounds, and drachma.
Melee Weapons

Range Weapons

Specialty Equipment

Light
Knife ................................. 5

Light
Sling .................................. 5
Knife.................................. 5
Dart.................................... 5

Warpaint (per dose) ........... 3


Weaponblack (per dose) .... 3
Bag of Caltrops................ 10
Mapping Kit .................... 10
Writing Kit ...................... 10
Oilcan .............................. 10
Lockpicks ........................ 30

Hand
Axe .................................. 10
Mace................................ 10
Shortsword ...................... 20
Long/Broad Sword .......... 30
Reach
Staff ................................... 5
Spear ............................... 10
Polearm ........................... 20
Chain Mace ..................... 30

Hand
Javelin ............................... 5
Axe .................................. 10
Shortbow ......................... 15
Light Crossbow ............... 20
Heavy
Spear................................ 10
Longbow ......................... 40

Heavy
Heavy Mace .................... 50
Bastard Sword ................. 75
Battleaxe ......................... 75
2 Handed Sword............ 100

Very Heavy
Heavy Crossbow ........... 100
Pistol.............................. 250
Blunderbuss ................... 300
Musket........................... 350

Very Heavy
War Club ....................... 100
Massive Cleaver ............ 120

Ammunition
Sling stones ....................... 1
Short arrows ...................... 2
Long arrows ...................... 5
Powder, shot (1 shot)....... 10
Bullet mold ...................... 10
Powder horn/bag ............. 10
Fletching Kit ................... 10
Quiver.............................. 15

Armor
Leather (light) ................. 30
Chain (medium) ............ 100
Chain and Plate (heavy) 500
Full Plate (v. heavy) ... 1,000
Light Shield..................... 30
Heavy Shield ................... 40

Common Equipment
10 Iron Spikes.................... 5
30 rope ............................. 5
Backpack ......................... 10
Bedroll ............................... 5
Chalk, 1 stick ..................... 1
Crowbar ........................... 10
Grappling Hook ................. 5
Lantern ............................ 15
Hooded Lantern .. 20
Oil Flask (1 hour) ............ 10
Sack ................................... 5
Skillet, Cook Kit ................ 5
Spice Box .......................... 5
Tinderbox .......................... 5
Tent ................................. 15
Tool ................................. 10
Hammer, pickaxe, shovel

Torch ................................. 1
Water/Wineskin................. 5
Weeks Iron Rations ........ 30
Weeks Rations ............... 15

295

The listed cost is for standard expenses. This is not meant to be exhaustive, only to provide a general
sense of what is available and how much things cost. Feel free to adapt, improvise, and customize.
Shoddy Experience and Products. Pay price. The DM can have the equipment or experience
inconvenience you by giving you 1 Awesome Point and putting 1 in the Bowl.
Masterwork Experience and Products. Pay x5 the price, in general; this is flexible. Benefits vary.
All listed prices are in silver coinage: marks, denarii, pounds, and drachma.
Living Expenses

Animals

Travel Expenses

Full Set of Clothing........... 8


Winter Clothes ................ 12
1 Meal (public house) ....... 4
1 Meal (prepare at home) .. 2
1 Session Carousing ........ 50

Chicken ............................. 6
Hunting dog..................... 10
Guard dog........................ 15
Goat, sheep ...................... 15
Exotic (monkey, bird) .... 20
Mule/Donkey .................. 30
Riding horse .................... 50
Tack, Saddle ....... 40
Shoes .................. 10
Plow horse ....................... 60
Milking cow .................... 80
Bull ................................ 100
Warhorse ....................... 100

Leg Tax. Most civilized areas


have about 1 toll road per leg of
the journey, or about 3 a week
(give or take.)

Common room overnight .. 4


Inn room overnight ......... 10
Housing (by month)
Apartment for 1 ............... 30
Apartment for family ...... 40
Farmstead ........................ 40
Housing (purchased)
Taxed at 5% a year average
Apartment for 1 ............. 500
Apartment for family .... 700
Small house ................... 700
Family size house....... 1,000
Farmstead ................... 1,500
Small manor ............... 5,000
Watchtower ................ 5,000
Entertainment
Play/Concert tickets .......... 8
Drum ............................... 10
Recorder .......................... 10
Prostitutes Favors .......... 15
Fiddle .............................. 15
Horn (with valves) .......... 50
Shoulder harp .................. 40

Travel Speeds (Estimated)

The going rate for road taxes is 1


silver per leg or wheel.
2 for a person
2 for a cart
4 for a mount or pack animal
4 for a carriage or wagon
Whether levied by a local lord,
an independent state, or the
Queens tax agents, the rate is the
most the market will bear.

Good conditions add about +,


bad conditions cut speed to or
less. DM is the final say.

Port fees tend to be about 5% of


the value of the vessel and cargo.

On Foot

By Sea

Light Pack, Road ....... 4 mph


Heavy Pack, Road ..... 3 mph
Light Pack, Wilds ...... 3 mph
Heavy Pack, Wilds .... 2 mph

Working........................ Free
Steerage ................... 5 a day
Cabin ..................... 20 a day
By Road

Horseback/Coach
Light Load ................. 6 mph
Heavy Load/Difficult 4 mph
By Sea
Normal Conditions .... 3 mph
(traveling 24 hours, though)

Working........................ Free
Shared Coach......... 10 a day
Hired Coach........... 75 a day
Coaches usually hire 2 workers:
one to drive, one to add
protection. Both handle
harnessing morning and night.

296

This system is designed to give the flavor of variety and stubborn nations asserting their independence. In
an interconnected world, (and one where you dont want to drive your players mad,) there is general
agreement that silver pieces are of equivalent value. Also, most transactions are in silver or copper.
Type
Gold
Silver
Copper
Custom

Lands of the Lady


Aureus (25 denarii)
Denarius (16 sesti)
Sester
Tarb, platinum tag (8 a)

Ulverland
Sovereign (10 pounds)
Pound (20 shillings)
Shilling (12 pence)
Pence, copper coin

Caligari
Crown (10 marks)
Mark (10 pennies)
Pennies
Cheque

Mord-Stavian
Decadrachm (10 d)
Drachma (10 Chalk)
Chalk (10 per Obloi)
Obloi-sticks of silver

Martial Scrip. Sometimes mercenaries and soldiers are paid with a square of parchment listing the
amount and the paymaster. This scrip can be gambled, stolen, salvaged, and otherwise moved around
before finding its way to the paymasterbut the paymaster is obligated to make good on the debt.
Most places in the World Between accept Caligarian currency. Having different currencies lets the DM
mess with the players by having an establishment not take their coin, then charge to convert it to local
currency. Or they find a stash but they arent sure the value of what theyve got. Currency from a country
may betray the origin of an employer when found on the body of an employee.
In general, a days work for a laborer is worth about 3 silver coins.

297

The water isnt safe, painkillers are not readily available, life is short, and there is no television. Drinking
is widespread and a cultural assumption in the World Between. Every dose of alcohol in your system gives
you +1 Commitment to resist Terror and Horror.
Type
Lousy Beer
Good Beer
Fantastic Beer
Dwarven Beer

Dose, affects 1 Brawn


3 Pints
2 Pints
1 Pint
Pint

Default cost
3 silver
4 silver
5 silver
6 silver

Sobering Up. The effects of 1


dose of alcohol leave the system
every half hour. Also, a shot of
adrenaline gets rid of a dose. So
does a dunking in water.

Lousy Wine
Good Wine
Fantastic Wine
Elven Wine

bottle (5 glasses)
bottle (3 glasses)
1 glass
glass

10 silver per bottle


20 silver per bottle
50 silver per bottle
75 silver per bottle

Lousy Whisky
Decent Spirits
The Good Stuff

5 shots
3 shots
1 shot

5 silver
6 silver
10 silver

Hangover. If you drink as much


water as alcohol, then you dont
have a hangover. Otherwise,
when you pass out you are -1 to
all rolls per dose of alcohol still
in your system. These go away 1
per hour upon waking in pain.

Overindulging. You are pleasantly buzzed with alcohol in your system, until you have more doses than
you have Brawn. Your first overdose determines your default behavior when drunk. Roll 1d10.
Overindulging Roll
1-5. Default.
6-8. Roll a different behavior.
9-10. Nausea. You forget what you did.
11-13. Pass out.
14+. Roll as if reaching 0 Wounds, no
modifier.

Behaviors
The first roll determines the characters default drunken
behavior.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Friendly. Chatty, loudly proclaims love of everyone.


Angry. Pick fights, strike if provoked, simmering mad.
Weepy. Oh gods, the angst and misery and self-pity
Sing! You want to sing! Even songs you dont know!
Truthsome. You get lucid and creepy and tell truths.
Nostalgia. This is when you open up about your past.
Entitled. You never get what you deserve. Passed over.
Idea Time. This is when you get your best ideas!
Stripper. Clothes are confining. Dancing is fun.
Look What I Can Do! You show off your prowess.

298

Some people are bored or overwhelmed, and they turn to chemicals to take them away from it all. These
rules are optional for people who want a bit of structure instead of handling addiction through narrative
alone. These drugs are examples, there are many more in the World Between.

There are four levels of addictive power in drugs. None, mildly addictive, addictive, and strongly
addictive. To quit the drug, you must burn 1 Attribute point of an appropriate type (listed under if
abused) over the course of a week per level burned off.
Also, if you surrender to the lure of the drug and overdose badly, or are submerged in constant use for a
period of time, the DM may inform you that youve suffered a consequence from If Abused.
Using addictive substances invites the DM to tell you that you have gained the madness addictive
behavior related to your substance of choice.
Blackleaf
Name:
Dose: 1 cig
Frequency Every 6 hours.
Duration: 1 hour
Description: Crushed black leaves rolled in paper and smoked, called a cig. 2 copper.
Calms the nerves. +1 Commitment vs. Terror and Horror. Mildly addictive.
Effects:
If Abused: Stained teeth and fingers (yellow), chronic cough, penalty to Brawn and Charm.
Wyrdleaf
Name:
Dose: 1 cig
Frequency 1 a day
Duration: 1 hour
Crushed
green
leaves
rolled
in
paper
and
smoked,
called
a
cig,
or
in
food. 5 copper.
Description:
Calms the nerves. +2 Commitment vs. Terror and Horror. -4 to all rolls, hallucinations
Effects:
If Abused: Difficulty focusing. Penalty to Awareness, Commitment, and Charm.
Opium
Name:
Dose: 1 pipe.
Frequency 1 a day
Description: Sticky gum put in a pipe and smoked. 1 silver.
Hallucinations, lethargy, apathy, disconnect. Addictive.
Effects:
If Abused: Damaged health. Penalty to Brawn.

Duration:

1d5 hours

Lotus
Name:
Dose: 1 pellet.
Frequency 1 a week
Duration: 1d5 hours
Description: Elements of the pale lotus pressed together into a pellet and ingested. 5 silver.
Intense dreaming. Addictive. There are many kinds of lotus with different effects.
Effects:
If Abused: Increasingly unsure what is real. Penalty to Awareness and Commitment.
Laudnum
Name:
Dose: 1 sip.
Frequency Every 6 hours.
Description: Strong smell, a cap full should do it. 3 copper.
Go to sleep, undisturbed for at least an hour. Mildly addictive.
Effects:
If Abused: Damaged health, become unsteady. Penalty to Brawn and Charm.

Duration:

1 hour.

Red Rage
Name:
Dose: 1 gulp
Frequency 1 a week
Duration: 1 hour
Description: Blood with additives to turn it violet in a shot-glass sized bottle. 10 silver.
Grants +2 to hit or +1 Wound for about 10 rounds, then you take a Wound.
Effects:
If Abused: Test Brawn difficulty 10 with each use. If you dont pass the test, lose 1 Brawn.

299

To make any of these poisons, get the right ingredients and spend about ten minutes per Brawn save
difficulty (default 90 minutes) preparing the mix. Sometimes you can reduce the cost by finding your own
ingredients and paying for what you cant find. This is up to the DM.
An apothecary setup costs at least 200 silver and requires some space (it is not particularly portable, and it
is about 4 loads.) A field setup could cost 100 silver and be 1 load.
DMs decide what is available in their settings, as well as punishments for being caught with it, how you
harvest/buy it, etc. Assassins often assure access to antidotes for the poisons they use.
Generally, weapons have 3 contacts per dose (actual hits) except ranged weapons, which have 1.
Targets get a modified Awareness test to detect substances lacing their food or water.
Name

Type

Onset

Detection
Awareness
difficulty

Save

Fail

Pass

Price
(silver)

Ingest
1d2 rounds
Adders Milk
Symptoms: Burning sensation throughout body.

Brawn 8

4 Wounds

2 Wounds

22

2d5 rounds
Bishops Complaint Inhale
Bodily
discomfort,
convulsions.
Symptoms:

Brawn 4

1 Wound

None

Ingest
2d5 rounds
6
Brawn 8 Sleep 2d5 hours
Black Voluptua
Symptoms: Anesthetic for surgery. Tea made from the nettles of the voluptua bush.

None

Eye contact Instant


Clouded Eye
Symptoms: Target must spend 5 focus actions clearing vision, cannot see until then.
Cryptmold
Symptoms:

Inhale
Instant
12
Sudden chill felt throughout the body.

Brawn 12 2 Wounds

Drowsili
Symptoms:

Ingest
1d5 rounds
Only wakes if caused pain.

Brawn 10 Sleep for an hour

Duskmilk
Symptoms:

Ingest
1d2 rounds
8
Brawn 12 Vomit 2d5 rounds
Made from thistles of a rare grassland bush.

10

Brawn 6

1 round
Everdream Tincture Ingest
Sudden
feeling
of
light-headedness.
Symptoms:

10

Brawn 10 Death

Brawn 12 Paralyzing pain 1d5

Fools Folly
Symptoms:

Inhale

1d5 rounds

Made from fools folly mushrooms.

-2 on rolls

1 Wound

Inhale
1d5 rounds
Dust of Lucius
Symptoms: Itchiness throughout body.

15

None
None

5
2

None

2 Wounds

52

rounds, then save or die.

None

300
Name

Type

Onset

Detection
Awareness
difficulty

Save

Fail

Pass

Price
(silver)

Instant
4
Brawn 10 None
None
1
Garlic Tincture Ingest, Contact
Symptoms: No effect on mortals, vampires take 3 Wounds if they fail, 1 if they succeed. Strong smell.
Inhale
1d2 rounds
Gravetree Powder
Symptoms: Mild disorientation, brief nausea.

Brawn 8

1 Wound

-2 on rolls

Ingest, Contact
1d5 rounds
Confusion for 1d5 hours.

Brawn 8

-6 to rolls

-2 to rolls

Contact
1d5 rounds
Grizzlemouth
Symptoms: Parched mouth, swollen tongue.

12

Brawn 12 3 Wounds

1 Wound

80

Contact
Harrowroot Oil
Symptoms: Bodily aches.

Brawn 6

None

Greenwart
Symptoms:

Heartkill
Symptoms:

1d5 rounds

1 Wound

Contact, Injury Instant


8
None
Roll 1d10 for each Wound remaining, only survives (unconscious) if 1 rolls a 10.

Ingest or Injury
Kings Bane
Symptoms: Faintly bitter taste.

1d2 rounds

100

10

Brawn 16 Death

None

Inhale
1d5 rounds
Knights Lament
Symptoms: Nausea, aching joints.

Brawn 6

None

Larval Oil
Symptoms:

Contact
Severe bodily pain.

12

Brawn 16 Death

3 Wounds

400

Mansnap
Symptoms:

Injury
Instant
10 Brawn 10 Worsen injury
None
5
Fail the save, and must rest 24 hours to heal (as though dying.) Adds +1 on death roll.

Nuns Hood
Symptoms:

Ingest, Contact 1d5 rounds


8
Brawn 10 Die in 4d10 x10 minutes
Those affected can do nothing but convulse and retch.

1 round

1d5 rounds
6
Poachweed Tincture Ingest
Symptoms: Burning sensation in the throat, nausea.

Brawn 6

Inhale
Popes Terror
Symptoms: None.

Instant

12

Inhale
1 round
8
Princes Doom
Symptoms: Swollen tongue, difficulty breathing.

2 Wounds

3 Wounds

None 4

2 Wounds

Brawn 12 Death

1 Wound

250

Brawn 8

None

65

3 Wounds

Ingest
Special
10 None
Special
None
Profound Sleep
Symptoms: Target loses 1 Awareness an hour, falling asleep at -2, never waking.

100

301
Name

Type

Onset

Detection
Awareness
difficulty

Inhale
1 round
Queens Horror
Symptoms: Severe but brief abdominal pain.

10

Save

Fail

Brawn 10 Death

Pass

None

Price
(silver)

170

Inhale
Instant
12 Brawn 10 Death
1 Wound
Razorfish Powder
Symptoms: Sudden moment of sensory overload; everything too bright, too loud, etc.

120

Ingest
Redtooth Honey
Itchy
rash.
Symptoms:

1 Wound

1d10 rounds

Brawn 4

2 Wounds

1 round
River Lotus Spores Inhale
Symptoms: Sudden euphoric feeling.

10

Brawn 10 1 Wound

-2 on rolls

Contact
Sap of Mendes
Symptoms: Bodily convulsions.

1d2 rounds

12

Brawn 14 4 Wounds

2 Wounds

200

Contact
1d5 rounds
Saviors Venom
Symptoms: Sweats, fever, nausea.

10

Brawn 8

None

2 Wounds

10 Brawn 16 Special
None
100
Screaming Choker Injury, Contact 1 round
Symptoms: Lose 1 Wound a round until dead, horrifying Terror 12 visions, features freeze in terror.
Sluicem
Symptoms:

Ingest
10 minutes
8
None
Special
Special
10
Victim explosively gushes from both ends for 12 hours; -4 to rolls, -6 while gushing.

Tombmilk
Symptoms:

Ingest
1d5 x10 min
Sudden tiredness and lethargy.

Ingest
1d5 rounds
Witches Teat
Lasts
for
1d5
hours,
hallucinations.
Symptoms:

12

Brawn 12 Death

3 Wounds

120

Brawn 12 -4 to rolls

None

Contact
Instant
12 Brawn 12 None
None
1
Wolfsbane Oil
Symptoms: No effect on humans. Werewolves save or take 3 Wounds and revert to human form.
Zapallias
Symptoms:

Ingest
1d5 minutes 4
Target appears dead for about 12 hours.

None

Special

Special

100

302

Generally there is no magic store to buy these items. In general, magical items sell for about 1,000
silver for persistent items and 400 silver for consumables like potions and scrolls. Buyers will not pay full
price (as they will add their own mark-up.) In general, matching an item to a wealthy and interested buyer
will be more rewarding than fencing goods quickly.
Arena powers can be recharged as though they were talents, for 1 Awesome Point. Rested powers
cannot be recharged, the owner must wait.
Ring.
Critical Aim. Arena. After rolling to hit, move the face die to 10.
Darkvision. Constant. See in the dark for 30 feet.
Energy. Rested. Recharge a rested talent as a free action.
Healing. Arena. Heal 1 Wound as a focus action, self or other.
Protection. Constant. Reduces all incoming attacks by 1 Wound. (Counts as armor for awarding AP.)
Water Breathing. Constant. Able to breathe water.
Shield. Shields can be light or heavy.
Armwall. Arena. Spend 1 AP to bolster the shield so it takes a hit and passes no Wounds on to the
wearer. The shield is not damaged when used in this way. Works 3 times between sunrises.
Dispillation. Arena. Adds +6 to an effort to resist magic, or -6 to hit for a magic attack, or soaks 2
Wounds from a magic attack.
Lightshield. Constant. Projects light as a torch at will.
Mirrored. Constant. Allows the wearer to fight foes without looking directly at them. In bright
conditions, can take action from another in same or adjacent arena as ranged impede (shine in eyes).
Sight. Arena. Look over the top of the shield to see invisible or hidden objects, gaining +4 to
Awareness tests.
Weapon. Weapons can be light, hand, reach, heavy, or very heavy.
Dancing. Arena. It can animate and defend its owner for the duration of a fight. Attacks against the
dancing weapon are -4 to hit, 2 Wounds deactivate it.
Deadly. Constant. It does +1 Wound with each successful hit, and ignores 1 armor soak.
Doom Axe of Malrodian. Very heavy weapon, serrated axe. When its command word is spoken, the
bearer can regenerate 1 Wound a round for about a minute. This works once per day.
Extending. Arena. It can also attack those in adjacent arenas.
Flaming. Constant. It gives light as a torch and grants +1 Wound damage.
Morphing. Arena. It can become any kind of melee weapon as a free action once per round.
Ravenblade. An ornate black short sword etched with red enameled runes that smoke when the
sword is in the presence of undead. It grants +2 to hit or +1 Wound with each attack. It grants both
when attacking undead.
Sacrificial Dagger of Matakhan. Light weapon. Each human killed with this blade grants its wielder
2 spent Awesome Points towards leveling.
Vampiric. Constant. Every 2 Wounds it inflicts heals the user 1 Wound.
Warpsword. Constant. This very heavy weapon ignores armor. However, each time it inflicts a
Wound, the bearer must test Brawn difficulty 6 or take a Charge towards mutation (when bearer has 1
Charge per Brawn, Brawn test difficulty 15 or mutate.)

303
Armor. Armor can be light, medium, heavy, or very heavy.
Buoyant. Constant. Does not hamper swimming at all, grants free movement underwater.
Disorientation. Constant. Distorts perception so attackers are -2 to hit.
Healing. Arena. Heals 1 Wound as a free action.
Kobold Warpaint. Take 1 minute to apply the paint to face, neck, and arms. It only works on those
wearing no armor. For the next hour, get +2 to hit or +1 Wound damage for each hand to hand or
melee attack. At the end of the hour, take 1 Wound.
Mystic Fitting. Constant. The armor is 1 load less heavy.
Stealthy. Constant. Grants +2 to stealth attempts, stealth is not penalized by armor weight.
Sustaining. Rested. Counts as resting the character, providing energy equivalent of food, water, and
six hours of sleep and recharging all rested abilities.
Woodrot. Constant. When a wooden weapon or plant-based creature hits this armor, the wood is
disintegrated. Plant creatures take 3 Wounds.
Ranged.
Arrows of Her Dreaming Majesty. When fired, the arrow splits into 1d5 arrows that all use the
same attack roll, individually hitting up to 1 target each in the same arena (shooter chooses which.)
Bonearrow. This arrow does +1 Wound. If it kills its target, the target rises the next round as a tough
with 2 Wounds under the telepathic control of the shooter. It only works once.
Bonedry Cannon. Constant. The powder in this pistol never gets wet.
Conflagration Shot. When fired from a musket or pistol, this ball explodes in the targets arena,
inflicting 2 Wounds on all targets in the arena. Those who are near enough an edge to leap clear may
test Daring difficulty 10 to take 1 Wound.
Featherfaced Bow. Arena. After rolling to hit, move the face die to 10.
Heavy Crossbow of Flaming Doom. Arena. One
bolt does 4 Wounds and sets aflame any
flammable target.
Quickbow. Constant. Spend 1 AP to get an extra
ranged attack this round.
Self-Loading Heavy Crossbow. Constant. The
crossbow reloads itself every round as a free
action.
Thunderhammer. Arena. This heavy weapon
can be flung to attack others in the same arena or
an adjacent arena. It can be called back to hand
with a focused action.
Objects.
Amulet of Mutational Protection. The bearer is
immune to magic radiation and mutation.
Amulet of Spikes. Arena. For 1 round, all
attacking minions fall after they attack the owner.
Bauble of Counterspelling. Anyone can shatter
this glass orb as a free action (or a move action to
remove it from safety and smash it.) It counts as a total of 20 to Counterspell.
Casket of Seraph-Luun. Stone sarcophagus from Mord-Stavian. Transforms human corpses sealed
inside into a thick, honey-like fluid that smells of vinegar. Pass a Horror 9 test to drink the fluid, and
gain knowledge of any hidden treasure the corpse knew about.

304
Cauldron of the Lamenting Mother. This is a massive black cauldron with skulls of mutants and
creatures bolted to it. Once per year, it may be filled with pure water from a rushing river and brought
to a boil. The remains of a once-living creature must be put in at sundown, and at midnight, the
creature will return to life. A person raised in this way must attend a midnight rite dedicated to the
Lamenting Mother once per year. If they fail to attend, they die with no hope of resurrection.
Collar of the Shae Chieftans. This gold, jeweled collar makes the beaerer immune to fear, +3
against terror and horror, and +3 to any roll to resist a magic effect. They were gifts from arch-fey.
Cup of the Oathbreaker. Anyone who drinks from this enchanted goblet once owned by the
Betrayer Prince of Scarabae is freed from the effects of a geas or quest.
Evasion Boots. Arena. Roll 7+ on 1d10 to avoid a successful hit in combat.
Frogbeast Eggs. These can be thrown in the same or and adjacent arena. When they land, a frogbeast
rolls out and rises as a focus action. In subsequent rounds, it will wander, or approach the nearest
moving or living thing. When it detonates, it does 3 Wounds to what it touches, and 2 Wounds to
anything within arms reach.
Ghostsilver Lantern. The baroque lantern traps a will o the wisp. When the hood is opened, the
spectral light reveals hidden doors in the same arena, outlined in pale, flickering phosphorescence.
Glowstick. Magic liquid in a silvery tube. Shake it as a focus action, it emits wan light equal to a
lantern for 10 minutes, and a candle for 50 minutes before dimming out. The stick then requires an
hour to recharge before it can be used again.
Horn of Terror. Arena. Blow the horn, and foes must test Commitment difficulty 8 or flee. Toughest
foes test first; each fleeing tier is -2 morale to lower tiers.
Implement of Casting. Constant. Looks like a wand, rod, staff, orb, or athame. Any spellcaster can
use this in exchange for normal spell components for mage spells (not including special components.)
Mask of the Blunt Myrmidon. The cursed mask causes the bearer to do -1 Wound with bladed
weapons. The bearer will refuse to take the mask off unless the mask is counterspelled, difficulty 12.
Multitool of the Dwarf Artificers. It appears to be a rod of smelted iron. Hold it aloft and invoke the
name of a dwarven craftmaster to change its shape: By the Power of Narfi the Forger (hammer),
Gnackli the Carver (chisel), Morgli the Bender (crowbar), Restnar the Splinterer (axe), Lorla the
Mender (scissors), Terlak the Miner (pick). When not held, the multitool reverts to rod form. In
combat it can be used as a light weapon or a hand weapon depending on the form.
Muscley Belt. Constant. Do 1 extra Wound in unarmed or melee combat, gain +2 to Brawn tests.
Pipe of the Tobacco Mage. This nondescript pipe has a mystical word etched on its stem. Once per
day when it is smoked the owner may intone the mystic word and blow forth a cloud of smoke that
fills the smokers arena. Those in the smoke must test Brawn difficulty 10. If they fail, they must
leave the arena or lose 1 Wound a round, and they are -2 on all rolls. If they succeed, they are -2 on
all rolls.
Ravenous Pelt of the Wolfen Mother. Rested. This wolf pelt may be cast on the ground, and the
activation word said, during the defend phase. It becomes a massive wolf with 5 Wounds that attacks
as a heavy weapon and accepts commands from its master until the fight is over or a minute passes.
Scamperclaws. Arena. Ignore any penalty or difficulty to climb or drop from one arena to the other
while empty-handed and wearing these climbing claws.
Shadowcloak. Grants the wearer +2 Cunning to be stealthy. Can hold 1 hand weapon or smaller item
in an interdimensional space that cannot be found by searching. Three times per day, allows the
bearer to move into one deep shadow and emerge from another in an adjacent arena.
Sluurgian Death Head. Rested. Dessicated, gruesome trophies made from decapitated heads. As a
focus action once per day, pry the mouth open. A thick cloud of flies will swarm out, disrupting all
focus actions in that arena and adjacent arenas for 1d5 rounds, starting the round after it is opened.
Stonecloak. Arena. Duck under the cloak, it stiffens to an appearance of stone. Awareness difficulty
10 to detect the fake. Seeing and hearing what goes on outside is -2 Awareness for the hiding
character.

305
Twin Puzzle Boxes of Calim Yor. The puzzle boxes are identical, made from rosewood. Each has a
hidden button (Awareness or Cunning difficulty 15 to find.) When the button is pushed on one, the
user is instantly transported to the second box.
Scrolls. (Labeled, worth 400 silver. Unlabeled, about 200.)
A scroll can contain a single spell from any school of magic.
Learning the Spell. When a wizard finds a scroll, the wizard can spend 3 Awesome Points that do
not count towards leveling, to learn the spell after at least 12 hours of study, as a talent when the
wizard levels. This does not damage the scroll.
Casting From the Scroll. A wizard can drain all magic from the scroll once and spend 3 Awesome
Points, casting the spell as though it was an unlearned talent from the wizards base template. The
spell works normally, but the scroll then disintegrates.
Potions. (Labeled, worth 400 silver. Unlabeled, about 200.)
A potion takes a focus action to drink. Most also take a focus action to go into effect. Some potent potions
fit in a smaller space, and can be downed like a shot glass as a Defend action. The effects can be adjusted
by the DM for specific potions as desiredthese are general categories.
Awesome Sauce. This potion grants 2d5 Awesome Points to the drinker.
Cosmic Insight. Gain a level immediately. Take 1 Wound for every 3 full Awesome Points you
would have had to spend.
Liquid Rest. This potion counts as 12 hours of rest, recharging all rested talents. Each one reduces
the drinker by 1 Wound until the drinker sleeps for 6 hours.
Liquid Training. Gain its talent immediately, replacing the talent youll get when you next level. It
can be common or restrictedrumors of a few that teach exclusive talents excite drinkers.
Healing Drink. Drink as a focus action, then gain up to 2 Wounds back no matter how badly hurt;
each one takes 1 focus action to return, and if interrupted, that Wound does not return. Wounds
healed in this way leave no scar, not even if you were dying (though crippling endures).
Water Blessing. (50 silver) Blessed water inflicts 3 Wounds on undead. Vials can be blessed and
thrown like range weapons, or the damage spread among targets in melee range with a splash. Water
arrows can be blessed. Any sufficiently holy source (like a font) can bless water in it as a focus
action.
Reverse Potions. They do the opposite of what they were meant to do; drain all rested talents, inflict
1d5 wounds, suck out 2d5 Awesome Points, yank 1 level away, forget a talent, and other horrors.
Elemental Arrows. These are usually found in groups of 1d5, worth about 500 silver each.
Fire Arrow. +1 arena range and explodes on contact, doing 3 Wounds to the target and 2 Wounds to
those in arms reach. Projects the light of a lantern; useful for seeing the way, but not for hiding. Fire
will ignite anything flammable, but not people.
Gas Arrow. When it hits, the target and all those within arms reach of the target must test Brawn
difficulty 12 or collapse unconscious for about an hour.
Moss Arrow. This arrow carpets an arena with deep moss, silencing footfalls. This may allow
automatic success at stealth, or if there are other factors, up to +4 to Cunning.
Noisemaker Arrow. The enchantment releases various sounds; sometimes coughs, or knocks, or
clumsy movements, or crying babies, etc. depending on the whim of the creator. It lasts a minute.
Vine Arrow. When it hits, as a focus action it extends a rope up to 2 arenas (12 yards) long. The
arrow must inflict a Wound on the target to get enough traction to hold weight. It can hold up to 6
loads. If pulled lose as a protect action, it magically rewinds itself as a focus action.

306
Water Arrow. Puts out fire (up to a small campfire size) with a hit within arms reach. If hitting a
target, the target must pass a Daring test (difficulty is [the roll to hit]) or lose an action, sputtering.
Enchanted Teas of Ulverland. The blends are worth about 100 silver each.
Strong Brown Cuppa. Relieves drinker of fear effects, can cure a madness acquired since sleeping
last.
Fiery Heart Blend. Smokey tea grants immunity to effects of normal cold and soaks 1 Wound from
magical cold, for about 12 hours.
Dreamless Slumber Brew. Dreamless sleep for 2 hours or more, wake with a sense of clarity and
1d5 Awesome Points.
Jade Tea. Mild blend. Detect any falsehood uttered in your presence for 5 hours. Also, cannot lie for
that time.
Teapot of the Conscientious Butler. (750 silver) Any sachet of tea served in this fine porcelain
teapot will expand in volume so that 4 drinkers can enjoy its magic and flavor.
Tea-Ball of Spectral Steeping.
(500 silver.) The metal tea-ball
transmutes tea brewed from it
into an ectoplasmic beverage that
can be enjoyed by ghosts,
specters, and incorporeal undead.
Must Ulverlandean spectral
undead will cease their
unwholesome activities if offered
a cup of tea. Such an offering
makes them immanently more
reasonable and amenable to calm
discussion.
Fey Items. These are generally not for sale, but are used as gifts.
1
2
3
4
5
6
7
8
9
10

Troublesome Trinket
Mirror shows you your hearts desire
Love potion, works for 1d10 days (or years)
Bag that produces illusory coins, last 1 hour
Comb that, while worn, makes a woman pretty
Pipe full of pleasant dreams while smoked
Stone that turns lead to goldfor a while
Pebble you can place, immoveable to all but you
Pearl, inspires everyone with desire to own it
Book with an absorbing story, never ends
Small rock, instantly kills those who kiss it

Treasure
Crystal bottle, 1 drop from it heals any wound
Self-playing harp full of beautiful music
Pouch always full of bland, nourishing pellets
Dagger on a cord, points towards your target
Hunting horn that always summons help
Quiver that always has arrows in it
Necklace doubles your Charm
Cloak, all under it is invisible
Ring, you land gracefully, no falling damage
Diamond worth 10,000 gold

307

Characters with the Mechanic talent Demolitions know how to make and use bombs. Other mechanics
can do this also, spending 3 Awesome Points to use a talent in their template that they do not have.
Collapsing Charge. Build time: 8 hours. Cost: 500 silver. Detonation method: fuse or timer (extra 20
or 100 silver.) Size: 50 gallon barrel, 3 Encumbrance (a little extra because its delicate.)
o Everything in the arena takes 20 Wounds. Everything in adjacent arenas takes 4 Wounds. A
Daring test cuts the damage in half.
Flashpowder. Build time: 2 hours for 5 doses. Cost: 30 silver per dose. Detonation method: exposure
to flame or intentional magic. Size: 1 dose fits in a marble.
o Can grant +2 to Charm test, or be aggressively flung at a target who must test Daring or be -4
to the targets next action (ignored if the target does not act for 1 round.)
Grenade. Build time: 2 hours. Cost: 150 silver. Detonation method: 10 second (2 round) fuse,
detonates on the part of the round where it was lit. Size: fits in the hand.
o Everything next to it takes 6 Wounds, everything within half an arena takes 2. A Daring test
cuts the damage in half.
o Lighting can be a free action if a torch etc. is nearby, or a focus action if the material must be
readied, lighting the fuse, and putting material away. Usually throwing as a shooting action.
Flashbang/Smokebomb. Build time: 1 hour. Cost: 30 silver. Detonation method: impact. Size: 1
dose fits in a marble.
o Throw as a ranged action. Cover your eyes as a free action to avoid the negative effect. Any
potential target can cover eyes if they know the flashbomb is coming, and be safe from its
effect. All those in the same arena or looking at the flashbomb must test Daring (variable
difficulty, usually 10) and if they fail they lose an action. If they succeed, they are -4 to all
rolls for a round.

A cannon rolls 1d10 to hit. At short range, it needs 8. At medium range, it needs 9. At long range, 10. If a
cannon rolls a 10 to hit, damage is doubled.
Type
Light
Medium
Heavy
Mortar

Crew
2
3
3
2

Focus Actions to Reload


6 (3 each for crew)
9 (3 each)
9 (3 each)
6 (3 each)

Range (8, 9, 10 to hit)


100 ft., 300 ft., 500 ft.
200 ft., 500 ft., 800 ft.
300 ft., 600 ft., 900 ft.
300 ft., 600 ft., 900 ft.

Loads
4
8
12
8

Wounds
6
8
10
8 to arena

If a shot fires at an unmoving target and misses, the crew can adjust the range as a focus action to get +1
to hit from then on. This is cumulative.
A human target hit by a cannonball and reduced to 0 Wounds is +8 on the critical roll (unless the cannon
fired grapeshot or the target was hit by shrapnel or flying debris.)
A cannon fired into a group of targets can divide its Wounds in the group, taking out multiple targets.
Damage can only be shared with a second target when the first is depleted, and so on.
Firing the cannon takes gunpowder loads equal to the base damage the cannon inflicts.

308

I am deeply grateful to Jack Logan, for putting such an incredible public domain art website up. I used it
extensively for this book. https://picasaweb.google.com/102628334940070915254 That web sites
attribution for the artist for each piece is listed by the page number where the art is found. They are
protected by the Creative Commons license found here. http://creativecommons.org/licenses/by/3.0/
Cartography for the World Between is done by Kristy Shields working in collaboration with Andrew
Shields. All versions of the world map and country maps are a result of their efforts. Map brushes by
StarRaven. Andrew did the cover illustration, Kristy did the cover design.
Name
Albrecht Durer
Kirin Robinson
John Batten
John Batten

Page
8
17
40
41

Title
The Four Horsemen
Morgiana Dancing
The Herald Announces
the Court Ball
How Thor and Loki
Befooled Thrym the
Giant

Name
Harry Clarke
Harry Clarke
Albrecht Durer
Harry Clarke
Harry Clarke

Page
114
115
117
127
130
137
138
146
148
149
151

Harry Clarke
Harry Clarke
Giovanni Battista
Piranesi
Andrew Shields
Andrew Shields
Andrew Shields
Andrew Shields
Andrew Shields

152
156
159
201
201
202
203
204

The Drawbridge
Thumphauser
Ril Kunyer
Caylix Nifflegrek
Sorscha Ascendant
Devlin Starhallas

Andrew Shields

205

Sketchy Arena Map


Saint George Killing
the Dragon

42
44
45
47
49
50
51

Henry Justice Ford


Giovanni Battista
Piranesi

53

Willy Pogany
Harry Clarke

59
63

Harry Clarke
Willy Pogany
Kirin Robinson
Albrecht Durer
John Batten
William
Heinemann
Giovanni Battista
Piranesi
Willy Pogany
George Bell and
Sons
R. J. Williams
Harry Clarke
Harry Clarke

64
68
71
73
85

Saint Bartholemew
The Cat and the Ogre

Albrecht Durer
Henry Justice Ford

214
217

89

The Owl and the Birds

92
99

The Sawhorse

John Batten
John Batten

218
219

Henry Justice Ford

220

Henry Justice Ford

225

Androvandi
Harry Clarke

227
229

John Batten

232

57

104
107
110
112

Cave Mouth

The Gothic Arch


Aesir's Feast: How
Thor Triumphed

Sartor Resartus
Mother Bigback

Saint George Standing

Gustave Dore
Henry Justice Ford
Harry Clarke
Albrecht Durer
Harry Clarke
Harry Clarke

Willy Pogany
Henry Justice Ford
John Batten
Piranesi Carseri
Andrew Shields
Henry Justice Ford
Henry Justice Ford

The Three Ravens

Title

Italian Joust

Danhasch Carries Off


the Princess Badoura

The Nyamatsanes
Return Home

Sinbad and the Old


Man of the Sea

309
Name
Kirin Robinson
Harry Clarke

Page
235
238

Henry Justice Ford


Henry Justice Ford
Henry Justice Ford
Kirin Robinson

240
241
246
248

Henry Justice Ford


Henry Justice Ford

249
252
255
259

David Nutt
Albrecht Durer
Giovanni Battista
Piranesi

265
268
272

John Batten

273

Henry Justice Ford


Henry Justice Ford

277
278

Title

Antonio is Not Afraid


of the Ogre

The Lambton Worm


Five Soldiers and a
Turk on Horseback
The Portico of the
Pantheon
The Story of the
Enchanted Horse
Scioravante Leaves
Cannetella in the
Stable

Name

Page

Henry Justice Ford


Henry Justice Ford
Henry Justice Ford

280
282
285

Willy Pogany

286

Henry Justice Ford


Henry Justice Ford
Henry Justice Ford
Willy Pogany
Giovanni Battista
Piranesi
Kirin Robinson
Willy Pogany

287
289
290
291

Kirin Robinson
Piranesi Carseri
Giovanni Battista
Piranesi
Giovanni Battista
Piranesi

306
309

296
297
303

Title
Guarded by the Mirror
on Present
The Troll's Daughter
Sigurd at the House of
Nibelungs
The Two Damsels
Rescue Roger from the
Rabble

The Children of Loki


The Pier With a Lamp
The Witch's Heart

311

The Giant Wheel

315

The Round Tower

310

These examples are intended to walk through some possibilities and decision-making processes to show
how some of the game mechanics work in actual situations. An example can often illustrate how things
work better than an elaborate description.
An Ogre Hits Tanya
The ogre has a very heavy weapon (3 Wounds) at +2 Wounds for its vast strength, so it does 5 Wounds
with a hit. Tanya is wearing very heavy armor, and she has a shield. Tanya has 2 Wounds.
If the ogre rolls 1-7 on 2d10, it misses her.
If the ogre rolls 8-10, her armor absorbs 4 Wounds and her shield absorbs the 5th.
If the ogre rolls 11-13, her armor absorbs 3 Wounds and her shield the 4th.
o She could spend 2 Awesome Points and still not take any damage.
If the ogre rolls 14-16, her armor absorbs 2 Wounds and her shield the 3rd.
o She could spend 2 Awesome Points and take 1 Wound, but shes cutting it close.
If the ogre rolls a 17-19, her armor absorbs 1 Wound.
o If she uses her shield to reduce 1 more, and spends 2 Awesome points to reduce 1 more, she
takes 2 Wounds and must roll on the critical chart to see what happens to her since she
reaches 0 Wounds. That is not good.
o She could sacrifice her shield, so all damage is absorbed save 1 Wound. Then she could
spend 2 Awesome Points to negate that Wound, or just take it.
Tanya is well served by fighting defensively; that takes the ogres to-hit roll down by 2, and with her
shield she reduces his attack by 2 more, total -4 to hit. She then has a chance to counter-attack in a
situation where even if the ogre hits her it is unlikely shell be wounded. Even if the ogre rolls a 20, that
counts as a 16 with +1 Wound damage for a hit to the face. Only a 20 on 2d10 would require her to
sacrifice her shield to stay on her feet.
Raoul Chooses a Parrying Weapon
Raoul has a 7 Daring. He wants to fight with 2 weapons.
With a light weapon he gets 1d10 +7 (Daring) to hit, so he cant miss7+1 (minimum roll) is 8, a hit.
o A second light weapon for parrying means he would not get to roll 1d10. He would get a flat
7 to hit (a miss) but the parrying weapon could give him +2 to hit automatically. However,
that only works once a round. An armored foe, even with light armor, could ignore his base
damage (though he could spend 2 Awesome Points for +1 Wound.)
With a hand weapon he gets 3d10 to hit, keep the 2 highest rolls.
o A second light weapon or hand weapon would reduce the roll to 2d10 to hit. He would also
get either +2 to hit, -2 to hit for an incoming melee attack, or +1 Wound to his damage once a
round. Unless he gets some talents to help out, this is his best bet.
With a heavy weapon or a reach weapon he gets 2d10 to hit.
o A light weapon or hand weapon for parrying would reduce the roll to 1d10 to hit. He would
get +2 to hit once a round, but he would probably miss more than he wants to.

311
A very heavy weapon requires 2 hands. It doesnt work with a parrying weapon.
Talents make a difference.
o Paired Weapons, Duelist template: he would not be -1d using with paired weapons.
o Net of Steel, Duelist template: he would get to use the parrying weapon advantage once per
round per level.
o Salute, Duelist template: he would get +2 to hit, which could make the difference in what
weapon combination could consistently get 8 or higher.
o Sensitive Spots, Prostitute template: he could use a light weapon to get +2 to hit or +1
Wound, increasing the effectiveness of paired knives.
Light weapons get a +2 arena bonus in a tight arena. Hand weapons dont get an arena bonus.
Depending on control of surroundings, paired knives could be a good choice for very close combat.
George Gets Demolished
George had 2 Wounds and he is shot with a pistola 10 on the Face Die, so he takes 6 Wounds
George spends 2 Awesome Points to
reduce the damage to 5.
George gets to roll on the critical chart
on page 56. He had 2 Wounds, so he is
+3 on the rollthats the number of
Wounds past 0 he received.
If he rolls 4-6 he is knocked out. At
the end of the combat he gets up and
regains a Wound.
If he rolls 7-9 he is dying; bleeding,
badly hurt, helpless. Without
medical care, hell die.
If he rolls 10-12, he is crippled
AND dying. Even if he gets help,
hell never be the same. He rolls
1d10 on the Crippling chart. Or, the
DM could rule that since he was
shot in the head, it could be 3, 4, 6,
or 7. For a nice even 5 slots, 40% it
is 7. Or the DM could just assign the
critical.
If he rolls 13 (a roll of 10 +3), the
shot killed him flat out.
Once the critical is rolled, the negative
Wounds go away. If he is then hit for 1
Wound, he rolls again on the critical
chart at +1. When the fight is over, he
has 0 Wounds, not -3 Wounds.

312
Philippe Fights an Animated Statue
Philippe has a heavy weapon and a reach weapon. He is in a dense arena of trees and shrubbery, pursued
by an animated stone statue that counts as having very heavy armor. What might he do?
He might stand and fight.
o His heavy weapon is +2 to hit in a dense arena, and it does 2 Wounds. That means he can hurt
it if he rolls a 17 or better on 2d10. If he spends 2 Awesome Points to boost damage, he could
injure it on a roll of 14 or better.
o The down side to this plan is that the statue inflicts 3 Wounds per hit, and that will put
Philippe out of the fight even if he spends 2 Awesome Points to reduce the damage to 2.
o Philippe could defend, giving the statue -2 to hit him and getting a counter-attack if he is hit.
If he was wearing armor or had a shield, he might consider that option.
o He might get an improvised weapon, looking around for a tree branch big enough to be a very
heavy weapon. That would give him a base 3 damage, and with Awesome Points he could
boost it to 4. Especially if he could manage a hit to the face for +1 Wound. Not very bright,
but he could get lucky.
He might climb a tree. If he made his Daring test to climb, it is possible the animated statue could not
follow, and he might escape. Or, he could attack after climbing a couple arenas up. His reach weapon
would give him +2 to hit in a hazardous arena, like clinging to branches far above the ground. He
could also use a push action to dislodge the statue so it fellif he got up 2 or 3 arenas first, the fall
could hurt it significantly and buy him time if it could not catch itself. (Technically the push would
just move the target one arena, but being pushed down while climbing a tree, the DM would count
that as being knocked loose, and the statue would have to catch itself with a Brawn test.)
o The statue is strong, but Philippe figures he can spend Awesome Points to boost his effort to
push the statue. He will use his Cunning, the statue will probably use Brawn to resist.
He might try to squeeze through a space small enough the statue could not easily follow him.
o The DM could call for an Awareness test to find such a spot.
Announcing a difficulty means such a spot exists if he rolls well enough or spends
enough Awesome Points to boost the roll.
Not announcing a difficulty means there may or may not be such a space. Philippe
could try bribing the DM by raising the Awareness test but there is no implied
promise that such a passage exists.
o If Philippe finds such a spot, he may have to squeeze through with Cunning. However, if he
does, then the statue must either batter the obstacles out of the way or go around. That gives
Philippe enough time to attempt to hide, or to get a better head start in escaping.
Henk Chooses a Shield
The only differences between a light shield and a heavy shield are that the heavy shield is a full load
instead of a half load, and it can be sacrificed twice instead of once to stop all but 1 Wound of an attack.
A shield cannot be used with a light or very heavy weapon. It can be used with a hand weapon, heavy
weapon, or reach weapon. With a hand weapon Henk would get 2d10 to hit, but with a heavy or reach
weapon he would only get 1d10 to hit.
He doesnt have the Knight talent Shield Skill that gets rid of that -1 die on the to-hit roll, so he decides
to use a hand weapon with the shield.

313
Helsa Carves a Red Ruin
Helsa is a 4th level Fighter with Weapon of Choice, a very heavy weapon shaped like a double-bitted axe.
She also has Charger, Fight Dirty, and the Brawn master talent Dangerous Might. She has 14 Awesome
Points, and she always wanted to level in a single orgy of killing. She faces 7 weedy unarmored bandit
minions.
With a scream, she uses her Charger talent and moves, then attacks. She rolls an 11 to hit, with a 10 and a
1. Thats a hit to the face, and also with Fight Dirty a really unsavory dirty trick.
Looking ahead, she uses the Fighter inherent ability Awesome Violence to spend 2 Awesome
Points for +4 to hit. That takes her to 15 to hit.
Since she is fighting minions, she can spend 1 Awesome Point per minion to include in dishing out
the damage. (p. 58) Her to-hit roll decreases by 1 with each one she hits.
o She knocks one down. That counts as a to-hit roll of 14.
o The second one, she spends 1 Awesome Point and he goes down to a to-hit roll of 13.
o The third one goes down for 1 Awesome Point and a 12 roll to hit.
o The fourth one goes down with the +1 Wound for a hit to the face, 1 Awesome Point, and an
11 roll to hit.
Charger gives her +1 Wound, and Fight Dirty gives her +1 Wound.
o The fifth one goes down with +1 Wound from Fight Dirty, 1 Awesome Point, and a 10.
o The sixth one goes down when she uses Dangerous Might, spending 2 Awesome Points for 1
more Wound, 1 Awesome Point for another target, and hitting with a 9.
o The seventh one goes down with +1 Wound from Charger, 1 Awesome Point, and an 8.
She spent 10 Awesome Points in one fantastic explosion of gore and mayhem.
Wayland Rides On
Wayland is mounted on a riding horse moving at a 2 speed.
If he shoots a ranged weapon, he is -4 to hit.
If he swings a melee weapon at someone on foot, he is -4 to hit. However, after he rolls, he can either
add +2 to hit or +1 Wound for being mounted attacking someone on foot.
If he falls off the horse, he takes 2 Wounds (1 per speed.)
If he attacks with a reach weapon, he gets +2 to hit because he counts as being in a hazardous miniarena (though the weapon range is not affected.) If people with reach weapons attack him, they get a
+2 also. If he was mounted, in an open arena, both reach and range weapons would be +2 to hit him.
Kayla and Farnsworth Joust
Kayla and Farnsworth are riding at each other at speed 3, both in heavy armor with heavy shields. Both
are using lances, reach weapons.
The horses do move actions, the riders attack during the combat phase.
Both are -6 to hit (3 speed x2) but each will do +6 damage (3 for each horse).
o Shields will likely be splintered, reducing the hit to 1 Wound.
o If one is hit, then roll 1d10 to stay seated, at 3 difficulty per Wound sustained.
Rising and re-mounting is a move action.

314
Darnell Uses the Cliff Edge
Darnell has a Brawn of 6 and a reach weapon. He squares off with 3 skeletons and a necromancer in a
hazardous arena on the edge of a cliff. The skeletons have 2 Wounds each and hand weapons, and the
necromancer has a Cunning of 3 and a hand weapon.
Darnell goes for a Push. He rolls a 4 + 6 Brawn, 10, +2 for his reach weapon (12). He is trying to herd 4
foes off the cliff, so he is -3, for a total of 9. Each target rolls; the skeletons are +2 each, and roll 2, 5, and
9 (4, 7, 11). The necromancer is +3, he rolls a 5 (8).
Darnell pushes 2 skeletons and the necromancer off the cliff, only one skeleton remains.
The push tactic was smart because it got rid of most foes before the combat phase.
Punch and Judy Protect Gaston
The arena structure for combat is pretty flexibleit is open to DM interpretation.
If Punch and Judy are trying to protect Gaston under normal circumstances, they can choose between
them who intercepts any attack against Gaston in the round.
If they are in a place where they could herd Gaston into an alcove or passageway, they could line up
and attackers would have to deal with them in order, the second only threatened if the first fell.
If they are in a tight arena passageway the width of one person, then they could only protect Gaston
by getting between him and a threat. This could be described cinematically with a slide between his
legs to get on the proper side, or clambering over him, or the DM could charge Awesome Points to do
it, or an attribute roll. There is some flexibility.
If they are in the open surrounded by archers, the DM might tell them they can protect a 90 degree
angle each.
If Punch is protecting with paired weapons, he has some choices.
Any time he is hit (even if he does not take a Wound) he gets to counter-attack.
He can use his parrying weapon to make a single attack -2 to hit, or he can boost his counter attack by
+2, or he can add +1 Wound to a successful hit. However, he can only do that once per round, so if
several entities attack he must choose when best to use his parrying weapon.
If Judy is protecting with a shield, she has some choices.
Attacks against her target (and therefore her) will all be reduced by 1 Wound for the shield (not just 1
Wound in the whole round.)
She does not impose -4 to hit on all her foes, because she is protecting someone instead of going all
defensive.
As long as her foes only do 1 Wound, it is great for them to hit her; she can then hit them back for
free, potentially getting lots more attacks than she would have otherwise as she holds up her shield
and stabs around it.
The attack type matters.
They dont get to counter-attack against ranged attacks.
They cannot protect Gaston against an area attack, like dragon breath.
o Players can suggest ways they shield their target, taking more damage themselves, or taking
advantage of scenery. The DM can interpret the success of such efforts by either allowing it
as requested, adjusting the request, denying the request, calling for an attribute roll, and/or
charging Awesome Points.

315
If a crowd of minions attack, defenders only get 1 counter attack per attack rolledif 10 minions
attack, rolling 10d10 to hit, then only 1 counter attack is possible. However, if 2 groups of 5 attack,
with 5d10 to hit each, then each group can be counter attacked.
If Punch was not well equipped for
the fight for one reason or another,
he could assist Judy instead of
fighting independently. Instead of
getting his own roll for a counter
attack, any time Judy counter
attacked he would add 1d10 to her
roll. She would keep the highest 2
rolls.
If she was using a hand weapon,
rolling 3d10 to hit and keeping
the top 2, instead she would roll
4d10 to hit and keep the top 2.
If she was using paired knives,
and got +5 to hit, then with his
help shed roll 1d10 +5 to hit.
Those attacking Gaston would
be forced to hit Judy instead.
However, those attacking Punch
could do so without Judys
interference.
Armoring Hard Targets
A gargoyle ignores the first Wound
from any attack. Put a gargoyle in
medium armor, and the gargoyle will
ignore any Wounds that the armor
soaks first, and then an additional
Wound.
A bear owl counts as having natural medium armor. If a bear owl were to be dressed in light armor, then
this is how a hit would work out.
1-7 miss.
8-10. -1 Wound for the light armor, -2 Wounds from the medium armor, total -3.
11-13. -1 Wound from the medium armor, total -1.
14-16. Full damage.
In addition, the bear owl would spend 2 Awesome Points to reduce any hits by 1 more Wound.

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